CORSAIR
Corsairs are dual-classed warrior/rogues who ply their trade upon the oceans and waterways of the world. As the buccaneers of the Atlantean Age, they are the scourge of merchants and sea traders alike, and their vessels have even been known to raid small coastal villages and towns on occasion.
Though lacking in the finer points of combat, the corsairs’ relentless and unorthodox style of swordplay generally makes them the equal of most highly trained fighters. Because they are almost always on the water, however, corsairs tend to avoid using metal armor or shields, and have little expertise in riding or mounted combat (player/corsairs can, of course, learn such skills if they so desire).
All corsairs are skilled in the use of the grapnel of grappling hook, commonly used in the boarding of ships and for scaling walls of all sorts. As accomplished seamen, these individuals are also proficient in climbing rigging, tying and untying a variety of knots, and any action involving the use of ropes (the Game Judge should award substantial bonuses for player/corsairs with regard to such skills). Corsairs also possess the rogue’s special abilities, Waylay and Backstab.
Game Judge’s Note: Corsairs need not be restricted to adventuring solely on the high seas. River piracy, island exploration and searches for buried treasure are just a few of the options available to both player and non-player characters. Corsairs may also be employed as smugglers, fences for stolen treasure, kidnappers, or as crewmen, navigators or pilots on any ocean or river-going vessel.
Like rogues, corsairs are usually neutral or evil in alignment. Most pirate crews will mainly consist of outcasts such as low level corsairs, rogues, warriors, escaped slaves and disgruntled sailors. A fair percentage of any corsair crew will usually be composed of individuals taken as captives from plundered ships or, she shanghaied from coastal villages and port cities. In the latter case, the ship’s captain will send a “press gang” (6-12 of the burliest crew members, armed with clubs) out to prowl the portside bars and taverns, looking for a few drunk but hardy men to shanghai (waylay and kidnap). By the time the luckless drunkards awaken, the corsair ship will have set sail, and they will be off to the start of a new career as pirates.
- Minimum Attributes: STR: 10 DEX: 12 INT: 10
- Alignment: Any Neutral or Evil Alignment
- Combat Capabilities: Highly Trained
- Special Abilities: None
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Basic Seamanship
- Street Fighting
- Swimming
- Thieves' Cant
- Appraise Treasure
- Swimming
Level 2
- +1 to Hit
- One Additional Weapon
Level 4
- +1 to Hit
- Add any Thieving or Combat Skill
Level 6
- +1 to Hit
- One Additional Weapon
Level 7
- +1 to Hit
- 2 Attacks per Round
Level 8
- +1 to Hit
- Navigation
Level 10
- +1 to Hit
- Add any Thieving Skill
Level 12
- +1 to Hit
- Cartography
Level 13
- 3 Attacks per Round
Level 14, 16, 18, 20, etc.
- +1 to Hit