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   Сдвиг 3. Информаторий (6)
   Сдвиг 3. Chapter 2. Terror in Freeport (920)
   Сдвиг 3. Interlude II: Thieves and Liars (141)
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Freeport Adventures | ходы игроков | Сдвиг 3. Информаторий

 
DungeonMaster ZatriX
11.07.2012 21:14
  =  
New class: Corsair



Class Features
All of the following are class features of the corsair class.

Weapon and Armor Proficiency
You are proficient with all simple and martial weapons, light armor, and the buckler.

Bonus Feat
At 1st level, you select a bonus feat from the following list. You must meet all the prerequisites for that feat. At 5th level, and every five levels thereafter, you select another bonus feat from the list for that level or any earlier levels at which you gain a bonus feat.

1st-Level Bonus Feat: Acrobatic, Athletic, or Agile.
5th-Level Bonus Feat: Combat Expertise, Improved Unarmed Strike, or Weapon Finesse.
10th-Level Bonus Feat: Improved Feint, Spring Attack, or Two-Weapon Fighting.
15th-Level Bonus Feat: Greater Two-Weapon Fighting, Improved Disarm, or Whirlwind Attack.
20th-Level Bonus Feat: Any fighter bonus feat.


Dirty Fighting
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage any time your target would
be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when you flank your target. This extra damage is 1d4 at 1st level, and it increases by +1d4 at 5th level and
again every five levels thereafter. Should you score a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks can count as dirty fighting only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can use dirty fighting to deal nonlethal damage instead of lethal damage. Unlike the rogue’s sneak attack, you can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll. You can use dirty fighting against only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to dirty fighting. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use dirty fighting while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.

Corsair's Luck (Ex)
You have an uncanny ability to escape danger unscathed. Starting at 2nd level, you can use corsair’s luck to add one-half your class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. You need not declare the use of this ability prior to the roll, however, you must declare use before the GM announces the success or failure of the roll.

Sea Legs (Ex)
At 3rd level, you gain Sea Legs as a bonus feat. You need not meet the prerequisites to gain this feat.

Canny Defense (Ex)
Starting at 4th level, you can add your Charisma bonus (if any) as a dodge bonus to your Armor Class. You retain this bonus even if caught flat-footed. You lose this bonus, however, if you wear medium
or heavy armor or carry a heavy load.

Rope Monkey (Ex)
At 6th level, you gain Rope Monkey as a bonus feat. You need not meet the prerequisites to gain this feat.

Uncanny Dodge (Ex)
Also at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.

Improvised Weapon Fighting (Ex)
You can use just about anything as a weapon. Beginning at 8th level, you take only a –2 penalty on attack rolls when fighting with an improvised weapon or a weapon with which you are not proficient. In addition, when fighting with a weapon inappropriately sized for you, you take only a –1 cumulative penalty per size difference.

Fast on your Feet (Ex)
At 9th level, you can maneuver more easily. In place of taking a 5-foot step, you can immediately exchange positions with an adjacent ally.

Improved Uncanny Dodge (Ex)
Upon attaining 11th level, you can no longer be flanked, denying opponents from dealing sneak attack damage (or similar extra damage effects) to you when flanking, unless the attacker has at least four more levels than you do. If you already have improved uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank you.

Defensive Roll (Ex)
Starting at 14th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if denied your Dexterity bonus to AC, you can’t use this ability.

Greater Improvised Weapon Fighting (Ex)
You can use just about anything as a weapon. At 16th level, you never take a penalty to attack rolls made with an improvised weapon, nor do take a penalty when fighting with a weapon one size larger than you. You do, however, take a –1 penalty to attack rolls when using weapons more than one size larger or smaller, such as a Medium corsair fighting with a Tiny greatsword or Huge dagger. Finally, when fighting with a weapon with which you are not proficient, you take only a –1 penalty to attack rolls.

Uncanny Tumbler (Ex)
At 18th level, you gain a +5 bonus on Tumble checks. When making a Tumble check, your movement is not penalized, so each square of movement you Tumble through costs only 1 square of movement
for you. In addition, as an immediate action, you can substitute a Tumble check for a Reflex save and if you succeed, you may move up to one-half your speed. You must wait 5 rounds between each
substitution use of this ability.

Uncanny Balance (Ex)
At 19th level, you may always take 10 on a Balance check even if rushed or threatened. When making Balance checks, roll twice and take the better result. You never lose your Dexterity bonus to AC while being attacked when balancing, and you take no penalty for accelerated movement while balancing. Finally, when opposing a trip or bull rush attack, you may substitute a Balance check for your Strength or Dexterity check to oppose a bull rush or trip attack made against you.
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DungeonMaster ZatriX
11.07.2012 23:34
  =  
New Feats:

Sea Legs
Your time at sea has taught you how to keep your feet in foul weather and dangerous seas.

Prerequisite: Balance 1 rank

Benefit: You are never considered flat-footed when balancing. In addition, whenever you succeed on a Balance check to move across a precarious surface, you may move at full speed. Finally, if you take damage from an attacker while balancing and your Balance check exceeds the DC by 5, you gain a +1 circumstance bonus on your attack rolls against the target that attacked you until the end of your next turn.

Normal: Unless you have 5 or more ranks in Balance, you are considered flat-footed while balancing. A successful Balance check lets you move half-speed over a precarious surface.

Rope Monkey
As an experienced seaman, you can climb rigging and ropes with the speed and agility of a monkey.

Prerequisite: Climb 1 rank

Benefit: You always retain your Dexterity bonus (if any) to Armor Class when climbing. Opponents gain no special benefit for attacking you while you are climbing, even if they have higher
ground. Finally, if you take damage from an attacker while climbing and your Climb check exceeds the DC by 5, you gain a +1 circumstance bonus on your attack rolls against the target that attacked you until the end of your next turn.

Normal: While climbing, a character loses his Dexterity bonus to Armor Class. Opponents gain a +1 circumstance bonus on attack rolls against characters against whom they have the higher ground.
2

DungeonMaster ZatriX
12.07.2012 23:57
  =  
New race: Azhar

The azhar (singular azhari) are a race of native outsiders that ply the waters around Freeport. Traders, explorers, and pirates, they are among the finest sailors in the World of Freeport. They claim descent from the efreet of the fabled City of Brass, though if true, it is a distant kinship. Despite their fiery heritage, they are a race of great seamen, famed for their sailing prowess. Azhari merchants (and no few pirates) are fast becoming a common sight in the World of Freeport. To the unfamiliar, an azhari looks like any other human, albeit with swarthy skin and bronze hair. All azhar have the same gleaming red eyes reminiscent of the flames of their descent. Although it’s often hard to tell from a distance, an azhari has an iris—often of a slightly darker color—and a pupil that is invisible without close
inspection.

Azhari Racial Traits
• –2 Wisdom. Azhar are impulsive and reckless.
• Medium. As Medium creatures, azhar have no special benefits or penalties due to size.
• Azhari base land speed is 30 feet.
•Azhar gain a +2 racial bonus to all saving throws against spells and spell-like effects with the fire descriptor.
• Darkvision: Azhar can see in the dark out to 60 feet. Darkvision is black and white only, but is otherwise like normal sight. Azhar can function just fine in no light at all.
• Might of the Efreet: The azhar carry the blood of the efreet in their veins. All azhar have a reserve of power from which they can draw in times of need. As an immediate action, an azhari can call upon his gift to gain a +4 inherent bonus to his Strength score for a number of rounds equal to his Charisma bonus (minimum 1 round). An azhari must wait 1 hour between each use of this ability.
• Gifted Sailors: Azhar gain a +2 bonus to Balance, Climb, and Profession (sailor) checks.
• Vulnerability to cold. Azhar take half again as much (+50%) damage as normal from spells and effects with the cold descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.
• Native Outsider: As outsiders, Azhar can’t be targeted by spells or effects that specifically affect humanoids like charm person or hold person. However, as native outsiders, they may be raised, reincarnated, or resurrected as normal creatures.
• Automatic Language: Azharan and Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, and Ignan.
• Favored Class: Corsair. A multiclass Azhari’s corsair class does not count when determining whether he takes an experience point penalty for multiclassing.

3

Атрогейт Durotan
16.07.2012 22:22
  =  
С этих вот самых пор, здесь ведётся, учёт денег лута, и тд и тп. Для партии Сдвиг 3.

Лут: (mwk?) studded leather, (mwk?) dagger, 3 x throwing daggers, gloves?, 20gp, 2 x potions
Отредактировано 27.07.2012 в 01:41
4

DungeonMaster ZatriX
26.07.2012 23:45
  =  
Открыт новый класс: Assassin (Freeport edition)



Class Features

All of the following are class features of the assassin.

Weapon and Armor Proficiency
You are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. You are proficient with light armor, but not with shields.

Ambush (Ex)
You are particular skilled at striking targets unawares. Whenever you attack a flat-footed opponent, you may add your Intelligence bonus (if any) to your attack and damage rolls. Constructs, elementals, oozes, plants, undead, and creatures immune to critical hits are immune to this extra damage.

Contract (Ex)
As an assassin, you earn income by accepting commissions to kill a particular creature or creatures. Whenever you successfully complete a mission for which you were contracted, you earn an amount of
money equal to your opponent’s Challenge Rating minus your class level × 100 gp (minimum 100 gp or the max gold of the community). However, you must enter into a contract to gain this gold; simply
butchering commoners will not earn you extra income. To get a contract, you must name a price and then make a special Gather Information check adding your reputation (see following) to the roll. This check requires 2d10 days plus the community’s size modifier. The DC depends on the size and alignment of the community, as shown on the following table.




Freeport is considered a neutral small city, while Libertyville counts as a chaotic neutral village.

Even on a successful check, a target worth the price you set may not be available. The GM is the final arbiter of the possible marks, and it may take several days before you can track down the target. Once you get a contract and eliminate the mark, you must wait 1d20 days minus the community’s size modifier before you may seek out another.

Poison Save (Ex)
Your extensive work with poisons and toxins has lent you some natural resilience to their effects. At 1st level, you gain a +1 competence bonus on Fortitude saves against poison. This bonus increases by one at 4th level and every three levels thereafter.

Backstab
You can strike a vital spot when you catch an opponent when he is unable to defend himself effectively. Your attacks deal extra damage whenever your opponent is denied his Dexterity bonus to AC (but
not when you flank your opponent). This extra damage is 1d6 at 2nd level, and it increases by +1d6 every three levels thereafter. Should you score a critical hit with backstab, this extra damage is not multiplied. Ranged attacks can count as backstabs only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, you can use backstab to deal nonlethal damage instead of lethal damage. Constructs, elementals, oozes, plants, undead, and creatures immune to critical hits are immune to this extra damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot use backstab against a creature with concealment or when striking the limbs of a creature whose vitals are beyond reach. Extra damage from backstab stacks with similar types of extra damage including sneak attack damage.

Poison Use (Ex)
At 3rd level, you complete your training in a variety of poisons and you are never at risk of accidentally poisoning yourself when applying poison to a weapon.

Tools of the Trade (Ex)
On attaining 3rd level, and at every four levels thereafter, you gain a special ability of your choice from among the following options. You may only gain each one once.

• Bonus Languages: You gain fluency in a number of languages equal to your Intelligence bonus (minimum 1 language). These languages are in addition to the extra languages you gain for having a high Intelligence score.
• Deep Cover: If you spend at least one day preparing a disguise, you gain a +10 competence bonus on Disguise checks.
• Empower Poison: When crafting a poison, you may increase the poison’s Craft DC by 10 to increase all variable numeric effects by one-half so that the poison deals half again as much initial and secondary damage as it normally would. This tool of the trade does not affect non-variable effects such as blindness, death, and paralysis.
• Extend Poison: When crafting a poison, you may increase the poison’s Craft DC by 5 to delay the onset of the poison’s initial effects by up to one hour after the target’s initial exposure. You decide the delay at the time of the poison’s crafting. This tool of the trade has no effect on the poison’s secondary damage, which occurs one minute later as usual.
• Maximize Poison: When crafting a poison, you may increase the poison’s Craft DC by 20 to modify all of the poison’s variable numeric effects so that the poison deals the maximum possible value. This tool of the trade does not affect non-variable effects such as blindness, death, and paralysis.
• Poison Focus: Choose one type of poison from any of the following—contact, ingested, inhaled, or injury. When using a poison of this type, you increase the save DC to resist its initial effects by +1.
• Preternatural Instincts: You may add your Intelligence bonus (if any) as a competence bonus on all initiative checks.
• Quick Change: You may now make a Disguise check in 1d3 × 10 rounds by taking a –5 penalty to the check or in 1 round by taking a –20 penalty to the check.
• Quicken Poison: When crafting a poison, you may increase the poison’s Craft DC by 25 to force a target exposed to the poison to suffer both the initial and secondary effects at the same time. The target is still entitled to a separate saving throw to resist both effects.
• Skill Savant: Select one of the assassin class skills. You gain a +5 competence bonus on all checks made using that skill.
• Talented Poisoner: When manufacturing drugs or poison, for every +5 you add to the Craft (poison) check DC, you may increase the save DC to resist the poison by 2.
• Weapon Focus: You gain Weapon Focus as a bonus feat.

Shadowspawn (Ex)
You are adept at striking from the shadows, emerging unseen to deliver a deadly blow and then melting back into the darkness. Starting at 4th level, you increase the benefits of concealment derived from low or no illumination by 10%, so that your opponents’ miss chance when attacking you while in an area of shadowy illumination is 30% and when in areas of no illumination, the miss chance is 60%.

Death Attack (Ex)
When you reach 5th level, you have learned how and where to strike an opponent to kill or paralyze her with a single attack. To use this ability, you must study your victim for 3 rounds and then make a backstab with a melee weapon. If the attack deals damage, the backstab has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + 1/2 your class level + your Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per two class levels. If the victim’s saving throw succeeds, the attack is just a normal backstab. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.

Reputation (Ex)
Your reputation as a ruthless killer lends you a great deal of street credibility and helps you land the lucrative jobs. At 5th level, you gain a +1 bonus on Gather Information checks to find “work.” In фddition, you may add this bonus as a competence bonus on all Intimidate checks. Every five levels thereafter, this bonus increases by +2 (+3 at 10th, +5 at 15th, and +7 at 20th level).

Uncanny Dodge (Ex)
Starting at 6th level, you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gain improved uncanny dodge (see below) instead.

Ruthless (Ex)
At 7th level, you no longer provoke attacks of opportunity when making coup de grace attacks. You are quick and business-like when snuffing the life from a foe. In addition, as a 1 round action, you can kill your opponent brutally. This functions exactly like a normal coup de grace attack, but you provoke attacks of opportunity as normal and the DC to resist this attack increases by 5.

Greater Poison Use (Ex)
By 9th level, you have learned to apply poison more quickly to your weapons. You may apply contact or injury poisons to a weapon as a move action. Alternatively, you may apply these poisons as a swift action, but the save DC to resist these toxins decreases by 5.

Stalker (Ex)
Also at 9th level, when hiding and moving more than half but less than full speed, you take no penalty to your Hide checks. When running (but not when attacking or charging), the penalty to your Hide checks drops to –10.

Improved Ambush (Ex)
Starting at 10th level, you may add your Intelligence bonus (if any) to your attack and damage rolls whenever you flank an opponent as well as when you are attacking a flat-footed opponent. In addition, when making a death attack, you may sacrifice 1d6 points of backstab damage to increase the save DC to resist the attack by 2.

Uncanny Sniper (Ex)
Whenever you have successfully hidden from an opponent that’s at least 10 feet away, you can make one ranged attack and then immediately make a Hide check to conceal your position. You take a –10 penalty to this check instead of the normal –20.

Improved Uncanny Dodge (Ex)
At 12th level, you can no longer be flanked. This defense denies a rogue the ability to use sneak attack (or similar extra damage effects) against you when he flanks you, unless he has at least four more rogue levels than you have assassin levels. If you already have uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank you.

Hide in Plain Sight (Ex)
Beginning at 13th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of shadow, you may hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide in your own shadow.

Poison Use Mastery (Ex)
At 15th level, you may apply poison to a weapon as a swift action without reducing the poison’s save DC. In addition, if you spend a standard action to apply poison to a weapon, the weapon retains its
virulence for two successful hits or two touches.

Crippling Strike (Ex)
Starting at 16th level, you can backstab opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your backstabs also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Blindsense (Ex)
Upon attaining 18th level, your senses have become so acute that you can now notice things you cannot see. You usually do not need to make Spot or Listen checks to pinpoint the location of a creature within range of your blindsense ability, provided you have line of effect to that creature. Any opponent you cannot see still has total concealment against you, and you still have the normal miss chance when attacking foes that have concealment. Visibility still affects your movement. You are still denied your Dexterity bonus to Armor Class against attacks from creatures you cannot see.

Shadow Strike (Ex)
Finally, at 19th level, whenever you successfully kill, disable, or reduce an opponent’s hit points below 0, you may make a Hide check as a swift action and move up to 10 feet in any direction. To use this
ability, you must be within 10 feet of a shadow. As with hide in plain sight, you cannot hide in your own shadow.
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DungeonMaster ZatriX
03.10.2013 23:14
  =  
Важные гости на балу у Драка:

Томас Быстроногий


Турон (К'Сталло)


Милтон Драк:


Капитан Брок Валлас


Ариас Содерхейм:


Мелкиор Маэлорган:


Капитан Гарт Вареллион:


Капитан Гектор Ториан:


Лэди Элис Гроссетт:


Дэрвин "ловкие пальцы" Арниг:


Капитан Завиер Гордон:


Лиам Блэкхаммер:


Сестра Гвендолин:


Капитан Маркус Робертс:


Тармон:


Торстен Ротт:


Капитан Лидон:


Петра Фрике:


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