From Compendium of Worldly Lore
Many pirates sail the seas, but few reach the infamy of the scarlet corsair, so called from the trail of blood left in her wake. Where most other pirates are content to use intimidation to cow their opponents into submission, allowing them to plunder as they please, the scarlet corsair revels in combat and slaughter.
This isn’t to say that all scarlet corsairs are violent killers, though most certainly are—a few scarlet corsairs refuse to take on a target unless that target is capable of putting up a good fight. Whether patriotic privateer or self-serving buccaneer, the scarlet corsair relies on the reputation of her quick blade and terrible fighting skills to drive her prey before her.
A life of piracy is the first and foremost necessity in becoming a scarlet corsair. Because this isn’t an organization but rather a folk status gained through the pirate’s victims retelling the stories of her attacks upon their vessels, word of mouth is essential. Most pirates seek some level of infamy: Those who acquire it for a combination of ferocious fighting and the ability to instill fear in all who face them are well on their way to becoming scarlet corsairs.
Fighters and rogues make good scarlet corsairs, since the combination of those classes provides both the flair and fighting prowess necessary to boost a simple pirate to the status of the scarlet corsair. Rangers too have adopted this prestige class, using intimidation and skilled swordsmanship to defeat their enemies. And a few assassins have taken to the seas in pursuit of their vocation of killing people for profit and have become scarlet corsairs.
Role: DPS
Characteristics: Fearsome pirates, proficient at intimidating foes
Source: Stormwrack
Game Rule Information
The Scarlet Corsair has the following game statistics.
Abilities: Dexterity for remaining lithe and ready to strike and flank and Charisma for causing fear and chaos on the battlefield
Alignment: Any Nonlawful
Hit Die: d8
Starting Gold: N/A
Class Skills
The Scarlet Corsair's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (sailor) (Wis), Search (Int), Spot (Wis) Swim (Str), Tumble (Dex), Use Rope (Dex), and Wilderness Lore (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Scarlet Corsair.
Weapon and Armor Proficiency: A Scarlet Corsair is proficient with whatever they were already proficient with prior to taking levels in this class.
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. 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. 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.