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102 lines
5.0 KiB
Plaintext
102 lines
5.0 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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By: John Givler
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----------------------------------------------------------------------
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The Seafarer
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Description: The Seafarer makes his living on ships, and in the
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open waters. They are modeled after the modern day coast guard.
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It is the seafarer's duty to protect the people, and find lost
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ships. They will not attack any fishing or smaller type vessels.
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Their main attributes are strength and speed, so high
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strength and dexterity are prefered. Since strength and speed
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are of the essence. he needs at least a 14 in both. A high
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constitution is also important.
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Role: The Seafarer is a protector of the oceans and open waters,
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and the creatures that live there. They will fight pirates, and
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protect other ships from pirating vessels. The seafarer can find
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jobs as navigators, ship captains, guides, and fishermen.
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Secondary Skills: If your DM is using secondary skills the
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character can select any of the following secondary skills:
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Fisher, Navigator, Sailor, and Shipwright. The character can
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have any two of the four.
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Weapon Proficiencies: Required: crossbow (light, or hand),
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dagger, or shortsword, khopesh or scimitar, and the whip. The
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seafarer must become proficient in these weapons before gaining
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proficiencies in any other weapon.
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Nonweapon Proficiencies: Bonus nonweapon proficiencies:
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Navigation, seamanship. Recommended (General): Direction Sense,
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fishing, rope use, swimming, weather sense; (Warrior): Animal
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lore, blind-fighting, endurance.
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Special Benefits: The Seafarer has the a skill known as
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Swashbuckling: This ability give the seafarer a +1 bonus to hit
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and to damage. The Seafarer also recieves a bonus of +1 for every
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three levels of ability for a maximum of +3 toward the nonweapon
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proficiency of Endurance.
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Seafarer are excellent navigators, and can handle ships in
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even the worst possible weather conditions. Although a seafarer
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would not want to sail in bad weather conditions, he does know how
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to handle a ship during them. (Ex. A seafarer only recieves a -25
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penalty to their ocean worthiness check while sailing during a
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hurricane.)
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The seafarer has the theif abilities of a Climb Walls, and
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Hear Noises. His abilities are equal to that of a thief of equal
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level.
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Special Hindrances: The seafarer can not wear armor heavier than
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chain, and can employ shields, because the seafarer, has to climb
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ropes, and sides of ships. So they can not be weight down with
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armor. The seafarer does not recieve the 10 percent bonus to
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earned experience.
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The seafarer only recieve his Swashbuckling ability on ships
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or on the open water, and must be wearing armor lighter than
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studded leather. The seafarer at first level must choose what
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weapon he want to develope his ability with.
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Although a seafarer can handle a ship during any type of
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storm with very little difficulty, there is still a 25 percent
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chance that a seafarer will not sail a vessel if he senses bad
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weather.
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The seafarer only has his thievies abilities on ships, in
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open waters and underwater. In area such as a town or city there
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abilities do not function, because they are not trained for said
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enviroment. Also the seafarer recieves a bonus to the nonweapon
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proficiency of Endurance, only if he choose it at first level.
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Wealth Options: The seafarer recieves the usual 5d4 x 10gp in
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starting gold., and will spend on the equipment he deems
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necessary for his survival.
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While the seafarer can have any monetary amount of treasure,
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they cannot have more treasure than they can carry. So in this
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case a Bag of Holding is very useful, or a seafarer may choose a
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spot to bury his treasure some place.
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Races: Any race that enjoys traveling in the open waters can be a
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seafarer, but it is only recommended for humans half-elves, and
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races that enjoy the sea. Nonhuman characters are limited to
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their racial restrictions of their choosen class.
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Notes: Most warriors build strongholds when they reach the 9th
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level, and start to attract a body of soldiers. But since a
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seafarer spends his time on open waters, he prefers to buy some
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sort of ship instead of building a stronghold.
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Since the seafarer, try to stop pirates and likes to help
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people, most pirates do not like them. So pirates may want to
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try and kill seafarers, but that is left up to the DM.
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Rumor has it their is and evil version of the Seafarer. He
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loves to attacks ships and steal their cargo. Captives will be
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used as slaves. The evil seafarer enjoys plundering coastal
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villages and will sail in any weather for a price. These evil
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seafarers are often refered to as: Scalawags or pirates.
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* Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)
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