The riverfolk are traders, sailors, wanderers, rovers, and pirates who travel in longboats and barges up and down the length of the rivers of Ashnabis, most notably the Kaskos. They live in symbiosis with the communities of the river, drawing new members from disaffected or adventurous villagers and providing needed goods and services to isolated communities. Some who ply the Kaskos truly are pirates in every sense of the word, using their knowledge of the river’s tricks to deprive others of their livelihood.
|Level||BAB||BDB||BMB||Fort Save||Ref Save||Will Save||Special|
|1||+1||+1||+0||+0||+2||+0||Improved Dodge, favored terrain|
|3||+3||+2||+2||+1||+3||+1||deep breath, sea legs|
|7||+6||+4||+4||+2||+5||+2||ship combat, 10’ step|
|13||+11||+7||+7||+4||+8||+4||reputation and crew|
Hit Die: d10
Ability requirement: Dexterity 16
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Escape Artist, Knowledge (geography), Knowledge (Local), Perception, Profession, Ride, Sleight of Hand, Stealth, Survival, Swim
Skill points: 6 + Int
Weapon and Armor Proficiency: All simple and martial weapons, light and medium armor and shields
1st level: The riverfolk gains Dodge as a bonus feat. Additionally, in any round in which the riverfolk moves at least 5 feet (including simply making a 5-foot step), she receives an additional +1 dodge bonus to AC (i.e. +2 total). This bonus increases by an additional +1 at 6th and 12th level. This stacks with any other bonus including other dodge bonuses. Any condition that causes the riverfolk to lose her Dex bonus to AC also causes her to lose this dodge bonus.
1st level: The riverfolk has extraordinary knowledge of rivers and their qualities. She has a favored terrain bonus while in river environments, receiving a +2 bonus to initiative, Knowledge (geography), Perception, Stealth, and Survival checks. A riverfolk normally leaves no trace and cannot be tracked while travelling in or along a river.
3rd level: The riverfolk can hold her breath for a number of minutes equal to her Constitution score (after this, she must begin attempting Constitution checks to avoid suffocation as normal).
3rd level: The riverfolk gains a +4 bonus on saving throws against effects that would cause her to slip, trip, or otherwise be knocked prone. The Riverfolk gains a +2 bonus to CMD against grapple, overrun, and trip.
5th level: Sneak attack: Her attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. This extra damage is 1d6 at 5th level, and it increases by 1d6 every two levels thereafter (7th = +2d6, 9th = +3d6, etc.). Should the Riverfolk score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Creatures without discernible anatomies or that are immune to critical hits are not vulnerable to sneak attacks.
7th level: The riverfolk may move up to 10 feet instead of an ordinary 5-foot step. Like a 5-foot step, a 10-foot step may be taken before, during, or after other actions in the round, and does not provoke an attack of opportunity.
7th level: The riverfolk receives a +2 insight bonus to attack rolls, saving throws, and AC whenever fighting on a boat or ship, and a +2 on all Profession (sailor) rolls in ship combat.
9th level: In any round where the riverfolk moves at least 5 feet, melee and ranged attacks against her have a 20% miss chance.
11th level: The riverfolk is immune to any effects that would cause her to slip, trip, or otherwise be knocked prone, including grapple, overrun, and trip effects.
13th level: The riverfolk has acquired such a great reputation that she gains a longboat to command, and attracts a crew of 50 sailors of level 1-4 in this class.
15th level: Unsinkable: While the riverfolk is aboard a ship, it cannot sink. It can be captured, damaged to 1 hit point, or rendered immobile, but it will remain afloat, regardless of any other condition that may occur.