Mariner Mage
by
Thomas N. Baumbach
"Sure, any old wizard can drop a fireball on the bastard's sails, or conjur a gust of wind to help her move, but for my money I'll take a Mariner Mage everytime; they at least know which side is starboard."
The career sailor relies on his knowledge of the sea, the commands of his captain, and his ability to tie a knot. The lucky sailor can also rely on a mariner mage. Mariner mages are a boon to sea going vessels in all things; any ship without a mariner mage aboard is like to find themselves wanting one. From rapid mending of sails, to firebolting the sails of an enemy, the mariner mage uses his magic to enhance and simplify life at sea.
Adventurers: A
mariner mage finds adventure in every port and all points in
between. Like his mundane counterparts, the mariner mage travels
to see and experience the larger world. Along with concerns of
treasure and adventure, the mariner mage is concerned with magic
and how best to use that magic as a mariner.
Characteristics: Like all sailors, mariner mages seldom stay in one place very long, prefering to travel from port to port and only occasionally spending extended periods of time on dry land. If anything, mariner mages are perceived as more in tune with their ship than the average crewman, a quality usually reserved for the captain.
Alignment: Mariner mages are often of neutral alignment, carrying no bias toward where the next adventure or service might call. A lifetime of interaction with many and varied peoples means the mariner mage often tends toward a good alignment, but there are those who have experienced the sinister side of life, and as such it shows in their alignment.
Religion: Any diety concerned with the sea, oceans, or storms will get attention from a mariner mage. Although a mariner mage is more likely to see common sailor rituals as the superstitions of the simple minded, mariner mages are still likely to seek to appease these gods who will effect travel on the open water.
Background: Mariner mages traditionally come from large port cities, where training and magic and seamanship are equally available. There are as many reasons for mariner mages as their are for a normal person to choose the sailor's life; from a love of the sea to a strong desire to escape a certain place, the mariner mage leaves behind the life he knew for a new one aboard a vessel bound for sunset.
Races: Any race is elidgable to become a mariner mage. Vessels are most commonly comprised of one race, and the captain will most commonly hire a mariner mage of the same race. Still, any race with an aptitude for seamanship, magic, and the willingness to travel makes an excellent mariner mage
Spells
per Day
|
|||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level
|
BA
|
Fort
|
Ref
|
Will
|
Special
Abilities
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1st
|
+0
|
+0 |
+2 |
+2 |
Sailor
Lore, Seamanship +1
|
3
|
0
|
-
|
-
|
-
|
-
|
-
|
|
2nd
|
+1
|
+0 |
+3 |
+3 |
Summon Familiar |
4
|
1
|
-
|
-
|
-
|
-
|
-
|
|
3rd
|
+1
|
+1 |
+3 |
+3 |
4
|
2
|
0
|
-
|
-
|
-
|
-
|
||
4th
|
+2
|
+1 |
+4 |
+4 |
Favored
Spell
|
4
|
3
|
1
|
-
|
-
|
-
|
-
|
|
5th
|
+2
|
+1 |
+4 |
+4 |
Seamanship
+2
|
4
|
4
|
2
|
-
|
-
|
-
|
-
|
|
6th
|
+3
|
+2 |
+5 |
+5 |
4
|
4
|
3
|
0
|
-
|
-
|
-
|
||
7th
|
+3
|
+2 |
+5 |
+5 |
4
|
4
|
3
|
1
|
-
|
-
|
-
|
||
8th
|
+4
|
+2 |
+6 |
+6 |
Favored
Spell
|
4
|
4
|
4
|
2
|
-
|
-
|
-
|
|
9th
|
+4
|
+3 |
+6 |
+6 |
Seamanship
+3
|
4
|
4
|
4
|
3
|
0
|
-
|
-
|
|
10th
|
+5
|
+3 |
+7 |
+7 |
4
|
4
|
4
|
3
|
1
|
-
|
-
|
||
11th
|
+5
|
+3 |
+7 |
+7 |
4
|
4
|
4
|
4
|
2
|
-
|
-
|
||
12th
|
+6/+1
|
+4 |
+8 |
+8 |
Favored
Spell
|
4
|
4
|
4
|
4
|
3
|
0
|
-
|
|
13th
|
+6/+1
|
+4 |
+8 |
+8 |
Seamanship
+4
|
4
|
4
|
4
|
4
|
3
|
1
|
-
|
|
14th
|
+7/+2
|
+4 |
+9 |
+9 |
5
|
4
|
4
|
4
|
4
|
2
|
-
|
||
15th
|
+7/+2
|
+5 |
+9 |
+9 |
5
|
5
|
4
|
4
|
4
|
3
|
0
|
||
16th
|
+8/+3
|
+5 |
+10 |
+10 |
Favored
Spell
|
5
|
5
|
5
|
4
|
4
|
3
|
1
|
|
17th
|
+8/+3
|
+5 |
+10 |
+10 |
Seamanship
+5
|
5
|
5
|
5
|
5
|
4
|
3
|
2
|
|
18th
|
+9/+4
|
+6 |
+11 |
+11 |
5
|
5
|
5
|
5
|
5
|
4
|
3
|
||
19th
|
+9/+4
|
+6 |
+11 |
+11 |
5
|
5
|
5
|
5
|
5
|
5
|
4
|
||
20th
|
+10/+5
|
+6 |
+12 |
+12 |
Tsunami
1/day
|
5
|
5
|
5
|
5
|
5
|
5
|
5
|
|
Alignment: Any.
Hit Die: d4.
Class Skills: The mariner mage’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (all skills taken individually) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spot (Wis), Spellcraft (Int), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells
Known
|
||||||||
|---|---|---|---|---|---|---|---|---|
Level
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1st
|
4
|
1*
|
- | -
|
-
|
-
|
-
|
|
2nd
|
5
|
2
|
-
|
-
|
-
|
-
|
-
|
|
3rd
|
6
|
3
|
1*
|
-
|
-
|
-
|
-
|
|
4th
|
6
|
3
|
2
|
-
|
-
|
-
|
-
|
|
5th
|
6
|
4
|
3
|
-
|
-
|
-
|
-
|
|
6th
|
6
|
4
|
3
|
1*
|
-
|
-
|
-
|
|
7th
|
6
|
4
|
4
|
2
|
-
|
-
|
-
|
|
8th
|
6
|
4
|
4
|
3
|
-
|
-
|
-
|
|
9th
|
6
|
4
|
4
|
3
|
1*
|
-
|
-
|
|
10th
|
6
|
4
|
4
|
4
|
2
|
-
|
-
|
|
11th
|
6
|
4
|
4
|
4
|
3
|
-
|
-
|
|
12th
|
6
|
4
|
4
|
4
|
3
|
1*
|
-
|
|
13th
|
6
|
4
|
4
|
4
|
4
|
2
|
-
|
|
14th
|
6
|
4
|
4
|
4
|
4
|
3
|
-
|
|
15th
|
7
|
4
|
4
|
4
|
4
|
3
|
1*
|
|
16th
|
7
|
5
|
4
|
4
|
4
|
4
|
2
|
|
17th
|
7
|
5
|
5
|
4
|
4
|
4
|
3
|
|
18th
|
7
|
5
|
5
|
5
|
4
|
4
|
3
|
|
19th
|
7
|
5
|
5
|
5
|
5
|
4
|
4
|
|
20th
|
7
|
5
|
5
|
5
|
5
|
5
|
4
|
|
| *Provided the mariner mage has a high enough Intelligence score to have a bonus spell of this level. | ||||||||
As noted above, a mariner mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Sailor Lore (Ex): A mariner mage picks up a lot of knowledge by listening to local gossip in various ports of call or from the sea stories of shipmates. A mariner may make a special sailor lore check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local people or history, far away places, or strange superstitions. This check will not necessarily yield true information, as much of the time the sailor has heard the information from someone who heard it from somebody else, who heard it from a friend, who heard it from a guy, etc The mariner mage may not take 10 or take 20 on this check as this sort of knowledge is essentially random. The DM determines the difficulty class; see Bardic Knowledge or the varous Knowledge skills for an idea of appropriate DCs.
Seamanship (Ex): A mariner mage receives the listed number as a confidence bonus to all Balance, Climb, and Profession (Sailor) skill checks.
Summon
Familiar (Su): This ability is identical to the
sorcerer ability of the same name. More exotic (though not
more powerful) familiars are common, including: tropical
birds, sea birds, penguins, turtles, monkeys, and occasionally
amphibious marine life such as crustaceans. Discuss with
your DM the abilities granted by a non-standard familiar.
Favored Spell (Su): The mariner mage's life is devoted to using his magic to make the ship run smoother. As such, he becomes so familiar with the casting of certain spells that the mariner mage learns to cast them most efficiently. Choose one spell up to one level lower than the highest level spell he can cast. Once per day, the mariner mage may cast the chosen spell as though it were cast with the Quicken Spell, Still Spell, and Silent Spell metamagic feats; thus casting the chosen spell is a free action that does not require components other than material. Casting the spell uses one slot of the highest level spell the mariner mage can cast. Each time the mariner mage gains a new Favored Spell, you may choose a different spell to which these effects will apply or gain an additional use per day of a previously chosen spell. The mariner mage loses this ability after one week of being away from the routine of ship life, and regains it one week after returning to his routine.
Tsunami (Sp): Once per day the mariner mage can cast the Tsunami spell at his caster level.
The Tsunami spell originally appeared in Dragon magazin, issue 314.
*Spells marked with an asterisk are described on the spells page. †Spells marked with a cross originally appeared in Dragon magazine, issue 314.
0-Level Spells Detect
Magic |
1st Level Spells Air
Bubble† |
2nd Level Spells Animal
Messenger (Aquatic) |
3rd Level Spells Arcane
Sight |
4th Level Spells Arcane
Eye |
5th Level Spells Acid
Fog |
6th Level Spells Control
Weather |



