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Swashbuckler and Ship Mage (new archetypes)
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<blockquote data-quote="Quickleaf" data-source="post: 6472676" data-attributes="member: 20323"><p>I appreciate your feedback <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Right now I do want to keep the Ship Mage as an archetype. So, Swashbuckler and Ship Mage are two separate archetypes that share the same pool of Seafarer Tricks.</p><p></p><p>Interesting question about separating the supernatural from the non-supernatural tricks. Right now the setting I'm running tends to blur these things a bit. For example, I would be hesitant to limit Treasure Scent to a Ship Mage, since it's very in-genre for a pirate Swashbuckler to have.</p><p></p><p></p><p>It's possible to use the archetype to create a naval officer, so I hesitated on using a name like Corsair or Pirate because it implies a certain type of character. Hmm. I do give them "Underhanded" Tactics. Corsair could work too, I suppose.</p><p></p><p></p><p>Interesting, it's like a souped up Song of Rest! I was actually ready to write this idea off since I decided to use Unarmored Defense as a feature...but you've given me the idea that it might work as a Seafarer Trick restricted to bards...</p><p></p><p></p><p>Simple. I like it.</p><p></p><p>My idea was a bit more complex and involves the ship rules from <u>Skull & Bones</u> that I adapted for my campaign. I may use your version for the "public" ability, and keep the following version for my "private" game:</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Bowsprit Blessing</span></span></p><p>As a 10 minute ritual you may bless the bowsprit of a ship, conferring it one of the following blessings of your choice. Only one ship may benefit from one of your blessings at a time.</p><ul> <li data-xf-list-type="ul">Blessing of Fortitude: Increase the ship's damage threshold (see DMG) by an amount equal to your proficiency bonus, allowing it to better withstand spell attacks and small arms fire. In my Spell & Crossbones campaign, ships have a damage threshold of 10.</li> <li data-xf-list-type="ul">Blessing of Manueverability: Add your proficiency bonus to checks to perform special maneuvers (e.g. boarding, repelling a boarding attempt, threading a narrow gap) and as a modifier to the ship's Manueverability rating. If the ship has a negative Maneuverability rating, subtract this from your proficiency modifier first, then add any remaining difference.</li> <li data-xf-list-type="ul">Blessing of Morale: All crew aboard the ship add your proficiency bonus to their morale checks.</li> <li data-xf-list-type="ul">Blessing of the Ram: When your ship performs the ramming maneuver, add your proficiency bonus x 10 to its damage roll. Also, reduce the damage your ship takes by an amount equal to your proficiency bonus x 10.</li> <li data-xf-list-type="ul">Blessing of Seaworthiness: Add your proficiency bonus on all checks to avoid foundering, and increase the time the ship will stay afloat before sinking by a number of minutes equal to your proficiency bonus x 10.</li> <li data-xf-list-type="ul">Blessing of Speed: Add your proficiency bonus as a modifier to the ship's speed.</li> </ul><p></p><p></p><p>Hmm...now that I think about it, the power to call storms should be moved to later levels.</p><p></p><p>Anyhow, instead of "Stormbringer" I'm thinking of "Shroud of the Sea" as a good 6th level (or thereabouts) feature.</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Shroud of the Sea</span></span></p><p>Add <em>fog cloud</em> to your list of known spells, and you always have it prepared without counting against your total number of prepared spells. When you cast <em>fog cloud </em>while at sea, it conjures a fog bank of sufficient size to engulf whatever ship you are aboard (the exact size is up to the DM). As long as you concentrate on the spell, the fog cloud moves along with the ship so long as you stay aboard, the ship moves no faster than half speed, and winds don't disrupt the spell.</p><p></p><p></p><p>I'm thinking of making it a 7th level spell slot expenditure...</p><p></p><p><span style="color: DarkOrange"><span style="font-size: 15px">Call Maelstrom</span></span></p><p>By expending a 7th level spell slot, you may conjure a terrible storm to your location while at sea, though doing so incurs a level of exhaustion. The storm arrives in 10 minutes, covers a 10d10 mile diameter circular area, lasts for 1d10 hours, and once it begins you have no power to stop it. The storm includes storm winds, heavy rain, thunder and lightning, waterspouts, a massive whirlpool, and other effects at the DM's discretion. For rules on storms and seafaring, see Skull & Bones page 111. While in this conjured storm, your Ship Mage Spells, as well as your spells inflicting thunder or lightning damage, are cast as if you'd used a spell slot one level higher</p><p></p><p></p><p>Yeah, something along those lines looks right...actually I'm considering allowing basic <em>control weather</em> spell to be cast with a 7 level spell slot, instead of an 8th level slot. I know theres no precedent for doing this in the rules, but it feels appropriate and also allows the ability to make sense when, say, a Druid gets it at 14th level where the highest level spell slot they have is 8th level.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6472676, member: 20323"] I appreciate your feedback :) Right now I do want to keep the Ship Mage as an archetype. So, Swashbuckler and Ship Mage are two separate archetypes that share the same pool of Seafarer Tricks. Interesting question about separating the supernatural from the non-supernatural tricks. Right now the setting I'm running tends to blur these things a bit. For example, I would be hesitant to limit Treasure Scent to a Ship Mage, since it's very in-genre for a pirate Swashbuckler to have. It's possible to use the archetype to create a naval officer, so I hesitated on using a name like Corsair or Pirate because it implies a certain type of character. Hmm. I do give them "Underhanded" Tactics. Corsair could work too, I suppose. Interesting, it's like a souped up Song of Rest! I was actually ready to write this idea off since I decided to use Unarmored Defense as a feature...but you've given me the idea that it might work as a Seafarer Trick restricted to bards... Simple. I like it. My idea was a bit more complex and involves the ship rules from [u]Skull & Bones[/u] that I adapted for my campaign. I may use your version for the "public" ability, and keep the following version for my "private" game: [color=DarkOrange][size=4]Bowsprit Blessing[/size][/color] As a 10 minute ritual you may bless the bowsprit of a ship, conferring it one of the following blessings of your choice. Only one ship may benefit from one of your blessings at a time. [list][*]Blessing of Fortitude: Increase the ship's damage threshold (see DMG) by an amount equal to your proficiency bonus, allowing it to better withstand spell attacks and small arms fire. In my Spell & Crossbones campaign, ships have a damage threshold of 10. [*]Blessing of Manueverability: Add your proficiency bonus to checks to perform special maneuvers (e.g. boarding, repelling a boarding attempt, threading a narrow gap) and as a modifier to the ship's Manueverability rating. If the ship has a negative Maneuverability rating, subtract this from your proficiency modifier first, then add any remaining difference. [*]Blessing of Morale: All crew aboard the ship add your proficiency bonus to their morale checks. [*]Blessing of the Ram: When your ship performs the ramming maneuver, add your proficiency bonus x 10 to its damage roll. Also, reduce the damage your ship takes by an amount equal to your proficiency bonus x 10. [*]Blessing of Seaworthiness: Add your proficiency bonus on all checks to avoid foundering, and increase the time the ship will stay afloat before sinking by a number of minutes equal to your proficiency bonus x 10. [*]Blessing of Speed: Add your proficiency bonus as a modifier to the ship's speed.[/list] Hmm...now that I think about it, the power to call storms should be moved to later levels. Anyhow, instead of "Stormbringer" I'm thinking of "Shroud of the Sea" as a good 6th level (or thereabouts) feature. [color=DarkOrange][size=4]Shroud of the Sea[/size][/color] Add [i]fog cloud[/i] to your list of known spells, and you always have it prepared without counting against your total number of prepared spells. When you cast [i]fog cloud [/i]while at sea, it conjures a fog bank of sufficient size to engulf whatever ship you are aboard (the exact size is up to the DM). As long as you concentrate on the spell, the fog cloud moves along with the ship so long as you stay aboard, the ship moves no faster than half speed, and winds don't disrupt the spell. I'm thinking of making it a 7th level spell slot expenditure... [color=DarkOrange][size=4]Call Maelstrom[/size][/color] By expending a 7th level spell slot, you may conjure a terrible storm to your location while at sea, though doing so incurs a level of exhaustion. The storm arrives in 10 minutes, covers a 10d10 mile diameter circular area, lasts for 1d10 hours, and once it begins you have no power to stop it. The storm includes storm winds, heavy rain, thunder and lightning, waterspouts, a massive whirlpool, and other effects at the DM's discretion. For rules on storms and seafaring, see Skull & Bones page 111. While in this conjured storm, your Ship Mage Spells, as well as your spells inflicting thunder or lightning damage, are cast as if you'd used a spell slot one level higher Yeah, something along those lines looks right...actually I'm considering allowing basic [i]control weather[/i] spell to be cast with a 7 level spell slot, instead of an 8th level slot. I know theres no precedent for doing this in the rules, but it feels appropriate and also allows the ability to make sense when, say, a Druid gets it at 14th level where the highest level spell slot they have is 8th level. [/QUOTE]
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