Update to use HOSR

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---
title: The Astral Corsair
description: The Astral Corsair class for Old School Essentials.
date_pub: 2023-02-17T00:15:00-05:00
title: Corsair (Astral) class
description: The Corsair (Astral) class for OSR gaming.
date_pub: 2023-04-01T20:20:00-4:00
section: classes
content_type: feature
short_code: cac1
short_code: cca
---
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------- |
| **Requirements** | None |
| **Prime requisite** | DEX |
| **Hit Dice** | 1d4 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
Astral corsairs are adventurers who live by their skills, sailing around the astral void. They have a range of specialised astral-sailing and adventuring skills unavailable to other characters. However, corsairs are not always to be trusted.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
Corsairs are adventurers who live by their talents in the astral plane, offering a range of specialized astral-sailing and adventuring skills unavailable to other characters.
### Boarding
Corsairs who are in the act of boarding another vessel don't suffer the usual boarding penalty to attack rolls and Armour Class.
- Don't suffer the usual boarding penalty to attack rolls and Armor Class when boarding.
### Combat
### Corsair Skills
Because of their need for free movement in the open astral void, corsairs cannot wear armour heavier than leather and cannot use shields. They can use any weapon.
### Astral Corsair Skills
Corsairs can use the following skills, with the chance of success shown below:
- **Climb sheer surfaces (CS)**: A roll is required for each 100 to be climbed. If the roll fails, the corsair falls at the halfway point, suffering falling damage.
- **Move silently (MS)**: An astral corsair may attempt to sneak past enemies unnoticed.
- **Astral-faring (AF)**: An astral corsair always knows which way is down, how to get by in the open astral void, and how to make repairs when their vessel takes on damage.
- **Tightrope walking (TW)**: Corsairs can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60. Failure indicates that the corsair falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%.
- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6.
- Referee should roll in secret for move silently (MS).
<div class="dividedTableWrapper">
| Level | CS | MS | SF | TW |
| Level | CS | MS | AF | TW |
| :---: | :-: | :-: | :-: | :-: |
| 1 | 87 | 20 | 15 | 60 |
| 2 | 88 | 25 | 20 | 65 |
| 3 | 89 | 30 | 25 | 70 |
| 4 | 90 | 35 | 30 | 75 |
| 5 | 91 | 40 | 35 | 80 |
| 1 | 87 | 20 | 20 | 60 |
| 2 | 88 | 25 | 25 | 65 |
| 3 | 89 | 30 | 30 | 70 |
| 4 | 90 | 35 | 35 | 75 |
| 5 | 91 | 40 | 40 | 80 |
| 6 | 92 | 45 | 45 | 85 |
| 7 | 93 | 50 | 55 | 90 |
| 8 | 94 | 55 | 65 | 95 |
| 9 | 95 | 60 | 75 | 97 |
| 10 | 96 | 65 | 85 | 98 |
| 11 | 97 | 70 | 90 | 99 |
| 12 | 98 | 73 | 95 | 99 |
| 13 | 99 | 76 | 97 | 99 |
| 11 | 97 | 70 | 95 | 99 |
| 12 | 98 | 73 | 97 | 99 |
| 13 | 99 | 76 | 98 | 99 |
| 14 | 99 | 80 | 99 | 99 |
[Astral Corsair Skills Chance of Success]
[Corsair Skills Chance of Success]
</div>
### Rolling Skill Checks
All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
#### Player Knowledge
The referee should roll for hide in shadows and move silently on the players behalf, as the corsair does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the corsair has been noticed and should determine enemies actions appropriately.
- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking damage).
- **Move silently (MS)**: Sneak past enemies unnoticed.
- **Astral-faring (AF)**: Know which way is down, survive in the open astral void, and repairs when vessel takes on damage.
- **Tightrope walking (TW)**: Walk along tightropes, narrow beams, and ledges at up to half normal movement rate.
- Roll for every 60 walked, failure means falling (and taking damage).
- Windy conditions may reduce the chance of success by up to 20%.
### Lore
From 3rd level, a corsair has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of astral-plane-related folktale or legend. This ability may be used to identify the nature and powers of astral-related magic items.
From 3rd level, 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of astral-related folktale or legend.
- May be used to identify the nature and powers of astral-related magic items.
### Sneak Attack
When attacking an unaware opponent from behind, a corsair receives a +4 bonus to hit and doubles any damage dealt.
When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage.
### After Reaching 9th Level
### Start Crew
A corsair can establish a crew, attracting 2d6 astral sailors of 1st level. These corsairs will serve the character with some reliability, and may be used to run one or more ships.
From 9th level, can establish a crew.
- Attracts 2d6 sailors of 1st level who will serve with some reliability and may be used to run one or more ships.
### Advancement
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws |||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| Level | XP | HD | Atk Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 2 | 1,200 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 3 | 2,400 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 4 | 4,800 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
| 5 | 9,600 | 5d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 6 | 20,000 | 6d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 7 | 40,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 8 | 80,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
| 9 | 160,000 | 9d4 | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 10 | 280,000 | 9d4+2[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 11 | 400,000 | 9d4+4[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 12 | 520,000 | 9d4+6[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
| 13 | 640,000 | 9d4+8[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 |
| 14 | 760,000 | 9d4+10[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 |
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |
| 2 | 1,200 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 |
| 3 | 2,400 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 |
| 4 | 4,800 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 |
| 5 | 9,600 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 |
| 6 | 20,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 |
| 7 | 40,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 |
| 8 | 80,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 |
| 9 | 160,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 |
| 10 | 280,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 |
| 11 | 400,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 |
| 12 | 520,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 |
| 13 | 640,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 |
| 14 | 760,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 |
[Astral Corsair Level Progression]
[Level Advancement]
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>