Difference between revisions of "Crimson Corsair (3.5e Prestige Class)"

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'''{{Anchor|Corsair's Feint}} {{Ex}}:''' As a crimson corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the [[SRD:Improved Feint|Improved Feint]] feat). But once you've surprised your enemies with such a feint, it takes time before you're able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair's feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 6th level your reflexes improve and the time between corsair's feints drops to only 1d4 rounds.  Then at 9th level you can perform it once a round.
 
'''{{Anchor|Corsair's Feint}} {{Ex}}:''' As a crimson corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the [[SRD:Improved Feint|Improved Feint]] feat). But once you've surprised your enemies with such a feint, it takes time before you're able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair's feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 6th level your reflexes improve and the time between corsair's feints drops to only 1d4 rounds.  Then at 9th level you can perform it once a round.
  
'''{{Anchor|Frightening Lunge}} {{Ex}}:''' Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 4th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe [[At Bay (3.5e Condition)|ay bay]] from you for 1 round.  When you reach 8th level your opponent is instead at bay for 1 minute.  This shaken effect overlaps, it does not stack.
+
'''{{Anchor|Frightening Lunge}} {{Ex}}:''' Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 4th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe [[At Bay (3.5e Condition)|at bay]] from you for 1 round.  When you reach 8th level your opponent is instead at bay for 1 minute.  This shaken effect overlaps, it does not stack.
  
 
'''{{Anchor|Scourge of the Seas}} {{Ex}}:''' Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your [[Charisma]] modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don't stack.
 
'''{{Anchor|Scourge of the Seas}} {{Ex}}:''' Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your [[Charisma]] modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don't stack.
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'''{{Anchor|Kip Up}} {{Ex}}:''' The crimson corsair doesn't let a thing like falling get him down.  At 7th level he can get up from prone as a free action without provoking attacks of opportunity.
 
'''{{Anchor|Kip Up}} {{Ex}}:''' The crimson corsair doesn't let a thing like falling get him down.  At 7th level he can get up from prone as a free action without provoking attacks of opportunity.
  
'''{{Anchor|Legendary Infamy}}:''' The legend of your pirating ways is forever part of the public mythos.  Creatures with 4 or less HD who can identify you (see Infamy) are automatically intimidated by your presence, and the rumors about you become more fanciful, unreal, and yet still are believed by many.  Your infamy now arrives as an aura; any enemy creatures within 30 ft whenever you attack, charge, or otherwise perform some aggressive action.  They must succeed on a [[Will]] save or become [[At Bay (3.5e Condition)|ay bay]] from you for the rest of the encounter, or until you drop below 0 hp or are afflicted by a fear effect.  A successful save renders them immune for 24 hours.
+
'''{{Anchor|Legendary Infamy}}:''' The legend of your pirating ways is forever part of the public mythos.  Creatures with 4 or less HD who can identify you (see Infamy) are automatically intimidated by your presence, and the rumors about you become more fanciful, unreal, and yet still are believed by many.  Your infamy now arrives as an aura; any enemy creatures within 30 ft whenever you attack, charge, or otherwise perform some aggressive action.  They must succeed on a [[Will]] save or become [[At Bay (3.5e Condition)|at bay]] from you for the rest of the encounter, or until you drop below 0 hp or are afflicted by a fear effect.  A successful save renders them immune for 24 hours.
  
 
If you die, you may make a bluff check.  Rumor spreads that you still live, perhaps as a ghost or perhaps you never truly died and escaped on sea turtles.  If you get a check of 40 or above the rumor turns out to be partially true by strange circumstance and you return from the dead as per ''[[SRD:Raise Dead|raise dead]]'' within 1d10 days (the body is not required).  The corsair pays the cost for the ''raise dead'', the cost for whatever strange adventure he was on.  However this strange luck cannot be relied on and you cannot pull it off again until 1 month has passed.
 
If you die, you may make a bluff check.  Rumor spreads that you still live, perhaps as a ghost or perhaps you never truly died and escaped on sea turtles.  If you get a check of 40 or above the rumor turns out to be partially true by strange circumstance and you return from the dead as per ''[[SRD:Raise Dead|raise dead]]'' within 1d10 days (the body is not required).  The corsair pays the cost for the ''raise dead'', the cost for whatever strange adventure he was on.  However this strange luck cannot be relied on and you cannot pull it off again until 1 month has passed.

Latest revision as of 02:31, 13 January 2020

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A rebuild of the Scarlet Corsair prestige class, become a feared pirate of the seas. 10 5 Good Poor Good Poor Sneak Attack Separate


Crimson Corsair[edit]

I am the Dread Pirate Roberts! Surrender your gold, or your lives!
—Dread Pirate Roberts (presumably), Doppleganger Crimson Corsair, "Who is the Real Dread Pirate Roberts" Volume 3.

This is a rebuild of the Scarlet Corsair prestige class from Stormwrack. Become a feared pirate of the seas, synergizing with skillful swashbuckling builds.

Becoming a Crimson Corsair[edit]

Entry Requirements
Alignment: Any non-lawful.
Base Attack Bonus: +5.
Skills: Bluff 8 ranks, Intimidate 8 ranks, Profession (Sailor) 4 ranks
Special: Sneak Attack +1d6.

Table: The Crimson Corsair

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 Improved Feint, Infamy, Sea Legs
2nd +2 +0 +3 +0 Sailor Step +2, Sneak Attack +1d6
3rd +3 +1 +3 +1 Corsair's Feint (2d4 rounds)
4th +4 +1 +4 +1 Frightening Lunge (1 round)
5th +5 +1 +4 +1 Scourge of the Seas, Sneak Attack +2d6
6th +6 +2 +5 +2 Corsair's Feint (1d4 rounds), Sailor Step +4
7th +7 +2 +5 +2 Kip Up
8th +8 +2 +6 +2 Frightening Lunge (1 minute), Sneak Attack +3d6
9th +9 +3 +6 +3 Corsair's Feint (1 round)
10th +10 +3 +7 +3 Legendary Infamy, Sailor Step +6

Class Skills (4 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (local) (Int), Perform (Cha), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Crimson Corsair.

Improved Feint: Upon joining this prestige class you gain Improved Feint as a bonus feat, even if you do not have the normal prerequisites for that feat. If you already possess the feat, select another you meet the prerequisites for as a bonus feat instead.

Infamy: The crimson corsair is not a subtle thief, but a pirate of renown. Your every action spreads rumors and hearsay across the land. Choose some form of identifying marking such as a certain flag, a notable facial feature, or a particular wardrobe. Whenever displaying his sign creatures who succeed on a DC 10 Knowledge Local check against you realize who you are and their starting attitude may change depending how they feel about pirates and your behavior. You gain a +4 bonus on social skill checks against these creatures if they favor you (or just Intimidate if they are unfavorable to you).

Sea Legs (Ex): The crimson corsair is a man of the sea, and they rock and sway with the passing waves. The crimson corsair gains their class level as a bonus to Balance checks and on saves against anything which would knock them prone.

Sailor's Step (Ex): At 2nd level, you have learned to use the chaos of a ship at sea to your benefit, taking advantage of the swaying ship and swinging rigging to remain out of reach of your opponents. While aboard a ship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. At 6th level, the dodge bonus from the sailor's step class feature increases to +4, and at 10th level it rises to +6.

Even when not on a ship they still have some benefit which applies both on and off ships. At 2nd level they do not provoke for the first square of movement. This rises to the first two squares at 6th levels and three squares at 10th.

Sneak Attack: At 2nd level, you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. This is exactly like the rogue ability of the same name. The extra damage dealt increases to 2d6 at 5th level and to 3d6 at 8th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Corsair's Feint (Ex): As a crimson corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the Improved Feint feat). But once you've surprised your enemies with such a feint, it takes time before you're able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair's feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 6th level your reflexes improve and the time between corsair's feints drops to only 1d4 rounds. Then at 9th level you can perform it once a round.

Frightening Lunge (Ex): Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 4th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe at bay from you for 1 round. When you reach 8th level your opponent is instead at bay for 1 minute. This shaken effect overlaps, it does not stack.

Scourge of the Seas (Ex): Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don't stack.

Kip Up (Ex): The crimson corsair doesn't let a thing like falling get him down. At 7th level he can get up from prone as a free action without provoking attacks of opportunity.

Legendary Infamy: The legend of your pirating ways is forever part of the public mythos. Creatures with 4 or less HD who can identify you (see Infamy) are automatically intimidated by your presence, and the rumors about you become more fanciful, unreal, and yet still are believed by many. Your infamy now arrives as an aura; any enemy creatures within 30 ft whenever you attack, charge, or otherwise perform some aggressive action. They must succeed on a Will save or become at bay from you for the rest of the encounter, or until you drop below 0 hp or are afflicted by a fear effect. A successful save renders them immune for 24 hours.

If you die, you may make a bluff check. Rumor spreads that you still live, perhaps as a ghost or perhaps you never truly died and escaped on sea turtles. If you get a check of 40 or above the rumor turns out to be partially true by strange circumstance and you return from the dead as per raise dead within 1d10 days (the body is not required). The corsair pays the cost for the raise dead, the cost for whatever strange adventure he was on. However this strange luck cannot be relied on and you cannot pull it off again until 1 month has passed.

Campaign Information[edit]

Playing a Crimson Corsair[edit]

Combat: You are a dashing swordsman of fear and finesse. You get up in combat and do not need to flank to bring the sneak attack pain on your opponents.

Advancement: Rogue-type classes will help with more sneak attack, or classes with fighter feats may shore up other aspects.

Resources: A crimson corsair is usually the one forming organizations of pirates, they are leaders instead of followers.

Crimson Corsairs in the World[edit]

Ar, we dig here for precious booty!
—Angelo the Pillager, Aasimar Crimson Corsair

NPC Reactions: If word of who you really are gets out, everyone will surely fear you. If that's a good thing is another matter.

Crimson Corsair Lore[edit]

Characters with ranks in Knowledge Local can research crimson corsairs to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 Crimson corsairs are feared pirates, able to battle on swaying seas and throw opponents off guard with their swordplay.
15 Crimson corsairs can terrify people simply with the knowledge of their existence, and their expert footwork leaves no openings.
20 The strongest crimson corsairs are often captains of their own ship, unfalling and unfailing. Even if you kill them no one can be sure if you can keep them down for they are beings of legend.
30 This result gives you information and trivia on specific crimson corsairs, their legends and myths, whereabouts, and behavior.



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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilitySneak Attack +
Class Ability ProgressionSeparate +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Craft +, Decipher Script +, Diplomacy +, Gather Information +, Intimidate +, Jump +, Knowledge +, Perform +, Profession +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points4 +
SummaryA rebuild of the Scarlet Corsair prestige class, become a feared pirate of the seas. +
TitleCrimson Corsair +
Will Save ProgressionPoor +