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Swashbuckler and Ship Mage (new archetypes)
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<blockquote data-quote="peterka99" data-source="post: 6468122" data-attributes="member: 6787234"><p><strong>Seafarer as (a multi-class) archetype</strong></p><p></p><p>I revamped your Seafarer class as a new archetype for:</p><p></p><p>Rogue or Barbarian (pirate) </p><p>Fighter (navy or marine officer)</p><p></p><p>For the sea mage: Wizards, sorcerers, warlocks, druids and clerics have no real archetypes, I don’t think we can remove the wizard specialty or the 4 other class origins, pacts or gods. A Paladin, a bard, a ranger are weird but valid choices. A monk cannot be a monk without a tradition.</p><p></p><p>Any ritual magic feat user can be a ship mage. Or a multiclassed wizard or cleric...</p><p></p><p>I removed or changed tricks to be more focused as an archetype of existing classes (nearly all are combat related or too related to you own campaign). Add prerequisites if you want to balance it more...</p><p></p><p>To some extend, a lot of these tricks may be applied to a landbound character : caravan master or guard, a messenger, etc. A ranger will be then a suitable choice. My scout (see my thread) looks like your seafarer that way...</p><p></p><p></p><p><span style="font-size: 18px"><strong>Seafarer</strong></span></p><p></p><p>A seafarer is more at home on the deck or in the rigging of a ship than he is on land. The myriad dangers of the ocean - mutiny, sirens, storms, warships - are well known to the seafarer, who can handle anything the sea throws at him.</p><p> </p><p><strong>SEAFARER LEVEL ADVANCEMENT</strong></p><p> </p><p>The seafarer archetype character takes 2 tricks at any extra “Archetype feature” level</p><p></p><p>Rogue: 2 tricks at level 3, 9, 13 ,17</p><p>Fighter 2 tricks at level 3, 7, 10, 15 and 18</p><p>Barbarian 2 tricks at level 3, 6, 10 and 14 </p><p>etc.</p><p></p><p>As you see, such a character can multiclass well! </p><p>Let imagine a level 3 rogue (corsair), barb 3 (pirate) , cleric 3 of trickery as a Pirate captain and also the ship mage (divine!)....</p><p></p><p></p><p><strong>Seafarer Tricks</strong></p><p></p><p>Favored Seas (pilot)</p><p>Choose a sea or river from your campaign world. When navigating its waters, you gain advantage on Intelligence checks to recall lore about it, Wisdom (Survival) checks to live off the sea, and checks to navigate, handle and pilot the ship in its waters.</p><p></p><p>Navigator. When you can see the clear sky, at night or day, you always know the direction of true north and cannot get lost.</p><p></p><p>You can precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace aboard a ship you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a ship.</p><p></p><p>Disease Resistance. Your saving throws against diseases are advantaged and you have resistance to damage inflicted by disease.</p><p></p><p>Favored Port. Select a particular port town in your campaign world. When at that port, you gain three benefits. First, you can traverse the port using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard a ship disembarking from that port for yourself and up your companions, though you must be flexible about departure time and be willing to work with the rest of the crew.</p><p></p><p>Favored Ship. Select a particular type of seagoing vessel as favored. Choose from Ship's Boat, Sloop, Schooner, Pinnace, West Indiaman, Galleon, Corvette, Frigate, or Ships of the Line (4th to 1st rate). Alternately, you can select a favored country & class of ship, such as English/Dutch/French/or Spanish Boats/Ships/Warships/or Merchantmen. You have advantage on any checks to pilot the ship, move about the ship, search the ship, stowaway aboard the ship, or recall information about its design.</p><p></p><p>Mariner's Lore. You have proficiency and advantage on Intelligence checks to recall lore about sea monsters, ghost ships, sunken treasures, phantom islands, and nautical hazards.</p><p></p><p>Night Raid. You can organize a night raid, using your own Dexterity (Stealth) check to sail a Small or Tiny ship in silence and hidden from lookouts. The ship can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening the crew's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc.</p><p></p><p>Patois. You have visited dozens of ports during your career, and you can communicate basic ideas and barter for supplies regardless of language barriers.</p><p></p><p>Rigging Monkey. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing.</p><p></p><p>Sea Legs. You have a +2 initiative bonus when fighting aboard a ship, you ignore difficult terrain due to sea state, and you ignore disadvantage from sea state to your Dexterity (Acrobatics) checks or Strength (Athletics) checks.</p><p></p><p>Son of a Gun. When personally firing a cannon or overseeing a single cannon's powder crew, you decrease the reload time by 2 rounds and you can re-roll any of the cannon's damage dice, though you must take the second result.</p><p></p><p>Storm Sense. You can predict what the weather will be until the next sunrise or sunset. In addition, you also can sense when a storm is supernatural in origin (e.g. summoned by control weather).</p><p></p><p>Trader. You are always aware of recent trade route conditions, unusual items passing thru the market, fluctuations in the price and availability of trade goods, and which merchants to avoid or do business with.</p><p>You can accurately appraise just about anything given 10 minutes, and when in doubt your Intelligence checks to appraise an item are advantaged. Note that this won't identify magic items, but it will reveal a higher than normal gold piece value</p><p></p><p>Treasure Scent. You have a sixth sense for treasure. When asking a creature about treasure it may know about, you have advantage on your Wisdom (Insight) check. Also, when searching for treasure you can cast <strong><em>locate object</em></strong> without expending a spell slot and without any components, though you do not search for a specific object, rather the "nearest treasure."</p><p></p><p><strong>Tricks with prerequisites:</strong></p><p>Underwater Fighting (preq level 5). You do not suffer disadvantage on your weapon attacks made underwater with a small weapon, spear or spear-like weapon or a crossbow, and you can hold your breath for 1 extra minute.</p><p></p><p>Sea captain (preq level 5 and charisma 13)</p><p>You can issue commands to crew and your companions with a perfect sense of time and perspicacity. To do so, you use a bonus action on your turn to address all friendly creatures within 60 feet who can hear and understand you. Issuing commands grants advantage on a specific roll (as per the Help action) until the start of your next turn. </p><p></p><p>You can issue commands to grant advantage on ability checks involving nautical tasks, and to "take cover" granting advantage to Dexterity or strength saving throws on the ship deck (ex: against a missile volley or a wave) .</p><p></p><p>When acting as captain of a sinking ship, you can ensure the safety of the crew and officers by staying with the ship as it goes down. They will escape thru ship's boats and other means. Your <a href="http://www.enworld.org/forum/forumdisplay.php?2-Tabletop-Gaming&prefixid=fate" target="_blank">fate</a>, however, is up to the dice or DM to determine</p><p></p><p><strong>Sea Mage</strong></p><p> </p><p>While true wizards might talk down to ship mages, treating them as a type of glorified hedge mage, the truth is most ship captains are eager to recruit a talented ship mage to their crew. The ship mage studies the transacts of the various planets to ascertain the optimal time to embark on a voyage, fills flagging sails when a ship hits the doldrums, and conjures forth sunken treasure from the depths.</p><p> </p><p> </p><p>Bonded Ship (preq Ritual Magic ability)</p><p></p><p>As part of an hour long ritual in which you anoint the ship in some way (e.g. installing a custom figurehead or pouring holy water thru juniper boughs over the main sail), you may form a magical bond with one ship. You are intuitively aware of your bonded ship's condition and rough direction while on the same plane. You can also cast spells with a range of "Self" on your bonded ship, so long as you are aboard. You can end your bond as an action or it can be ended if the ship is destroyed; when your bond ends you sustain a level of exhaustion until taking a long rest, after which you may bond with a new ship.</p><p></p><p>Ritual of Winds (preq Ritual Magic ability and <em>gust of wind</em> as a known spell)</p><p>While on the deck of a ship, you can attempt to create favorable winds (moderate strength) for 8 hours. You perform a 10 minute ritual, at the end of which you expend a slot to cast <em>gust of wind</em>, which has its normal effect replaced by the Ritual of Winds. You cannot conjure a favorable wind in an area of supernatural calm nor during a storm.</p><p></p><p>Ritual of Seas (preq Ritual Magic ability and <em>create or destroy water</em> as a known spell)</p><p>While on the deck of a ship, you can alter the seas by performing a 10 minute ritual, at the end of which you expend a slot to cast <em>create or destroy water</em>. You alter the ocean in a 30 foot area around your ship, causing the sea state to change one step either toward becalmed or toward tempestuous. You can create a moving current which propels a ship, brings a sunken object or creature to the surface (using your Intelligence as Strength for lifting purposes), or makes a path of clear water thru tainted or cluttered waters. The currents (or lack thereof) require concentration to maintain. The effect ends after 10 minutes, when you use this feature again or cease concentrating, or if sea conditions dramatically change (either naturally or due to a spell or creature's ability).</p></blockquote><p></p>
[QUOTE="peterka99, post: 6468122, member: 6787234"] [b]Seafarer as (a multi-class) archetype[/b] I revamped your Seafarer class as a new archetype for: Rogue or Barbarian (pirate) Fighter (navy or marine officer) For the sea mage: Wizards, sorcerers, warlocks, druids and clerics have no real archetypes, I don’t think we can remove the wizard specialty or the 4 other class origins, pacts or gods. A Paladin, a bard, a ranger are weird but valid choices. A monk cannot be a monk without a tradition. Any ritual magic feat user can be a ship mage. Or a multiclassed wizard or cleric... I removed or changed tricks to be more focused as an archetype of existing classes (nearly all are combat related or too related to you own campaign). Add prerequisites if you want to balance it more... To some extend, a lot of these tricks may be applied to a landbound character : caravan master or guard, a messenger, etc. A ranger will be then a suitable choice. My scout (see my thread) looks like your seafarer that way... [SIZE=5][B]Seafarer[/B][/SIZE] A seafarer is more at home on the deck or in the rigging of a ship than he is on land. The myriad dangers of the ocean - mutiny, sirens, storms, warships - are well known to the seafarer, who can handle anything the sea throws at him. [B]SEAFARER LEVEL ADVANCEMENT[/B] The seafarer archetype character takes 2 tricks at any extra “Archetype feature” level Rogue: 2 tricks at level 3, 9, 13 ,17 Fighter 2 tricks at level 3, 7, 10, 15 and 18 Barbarian 2 tricks at level 3, 6, 10 and 14 etc. As you see, such a character can multiclass well! Let imagine a level 3 rogue (corsair), barb 3 (pirate) , cleric 3 of trickery as a Pirate captain and also the ship mage (divine!).... [B]Seafarer Tricks[/B] Favored Seas (pilot) Choose a sea or river from your campaign world. When navigating its waters, you gain advantage on Intelligence checks to recall lore about it, Wisdom (Survival) checks to live off the sea, and checks to navigate, handle and pilot the ship in its waters. Navigator. When you can see the clear sky, at night or day, you always know the direction of true north and cannot get lost. You can precisely intuit distances with your naked eye, do not suffer disadvantage to Wisdom (Perception) checks in dim light, and when traveling at fast pace aboard a ship you do not suffer the -5 penalty to your passive Wisdom (Perception). Also, when using a spyglass, you have advantage on your Wisdom (Perception) checks to identify features of a ship. Disease Resistance. Your saving throws against diseases are advantaged and you have resistance to damage inflicted by disease. Favored Port. Select a particular port town in your campaign world. When at that port, you gain three benefits. First, you can traverse the port using secret alleys and passages that allow you to avoid detection, and you have some kind of secret safe house. Second, you have advantage on any Charisma checks to gather information in the port, thanks to a network of contacts there. Third, you can secure free passage aboard a ship disembarking from that port for yourself and up your companions, though you must be flexible about departure time and be willing to work with the rest of the crew. Favored Ship. Select a particular type of seagoing vessel as favored. Choose from Ship's Boat, Sloop, Schooner, Pinnace, West Indiaman, Galleon, Corvette, Frigate, or Ships of the Line (4th to 1st rate). Alternately, you can select a favored country & class of ship, such as English/Dutch/French/or Spanish Boats/Ships/Warships/or Merchantmen. You have advantage on any checks to pilot the ship, move about the ship, search the ship, stowaway aboard the ship, or recall information about its design. Mariner's Lore. You have proficiency and advantage on Intelligence checks to recall lore about sea monsters, ghost ships, sunken treasures, phantom islands, and nautical hazards. Night Raid. You can organize a night raid, using your own Dexterity (Stealth) check to sail a Small or Tiny ship in silence and hidden from lookouts. The ship can move at up to one-quarter speed. In order to make a night raid, you must invest in some kind of preparation first; for example, using muffled oars, darkening the crew's faces with lamp black, painting the ship with camouflage, learning of a secret passage thru the sea caves, arranging for a distraction, drugging the lookouts, sabotaging the spotlight, etc. Patois. You have visited dozens of ports during your career, and you can communicate basic ideas and barter for supplies regardless of language barriers. Rigging Monkey. You can climb at your normal movement speed, you climb unimpeded while holding something in one hand, and you don't grant advantage to attackers while you're climbing or balancing. Sea Legs. You have a +2 initiative bonus when fighting aboard a ship, you ignore difficult terrain due to sea state, and you ignore disadvantage from sea state to your Dexterity (Acrobatics) checks or Strength (Athletics) checks. Son of a Gun. When personally firing a cannon or overseeing a single cannon's powder crew, you decrease the reload time by 2 rounds and you can re-roll any of the cannon's damage dice, though you must take the second result. Storm Sense. You can predict what the weather will be until the next sunrise or sunset. In addition, you also can sense when a storm is supernatural in origin (e.g. summoned by control weather). Trader. You are always aware of recent trade route conditions, unusual items passing thru the market, fluctuations in the price and availability of trade goods, and which merchants to avoid or do business with. You can accurately appraise just about anything given 10 minutes, and when in doubt your Intelligence checks to appraise an item are advantaged. Note that this won't identify magic items, but it will reveal a higher than normal gold piece value Treasure Scent. You have a sixth sense for treasure. When asking a creature about treasure it may know about, you have advantage on your Wisdom (Insight) check. Also, when searching for treasure you can cast [B][I]locate object[/I][/B] without expending a spell slot and without any components, though you do not search for a specific object, rather the "nearest treasure." [B]Tricks with prerequisites:[/B] Underwater Fighting (preq level 5). You do not suffer disadvantage on your weapon attacks made underwater with a small weapon, spear or spear-like weapon or a crossbow, and you can hold your breath for 1 extra minute. Sea captain (preq level 5 and charisma 13) You can issue commands to crew and your companions with a perfect sense of time and perspicacity. To do so, you use a bonus action on your turn to address all friendly creatures within 60 feet who can hear and understand you. Issuing commands grants advantage on a specific roll (as per the Help action) until the start of your next turn. You can issue commands to grant advantage on ability checks involving nautical tasks, and to "take cover" granting advantage to Dexterity or strength saving throws on the ship deck (ex: against a missile volley or a wave) . When acting as captain of a sinking ship, you can ensure the safety of the crew and officers by staying with the ship as it goes down. They will escape thru ship's boats and other means. Your [URL="http://www.enworld.org/forum/forumdisplay.php?2-Tabletop-Gaming&prefixid=fate"]fate[/URL], however, is up to the dice or DM to determine [B]Sea Mage[/B] While true wizards might talk down to ship mages, treating them as a type of glorified hedge mage, the truth is most ship captains are eager to recruit a talented ship mage to their crew. The ship mage studies the transacts of the various planets to ascertain the optimal time to embark on a voyage, fills flagging sails when a ship hits the doldrums, and conjures forth sunken treasure from the depths. Bonded Ship (preq Ritual Magic ability) As part of an hour long ritual in which you anoint the ship in some way (e.g. installing a custom figurehead or pouring holy water thru juniper boughs over the main sail), you may form a magical bond with one ship. You are intuitively aware of your bonded ship's condition and rough direction while on the same plane. You can also cast spells with a range of "Self" on your bonded ship, so long as you are aboard. You can end your bond as an action or it can be ended if the ship is destroyed; when your bond ends you sustain a level of exhaustion until taking a long rest, after which you may bond with a new ship. Ritual of Winds (preq Ritual Magic ability and [I]gust of wind[/I] as a known spell) While on the deck of a ship, you can attempt to create favorable winds (moderate strength) for 8 hours. You perform a 10 minute ritual, at the end of which you expend a slot to cast [I]gust of wind[/I], which has its normal effect replaced by the Ritual of Winds. You cannot conjure a favorable wind in an area of supernatural calm nor during a storm. Ritual of Seas (preq Ritual Magic ability and [I]create or destroy water[/I] as a known spell) While on the deck of a ship, you can alter the seas by performing a 10 minute ritual, at the end of which you expend a slot to cast [I]create or destroy water[/I]. You alter the ocean in a 30 foot area around your ship, causing the sea state to change one step either toward becalmed or toward tempestuous. You can create a moving current which propels a ship, brings a sunken object or creature to the surface (using your Intelligence as Strength for lifting purposes), or makes a path of clear water thru tainted or cluttered waters. The currents (or lack thereof) require concentration to maintain. The effect ends after 10 minutes, when you use this feature again or cease concentrating, or if sea conditions dramatically change (either naturally or due to a spell or creature's ability). [/QUOTE]
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