A Pathfinder Roleplaying Game Beta Playtest Edition update of the mariner base class from Legends of the Twins. The great thing about the mariner and the other new base classes from the various Dragonlance sourcebooks is that they work just fine in non-Dragonlance campaigns.
Converter’s Note: Dirty Strike Like the rogue’s sneak attack, this ability now works against nearly every creature you might face. Only creatures immune to the updated sneak attack ability (plants, elementals, and incorporeal undead) are immune to the mariner’s dirty strike ability.
Hit Die: d10.
The mariner’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier.
The following are class features of the mariner.
Weapon and Armour Proficiency: Mariners are proficient with all simple weapons, plus the cutlass, net, scimitar, and trident. Mariners are proficient with light armor and buckler shields.
Bonus Feat: At 1st level, 5th, 10th, 15th and 20th levels, 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, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip), Combat Reflexes, Dodge (Mobility), Exotic Weapon Proficiency, Improved Initiative, Lucky†, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Quick Draw, Quick-Thinking†, Toughness, Weapon Finesse, Weapon Focus.
† From Legends of the Twins.
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 Knowledge check with a bonus equal to 1/2 his mariner level to see whether he knows some relevant information about local people or history, far away places, or strange superstitions. The mariner may make this check with any Knowledge skill, not just those that are class skills, and may make such checks untrained. 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.
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 +1d4 points of damage. This bonus increases to +2d4 at 6th level, +3d4 at 10th level, +4d4 at 14th level, and +5d4 at 18th 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 +1d4 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 that are immune to a rogue’s sneak attack ability. 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. Starting at 4th level, whenever a mariner is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, he gains a +1 dodge bonus to his AC. This bonus increases to +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th 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.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+2||+0||Bonus feat, sailor lore, seamanship +1|
|2nd||+2||+3||+3||+0||Dirty strike +1d4|
|5th||+5||+4||+4||+1||Bonus feat, seamanship +2|
|6th||+6/+1||+5||+5||+2||Dirty strike +2d4|
|10th||+10/+5||+7||+7||+3||Bonus feat, dirty strike +3d4|
|14th||+14/+9/+4||+9||+9||+4||Dirty strike +4d4|
|18th||+18/+13/+8/+3||+11||+11||+6||Dirty strike +5d4|
|20th||+20/+15/+10/+5||+12||+12||+6||Back-to-back +5, Bonus feat|
Table: Sailor Lore
|DC||Type of Knowledge||Example|
|10||Commonly known, something that most people have heard and gossip about.||The Knights of Neraka have blockaded Ak-Khurman; Saifhum is a den of pirates and buccaneers.|
|20||Known by select groups of individuals, not widely known by the general populace.||A port official in Gulfport is rumoured to have a weakness for dwarven ale; a stretch of coast in Khur which the Knights of Neraka do not patrol.|
|25||Known only by few individuals, spoken of only in whispers and secrecy.||A Solamnic Knight whose family fortunes were built upon piracy back in the time of Istar; legends of a ghost ship that haunts the dry sea of Tarsis.|
|30||Unknown to the vast majority of people, long since forgotten by most.||A safe way of traversing the Maelstrom of the Blood Sea; the location of the sunken ship of an infamous pirate.|