View Full Version : Spelljammer info
Lightfeather
07-29-2002, 07:38
Hi, Een repost van de char generation & more info over de setting(s) zelf.
initiele locatie pickup locatie ligt aan de Dragon Coast in een kleine vestiging ten westen van WestGate. De 2de is in een zeestadje ten zuiden van Waterdeep. de 3de ligplaats is in de buurt van Hillsfar.
Voor de mensen die geintereseerd zouden zijn:
Character generation:
boeken:
Core (Ranger wordt vervangen door de Montecook Versie) + FR (setting & magic) + Class handbooks (behalve de Psionics)
4D6, 1 herrollen, laagste weg, 1 reeks + 1 reeks van mij.
2nd level Character op MAX HP voor de 2 levels...
No Psionics, nor Wizards of Thay, Witches of Rashemen, Drow, Gray Dwarves
No Evil Alignment
De FR Regio's doen mee voor taal & languages (equipment is zelf te betalen volledig!)
900 GP voor ALLE Equipment aan te kopen
max
2 Masterwork (geen mighty) van elk een verschillend type (1 weapon/1 armor, ...)
4 potions
8 Scrolls (tot 2 levels boven dat wat je character kan casten)
Voor mensen die PCgen gebruiken; includeer volgende:
Wotc Dnd Core Rules III
Defenders of the faith, Masters of the wild, song & silence, Sword & fist, tome & blood,
DnD Web-enhancements
FR Campaign Source book & Magic of Faerun
Additionele Skill's /Feats voor Spelljammer zullen gepost worden eenmaal we beginnen.
LF
ps: het lijkt redelijk restrictief, ik weet het
ps II: deze post was in de veronderstelling dat er gegadigden waren die tijd/interesse hebben.
ps III: Een bepaalde basiskennis van spelljamming is aanwezig en zal gepost worden.
[This message has been edited by Lightfeather (edited 06 August 2002).]
Lightfeather
07-29-2002, 21:40
Things known to the general population (the educated and other...)
- Space travel is possible, although dangererous. The techniques for space travel are not well known although some beings (notably gnomes) have build very limited ships withough help. True spacefaring ships seem to be powered by magic.
- It's possible to visit the moons & planets that you see in the sky. Most of them have nothing more to recommend them, however, being barren and lifeless.
New Skill's & Feat's
- Knowledge (space)(Int) :class skills for Bard & Wizard or any class/prestige class that has Knowledge(any) as a class skill.
Untrained use: No
- Pilot (Dex) : Use this skill to force a spelljammer vessal to achive greater maneuverability than normal.
check: You can make a spelljamming ship to perform a maneuver greather than normally allowed to it with a successful check.
Retry: You generally can't retry a maneuver without first suffering whatever ramifications come from failing it in the first place. In some cases, these are minor or insignificant, but some failed checks may have dire consequences.
Special: This skill is cross-class for any character who has not selected the Spelljammer Pilot Feat. If you have selected that feat Pilot is treated as a class skill for all of your classes.
Untrained use: Yes
- Profession (Wis): Additions to the list
Spacehand: The uses of Rigging. (5 ranks in Sailor give a synergy bonus of +2)
Shipwright(trained only): The skill of building ships (both groundling as space faring, although familiarity of space travel is required to build spelljammers)
Siege Engineer (trained only): the use if this skill enables u to maintain, build & load siege engines (this profession with 4+ ranks is needed to take the Siege Specialist Feat or Cannon Specialist Feat, see below)
Carthographer: You are proficient to create accurate maps
Wildspace Navigator: you ar proficient to successfully plot courses through wildspace.
Phlogiston Navigator: you are proficient to successfully plot courses through the Phlogiston.
[This message has been edited by Lightfeather (edited 05 August 2002).]
Lightfeather
08-05-2002, 23:47
Feats
Slow Respiration
prerequisite: Wis 9+
This feat provides the character with the ability to slow his respiration so that he consumes air more slowly. At any time, the character may choose to drop into a trance during which he consumes air only one-tenth as quickly as normal.
Getting into the self-induced trances takes about 10 minutes up to that time the characters comsumes air normally and can reduce his respiration on a successfull roll against DC 15.
Without this feat a character can survive (in his personal air envelope) 2d10x10 minutes. With this feat, a character can survive 2d10x100 minutes, substracting the number of minutes already spend.
The character is unable to take any action while in the air-preserving trance. However, the character is still aware of everything that is going on around him and can return to full consciousness in a single round.
Zero-Gravity Combat (beta please advice)
A character with this feat is skilled at fighting in the absence of gravity.
A character without this feat will loose all Dex bonuses, and can be considered as flat-footed, as well as any bonus provided by shields (metal or otherwise). He will also have a -2 to attack rolls and can only count half of his strenght bonus for damage purposes only.
Furthermore, the character retains the ability to use special combat abilities (i.e. feats like deflect arrows) while drifting in space.
Finally the character can roughly steer his course in space by throwing objects away from him and by shifting toward large objects.
He cannot control his speed, however, and can only slightly affect his course.
Spelljammer Helm Operations
You can operate a standard spelljammer helm proficiently.
Benefit: The Pilot skill is a class skill for you. this remains true regardless of your class. (note: without this feat Pilot is a cross-class skill)
Spelljammer specialization
prerequisite: Spelljammer Helm Operations, Pilot 6+ ranks.
Choose one type of spelljammer vessal, such as the Hammership. You are especially good at piloting that type of ship.
Benefit: You add +4 to all Pilot checks made when operating the chosen type of ship.
Special: you may gain this feat multiple times, it's effects do not stack.
Each time you take this feat, it applies to a new type of spelljamming vessal.
[This message has been edited by Lightfeather (edited 05 August 2002).]
Elliadriam
08-06-2002, 01:10
Die feats allemaal goed en wel
maar kunnen we toch nie pakken omdat we van de FR komen pp
Lightfeather
08-06-2002, 01:27
Idd,
Dit is eigenlijk een opsomming van de extra's die erbij komen eenmaal je in "the environment" zit ;-)
LF
Kunnen de professions Shipwright, Siege Engineer en Cartographer wel al genomen worden? Lijken me zaken die ook buiten SJ kunnen bestaan of heb ik het verkeerd?
[This message has been edited by Pitlord (edited 05 August 2002).]
Lightfeather
08-06-2002, 01:59
Indeed.. ;-)
Deze professions kunnen genomen worden buiten SJ. Doch het maken van bombard's & jettison's, spelljammer vessels voor Siege Engineer als respectievelijk Shipwright kunnen enkel gemaakt worden indien het personage hierin getraind wordt door iemand die hier reeds in getraind is.
Voor diegenen die geinteresseerd zijn voor ship construction & ship combat http://www.darkwood.org/sj/rules/lsccs3e/
Beide pdf's zijn in Beta en de feat's vermeld in de combat rules staan bij mij ter discussie met tegenover staand, voor heavy weapons, dat ik dit als een aparte "category" zoals martial zou beschouwen door de niet powder en powder wapens als elk 1 feat-blok te beschouwen.
Wat is jullie mening hierover?
LF
[This message has been edited by Lightfeather (edited 06 August 2002).]
Okido, ik had zoiets al in gedachten
------------------
Camping is an ARTFORM ...
I HATE ART !!
party Meleecharacter: STOP STATTICING THAT LIGHTNING ENHANCED BOSS !!
me: Why? He can't hit me with his lightning, i'm out of his range
Meleecharacter's screen: Hit esc to continue, you lost money and experience
"conversation recorded between DevilKin and Lightfeather"
Lightfeather
08-06-2002, 19:03
New Equipment
Hier komt new equipment, gedeeltelijk uit het Polyhedron Mag. Shadow of the Spider Moon minisetting en converted materiaal uit de 2e setting books.
New Weapons
Martial Weapons - Melee
Small weapon[/] - Cost - Damage - Critical - Range increment - Weight - Type
Cutlass, Small - 15GP - 1D4 - 18-20/x2 - / - 1 lbs. - Slashing
Medium-size weapons
Cutlass - 20GP - 1D6 - 18-20/x2 - / - 3 lbs. - Slashing
[i]Powder Weapons
Small Weapon
Pistol - 250GP -1D10 - x3 - 50ft. - 3lbs. - Piercing
Bullets(10) - 3GP - / - / - 2bls - /
Flamegun - 400GP - 1D6 - / - 10ft - 3lbs. - Fire*
Fuel pack(5shot) - 50GP - / - / - / - 2lbs. - /
Medium-Size Weapon
Rifle - 500GP - 1D12 - x3 - 50ft. - 10lbs - Piercing
Bullets(10) - 3GP - / - / - / - 2lbs - /
Scattergun - 1000GP - special - x2 - special - 10lbs - Piercing
shells(5) - 10GP - / - / - / - 2lbs - /
Spittergun - 1500GP - 1D10 - x3 - 100ft - 12lbs - Piercing
bullets(5) - 15GP - / - / - / - 1lbs - /
Weapon descriptions
Bullet:
These large, round, lead pellets are sold in bags of 5-10, depending on the type of weapon.
Cutlass or Small Cutlass:
This lightweight, curved sword is similar to a scimitar but includes a basket hilt that can be used for punching attacks as a gauntlet. A character with multiple attacks may use the cutlass's normal slashing attacks and its punching attacks interchangeably. It is popular among human and halfing sails and spacefarers alike. The Small cutlass is used by halflings and other small wielders.
Flamegun:
This pistol-sized weapon shoots a thin stream of alchemist's fire that ignites as soon as it hits air. It requires only a touch attack to hit a target, it deals no splash damage, but any target struck must make a Reflex Save (DC 15) or catch fire, suffering an additional 1D6 poinst of fire damage each round until he can extinguish the flames.
A Flamegun is supplied by a five-shot fuel pack. As long as fuel remains. You can shoot the Flamegun according to your normal number of attacks without reloading. Replacing a spent fuel pack with a fresh one requires a standard action.
Fuel Pack:
A Flamegun fuel pack holds enough alchemist's fire for 5 shot's. If broken open, treat it as a flask of alchemist's fire.
Pistol:
The Pistol holds a single bullet and requires a standard action to reload.
Rifle:
The Rifle holds a single bullet and requires a standard action to reload.
Scattergun:
The Scattergun fires a spray of shrapnel in a 15 foot cone from the firing character. Make an attack roll against each target in the area, applying a penalty as appropriate.
A Scattergun holds 5 shells at a time but must be cocked between shots (a move equivalent action). Reloading up to two shells is a standard actions. Reloading more shells than that (up to all five) is a full-round action.
Range to target / Attack penalty / Damage
Up to 5 feet / - / 3D6
6 to 10 Feet / - 2 / 2D6
11 to 15 feet / - 4 / 1D6
Equipement
Airsuit:
This full-body covering protects its wearer from the airless void of space. The airsuit provides no armor protection, but an alchemical filter (sold separately) attached to it, recycles the wearer's breath, allowing him up to 12 hours with no other air than that brought along inside the suit (after which the filter must be replaced). If the suit is breached (harness 1, HP 5), it becomes usesless. An airsuit inflicts a -2 armor check penalty (which stacks with armor worn), but has no effect on the wearer's maximum Dex bonus, arcane spell failure chance or speed. the Wearer of an airsuit also suffers a -2 penalty on Spot & Listen checks. Airsuits for creatures smaller than Small or larger than Large must be made specially at a cost of 1000GP and up.
Airsuits can be magically reinforced to resist damage at an additional cost of 1000GP. This doubles its hardness and hit points (to hardnes 2 and HP 10 respectively) with no other effects.
Airsuit can also function underwater.
Airsuit filter:
An Airsuit filtter can be created by an alchemist (Alchemy DC 25). Each filter lasts for 12 hours.
[This message has been edited by Lightfeather (edited 06 August 2002).]