Mariner Class For C&C

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
zacharythefirst
Red Cap
Posts: 233
Joined: Mon Jan 29, 2007 8:00 am
Location: Madison County, IN
Contact:

Mariner Class For C&C

Post by zacharythefirst »

I've been working on a setting that's sort of the Odyssey meets Earthsea meets Gygax (oh, it's a wonderful, beautiful, terrible mess), and one of the things I'd like to do is emphasize the role of those who know their way around the ship, the geography of this world being thousands of scattered, tiny islands.

I've been thinking of creating a Mariner Class for the campaign (and just for fun). I'm a bit stuck on some of the particulars, such as what his Prime should be (Dex or Wis? Seems sailing a ship would require both in equal parts). I also need at least one high-level ability:
Mariner

Abilities
Fight the Ship: In ship-to-ship combat, the Mariner adds his level plus Wisdom modifier to any maneuvering or attack rolls.
Sea Legs: At 1st Level, the Mariner gets a +2 to Melee/Ranged Attack rolls when fighting on a ship. This increases to a +4 at Level 4, and a +6 at Level 8.
Sailor's Lore: Much like bards are founts of knowledge on land, the Mariner frequently hears legends and lore both onboard and in every port of call. They add their level modifier into an INT check to see if they have some potentially useful knowledge of a specific island, port, or ocean body
Boarding Action: Mariners thrive in the chaotic combat that comes from a ship-to-ship boarding action. At 3rd level, they gain a free unarmed attack with their off hand at a +2 (no penalty) against an opponent they just made an attack against. This bonus raises to +4 at Level 6, and +6 at Level 9. Wielders of two-handed weapons cannot utilize this ability.


True Swashbuckler: At 10th level, the Mariner gains the ability upon killing or incapacitating a foe to make a second attack on a neighboring foe. This is usable only with one-handed melee weapons.

Prime Attribute: Wisdom

Typical Races: Any

Alignment: Any

Starting Gold: 3d4x10

Hit Die: d8

Weapons: Any one-handed

Armor: Breastplates, chain shirt, cuir bouille, hide, laminar leather , leather, leather coat, padded, ring mail, studded leather.

Abilities: Fight the Ship, Sea Legs, Sailor's Lore, Boarding Action, True Swashbuckler

Mariner Level Progression

Level HD BtH EPP

1 D8 0 0

2 D8 +1 2201

3 D8 +2 5001

4 D8 +3 9001

5 D8 +4 18001

6 D8 +5 35001

7 D8 +6 70001

8 D8 +7 140001

9 D8 +8 300001

10 D8 +9 425001

11 +3 +10 650001

12 +3 +11 900001
_________________
RPG Blog 2: Gamer resources, news, reviews, and commentary, from the Old School to Small Press. Updated regularly!
Visit RPG Blog 2
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson

User avatar
Go0gleplex
Greater Lore Drake
Posts: 3723
Joined: Fri May 30, 2008 7:00 am
Location: Keizer, OR

Post by Go0gleplex »

Being how heavy armors make one sink, few mariners worth their salt are going to want to wear tailored anchors. (I've tried swimming in chainmail...you get half a stroke before you hit the bottom of the pool.)

Your to hit bonuses for sea legs should be reduced to +1, +2, and +3 respectively. +2 at first level is a huge bonus relatively speaking.

Boarding action, no bonus for the free offhand attack. Without penatly, you're already giving them a +3 attack bonus. Again, reduce the follow up bonuses to +1 and +2 respectively. Since this is a significant combat increase, the xp required for 3rd level should bump 500xp, it's situational so it doesn't warrant a major increase. This bump should also be reflected at 4th, 6th, 8th, and 9th, doubling and tripling for each +bonus gained in both sea legs and boarding action. XP in C&C doesn't necessarily follow the double up rule. I'd look at the xp requirements for 9th lvl up again after adjustment.

Weapons. Mariners can also use gaff hooks, oars, spears/ harpoons, and a couple others that are two handed. You might want to do some follow up on that and adjust the allowed weapons accordingly.

Otherwise a decent crack at it.

An additional ability you might want to consider is BRAWL, +1 AC when fighting unarmored (Those dockside pubs just love a good brawl in the wee hours).
_________________
The obvious will always trip you up FAR more than the obscure.

Baron Grignak Hammerhand of the Pacifica Provinces-

High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Post by Lord Dynel »

I agree with the armor.

I'd add a little more fluff to their abilities, like being able to know true north, or not getting lost at sea, or something along those lines.

Otherwise, pretty nice!
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

User avatar
zacharythefirst
Red Cap
Posts: 233
Joined: Mon Jan 29, 2007 8:00 am
Location: Madison County, IN
Contact:

Post by zacharythefirst »

Good ideas, guys!

Let me do some tinkering, and I'll come back with it.

I need to give them some manner of decent armor, or a bonus otherwise. Do you think just removing the chain shirt and the like would be ok?
_________________
RPG Blog 2: Gamer resources, news, reviews, and commentary, from the Old School to Small Press. Updated regularly!
Visit RPG Blog 2
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson

User avatar
Relaxo
Greater Lore Drake
Posts: 3350
Joined: Wed Mar 19, 2008 7:00 am

Post by Relaxo »

Yeah, heavy armor = death... at sea. You could argue they'd be ok with them on land, perhaps.

Maybe improvised weapons such as belaying pin, bottle... these can be specified to emphasize their usefulness.. prolly don't need to, they're really both clubs.

Love the lore ability.

Agree sea legs too powerful.

The only thing is, how common are these guys? If every ship is full of mariners, all the bonuses will negate and they might as well all be fighters.

Do you plan to have a Marine class also? that might make it interesting... akin to the relation ship between ftr, ranger and paladin... see where I'm going?

This is good so far, make no mistake!
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781

User avatar
zarathustra
Red Cap
Posts: 324
Joined: Mon May 24, 2010 7:00 am
Location: Canberra, Australia

Post by zarathustra »

I'd assume the fighting on board ship allows them to climb and fight in the rigging just as easily, whilst others would suffer penalty.

They have alot of combat abilities but no navigation or sailing type abilities.

Perhaps you could keep this class as a dexterity based fighting sailor type and use something else for the wise captain or daring navigator? If you don't want to split it then you need to add some abilities like that, even at the expense of some of the usual straight up combat abilities.

Perhaps they can "track" opposing ships and creatures even when out of sight by using deduction, sea lore and geographic knowledge like they do on many rollicking good seafaring books and shows. although there is no reason this couldn't tie in with Sea Lore.

Perhaps something like "Sailors Sight" which allows them a chance to sense the direction of land or the weather would be extremely desirable for seafarers.

"Weather Sense" used by a crusty old sea dog could make all the difference to a ships tactics and survival/enable them to turn the tables on a pursuer as they lure them into a chase which they know will leave the enemy exposed near the shoals come morning if One Legged Willy and his aching elbow is right and that means a roaring southerly is gonna blow in round the cape tomorrow...

User avatar
Go0gleplex
Greater Lore Drake
Posts: 3723
Joined: Fri May 30, 2008 7:00 am
Location: Keizer, OR

Post by Go0gleplex »

Navigation and Weather Sense are both good fits. INT and WIS based respectively.

As to the armor...I'd look to the weight of the armor or the EV. Say a max EV of 2 or a weight of 25 or such. Mariners such as Sinbad eschewed armor completely...maybe give them an ability stacking AC bonuses like the monk might be a better fit.
_________________
The obvious will always trip you up FAR more than the obscure.

Baron Grignak Hammerhand of the Pacifica Provinces-

High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

User avatar
zacharythefirst
Red Cap
Posts: 233
Joined: Mon Jan 29, 2007 8:00 am
Location: Madison County, IN
Contact:

Post by zacharythefirst »

Relaxo wrote:
The only thing is, how common are these guys? If every ship is full of mariners, all the bonuses will negate and they might as well all be fighters.

Do you plan to have a Marine class also? that might make it interesting... akin to the relation ship between ftr, ranger and paladin... see where I'm going?

This is good so far, make no mistake!

Mariners are the top of the ship & sailor food chain. They're a mix of Leif Ericsson, the mythical presentation of Captain Kidd, and Odysseus, if that helps. So this isn't every old salt on the ship, I guess is what I'm trying to say.

I hadn't planned on a Marine class, but now I'm considering it!

Thanks for all the feedback!
_________________
RPG Blog 2: Gamer resources, news, reviews, and commentary, from the Old School to Small Press. Updated regularly!
Visit RPG Blog 2
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson

User avatar
zacharythefirst
Red Cap
Posts: 233
Joined: Mon Jan 29, 2007 8:00 am
Location: Madison County, IN
Contact:

Post by zacharythefirst »

I can't thank you guys enough for your input. Here's my next draft of the Mariner. I dropped metallic armor, added in some more nautical abilities, and adjusted the bonuses. I think we're getting there!


Mariner

Abilities
Master of the Sea: Mariners will always know which direction is true north, so long as they have even a partly clear sky to reference. They may make a WIS rolls (adding their Mariner level in) when at sea to determine the weather for the next 24 hours as well as their best course and heading.
Fight the Ship: In ship-to-ship combat, the Mariner adds his level plus Wisdom modifier to any maneuvering or attack rolls.


Sea Tracking: Be it an enemy ship or a leviathan of the deep, Mariners may make a Wisdom check (adding in their Mariner level) to successfully pursue and follow their objective over the waves.
Sea Legs: At 1st Level, the Mariner gets a +1 to Melee/Ranged Attack rolls when fighting on a ship. This increases to a +2 at Level 4, and a +3 at Level 8.
Sailor's Lore: Much like bards are founts of knowledge on land, the Mariner frequently hears legends and lore both onboard and in every port of call. They add their level modifier into an INT check to see if they have some potentially useful knowledge of a specific island, port, or ocean body. They may also use this skill to discern details in regards to an opposing vessel, crew, or other nautical manner.


Boarding Action: Mariners thrive in the chaotic combat that comes from a ship-to-ship boarding action. At 3rd level, they gain a free unarmed attack with their off hand at a no penalty against an opponent they just made an attack against. Regular attack bonuses apply.
Brawl: On board or in port, Mariners know how to hold their own in an impromptu brawl. When unarmored or in cloth armor, the Mariner receives a +1 to AC.
True Swashbuckler: At 10th level, the Mariner gains the ability upon killing or incapacitating a foe to make a second attack on a neighboring foe. This is usable only with one-handed melee weapons.

Prime Attribute: Wisdom

Typical Races: Any

Alignment: Any

Starting Gold: 3d4x10

Hit Die: d8

Weapons: Any one-handed

Armor: Prefers non-metal armor, especially when at sea.

Abilities: Fight the Ship, Sea Legs, Sailor's Lore, Boarding Action, True Swashbuckler

Mariner Level Progression

Level HD BtH EPP

1 D8 0 0

2 D8 +1 2201

3 D8 +2 5001

4 D8 +3 9001

5 D8 +4 18001

6 D8 +5 35001

7 D8 +6 70001

8 D8 +7 140001

9 D8 +8 300001

10 D8 +9 425001

11 +3 +10 650001

12 +3 +11 900001
_________________
RPG Blog 2: Gamer resources, news, reviews, and commentary, from the Old School to Small Press. Updated regularly!
Visit RPG Blog 2
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson

User avatar
Go0gleplex
Greater Lore Drake
Posts: 3723
Joined: Fri May 30, 2008 7:00 am
Location: Keizer, OR

Post by Go0gleplex »

That looks a lot better mate. Nicely done.
_________________
The obvious will always trip you up FAR more than the obscure.

Baron Grignak Hammerhand of the Pacifica Provinces-

High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

User avatar
zarathustra
Red Cap
Posts: 324
Joined: Mon May 24, 2010 7:00 am
Location: Canberra, Australia

Post by zarathustra »

yep lookin good now.

Probably do ok as the base for a pirate class IMC, if I just swap out one of the abilities for appraising or something.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

Does "fight the ship" work in conjunction with BtH, so that these guys effectively get nearly twice their level to hit? That seems... excessive.
_________________
If it matters, leave a message at the beep.
Serl's Corner

User avatar
zacharythefirst
Red Cap
Posts: 233
Joined: Mon Jan 29, 2007 8:00 am
Location: Madison County, IN
Contact:

Post by zacharythefirst »

serleran wrote:
Does "fight the ship" work in conjunction with BtH, so that these guys effectively get nearly twice their level to hit? That seems... excessive.

Nope. It's only on ship-to-ship action. I wouldn't normally give a ship the same BtH as its captain, but probably just roll a base check.
_________________
RPG Blog 2: Gamer resources, news, reviews, and commentary, from the Old School to Small Press. Updated regularly!
Visit RPG Blog 2
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson

User avatar
Relaxo
Greater Lore Drake
Posts: 3350
Joined: Wed Mar 19, 2008 7:00 am

Post by Relaxo »

Looks sharp and balanced.

I'd say it's looking good!

Might add to Master of the Sea that they can navigate by the stars, and perhaps a sextant gives a set bonus, say, usually +2, but a exceptional (and very costly) one of the highest quality may be a higher bonus. That's an equipment item, not a class skill, but might tie in nicely, if it's not too techy for your setting.

BTW this setting sounds cool, I'd love to see some notes on ti when you can.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781

User avatar
zacharythefirst
Red Cap
Posts: 233
Joined: Mon Jan 29, 2007 8:00 am
Location: Madison County, IN
Contact:

Post by zacharythefirst »

Relaxo wrote:
Looks sharp and balanced.

I'd say it's looking good!

Might add to Master of the Sea that they can navigate by the stars, and perhaps a sextant gives a set bonus, say, usually +2, but a exceptional (and very costly) one of the highest quality may be a higher bonus. That's an equipment item, not a class skill, but might tie in nicely, if it's not too techy for your setting.

BTW this setting sounds cool, I'd love to see some notes on ti when you can.

Sure thing! It's a work in progress, but I hope to have the primer done within the month...
_________________
RPG Blog 2: Gamer resources, news, reviews, and commentary, from the Old School to Small Press. Updated regularly!
Visit RPG Blog 2
Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die.
-Tennyson

Post Reply