Friday, June 27, 2025

OSE Class: Pirate

PIRATE

Requirements: None
Prime requisite: DEX
Hit Dice: 1d6
Combate aptitude: Semi-martial
Maximum level: 14
Armour: Leather, shields
Weapons: Missile weapons, one-handed melee weapons
Languages: Alignment, Common

Sailors who make a living by raiding coastal settlements and robbing other ships.

Alignment: A pirate may not be lawful.

Adjust ability scores: In step 3 of character creation, pirates may not lower STR.

COMBAT
Pirates cannot wear armour bulkier than leather but may use shields. They can use all missile weapons and all one-handed melee weapons.

NAVAL PROWESS
Starting at 4th level, a pirate learns how to better defend its ship when operating catapults and rams.

Catapult: Inflicts 1 additional hull damage against ships.

Ram: Attack rolls are made using a THAC0 of 17 [+2] instead of 19 [0]. This increases to 14 [+5] at 8th level.

NAVIGATION
From 2nd level, the chance of a party with a pirate of getting lost in waterborne is 2-in-6.

PIRATE SKILLS
Pirates can use the following skills, with the chance of success shown below:

▶ Climb sheer surfaces (CS): A roll is required for each 100′ to be climbed. If the roll fails, the pirate falls at the halfway point, suffering falling damage.
▶ Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
▶ Hear noise (HN): In a quiet
environment (e.g. not in combat), a pirate can attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching. 

 

Pirate Skills Chance of Success

Level

CS

TR

HN

1

2

3

4

5

6

7

8

9

10

11

12

13

14

77

78

79

80

81

82

83

84

85

86

87

88

90

91

5

10

15

20

25

30

35

40

45

50

55

60

65

70

1–2

1–2

1–3

1–3

1–3

1–3

1–4

1–4

1–4

1–4

1–5

1–5

1–5

1–5



SWIMMING
Pirates may swim at half its movement rate plus 30’ (10’) while unarmoured.

AFTER REACHING 9TH LEVEL
A pirate can establish a pirate haven, attracting 7d4 pirates of 1st level. A successful pirate might use these followers to start a Pirate Fleet.

 

Pirate Level Progression

Saving Throws 

Level

XP

HD

THAC0

D

W

P

B

S

1

2

3

4

5

6

7

8

9

10

11

12

13

14

 0

1,800

3,600

7,000

14,000

28,000

60,000

120,000

240,000

360,000

480,000

600,000

720,000

840,000

1d6

2d6

3d6

4d6

5d6

6d6

7d6

8d6

9d6

9d6+2*

9d6+4*

9d6+6*

9d6+8*

9d6+10*

19 [0] 

19 [0] 

19 [0] 

19 [0] 

17 [+2] 

17 [+2]

17 [+2] 

17 [+2]  

14 [+5] 

14 [+5]

14 [+5]

14 [+5]

12 [+7]

12 [+7]

13

13

13

13

12

12

12

12

10

10

10

10

8

8

14

14

14

14

13

13

13

13

11

11

11

11

9

9

13

13

13

13

11

11

11

11

9

9

9

9

7

7

16

16

16

16

14

14

14

14

12

12

12

12

10

10

15

15

15

15

13

13

13

13

10

10

10

10

8

8

* Modifiers from CON no longer apply.                 




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OSE Class: Pirate

PIRATE Requirements: None Prime requisite: DEX Hit Dice: 1d6 Combate aptitude: Semi-martial Maximum level: 14 Armour: Leather, shields Weap...