Seaman/Pirate/Privateer




Does the salty air call to your blood? This class is for any character that's spent appreciable time on the high seas. This class features an array of qualities and abilities simply not found in other classes, making them excellent scouts, fighters, and overall handy people. This class is all about versatility- they are jacks of all trades but masters of none.

One thing that they do excel in, however, is an inordinate amount of luck- for almost nobody walks the fine line of death and life quite as boldly as a sailor.

Like Marksmen, this class is capable of starting with a pistol from the outset, but not a rifle.

Abilities:

Seaman's Luck:
An odd ability. Put simply, this class usually has the luck of the Devil himself, and once every quest the character will get a good piece of luck, guaranteed. Please note that luck may not apply to combat- your character may, say, find a good treasure that has absolutely no effect on the actual mission. This is completely random but it is guaranteed to happen once per quest- after completion of a successful quest, the character will get TWO lucky strikes/quest, and so on- maximum is +5. Be warned, however, sometimes your luck may backfire...

Sky Reading:
This class has an almost supernatural ability to almost always know where they are, day or night. This ability is even applicable indoors, though certain places (like Dracula's castle) may interfere with their abilities. This is because they are "attuned" to the Earth's movement, as well as the movement of the heavenly bodies as well. So how does it work indoors? A member of this class can simply think (or sense) about how the heavenly bodies are moving and guess from there. However, the longer the character spends outdoors, the less effective this ability will be- until the character becomes hopelessly lost. Please note that extremely cloudy days will have the exact same effect as being indoors. This ability gets better over time, allowing the character better and better navigation skills even in claustrophobic environments.

Knot Tying:
Though this may sound silly at first, this class is highly experienced at working with knots. They can tie knots fast and strong, and can pick a knot for almost any occasion.

Qualities:

Worldly Knowledge:
This class not only has knowledge of lands and customs far from his home shores, but also of many occult things- usually dealing with the ocean. They're a superstitious lot and like to swap stories- though the stories may not always be true. This class also knows a smattering of many foreign languages- especially insults and vulgarities.

Weapon Familiarity:
Not only can this class start with a gun, but they can use most weapons quite effectively. This includes swords, guns, and even heavier (and rarer) weapons like cannons. Combine this with other combat classes and you get a superb fighter.

Ambidexterity:
This class can wield two weapons at once with little to no problems when attacking. This quality is not just restricted to combat uses- use your imagination.

Physical Prowess:
This class not only keeps their balance extremely well, but they are stronger and more dextrous than most average classes (however, not as strong as any Combat class nor as dextrous as, say, an Alchemist). Besides that, they are also a little resistant to more unpleasant things- such as being able to avoid throwing up.

Blue Alignment:
Being at sea so much one tends to soak up its smell, and even without noticing a sailor may soak up the kind of wild magic that exists out at sea. This means that a sailor tends to go ignored by blue aligned monsters, unless the monster is attacked first or specifically ordered to attack. It also allows the character to basically bypass most moderately powerful blue wards.
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