Mariner Mariners are devoted to the sea. They may be young, old, poor or wealthy
enough to own the ship they sail. They travel the world’s oceans because they love
it. They live for trading, exploring, and discovering new lands.
Social ranks: Mariners tend to be educated individuals from families with a reasonable
amount of gold. Roll 2d6 to determine the rank of a mariner.
2d6 roll
| Rank
|
2–6
| Lower Middle Class
|
7–10
| Upper Middle Class
|
11–12
| Upper Class
|
Requirements: A mariner must have a minimum Intelligence/Knowledge score of 9. The mariner
kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs,
mongrelmen, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics.
Weapon proficiencies: Mariners can be versed in any weapons applicable to their classes. However,
weapons such as spears, pole-arms, and nets are practical.
Recommended nonweapon proficiencies: Weather sense, navigation, fishing, seamanship, swimming, rope use.
Equipment: Mariners can carry whatever equipment they desire, however much of it should
be useful in their trade. Further, these individuals tend to wear little or no
armor, as heavy armor is not practical on a ship. They prize rings of protection and bracers of defense.
Recommended traits: Keen senses, light sleeper, lucky.
Benefits: Mariners enjoy a +2 bonus on reaction rolls from sailors, ship captains, and
aquatic races. And they gain a +1 to hit bonus with nets.
Hindrances: Because mariners are so at home on the sea, they are often uncomfortable on
land. When there is no water in sight, they are out of their element, and they
suffer a –2 reaction roll penalty.
Wealth: Standard for the character’s class.
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