Atlantean Trilogy Archive
A dark-haired pirate captain in a blue coat raises her cutlass, one boot on the rail of a storm-tossed galley under torn sails.

Corsair

Profession, dual-classed

A dual-classed warrior and rogue who works the seas and rivers as a pirate. Corsairs fight in a rough, unorthodox style, are expert with ropes and grapnels, and share the rogue's Waylay and Backstab.

CombinesWarrior + Rogue

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

  1. Level 1
  2. Level 2
    • +1 to Hit
    • One Additional Weapon
  3. Level 4
    • +1 to Hit
    • Add any Thieving or Combat Skill
  4. Level 6
    • +1 to Hit
    • One Additional Weapon
  5. Level 7
    • +1 to Hit
    • 2 Attacks per Round
  6. Level 8
  7. Level 10
    • +1 to Hit
    • Add any Thieving Skill
  8. Level 12
  9. Level 13
    • 3 Attacks per Round
  10. 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)
Open to races
Humans, Aesir, Andaman, Nethermen

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.