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Mariner

This character type is similar to the Ranger type in that both are “in tune” with the outdoors; but the
Mariner’s specialty is the ocean while the Ranger’s specialty is the forest and woodlands. In addition
to knowledge of the sea, a Mariner must be able to command others; so a Mariner requires the
minimum scores of the following abilities: Charisma: 15, Strength: 11, Intelligence: 13, Wisdom: 13,
Dexterity: 15. A Mariner is the final ruler and tyrant on board his or her ship so he or she may be of
Lawful alignment. Mariners, being of Druidic nature, tend to be neutral but they can be good or evil
(10% each). Lawful Neutral (50%), Neutral (30%), Neutral Good (10%), Neutral Evil (10%)

Mariners do not wear plated armor. They can only wear Leather, Padded, Ring Mail, or Studded
Leather, and can only wear Chain or Scale mail if they have a minimum of 16 strength. They do not
use shields. They can wear magical armor if it is specifically designed for underwater or water
talented individuals and is no more than 40# weight and only fairly bulky for encumbrance. Mariners
covet magic items like bracers or rings of protection as they do not like to wear armor!

Mariners use only close quarter weapons (up to 3 ½’ in length) such as Cutlasses (Scimitars), Short
swords (Broad, Falchion, Khopesh, Roman), Hand axes, Daggers, etc. They can wield Tridents of any
size. The only missile weapons allowed are Aklys, Atlatls, Harpoons and Javelins.

Level 8 sided die Level Title Swim Hold Free Dive Tightrope
for acc. Rate# Breath Depth Climb Walking
Hit Points
1 2 Swab 15” As per Con.* 10’ 75% As per
2 3 Deckhand 16” +1 Round 15’ 85% Acrobat of
3 4 nd
Seaman 2 Class 17” +2 Rounds 20’ 86% equivalent
4 5 Seaman 1st Class 18” +3 “ 25’ 87% Level (begin
5 6 Bosun’s Mate 19” +4 “ 30’ 88% (6th Level)
6 7 Bosun 20” +5 “ 35’ 89% 75%
7 8 Midshipman 21” +6 “ 40’ 90% 80%
8 9 rd
3 Mate 22” +7 “ 45’ 91% 85%
9 10 2 Mate
nd
23” +8 “ 50’ 92% 90%
10 11 1st Mate 24” +9 “ 55’ 93% 95%
11 12 Navigator 25” +10 “ 60’ 94% 100%
12 13 Commander 26” +11 “ 65’ 95% 100%
13 14 Mariner - Mariner 27” +12 “ 70’ 96% 100%1
14 15 Mariner – Captain 28” +13 “ 80’ 97% 100%2
15 16 Mariner – Commodore 29” +14 “ 90’ 98% 100%3
16 17 Mariner – Admiral 30” +15 100’ 99% 100%4
+1 seg./level +5’/level 100%5
thereafter thereafter

* Normal holding of breath is 1 segment per Constitution point.


# Swim rates are only if wearing non-bulky armor like Leather (not Studded or Padded)

1
Includes the ability to carry up to 1,000 g.p. weight/encumbrance in addition to normal load, or
handle a moderate wind with no penalty to the chance for success.
2
Includes the ability to carry up to 2,000 g.p. weight/encumbrance in addition to normal load, or
carry up to 1,000 g.p. weight/encumbrance in a moderate wind, or handle a strong wind with no
penalty to the chance for success.
3
Includes the ability to carry up to 2,000 g.p. weight/encumbrance in a moderate wind in addition to
normal load, or up to 1,000 g.p. weight/encumbrance in a strong wind with no penalty to the chance
for success.
4
Includes the ability to carry up to 3,000 g.p. weight/encumbrance or carry up to 2,000 g.p.
weight/encumbrance in a moderate wind in addition to normal load, or up to 1,000 g.p.
weight/encumbrance in a strong wind with no penalty to the chance for success.
5
Includes the ability to carry up to 2,000 g.p. weight/encumbrance in a strong wind or carry up to
3,000 g.p. weight/encumbrance in a moderate wind in addition to normal load, or up to 4,000 g.p.
weight/encumbrance in no wind with no penalty to the chance for success.

Level Title Skills


1 Swab Swimming, Hold Breath, Diving, Knot tying, Climbing
2 Deckhand Fasting, Shark Sense
3 Seaman 2nd Class Lassoing, Harpooning
4 Seaman 1st Class Converse with Sea Creatures
5 Bosun’s Mate Salt Water to Fresh Water
6 Bosun Summon Sea Creatures, Tightrope Walking
7 Midshipman Know Direction, Know Location, Mapping
8 3rd Mate Predict/Know Weather, Know Depth
9 2 Mate
nd
Call Wind
10 st
1 Mate Call Waterspout
11 Navigator Raise/Lower Water
12 Commander Water Walk,
13 Mariner Summon Wave
14 Mariner-Captain Tidal Wave
15 Mariner-Commodore Control Weather
16 Mariner-Admiral Summon Water Elemental

Fasting: The Mariner can go without food for 1 day per level.

Shark Sense: When in the water the Mariner can sense the location and size of creatures/object in
the water up to 1” radius distance + 1” per level.

Lassoing: The Mariner earns +1 per 3 levels of experience to lasso an opponent. Once lassoed the
victim must make a save vs. Petrification or be wrapped completely without the use of their limbs.
(Only verbal spells may be cast, no weapons used, AC reduced by 1). The victim, if held fast, may try
their bend bars/lift gates percentage to try to break the lasso and escape.

Harpooning: The Mariner earns +1/+1 to hit/damage per 3 levels of experience when using a
harpoon.

Converse with Sea Creatures: The Mariner may converse with all creatures of the sea.

Salt Water to Fresh Water: The Mariner may convert 5 gallons of salt water to 5 gallons of fresh
water and vice-versa per level of experience.

Summon Sea Creatures: The Mariner may summon 1-8 sea creatures of ½ the Mariner’s level of
Hit Dice.
1-3 Barracuda
4-6 Crab, Giant
5-7 Crayfish, Giant
8-10 Dolphin
11 Dragon Turtle
12-14 Electric Eel, Giant
15 Eye of the Deep
16-18 Hippocampus
19-20 Ixitxachitl
21-22 Kelpie
23-25 Killer Whale
26 Kraken
27-28 Squid, Giant
29-30 Kua Toa
31-33 Lamprey
34-35 Locathah
36-37 Mermaid/Merman (50%/50%)
38 Morkoth
39-41 Mosasaur (Dinosaur)
42-44 Narwhale
45-46 Nereid
47-49 Nothosaurus (Dinosaur)
50-51 Octopus, Giant
52-53 Ogre, Aquatic
54-56 Porpoise
57-59 Portuguese Man-‘O-War
60-62 Ray
63-64 Sahuagin
65 Sea Hag
66-67 Sea Horse, Giant
68-69 Sea Lion
70-71 Sea Nymph
72-74 Sea Otter, Giant
75-76 Sea Wolf, Greater
77-79 Sea Wolf, Lesser
80-82 Selkie
83-85 Shark
86-88 Sirine
89-90 Sperm Whale
91-92 Spider, Giant Marine
93-94 Swordfish
95-96 Tennodontosaurus (Dinosaur)
97 Triton
98-99 Troll, Marine (Scarag)
100 Verme

Tightrope Walking: See Above.


Know Direction: The Mariner can discern the exact direction they need to go to reach their goal
unless their goal is magically protected.

Know Location: The Mariner knows the exact location of where they are on a map.

Mapping: Mariner is able to produce accurate charts of the area within 1 hour minus 1 round per
level.

Predict/Know Weather: The Mariner can discern the local weather for 12 hours + 1 hour per
level.

Know Depth: The Mariner knows the depth of the water at any location when concentrating on the
ability.

Call Wind: 5 times per day the Mariner may call upon wind. They may control the wind speed and
direction for 1 turn per level.

Call Waterspout: Twice per day a Mariner may summon a waterspout of 1” height by 1” diameter
+1” per level. Anything struck in the water spout takes 1-4 damage points per Mariner level.
Anything caught in the water spout (smaller than the diameter) is flung as far as the height of the
waterspout away from its center if a save vs. spell fails.
Raise/Lower Water: A Mariner may Lower/Raise water 3 times per day as if they were a Cleric of
equal level.

Water Walk: A Mariner may walk on water as per the clerical spell.

Summon Wave: 4 times per day a Mariner may summon a wave of 25 feet high + 1 foot per level
to crash into the object (ship, creature, shore structure, etc.). The damage caused is 1-10 + ½ point
per height of wave.

Tidal Wave: Oncde per day a Mariner may summon a Tidal wave (see below).

When this effect is created by a Mariner, a local tidal wave of fairly high strength inundates the
ground. The flooding is over in one turn. The Tidal Wave affects all terrain, vegetation, structures
and creatures in its locale. The area of effect of the Tidal Wave spell is semi-circular, the radius being
1/2" for every level of experience of the Mariner, i.e. a 20th level Mariner creates a Tidal Wave with a
10" radius hemisphere area of effect. Effects are as follows:

TERRAIN

Caves or cavern: Fills to top with water


Cliffs: Crumble causing landslide
Ground: Floods, causing creatures to swept away and drowned as follows:
Size S-1 in 4 (d4)
Size M-1 in 6 (d6)
Size L-1 in 8 (d8)
Tunnel: Fills to top with water
VEGETATION

Small Growth: No Effect


Trees: 1 in 3 uprooted and fall

STRUCTURES

All structures: sustain from 5 to 60 points (5d12) of structural damage; those taking 50-60
points of damage are collapsed into rubble.

CREATURES

See Above

Structures very solidly built, with foundations reaching i.e. bedrock, will sustain half damage. Castles
so built will take only one quarter damage if they score above 50% on a saving throw roll. A Water
Elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10, 0 =
100%) if the elemental is of forces opposed to the Mariner creating the Tidal Wave.

Control Weather: The Mariner can Control Weather once per day as if they were a cleric of 15th
Level.

Summon Water Elemental: At 16th level a Mariner may summon 1 16 HD Water Elemental and
may summon 1 additional Water Elemental per 2 levels above 16th. The Elemental is on friendly
terms with the Mariner as if they were a Druid.

Mariners begin learning Druid Spells at 7th Level and Clerical Spells at 8th level They can cast each
spell type as if they were a Druid 6 levels below their or Cleric 7 levels below their own so at 7th level
they cast druid cleric spells as if they were 1st level in each. At 8th level they cast Druid spells as a 2nd
level Druid and Cleric spells as a 1st level Cleric. The highest level spells they can cast are 4th level
Druid spells and 3rd level Cleric spells:

Mariner Druid Level Cleric Level


Level
7th 1st
8th 2nd 1st
9th 3rd 2nd
10th 4th 3rd
11th 5th 4th
12th 6th 5th
13th 7th 6th
14th 8th 7th
15th 9th 8th
16th 10th 9th#
17th 11th*

*
Maximum Druid Level a Mariner can become.
#
Maximum Cleric Level a Mariner can become.
A Mariner’s manna is determined by multiplying the Mariner’s level – 6 (So at 7th level the Mariner is
as a 1st level Druid) times the Mariner’s Wisdom divided by 2. An 8th level Mariner with a 15 Wisdom
has {(8 – 6) x 15}/2 = 30/2 = 15 manna points for ALL spell casting. The Mariner does not get 15
Druid manna points AND 15 Cleric manna points.

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