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Freeport Adventures | ходы игроков | Сеттинговые плюшки

 
DungeonMaster ZatriX
15.12.2011 16:18
  =  
В этой комнате будут выкладываться описания спеллов, фитов и инвентаря, присущих только данному сеттингу. Выкладывать буду без перевода.

Уже сгенерившиеся могут, по желанию, что-то отсюда взять.
Отредактировано 15.12.2011 в 16:19
1

DungeonMaster ZatriX
15.12.2011 16:20
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New Feats

Drac Bloodline (General)
You are a distant descendent of Captain Drac, one of Freeport’s first Sea Lords. With a little luck, you may be able to make a claim on the title of Sea Lord yourself. Of course, Drac blood may also attract some unwanted attention (a fact your GM is sure to exploit).
Benefit: You get a +1 bonus on Bluff, Intimidate, and Sense Motive checks.
Special: You may only take this feat as a 1st-level character.


Francisco Bloodline (General)
You are a distant descendent of Captain Francisco, one of Freeport’s first Sea Lords. The original Sea Lord Drac killed several of your ancestors and you likely nurse a grudge against the Drac family.
Benefit: You get a +1 bonus on Balance, Diplomacy, and Survival checks.
Special: You may only take this feat as a 1st-level character.
2

DungeonMaster ZatriX
15.12.2011 16:23
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New Magic Items

Armor of Tumbling
Armor of tumbling is built to withstand falls and rolls, and features extra protection at the joints, head, and back. The wearer gains a +10 circumstance bonus to Tumble checks made to reduce falling damage, and a +5 circumstance bonus on all other Tumble checks. (The armor’s armor check penalty still applies normally.) This enchantment may be applied only to light armor.
Moderate transmutation; CL 3rd; Craft Magic Arms and Armor, cat’s grace, feather fall; Price +1 bonus.

Battle Scrimshaw Relic
This aquatic dragon tooth has been scrimshawed with scenes of ships battling enemy ships and dangerous sea monsters. When mounted affixed to the structure of a ship (the wall of the wheelhouse is a favorite post), the relic’s enchantment affects all sailors and mates who serve on the ship. Passengers, captives, or attackers on the deck of the ship are not affected. An activated battle scrimshaw grants a +1 morale bonus to the crew’s attack and damage rolls.
Other potent charms of this type are known to exist, but only one scrimshaw relic may be active on a ship at a time.
Moderate enchantment; CL 10th; Craft Wondrous Item, prayer; Price 30,000 gp; Weight —.

Bos'ns' Whistle of Piping
This magic version of the traditional boatswain’s whistle is the answer to a ship captain’s dreams, and the nightmare of every lazy sailor. As a masterwork instrument, it adds a +2 enhancement bonus to Perform (wind instrument) checks, but more important, all within earshot while it’s piped gain a +4 morale bonus to Profession (sailor) checks for up to 10 minutes per day. Additionally, three times a day, the bos’n may play a tune that grants a +2 enhancement bonus to Strength and Dexterity for up to 5 HD of creatures within 30 feet. This enhancement effect lasts for 5 rounds.
Moderate enchantment; CL 12th; Craft Wondrous Item, haste, suggestion, creator must have 10 ranks in Perform (wind instruments); Price 6,100 gp; Weight —.

Elixir of Salt Draughts
This staple of sea voyages is often packed onboard in firkins in case of bad weather or shipwreck. A dose of this elixir allows the imbiber to drink liquids like seawater, vinegar, and even ammonia as if it were fresh water. The effect of the elixir of salt draughts lasts 24 hours, and for the first 10 rounds after drinking it, the imbiber gains a +4 resistance bonus on saves against any other ingested poison.
Faint abjuration; CL 4th; Craft Wondrous Item, delay poison; Price 150 gp.

Exploding Skull
An exploding skull is an enchanted humanoid skull that when thrown, it explodes into shards of bone upon striking its target. Use the rules for Thrown Splash Weapons (see Chapter Eight: Combat in the PHB) to attack the target and resolve missed throws. A skull deals 3d6 damage (Reflex DC 14 half) in a 20 ft. radius burst. This blast counts as both piercing and bludgeoning damage.
Moderate evocation; CL 3rd; Craft Wondrous Item, fireball; Price 450 gp; Weight 3 lb.

Rummer Weapon
Rummer weapons were first developed by rum-smugglers in the Serpent’s Teeth, but they have since gained favor among adventurers. A rummer weapon has a hollow handle or shaft that holds up to six ounces of liquid. The wielder can uncork the container and drink one ounce of the contents (or apply one ounce of oil) as a move action that provokes an attack of opportunity. Most adventurers fill the reservoir with potions. Rummer weapons must be at least 2 lb. in weight, and able to contain a significant volume of liquid; spiked chains, nets, slings, and ammunition may not take this enchantment.
Moderate transmutation; CL 3rd; Craft Magic Arms and Armor, fabricate; Price +1,000 gp.
Отредактировано 15.12.2011 в 16:24
3

DungeonMaster ZatriX
15.12.2011 16:26
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New Spells

Firebird

Conjuration (Creation)
Level: Clr 6, Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: Create one firebird
Duration: 1 hour/level (D)
Saving Throw: Special (see text)
Spell Resistance: No

This spell conjures a quasi-real, birdlike creature composed of roaring flames (see stat block following). The firebird can be ridden only by the caster or by the one person for whom the caster specifically created the mount. A firebird resembles a giant eagle with red, orange, and white flames in place of feathers. It has what seems to be a saddle and bridle. All animals within 30 feet of a firebird must succeed a Will save against the spell’s DC or become panicked for 1d6 minutes.

The firebird has 26 hit points +1 hit point per caster level. If reduced to 0 hit points, the firebird vanishes. It can bear its rider’s weight plus up to 10 pounds per caster level. While riding a firebird, the rider gains resistance to fire 20 and a +1 luck bonus on all saving throws.

Firebird: CR —; Large magical beast; HD 4d10+4; 26 hp (+1 hp/caster level); Init +3; Spd 10 ft., fly 160 ft. (average); AC 17, touch 12, flat-footed 14; Base Atk +4; Grap +12; Atk +7 melee (1d6+4 plus 1d6 fire, claw); Full Atk +7 melee (1d6+4 plus 1d6 fire, 2 claws) and +2 melee (1d8+2 plus 1d6 fire, bite); SA —; SQ evasion, damage reduction 5/magic, immunity to fire, low-light vision; AL N; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10.
Skills and Feats: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3; Alertness, Flyby Attack.

Saltburst

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

An explosion of salt crystals and brine erupts in a spherical burst where the caster directs. The spell deals 2d4 points of damage, or 2d8 points of damage to creatures of the plant type or water subtype.
4

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