Sea Legs. The pirate has advantage on any ability checks to avoid being knocked prone.
Board and be Boarded. If the pirate knocks a creature prone it can make an attack with its pikehook or pistol as a bonus action.
Pikehook. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) piercing damage. A creature hit by a pirates pikehook must make a DC 11 Strength saving throw or be knocked prone.
Pistol. Ranged Weapon Attack: +3 to hit, range 30 ft./90 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Description
Pirates around the world of Tryn usually trace their origins or career from the perilous seas of Vadari. Here crews venture force to seek adventure and plunder while hoping for a free fulfilling life on the dangerous seas. While romanticized these ideals never truly flesh out so innocently, most pirates are mean or cruel as way of nature seeking to better their own position or standing on their crew. Ever since the Tryn Empire settled Vadari waters pirates have been on the decline and so they have a tentative understanding of cooperation and will even band together to strike at imperial cities or fleets.
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