AD&D 2nd Edition Class - Corsair

AD&D 2nd Edition Class - Corsair 1

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Hello everybody! It's me again, uploading yet another one of my Final Fantasy-based classes - this time in celebration of my first upload hitting 7777! That's right, it's a lucky number.. so, we're getting a luck-based class!

The Corsair is based upon the Final Fantasy XI job of the same name, coming with virtually the same skills and ability - with some adjustments for gameplay balance. This includes cooldown periods for the abilities, as well as other limitations - such as the ability to 'Bust' on the buff rolls inflicting a lasting debuff on the corsair for pushing their luck.

This class needs a few extra dice or a partial deck of cards, for some abilities.
  • If using dice only, use a d10 to determine suit of the card first. 2-3 are Clubs, 4-5 are Spades, 6-7 are Diamonds, 8-9 are Hearts, and 1 & 0 are Wilds. On rolls of 2-9 on the d10, roll a d6 to determine the card values 1-6.
  • If using a partial deck of cards, only use the following cards: 1-6 of each four suits, the four Kings, and the two Jokers. The Kings and Jokers make up the Wild cards of a Corsair's deck.
Speaking of the Roll abilities, these are area buffs that are indeed luck based - roll a die, get a buff with its potency based on the roll made. To increase its strength, effectively use the same one again when you are able to (based on melee attacks per round, as noted in the document). As such, one with enough attacks per round (while using a weapon that the corsair is best with) could potentially Roll and attack in the same around. There are other restrictions, and they are noted in the ability descriptions. A sub-ability of this is the 'Fold' ability, given at a later level, which can remove one Bust effect from the Corsair.

The Corsair was also given their Quick Draw ability, with similar limits in that it would consume ammunition as well as an enchanted card. This is one of the two abilities that uses the 'deck of cards', whether using additional dice or the partial deck. This inflicts elemental damage to enemies as well as potential debuffs. :3

The final significant ability given is their Random Deal, which may give a small boost to all allies within range. This ability, however, relies upon on the suit of the card, rather than the value. Each effect has a limit of how often the Corsair can call upon its power, however.

And, of course, given their thieving nature, the Corsair was given the ability to Pick Pockets - with the success rate dependent on their current level.

Update 9/23/16
- No longer gains Warrior-type CON bonus
- Decreased various Phantom Roll level requirements to 2-10, down from 2-15
- Adjusted Monk's Roll effect; now affects standard & combat movement differently, with standard slightly increased and combat slightly decreased from base
- Decreased Psionicist's Roll values
- Increased Cleric's Roll values slightly
- Random Deal's Daggers effect now gives temporary hit points based on Corsair level, along with fatigue reduction


Hello everybody! It's me again, uploading yet another one of my Final Fantasy-based classes - this time in celebration of my first upload hitting 7777! That's right, it's a lucky number.. so, we're getting a luck-based class!

The Corsair is based upon the Final Fantasy XI job of the same name, coming with virtually the same skills and ability - with some adjustments for gameplay balance. This includes cooldown periods for the abilities, as well as other limitations - such as the ability to 'Bust' on the buff rolls inflicting a lasting debuff on the corsair for pushing their luck.

This class needs a few extra dice or a partial deck of cards, for some abilities.
  • If using dice only, use a d10 to determine suit of the card first. 2-3 are Clubs, 4-5 are Spades, 6-7 are Diamonds, 8-9 are Hearts, and 1 & 0 are Wilds. On rolls of 2-9 on the d10, roll a d6 to determine the card values 1-6.
  • If using a partial deck of cards, only use the following cards: 1-6 of each four suits, the four Kings, and the two Jokers. The Kings and Jokers make up the Wild cards of a Corsair's deck.
Speaking of the Roll abilities, these are area buffs that are indeed luck based - roll a die, get a buff with its potency based on the roll made. To increase its strength, effectively use the same one again when you are able to (based on melee attacks per round, as noted in the document). As such, one with enough attacks per round (while using a weapon that the corsair is best with) could potentially Roll and attack in the same around. There are other restrictions, and they are noted in the ability descriptions. A sub-ability of this is the 'Fold' ability, given at a later level, which can remove one Bust effect from the Corsair.

The Corsair was also given their Quick Draw ability, with similar limits in that it would consume ammunition as well as an enchanted card. This is one of the two abilities that uses the 'deck of cards', whether using additional dice or the partial deck. This inflicts elemental damage to enemies as well as potential debuffs. :3

The final significant ability given is their Random Deal, which may give a small boost to all allies within range. This ability, however, relies upon on the suit of the card, rather than the value. Each effect has a limit of how often the Corsair can call upon its power, however.

And, of course, given their thieving nature, the Corsair was given the ability to Pick Pockets - with the success rate dependent on their current level.

Update 9/23/16
- No longer gains Warrior-type CON bonus
- Decreased various Phantom Roll level requirements to 2-10, down from 2-15
- Adjusted Monk's Roll effect; now affects standard & combat movement differently, with standard slightly increased and combat slightly decreased from base
- Decreased Psionicist's Roll values
- Increased Cleric's Roll values slightly
- Random Deal's Daggers effect now gives temporary hit points based on Corsair level, along with fatigue reduction


Hello everybody! It's me again, uploading yet another one of my Final Fantasy-based classes - this time in celebration of my first upload hitting 7777! That's right, it's a lucky number.. so, we're getting a luck-based class!

The Corsair is based upon the Final Fantasy XI job of the same name, coming with virtually the same skills and ability - with some adjustments for gameplay balance. This includes cooldown periods for the abilities, as well as other limitations - such as the ability to 'Bust' on the buff rolls inflicting a lasting debuff on the corsair for pushing their luck.

This class needs a few extra dice or a partial deck of cards, for some abilities.
  • If using dice only, use a d10 to determine suit of the card first. 2-3 are Clubs, 4-5 are Spades, 6-7 are Diamonds, 8-9 are Hearts, and 1 & 0 are Wilds. On rolls of 2-9 on the d10, roll a d6 to determine the card values 1-6.
  • If using a partial deck of cards, only use the following cards: 1-6 of each four suits, the four Kings, and the two Jokers. The Kings and Jokers make up the Wild cards of a Corsair's deck.
Speaking of the Roll abilities, these are area buffs that are indeed luck based - roll a die, get a buff with its potency based on the roll made. To increase its strength, effectively use the same one again when you are able to (based on melee attacks per round, as noted in the document). As such, one with enough attacks per round (while using a weapon that the corsair is best with) could potentially Roll and attack in the same around. There are other restrictions, and they are noted in the ability descriptions. A sub-ability of this is the 'Fold' ability, given at a later level, which can remove one Bust effect from the Corsair.

The Corsair was also given their Quick Draw ability, with similar limits in that it would consume ammunition as well as an enchanted card. This is one of the two abilities that uses the 'deck of cards', whether using additional dice or the partial deck. This inflicts elemental damage to enemies as well as potential debuffs. :3

The final significant ability given is their Random Deal, which may give a small boost to all allies within range. This ability, however, relies upon on the suit of the card, rather than the value. Each effect has a limit of how often the Corsair can call upon its power, however.

And, of course, given their thieving nature, the Corsair was given the ability to Pick Pockets - with the success rate dependent on their current level.

Update 9/23/16
- No longer gains Warrior-type CON bonus
- Decreased various Phantom Roll level requirements to 2-10, down from 2-15
- Adjusted Monk's Roll effect; now affects standard & combat movement differently, with standard slightly increased and combat slightly decreased from base
- Decreased Psionicist's Roll values
- Increased Cleric's Roll values slightly
- Random Deal's Daggers effect now gives temporary hit points based on Corsair level, along with fatigue reduction


Hello everybody! It's me again, uploading yet another one of my Final Fantasy-based classes - this time in celebration of my first upload hitting 7777! That's right, it's a lucky number.. so, we're getting a luck-based class!

The Corsair is based upon the Final Fantasy XI job of the same name, coming with virtually the same skills and ability - with some adjustments for gameplay balance. This includes cooldown periods for the abilities, as well as other limitations - such as the ability to 'Bust' on the buff rolls inflicting a lasting debuff on the corsair for pushing their luck.

This class needs a few extra dice or a partial deck of cards, for some abilities.
  • If using dice only, use a d10 to determine suit of the card first. 2-3 are Clubs, 4-5 are Spades, 6-7 are Diamonds, 8-9 are Hearts, and 1 & 0 are Wilds. On rolls of 2-9 on the d10, roll a d6 to determine the card values 1-6.
  • If using a partial deck of cards, only use the following cards: 1-6 of each four suits, the four Kings, and the two Jokers. The Kings and Jokers make up the Wild cards of a Corsair's deck.
Speaking of the Roll abilities, these are area buffs that are indeed luck based - roll a die, get a buff with its potency based on the roll made. To increase its strength, effectively use the same one again when you are able to (based on melee attacks per round, as noted in the document). As such, one with enough attacks per round (while using a weapon that the corsair is best with) could potentially Roll and attack in the same around. There are other restrictions, and they are noted in the ability descriptions. A sub-ability of this is the 'Fold' ability, given at a later level, which can remove one Bust effect from the Corsair.

The Corsair was also given their Quick Draw ability, with similar limits in that it would consume ammunition as well as an enchanted card. This is one of the two abilities that uses the 'deck of cards', whether using additional dice or the partial deck. This inflicts elemental damage to enemies as well as potential debuffs. :3

The final significant ability given is their Random Deal, which may give a small boost to all allies within range. This ability, however, relies upon on the suit of the card, rather than the value. Each effect has a limit of how often the Corsair can call upon its power, however.

And, of course, given their thieving nature, the Corsair was given the ability to Pick Pockets - with the success rate dependent on their current level.

Update 9/23/16
- No longer gains Warrior-type CON bonus
- Decreased various Phantom Roll level requirements to 2-10, down from 2-15
- Adjusted Monk's Roll effect; now affects standard & combat movement differently, with standard slightly increased and combat slightly decreased from base
- Decreased Psionicist's Roll values
- Increased Cleric's Roll values slightly
- Random Deal's Daggers effect now gives temporary hit points based on Corsair level, along with fatigue reduction


Hello everybody! It's me again, uploading yet another one of my Final Fantasy-based classes - this time in celebration of my first upload hitting 7777! That's right, it's a lucky number.. so, we're getting a luck-based class!

The Corsair is based upon the Final Fantasy XI job of the same name, coming with virtually the same skills and ability - with some adjustments for gameplay balance. This includes cooldown periods for the abilities, as well as other limitations - such as the ability to 'Bust' on the buff rolls inflicting a lasting debuff on the corsair for pushing their luck.

This class needs a few extra dice or a partial deck of cards, for some abilities.
  • If using dice only, use a d10 to determine suit of the card first. 2-3 are Clubs, 4-5 are Spades, 6-7 are Diamonds, 8-9 are Hearts, and 1 & 0 are Wilds. On rolls of 2-9 on the d10, roll a d6 to determine the card values 1-6.
  • If using a partial deck of cards, only use the following cards: 1-6 of each four suits, the four Kings, and the two Jokers. The Kings and Jokers make up the Wild cards of a Corsair's deck.
Speaking of the Roll abilities, these are area buffs that are indeed luck based - roll a die, get a buff with its potency based on the roll made. To increase its strength, effectively use the same one again when you are able to (based on melee attacks per round, as noted in the document). As such, one with enough attacks per round (while using a weapon that the corsair is best with) could potentially Roll and attack in the same around. There are other restrictions, and they are noted in the ability descriptions. A sub-ability of this is the 'Fold' ability, given at a later level, which can remove one Bust effect from the Corsair.

The Corsair was also given their Quick Draw ability, with similar limits in that it would consume ammunition as well as an enchanted card. This is one of the two abilities that uses the 'deck of cards', whether using additional dice or the partial deck. This inflicts elemental damage to enemies as well as potential debuffs. :3

The final significant ability given is their Random Deal, which may give a small boost to all allies within range. This ability, however, relies upon on the suit of the card, rather than the value. Each effect has a limit of how often the Corsair can call upon its power, however.

And, of course, given their thieving nature, the Corsair was given the ability to Pick Pockets - with the success rate dependent on their current level.

Update 9/23/16
- No longer gains Warrior-type CON bonus
- Decreased various Phantom Roll level requirements to 2-10, down from 2-15
- Adjusted Monk's Roll effect; now affects standard & combat movement differently, with standard slightly increased and combat slightly decreased from base
- Decreased Psionicist's Roll values
- Increased Cleric's Roll values slightly
- Random Deal's Daggers effect now gives temporary hit points based on Corsair level, along with fatigue reduction
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