Corsair

An adventurer who lives by their talents sailing on the high seas.

Requirements None
Hit Dice 1d6
Armor Leather, no shields
Weapons Any
Languages Alignment, Common

Core Features

  • Backstab: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
  • Boarding Expertise: Ignores the usual penalty to attack rolls and Armor Class when boarding.
Corsair Features
Level HD Atk Save
1 1d6 0 13
2 2d6 0 13
3 3d6 0 13
4 4d6 0 13
5 5d6 +2 12
6 6d6 +2 12
7 7d6 +2 12
8 9d6 +2 12
9 9d6 +5 8
10 9d6+2 +5 6
11 9d6+4 +5 6
12 9d6+6 +5 6
13 9d6+8 +7 4
14 9d6+10 +7 4

Class Skills

  • Climb Sheer Surfaces: Make a skilled DEX check at +4 for every 100’ climbed.
    • Failure means falling from the halfway point (and taking fall damage).
  • Seafaring: Make a skilled check as indicated by GM to keep footing during rough waters, survive on the open seas, and complete repairs when vessel takes on damage.
  • Sea Lore: After reaching 3rd level, make a skilled INT check to recall lore pertaining to creatures, magic items, or heroes of sea-related folktale or legend.
    • May be used to identify the nature and powers of sea-related magic items.
  • Sneak: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
  • Swashbuckling: Describe intended outcome, make a skilled check as indicated by GM.
    • ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
  • Walk Tightrope: Make a skilled DEX check for every 60’ walked, modified by -4 for windy conditions and/or +2 when using balance pole.
    • Failure means falling (and taking fall damage).

Establish Crew

From 9th level, can establish a crew.

  • Attracts 2d6 sailors of 1st level who will serve with some reliability (more of which can be bought) and may be used to run one or more ships.

Astral Corsair

An adventurer who lives by their talents sailing on the astral plane.

  • Has the same features as the Sea Corsair, replacing the class skills with below.

Class Skills

  • Astral Lore: After reaching 3rd level, make a skilled INT check to recall lore pertaining to creatures, magic items, or heroes of astral-related folktale or legend.
    • May be used to identify the nature and powers of sea-related magic items.
  • Astral-faring: Make a skilled check as indicated by GM to know which way is down, survive in the open astral void, and complete repairs when vessel takes on damage.
  • Climb Sheer Surfaces: Make a skilled DEX check at +4 for every 100’ climbed.
    • Failure means falling from the halfway point (and taking fall damage).
  • Sneak: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
  • Swashbuckling: Describe intended outcome, make a skilled check as indicated by GM.
    • ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
  • Walk Tightrope: Make a skilled DEX check for every 60’ walked, modified by -4 for windy conditions and/or +2 when using balance pole.
    • Failure means falling (and taking fall damage).