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Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.   If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship's Passage feature.

Skill Proficiencies Athletics, Perception
Tool Proficiencies Navigator's tools, vehicles (water)
Equipment A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp.

Features

Bad Reputation:
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Traits

Roll a d8 1d8
Personality Trait
1
My friends know they can rely on me, no matter what.
2
I work hard so that I can play hard when the work is done.
3
I enjoy sailing into new ports and making new friends over a flagon of ale.
4
I stretch the truth for the sake of a good story.
5
To me, a tavern brawl is a nice way to get to know a new city.
6
I never pass up a friendly wager.
7
My language is as foul as an otyugh nest.
8
I like a job well done, especially if I can convince someone else to do it.

Ideal

Roll a d6 1d6
Ideal
1
Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2
Fairness. We all do the work, so we all share in the rewards. (Lawful)
3
Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
4
Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)
5
People. I’m committed to my crewmates, not to ideals. (Neutral)
6
Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)

Bond

Roll a d6 1d6
Bond
1
I’m loyal to my captain first, everything else second.
2
The ship is most important—crewmates and captains come and go.
3
I’ll always remember my first ship.
4
In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
5
I was cheated out of my fair share of the profits, and I want to get my due.
6
Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.

Flaw

Roll a d6 1d6
Flaw
1
I follow orders, even if I think they’re wrong.
2
I’ll say anything to avoid having to do extra work.
3
Once someone questions my courage, I never back down no matter how dangerous the situation.
4
Once I start drinking, it’s hard for me to stop.
5
I can’t help but pocket loose coins and other trinkets I come across.
6
My pride will probably lead to my destruction.


Created by

Arcavato.

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