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Date Created: 2006
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{{#set:Summary=A ship captain on the River Styx |Length=10 |Minimum Level=5 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Good |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Sneak Attack |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Boatman of Styx

The River Styx is a planar path winding its way along the Lower Planes servicing the myriad planes of evil, and its waters rob mortals and immortals of their memories. Ferrymen ply these waters, offering safe passage and travel between the planes, but most are con-men looking to make a quick silver, predators in disguise, or well-meaning fools. Few beings know the truly safe routes along the River Styx, thus earning the tile of boatmen, and even fewer have accepted its nature into their very body.

Becoming a Boatman of Styx

Entry Requirements
Skills: Knowledge (The Planes) 8 ranks, Survival 4 ranks, Profession (boatman) 4 ranks.
Feats: Quick Draw.
Sneak Attack: +2d6.
Special: Must have visited every Lower Plane via the River Styx, and lived at least one year on a boat on the River Styx.
Table: The Boatman of Styx

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Safe Passage, Stygian Blood
2nd +1 +3 +3 +0 River-born, Sneak Attack +1d6
3rd +2 +3 +3 +1 Stygian Tears
4th +3 +4 +4 +1 River-marked, Sneak Attack +2d6
5th +3 +4 +4 +1 Kiss of Lethe
6th +4 +5 +5 +2 Eternal Boatman, Sneak Attack +3d6
7th +5 +5 +5 +2 Bonus Feat
8th +6 +6 +6 +2 Knowledgeable, Sneak Attack +4d6
9th +6 +6 +6 +3 Stygian Tributary
10th +7 +7 +7 +3 Xirfilstyx Dance, Sneak Attack +5d6

Class Skills (Skill Points::6 + Int modifier per level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (The Planes) (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: A Boatman of Styx gains proficiency in the Long Staff, but does not gain any other weapon or armor proficiency.

Safe Passage (Su): At 1st level, the Boatman of Styx learns to navigate the River Styx. When leading a boat or ship, the Boatman can lead a craft to any other planar location that contains some portion of the River Styx. This journey takes 1d6 hours, and is uneventful.

Stygian Blood (Ex): At 1st level, the Boatman of Styx has absorbed small amounts of the River Styx into his blood, and from this point forward he is immune to mind-affecting effects and the effects of the River Styx.

River-born: At 2nd level, the Boatman of Styx gains a swim speed of 60', and he may take 10 on any Swim check. He also does not need to breathe while submersed in water.

Sneak Attack: A Boatman of Styx gains an additional die of Sneak Attack at every even numbered level.

Stygian Tears: At 3rd level, the Boatman of Styx's tears gain the effects of the River Styx. He may collect up to one vial of tears per day. Being struck by a vial of these tears has the same effects as an exposure to the waters of the River Styx (DM's option). If kept stoppered, these vials of tears last indefinitely.

River-marked: At 4th level, the Boatman of Styx's continues exposure to the River Styx grants a +8 to Swim checks, a +6 to Disguise checks, and a +4 to Bluff checks.

Kiss of Lethe (Su): At 5th level, the Boatman of Styx may kiss an enemy on an opposed Grapple check. This kiss has the same effects as an exposure to the River Styx (DMs option).

Eternal Boatman (Sp): At 6th level, the Boatman of Styx may summon a normal wooden boat once per day. This boat is large enough to carry the Boatman and up to eight Medium sized passengers. This boat lasts 24 hours, then falls apart into pieces of rotted wood.

Bonus Feat: At 7th level, the Boatman of Styx gains a bonus feat. He must meet any prerequisites of this feat to choose it.

Knowledgeable: At 8th level, the Boatman of Styx has absorbed a critical mass of memories from swimming in the River Styx. He always has at least 10 ranks in all Knowledges, and may expend skill points to raise these Knowledges as if they were class skills. The Boatman also gains the ability to speak, read, and write any language.

Stygian Tributary (Sp): At 9th level, the Boatman of Styx learns a secret about the River Styx: it sometimes touches rivers on planes other than the Lower Planes. Once per day, a Boatman of Styx may cast gate (travel version only) as a spell-like ability, but only while standing on a boat in a river. This portal leads to any other river on any plane.

Xirfilstyx Dance (Su): At 10th level, the Boatman of Styx has studied these fiends of the River Styx and learned a secret fighting art. Any creature struck a Boatman of Styx's sneak attack must make a Will save or be dazed for 1d4 rounds. Any affected creature does not remember any events while dazed.

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