Prestige Class: Corsair

Dingleberry

First Post
In the 3.0 campaign I'm running, we have a problem: one of PCs (Ftr7/Rog4) is woefully underpowered compared to the other two PCs (Sor10/Rog2 and Clr11) and the regular NPC (Drd11). This resulted from a variety of factors I won't bore you with, but suffice it to say, the player is frustrated. We all love these characters and want to continue the campaign, so I pitched two things: first, I'll run the player through a minor solo side-campaign so he can get a level or two leg up; and second, I'll create a prestige class which would improve the efficacy of the character's sub-optimal fighting style - namely, a whip-rapier combination.

The character has a pirate background and the solo campaign will take him out to sea, so I came up with the following prestige class, which is essentially cobbled together from others, with a few little twists. I appreciate any feedback y'all can offer.

CORSAIR

The corsair specializes in a unique combat method constructed around wielding a melee and a short-range distance weapon at the same time. The style is named for its creators: privateers who, rather than sampling the vices of their multi-cultured ports of call, devoured the available fighting styles. They also studied the techniques of their most fearsome enemies. The corsairs then combined the methods which most effectively suited their shifting shipboard battlefield: the formal blade training of noble duelists, the whipping ways of the legendary lashers, the flashing ferocity of halfling knifers, the swashbuckling styles of pirate captains, etc. Corsair training goes beyond simple mastery of two weapons, but rather relies on their interplay: attack and defense, speed and strength, focus and distraction. This advanced fighting style became the hallmark of the corsair. Over the years, the corsairs have spread across the seas as protectors, privateers, and pirates, refining their combat method and passing it along to a select few with sufficient raw ability and determination.
Corsairs are most often fighters or rangers, but are also frequently rogues, bards or monks. Spellcasters are least likely to be drawn to the intense combat study of the corsair. While the developers of the method were almost exclusively human, elves are also likely to become corsairs, and the techniques can be quite effective for the smaller halflings and gnomes. Dwarven and half-orc corsairs are very rare.
Hit Die: d10.

Requirements
To qualify to become a corsair, a character must fulfill the following criteria,
- Base Attack Bonus: +9.
- Skills: Bluff 3 ranks, Sense Motive 3 ranks.
- Feats: Ambidexterity, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus (any one-handed melee weapon), Weapon Focus (any one-handed ranged weapon).

Class Skills
The corsair’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Jump (Str), Sense Motive (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level: 2 + Int modifier.

The Corsair
Level BAB Fort/Ref/Will Special
1st +1 +2/+0/+0 Favored Weapons, Favored Weapon Fighting
2nd +2 +3/+0/+0 Improved Favored Weapon Fighting
3rd +3 +3/+1/+1 Melee Parry
4th +4 +4/+1/+1 Ranged Distraction
5th +5 +4/+1/+1 Favored Weapon Focus +2
6th +6 +5/+2/+2 Greater Favored Weapon Fighting
7th +7 +5/+2/+2 Melee Riposte
8th +8 +6/+2/+2 Ranged Opportunist
9th +9 +6/+3/+3 Favored Weapon Focus +3
10th +10 +7/+3/+3 Supreme Focused Weapon Fighting


Class Features
All of the following are class features of the corsair prestige class.

Weapon and Armor Proficiency: Corsairs are proficient with all simple and martial weapons, and light and medium armor, but not shields.

Favored Weapons: At 1st level, the corsair must select one melee weapon with which he has the Weapon Focus feat (his “favored melee weapon”) and a ranged weapon with which he has the Weapon Focus feat (his “favored ranged weapon”) to be his favored weapons. The corsair gains the ability to draw either of his favored weapons as a free action instead of as a move-equivalent action as if he had the Quickdraw feat.

Favored Weapon Fighting: If the corsair wields both of his favored weapons, he may apply the benefits of any of the Two-Weapon Fighting feats to the favored ranged weapon as if it were a melee weapon, and the corsair’s attacks with the favored ranged weapon do not provoke attacks of opportunity from opponents whom the corsair also threatens with his favored melee weapon.
In addition, when wielding both of his favored weapons, the corsair gains the benefits of the Expertise feat.

Improved Favored Weapon Fighting: Beginning at 2nd level, a corsair can fight with his favored weapons as if he has the Improved Two-Weapon Fighting Feat.

Melee Parry: Beginning at 3rd level, the corsair may forego his melee attacks to further improve his defense. When fighting with both of his favored weapons and using the full attack action, a corsair may forego all of his melee attacks (whether with his primary hand or his off-hand) for the round in exchange for a +1 dodge bonus to his AC for each foregone melee attack (e.g., if he can make 2 melee attacks, the dodge bonus is +2). If the corsair also wears a buckler on the arm wielding the favored melee weapon, its AC stacks.

Ranged Distraction: Beginning at 4th level, the corsair may distract his opponents with ranged attacks to better expose his opponents to melee attacks. When fighting with both of his favored weapons and using the full attack action, a corsair may forego all of the ranged attacks he can actually make (whether with his primary hand or his off-hand) for the round in exchange for a +1 unnamed bonus to his melee attacks against each opponent designated with a foregone ranged attack (e.g., if he can make 2 ranged attacks, he can designate a single opponent and gain a +2 attack bonus, or designate two different opponents and gain a +1 attack bonus against each). The corsair actually uses his ranged attacks to gain the benefit, so he must actually be capable of making the ranged attack for the bonus to apply, e.g., if the corsair’s favored ranged weapon is a hand crossbow and it holds only one bolt, he can actually make only one ranged attack, so he can gain only a +1 attack bonus.

Favored Weapon Focus: At 5th level, the corsair’s Weapon Focus bonus with his favored weapons increases to +2. At 9th level, this bonus increases to +3.

Greater Favored Weapon Fighting: Beginning at 6th level, a corsair can fight with his favored weapons as if he has the Greater Two-Weapon Fighting Feat.

Melee Riposte: Beginning at 7th level, a corsair using his Melee Parry ability may make an attack of opportunity with his favored melee weapon against an opponent who makes a melee attack or melee touch attack against the corsair and misses. Even a corsair with the Combat Reflexes feat cannot use this ability more than once per round. This ability does not grant the corsair more attacks of opportunity than he is normally allowed in a round.

Ranged Opportunist: Beginning at 8th level, a corsair may, once per round, make an attack of opportunity with his favored ranged weapon against an opponent who has just been struck for damage in melee by another character within 30 feet of the corsair. This attack counts as the corsair’s attacks of opportunity for the round. Even a corsair with the Combat Reflexes feat cannot use this ability more than once per round. This ability does not grant the corsair more attacks of opportunity than he is normally allowed in a round.

Supreme Focused Weapon Fighting: Beginning at 10th level, a corsair gains an additional attack with his off-hand weapon when he fights with his favored weapons. In addition to the three attacks he already has each round with off-hand favored weapon (for his Improved Favored Weapon Fighting and Greater Favored Weapon Fighting) at penalties of 0, -5, and -10, respectively, he is also entitled to a fourth attack with his off-hand favored weapon at a -15 penalty.
 

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After having read it over a couple of times I'm left with little to say. The PrC is overpowered and unbalanced. Especially the first few levels are very good from a munchkins view-point.

One question though: why no shield proficiency? Have you ever heard of vikings? Those guys liked to use this large round shield.

The requirements are rather high, IMO.

Anyway, if you feel that a PC needs this sort of a PrC to keep up with the rest of the group then fine. But how would you feel like having a ship full of these guys sailing into your local harbor?
 

Telperion said:
After having read it over a couple of times I'm left with little to say. The PrC is overpowered and unbalanced. Especially the first few levels are very good from a munchkins view-point.

Could you be more specific? Given the odd weapon combination requirement, it doesn't look that out of whack to me when compared to straight fighter levels, for which the bonus feats apply to all weapons rather than the underpowered combination. One successful disarm or running out of ammunition and very few of the abilities are usable anymore.

Telperion said:
One question though: why no shield proficiency? Have you ever heard of vikings? Those guys liked to use this large round shield.

Despite the name, this isn't for vikings. I figured a class devoted to fighting with two weapons didn't need a shield.

Telperion said:
The requirements are rather high, IMO.

Agreed, but I think they're necessary (plus they match what the character already has). The BAB requirement is so they don't get access to Improved TWF ridiculously early, and the other shows devotion to each weapon individually, as well as the TWF style.

Telperion said:
Anyway, if you feel that a PC needs this sort of a PrC to keep up with the rest of the group then fine. But how would you feel like having a ship full of these guys sailing into your local harbor?

Admittedly, that's behind most of this - but I don't want to make him BETTER than the rest of the party, which is why I'd love more detailed feedback as to why it's unbalanced.
 

This may sound dumb and unwarrented.. along with possibly impossible ;) but why not just let the guy trade in his levels of fighter for the 3.5 ranger? I know it'd be a big change, any might mess with history a bit.. but I think in the end it would be easier, and more balanced, to do it that way. It should fix most of the problems that he's been having (depending on what the rogue levels were used for it may be possible to turn half or so of those in as well).

If that is completely impossible just say so and I'll give the prc a closer look ;)
 
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Scion said:
This may sound dumb and unwarrented.. along with possibly impossible ;) but why not just let the guy trade in his levels of fighter for the 3.5 ranger? I know it'd be a big change, any might mess with history a bit.. but I think in the end it would be easier, and more balanced, to do it that way. It should fix most of the problems that he's been having (depending on what the rogue levels were used for it may be possible to turn half or so of those in as well).

If that is completely impossible just say so and I'll give the prc a closer look ;)

Certainly not a dumb or unwarranted suggestion, but essentially impossible given the campaign and players - especially the player with this character. If the only option making significant retroactive changes, he'd prefer to just scrap the character entirely, which none of us (including this player) really want to do, as it also would likely mean scrapping the entire campaign.
 

It just seemed like a natural extension, considering the prereqs and the abilities gained in the prc ;)

So while weilding both of his 'favored weapons' he can make ranged attack, useing twf rules, and not provoke AOO's? this seems fairly unweildy, and possibly a bit too powerful.. it would also require a very special bow to not break with such useage.. How does one attack with a weapon in one hand and draw the bowstring to make ranged attacks?

unless there has been some sort of errata you cant use a buckler at the same time as a weapon in the same hand. So in order to gain the bonus from the buckler the character would have to give up a full hand worth of attacks anyway, along with getting a -1 to all attacks whenever useing the weapon in that hand instead.

would just like those clarifcations for now ;) holding a melee weapon, a bow, and a buckler and being able to use all three at once might be a bit much! even for a prc specialized in doing so.
 

Scion said:
It just seemed like a natural extension, considering the prereqs and the abilities gained in the prc ;)

Makes perfect sense - but the horse is already miles from the barn.

Scion said:
So while weilding both of his 'favored weapons' he can make ranged attack, useing twf rules, and not provoke AOO's? this seems fairly unweildy, and possibly a bit too powerful..

This is partly just to accommodate an early misunderstanding we had about 3.0 TWF. Nobody noticed until the poor guy was 3rd or 4th level (myself included) that TWF doesn't apply to ranged weapons. I already created a feat for this character (which he took around that time) which permits the whip to be used in this way (IIRC, the no AoOs thing is in both the Lasher and OotBI classes from S&F). I added it to the PrC to capture the same thing, though it doesn't help him (I didn't want it to be ENTIRELY customized for him :) ).

Scion said:
it would also require a very special bow to not break with such useage.. How does one attack with a weapon in one hand and draw the bowstring to make ranged attacks?

A bow simply doesn't work with this class - it must be a one-handed ranged weapon: whip (obviously), thrown daggers or axes, shuriken, crossbow (though without a repeating xbow or some auto-reloading enchantment, it's a bad idea), javelins, etc. This limitation (and all those that go with it, e.g., ammunition and/or carrying capacity) is one of the key things I'm relying on to keep the PrC balanced.

Scion said:
unless there has been some sort of errata you cant use a buckler at the same time as a weapon in the same hand. So in order to gain the bonus from the buckler the character would have to give up a full hand worth of attacks anyway, along with getting a -1 to all attacks whenever useing the weapon in that hand instead.

Normally, yes, but the ability is an exception to the rule. The same thing is in the Off-Hand Parry feat in S&F and MotW.

Scion said:
would just like those clarifcations for now ;) holding a melee weapon, a bow, and a buckler and being able to use all three at once might be a bit much! even for a prc specialized in doing so.

That would be a neat trick. :)
 

Sounds like you want one handed reach weapons and one handed thrown weapons more or less ;) except then you would also have to say one handed crossbows.. hmm.. wonder if there is an easy way to say that..

Looks mainly like a prc to gain a few extra attacks, and use a 'ranged weapon' at the same time.. Basically with a whip I suppose.. as you could normally do this anyway with a sword/(axe, dagger, etc) combo..

so you have a guy who wants to be able to use a melee weapon and a whip, gain extra attacks, and be able to use a shield.. It doesnt sound all that bad ;) It will be more powerful than a normal fighter is level by level.. but then I am a very firm believer that the fighter is very underpowered anyway..lol

hope it works out for you! once the character gets up a bit in levels post how it is working out?
 


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