| Post/Author/DateTime | Post |
|---|---|
| Narris03-19-07, 09:08 PM | I want to base a campaign around a wizard who sets up a magic touring company using magic transports. The only problem is, he's started doing tours of places like Nine Hells. "Here off to our left is Asmodeus, lord of the hells." Not only that, he's picking up passengers of lost souls while he's at it. The adventurers are passengers/employees on the tour when it gets attacked Arms and Equipment Guide, has info on magical vehical augmentations. http://www.wizards.com/default.asp?x=dnd/ex/20030302a |
| Narris03-20-07, 01:25 AM | Airship: Colossal vehicle; Airworthiness +6; Shiphandling -4; Speed Fly 100 ft. (poor), Overall AC -3; Hull sections 1,000 (crash 250 sections); Section hp 60 (hardness 5); Section AC 3; Ram 12d6; SA fire ring; SQ resistance to fire 10, hover; Space 90 ft. by 300 ft.; Height 50 ft. (fire ring has 110-ft. diameter); Watch 20; Complement 150; Cargo 30 tons; Cost 92,000 gp. Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however. Ring: An airship can use either a fire or an air elemental. A burning fire elemental bound into a ring deals 3d8 points of fire damage to any creature or object passing it touches. When an air elemental is used, the damage is bludgeoning. Aura: Strong conjuration, CL 15th. Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days. Price: 92,000 gp. http://www.wizards.com/default.asp?x=dnd/ex/20050803a&page=2 |
| Narris03-20-07, 01:43 AM | Legendary Captain http://www.wizards.com/default.asp?x=dnd/ex/20050805a&page=3 Windwright Captain http://www.wizards.com/default.asp?x=dnd/ex/20050803a&page=3 Scarlet Corsair http://www.wizards.com/default.asp?x=dnd/iw/20050805b&page=1 Expanded Class: Psion (Nomad) You are always moving -- in fact, you seem to have trouble standing still for even 5 minutes. You have a bad case of wanderlust and always feel a need to travel over the next hill, to the next town, or even to other planes of existence. You love to learn about other cultures, try new foods, and just experience a new land. Though sometimes you may travel alone and perhaps serve as a courier on horseback -- or even a griffon -- you may also serve with others as a sailor on a cargo vessel or a corsair and just go where the sea sends you. You may eventually grow beyond the world of your birth and travel the many planes in search of even greater adventure. Suggested Backgrounds (choose one): Ascetic, Drifter, Mariner. Suggested Personality Archetypes (choose one): Challenger, Crusader, Explorer, Seeker, Wanderer Character Themes One or more of the following character themes could apply to you. Kinetic Master: The science of movement fascinates you. You observe how a bird flaps its wings, how a fish uses its fins, and all other methods of moving. During your research, you also learn how to impede movement, slow creatures, bind the wings of flying dragons, and stop a burrowing bulette from emerging from the ground. You may craft systems to move water or defenses that can stop arrows, but you are at heart a sage of the science of movement. "Lead, follow, or just get out of my way!" Planewalker: For some, there is no greater adventure than the infinite planes that exist beyond our perception. At first, you may just be an explorer, traveling where you have never been before. Over time you may become a guide, courier, or agent for a planar faction, since many exist throughout the planes. You may start with traveling the Astral and Ethereal, but eventually you want to visit all the Outer and Inner Planes. "There is much 'beyond your imagination' and most of it is for sale in Sigil." Transporter: Your job is to go from one place to another, transporting something as you go. You may be a courier -- carrying letters, packages or court decrees. You could drive a coach, taking people from one town to another. You could be a sailor, traveling a trade route from port to port. You have a strong sense of honor, and you abide by rules that you have set for yourself due to past experiences as well as those of any job you agree to take on. Over time, your route may get larger as you start using teleportation and extraplanar travel, but you remain bound by the rules (both your own and those of your current job). "The rules are the rules, and I was contracted to take you here and no further." Temporal Traveler: There is one thing we all travel in, but few of us recognize it: time! You have learned that moving through time does not have to be one way and that you can learn several temporal tricks. Because of your interest in time, you also have an interest in history as well. You may be an expert in a specific area or just have general knowledge in a certain time frame. "Run out of time? Time is infinite, so we can't run out of time, but time can run out on us." Personal Space You have an extradimensional storage pocket available. Level: 1st. Replaces: The bonus feat at 1st level. Benefit: You gain an extradimensional storage space within your body. You can access it as a psi-like ability by expending your psionic focus. You may send an item to it or retrieve an item as you wish. The size of the storage space grows with your own power. At 1st level it is equivalent to a belt pouch, at 5th level it equals a sack, at 10th level it is the size of a backpack, at 15th level it is the size of a chest, and at 20th level it is the size of a Medium creature. You cannot store anything that has extradimensional properties, such as a bag of holding , within your personal space. Any attempt will fail. Temporal Grace You can resist effects that use extradimensional, temporal, or movement spells or powers. Level: 5th. Replaces: The bonus feat at 5th level. Benefit: Your power over movement allows you to resist effects that inhibit any form of movement. Anytime you fail a save against an effect that would slow, prevent, or otherwise affect your ability to move, you may expend your psionic focus to get another saving throw, adding +1 for every 5 manifester levels you possess. Starting Packages Package 1: The Planewalker Githyanki Psion (Nomad) Ability Scores: Str 10, Dex 17, Con 12, Int 17, Wis 13, Cha 10. Skills: Autohypnosis, Concentration, Knowledge (the planes), Survival. Languages: Abyssal, Common, Draconic, Gith, Infernal. Feats: Combat Manifestation. Weapons: Quarterstaff (1d6), dagger (1d4/19-20, 10 ft.), light crossbow with 20 bolts (1d8/19-20, 80 ft.). Armor: Chain shirt (+4 AC). Other Gear: Standard adventurer's kit, 17 gp. Power Points: 6. Powers Known: Astral traveler, entangling ectoplasm, mind thrust. Package 2: The Problem Solver Xeph Psion (Nomad) Ability Scores: Str 10, Dex 16, Con 12, Int 17, Wis 14, Cha 10. Skills: Autohypnosis, Climb, Concentration, Survival, Swim. Languages: Common, Elven, Dwarven, Gnome, Xeph. Feats: Xeph Celerity. Weapons: Longspear (1d6/x3), dagger (1d3/19-20, 10 ft.), light crossbow with 20 bolts (1d6/19-20, 80 ft.). Armor: Chain shirt (+4 AC). Other Gear: Standard adventurer's kit, 10 gp. Power Points: 5. Powers Known: Catfall, deja vu, float. Package 3: The Transporter Human Psion (Nomad) Ability Scores: Str 12, Dex 17, Con 10, Int 15, Wis 13, Cha 10. Skills: Autohypnosis, Climb, Concentration, Jump, Ride. Languages: Common, Dwarven, Elven. Feats: Dodge, Inquisitor [B]. Weapons: Morningstar (1d8/x3), two daggers (1d4/19-20, 20 ft.) Armor: Chain shirt (+4 AC). Other Gear: Standard adventurer's kit, 7 gp. Power Points: 3. Powers Known: Eidetic lock, synchronicity, urban strider |
| Narris03-20-07, 01:56 AM | Ship maps http://www.wizards.com/default.asp?x=dnd/mw/20050802a Caravel (Sailing Ship) The caravel is a seaworthy, nimble ship that can handle long ocean crossings. It has a small forecastle and sterncastle, and three masts. A caravel is a smooth-hulled, full-decked vessel built on a strong internal frame. It is a relatively advanced design, and not every seafaring people have the skills and knowledge to build one. The sailing ship mentioned under Transport in Chapter 7 of the Player's Handbook is a caravel. Caravel: Colossal vehicle; Seaworthiness +4; Shiphandling +2; Speed wind x 30 ft. (average); Overall AC -3; Hull sections 24 (sink 6 sections); Section hp 80 (hardness 5); Section AC 3; Rigging Sections 3; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Complement 30; Watch 7; Cargo 120 tons (Speed wind x 15 ft. if 60 tons or more); Cost 10,000 gp. A SAMPLE CARAVEL This caravel is a typical example of the type, although the internal arrangement can vary greatly from ship to ship. Its notable features include: 1. Quarterdeck: The quarterdeck is a raised, open deck at the stern. The ship's wheel is here, along with a small davit for a ship's boat. 2. Foc's'le Deck: This is a raised, open deck atop the forecastle. The caravel mounts a ballista here; the weapon can't fire straight ahead because of the foremast. On the starboard side is the hawsepipe and tackle for the ship's anchor. 3. Master's Cabin: The largest and most comfortable cabin on the ship is still quite cramped by most standards. 4. Wardroom: The captain, officers, and passengers take their meals here. This room also serves as a drawing room or parlor for the officers and passengers. 5. Main Deck: This open deck features a catapult and two large companionways that descend to the lower deck. The catapult can be fired only to the broadside; it can't train forward or aft (a typical problem with large weapons mounted on small, cluttered ships). The companionways serve as both stairways (ladders, in nautical parlance) and cargo hatches. Chicken coops and pens for goats, lambs, or other small livestock often take up any available space left on the deck. 6. Forecastle: Most of the ship's crew sleeps here, although in good weather many crewmembers prefer to sleep on the open decks. The forecastle holds a dozen cramped bunks. 7. Galley: The ship's galley is in the forward part of the lower deck. It has a small stove and shelving for all kinds of foodstuffs. The ship's cook and his assistant(s) sleep here. 8. Chain Locker: The ship's anchor chain is stored here. It passes through the hawsepipe in the forecastle up to the foc's'le deck. 9. Lower Deck: This space serves as the first of the caravel's cargo holds, as well as the crew's mess deck. Crewmembers take their meals sitting on whatever cargo is convenient. If the ship is heavily laden, this deck might be covered to within a foot of the overhead, leaving only a single fore-and-aft passage between the crates, casks, and bundles. 10. Officer's Cabins: These tiny cabins are the private rooms of the ship's officers. Paying passengers usually bump an officer from his or her cabin to the forecastle. 11. Ship's Office: All the ship's paperwork is kept here, including cargo manifests, pay records, and the ship's paychest (usually in a sturdy, locked chest). 12. Sail Locker: Spare sails, canvas, and sewing gear is stored here, as well as plenty of lines, hawsers, firewood, and heavy tools. 13. Lower Hold: Most of the ship's cargo is stowed here, as well as provisions (including as many casks of fresh water as will fit). Beneath this lower hold lies a small crawlspace where heavy ballast stones help to stabilize the ship. |
| Narris03-20-07, 02:04 AM | Captain's Table: This broad wooden table, usually kept in the officers' mess, duplicates the effects of heroes' feast for up to twelve crew members. Those who spend an hour partaking of the magical fare created by the captain's table are cured of disease, become immune to poison and magical fear and hopelessness, heal 1d4+4 points of damage, and receive the benefits of a bless spell. The effects last for 12 hours. The captain's table serves one such meal a day. Caster Level: 12th; Prerequisites: Craft Wondrous Item, heroes' feast; Market Price: 72,000 gp; Weight: 16 lb. Cloud Keel: An invention of djinn on the Elemental Plane of Air, the cloud keel gives its vessel the ability to fly at a speed of 40 feet (clumsy). If the vessel is wind-powered, it can still use its sails if they provide faster movement than the keel itself. Caster Level: 17th; Prerequisites: Craft Wondrous Item, fly, wish; Market Price: 200,000 gp; Weight: 1,000 lb. Eldritch Exhaust: Once per day at the command of the driver, a vehicle equipped with this device expels a billowing mass of vapors from its rear. The three types of vapor available are a fog that obscures the vehicle from pursuers as the fog cloud spell, a cloud of acid as the acid fog spell, or deadly poison as the cloudkill spell. The 20-foot-high cloud has a 30-foot radius. Caster Level: 3rd (fog cloud), 9th (cloudkill), 11th (acid fog); Prerequisites: Craft Wondrous Item, relevant spell; Market Price: 2,160 gp (fog cloud), 16,200 gp (cloudkill), 23,760 gp (acid fog); Weight: 10 lb. Fharlanghn's Lines: These bowlines and other ropes are magically animated to make sailing a ship easier. The ropes snake forward of their own volition, and pull and release by voice command, enabling sails to be set and changed without breaking the backs of the crew. Each set of Fharlanghn's lines aboard a wind-powered ship reduces the required crew by five, to a minimum of two for Colossal wind-powered ships and one for Gargantuan or smaller ships. Fharlanghn's lines respond only to nautical commands, so they can't be used to entangle foes or tie up captives. Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate rope, telekinesis;Market Price: 8,100 gp; Weight: 5 lb Nondimensional Trunk: Much like a bag of holding, a nondimensional trunk is a cargo box that holds more than it looks capable of. Anything with dimensions of less than 10 feet in all directions will fit inside. Up to two tons of cargo can fit in the nondimensional trunk, which weighs no more than 200 pounds, even if the weight of its contents is much heavier than that. Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest;Market Price: 30,000 gp; Weight: 200 lb. (maximum). Planar Sails: These rainbow-hued sails enable a vehicle to sail to places beyond the Material Plane. It takes 5 minutes and a successful Knowledge (the planes) check (DC 20) to set the sails for a particular plane. While the planar sails provide a means to reach worlds beyond, they don't grant the ability to move or survive on the destination plane. Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane shift;Market Price: 72,000 gp; Weight: 600 lb. Veil of Obscurity: This augmentation disguises a vehicle from curious eyes, making the vehicle appear to be part of the surrounding terrain. The glamer includes audible, visual, tactile, and olfactory elements, though it can't disguise, conceal, or add creatures. Caster Level: 10th; Prerequisites: Craft Wondrous Item, mirage arcana; Market Price: 25,000 gp; Weight: --. Wind-Favored Sails: This set of sails comes in two varieties. Raising a set of lesser wind-favored sails ensures that the wind speed is always heavy (21-30 mph, speed multiplier ´ 3), no matter what the prevailing weather conditions. A set of greater wind-favored sails also lets the driver set the wind direction within 600 feet of the vehicle with a command word. Caster Level: 9th (lesser), 15th (greater); Prerequisites: Craft Wondrous Item, control winds;Market Price: 40,500 gp (lesser), 67,500 gp (greater); Weight: 600 lb. http://www.wizards.com/default.asp?x=dnd/ex/20030302a Dweomered Dragon Scales - Pearly Okimono of the Sea Dragon +5 bonus to Profession (sailor) checks, +5 to vessel's hardness, halves chance of capsizing when attached to a ship Price: 7,500 gp Everfull Sails Sails are always filled with a strong wind Price: 12,000 gp Sails of Displacement, Minor 20% miss chance from ship-to-ship attacks Price: 120,000 gp Living Figurehead - Dragon Head Animates and has a breath weapon 1/week for 10 minutes Price: varies Living Figurehead - Ebony Porpoise Doubles ship's movement and clears hazards 3/week Price: 100,000 gp Living Figurehead - Purpleheart Kraken Control winds, animates and grapples/ constricts 1/week Price: 45,000 gp Planar Helm Planar navigation on ship 2/day Price: 65,520 gp |
| Narris03-20-07, 02:11 AM | New Feats: Old Salt You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather. Prerequisites: Profession (sailor) 5 ranks. Benefit: You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. Additionally, you can use a Profession (sailor) check to predict the weather (as described in the Survival skill on page 83 of the Player's Handbook). Normal: Survival is normally used to predict the weather. http://www.wizards.com/default.asp?x=dnd/fict/20050818a New Feats: Windsinger You can use song or a wind instrument to compel the winds to obey you. The bard who possesses this feat is highly favored aboard a sailing vessel; indeed, a bard who demonstrates the ability to control the wind to some degree is usually given an officer's position aboard ship. Prerequisites: Bardic music class feature, Perform (sing or wind instruments) 5 ranks. Benefit: By expending a daily bardic music use, you can lull the winds around a single ship into well-tamed gusts. They continue to blow into the sails of the ship as normal for their speed, but their effects on the crew are one stage in intensity less (see Table 1--2 on page 23 of Stormwrack). Thus, a strong wind affected by this ability continues to propel the ship along as normal for a strong wind, but it only affects the crew as though it were a moderate wind. You can also alter the direction of the wind by one compass point (from north to north-west or north-east, from south-west to west or south, etc.). These effects last as long as the bard continues to perform his bardic music, plus 10 rounds after the music has ended http://www.wizards.com/default.asp?x=dnd/fict/20050811a Great Captain You are a master pilot and battle leader: your crew anticipates your every command and leaps to do your bidding Prerequisites: Profession (sailor) 7, Knowledge (geography) 7, Leadership Benefit: Use aid another to assist everyone aboard your ship Sea Legs You are accustomed to the rolling motion on board a ship, and can use this motion to your advantage Benefit: +2 bonus on shipboard Balance and Tumble checks, +1 initiative Scourge of the Seas You have a sinister reputation as a pirate and can intimidate enemy captains by your mere presence. Prerequisites: Cha 15, Intimidate 5 Benefit: Intimidate other ships with your sinister reputation Ship's Mage You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Those spellcasters who possess this feat are greatly favored as ship crew. Prerequisites: Profession (sailor) 2, Spellcraft 4 Benefit: Spells you cast aboard your ship gain +1 caster level Sailor's Balance You are experienced with the rolling decks of the ship and maintain strong footing, even in a terrible storm Prerequisites: Profession (sailor) 4 Benefit: +5 bonus on shipboard Balance checks Stormheart The sea is in your blood. You are no stranger to sea chases and blood on the decks Benefit: +2 bonus on Balance and Profession (sailor) checks, ignore penalties for fighting on decks, +1 dodge bonus tp AC on boat or ship |
| Narris03-20-07, 02:25 AM | Squidship, Tradesman http://www.wizards.com/default.asp?x=dnd/ae/20030821a Squidship: Colossal vehicle; Profession (sailor) +0; Spd fly 100 ft. (poor); Overall AC 0; Section hp 40 (hardness 10); Section AC 3; Ram 9d8; Face 125 ft. by 20 ft.; Height 20 ft.; SA ramming prow, 1 heavy catapult, 2 ballista; Crew 1 (carries 75); Cargo 25 tons (Spd 65 ft. if 13 tons or more). *On the Material Plane, the squidship may employ either a major or minor spelljamming helm. Tradesman: Gargantuan vehicle; Profession (sailor) +0; Spd fly 120 ft. (average); Overall AC 3; Section hp 40 (hardness 10); Section AC 3; Ram 4d8; Face 60 ft. by 20 ft.; Height 15 ft.; SA ramming prow, 1 light catapult, 1 medium ballista; Crew 1 (carries 50); Cargo 5 tons (Spd 90 ft. if 3 tons or more). *On the material plane the tradesman employs a minor spelljamming helm. |
| Narris03-20-07, 03:00 AM | <img src="http://www.wizards.com/dnd/images/mapofweek/June2006/01_MAWJune2006_72_ppi_gh30r2.jpg"></img> http://boards1.wizards.com/showthread.php?t=812000 |
| Narris03-22-07, 09:14 AM | Admiral's Bicorne +5 to Profession (sailor) checks and Cha-based checks, magnifies voice, +2 morale bonus to attacks, saves, and skill checks to allies within sound of voice Price: 51,000 gp Rod of the Legendary Mariner +5 bonus on Profession (sailor) checks, purify food and drink and create water 3/day, detect ship 1/day Price: 20,000 gp Magnificent Captain's Coat Wearer does not become wet, endure elements against cold, reduces powerful wind effects, +5 to Profession (sailor) and Balance checks Price: 11,000 gp Captain's Lantern Creates alarm effect for a ship Price: 12,000 gp |
| GuardianLurker03-22-07, 09:37 PM | What are you looking for? Vetting for balance/holes? Setting critique? Adventure seeds? |