Arranian Sea Lion - Underwater Combat Specelist [Archive] - Wizards Community

Post/Author/DateTimePost
DudeMan101

02-28-04, 09:19 PM
It used to be that when people thought of elite Arranian soldiers, they thought of squads of stout dwarves weilding big axes and wearing armor heavier then themselfs jumping 20' from a ship to the shore of an island and butchering everything there. And that was just fine for the island hopping wars of old.

However, it didn't take long after the start of the Aqua-Goblin War for the Arranians to realize that salt-water marshes don't favor heavy armor, and in any case, a whole new kind of elite unit would be required to take the fight to the homes of their annoyingly amphibious foe, the aqua-goblins.

Campaign Background: The entire setting is a massive archepelago, so there is water everywhere. A good deal of adventuring takes place in water, and aqua-goblins are a serious problem.

Also, we use 3rd edition, except for the Ranger and Bard, which are the 3.5 versions.

Comments, perticularly on balance, are welcomed.

Arranian Sea Lion

Requirements:
Base Attack Bonus: +8
Alignment: Any non-evil.
Swim: 10 ranks
Spot: 5 ranks
Wilderness Lore: 5 ranks
Feats: Skill Focus(Swim), Endurance, Alterness
Special: A character must have demonstrated exception courage to be considered to become an Arranian Sea Lion, and must also undertake the extreemly rigerous 3-month long Sea Lion training before taking the 1st level.


The Arranian Sea Lion
Class Level BAB Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Swimming Mastery 1/4 Land Speed
2 +2 +3 +0 +0 Goblin-Bane +2, Fog Cloud 3/day
3 +3 +3 +1 +1 Improved Lung Capacity
4 +4 +4 +1 +1 Pressure Tolerance, Water Walk 3/day
5 +5 +4 +1 +1 Water-Sense(Dex to AC), Swimming Master 1/2 Land Speed
6 +6 +5 +2 +2 Goblin-Bane +4, Depth-Sense, Quench 3/day
7 +7 +5 +2 +2 Water-Sense(Can't be flanked)
8 +8 +6 +2 +2 Water Breathing 3/day
9 +9 +6 +3 +3 Water-Sense(See description)
10 +10 +7 +3 +3 Goblin-Bane +6, Swimming Mastery = Land Speed, Spell-Likes 4/day


Hit Dice: d10

Class Skills: The Sea Lion's class skills (and you should know the key abilities by now) are Climb, Craft, Heal, Hide, Jump, Listen, Profesion, Ride, Search, Spot, Use Rope, and Wilderness Lore.

Skill Points at Each Level: 6+ Int Modifier

Class Features:

Weapon and Armor Proficiency: Sea Lions are proficient with all simple and martial weapons, and with light armor.

Swimming Mastery(Ex): The Sea Lion gains a Swim speed equal to 1/4 his base land speed at lvl 1, 1/2 base land speed at lvl 5, and a swim speed equal to his base land speed at level 10.

Goblin-Bane: Aqua-Goblins are the reason the Sea Lions even exist. At level 2, 6, and 10, the Sea Lion gains the benifit of having Favored Enemy(Aquatic Humanoid) with a bonus of +2, +4, and +6, respectivly. If the character already has Favored Enemy(Aquatic Humanoid), the effects stack.

Spell-Like Abilities(Su): With secret training and extensive experience, an Arranian Sea Lion is able to magicly manipulate water to a limited extent. The Sea Lion cannot use his Spell-Like Abilities when in deserts, on high mountain peaks, or in similarly dry conditions. These abilities use the Sea Lions class levels when determining caster-level based effects.

Improved Lung Capacity(Ex): While Sea Lions generaly use magical breating aids, it's always nice to have a mundane back-up. At level 3, a Sea Lion can hold his breath for twice as long as he otherwise could before requiring Constitution Checks to continue.

Pressure Tolerance(Ex): Aqua-goblins often dwell in deep places. When calculating damage from great water-pressure, calculate it as if the Sea Lion were (Sea Lion Levels x 20) feet closer to the surface then he actualy is.

Water-Sense(Ex): Sea Lions become extreemly sensitive to subtle and minute pressure changes and vibrations transmitted through water. At 5th level, the Sea Lion never looses his positive Dex to AC modifier when both he and his opponent are underwater or in water at elast waist deep. He does not gain the benifit of this ability when he is attacked at range when the attacker is not completly underwater. Invisible foes don't get the usual +2 on attacks, either. If the Sea Lion already has the similar ability of Uncanny Dodge, or aquires it later, then he gains a +3 bonus to AC under the same circumstances.

At level 7, the Sea Lion is never flanked when both he and his opponents are underwater, or in water at least waist deep. If the Sea Lion already has the similar ability of Uncanny Dodge, or aquires it later, then he gains a +6 bonus to AC under the same circumstances, which supercedes (does not stack with) the AC bonus he got at level 5.

By level 9, the Sea Lion has become so perceptive that he can tell the location, size, speed, and direction of any moving creature of size Small or larger within 35' when underwater. A creature must hold relativly still to avoid detection.

Depth-Sense(Ex): If the Sea Lion concentrates on it for 1 round, he can know his exact depth to within 5'. This is a full-round action that does not provoke an attack of oppertunity.
Xaxor

02-28-04, 10:10 PM
I think you should grant the swim speed at first level, it being half the normal land speed. Then at 5th or so it could increase to the same as land speed. It's kind of silly to wait until 10th level since so much time is to be spent in the water. Removes the need for numerous swim checks as well.
Where's the hit die?
The spell-like abilities should only go up to three times per day... you may consider spreading out each ability, so you get Quench at one level, Fog Cloud at another, etc. Order them by spell level.
Other than that, I think it's fine. Something unique as well. Perfect for a high seas campaign.
DudeMan101

02-28-04, 10:29 PM
Those are good points. Swim Checks really aren't nessisary, though, since he can just take 10 at them all. But I suppose Swim Speed would be more appropriate at lower level, but 1/2 Swim speed is just too powerful at 1st.

I know! 1/4 Swim Speed at 1st. This still confers a great benifit, because the Sea Lion could then Move, Double-Move, Run, and Charge, instead of just being able to move 1/4 land speed, or full-round action to move 1/2 land speed. Then, it raises gradualy, to 1/2 land speed at 4, and full land speed at 10. Level 10 is supposed to give what the class if all about, and that's a huge benifit, when you fight in water so much.

Guess I might as well remove Swim as a class skill, since he'd have no reason to take more ranks in it.

Hmm, the spell-likes: that makes sense to. The orignal draft had them rise to At Will at lvl 10.

Edit: Set Hit Dice to d10, altered Swim progression thusly, and altered spell-like progression to be 3/day, gaining a new one every 2nd level, then rising to 4/day at 10. Removed Swim as a class skill (no point in additional ranks) and removed Aquatic Endurnance (creatures with Swim Speeds don't take the -1 cumulative Swim Check penalty, because they dont' make Swim checks). Also, raised the AC bonus for already having Uncanny Dodge from +2 and +4, to +3 and +6, and specified that the character also gains the AC bonus if he aquires Uncanny Dodge at a latter time.
DudeMan101

02-29-04, 08:39 PM
43 views and 1 reply?

Can I take that to mean that the class is perfectly balanced?
Donnavin Snowolf

03-01-04, 03:57 PM
Its pretty nice. I'd say its close.

You might chop the Supernatural Abilities down by 1/day. The class at most is a little strong. But just a little.



I do like the irony of having a swim speed but not having swim as a Skill. :P