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Corsair

While it doesn’t take much more than a ship and a crew to become a pirate, corsairs are a finer breed of freebooter. A corsair’s debonair charm and style make her a paradoxical celebrity even among the nations whose ships she plunders.

The corsair is an archetype of the fencer class.

Limit Break (Su)

At 1st level, the corsair receives the Limit Break (Swaying Dance).

Swaying Dance (Su): This Limit Break allows the corsair to enter a deadly dance of confusing movement. For the duration of 1 round + 1 round per four fencer levels after 1st, the corsair receives a +1 competence bonus to Attack rolls, a +2 competence bonus to Bluff skill checks to feint in combat and a +1 dodge bonus to Armor Class per four fencer levels after 1st. This limit break requires only a swift action.

This ability replaces the Limit Break (Nighthawk).

Swagger (Ex)

At 1st level, a corsair’s confident swagger unnerves her foes and inspires her crew. She gains a +1 bonus on Intimidate checks, and the DC of Intimidate checks made against her increases by 1. She and her allies gain a +1 morale bonus on Profession (sailor) checks. These bonuses and her Intimidate DC increase by 1 for every four levels beyond 1st.

At 5th level, a corsair’s swagger gives her an additional benefit when she uses charmed life. If she succeeds at a saving throw against an opponent’s attack or ability while using charmed life on that save, she can attempt an Intimidate check to demoralize that opponent without using an action.

This ability replaces duelist stance

Improved Feint (Ex)

Starting at 2nd level, the corsair gains Improved Feint as a bonus feat, even if she does not have the normal prerequisites for that feat. She can make a Bluff check to feint in combat as a move action.

This ability replaces deflect arrows.

Sneak Attack (Ex)

At 3rd level, the corsair gains the ability to deal an extra 1d6 points of damage when she catches her foe off guard. This is exactly like the thief ability of the same name. The extra damage dealt increases by 1d6 for every four levels thereafter. If she gets a sneak attack bonus from another source (such as thief levels), the bonuses on damage stack.

This ability replaces elaborate parry.

Deeds

A corsair gains the following deeds.

Eyes of the Storm (Ex): At 3rd level, whenever she has at least 1 panache point, a corsair can see three times as far as normal in non-magical fog. In magical fog, she can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter.

This deed replaces fencer initiative.

Plunder (Ex): A corsair knows she doesn’t always need to win the fight—she just needs to get what she came for. At 7th level, as a full-round action she can make a single attack with a light or one-handed piercing melee weapon against a foe that is either shaken or denied its Dexterity bonus to AC. If the attack hits, the corsair also pilfers a small, loose item from her target as if she had succeeded at a Sleight of Hand or steal combat maneuver check. She doesn’t need to attempt a Sleight of Hand check, but if she does so and surpasses the target’s opposed Perception check, the target is unaware that the item is stolen.

This deed replaces targeted strike.

Corsair’s Feint (Ex)

As a corsair, she is a master of dirty fighting and trickery. She can make a feint as a free action rather than as a move action. But once she has surprised her enemies with such a feint, it takes time before she is able to fool them again. At 14th level, the corsair must wait 2d4 rounds before using corsair’s feint again. Waiting requires no specific actions on her part; she can fight normally during this time. Beginning at 20th level, her reflexes improve and the time between corsair’s feints drops to only 1d4 rounds.

This ability replaces science of the blade.