Corsair
Native to Yusuf, Corsairs are male and female warriors born to the sea, unencumbered by bulky armor, accustomed to swift moves and running battles over open water. She is the daring merchant-princess, he the cunning rogue; together they are bold explorers. While the early Sufic peoples were born to the desert, they soon became practiced in the ways of the sea, and dominated trade (and piracy) in the waters surrounding their lands.
Role
Corsairs successfully bring to the sea lanes the same virtues that have worked so well for their desertborn cousins - bravery, honesty among allies, leadership by example, and advancement by merit. However, corsairs are not tethered to land-based organizations or leaders; they are the master of their own universe when at the helm of a ship. Corsairs exist on the borders of society. They are continual travelers between the great southern seaports, with no single place to call their home. Many are explorers, seeking out new lands and adventures. Others are pirates and freebooters, looking to loot as much as possible from their prey. Upon “retiring,” corsairs often become simple sea merchants, following common routes and carrying traditional cargoes. Yet even in the hearts of these old sea dogs a fire burns - a passion that may lead them to accept one “last” great adventure.
Distinctive Appearance
None
Special Benefits
A corsair can attack with two weapons without penalty - a benefit similar to that of the ranger class. All other restrictions for two-weapon attacks apply, but the corsair suffers no penalty to attack rolls.
The corsair may also take rogue proficiencies without spending an extra slot.
Special Hindrances
Armor Class restrictions are noted above under “Equipment.” In addition, corsairs are considered marginal members of society, and as such they suffer a 2-point penalty to initial reactions.
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