So, inspired by a few requests, and digging through some old-school materials, I present The Pirate and the Thief-Acrobat!
Pirates are dashing scoundrels of the seas - always on the lookout for profit, adventure, and aiming to misbehave. They fit well into the Errol Flynn School of Pirating - swashbuckling charmers.
Pirate
Rogue Specialist Advance
Swashbuckler - you gain a +2 bonus to your AC when fighting with a rapier (or short sword) in one hand, and a dagger (whether a main-gauche, parry dagger, or otherwise) in the other.
Dashing - you gain a +2 bonus to your Physical skill when performing dashing acts of derring-do (swinging from chandeliers, sliding down curtains using a dagger, etc.) The GM has the final say in whether an act counts.
Skilled Swordsman - you gain a +1 bonus to-hit and damage with rapiers, daggers, and cutlasses.
Sea Farer - you gain a +2 to any checks involved in sailing (or commanding) a boat.
Delicate Swordplay - you gain a +2 bonus to any attempts to disarm an opponent.
The Thief-Acrobat is a top-story man - cat burglars, wirewalkers, and assassins who strike when their target is asleep. They have trained themselves to maintain their balance at all costs, for a single foot out of place could spell an ignomious end on the cobblestones below.
Thief-Acrobat
Rogue Specialist Advance
Slow Fall - you only take half damage (rounded up) from falls of any height.
Acrobatic - you gain a +2 bonus to your Physical skill when performing acrobatic maneuvers.
Exotic Weapon Training - you gain a +1 bonus to-hit and damage with any 2 of whips, chains, shuriken, daggers, and the quarterstaff.
Finesse - you may apply your DEX bonus to attack rolls with any non-two-handed melee weapon (so, longswords, quarterstaff, etc.) The GM has the final say in what weapons can be used in this manner.
Killer Reflexes - you gain a +2 bonus to any Reflex save (normally, DEX+Phys).
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