Extra Mariner Feats
D&D 3e (3.0/3.5) Rules
Anger of the Summer Sun [General]
You are capable of making such violent strikes against an opponent that they literally burn.
Prerequisite: Dirty Strike +1d4, base attack bonus +3
Benefit: When you successfully use your dirty strike ability against an opponent, you can subtract 1d4 points of dirty strike damage to cause the target to become extremely hot. The target must make a Reflex saving throw (DC 15) or become set on fire by your attack (see Chapter 8 of the Dungeon Master's Guide: catching on fire).
Devastating Strike [General]
Your dirty strikes can be used to devastating effect when used against unaware opponents.
Prerequisite: Dirty Strike +2d4, Quick Draw, Improved Initiative
Benefit: If you successfully attack a target and deal dirty strike damage while the target is flat-footed, your dirty strike deals d6's instead of d4's for damage.
Dirty Skirmisher [General]
You are capable of decisive ability during battle, manoeuvring through the combatants and dealing crippling blows to opponents.
Prerequisite: Dirty Strike +1d4, Skirmish +1d6/+1 AC, base attack bonus +4
Benefits: You scout levels stack with your mariner levels to determine the amount of damage you are capable of doing. If you do not move more than 10 feet within the round and make a dirty strike attack, the levels of scout stack with your levels of mariner to determine how many d4's extra damage you cause with your dirty strike. If you move more than 10 feet within the round, you levels of mariner stack with your levels of scout to determine the number of d6's your skirmish ability deals and how much of a dodge bonus to your AC you gain.
Divine Strike [Divine]
You can channel the power of your god through your attacks against undead.
Prerequisite: Dirty Strike +1d4, turn undead
Benefit: You can expend one of your daily uses of your turn undead ability to channel positive energy through your dirty strike, dealing an additional +2d6 points of sacred damage to undead creatures on a successful strike.
Dragonmetal Strike [General]
Your dirty strikes are so formidable that they can even affect creatures normally immune to such effects.
Prerequisite: Base attack bonus +9, dirty strike +3d4, Weapon Focus (with selected melee weapon)
Benefits: Your dirty strike is considered to be adamantine for the purposes of overcoming the damage reduction of target creatures. Creature's that are immune to extra damage, such as undead or elemental type creatures, must make a Fortitude save (DC 15 + damage dealt) or become stunned for 1 round per point of dirty strike damage that would have been dealt, this is instead of taking dirty strike damage.
Elemental Strike [Reserve]
You know how to use the magical energy of the spell elemental dart to surround your weapon in an aura of energy.
Prerequisite: Dirty Strike +1d4, able to cast one spell of each energy type (acid, cold, electricity, fire, and sonic) on the same spell level, access to 2nd level spells
Benefits: You can surround a melee weapon with an aura of elemental energy, dealing an additional +1d4 points of acid, cold, fire, electricity or sonic damage. Initiating the elemental aura is a move equivalent action that does not provoke an attack of opportunity. The elemental aura lasts for 1 round per spell level you can cast from. Only while you are touching a melee weapon during the elemental aura's duration does it gain the bonus damage. Should you be relieved of the melee weapon, the aura immediately dissipates and returns when you wield another melee weapon (either the same one or any other that comes to hand).
While the elemental aura is active, you gain a +1 bonus to all saving throws against spells with a matching energy as the aura.
Exalted Strike [Exalted]
Your devotion to the gods of light and good of Krynn enables you to infuse your dirty strike with pure goodness.
Prerequisite: Dirty Strike +1d4, divine spellcasting ability, good aligned patron deity.
Benefit: Your dirty strike is considered a good-aligned attack for the purposes of overcoming damage reduction.
In addition, when used against an evil-aligned outsider, your dirty strike deals an addition 1-point of Strength ability damage.
Familiar Strike [General]
You have taught some of your fighting techniques to your familiar.
Prerequisite: Dirty Strike +1d4, Handle Animal 5 ranks, able to obtain a familiar.
Benefit: Your familiar can make dirty strike attacks, in much the same manner as you can. The familiar deals an extra +1d4 points of damage with a successful dirty strike attack.
Flick of the Wrist [Fighter]
You can sling a dagger with such speed that it has hit its target before the opponent knows he's been hit.
Prerequisite: Dirty Strike +1d4, Weapon Focus (dagger), Improved Initiative, Quick Draw
Benefit: You can take an immediate action to throw a dagger that is in your hand or you are currently wielding at a target opponent within 30 feet. Against the attack, the opponent is considered to be flat-footed.
You can only use the Flick of the Wrist only once during any encounter.
Special: A fighter can select Flick of the Wrist as one of his bonus fighter feats.
Improved Familiar Strike [General]
You have taught your familiar advanced techniques when in combat.
Prerequisite: Familiar Strike, Dirty Strike +2d4, Handle Animal 10 ranks, able to obtain a familiar.
Benefit: You familiar's dirty strike damage increases to +2d4.
Off-Handed Strike [Fighter]
You are capable of making use of every opportunity an opponent leaves to inflict damage on him.
Prerequisite: Two-Weapon Fighting, Dirty Strike +1d4, base attack bonus +3
Benefit: You can make a standard dirty strike attack and an additional dirty strike attack using your off hand. The normal penalties for making two weapon attacks apply to both dirty strike attacks plus an additional -2 (making the overall penalties -6/-6).
Normal: You can only make a single dirty strike attack in a round.
Special: A fighter can select Off-Handed Strike as one of his fighter bonus feats.
Slip the Knife in [Fighter]
You are adept at making lightning quick jabs with daggers and knives.
Prerequisite: Dirty Strike +1d4, Quick Draw
Benefit: If you can make an attack of opportunity against an opponent, you gain a +2 bonus on the attack roll.
Special: A fighter can select Slip the Knife in as one of his fighter bonus feats.
Striking Burst [General]
You can become a torrent of blades, attacking everyone within reach with equal vigour.
Prerequisite: Dirty Strike +1d4, Weapon Focus (any weapon with reach)
Benefits: You can use your dirty strike attack when wielding a weapon with reach to attack all creatures (friendly as well as unfriendly) within the reach of the weapon. You make one standard attack roll and all creatures within the weapon's reach check that result against their AC. If successfully, the attack deals normal damage.
Tempest of Icewall [General]
You, like your blades, have been tempered by the frigid waters off of Icewall Glacier. The bitter cold has taught you the meaning of cold, a lesson you pass on to your unfortunate opponents.
Prerequisite: Dirty Strike +1d4, base attack bonus +3
Benefit: Your dirty strikes deal an extra +1d4 points of cold damage with a successful hit.
Trained Combatant [General]
You have received formal training in martial combat, allowing you to make greater use of your innate street fighting techniques.
Prerequisite: Dirty Strike +1d6, sneak attack +1d6, any feat gained as a fighter bonus feat.
Benefit: When you successfully make a sneak attack against an opponent, your dirty strike damage dice add added to your sneak attack damage dice as though they were all sneak attack damage dice. For example, a character has +1d4 dirty strike and +2d6 sneak attacks, he could make an effective sneak attack as though it were +3d6.
Vile Strike [Vile]
Your devotion to the dark and evil gods of Krynn enables you to infuse your dirty strike with palpable evil.
Prerequisite: Dirty Strike +1d4, divine spellcasting ability, evil aligned patron deity.
Benefit: Your dirty strike is considered an evil aligned attack for the purposes of overcoming damage reduction.
In addition, when used against a good-aligned outsider, your dirty strike deals an additional 1-point of Strength ability damage.
Wind Blade [Reserve]
Your reservoir of magic allows you to use the simplest of breezes to attack your opponents.
Prerequisite: Dirty Strike +1d4, able to cast 2nd level spells.
Benefits: As long as you have a spell with the air descriptor of 2nd level or higher available for you to cast, you cast create a 'wind blade'. The wind blade is a plane of magically hardened air that causes 1d6 points of slashing damage +1 point per spell level of the highest uncast spell with the air descriptor to a target within 30 feet of you. You must succeed on a ranged touch attack in order to affect an opponent. The wind blade remains in effect throughout your round, allowing multiple attacks within the round if you are capable of doing so. The wind blade can be dismissed as a free action.
The wind blade is susceptible to the effects of dispel magic, and is treated as being of a spell level equal to the highest level in which you have an uncast spell with the air descriptor. The wind blade does not interfere with spellcasting.
As a secondary effect, while the wind blade is in effect, you gain a +1 caster level bonus to all spells with the air descriptor.
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