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People of the sea, they are never very comfortable far from a large body of water. Corsairs are wanderers and like to be on the move. Corsairs tend to be humble in that they understand that nature is greater than they are and respect it for that. If you are an Corsair, crave water and sailing, go with the flow, keep on the move, and keep things ship shape.

Restrictions

Armor Restrictions
Corsairs lose all abilities they gain from this class if they wear armor with an AV greater than 3.
Learning Restrictions
Corsair is learnable by both warriors and mages.

Rank 1

 Power sources: 💪Martial🏴‍☠️Corsair🤹Skill
 Delivery: 🎭Semblant⚔️Strike( 🗡️Weapon⚔️Attack )
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.
 Duration: 1 hour.
 Range: 30 feet.

Target gains one standard ability you have, aren't incapable of, and are proficient in. You may only have this active on one creature at a time.
 End condition: You use Skill Share again.
 Duration: Always active.

You gain a swimming speed equal to your movement speed, but you may only use it to swim on the water's surface.
 Duration: Always active.

All thrown weapons are AV0 for you.
 If proficient: The range of all thrown weapons you use is doubled. If fluent: Instead, the range of all thrown weapons you use is tripled.
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: 300 feet.

Wind Shuriken counts as a weapon in the dagger weapon class.
Note: Although Wind Shuriken does not deal magic damage, it can be made to using Might Strike.
Design Note: Should we rewrite this so that Wind Shuriken isn't something that people can Avoid or easily Resist?

 On critical hit: Double damage dice. On hit: Deal 1d8 damage to target. If proficient: Instead, deal 1d10 damage to target. If fluent: Instead, deal 1d12 damage to target.

Rank 2

 Duration: Instant.

You know what the natural weather will be like in the next 24 hours in your location (clear, rainy, snowy, and so on). You also predict the weather conditions, natural or not, for the next 1 hour. This only gives you the type of weather, not the exact intensity of it. However, you can tell if the intensity will be more or less severe than it is currently and broadly how much so (for example, "much hotter" or "a little more violent"). Finally, you know whether the weather at your location is natural or unnatural.
 Trigger: You descend at least 15 feet to the ground.
 Duration: Instant.
 Range: 10 feet.

 On fail: Target is moved 10 feet away from you and awakened. If proficient: If you want, target is moved a distance away from you equal to the distance you descended (with a maximum distance of 100 feet).

Rank 3

For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.

Combat Abilities

 Duration: Always active.

When you attack with Wind Shuriken, you may target an additional creature or the same creature twice. Any costs you pay must be paid twice and be the same for both attacks These incur attack penalties as though they were two separate attacks.
 Duration: 1 minute.( ⏳️Sustained )

You become resistant to effects that would make you snared, effects that would make you immobile, and to hack damage dealt by other creatures.
Note: This does not clear any existing effects.
 Target: 🫀Vitals( Hit target's AC + 3. )
 Duration: Instant.
 Range: Your weapon's range.

 On critical hit: If you want, target takes standard damage as well. On hit: Target takes a body hack.

Support Abilities

 Duration: While captaining a ship.
 Requirements: You are captaining a ship.

You have Limited Instant Awaken for allies aboard the ship you are captaining.
Limitation: Target must be an ally aboard the ship you are captaining.
 Duration: Always active.

You gain Ship Lore and Improvised Ship Repairs.
 Duration: Instant.
 Range: Unlimited.

You recognize details about ships by sight. For a given target ship, you know the following.
  • Where it was built.
  • How damaged it is.
  • What it was built for (warship, cargo ship, and so on).
  • How old it is (roughly).
  • How fast it can go (roughly).
  • Any noteworthy features.

You may also make a historian check to learn more about the ship, its crew, its captain, or other features the GM allows.

 Duration: 8 hours.

During a short rest, you may scavenge materials and repair 1 part of a ship. These repairs exist for 8 hours before they are no longer functional. The types of repairs you can make are as follows.
  • A mast.
  • A sail.
  • A steering wheel.
  • A rudder.
  • A hole in the hull.
  • A cannon.
  • A crow's nest.
  • A figurehead.
  • A plank.
  • A ladder.
  • An anchor.
With GM permission, you may be able to repair other parts of a ship as well.

 If proficient: You can instead make up to P repairs. If fluent: You can instead make up to F repairs.