So, what is this Barbary Pirate? you might ask yourself.
-Well basically it's a moroccan or algerian pirate that sailed along the Barbary coast (Northern Africa) and sometimes even as far up as Iceland(!). The pirates appearence isn't really that of the "original" pirate. They had very loose and cool clothing suitible for warm climate. Also they wore turbans.
The weapon most suited for these pirates would be Cutlasses, heavy swords with a heavier tip and gilded and crested handguards. There will be other types of cutlasses like more crude-looking. I chose this weapon because real pirate-hooks would be little to extreme.
Ok so here are the attributes, some names may be edited.
Primary Attribute: Pirates Cunning; No inherent effect. Spend more points in this and you will get a tiny bit energy back from the skills you use.
Swashbuckling: Spend points in this and your skill in fighting with the cutlass will be improved.
Morale:This might look like warrior's shout's, but i wanted skills like this so you could help me up with something more original.
Spend points in this and your morale-boosting calls will be more powerful.
Cruelty:Spend points in this and your cruelty will be much more...crueller??
Before presenting some skills I would first like to comment the armors. As I'm quite new to this game there may be some AL wrongs.
Buccaneers Armor: 60AL and +1 energy recover,health +35 Edited
Sea-Dogs Armor: 75AL +1 energy recover
Outcasts Armor: 60AL +1 energy recover and reduces blindness
As these Barbary Pirates didn't carry shiels, a focus would seem quite awkward, so my final decision is that there will be an eye-patch serving as focus. But I would be glad if you could come up with some other idea... Edited Thx unholy for hook idea

Ok, these skills may be hugely overpowered or underpowered. Please tell me!!
Here are the Swashbuckling skills:
Blind Rage 10 eng + 10 s reload
You strike for +(20...45)dmg, but you got 40% of missing.
Kraken Blow: 5eng + 5s reload
If this strike hits, you hit with +(10...20) water dmg. Edited
Practiced Cut: 15eng + 10s reload ELITE
If striked foe blocks this attack, he starts bleeding for (5...20)s. If the strike hits, he become crippled for (5...20)s.
Morale skills:
Set the sails!: 5eng + 10s reload
Your party gain +2 health generation and +20 resistance against water. (3...10)s.
Haul the anchor!:10eng + 15s reload ELITE
All warrior's in the area get +1 strenght and (1...6)health regen.
Ye Englishe Governmente!:15eng + 10s reload
Your party runs 30% faster for (5...10)s. When skill ends party gets knocked down and crippled for 3s.
Cruelty skills: A new term that I use is "Paralyze". When you get paralyzed the screen becomes that of when your quite drunk (on dwarven ale).New condition.
Walk the plank: 10eng + 1s reload
Target foe becomes paralyzed and dazed for (3...10)s.
Hang 'Em High: 10eng + 10s reload
Target foe and all adjencent foes become paralyzed (3...10)s and loses (1...3) enchantments.
Torture: 10eng + 20s reload ELITE
If target foe got any hexes on him, (1...3) of them will get its time re-newed.
Non-attribute skills: Didn't bother to come up with energy and reload times.
Drunken sailor:
You are healed for 100 health but after that you suffer from paralyzis for 5s.
Signet of Davy Jones:
For 10s you are not affected by enemy shouts or morale calls.
Sea-legs:
For 5s you cannot be knocked down.
As you will have noticed, the Barbary Pirate will not rely on adrenaline. Instead he uses energy.
This Concept Class was made for Chapter 3, although i know that the classes are ready been made.