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Маркономикон » Spelljammer: Туманность феникса » Исходники » Скиллы и фиты
Скиллы и фиты
Маркон_Феникс Дата: Среда, 08.12.2010, 15:06 | Сообщение # 1
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Updated Player's Handbook Skills

This section describes new uses, new DCs, and new modifiers for the familiar skills from the Player's Handbook.
Knowledge (Int; Trained Only)
conversion by Static
(based on the Astronomy proficiency from the War Captain's Companion, Book 1; and the Planetology proficiency from the CGR1 Complete Spacefarer's Handbook)

Spacefarers have access to a few additional areas of knowledge.

* Planetology (lands, terrain, seasons and cycles, weather, determine planet's probable inhabitants)
* Wildspace (celestial mechanics, identify possible life-bearing planets, identify sphere, wildspace beasts)

Special: Those characters who have Knowledge (geography), Knowledge (history), Knowledge (local), and Knowledge (nobility and royalty) must specialize on a specific location or time period. For example, Knowledge (local—Rock of Bral) or Knowledge (history—Unhuman Wars).

Any character who has access to Knowledge (any), Knowledge (geography), or Knowledge (nature) as class skills also has Knowledge (planetology) as a class skill.

Any character who has access to Knowledge (any), Knowledge (arcana), or Knowledge (the planes) as class skills also has Knowledge (wildspace) as a class skill.

Synergy: If you have 5 or more ranks of Knowledge (wildspace), you get a +2 bonus to Profession (wildspace navigator).
Profession (Wis; Trained Only)
conversion by Static
(based on the Navigation, Celestial, and Sail Manipulation proficiencies from the War Captain's Companion, Book 1; and the Navigation (Wildspace) and Spacemanship proficiencies from the CGR1 Complete Spacefarer's Handbook)

Some additional professions for use in a Spelljammer campaign are spacehand, a character trained in shipboard duties; and wildspace navigator, a character who can use charts to get you where you want to go.

Special: These professions are only available to spacefaring characters—those with the Spacefarer feat.

Synergy: If you have 5 or more ranks in Profession (sailor), you get a +2 bonus on Profession (spacehand) checks.

If you have 5 or more ranks in Profession (spacehand), you get a +2 bonus on Profession (sailor) checks.

If you have 5 or more ranks of Knowledge (wildspace), you get a +2 bonus to Profession (wildspace navigator).
Search (Int)
conversion by Static
(based on the Looting proficiency from the CGR1 Complete Spacefarer's Handbook)

In addition to letting a character discern small details through active effort, the Search skill lets you quickly grab small valuables from an area. This is useful when seizing treasure from a ship that is breaking up, or one about to burn up in an atmosphere.

Synergy: If you have 5 or more ranks in Appraise, you get a +2 synergy bonus on Search checks dealing with looting.
Speak Language (None; Trained Only)
conversion by Static and the Spelljammer Mailing List
(based on the Semaphore and Language, Space proficiencies from the War Captain's Companion, Book 1; and the Signaling proficiency from the CGR1 Complete Spacefarer's Handbook)

This skill can be used to speak (and read/write, unless you're illiterate) a language. It can apply to more than just the modern languages listed in the Player's Handbook. Here is a list of additional languages for use in the Spelljammer campaign.

Semaphore and Signaling: Here are two languages, which must each be bought separately, that can be used in a Spelljammer, or naval, campaign. Spacefaring adventurers, merchants and militaries to communicate long distances between ships in wildspace, use both these languages.

Both require a clear line of sight, though the range varies. Signaling can done at long range, about 10 miles, while Semaphore requires seeing precise body movements, and therefore can only be used at one-quarter mile or less. The use of a spyglass or telescope can greatly increase these distances.

Language Rate Alphabet
Semaphore 20+ words Body poses to represent
per minute letters aided by flags
or small lights
Signaling 10 words per "Morse code" type signals
minute aided by lights, mirrors
and so on

Speak Archaic Language: You have mastered a difficult and obscure language once spoken in wildspace, now primarily found in the writings of pedantic sages. The main use of the language is to read tomes of ancient secrets written by long-dead mystics. This variation enables the character to either read or speak the language (player's choice), but not both.
New Skills for Spelljammer

The following new skills are available in the Spelljamming campaign.
Wildspace Survival (Wis)
conversion by Static
(based on the Fire Control, Slow Breathing, and Survival (Wildspace) proficiencies from the War Captain's Companion, Book 1)

Use this skill to conserve food, water and air in the void, guide a ship safely through asteroid belts, identify signs of nearby pirates, or avoid a sargasso or other natural hazards.

Check: You can survive longer in the vast emptiness of space, and keep others safe.

DC Task
15 Get by in the void. You reduce by half the amount of
air, food and water your body requires for the day.
This only works if you keep your physical activity
to a minimum level. A big combat or long practice
session makes you use full resources.
20+ Identify natural hazards—like space worm nests,
sargassos, and infinity vine patches—by studying
nearby space.

Action: Varies. A single Wildspace Survival check represents activity over the course of a full day. A Wildspace Survival check made to identify dangers is at least a full-round action, and may take even longer at the DM's discretion.

Try Again: Varies. For getting by in the void, you make a check once every 24 hours. The result of that check applies until the next check is made. Retries to detect dangers are not allowed.

Special: This skill is cross-class for any character who has not selected the Spacefarer feat. If you have that feat, Wildspace Survival is treated as a class skill for all of your classes.

Synergy: If you have 5 or more ranks in Wildspace Survival, you get a +2 synergy bonus on checks to put out fires.
New Feats for Spelljammer

The following new feats are available in the Spelljamming campaign.
Freefall [General, Fighter]
conversion by Static and the Spelljammer Mailing List
(based on the Balance and Freefall proficiencies from the War Captian's Companion, Book 1; the Spacefighting proficiency from SJR1 Lost Ships; and the Zero-Gravity Combat proficiency from the CGR1 Complete Spacefarer's Handbook)

You are trained to fight in conditions of varying or zero gravity. This could be when you fall overboard or when your ship's gravity plane shifts.

Prerequisite: Dex 10+, Int 10+, Spacefarer.

Benefit: You suffer no penalty to actions in low or zero gravity, and you receive a +4 bonus to keep your balance when the gravity suddenly shifts. In addition, your character will not provoke an attack of opportunity when performing an action, unless that action would normally provoke one.

Normal: Without this feat, most actions suffer a -4 penalty in zero gravity, and actions in a low-gravity environment suffer a -2 penalty. The character does not threaten the area around them and cannot perform attacks of opportunity, while any action he takes provokes one.
Phlogiston Sense [General]
conversion by Static and the Spelljammer Mailing List
(based on the Navigation (Phlogiston) proficiency from the CGR1 Complete Spacefarer's Handbook)

You have an intuitive grasp of how the Phlogiston moves, allowing you to better navigate this chaotic medium.

Prerequisite: Profession (wildspace navigator) 4+ ranks, Spacefarer, one trip between the spheres.

Benefit: You can use your Profession (wildspace navigator) skill to shorten trips through the phlogiston in addition to wildspace. This feat will not create a path where there wasn't one before.

Normal: There is no way to shorten the travel time between spheres. A ship with Phlogiston charts that enters the flow can reach the desired sphere, as long as a path exists. A ship without Phlogiston charts will reach a random nearby sphere within 10-100 days.
Slow Respiration [General]
conversion by Static and the Spelljammer Mailing List
(based on the Slow Respiration proficiency from the CGR1 Complete Spacefarer's Handbook)

You can enter a trance to conserve air in wildspace.

Prerequisite: Wildspace Survival 2+ ranks.

Benefit: By concentrating for 10 minutes, you can enter a trance during which you consume one-tenth the air you normally would. During the air-preserving trance, you can take no actions. You are still aware of everything going on around you, and can regain full consciousness in 1d6 rounds if the need arises.

This trance can be maintained until the air runs out or the character starves.

Normal: The character uses the normal amount of air, food and water during this time.
Space Mariner [General]
by Trampas Whiteman

You have traveled far and seen much of the spaceways.

Prerequisite: Spacefarer.

Benefit: You gain a +2 bonus to Wildspace Survival checks and Profession (spacehand) checks.
Spacefarer [General]
by Static
inspired by the Technical Proficiency feat from the Dragonstar: Starfarer's Handbook

You either hail from or have lived in a spelljamming aware society for a significant period of time.

Benefit: You have a basic understanding of spelljamming and wildspace. You can also learn to use spelljamming related skills and feats with the appropriate training.

Normal: Without this feat, characters don't have a grasp of the universe beyond their world—or maybe even beyond their village. They suffer a -4 circumstance penalty on all knowledge-based skills relating to spelljamming. Such characters cannot choose feats or learn skills that have Spacefarer as a prerequisite.

Special: This feat is typically not chosen when a character is eligible to select a new feat. Most characters that hail from a spelljamming aware society, such as the Rock of Bral, gain this feat for free when they are created. Characters from unaware societies may take it for free once they have spent one full level gaining familiarity with Wildspace and the Phlogiston. A character could meet this requirement by adventuring at an asteroid port, learning from a spelljamming relative, or traveling with others who know their way around the void. Characters are never required to take this feat. Characters only gain the feat if they are actively attempting to learn and acclimate themselves to spacefaring life.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 15:06 | Сообщение # 2
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Helm Pilot (Varies; Varies)

Use this skill to effectively pilot a Spelljamming vessel.

Check: You have maneuvered a Spelljamming vessel. This skill is possibly unique in that the ability that it is based on depends on the sort of spellcaster that you are. For example, a Wizard would use Int, a Cleric or Druid or Paladin or Ranger Wis, a Sorcerer or Bard Cha. Someone who was not a spellcaster and was using a helm not powered by spells, such as a Lifejammer, Series Helm, Forge or Furnace, would use their Cha; spellcasters using a non-spell-powered helm would still use their spellcasting ability. This is considered to be a class skill for all spellcasters, and a cross-class skill for all others.
Special: This skill is 'Trained Only' for non-spellcasters; all spellcasters can use it untrained. If a spellcaster is using a helm without trained Helm Pilot skill they would be strongly advised to 'take 10', or even 'take 20', which explains the really slow docking maneuvers of novice helmsmen.

Ship Focus [General]

Having this feat for the specific type of ship you are on gives you +1 to all ship-related skills. This feat is useless except on the specific ship type that it is taken for, for example Hammership; this feat can be taken several times selecting a different ship (type) each time. This is the feat that 'crack' crewmen have.

Apprentice Helmsman [General]

You can minimally operate a Spelljamming Helm.

Prerequisites: INT 10+.
Benefit: You operate a Helm as an arcane spellcaster of half your highest class level (round down, minimum 1st). For example, a 3rd level Fighter with this feat would operate a Helm as effectively as a 1st level Wizard. Note that if you have an arcane or divine spellcasting capability from any of your classes then operating a Helm drains this for the day as well. Helm Pilot skill is now considered a class skill and can be used untrained.
Note: This feat allows a non-spellcaster to tap into their latent magical talent for the purpose of operating a spelljamming helm; it could be considered to allow them to act as a very limited variety of Wizard. If something prevents their access to this talent, then just as a Wizard who was cut off from their magical power by some means, they cannot operate a Helm.
Normal: Without this feat, a character who is not a spellcaster cannot operate a standard Spelljamming Helm.

Journeyman Helmsman [General]

You can effectively operate a Spelljamming Helm.

Prerequisites: INT 10+, Apprentice Helmsman.
Benefit: You operate a Helm as an arcane spellcaster of two-thirds your highest class level (round to nearest, minimum 1st). For example, a 3rd level Fighter with this feat would operate a Helm as effectively as a 2nd level Wizard. Note that if you have an arcane or divine spellcasting capability from any of your classes then operating a Helm drains this for the day as well. Helm Pilot skill is now considered a class skill and can be used untrained.
Normal: Without a Helmsman feat, a character who is not a spellcaster cannot operate a standard Spelljamming Helm.

Master Helmsman [General]

You can expertly operate a Spelljamming Helm.

Prerequisites: INT 10+, Apprentice Helmsman, Journeyman Helmsman.
Benefit: You operate a Helm as an arcane spellcaster of equal to your highest class level. For example, a 3rd level Fighter with this feat would operate a Helm as effectively as a 3rd level Wizard. Note that if you have an arcane or divine spellcasting capability from any of your classes then operating a Helm drains this for the day as well. Helm Pilot skill is now considered a class skill and can be used untrained.
Normal: Without a Helmsman feat, a character who is not a spellcaster cannot operate a standard Spelljamming Helm.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 15:13 | Сообщение # 3
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Body Manipulation [Item Creation]

You can apply certain physical enhancements to other living creatures or to yourself.

Prerequisite: Xixchil, Heal 5 ranks.

Benefit: You can create and apply body modifications to other living creatures or to yourself. Creating and applying a body modification takes one day for each 1,000 gp in its price. To create a body modification, you must use up raw materials costing half of its price, and the body modification's recipient must spend 1/25 of the body modification's price in XP.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
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