The
Pirate--an
AD&D character Class.
by Vince Garcia
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Pirates are found throughout the world in a variety of different forms and
cultures. But one thing all have in common is that they are seafarers who
rely on High Seas thievery to enrich themselves. Past that, their motivations,
the manner in which they steal, and the degree of morality--or lack thereof--they
may use in the pursuit of wealth can vary greatly. Everything from Viking
raiders to Japanese Wokou can rightfully be called Pirates, but for
purposes of this article and AD&D, pirates are most closely related in
culture and outlook to European pirates of the 17th and 18th century.
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Restrictions.
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Anybody can follow the path of piracy, though pirates are overwhelmingly
Human and of Neutral or Evil alignment, and overwhelmingly male. However,
there have even been women pirates of some notoriety and "pirates" of Good
alignment. These Good characters will usually be raiding other pirates and
enriching themselves off the goods they have pilfered; or else they
will be raiding the shipping of a national enemy as part of a King's unofficial
naval forces. Such characters are rightfully called Privateers, and
most would bristle at being called Pirates.
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Pirates may thus be of any race, sex and alignment. In fact, many are Lawful,
and pirate society is a surprisingly Lawful one. They live by various "Pirate
Codes" covering everything from their pay to the sort and degree punishment
they can expect for messing up or violating protocol.
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The typical pirate ship often has a variety of crewmen who are not true members
of the Pirate class. Assorted Fighters, Thieves, Assassins, and even clerical
or spellcasting classes might join up with a pirate band as equal members
of the crew, but what will distinguish them is lack of a true background
in sailing and pirate culture. Such non-Pirate-class characters may prosper
and even rise to captain a vessel by vote of the crew, but will rarely be
considered true pirates by the fraternity of pirates, nor be accepted onto
Captains Councils, nor be elevated to the true rank of Pirate Lord or Admiral.
(Nazier, who manages the Raven's Inn, is an example, being a master Thief
who nonetheless had and has the respect of many a pirate who sailed locally
during his years at sea, though he was never a member of the Pirate class.)
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As they are at home on the water, one thing pirates do not do well is handle
horses. They may certainly ride from here to there on a good-natured steed,
but handling a difficult horse or a warhorse is beyond their ken as seafarers.
Give them at least a boat or raft, and they do much better
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Multiclass characters are not allowed, but it is possible one might split
class with good enough stats.
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Obviously, pirates are typically found aboard ship on the High Seas. Pirates
thus have a good working knowledge of water-borne craft, and additionally
may have information about many seaports and coasts in the world. But it
would be a mistake to presume they make their living only by robbing
ships. Pirates are just as eager to land and undertake an assault on a town
or temple if that's where the money is and they think they can make a go
of it. Thus, it is not uncommon for them to mix both land and sea
operations, and some may even leave the sea to focus on dry land in order
to maximize their chances at getting rich.
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That, and adventure while doing it, is the point of being a pirate!
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Armor & weapons.
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Pirates--many of whom can't swim--dare not rely on more than light armor,
and thus are restricted to leather, studded, Elven chainmail, or some sort
of mithril shirt. Bracers of Defense are highly coveted by them. They
do not typically use shields starting out, but do acquire the ability.
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Pirates tend to keep things simple, and thus start play with only two weapons,
one of which is a cutlass (treat as scimitar), though the DM may allow a
rapier. The other is often a dagger or brass belaying pin (treat as horseman's
mace). Others favor the harpoon (2D4 damage) as a ranged weapon, though they
certainly are known to use crossbows from foretops to fire down on enemies.
Not many use bows, as crossbows are easier to wield aboard ship, but they
certainly can if they wish.
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A few of the bolder pirates, either by exploration or through happenstance,
have found themselves all the way across the world in the lands of Kara Tur
and beyond, and a handful of them have returned with priceless samples of
explosive black powder they have used, with the help of Dwarven smiths, to
fashion into matchlocks or flintlocks doing 10-40 points of damage, though
the range of these primitive firearms is very bad. Unfortunately, the means
of replicating this powder is largely unknown to alchemists, and so the supply
never lasts long. One pirate fortunate enough to possess some of the powder
was "Black Jack" Morgan, whose ship, the Firefly, reached Kara Tur
and the Far East through hostile seas and winds with the help of his captive
wind djinn, but was wrecked off the Isle of the Dead with at least one waxed
cask of the priceless powder aboard that has never been found.
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Magic items.
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Pirates may employ magic items usable by Fighters and those usable by Thieves
if compatible with their thieving skills.
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Skills.
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Climb. If there's one thing a sailor learns, it's how to climb! Pirates
have to learn how to climb the rigging of a ship, climb it fast, climb it
safely, handle lines and sails--all while the vessel may be yawing in gale
force winds! Thus, they can climb like the best Thieves. As masters of rope
use, often this climbing skill is based on a rope and grapple if the surface
is otherwise slippery and smooth. Needless to say, pirates are masters at
tying sophisticated and useful knots, and rigging rope for hauling, setting
snares, tying up prisoners, etc.
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Combat bonus. While attacking and saving as Fighters, pirates are
not finesseful and skilled as some other warriors like the Paladin or specialized
Fighter. But they are highly effective and adrenalized in combat,
learning how to make the best of their weapons and natural skills because
of the limitations and dangers of combat at sea. This translates into their
receiving a combat bonus as they advance in level that they may apply to
their AC, Attack or Damage rolls each round as they choose. All the bonus
must be allotted to a single category; it cannot be divided up.
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Sailors, however, are notoriously superstitious. While it is a myth that
they consider women on board ship to be bad luck--in fact, women on ships
were common until the 18th century, and men loved having them on board--their
superstition and constant wariness of doing something to cause bad luck manifests
itself in a penalty of "1" to saves against fear. Having a true pirate in
an adventuring party may make for some amusing paranoia at times, especially
if the mage has a black cat for a familiar.
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Lockpick. As their Thief cousins, pirates learn to pick locks in order
to get into those chests of gold. (Dex bonuses apply.)
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Miscellaneous. As many pirates come from a variety of backgrounds
and experience, a pirate may select a miscellaneous skill that befits his
profession. Some possible selections are: Hide in shadows, Move
silently, Find/remove traps, or Pickpocket. (Dex bonuses
would apply with Thief skills.) Other skills could include:
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Escape. This talent permits a pirate captured by enemies to use his
wits, cunning and powers of observation to find a weakness in his captors'
confinement. This is worked out between the player and DM, and by making
the roll, the pirate determines a viable plan of escape, though he must still
implement it and there is no guarantee of success or survival. (The best
plan could simply be no better than attacking an armed guard when he opens
the cell door to escort the pirate to the gallows, and hoping for the
best
) Included in this skill would be working his hands free from bonds,
managing to slip free from manacles, and so on. The skill can also be used
in reverse, allowing the pirate to determine the best way to infiltrate a
structure or area.
Evaluation. This allows the pirate to determine the value of items
such as jewels, furs, ivory, and "normal" items.
Fence goods. With this, the pirate can contact with the local Underworld
and buy or sell stolen or questionable goods for 25% of their normal value
with a successful roll. (When using the skill to hunt for and buy stolen
property at a discount, the DM decides if a desired item is even available.
A pirate is unlikely to find a discount Vorpal sword, for instance--unless
the DM plans on its owner and a strong force tracking him down to get it
back down the line!)
Healing. Since pirates must learn to doctor each other, this skill
permits a character with bandages to attempt to heal wounds. A successful
roll will heal 1D6 points of damage per application, though at least one
point of damage will always remain from each strike. The pirate may attempt
multiple healings on the same character until he fails the roll, then no
other attempts for that battle may be attempted.
Rumors. Pirates are great at scuttlebutt. A successful roll will gain
the pirate some information that could be useful to he or his mates.
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A player may also invent a skill with DM approval.
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Retainers/henchmen.
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There are no restrictions other than the impracticality of hiring retainers
when one is a sailor.
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Special Abilities.
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A. Weapon proficiency. At 1st level, the character may choose two
weapons of proficiency, one of which must be a cutlass/scimitar. Periodically,
he gains proficiency with another weapon.
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B. Pirates Cant. As do thieves, pirates have their own secret language.
After a newcomer shows himself good enough to graduate from being treated
as a land lubber to an actual sailor--albeit a pathetic excuse for one--he'll
make enough friends that his mates will indoctrinate him into the art of
Pirates Cant, an entire language consisting of various inflections
of the word "Argh," or "Yar" for pirates with a southern accent.
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C. Ballista/catapult use. One of the first things pirates learn the
art of when it comes to warfare is the use of ballistae and catapults, firing
them as if using normal weapons, including making extra attacks with them
if of sufficient level.
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D. Shield use. At 6th level, the character gains the ability to use
a small shield.
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E. Detect secret doors bonus. As pirates are skilled at noting
disturbances in natural terrain indicating something could be buried, and
additionally learn to check every cubby hole on a captured ship for hidden
compartments and hiding places for treasure, they periodically receive a
bonus of "1" to their roll to find secret/concealed doors and compartments.
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F. Extra attack. At 8th level, the pirate makes three attacks every
two rounds. Extra attacks only apply to a melee attack with the primary hand.
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G. Decipher maps and read languages. Masters at reading treasure maps,
pirates gain an ability to read languages more quickly than do Thieves. However,
they do not gain an ability to read spell scrolls, though they are able to
enact magical effects off maps or scrolls somehow dealing with revealing
treasure. With this skill they also gain a 50% + 5%/level increasing chance
from this point to match up otherwise obscure landmarks and clues corresponding
to points on a treasure map. At DM discretion, a roll against the same percentage
will also allow them to solve riddle clues leading to a treasure horde.
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H. Skipper a ship. Upon reaching the status of Mate at 10th level,
the pirate is fully qualified to skipper a vessel (being competent with respect
to navigation, ship-handling, etc.), and often is called upon by his captain
to man a captured ship with a prize crew to sail back to port for resale
or perhaps to add to the captain's fleet as an allied vessel. A mate further
implements his captain's orders and typically acts as a bridge between the
captain and crew. He also dispenses discipline, taking heat off the captain
for its typical harshness.
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I. Become a full captain. At 11th level, the pirate may--unless his
own skipper exerts pressure to prevent it--acquire his own ship if he can
secure one, and design his own flag. Ten "loyal" 1st level pirates of similar
general alignment will join the character as crew, though, at minimum, a
mate and bos'n must be added separately, their pay negotiated, and their
loyalty affected by how much they profit in the relationship, and the character's
Charisma.
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J. Become a Pirate Lord. At 12th level, it is possible for a skipper
to become a Pirate Lord within a fraternity of other Pirate Lords in a pirate
community, ala Port Royal. If the skipper has a reputation as a successful
pirate who pays his men well, other pirates will seek to sail under his flag,
and he will either attract other ships to join him; or if he can afford it,
he may obtain other ships and outfit separate crews as allied vessels. These
ships will tithe an amount set by him, but the more they make and are allowed
to keep, the greater their loyalty. Not all captains choose this path, however.
Many prefer to live as lone sea wolves with just one ship and crew, and thus
do not gain the appellation of "Lord Captain." Others, however, take advantage
of this, form their own fleets, then look for a pirate community; and the
skipper seeks out membership in the ruling pirates' council. If he has something
to offer, he may get voted in and allowed a seat on the council with voting
rights and the coveted title that comes with the position. If not, he may
be allowed to sail in and out, sell his cargo and re-supply, but he will
have none of the rights of a Pirate Lord (which are basically that he can
do what he wants, and be responsible to no one but the Council of Captains
when in town; and be relieved from fear of his ships being harassed by those
from other Lords).
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While the default for a Pirate Lord is to have a fleet under him, on rare
occasions the Council may allow particularly skilled or influential lone
wolves a seat on their council if it is in their best interests as a group.
In years past, the local Admiral's girlfriend, along with Edward Teach and
Raven TenTolliver all had but one ship yet came to occupy seats on the
Council--the Admiral's girlfriend for obvious reasons, Teach because he was
the most powerful and violent pirate ever known, and Raven because she attacked
the Admiral's ship with her adventuring party, disarmed him with Kara Turan
fighting techniques, then put a wakizashi to his throat, forcing him
to give her a Council seat or die on the spot.
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K. Become an Admiral. At 16th level, the character's reputation is
such that other successful captains with their own fleets will seek to ally
with him and form a union of pirates. If he chooses to accept them, they
normally do not tithe to him--or if they do, tithe only a small amount or
else only pay a tax to fund their base--but look to the Admiral as a leader
and titular head of a pirate community they will set up, which will soon
attract other pirate vessels seeking to use it as a safe haven or market
for their wares. These other pirates will form the usual tax base of the
area. Locally, Admiral Lord John Lightfoot held such a position until Raven
poisoned he and all but one of the other Pirate Lords at a banquet, and took
control of their ships and the town, turning it into a respectable port of
commerce.
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L. Extra attack. At 17th level, the pirate's ferocity in battle is
such that he makes two attacks per round. Extra attacks only apply to a melee
attack with the primary hand.
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M. Become a Lord Admiral. This is largely an honorary title, acknowledging
the experience and skill of a master pirate--often retired and no longer
active--who has seen and done it all. Such a character is often sought out
for advice by other captains and Pirate Lords. A gift of not less than 5,000
GP in value is customary when seeking the advice or help of such a character,
who usually still wields a degree of influence over other Admirals and Pirate
Lords.
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