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A sea wolf is a pirate who focuses on shipboard combat relying on his strength of arms over his agility. He specializes in traditional pirate weapons, but often wears heavier armor than is normally seen on a ship. A sea wolf moves and fights easily in his armor, however, even in the water. Captains value sea wolves because of the skill they exhibit in defending the ship and in boarding actions.

The sea wolf is an archetype of the warrior class, available only to roegadyn warriors.

Archetype Main Ability Scores:
The sea wolf mainly focuses on STR/DEX for martial combat and CON for their class features.

Archetype Feature Replacements:
1st – Class Skills, Chosen Weapon. 2ndWarrior Talent. 3rdWarrior Techniques. 4thWarrior Talent. 5thAdditional Techs II, Weapon Guard. 6thWarrior Talent. 7thAdditional Techs III. 8th – Secure Weaponry, Warrior Talent. 10thWarrior Talent, War Cry. 12thAdvanced Warrior Talent. 13th – Improved Rush. 14thAdvanced Warrior Talent, Critical Aim. 16thAdvanced Warrior Talent, Assured Crits. 18thAdvanced Warrior Talent. 20thAdvanced Warrior Talent.

Class Skills

A sea wolf adds Navigate and Pilot to his list of class skills and removes Ride and Knowledge (dungeoneering) from his list of class skills.

Sea Wolf’s Bane (Ex)

At 1st level, the sea wolf can, as a move action, indicate an enemy in combat and rally his allies to focus on that target.

The sea wolf and his allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the sea wolf and who are within 30 feet of the sea wolf at the time he activates this ability.

At 5th level and every 4 levels thereafter (9th, 13th, and 17th level), the bonus increases by 1. The sea wolf’s bane lasts until the target dies or the sea wolf selects a new target. Abilities and warrior talents that use Chosen Weapon, function normally with this replaced ability as long as its activated.

This ability replaces chosen weapon and weapon guard.

Deck Fighting (Ex)

A sea wolf is used to fighting on crowded decks, and isn’t fazed by fighting multiple opponents at once. At 2nd level, he gains Cleave as a bonus feat. He may use this feat even if he does not meet the prerequisites. A sea wolf does not take the normal –2 penalty to his AC when using the Cleave feat. If the sea wolf already has this feat, he may take another Combat feat that he must meet the prerequisites for.

This ability replaces a warrior talent gained at 2nd level.

Armored Pirate (Ex)

A sea wolf wears heavier armor than is common aboard a ship. At 3rd level, the sea wolf reduces the armor check penalty of any light armor he wears to 0 for purposes of Acrobatics and Swim checks. At 7th level, this becomes true of medium armor as well. At 11th level, it includes heavy armor.

This ability replaces overhand chop and increase save from warrior techniques.

Sea Wolf Tricks (Ex)

As a sea wolf develops his skill, he learns a number of tricks that aid him in his work. he gains a sea wolf trick at 4th level and every two warrior levels thereafter. A sea wolf cannot select an individual trick more than once.

Classic Duelist (Ex): The sea wolf gains a +1 competence bonus on attack rolls made with a cutlass, rapier, or short sword.

Deep Breath (Ex): The sea wolf can hold his breath for a number of rounds equal to three times his Constitution score before he must start making Constitution checks.

Defensive Climber (Ex): The sea wolf does not lose his Dexterity bonus to AC when climbing.

Drink for Free (Ex): This ability presumes that the sea wolf is admired or feared in the taverns he frequents. The sea wolf designates one tavern per two warrior levels as a “favored tavern.” When in a favored tavern, the sea wolf drinks for free. In addition, he gains a +2 circumstance bonus on Diplomacy and Intimidate checks within a favored tavern.

Farseer (Ex): The sea wolf takes turns serving as lookouts. A sea wolf with this ability reduces any distance-based penalties on Perception checks by half when he is at least 10 feet off the ground or above the deck of a ship.

Quick Appraise (Ex): The sea wolf must at times quickly select the most valuable items to spirit away. He appraises an item as a move action and can determine the most valuable item in a treasure hoard as a standard action.

Rigging Monkey (Ex): The sea wolf becomes skilled at climbing on ropes and rigging. This ability grants the sea wolf a +2 bonus on Climb checks when using a rope to help his climb. In addition, when using a rope to help his climb, the sea wolf can move at half his speed. (By accepting a –5 penalty, he can move at his normal speed.)

Storm Sailor (Ex): The sea wolf treats all storms as if they were one category less severe for the purposes of sailing and navigation. He can make an Acrobatics check to move his normal speed across uneven ground, and he does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions.

These abilities may replace warrior talents and advanced warrior talents.

Sea Wolf’s Bond (Ex)

At 5th level, a sea wolf forms a bond with his crewmates. This bond allows him to spend a move action to grant his allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the sea wolf gain an additional +2 bonus on attack rolls when flanking with the sea wolf or with another ally affected by this ability.

This ability replaces additional techs II.

Improved Deck Fighting (Su)

At 6th level, the sea wolf gains Great Cleave as a bonus feat. He may use this feat even if he does not meet the prerequisites. A sea wolf does not take the normal –2 penalty to his AC when using the Great Cleave feat. If the sea wolf already has this feat, he may take another Combat feat that he must meet the prerequisites for.

This ability replaces a warrior talent gained at 6th level.

Fast Swimming (Ex)

Starting at 7th level, a sea wolf may swim half his speed as a move action or his normal speed as a full-round action with a successful Swim check. The sea wolf gains a +2 bonus on Swim checks.

At 10th level, a sea wolf can use War Cry a number of times per day equal to 3 + his Constitution modifier, instead of spending stamina.

This ability replaces additional techs III and modifies war cry.

Sure-Footed (Ex)

At 8th level, a sea wolf takes no penalties when moving across slick surfaces, whethis natural or magical. He is not at risk of falling, is not denied his Dexterity bonus when moving across such areas, and does not treat them as difficult terrain.

This ability replaces secure weaponry.

Explore the Seas (Ex)

At 13th level, the sea wolf gains Pressure Adept as a bonus feat and adds two oceanic zones to his native range instead of one. When exploring a new location underwater, he gains a +2 morale bonus on initiative checks and Perception checks, and can always act in the surprise round.

This ability replaces improved rush.

Critical Aim (Ex)

Whenever the sea wolf targets a creature with sea wolf’s bane, he and all allies within range gain the bonus to critical hit range versus that creature.

This ability modifies critical aim.

Assured Crits (Ex)

Whenever the sea wolf targets a creature with sea wolf’s bane, he and all allies within range gain the bonus to critical hit confirmations versus that creature.

This ability modifies assured crits.

Sea Wolf