Sailor (3.5e Class)

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Making a Sailor[edit]

The Sailor excels in combat at sea, combining skill, speed and accuracy with deadly efficiency. A standard and distinct fantasy archetype, the Sailor has little use for the typical trappings of other adventurers. They values accuracy, silorship, and skill overover familiarity with a variety of weapons, and as such, they ofthen know to use just the saber and pistols.

Abilities: Dexterity is vital to the Sailor, as their prowess with the pistols and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing the Sailor to climb up to the top of the mast in a moments notice. Lightly armored, the Sailor benefits greatly from a high Constitution score.

  • Alignment: Any.
  • Starting Gold: 6d4 x 10gp. ("Moderate" or "As fighter").
Table: Sailor

Hit Die: d10

Level BAB Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +0 Sailors Feet, Sailorship, Sailor's Endurance
2nd +2 +1 +3 +0 Bonus Feat
3rd +3 +2 +3 +1 Inner Compas, Sailors Vision
4th +4 +2 +4 +1 Weapon Mastery, Dual Wielding
5th +5 +3 +4 +1 Evasion, One Hand Reload
6th +6+1 +3 +5 +2 Bonus Feat
7th +7+2 +3 +5 +2 Poison Resistance
8th +8+3 +4 +6 +2 Improved Evasion
9th +9/+4 +4 +6 +3 Bonus Feat
10th +10/+5 +5 +7 +3 Sea Monster Master
11th +11/+6/+1 +5 +7 +3 Bonus Feat
12th +12/+7/+2 +5 +8 +4 Ship
13th +13/+8/+3 +6 +8 +4 Treasure Map
14th +14/+9/+4 +6 +9 +4 Dead Men's Curse
15th +15/+10/+5 +7 +9 +5 Alcohol Addiction
16th +16/+11/+6/+1 +7 +10 +5 Pact with Davy Jones
17th +17/+12/+7/+2 +7 +10 +5 New Hope
18th +18/+13/+8/+3 +8 +11 +6 Curse Breaker
19th +19/+14/+9/+4 +8 +11 +6 Summon Kraken
20th +20/+15/+10/+5 +9 +12 +6 King of the Sea

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Devivce, (Cha), Hide (Dex), Jump (Str), Knowledge (Sailorship) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis),Survival (Wis),Swim (Str) and Use Rope (Dex)

Class Features[edit]

Weapon and Armor Proficiency: Sailors are proficient with all Simple weapons and with all range weapons (including exotic bows), but they mostly prefer to use a saber or a pistol. They are proficient with light armor but not with shields.

Sailors Feet: At level 1, the Sailor has very good sense of balance, +4 on all balance checks, as long as he is carrying light or no armor.

Sailorship: At level 1, the Sailor has intimate knowledge about ships and the sea, +4 on all knowledge checks regarding ships and sea (legends and sea creatures)

Sailor's Endurance: At level 1, the Sailor has mastered the sea sickness, has immunity to sea disease.

Bonus Feat: At level 2, 6, 9, 11, the Sailor can take any bonus feat a fighter of the same level could take.

Inner Compas: At level 3, the Sailor has perfect orientation at sea, and can navigate as he/she pleases.

Sailors Vision: At level 3, the Sailor has adapted his life on the sea, and has better vision at night then most people, gain +4 on all Spot checks.

Weapon Mastery: At level 4, the Sailor can add half his level to his attack and damage rolls, as long as he uses a Saber and a pistol.

Dual Wielding: At level 4, the Sailor can fight without penalties with a Saber and a pistol in each hand. He gains the Point blank shot feat for the pistol.

Evasion: At level 5, the Sailor gains the Evasion feat.

One Hand Reload: At level 5, the Sailor can reload his pistol with one hand (while holding the pistol itself), as a move action.

Poison Resistance: At level 7, the Sailor gets resistance to poison due to a high amount of rum that is always pleanty in his guts at all times.

Improved Evasion: At level 8, the Sailor gains the Evasion feat.

Sea Monster Master: At level 10, the Sailor has enough expirience while fighting sea creatures of any kind, gains +5 on all his attack and damage rolls against sea creatures.

Ship: At level 12, the Sailor gets hold of his own ship, +4 on Charisma stat

Treasure Map: At level 13, the Sailor gets hold of an ancient treasure map, +4 on Bluff and Diplomacy checks

Dead Men's Curse: At level 14, the Sailor gets his own Curse, and will die soon. The Sailor will loose all his luck feats (if any) without replacing them, but gain +4 on Constitution stat

Alcohol Addiction: At level 15, the Sailor gets an Alcohol adiction. Gain +4 Diplomacy.

Pact with Davy Jones: At level 16, the Sailor gets to know the ruler of the sea, Davy Jones, and strikes a pact with him, to avoid the curse while on the sea. Gain all previously lost luck feats, and gain an additional one, but only while you are on a ship. Loose them all the moment you step foot on land.

New Hope: At level 17, the Sailor gains the means to break the Dead Men's Curse, Gain +4 on Wisdom stat.

Curse Breaker: At level 18, the Sailer fains curse immunity, and all negative stat effects can't harm the Sailor.

Summon Kraken: At level 19, the Sailer can once per week summon a Kraken on sea, and sink a ship at will, the enemy ship has a 10% survival chance, at which point the Cracken is damaged, and needs a month to recover.

King of the Sea: At level 20, the Sailer gains control over his own fleet, that noone rivals. Gain a special crown and +4 on all stats.

Epic Sailor[edit]

Table: The Epic Sailor

Hit Die: d10

Level Bonus Feat
21st
22nd Bonus Feat
23rd
24th Bonus Feat
25th Bonus feat
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus feat

4 + (Int) modifier skill points per level.

Special ability: An epic Sailor gains one additional special ability 22th level and every 2 levels there after.

Bonus Feats: The epic Sailor gains a bonus feat (selected from the list of epic Fighter bonus feats) every 5 levels after 20th.

Human Sailor Starting Package[edit]

Weapons: Saber, Pistol with 3 rounds (pistol holds 1 round at a time) Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str 0
Concentration 4 Concentration -
Hide 4 Dex -
Jump 4 Str 0
Listen 4 (Wis) -
Spot 4 (Wis) -

Gold: 140gc.


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