Pirate Summoner (Basic Lore)
Pirate Summoner (CR 3) |
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Pure Evil - Medium - Humanoid | |
Pirate summoners are humanoids who like to steal other people's things, preferably in the most violent fashion possible.
Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as bandits, or raiders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around. Not every pirate relies on a sharp sword, dirty tricks, and a willingness to be magnificently amoral. Some pirates find that an aptitude for magic gives them an advantage that their peers lack. Among these, a rare few bind themselves to beings from beyond our world, allowing them to draw upon their power and call forth shades of their true forms, to fight at their side and defend them from everyone else, especially those pirates with swords. Pirate Summoners are very rarely found alone, as they tend to keep their pet Elemental active at all times. This Elemental can be of any type, although many Summoners seem to prefer Fire elementals for their sheer terrifying power, and ship-dwelling Pirates will only rarely have an Earth elemental...although water elementals are usually a strong second favorite. Wind elementals are seen with the smarter summoners. Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Summoners, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered completely out, and allow the faint hope of redemption...although it's not likely. |