Notes -3 to main hand weapon attack rolls -7 to offhand weapon attack rolls
1
Accessory Type
Bonuses Range
Accessory Type
Bonuses Range
Accessory Type
Quantity
Quantity
Bonuses Range
Quantity
Feat
Gluttonous
Description
Feat
Humans have better luck at finding Devil Fruits during their adventures.
Proficiency: Light Armor
Proficiency: Longsword
Blade Guard Guard
Adrenaline
Morganeer Pirate
Power Attack
Crater Stomp
Yohohohoho
2
Blade Counter
As a standard action the swordsman may ready their blade in a defensive posture. They cannot attack while in this posture but gain a +4 defense bonus and may leave this posture as a free action. While the swordsman’s current HP is less than half their maximum HP, they gain a +2 damage bonus to all melee attacks. The pirate gains a permanent +2 intimidate bonus and if they are the captain of their crew, their crew each gains a +5% experience bonus when fighting with the pirate. This effect doesn’t stack. Morganeer pirates cannot resist the chance of obtaining power and money. If the opportunity to take advantage of people presents itself, they’ll find it almost impossible to resist. On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your relevant attack skill ranks. The penalty on attacks and bonus on damage apply until your next turn. As a standard action the swordsman gathers all his strength into one of his legs and stomps the ground. This creates a large crater around the swordsman. Anyone within 10ft of the swordsman immediately moves 5ft closer to the swordsman, unless they are already in melee range. They can roll their tumble vs a DC check of 15 + half the swordsman’s level. If they fail, they also fall prone.
A true pirate is able to laugh off dangerous and mind affecting situations. You gain a permanent +1 to willpower saves.
Power
Blooded
Two-Weapon Fighting (X2)
Cleave
Rage
Description
Instead of parrying or rolling defense, a swordsman may choose to instead roll for a counter attack using their sword(s). Treat this as a single normal attack roll. If the attack succeeds, both players are hit simultaneously. If the attack fails, only the swordsman receives damage. Entering and exiting this stance is a standard action. While in this stance you must use the Blade Counter feat whenever you are attacked in melee combat. You gain a +2 weapon attack bonus and +1 damage bonus while in this stance. Add +2 HP to your total HP each time you level up. If you are taking this feat after level one, recalculate your HP from level 1 with this bonus. When fighting with two weapons, you reduce the penalties to attacks by 3. You make as many attacks with your off-hand as you do with your primary hand.
If you reduce your target’s HP to 0, you get an immediate extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that d ropped the previous creature. You can use this ability once per round. Once per day you can enter into a rage. You temporarily gain a +4 STR, +4 CON, and a +2 morale bonus on will saves, but take a -2 penalty to defense rolls. The increase in CON increases your hit points accordingly and any loss o f these temporary hit points is negated once the rage is over. While raging, you may not use any CHA, DEX, or INT based skills (except balance, escape artist, intimidate, and ride). A fit of rage lasts for a number of rounds equal to 3 + character’s new CON modifier. A character may prematurely end his rage. At the end of the rage, the character loses the temporary modifiers and becomes fatigued for the duration of the current encounter.
Character Information
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