Spelljammer
Mariner
Profession Category:Fighter
Profession:Mariner
:
Easy Start
Important attributes:


Suggested starting skills


Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)


A Mariner is a master of the sea and ships. Think Horatio Hornblower rather than Errol Flynn. The Mariner class is modelled more after naval officers of the Napoleonic era. They pace the quarterdeck issuing orders to the helmsmen to bring the ship about. They send men up into the shrouds to trim the mizzen mast or take in the t’gallants. When a lookout reports a smudge on the horizon, they leap to the shrouds and climb to the top of the main mizzen mast, whip their telescope out of its sheath and study the potential threat. They are masters of the sea and masters of men. They can operate their ships far from home. They are sailors, warriors, diplomats and leaders.

A Mariner can single specialize in two weapons of which one must be a short sword, longsword or broadsword.

Mariners are limited to leather armor and cannot use a shield.

Once you have decided what weapon(s) you want to specialize in, let the GM know and he will add them to the back end document.

Mariner Titles
  • Midshipman - ranks 1-5
  • Lieutenant - ranks 6-7
  • Commander - ranks 8-9
  • Captain - ranks 10-12
  • Admiral - ranks 13+

Mariner titles is based on the assumption that all required Mariner skills are at the required rank. For example, a mariner who is rank 6 with everything except Military Scientist would still be considered a Midshipman. A Mariner character can visit any Mariner guild at any time to attempt to apply for a higher title. If the character is of the appropriate rank in ALL required Mariner skills, they are assumed to have passed the screening and are granted the higher title. If their Overall Level is at the right level, but not all required skills are at the right level, there is a 10% chance per point of the deficit skills that they do not pass the screening.

For example, Mr Crenshaw is Overall Level 6. All required Mariner skills are at rank 6 except for Military Scientist and Navigation, which are both at rank 5. He has an 80% chance of passing the screening and being awarded the title of Lieutenant by the Mariner's Guild.

Benefits of Rank
<Indicate the benefits of being a lieutenant over a midshipman, commander over lieutenant, etc. Magic Sword maybe?>


Required Skills
Required skills must be bought up to improve Overall Level. Required skills must be included when calculating Overall Level.

Required skills for a Mariner are:
  • One Weapon skill
  • Artillery
  • Military Scientist
  • Navigation
  • Rope Mastery
  • Sailing
  • Sea Lore
Stat Multiples:
StatModifier
STR1
DEX1
CON1
INT1
KNOW1
WP1
MA2
LUCK1
CHA1
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
2.0
Alchemy
Artifact Lore
Astral Lore
Demon/Devil Lore
Elemental Lore
Faerie Lore
Language Draconian
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Magic Lore
Plant and Herb Lore
Religious Language Aster
Religious Language High Eirenay
Religious Language High Sindathul
Religious Language Low Eirenay
Religious Language Low Sindathul
Religious Language Middle Eirenay
Religious Language Middle Sindathul
Religious Language Nifle
Religious Language Sumerian
Religious Lore
Research
Undead Lore
1.5
Ambush
Appraisal
Barter
Build Trap
Disguise
Find Traps
Forgery
Gambling
Gem and Jewelry Appraisal
Hide in Shadows
Locate Secret Openings
Move Silently
Open Locks
Pickpockets
Poison Lore
Quick Draw
Remove Traps
Shadowing
Sleight of Hand
Trap Building
1.25
Artillery
Defense
Diplomacy
Diving
Maneuver in Armor
Military Scientist
Navigation
Swimming
Weapon Ballista
Weapon Bastard Sword
Weapon Battle Axe
Weapon Blackjack
Weapon Bola
Weapon Bow
Weapon Broadsword
Weapon Catapult
Weapon Club
Weapon Crossbow
Weapon Dagger
Weapon Dart
Weapon FF Dagger
Weapon FF Hand Axe
Weapon FF Short Sword
Weapon Flail
Weapon Halberd
Weapon Hand Axe
Weapon Javelin
Weapon Lance
Weapon Long Sword
Weapon Lore
Weapon Mace
Weapon Morning Star
Weapon Neptune Trident
Weapon Net
Weapon Pike
Weapon Quarterstaff
Weapon Roman Trident
Weapon Scimitar
Weapon Short Sword
Weapon Shuriken
Weapon Sling
Weapon Spear
Weapon Two Handed Sword
Weapon War Hammer
Weapon Whip
.9
Range of Field
Rope Mastery
Rowing
Sailing
Sea Lore
.75
.5
Forbidden Skills:All Barbarian Weapons
Barbarian
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cast Clerical Spells
Cleric
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Flying
Gnosis
Great Leaps
Healing Specialist
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Resistance
Martial Artist
Master of Barbarian Weapons
Master of Battle Magics
Master of Defensive Magics
Master Ritualist
Mechanician
Memory
Mental Perception
Mental Resistance
Mystic Sense
Paladin
Persuasion
Phase Attack
Poison Resistance
Primal Urge - Homid
Psionic Combat
Psionic Concentration
Quarterstrength
Ranger
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Sleep and Charm Resistance
Smell of Man
Speed Reading
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Strong Lungs
Suppleness
Swashbuckler
Teleport Other
Teleportation
Time Sense
Toughness
Turn Undead
Ultravision
Weapons Kata
Weather Seer
COP Missiles
Magic Missile
Agent of Law
Combat Sense