Corsair

Corsair is one of the hybrid classes available.

## Abilities

### Panache

More than just a lightly armored warrior, a Corsair is a daring combatant. She fights with panache: a fluctuating measure of a Corsair’s ability to perform amazing actions in combat. At the start of each day, a Corsair gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A Corsair spends panache to accomplish deeds (see below), and regains panache in the following ways.
*Critical Hit with an One-Handed Piercing Melee Weapon*: Each time the Corsair confirms a critical hit with an one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the Corsair’s character level doesn’t restore panache.

*Killing Blow with an One-Handed Piercing Melee Weapon*: When the Corsair reduces a creature to 0 or fewer hit points with an one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Corsair’s character level to 0 or fewer hit points doesn’t restore any panache.

### Deeds

Using Panache, you can activate some of the following Corsair Deeds:

**Derring-Do (Ex):** At 1st level, a Corsair can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

**Dodger (Ex):** At 1st level, when an opponent attempts a melee attack against the Corsair, the Corsair can as an immediate action spend 1 panache point to move 5 feet; doing so grants the Corsair a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the Corsair had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The Corsair can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

**Parry and Riposte (Ex):** At 1st level, when an opponent makes a melee attack against the Corsair, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The Corsair makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the Corsair, the Corsair takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The Corsair must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the Corsair can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

**Kip-Up (Ex):** At 3rd level, while the Corsair has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

**Menacing Swordplay (Ex)**: At 3rd level, while she has at least 1 panache point, when a Corsair hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

**Initiator (Ex):** At 3rd level, while the Corsair has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

**Grace (Ex):** At 7th level, while the Corsair has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy’s space.

**Superior** **Feint (Ex):** At 7th level, a Corsair with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the Corsair’s next turn.

**Targeting (Ex):** At 7th level, as a full-round action the Corsair can spend 1 panache point to make an attack with a single one-handed piercing melee weapon that cripples part of a foe’s body. The Corsair chooses a part of the body to target. If the attack succeeds, in addition to the attack’s normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn’t have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

* *Arms*: The target takes no damage from the attack, but it drops one carried item of the Corsair’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
* *Head*: The target is confused for 1 round. This is a mind-affecting effect.
* *Legs*: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
* *Torso or Wings*: The target is staggered for 1 round.

**Bleeding Wound (Ex):** At 11th level, when the Corsair hits a living creature with an one-handed piercing melee weapon attack, as a free action she can spend 1 panache point to have that attack deal additional bleed damage. The amount of bleed damage dealt is equal to the Corsair’s Dexterity modifier (minimum 1). Alternatively, the Corsair can spend 2 panache points to deal 1 point of Strength, Dexterity, or Constitution bleed damage instead (Corsair’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

**Evasive (Ex):** At 11th level, while a Corsair has at least 1 panache point, she gains the benefits of the Evasion, Always Ready, and Counter-Flank rogue class features. She uses her Corsair level as her rogue level for Counter-Flank.

**Expert Grip (Ex):** At 11th level, while a Corsair has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against an one-handed piercing melee weapon she is wielding.

**Dizzying Defense (Ex):** At 15th level, while wielding an one-handed piercing melee weapon in one hand, the Corsair can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

**Perfect Thrust (Ex):** At 15th level, while the Corsair has at least 1 panache point, she can as a full-round action make a perfect thrust, pooling all of her attack potential into a single melee attack made with an one-handed piercing melee weapon. When she does, she makes the attack against the target’s touch AC, and ignores all damage reduction.

**Edge (Ex):** At 15th level, while the Corsair has at least 1 panache point, she can take 10 on any Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, even while distracted or in immediate danger. She can use this ability in conjunction with the derring-do deed.

**Cheat Death (Ex):** At 19th level, whenever the Corsair is reduced to 0 hit points or fewer, she can spend all of her remaining panache to instead be reduced to 1 hit point. She must have at least 1 panache point to spend. Effects that kill the Corsair outright without dealing hit point damage are not affected by this ability.

**Deadly Stab (Ex):** At 19th level, when the Corsair confirms a critical hit with an one-handed piercing melee weapon, in addition to the normal damage, she can spend 1 panache point to inflict a deadly stab. The target must succeed at a Fortitude saving throw or die. The DC of this save is 10 + 1/2 the Corsair’s level + the Corsair’s Dexterity modifier. This is a death attack. Performing this deed does not grant the Corsair a panache point.

**Stunning Stab (Ex):** At 19th level, when a Corsair hits a creature with an one-handed piercing melee weapon, she can spend 2 panache points to stun the creature for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the Corsair’s level + the Corsair’s Dexterity modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

### Pirate's Finesse

At 1st level, a Corsair gains Weapon Finesse as a bonus feat, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.

### Charmed Life

At 2nd level, the Corsair gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

### Nimble

At 3rd level, a Corsair gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Corsair to lose their Dexterity bonus to AC also causes them to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

### Always Ready

At 4th Level, a Corsair can no longer be caught Flat-Footed, nor do they lose their Dex bonus to AC due to their opponent being invisible. The Corsair can still lose their Dex bonus due to being immobilized, however.

### Bonus Feats

At 4th level and every 4 levels thereafter, a Corsair gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats.

In addition, upon reaching 4th level and every 4 levels thereafter, a Corsair can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the Corsair loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat or other ability. A Corsair can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

### Swagger

At 7th Level, the Corsair's confidence glows, unnerving their enemies and inspiring their companions. The Corsair gains a bonus to Intimidation and the DC to use Intimidation against the Corsair increases by a number equal to half their Corsair level.

### Plundering Strike

At 9th Level, the Corsair becomes a master of stealing while in combat. Whenever the Corsair makes a single attack action against an enemy that is denied their Dexterity bonus, the Corsair can choose to steal from them. If the attack hits, the Corsair can take a single small, loose item on the person's body, as if they used a Steal maneuver. The Corsair does not need to roll Sleight of Hand, but if they can choose to roll Sleight of Hand against an opposing Perception to steal the item without the enemy noticing.

### Low Blow

At 13th level, if a pirate successfully feints against an opponent, they can make an immediate attack of opportunity against the feinted foe.

### Flashy Footwork

At 17th Level, you may use your Dexterity modifier in place of your Strength modifier when making Climb checks and you may add your Charisma modifier to Climb and Acrobatics checks made to Jump or move through spaces without provoking an attack of opportunity checks. Furthermore, you may add your Dexterity modifier to Performance (Dance) checks.

### On Your Feet!

At 20th Level, you can order your allies back onto their feet if they’re knocked prone. If their hit points have been dropped to 0, and they are still alive, and you order them back to their feet, they regain a number of hit points equal to your Charisma modifier plus your AC. This can only be used 2 times per long rest.

## Subclasses

### Bravo

The Bravo uses flashy techniques to dominate the fight.

### Flying Blade

The Flying Blade is a master of throwing weapons.

### Fusilier

The Fusilier uses a combination of blade and gun.

### Knight-Errant

The Knight-Errant focuses on a single weapon to specialize in.

### Veiled Blade

The Veiled Blade uses deception and trickery in their dueling.

### Whip Duelist

The Whip Duelist uses whips to strike their foes from afar.