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MARINE (From WLC 579)

Marines serve aboard the citys naval vessels. They have extensive training in special weapons and
tactics, and are as likely to be found descending from the sea as raiders as boarding an enemy ship. They
are experts in both armed and unarmed combat. They are elite warriors, the sea-borne variant of the most
ferocious land-based soldiers.
REQUIREMENTS

To qualify as a marine, a character must fulfill the following criteria:


Base Attack Bonus: +8
Feats: Improved Critical (any), Improved Initiative, Quick Draw (any), Weapon Focus (any).
Skills: Balance 4 ranks, Climb 4 ranks, Intimidate 8 ranks, Jump 6 ranks, Swim 6 ranks, Tumble 6
ranks.
GAME RULE INFORMATION

Alignment: any.
Hit Dice: d10.
BAB: as a fighter.
Saves: good Fort and Ref, poor Will.
CLASS SKILLS

The marines class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft
(Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope
(Dex). See the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
CLASS FEATURES

All of the following are the class features of the marine:


Weapon and Armor Proficiency: Marines are proficient with all simple and martial weapons, light armor,
medium armor, and shields.
Improved Unarmed Strike: At 1st level, marines receive the Improved Unarmed Strike feat.
Amphibious Assault: At 1st level, marines are experts in amphibious warfare. When attacking a target from
the water or onboard a ship, they automatically receive a surprise round before combat.
Weapon Specialization: At 2nd level, a marine receives weapon specialization in a weapon of his choice.
Fire and Forget: Starting at 3rd level, in a marines first round of combat, if he has a loaded light crossbow
or hand crossbow, as a free action he can draw and fire that weapon at his highest attack bonus. After
firing, he drops his ranged weapon, draws a melee weapon, and enters combat. To receive this benefit, he
must make a full attack action, and enter melee combat after firing.
Weapon Expert: At 4th, 6th, and 8th levels, the marine chooses a weapon in which he possesses weapon
specialization and gains a +2 competence bonus to attack rolls (if he does not already have it).
Spearhead: At 5th level, marines learn to lead battle charges. When a marine charges into combat (using
the charge action) he receives and additional +5 morale bonus on attack and damage rolls that round. Any
allies that charge in the same round as the marine receive a +2 morale bonus on attack and damage rolls
that round.
Ferocious: At 7th level, marines have become truly ferocious warriors, adept at all forms of combat. When a
marine is in melee combat and fighting with a light weapon, he can take two extra attacks per round (when
he makes a full attack action). When he does this, the two additional attacks are at his highest attack bonus,
and all of his attacks for the round suffer a -4 penalty. At 10th level, this ability can now be used with onehanded melee weapons and the attack penalty is reduced to -2.

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