Scarlet Corsair

== Scarlet Corsair ==
(Stormwrack variant, p. 65)
The scarlet corsair relies on the reputation of her quick blade and terrible fighting skills to drive her prey before her.
==== Requirements ====
Base Attack Bonus: +5
Alignment: Any nonlawful
Skills: Bluff 8 ranks , Intimidate 8 ranks , Profession (sailor) 4 ranks
Special: Sneak attack +1d6.
Special: Must have established a reputation as a fearsome pirate.
==== Hit die ====
d8
==== Skill points ====
4 + Int
==== Class Features ====
Improved Feint: Upon joining this prestige class you gain Improved Feint as a bonus feat, even if you do not have the normal prerequisites for that feat. You can feint in combat as a move action to render your foes flat-footed and thus make sneak attacks against them.
Sneak Attack: At 2nd level, you gain the ability to deal an extra 1d6 points of damage when you catch your foe off guard. This is exactly like the rogue ability of the same name (see Player's Handbook page 50). The extra damage dealt increases to 2d6 at 6th level and to 3d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
Corsair's Feint (Ex): As a scarlet corsair, you are a master of dirty fighting and trickery. You can make a feint as a free action rather than as a move action (see the Improved Feint feat, page 95 of the Player's Handbook). But once you've surprised your enemies with such a feint, it takes time before you're able to fool them again. At 3rd level, you must wait 2d4 rounds before using corsair's feint again. Waiting requires no specific actions on your part; you can fight normally during this time. Beginning at 7th level your reflexes improve and the time between corsair's feints drops to only 1d4 rounds.
Sailor's Step (Ex): At 4th level, you have learned to use the chaos of a ship at sea to your benefit, taking advantage of the swaying ship and swinging rigging to remain out of reach of your opponents. While aboard a ship and wearing nothing more than light armor you gain a +2 dodge bonus to your Armor Class. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. At 8th level, the dodge bonus from the sailor's step class feature increases to +4.
Scourge of the Seas (Ex): Starting at 5th level, you can instill fear into your enemies. When you use Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear you, and the effect lasts for a number of rounds equal to your Charisma modifier (minimum 1 round). This is a mind-affecting ability, and multiple uses of this ability don't stack.
Frightening Lunge (Ex): Your ability to run your enemies through is unnerving to those who cross swords with you. Beginning at 9th level, on a successful sneak attack, you can sacrifice 2d6 points of damage to render your foe shaken. A shaken character takes a —2 penalty to all attack rolls, saves, skill checks, and ability checks.
=== Advancement ===
Level	BAB 	Fort	Ref	Will	Special
1st 	Improved Feint 	 	 	 	
2nd 	Sneak attack +1d6 	 	 	 	
3rd 	Corsair's feint (once per 2d4 rounds	 	 	 	
4th 	Sailor's step +2 	 	 	 	
5th 	Scourge of the seas 	 	 	 	
6th 	Sneak attack +2d6 	 	 	 	
7th 	Corsair's feint (once per 1d4 rounds	 	 	 	
8th 	Sailor's step +4 	 	 	 	
9th 	Frightening lunge 	 	 	 	
10th 	Sneak attack +3d6