John Q. Mayhem
Explorer
#68 - HUMAN WAR-MARINER
Unfettered 2; PHB, Arcana Unearthed
A combat seaman, these stats could represent marines or combat-trained sailors, and of course, PIRATES!
Alignment: Any; pirates usually evil, often chaotic
Human war-mariner Human unfettered 2nd-lvl.
Combat: AC= 15 (+2 armor, +2 Dex, +1 class) (touch 13, flat-footed 12, vs. melee 16); Hit-points: 14; Initiative: +2; Speed: 30 ft; BAB +2, Grap +4, melee: +4 (1d6+2, 19-20/x2, cutlass), +0 (1d6+1, x3, boarding axe), ranged: +4 (1d8, 19-20/x2, light crossbow).
Saves: Fort 0+1, Ref 3+2, Will 0
Abilities: Str 14 (+X), Dex 15 (+X), Con 13 (+X), Int 10 (+X), Wis 10 (+X), Cha 10 (+X).
Racial Traits: Human: Bonus feat, 1 skill point/level, 4 at 1st.
Skills: Climb +9, Profession (seaman) +5, Spot +3, Swim +9, Tumble +6, Use Rope +7
Feats and Powers: Two-Weapon Fighting, Athletic, Defensive Stance.
Equipment: Sturdy sea clothes, cutlass, heavy crossbow, boarding axe, leather armor
Note: This character's armor will often be some equivalent to leather, rather than actual leather armor. I used AU's TWF system, because I like it better. It is +0/-4 rather than -2/-2. A war-mariner who operates a ship's ballistae or catapults would have Profession (siege engineer) +4 rather than Tumble +6.
Unfettered 2; PHB, Arcana Unearthed
A combat seaman, these stats could represent marines or combat-trained sailors, and of course, PIRATES!
Alignment: Any; pirates usually evil, often chaotic
Human war-mariner Human unfettered 2nd-lvl.
Combat: AC= 15 (+2 armor, +2 Dex, +1 class) (touch 13, flat-footed 12, vs. melee 16); Hit-points: 14; Initiative: +2; Speed: 30 ft; BAB +2, Grap +4, melee: +4 (1d6+2, 19-20/x2, cutlass), +0 (1d6+1, x3, boarding axe), ranged: +4 (1d8, 19-20/x2, light crossbow).
Saves: Fort 0+1, Ref 3+2, Will 0
Abilities: Str 14 (+X), Dex 15 (+X), Con 13 (+X), Int 10 (+X), Wis 10 (+X), Cha 10 (+X).
Racial Traits: Human: Bonus feat, 1 skill point/level, 4 at 1st.
Skills: Climb +9, Profession (seaman) +5, Spot +3, Swim +9, Tumble +6, Use Rope +7
Feats and Powers: Two-Weapon Fighting, Athletic, Defensive Stance.
Equipment: Sturdy sea clothes, cutlass, heavy crossbow, boarding axe, leather armor
Note: This character's armor will often be some equivalent to leather, rather than actual leather armor. I used AU's TWF system, because I like it better. It is +0/-4 rather than -2/-2. A war-mariner who operates a ship's ballistae or catapults would have Profession (siege engineer) +4 rather than Tumble +6.