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Kellus
2008-01-08, 10:38 PM
The Corsair

Corsairs are cunning sea warriors. Most comfortable at the helm of a ship in battle, these canny ocean fighters are peerless in naval combat. Off or on the ocean, they specialize in ambushing enemies and taking their foes by surprise. Even when away from the sea, corsairs gain spiritual power from their reverence of the watery vast, which they can use to provide magical aid to their allies.

Just as a warning, this class uses the rules for narative naval combat presented in Stormwrack, beginning on page 25.

Favoured Class: Hadozee (Stormwrack, page 41) have corsair as their favoured class instead of rogue.

Alignment: Any

Hit Die: d10
Skill Points at 1st Level: None
Skill Points at Each Additional Level: None

Table: The Corsair
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th

1st|
+1|
+2|
+2|
+0|Ambush +1d8, corsair’s knack|—|—|—|—|—

2nd|
+2|
+3|
+3|
+0|Corsair’s focus (body)|—|—|—|—|—

3rd|
+3|
+3|
+3|
+1|Ambush +2d8, captain’s call|—|—|—|—|—

4th|
+4|
+4|
+4|
+1|Corsair’s focus (mind)|1|—|—|—|—

5th|
+5|
+4|
+4|
+1|Ambush +3d8, corsair’s luck|1|—|—|—|—

6th|
+6/+1|
+5|
+5|
+2|Corsair’s focus (body)|2|—|—|—|—

7th|
+7/+2|
+5|
+5|
+2|Ambush +4d8, captain’s call +2|2|—|—|—|—

8th|
+8/+3|
+6|
+6|
+2|Corsair’s focus (mind)|2|1|—|—|—

9th|
+9/+4|
+6|
+6|
+3|Ambush +5d8, corsair’s luck|2|1|—|—|—

10th|
+10/+5|
+7|
+7|
+3|Corsair’s focus (body)|2|2|—|—|—

11th|
+11/+6/+1|
+7|
+7|
+3|Ambush +6d8, captain’s call +4|2|2|1|—|—

12th|
+12/+7/+2|
+8|
+8|
+4|Corsair’s focus (mind)|2|2|2|—|—

13th|
+13/+8/+3|
+8|
+8|
+4|Ambush +7d8, corsair’s luck|2|2|2|—|—

14th|
+14/+9/+4|
+9|
+9|
+4|Corsair’s focus (body)|3|2|2|1|—

15th|
+15/+10/+5|
+9|
+9|
+5|Ambush +8d8, captain’s call +6|3|2|2|2|—

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Corsair’s focus (mind)|3|3|2|2|—

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Ambush +9d8, corsair’s luck|3|3|3|2|1

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Corsair’s focus (body)|4|3|3|2|2

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Ambush +10d8, captain’s call +8|4|4|4|3|2

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Corsair’s focus (mind)|4|4|4|4|2

[/table]

Class Skills: None

All of the following are class features of the corsair.

Weapon and Armour Proficiencies: A corsair is proficient with all simple and martial weapons and with light armour and all shields except tower shields.

Ambush (Ex): A corsair specializes in blitz strikes and taking opponents by surprise in combat. A crafty opponent, corsairs deal additional damage with melee or ranged attacks in the surprise round of combat when attacking any individual that cannot act in the surprise round. If he captains a ship, siege weapons on board the ship deal this additional damage in the surprise round as well.

Corsair’s Knack (Ex): Corsairs are dab hands at all manner of skills neccessary at sea, and aught else. A corsair can make a special corsair’s knack check in place of one of the following skill checks: Appraise checks, Balance, Climb, and Jump checks made on ships, Decipher Script checks to read maps, Handle Animal checks made with marine creatures, Listen checks, Profession (sailor) or Profession (siege engineer) checks, Spot checks, Knowledge (geography) checks made to sail, Swim checks, and Use Rope checks. In place of one of these checks, a corsair can roll 1d20 + his class level. In addition, a corsair can add certain skills to this ability depending on his specializations.

If you have skill ranks in the applicable skill, you may not use them in conjunction with your Corsair’s Knack ability. However, you may use your corsair level as the effective number of skill ranks you have in these skills for the purposes of qualifying for feats or prestige classes.

When entering another class after taking at least 5 levels of corsair, you may choose to give up all skill points granted by that class in favor of adding your new class’ levels to your effective corsair level for the purposes of this ability.

Corsair’s Focus (Body)(Ex): At 2nd level, a corsair chooses to specialize in one of three possible progressions: brash, quick, or hardy.

A brash corsair focuses on strength of body and strength at sea. The ships he pilots or crews can deal out more damage than normal, and he shines at straight ship-to-ship combat. In normal combat, the brash corsair overpowers his opponents through sheer strength. Brash corsairs add Intimidate to their Corsair’s Knack ability.

A quick corsair focuses on dodging attacks and quickness at sea. The ships he pilots or crews can make faster speeds than normal, and he excels at hit-and-run combat. In normal combat, the quick corsair dodges blows and confuses his opponents with his nimble movements. Quick corsairs add Tumble to their Corsair’s Knack ability.

A hardy corsair focuses on survival above all else. The ships he pilots or crews can take more damage than normal, and can make faster repairs than any other ship on the sea. In normal combat, the hardy corsair draws enemies to strike him, leaving his comrades open to take advantage as the foe breaks against him. Hardy corsairs add Concentration to their Corsair’s Knack ability.

A corsair gains special abilities based on his focus as he progresses, at 2nd level, 6th level, 10th level, 14th level, and 18th level.

Brash Corsair Abilities

Strong Arm: At 2nd level, a brash corsair applies twice his Strength modifier to sunder rolls and grapple checks.

Hefty Load: At 6th level, a brash corsair’s personal carrying capacity doubles.

Strength at Sea: At 10th level, any ship piloted by a brash corsair deals out half again as much (+50%) damage with shipboard weaponry as normal.

Never too Small: At 14th level, a brash corsair can choose to negate all size modifiers in a grapple.

Strength at Sea, Improved: At 18th level, any ship piloted by a brash corsair deals out twice as much damage with shipboard weaponry as normal. In addition, all crew members can use his Strength score as their own while on his ship.

Quick Corsair Abilities

Deft Strike: At 2nd level, a quick corsair gains the Weapon Finesse feat, and gains a +1 dodge bonus to AC.

Coax the Sails: At 6th level, any ship piloted by a brash corsair moves half again (+50%) as quickly as normal, and it gains a +1 dodge bonus to AC.

Defter Strike: At 10th level, a quick corsair may apply his Dexterity modifier to damage rolls made with any weapons suitable for Weapon Finesse, and he gains a +1 dodge bonus to AC.

Accelerated Firing: At 14th level, any siege weapons on a ship piloted by a quick corsair require one less person to load. In addition, he gains a +1 dodge bonus to AC.

Coax the Sails, Improved: At 18th level, any ship piloted by a quick corsair moves twice as quickly as normal, and gains a +1 dodge bonus to AC. In addition, the quick corsair may make Reflex saving throws on behalf of a ship he pilots.

Hardy Corsair Abilities

Weather Foul or Fair: At 2nd level, a hardy corsair is treated as two size categories larger than normal for wind effects and gains the Endurance feat. In addition, a hardy corsair improves his Hit Die to a d12 instead of a d10. He gains 1 retroactive hit point for 1st level to compensate for this change.

Quick Repair: At 6th level, a hardy corsair can effect fast repairs to a ship he pilots. So long as he stands on his ship with crew members on the ship as well, he may repair one of his ship’s hull sections to full hp as a swift action.

Strong of Body: Beginning at 10th level, a hardy corsair may add his Constitution modifier to his AC in place of his Dexterity modifier.

Quick Repair, Improved: At 14th level, a hardy corsair can effect faster repairs to a ship he pilots. So long as he stands on his ship with at at least half a full crew complement on board as well, he may repair up to one hull section per point of Constitution modifier as a swift action.

Untouchable: At 18th level, a hardy corsair becomes able to shrug off wounds both against him and his ship. He and any ship he pilots gain Damage Reduction 10/- so long as he remains on his ship. In addition, he gains immunity to disease and poison.

Captain’s Call (Ex): A corsair naturally attracts individuals wishing to join a crew. He gains the equivalent of the Leadership feat at 3rd level, even if he does not meet the prerequisites. However, this does not allow him to attract a cohort. Instead, he attracts twice as many followers as his Leadership score would normally provide for. Every 4 levels past 3rd, the corsair gains a +2 bonus to his Leadership score for the purposes of this ability. This ability may be used to qualify for a feat or prestige class normally requiring Leadership, and benefits from any bonus that would normally apply to the Leadership feat (aside from attracting cohorts).

A corsair also gains a +2 bonus to Profession (sailor) checks when he first gains this ability, and an additional +2 bonus every time this ability improves.

Corsair’s Focus (Mind) (Ex): At 4th level, a corsair chooses to specialize in one of three possible progressions: cunning, pious, or charming.

A cunning corsair focuses on quickness of mind and confounding his enemies. The ships he pilots or crews excel at laying clever traps and schemes to catch his opponent unawares. In normal combat, the cunning corsair uses his opponents strengths to his advantage and is able to find holes in even the most stalwart defence. Cunning corsairs add Forgery to their Corsair’s Knack ability, and can add their Intelligence modifier to any Corsair’s Knack roll.

A pious corsair focuses on spirituality and drawing power from respect of the sea. The ships he pilots or crews can expect better aid from the ocean than their foes, and can use nature itself as their ally. In normal combat, the pious corsair has more divine power than most corsairs and can call on the sea’s aid to demolish his foes. Pious corsairs add Survival to their Corsair’s Knack ability, and can add their Wisdom modifier to any Corsair’s Knack roll.

A charming corsair focuses on winning loyalty and inspiring respect or fear in his crew. The ships he pilots or crews find it easier to attract crewmembers, and work better as a team than most vessels. In normal combat, the charming corsair talks circles around his opponents and uses teamwork to overcome tough odds. Charming corsairs add Disguise to their Corsair’s Knack ability, and can add their Charisma modifier to any Corsair’s Knack roll.

A corsair gains special abilities based on his focus as he progresses, at 4th level, 8th level, 12th level, 16th level, and 20th level.

Cunning Corsair Abilities

Expanded Knowledge: At 4th level, a cunning corsair may add two Knowledge skills to his Corsair’s Knack class feature.

Illusionary: At 8th level, the cunning corsair adds the following spells to his spell list, available at the same spell level as for the bard: disguise self, mirror image, sculpt sound, hallucinatory terrain, mirage arcana.

Cunning Sidestep: Beginning at 12th level, no enemy may take a full attack action while adjacent to the corsair.

Vantage Point: Beginning at 16th level, a cunning corsair may immediately force opposed rolls between ships in combat to determine the advantage as a swift action, usable three times per day.

Hidden Agenda: Beginning at 20th level, a cunning corsair and any ship he pilots (as well as anybody on the ship) gains immunity to spells from the school of divination unless they choose to accept them.

Pious Corsair Abilities

Sea Worship: Beginning at 4th level, a pious corsair may add one spell to his list of spells known at every corsair level he gains. The spell must be from the druid spell list, and be of a spell level available to the corsair. In addition, his spells gain +1 to their DC and he gains +1 to his caster level.

Stormsailor: Beginning at 8th level, any ship piloted by a pious corsair is constantly under the effect of an endure elements spell.

Sea Worship, Improved: Beginning at 12th level, a pious corsair gains one additional spell slot of each level he can cast. In addition, his spells gain +1 to their DC and he gains +1 to his caster level.

Stormsailor, Improved: Beginning at 16th level, any ship piloted by a pious corsair is completely unhampered by weather conditions, including weather caused by a control weather spell.

Master of the Storm: At 20th level, a pious corsair may add control weather to his list of spells known as a 5th level spell. In addition, his spells gain +1 to their DC and he gains +1 to his caster level.

Charming Corsair Abilities

Expanded Repertoire: At 4th level, the charming corsair may add any two Perform skills to his Corsair’s Knack ability. In addition, he may add his Charisma modifier to his Will saving throws instead of his Wisdom modifier.

Flashy Magic: At 8th level, the charming corsair may add the following spells to his list of spells known, at the same spell level as for a bard: charm person, misdirection, glibness, modify memory, greater heroism.

Great Morale: Beginning at 12th level, the charming corsair may double the effect of any morale bonus affecting him by taking a full defence action. Anybody else affected by the morale bonus also receives double the bonus so long as the corsair takes the full defence action. This benefit occurs only on board a ship that the charming corsair pilots.

Force of Personality: Beginning at 16th level, the charming corsair may attract harmful magic to himself and overcome it through sheer force of personality. As an immediate action, he may allow a crewmember targetted by an effect requiring a Will saving throw to use his Will save bonus in place of their own. To use this ability requires that both the crewmember and the corsair be on a ship under the command of the corsair.

Exemplary Captain: Beginning at 20th level, all crewmembers on a ship piloted by a charming corsair may use his Corsair’s Knack ability, with his effective corsair level and including additional skills that have been added to it by virtue of his class features. This ability only functions while the corsair and the relevant crewmember are on board a ship piloted by the charming corsair.

Spellcasting: Beginning at 4th level, a corsair gains the ability to cast a small number of divine spells, which are drawn from the corsair spell list. A corsair casts his spells spontaneously, and may cast any spell off of the corsair spell list at any time.

To cast a spell, a corsair must have a particular mental ability score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a corsair’s spell is 10 + the spell level + the corsair’s mental ability modifier.

Like other spellcasters, a corsair can cast only a certain number of spells of each spell level per day. His base daily allotment is given on Table: The Corsair. In addition, he receives bonus spells per day if he has a high mental ability score.

Through 3rd level, a corsair has no caster level. At 4th level and higher, his caster level is equal to his corsair level -3.

The corsair’s mental ability score used for his spellcasting depends on his specialization. Cunning corsairs use Intelligence; pious corsairs use Wisdom; and charming corsairs use Charisma.

Corsair’s Luck (Ex): The corsair excels at getting out of sticky situations. Beginning at 5th level, the corsair gains the ability to reroll any one roll he makes or to make any kind of skill check using his corsair’s knack ability. This ability is usable once per day at 5th level but he gains an additional use every 4 levels thereafter, as shown on Table: The Corsair.

Corsair’s Spell List

1st Level: bless water, cause fear, curse water, endure elements, obscuring mist

2nd Level: aid, bear’s endurance, bull’s strength, cat’s grace

3rd Level: bestow curse, create food and water, deeper darkness, water breathing, wind wall

4th Level: control water, freedom of movement, poison, tongues

5th Level: mass cure light wounds, find the path, heroes’ feast, true seeing

Valairn
2008-01-08, 10:45 PM
Ambush is honestly not going to see enough use to make it a main class feature. What you could do, is also let it apply to any enemy that is considered flat-footed, since enemies are considered flat footed until their initiative rank comes up in the first round of combat. This encourages a character with high initiative which is what I think you were going for here. You could even specify it to mean exactly that, as well as the surprise round.

As an aside, its a very flavorful class and I like it a lot, I need to examine it in more detail and crunch some numbers, I'll get back to you.

Stycotl
2008-01-09, 12:29 AM
why no skill points?

(went back and gave it a better look) still confused as to the lack of skill points. i don't think that the knack thing should replace skills. supplement, yes. replace, no. that's my take though.

Kellus
2008-01-09, 12:11 PM
I toyed with the idea of giving them 0 + Int skill points on top of the knack, but I think that this works better in the end. Sailors in DnD require a whole bunch of very specific skills to be able to function well on a boat and at the helm. I wanted to make sure the class would have the tools it needed to be skillful at naval combat and onboard a ship, even if they didn't invest in Intelligence for lots of skill points.

As for ambush, you have the wrong idea. I didn't mean to build someone with a high initiative... That already exists, and its called the rogue or ninja, with sneak attack or sudden strike. This character is designed to consciously take enemies by surprise, by actively setting ambushes and taking them by surprise. After the surprise round they're still perfectly competent combatants in their own right, and they have some spellcasting to support them if they need it.

Thanks for the comments, I hope this clears some of it up! :smallsmile: