Difference between revisions of "Mariner (Apath)"

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''Fearsome Advance (Ex):'' At the end of a turn in which the mariner deals damage, she can make an Intimidate check as an immediate action to demoralize every damaged opponent.
 
''Fearsome Advance (Ex):'' At the end of a turn in which the mariner deals damage, she can make an Intimidate check as an immediate action to demoralize every damaged opponent.
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''Foot Sweep (Ex):'' The mariner has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. If the mariner deals damage with a melee attack, she can make a trip attack against the damaged opponent as an immediate action that does not trigger an attack of opportunity. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally.
  
 
''Grudge (Ex)'': Select one seafaring organization or a type of creature (except humanoid or outsider). Slavers, pirates, smugglers, and the fleet of Nondor are typical examples. The mariner holds a bitter grudge against this group and gains a +2 bonus on weapon attack and damage rolls against targets she knows to be of this group. The mariner automatically confirms critical threats against such targets. This trick can be chosen several times, each time selecting a new group. The benefits do not stack.
 
''Grudge (Ex)'': Select one seafaring organization or a type of creature (except humanoid or outsider). Slavers, pirates, smugglers, and the fleet of Nondor are typical examples. The mariner holds a bitter grudge against this group and gains a +2 bonus on weapon attack and damage rolls against targets she knows to be of this group. The mariner automatically confirms critical threats against such targets. This trick can be chosen several times, each time selecting a new group. The benefits do not stack.
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''Hand Stab (Ex):'' The mariner can weaken an opponent’s weapon hand with an attack. When she deals damage against an opponent, she can make a disarm attack against the damaged opponent as an immediate action that does not trigger an attack of opportunity. All the usual rules for disarm attacks apply, and feats such as Improved Disarm modify the attack normally.
  
 
''Lookout (Ex):'' A mariner with this ability has an amazing ability to spot other ships. When her ship first comes within sight of another ship, she can make an opposed Perception check against the best Perception skill on that ship (both sides ignore distance modifiers for this roll). On a success, she notices the other ship before they notice hers and her ship stays unobserved for a number of minutes equal to the difference between the Perception checks (minimum 1 minute). This is usually enough to disappear behind some concealment, such as under the horizon. If she or her shipmates attack during this time, they have surprise.
 
''Lookout (Ex):'' A mariner with this ability has an amazing ability to spot other ships. When her ship first comes within sight of another ship, she can make an opposed Perception check against the best Perception skill on that ship (both sides ignore distance modifiers for this roll). On a success, she notices the other ship before they notice hers and her ship stays unobserved for a number of minutes equal to the difference between the Perception checks (minimum 1 minute). This is usually enough to disappear behind some concealment, such as under the horizon. If she or her shipmates attack during this time, they have surprise.

Revision as of 21:19, 26 June 2017

ApathApath Logo
Unofficial rules compendium

This is a merger of the Inner Sea Pirate and Shackles Pirate prestige classes.

An adventurer of the great blue, the mariner sees herself as a daredevil champion of freedom, but many of them are little more than thugs of the sea. Mariners sail many different bodies of water in search of plunder, from pirates to privateers, slave hunters, and slave-trader hunting abolitionists. Mariners are adept at both sailing and sword fighting, and most have looked death in the face more than once. They possess a variety of skills that prove useful when sailing, and two mariners might be quite different from each other.

Some heroic mariners prowl waters near natural hazards, stormy seas, fairy bogs, and mist-shrouded reefs. They mix the practical skills with a mystic understanding of their environs, and legends among them can harness the power of nature for their own benefit. Such brave souls can learn tricks that utilize their supernatural environment.

Class Information

This is a prestige archetype, a rogue of the high seas.

Prestige Class: Inner Sea Pirate from Pathfinder Player Companion: Pirates of the Inner Sea and Shackles pirate from Pathfinder Chronicles Campaign Setting.

Build Classes: Rogue.

Role: While there are many sailors, those in this class show more talent than do common deck hands. Mariners often captain their own ships; those who do not usually serve as officers or aboard notorious ships under accomplished captains. Legendary mariners not only brave natural danger, they thrive of them, seeking out dangerous situations others cannot handle to gain an advantage. At higher levels, they can call on these natural hazards for aid.

Alignment: Any. Mariners often have a hard time dealing with the life on shore. Legendary mariners often use and champion some natural phenomenon, making them friendly to druids.

Hit Die: d8.

Class Skills

The mariner's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

The mariner has the class features of the rogue, except as follows.

Weapon and Armor Proficiency

Mariners are proficient with all simple weapons, plus the cutlass, hand crossbow, hook hand, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Marine Specialty (Ex)

Shipboard life is quite specialized, with crew holding the same position on each ship throughout their career. A first level mariner chooses a marine specialty, that adds an additional edge to her skills. This choice can never be changed. Note that only a few ships have mariners in every position, many make do with experts or hire skilled landlubbers.

Engineer: An engineer is responsible for the ship's siege weapons and for any other complex systems carried on the ship. If the ship has an unconventional propulsion, the engineer is responsible for this as well. Only warships or exceptional vessels normally carry engineers. An engineer adds half her level (minimum +1) to Disable Device, Knowledge (engineering), and Use Magic Device checks. At level 1, and every two levels thereafter, an engineer gains proficiency with one type of siege weapon.

Officer: Ships officers are responsible for coordinating the activities of the crew and for navigation. The senior officer is the captain, usually assisted by one or more mates. Officers add half their class level (minimum +1) to Intimidation, Knowledge (engineering, geography, history, local, nature, and nobility), and Profession (sailor) checks.

Pilot: A pilot is an expert crossing guarded or hazardous waters. Many pilots work the same stretch of coast all their lives, guiding ship after ship past the same obstacles. Others enlist on tall ships and become explorers, coastal raiders, or run naval blockades. On a large ship, the pilot is in command of the small craft.

A pilot adds half her level (minimum +1) to Knowledge (geography, nature), Perception, and Profession (sailor) skill checks.

Seaman: Able seamen are the senior crew of a water vessel. They lead unskilled seamen and know the operation of the various systems and devices aboard a ship. The senior seaman is the boatswain. Able seamen add half their class level (minimum +1) to Acrobatics, Bluff, Climb, and Profession (sailor) checks. An able seaman can find employment on almost any vessel at any time; there is always a shortage of good seamen.

Specialist: A ship can benefit from a variety of specialized skills, but true marine specialists are quite rare. Skilled landlubbers are hired if the captain knows of a specific need. A mariner specialist adds half her class level (minimum +1) to Diplomacy, Craft, Heal, and Profession skill checks.

Supercargo: The supercargo is responsible for cargo and provisions. On trading ships, she is responsible for selecting what cargo to carry and might be or represent the owner of the ship. A supercargo adds half her class level (minimum +1) on on all Appraise, Diplomacy, Knowledge (local), and Sense Motive checks.

A supercargo can use Diplomacy to gather information in ports and on ships at no cost in gold and without attracting attention, it is a normal part of her job.

Mariner Tricks

A mariner learns specialized tricks as she advances in level. Starting at 2nd level, a mariner gains one mariner trick. She gains an additional mariner trick for every 2 levels of mariner attained after 2nd level.

Bogstep (Ex): The mariner learns how to move quickly through treacherous bog terrain. She moves through shallow bogs normally, and it costs her 2 squares of movement to move into a square with a deep bog. She can use Acrobatics to tumble through shallow bogs with no penalty and can tumble through deep bogs with a –4 penalty (see Marsh Terrain for more information regarding bogs and swamps.) She ignores treacherous ground created by water or slippery surfaces (See Acrobatics).

Classic Duelist (Ex): The mariner gains a +1 bonus on attack rolls made with a cutlass, rapier, or short sword.

Deep Breath (Ex): The mariner can hold her breath for a number of rounds equal to four times her Constitution score before she must start making Constitution checks.

Favored Port (Ex): Mariners build alliances and friendships that last lifetimes. A mariner can pick any coastal settlement as a favored port. While in that settlement, a mariner gains a +2 bonus on all Bluff, Diplomacy, Intimidate, and Knowledge (local) checks, as well as on initiative checks and Will saving throws. A mariner also gains his favored port bonuses when aboard any ship whose home port is one of his favored ports. A mariner with this trick gains an additional favored port at level 6 and every four levels thereafter, taking this at level six and above instantly grants these favored ports.

Favored Tavern (Ex): The mariner is famous enough that she can get others to pick up her tab. The mariner designates one tavern per mariner level as a “favored tavern.” When in a favored tavern, the mariner drinks for free. In addition, she gains a +4 circumstance bonus on Diplomacy and Intimidate checks within a favored tavern. A mariner with this trick gains an additional favored tavern at level 4 and every two levels thereafter, taking this at level four and above instantly grants these favored taverns.

Fearsome Advance (Ex): At the end of a turn in which the mariner deals damage, she can make an Intimidate check as an immediate action to demoralize every damaged opponent.

Foot Sweep (Ex): The mariner has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. If the mariner deals damage with a melee attack, she can make a trip attack against the damaged opponent as an immediate action that does not trigger an attack of opportunity. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally.

Grudge (Ex): Select one seafaring organization or a type of creature (except humanoid or outsider). Slavers, pirates, smugglers, and the fleet of Nondor are typical examples. The mariner holds a bitter grudge against this group and gains a +2 bonus on weapon attack and damage rolls against targets she knows to be of this group. The mariner automatically confirms critical threats against such targets. This trick can be chosen several times, each time selecting a new group. The benefits do not stack.

Hand Stab (Ex): The mariner can weaken an opponent’s weapon hand with an attack. When she deals damage against an opponent, she can make a disarm attack against the damaged opponent as an immediate action that does not trigger an attack of opportunity. All the usual rules for disarm attacks apply, and feats such as Improved Disarm modify the attack normally.

Lookout (Ex): A mariner with this ability has an amazing ability to spot other ships. When her ship first comes within sight of another ship, she can make an opposed Perception check against the best Perception skill on that ship (both sides ignore distance modifiers for this roll). On a success, she notices the other ship before they notice hers and her ship stays unobserved for a number of minutes equal to the difference between the Perception checks (minimum 1 minute). This is usually enough to disappear behind some concealment, such as under the horizon. If she or her shipmates attack during this time, they have surprise.

Quick Appraise (Ex): The mariner must at times quickly select the most valuable items to spirit away. She appraises an item as a move action and can determine the most valuable item visible to her in a 60 ft. radius as a standard action.

Rigging Monkey (Ex): Some mariners become skilled at climbing on ropes and rigging. This ability grants the mariner a climb speed equal to her land speed and needs only one hand free to do so. She does not gain the usual +8 bonus on Climb checks, so she is restricted to relatively easy climbs, such as masts and rigging. The mariner does not lose her Dexterity bonus to AC when climbing.

Rogue Talent: The mariner can pick a rogue talent instead of a mariner trick. Mariner levels count as rogue levels to use qualify for rogue talents. The mariner must be 4th level to select this trick. She can select this trick multiple times, up to once per four mariner levels. When the mariner reaches level 12, she can select advanced rogue talents.

Storm Sailor (Ex): The mariner treats all storms as if they were one category less severe for the purposes of sailing and navigation. (This benefit stacks with other effects related to wind conditions.) She does not fall prone when she fails an Acrobatics check to move across uneven ground, instead she merely fails to move. She does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions.

Windrigger (Ex): The mariner has learned the tricky art of tacking. With a DC 15 Profession (sailor) check, she increases her ship’s base movement by 5 feet for 1 hour, until her ship changes heading by 90 degrees, or the wind changes. If she beats DC 30, the bonus is 10 ft. of speed, 45 gives +15 ft. speed, and so on. She can try this roll once per hour. The mariner has also learned to coax speed out of her ship when it really counts. With a DC 20 Profession (sailor) check, she doubles her ship’s base movement for 1 round, but on a failed roll her ship's speed is reduced to half. She must be in command of her ship to use this ability. This can be a temporary command, she need not be the captain.

Sea Sense (Ex)

At 3rd level, a mariner gains an intuitive sense that helps her prosper at sea. When on board a ship or boat, the mariner gains a +1 bonus on Acrobatics, Climb, and Perception, checks, as well as on Fortitude saving throws. These bonuses rise to +2 when the mariner reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Sea sense bonuses gained from multiple classes stack. This replaces trap sense.

Advanced Mariner Tricks

At 10th level, and every two levels thereafter, a mariner can choose one of the following advanced mariner tricks in place of a normal mariner trick. As a mariner’s connection to the sea grows stronger, she learns to perform impossible feats.

Foot Sweep* (Ex): The mariner has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. If the mariner deals damage with a sneak attack, she can make a trip attack against the damaged opponent as an immediate action that does not trigger an attack of opportunity. She gains a +1 bonus on this combat maneuver for each die of sneak attack damage. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally.

Grapple Ship (Su): The mariner gains the ability to stop another ship dead in the water for a short time. To use this ability, the mariner must hurl a grappling hook at the target ship. The mariner is considered proficient with the grappling hook, and she throws it with a 20-foot range increment.

If the mariner hits the target ship, she then makes an opposed Profession (Sailor) check against the ship's commanding officer. She gains a +1 bonus on her check for every crewmate who also grapples the enemy ship, although crewmates are considered non-proficient with grappling hooks and throw them with 10-foot range increments. For every point by which the mariner wins the check, she halts its progress for 1 round.

Hand Stab* (Ex): The mariner can weaken an opponent’s weapon hand by hitting with a sneak attack. When she deals sneak attack damage against an opponent, she can make a disarm attack against the damaged opponent as an immediate action that does not trigger an attack of opportunity. She gains a +1 bonus on this combat maneuver for each die of sneak attack damage. All the usual rules for disarm attacks apply, and feats such as Improved Disarm modify the attack normally.

Shipboard Authority (Ex): As a full-round action, the mariner can shout orders to her crew. All allies within 150 feet of the mariner who can hear her gain a +2 morale bonus on attack rolls or on a particular skill check for 1 round per the mariner’s level. The mariner specifies which bonus applies when she uses this ability and may not change the bonus except by using the ability again.

Legendary Mariner Tricks

At 16th level, and every two levels thereafter, a mariner can choose one of the following legendary mariner tricks in place of a normal mariner trick.

Table: Fogcraft
Fogcraft Type AC Complement Duration Stealth
Raft 10 4 10 hours +12
Rowboat 10 6 10 hours +10
Longship 8 170 4 hours +8
Keelboat 8 115 4 hours +8
Sailing ship 6 220 4 hours +8
Warship 6 240 2 hours +6
Galley 4 450 2 hours +4

Fogcraft (Su) The mariner has the incredible power to shape a vessel out of sea spray, fog, or mist. This ability functions only in mist, fog, or thick spray (as is common near navigational hazards) and is usable once per day.

A fogcraft appears made of swirling gray mist but feels solid to the touch. Its unique composition can make it difficult to spot, and the craft makes no sound, but it does not baffle sounds made by its crew.

A fogcraft has a carrying capacity equal to an ordinary ship of its type, but its impermanence makes it a poor cargo ship. It requires the appropriate number of crewmen in order to sail. A fogcraft possesses speed and maneuverability equal to that of an ordinary ship of its type, but unlike ordinary ships, a fogcraft cannot run aground and can sail over reefs and through bogs.

When a mariner creates a fogcraft, she can chose its size from any of the table. With larger ships comes a trade-off in stealth, Armor Class, and duration. "Complement" in the table is how many medium-sized humanoids the fogcraft can carry, including the mariner herself. Forming a craft takes 10 minutes, and the craft’s duration lasts for a variable number of hours depending on its size. It is also possible to turn an existing boat or ship into a fogcraft of the same type, this works the same way but takes only a minute to do. Such a craft reverts to normal at the end of the duration.

Into the Maelstrom (Sp): Once per day, the mariner can make her ship seemingly flounder while really emerging into another plane. This works like plane shift cast by a sorcerer of the mariner's level, except the entire ship and crew moves into another plane. Unwilling passengers can make a Will save to avoid this effect. Creatures observing the event can make a DC 22 Spellcraft check to realize what is really happening.

Maelstrom Ally (Sp): The mariner can cast summon nature's ally VII once per day, but only to summon creatures in water or bogs. This power has no range limitation and does not need a line of effect. She can target a distant bog and the creature will start making its way towards her. This spell-like ability has a duration of concentration, plus 1 minute/level after the mariner stops concentrating to maintain it.

Master Shot (Ex): When firing a siege engine at another water vehicle and the attack roll matches the target ship's captain's piloting skill +10 (Diplomacy or Intimidate for rowing craft, Knowledge (nature) or Profession (sailor) for sailing craft), the target ship is rendered immobile for one minute.

Shipmind (Su): Once per day as a standard action, the mariner can control her ship with a thought. The mariner must be on the deck of the ship she wishes to control and she must be conscious.

Once the mariner activates her shipmind, she can feel the ship as if it were an extension of her body. She can “see” from the ship anywhere she wants, and adjusting her point of view is a free action. The mariner can move the ship as if it were her own body, and it moves over water at her base move or the ship’s normal speed, whichever is preferred. If she moves the ship at her own speed, it moves as a character, not a vehicle, which means it has no facing and can make unlimited turns. The ship can only move along the surface this way, and can move at either the mariner's land or swim speed.

While the mariner uses her shipmind ability, her body appears paralyzed and unresponsive. She is considered helpless and cannot defend herself, but she retains an awareness of what goes on around her body (and can see her body from her perspective on the ship if she wishes). She may end the shipmind effect as an immediate action. This ability lasts for 1 round per class level.

Table: Mariner

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, mariner trick
3rd +2 +1 +3 +1 Finesse training, sea sense +1, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, mariner trick, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Mariner trick, sea sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, mariner trick
9th +6/+1 +3 +6 +3 Sea sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced tricks, mariner trick, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Mariner trick, sea sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Mariner trick
15th +11/+6/+1 +5 +9 +5 Rogue's edge, sea sense +5, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Legendary tricks, mariner trick
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Mariner trick, sea sense +6
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, mariner trick, rogue's edge

Summary of Changed Class Abilities

These abilities of the rogue are lost or modified in this archetype:

  • Rogue Talents (all)
  • Trap Sense
  • Advanced Rogue Talent

See Also

Prestige archetype variants of the two separate mariner prestige classes.

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