A 3.5/PF/DMtweek Game
Mechanics thus far..
Start at lv 4
Bonus Regional Feat @ lv 1
Start off with 3 Fame Points (Can be converted to a wealth if preferred for an additional 1000 gold)
Stats: standard 4d6 lowest best of two rolls
Health: Max first two levels roll the second two.
Classes: Any Martial or Melee class. [Some Artificer builds] (Currently debating on Bard-like class) (Only 1-3 lvs in Arcane Divine magic) (NEVER Psionics again)
Banned Items for Purchase: No item that provides: endless food/water or stops you from needing to eat/drink or shields you from the elements.
Races: Core and DM choice
Fame: For every +1 of fame you gain perks that will be found in game.
This skill is used to help orientate one's self amid the vast expanse of the seas. With a large amount of training in this skill you can help better navigate the perils of the seas and pull off daring ship maneuvers.
This skill is required to use cannon of all sizes and types. Without it you might load the shot and powder incorrectly causing...oh lets say no more arms. With this skill you can fire off standard cannon shot to more unique and exotic ammunition.
This skill is required to use flintlocks and muskets. Without it you might find an explosive tube instead of a weapon. Firearms, especially on the open sea, require a lot of attention and care. With this skill you will keep your weapon well oiled and ready to kill any that stand against you!
This is not to be confused with [Craft: Shipwright] this allows a character to help in the repair of a ship when called on.
You gain a +1 morale bonus to attack rolls while on the deck of your favored ship.
You gain +3 to Shipwright Skill and +2 to Ship repair rolls. Due to your island's ability to produce ships, your people are taught almost by second nature to work with wood in ways others didn't think of.
Code of Arms
You gain +2 to Gun Cleaning skill and have a 50% chance to avoid misfire with a firearm.
Long Barrel Training
Due to training you are able to wield a long-barrel rifle without the -2 attack penalty!
Access to Wooden Armor
You have access to the secrets of Making Wooden Plate armor. You also have the option of buying wooden plate armor.
You gain +5 to swim skill.
You get a +4 bonus on all Gather Information checks when used in a seaside port city.
Alter Writing Style
You gain a +4 to forgery checks!
Black Market Hook Up
You know a guy that knows a guy... You have access to market contacts to purchase hard to get goods.
Your people have a knack for knowing the storm systems. +3 to Navigation checks regarding storms.
You gain a +2 bonus on Balance and Profession (sailor) checks
Mind of the Shizzar
At 1st level, you may use your Intelligence or Charisma modifier (your choice) to determine your bonus hit points. For all subsequent levels, you use your Constitution modifier, as normal.
Blood of the Bearded
It is rumored that those that are of this island have blood that allows them to eat a devil fruit and still swim. However sea water will drain them of their powers after two minutes.
If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action.
You get a +2 bonus on all Appraise, Bluff, and Sense Motive checks
Looking for 5-6 players to act as a crew to a ship. Many have discussed becoming pirates on the open sea, up to the group as a whole. Seems many are leaning pirate. There currently is a world Government with a powerful navy.
Name Cost D (S) D (M) Crit Range Weight Failure Rate Non-Training Penalty
Pistol 250 gp 1d6 2d4 x3 50 ft. 3 lbs. 20% -1
Blunderbuss pistol 500 gp 1d10 2d6 19-20 5 ft. 5 lbs. 30% -2
Musket, short 500 gp 1d10 2d6 x3 100 ft. 8 lbs. 25% -2
Musket, long 750 gp 1d10 2d6 x3 150 ft. 10 lbs. 35% -4
Blunderbuss 500 gp 1d12 3d6 19-20 15 ft. 8 lbs 45% -4
'Steel Fist' Garret ja'Hans [Grey] ::
Liria the Shark Sniper [Mew] Huntress of the Sea ::
Wyatt Blake [Necar]
Mike Pierce [Fenix]
Marcus 'Cold Fury' Eriksson [Lupus]
Work in progress