Sailor Man Class 0 ▲ Grove of the Gourd Dwarf 1 hour ago · Gaming · hide · 0 comments A sailor must have at least 12+ CHA and 10+ STR HD and AB as Fighter Fists: d6 damage (+1 at L4, +2 at L8) Sailor Men Save as Cleric AC as Unarmoured L1-2, as Leather L3-4, as Chain L5-8, as Plate L9+ XP as Cleric Spinach can be consumed in correlation with L2 spell slots for wizard: +4 to hit for 10 minutes, open doors checks pass automatically. Bad Temper: The first time in a combat that a Sailor Man gets slugged real good (enemy rolls max damage), he gets a big goose egg and flies into a rage, dealing +2 damage on his next attack Strong to the Finish: once per day, a Sailor Man can ignore a failed Save vs Death, and instead reduce his HP to 1 point. If already at 1HP, this has no effect. No comments yet. Log in to reply on the Fediverse. Comments will appear here.