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Mythic Vistas: SpirosBlaak - Property Is Theft!

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86<br />

Rakish Hero: Despite the authorities labeling this pirate as a<br />

criminal and menace to the sea-lanes, most common folk (lubbers and<br />

sailors alike) see he as a champion of the people. At will, the pirate can<br />

inspire others to newfound heights of heroism. The pirate must spend<br />

1d4 rounds building up their confidence with stirring words and<br />

such. Thereaer, one target per point of the pirate’s Charisma bonus<br />

(minimum 1) gains a +1 morale bonus to initiative checks and all<br />

saving throws for a number of rounds equal to the pirate’s class level.<br />

Sea Snake: This pirate is known for her silver tongue and nimble<br />

wits. By spending 1d4 rounds in conversation and succeeding on a<br />

Bluff check opposed by the subject’s Sense Motive check, the pirate<br />

can con someone. If the pirate wins the opposed roll, she can suggest<br />

a course of activity: no more than a few sentences, and it must be<br />

worded so that it sounds reasonable. The subject will do his best to<br />

perform as instructed.<br />

Bonus Feat<br />

At 2nd level, and every two pirate levels thereaer, the pirate gets<br />

a bonus feat drawn from the following: Amphibious Endurance*,<br />

Combat Expertise, Combat Reflexes, Dodge, Eagle Eyes*,<br />

Endurance, Endurance Swimmer*, Great Lungs*, Improved Feint,<br />

Improved Initiative, Leadership, Lookout*, Master Pilot*, Mobility,<br />

Naval Heritage*, Port Savvy* Pressure Survival*, Rope Climber*,<br />

Sea Brother*, Sea Dog*, Skill Focus (Cra: shipmaking), Skill Focus<br />

(Profession: sailor), Skill Focus (Swim), Steady Captain*, Steady<br />

Legs*, Storm Sense*, Superior Pilot*, Swing-By Aack*, Toughness,<br />

Two-Weapon Fighting, or Weapon Finesse.<br />

See Chapter Ten: Skills & Feats for details on these new feats.<br />

A pirate must meet all prerequisites for a bonus feat, including<br />

ability score and base aack bonus minimums. These bonus feats<br />

are in addition to the feats that a character of any class gets from<br />

advancing levels. A pirate is not limited to the list of pirate bonus<br />

feats when choosing his normal feats.<br />

Reckless Abandon (Ex)<br />

Due to his fearlessness and swashbuckling bravado, starting at 5th<br />

level, a pirate adds his Charisma bonus to his Armor Class. He loses<br />

this ability if he wears medium or heavy armor or uses a shield.<br />

Special Abilities<br />

On aaining 7th level, and at every four levels thereaer (11th, 15th,<br />

and 19th), a pirates gains a special ability of her choice from among<br />

the following options.<br />

Close-Quarters Combat (Ex): This ability allows the pirate to<br />

derive a benefit from fighting in cramped conditions. For every<br />

adjacent square to the one the pirate occupies that is filled by a solid<br />

object (such as a wall), the pirate gains a +2 dodge bonus to his AC.<br />

Furthermore, the pirate automatically flanks any target who has a<br />

solid object in a position relative to him that would normally cause<br />

flanking were the object an ally of the pirate.<br />

Daring Luck (Ex): Fate favors the bold. Three times per day, the<br />

pirate can make two die rolls instead of one and take the beer<br />

result. This can be on any die roll, including damage, miss chance,<br />

or aack roll.<br />

Lucky Breaks (Ex): Pirates are quick to take advantage of lucky<br />

breaks when they present themselves. The pirate can feint in combat as<br />

a move action. If the pirate already has Improved Feint, he may feint<br />

as a free action instead. In addition, pirates with this ability gain a +1<br />

competence bonus to aack rolls when making aacks of opportunity.<br />

Evasion (Ex): A pirate can avoid even magical and unusual<br />

aacks with great agility. If she makes a successful Reflex saving<br />

throw against an aack that normally deals half damage on a<br />

successful save, she instead takes no damage. Evasion can be used<br />

only if the pirate is wearing light armor or no armor. A helpless<br />

Chapter Eight: Character Classes<br />

pirate does not gain the benefit of evasion. If the pirate already has<br />

evasion from another class, he gains improved evasion instead. See<br />

the Rogue in the PHB for details.<br />

Born to the Sea (Ex): This pirate is a skilled swimmer. When<br />

wearing light armor, he ignores all armor check penalties. In<br />

addition, he can hold his breath for a number of rounds equal<br />

to three times his Constitution score (or five times if he also has<br />

the Great Lungs feat). Finally, he gains a +4 competence bonus to<br />

all Swim checks, and may take the run action while swimming<br />

provided he swims in a straight line.<br />

Handy (Ex): Life aboard a crowded ship teaches pirates to work<br />

together in near-perfect harmony. Whenever the pirate performs an<br />

Aid Another action on a skill check, he adds half his class level to the<br />

check instead of the normal +2.<br />

Improved Lucky Breaks (Ex): To select this ability, the pirate<br />

must have previously selected Dirty Fighter. When making an aack<br />

of opportunity, the pirate gains the benefit of the Improved Critical<br />

feat. In addition, he deals +1d6 points of damage on a confirmed<br />

critical. This benefit does not stack with the Improved Critical feat or<br />

other spells or effects modifying a weapon’s threat range.<br />

Improved Evasion (Ex): This ability works like evasion, except<br />

that while the pirate still takes no damage on a successful Reflex<br />

saving throw against aacks, she henceforth takes only half damage<br />

on a failed save. A helpless pirate does not gain the benefit of<br />

improved evasion. To select this ability, a pirate must already have<br />

evasion. If the pirate already has improved evasion, she derives no<br />

additional benefit from this ability.<br />

Skilled (Ex): The pirate may select three skills in which he has<br />

ranks. He gains a +3 competence bonus to all checks made with<br />

these skills. This ability may be selected more than once. Each time,<br />

the pirate must select three more skills.<br />

Prophet<br />

Prophets, sometimes called seers, are auned to the universe and the<br />

divine energy suffusing all things. Their spiritual awareness grants<br />

them uncanny insight into the world around them, sometimes<br />

offering visions of the future. These flashes of understanding help<br />

guide prophets to a deeper spiritual understanding of the cosmic<br />

interrelations of reality.<br />

Adventures<br />

Prophets approach adventures as opportunities to follow their<br />

destiny. Their visions guide them when they make long treks,<br />

journeys they willingly take, expecting to learn a valuable lesson from<br />

the experience. Evil prophets also enjoy the monetary gains from such<br />

adventures, using the proceeds to fuel their cult’s expansion.<br />

Characteristics<br />

Prophets cast spells through innate power rather than by prayer.<br />

They have access to fewer spells than clerics and druids, but they<br />

may cast spells more oen. Prophets need not select or prepare<br />

spells ahead of time.<br />

Alignment<br />

Prophets may be of any alignment, although most tend towards<br />

neutrality.<br />

Religion<br />

Most prophets refrain from devoting themselves to a particular<br />

deity, instead venerating the divine will as a whole and its role in the<br />

universe. As they do not rely on a deity to grant their spells, Gods’<br />

Fall has had no effect on their abilities. A few prophets do indeed<br />

follow a particular deity, but these oen multiclass as clerics.

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