Korias
2007-05-27, 09:22 PM
Pirate Lord
The Pirate Lords are a group of 9 Capitans from around the world that were binded by the Pirate's Code. "Keep to the Code", they say. But when one dies, he or she must pass along the Title of Pirate Lord, and their Peice of Eight.
And without further ado...
Requirements
Skills: Profession (Sailor): 4 Ranks; Profession (Capitan): 6 Ranks; Sense Motive: 4 Ranks; Bluff: 4 Ranks; Balance: 4 Ranks; Open Lock OR Disguise OR Sleight of Hand: 2 Ranks
Feats: Quick Draw, Two Weapon Fighting, Skill Focus: Profession (Capitan)
Proficiencies: Cutlass (See: Slashing Shortsword), Pistol (Where Applicable)
Alignment; Any Non Lawful
Special: Must be given one of the nine peices of eight from a dying Pirate Lord.
Effects:
HD: d8
Skill Points: 6+Int
Skills: As a Rouge
Pirate Lord
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Personal Effects, Pirate's Code, Generate Rum
2nd|
+2|
+2|
+2|
+2|Uncanny Dodge, Sailing Skill
3rd|
+3|
+3|
+3|
+3| Yo Ho..., "Yar, We Be Pirates!"
4th|
+4|
+3|
+3|
+3|Avast! We shall fight!, Sailing Skill
5th|
+5|
+4|
+4|
+4| "He's a Pirate!" [/table]
Personal Effects (EX) All Pirates carry with them a special artifact. This is their trademark Item. For Jack Sparrow, it was his Compass. A Player may select from the list below. He may not change this choice afterwards.
Compass: The Compass has the ability to point to whatever you want the most. This can be anything from Rum, To Women, to a burried treasure. When held, you immediately know your general location,
Telescope: The Telescope can see the future. The holder gains a +1 modifier to any die roll 3/day, plus a +10 bonus to spot checks.
Cutlass: The Pirate's Favored Blade. When Using the Cutlass, the Pirate can Bypass the first 5 points of DR.
Pistol: The Pirates Favored Gun. Its a basic Ball-and-Powder Pistol, but can be used to hold two shots X/Day, where X is the Pirate Lords Class level times two.
Hat: The Pirates got a trademark Hat. When worn, it provides a +5 competence bonus to all social skills.
Boots: These boots allow the Pirate Lord to run as if he had expeditious retreat cast upon him, and allow a +5 Bonus to Balance and climb checks.
Pirates Code (EX) A Pirate Must abide by a set of laws passed down from ancient pirates. Essentialy, it states that if a Pirate ever changes to a Lawful alignment, he loses all class benefits. He must revert to Non lawful alignment and get an atonement spell cast before he can regain his spells. Also, he must spend 1 week on a desert island to relearn the Pirates code.
Generate Rum (SP) A Pirate can, 1/day, magicaly create a Large bottle of Rum, as the Spell "Create Food and Water". However, it only works for creating Rum. The rum created is in a Large Glass Bottle (Akin to a Wine Bottle), and if sold/traded, the rum inside the bottle becomes warm urine.
Uncanny Dodge (Ex) The pirate retains his dexterity to AC if caught flat footed.
Sailing Skill (EX) A Pirate must learn somethings alone the ways of being a Pirate. Pick one at 2nd level, then another at 4th level. This choice cannot be undone.
Capitan: +5 To Charisma Based Checks
Helmsman: +5 to Dexterity Based Checks
Sails: +5 to Strength Based Checks
Cannoneer: +5 to Constitution Based Checks
Brig Watcher: +5 to Wisdom Based Checks
Suppliesman: +5 To Intelegence Based Checks.
Yo Ho... (Ex) As a free action, a Pirate can begin to sing the song. Allies within 20 ft begin to sing the Pirates song, and add the Pirate Lord's class level/ 2 rounded down as an enhancement bonus to attack rolls. Note that only Non Lawful characters are affected. All others are not.
"Yarr! We be Pirates!" (EX) If a Pirate spends his move action taunting an opponent, then the Pirate Lord may subtract X from his opponents AC, where X is the Pirate Lord's Class levels. It may not be used on Flatfooted opponents, nor may it be used to take an opponents AC below 10.
Avast, We shall fight! (Su) A Pirate is skilled in the art of battle. He may treat any Enemy as if they had a dexterity bonus of 0, but may only apply sneak attack damage if the target is actualy flat footed.
"He's a Pirate!" (Ex): The Pirate Lord Can always find a way to come back after he is killed. For one week after he is killed, he will appear washed up on a deserted island in the middle of the ocean, but this only has a 35% chance of working, +1% for each point of charisma he has. Roll d% to find out wether he comes back to life,. He Suffers NO EXP penalty for this. This only works that if your body was destroyed or cannot be located. If you die (Via Hanging/ head is chopped off), your DEAD. You suffer the full EXP penalty.
Yeah. Saw Pirates 3 Twice in one day. Epic.
The Pirate Lords are a group of 9 Capitans from around the world that were binded by the Pirate's Code. "Keep to the Code", they say. But when one dies, he or she must pass along the Title of Pirate Lord, and their Peice of Eight.
And without further ado...
Requirements
Skills: Profession (Sailor): 4 Ranks; Profession (Capitan): 6 Ranks; Sense Motive: 4 Ranks; Bluff: 4 Ranks; Balance: 4 Ranks; Open Lock OR Disguise OR Sleight of Hand: 2 Ranks
Feats: Quick Draw, Two Weapon Fighting, Skill Focus: Profession (Capitan)
Proficiencies: Cutlass (See: Slashing Shortsword), Pistol (Where Applicable)
Alignment; Any Non Lawful
Special: Must be given one of the nine peices of eight from a dying Pirate Lord.
Effects:
HD: d8
Skill Points: 6+Int
Skills: As a Rouge
Pirate Lord
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Personal Effects, Pirate's Code, Generate Rum
2nd|
+2|
+2|
+2|
+2|Uncanny Dodge, Sailing Skill
3rd|
+3|
+3|
+3|
+3| Yo Ho..., "Yar, We Be Pirates!"
4th|
+4|
+3|
+3|
+3|Avast! We shall fight!, Sailing Skill
5th|
+5|
+4|
+4|
+4| "He's a Pirate!" [/table]
Personal Effects (EX) All Pirates carry with them a special artifact. This is their trademark Item. For Jack Sparrow, it was his Compass. A Player may select from the list below. He may not change this choice afterwards.
Compass: The Compass has the ability to point to whatever you want the most. This can be anything from Rum, To Women, to a burried treasure. When held, you immediately know your general location,
Telescope: The Telescope can see the future. The holder gains a +1 modifier to any die roll 3/day, plus a +10 bonus to spot checks.
Cutlass: The Pirate's Favored Blade. When Using the Cutlass, the Pirate can Bypass the first 5 points of DR.
Pistol: The Pirates Favored Gun. Its a basic Ball-and-Powder Pistol, but can be used to hold two shots X/Day, where X is the Pirate Lords Class level times two.
Hat: The Pirates got a trademark Hat. When worn, it provides a +5 competence bonus to all social skills.
Boots: These boots allow the Pirate Lord to run as if he had expeditious retreat cast upon him, and allow a +5 Bonus to Balance and climb checks.
Pirates Code (EX) A Pirate Must abide by a set of laws passed down from ancient pirates. Essentialy, it states that if a Pirate ever changes to a Lawful alignment, he loses all class benefits. He must revert to Non lawful alignment and get an atonement spell cast before he can regain his spells. Also, he must spend 1 week on a desert island to relearn the Pirates code.
Generate Rum (SP) A Pirate can, 1/day, magicaly create a Large bottle of Rum, as the Spell "Create Food and Water". However, it only works for creating Rum. The rum created is in a Large Glass Bottle (Akin to a Wine Bottle), and if sold/traded, the rum inside the bottle becomes warm urine.
Uncanny Dodge (Ex) The pirate retains his dexterity to AC if caught flat footed.
Sailing Skill (EX) A Pirate must learn somethings alone the ways of being a Pirate. Pick one at 2nd level, then another at 4th level. This choice cannot be undone.
Capitan: +5 To Charisma Based Checks
Helmsman: +5 to Dexterity Based Checks
Sails: +5 to Strength Based Checks
Cannoneer: +5 to Constitution Based Checks
Brig Watcher: +5 to Wisdom Based Checks
Suppliesman: +5 To Intelegence Based Checks.
Yo Ho... (Ex) As a free action, a Pirate can begin to sing the song. Allies within 20 ft begin to sing the Pirates song, and add the Pirate Lord's class level/ 2 rounded down as an enhancement bonus to attack rolls. Note that only Non Lawful characters are affected. All others are not.
"Yarr! We be Pirates!" (EX) If a Pirate spends his move action taunting an opponent, then the Pirate Lord may subtract X from his opponents AC, where X is the Pirate Lord's Class levels. It may not be used on Flatfooted opponents, nor may it be used to take an opponents AC below 10.
Avast, We shall fight! (Su) A Pirate is skilled in the art of battle. He may treat any Enemy as if they had a dexterity bonus of 0, but may only apply sneak attack damage if the target is actualy flat footed.
"He's a Pirate!" (Ex): The Pirate Lord Can always find a way to come back after he is killed. For one week after he is killed, he will appear washed up on a deserted island in the middle of the ocean, but this only has a 35% chance of working, +1% for each point of charisma he has. Roll d% to find out wether he comes back to life,. He Suffers NO EXP penalty for this. This only works that if your body was destroyed or cannot be located. If you die (Via Hanging/ head is chopped off), your DEAD. You suffer the full EXP penalty.
Yeah. Saw Pirates 3 Twice in one day. Epic.