Pirate (1.3) Adventurer Class
Pirates can come from any culture, and sail the seas of the world. From the Jotun controlled North, to the Vanguardian South. Even Dwarves and Elves have been known to be pirates on occasion.
Playing the Pirate
The pirate is one of the most specialized character classes in the Dawn Lands LARP game. Although they are fairly component in combat in most places they really stand out when they are on a River or Ocean. You get to choose from a specialized but powerful selection of weapons. You cannot wear armor but your special abilities make up for this to a large degree.
Abilities
Armored Allowed: none
Weapons Allowed:Dagger, Knife, Stick, Club, Shortsword, Saber, Rapier, One-Handed Axe
Level 1
Ship Captain: You can gain sea travel for free. Can take the entire party in one trip, but each member of the party must stay within arm’s reach of the Pirate (or within arm’s reach of a party member who is within arm’s reach of the Pirate).
Riverboat Captain: You have a small rowboat on your ship or access to a rowboat. You may use it to cross river obstacles. You can take the entire party in one trip but each member of the party must stay within arm’s reach of you.
Duel Wielding: You can dual wield shortsword and rapier or dagger and rapier.
Dexterous Movement: Due to your quick movement and dodging ability you have +1 APR. This stacks with other sources of APR improvement, including armor.
Deck Hand: You gain +1 to APR and weapon damage while on the ocean or river.
Level 2
Pirate's Luck: Fortune seems to favor you, granting occasional strokes of luck or favorable outcomes in critical moments. Any time you have to roll dice or do something involving chance, you may do it twice and take the best result.
Level 3
Cultural Ability
Iron Constitution: Due to your hard life and hard drinking, you are now immune to poison.
Level 4
Improved Dexterous Movement: Your Dexterous Movement ability improves. You now have +2 APR instead.
Level 5
Deck Expert: you gain +2 to APR and weapon damage while on the ocean or river.
Level 6
Cultural Ability
Level 7
Captain: You gain the rank and title of Captain. At the start of each event gain your choice of one of the following: one scroll, two potions, or 20 GP, from your trading or your raiding.
Disarm: You must call out “Disarm” and successfully touch the target's hand holding a weapon with your weapon. This ability remains active until the end of the encounter, battle, or duel or you make a successful touch, whichever occurs first. If you make a successful attack, the target must drop their weapon to the ground. They may immediately pick it up if they want. This ability does no damage on a hit. This ability can be used three times per day (3x/day) and can be renewed.
Level 8
Walk the Plank: Whenever you successfully strike an opponent with one of your Pirate weapons you may choose to do no damage and instead they have to move five paces in the direction you dictate. This ability can be used three times per day (3x/day) and can be renewed.
Level 9
Cultural Ability
Level 10
Admiral: You now gain the rank and title of Admiral. At the start of each event gain your choice of one of the following: 2 scrolls, 3 potions, or 30 GP, from your trading or your raiding.
Deck Master: you now gain +3 to APR and weapon damage while on the ocean or river.
IMMUNITY INSTEAD OF IMMUNE TO.