Corsair

Native to Yusuf, Corsairs are male and female warriors born to the sea, unencumbered by bulky armor, accustomed to swift moves and running battles over open water. She is the daring merchant-princess, he the cunning rogue; together they are bold explorers. While the early Sufic peoples were born to the desert, they soon became practiced in the ways of the sea, and dominated trade (and piracy) in the waters surrounding their lands.

Role

Corsairs successfully bring to the sea lanes the same virtues that have worked so well for their desertborn cousins - bravery, honesty among allies, leadership by example, and advancement by merit. However, corsairs are not tethered to land-based organizations or leaders; they are the master of their own universe when at the helm of a ship. Corsairs exist on the borders of society. They are continual travelers between the great southern seaports, with no single place to call their home. Many are explorers, seeking out new lands and adventures. Others are pirates and freebooters, looking to loot as much as possible from their prey. Upon “retiring,” corsairs often become simple sea merchants, following common routes and carrying traditional cargoes. Yet even in the hearts of these old sea dogs a fire burns - a passion that may lead them to accept one “last” great adventure.

Distinctive Appearance

None

Special Benefits

A corsair can attack with two weapons without penalty - a benefit similar to that of the ranger class. All other restrictions for two-weapon attacks apply, but the corsair suffers no penalty to attack rolls.

The corsair may also take rogue proficiencies without spending an extra slot.

Special Hindrances

Armor Class restrictions are noted above under “Equipment.” In addition, corsairs are considered marginal members of society, and as such they suffer a 2-point penalty to initial reactions.

Class

Fighter

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

Corsairs must take either the short sword, cutlass, or scimitar as an initial weapon proficiency.

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Seamanship

Recommended Non-Weapon Proficiencies

Direction Sense, Fishing, Haggling, Rope Use, Swimming, Weather Sense, Seamstress (Tailor) (for sails), Navigation, Survival (ocean surface), Astrology, Jumping, Tightrope Walking, Tumbling

Barred Non-Weapon Proficiencies

Agriculture, riding (airborne or landbased), charioteering, mountaineering, running, survival (any other land). These proficiencies may not be gained initially, but may be learned by the corsair in the course of the campaign, should the situation for learning these proficiencies arise.

Equipment

Corsairs may not begin play with armor heavier than studded leather (AC 7). They are permitted to wear armor heavier than leather, and some higher level corsairs do. However, swimming is impossible in metal armor. Corsairs cannot employ their special benefits when wearing armor heavier than AC 7.

Wealth Options

Corsairs start out cash-poor, but they have little need to purchase such things as armor. Each begins play with 4d4 x 10 gp.

Homeland Terrain

None

Economic System

None