A Seafarer can be any alignment due to the sea's neutrality. There are all types of Seafarers. One thing all Seafarers hold in common is their love and respect of the Ocean. These men and women work and commonly live on ships for long periods of time. They much rather be out on the ocean than on land. Seafarers that are very in tune commonly hold the belief that the sea grants all life and will one day come to reclaim it.
"May your mornings be gray and your evenings red and calm." - Admiral Delito Faragho
Natural Abilities: Balance, Direction Sense, Swimming, +2 against disease
Level 1: The Seafarer gets a +2 to all rolls while on a body of water Level 3: The Seafarer gets the ability to recognizes alignments of things or people at sea as an Int check at +2 per 2 levels (at 5: +4) Level 5: The Seafarer now is able to sense natural weather changes at sea well in advance of the change Level 7: The Seafarer is now well heard of enough to go to the Temple of Avolonia and receive a pearl to breathe under water. Level 8: The Seafarer can speak to intelligent aquatic life Level 10: The Seafarer now is so at home at sea that he is in his element. He will have max defense while at sea. Level 11: The Seafarer can tie a knot that only they or another Seafarer of equal or higher level at an INT check know how to untie. Level 13: A Seafarer may choose his signature weapon. +3tht +5 damage to the weapon Level 15: The Seafarer now may go on an adventure to acquire their Flag Ship. (Must be GM ran) Level 18: While on a body of water the Seafarer can call upon The aid of Avolonia if their life is in jeopardy. This will give the Seafarer initiative and double damage for the fight. Level 20: The Seafarer receives a pet from Avolonia. This pet is a sea creature of their choosing (must be GM approved)and while sailing the creature will guard the Seafarer's ship with its life. If the creature dies the Seafarer must complete a worthy enough feat to earn another.