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    Ogre in the Playground
     
    Winged One's Avatar

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    Default [feats]Cannon on Legs

    Harm Not the Crew[general]
    The protection that your bonded ship has against your destructive magic is also granted to the rest of the crew.
    Prerequisites: Profession(sailor) 4 ranks, Spellcraft 6 ranks, Ship's Mage
    Benefit: Crew members of the ship that you are familier with do not take damage from any spell you cast while on board the ship. Who is a crew member and who is not is determined by a ritual requiring 1 hour and the participation of the captain of the ship that you are familier to. During this ritual, the captain must name each crew member as such(this ritual may be used on any number of people at once). The captain may revoke this protection from any crew member at any time as a free actions by calling them "traitor," "mutineer," or a similar ephitet. The ritual's time is changed to 15 minutes if used on only one new crew member, and is often combined with a hazing ritual.
    Special: A wizard may select this feat as a bonus feat if they have specialized in evocation

    Cannon On Legs[general]
    You can destroy enemy ships or kill their crew members with ease.
    Prerequisites: Spellcraft 8 ranks, Profession(sailor) 6 ranks, Ship's Mage, Harm Not the Crew
    Benefit: While aboard the ship that you are familier with and casting a spell on either another ship or somebody aboard another ship, your save DCs increase by 1 and you deal 1 extra point of damage per die if aplicable.
    Special: A wizard may select this feat as a bonus feat if they have specialized in evocation
    ---
    I've noticed that all of my homebrew is done late at night...anyway, if anybody else has any other(homebrew) feats that would be useful for a caster on a ship, please, link to them here.

    Oh, and PEACH, just for redundancy's sake.
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  2. - Top - End - #2
    Titan in the Playground
     
    tgva8889's Avatar

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    Default Re: [feats]Cannon on Legs

    Ship's Mage is clearly not from Complete Warrior: I just checked it. Perhaps it is in some other book.

    Those feats both seem quite good, and make it seem much better to have a sorcerer or wizard on deck. Perhaps you could rename the feats, however. Maybe "Familiarity Protection" for the first one. I could see "Ship Focus" as being a feat as well.
    Thanks to araveugnitsuga for my Pika-tar!
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    Troll in the Playground
     
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    Default Re: [feats]Cannon on Legs

    Interesting balance on the feats. All but useless in some campaigns, but amazingly useful in others. Kind of like the feat they built off of. I like 'em.

    I've noticed that all of my homebrew is done late at night...
    Yep, me to.

    anyway, if anybody else has any other(homebrew) feats that would be useful for a caster on a ship, please, link to them here.
    Just off the top of my head...

    Ship's Artificer
    Your spells of repair work especially well with the ship you are familiair with.
    Requirements: Ship's Mage, Profession (Sailor) 4 ranks, Spellcraft 6 ranks, able to cast repair light damage or another repair spell.
    Benefit: Any repair spell you cast on part of the ship you are familiar with is automatically maximized. This increases neither the spell's level nor its casting time.

    Ship's Healer
    You are especially attuned to the wounds of your ship's crew.
    Requirements: Ship's Mage, Harm Not the Crew, Profession (Sailor) 6 ranks, Spellcraft 8 ranks, able to cast cure light wounds or another cure spell.
    Benefit: Any cure spell you cast on a crew member of the ship you are familiar with is automatically maximized. This increases neither the spell's level nor its casting time.

    Voice of the Storm
    The rolling of thunder and clashing of waves serves in place of your voice.
    Requirements: Silent Spell, Storm Magic
    Benefit: Any spell you cast during a storm is automatically silenced. This increases neither the spell's level nor its casting time.

    Fill the Sails
    Your favored ship's sails are always full, thanks to your windsong.
    Requirements: Ship's Mage, Windsinger, Perform (Sing or Wind Instruments) 10 ranks, Profession (Sailor) 10 ranks, Spellcraft 10 ranks
    Benefit: When using your Windsinger feat while on board the ship you are familiar with, the duration of the feat's affect is as long as you play and 24 hours afterward.
    Normal: The duration of the Windsinger feat's effect is as long as you play and 1 minute afterwards.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Barbarian in the Playground
     
    knightsaline's Avatar

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    Default Re: [feats]Cannon on Legs

    Just one question, do these feats only apply to water ships, or can they be used on any ship like construction? I wondered this because of airships and possibly large land ships pulled by slaves/cows/a tame tarrasque/horses or the like.
    Quote Originally Posted by knightsaline View Post
    Living Vengeful Gaze of God/Contingent True Resurrection: Kills you, kills itself, True rezzes itself, kills again, kills itself again, true rezzes itself again..........
    "On the other hand, maybe all of this could have been prevented if you had just managed to get laid once in a while. You can't tell me you would have been as tightly wound if you had been getting treasure type O once in a while"

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  5. - Top - End - #5
    Ogre in the Playground
     
    Winged One's Avatar

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    Default Re: [feats]Cannon on Legs

    Quote Originally Posted by tgva8889
    Ship's Mage is clearly not from Complete Warrior: I just checked it. Perhaps it is in some other book.
    Yeah, Realmhelp is full of errors like that. My guess is Stormwrack.
    Quote Originally Posted by The_Demented_One
    Interesting balance on the feats. All but useless in some campaigns, but amazingly useful in others. Kind of like the feat they built off of. I like 'em.
    Thank you.
    Quote Originally Posted by knightsaline
    Just one question, do these feats only apply to water ships, or can they be used on any ship like construction? I wondered this because of airships and possibly large land ships pulled by slaves/cows/a tame tarrasque/horses or the like.
    DM's call, I believe. However, I must admit that I started this thread because I believe that I will soon recieve a chance to start a new character in a campaign where airships are featured heavily. Ground ships might be stretching it, though.
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  6. - Top - End - #6
    Ettin in the Playground
     
    TheThan's Avatar

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    Default Re: [feats]Cannon on Legs

    yarge its from stormwrack... also nice feats... i like 'em

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