Mariner Class Updated

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    Mariner

    A revised optional class for Castles & Crusades (version 5/25/14)

    By Zachary Houghton

    The Mariner is the intrepid explorer of the wild sea, the pirate bent on destruction, the ship's captaindetermined to take the fight to the enemy. They fight hard, play hard, and are masters of maneuvering,

    conflict, and wisdom upon the waves.

    Abilities

    Master of the Sea:Mariners will always know which direction is true north, so long as they have even apartly clear sky to reference. They may make a WIS rolls (adding their Mariner level in) when at sea todetermine the weather for the next 24 hours as well as their best course and heading.

    Fight the Ship:In ship-to-ship combat, the Mariner adds his level plus Wisdom modifier to any maneuveringor attack rolls.

    Sea Tracking:Be it an enemy ship or a leviathan of the deep, Mariners may make a Wisdom check (adding intheir Mariner level) to successfully pursue and follow their objective over the waves.

    Sea Legs:At 1st Level, the Mariner gets a +1 to Melee/Ranged Attack rolls when fighting on a ship. Thisincreases to a +2 at Level 4, and a +3 at Level 8.

    Sailor's Lore:Much like bards are founts of knowledge on land, the Mariner frequently hears legends andlore both onboard and in every port of call. They add their level modifier into a Wisdom check to see if they

    have some potentially useful knowledge of a specific island, port, or ocean body. They may also use this skillto discern details in regards to an opposing vessel, crew, or other nautical manner.

    Boarding Action:Mariners thrive in the chaotic combat that comes from a ship-to-ship boarding action. At3rd level, they gain a free unarmed attack with their off hand at a no penalty against an opponent they justmade an attack against. Regular attack bonuses apply.

    Brawl:On board or in port, Mariners know how to hold their own in an impromptu brawl. When unarmoredor in cloth armor, the Mariner receives a +1 to AC.

    True Swashbuckler:At 10th level, the Mariner gains the ability upon killing or incapacitating a foe to makea second attack on a neighboring foe. This is usable only with one-handed melee weapons.

    In the Rigging: The Mariner has to be dexterous to avoid injury, whether on the slippery deck or wind-blowrigging on a turbulent sea. They are at a +2 on save to avoid any entanglement or trap, with an additional +1granted at Level 5 and again at Level 7.

    Prime Attribute:Wisdom

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    Typical Races:Any

    Alignment:Any

    Starting Gold:3d4x10

    Hit Die:d8

    Weapons:Any one-handed

    Armor:Prefers non-metal armor, especially when at sea.

    Abilities:Fight the Ship, Sea Legs, Sailor's Lore, Boarding Action, Brawl, True Swashbuckler, In the Rigging

    Mariner Level Progression

    Level HD BtH EPP

    1 D8 0 0

    2 D8 +1 2201

    3 D8 +2 5001

    4 D8 +3 9001

    5 D8 +4 18001

    6 D8 +5 35001

    7 D8 +6 70001

    8 D8 +7 140001

    9 D8 +8 300001

    10 D8 +9 425001

    11 +3 +10 650001

    12 +3 +11 900001

    Image courtesy of the Public Domain