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.
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.