Mariner

The mariner class from the Dragonlance Campaign Setting.


Alignment
: Any

Hit Die: d10

Class Skills

Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Survival (Wis), and Swim (Str)

Skill Ranks Per Level: 6 + Int modifier.



Fort Ref Will
Level Base Attack Bonus Save Save Save Special Abilities
1st +1 +2 +2 +0 Back-to-back +1, Bonus Feat, Seamanship +1, Sailor Lore
2nd +2 +3 +3 +0 Dirty Strike +1d6
3rd +3 +3 +3 +1 Bonus Feat
4th +4 +4 +4 +1 Back-to-back +2, Seamanship +2
5th +5 +4 +4 +1 Dirty Strike +2d6
6th +6/+1 +5 +5 +2 Bonus Feat
7th +7/+2 +5 +5 +2 Seamanship +3
8th +8/+3 +6 +6 +2 Dirty Strike +3d6
9th +9/+4 +6 +6 +3 Bonus Feat, Back-to-back +3
10th +10/+5 +7 +7 +3 Seamanship +4
11th +11/+6/+1 +7 +7 +3 Dirty Strike +4d6
12th +12/+7/+2 +8 +8 +4 Bonus Feat
13th +13/+8/+3 +8 +8 +4 Seamanship +5
14th +14/+9/+4 +9 +9 +4 Back-to-back +4, Dirty Strike +5d6
15th +15/+10/+5 +9 +9 +5 Bonus Feat
16th +16/+11/+6/+1 +10 +10 +5 Seamanship +6
17th +17/+12/+7/+2 +10 +10 +5 Dirty Strike +6d6
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +6 Back-to-back +5, Seamanship +7
20th +20/+15/+10/+5 +12 +12 +6 Dirty Strike +7d6

Class Features

Weapon and Armor Proficiency: Mariners are proficient with simple weapons, light and one-handed martial weapons, short bows, whips, and nets, and with light armor and bucklers.

Bonus Feats: At 1st level, 3rd level, and every three levels thereafter, a mariner gains a bonus feat. These feats must be chosen from the list below. A mariner must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Alertness, Blind-Fight, Catch Off-Guard, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Combat Reflexes, Dodge, Mobility, Spring Attack, Wind Stance, Lightning Stance, Exotic Weapon Proficiency, Improved Critical, Improved Initiative, Improvised Weapon Mastery, Intimidating Prowess, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Quick Draw, Toughness, Throw Anything, Two-Weapon Fighting, Double Slice, Two-Weapon Rend, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two Weapon Defense, Vital Strike, Improved Vital Strike, Weapon Finesse, Weapon Focus, Dazzling Display, Shatter Defenses, Deadly Stroke.

Sailor Lore (Ex): 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 special sailor lore check with a bonus equal to his mariner level + his Intelligence modifier to see whether he knows some relevant 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 heard it from someone who heard it from a friend, who heard it from a guy, etc. The mariner may not take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the accompanying table.

Type of KnowledgeDC
Commonly known, something that most people have heard and gossiped about 10
Known by select groups of individuals, not widely known by the general populace 20
Known only by few individuals, spoken of only in whispers and secrecy 25
Unknown to the vast majority of people, long since forgotten by most 30


Seamanship (Ex): A mariner gains the listed bonus as a competence bonus to all Acrobatics, Climb, and Profession (sailor) checks.

Dirty Strike (Ex): A mariner is adept at maneuvers such as hitting below the belt, head butts, sucker punches, and other opportunistic tricks. Starting at 2nd level, a mariner may choose to make a single melee attack on his turn as a full round action that deals an additional +1d6 points of damage. This bonus increases by +1d6 every three levels, to a maximum of 7d6 at 20th level.

The additional damage caused by a dirty strike is the same kind of damage as the weapon used in the attack; a 2nd-level mariner that uses a club to make a dirty strike deals an additional +1d6 bludgeoning damage, for example, and if the damage dealt by the attack is nonlethal damage, the additional damage is also nonlethal. This ability has no effect on creatures without a discernable anatomy or that are immune to critical hits, such as oozes or elementals. Additional damage from a dirty strike is not multiplied if the mariner scores a successful critical hit.

Back-to-Back (Ex): A mariner is trained in fighting alongside his shipmates in cramped and crowded conditions, especially against superior numbers. Whenever a mariner is fighting adjacent to an ally, he gains a +1 dodge bonus to his AC. This bonus increases to +2 at 4th level, +3 at 9th level, +4 at 14th level, and +5 at 19th level. He loses this bonus if he is denied his Dexterity bonus to AC or if he or his ally moves more than 5 ft. away.

Additional Ratings
Balance:
( 3 Votes )
Utility:
( 3 Votes )
Clarity:
( 3 Votes )


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