
From the book
Corsairs are the buccaneers of the Atlantean Age, preying on merchant shipping and now and then raiding small coastal towns. They lack polish as fighters, but their relentless, unconventional swordplay puts them on a par with most highly trained combatants.
Life on the water leads them to avoid metal armor and shields, and they know little of riding or mounted fighting unless they choose to learn it. All are handy with the grappling hook for boarding ships and climbing walls, and as seasoned sailors they climb rigging, tie knots and handle ropes well (the Game Judge should give generous bonuses). They also have the rogue's Waylay and Backstab.
The Game Judge may take them beyond the open sea into river piracy, island exploring and treasure hunting, or employ them as smugglers, fences, kidnappers, crew, navigators or pilots. Like rogues they tend to be neutral or evil; pirate crews are filled out with outcasts, captives and men shanghaied by press gangs.
Skills by level
- Level 1
- Any 2 Weapons
- Basic Seamanship
- Street Fighting
- Swimming
- Thieves' Cant
- Appraise Treasure
- 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
At a glance
- Minimum attributes
- STR 10, DEX 12, INT 10
- Alignment
- Any Neutral or Evil Alignment
- Combat training
- Highly Trained
- Hit points per level
- 1 H.P. per point of CON, plus 6 H.P. at first level; then +6 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- Waylay and Backstab, as the rogue (p. 34): Backstab does double damage when attacking from behind or by surprise; Waylay knocks a victim out with one blow of a blunt or heavy weapon, in combat only from behind or by surprise, 35% + 5% per level (95% maximum); Grapnel: skilled with the grappling hook for boarding ships and scaling walls; Seamanship: adept at climbing rigging, knots and all rope work (the Game Judge should award substantial bonuses)
- Free skill choices
- Level 4: any thieving or combat skill; level 10: any thieving skill
- Restrictions
- Tend to avoid metal armor or shields; Little expertise in riding or mounted combat (may learn such skills)
- Equipment
- Grapnel (grappling hook)
The level 1 row prints Swimming twice (once in each column); listed once. Waylay/Backstab numbers are taken from the Rogue page, which the Corsair text references.
