|d=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.
|d=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.
Metadata.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.
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.
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.
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).
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.
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.