Update to use HOSR

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---
title: The Corsair
description: The Corsair class for Old School Essentials.
date_pub: 2023-02-17T00:09:00-05:00
title: Corsair (Sea) class
description: The Corsair (Sea) class for OSR gaming.
date_pub: 2023-04-01T19:57:00-05:00
section: classes
content_type: feature
short_code: cc1
short_code: ccr
---
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------- |
| **Requirements** | None |
| **Prime requisite** | DEX |
| **Hit Dice** | 1d4 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
Corsairs are adventurers who live by their skills on the high seas. They have a range of specialised 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 |
| **Armor** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
Corsairs are adventurers who live by their talents on the high seas, offering a range of specialized 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.
### Combat
Because of their need for free movement on the open seas, corsairs cannot wear armour heavier than leather and cannot use shields. They can use any weapon.
- Don't suffer the usual boarding penalty to attack rolls and Armor Class when boarding.
### 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)**: A corsair may attempt to sneak past enemies unnoticed.
- **Seafaring (SF)**: A corsair can keep their feet during rough waters, survive on the open sea, and 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 |
| :---: | :-: | :-: | :-: | :-: |
| 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 |
[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.
- **Seafaring (SF)**: Keep footing during rough waters, survive on the open seas, and make 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 sea-related folktale or legend. This ability may be used to identify the nature and powers of sea-related magic items.
From 3rd level, 2-in-6 chance of knowing 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 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 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.
### Corsair Level Progression
- 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 |
[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>