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: Perception.
Choose one from Athletics,
Perception, Persuasion, Sleight of Hand, Survival.Sea Passage
Upon spending an hour in a port, and succeeding
on a medium-DC Wisdom (Perception) check, you
can find a ship that you believe will provide free
passage to a location of your choice, provided any
ships are traveling to that location. - 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: Sturdy clothes, a large
sack, dice, a liquor flask.
Free from the gruelling class structures of the
mainland, Sailors learn not to fear the laws of
society, only the harsh temper of a storm and
the stern discipline of a Boatswain. Sailors find
talking to other seafarers second-nature, and
are often able to secure passage for themselves
and their companions in exchange for their
skills. For all sailors know, a man of the sea is a
friend indeed.
Rank 1 - Deck Hand
You work on a sailing ship, performing menial
labor such as tending the lines and tarring the
deck. While your responsibilities are small, you
may display a knack for a particular specialization
onboard the ship. You are at home on the waves,
among your fellow sailors, regardless of the
nature and business of the ship.
Holdings:
Free lodging on your boat.
Knowledge of a potential mutiny.
Progression:
Be promoted to Boatswain by a Captain.
Rank 2 - Boatswain
A Captain has chosen you as the Boatswain,
responsible for the organisation and wellbeing
of the crew, as well as ensuring their loyalty to
the captain. You have also become a capable
seafarer, knowing the ins and outs of running
a ship with clockwork precision.
Holdings:
Command over the deckhands on the
ship when not under the orders of a
higher rank.
An officer’s quarters which doubles as
your cabin and living space.
Progression:
Be promoted to Ship Captain or become Captain of
your own ship by other means.
Rank 3 - Ship Captain
You are the undisputed master aboard your own
ship. Your crew follow your every command (or
suffer the consequences), and look to you for a
vision of the future.
You now face such challenges as potential
mutinies, provisions and payments for the sailors,
and the delicate art of navigating dangerous seas.
Holdings:
Your own ship, or else have been entrusted with
command of one, as in the case of a military ship
provided by a nation.
Command of a loyal crew that see to the operation
and maintenance of your ship.
If there is nobody above you in the chain of
command, you have complete control of your
ship, but you also have to pay for the upkeep.
Even if the ship belongs to an admiralty or
business interest, on board the ship you are the
one in charge.
Progression:
Be promoted to Admiral by a higher authority, or
by obtaining a fleet of your own.
Rank 4 - Fleet Admiral
You command a fleet of ships, whose captains
are your subordinates and carry out your orders.
The sailors sing shanties of your glory and you
are known from port to harbour across the world.
Your fleet contains an array of ships built for
many different purposes, which you can assign as
you see fit. You personally command the flagship
of your fleet. What the future holds for you and
the men sailing with you, is shaped by you and
your command.
Holdings:
A fleet of ships that follow your every command.
Command of multiple loyal crews that see to the
operation and maintenance of your fleet.
You are known in other lands for the tales of your
victories and expertise.
Free lodging on any ship you are in command
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.
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Posted Oct 20, 2024Dude you are the BEST! Thank you for all your hard work.😁