Pirate (Outlaw Warrior)

In the ​company of other pirates or outlaws, he fights the minions of the rulers he defies, and comes to be regarded as a hero by others who suffer at those rulers' hands. The Pirate, of course, is the adventurer of the high seas, who makes his living raiding other ships and seacoast communities; the Outlaw makes his home in the wilderness (often deep forest) and preys on the traffic moving through that wilderness. ​

​Note: It could be that the player-characters will eventually come to terms with the authorities and "go straight." This doesn't mean they have to abandon the Pirate Warrior Kit, however. They could instead become Privateers - who are basically pirates sailing under the papers of (permission of) their ruler, and preying on the nation's enemies. At that point, they can still behave just as they did previously, and the other nation's authorities become their specific enemy.

 
Role
​The pirate or outlaw can belong to one of two orientations. Either he's a "good guy," and it is the law and the rulers who are evil, or he is a "bad guy" and simply takes what he wants from those who have it. The player, therefore, gets to decide on his character's alignment and (mis)deeds. Note, though, that good guy pirates and outlaws tend to live by a very strict code of conduct (ex: Robin Hood). Naturally, if a player chooses to be a good guy in a company of bad guys, or vice-versa, when his companions find out his true colors, they'll probably try to kill him or to turn him in to the law for the reward on his head. ​
 
Distinctive Appearance
None
 
Special Benefits
​Pirates and Outlaws have a 30% chance in any large city (1,000 people or higher) of having a ‘nefarious’ contact (usually in the thieves’ guild) with whom they can unload or acquire unusual equipment. This comes with no ‘strings’ attached (need not be a member). ​
 
Special Hindrances
​The major problem with being an outlaw or pirate is that the law is always after the characters. Though the authorities do not have to put in an appearance in every single play-session, they're always out there, plotting against the heroes. Many of them are quite clever, they probably have more money, ships and men than the heroes, and they'll continue to plague the heroes until the campaign is done. ​
Class
Fighter
 
Attribute Requirements
None
 
Barred Beliefs
None
 
Race Requirement
None
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
Cutlass, Belaying Pin or Gaff/Hook​
 
Recommended Weapon Proficiencies
​Longbow, long sword and quarterstaff ​
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
Rope Use, Seamanship (Pirate) ​OR Direction Sense, Fire Building (Outlaw) ​
  --Recommended Non-Weapon Proficiencies::Pirate: Swimming, Weather Sense, Navigation, Engineering (for shipbuilding), Reading/Writing (for mapmaking), Appraising, Set Snares (in association with Rope Use skill), Tightrope Walking, Tumbling Outlaw: Riding (Land-Based), Animal Lore, Bowyer, Endurance, Hunting, Running, Set Snares, Survival, Tracking, Healing, Herbalism, History (Local), Disguise ​(Outlaw)--  
Equipment
​Pirates and Outlaws come from widely diverse backgrounds, so there's no real restriction on what they can buy with their starting money. However, it would be foolish for either type of character to buy metal armor of any kind (banded, brigandine, bronze plate, chain, field plate, full plate, plate mail, and ring mail). Pirates wearing such armor in naval combat will inevitably fall overboard and sink (they can't swim with such stuff on if they're lucky enough to get it off so they can swim, they've lost the armor. Outlaws living out in the wild have their belongings exposed to the elements, and metal armor quickly corrodes. If a Pirate or Outlaw buys metal armor and keeps it stowed away for special occasions (major land engagements, climactic battles, etc.), that's fine. But if they wear such stuff all the time, the DM should continually take it away from them through accidents, rust and corrosion, etc. ​
 
Wealth Options
​Pirate and Outlaw characters get the standard 5d4 x 10 gp for starting gold. ​
 
Homeland Terrain
None
 
Economic System
​None​

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