Mariner of Evermeet (Character Kit)

Class Information 	Class Information
Class Requirements 	Fighter
Racial Requirements 	Elf (gold, moon, sea), half-elf (gold, moon, sea)
Ability Requirements 	Constitution 11, Dexterity 9, Strength 9
Prime Requisite 	Constitution, Strength
Aligments 	Any non-evil (rarely lawful)
Social Rank 	Middle class
Hit Die Type 	d10
Attack as 	Warrior
Save as 	Warrior
Advance as 	Fighter
Spell Ability? 	No
Exceptional Strength? 	Yes
Exceptional Constitution?	Yes
Starting Cash (x10 gp) 	5d4
Proficiencies 	Proficiencies
Weapon Slots 	4
Initial Weapons 	Any (see below)
Additional WP Slot 	3
Additional Weapons 	Any (see below)
Nonproficiency Penalty 	-2
Nonweapon Slots 	3
Additional NWP Slot 	3
Available Categories 	General, Warrior
Bonus Proficiencies 	Languages (Sea Elvish), navigation, seamanship, swimming
Recommended Proficiencies	Appraising, artistic ability, astronomy (POSP), astrology, boat piloting (POSP), bowyer/fletcher, cartography (CRH), deep diving (POSP), direction sense, engineer (naval), fishing, gaming, heraldry (naval), riding (seabased, CRH), rope use, seamstress/tailor (for sails), signaling (CRH), tightrope walking, tumbling, weather sense
Secondary Skills 	Armorer, bowyer/fletcher, fisher, limner/painter, navigator, sailor, shipwright, trader/barterer
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==Overview==
Almost the only Faerûnian demihumans with any tradition of seamanship are the elf mariners who hail from Evermeet. Many are sailors in the armed navy of Evermeet, but others operate merchant ships and some simply like exploring the world on their own. Seafaring elves from Evermeet are subject to being drafted to support Evermeet's defense in times of great emergency, and they willingly pursue and attack pirate ships, such as those from the Nelanther. Certain half-elves who are Sha'Quessir ("elf friends") may operate ships that serve in defense of Evermeet or otherwise support the island nation.
Elf mariners generally come from families on Evermeet, operating their ships out of a coastal city there or from the small island of Sumbrar (see Elves of Evermeet, chapter 2). Some elf merchant mariners prefer to operate out of Faerûnian coastal cities like Waterdeep, Baldur's Gate, Neverwinter, or Zazesspur, shipping goods to and from Evermeet.
==Description==
Aboard ship, elf mariners typically dress light, wearing no armor unless combat is anticipated. Loose shirts, baggy trousers, high boots, headbands or head coverings, and work gloves are the standard, in a variety of bright colors and styles. Small bits of jewelry (a ring, necklace, bracelet, etc.) are common, as are tattoos on any theme. Some sailors do wear armor, just in case, usually regular leather or elven chain mail, which allow for swimming. Weapons are stored away except for daggers or knives, used in regular work. In battle, everyone dons leather or elven chain armor, helmets, and (optionally) small shields, arming themselves from the ship's armory.
==Roleplaying==
Much material on seafaring and the skills of sailors, pirates, ships, and elf navies appears in Pirates of the Fallen Stars (chapters 2, 6, and 7), Elves of Evermeet ("Navy," pages 85–86), and The Complete Thief's Handbook ("Buccaneer," pages 31–33). Much said about piracy applies to sailing in general.
One element that needs careful consideration in a seafaring campaign is the ship. Deck plans, diagrams, drawings, and other materials would help everyone visualize their working environment on a ship; standard ship types of the Realms are in chapter 6 of Pirates of the Fallen Stars. The crew should be considered, too, unless the DM forgets that a ship needs a navigator.
Mariners of Evermeet may learn to use any weapon, but they typically focus only on weapons that can be used or found aboard ship (where space can be tight). Favored weapons include the belaying pin (CFH), gaff/hook (CFH), cutlass, trident, harpoon, javelin, lasso (to catch the pier at docks), and polearms and pikes (the latter two used in boarding actions to attack crewmen on other ships). Bows, crossbows, one-handed swords, knives, daggers, and axes are also used. Some mariners take proficiencies in the large weapons often used on ships: the ballista, light and heavy catapult, and fire projector (Pirates of the Fallen Stars, pages 100-101).
==Special Advantages==
An elf mariner of Evermeet gains a remarkable ability to climb ropes (like a ship's rigging), though this skill does not translate into bonuses to climb any other surface. He has a base 70% chance to climb ropes, to which are added his Strength and Dexterity scores as a bonus. This skill is rolled only when the rope climbing occurs during battle, while on the high seas, or under other unstable or tense conditions. (Under peaceful conditions, a roll is not needed.) A bonus of +15 is added if a rope ladder or the like is used. This skill cannot exceed 95%. If the roll is failed, the character may attempt either a Strength check or a Dexterity check on 1d20; if this fails, the character falls. If The Complete Thief's Handbook is available, the mariner also gets to use the "Learning the Ropes" rules, on pages 32–33, while non-sailor characters do not.
An elf mariner of Evermeet gains a -1 modifier to his seamanship and swimming proficiency checks because of his exceptional training.
==Special Disadvantages==
Several practical considerations affect life as an elf sailor at sea. Bowstrings must be kept dry in order to work effectively, and iron and steel weapons and armor must be carefully stored and oiled to avoid rusting and salt corrosion. Armor is not worn except by a few shipboard marines unless the ship is known to be heading into a combat situation. Anyone whose character falls into the sea while wearing armor must read the Player's Handbook rules on getting out of armor to avoid drowning. Armor also restricts climbing abilities (see PHB, Table 66, or The Complete Thief's Handbook, Table 38, then apply penalties to statistics in PHB, Table 65).
The ocean is a notorious place to be attacked by surprise by creatures like dragon turtles, kraken, sea serpents, and other monsters that simply come up from beneath a ship. Magic and watchfulness are required to prevent this from happening, though some ships are also escorted by sea elves on oceanic mounts or by dolphins, who can leap out of the water to warn of an attack from below.
The mariners of Evermeet have dedicated foes, most importantly the sahuagin of the Great Sea, who hate elves and sea elves with a wild fury. Aside from the usual list of suspects (Red Wizards of Thay, Cult of the Dragon, Zhentarim, etc.), the Council of Six in Amn dislikes the idea that elf ships sail where they want. So far, Amnian ships enforcing a blockade on Faerûnian trade with Maztica have avoided attacking Evermeet naval craft found in Maztican waters. An "incident" is sure to occur before long, in which Amnians test the defenses and resolve of the elven navy of Evermeet. Only a crushing response makes the Amnians decline from ever doing it again.
Perhaps the most important consideration here is that if the queen of Evermeet, a high mage, or any other important official feels that the mariner must undertake a dangerous mission to defend Evermeet, the mariner must get on the problem right away. To run from the problem will have the mariner branded as a deserter or traitor, with certain imprisonment and seizure of possessions to follow.
===Dambraii Pirates & Sailors===
One other group of demihumans in the Realms engages in naval piracy, exploration, and trade: the half-drow of Dambrath. Use character generation information on the Dambraii from the Dambraii runaway kit herein, mixed with the buccaneer kit from The Complete Thief's Handbook, the mariner from PLAYER'S OPTION: Skills & Powers, or the pirate generation section in Pirates of the Fallen Stars.