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

116 lines
4.9 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

---
title: The Corsair
description: The Corsair class for Old School Essentials.
date_pub: 2023-02-17T00:09:00-05:00
section: classes
content_type: feature
short_code: cc1
---
<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]]
### 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.
### 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%.
<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 |
| 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 |
[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.
### 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.
### 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 sailors of 1st level. These corsairs will serve the character with some reliability, and may be used to run one or more ships.
### Corsair Level Progression
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws |||||
| Level | XP | HD | THAC0 | 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 |
[Corsair Level Progression]
[^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.
</div>