Freeport Corsair


Conversions


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I love Freeport, but I was really disappointed by the Pathfinder Companion update. Most things weren't changed from 3.5, the classes weren't designed along the same lines with a 20th level capstone, many of the things that have existing Pathfinder rules (addiction) were done over, rather than using the core rules on the concept, and there were all sorts of references to things like Str checks for bull rushes that reeked of old edition.

I've been running the Savage Tide for two-three years now, and I've made a ton of use from Freeport, including fleshing out Sasserine and Scuttlecove. I was really looking forward to using a PF corsair for the Crimson Fleet.

So I decided to remake the corsair class. It does reference one of my house rules, that of an Athletics skill that folds Climb, Jump and Swim into it, just as Acrobatics folded Balance, Jump and Tumble. (If you are trained in both, you just use your highest for jumps)

For those who don't use said houserule, the corsair should have both Climb and Swim as class skills.

Spoiler:
Corsair

Hit Dice: d10
BAB: Good
Saves: Good Fort, Ref

CLASS SKILLS
The corsair’s class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis)
Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES
Weapon and Armor Proficiency:
Corsairs are proficient with all simple and martial weapons, light armor and the buckler. Corsairs are proficient in the pistol.

Level Special
1st Seamanship, sneak attack +1d6
2nd Corsair's luck 1/day, smell the fear
3rd Uncanny dodge, bonus feat
4th Canny defense, fearsome reputation +2
5th Sneak attack +2d6
6th Captain's call +1, scourge of the seas
7th Corsair's luck 2/day
8th Pirate's companion, bonus feat
9th Acrobatic charge, fearsome strike
10th Sneak attack +3d6
11th Captain's call +2, improved uncanny dodge
12th Corsair's luck 3/day, fearsome reputation +4
13th Scourge of the seas (all foes), bonus feat
14th Motivate the scum
15th Sneak attack +4d6
16th Captain's call +3
17th Corsair's luck 4/day
18th Fearsome strike (all foes), bonus feat
19th Fight to the death
20th Pirate king, sneak attack +5d6

Seamanship Corsairs add 1/2 their class level as an insight bonus on Profession (sailor) checks. Allies within sight or hearing of the corsair add one half this bonus to their own Profession (sailor) checks.

Corsair's Luck The corsair can add 1/2 their class level as a bonus on any d20 roll as a free action. This can be declared after the roll, but must be declared before the result of the roll is revealed.

Canny Defense So long as she is wearing no armor or light armor, a corsair adds her Charisma bonus as a dodge bonus to armor class.

Smell the Fear At 2nd level, a corsair gains a bonus on attacks and damage against creatures affected by fear. This bonus is equal to one half of the corsair's class level against any creature that is shaken, frightened or panicked.

Bonus Feat A corsair gains a bonus combat feat at 3rd level and every five levels after.

Fearsome Reputation At 4th level, a corsair begins to develop a reputation as someone to be feared. The corsair gains a +2 bonus to Intimidate checks. This bonus increases to +4 at 12th level and to +6 at 20th. In addition, foes shaken by the corsair take a -4 penalty (instead of -2) at 12th level and a -6 penalty at 20th.

Captain's Call Beginning at 6th level, a corsair can push his allies to bravery, granting a +1 morale bonus to Will saves vs charm and fear and attacks and weapon damage rolls. This bonus increases by +1 every five levels after 6th. The ability works similar to bardic music and affects all allies within sight or hearing of the corsair. It requires a swift action to activate and is a free action to maintain. A corsair can use this ability for a number of rounds equal to his corsair level plus his Charisma modifier per day. When using Captain's Call while not aboard a ship, two rounds of this ability's use are expended every round.

Scourge of the Seas At 6th level, a corsair can make an Intimidate check to demoralize foes as a move action. At 13th level, the corsair's Intimidate check affects all foes within 30 ft. of the corsair.

Pirate's Companion At 8th level, a corsair gains an animal companion similar to a druid. They may choose a shark, a monkey (use stats for an ape with Dex and Str reversed) or a parrot (use stats for a hawk). A corsair's effective druid level is equal to his corsair level - 5.

Acrobatic Charge A corsair can charge or run over difficult terrain.

Fearsome Strike At 9th level, a corsair that scores a critical hit against a foe can make an Intimidate check to demoralize the victim as a free action. At 18th level, this applies to all foes within 30 ft. of the corsair.

Motivate the Scum 1/day after killing a living creature, a 14th level corsair can take a swift action to grant a +2 bonus to weapon damage rolls to every ally who can see or hear her. If this living creature was helpless or a member of the corsair's crew, the bonus increases to +4. The bonus lasts 24 hours.

Fight to the Death At 19th level, all allies being rallied by Captain's Call gain temporary hit points equal to the corsair's class level plus her Charisma bonus, a dodge bonus to AC equal to her Charisma bonus (as long as they are wearing light or no armor) and Diehard. A creature with at least half of the Hit Dice as the corsair's level gains only one-half of the numerical benefits of this ability. A creature with more Hit Dice than the corsair cannot be affected.

Pirate King At 20th level, the corsair is a legend of the sea. She can crew a ship merely by offering a share of the booty. Treat this as a number of crew equal to the number of followers described by the Leadership feat. The corsair gains a frightful presence. Any foe within 30 ft. of her must make a Will save (DC 16 + 1/2 corsair's level + Charisma modifier) or become frightened for 5d6 rounds. On a successful save, the victim is shaken for 1 round, and immune to the corsair's frightful presence for 24 hours.

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