3E sea adventure rules

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3E sea adventure rules

Postby Samloyal23 on Wed Jun 17, 2009 2:49 am

Are there any good online resources for running maritime and aquatic adventures?
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Re: 3E sea adventure rules

Postby TerishD on Wed Jun 17, 2009 11:17 am

Online? Not that I know of. I use the "Seafarer's Handbook" by Fantasy Flight Games.

NOW - okay, this is ENOUGH. This forum is for OLDER RPGs. 3ed stuff is D20, thus goes into the D20 forum. Yes, that forum also says 4ed, but 4ed is a turd and almost everybody here ignores that it exists. I am probably going to go on a tear and move this and a few other threads to that forum. Just venting at the moment, but when I can control myself no longer I will turn big, green, and my moderator powers will show forth.
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Re: 3E sea adventure rules

Postby Deovalente on Thu Jun 18, 2009 2:30 am

I used the WotC Stormwrack book.
Not an on-line resource, sorry, but I found it very good, very comprehensive.

I was actually developing rules for sea travel because I created an adventure I called
"The Seven Mad Gods of the Sea"
then I came across the Seawrack book, and found that they had already covered all the
mechanics I was trying to figure out.
Like what kind of damage does a Tsunami do?
What are the effects of a gigantic whirl pool (see Maelstrom)
What kind of range would an underwater monster have for remote sensing via sonar?

It's a very good book I feel and has a 6th level adventure in the back with a sea hag.
One of the better books I've purchased that was ocean setting specific.

good luck
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Re: 3E sea adventure rules

Postby Samloyal23 on Thu Jun 18, 2009 2:55 am

I'm toying with the idea of a variant paladin or ranger that serves sea gods, possibly as a prestige class. Obviously the character would get bonuses on balance, tumble, profession (sailor), and be adept at moving aquatically, but how do I show experience at captaincy? What benefits would having a master seamen give a ship and its crew?
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Re: 3E sea adventure rules

Postby TerishD on Thu Jun 18, 2009 11:10 am

Samloyal23 wrote:I'm toying with the idea of a variant paladin or ranger that serves sea gods, possibly as a prestige class. Obviously the character would get bonuses on balance, tumble, profession (sailor), and be adept at moving aquatically, but how do I show experience at captaincy? What benefits would having a master seamen give a ship and its crew?
Uh, Profession(Sailor), along with some Diplomacy. I know that 3.5 threw it out, but I really hit characters with a lack of Intuit Direction, especially upon the sea where visible landmarks can be absent (and often with opponents using Obscuring Mist where sight is basically nil, oh, I love failed Intuit Direction roles). As someone that writes his own scenarios (or completely re-writes the scenarios of others), I often find a need for those Craft, Profession, and other skills that players usually neglect to give their characters.
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Re: 3E sea adventure rules

Postby Deovalente on Wed Jun 24, 2009 2:16 am

Special mount: Sea Mount - dolphin/porpoise (if you want to go evil - shark)

This one you have to be a paladin before you become a specialized aquatic paladin (accepted by some aquatic race/tribe)
alignment lawful good
BAB +5
Feats extra turning
Skills knowledge religion 5 ranks
Special turn undead, proficiency w. one martial weapon and heavy armor
SPecial must be accepted by a aquatic race/tribe
BAB Fort Ref Wis Special
1st +1 +2 +0 +2 lay on hands, blessed soul
2nd +2 +3 +0 +3 Buoyant armor
3rd +3 +3 +1 +3 Aquatic blessing
4th +4 +4 +1 +4 Aquatic blade
5th +5 +4 +1 +4 Ocean's blessing

Blessed soul freely take levels in this class without restricting future advancement as a paladin - levels stack with paladin
Buoyant armor no armor penalty check on swim checks and weight of armor doesn't count against carrying capacity -water only
Aquatic Blessing grants extra damage 2d6 @ 3rd level, +4d6 @ 5th level. (like a smite evil ability)
Aquatic blade slashing weapons become pearly and you ignore penalties to slashing weapons in water
Ocean's blession turn evil creatures as undead - also spending a turn undead action will cause 4d6 damage to all evil 30' radius/4d6 to all good creatures 30' radius.
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Re: 3E sea adventure rules

Postby Samloyal23 on Wed Feb 10, 2010 7:35 am

I've created a full 10-level prestige class for paladins who worship sea gods and the ocean, but now I can't think of a good name for the class. "Sea-Knight" seems too obvious and boring, I want something that has an authentically nautical ring to it. Any suggestions?
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3E sea adventure rules

Postby Legatus_Legionis on Thu Feb 11, 2010 2:34 pm

Aqueous knights

Naval Knights

Marine?

Mariner
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Re: 3E sea adventure rules

Postby Samloyal23 on Fri Feb 26, 2010 9:00 am

I looked up a wiki on nautical terms. The word "whitecap" means a frothy, foam covered wave. It also reminds of the white hats worn by good guys in westerns. So what do folks think of "Whitecap Knights" for the name of my nautical prestige class? If you think you have a better idea, let me know...
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Re: 3E sea adventure rules

Postby TerishD on Fri Feb 26, 2010 12:14 pm

Cool.
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Re: 3E sea adventure rules

Postby Deovalente on Sat Feb 27, 2010 1:17 pm

It seems from your description, this prestige class is still land based and not an aquatic race based class.
Therefore, the names I through to you will have that connection.

Knights of the Order of the Admiralty

The Seas' Beacons

Poseidon's Marines (substitute your god's name)
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Re: 3E sea adventure rules

Postby Samloyal23 on Fri Mar 05, 2010 5:52 am

The class is nautical and ship oriented at the beginning and grows more aquatic as you advance. I'm not sure if I should make an aquatic mount a requirement to join or a benefit of the class...
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3E sea adventure rules

Postby Legatus_Legionis on Sat Mar 06, 2010 2:20 am

As it becomes more "aquatic", then just like their land-based brethren, having a bonded mount would be a benefit to the class, not a requirement.

Paladins don't get their bonded mount until later in their careers (they might have a steed to ride early on, but not a bonded mount), so too should your class be.

It is only after they have proven themselves worthy would one be given by the DM.
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Re: 3E sea adventure rules

Postby Samloyal23 on Sat Mar 06, 2010 8:03 am

Legatus_Legionis wrote:As it becomes more "aquatic", then just like their land-based brethren, having a bonded mount would be a benefit to the class, not a requirement.

Paladins don't get their bonded mount until later in their careers (they might have a steed to ride early on, but not a bonded mount), so too should your class be.

It is only after they have proven themselves worthy would one be given by the DM.


Good point, I think I will add it as a class ability. That will finish up this class...
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Re: 3E sea adventure rules

Postby Deovalente on Sun Mar 07, 2010 4:26 pm

Will you post it in the womb of creation?
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Re: 3E sea adventure rules

Postby Samloyal23 on Sun Mar 14, 2010 1:33 am

I created this class for a book I'm writing on paladin variants. I may post some samples, I'll give it some thought...
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