From Compendium of Worldly Lore
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|Name=Mariner | |Name=Mariner | ||
|Source=Kalamar's Player Guide | |Source=Kalamar's Player Guide | ||
|Role=DPS | |Role=Utility DPS | ||
|Alignment=Any | |Alignment=Any | ||
|Spellcasting Class=No | |Spellcasting Class=No | ||
Line 18: | Line 18: | ||
|Monster Class=No | |Monster Class=No | ||
|Dragon Class=No | |Dragon Class=No | ||
|Summary=Mariners are the scurvy dogs and fighters of the sea (that is not a [[Swashbuckler]] or [[Dread Pirate]]) they are incredibly adept at fighting on ships, and due to their close connection to the waves and brine, eventually gain elemental allies and is able to reposition people on the battlefield. They are incredibly adept at surviving on the open waters and a boon to any players in an ocean campaign.|Description=A DPS incredibly adept at fighting and surviving at sea.|Abilities=Dexterity for graceful combat, Strength to deal Damage, Charisma for some abilities, and Constitution for bulk and survival|Starting Gold=N/A|Hit Die=d8|Class Skills=Appraise (Int), Balance (Dex), Climb (Dex), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Pickpocket (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).|Base Skill Points=4|Proficiencies=all simple and martial weapons and light armor.}}{{Class Feature|Name=Sea Legs|Type=Ex|Content=At 1st level the Mariner suffers no penalties for fighting and spellcasting on board a ship in normal conditions. They need not make concentration checks to maintain a spell when undergoing vigorous motion.}}{{Class Feature|Name=Affinity for Water|Type=Ex|Content=At 2nd level the mariner gains a +4 bonus to swim checks. Furthermore, the mariner does not suffer a swim check penalty for the first ten pounds of equipment carried.}}{{Class Feature|Name=Bonus Feat|Content=Bonus feats must come from the following list; | |Summary=Mariners are the scurvy dogs and fighters of the sea (that is not a [[Swashbuckler]], [[Legendary Captain]], [[Scarlet Corsair]] or [[Dread Pirate]]) they are incredibly adept at fighting on ships, and due to their close connection to the waves and brine, eventually gain elemental allies and is able to reposition people on the battlefield. They are incredibly adept at surviving on the open waters and a boon to any players in an ocean campaign.|Description=A DPS incredibly adept at fighting and surviving at sea.|Abilities=Dexterity for graceful combat, Strength to deal Damage, Charisma for some abilities, and Constitution for bulk and survival|Starting Gold=N/A|Hit Die=d8|Class Skills=Appraise (Int), Balance (Dex), Climb (Dex), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Pickpocket (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).|Base Skill Points=4|Proficiencies=all simple and martial weapons and light armor.}}{{Class Feature|Name=Sea Legs|Type=Ex|Content=At 1st level the Mariner suffers no penalties for fighting and spellcasting on board a ship in normal conditions. They need not make concentration checks to maintain a spell when undergoing vigorous motion.}}{{Class Feature|Name=Affinity for Water|Type=Ex|Content=At 2nd level the mariner gains a +4 bonus to swim checks. Furthermore, the mariner does not suffer a swim check penalty for the first ten pounds of equipment carried.}}{{Class Feature|Name=Bonus Feat|Content=Bonus feats must come from the following list; | ||
[[Blind Shot]], [[Commanding Presence]], [[Exotic Weapon Proficiency]], [[Fearless]], [[Fearsome Appearance]], [[Immovability]], [[Improved Critical]], [[Instant Stand]], [[Eyes of Fury]], [[Know Your Enemy]], [[Lightning Reflexes]], [[Push]], [[Ram]], [[Rapid Ready]], [[Shock Resistant]], [[Skill Focus]], [[Toughness]], [[Undying]], or [[Weapon Focus]].}}{{Class Feature|Name=Improved Sea Legs|Type=Ex|Content=At 1st level the Mariner suffers no penalties for fighting and spellcasting on board a ship regardless of conditions. They need not make concentration checks to maintain a spell when undergoing vigorous motion, violent motion or violent weather.}}{{Class Feature|Name=Ocean Tongue|Type=Sp|Content=At 5th level the mariner can speak with marine creatures, Once per day a mariner can use [[speak with animals]] as a spell like ability to speak with any fish, or ocean dwelling mammal. This ability has a duration of 1 minute (the mariner uses this ability as a 1st level caster regardless of actual level).}}{{Class Feature|Name=Unsinkable|Type=Su|Content=At 7th level the mariner should they so choose rises to the surface of the water if they are below the surface. They may choose to swim underneath the water, but if they wish to stop or are knocked unconscious, of if they die while underwater, they float to the surface of the water staying afloat for up to 7 days.}}{{Class Feature|Name=Uncanny Dodge|Type=Ex|Content=At 8th level the mariner gains the extraordinary ability to react to danger before their enemies would normally allow them to be aware of it. They retain their dexterity bonus to AC if any regardless of being caught flat footed or struck by an invisible attacker. They lose Dexterity bonus to AC if immobilized.}}{{Class Feature|Name=Elemental Ally|Type=Sp|Content=At 9th level the mariner may attempt to gain control of a summoned water elemental. This ability is a spell-like ability that requires a full round of concentration and provokes an attack of opportunity. If the mariner makes an opposed Charisma check higher than the spellcaster who summoned the water elemental, they gain control of it as if they had cast the spell. The mariner can use elemental ally once per day.}}{{Class Feature|Name=Tidal Wave Attack|Type=Ex|Content=Few can resist the mariners overwhelming attack. The tidal wave attack requires the full attack action, although it is a single strike. If the attack hits the target falls back 1d6 squares or (1d6 x 5 feet) and falls prone unless he makes a Fortitude saving throw equal to 10 + the damage inflicted. Mariners find this attack useful for knocking opponents overboard.}} | [[Blind Shot]], [[Commanding Presence]], [[Exotic Weapon Proficiency]], [[Fearless]], [[Fearsome Appearance]], [[Immovability]], [[Improved Critical]], [[Instant Stand]], [[Eyes of Fury]], [[Know Your Enemy]], [[Lightning Reflexes]], [[Push]], [[Ram]], [[Rapid Ready]], [[Shock Resistant]], [[Skill Focus]], [[Toughness]], [[Undying]], or [[Weapon Focus]].}}{{Class Feature|Name=Improved Sea Legs|Type=Ex|Content=At 1st level the Mariner suffers no penalties for fighting and spellcasting on board a ship regardless of conditions. They need not make concentration checks to maintain a spell when undergoing vigorous motion, violent motion or violent weather.}}{{Class Feature|Name=Ocean Tongue|Type=Sp|Content=At 5th level the mariner can speak with marine creatures, Once per day a mariner can use [[speak with animals]] as a spell like ability to speak with any fish, or ocean dwelling mammal. This ability has a duration of 1 minute (the mariner uses this ability as a 1st level caster regardless of actual level).}}{{Class Feature|Name=Unsinkable|Type=Su|Content=At 7th level the mariner should they so choose rises to the surface of the water if they are below the surface. They may choose to swim underneath the water, but if they wish to stop or are knocked unconscious, of if they die while underwater, they float to the surface of the water staying afloat for up to 7 days.}}{{Class Feature|Name=Uncanny Dodge|Type=Ex|Content=At 8th level the mariner gains the extraordinary ability to react to danger before their enemies would normally allow them to be aware of it. They retain their dexterity bonus to AC if any regardless of being caught flat footed or struck by an invisible attacker. They lose Dexterity bonus to AC if immobilized.}}{{Class Feature|Name=Elemental Ally|Type=Sp|Content=At 9th level the mariner may attempt to gain control of a summoned water elemental. This ability is a spell-like ability that requires a full round of concentration and provokes an attack of opportunity. If the mariner makes an opposed Charisma check higher than the spellcaster who summoned the water elemental, they gain control of it as if they had cast the spell. The mariner can use elemental ally once per day.}}{{Class Feature|Name=Tidal Wave Attack|Type=Ex|Content=Few can resist the mariners overwhelming attack. The tidal wave attack requires the full attack action, although it is a single strike. If the attack hits the target falls back 1d6 squares or (1d6 x 5 feet) and falls prone unless he makes a Fortitude saving throw equal to 10 + the damage inflicted. Mariners find this attack useful for knocking opponents overboard.}} | ||
{| class="wikitable" | {| class="wikitable" |
Latest revision as of 20:38, 14 May 2023
Requirements
Base Attack Bonus: +6
Skills: Profession (Sailor) 8 ranks
Feat: Alertness
Special: The mariner must have nearly died at sea been shipwrecked at sea, been stranded adrift, sailed a great distance alone or otherwise been at the mercy of the ocean and without aid.
Summary
Mariners are the scurvy dogs and fighters of the sea (that is not a Swashbuckler, Legendary Captain, Scarlet Corsair or Dread Pirate) they are incredibly adept at fighting on ships, and due to their close connection to the waves and brine, eventually gain elemental allies and is able to reposition people on the battlefield. They are incredibly adept at surviving on the open waters and a boon to any players in an ocean campaign.
Role: Utility DPS
Characteristics: A DPS incredibly adept at fighting and surviving at sea.
Source: Kalamar's Player Guide
Game Rule Information
The Mariner has the following game statistics.
Abilities: Dexterity for graceful combat, Strength to deal Damage, Charisma for some abilities, and Constitution for bulk and survival
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Mariner's class skills are Appraise (Int), Balance (Dex), Climb (Dex), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Pickpocket (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
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 Mariner.
Weapon and Armor Proficiency: A Mariner is proficient with all simple and martial weapons and light armor.
Sea Legs Ex: At 1st level the Mariner suffers no penalties for fighting and spellcasting on board a ship in normal conditions. They need not make concentration checks to maintain a spell when undergoing vigorous motion.
Affinity for Water Ex: At 2nd level the mariner gains a +4 bonus to swim checks. Furthermore, the mariner does not suffer a swim check penalty for the first ten pounds of equipment carried.
Bonus Feat: Bonus feats must come from the following list;
Blind Shot, Commanding Presence, Exotic Weapon Proficiency, Fearless, Fearsome Appearance, Immovability, Improved Critical, Instant Stand, Eyes of Fury, Know Your Enemy, Lightning Reflexes, Push, Ram, Rapid Ready, Shock Resistant, Skill Focus, Toughness, Undying, or Weapon Focus.
Improved Sea Legs Ex: At 1st level the Mariner suffers no penalties for fighting and spellcasting on board a ship regardless of conditions. They need not make concentration checks to maintain a spell when undergoing vigorous motion, violent motion or violent weather.
Ocean Tongue Sp: At 5th level the mariner can speak with marine creatures, Once per day a mariner can use speak with animals as a spell like ability to speak with any fish, or ocean dwelling mammal. This ability has a duration of 1 minute (the mariner uses this ability as a 1st level caster regardless of actual level).
Unsinkable Su: At 7th level the mariner should they so choose rises to the surface of the water if they are below the surface. They may choose to swim underneath the water, but if they wish to stop or are knocked unconscious, of if they die while underwater, they float to the surface of the water staying afloat for up to 7 days.
Uncanny Dodge Ex: At 8th level the mariner gains the extraordinary ability to react to danger before their enemies would normally allow them to be aware of it. They retain their dexterity bonus to AC if any regardless of being caught flat footed or struck by an invisible attacker. They lose Dexterity bonus to AC if immobilized.
Elemental Ally Sp: At 9th level the mariner may attempt to gain control of a summoned water elemental. This ability is a spell-like ability that requires a full round of concentration and provokes an attack of opportunity. If the mariner makes an opposed Charisma check higher than the spellcaster who summoned the water elemental, they gain control of it as if they had cast the spell. The mariner can use elemental ally once per day.
Tidal Wave Attack Ex: Few can resist the mariners overwhelming attack. The tidal wave attack requires the full attack action, although it is a single strike. If the attack hits the target falls back 1d6 squares or (1d6 x 5 feet) and falls prone unless he makes a Fortitude saving throw equal to 10 + the damage inflicted. Mariners find this attack useful for knocking opponents overboard.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +0 | Sea legs |
2nd | +1 | +0 | +3 | +0 | Affinity for water |
3rd | +2 | +1 | +3 | +1 | Bonus feat |
4th | +3 | +1 | +4 | +1 | Improved sea legs |
5th | +3 | +1 | +4 | +1 | Ocean tongue |
6th | +4 | +2 | +5 | +2 | Bonus feat |
7th | +5 | +2 | +5 | +2 | Unsinkable |
8th | +6 | +2 | +6 | +2 | Uncanny dodge |
9th | +6 | +3 | +6 | +3 | Elemental ally, bonus feat |
10th | +7 | +3 | +7 | +3 | Tidal wave attack |