The Mariner
by Scott Bennie


Armor and weapons Parrying & disarming Mariner skills - -
1. Swimming 2. Diving 3. Hold Breath 4. Navigation 5. Piloting
6. Climb ropes/ladders 7. Predict weather 8. Sea lore 9. Shipwright and ship evaluation 10. Languages
11. Command skills 12. Undersea combat 13. Find hidden/secret doors Special options -
Dragon - Classes - Dragon 107

For sail: One new NPC
Welcome to the mariner aboard in your game
by Scott Bennie

The mariner is a non-player character for the AD&D® game, a
fighter sub-class that specializes in the skills and weapons mastery
appropriate to seafarers. Mariners may be of any alignment; two
well-known sub-variants of the mariner are the neutral buccaneers
and evil pirates, who are identical to mariners in every respect.
They use the attack and saving-throw tables of fighters, and they
have no innate spell-casting abilities. Starting ages, initial funds,
restrictions on material and magical ownership, and the like are as
per the fighter class.

To become a mariner, a NPC must have a strength
of not less than 12, an intelligence of 12 or greater, a dexterity of 13
or greater, and a constitution of not less than 10. They do not gain
bonuses for earned experience. Mariners may be humans (with
unlimited level advancement), elves (either grey or high), half-elves
(with one parent either grey or high), or half-arcs. Elves may be
multiclassed as mariner/magic-users, mariner/clerics, mariner/
thieves, or mariner/thief/magic-users. Half-elves may be multiclassed
as mariner/clerics, mariner/magic-users, mariner/thieves, or
mariner/cleric/thieves. Half-arcs may become mariner/assassins,
mariner/clerics, or mariner/thieves. Level limits are as per the
fighter class in Unearthed Arcana in the case of nonhumans, except
that a dexterity of 17 is required to exceed 10th level, and a dexterity
of 18 is required to exceed 12th level.
At the DM?s option, a half-elf mariner or mariner/thief may be
declared to have had an aquatic elf parent. Such a character cannot
cast magic and is limited to the 6th level of advancement as a mariner,
but he or she can breathe water automatically by means of gills
on his or her neck. The character may also communicate with dolphins,
taking the dolphin?s tongue as a language (as well as the sea
elves? tongue).

MARINERS EXPERIENCE TABLE
Experience points Exp. level 8-sided dice for accum. hit points Level title
0 - 2,250 1 1 Sailor
2,251 - 4,500 2 2 Ship's mate
4,501 - 9,000 3 3 Sea dog
9,001 - 20,000 4 4 Seaman
20,001 - 40,000 5 5 Seafarer
40,001 - 75,000 6 6 Sea rover
75,001 - 150,00 7 7 Sea hawk
150,001 - 300,000 8 8 Ship master
300,001 - 575,000 9 9 Mariner
575,001 - 850,000 10 10 Mariner
850,001 - 1,125,000 11 11 Mariner

275,000 experience points are required to achieve each additional
level above the 11th. Mariners gain 3 hp per level after the 9th level.
Alternate level titles may be substituted for mariners who are
buccaneers or pirates, such as Corsair and Privateer. Certain titles
such as first mate, navigator, lieutenant, and captain should be
reserved for the positions typical of any ship.

Armor and weapons
Mariners normally wear only leather armor, because shipboard
work is too strenuous for bulkier dress. Before battle, magical chain
mail, ring mail, or studded leather may be donned, but such armor
will be taken off again as soon as the fighting is done. Mariners
value movement and low encumbrance highly.

Due to their training and agility in combat, mariners gain a +2
bonus on their armor class while wearing leather or no armor at all
(so that AC 8 becomes AC 6). This armor bonus is cumulative with
the wearing of magical rings, bracers, and other items that alter
armor class. Mariners will use only small-sized shields (the sort that
can be used to defend against one opponent at a time), and may use
spiked bucklers.

Mariner NPCs begin at 1st level with proficiency in three weapons.
They gain a new weapon for every three experience levels they
rise (i.e., a new weapon at 4th, 7th, 10th, etc., level) and wield
weapons with which they are not proficient at a -2 ?to hit? penalty.
Mariners gain new attacks per round as a fighter does; they may
also use oil or poison (if the DM permits), but will rarely do so.
Because shipboard fighting takes place in close quarters and striking
speed is so important, mariners only use certain hand-to-hand
weapons and no others: hand axes, clubs, daggers, hammers,
knives, saps, scimitars, quarterstaves, and one-handed swords
(broad, long, and short). These weapons are also very effective
against lightly armored opponents. Short spears and tridents will be
used in initial boarding actions and may be taken with proficiency,
though these weapons are usually discarded in close combat. Being
skilled at close-quarters fighting (including ?pier six brawls?) gives
mariners a +1 bonus to hit when using their fists, using either
Method II for unarmed combat (Unearthed Arcana, pp. 106-107, or
the variant combat system in Best of DRAGON® Magazine, Volume
4, pp. 42-44).

Mariners use various missile weapons that adapt well to seafighting.
Javelins and harpoons are favored for their range and power,
and spears are often cast between ships as well. Mariners may also
be proficient at heavy weapons such as ballistae and catapults, and
mariners who dive underwater may chose to be proficient with the
underwater net (see the Dungeon Masters Guide, p. 56). Note that
the fitting of a catapult aboard a ship is a tricky thing, as the shot
may fly through the ship?s own rigging and sails.
Light and heavy crossbows are commonly used, since these weapons
have great range and penetrating power against lightly armored
opponents. Longbows and short bows require greater care than
crossbows and are more easily damaged by seawater, and thus are
usually not learned. Mariners can use crossbows with great accuracy,
gaining a +1 ?to hit? bonus when using them. This results
from using them so often on normally unsteady ships and from
practiced aiming at individual targets. Crossbows may not be reloaded
by mariners in a ship?s rigging; solid footing is required to
recrank the weapon.

Parrying & disarming
Sea combat is not always to the death; it is often preferable to
capture opponents, as experienced sailors are hard to come by.
Thus, mariners often try to win fights by killing as few sailors as
possible. Defensive parrying and disarming strikes are frequently
used as a result, as is subdual (Unearthed Arcana, p. 106). <106=x>
Mariners can effectively parry attacks when using scimitars,
swords, clubs, or staves. Parrying involves subtracting a mariner?s
total ?to hit? bonus (including strength and magical adjustments)
from the ?to hit? roll of an attacking opponent. The mariner may
elect to parry one attack directed against him for every attack per
round that the mariner normally gets, but cannot both parry and
attack in the same round unless he successfully disarms his opponent
(see below). A mariner must state, before the attack against him is
rolled, whether he intends to parry that attack. A blow cannot be
parried more than once, and a parry cannot be redirected as an
offensive attack once it is declared.

Only weapon attacks made from man-sized or smaller opponents
can be parried; claw attacks and blows from giants, demons,
dragons, undead, purple worms, etc., cannot be turned aside. Although
a mariner cannot parry when surprised, he can parry an
opponent who has won initiative against him.

Mariners use the disarming rules as noted in Unearthed Arcana,
p. 106, but have a special ability available to them. If a mariner <106=x>
successfully disarms an opponent, the mariner may strike at the
opponent again, either to kill or subdue, as an extra attack above
and beyond all others alloted that round. Optionally, if using a
sharp-edged weapon, the mariner may place the weapon against a
vital spot on the opponent and demand the victim?s surrender. If the
victim refuses, the mariner gains automatic initiative to strike, and
gains a +3 bonus to hit and damage the opponent. This attack will
finish out the attacks for the mariner in that round.

Mariner skills
Shipboard life and familiarity with the sea gives the mariner NPC
a wide variety of special talents. These skills are listed below and
described individually.

MARINER SKILLS TABLE
Level of Mariner Navigation/Piloting Predict Weather/Sea Lore Climb Ropes/Ladders
1 65% 40% 80%
2 68% 45% 82%
3 71% 50% 84%
4 74% 55% 86%
5 77% 60% 88%
6 80% 65% 90%
7 83% 70% 92%
8 86% 75% 94%
9 89% 80% 96%
10 92% 85% 98%
11 95% 90% 99%
12 98% 93% 99.2%
13 101% 96% 99.4%
14 104% 97% 99.6%
15 107% 98% 99.7%
16+ 110% 99% 99.8%

Note: When using the tables in the DMG, ignore the references to
fires. Otherwise, as far as hull damage and repair time are concerned,
they are applicable.

1. Swimming: It can be assumed by the DM that any character
who has lived by a body of water can swim. Mariners are excellent
swimmers capable of swimming faster and surviving longer in the
water than any other character class. Specific rules on swimming,
drowning, and hypothermia follow.
Movement: According to the DMG (p. 56), the base swimming
rate is equal to dungeon movement rate (i.e., one-third normal
wilderness movement rate). This produces the following rates:
Move Distance traveled in:
rate 1 round 1 segment
6? 60? 6?
9? 90? 9?
12" 120? 12?
1 5 ? 150? 15?

                                                                            Distance travelled in
Move Rate 1 round 1 segment
6" 60' 6'
9" 90' 9'
12" 120'
15" 150'

Mariners swim at a 15" movement base. Wearing non-magical
leather armor and every 50 gp of encumbrance (100 gp for mariners)
reduces a character?s swimming movement by 3?. At 0?, the swimmer
cannot maintain his buoyancy and will be forced to walk on the
bottom of the body of water (provided he can breathe, of course).
Magical ring mail, studded leather, and chain mail are the equivalent
of non-magical leather, if waterproofing was part of the
dweomer cast upon such armors. Magical leather armor counts as
no armor at all.
Because water density restricts movement, ?retreat? movement is
only twice the base swimming rate. All movement submerged is half
the surface rate.

Drowning: When a person swims in water for an extended length
of time, there is a chance that the swimmer will not be able to maintain
his buoyancy; then he will drown. Consult the chart below,
doubling the amount of encumbrance for mariners and treating
magical ring mail, chain mail, and studded leather armor as nonmagical
leather, to determine at what interval a drowning check
must be made. Magical leather is equal to no armor at all.
    No armor or encumbrance ? 2 hours
    Leather armor (non-magical) ? 1 hour
    At least 50 gp enc.? 1 hour
    Leather and 50 gp enc. ? ½ hour
    At least 100 gp enc.? ½ hour
    Leather and 100 gp enc. ? 1 turn
    At least 150 gp enc. ? 1 turn
    Leather and 150 + gp enc. ? 5 rounds
    At least 200 gp enc. ? 5 rounds
The base chance for drowning is 25%, modified as follows:
    Salt water: -10%
    Calm water and/or weak current: -20%
    Choppy water or moderate current: -0%
    Rough water or strong current: +15%
    Storm (check every turn): +50%
    Treading water (0" movement): -15%
    Every previous drowning check made: +10%
    Every level of mariner or sea-deity cleric: -3 %/level
    Every level of sea-deity worshiper: -1 %/level
    Buoying device: -5% to -50%
Note that if a drowning check is called for twice (e.g., if the swimmer
is wearing leather and has 100 gp encumbrance during a
storm), the character must make two drowning rolls, and the +10%
factor for previous checks made applies from the first roll to the
second roll.
Hypothermia: Hypothermia from exposure to cold waters can
cause drowning. A ring of warmth or similar magic item or spell will
prevent hypothermia; otherwise, a drowning check must be made
every turn that the water temperature is below 50°F, or every two
rounds if the temperature is below 40°F. The addition to the drowning
roll is as follows:
    Water temperature below 60°F: + 10%
    Water temperature below 50°F: + 30%
    Water temperature below 40°F: + 60%

2. Diving: Although water can cushion a fall, a person jumping
into it from a great height is going to be hurt. Mariners are accomplished
divers, however.
Diving into water in heavy armor carries dire consequences. If a
person leaps into the water in any armor except leather, he will take
half the damage that he would have sustained had he fallen on solid
ground, and is likely to sink as fast, if not faster than, an anchor.
In order to successfully dive, the water must be deep enough to
recover from the fall. For a dive of 30? or less, the minimum depth
is 4? (5? for non-mariners). For a dive of between 30? and 90?, the
minimum depth is 8? (10? for non-mariners), and for a dive above
90?, the minimum depth is 12? (15? for non-mariners). If the water
is too shallow, the diver will sustain half the damage he would have
suffered had he struck hard ground, minus a number of hit points
equal to twice the depth of the water in feet subtracted from the
height of the fall in feet (as the water decreases the diver?s velocity
and absorbs some of the kinetic energy).

Even without minimum depths, falling into the water can hurt,
although not as badly as falling onto solid ground. A diver is able to
jump from as high as 50' without taking damage; every 10' above
the maximum height will cause the diver to sustain 1d6 damage
(75% of which is counted as incidental damage, as per the Dungeon Masters Guide, p. 72).
If the diver is encumbered, the minimum
safe height increases; wearing leather armor (and every 100 gp
amount of encumbrance) reduces the safety height by 10? increments
to a minimum safe diving elevation of 20?. Mariners have an
increase in their safe diving elevation of 10? per level, to a maximum
of bonus of 150? at 11th level.

3. Holding breath: A character is normally able to hold his
breath for only one round, emerging from the water to regain his
breath at this time. Mariners are exceptionally good at this skill and
are able to hold their breath for two rounds, plus one round per four
points of constitution (four rounds at constitution 10- 11, five rounds
at constitution 12-15, and six rounds at constitution 16 and above).
A character forced past his limit takes ld6 hit points damage, cumulative,
per round (ld6 on the 1st round, 3d6 on the 2nd round, 6d6
on the 3rd round, etc.) of which 75% is incidental damage (DMG,
p. 72), as will a character who exceeds his depth limit (75? for nonmariners,
125? for mariners).

4. Navigation: Navigation is the science of directing ships over
large bodies of water. In medieval times, the technology of navigation
was very primitive (the compass was not employed aboard ship
until after 1300 A.D.); while Prince Henry the Navigator advanced
the training of navigators, technological developments in navigation
were insignificant until well after the medieval period. In an AD&D
universe, magic usually replaces technology, and ships might carry
magical instruments that perform the same function as an astrolabe
or sextant. These devices would be among the most valuable treasures
aboard a ship.

A navigator?s chief function, of course, is to plot the ship?s course.
To determine the accuracy of a course, plot the route between the
point of departure and destination, checking for errors daily by
rolling percentile dice. Subtract the mariner?s navigation roll from
the score. If the total is greater than zero, then that is the percentage
that the course is in error. For example: A ship has a course plotted
that will allow it to sail sixty miles in a day The navigator make a
10% error. The ship is 10% of 60 miles off course, or 6 miles. There
is a 50% chance that the direction of error is portside and 50%
chance that it is starboard; the DM may wish to adjust the direction
of the error, given phenomena such as strong winds or current.
Only one roll may be made for a vessel each day, using the highest
navigation roll of any mariners aboard. The navigation roll is subject
to the following modifiers.

Two or more navigators in consort: +15%*
Ship sailing against moderate current: -5%
Strong breeze: -10%
Ship is old or worn (unseaworthy): -10%
Ship sailing against strong current: -15%
Strong gale: -25%
Storm or greater force winds: -50%

The following technological modifiers are also used:
Primitive technology:
Out of sight of landmarks: -30%
Rudimentary technology (compass, cross-staff, astrolabe):
Light cloud cover: -10%
Heavy cloud cover: -25%
Advanced technology (post-astrolabe):
Light cloud cover: -5%
Heavy cloud cover: -10%
* ? See note below on two navigators in consort.

A character with a secondary skill of navigator (as per the DMG,
p. 12) has a base navigation/piloting score of 40%) and a base sea
lore score of 10%. These benefits come from training prior to attaining
1st level.

A character may increase his navigation/piloting and sea lore
scores if he takes a 5% experience-point penalty and takes an extra
week of training between levels. The extra training costs 100 gp/
level, so a 5th-level mariner training for 6th level would pay 600 gp.
The 5% penalty on experience means that the character must drop
5% of all experience earned, slowing his level advancement rate. The
navigation/piloting score will then advance by 2% per level (to a
maximum score of 70%), and the sea lore score increases by 4% per
level to a maximum of 50%. If a character has a 50% score in
navigation/piloting, he may work with another navigator with a
similarly high score in consort, improving their mutual chances of
success.

5. Piloting: Piloting is the science of directing a ship through a
hazardous area (e.g., an icefield, lake with jutting rocks at irregular
intervals, a reef, or a strong current which pulls ships into danger).
When the possibility of such disaster occurs, the mariner must make
his piloting roll, which is identical to the navigation roll. The roll is
subject to the following modifiers:
    Two or more pilots in consort: +15%*
    Lighthouse in area: +25%
    Ship is unseaworthy: -10%
    Strong breeze: -10%
    Ship sailing against strong current: -15%
    Light fog: -15%
    Strong gale: -25%
    Heavy fog (¼ mile visibility): -30%
    Storm or greater force winds: -50%
* ? See note above on two navigators in consort, under #4.
The roll should be made for every 5 miles of hazard. If, for example,
a ship is threatened by a passage 15 miles long that contains
jagged boulders, the piloting roll must be made three times. The
DM must determine the degree of hazard beforehand; if the ship
misses the piloting roll, it takes damage according to the severity of
the hazard and the amount by which the piloting roll was missed
(refer to the table in the DMG, p. 54):

Minor Hazard
Missed by  Damage
01-20% Light
21-35% Light to moderate
36-00% Moderate

Major Hazard
Missed by Damage
01-10% Light
11-20% Light to moderate
21-35% Moderate
36-00% Moderate to heavy

Critical Hazard
Missed by Damage
01-10% Light to moderate
11-20% Moderate
31-35% Moderate to heavy
36-00% Heavy

6. Climb ropes/ladders: The movement rate of normal ladder
climbing is 4?; the normal movement for rope climbing is 2?. With
a successful climb ropes/ladders roll, a mariner can double his movement
rate. If the roll is unsuccessful, the mariner falls. Slickness of
the rope, etc., are important factors that modify the roll. Climbing a
ship?s rigging is the same as climbing a ladder, as far as mariners are
c o n c e r n e d .

The climb ropes/ladders roll is also used if the mariner is climbing
under extreme stress, such as in heavy seas and storms, in boarding
actions in combat or when the ship is rammed, when a large wave or
high winds strike the ship, and so forth. Mariners do not normally
roll to climb either ropes or ladders aboardship, though non-mariners
have a 20% chance of falling or stumbling until they get
their "sea legs" (in 2-5 days).

7. Predict weather: Using this skill, a mariner has a percentage
chance to predict the weather in the immediate area (within a 5-mile
radius of his position) within the next eight hours. This skill is usable
only on the sea or in shore-lying areas.

8. Sea lore: This skill is similar to a bard?s legend lore, but
deals with knowledge of nautical legends, such as recognizing the
names of sunken ships and remembering their history, recognizing
uncharted islands from rumors and reports of landmarks, identifying
sea monsters and ghost ships, knowing how to tie 101 different
knots, etc.

9. Shipwright and ship evaluation: A mariner knows the arts of
ship construction and can determine its quality with minimal inspection.
Ships have four quality classifications:
Unseaworthy: This is the most decrepit ship type. If you notice
rats scurrying in droves down the ship?s gangplank prior to departure,
it?s probably unseaworthy. In high winds, unseaworthy ships
take hull damage in addition to the usual chances for a catastrophe:
1-2 points of hull damage in a strong gale, 1-3 points in a storm, and
1-6 points in a hurricane. Unseaworthy ships are capable of only
75% normal speed, and cost -10% to -30% of the normal ship
price.

Average: The normal quality of seagoing ships. They also take
damage in addition to the usual broken masts, etc., taking 1 hull
point per hour in a storm, and 1-2 in a hurricane. They have approximately
normal speed, costs, and capsizing chances.

Good: These ships are built with time and care. Good quality
ships often serve as the flagship of a small nation?s fleet or command
vessels of a larger nation?s fleet. They take 1 hull point damage per
hour in a hurricane, and have -10% to their capsize and wind
damage results percentages (see DMG, p. 54). These ships cost
twice normal price and will only rarely be available for sale.

Excellent: The best ships are of excellent quality, designed by
experts and built by masters. An excellent vessel serves as the flagship
of a large seafaring nation?s navy, and as such are never available
for sale, although they make a great prize in a naval battle. They
have only a 5% chance to capsize in a storm (a 15% chance in a
hurricane) and take -30% to their wind damage percentage. They
move through the water at +10% speed.

To calculate the hull points of major ship types in their assorted
conditions, consult the following chart:
 
 
Ship Unseaworthy Average Good Excellent
Galley, small 1d4+2 1d6+4 2d4+4 1d6+6
Galley, large 1d6+2 1d8+4 2d6+4 3d4+4
Merchant, small 2d6+6 2d8+8 3d8+12 4d6+12
Merchant, large 3d6+9 3d8+12 4d8+12 6d6+12
Warship 3d6+4 3d8+6 4d8+6 5d6+12

A mariner is also trained in the art of ship construction and design.
A 3rd-level mariner is able to design and oversee the construction
of a seaworthy (i.e., average) vessel; a 10th-level mariner can
construct (with an experienced building team) a good quality ship;
and a 11th-level mariner (with master craftsmen) can produce a
vessel of excellent quality. It is up to the DM to determine the construction
time and costs in accordance to manpower available and
the monetary system of the campaign.

10. Languages: A mariner automatically knows the common
tongue, but instead of an alignment language (which may be learned
later), a mariner knows a strange dialect called ?the sea tongue,? a
language used in ceremonies by religions devoted to the worship of
sea deities, and known to the leaders of sea peoples such as aquatic
elves, triton, koalinth, mermen, etc. A mariner receives a great
amount of language training and may pick up a new language (provided
it is of a marine human or demi-human) at 3rd level and every
three levels afterward (6th, 9th, etc.) until he reaches his maximum
language total.
A mariner can also learn as many signaling codes as he can learn
languages. A mariner automatically knows a ?common? flag code
and a ?common? conch-horn code, and may pick up new codes at
3rd level and at every three levels afterward, or at a rate of six
months training, minus one month for every point of intelligence
over 12 to a minimum of one month.

11. Command skills: A mariner knows how to handle a ship in a
sea battle with great effectiveness. At 10th level, a mariner can also
rouse his crew so they fight at +10% morale and +1 to all ?to hit?
rolls. Such a rouse requires three uninterrupted turns, and the entire
crew must be gathered to listen. A mariner is also aware of the function
of each man aboard ship and may substitute for any position if
required.

12. Undersea combat: Although subject to the same weapon
restrictions of any land-dweller when fighting underwater, a mariner
is skilled beyond any other human in undersea combat. At 3rd level,
a mariner has +2 to his initiative roll when battling a land-dweller
underwater; at 7th level, a mariner actually has a chance to tie initiative
against an undersea denizen if he exceeds its initiative roll by
three (i.e., 4-1, 5-2, 5-1, 6-3, 6-2, 6-1), and he wins if he exceeds its
roll by four or more (i.e., 5-1, 6-2, 6-1).
 

13. Find secret/hidden doors on ship: A mariner has the same
percentage to find secret doors as a thief does. This does not translate
to a knowledge of how to locate secret passages in buildings on
land.

Special options
Proficiency skills: The mariner, before attaining first. level, has the
option of dropping one proficient weapon and concentrating on
marine skills. If the mariner choses the proficiency skills option, he
will have one level greater ability in sea lore, predict weather, shipwright,
and language attainment, and two levels greater ability in
swimming, diving, navigation, piloting, and climb ropes/ladders.
 

Mariner?s armor: This special leather armor is constructed by the
most skilled tanners and armorers. It is not magical, but acts as if it?
were for swimming and diving purposes (equal to no armor). It is
waterproof, as is normal leather. Cost varies according to region and
economic conditions, but it is at least four times the cost of ordinary
leather armor (usually 20 gp). It must be tailored to fit the individual
and requires 30 days to prepare.

Henchmen and hirelings: Mariners may hire any class of character
and take on any henchmen, as per fighters. They do not construct
freeholds as do fighters, though any mariner of 5th level and
above who owns a ship may serve as that ship's captain; he will
attract a body of 2-20 0-level sailors and 1-4 mariners of levels 1-4.
Other crewmen must be hired or found individually.
Mariners of 1st level may serve as mates (or sergeants), as per the
DMG, pp. 33-34. Mariners of 2nd to 4th level may serve as lieutenants,
and those of 5th level and up may be captains. Mariners who
are ship captains may be hired to lead expeditions for trade, military,
exploration, or private purposes. Adventures may encounter
them frequently in coastal areas. Fleet commanders are almost always
9th level and above.

Acknowledgements: Constructing the mariner was a very long
and difficult task, and might not have happened except for the assistance
and encouragement of "Jolly" Roger Moore. Also of help were
Steve Sloane, Peter Van Drongelen, Brian Zomar, and Bruce Symons,
who playtested its various incarnations; Eric Lund of the
U. B. C. Wargamers, who suggested this to me in the first place, and
an old, leather-bound copy of the 1911 Encyclopedia Brittanica,
which was invaluable in my navigation research. [The editor also
thanks Margaret M. Foy for her commentary and assistance.].

1. SUBCLASS = Fighter
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
    STRENGTH = 12
    INTELLIGENCE = 12
    WISDOM =
    DEXTERITY = 13
    CONSTITUTION = 10
    CHARISMA =
    COMELINESS =
    PERCEPTION =
4. XP BONUS = None
5. POSSIBLE RACES = human, elf (grey or high), half elf (grey or high), half orc
6. MAXIMUM LEVEL ATTAINABLE =
7. HIT DIE TYPE =
8. MAXIMUM NUMBER OF HIT DICE =
9. SPELL ABILITY = No
10. ARMOR PERMITTED =
11. SHIELD PERMITTED =
12. WEAPONS PERMITTED =
13. OIL PERMITTED =
14. POISON PERMITTED =
15. ALIGNMENT = Any (two well known sub-variants are the neutral buccaneers and evil pirates, who are identical to mariners in every respect)
16. STARTING MONEY = Fighter
17. WEAPON PROFICIENCIES =
18. NON-PROFICIENCY PENALTY =
19. NON-WEAPON PROFICIENCIES =
20. STARTING AGE = Fighter
21. COMBAT = Fighter
22. SAVING THROWS = Fighter
23. MAGIC ITEMS = Fighter

MARINERS EXPERIENCE TABLE
Experience points Exp. level 8-sided dice 
for accum. 
hit points
Level title
0 -- 2,250 1 1 Sailor
2,251 -- 4,500 2 2 Ship's mate
4,501 -- 9,000 3 3 Sea dog
9,001 -- 20,000 4 4 Seaman
20,001 -- 40,000 5 5 Seafarer
40,001 -- 75,000 6 6 Sea rover
75,001 -- 150,000 7 7 Sea hawk
150,001 -- 300,000 8 8 Ship master
300,001 -- 575,000 9 9 Mariner
575,001 -- 850,000 10 9+3 Mariner (10th level)
850,001 -- 1,125,000 11 9+6 Mariner (11th level)

    275,000 XP are required to achieve each additional level above the 11th.
Mariners gain 3 hp per level after the 9th level.
    Alternative level titles may be substituted for mariners who are
buccaneers or pirates, such as Corsair or Privateer. Certain titles
such as first mate, navigator, lieutenant, and captain should be
reserved for the positions typical of any ship.
 

MARINER SKILLS TABLE
Level of 
Mariner
Navigation/
Piloting
Predict Weather/
Sea Lore
Climb Ropes/
Ladders
1 65% 40% 80%
2 68% 45% 82%
3 71% 50% 84%
4 74% 55% 86%
5 77% 60% 88%
6 80% 65% 90%
7 83% 70% 92%
8 86% 75% 94%
9 89% 80% 96%
10 92% 85% 98%
11 95% 90% 99%
12 98% 93% 99.2%
13 101% 96% 99.4%
14 104% 97% 99.6%
15 107% 98% 99.7%
16+ 110% 99% 99.8%


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