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Pirates

Someday, I'll get this class implemented if it kills me.

My annual post of the pirate ideas, with some collective input and updates.

Pirate Requirements:

Level: 50

Alignment: All

Ethos: Neutral or Chaotic

Race: Slith, Human, Halfling, Half-Elf, Feral, Avian

Class: Thief, Warrior, Berserker, Ranger, Bard

Religion: Must be a loyal follower of Chance

To become a pirate, scribe an application to Immortal, telling them of your previous plundering.

Description:

Piracy. One of the most feared and respected words in many a tongue. There are those in the world who seek, not to work for their own life, but to steal from others, ravaging everything that people work for. Pillage and plunder is their only goal, and they are the best at what they do.

Some choose piracy because they are too lazy to work for themselves. Others, because they cannot stand to see others progress above them, and decide to steal all that they can from those more powerful. No tales have ever been told of a pirate who wished to help those around him.

Pirates are infamous for their spontaneous decisions. Very seldom does a pirate plan his next great plunder, and many a tale has been spread of the fallacies of such plans. As close to an embodiment of Chance as is mortally possible, pirates have mastered the art of guerilla tactics. They will not let a small matter of being unprepared stop their upcoming kidnap, robbery or murder.

Skills:

Level 1: Sword, Dagger, Axe, Spear, Polearm

Level 2: Parry

Level 3: Dirt Kicking

Level 5: Enhanced Damage

Level 7: Second Attack

Level 10: Sailsman*, Disarm

Level 12: Trip, Threaten*

Level 15: Bash, Sharpen Blade*

Level 18: Third Attack, Dual Wield

Level 20: Two Handed, Sneak Attack*

Level 23: Plunder*

Level 25: Lore, Dual Parry

Level 28: Blackjack

Level 30: Warcry, Preserve

Level 33: Extort

Level 35: Rend*

Level 38: Disarm, Steal

Level 40: Hit and Run*, Riposte

Level 44: Sailsmaster*, Requisition*

Level 50: Buried Treasure

Sailsman- Pirates live by the seas. By spending their lives traveling by water, they have learned how to use swells and currents to their advantage. Because of this, whenever a pirate is on water they gain a bonus to their abilities. (+5% to all skills while on water)

Threaten- Shopkeepers tend to charge exorbitant amounts of coin for their goods. Pirates, being the reputably fearsome people they are, have become adept at convincing salesmen to lower their prices. Where other's bargain, these men of the sea scare purloiners out of their wares. (Extort, made for pirates)

Sharpen Blade- Journies over the sea can be quite lengthy at times. Some sailers, out of immense boredom, pull out a whetstone and file the edges of their sword. Over the years, techniques were shared and developed, and now most pirates know how to fix a dull edge. Despite all of this experience, sometimes a pirate may destroy a weapon. Every time a blade is sharpened, it becomes a bit more susceptible to being broken the next time.

Sneak Attack- Similar to a thief's backstabbing prowess, a pirate may attempt to catch his opponent unawares and slip a dagger in their side. Demonstrating their proficiency in hit and run tactics, this ability allows the pirate to significantly weaken their opponent without being beaten to a pulp in the process. (Can only be used to open combat on sleeping or fighting opponents - similar to circle stab in damage, similar to backstab in nature).

Plunder: A pirate, in his greed and eternal quest for gold, may attempt to sneak into a shop and slip out with some of the owner's gold. Unfortunately for the pirate, shopkeepers carefully secure their coin at night, so they can only steal from stores during the day. Failed attempts are well known for rousing the city guards. (Steals random amount of gold from a shop, only usable during the day)

Rend- There are many ways for armor to break. Time eats away at it, use slowly wears it down, or exposure to the elements causes it to crack and fall apart. Pirates have learned to analyze the weak spots in their opponents gear, and may attempt to break it with a well-aimed blow. (Causes rust-like affect on AC, and has a chance to break a random piece of armor)

Hit and Run- Using guerilla tactics to slowly weaken their enemies, pirates have become adept at striking and then running away, returning occasionally to strike again. The only problem with this strategy is that if the pirate misses, he may be drawn into combat. (Initiates combat, unless enemy is asleep. Three round lag, applies maledictions based on the pirates weapon: Dagger = Poison, Sword = Weaken, Polearm = Damage (initiates combat), Spear = Weaken, Axe = Blood Loss. Two or three hour timer, before use can be repeated)

Sailsmaster- Pirates who have traversed the sea longer than others have learned to move on water without becoming as fatigued as normal "landlubbers". In addition, the most experienced of pirates do not have to keep a ship at all times, as they have gained enough knowledge as to commandeer small boats that are tethered to the shore. (Grants pirates mounted movement bonus, when on water; allows pirates to cross water without flight/boat)

Requisition- Pirates have a fierce sense of loyalty to each other. As such, the highest ranking of pirates may request the services of their fellows. Sometimes, the call may go unanswered, especially if the pirate has asked for too much help recently. A pirate may only have one such comrade at a time, known as his First Mate.

Buried Treasure- Smart pirates hide their loot in the one place that no normal person would think to look. Underneath the ground. Despite this, the best informed of pirates may attempt to search for such treasure, outside of cities, every so often. What they find is left to fate.

Spells:

Level 4: Detect Invis

Level 9: Invisibility

Level 15: Control Weather

Level 22: Pirate's Bounty*

Level 30: Thunder Storm

Level 37: Blast of Water*

Level 45: Fury of the Storm*

Pirate's Bounty- A pirate is often known to lust for treasure beyond their wildest imagination. Thoughts of such loot is known to provoke an adrenaline rush in the pirate, giving him the motivation to overcome any obstacle in order to obtain his or her fortune. (Similar to bless, effects increase in power as the pirate's level increases)

Blast of Water- A strong pirate has gained such total control over the seas, that they can use any body of water to their advantage. With great concentration, they can focus a bolt of water to rise up and assault their foe, sometimes knocking them over with the force of the impact. (Similar to jet steam, can use springs, fountains, etc. to cast this spell. Has a chance, increasing with proficiency, to slightly lag their enemy)

Fury of the Storm- The most powerful of pirates can conjure and maintain a fierce maelstrom of wind, rain, and lightning. Harnessing these great powers, a pirate can bring the fury of such a destructive squall against any and every foe in the surrounding area. To call up such a tempest, the current weather must be rather dismal indeed. (Area attack, causes hurricane effect)

Level Titles (By Smallman)
Level Title
01 the Landlubber
02 the Seasick
03 the Marooned
04 the Rat Catcher
05 the Oarsman / Oarswoman
06 the Swabbie
07 the Skiff Carrier
08 the Pirate
09 the Dirty Fighter
10 the Sail Rigger
11 the Deck Hand
12 the Ensign
13 the Seaman
14 the Mutineer
15 the Rebellious
16 the Uncouth
17 the Scallywag
18 the Rough Hand
19 the Anchor Man / Woman
20 the Untrustworthy
21 the Second Mate
22 the Plunderer
23 the First Mate
24 the Liberated
25 the Port Scammer
26 the Student of Ships
27 the Hired Cutlass
28 the Contemptible
29 the Blockade Runner
30 the Harbormaster
31 the Privateer
32 the Coin Counter
33 the Bane of Commerce
34 the Student of Maps
35 the Journeyman Navigator
36 the Student of Shores
37 the Skilled Navigator
38 the Heart-throb
39 the Blade of the Storm
40 the Leader of Mutinies
41 the Pirate Captain
42 the Blind Merchant
43 the Scourge of the Seas
44 the Lord of Pirates
45 the Ravager of the Seas
46 the Infamous Commodore
47 the Terror of Lieutenants
48 the Menace of the Seas
49 the Purveyor of Fortunes
50 the Legendary Seafarer

I have a few comments. First of all, is there any real desire among the people of Aabahran to explore the ocean? If there isn't, then there wouldn't be any pirates either way.

Second of all, I'm not sure I like the term 'pirate'. After all, we've all seen how people complain about a contemporary profession from another part of the world (ninjas), so how much would people complain about the name of a class that didn't really catch on until a few centuries after the period the game is based on? I would also recommend changing the alignment requirement to 'not good' and the ethos requirement to chaotic.

Other than that, it seems fairly interesting, if a little lacking in number of skills.

I don't like it. First of all, I don't see pirates with any form of magical powers aside from maybe the "bless affect". But a pirate that shoots water at their enemy? They're not invokers. I see a pirate as a bard/thief/ninja

Honestly, if I were to create a pirate. I'd use a bard. In fact, I might make one as my next char. Though to make a whole new class, you wouldn't need ANY new skills at all. Aside from the reason of spicing things up. It just wouldn't be worth implementing since it can already be done. And i'll prove it soon enough.

I can't see why FL would need any pirates. I don't see them fit in. And if they would, I have to agree with mudder. They should certainly not be any half-invokers.

Pirates seem like a cool idea. And for the first time in my life, I agree with bali.

i've been thinking it over and i like the idea. i have to agree with most of the others though, they don't need the invokerish spells. i think they should focus more on physical combat and frightening their opponent, so maybe give them skills like roar and possibly another that works like a weakened version of mass hysteria (or just make that another affect from the hit-and-run).

though wolfman makes a good point, does aabahran really have seafarers? the oceans aren't that big and there aren't that many of them. it's something to look into though.

I'm a firm believe in the need for pirates. I also agree that the spells should be ditched, and give them things like roar, etc. I think the hit and run idea is ridiculously cool.

I have a few comments. First of all, is there any real desire among the people of Aabahran to explore the ocean? If there isn't, then there wouldn't be any pirates either way.

Second of all, I'm not sure I like the term 'pirate'. After all, we've all seen how people complain about a contemporary profession from another part of the world (ninjas), so how much would people complain about the name of a class that didn't really catch on until a few centuries after the period the game is based on? I would also recommend changing the alignment requirement to 'not good' and the ethos requirement to chaotic.

Other than that, it seems fairly interesting, if a little lacking in number of skills.

The term 'Pirate' is already in the game. As in....there are already 'pirates'. Making it a valid class name if you ask me. And for another...what time period is this game based on? Medival obiously. But, you also have to think it is a fantasy based game. Being a fantasy based game, you can call a class anything you want. I think ninja is a damn good name for what the class is. The pirate idea sounds cool, even with the jet stream and hurricane type spell, I like it. Pshaw.

Pirates would need some sort of way to get around if the water wasn't cooperating...It sort of makes sense that they would learn to manipulate water.

I like the idea.

FL has sea travel. Visit the docks of mirhuvor, or the ship named after Galvatar...or the are of sunken ship...

It would increase an otherwise unutilized aspect of the game. I think islands should be built which pirates can travel to. Would be cool. Could have some quest areas you have to have a pirate with you to complete.

Edit: How many times you posted this idea, Bali?

FL Needs Pirates for one reason only: So Ninjas could hunt them down.

Seriously, that would be awesome. We could even have a PIRATE cabal Vs. a SHINOBI Cabal or somesuch.

Cycel, do you read dr mcninja?

I bet if someone else copied and pasted all of Balinor's ideas and then re-posted them they'd be met with open arms. It's not the idea that's the problem, it's the poster.

Seriously, it's a very well-thought out idea, but I have to agree with Mudder.

Dey

Why would ninja be in a shinobi cabal? Oh wait..thats right...things don't usually make sense...

I see all these ideas...but...just dreaming. We just need something. Anything, really.This MUD seems completely unsupported (code wise).

Agreed.

Weren't DK's and Pali's supposed to be done months ago? (an update would be nice)

Bali, I like the fact that you enjoy this mud so much you want to make it newer/better. Thanks for keeping your ideas coming, even though they usually get shot down.

On the idea, I'm all for putting new classes in.

Im all up for new classes, and to be honest it doens't seem like it would be a bad thing.

I mean if Pirates were to become a class would it not be able to lead to new areas with the sea? People need new areas to explore anyway....

I reckon the more classes the better.

These pirates sound too similar to thieves. And I don't like thieves.

Just becasue they are similar doens't make it a bad idea.

'where be me mateys?!'

'what?! they be at sum Eff Ell? that a new brothel?'

'you wait 'til ah see them land-lubbin' sons o' brine-swillin' eels!'

'ah'll tear 'em a new blowhole! a big brown blowhole!'

'ah'll tie 'em to the longsail, and whip 'em wit me mast!'

'um.'

'that did'er not come out right, did it?'

sigh