|To Heros and Villains|
|The woman pirate Anne Bonney (1697-1720). 18th centrury engraving.|
Romantically involved with and sailing on the crew of Calico Jack Rackham. Anne Bonny is a female pirate fighting in men's clothing, an expert with pistol and sword, considered as dangerous as any male pirate. She is fearless in battle and often is a member of a boarding party.
The daughter of an attorney and his Maid. The lawyer left Ireland in disgrace but found fortune in the Carolinas. There, he amassed a fortune and bought a large plantation.
A ne'er-do-well pirate/sailor named James Bonny married Anne in an attempt to steal the plantation but Anne's father instead disowned her. Bonny then took Anne to the Bahamas where he turned informer to Governor Woodes Rogers, turning in any sailor he didn't like as a pirate for a handsome reward.
Anne quickly grew to dislike her spineless husband and quickly caught the eye of one Calico Jack Rackham, a pirate of some renown. Governor Rogers had recently passed an amnesty for pirates which left Bonny out of work. The admiration between Anne and Calico was mutual. Calico Jack a handsome man who knew how to spend money as well as steal it. Anne was a well endowed lass with a fiery spirit and a temper that matched that of any man.
Calico offered to buy Anne from Bonny but Bonny instead took the matter up with Governor Rogers, who had Anne flogged and returned to her true husband. That night Calico and Anne slipped out in the harbor, stole a sloop and began a life of piracy together.
But retribution is close at hand. The governor hearing of Calico's treachery has sent an armed sloop captained by James Bonny to hunt the Captain and crew.
|Human CR 7
Any Medium humanoid
Rogue level 8 (skill points 96) Rogue (Pirate )
Init +3; Senses ; Perception +11
|AC 16, Touch 14, flat
footed 12 ( Leather, Shield, none) (+3 Dexterity, +2 armour, +1 feats)
hp 47 (0d8+8d8+8);
Fort +2, Ref +9, Will +2
Melee Single Attack(+1/+0) Rapier +11 (1d6+1/18-20) or (+1/+0) Pistol +11 (1d8 X4)
Full Attack (+1/+0) Rapier +11/6 (1d6+1/18-20) Dagger +3 (1d4/19-20) or (+1/+0) Pistol +11 (1d8 X4) range 20
Space 5ft.; Reach 5
Sneak Attack Sneak attack at an extra (D6) 4
|Strength 12, Dexterity 16, Constitution
11, Intelligence 16, Wisdom 11, Charisma 10
Base Attack 6 CMB 7 ; CMD 21
Bleeding Attack, Fast Stealth, Rogue Crawl, Armour Prof Light, Dodge, Evasion, Sea Legs, Simple Weapon Proficiency, Skill Focus (Stealth), Weapon Finesse, Weapon Focus, Weapon Focus(Ranged)
Skills Acrobatics 14, Appraise 14, Bluff 10, Climb 12, Diplomacy 5, Disable Device 13, Disguise 9, Escape Artist 14, Intimidate 7, Know Dungeon 7, Know Local 8, Linguistics 12, Perception 11, Profession Sailor 4, Sense Motive 9, Sleight of Hand 9, Stealth 17, Swim 7, Use Magic Device 6
|Evasion Reflex save
no damage instead of 1/2
Improved Uncanny Dodge Can no longer be flanked
Reduce Class Feats reduce by 1
Sea Legs (Ex) Gains feat
Swinging Reposition (Ex) In light armor on ship can reposition. After making a charge or bull rush, can move 5 ft
Uncanny Dodge Retains Dexterity bonus if flat footed
Unflinching (Ex) saving throws against fear and mind-affecting effects bonus = 2
Organization Company 10-20, Band 30-100, Squad 4-8
|MAGIC ITEMS (max value 6000), Total Value = 600|
|Masterwork Rapier (300gp), Masterwork Pistol (300gp)|
|To Heros and Villains|
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