Sneaky First Look at Stormwrack (ex-Maelstrom) Content!

Gez

First Post
Three feats in the latest Eberron Dragonshard are actually taken from Stormwrack. This is the very first preview of Frostburn and Sandstorm's little brother, and it is well hidden.


Feats

You can include the following feats in your game; a player should work with her DM to ensure that these feats are appropriate for the DM's personal campaign.

Expert Swimmer
You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.
Prerequisite: Swim 4 ranks, Endurance.
Benefit: You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action).
Your natural swim speed is increased by 10 feet, if you have a swim speed.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution before you are at risk of drowning. On a successful Swim check, you swim half your land speed as a full-round action, or one-quarter your land speed as a move action.

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 may use a Profession (sailor) check to predict the weather (as described under the Survival skill on page 83 in the Player's Handbook).
Normal: Survival is normally used to predict the weather.

Ship's Mage
You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship. Spellcasters who possess this feat are greatly favored as ship crew.
Prerequisites: Profession (sailor) 2 ranks, Spellcraft 4 ranks.
Benefit: Add +1 to the caster level of all spells cast while you are aboard a ship that is familiar to you. In addition, spells you cast while aboard a ship that is familiar to you deal no damage to that ship.
It takes one week of living and working aboard a ship to become familiar with it. You may be familiar with only one ship at a time; the familiarity with a particular ship fades should you become familiar with another ship.
Additionally, should you remain away from the ship you are familiar with for more than a month, that familiarity fades as well.
 

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I know there would be at least three characters potentially interested in Ship's Mage in a pirate campaign I play in -- team is sorcerer/aristocrat, sorcerer/monk, straight sorcerer, and bard. :D

I'd have to rework Old Salt IMC, though, as I nixed the Use Rope skill and folded it in Survival. (As well as give Survival a synergy bonus from 5 ranks in Profession: Sailor.)
 


Thanee said:
The second benefit is quite nice, but isn't that part just stupid? :p



Bye
Thanee

I don't particularly think so, no.

In fact, it opens up an entire realm of possibilities. Lots of fantasy and legend talks about wizards being more potent on their home turf. This feat, and others like it, allow for just that sort of advantage. I'd love to see this feat followed up with other "home" concepts, like fortresses or lairs. It's important to be careful not to go overboard with them, but as a basic concept, I think it's great.

(It's also quite possibly been done, but I haven't seen it, so it's a new option to me as far as D&D/D20 goes.)
 

During the revision, WotC decided that things that give you +1 to the DC of spells you cast are too powerful. Since then, they've quite consistently replaced most of these feats/class features/etc. from "+1 to DC" to "+1 to caster level".

You'll find that in Frostburn too: the Frozen Magic feat gives you +1 caster level in area where the temperature is below 40°F (about 5°C, I don't get why they didn't chose 30°F instead, as it's about freezing temperature), and even +2 if the temperature is below -20°F (about -30°C).
 

Gez said:
You'll find that in Frostburn too: the Frozen Magic feat gives you +1 caster level in area where the temperature is below 40°F (about 5°C, I don't get why they didn't chose 30°F instead, as it's about freezing temperature), and even +2 if the temperature is below -20°F (about -30°C).

They went with 40 because, as described in the DMG, that's the point at which the weather is officially "cold" for purposes of game mechanics and penalties. Look up Cold Hazards, on p. 302 or so. :)
 


Yep, I know about that change, and it was a good idea generally.

I just can't see how staying on a random ship for a week (for example) makes your spells more powerful.

I certainly can see the "home turf" thingie mentioned, but doesn't such a place at least have to be somewhat special? Not just a random piece of wood floating on the water somewhere?

Well...

Old Salt also seems rather horrid as a feat.

you may use a Profession (sailor) check to predict the weather

Wow! I mean... Wow! You need a feat to use your skill in a way, which seems highly appropriate for the skill all by itself?

They just make everything into feats these days... *sigh*

Ok, I guess, this is more of a problem with how the Profession skill works. ;)

In fact, I just had a nice idea how to change the Profession skill (pretty drastic change)... :D

Bye
Thanee
 

Thanee, I think you skipped this parte of Old Salt:

"You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks."

WotC has opened a brand-new can of worms: feats that grant +1 to THREE skills! I can hear new d20 books being made, like, right now! :D
 

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