Blood Sea Mariner
D&D 3e (3.0/3.5) Rules
Blood Sea Mariners are part fighter, part sailor, and part rogue, often being called buccaneers, pirates, or privateers. Their skills and abilities are put to use in a variety of ways from stealing from other ships to defending those preyed upon by pirates.
Hit Die: d8
Base Attack Bonus: +3
The Blood Sea Mariner's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Hide (Dex), Intuit Direction (Wis), Knowledge (Weather) (Int), Listen (Wis), Move Silently (Dex), Profession (Fishing, Gambler, Navigator, & Sailor) (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill points at first level: (4 + Int. Modifier) X 4.
Weapon and Armor Proficiency: Blood Sea Mariners are proficient in light and medium armor, but not with shields. They do not use metal armor as it tangles in the rigging and drowns those who fall overboard.
Skill Bonus: A Blood Sea Mariner gains a +2 competence bonus to one of the following skills: Balance, Climb, Hide, Listen, Move Silently, Profession (Sailor), Swim, and Use Rope.
Shifting Deck: As a free action, a Blood Sea Mariner can attempt a Balance check (DC 15). Success negates any penalties for uneven ground, such as a ship's deck in rolling seas, and any higher-ground bonuses that opponents might otherwise have.
Dirty Blow: The Blood Sea Mariner knows how to fight dirty, hitting below the belt and using sucker punches. Once per melee combat, the Blood Sea Mariner may attempt to perform an unexpected maneuver to inflict additional damage. The victim makes a Reflex save vs. DC equivalent of the sailor's attack roll. If the save is successful, the attack resolves normally. If not, the attack inflicts an additional 1d4 points of damage.
Coming About: A Blood Sea Mariner's ability to maneuver a ship is legendary. The Blood Sea Mariner gains a +4 insight bonus on Profession (Sailor) checks.
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