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PFS StandardMarine Marauder

Source High Seas pg. 106
You’ve spent your life beside the sea or nestled against the shores of a vast lake, and water has become a part of your being. You’ve learned from the secrets of shore and seabed and adapted them to your daily life. While some spend their whole life at sea and others never venture beyond the safety of the land, you managed to blend the best of both worlds.

Many like you embrace the lives of sailors, pirates, or swashbucklers. They know as well as you do that there’s nothing like a good fight at sea and the salty tang on your lips when it’s over.

The techniques of a marine marauder allow them to be a danger both on land and underwater. Many navies train their sailors in these techniques due to their effectiveness at dealing with underwater attackers. Cheliax’s and Vidrian’s navies are particularly known for their elite marines. Among Cheliax, these marines are known as “sea devils,” while in Vidrian the common parlance is “spines” due to their habit of sticking to a foe.

This fighting style developed over centuries of sea travel and many of the techniques make use of common sea tools like ropes, nets, and harpoons. The reliance on these items means that it’s not uncommon to encounter what otherwise seems like a fisher or a mundane sailor that’s capable of tangling with the best underwater warriors.

PFS StandardMarine Marauder Dedication Feat 2

Archetype Dedication 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites trained in Athletics

You’re as skilled in combat underwater as on land. You gain the Underwater Marauder skill feat, and when you roll a success on an Athletics check to Swim, you get a critical success instead. In addition, checks to Escape or Force Open nets you use are attempted against your class DC instead of the listed DC, and you can keep hold of a target you’ve grappled with a net with one hand.

PFS StandardAquatic Pirouette [reaction] Feat 4

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication
Trigger A creature targets you with a ranged attack and you can see the attacker.
Requirements You’re underwater.

You spin in the water to avoid the attack. You move 5 feet in any direction, including up or down, and gain a +2 circumstance bonus to AC against the triggering attack.

PFS StandardLike a Fish in Water Feat 4

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

Water feels like a second skin to you, and you glide through it as quickly as a fish. You gain a swim Speed of 15 feet, and Marine Marauder you can hold your breath for twice as long. If you already have a swim Speed, it increases by 5 feet.

PFS StandardMarine Combat Training Feat 4

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

You’re skilled with weapons that can be easily handled underwater. You have familiarity with harpoons and tridents, treating them as simple weapons for the purposes of proficiency. Additionally, you don’t halve the range increment of harpoons and spear weapons when throwing them underwater.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

PFS StandardReactive Tangle [reaction] Feat 4

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication
Trigger A Medium or smaller creature within your reach uses a move action or leaves a square during a move action it’s using.
Requirements You’re holding a net.

You wrap the net around the creature’s feet to prevent it from escaping. Use the net to Grapple the triggering creature. This has the effects of using a net that’s attached to a rope to Grapple, except that the creature must remain within your reach instead of within 10 feet for you to continue to Grapple it.

PFS StandardSurface Rush [two-actions] Feat 4

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

You make a dedicated dash to enter the water or emerge onto land. If you begin on land when using this ability, you Stride, then Swim twice if you are in water. If you begin in water when using this ability, you Swim, then Stride twice if you are on land.

PFS StandardAquatic Passage Feat 6

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

You can move through water as easily as you walk on land. You ignore non-magical difficult terrain while underwater and from water-like terrain like swamps or slippery liquids. Moving up or down while underwater is still difficult terrain for you.

PFS StandardConcealing Currents Feat 6

Archetype 
Source High Seas pg. 106
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

You use currents of water to conceal a projectile, preventing your enemy from predicting its trajectory. If you’re in water, creatures that are above you or on land are off-guard against your ranged attacks.

PFS StandardShark Attack [two-actions] Feat 6

Archetype Flourish 
Source High Seas pg. 107
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

Your swimming skills enable you to lunge through the water in a sudden attack. You Swim twice. At any point during this movement, you Strike.

PFS LimitedPressure Change [one-action] Feat 8

Archetype 
Source High Seas pg. 107
PFS Note Unclear if this ability frees a Grabbed creature.
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication
Requirements You have a swim Speed, are underwater, and have a creature grabbed or restrained.

You sink or rise rapidly alongside your target, altering their internal pressure. You Swim up to your swim Speed either up or down, and the required creature moves with you and must attempt a Fortitude save. For this movement, swimming up or down isn’t difficult terrain.

Success The target is unaffected
Failure The target is sickened 1.
Critical Failure The target is sickened 2.

PFS StandardStay Here! [two-actions] Feat 8

Archetype Flourish 
Source High Seas pg. 107
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication

You topple your foes with your legs and attack them while they’re down. You Trip a creature within reach without needing a free hand. If you succeed, you can make a melee Strike against that creature. Your multiple attack penalty doesn’t increase until after you’ve made both the Trip and Strike.

PFS StandardMarine Jet [two-actions] or [three-actions] Feat 10

Archetype 
Source High Seas pg. 107
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication; you have a swim Speed

You shoot through the water at a great speed. Swim up to five times, or up to eight times if you used 3 actions. All this movement must be in a straight line (though the GM might allow reasonable variance). If you are moving up or down in this way, you aren’t considered to be moving through difficult terrain while doing so.

PFS StandardReel 'Em In [one-action] Feat 10

Archetype 
Source High Seas pg. 107
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication
Requirements You’re wielding a harpoon, a spear weapon, or a net attached to a rope.

You’ve developed combat techniques inspired by the methods fishermen use to catch large fish. Make a Strike with a required weapon or Grapple with a net. If the attack hits, you can attempt an Athletics check against the target’s Fortitude DC. On a success, you pull the target 10 feet closer to you.

PFS StandardTake in the Catch [two-actions] Feat 12

Archetype 
Source High Seas pg. 107
Archetype Marine Marauder
Prerequisites Marine Marauder Dedication
Requirements You’re holding a net.

Your skills in marine fishing can also be applied to combat. Attempt to Grapple a creature with your net, with the normal results. Then you Step, Interact to draw a weapon, and Strike the creature you attempted to grapple. If you succeeded on your check to Grapple, the creature remains grabbed after your Step.

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