Pathfinder 1e Archetype Ranger

Deeplands Sailor

Those plying the lightless waters of the Deeplands learn to use sound to augment their compromised vision, providing insight into the hazards lurking below the surface.

Class
Ranger
Kind
Archetype
Granted Spells
Replaces
6 features

Those plying the lightless waters of the Deeplands learn to use sound to augment their compromised vision, providing insight into the hazards lurking below the surface. A Deeplands sailor has the following class features.

Replaces

CamouflageFavored TerrainHide in Plain SightSwift TrackerTrackWoodland Stride

Archetype Features

Skilled Pilot Level 1

A Deeplands sailor adds half his level (minimum 1) to Profession (sailor) and Survival checks to navigate or avoid natural hazards in subterranean waterways. This ability replaces track.

Keen Ear Level 3

At 3rd level, a Deeplands sailor learns how to use sound to compensate for poor visibility when facing threats above and below the water. He gains the uncanny dodge rogue ability when underground and either swimming or aboard a boat. At 8th level, he gains improved uncanny dodge under these conditions, treating his Deeplands sailor level as his effective rogue level for the purpose of denying an enemy's sneak attacks. At 13th level, he gains blindsense with a range of 30 feet against creatures touching water. At 18th level, his blindsense range increases to 60 feet or equal to the range of his darkvision, whichever is greater. If the Deeplands sailor becomes deafened, he loses all benefits of this ability until his hearing is restored. This replaces favored terrain.

Quick Swim Level 7

At 7th level, a Deeplands sailor can swim at his full speed as a move action without penalty. This ability replaces woodland stride.

Subsonic Warning Level 8

At 8th level as a swift action, a Deeplands sailor can provide the benefits of his keen ear ability to the subjects of his hunter's bond. This effect lasts for a number of rounds per day equal to the Deeplands sailor's Wisdom modifier. These rounds need not be consecutive. A deafened creature can't benefit from a Deeplands sailor's subsonic warning. This ability replaces swift tracker.

Hidden Depths Level 12

At 12th level, a Deeplands sailor can use the Stealth skill to hide while underground or underwater, even if he doesn't have cover or concealment. At 17th level, he can use the Stealth skill even while being observed when underground or underwater. This ability replaces camouflage and hide in plain sight.
Attribution

Rules content from Paizo Inc., reproduced by TheCrazyGM under the Open Game License v1.0a. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Heroes of the Darklands · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 16, 2026.

Open Game Content reproduced from Heroes of the Darklands by TheCrazyGM under the OGL-1.0a. Copyright in the reproduced material is held by its original publisher, named in this site's Section 15 notice. The core designation is TheCrazyGM's assertion that the material faithfully matches its cited source; that attestation was recorded by Heroes of the Darklands on 2026-09-16.

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Sources Used in This Record
  • Based on class: Ranger (Class) — core content under OGL 1.0a
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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.