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Epic Mariner and Mariner Feats

D&D 3e (3.0/3.5) Rules

by Clive Squire


The epic mariner is the master of wind and wave. He has sailed to the four corners of the world and back again, facing many challenges with a steadfast joy on being on the open waters. Be he a pirate, freelancing buccaneer or daring swashbuckler he has an untapped mine of gossip and folk lore when in the nearest tavern, and a devastating combat style when backed into a fight.

Epic Mariner
Level Epic Base Attack Epic Save Bonus Special
21 +1 +0 Seamanship +6, bonus feat
22 +1 +1 Dirty strike +6d4
23 +2 +1 -
24 +2 +2 Bonus feat
25 +3 +2 Seamanship +7
26 +3 +3 Dirty strike +7d4
27 +4 +3 -
28 +4 +4 Bonus feat
29 +5 +4 Seamanship +8
30 +5 +5 Dirty strike +9d4


Hit Dice: d8.

Skill Points: 6 + Intelligence modifier.

Bonus Feat: The epic mariner continues to gain bonus feats every five levels after he reaches 20th level (25th, 30th, 35th and so on). The epic mariner selects the bonus feat from the list found in the Legend of the Twins sourcebook.

Sailor Lore (Ex): The epic mariner continues to add his mariner levels + his Intelligence modifier to see what relevant information he knows about local people or places.

Seamanship (Ex): The epic mariner continues to gain a competence bonus to his Balance, Climb and Profession (sailor) skill checks after he reaches 20th level. He gains a +1 bonus every fourth level beyond 17th level (+6 at 21st, +7 at 25th, +8 at 29th and so on).

Dirty Strike (Ex): The epic mariner's dirty strike continues to increase after he reaches 20th level, gaining an extra 1d4 every 4th level beyond 18th level (+6d4 at 22nd, +7d4 at 26th, +8d4 at 30th and so on).

Back-To-Back (Ex): The epic mariner's training in cramped and crowed spaces continues to grant him advantages beyond 20th level. For every fourth level the epic mariner gains after 20th level, his dodge bonus increases an extra +1 (+6 at 24th, +7 at 28th, +8 at 32th and so on).

The epic mariner follows all the standard rules for epic characters as presented in the Dungeon Master's Guide.

Non-Epic Feats for the Mariner Class

The following are some of the non-epic feats that are available to a mariner. Many of them have an additional prerequisite of fulfilling some test or action before the character can gain the feat, these are in addition to the normal prerequisites for the feats. This uses the variant rules for Feat Test found in the Unearthed Arcana sourcebook.

Blast from the Maelstrom [General]
Your attacks cause others to be knocked back.
Prerequisites: Power Attack, Str 14+, Dex 14+, Mariner 4th level
Benefit: When you use your Power Attack feat and successfully strike and damage an opponent while onboard a ship, the opponent must make a Reflex save (DC = 10 + 1/2 your mariner level + your Strength modifier) or be knocked backwards 10ft. If the target is unable to be moved back the full distance, he instead moves as far as he could and is then made prone.
Special: A fighter can select the Blast from the Maelstrom feat as one of his fighter feats.

Training for the Blast from the Maelstrom Feat: Cross the Maelstrom. To qualify for the blast from the maelstrom feat requires an additional prerequisite. The mariner must undergo an arduous sea journey which must cross treacherous waters and successfully battle an enemy on board his ship. The sea journey can take as much or as little time as the sea route dictates. The teat for this feat is so named due to the number of mariners who travelled through the Maelstrom of the Blood Sea of Istar.

Boarding Party [General]
You are adept at getting on board an enemy vessel and attacking quickly.
Prerequisites: Tumble 8 ranks, Use Rope 6 ranks
Benefit: You can use the charge action while swinging on a rope. You must make a Tumble skill check (DC = 15 + 2 per 10ft travelling in the charge). If you succeed this Balance skill check, you can make a full attack action at the end of the charge. This swinging charge does not provoke an attack of opportunity.
All attacks you make in that round suffer a –2 penalty. If you fail the skill check, you make the normal single attack action at the end of the charge and provoke an immediate attack of opportunity from your foe. You are considered flat-footed against this attack of opportunity.
Normal: You cannot make a full attack after making a charge action, and you only make a single attack.

Favour of the Fisher King [General]
Due to your prayers and donations to the Fisher King, Habbakuk, you gain a bonus when fighting in his name.
Prerequisite: Seamanship +2, Habbakuk as a patron deity, non-evil alignment.
Benefit: Once per day you are able to call upon the good will of your patron, Habbakuk, to smite a servant or follower of his ancient foe, Zeboim. You must declare that you are using this smite before rolling any dice. You make a normal attack roll, adding your Wisdom modifier (if any) plus your Seamanship bonus to this attack roll. If you strike the opponent, you deal an extra 1 point of damage per mariner level you possess.
Failure to strike the opponent or if the opponent is not a servant or follower of Zeboim wastes the attempt. This smite attack can be used in conjunction with your dirty strike ability. The smite attack confers the 'good' descriptor to the weapon used in the attack for the purposes of the smite attack overcoming damage reduction.
Servants and followers of your patron's enemy are defined as having that god as their patron.

Favour of the Maelstrom [General]
You are currently in favour with the tempestuous Sea Queen, Zeboim, enabling you to strike her foes for more impact.
Prerequisites: Dirty Strike as a class feature; Seamanship +1, Balance 4 ranks, Zeboim as a patron deity, non-good alignment.
Benefit: You can, as a swift action make a dirty strike attack on an adjacent opponent. You make a normal attack roll with your dirty strike against the opponent's flat-footed armour class. This attack does not count against your normal number of attacks you can make per round.
If you succeed in the attack, you deal the normal damage for your dirty strike plus 1 point per 2 mariner levels you possess plus your Seamanship competence bonus. If you fail, you are considered flat-footed and provoke attacks of opportunity from the intended opponent. This dirty strike attack gains the 'evil' descriptor to the weapon used for the purposes of overcoming damage reduction.

Old Sea Dog [General]
You have sailed many seas and have heard told many tales.
Prerequisite: Sailor Lore as a class feature
Benefit: You gain a +3 bonus when using your sailor lore ability. You also gain a +3 bonus to all Dexterity skill checks made while onboard ship.

Pitching Combatant [General]
You are well versed in combat onboard a rolling ship and can use the motion of the boat to your advantage.
Prerequisites: Power Attack, Combat Reflexes, Cleave, Seamanship as a class feature.
Benefit: While fighting on board a ship and you successfully use your Power Attack feat to drop an opponent to 0 hit points or fewer, you can take advantage of the rolling of the ships decks to take a 5ft step to use the extra attack from your Cleave feat.
Normal: Characters with the Cleave feat that successfully drop a creature to 0 hit points or less cannot take a 5-foot step and take their extra attack.
Special: A fighter can select the Pitching Combatant feat as one of his fighter feats.

Training for the Pitching Combatant Feat: Floating Tourney. To qualify for the pitching combatant feat, the mariner and an opponent are put on a small poorly constructed raft over deep water roughly 15-feet square. The two combatants are placed on the raft and must fight to stay on top of the pitching raft, if they fall in the water they fail the test.

Epic Mariner Feats

The following are some of the epic feats that are available to a mariner. Many of them have an additional prerequisite of fulfilling some test or action before the character can gain the feat, these are in addition to the normal prerequisites for the feats. This uses the variant rules for Feat Test found in the Unearthed Arcana sourcebook.

Bane of the Ancient Foe [Epic, Exalted, Vile]
When you fight the servants of your patrons ancient enemy, you channel power directly from your patron to deal extra damage the opponent cannot ignore.
Prerequisites: Dirty Strike +5d4, Knowledge (religion) 10 ranks, Habbakuk or Zeboim as your patron.
Benefit: When you are fighting servants of your patrons enemy, all weapons you hold are treated as being bane weapons (they gain a +2 to hit and deal an extra +2d6 damage to the target) and half of the total damage dealt by your attack is either sacred or profane damage (this damage cannot be reduced by such effects as energy resistance).
This ability does not stack with similar abilities, such as that granted by bane weapons.
Servants and followers of your patron's enemy are defined as having that god as their patron.

Training for the Bane of the Ancient Foe: Mettle of the High Seas. To qualify for the Bane of the Ancient Foe feat, the supplicant mariner must have beaten at least twenty followers and servants of their patrons enemy, one of those must have had a CR equal to 1/2 the mariner's CR or higher and must have been since he reaches 20th level.

Extra Dirty Strike [Epic]
You deal more damage with your dirty strike ability.
Prerequisite: Dirty Strike +5d4.
Benefit: Your dirty strike ability deals an extra +1d4 points of damage.
Special: You can gain the Extra Dirty Strike feat multiple times, the effect stacks.

Improved Dirty Strike [Epic]
Your ability to inflict damage using your dirty strike ability is more dangerous than normal when using a ranged weapon.
Prerequisites: Dirty Strike +5d4.
Benefit: All damage dealt by your dirty strike ability improves to d6's.
Normal: The damage dealt by a dirty strike is normally d4's.

Training for the Improved Dirty Strike Feat: Trials of the Bloodsea. To qualify for the improved dirty strike feat the mariner supplicant must fight his way through a horde of warriors at his patrons temple. If he succeeds in exiting the temple and scores at least one critical using his dirty strike in doing so, his patron confers their blessings on him.

Legendary Sailor [Epic]
You ability on board a ship is unequalled.
Prerequisites: Balance 21 ranks, Profession (Sailor) 25 ranks, Tumble 21 ranks.
Benefit: You can ignore any check penalties applied for accelerated movement while balancing, accelerated tumbling, or running while balancing on a shifting surface or while tumbling onboard a ship. While you are steering a ship, that ship can move 1 1/2 times its normal speed.
In addition, you gain a +4 bonus on all Leadership checks while onboard a ship.

Training for the Legendary Sailor feat: Circus Champion. To qualify for the legendary sailor feat, the supplicant mariner must have taken part in and won no less than four times consecutively in the Minotaur Circus's Sea Race, held in Kothas.

Shifting-Sea Strike [Epic]
When you attack those of either a lawful or a chaotic alignment, your attacks can be quite deadly.
Prerequisites: Dirty Strike +5d4, Neutral Good, Neutral or Neutral Evil Alignment.
Benefit: When you are attacking other creatures that are not one of the following alignments - neutral good, neutral or neutral evil - your weapon is treated as being either lawful or chaotic (your choice). The weapon can only have only one alignment per round and the alignment can be shifted to the other one as a free action of your following round's action. The weapon deals an extra +2d6 points of damage to the appropriate alignment (lawful or chaotic creatures). This ability does not stack with other abilities that grant this type of effect, such as axiomatic weapons.

Training for the Shifting-Sea Strike Feat: Throw Fate to the Waves. To qualify for the shifting-sea strike, the supplicant mariner must have met and battled (not necessarily defeated) a lawful or chaotic sea creature with a CR equal to or exceeding his own.

Slay Servants of the Ancient Foe [Epic]
Your strikes against an opponent have the ability to slay him where he stands.
Prerequisites: Wisdom 21, Dirty Strike +6d4, Bane of the Ancient Foe, Habbakuk or Zeboim as your patron deity.
Benefit: At any time that you score a critical against a servant of your patrons ancient foe, the target must make a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modifier) or die instantly. Creatures that are normally immune to critical strikes cannot be effected by this feat.
Servants and followers of your patrons enemy are defined as having that god as their patron.

Training for the Bane of the Ancient Foe: Mettle of the Oceans. To qualify for the Slay Servants of the Ancient Foe feat, the supplicant mariner must have beaten at least thirty followers and servants of their patrons enemy, one of those must have had a CR equal to or exceeding the mariners CR and must have been since he reaches 22nd level.

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