
Undersea Privateer
Source Hellfire Dispatches pg. 32In past naval battles, azarketi communities found themselves outnumbered and overpowered by foes who can bring a country's worth of resources to bear against them. In response, they perfected a method of fighting that plays to their strengths while capitalizing on their opponents' weaknesses. Most azarketis prefer to fight while submerged, but elite undersea privateers are adept both on land and underwater, though some choose to specialize. They're dangerous not only because they're experts at their chosen style of fighting, but also because they have ways to force enemies to face them in their arena of choice.
Azarketi warriors have honed their techniques by studying other creatures of the sea. A trained azarketi privateer might claim to be as slippery as an eel and as stealthy as an octopus. While these assertions are best understood as boasts, they're based in truth.
The originators of this marine combat style took on few disciples. However, as azarketis made treaties and agreements with their neighbors, and memories of alghollthu control faded further into the past, the masters of their unique combat style became less and less guarded.
Today, those who prove themselves friends to azarketis may be welcomed into their underwater training halls. Athamarus, undines, merfolk, and other underwater humanoids have even started to adapt azarketi fighting styles to work with their own strengths and physical advantages.
The prowess of these privateers has gotten the attention of many coastal nations, including those that border the Inner Sea. Azarketi warriors refuse to participate in training exercises with any national navies; while their skill is known, their tactics can still surprise and overwhelm a ship of highly trained combatants. Knowing this, both Andoran and Cheliax seek to hire mercenaries to join their cause and disrupt their enemy's naval maneuvers.
Uncommon Archetype Dedication Source Hellfire Dispatches pg. 96Archetype Undersea PrivateerPrerequisites trained in
Athletics
Your training has taught you the basics of underwater combat. You become an expert in Athletics and gain the
Underwater Marauder skill feat. If you're at least an expert in the weapon you're using when fighting in or underwater, you get the critical specialization effect of that weapon when you get a critical hit with it.
Archetype Stance Source Hellfire Dispatches pg. 96Archetype Undersea PrivateerPrerequisites Undersea Privateer DedicationRequirements You’re in or under water.
You tense your muscles to make yourself neutrally buoyant and more difficult to move. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to
Reposition or
Shove you. This bonus also applies to saving throws against spells or effects that attempt to force you to move. If any effect would force you to move 10 feet or more, attempt a DC 11 flat check. On a success, you move only 5 feet. Additionally, you don't have to take a
Swim action each turn to avoid sinking or moving with the current.
Archetype Source Hellfire Dispatches pg. 96Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication; you have a Swim speed
You move more quickly underwater. Your swim Speed increases by 5 feet.
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication
Thanks to tireless practice, water has become a natural environment for you. You gain a swim Speed of 15 feet. If you already have a permanent swim Speed, swimming up or down isn't difficult terrain.
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerFrequency once per round
Prerequisites Undersea Privateer DedicationRequirements You’re underwater.
You move 5 feet or up to half your swim Speed vertically through the water. This movement doesn't trigger reactions normally triggered by movement.
Archetype Skill Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication; trained in
Acrobatics
You mimic the serpentine movements of an eel. While underwater, you gain a +2 circumstance bonus to Acrobatics checks to
Escape,
Squeeze, and
Tumble Through.
Archetype Skill Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication; expert in
Stealth
You're an expert at using the dark of the ocean to conceal yourself. As long as you're separated from a creature by 20 or more feet of water, the turbulence of the water grants you enough cover to attempt to
Hide from that creature.
Archetype Skill Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication
You're practiced at scaling ships, and even a wet and slippery exterior won't stand in your way. You can
Climb a sea vehicle even if you have one hand occupied. If both your hands are free, you gain a +2 circumstance bonus to your Athletics check. You aren't
off-guard while
Balancing or Climbing on any part of a sea vehicle.
Riptide [one-action] Feat 8
Archetype Attack Manipulate Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Anchor StanceRequirements You're in Anchor Stance, and your target is within 5 feet of the edge of a water vehicle or already in the water.
You swirl water around you to make a current that pulls creatures closer. Attempt an Athletics check against the Fortitude DC of a creature within 20 feet. If the creature is willing, you increase your degree of success by one (turning a failure into a success and a success into a critical success).
Critical Success The target is pulled 10 feet toward you.
Success The target is pulled 5 feet toward you.
Critical Failure Your movements cause you to be
off-guard until the beginning of your next turn.
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication; expert in
Stealth
After extensive training around and on board ships, you've learned how to use their size and contours to conceal yourself. When in the water within 20 feet of a sea vehicle or climbing aboard one, you can move at your full Speed while
Sneaking.
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication
Like a flying fish, you can build up momentum and launch yourself into the air.
Swim toward the surface at up to twice your swim Speed, then attempt a DC 30 Athletics check to propel yourself out of the water. If you do not swim at least 10 feet, you automatically fail. If your
Leap takes you near any structure or object and have at least one hand free, you can use the
Grab an Edge reaction. If you do not succeed in Grabbing an Edge, you do not take any falling damage as you re-enter the water but are submerged to a distance that equals the height of your Leap.
Critical Success You Leap up to 15 feet vertically and 5 feet horizontally.
Success You Leap up to 10 feet vertically and 5 feet horizontally.
Failure You Leap up to 5 feet vertically and 5 feet horizontally.
Critical Failure You're
off-guard until the start of your next turn.
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication
You've learned to camouflage yourself among the shadows and currents of the ocean so you're hard to see from above. When you're fully underwater, you're
concealed to all opponents who are out of the water, and
hidden to those who are out of the water and more than 10 feet away from you.
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication;
Propelled LeapTrigger You reach the top of your Propelled Leap.
You've learned how to convert your upward momentum into a powerful attack. At the top of your Propelled Leap, you can make a melee or ranged Strike as a reaction instead of choosing to
Grab an Edge. Your Strike gains a +4 circumstance bonus to damage. After your attack, hit or miss, you fall back into the water.
Tidal Wave [free-action] Feat 16
Archetype Source Hellfire Dispatches pg. 97Archetype Undersea PrivateerPrerequisites Undersea Privateer Dedication
Like the ocean in a storm, you overwhelm your opponents with speed and force. Move up to your Speed and make two Strikes. These Strikes can happen at any point during your movement. If either Strike reduces a target to 0 Hit Points, you gain the
quickened condition for 1 round. You can only use the extra action to Stride or
Swim.