Navigation

() Main
() History
() Characters
() Rules
() Register

Navigation

() Gods
() Professions
() Races
() Ethics
() Skills

Navigation

() Shoppes
() Maps
() Laws of Everlynn
() Nyx's Library
 

Pirate

From the Southern Islands and across the Seas and Oceans of Everlynn come fourth mates with bite and patches. Pirates have long been known as the thieves of the Seas and Rebels who live by the Sea. Some Good and some Bad but mostly those who get into trouble with law Pirates are mates who year for adventure by the Deep Blue waters. Though some times borrowing a ship to pick some mates is some times a ship not of their own they do what they can to liven things up. Swashbucklers and seafaring mates the Pirates live by a code that is some times more like guidelines than set rules but there are some that do not like when the codes are broken. There are several things a Pirate lives by such as a promise of a pirate by his word is his honor and therefore keeps it regardless if it is half done or takes longer than usual, Mutiny is either a sign of a bad captain or a traitorous dog so one who does not commute to Mutiny is one to trust to whom who has and produced false claims, what is left behind stays behind so if you can’t keep up then don’t run with pirates, do not impure ones honor for its an insult among pirates and at times a cause for death, last and finally ones ship is his castle and finest treasure and any booty on his ship is his own pirates don’t steal from pirates less they want a feud or revenge on them like no other for a pirates vengeance is a long and vicious one. Though not superstitious pirates are very careful of sea faring creatures and monsters as well as avoid upsetting the King of the Sea and Unda the Water Goddess. Many of pirates pay homage to her by tossing some of their treasure into the sea as a show of respect and for good sails. Pirates are one of the seas and water of the world though its odd to find one close to land most make stops at famous Taverns or Inns close to shore so they can keep an eye on their boats and treasure if any.

Benefits> These are basic Abilities you know of easily from your novice training when learning to become a Pirates. Some are set specifically for your profession as abilities you may know and how to use. Though they are rarely powerful skills they are useful skills that will assist you in your travels as an Adventurer in the world of Everlynn. 

Swift of Hand> Not like stealing but can be useful a Pirate is swift with their hands and can cause a lot of mischief with this trick. As long as the item is small and can fit into a hand like a key or small coin then it’s really difficult to spot them. The Pirate makes a Reflex Check while some how distracting the target or while their not looking and yoink the item. The Target makes an oppose Check by the Score by making a Social Check and must beat the Pirates score or think nothing of the fact that because they’re a pirate that they know how to steal unless on the sea.

Swashbuckling> What pirate doesn’t know how to use a sword to perform amazing or interesting feats? As a Pirate you can use your swashbuckling skills with your sword to give you +4 to your ATR regardless of your ranks to wound a target in some fantastic or drippy attack. This can also be applied when to make an insult such as causing small damage (1 Dmg) to make a scar or wound to inflict insult or to carve initial or something onto the surface of an object or person.

Seafarer> Pirates are of the Sea and Oceans of Everlynn spending most their times in boats or ships adventuring to unknown and exotic places. Their skill to Navigate and Boat are far more superior than most would think. Pirates get +6 to their Navigate and Boat skill regardless of their ranks. Their time as a swabby and pirate has given them more chances at a stern on a boat and to read maps more so than any land lubber.

Abilities> Pirates unlike any other profession have many Boating, Navigation, Swashbuckling, and theatrical skills that make them infamous or ridiculous. The type of Pirate depends on your alignment and how you role play it. Pirates are not to accustom to being on land but when they do they bring the Sea and the Pirate to the community. Being able to perform many theatrical feats also make them hard targets to hit as well as avoid when in combat.

Henchmen> Pirates are known to travel with some of their men and recruit others even players to join their crew of brigands or rebels. Npc Henchmen are normally only that of 100 Health and only know half of what their Captain knows so more than likely they make good back up when their Captain is in trouble.
Cost> 40 Exp Each a limit of four henchmen

Daredevil> When the time comes for it some times a Pirate must do things any other person normally wouldn’t do such as swing from a crow’s nest or jumping off from the  back of the ship to another ship trailing them. This usually applies to actions that would normally be difficult or too dangerous for most players. For the Pirate’s life it’s just another task that needs to be done. When a Pirate performs or chooses to do an action that normally is dangerous or requires a high difficulty the Difficulty or Penalty is reduced by four making it a bit easier than before since a Pirate is use to this job.
Cost> 30 Exp

Divine Fortune> Pirates have a strong faith in luck and making gambles some times a Pirate may choose the wrong time to gamble. However they are able to reroll a dice they do not favor once a day. This one dice can be rerolled to avoid any circumstances that the Pirate doesn’t like that is dice base.
Cost> 20 Exp

Fast Talker> As a Pirate some times its best to be a fast talker to persuade or confuse your opponents with logic or illogic information so as to render your opponent lost or intrigue to another subject with a little use of subterfuge. Pirates tend to use a sense of fast talking to confuse their enemies when making a Bluff Roll. The Pirate gets +4 to their Bluff Roll and the Target suffers a -4 on their Bluff Check at attempts to see if the Pirate is saying the truth.
Cost> 20 Exp

Foot Work> When a Pirate initiates an attack the Pirates foot work in swashbuckling makes him a bit more difficult to hit. When fighting they get a +4 DR bonus regardless of the limit. This makes them difficult targets to hit as well as constant movers in battle.
Cost> 40 Exp

Fancy Sword Work> When a Pirate attempts to disarm or parry attacks they can make an attack immediately once they are successful. This is due to their swift blade skills with a sword and make it a common practice to be good with one since there is much time when out at sea.
Cost> 20 Exp

Dirty Fighting> Pirates don’t mean to be dishonorable but what’s the purpose of fighting fair especially if the person can kill you. So as a precaution a Pirate can play dirty by making a Sneak Attack by using a weapon or improvised weapon that deals 2d4 damage. This attack causes the person to be distracted for a moment allowing the pirate to make an additional attack as long as their Surprise attack hits. This can be kicking dirt or throwing a rock to distract your opponent to get you an attack on them. As long as it’s some improvised weapon or method to distract your enemy and it hits you get a automatic attack on the target.
Cost> 40 Exp

Well Balance> Regardless of the difficulty or challenge a Pirate is well balance on any narrow or slippery path. This feat allows them to walk the slippery or narrow surfaces and paths with out requiring making a roll or balancing check. This is a Special Movement ability that a Pirate can use when it comes to the specified situations.
Cost> 30 Exp

Direction of Fortune> Regardless if the Pirate has tools or not their nautical knowledge allows them to find the right Direction to go in when lost at sea or at sea. Though it may be the right direction it may not always be the safest path to go to. This can also be applied when not at sea and on land but as stated before the direction may not be the safest path. The Pirate can state this ability and the Host can give them the right direction to go to but it may not be the safest route.
Cost> 40 Exp

Commandeering> When a Pirate comes to commandeer a ship they get a +4 Bonus to stealth as well as any of their skills. This can also be applied to other vehicles when the pirates need it. The +4 applies to the theft of any vehicle and adds to the Fast Talker ability as well when stealing the vehicle. Commandeering is just a nicer way of stealing what a pirate needs for travels.
Cost> 40 Exp

Navigation

() Forum Board
() Staff
() Server
() Contact
() FAQ

Navigation

() Updates
() Help and Support
() Host Schedule
() Library
() Player Advice

Navigation

() How to Play
() Dark Lands Game System
 
 
 

Layout © Eternal-D
Site and Content © EDMolina
All characters and related material belong to their respective owners. All rights reserved.
Everlynn: Serenade of the Dark Lands ©2004 -