therealdude
2017-01-26, 02:30 PM
Hey yall!
I'm a first time poster and first time DM of an campaign that I have been designing for a while. The campaign itself takes place in a land of floating islands (tentatively named Celestia). Because of this people in this world often travel via airships. I decided that I wanted people to have specialized roles aboard the ship that add bonuses on top of their class/background/race. Right now I have the following:
Captain
- commands ship
- charisma (intimidation, persuasion, deception, etc.) checks to interact with other ships and crew members
- wisdom checks to make decisions for ship
- can choose one extra charisma skill proficiency upon character creation
Navigator
- navigates ship
- Uses dexterity to navigate in high wind or in battle situations to steer ship
- Uses intelligence checks to see if he knows where to go
- Uses perception checks when navigating unfamiliar areas and avoiding potentially dangerous areas
- Automatically proficient in perception
Boatswain
- Fixes and adds new features
- Uses intelligence and athletics checks to fix the ship
- Gets proficiency in either athletics or investigation
- Proficiency with ship repair tools
- start with the tome of all things airship maintenance and repair tools
Master Gunner
- Operates guns on ship
- Can shoot cannonballs 100x strength modifier feet (every other crew member is at 75x strength modifier)
- Can load and shoot a cannon in the same turn (every other crew member needs to use an action to load and another to shoot)
Mate
- May choose a crew member to be their “master”.
- If within 5 feet of his/her master, can add his ability modifier + proficiency to the rolls of the the master.
- Can add proficiency modifier to rolls of other crew members that are within 5 feet, but may not choose multiple in the same turn. -
- May choose new master if old one dies.
Cook
- Cooks ****
- Likely an NPC unless you really want to be it
Let me know what you think. I'm open to suggestions, criticisms, etc.
Cheers!
I'm a first time poster and first time DM of an campaign that I have been designing for a while. The campaign itself takes place in a land of floating islands (tentatively named Celestia). Because of this people in this world often travel via airships. I decided that I wanted people to have specialized roles aboard the ship that add bonuses on top of their class/background/race. Right now I have the following:
Captain
- commands ship
- charisma (intimidation, persuasion, deception, etc.) checks to interact with other ships and crew members
- wisdom checks to make decisions for ship
- can choose one extra charisma skill proficiency upon character creation
Navigator
- navigates ship
- Uses dexterity to navigate in high wind or in battle situations to steer ship
- Uses intelligence checks to see if he knows where to go
- Uses perception checks when navigating unfamiliar areas and avoiding potentially dangerous areas
- Automatically proficient in perception
Boatswain
- Fixes and adds new features
- Uses intelligence and athletics checks to fix the ship
- Gets proficiency in either athletics or investigation
- Proficiency with ship repair tools
- start with the tome of all things airship maintenance and repair tools
Master Gunner
- Operates guns on ship
- Can shoot cannonballs 100x strength modifier feet (every other crew member is at 75x strength modifier)
- Can load and shoot a cannon in the same turn (every other crew member needs to use an action to load and another to shoot)
Mate
- May choose a crew member to be their “master”.
- If within 5 feet of his/her master, can add his ability modifier + proficiency to the rolls of the the master.
- Can add proficiency modifier to rolls of other crew members that are within 5 feet, but may not choose multiple in the same turn. -
- May choose new master if old one dies.
Cook
- Cooks ****
- Likely an NPC unless you really want to be it
Let me know what you think. I'm open to suggestions, criticisms, etc.
Cheers!