Marine¶
Source: (5e 2014).
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.
Benefits¶
| Feature | Details |
|---|---|
| Skill Proficiencies | Athletics Survival |
| Tool Proficiencies | Vehicles (land & water) |
| Languages | None |
| Equipment | A dagger Value:2gp Weight:1lb that belonged to a fallen comrade a folded rag emblazoned with the symbol of your ship or company a set of traveler's clothes Value:2gp Weight:4lbs and a pouch Value:5sp Weight:1lb containing 10gp Features Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character. d6 Hardship 1 You hid underwater to avoid detection by enemies held your breath for an extremely long time. Just before you would have died you had a revelation about your existence. 2 You spent months enduring thirst starvation and torture at the hands of your enemy but you never broke. 3 You enabled the escape of your fellow soldiers but at great cost to yourself. Some of your past comrades may think you're dead. 4 No reasonable explanation can explain how you survived a particular battle. Every arrow bolt missed you. You slew scores of enemies single-handedly led your comrades to victory. 5 For days you hid in the bilge of an enemy ship surviving on brackish water foolhardy rats. At the right moment you crept up to the deck took over the ship on your own. 6 You carried an injured marine for miles to avoid capture death. Steady You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally you can automatically find a safe route to land a boat on shore provided such a route exists. Suggested Characteristics Marines are looked up to by other soldiers respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries but their combat experience also makes them excellent adventurers. Though they are self-reliant marines tend to operate best in groups valuing camaraderie the companionship of like-minded individuals. Personality Traits d8 Personality Trait 1 I speak rarely but mean every word I say. 2 I laugh loudly see the humor in stressful situations. 3 I prefer to solve problems without violence but I finish fights decisively. 4 I enjoy being out in nature; poor weather never sours my mood. 5 I am dependable. 6 I am always working on some project or other. 7 I become cantankerous quiet in the rain. 8 When the sea is within my sight my mood is jovial optimistic. Ideals d6 Ideal 1 Teamwork. Success depends on cooperation communication. (Good) 2 Code. The marines' code provides a solution for every problem and following it is imperative. (Lawful) 3 Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic) 4 Might. The strong train so that they might rule those who are weak. (Evil) 5 Bravery. To act when others quake in fear- this is the essence of the warrior. (Any) 6 Perseverance. No injury or obstacle can turn me from my goal. (Any) Bonds d6 Bond 1 I face danger evil to offset an unredeemable act in my past. 2 I. Will. Finish. The. Job. 3 I must set an example of hope for those who have given up. 4 I'm searching for a fellow marine captured by an elusive enemy. 5 Fear leads to tyranny and both must be eradicated. 6 My commander betrayed my unit and I will have revenge. Flaws d6 Flaw 1 I grow combative unpredictable when I drink. 2 I find civilian life difficult struggle to say the right thing in social situations. 3 My intensity can drive others away. 4 I hold grudges have difficulty forgiving others. 5 I become irrational when innocent people are hurt. 6 I sometimes stay up all night listening to the ghosts of my fallen enemies. |