Greetings fellow sleepwalkers! Trim up the sails and batten down the hatches, we sail for adventure this week with a new class for your BX and OSR nautical campaigns! This week I bring you the Sailor, perfect for your nautical focused campaigns or adventures! An agile seabound warrior, the sailor is skilled in ropework, navigation, and a host of other useful skills acquired from their years aboard ship. Looking to start a nautical campaign? try the sargasso sea encounter generator. If your looking for something weirder, take a look at last week's article on Technomagical prosthetics!
The Sailor
From the Argonauts of Greek myth
to legendary explorers like Zheng He to the roguish pirates of literature like
Long John Silver, sailors have been the antagonists and protagonists of many an
exciting adventure story. Sailors are the skilled laborers of the seas, rivers,
and lakes of the world. They are nimble fighters, scampering across rigging and
up masts while the decks below pitch and yaw. Due to their years on the water,
sailors are excellent navigators and survivors too. When the seas get rough and
opportunities dry up, many find work on the land as tomb raiders and treasure
hunters. Whether in port, on the waves, or down in a dungeon, sailors are a
capable adventurers.
Requirements: Minimum Dex 13, minimum Con 9
Prime Requisite: Cha
Hit Dice: 1d8
Maximum Level: 14
Armor: Leather, Mithril chainmail
Weapons: Club, crossbow, cutlass (sword), dagger,
hand axe, long bow, short sword, spear
Languages: Alignment, Common, and either Dwarven or Elven
Combat:
Sailors most commonly use whatever
happens to be available when drawn into hand-to-hand combat, be that a belaying pin
(club) or a carpenter’s axe (hand axe). The more piratical sailors have been
known to wield curved swords known as cutlasses that are easier to fight with across
rolling decks. Due to a well-learned fear of drowning, sailors rely mainly on
their nimble agility to avoid danger, donning leather armor when the need calls
for more protection, preferring something lightweight over something that provides
extra protection. Sailors who can get their hands on mithril chainmail,
however, prefer to wear above all other armor as it grants protection without sacrificing
weight. These properties are why mithril chainmail makes ideal protection for
armoring up on dangerous voyages.
Nimble Fighter:
Sailors gain a +2 bonus to Armor
Class at 4th level due to their sure-footedness and agility learned
from years aboard the pitching deck of a ship. At 10th level the
bonus increases to +4.
Sailor’s Skills:
Besides general proficiency in knot-tying
and ship’s rigging, sailors can use the following skills with the chances of
success shown below.
Climb: A roll is required
for each 100 feet to be climbed. If the roll fails, the sailor falls at the
halfway point, suffering falling damage.
Identifying Ships: A roll is
required when trying to identify a ship’s class and likely compliment when the
vessel is spotted within three miles or less of the sailor’s position, with perfect visibility.
Navigate: When plotting an
accurate course to sail or when a party containing a sailor gets lost while
traveling, the sailor may use this skill to help find a route back to their
desired destination.
Open Locks: Requires thieves’
tools. A sailor can only try this skill once per lock. If the roll fails, the
sailor may not try the same lock again before gaining an experience level.
Sailor Skills Chance of
Success |
||||
level |
C |
IS |
N |
OL |
1 |
3-in-6 |
2-in-6 |
3-in-6 |
1-in-6 |
2 |
3-in-6 |
2-in-6 |
3-in-6 |
1-in-6 |
3 |
3-in-6 |
2-in-6 |
3-in-6 |
2-in-6 |
4 |
3-in-6 |
3-in-6 |
3-in-6 |
2-in-6 |
5 |
4-in-6 |
3-in-6 |
4-in-6 |
2-in-6 |
6 |
4-in-6 |
3-in-6 |
4-in-6 |
3-in-6 |
7 |
4-in-6 |
4-in-6 |
4-in-6 |
3-in-6 |
8 |
4-in-6 |
4-in-6 |
4-in-6 |
3-in-6 |
9 |
4-in-6 |
4-in-6 |
4-in-6 |
4-in-6 |
10 |
5-in-6 |
5-in-6 |
5-in-6 |
4-in-6 |
11 |
5-in-6 |
5-in-6 |
5-in-6 |
4-in-6 |
12 |
5-in-6 |
5-in-6 |
5-in-6 |
5-in-6 |
13 |
5-in-6 |
5-in-6 |
5-in-6 |
5-in-6 |
14 |
5-in-6 |
5-in-6 |
5-in-6 |
5-in-6 |
Fishing:
A party with a sailor in it that stops
for a day to fish has a 5-in-6 chance of catching something.
Swimming:
Due to their time on the water,
sailors are excellent swimmers. A sailor gains a swim speed of 60’(20’).
Safe Harbor:
Sailors are far-travelled and
have many opportunities to spend time in port towns and cities across the world.
When a sailor finds themselves in a port town or city, they have a 4-in-6
chance of knowing someone who lives there who is willing to feed them and let
them stay under their roof. Their friend in port always has someplace for them
to stay, whether it’s space on the floor of a storeroom or a comfortable bed in
a warm room. Sailors can only secure a meal and a place to sleep for themselves
in this manner. The other party members will have to fend for themselves. The
quality of the food and lodgings is up to the referee.
After Reaching 7th Level:
The Sailor may purchase a boat and
become its captain. This will attract 1d10 1st level sailors to crew
the vessel.
Sailor Level
Progression |
||||||||
|
Saving Throws |
|||||||
Level |
XP |
HD |
THAC0 |
D |
W |
P |
B |
S |
1 |
0 |
1d8 |
19 [0] |
12 |
13 |
14 |
15 |
16 |
2 |
2,250 |
2d8 |
19 [0] |
12 |
13 |
14 |
15 |
16 |
3 |
4,500 |
3d8 |
19 [0] |
12 |
13 |
14 |
15 |
16 |
4 |
10,000 |
4d8 |
17 [+2] |
10 |
11 |
12 |
13 |
14 |
5 |
20,000 |
5d8 |
17 [+2] |
10 |
11 |
12 |
13 |
14 |
6 |
40,000 |
6d8 |
17 [+2] |
10 |
11 |
12 |
13 |
14 |
7 |
90,000 |
7d8 |
14 [+5] |
8 |
9 |
10 |
10 |
12 |
8 |
150,000 |
8d8 |
14 [+5] |
8 |
9 |
10 |
10 |
12 |
9 |
300,000 |
9d8 |
14 [+5] |
8 |
9 |
10 |
10 |
12 |
10 |
425,000 |
9d8+2* |
12 [+7] |
6 |
7 |
8 |
8 |
10 |
11 |
550,000 |
9d8+4* |
12 [+7] |
6 |
7 |
8 |
8 |
10 |
12 |
675,000 |
9d8+6* |
12 [+7] |
6 |
7 |
8 |
8 |
10 |
13 |
800,000 |
9d8+8* |
10 [+9] |
4 |
5 |
6 |
5 |
8 |
14 |
925,000 |
9d9+10* |
10 [+9] |
4 |
5 |
6 |
5 |
8 |
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