Keenberg
First Post
The PC's in the campaign I'm DMing recently boarded a ship, which was my inspiration for all of this. I've left things open-ended for DM's to suit to their own tastes (ease of play, realism, etc.) I'd love some feedback.
Sailing
New Skill: Sailing
Ability: highest modifier (armor check penalties apply for strength, dexterity, and constitution checks)
After deciding where you can work most effectively, you get started on making sure the ship fares her best. The ship can sail faster, the crew can re-establish a correct course, or the ship can even be saved from sinking.
Sailing is a skill that is not possible to train, and does not get a bonus of one half a character’s level. Rather, skill in sailing comes from time spent on a ship, and the direct experiences gleaned from working on board. This time does not have to be consecutive and skill is never lost due to time off of a ship. (See table 1)
Time spent working on board a ship Skill in Sailing 1 day 1 1 week 2 1 month 3 2 months 4 4 months 5 8 months 6 1 year 7 2 years 8 3 years 9 Table 1
Rolling a Sailing check is used to recover from being seasick. Also, a party of characters assisting one another in Sailing checks can increase the capabilities of their ship. (See Table 2)
Task DC Recover from seasickness (one ally may assist) 10 Increase the ships’ speed (+1/2, does not stack) 15 Re-establish a correct course while at sea 20 Repair ship damage (minor damage) 25 Repair ship damage (moderate damage) 30 Repair ship damage (heavy damage/sinking) 35 Table 2
New Condition: Seasick
Each time a PC wakes up or ends an extended rest, he or she must make a standard d20 roll to see if he or she is seasick. On a roll lower than 10, the character is seasick, on a 10 or above, the character is not. Any character who is seasick may at this time make a Sailing check +con as a saving throw to recover from the effect. After the check, if any characters are still seasick, the DM rolls a d20 to see what effect the character suffers from. (see table 3) This effect persists until the character takes a short or extended rest, after which they may make another saving throw in the same manner. If the character does not recover, the DM rolls on table 3 again to determine the suffered effect (which takes the other effects place.)
D20 roll result Condition 1 to 6 Dazed 7 to 12 Weakened 13 to 18 Slowed 19 or 20 No effect Table 3
New item: Vial of Sailor’s Fortitude (Click for item’s card!)
Potion
Minor Action. Quaff 1 dose from the potion, and make an immediate saving throw against seasickness, if afflicted. Then, if not seasick, gain a +2 bonus to sailing checks until your next short or extended rest.
Cost: 30g
Sailing
New Skill: Sailing
Ability: highest modifier (armor check penalties apply for strength, dexterity, and constitution checks)
After deciding where you can work most effectively, you get started on making sure the ship fares her best. The ship can sail faster, the crew can re-establish a correct course, or the ship can even be saved from sinking.
Sailing is a skill that is not possible to train, and does not get a bonus of one half a character’s level. Rather, skill in sailing comes from time spent on a ship, and the direct experiences gleaned from working on board. This time does not have to be consecutive and skill is never lost due to time off of a ship. (See table 1)
Time spent working on board a ship Skill in Sailing 1 day 1 1 week 2 1 month 3 2 months 4 4 months 5 8 months 6 1 year 7 2 years 8 3 years 9 Table 1
Rolling a Sailing check is used to recover from being seasick. Also, a party of characters assisting one another in Sailing checks can increase the capabilities of their ship. (See Table 2)
Task DC Recover from seasickness (one ally may assist) 10 Increase the ships’ speed (+1/2, does not stack) 15 Re-establish a correct course while at sea 20 Repair ship damage (minor damage) 25 Repair ship damage (moderate damage) 30 Repair ship damage (heavy damage/sinking) 35 Table 2
New Condition: Seasick
Each time a PC wakes up or ends an extended rest, he or she must make a standard d20 roll to see if he or she is seasick. On a roll lower than 10, the character is seasick, on a 10 or above, the character is not. Any character who is seasick may at this time make a Sailing check +con as a saving throw to recover from the effect. After the check, if any characters are still seasick, the DM rolls a d20 to see what effect the character suffers from. (see table 3) This effect persists until the character takes a short or extended rest, after which they may make another saving throw in the same manner. If the character does not recover, the DM rolls on table 3 again to determine the suffered effect (which takes the other effects place.)
D20 roll result Condition 1 to 6 Dazed 7 to 12 Weakened 13 to 18 Slowed 19 or 20 No effect Table 3
New item: Vial of Sailor’s Fortitude (Click for item’s card!)
Potion
Minor Action. Quaff 1 dose from the potion, and make an immediate saving throw against seasickness, if afflicted. Then, if not seasick, gain a +2 bonus to sailing checks until your next short or extended rest.
Cost: 30g