For your enjoyment (and critique, if you like), I present the Corsair class.
The idea here was that I wanted a pirate warrior class for the Hyborian Age and maybe an Al Qadim -style setting; a sort of Explorer of the high seas, with some thief-like abilities. An assassin (or a thief) could easily fit the bill, but I wanted to specialize them (Climb Walls seemed essential for a pirate) and give them the Seafaring proficiency for free as well.
Sorry for the lack of an actual table; trying to format things in Markdown Lite just seems to be impossible, and the Filtered HTML doesn’t have a lot of versatility.
CORSAIR
Prime Requisite: STR and DEX
Requirements: None
Hit Dice: 1d6
Maximum Level: 14
Corsairs live by the sword, and are excellent warriors. They can use any one-handed melee weapons and all missile weapons, and wear chain mail armor or lighter. They may fight wielding a weapon and shield or a weapon in each hand. At first level, corsairs hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels (as fighters). Corsairs also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. They may use any magic item usable by fighters.
A corsair can climb walls, hide in shadows, and move silently as a thief. He can also backstab like a thief.
Corsairs are also experts at acrobatics, as per elven nightblades.
Corsairs are able seamen, and gain the Seafaring proficiency at 1st level, and again at 5th level (Sea-Raider) and 9th level (Pirate Lord).
At 5th level (Sea-Raider), a corsair’s frightening reputation inspires others to follow him. Any henchmen and mercenaries hired by the corsair gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the corsair’s Charisma or proficiencies.
At 9th level (Pirate Lord), a corsair can build or conquer a pirate fortress. This fortress must rule a coastal or island domain. When he does so, up to 1d4+1×10 0th level mercenaries and 1d6 corsairs of 1st – 3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Pirate fortresses are otherwise identical to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.
Corsair Proficiency List: Alertness, Bargaining, Berserkergang, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (Disarm, Incapacitate, Wrestle), Command, Disguise, Eavesdropping, Fighting Style, Gambling, Intimidation, Mapping, Military Strategy, Navigation, Precise Shooting, Running, Signaling, Skirmishing, Skulking, Sniping, Swashbuckling, Weapon Finesse, Weapon Focus
Corsair Level Progression
Experience | Title | Level | Hit Dice | Damage Bonus | Backstab
0 | Pirate | 1 | 1d6 | +1 | ×2
2,300 | Freebooter | 2 | 2d6 | +1 | ×2
4,600 | Buccaneer | 3 | 3d6 | +2 | ×2
9,200 | Sea-Rover | 4 | 4d6 | +2 | ×2
18,500 | Sea-Raider | 5 | 5d6 | +2 | ×3
37,000 | Old Salt | 6 | 6d6 | +3 | ×3
75,000 | Corsair | 7 | 7d6 | +3 | ×3
150,000 | Terror of the High Seas | 8 | 8d6 | +3 | ×3
270,000 | Pirate Lord | 9 | 9d6 | +4 | ×4
390,000 | Pirate Lord, 10th level | 10 | 9d6+2* | +4 | ×4
510,000 | Pirate Lord, 11th level | 11 | 9d6+4* | +4 | ×4
630,000 | Pirate Lord, 12th level | 12 | 9d6+6* | +5 | ×4
750,000 | Pirate Lord, 13th level | 13 | 9d6+8* | +5 | ×5
870,000 | King of Pirates | 14 | 9d6+10* | +5 | ×5
* Hit point modifiers from constitution are ignored
Use the Fighter Attack & Saving Throw Progression Table from ACKS. Use the Thief and Nightblade progressions from ACKS for the thief skills and Acrobatics, respectively.