Many greedy men have taken to sea with dreams of wealth and excitement. Piracy runs rampant, but the law can be merciless against these men. Many pirates become dissuaded or realize that thug skills are just as useful on land as they are at sea. These men are full of wanderlust and tend to be brutal fighters as well as cunning strategists. Treasure is a pirates highest priority and they are often seen squandering money in taverns and in the streets. Their roguish nature can be dangerous and unpredictable. Consequently, they fit in just fine with most groups of adventurers.
Prime Requisite: Strength and Intelligence Minimum Score: None Experience Bonus: 5% for both Strength and Intelligence of 13-15, 10% for both Strength and Intelligence of 16-18. Hit Dice: 1d6 per level up to 9th level. Starting with 10th level, +2 hit points per level, Constitution adjustments no longer apply. Maximum Level: 36 Armor: Leather armor only; shield not permitted. Weapons: Any except polearms, lances, and pikes. Special Abilities:
Pirates use the fighter experience and thaco charts and the thief saving throw and weapon mastery charts.
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