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Mythic Vistas: SpirosBlaak - Property Is Theft!

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Some pirates head to the sea to escape the tedium of their<br />

lives, while others are patriots looking to bring the fight to their<br />

homeland’s enemies. Not as quick to kill as their greedy brethren,<br />

a glory hound or adventurous pirate tempers his bloodlust with<br />

a cause, even if this cause is nothing more than seeing the world<br />

beyond the horizon.<br />

Races<br />

Humans, especially the Midwyn, are the most commonly<br />

encountered pirates. Goblinoid and orc pirates are also common,<br />

especially where there are ripe human-dominated sea-lanes to pluck.<br />

Unruly Witch Hill goblin ironclads and submersibles unfortunately<br />

remain a common sight upon Drome Lok and along the coastline<br />

bordering Vas and the Crypt Hills.<br />

The number of Kav pirates reflects an increase in the lycanthrope<br />

population’s general discontent and disobedience. Such vessels<br />

typically (but not exclusively) target duchies that have been<br />

especially unfair and prejudiced towards their kind. Kav pirates<br />

are among the more savage cuhroats plying the coasts, sometimes<br />

traveling as far as a dozen miles inland to take slaves or sate their<br />

lust for violence.<br />

Although elven sailors are plentiful, there are few elven pirates.<br />

The tightly knit societies of dwarves, halflings, and mentors seem to<br />

somehow prevent most from embarking on such disreputable and<br />

base careers.<br />

Other Classes<br />

Pirates prefer people who are as rough-and-tumble as themselves,<br />

meaning they are more likely to carouse with boisterous fighters,<br />

rowdy barbarians, and rakish rogues than with snooty wizards,<br />

lordly paladins, or foppish bards. In a mixed party, pirates tend to<br />

rush about where needed, while still managing to avoid the thick<br />

of things.<br />

Game Rule Information<br />

Pirates have the following game statistics.<br />

Abilities: Dexterity is vital to survival upon any ship making up for<br />

the lack of heavy armor. A respectable Constitution allows the pirate to<br />

go about strenuous work, including swimming, for long periods. The<br />

utility of other abilities depends on the skills the pirate learns.<br />

Alignment: Any.<br />

Hit Die: d8.<br />

Starting Gold: 5d4 x 10 gp.<br />

Class Skills<br />

The pirate’s class skills (and the key ability for each) are Appraise<br />

(Int), Balance (Dex), Bluff (Cha), Climb (Str), Cra (Int), Gather<br />

Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (nature)<br />

(Int), Perform (Cha), Profession (Wis), Spot (Wis), Swim (Str), Tumble<br />

(Dex), and Use Rope (Dex). See Chapter Four: Skills in the PHB for<br />

skill descriptions.<br />

Skill Points at 1st Level: (4 + Int modifier) x 4.<br />

Skill Points at Each Additional Level: 4 + Int modifier.<br />

Class Features<br />

All of the following are class features of the pirate.<br />

Weapons and Armor Proficiency<br />

Pirates are proficient with all simple weapons and light armor, but not<br />

with shields.<br />

Laugh at the Gods (Ex)<br />

Being a pirate means accepting great risks every time you set sail. At<br />

1st level, a pirate can stare death straight in the eye without blinking.<br />

Chapter Eight: Character Classes 85<br />

Pirates may add half their class level to all saving throws against<br />

spells and effects with the fear descriptor.<br />

Reputation (Ex)<br />

A pirate relies on his notoriety as much as his skill at swordplay to<br />

overcome his enemy. A ship’s crew might surrender without firing<br />

a shot when faced with a famous (or infamous) pirate, or they may<br />

realize that everything is hopeless and fight to the death, all based<br />

just on the pirate’s reputation.<br />

Starting at 1st level, a pirate character selects a reputation type<br />

from the following list.<br />

Bloodthirsty: The pirate is a notorious, cold-blooded killer<br />

who doesn’t leave loose ends. As a standard action, the pirate<br />

can demoralize foes as described under Intimidate in the PHB.<br />

However, if the pirate’s Intimidate check beats the target’s modified<br />

level check, the target is panicked instead of shaken.<br />

Lady Killer/Vamp: The pirate is extremely aractive, luring<br />

individuals normally aracted to his gender like moths to the<br />

flame. When making a Charisma-based skill check against an<br />

individual normally aracted to his gender, the pirate may add<br />

half his class levels to the check. The DC for particular subjects<br />

may be higher depending on their station, thus seducing the<br />

mayor’s wife is likely more difficult than seducing a common<br />

barmaid. If the pirate improves the NPCs aitude to Friendly, that<br />

NPC is always considered Friendly, even though circumstances<br />

may change. However, at the GMs discretion, the NPCs aitude<br />

may worsen if neglected, aacked, or otherwise harmed<br />

emotionally or physically.

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