travel and trade. The waters of the Bay are busy with ships carrying traders and their goods, settlers, and questors from port to port on the mainland and between those ports and the arc of large islands that form the sekhovynd (southern) boundary of Glamryn Bay. As a result, its not surprising that many have taken to the waves. The most successful seafarers are those not just skilled at sailing, but able to defend their ships from the treacheries of the high seas. Every day at sea may test the bravery and smarts of these hardy sailors commonly called buccaneers or salts. Adventurers: Buccaneers adventure for a living, sailing to various ports and fighting off pirates and hostile beasts. Such careers often spark in them an even greater wanderlust, full of curiosity about what lies beyond the Vaerath in wider Umbrara. Some become questors, signing on to perilous voyages of exploration. Financially-successful old salts often sponsor their own missions to explore the mysteries of Castlemourn. Characteristics: Buccaneers have a wide array of skills, including martial training. Their ship-learning gives them the ingenuity and swift reactions necessary to cope with unexpected and dangerous situations, at sea and elsewhere. Alignment: Buccaneers can embrace any alignment. Good and neutral salts often serve as crew or bodyguards to wealthy merchants or join navies as freesails. Those who are more carefree travel wistfully or act as guides for others. Evil buccaneers often succumb to the lure of piracy. Religion: Buccaneers can be of any faith, though they often renounce all piety. Most pay at least nominal respect to Araugh, seeking protection against the fierce storms at sea. Background: Buccaneering is integral to Mournan society, especially in and around the Iron Isles. Most salts begin young, signing on as apprentice crew or deck rats. Others learn seafaring the hard way as mutinous slaves, prisoners of war, or after being kidnapped and spirited away to sea. Races: Buccaneers can be of any race, but (as the profession favors ambition and adaptability) most salts are humans, half-elves, or golaunt. Most dwarves remain among their own kind, but the few who become buccaneers find life at sea soothing and in accordance with their philosophy. The other short races tend to dislike buccaneering, as ships are not often built with their stature in mind and so are especially hazardous. Thaele are least likely to become buccaneers, largely avoiding ship travel altogether. Other Classes: Buccaneers are useful even ashore. Naturally gregarious, they get along well with most other classes but are most at home with those who practice related skills and live similar lifestylesrogues, fighters, and rangers. Their relationships with other classes are influenced more by personal ethics and beliefs than profession. Role: Buccaneers make strong secondary combatants, relying on specialized attacks more than brute force. They are excellent sailors and scouts; they are good at gleaning resources and lore from many sources, thanks to their knack for dealing with folk from many lands. Game Rule Information Abilities: A high Dexterity helps a buccaneer with attacks and defense, as well as Balance and Tumble checks. A high Intelligence helps a buccaneer best develop a broad array of skills. High Strength aids in climbing and swimming, and a high Charisma helps in maintaining crew harmony and dealings in foreign ports. Starting Coin: 6d4 x 10 (150 gp) Alignment: Any Hit Die: d8 Class Skills The buccaneers class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Profession (sailor) (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Feature s All of the following are class features of the buccaneer. Weapon and Armor Proficiency: Buccaneers are proficient with all simple weapons, bows (long and short), and nets. They are also proficient with the following buccaneer weapons: handaxe, kukri, longsword, rapier, sap, scimitar, and short sword. Buccaneers are proficient with light armor but not with shields. Scrap-Fighting (Ex): In addition to traditional sword skills, buccaneers use an unorthodox form of fighting that involves a combination of swordplay and unarmed combat. Provided he is using a buccaneer melee weapon, a buccaneer can make a second attack (either by punching or kicking) as if he had both the Two-Weapon Fighting feat and the Improved Unarmed Strike feat (even if he doesnt meet the prerequisites). A buccaneer can also use his unarmed attack from scrap-fighting to make grapple and trip attacks. He cannot fight in this manner if wearing medium or heavy armor, or using a non-buccaneer weapon. Scrap-fighting is a full-round action. Rapid Climb (Ex): At 1st level, a buccaneer learns to climb faster. If he takes a 5 penalty to his Climb skill check, he can climb at half his base speed. At 5th level, the penalty for rapid climbing is reduced to 2. At 10th level, his climb speed increases to three quarters of his base speed. At 15th level, he loses the remaining penalty for rapid climbing. At 20th level, he can climb at his base movement without penalty. He cannot use this ability if wearing medium or heavy armor, or carrying more than a light load. Combat Expertise: A buccaneer gains the Combat Expertise feat even if he does not meet its prerequisite. Uncanny Dodge (Ex): By 3rd level, a buccaneer cannot be caught flat-footed and reacts to danger before his normal senses would warn him to do so. He retains his Dexterity bonus to Armor Class even if caught flat-footed or struck by an invisible attacker (but loses this bonus if immobilized). If a buccaneer already has the Uncanny Dodge ability from another class (such as barbarian or rogue), he instead gains Improved Uncanny Dodge. Great Leap (Ex): All buccaneers need to learn how to jump from ship to shore, to other ships, and to maneuver quickly around a ships deck. At 4th level, a buccaneer always makes Jump checks as if he was running and had the Run feat. This enables him to make long jumps without a running start and provides him with a +4 competence bonus to Jump checks. He cannot use this ability if wearing medium or heavy armor, or carrying more than a light load. Bonus Feat: At 5th, 10th, 15th, and 20th level, a buccaneer can choose one of the following bonus feats: Acrobatic, Agile, Alertness, Dodge, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Mobility, Negotiator, Persuasive, Quick Draw, Spring Attack, Weapon Finesse, Weapon Focus, Whirlwind Attack. The buccaneer must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Drop Attack (Ex): At 5th level, a buccaneer can make attacks by dropping on a flat-footed opponent from above, allowing him to strike from a mast, a roof, or even a tree. The target must be the same size as, or smaller than, the buccaneer, who must be 20 feet or less above his target with an unobstructed line of effect. A successful Jump check (DC 15) breaks his fall on his target, dealing the target 1d6 points of bludgeoning damage per 10 feet the buccaneer drops. The target must also make a Fortitude save (DC 14) or be dazed for 1 round + 1/2 the buccaneers level (rounded down). Following the attack, both buccaneer and target are prone. A drop attack is a full-round action that does not provoke an attack of opportunity from the target. At 10th level, the buccaneer can attempt to grapple an opponent he successfully drop attacks in the same round, though he and his opponent are still both knocked prone. The grapple doesnt provoke an attack of opportunity from the target. By 13th level, he can attempt to make a melee attack against an opponent he scores a successful drop attack on in the same round (he and his opponent are still both knocked prone), and this melee attack doesnt provoke an attack of opportunity from the target. At 16th level, a buccaneer can instead choose to stand as a free action following a successful drop attack. Acrobatic Charge (Ex): By 6th level, a buccaneer has learned to make charge attacks through hazardous terrain, around allies, and over obstacles that would normally impede a charge. This allows him to charge across a ships deck, then leap or swing from masts and rigging to attack opponents. Acrobatic charge is a move action, and a buccaneer employing this tactic may need to make appropriate skill checks along the way, depending on the circumstances (GMs decision). He cannot use this ability if he is wearing medium or heavy armor, or is carrying more than a light load. Improved Scrap-Fighting (Ex): At 7th level, when using his scrap-fighting ability, the buccaneer is now treated as if he had the Improved Two-Weapon Fighting feat when fighting with a buccaneer weapon, even if he doesnt meet the prerequisites. He cannot use this ability if wearing medium or heavy armor, or carrying more than a light load. Throw Weapon (Ex): At 8th level, a buccaneer can throw any buccaneer melee weapon as a ranged attack without suffering the normal 4 penalty. All buccaneer weapons are treated as having a range increment of 10 feet. Roll with the Blow (Ex): Starting at 8th level, the buccaneer learns how to roll with his opponents blows, so they do not inflict as much damage. Provided he is not caught flat-footed and maintains his Dexterity bonus to AC, he can reduce the damage from each attack scored against him with a weapon or natural attack by 1 point. In practice, this acts like a conditional form of damage reduction. For every 3 levels thereafter (11th, 14th, 17th, and 20th), the amount of damage a buccaneer can avoid in this manner increases by one point to a maximum of 5 at 20th level; however, this ability can never reduce the damage from a successful attack to less than 1 point. A buccaneer can only roll with the blow if he is wearing light armor or less and carrying no more than a light load. Improved Uncanny Dodge (Ex): At 9th level, a buccaneer can no longer be flanked, reacting to opponents on opposite sides as easily as he reacts to a single attacker. Additionally, only an opponent whose class level is four greater than the buccaneers class level can sneak attack him. This ability allows a buccaneer to flank rogues and buccaneers with the same ability, provided he is four levels higher than such an opponent. Scrap-Fighting Mastery (Ex): At 11th level, a buccaneer has mastered his unique style of brawling combat. When using his scrap-fighting ability, the buccaneer is now treated as if he had the Greater Two-Weapon Fighting feat, even if he doesnt meet the prerequisites. As before, the buccaneer cannot use this ability if wearing medium or heavy armor, or carrying more than a light load. Acrobatic Mastery (Ex): By 14th level, a buccaneer becomes thoroughly proficient with his acrobatics and can take 10 on any Balance, Climb, Jump, and Tumble checks, even under stress. Acrobatic mastery works in conjunction with rapid climb. Seen the World (Ex): At 18th level, the buccaneers extensive travels and experience grant him keen insight into his current location. He automatically knows which direction he faces at all times, as if under the effect of a permanent know direction spell. Furthermore, he is aware of his relative location and distance from major settlements in any country or body of water in which he has traveled.