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strawberryman
2009-03-18, 08:16 PM
As many things I decide to hammer out, this came from a random impulse to make a gambler class which evolved into basing it off of the FFXI Corsair. While my tenure on the game has ended, my fondness of FFXI while I was playing has not, so this may well not be the last FFXI-based class I'll make.
Anyway, onto the show.

The Corsair
http://images3.wikia.nocookie.net/ffxi/images/thumb/3/32/Corsair03.jpg/180px-Corsair03.jpg

"Battle is much like a game. You must know your enemy, formulate a strategy, and then pray to the gods of providence. The only difference is that on the battlefield, you're wagering your life. It's one game where folding is not an option."
Last words of Ironclaw Safharg after his capture (792-837) (http://wiki.ffxiclopedia.org/wiki/Corsair:_A_History)

Corsairs are free-spirited pirates that wield exquisite weapons called "Hexaguns" and the power of luck to alter the stakes of battle.


Making a Corsair
Abilities :
Charisma is the most important score for Corsairs by far, as the number of uses for each of their phantom rolls is tied to a positive bonus. Later on, it also allows them to use Quick Draw, and Double Up more often, and even gain additional Luck rerolls with their bonus Luck feats (and any they might gain through levels).
Dexterity is second in line, as it increases their accuracy with their Hexaguns.

Race :
Humans, Elves, and Half-elves are the most common Corsairs, though Aquatic elves and other seafaring races combined give them a good run for their money. Although, the lawful leanings of the Sahuagin make most loathe to pick up teachings of the corsair.

Alignment :
Any chaotic.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Class Features:
Hit Die :
d8.

Class Skills :
Appraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Escape Artist(Dex), Forgery(Int), Gather Information(Cha), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge (Geography), Knowledge (Local)(Int), Knowledge (Nature)(Int), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Perform(Cha), Profession(Wis), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Int), Swim(Str), Tumble(Dex), Use Rope(Dex).

Skill Points at 1st Level :
(4 + Int modifier) x4

Skill Points at Each Additional Level :
(4 + Int modifier)

The Corsair
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2| Phantom Roll

2nd|
+1|
+0|
+3|
+3|

3rd|
+2|
+1|
+3|
+3| Phantom Roll

4th|
+3|
+1|
+4|
+4| Quick-Draw

5th|
+3|
+1|
+4|
+4| Phantom Roll

6th|
+4|
+2|
+5|
+5| Luck

7th|
+5|
+2|
+5|
+5| Phantom Roll

8th|
+6/+1|
+2|
+6|
+6|

9th|
+6/+1|
+3|
+6|
+6| Phantom Roll

10th|
+7/+2|
+3|
+7|
+7| Random Deal 1/day, Double Up

11th|
+8/+3|
+3|
+7|
+7| Phantom Roll

12th|
+9/+4|
+4|
+8|
+8| Luck

13th|
+9/+4|
+4|
+8|
+8| Phantom Roll

14th|
+10/+5|
+4|
+9|
+9| Evasion

15th|
+11/+6/+1|
+5|
+9|
+9| Phantom Roll

16th|
+12/+7/+2|
+5|
+10|
+10|

17th|
+12/+7/+2|
+5|
+10|
+10| Phantom Roll

18th|
+13/+8/+3|
+6|
+11|
+11| Improved Luck

19th|
+14/+9/+4|
+6|
+11|
+11| Phantom Roll

20th|
+15/+10/+5|
+6|
+12|
+12| Wild Card[/table]

Weapon and Armor Proficiency
Corsairs are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and a special ranged weapon known as a hexagun (link below). Corsairs are proficient with light armor, but not with shields.


Phantom Roll (Su)
The corsair's power mostly lies in the ability to call upon luck itself to benefit themselves and their comrades. The corsair can use any mundane pair of dice to use this ability, granting magical effects to those around them based on the luck of their rolls.
At 1st level and every 2 levels afterwards, a corsair can pick any of the following effects to use with their special dice. Each ability or "roll" is a swift action, useable a number of times per day equal to their Charisma bonus, and they all last a number of minutes equal to half the corsair's level.
They are all used by rolling a 6-sided die; the resulting roll is given as a bonus depending on the ability, however if you roll the lucky number the bonus is doubled before potential havling based on the roll type, and if you roll the unlucky number, the benefit is always 1. The benefit is applied to the corsair, and every ally within a 30 ft. burst centered on the corsair. (More info on rolling again in the Double-up entry.)
Regardless of how many different rolls the corsair may possess, they can only affect themselves and their allies with two beneficial rolls of different types. If there is another corsair present among their allies, however, that corsair can also affect others with two rolls of their own, and so on.
Despite the fact that most rolls give a luck bonus, they stack with preexisting luck bonuses not granted by phantom rolls.
Each roll may be taken more than once: choosing a particular roll again gives a +1 bonus to the benefits after the roll is made.
Using a phantom roll is a swift action.

Ninja roll: This roll gives a luck bonus to AC equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Hunter's roll: This roll gives a luck bonus to ranged attack rolls equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Chaos roll: This roll gives a luck bonus to damage rolls equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Magus roll: This roll gives a luck bonus to saves against spells and spell-like abilities equal to the resulting roll. The lucky number is 2, and the unlucky number is 6.

Healer's roll: This roll gives a luck bonus to caster level while casting conjuration(healing) spells equal to the resulting roll. The lucky number is 3, and the unlucky number is 7.

Choral roll: This roll gives a luck bonus to Concentration checks for casting while threatened, and other situations that call for Concentration checks for casting; the bonus is equal to the resulting roll. The lucky number is 2, and the unlucky number is 6.

Monk's roll: This roll gives a luck bonus to Grapple checks equal to the resulting roll. The lucky number is 3, and the unlucky number is 7.

Rogue's roll: This roll gives a luck bonus to critical confirmation checks equal to the resulting roll. The lucky number is 5, and the unlucky number is 9.

Warlock's roll: This roll gives a luck bonus to the save DCs of arcane spells and Quick Draw equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Fighter's roll: This roll gives a luck bonus to melee attack rolls equal to half the resulting roll (rounded up). The lucky number is 5, and the unlucky number is 9.

Drachen roll: This roll gives a luck bonus to save DCs for special abilities of animal companions, summoned creatures, familiars, or any other creatures under the control of the corsair or one of their allies equal to half the resulting roll (rounded up). Either the master or creature can be in range to recieve the effect, but if the master has multiple creatures under their control present, they must be in the area of effect for all of their charges to recieve the effect. The lucky number is 4, and the unlucky number is 8.

Gallant's roll: This roll grants DR/- equal to half the resulting roll (rounded up). The lucky number is 3, and the unlucky number is 7.

Wizard's roll: This roll grants a luck bonus to caster level when casting arcane spells that deal damage to opponents equal to half the resulting roll (rounded up). This bonus also applies to Quick Draw, but the effective caster level bonus is halved (rounded up). The lucky number is 5, and the unlucky number is 9.

Dancer's roll: This roll grants Fast Healing equal to the resulting roll. The lucky number is 3, and the unlucky number is 7.

(Creators note: These are just some rolls that I made based on the original FFXI version where appropriate. Anyone is free to make more where appropriate, just remember that the lucky number is 2-5, and the unlucky number is 4 higher. In fact, here's a few examples.)

Giant's roll: This roll grants a luck bonus to Fortitude saves equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Satyr's roll: This roll grants a luck bonus to Reflex saves equal to half the resulting roll (rounded up). The lucky number is 3, and the unlucky number is 7.

Minotaur's roll: This roll grants a luck bonus to Will saves equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Assassin's roll: This roll grants a luck bonus to sneak attack (or any similar ability like sudden strike) damage (direct damage, not additional dice) equal to the resulting roll. The lucky number is 5, and the unlucky number is 9.

Barbarian's roll: This roll grants characters with the rage ability a longer period in which they can rage. The number of bonus rounds is equal to half the roll (rounded up). Using this on an already raging character has no effect; they only recieve the number of bonus rounds granted when they enter rage with the phantom roll applied. Additional uses of barbarian's roll through double-up while the character is still raging has no effect (can't reduce the number of rounds, but can't grant more either). The lucky roll is 2, and the unlucky roll is 6.

Druid's roll: This roll grants a luck bonus to a wildshaped druid's natural armor equal to half the resulting roll (rounded up). The lucky number is 4, and the unlucky number is 8.

Crusader's roll: This roll grants a luck bonus to attack and damage rolls for smite attacks (any, not just smite good). The lucky number is 5, and the unlucky number is 9.

Ranger's roll: This roll grants a luck bonus to a ranger's favored enemy bonuses equal to half the resulting roll (rounded up). The lucky number is 2, and the unlucky number is 6.

Vigor roll: This roll grants temporary HP at fixed intervals equal to double the resulting roll. This temporary HP is granted every minute during the duration of the roll, but doesn't stack with other applications of temporary HP. The lucky number is 3, and the unlucky number is 7.


Quick Draw (Su)
At 4th level, As well as being able to assist their allies with beneficial effects, corsairs can use magical cards paired with their hexaguns to cripple their foes with detrimental statuses.
To use this special, the corsair must possess a hexagun (more info below) and a elemental card appropriate to the ability they wish to use. However, regardless of how many cards the corsair possesses, they can only use this ability a number of times per day equal to half their corsair level plus their Charisma modifier.
In using Quick Draw, the corsair makes a ranged touch attack as a standard action that provokes AoOs just as using a ranged weapon in a threatened area does, with the range being equal to their hexagun's range increment (with appropriate range penalties where necessary). Each different use of the ability has different effects, but where appropriate, the DCs are all 10 + 1/2 corsair level + the Corsair's Charisma modifier.
If the target has SR, the Corsair makes a caster level check with the bonus being equal to their corsair level.

Fire Shot: Deals 1d6 points of fire damage per corsair level to the selected target. Uses a fire card.

Cold shot: Deals 1d6 points of cold damage per 2 corsair levels to the selected target, and they must succeed on a Fortitude save or be affected as Hold Monster for 1 minute. Uses a ice card.

Wind Shot: Deals 1d4 points of force damage per 2 corsair levels to the selected target, and they must succeed on a Reflex save or be knocked prone. Uses a wind card.

Earth Shot: Deals 1d6 points of acid damage per 2 corsair levels to the selected target, and they must succeed on a Will save or be affected as Slow for 1 minute. Uses a earth card.

Thunder Shot: Deals 1d6 points of electricity damage per corsair level to the selected target. Uses a thunder card.

Water Shot: Deals 1d6 points of cold damage per corsair level to the selected target. Uses a water card.

Light Shot: Deals 1d6 points of positive energy (which heals non-undead and damages undead, as normal) per 2 corsair levels to the selected target, and they must succeed on a Will save or be affected as Sleep (with no HD limit) for 1 minute. Uses a light card.

Dark Shot: Deals 1d6 points of negative energy (which heals undead and damages non-undead, as normal) per 2 corsair levels to the selected target, and subjects them to a dispel magic spell (functions as targeted dispel), with caster level being equal to the corsair's level. Uses a dark card.


Luck (Ex)
At 6th level and every 6 levels afterwards, the Corsair gains a bonus Luck or Corsair-specific feat. Alternatively, they may choose to increase the number of luck rerolls they get per day by 2.


Random Deal (Ex)
At 10th level, a corsair can attempt to turn the tides of battle by using their luck to revitalize themselves and their allies, making them able to perform specials that normally took so much energy they could only be used a particular number of times per day.
Once per day, a corsair may roll a 1d100 to attempt and recover one or more daily-use abilities or charges thereof for themselves and all allies within a 60 ft. burst centered on the corsair. The roll is wasted if it the ally doesn't have any such abilities or spells to recover.
Random deal can't be recovered by itself, regardless of the roll.

{table=head]Roll|Result

1-20|Recover 1 use of one multi-use-per-day ability such as phantom roll, bardic music, or rage.

21-30|Recover 2 uses of one multi-use-per-day ability such as phantom roll, bardic music, or rage.

31-35|Recover all uses of one multi-use-per-day ability such as phantom roll, bardic music, or rage.

36-56|Recover a single-use-per day ability.

57-60|Recover 2 per-day spell slots/readied spell.

61-76|Recover 1 per-day spell slot/readied spell.


77|Recover a single-use-per week ability (can't recover Wild Card).

78-99|Recover 3 per-day spell slots/readied spell.


100|Recover 3 uses of one multi-use-per day ability, all single-use-per-day abilities, and 5 per-day spell slots. [/table]


Double-Up (Su)
At 10th level, Immediately after using any phantom roll, the corsair may choose to make another roll of 1d6 as a free action (but during their turn) once per round to change the resulting bonus. This may be used up to three rounds after the initial roll, however, if the result of all of the rolls is ever 12 or higher, the effect is immediately dispelled for the corsair and every ally still in the 30 ft. burst centered around them.
In addition, the corsair takes a cumulative -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1 minute. Additional failures, or "busts" within this time period renew the 1 minute period as well as worsening the penalty.
Alternatively, by not using Double-Up in a round which the window is still open, the corsair essentially "folds" and the bonus is set. This doesn't have to be a concious action.
Double-up can be used a number of times per day equal to half the corsairs level plus their charisma bonus (uses don't count until the corsair folds or busts).


Evasion (Ex)
At 14th level and higher, a corsair can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the corsair is wearing light armor or no armor. A helpless corsair does not gain the benefit of evasion.


Improved Luck (Ex)
At 18th level a Corsair gains their third luck feat as normal, but also adds their Charisma modifier to the total number of luck rerolls they can use per day.



Wild Card (Ex)
At 20th level, a corsair gains their final luck-based ability; Once per week, when using a phantom roll ability, they may double the ending effect of the roll (remembering that rolling lucky for double equals a tripling), and the initial 1d6 has an additional effect on the Corsair and their allies.

{table=head]Roll|Result
1|Recovers all HP for allies within 60 feet.
2|Recovers all HP, and restores ability damage, ability drain, and energy drain.
3|Recovers all HP, restores the dead to life, and recovers all status.
4|Recovers all HP, and restores 1d4+1 daily uses of specials or spell slots/readied spells.
5|Recovers all HP, and restores 1d10+1 daily uses of specials or spell slots/readied spells.
6|Recovers all HP, restores the dead to life, recovers all status, restores all ability damage, ability drain, and energy drain, and restores 1d6+1 daily uses of specials or spell slots/readied spells.
[/table]


Equipment
The Hexagun (http://www.dandwiki.com/wiki/Hexagun_(DnD_Equipment))


Feats
Calling the Shot [Corsair]
Prerequisite: Corsair level 10, any three luck feats.
Benefit: Once per day before making a roll for phantom roll or double-up, you may make a guess as to the total result of the roll that isn't the unlucky number. Once you make the roll, if you guessed right, the benefit is tripled (or quadrupled if you roll the lucky number) before potential halving for the roll type.
If you fail, the roll takes place normally, but you are automatically under a bust effect as normal for 1 minute.

Corsair's Luck [Luck]
Prerequisite: Corsair level 10, any luck feat.
Benefit: When you make a phantom roll or double-up, you may use one luck reroll to make the roll again (regardless of whether it's better or not, you have to take the new result).
You gain two luck rerolls.

Double Down [Corsair, Luck]
Prerequisite: Corsair level 4, any luck feat.
Benefit: Before using a phantom roll, you may use a luck reroll to make two rolls of 1d6 and choose which one to take. This only counts as one use of Phantom roll.
You gain one luck reroll.

Fudged Roll [Corsair]
Prerequisite: Corsair level 1, non-good alignment.
Benefit: You can substitute any one phantom roll use for an instantaneous cheat effect (from Book of Vile Darkness, except it isn't inherently evil).

(Creator's note: I mean come on, sure, Good Corsairs can't use it but it isn't THAT bad. :P)

Greater Spell Penetration [General]
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
Special: Also applies to Quick Draw.

*Greater Weapon Focus [General] (Hexagun)
Prerequisites: Weapon Focus(hexagun), base attack bonus +8.
Benefit: You gain a +1 bonus on all attack rolls you make using Hexaguns. This bonus stacks with any other bonuses to attack rolls, as well as Weapon Focus(hexagun).
Specials: Also applies to Quick Draw attacks.

*Greater Weapon Specialization [General] (Hexagun)
Prerequisites: Greater Weapon Focus(hexagun), Weapon Specialization(hexagun), base attack bonus +12.
Benefit: You gain a +2 bonus on all damage rolls you make using Hexaguns. This bonus stacks with any other bonuses to attack rolls, as well as Weapon Specialization(hexagun).
Specials: Also applies to Quick Draw damage.

Loaded Deck [Corsair]
Prerequisites: Corsair level 12, any four luck feats.
Benefit: When using Random Deal, if the result doesn't benefit an ally within range and they have a multiple-use per day, single-use, or spell slot used, they may choose to recover any one such charge or slot.

Luck of the Draw [Corsair]
Choose one phantom roll. Your luck for that specific roll is unusually better than normal.
Prerequisite: Corsair level 6, any two luck feats.
Benefit: When you roll the lucky number for the chosen phantom roll, the result is tripled instead of doubled (before potential halving).
Special: You may choose this feat more than once. Each time, you select a new phantom roll.

Magical Fortune [Luck]
Prerequisite: Caster level 3rd, any luck feat.
Benefit: You can expend one luck reroll as a swift action to reroll the damage dealt by a spell you have just cast. You can expend two luck rerolls as a swift action to reroll a caster level check.
You gain one luck reroll per day.
Special: Corsairs can gain this feat at level 6 or later; the damage reroll can be used for Quick Draw damage, and the CL check reroll can be used for SR against quick draws and more specifically the dispel check for dark shot.

Poker Face [Corsair]
Prerequisite: Quick Draw, Improved Feint, Bluff 6 ranks.
Benefit: If you make a successful feint with improved feint before using quick draw against an opponent, the damage dealt by the attack deals +1 per die of damage (so 4d6 is 4d6+4), you recieve a +4 bonus to the caster level check against SR, and any DCs increase by 2.

Ranged Weapon Mastery [General]
Prerequisite: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +8.
Benefit: When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a ranged weapon that deals this type of damage. When using any ranged weapon that has the damage type you selected, you gain a +2 bonus on attacks and a +2 bonus on damage. In addition, you increase its range increment by 20 feet.
Special: Ranged Weapon Mastery(piercing) affects Quick draw attack rolls and damage as well.

Spell Penetration [General]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Special: Also applies to Quick Draw.

Snake Eye [Corsair, Luck]
Prerequisite: Corsair level 12, any three luck feats.
Benefit: After using a phantom roll or double-up, you may use two luck rerolls to instead treat the roll as a 1.
You gain one luck reroll.

*Weapon Focus [General] (Hexagun)
Prerequisites: Proficiency with Hexaguns, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using Hexaguns.
Special: Also applies to Quick Draw attacks.

*Weapon Specialization [General] (Hexagun)
Prerequisites: Weapon Focus(hexagun), base attack bonus +4.
Benefit: You gain a +2 bonus on all damage rolls you make using Hexaguns.
Special: Also applies to Quick Draw damage.

(*This is, of course, if you're like me and allow BAB to substitute for fighter levels.)


Magic Items
Fire Card: Faint Evocation, Craft Wondrous Item, burning hands; price 1gp.
Ice Card: Faint Enchantment, Craft Wondrous Item, hold person; price 3gp.
Wind Card: Faint Evocation, Craft Wondrous Item, gust of wind; price 2gp.
Earth Card: Faint Transmutation, Craft Wondrous Item, slow; price 3gp.
Thunder Card: Faint Evocation, Craft Wondrous Item, shocking grasp; price 1gp.
Water Card: Faint Transmutation, Craft Wondrous Item, chill metal; price 2gp.
Light Card: Faint Conjuration, Craft Wondrous Item, cure light wounds, sleep; price 5gp.
Dark Card: Faint Necromancy, Craft Wondrous Item, inflict light wounds, dispel magic; price 5gp.

*Admiral's Bicorne(Stormwrack):
Original Text: This elaborately braided head gear is made of rich blue felt, embroidered with golden thread. It often has a showy badge called a cockade, proclaiming nationality, faith, family crest, and the like.
A humanoid or monstrous humanoid who dons the admiral’s bicorne gains a +5 bonus on Profession (sailor) checks and all Charisma-based checks (including Leadership) as long as it is worn. The wearer’s voice is magically amplified, so that it can be heard clearly by anyone within 100 feet; class features and effects that depend on hearing the speaker benefit from the increased range.
Finally, the admiral’s bicorne grants a +2 morale bonus on attack rolls, saves, and skill checks to allies within sound of the wearer’s voice (including the wearer).
Strong conjuration; CL 10th; Craft Wondrous Item, eagle’s splendor; heroism, owl’s wisdom, ventriloquism. Price 51,000 gp; Weight 1 lb.
Special: The 100 foot boost to hearing-based specials also applies to the phantom roll effects of Corsairs.

Luzaf's Ring: *fluff*
A Corsair who wears this ring finds that he can affect more allies further apart with the effects of their phantom rolls. The area of effect of phantom rolls of the wearer increases by 10 feet. Moderate conjuration; CL 1st; Craft Wondrous Item, ventriloquism; Price 4,000gp; Weight -lb.

(Creator's note: Not sure about the price there, I used the base estimation for magic item effects, but like that it makes a fairly good piece until you get ahold of an Admiral's/Corsairs Bicorne.)

Not-a-Zombie
2009-03-19, 06:10 PM
Looks like a pretty good class-my only question is about the phantom rolls
If your only rolling 1d6, how is it possible to get the unlucky roll of a 7 or 8? Or did I just read it wrong?

strawberryman
2009-03-19, 08:28 PM
Well, at first Double-Up WAS a level 1 ability. But after a little dice rolling I realized that could mean 10+ boosts to attack and damage rolls (with Fighter's and Chaos) at, well, first level. Only if you're LUCKY, but even if you stop at, say, a safe number of 7+ or so, that's still a pretty big boost at those levels.
So I made Double-Up not only level 10, but only useable a certain number of times per day (And also decided instead of most bonuses being based on the result, they'd be halved instead). So with that in mind, some unlucky numbers might not even come into play until you can get/use double-up. The lucky numbers can easily be changed to account for usefulness, and of course I'm well up for suggestions on that matter.

zerombr
2010-06-14, 11:26 AM
as a fan of Corsairs, I enjoy this class a great deal, it keeps the spirit of the job fully intact, however I do wonder if perhaps capping the bonus given via phantom roll and for QD damage might be needed.

of course to me, this just screams to be used in some sort of CHA happy PLD/COR/Marshall combo for CHA abuse...


well done