Any fifth level thief with a minimum
Constitution of 12 who likes the waters and is willing to obey a captains
will, or is a captain himself, can become Pirate. Dwarven Pirates are highly
unlikely, but not forbidden. The Pirate is a seagoing thief who lives of
looting other ships. Pirates are experts in using ropes and sailing, but
they have little use of true stealth. Here's a table full of info about
the Pirate...
Level: | Experience: | Hit Points: | Thaco: | Wpn. Profs: | Non-Wpn. Prof: | Abilities: |
1 | 0 | +1d2 | 0 | 3 | 4 | (basic) |
2 | 10000 | +1d6 | -1 | 3 | 4 | - |
3 | 20000 | +1d6 | -1 | 3 | 5 | +2 save vs. alcohol |
4 | 40000 | +1d6 | -2 | 4 | 5 | - |
5 | 70000 | +1d6 | -2 | 4 | 5 | - |
6 | 135000 | +1d6 | -3 | 4 | 6 | - |
and so on... | +120000/ level | +1d6/ level | -1/ 2 levels | +1/ 4 levels | +1/ 3 levels | - |
The Basic Abilities:
-Escape Bonds: (see Skills and
Powers) base chance=15%
-Free Sailing and Rope Use proficiency.
-Free Cutlass proficiency.
-+1 save versus Alcohol.
-familiar with all objects on ship
when used as weapon.
-Increased Endurance (+4 to Con
for purposes of Endurance)
-+1 to any sea-based proficiency
that is not received for free.
When the Pirate advances a level,
he may divide 20 points on the following skills:
Escape Bonds, Open Locks, Climb
Walls, Pick Pockets
Pirates may use any weapon and wear any armor. Light armor IS recommended, though.