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<blockquote data-quote="LRonKnieval" data-source="post: 134273" data-attributes="member: 686"><p>We should find out about their availablity, but does it border too closely on machinery/creatures of lord blade. If so it might be superflous to add as a feature of spelljackers. It may have just been put there by riot gear becuase he liked the concept of steamjacks and thought he could tie them in. They might better serve the setting as a seperate entity rather than being tied to the spelljacker. </p><p></p><p>Lichtenhart, you're right again...Here's the missing section</p><p>Game Rule Information: </p><p>Spelljackers have the following statistics.</p><p>Abilities: Intelligence is the most important ability to a spelljacker because it determines his ability to modify his spelljacks, both by giving him additional skill points and by allowing him to figure out how to create spells. To modify a spelljack to cast a spell, the spelljacker must have an intelligence of 10 + the spell’s level. The DC to resist a spelljackers spell is equal to 1o+ the spell level + his Intelligence bonus. Constitution is also important because it helps with the spelljackers low hit points and Strength is important to lift a spelljack as they get heavier with more modifications.</p><p> Alignment: Any</p><p> Hit Die: d4</p><p></p><p>Leopold, I've made all the corrections to the master doc and if you think the material is ready, I'll send it to you.</p></blockquote><p></p>
[QUOTE="LRonKnieval, post: 134273, member: 686"] We should find out about their availablity, but does it border too closely on machinery/creatures of lord blade. If so it might be superflous to add as a feature of spelljackers. It may have just been put there by riot gear becuase he liked the concept of steamjacks and thought he could tie them in. They might better serve the setting as a seperate entity rather than being tied to the spelljacker. Lichtenhart, you're right again...Here's the missing section Game Rule Information: Spelljackers have the following statistics. Abilities: Intelligence is the most important ability to a spelljacker because it determines his ability to modify his spelljacks, both by giving him additional skill points and by allowing him to figure out how to create spells. To modify a spelljack to cast a spell, the spelljacker must have an intelligence of 10 + the spell’s level. The DC to resist a spelljackers spell is equal to 1o+ the spell level + his Intelligence bonus. Constitution is also important because it helps with the spelljackers low hit points and Strength is important to lift a spelljack as they get heavier with more modifications. Alignment: Any Hit Die: d4 Leopold, I've made all the corrections to the master doc and if you think the material is ready, I'll send it to you. [/QUOTE]
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