Sailor
Requirements: Minimum DEX 9, minimum CON 9
Prime requisite: STR
Hit Dice: 1d8
Maximum level: 14
Armour: leather armour, chainmail, no shields
Weapons: Single handed melee weapons, spears, javelins, tridents and crossbows
Languages: Alignment, Common
Attack Bonus
When making unarmed attacks sailors have a +1 bonus to hit.
Defensive Bonus
Sailors have a +2 to their AC when wearing leather armour or no armour.
Lore
A sailor has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legends related to the sea. This ability may be used to identify the nature and power of magic items.
Navigation
Due to their expertise with sea travel, sailors count as navigators and only get lost on the open sea on a 1-in-6.
Parry
Sailors using single handed melee weapons may parry a single attack per round instead of attacking. Only attacks from a man sized or smaller creature using a melee weapon may be parried. A sailor may not parry when surprised.
If the sailors “to hit” bonus is larger than the “to hit” bonus of the creature attacking them then the attack is parried, on a successful parry the creature must save vs paralysis or be disarmed.
After Reaching 9th Level
A sailor may found a sailor’s guild or become the captain of a ship attracting 4d6 1st level sailors as apprentices or crew.
Sailor Level Progression
Sailors use the fighter progression table.
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