The sailor is a level 1 medium humanoid with 32 hit points who specializes in melee weapon attacks using daggers, a cutlass, and unarmed strikes. The sailor has combat abilities like making two melee attacks as a standard action, gaining a +2 to AC when wielding a weapon in each hand, and stopping opponents from moving away.
The sailor is a level 1 medium humanoid with 32 hit points who specializes in melee weapon attacks using daggers, a cutlass, and unarmed strikes. The sailor has combat abilities like making two melee attacks as a standard action, gaining a +2 to AC when wielding a weapon in each hand, and stopping opponents from moving away.
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The sailor is a level 1 medium humanoid with 32 hit points who specializes in melee weapon attacks using daggers, a cutlass, and unarmed strikes. The sailor has combat abilities like making two melee attacks as a standard action, gaining a +2 to AC when wielding a weapon in each hand, and stopping opponents from moving away.
Copyright:
Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online from Scribd
Medium Natural Humanoid Exp: 100 Initiative: +6 Senses: Perception +1 HP: 32 Bloodied: 16 AC 17; Fort 13; Ref 13; Will 13 Speed: 6 Dagger (Standard; At-Will) Weapon Melee; +8 vs. AC (1d4+2 damage) Range 5/10; +9 vs. AC (1d4+3 damage) (Sailors normally carry two daggers ) Cutlass (Standard; At-Will) Weapon Melee; +8 vs. AC (1d8+2 damage) Unarmed Attack (Move; At-Will) Melee Melee; +8 vs. AC (1d4+2 damage) If the sailor rolls maximum damage, the target is pushed back one square and must save or be knocked down. Swashbuckling Slash (Standard; Encounter) Weapon Use of this power allows the sailor to make two melee attacks with a standard action. Two-Weapon Defense (Move; At-Will) Weapon Use of this power gives a sailor a +2 to AC until the start of their next turn. Requirement: The sailor must be wielding a weapon in each hand. Battened Down (Immediate Interrupt; Encounter) If an opponent shifts/ moves away from or past a sailor, they must make a dexterity check and beat a DC 20 when moving or a DC 18 when shifting. If they fail, they are stopped adjacent to the sailor and the sailor can then make a basic attack vs. the opponent. Sea Legs Sailors gain a +2 to their Athletics and Acrobatics checks while onboard a ship or while swimming.