Unorthodox Pirates - coming soon!

TheLe

First Post
UnorthodoxPirates_COVER.jpg


The Le Games would like to announce that Unorthodox Pirates will be available soon (we expect it next week actually)! Above is the working cover for this product, illustrated by the fantastic Carrie Hall (who did the cover for Unorthodox Sorcerers).

This d20 PDF book contains: six core Pirate classes, 12 Pirate themed magic items, and 5 pages of rules for adding guns and gunpowder to your existing d20 fantasy campaign!

Are you excited yet? We are! Here's a Sneak Peek!

The Ravager

The Ravager is the kind of pirate that other pirates fear. Whenever there is murder and slaughter to be done, the Ravager always takes his work a little too far… and enjoys it a little too much. Ravagers are the classic landlubber’s idea of a pirate: fierce, horrible, bloodthirsty savages. They have no need for mercy, fine words or logical reasoning, and they enjoy nothing more than wading into battle with a sword in each hand and another clenched between their teeth. Ravagers demand combat and bloodshed, and a wise pirate captain will let them loose every once in a while, just to keep them happy. And when the carnage is over and the loot handed out, the Ravagers are the first to hit the rum and the last to go to sleep.

Adventures
The Ravager tends to take adventure wherever he can get it, and in his case, “adventure” is simply another word for “combat”. The Ravager tends to let others determine the wheres and hows of any adventure, preferring to take orders. However he typically despises over-planning and subtle tactics, and any weak-willed leader attempting to give a Ravager orders is liable to receive a fatal lesson in the survival of the fittest. If a Ravager is in charge of a group of pirates, he will most likely lead them wherever they can create the most carnage. This is not to say that Ravager captains are foolhardy; they simply have complete faith in the fighting abilities of their crew. After all, they will have already killed off the weaker ones at the first opportunity.

Characteristics
Ravagers are often the biggest, meanest-looking crew on a pirate ship. Their muscular bodies are most likely covered in a mass of scars, and little attention is given to their appearance. Ravagers save all their energy for fighting and carousing, and the rest of their time is often spent on their weapons and armor, with which they have an unhealthy obsession. The rest of the crew will usually give them a wide berth; for fear that the slightest imaginary insult might cause the Ravager to fly into a rage. When drunk though, Ravagers are a little more agreeable.

Alignment
Ravagers may only be chaotic neutral or chaotic evil. They despise order, neatness and regimentation, and they could not care less about anybody else’s feelings.

Fight Drunk: The consumption of alcohol never has any effect on the Ravager’s skill in combat. A Ravager never suffers any combat-related negatives to fighting while under the influence, however he still counts as being drunk for purposes of any non-combat Intelligence, Wisdom or Charisma-based rolls made. As a matter of fact, the Ravager prefers it this way.

Lick Blade I: Beginning 3rd level, the Ravager can unnerve his opponents with great efficiency. Once per day, the Ravager may frighten his enemies by licking the gore from his blade, cutting his own flesh, or some other unnerving act. The use of this ability is a standard action. Any enemies that can see the Ravager must immediately attempt a Will save at DC 15 + half the Ravager’s level (rounded up). If they fail, they receive a -2 penalty on all attack rolls against the Ravager for a number of combat rounds equal to the Ravager’s level.

At 10th level at 17th level, he is able to Lick Blade one additional time per day. The duration of the first Lick Blade must expire before attempting to Lick Blade again.

-The Le Games, We Enhance Worlds

Unorthodox Pirates is written by Xander Bennett, The Le, Mark Charke, and David Gallant. It will be available at Rpgnow.com and the Enworld Gamestore
 
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Could you fix your post? I can't see the text that's imposed over the beautiful cover. Plus it blocks my view of the amazing cover! :(
 

I'm not sure what you're talking about... there's no superimposed text in this thread whenever I look at it. I see boxed text on the left, image on the right. Perhaps there is an issue on your end?
 

Roudi said:
I'm not sure what you're talking about... there's no superimposed text in this thread whenever I look at it. I see boxed text on the left, image on the right. Perhaps there is an issue on your end?
It likely is a browser issue. It looks fine in Firefox.
 

genshou said:
Could you fix your post? I can't see the text that's imposed over the beautiful cover. Plus it blocks my view of the amazing cover! :(

Yip. I can't see the cover either. The 'quote' blocked text is right on top of the cover (through IE anyway). Here's the cover on its own.

Pinotage

[imagel]http://www.thelegames.com/images_covers/UnorthodoxPirates_COVER.jpg[/imagel]
 

Fixed. Image is now at the top, rather than to the right, which should fix your formatting issues. I think some browsers have a problem with image formatting only when quote text is involved. Hrmmm.....

I also forgot to mention that Unorthodox Pirates comes with a brand new Pirate theme song produced by our friends at Bailey Records - www.BaileyRecords.com

Hooah!

`Le
 
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Roudi said:
I'm not sure what you're talking about... there's no superimposed text in this thread whenever I look at it. I see boxed text on the left, image on the right. Perhaps there is an issue on your end?
TheLe's post: Last edited by TheLe : Today at 08:45 AM.
Roudi's post timestamp: Today, 12:11 AM
Odd. 'Cause he did fix it, but after you said that.
 

Sneak Peek: The Ghostly Buccaneer

We continue our preview of Unorthodox Pirates with another class, the Ghostly Buccaneer.

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GHOSTLY BUCCANEER
They say in whispers at dockside taverns and on the late watches of the seafarers that dead men tell no tales. They speak of deals that desperate sailors have made with the evils spirits deep within the blackness of the ocean depths. Most sane watermen dismiss these as mere legend and hearsay, but a few of the more grizzled and wary sailors know the truth.

They know of the unknowable spirits that dwell in the darkest waters and they know of the promises they offer greedy pirates and corsairs. They say that men have sold their very souls to these foul beasts for the promise of eternal life at sea. Shallow and foul, legends speak of ghostly pirates coming in the night. Their weapons pass through armor and they sail upon a ship of shadows. They are Ghostly Buccaneers.

Adventures
Most Ghostly Buccaneers adventure because the deals they have made with the dark spirits of the sea make most normal folk uncomfortable, and so they are forced to never stop moving. Many of them bury this solitude by pillaging "lesser" seafarers, living a life of unshakable greed and sin. A rarer few realize the great sin they committed in selling their soul to the endless depths, and though they know there is no hope for them, they try to use their ill-gotten gifts for a good greater than themselves.

Characteristics
Hardened by a life at sea and by the sword, the Ghostly Buccaneer makes a fine fighting companion. His ability to endure damage as well as his fearless nature makes him an asset in battle as do his natural gifts at leadership. Unfortunately, this often makes him foolhardy and reckless, leaving little room for the concern of the plans of others or their own contributions to an adventuring party.

Alignment
Swept away by the chaos of the sea and caught forever in the prison of their own damned creation, the vast majority of Ghostly Pirates are evil in alignment. Those few who have not let the darkness of their pact consume their soul are still typically a cold neutral at best. Only rarely does the good Ghostly Buccaneer know that though he is damned, he can serve as an avenging spirit of the sea and try to right some of the wrong he may have helped bring into this world.

Religion
Knowing they are already damned, the Ghostly Buccaneer pays little heed or homage to the deities of the world. In an odd contrast, most Ghostly Buccaneers have an extensive knowledge of the various superstitions surrounding piracy and sea travel.

Background
Ghostly Buccaneers almost always come from areas where the sea is the lifeblood of the area. Whether they were once fishermen who asked for gifts to avenge a horrible wrong, a lost seaman who asked for life with his dying breath, or a devilish researcher who actively sought the path to darkness, at some point all Ghostly Buccaneers actively decided that they wanted this condition brought down upon them. All of them asked to be damned.

Races
The overwhelming majority of Ghostly Buccaneers are human, with most of the small remainder being half-orc or half-elf. No other races would promise their soul to dark powers, except in the most extraordinary circumstance.

Other Classes
Ghostly Buccaneers typically get along well with Barbarians and Fighters, who they see as kinsman in combat. Though they don't trust them, they also harbor a strong respect for rogues and their ability to adapt to any situation. They can relate to the nomadic life of a ranger, though they find the spiritual nature of a druid to be disconcerting at best. Wizards are regarded with suspicion, though sorcerers are seen often as "cursed brethren." Clerics and Paladins are universally distrusted and despised by Ghostly Buccaneers.

Game Rule Information
Ghostly Buccaneers have the following game statistics.

Abilities: Strength and Constitution are important to a Ghostly Buccaneer, as they will undoubtedly be lending martial support to a party. Charisma is also important for a Buccaneer's summoning abilities.

Alignment: Chaotic good, chaotic neutral, any evil.

Hit Dice: d10

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Int), Swim (Str), Survival (Wis), Tumble (Dex), Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) x 4

Skill Points at each additional level: 4 + Int modifier

Weapon and Armor Proficiencies: Damned Buccaneers are proficient in all simple and martial weapons, light armor as well as bucklers and small shields.

Fearless (Ex): At 1st level the Ghostly Buccaneer is immune to fear (magical and otherwise). He cannot be shaken, frightened, or panicked. As a person who has already sold his soul to the darkest spirits of the sea, he knows there is no greater darkness than those with whom he has already parleyed.

Damage Reduction (Su): As the Ghostly Buccaneer grows in power; his body becomes less and less substantial. Blades do not cut as deeply and blows do not land as heavily. At 3rd level the Ghostly Buccaneer gains Damage Reduction 1/magic. At 6th level and every three levels thereafter, this Damage Reduction increases by 1.

Ghostly Blades (Su): The Ghostly Buccaneer soon becomes so in-tune with the spirit world that he can actually cause the weapons he wields to pass through the border between the Material Plane and the Ethereal Plane. Starting at 4th level all melee weapons wielded by the Ghostly Buccaneer are considered to have the Ghost Touch trait.
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This Ghostly Buccaneer class was written by James Spahn, author of Neo Paladins: The Martyr. Unorthodox Pirates will be released next week (we're pretty sure).

Tomorrow's preview: The Freebooter

--The Le Games, We Enhance Worlds
 

Our preview of Unorthodox Pirates continues with my favorite class, the Freebooter. Well, not sure if it's my favorite (because they're all pretty good), but I sure do love saying FREEBOOTER!

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Freebooter
The Freebooter is the quintessential pirate. Freebooters are excellent sailors, trained from their youth in the art of living, surviving and fighting at sea. Not even the scurvy dogs that make up the civilized navies can out-climb a Freebooter in the rigging, and no men alive can best them in melee while standing on a slippery, pitching ship's deck. Freebooters are the people that society has forgotten or cast away because their race, class, or conduct was seen as unsuitable. Now, Freebooters live on a knife's edge, roaming the seas, taking what they can steal, and savoring every moment of revenge they can take against the weak civilized lambs. They may be thieves and rakes and the scum of the earth, but on the high seas they are kings.

Adventures
Freebooters usually take orders from their captains, but as the best sailors on a pirate ship, they will often occupy fairly high positions in the chain of command. Freebooters relish combat, and are known to draw straws against each other to see who is first over the railing in a boarding action. When in a port, a Freebooter will actively seek out mischief in the few nights he spends on shore: perhaps a little late-night burglary of the local nobles or simply a few good bar brawls. If a Freebooter ever takes charge of his own ship, he will typically work them extremely hard, expecting them to fight and sail as well as he can. Unlike some classes, Freebooter captains will not pursue grand vendettas and engage in all-out battles; they prefer lightning-fast raids, so as to remain anonymous and under the notice of the authorities.

Characteristics
Freebooters are by definition a very diverse bunch. They may include races of men from all across the known world, each one usually possessed of a lengthy list of criminal charges. Some are odd-looking, freakish or disfigured people who were shunned in their homeland. All, however, share a few traits: calloused hands and strong muscles from working the ropes and sails; an affinity for the shadows, and an appreciation of the elegance of a knife in the back; and above all, a sense of freedom.

Alignment
Freebooters may only be chaotic or neutral in alignment. The ways of lawful people do not sit well with them.

Religion
Freebooters, like most sailors, are generally a religious and superstitious sort. They primarily worship the gods of luck, battle and the sea. Some, however, still cling to the worship of the gods of their far-away homelands.

Background
Freebooters have many and varied histories. Some were thieves and rogues in the big cities before pursuing authorities forced them to take to a life at sea. Others were honest sailors or navy men who took to piracy after everything they had was taken from them. A very few can remember only the pirate life, as they grew up on their ships, rising through the ranks from cabin boy to first mate or higher.

Races
Any race may become a Freebooter, as every race has an equal likelihood of producing great sailors and warriors, and Freebooters may start out anywhere. However, halflings, gnomes, and dwarves are less common than others.

Other Classes
The Freebooter holds fighters, monks and barbarians in high regard, and considers rogues akin to brothers-in-arms. He doesn't always get along with wizards and sorcerers though, as they tend to know nothing of sailing or the fine art of killing and plundering. Freebooters are usually wary of clerics and paladins, as they represent order and the establishment.

Never Back Down: A Freebooter will always fight with enthusiasm and never back down. At 1st level, the Freebooter receives a +3 morale bonus to all Will saves while in melee combat. If there one or more other allied Freebooters within sight of him, and also engaged in melee combat, this bonus increases to +6.

The Sea is Home (Ex): The Freebooter feels most at home upon the waves; if he must, he can navigate by the stars and live off what he can catch. At 1st level, the Freebooter gains a permanent +4 bonus to all Survival rolls made on the ocean or shore (up to 5-miles from shore). If engaged in combat while on board a ship, the Freebooter always receives a +5 bonus to initiative.

Climb the Rigging (Ex): The Freebooter can climb and fight in the rigging with ease, and he knows how to use it to outmaneuver any opponent. Starting at 1st level, the Freebooter receives a circumstance bonus to all Climb checks involving ship's rigging and ship's ropes. This bonus is equal to half his Freebooter level (rounded up).

If engaged in hand-to-hand combat while in the rigging, the Freebooter gains a +3 circumstance bonus to his attack roll. At 4th level and every four levels thereafter, this attack bonus increases by 1.

Boarding Action I (Ex): Freebooters are the undisputed masters of shipboard combat. Beginning 2nd level, as long as the Freebooter is engaged in combat onboard a ship, floating platform, or sea-going vassal, he is automatically gains Board Action bonuses.

Due to his superior balance on the sliding, wet deck, the Freebooter gains a +4 circumstance bonus to AC.

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The Freebooter was written by the primary author, Xander Bennett.

I do love saying the word FREEBOOTER!

Unorthodox Pirates should be available next week, and comes with 6 Pirate classes (full 20 levels), 12 Pirate Magic items, a Pirate Theme song by our friends at Bailey Records (www.BaileyRecords.com), and 5-pages of rules to introduce guns & gunpowder to your fantasy world! Authors include The Le, Xander Bennett, Mark Charke, and David Gallant. Cover by Carrie Hall.

~The Le Games, We Enhance Worlds
 


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