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<blockquote data-quote="Corlon" data-source="post: 795053" data-attributes="member: 6905"><p>generally, I don't like having lots of water breathing people, because that kinda ruins the fun of making people walk the plank and stuff, it also makes losing a boat not as big of a deal, so I'll allow Thomas to be the water breathing creature, and the only water breathing creature.</p><p></p><p>You can of course find spells to morph you such as "transmute to aquatic animal" or something like that. It's in seafarers.</p><p></p><p>Some feats people might want are.</p><p><strong>Child of the sea:</strong> (seafarers)</p><p>Prereques: made at character creation</p><p>benefit: The character can hold his breath (below water) for one hour per 5 points of constitution.</p><p></p><p><strong>Improved Swimming:</strong> (Masters of the Wild)</p><p>Prereques: Swim 6 ranks</p><p>Benefit: with a successful swim check, the character can swim 1/2 his land speed as a move action, or 3/4 as a full round action.</p><p>Special: Normal characters can only got 1/4 as a move equivalent, and 1/2 as a full round action.</p><p></p><p><strong>Endurance Swimmer:</strong> (seafarers)</p><p>Prereques: Str 13+, Endurace</p><p>Benefit: You suffer a -1 penalty on Swim check for every 20lb of armor and equipment you carry, up to your maximum load.</p><p>Special: Normal characters suffer -1 per 5lbs.</p><p></p><p><strong>Great Lungs</strong> (seafarers)</p><p>Prereques: Con 13+, Endurance</p><p>Benefit: you can hold you breath for a number of rounds equal to four times you CON score, as opposed to twice as many.</p><p></p><p><strong>Lookout</strong> (seafarers)</p><p>Benefit: For every five feet of elevation above the terrain you are observing, you triple the distance you can see without penalty to you spot checks. For example, if you were standing in a 10ft. tall cro's nest, you could see up to 60ft. without penalty, or up to 120ft. at a -1, or a 240ft. at -2, etc.</p><p></p><p><strong>Storm Sense:</strong> (seafarers)</p><p>benefit: By taking just a few moment to study your surroundins, you can tell if a storm of any sort will affect your current location with in the next three hours. For the purposes of this feat, "storm" includes rain showers, thunderstorms, hurricanes, and any other weather phenomena that are accompanied by high winds or precipitation. Storm sense can also predict the arrival of magical effects and creatures that mimic storms if those effects are already active at the time the character studies his surroundings.</p><p></p><p>Swing-by attack</p><p>lets you attack in the middle of a rope swing (if you want more info on this just ask.)</p><p></p><p><strong>weapons of opportunity</strong> (seafarers)</p><p>Prereques: BAB bonus +4 or higher</p><p>benefit: you can use mundane object for weapons.</p><p>SIZE............DAMAGE.........CRITICAL.........RANGE INCREMENT</p><p>Tiny................1d3.................X2........................10ft.</p><p>Small..............1d4.................X2........................10ft.</p><p>Medium-Size...1d6.................X2........................10ft.</p><p>Large..............1d8.................X2.........................10ft.</p><p></p><p></p><p>As for special materials, their costs aren't doubled.</p></blockquote><p></p>
[QUOTE="Corlon, post: 795053, member: 6905"] generally, I don't like having lots of water breathing people, because that kinda ruins the fun of making people walk the plank and stuff, it also makes losing a boat not as big of a deal, so I'll allow Thomas to be the water breathing creature, and the only water breathing creature. You can of course find spells to morph you such as "transmute to aquatic animal" or something like that. It's in seafarers. Some feats people might want are. [B]Child of the sea:[/B] (seafarers) Prereques: made at character creation benefit: The character can hold his breath (below water) for one hour per 5 points of constitution. [B]Improved Swimming:[/B] (Masters of the Wild) Prereques: Swim 6 ranks Benefit: with a successful swim check, the character can swim 1/2 his land speed as a move action, or 3/4 as a full round action. Special: Normal characters can only got 1/4 as a move equivalent, and 1/2 as a full round action. [B]Endurance Swimmer:[/B] (seafarers) Prereques: Str 13+, Endurace Benefit: You suffer a -1 penalty on Swim check for every 20lb of armor and equipment you carry, up to your maximum load. Special: Normal characters suffer -1 per 5lbs. [B]Great Lungs[/B] (seafarers) Prereques: Con 13+, Endurance Benefit: you can hold you breath for a number of rounds equal to four times you CON score, as opposed to twice as many. [B]Lookout[/B] (seafarers) Benefit: For every five feet of elevation above the terrain you are observing, you triple the distance you can see without penalty to you spot checks. For example, if you were standing in a 10ft. tall cro's nest, you could see up to 60ft. without penalty, or up to 120ft. at a -1, or a 240ft. at -2, etc. [B]Storm Sense:[/B] (seafarers) benefit: By taking just a few moment to study your surroundins, you can tell if a storm of any sort will affect your current location with in the next three hours. For the purposes of this feat, "storm" includes rain showers, thunderstorms, hurricanes, and any other weather phenomena that are accompanied by high winds or precipitation. Storm sense can also predict the arrival of magical effects and creatures that mimic storms if those effects are already active at the time the character studies his surroundings. Swing-by attack lets you attack in the middle of a rope swing (if you want more info on this just ask.) [B]weapons of opportunity[/B] (seafarers) Prereques: BAB bonus +4 or higher benefit: you can use mundane object for weapons. SIZE............DAMAGE.........CRITICAL.........RANGE INCREMENT Tiny................1d3.................X2........................10ft. Small..............1d4.................X2........................10ft. Medium-Size...1d6.................X2........................10ft. Large..............1d8.................X2.........................10ft. As for special materials, their costs aren't doubled. [/QUOTE]
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