--- title: Corsair description: The Corsair (Sea) class for OSR gaming. date_pub: 2023-04-01T19:57:00-05:00 section: classes content_type: feature short_code: ccr --- An adventurer who lives by their talents sailing on the high seas. [[toc]]
| | | | ------------- | ------------------------------ | | **Hit Dice** | 1d6 | | **Armor** | Leather or Studded, 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.
| 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 | 10 | | 10 | 9d6+2 | +5 | 10 | | 11 | 9d6+4 | +5 | 10 | | 12 | 9d6+6 | +5 | 8 | | 13 | 9d6+8 | +7 | 8 | | 14 | 9d6+10 | +7 | 8 | [Corsair Features]
### 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. - On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage). - On a complicated success, the attack roll is made as normal. - On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage). - May only be used successfully once per 10 minutes (1 turn). - 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). - **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: acrobatics). ### 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. - On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage). - On a complicated success, the attack roll is made as normal. - On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage). - May only be used successfully once per 10 minutes (1 turn). - 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). - **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: astral acrobatics).