pvgttm-web/src/pages/classes/astral-corsair.md

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The Astral Corsair The Astral Corsair class for Old School Essentials. 2023-02-17T00:15:00-05:00 classes feature cac1
Requirements None
Prime requisite DEX
Hit Dice 1d4
Maximum Level 14
Armour Leather, no shields
Weapons Any
Languages Alignment, Common

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.

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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 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%.
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
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
14 99 80 99 99

[Astral Corsair Skills Chance of Success]

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.

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.

Sneak Attack

When attacking an unaware opponent from behind, a corsair receives a +4 bonus to hit and doubles any damage dealt.

After Reaching 9th Level

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.

| |||| Saving Throws |||||

Level XP HD THAC0 D1 W1 P1 B1 S1
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+22 14 [+5] 10 11 9 12 10
11 400,000 9d4+42 14 [+5] 10 11 9 12 10
12 520,000 9d4+62 14 [+5] 10 11 9 12 10
13 640,000 9d4+82 12 [+7] 8 9 7 10 8
14 760,000 9d4+102 12 [+7] 8 9 7 10 8

[Astral Corsair Level Progression]


  1. D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. ↩︎

  2. Modifiers from CON no longer apply. ↩︎