-Nate
New Feats
These feats are ones that seem appropriate for a space fantasy
campaign. As always, the GM should determine which one are allowed
for players to select.
Artillerist
You are an experienced artillery commander, familiar with the use of
ballistae, catapults and other such siege weapons.
Prerequsite:
Base attack bonus +1.
Benefit:
You receive a +2 familiarity bonus to checks made when firing siege
engines.
Normal:
Siege weapons are fired by making a check using a character's base
attack bonus, Intelligence bonus or penalty, range modifier and other
relevant modifiers.
Force
of Personality
This character
has such a strong personality that she becomes more resistant to
magic and other mental influences.
Benefit:
The hero applies her Charisma modifier rather than her Wisdom
modifier to her Will save.
Heirloom
You begin play possessing an item that has been passed down through
your family from generation to generation, one that is unusual in its
value or potency.
Benefit:
You begin play with a minor wondrous item or a magical item of
equivalent value, as determined by you and the GM.
Herbalist
You know how to use local plants as medicinal applications, making
your treatments more effective.
Prerequsite:
Heal 1 rank; Knowledge: nature 1 rank.
Benefit:
You can make a Knowledge: nature check (DC 10) to aid your own Heal
check, providing a +2 circumstance bonus if you succeed.
Normal:
Characters cannot make Aid Another efforts to help themselves.
Special:
This check suffers a -5 circumstance penalty if you are located on a
world that you have not previously visited.
Improved
Zero-Gee Combatant
You are so accustomed to fighting in the absence of gravity that you
perform better than other characters in that situation.
Prerequsite:
Base attack bonus +1, Zero-Gee Combatant.
Benefit:
You gain a +2 circumstance bonus to attack rolls when fighting in
zero gravity.
Normal:
Characters who fight in the absence of gravity suffer a -2
circumstance penalty due to the unusual nature of it. Those who have
the Zero-Gee Combatant feat do not suffer this penalty, but do not
gain a bonus either.
Mental
Acumen
This character
is so intelligent that he has built up unusual defenses against
influences that would affect his mind.
Benefit:
The hero applies his Intelligence modifier rather than his Wisdom
modifier to his Will save.
Spacefarer
Either you were born on an aethership, or you have taken to space
travel as if you had been. Whatever the case, the challenges of
aetherial travel are less of a challenge for you.
Prerequsite:
Profession: sailor 1 rank; Knowledge: geography 1 rank.
Benefit:
You receive a +2 bonus to Knowledge: geography and Profession:
sailor checks made in regard to handling aetherships.
Spiritual
Determination
Stubborn is one
way to describe this character. When she decides on a course of
action, it becomes physically more difficult to force her to do
otherwise.
Benefit:
This hero applies her Wisdom modifier rather than her Constitution
modifier to her Fortitude saves.
Unusual
Aptitude
Now and again a
character possesses some sort of talent that seems completely
out-of-the-ordinary for his profession or background. A man of the
church might be a highly skilled gambler, for instance, or an
enforcer might be particularly knowledgeably about Renaissance art.
Benefit:
The hero may choose one skill that immediately becomes a class skill
for him.
Special:
This feat can be selected multiple times. Each time it is selected,
it allows an additional class skill to be acquired.
Unusual
Approach
There are also
times when a character can perform a particular task in an
extraordinary manner.
Benefit:
The hero may designate a new ability modifier that is applied when
using a particular skill, selected from the list below.
Special:
This feat can be selected multiple times. Each time it is selected,
it allows another skill to be affected.
Old
and New Modifiers for Skills
Acrobatics—Dexterity
can be replaced by Strength.
Climb—Strength
can be replaced by Dexterity
Craft (visual
arts)—Intelligence can be replaced by Wisdom
Craft
(writing)—Intelligence can be replaced by Wisdom
Diplomacy—Charisma
can be replaced by Wisdom
Handle
Animal—Charisma can be replaced by Wisdom
Heal—Wisdom
can be replaced by Intelligence
Intimidate—Charisma
can be replaced by Strength
Knowledge
(religion)—Intelligence can be replaced by Wisdom
Perception—Wisdom
can be replaced by Intelligence
Perform
(dance)—Charisma can be replaced by Dexterity
Ride—Dexterity
can be replaced by Strength
Zero-Gee
Combatant
You are accustomed to fighting in the absence of gravity.
Prerequsite:
Base attack bonus +1.
Benefit:
You do not suffer the normal -2 penalty when fighting in zero
gravity.
Normal:
Characters who fight in the absence of gravity suffer a -2
circumstance penalty due to the unusual nature of it.
New
Combat Rules
For the most part, combat between aetherships—along
with combat between characters aboard them, or elsewhere in
space—functions in the same manner as the rules presented in the
Pathfinder core rulebook and Ultimate Combat. There are
some exceptions, however.
Air
Envelopes
The
magical effect that provides breathable air and warmth to aetherships
has a limited range. It extends forward and aft, to port and
starboard, above and below, to a distance of half the vessel's
overall length. For example, the air envelope on the Skylark
(detailed above) extends for ninety feet beyond the ship's hull in
all directions.
Damage
to Aetherships
In combat, damage caused to aetherships can have two
notably different effects.
Should
the sails and rigging be destroyed, the vessel loses all propulsion.
What is more, the air in its envelope begins to turn foul, at a rate
determined by the size of the aethership and the size of the crew.
The air remains fresh for a number of minutes equal to the vessel's
total number of hit points divided by the number of crew members. For
example, the Skylark,
with 900 hp and 20 crew members, has an air envelope that lasts for
45 minutes after the sails and rigging are destroyed. As far as
calculation is concerned, small characters count as half a crew
member, large ones count as two, huge ones as four, etc. Refer to
page 445 of the core rulebook for the effects of suffocation.
In
the event that an aethership's hull is destroyed, it loses its
artificial gravity. Additionally, the air aboard it slowly turns
cold. Refer to page 442 of the core rulebook for the effects of
freezing. Due to the frigid nature of the void, the effects of cold
begin to set in immediately after a solar
vessel's hull is
destroyed.
Falling
Overboard
Characters
who become separated from their aetherships have a small amount of
time in which to rectify the situation before they suffer the effects
of suffocation and cold. They drift away from the ship at a rate
equal to one sixth the vessel's speed in feet per round. For example,
a character who falls overboard from the Skylark
while it is traveling at 180 feet per round drifts away at a speed of
30 feet per round; this means that the other crew members have three
rounds in which to save that character before cold and suffocation
begin to take their toll.
Zero Gravity
When characters find
themselves in the absence of gravity, it is disorienting and weird.
For that reason, zero-gravity situations inflict a -2 circumstance
penalty on attack rolls, Reflex saves and combat maneuver checks.
Characters can overcome this penalty by taking the Zero-Gee Combatant
feat.
On
the other hand, being in the absence of gravity increases the
distance that characters can jump—vertically or
horizontally—tenfold.
“Sure. Standing on the ground of a world, it's easy to look up
at the stars and dream about traveling among them. It could even
seem romantic. But if you've ever been out in the black, with your
aethership's rigging shot to pieces and the air starting to turn
cold, you'll see that the romance rubs off of it right quick.”
-Maximillian,
halfling rogue and lookout
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