TEXT: 4
  MIS1002
  MIS1002
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  The Sea Devil
  The Sea Devil
    prestige class
    prestige class
  Author: Steven Trustrum
  Illustrator: Shawn Richter
  Special Thanks: Scott Barrie
  Misfit Studios Presents
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  “Gnash your shields and strap on the 
  iron, lads. We’re wavebound!”
  Wise men know to fear the squared sails of the 
  northmen’s ﬂ eet, for upon the decks of those 
  shallow boats are ruthless raiders with looting 
  mirrored in their eyes and murder panting in their 
  hearts. The “sea devils” are the worst of these 
  northmen, so named for their pitiless greed and 
  the screaming fury that possesses them in a ﬁ ght, 
  allowing them to swoop down upon a settlement 
  and ravage it as though they were not men, but demons 
  sent from hell itself.
  Despite their violent thievery and savagery in 
  battle, sea devils are not evil nor are they inherently 
  corrupt. Raiding is their livelihood as much as 
  animal husbandry or farming is the trade of 
  others. It does not occur to them that the 
  communities they live upon consider their 
  raiding immoral and foul, for it is the only 
  life they know. It is a life granted them by 
  the gods and they honor that gift through 
  the glory of death, killing and plunder 
  from the decks of their dragonships.
  Campaign Use
  Campaign Use
  Obviously, a sea devil is ideal for 
  seaborne games, especially along 
  frigid coastlines, but they will ﬁ t 
  in just about any other game with 
  a bit of imagination. A sea devil 
  who ﬁ nds himself out of place 
  plundering warmer climates can 
  be an interesting challenge, as can 
  one who ﬁ nds himself stranded 
  ashore. Northmen feel out of place 
  in southern cities as it is (or any city, for that 
  matter), but how would a sea devil react to long 
  months without the smell of salt water in his 
  nostrils, the feel of the sea’s winds in his hair, or the 
  rocking of a sturdy deck beneath his feet?
  At least one level each of barbarian and pirate 
  are necessary to become a sea devil, after which the 
  player should decide which class(es) will fulﬁ ll the 
  prestige class’ remaining qualiﬁ cations at the desired 
  rate. Additional barbarian levels will meet the combat 
  requirements faster, but a few more levels of pirate will 
  certainly make the sea devil a better sailor.
  Hit Die: d10
  Requirements
  Requirements
  Race: Sub-arctic dwelling northman
  Attribute: Str 13+, Con 13+
  Base Attack Bonus: +6
  Codes of Honor: Barbaric
  Feats: Cleave, Fighting-Madness, 
  Power Attack
  Skills: Balance 6 ranks, Climb 6 
  ranks, Jump 4 ranks, Profession (Sailor) 8 
  ranks, Use Rope 4 ranks
  Special: 
  Seamanship 
  +1, 
  Fearless
  Class Skills
  Class Skills
  The sea devil’s class skills (and 
  the key ability for each skill) are 
  Balance (Dex), Climb (Str), Craft 
  (Any Mundane) (Int), Intimidate 
  (Cha), 
  Jump 
  (Str), 
  Knowledge 
  (Geography) (Int), Knowledge (Local) 
  (Int), Move Silently (Dex), Profession 
  (Wis), Survival (Wis), Swim (Str), 
  Use Rope (Dex.)
  Skill Points At Each Level: 4 + Int 
  modiﬁ er.
  Class Features
  Class Features
  All of the following are class features of the 
  sea devil prestige class.
  
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  Weapon and Armor Proficiency
  Weapon and Armor Proficiency
  The sea devil is proﬁ cient with all simple and martial 
  weapons, two-weapon combat, light and medium 
  armor, and shields.
  Raider
  Raider
  Along with standard Reputation Modiﬁ ers, a 
  sea devil’s reputation is affected by activities directly 
  related to raiding ships and settlements. See Table 1-1: 
  Sea Devil Reputation Modiﬁ ers. At the Gamemaster’s 
  discretion, other classes may also beneﬁ t from these 
  reputation modiﬁ ers, at full or reduced value.
  Howling Fury
  Howling Fury
  A 2nd level sea devil can enter a Fighting-Madness 
  2/day, as per the feat (this includes the 1/day from the 
  feat.) Once the enraged state ends, the character cannot 
  enter it again for at least 3 rounds. At 6th level the sea 
  devil can enter a Fighting-Madness 3/day and 4/day at 
  10th level.
  Weathered Hide
  Weathered Hide
  3rd level sea devils are so accustomed to spending 
  months on end upon the high-seas of the north that he 
  gains a +4 competence bonus to saving throws against 
  all cold effects.
  Great Cleave
  Great Cleave
  At 4th level, the sea devil gains the Great Cleave 
  feat.
  Boarding
  Boarding
  Due to practice while boarding ships, a 5th level sea 
  devil can conduct a charge that includes a single jump 
  or swinging action. All other obstacles impede a charge 
  as normal.
  Furthermore, any ship the sea devil is captaining 
  gains a +2 competence bonus to Boarding Maneuvers 
  with his vessel.
  Crushing Blow
  Crushing Blow
  By successfully sundering an opponent’s shield or 
  weapon, a 7th level sea devil can make an attack against 
  the shield or weapon’s wielder as a free action, but only 
  using his base attack bonus and with a -4 penalty to the 
  attack roll.
  Raid to Glory
  Raid to Glory
  When leading raiders against an enemy, an 8th level 
  sea devil grants any shipmates in the unit he leads a +4 
  bonus to their Military Cohesion.
  Raider’s Grace
  Raider’s Grace
  9th level sea devil’s are so accustomed to ﬁ ghting 
  under the inﬂ uence of their Howling Fury ability that 
  they no longer suffer the -2 penalty to their Defense 
  Value while caught up in their Fighting-Madness.
  Table 1-1: Sea Devil Reputation Modifiers
  Table 1-1: Sea Devil Reputation Modifiers
  Action
  Reputation Modifier
  Become captain of a raiding ship
  +2
  Become commander of a raiding ﬂ eet
  +5
  Lose a ship
  -5
  Capturing a larger warship
  +2
  Conducting a raid that earns the crew 5,000-10,000 sp
  +2
  Conducting a raid that earns the crew 10,000-25,000 sp
  +3
  Conducting a raid that earns the crew 25,000-50,000 sp
  +5
  Conducting a raid that earns the crew 50,000-100,000 sp
  +6
  Conducting a raid that earns the crew 100,000-999,999 sp
  +8
  Conducting a raid that earns the crew 1,000,000+ sp
  +15
  Conducting a raid that is repulsed
  -2
  Form a raider’s camp in enemy territory
  +2
  Lose a raider’s camp the character led
  -3
  Razing a small settlement
  +1
  Razing a medium settlement
  +3
  Razing a large settlement
  +5
  
  Table 1-2: The Sea Devil
  Table 1-2: The Sea Devil
  Level
  Base 
  Attack 
  Bonus
  Base 
  Dodge 
  Bonus
  Base 
  Parry 
  Bonus
  Magic 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +0
  +0
  +0
  +2
  +2
  +0
  Raider
  2
  +2
  +1
  +1
  +0
  +3
  +3
  +0
  Howling Fury 2/day
  3
  +3
  +2
  +1
  +0
  +3
  +3
  +1
  Weathered Hide
  4
  +4
  +3
  +2
  +1
  +4
  +4
  +1
  Great Cleave
  5
  +5
  +3
  +2
  +1
  +4
  +4
  +1
  Boarding
  6
  +6/+1
  +4
  +3
  +1
  +5
  +5
  +2
  Howling Fury 3/day
  7
  +7/+2
  +5
  +3
  +1
  +5
  +5
  +2
  Crushing Blow
  8
  +8/+3
  +6
  +4
  +2
  +6
  +6
  +2
  Raid to Glory
  9
  +9/+4
  +6
  +4
  +2
  +6
  +6
  +3
  Raider’s Grace
  10
  +10/+5
  +7
  +5
  +2
  +7
  +7
  +3
  Howling Fury 4/day
  6
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  Declaration of Open Game Content
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  and cannot be used without written permission.
  
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  Modern System Reference Document Copyright 2002, Wizards of the 
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  Author Steven Trustrum, Misﬁ t Studios.
  
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