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A corsair is a swashbuckling pirate from the exotic shores of the Near Eastern Arrapago Reef, known for their masterful dual-wielding style. With a light blade in one hand and their signature hexagun—a unique and deadly type of pistol—in the other, they combine precision, agility, and the unpredictable favor of luck to dominate both the battlefield and the high seas.

The corsair is an archetype of the gambler class, designed to embody the iconic traits and abilities of its namesake from Final Fantasy XI.

Archetype Main Ability Scores:
The corsair mainly focuses on DEX and STR for combat and CHA for their class features.

Archetype Feature Replacements:
1stLimit Break (Roulette), Keep ‘Em Guessing, Precise Shot. 2ndGambler Talent. 3rdJoker’s Aim, MGP, Slots. 4thGambler Talent, Gambit. 5thCoin Toss, Press Your Luck. 6thBig Bluff, Gambler Talent. 7thGambit, Lucky Sevens. 8thGambler Talent, Read ‘Em Like a Book. 9thPocket Pair. 10thDouble or Nothing, Gambler Talent, Gambit. 12thAce in the Hole, Gambler Talent. 13thGambit. 14thGambler Talent, Twist of Fate. 16thGambler Talent, Gambler Talent. 18thGambler Talent. 19thGambit. 20thGambler Talent.

Weapon and Armor Proficiency

The corsair loses proficiency with throwing cards but gains proficiency with hexaguns (see Gunsmith class feature below), simple firearms, and bucklers.

Limit Break (Su)

At 1st level, the corsair receives the Limit Break (Wild Card).

Wild Card (Su): This Limit Break allows the corsair to muster all the luck he can, creating a special set of cards that have a random effect. The corsair rolls a d6 and applies the appropriate effect to all allies within 30 feet of the corsair.

  • Roll of a 1 or 2: The corsair’s allies regain 1 use of each ability that has limited uses (except Limit Breaks) per day at 1st level. Increase the number of uses per day regained by 1 for every four gambler levels after 1st.
  • Roll of a 3 or 4: The corsair’s allies gain all the benefits of the above effect and also heal 1d8 hit points at 1st level and an additional 1d8 for every four gambler levels after 1st.
  • Roll of a 5: The corsair’s allies gain all the benefits of the above effects and also regain 1d4 MP and 1d2 stamina at 1st level and an additional 1d4 MP and 1d2 stamina for every four gambler levels after 1st.
  • Roll of a 6: The corsair’s allies gain all the benefits of the above effects and also restore 1 use of Limit Break.

This ability replaces limit break (roulette).

Gunsmith

At 1st level, a corsair gains a unique firearm known as the hexagun, a medium-sized handgun with the following properties:

  • Range Increment: 20 feet
  • Damage: 1d8 piercing
  • Critical Range: 20/×2
  • Capacity: 6 int.
  • Weight: 5 lbs

This firearm is considered battered, and only the corsair can use it properly. All other creatures treat the hexagun as though it had the broken condition. If the firearm is already broken, it does not function at all for anyone else attempting to use it.

The hexagun is unique and can only be sold for scrap, valued at 4d10 gil.

Additionally, the corsair gains Gunsmithing as a bonus feat.

This ability replaces precise shot.

Two-Weapon Fighting (Ex)

At 1st level, the corsair gains the Two-Weapon Fighting feat. He does not need to meet the prerequisites of this feat to gain the benefits.

Additionally, when the corsair uses the Two-Weapon Fighting feat while wielding a light melee weapon in one hand and a firearm in the other, his firearm attacks do not provoke attacks of opportunity from foes he threatens with his light melee weapon.

This ability replaces keep ’em guessing.

Gambler Talents (Ex and Su)

Whenever the corsair would gain a gambler talent, he can also select from the following:

  • Recycle (Ex): Your expertise with firearms allows you to conserve ammunition during combat. This talent may be taken up to three times, with each rank unlocking at the specified level. At 2nd level, your first shot fired from your firearm on your turn does not consume ammunition. At 10th level, this extends to include your second shot, and at 18th level, your third shot also does not consume ammunition.

This ability modifies gambler talents.

Luck Pool (Su)

At 3rd level, the corsair gains a reservoir of luck points that he can draw upon to fuel his abilities.

The luck pool contains a number of points equal to the corsair’s gambler level + his Charisma modifier, and it refreshes once per day after the corsair rests for 8 hours.

The corsair can use these points in various ways, including class features gained as he levels up. As a swift action, the corsair may expend 1 luck point to fix the broken condition of his firearm caused by a misfire.

This ability replaces MGP.

Parry (Ex)

At 3rd level, a corsair gains a +1 shield bonus so long as he is wielding a weapon one-handed that belongs to the light blades group. This bonus increases by +1 for every four levels beyond 3rd level (to a maximum of +5 at 19th level).

This ability replaces joker’s aim.

Quick Draw (Su)

At 3rd level, the corsair can channel elemental energy through his firearm to unleash a devastating shot. As a standard action, the corsair may expend 1 luck point to select an element (earth, fire, ice, lightning, water, wind, shadow, or holy) and make an attack with his firearm against a single creature within range. On a successful hit, the corsair deals 3d6 + an additional 1d6 per two gambler levels attained after 3rd + the corsair’s Charisma modifier of his chosen element in elemental damage to his target.

In addition to the damage, the target must succeed at a saving throw (DC = 10 + half the corsair’s gambler level + his Charisma modifier) or suffer an elemental negative status effect for a number of rounds equal to the corsair’s gambler level. The type of saving throw required is indicated in parentheses next to the associated status effect:

  • Earth: Weighted (Fortitude)
  • Fire: Burning (Reflex)
  • Ice: Frozen (Fortitude)
  • Lightning: Static (Reflex)
  • Water: Drenched (Fortitude)
  • Wind: Squalled (Reflex)
  • Shadow: Dimmed (Fortitude)
  • Holy: Illuminated (Fortitude)

This ability replaces slots.

Pirate Style (Ex)

At 4th level, and every third level thereafter, the corsair gains one of the following feats as a bonus feat, regardless of whether he meets its prerequisites:

Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Improved Dirty Trick, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Step Up

This ability replaces gambits.

Parry and Riposte (Ex)

At 5th level, once per round, when an opponent makes a melee attack against the corsair, he can expend a use of an attack of opportunity to attempt to parry the attack. The corsair makes an attack roll as if he 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 the corsair’s attack roll exceeds the attacking creature’s attack roll, the creature’s attack automatically misses. The corsair must declare the use of this maneuver after the attack is announced but before the attack roll is made.

If the corsair successfully parries the attack, he may expend 1 luck point as an immediate action to make an attack with his melee weapon against the creature he parried. This attack gains a bonus to the attack roll equal to the corsair’s Charisma modifier, and the target must be within the corsair’s reach.

This ability replaces press your luck and coin toss.

Enhanced Quick Draw (Su)

At 6th level, the corsair hones his elemental prowess, enabling him to enhance his Quick Shot ability against already afflicted foes. If the corsair successfully damages a target with Quick Shot that is already suffering from an elemental negative status effect matching the chosen element, he may remove the existing status effect and replace it with a stronger one for the remainder of the original duration (no save):

  • Earth: Removes Weighted, inflicts Slow.
  • Fire: Removes Burning, inflicts Poisoned.
  • Ice: Removes Frozen, inflicts Deprotect (of the same or lower spell level as Squalled).
  • Lightning: Removes Static, inflicts Deshell (of the same or lower spell level as Static).
  • Water: Removes Drenched, inflicts Silenced.
  • Wind: Removes Squalled, inflicts Staggered.
  • Shadow: Removes Dimmed, inflicts Dispel. The corsair uses his gambler level as his caster level for this effect.
  • Holy: Removes Illuminated, inflicts Sleep.

This ability replaces big bluff.

Fold (Su)

At 7th level, the corsair can call upon luck to cleanse himself of lesser afflictions. As a swift action, the corsair can expend 1 luck point to remove lesser negative status effects from himself, as per the spell Esuna.

At 17th level, the corsair can instead expend 2 luck points as a swift action to remove all negative status effects from himself, as per the spell Basuna.

This ability replaces lucky sevens.

Winning Streak (Ex)

At 8th level, the corsair’s luck becomes nearly unstoppable.

When the corsair rolls a Lucky bonus using his Phantom Roll ability during an encounter, the effect is no longer expended after use. Instead, it persists for the remainder of the encounter.

This ability replaces read ’em like a book.

Uncanny Dodge (Ex)

At 9th level, a corsair gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A corsair with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

If a corsair already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

This ability replaces pocket pair.

Random Deal (Su)

At 10th level, the corsair gains the ability to reset the fortunes of battle with a burst of chaotic luck.

By expending 1 luck point as a standard action during an encounter, the corsair may invoke Random Deal, affecting all other allies within 30 feet (excluding the corsair himself). For each affected ally, roll 1d6 and consult the following to determine the effect:

  • Roll of 1: No effect.
  • Roll of 2 or 3: Reduces the cost of the next use of an ability or spell by 1, whether from MP, a daily usage, or another pool-based resource.
  • Roll of 4: Increase the DC of the next use of an ability or spell that enforces a saving throw by 1.
  • Roll of 5: Increase the DC of the next use of an ability or spell that enforces a saving throw by 2.
  • Roll of 6: Reduces the action cost of the next use of an ability or spell by one step (e.g., full-round actionstandard actionmove actionswift action). This cannot bring the action cost lower than a swift action.

These benefits last until expended by use or until the end of the encounter.

This ability replaces double or nothing.

Loaded Deck (Su)

At 12th level, the corsair’s mastery of chance allows him to influence fate more reliably.

When using his Random Deal ability, the corsair rolls 2d6 for each affected ally and selects the result he prefers.

This ability replaces ace in the hole.

Triple Shot (Ex)

At 14th level, the corsair gains the ability to unleash a flurry of precision shots.

As a standard action, the corsair can expend 1 luck point to fire his wielded firearm three times at his highest base attack bonus, each attack taking a –5 penalty.

This ability replaces twist of fate.