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pvgttm-web/src/pages/classes/corsair.md
Eric Woodward c1b4c035d3 update rules, classes, magic-items.... a bunch of stuff
update tp v0.22.0 of rules and code
add "Vessels" to rules
add restriction on "super" attack usage for martial classes
remove minimum ability requirements from races
2025-10-19 21:29:38 -04:00

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---
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]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ------------------------------ |
| **Hit Dice** | 1d6 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### 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.
<div class="dividedTableWrapper levelTable">
| 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]
</div>
### 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).