Beruflich Dokumente
Kultur Dokumente
For use whit the Dungeons and dragons game. Based on the information found in the players handbook I for D&D 3.5. By J. Darasterix.
Summery.
1.
Introduction.
In this book we hope to give you some basic game information for playing dungeons and dragons in an all new age. This book is inspired on the pirate and naval storys from the 17th sentry. So if you or youre DM is planning on an new campaign full of new weapons, feats and classes in a pirate or musket war setting this is the book for you.
Need to know:
Al the weapons in this book replace all the bows and crossbows from the phb. The classes in this book are in addition to the standard classes from the phb. The feats, weapons and classes are specially created for this setting, it is not recommended to use these in a normal D&D campaing.
2.
Powdermonky.
This ugly fellow loves all thing that go boom. Raised as a connoneer or barbarian he or she has al lot of experience whit big guns and powder, and has lost one of his bodyparts in action. He knows where to put his powder for maximum effect. Adventure: the typical powdermonky gos on all his adventures just to blow things up. Characteristics: a powdermonky is specialized in the use of explosives to blow up large objects like buildings and or walls. Like the barbarian he is fond of the kick in the door style of play. He doesnt really care for his or her own safty. Alignment: a powdermonky is mostly chaotic. Religion: Kord, Erythnul or Olidammara. Background: as a connoneer or barbarian he is used to blood and danger, in his past he has learned how to make maximum damage whit the least amount of force. His experiments whit the powder and guns has cost him the ability to hear proper. Mostly he has served in the military, navy or other militia or resistance. Races: most powdermonkys are Half-orcs, Dwarves or Humans. Role: He provides the means for entering a building or cave. His experience whit big guns and powder makes him the perfect crowd killer and demolition man.
Class skills.
The powdermonkys class skills (and the key abilities for each skill) are; Bluff(cha), Climb(str), Craft(int), Disable divace(int), intimidate(cha), Knowladge(int), swim(str)
Skill points ad first level: (4+ int modifier) x4. Skill points at each additional level: 4+ int modifier.
Class features.
All of the following are class features for the powdermonky. Weapon and armor proficiency: a powdermonky is proficient whit all siple and martial weapons, all pistols, all blunderbusses, all muskets, hand canon, all carronades and canons, and all powder barrels and all grenades. A powdermonky is proficient whit all light and medium armor. Booby-trap: a powdermonky can make a booby-trapped gun or cannon. The boobytrapped gun or cannon will explode the next time it will be used. Dealing 1d4 damage to its user. To make a successful booby-trap the powdermanky rols a d20 and ads his or her int modifier, if this roll exeeds 15 the trap will work. Demolition man: at first level a powdermonky may stack his int modifier to the damage roll when blowing up an object or building. When a powdermoky becomes 10th level he or she may always stack his or her int modifier to a damage roll when using a explosive based weapon, even when using it on other targets than objects or buildings. Weakest link: he always knows where to put his powder for maximum effect.
Marks man.
User is proficient whit all short and medium rifels. Requires: weapon proficiency whit weapons using blackpowder.
Supportive fire.
User gains a +1 on attack rols when making a shot whit an explosive based weapon while leaning against an object or lying on the ground for support. This bonus does not stack whit the bonus gained by the use of the standard. Requires: weapon proficiency whit weapons using blackpowder, Marks man, Improved marks man.
Catch this.
User is proficient whit al grenade types. Requires: weapon proficiency whit weapons using blackpowder.
Dodge this.
User is proficient whit all canons and carronades. Requires: weapon proficiency whit weapons using blackpowder.
weapon options bajonet (mus,rfl) standerd (mus,rfl,blnd) all weather flint (all) improved sights (mus,rfl) scope (mus,rfl, blund) mini scope (all) barbarian handel (pistol) other powder weapons granade smoke granade pepper granade flash granade powder barrel small medium large 20 gp 40 gp 80 gp 1d8 2d8 4d8 20 ft 10 ft 5 ft 5 gp 12 gp 23 gp 15 gp 1d4 + 1d4 fire 2 turns smoke 2 turns blinding 1 turn blinding 30 ft 30 ft 30 ft 30 ft 2 lb 2 lb 2 lb 2 lb 5 gp 5 gp 25 gp 40 gp 150 gp 100 gp 15 gp plus 1 at plus 2 at plus 1 at plus 1 dm plus 20 ft plus 10 ft 4 lb 2 lb 1d6 plus 1 at 20 x2 plus 10 ft 1 lb 2 lb