Sailor Man - Popeye Class for old-school D&D
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A sailor must have at least 12+ CHA and 10+ STR
HD and AB as Fighter
Fists: d6 damage (+1 at L4, +2 at L8)
Sailor Men Save as Cleric
AC as Unarmoured L1-2, as Leather L3-4, as Chain L5-8, as Plate L9+
XP as Cleric
Spinach can be consumed in correlation with L2 spell slots for wizard: +4 to hit for 10 minutes, open doors checks pass automatically.
Bad Temper: The first time in a combat that a Sailor Man gets slugged real good (enemy rolls max damage), he gets a big goose egg and flies into a rage, dealing +2 damage on his next attack.
Strong to the Finish: once per day, a Sailor Man can ignore a failed Save vs Death, and instead reduce his HP to 1 point. If already at 1HP, this has no effect.