| Hockey_Hippie |
Hey folks,
Just throwing this out there. No idea if any of this is going to be covered in the new Azlant books coming out, but I was just thinking about possible new rules variants for those in the maritime trade:
Possible Feats:
Ride the Wave: Meant to reflect the expertise needed for seaborne archery. I'm not sure if there are penalties for shooting a bow from one ship to another at sea, but given the fact that both vessels will be probably bobbing up and down in the drink in most cases, there probably should be. This feat would eliminate that penalty. Prerequisite: Precise Shot.
Sticky Feet, Strong Stomach: Meant to reflect the expertise needed to keep one's feet while at sea in rough weather. Maybe something like a +2 bonus to Acrobatics (for balance checks) plus said character would be immune to Nauseated condition (not sure if that last should be only when at sea or not).
Rope Monkey: Meant to reflect the expertise needed to climb rigging while the ship is bobbing and weaving on the waves. +2 Climbing bonus plus a bonus (+4?) to Acrobatics for the sake of jumping only. Prerequisite: Sticky Feet, Strong Stomach.
Astrogazer: Meant to reflect the expertise needed navigate by the stars. +2 to Knowledge: Geography when at sea, +2 to Perception when at sea (to spot landmarks only) +2 to Navigation*
Wharf Rat: Meant to reflect the expertise needed to negotiate the dangers of the waterfront districts of coastal cities. +2 Stealth, +2 Perception, +2 Knowledge Local, but only in the waterfront districts of any particular settlements (GM discretion).
Deep Sea Diver: Meant to reflect the expertise needed to swim in the open seas. +2 swimming, +2 perception (when underwater), +1 AC (when in the open sea? when in water? when underwater?)
Possible skills:
Navigation: Enables player to Navigate a large ship (not to be confused with something like say Craft: Sailing which I'm guessing if there is such a thing would probably be focused on smaller river vessels).
Possible Weapons:
Boxhook: Cost: 3 GP; Dam: 1d4, 1d6; Crit: x3; Weight 2 LBs; Type: P; Special: Disarm, Trip
A boxhook (at least this is what I've always been told they were called) is a tool/weapon used by longshoremen to guide cargo being offloaded by hoist to a particular place. It is a large metal hook with a pointed end and a T grip approximately two feet long at the top of the curve of the hook.
Now none of this is meant to be a discussion ender, but rather a discussion beginner. I am no expert on what is or is not balanced so someone with more smarts in that department may think these too strong or too weak. I welcome all suggestions.
Like I said at the beginning, just throwing this out there.
HH