WARRIOR-FIGHTER KIT Corsair Description: Corsairs are warriors born to the sea, unencumbered by bulky armor, accustomed to swift moves and running battles over open water. Corsairs value bravery, honesty among allies, leadership by example, and advancement by merit. They exist on the borders of society, travelling between the great seaports with no single place to call home. Some are explorers, some are pirates, and some are former military sailors, but all love the sea. On land, they may become tentative and unsure of themselves, but on board ship or beneath the waves they spring naturally and forcefully into command, and wise allies will follow their lead. Requirements: Corsairs may be of any alignment, but they must be fairly nimble and sturdy enough to withstand the rigors of sea travel, and so must have at least a 13 in both Constitution and Dexterity. Humans, half-elves, half-orcs, aasimar, tieflings, and moon elves can select this kit. Weapon Proficiencies: Corsairs can wear any armor they choose, though they usually wear only very light armor or no armor at all. They may also use shields, though they generally choose to wield a secondary weapon instead (see Special Benefits). All Corsairs must take proficiency with the cutlass at first level and must eventually gain proficiency in the following weapons: chain, club (belaying pin), crossbow (any), dart, firearms (any), gaff/hook, knife (any), net, spear (any). Other weapon proficiencies may be gained, but at least half of the Corsair's proficiency slots must be spent on these weapons. Special Benefits: Corsairs share most of the abilities of a standard Fighter, plus unique abilities as follows: Attacks of Opportunity: As a standard Fighter. Continuous Conditioning: As a standard Fighter, save that the exertions and activities of Corsairs lie in keeping themselves nimble and hardy rather than maximizing brute strength. As a result, Corsairs gain percentiles and incremental level-based advancement as normal for their Dexterity and Constitution scores, but not for Strength. Heroic Fray: As a standard Fighter. Sea Legs: Corsairs are expert fighters aboard ship and in the water, suffering no penalty to initiative when fighting in aquatic settings of any type, although this does not allow him or her to use non-thrusting weapons effectively underwater. When fighting creatures on board ship or in aquatic settings who are not themselves aquatic creature or Corsairs, Mariners, or similar characters, they gain a -2 initiative bonus and a +1 bonus to hit and on Armor Class. Corsairs also have a fine sense of balance, developed from years of working on pitching decks and shimmying up masts and yardarms. Under normal circumstances, a Corsair will never slip or fall when negotiating narrow or precarious footing. If forced to make a Dexterity check or saving throw to maintain his or her balance, a Corsair gains a +2 bonus. Sea Lore: All Corsairs have a deep understanding of the sea and its denizens and can attempt an Intelligence check with a +1 bonus for every three levels of experience to identify various species of marine animal and plant life. In addition, a Corsair can use their Sea Lore to predict tides, currents, and even storms at sea, though this type of check applies a -5 penalty to his or her normal chance of success. Sea Trade: Corsairs have frequent contacts with merchants of all types, gaining a +1 reaction modifier with such individuals. Their interaction with roguish individuals also allows them to select proficiencies from the Rogue list at no penalty. In addition, Corsairs gain a good eye for exotic trade goods (frequently including booty purloined through piratical activity) and an awareness of the tricks merchants use to try to get a good price. Thus, a Corsair gains a +2 bonus to Appraising, Haggling, Mercantilism, and similar trade-related proficiency checks when evaluating items of special interest to them (often items they have carried as cargo on previous voyages). One such item can be 'learned' by the Corsair at each level of experience; thus, a 5th level Corsair gains this bonus with respect to three specific items. When possible, the Corsair should choose items based on those he or she has had an opportunity to see and study. The items chosen should be fairly specific (e.g., Thayan spellbooks, drow religious items sacred to Lolth, rather than 'Thayan goods' or 'Underdark valuables'). Note that a Corsair must know one or more of these trading proficiencies in order to gain this bonus; they are not gained automatically, but must be selected normally using proficiency slots. Specialization: As a standard Fighter, save that a Corsair is limited to Specialization in one of their preferred weapons (see Weapons & Armor). Stronghold: As a standard Fighter, with the unusual twist that a Corsair must purchase or build a warship rather than building a land-based Stronghold in order to attract men-at-arms to his or her banner. It is very rare for a Corsair to be granted a noble title or land grant by a liege lord, though they may occasionally be granted certain proprietary sea trading rights or perhaps the right to establish a trading base or colony on an island or a foreign coastline. Two-weapon Use: A Corsair who is wearing studded leather or lighter armor can attack with a weapon in each hand at no penalty, as long as both weapons are chosen from their 'preferred weapon list' (see Weapons & Armor). All normal rules for attacks with two weapons apply, but the Corsair suffers no penalties to attack rolls or initiative. A Corsair still suffers a -1 penalty to hit with each hand if he or she performs different actions with each weapon (e.g., an attack with one weapon and a Block with the other). A Corsair using a weapon not on their preferred list suffers all normal penalties for two-weapon use (e.g., a Corsair could use two cutlasses without penalty, or a trident and net, but using a broad sword or mace as one of their weapons would impose normal penalties for two-weapon use). Special Hindrances: Corsairs are limited in many ways by their attachment to the sea. Many of their special abilities are of little or no value if the Corsair is not near, on, or in the sea or other body of water. In addition, because they train so extensively for operations in water they tend to shun heavy armor because of the danger of drowning that it poses. A Corsair cannot begin play with armor heavier than studded leather, and a Corsair suffers double the normal Dexterity check or encumbrance penalty for wearing heavy armor; thus, armor counts as double its actual weight when figuring encumbrance. In addition, a Corsair wearing armor heavier than studded leather cannot use their Sea Legs or Two-weapon Use special abilities. Corsairs also focus their attention and training with regard to weapon use upon their familiar maritime weapons and thus cannot specialize in any weapon that is not on their 'preferred list.' Likewise, they focus on their two-weapon fighting style to the exclusion of others, and thus they cannot gain Style Specialization as other Fighters can. Corsairs tend to begin play having already spent much of their initial funds on passage to the campaign area, and thus they start with only 3d4 x 10 g.p. In addition to these restrictions, land-dwelling NPCs regard all sailors as rather unsavory characters, and a Corsair will suffer a -2 reaction penalty when dealing with such NPCs (save for merchants, as noted under Sea Trade), who can easily spot the Corsair as a man of the sea unless he or she is magically disguised. Corsairs also have a very strong emotional attachment to the sea, and if a Corsair must remain away from large bodies of water for more days than he or she has points of Wisdom, he or she will suffer a -2 penalty to morale (if an NPC), saves vs. mind-affecting attacks, and ability checks and will suffer -1 on rolls to hit in combat. Bonus Proficiencies: Seamanship, Swimming Preferred Proficiencies: Artillerist (naval), Boat Building, Boating, Carpentry, Cartography, Direction Sense, Distance Sense, Drinking, Endurance, Engineer-Shipwright, Excellent Vision, Fishing, Gaming, Haggling, Jumping, Mercantilism, Navigation, Riding (Sea-based), Rope Use, Seamstress/Tailor, Signaling, Survival (ocean surface), Tattooing, Tightrope Walking, Tumbling, Weather Sense Forbidden Proficiencies: any General Rural, Subterranean, or Wilderness proficiencies