Seafarer's Handbook: Sourcebook of Ships, Oceans, and the Beasts Therein (Legends & Lairs, d20 System)
Format: PDF / Kindle (mobi) / ePub
A complete guide to nautical adventuring in the d20 System. The Seafarer's Handbook details nautical combat, dangers of the deep, gives ideas for adventures on the high seas, in port, and below the waters.
book, you’ll find a wealth of information for both players and DMs. Whether you want to create a seafaring character, design a new ship, resolve ship-to-ship combat, or create a whole campaign based on or under the sea, you’ll find this book an invaluable aid. Chapter 1 is intended for players who want to create characters uniquely suited to seafaring campaigns. This chapter presents new races, feats, equipment, magic items, and spells designed for seafaring adventurers. Chapter 2 provides a
Artist +11, Gather Information +15, Hide +9, Knowledge (nature) +11, Listen +13, Perform +23, Scry +15, Spellcraft +17, Use Magic Device +21; Craft Magic Arms and Armor, Craft Wondrous Item, Improved Initiative, Martial Weapon Proficiency (trident), Maximize Spell, Scribe Scroll Possessions: Bracers of armor +8, +4 coral heavy crossbow, +3 trident, ring of protection +4, staff of life (41 charges remaining), wand of magic missile (18 charges remaining, 5th-level caster), ioun stone (lavender and
missile, ray of enfeeblement, true strike (2); 2nd—blur, darkvision, detect thoughts, flaming sphere, invisibility, Melf’s acid arrow, protection from arrows, resist elements, see invisibility; 3rd—dispel magic, hold person, lightning bolt, phantom steed, water breathing; 4th—ice storm, lesser geas, polymorph other, stoneskin; 5th—cone of cold, prying eyes, summon monster V; 6th—control weather, Otiluke’s freezing sphere. Possessions (may be worn or used in humanoid form): staff of power (35
their underground cities, it is unlikely anyone on the surface is aware that the Deep drow are identical to aquatic elves, except for the following. • Spell resistance 11 + class level • +2 racial bonus on Will saves against spells and spell-like abilities CHAPTER THREE: Undersea Adventures viewed as the ultimate exile from their culture, condemning the criminal not merely to die, but to die “on land.” • Spell-Like Abilities: 1/day dancing lights, darkness, and faerie fire. These abilities
devastating blow with their rams. Typically, this type of ship never ventures far from shore, instead hugging the coastline as it travels and stopping at coastal settlements for the night. 142 Galleys fulfill several roles in areas where sailing ships are rare or unsuitable to the local seas. In comparison to a sailing ship, a galley requires a much larger crew to man its oars, creating much higher overhead in the form of salaries for a galley’s captain. Thus, most merchants prefer to move