Corsair

Corsairs on the road attack merchants while their naval and space faring brethren prey other ships in order to obtain money, cargo or sometimes even slaves. they prey on established shipping lanes, waiting for the right vessel to come along, then attack without mercy. most are pirates and such are motivated strictly by greed, but some operate out of patriotism, idealism or similar emotions. while piracy is illegal in virtually every society some cultures endorse it as a legitimate form of warfare. "privateers" as sanctioned Corsairs are called may even hold a commissioned rank.
Many species hold a romanticized image of Corsairs and some of them take these images to heart, conducting themselves accordingly whatever a corsair's motivation, all civilian transport operations fear them and the havoc they wreak. they strike without warning, loot a ship for anything of value, and then either take possession of the vessel or leave it adrift.

Attributes: Wound Point Bonus: +3 Chakra Point Die: 1d4

The Corsair's 7 character skills are:

Acrobatics (Dex)

Disable Device (Dex)

Disguise (Cha)

Escape Artist (Dex)

Perception (Wis)

Sleight of Hand (Dex)

Stealth (Dex)


Class: MightBandit | Outlaw ArchtypeMight classes tend to have higher Wound point pools and proficiency points but tend to suffer when it comes to skill points or Control.
Skill Points at 1st Level: ( 7 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 5 + Intelligence Modifier
Weapon/Spell/Armor proficiency
Machine guns +1Daggers +1Body Armor +1Militia Proficiency +1General Choice +1
Starting Meseta: 14,000

1: Skirmish 1d6

2: Trailblazer*

3: Skirmish (+1d6, +1 def)

4: Skill Mastery

5: Skirmish (+2d6, +1 def)

6: Flee

7: Skirmish(+2d6, +2 def)

8: Mag Bauble

9: Skirmish (+3d6, +2 def)

10: Kip Up

11: Skirmish (+3d6, +3 def)

12: Mag Bauble

13: Skirmish (+4d6, +3 def)

14: Grapple Line

15: Skirmish (+4d6, +4 def)

16: Aggressive Stealth

17: Skirmish (+5d6, +4 def)

18: Mag Bauble

19: Skirmish (+5d6, +5 def)

20: Defensive Roll

Skirmish [Ex]

A corsair relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the corsair’s turn.

The extra damage only applies to living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The corsair must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. corsairs can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a corsair gains a +1 competence bonus to Defense during any round in which she moves at least 10 feet.
The bonus applies as soon as the corsair has moved 10 feet, and lasts until the start of her next turn.

A corsair loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
If she gains the skirmish ability from another class, the bonuses stack.

Core Ability: Trailblazer

Friendly Corsairs make excellent scouts, due to their knowledge of escaping harm over various landscapes, this information tends to ensure any ally survives the hostile environments that sometimes is encountered.


As a free action, the Corsair may spend 5 chakra to grant the benefits of any Terrain feat he possesses to each other member of his 'team'. the corsair may grant the benefits of multiple Terrain feats however it will consume an additional 5 chakra per feat he temporarily transfers using this ability, this effect lasts for the duration of the current scene/situation(not quest or entire day). This is the Corsair's Core ability, you may only possess one core ability.

Skill Mastery

At 4th level and every 4 levels thereafter a Corsair may select one of his class skills when making a skill check with one of the chosen skills, the Corsair may take a 10 even under circumstances which would normally prevent him from doing so, Also the Maximum Rank of the skill increases by +1.

Flee

At 6th level, you can grant all allies within 30’ (including yourself) an increase to their base land speed or swim speed of +30’, similar to an expeditious retreat spell; this increase is treated as an enhancement bonus; there is no effect on other modes of movement, such as burrow, climb, or fly speeds; as with any speed increase, this ability affects jumping distances; this can only be used to escape from the current encounter, & the entire party must travel in the same direction; this is a move action that does not provoke attacks of opportunity; against a group of opponents with an ECL higher than your party’s average level + 1, this ability will not work; this ability does not consume any CP to use, If you also possess Flee from the Scavenger class increase speed from 30 to 45' and the ECL limit to +2.

Kip Up [EX]

At 10th level, a corsair may stand up from prone as a free action that does not provoke an attack of opportunity once a day. Twice at level 20.

Grapple Line

At 14th level, a corsair becomes a master of using grapples and grappling lines. By firing a missile weapon designed as a grappling weapon at an unoccupied square and doing at least 1 point of damage to an object filling that square (wall, ceiling, statue, etc) or a securely affixed object (ceiling post, small statue affixed to the floor, etc), a corsair can run a rope from his current potion to that location as a full-round action. He may then use this rope to make Balance or Climb checks as normal.

Weapons designed as grappling weapons have a simple pulley and loop attached at the end and are balanced for this modification, and have at least a 50’ length of strong thread running through it and connected to a rope so that it can be pulled through swiftly. They cost an additional +100 ECU each (ammunition costs as much as normal weapons), and suffer a 5 ft reduction in range increment. Many grappling weapons are made out of adamantine in order to better penetrate hard materials like stone.

Aggressive Stealth[EX]

A corsair of 16th level does not suffer the -20 penalty to Hide or Move Silently checks for running or fighting.

Defensive Roll [EX]

At 20th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would; once per day, when you would be reduced to 0 or fewer HP by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage; to use this ability, you must attempt a Reflex saving throw (DC = the damage dealt); if the save succeeds, you take only half damage from the blow; if it fails, you take full damage; you must be aware of the attack & be able to react to it in order to execute your defensive roll; if you are denied her Dexterity bonus to AC, you cannot use this ability; since this effect would not normally allow you to make a Reflex save for half damage, your Evasion ability(if you have it) does not apply to the Defensive Roll.

Starting Meseta: 1000