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The mariner is a character class introduced in the Age of Mortals
supplement published by Sovereign Press. It is an extremely useful
character class particularly for fishing communities which is where
my fourth Iourn campaign is set. Because I have a player who has
taken the mariner class, the details of this class are produced
below in full. This saves me bringing the book to the game every
week. A few changes have also been made the text.
Game Rule Information
Class Features
Hit Die: d8
Skill Points: (6 + Int modifier) × 4 at 1st level,
then 6+ Int modifier per level thereafter.
Class Skills: The mariner's class skills (and the key ability
for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather
Information (Cha), Jump (Str), Profession (Sailor) (Wis), Speak
Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex),
Use Rope (Dex).
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats (UE p94). At first level the mariner gains
the Weapon Group (Basic Weapons) and the Weapon Group (Mariner Weapons)
feats. The mariner's proficiency with armour is unchanged - i.e.
Light Armour only and no proficiency in the use of a shield.
Bonus Feats: At 1st level and every three levels thereafter
the mariner receives a bonus feat. The feats must be chosen from
the following list: Alertness, Combat Expertise (Improved Disarm,
Improved Feint, Improved Trip), Combat Reflexes, Dodge (Mobility),
Great Fortitude, Improved Initiative, Lightning Reflexes, Point
Blank Shot (Far Shot), Power Attack (Improved Bull Rush), Quick
Draw, Toughness, Weapon Finesse, Weapon Focus, Weapon Group (Exotic
Weapons).
Sailor Lore: A mariner picks up a lot of knowledge by listening
to local gossip in various ports of call or from the sea stories
of shipmates. A mariner may make a a special sailor lore check with
a bonus equal to his class level + his Intelligence modifier to
see whether he knows some relevent information about local people
or history, far away places or strange superstitions. This check
will not necessarily reveal true information, as much of the time
the mariner has heard the information from someone who has heard
it from someone else, who heard it from someone else etc. The mariner
may not take 10 or take 20 on this check. The DM will determine
the difficulty of the check.
Seamanship: Mariners receive a competence bonus to all Balance,
Climb and Profession (Sailor) checks. The bonus increases as they
gain levels.
Dirty Strike: The mariner is adept at manoeuvres such as
hitting below the belt, head butts, sucker punches and the like.
From 2nd level the mariner gains the ability to perform an unexpected
manoeuvre to cause additional damage. In order to bring this ability
in line with the version 3.5 game, I have made a few changes.
This ability now function in exactly the same manner as the Dirty
Fighting feat presented on p6 of Sword and Fist. In any round
that the mariner makes a full attack action he may add his Dirty
Strike damage to each successful mêlée attack. This
damage increases as the mariner gains levels. Damage from the Dirty
Strike ability stacks with additional damage gained from selecting
the Dirty Fighting feat, or from sneak attack damage derived from
levels in Rogue or similar class. The additional damage inflicted
with a Dirty Strike is not multiplied in the event of a critical
hit.
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Class
Level
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Base
Attack
Bonus
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Fort
Save
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Ref
Save
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Will
Save
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Special
|
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1
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+0
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+2
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+2
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+0
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Bonus Feat, Sailor Lore, Seamanship +1
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2
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+1
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+3
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+3
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+0
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Dirty Srike +1d4
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3
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+2
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+3
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+3
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+1
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---
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4
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+3
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+4
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+4
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+1
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Bonus Feat
|
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5
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+3
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+4
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+4
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+1
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Seamanship +2
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6
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+4
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+5
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+5
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+2
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Dirty Strike +2d4
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7
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+5
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+5
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+5
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+2
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Bonus Feat
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8
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+6/+1
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+6
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+6
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+2
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---
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9
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+6/+1
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+6
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+6
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+3
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Seamanship +3
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10
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+7/+2
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+7
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+7
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+3
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Bonus Feat, Dirty Strike +3d4
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11
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+8/+3
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+7
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+7
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+3
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---
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12
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+9/+4
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+8
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+8
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+4
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---
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13
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+9/+4
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+8
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+8
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+4
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Bonus Feat, Seamanship +4
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14
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+10/+5
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+9
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+9
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+4
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Dirty Strike +4d4
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15
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+11+6/+1
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+9
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+9
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+5
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---
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16
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+12/+7/+2
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+10
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+10
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+5
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Bonus Feat
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17
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+12/+7/+2
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+10
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+10
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+5
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Seamanship +5
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18
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+13/+8/+3
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+11
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+11
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+6
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Dirty Strike +5d4
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19
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+14/+9/+4
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+11
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+11
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+6
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Bonus Feat
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20
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+15/+10/+5
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+12
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+12
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+6
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---
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See Also:
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