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Post by The Hive Mind on Thu May 15, 2014 1:51 pm

“Let the lakes and rivers of Eredane run hot with the blood of our enemy!” —Dalia Burk, Pirate of the Pellurian Sea.

The pirates of Eredane have been a plague on every empire since the Dorns first landed, and they have not given up their habits simply because the Shadow has taken hold. Pirates of the Sea of Pelluria often boast that if the armies of the Shadow were to try coming back north across their territory, they’d be sent to the bottom like scurrilous dogs. Luckily for the pirates, the orcs and goblinoids of Izrador are loathe to set foot on boats and rarely travel the waterways that are so important to their own war effort. Meanwhile, Izrador has yet to turn his gaze to the open oceans. So, the smugglers and scoundrels of both the inner sea and the outer oceans continue to roam.

Some seafaring heroes do more than talk, howev- er. Along the Eren River and on the Ardune, there are gnomes and Erenlanders who are bold enough to run interference on the Shadow’s few ships, raiding up and down the river. On the Sea of Pelluria, meanwhile, bold Dornish raiders keep the forces of the Shadow guessing, even daring raids against Highwall, plundering and killing in the shadow of Theros Obsidia. The legates send terrible storms and winged creatures after such ships, but the rogues often lose their pursuers in the treacherous and cavern-riddled rocks of the Corbron Isles. In the west, the Miransil elves have been largely untouched by the fall of the mainland, but they have not been idle. They work constantly building ships that can sail the coasts and aid their besieged cousins wherever they can. Even the Sarcosans battle the Shadow from the water, performing short raids before fleeing back out to the Kasmael Sea.

While none of these raiders inflict much damage, they consider their missions to be accomplished regard- less of the number of enemy killed. Their true goal is to distract the legates and their minions from the real work of the resistance: the smugglers bringing in weapons and taking out escaped prisoners. In battle, as in person- ality, the pirates’ main pursuit is that of style and showmanship. While the enemies’ eyes are on their bold maneuvers and their foolhardy escapades, they do not notice the swords being slipped in their guts.

Pirates of Eredane as characters

The decision to become a pirate involves equal parts daring, rage, and insanity. As some of the most open rebels against the occupying forces, they make themselves larger targets than the impact they have would normally justify. Jahzir does not stand for open rebellion, and seethes that his orcs cannot operate on the open water very effectively. Human turncoats are there- fore his primary weapon against the pirates of Erenland. Dorn and Erenlander privateers sail the Sea of Pelluria, striking out at any pirates they find. Demons and warrior legates are dispatched when a pirate base is found, instructed to flay the rebels alive and hang their still living bodies from their masts as warnings against piracy on the rivers and lakes.

Through all this, the pirates continue doing their dangerous work. For some it is merely a way of life; they would be pirates no matter who ruled on land. Others have focused their animosity toward Izrador and his forces into a life of raiding and plundering, of being a visible target among invisible friends. The pirates know that they alone cannot win the war and retake the land from the occupiers, but they grimly do their part in what all believe is a losing battle. That they can neither see nor benefit from the small victories gained by the resistance across Eredane only makes their determination all the more tragic and worthy of respect.

Pirates are not always bound to the waters, though. Sometimes because of the destruction of a ship, a crew, or a base, a pirate will be forced to make his way by land, running from pursuers that would do him harm. Such fugitives often spend time with other rebels, bringing their daring and expertise to land-based missions for a time before taking to the waves once more.

Hit Die: d8.


Base Attack Bonus: +4.
Skills: Knowledge (local) 2 ranks, Perform 4 ranks, Profession (sailor) 8 ranks, Swim 8 ranks.
Feats: Persuasive.

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save / Special
1st --------------------+0 -----------+0 ---------+2 --------+0 -----Connections, pirate's luck +1d4
2nd --------------------+1 -----------+0 ---------+3 -------+0 ------Skilled and sure
3rd --------------------+2 -----------+1 ---------+3 --------+1 ------Pirate's luck +1d6
4th --------------------+3 -----------+1 ---------+4 --------+1 -----Skilled and Sure
5th -------------------+3 ------------+1 ---------+4 --------+1 -----Pirate's luck +1d8, Quick Draw
6th -------------------+4 ------------+2 ---------+5 --------+2 -----Skilled and sure
7th -------------------+5 ------------+2 ---------+5 --------+2 -----Pirate's luck +1d10
8th -------------------+6 ------------+2 ---------+6 --------+2 -----Skilled and sure
9th -------------------+6 ------------+3 ---------+6 --------+3 -----Pirate's luck +1d12
10th ------------------+7 ------------+3 ---------+7 --------+3 -----Commander

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features

Weapon and Armor Proficiency: Pirates of Erendane gain proficiency in all simple weapons, plus the hand axe, rapier, short sword, short bow, and trident.

Connections (Ex): A pirate of Erendane is familiar with resistance cells throughout Erendane, though the world in which they operate is not a pretty one. When operating in a region in which she has at least two ranks in Knowledge (local), the character gains a bonus equal to her class level on all Bluff, Gather Information, and Intimidate checks. Additionally, the pirate can always find a smuggler to carry herself, her friends, or her goods secretly out of a region, though the price increases the more dangerous the cargo is.

Pirate's Luck (Ex): Pirates of Erendane are bold folk that always seem able to come out of a mess clean and profited. Their legendary luck promotes reckless attitude, even in those operating under the visegrip of the Shadow. Once per day, the pirate can roll the listed die and add it as a bonus to any d20 roll. The pirate of Erendane may wait to hear the result of his original roll before decideding whether to use pirate's luck to add a bonus.

Every other level after 1st, the pirate of Erendane gains the ability to add a die bonus an additional time per day, with a die type of one higher. The pirate of Erendane may stack these die bonuses, but each die type may only be added once per day. So for instance, a 3rd-level priate of Erendane may add +1d4 to one d20 roll once per day and +1d6 to another d20 roll the same day; she could even add +1d4 and +1d6 to the same d20 roll if she wished.

Skilled and Sure (Ex): At 2nd level and at every other level thereafter, the pirate of Erendane may choose one skill from the following list. Thereafter, the pirate is completely confident with that skill, whether on land or sea; she can take 10 on a check involving that skill, even if stress and distraction would normally prevent her from doing so. Additionally, she gains a special benefit relating to that skill, as described below.

Climb: The pirate of Erendane gains a climb speed equal to half her base land speed. She retains her Dexterity bonus to AC while climbing, and opponents get no special bonus on their attacks against her. She must still make a Climb check to climb any wall, slope, or riggig with a DC of more than 0.

Balance: Any time the pirate of Erendane fails a Balance check, she may make a second Balance check to attempt to keep from falling. She may also stand up from prone as a free action that does not provoke attacks of opportunity.

Bluff: Once per round, the pirate of Erendane may feint in combat as a free action instead as a standard action.

Concentration: Any time the pirate of Erendane fails a Concentration check, she may make a second Concentration check to attempt from losing her focus. Additionally, she automatically suceeds when casting a spell on the defensive or using a spell-like ability on the defensive.

Intimidate: Once per round, the pirate of Erendane may demoralize an opponent as a free action instead of a standard action, and the penalties inflicted if she succeeds are doubled.

Jump: The pirate of Eredane's base land speed increases by +10 ft. Additionally, the DC for Jump checks is not doubled if the pirate does not have a running start.

Swim: The pirate of Erendane gains a swim speed equal to half her base land speed. She can move through calm water without making Swim checks, and even use the run action while swimming, provided she swims in a straight line.

Tumble: The pirate of Erendane may tumble at her full speed without suffering a -10 penalty on her Tumble checks.

Quick Draw: At 5th level, the pirate of Erendane learns to keep her wit sharp and her weapon ready. She gains Quick Draw as a bonus feat.

Commander (Ex): At 10th level, the pirate's fame has spread among rogues and rebels alike. She comes into possesion of a sailing ship outfitted for smuggling and combat. She also gains the Leadership feat as a bonus feat, thereby gaining a crew to man the ship.
The Hive Mind
The Hive Mind

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