Corsair (3.5e Class)

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The Corsair[edit]

The Corsair is a master of firearms and speech. Able to use their charismatic character to talk their way out of most things, when it comes time to fight, they have unmatched skill in dumping loads of bullets into their enemy. They love to show off in battle, using many tricks, rolls, jumps, and dives to make anyone watching gasp in awe as they pump shots into the enemy. Very self-minded, they will do almost anything to improve their fame among the civilians, good or bad.

Making a Corsair[edit]

Corsairs are great at running through the battlefield, shooting foes with their multitude of firearms. As long as there is someone to distract the enemy the Corsair is capable of dishing out huge damage numbers. As soon as that distraction is no longer their, the Corsair can handle her own with her cutlass, but most of her damage is wasted.

Abilities: Dexterity is the most important Ability Score for a Corsair. She primarily uses ranged attacks, while her cutlass benefits from weapon finesse. Charisma comes second, due to her need for fame and her skill in persuasion.

Races: Any race can be capable of becoming a Corsair, although brutish races are more rare.

Alignment: Any Non-Lawful.

Starting Gold: 5d6×10 gp (175 gp).

Starting Age: Simple or As rogue.

Table: The Corsair

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Uncanny Dodge, A Pirate's Weapon of Choice, Improvised Storage
2nd +2 +1 +3 +3 Quick Draw, The First Shot, Bonus Feat
3rd +3 +2 +3 +3 Evasion, Quicky
4th +4 +3 +4 +4 Weapon Finesse, Two-Weapon Fighting, Too Fast
5th +5 +3 +4 +4 Tricky Reload
6th +6/+1 +3 +6 +5 Renown, Bonus Feat
7th +7/+2 +4 +8 +5
8th +8/+3 +4 +8 +6 Lucky Bullet
9th +9/+4 +5 +8 +6 Captain
10th +10/+5 +5 +10 +7 Bonus Feat
11th +11/+6/+1 +6 +10 +7 Improved Uncanny Dodge
12th +12/+7/+2 +6 +12 +8 Deadly Shots
13th +13/+8/+3 +7 +12 +8 Natural Leader
14th +14/+9/+4 +7 +13 +9 Improved Evasion, Bonus Feat
15th +15/+10/+5 +8 +13 +9 Cutlass Mastery
16th +16/+11/+6/+1 +8 +14 +10 Cheater at Heart
17th +17/+12/+7/+2 +9 +14 +10
18th +18/+13/+8/+3 +9 +15 +11 Legendary Captain, Bonus Feat
19th +20/+15/+10/+5 +10 +15 +11
20th +21/+16/+11/+6/+1 +10 +16 +12 Ruler of Land or Sea

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft(Firearms) (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(geography) (Int), Knowledge(local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Corsair.

Weapon and Armor Proficiency: The Corsair is proficient with Light and Medium armor and all Simple and Martial weapons as well as all Firearms. She is not proficient with any shields.

Bonus Feats: At levels 2, 6, 10, 14, and 18 a Corsair gains an extra feat from the Fighter Bonus Feat List. She uses her Corsair level as the Fighter level required for some of these feats.

Uncanny Dodge (Ex): Starting at 1st level, a Corsair can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized.

A Pirate's Weapon of Choice: At 1st level, a Corsair gains a Masterwork Cutlass and proficiency in this Cutlass. This Cutlass benefits from most of the other class features, while any other non-firearm normally would not. This Cutlass may be enchanted normally. Only this Cutlass benefits from these features, and if destroyed, a new one must be crafted by the Corsair requiring 2 days. A Craft roll is not required to replace the Cutlass, and any Cutlass crafted while the old is functional takes the old's place, and the old Cutlass no longer benefits from the class features. The new Cutlass can be crafted from a different material that is immediately available to the Corsair with no additional roll. Cutlass +1: Cost- 12gp Damage(M)- 1d8 Critical- 18-20 x2 Range-N/A Weight- 2lb. Type- Piercing or Slashing. Benefits from Weapon Finesse.

Improvised Storage: The Corsair begins to place makeshift holsters on her clothing as well as discover areas she can carry firearms on her person and quickly get to them that lighten their load. Starting at 1st level, the Corsair uses half the weight specified by each firearm and her Cutlass rounded down to a minimum of 0 when determining her total carried load, and ammo and gunpowder is considered to have a weight of 0. At level 10, this bonus increases to using 1/4 the weight of her firearms and Cutlass.

Quick Draw (Ex): At 2nd level the Corsair gains the ability to quickly draw her firearms and Cutlass. This acts as the Quick Draw feat, but only applies to her firearms and Cutlass.

The First Shot (Ex): The first shot of any firearm by the Corsair rolls 2 damage dies and uses the higher of the 2 when determining damage. This also applies to the Cutlass, but she may roll 2 dies once for each individual target hit instead of the first hit with the Cutlass. This ability refreshes after each encounter.

Evasion (Ex): At 3rd level and higher, a Corsair can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Corsair does not gain the benefit of evasion.

Quicky (Ex): At 3rd level a Corsair applies her Dexterity bonus to all Climb(Str), Jump(Str), and Swim(Str) checks on top of the normal Strength modifier.

Weapon Finesse (Ex): The Corsair gains the Weapon Finesse feat and ignores any prerequisites for that feat.

Two-Weapon Fighting (Ex): At 4th level a Corsair gains the Two-Weapon Fighting feat even if the prerequisite is not met, and all one-handed firearms and the Cutlass are considered light weapons for two-weapon fighting only.

Too Fast (Ex): At 4th level a Corsair is no longer effected by Max Dexterity or Armor Check Penalties while she is wearing Light armor. This does not apply to Medium or Heavy armor, and Max Dexterity and Armor Check Penalties are applied normally in these armors, unless it is a set of Medium Mithral armor, in which case it is considered Light.

Tricky Reload (Ex): At 5th level, a Corsair may reload all of her one handed firearms with one hand as a swift action.

Renown (Ex): At 6th level a Corsair has become somewhat of a crowd favorite. She gains a +2 to all Diplomacy and Bluff checks. This bonus increases to +6 at 12th level.

Lucky Bullet (Ex): At 8th level, a Corsair can fire a Lucky Bullet a number of times per day equal to 1/4 her class level rounded down. Lucky Bullets have a number of affects based on the roll of a d4. On a 1, the bullet lodges into the targets primary arm resulting in a -2 to attack and damage rolls for the target. On a 2, the Corsair adds another die to her damage roll and adds the two together. If this is also her First Shot, she rolls 2 sets of 2 dice and chooses the highest pair. On a 3, the target is shot in a nerve and must succeed a Fortitude Save greater than or equal to DC 12 + Corsair's ranged modifier for their first attack or be paralyzed for 1d4 rounds. On a 4, The Corsair automatically critically strikes the target and adds 1 to the critical multiplier of the firearm. If the attack roll was a 20 and the Corsair rolls a 4, the bullet counts as vorpal and the target dies instantly.

Captain (Ex): at 9th level the Corsair is known for her skills, and now has the title of Captain. She also gains a +2 to Balance, Concentration, Escape Artist, Hide, Move Silently, Open Lock, Tumble, and Use Rope skill checks.

Improved Uncanny Dodge (Ex): A Corsair of 11th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the Corsair by flanking her, unless the attacker has at least four more rogue levels than she does. If she already has uncanny dodge (see above) from a second class, the Corsair automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank her.

Deadly Shots (Ex): At level 12 the Corsair now applies First Shot to every shot from any firearm and every strike from the Cutlass.

Natural Leader (Ex): At 13th level, the Corsair gains the Leadership feat and the +2 to their Leadership Score for having Great Renown. If she already possesses the Leadership feat, she gains an additional +2 to her Leadership Score on top of the Great Renown +2.

Improved Evasion (Ex): At 14th level the Corsair gains Improved Evasion. This ability works like evasion, except that while the Corsair still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Corsair does not gain the benefit of Improved Evasion.

Cutlass Mastery (Ex): At level 15 a Corsair gains Weapon Focus, Improved Weapon Focus, Weapon Specialization, and Improved Weapon Specialization and ignores any prerequisites for them. If she has any of these feats for her Cutlass already, she gains those she does not have from the four and one extra feat chosen from the Fighter Bonus Feats List. Cheater at Heart (Su): At level 16, a Corsair can begin to cheat death. A corsair will always stabilize, and eating an orange will cure all non-magical diseases and recover 1d4 ability damage, permanent or not.

Legendary Captain (Ex): At 18th level the Corsair's skills as a Captain have reached legendary heights. She doubles the bonuses from Captain(see above) and gains four more cohorts of equal level to her current one. She also no longer loses Leadership Score for being responsible for a cohort's or follower's death. Any Leadership Score she lost due to these events are added back.

Ruler of Land or Sea (Ex): At 20th level a Corsair now has the option to trade one of her current cohorts for a special animal companion. She can choose to gain the service of a Abyssal Greater Basilisk or a Kraken. The creature chosen is always the same alignment as the Corsair, and a Corsair uses her Corsair level as the Druid level for animal companions. On top of this, the companion gains Speak with Master and the Corsair can communicate telepathically with her companion and issue simple commands as an immediate action through this, regardless of distance. If the companion has died, a 24 hour ritual must be consecutively performed in order to gain a new one.


Ex-Corsair[edit]

A Corsair who becomes Lawful cannot take any levels in Corsair until they become Non-Lawful again, but otherwise has no penalties.

Epic Corsair[edit]

Table: The Epic Corsair

Hit Die: d8

Level Special
21st Epic Deadly Shots
22nd Epic Lucky Bullet
23rd Great Charisma
24th Great Dexterity, one bonus Epic Feat
25th Great Charisma
26th Great Dexterity
27th Great Charisma
28th Great Dexterity, one bonus Epic feat
29th Great Charisma
30th Great Dexterity

6 + Int modifier skill points per level.

Deadly Shots: Now she may add the two rolls together instead of taking the higher. This also applies to the Lucky Bullet bonus.

Lucky Bullet: The Corsair may now roll three times and take the two rolls she wants when determining the effects of the Lucky Bullet

Bonus Feats: The epic Corsair gains a bonus feat (selected from the list of epic Corsair bonus feats) every 4 levels after 20th.

Epic Corsair Bonus Feat List: Any Epic feats can be taken as long as the prerequisites are met.

Human Corsair Starting Package[edit]

Weapons: Cutlass, Flintlock.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Diplomacy 4 Cha
Bluff 4 Cha

Feat: Improved Initiative.

Bonus Feats: Point-Blank Shot.

Gear: N/A

Gold: 100gp.

Campaign Information[edit]

Playing a Corsair[edit]

Religion: Corsairs almost always follows Procan. The god of seas, sea life, salt, sea weather, and navigation.

Other Classes: Corsairs have no quarrels with any particular class, but do enjoy poking fun at uptight Paladins and Monks. Character's playing these classes are often the target of jokes and the scapegoat for the Corsair.

Combat: Corsairs take the back lines in combat, preferring to use their environment towards their advantage, and show off as much as possible.

Advancement: Most Corsairs advance straight through the class, although bards are a very appealing class to multiclass in, as they share a charismatic approach to life. Swashbuckler is also a great class if dealing more damage with the Cutlass sounds appealing.

Corsairs in the World[edit]

Not all treasure is silver and gold, mate.
—Captain Sparrow, Human Corsair/Swashbuckler

Corsairs are pirates through and through. They live in the sea, drink rum, slander, steal, and cheat. However these are not the defining aspects of Corsairs. Many Corsairs just want a reputation, while others seek glory in any way they can. Ni matter their cause, a Corsair is always trying to gain fame.

Organizations: Corsairs often form high ranked officials on pirate ships.

NPC Reactions: An NPC would react depending on her reputation. If she is cruel hearted and known for being a ruthless murderer, NPCs would be fearful of her and try to stay away. If she is compassionate for the less fortunate, NPCs may celebrate her approach.

Corsair Lore[edit]

Characters with ranks in Kowledge(History) can research Corsairs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Kowledge(history)
DC Result
5 Corsairs are gun toting pirates.
10 Corsairs have quite the way with words.
15 Corsairs often form high ranked officials on their ships.
20 Corsairs carry as many guns as possible to ensure the advantage in any fight.



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