Tiberon's Guardian

For some, service with Tiberon's Warrior society isn't just about the typical benefits of membership. For them, it is a way of life. Tiberon's Guardians are the greatest warriors of their society. They aren't influenced by an idealised aspect of the shark; they are sharks among men.

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Requirements:

Stamina 11

Blindfighting apprentice

Swimming apprentice

Jumping I

Training time: One year; only then are they initiated into the mysteries of the deep

Bonus equipment: Armour of the Deep, Tiberon's Trident, iron hook net



Skills
Islander suite apprentice

Increase Swimming to journeyman

Armour Maintenance (light and chain)

Bulldoggedness (from Famine)

Culture (Greatsea Islanders)

Culture (Heldannic)

Identify Blood I (from Death)

Inner Fury

Intuitive Reflexes

Meditation

Medium Armour Use

Melee weapon (polearm)

Predation I (from Famine)

Salmon Leap

Weapon maintenance (pick one)


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Level bonuses
 Hold breath twice as long as normal Status: Warrior +2 to attacks; create Armour of the Deep and Tiberon's Trident Stay afloat while asleep; +2 to damage  I'm Really a Dolphin: wear the skin of a porpoise or dolphin as a convincing disguise, even versus other dolphins; nope, not a clever land shark at all… +2 initiative; Survival Instinct trait Select any one lore skill Title: Guardian of the Shore</li> Berserker</li> Hold breath three times as long as normal</li> +3 to damage</li> Status: Unholy</li> +3 to initiative, parry, attacks, and damage when using class weapons and armour</li> Breathe salt water</li> Title: Guardian of the Deep</li> </ol> Per additional level: +1 to any martial proficiency

Per additional even-numbered level: +1 to any saving throw


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 * Holding Your Breath: If you are only sitting still while holding your breath you have your Stamina in rounds before you have to start worrying. Any exertion at all (even just walking) cuts that time in half. Intense exertion: swimming at top speed or while encumbered (at all), running, fighting, digging your way out of a grave, et al. divides this to one round for every five full points of Stamina. Once this time has been exceeded, you take one point of fatigue every round, and must make Willpower checks to remain conscious. These fatigue points are recovered from at the same rate once you are able to catch your breath again. Remember that as a continuing check, the next roll in the series is at a cumulative -2. This stacks with the fatigue penalties. If you are in an oxygen-poor environment, like being underwater, you will die in 4-10 minutes after losing consciousness. Brain death starts to set in after four or five minutes—the Game Master will determine any possible repercussions of this: memory loss (including skill levels), loss of mental attributes, or just about anything else. This all assumes that you can at least get one or two good breaths first. If you are completely caught unawares—such as being teleported from your bed asleep into the depths of space—you have one or two rounds before the fatigue and Willpower checks start. The Water Baby trait doubles the length of time that you may hold your breath. Other traits might also grant an effective increase in your Stamina or possibly grant a retest. Athletic or Endurance would work, and both Inner-Strength and Survival Instinct would certainly grant a retest. Healthy and Sturdy could possibly work, but only if you catch your Game Master on a good day. You may gain a retest on the Willpower check using the meditation skill if you are only sitting quietly and have had time to prepare beforehand. Your Game Master might possibly allow you a retest using other skills, such as journeyman level singing or playing brass or woodwind musical instruments—at the same degree of skill. Try bribery. Whining about it usually doesn't work, though. Nobody likes a whiner.