Sailor (3.5e NPC Class)

Sailor
Abilities: Sailors enjoy Dexterity as they tend towards finesse weapons, firearms (where they exist), and the like. They also wear no or light armor so not to sink into the waves. Beyond needing a Constitution as much as any, Intelligence helps with skills, and Wisdom can make a good lookout. Strength is good for heavy labor, though most dump Charisma.

Races: Any.

Alignment: Any.

Starting Age: As rogue.

Class Features
All of the following are class features of the Sailor.

Weapon and Armor Proficiency: Sailors are proficient in all simple weapons, all light martial weapons, the falchion, hand crossbow, longsword, net, rapier, sap, scimitar, trident, whip, and light armor and shields (but not tower shields).

 : The sailor attacks deal +1 damage per class level any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when the sailor flanks his target. This effectively counts as sneak attack. Like sneak attack, they can deal nonlethal damage with a nonlethal weapon like a sap or unarmed strike. They cannot use a weapon that deals lethal damage to deal nonlethal damage, even at a -4 penalty.

A sailor can gang up only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to gang up. The sailor must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sailor cannot gang up while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 : In spite of being dirty from months on a cramped ocean vessel, they still seem to get all the girls. They may use their Strength or Constitution score in place of their Charisma in place of Diplomacy or Intimidate checks.

 : The sailor reduces all balance checks made aboard a ship by 10 + their class level. They seem to sway with the motion of the ocean, or the alcohol in their blood.



 : A 3rd level sailor is rarely lost. As long as they can see the stars, they can chart out their exact position on a map.

 : A 3rd level sailor has gained access to the ship's cannons. They become proficient in all siege weapons as a result.

 : Even the sailor ends up taking a plunge, on purpose or on accident. The 4th level sailor has learned to hold their breath well, and can hold their breath for 10 minutes per point of Constitution score.

 : At 5th level (and an additional time every five levels beyond) the sailor can make a "salty grog" out of whatever he squeezed out of the nearest rag, what he found behind his ear, and some shaking and stirring. It is a foul brew barely able to be called a drink, but for the sailor it helps them get through the day. This "potion" suppresses any one of the following conditions for 24 hours: dazzled, exhausted, fatigued, frightened, nauseated, shaken, or sickened. It also suppresses the effect of any disease or poison. It does not grant immunity to these effects, it can only suppress a pre-existing condition. The condition's duration is delayed and will continue to run when 24 hours is up. With this salty grog, many sailors stave off life-threatening hazards and diseases; at least long enough to reach shore.

Non-sailors who drink the salty grog can benefit, but must make a DC 20 Fortitude save. On a failed save they become nauseated for 1d4 rounds as they puke up the grog, gaining no benefit.