Professional seamen such as Captains, experienced deckhands and fishermen, etc. The high end of men sailing the seas. Military, Aristocracy, and Science are appropriate backgrounds. This class will also benefit from multiclassing with others for a well-rounded adventurer.
XP, HD, BHB, and Luck as Mercenary.
Sailors can use any weapon or armor, but cannot always swim with it.
As a Treasure Hunter. Sailors often have to clamber all over ships be they sail, steam, or diesel.
Sailors are notorious gamblers. Ship life is routinely boring and the cards and dice add a bit of spice as well as causing the occasional assault. The Sailor enters into an opposed roll against other gamblers, high roll wins, and gets to add an additional cumulative +1 bonus to this opposed roll at levels 1, 4, 7, and 10. Roll the bones!
+1 to attack unarmed and melee attacks.
When controlling or working a sea vessel a Sailor receives a +1 bonus to Sailing rolls at levels 1,3,6,9, and 10.
The Referee should set a difficulty number for this roll based on the optional Skill rules in Appendix Four. Roll d20, add Level, Dexterity, and the Seamanship Bonus to the roll.
This ability also includes the art of navigating or finding ones position using Intelligence instead of Dexterity. Bonuses may be given for good charts, maps, etc.
Sailors are skilled at swimming, holding their breath underwater up to a full minute, etc. This ability is based on a Constitution Luck roll.
If the optional skills system is used the Sailor is treated as a Mercenary.