Four base classes, Pirate, Ninja, Robot, and Caveman. Classes are modified with a
A number of times per day equal to the characters luck bonus they may re-roll a failed
roll (if positive), or the DM may require the payer to re-roll a success (if negative).
The DM may allow luck to manifest in other ways, but it should not remove the necessity
of skill for a task, or cause character deaths.
Luck is generated in the same method as any other ability score. (Normally rolling 4d6,
A Pirates class skills (and the key ability for each skill) are: Bluff (cha), Climb(str), Craft(int), Intimidate (cha), Open Lock (dex), Profession(wis), Slight of Hand(dex), Spot(wis), and Swim(str)
Rough and Roudy: A pirate picks one drink (alcoholic). When imbibing this drink, he recives a +2 bonus to strength and constitution, and a -2 penalty to wisdom and charisma. This lasts as long as they are drinking, but requires 1d10 minutes to take effect and lasts for 1d10 hours after drinking.(the sensation of being drunk, however, lasts for longer) This improves at 7th and 14th level, increasing to +4 str +2 con, -2 wis at 7th level, and +4 str and con, +2 cha at 14th.
Uncanny Luck: A pirate chooses another drink. The same rules apply as Rough and
Roudy, except the drink grants a +4 bonus to luck. (effectively giving two extra re-rolls
once per day, but they must be used during the duration of the effect) This can only be
done once per day A pirate may drink his Rough and Roudy drink at the same time as his
Uncanny Luck drink to stack the effects. This improves to +8 luck at 12th level.
Honor Amongst Outlaws: The pirate picks a third drink, and during its effects receives a +4 bonus to honor, and +2 bonus to charisma. This improves to +8 honor, +4 charisma at 20th level.
Enhanced Anatomy: At 9th and 18th level, a pirate may replace one of his hands with a
hook, his eyes with a patch, or his legs a wooden peg. These have no negative penalties,
but grant +2 cha, and a +1 luck bonus to AC (as the opponent may accidentally strike the
functionless body part). They may instead choose to take a bonus feat.
Bonus Feats: A pirate chooses a bonus feat at 2nd and 11th level. They may choose from
Endurance, Diehard, Great Fortitude, Improved Will, Power Attack, Leadership,
Lightning Reflexes, and Toughness.
Must pay to care for subordinates
Must always split the booty (though not necessarily evenly)
Must adhere to the guidelines of his captains personal code
A Ninjas class skills (and the key ability for each skill) are: Balance(dex), Bluff(cha), Climb(str), Disabld Divice(dex), Disguise(cha), Escape Artist(dex), Gather Information(cha), Hide(dex), Jump(str), Listen(wis), Move Silently(dex), Open Lock(dex), Profession(wis), Spot(wis), Survival(wis), Swim(str), and Tumble(dex).
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