D&D 3.0: Tales from Mystara
Sailors tend to be outcasts or loners, or simply those whose sense of adventure is greater than their sense of home and family. It is rarely a lucrative career, unless one resorts to piracy, and even at its most typical is dangerous. But room and board are taken care of and a unique camaraderie develops amongst a crew, so it can be an attractive life for those with few options open to them on dry land. Because of the strict hierarchy even on civilian ships, and the harsh penalties for insubordination that can be exacted once the shore is only a memory, sailors tend to be lawful in alignment, although pirates are often chaotic. In general, where direct authority and threat of punishment doesn’t keep a sailor in line, superstition does. (It is notoriously bad luck for a sailor to know how to swim, and he could be thrown overboard if he is ever found to have this skill.)
Sailor: Male Human COM1; CR 0.5; Medium-size humanoid; HD 1d4; hp 3; Init + 0; Spd 30; AC 10 (touch 10, flat-footed 10); Atk + 0 (1d6/X2, club); AL N; Fort + 1, Ref + 0, Will + 0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Balance + 2, Climb + 2, Profession (Sailor) + 3, Use Rope + 3; Endurance, Great Fortitude.
Sailor: Male Human COM3; CR 2; Medium-size humanoid; HD 3d4; hp 8; Init + 0; Spd 30; AC 10 (touch 10, flat-footed 10); Atk + 1 (1d6/X2, club); AL N; Fort + 2, Ref + 1, Will + 1; Str 10, Dex 10, Con10, Int 10, Wis 10, Cha 10.
Skills and Feats: Balance + 3, Climb + 4, Profession (Sailor) + 5, Use Rope +5; Endurance, Great Fortitude, Skill Focus (Use Rope).