Seafarers make their living by sailing or gathering
from the sea. Seafarers often start as poor and
disrespected members of society. However, at
higher ranks, they gain considerable holdings.
The sea has much to give,
- Skill Proficiencies: Survival.
Choose one from Athletics,
Perception, Persuasion, Sleight of Hand, Survival.Knowledge of the Seas
Upon spending an hour walking the shore, and
succeeding on a medium-DC Wisdom (Survival)
check, you can find the best locations to hunt and
catch sea treasures in the nearby region. This can
range from simple fishing to dangerous monster
hunting or diving for wrecks and ruins - Tool Proficiencies: Navigator’s tools, vehicles (water)
- Languages: Choose one standard and one exotic.
- Equipment: Common clothes, a belaying pin,
thread and a blunt needle, a bucket of tar,
and 10 gp.Additional Equipment: A bag filled with water
weeds, a shellfish trap, a shucking knife, a pouch
of bait, a straw sunhat.
The seas of Etharis are dangerous and forbidding.
From mighty sea monsters to treacherous
weather, most avoid the oceans at all costs.
However, those that are skilled enough, or
desperate enough, find a living harvesting what
they can from the sea. Most Sea Gatherers
represent the poorest of the poor. However, they
make up for this lack of wealth with a savvy sense
for survival, and Sea Gatherers who survive often
become renowned heroes, known for fighting
monsters of the deep and exploring sunken ruins
of old. All know that an elderly Sea Gatherer must
be a mighty figure indeed.
Rank 1 - Dredge
You spend your days scavenging the ocean
with nets and shellfish traps, hoping to make a
living. You may be struggling with poverty, and
scrounging by the coast is the only way you can
survive. Perhaps you were born into a tradition
of fishing, and have begun with humble origins.
Regardless of your background, you hope to hone
your skills and make something of yourself.
Holdings:
A small coracle fishing boat.
Knowledge of the best fishing spots in the area.
Progression:
Acquire a trawling boat and a commodity licence
from a Harbour Master.
Rank 2 - Trawler
Your life begins as a master of waves, as you
battle the ocean to attain its most prized
treasures. A sturdier ship allows you to venture
further and recover more (and more valuable)
treasures from the sea. From whale oil to black
pearls, you descend upon the seas with a fierce
determination and a steely resolve.
Holdings:
A single-masted trawling boat with a few
assistants to crew it.
A rumour of a great sunken treasure and the
identity of who currently holds the map to it.
Progression:
Complete a contract to kill a particularly rare
and dangerous nautical monster or find a sunken
treasure. The contract must be completed for a
wizard, merchant prince, or similarly influential
individual.
Rank 3 - Traw l Master
With a crew at your back, you have become
renowned as one of the fiercest Trawlers alive. No
catch is too dangerous, or prize too well-guarded
beneath the waves. You are hired by powerful
mages, wealthy merchants, and kings to retrieve
exotic treasures from the ocean – a task you
perform with great prowess.
Holdings:
A deep-sea trawling boat, equipped to spend
months at sea.
A team of expert trawlers and divers to assist you
in adventures and maintain your boat.
The audience of wizards and merchant princes
who wish to hire you.
Progression:
Slay a major sea monster or find a sunken
treasure that becomes legend. The event
must draw the awe of influential individuals
across the land.
Rank 4 - Nautical Legend
Bards sing of the sea monsters you face and
the storms you tame. It is said that even the
Primordials of the tempest cannot deter you from
your prize. All know that if there is a sunken ruin
that needs plundering or an ancient sea creature
that needs slaying, there is no one better suited
for the task than you.
Holdings:
Control of a coastal island awarded to you by a
Monarch in recognition of your feats. The island
houses a fortress, guild house, or similar structure
where nautical legends gather.
Applied Leverage
When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll.
Calloused Hands
Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.
Charity Case
When you make a Charisma
(Performance) check to fake an illness, injury, or other
condition, you may add your profession die to the roll.
Copycat
Whenever you make an Intelligence or
Intelligence (Forgery Kit) check to forge or create
a document, you can add your Profession Die
to the roll.
Disciplinarian
Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.
Drunkard
Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.
Forecaster
Whenever you make a Wisdom (Survival) check to
determine the weather for the next 48 hours, you
can add your Profession Die to the roll.
Gambler
Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.
Gut Feeling
Whenever you make a Wisdom (Insight) check to
detect if an Aristocrat or Criminal is lying, you
can add your Profession Die to the roll.
Hard-Worker
Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.
Menacing Presence
Whenever you make a Charisma (Intimidation)
check, and are interacting with Academics,
Common Folk, or Seafarers, you can add your
Profession Die to the roll.
Navigator
Whenever you make a vehicle check, you can add
your Profession Die to the roll.
Recruiter
Whenever you make a Charisma (Persuasion)
check to recruit people into a role, you can add
your Profession Die to the roll.
Renowned
Whenever you make a Charisma (Persuasion)
check, and are interacting with Military,
Outlanders, or Criminals, you may add your
Profession Die.
Ropesman
Whenever you make a Strength (Athletics) or
Dexterity (Acrobatics) check to climb, move
along, or jump onto ropes, you can add your
Profession Die.
Sea Dog
Whenever you make a Strength (Athletics) check
to swim in water, you can add your Profession Die
to the roll.
Sentry
Whenever you make a Wisdom (Perception) check
while on watch duty or defending a fortification,
you can add your Profession Die to the roll.
Temperature Tolerance
When you make a
Constitution saving throw to avoid exhaustion due to
extreme temperatures, you may add your profession die
to the roll.
Wayfarer
Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/20/2024 10:00:39 PM
|
1
|
1
|
--
|
Coming Soon
|
Comments