Sunday, February 23, 2020

Third Imperium - Ship Patrons

Ship Patrons

The Traveller setting has a somewhat unique advantage for characters: The Ship Patron. This means that you are in such good graces with your former service or other patron appropriate to your past that they have given you the use of a ship, You don't necessarily own the ship - the scout Service, the bank, your wealthy parent, or someone else does, but you have the use of it. Such a patron may also provide additional benefits and responsibilities. Your ship patron should be from the service you served under. The patron must make sense with respect to your background.

The cost of a Ship Patron is highly variable, dependent upon the jump fuel capacity, jump rating, acceleration, and equipment on the ship. The base cost for a ship with Jump-1, fuel for 1 parsec, 1-G acceleration, that is either streamlined or has a ship's vehicle is 10 points. In addition to the ships listed below, there are many models of ship that could conceivably be the subject of the Ship Patron cost. You will need to lay out your character background and explain how that connects to your ship patron, after which we can calculate the point cost.

Fuel Cap. in ParsecsCost
2
+7
3
+12
4
+15
5
+17
6
+18
7
+19
The standard method for calculating the cost of a Ship Patron is to start with the basic cost of 10 points and add points for the ships's jump fuel capacity in parsecs (regardless of how many jumps it takes to go that far) according to the table to the right. To that, add the following:
  • For every Jump level after Jump-1 add +4 points.
  • For every 1 G of acceleration above 1 G, add +2.5 points.
  • If the ship has a vehicle to get to the surface and is streamlined add +2.5 points.
  • If the ship has 5 low berths, add +1.5 points.
  • For every 10 additional low berths after the first 5 add +0.5 points.
  • if the ship has fuel scoops, add +2 points.
  • For the first armed turret, add +5 points.
  • For each additional armed turret, add +2.5 points.
  • For every 3 tons of cargo capacity, add +1 point.
  • For every 6 spaces of staterooms suitable for commercial passenger service after the first 3 staterooms, add +1 point.
Characters with common background elements can split the cost of a Ship Patron; for example, two former members of the IISS could split the point cost of a scout/courier or seeker as a patron. In the case of larger ships, splitting the point cost is almost necessary to avoid the cost becoming prohibitively expensive.

Specific costs for some of the more common Ship Patrons are:

Suleiman-Class Scout/Courier: 23 points.

A character who has served at least 12 years in the Imperial Interstellar Scout Service may receive a 100 ton Scout as a mustering out benefit. The ship is under the character's control and may be used as they wish, but it is subject to several restrictions. The user is responsible for all costs and maintenance. He and his ship are subject to recall to active service at the discretion of the IISS and must consequently inform the IISS of their location each time they enter a starport. This reduces the ship cost by 5 points. The ship is not fitted suitably for commercial passenger service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships commonly have a three man crew of pilot, copilot, and engineer.

100-ton streamlined hull. DR 200, Basic stealth, Basic Emissions Cloaking, Heavy Compartmentalization, Basic Bridge, Engineering, 20 Maneuver, 3 Jump, 20 Fuel, 1 Space Dock (holds up to 250 cubic feet of air/raft), 4 Staterooms, Utility, 2 Fuel Processors, Turret, 12.5 cargo (+3 in turret). 15,000 HP. Acceleration 2 G, Jump-2, carries enough fuel for 2 parsecs worth of Jump. Cost 26.4 Mega Credits.

Suleiman II-Class Seeker: 29 points

Some former scouts are issued a Suleiman II-class ship. This uses an identical hull as the scout-courier, but has been modified for use as a mineral surveyor and similar duties. The user is responsible for all costs and maintenance. He and his ship are subject to recall to active service at the discretion of the IISS and must consequently inform the IISS of their location each time they enter a starport. This reduces the ship cost by 5 points. The ship is not fitted suitably for commercial passenger service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships commonly have a three man crew of pilot, copilot, and engineer.

100-ton streamlined hull. DR 200, Basic stealth, Basic Emissions Cloaking, Heavy Compartmentalization, Basic Bridge, Engineering, 20 Maneuver, 3 Jump, 20 Fuel, 1 Space Dock (holds up to 250 cubic feet of air/raft), 2 Staterooms, Utility, 2 Fuel processors, Turret, 20.5 Cargo (+3 in Turret). 15,000 HP. Acceleration 2 G, Jump-2, carries enough fuel for 2 parsecs worth of Jump. Cost 26.4 Mega Credits.

Beowulf-Class Free Trader: 36 points

A character serving a minimum of 12 years in the merchant as a previous career may have acquired an interest in a starship. This will probably have soaked up all of his free cash. In addition to the point cost for the ship, the loan to the bank (payments of 240th of the purchase price, due monthly) results in a -5 point reduction in cost. These ships commonly have a six man crew of pilot, navigator, sensor/comms operator, steward, and two engineers. One of the crew usually doubles as a pilot for the air/raft typically carried in the cargo hold. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. Custom modifications are common, and the interior layout of a Beowulf-class free trader may be radically different from the norm.

200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 16 Maneuver, 4 Jump, 20 Fuel, 5 Low Berths, 10 Staterooms, Utility, 2 Fuel Processors, 2 Turrets, 69 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 1, carries enough fuel for 1 parsec worth of Jump. Cost 28.8 Mega Credits.

Empress Marava-Class Far Trader: 38 points

A character serving a minimum of 12 years in the merchant as a previous career may have acquired an interest in a starship. This will probably have soaked up all of his free cash. In addition to the point cost for the ship, the loan to the bank (payments of 240th of the purchase price, due monthly) results in a -5 point reduction in cost. The Empress Marava class far trader has greater Jump capacity than the Beowulf-class far trader, but has less cargo space and can carry fewer passengers. These ships commonly have a six man crew of pilot, navigator, sensor/comms operator, steward, and two engineers. One of the crew usually doubles as a pilot for the air/raft typically carried in the cargo hold. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. As with the Beowulf-class free trader, custom modifications to the Empress Marava-class far trader are common.

200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 15 Maneuver, 6 Jump, 40 Fuel, 3 Low Berths, 1 Space/Dock (holds up to 250 cubic feet of air/raft), 10 Staterooms, Utility, Fuel Processor, 2 Turrets, 48 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 2, carries enough fuel for 2 parsecs worth of Jump. Cost 37.6 Mega Credits.

Vanderbilt-Class Yacht: 33 points

A character who has expended points to acquire a Social Level of 3 or above may buy a 200-ton yacht as a personal interstellar transport. The staterooms are not set up for commercial service. The turrets are not armed when provided to the user. Any armaments desired must be added at the user's expense. These usually carry a crew of nine consisting of a pilot, navigator, sensor/comms operator, two stewards, two medics, and two engineers, although individual owners may decide to vary wildly from this complement. Two of the staterooms are usually merged to form a suite for the owner, and two more are merged to form a lounge area.

200-ton unstreamlined hull. DR 100, Basic Bridge, Engineering, 12 Maneuver, 8 Jump, 60 Fuel, 15 Space/Dock (holds up to 7.5 tons of vessel or 3,750 cubic feet of one or more air/rafts, has two doors), 15 Staterooms, Utility, Vehicle Bay (30-ton ship's boat), 2 Turrets, Fuel Processor, 2 Turrets, 5 Cargo (+6 in the Turrets). 22,500 HP. Acceleration 1 G, Jump 3, carries enough fuel for 3 parsecs worth of Jump. Cost 45.5 Mega Credits.

Animal-Class Safari Ship: 27 points

A character who has expended points to acquire a Social Level of 3 or above may buy a 200-ton safari as a personal interstellar transport. The staterooms are not set up for commercial service. The turret is not armed when provided to the user. Any armaments desired must be added at the user's expense. These ships usually carry a crew of seven consisting of a pilot, navigator, sensor/comms operator, steward, medic, and two engineers, although individual owners may decide to vary wildly from this complement. Two of the staterooms are usually merged to form a suite for the owner, and two more are merged to form a trophy room or lounge area.

200-ton streamlined hull. DR 100, Basic Bridge, Engineering, 11 Maneuver, 6 Jump, 40 Fuel, 15 Space/Dock (holds up to 7.5 tons of vessel or 3,750 cubic feet of one or more air/rafts), 11 Staterooms, Sickbay, Utility, Vehicle Bay (30-ton ship's boat), 1 Turret, Fuel Processor, 5 Cargo (+3 in Turret). 22,500 HP. Acceleration 1 G, Jump 2, carries enough fuel for 2 parsecs worth of Jump. Cost 35.5 Mega Credits.

Broadsword-Class Mercenary Cruiser: 78 points

A character with an extensive mercenary or military background may be able to acquire an 800-ton Broadsword-class mercenary cruiser. Affording such a ship will probably require several characters to have pooled all of their free cash and taken out a loan. In addition to the point cost for the ship, the loan to the bank (payments of 240th of the purchase price, due monthly) results in a -5 point reduction in cost. The staterooms are not set up for commercial service. These ships usually carry a crew of seventeen consisting of a captain, pilot, navigator, sensor/comms operator, two medics, three engineers, and eight gunners, plus whatever mercenary infantry the ship carries. members of the mercenary complement usually provide the gunners, reducing the crew of the ship to nine. The ship comes equipped with the two modular cutters, but not with the four modules. The user will have to provide the modules at their own expense.

800-ton unstreamlined hull. DR 100, 4 turrets with three 360-MJ lasers each, 2 Turrets with 3 missile racks each, 2 Turrets with 3 sandcasters each, Basic Bridge, Engineering, 175 Maneuver, 32 Jump, 240 Fuel, 1 Space/Dock (holds up to 250 cubic feet of air/raft), 22 Staterooms, Sickbay, 2 Utilities, Vehicle Bay (two 50-ton modular cutters and two spare 30-ton modules), Fuel Processor, 80.5 Cargo. 60,000 HP. Acceleration 2 G, Jump 3, carries enough fuel for 3 parsecs worth of Jump. Cost 222.9 Mega Credits.

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Campaign Design - Prestige Class: Ilkean Knight

Ilkean Knight (adapted from the Player's Guide to Fighters and Barbarians)

The Kansattu Empire is home to an order of knights that serve the will of the Hallitsijainen. The Ilkean knights serve as the strong arm of the Cold Lords, enforcing their edicts and carrying out their orders. The knights themselves are taught the secrets of beseeching the Hallitsijainen themselves, so that they might gain the strength necessary to serve their dread patrons properly. Each Ilkean knight typically earns several blessings from the Ilkeastasesin - indeed status in the knighthood is given by the number of Cold Lords who have deigned to grant a knight their favor.

Even with the mysterious absence of the Hallitsijainen, the Ilkean knights continue to work the will of their missing masters, albeit without the explicit authority of the lords of a great empire behind them. In every war waged by the Cold Lords, the Ilkean knights were at the forefront of the fighting, clashing against all comers. Since the loss of the Hallitsijainen, many Ilkean knights have been forced into roles that cast them as leaders rather than servants as they strive to hold an empire together until their masters' return.

Hit Die: d10.
Luck Die: d4.

Requirements
To become an Ilkean knight, one must meet the following criteria:
  • Base Attack Bonus: +7.
  • Feats: Mounted Combat, Ride-by-Attack, Spirited Charge, Trample.
  • Alignment: Any evil.
  • Skills: Handle Animal 5+ ranks, Ride 10+ ranks.
  • Special: Must be a member of the Cult of Ilkeas.
  • Special: Must be initiated into the knights by another senior knight.
Class Skills
  • The dancer of steel's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft: Any (all skills taken individually)(Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession: Any (all skills taken individually)(Wis), Ride (Dex), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the Ilkean knight prestige class.
  • Base Attack Bonus: Good. An Ilkean knight gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An Ilkean knight gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. An Ilkean knight gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. An Ilkean knight gains +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: An Ilkean knight is proficient with all simple and martial weapons, with all armor and all shields.

  • Ilkean Blessing: At every other level beginning at 1st, the Ilkean knight may choose one of the following abilities. His Ilkean knight level + his Wisdom modifier determines the blessing he may choose - he may not choose a blessing of a number higher than the sum of his class level and Wisdom modifier. No blessing may be taken more than once. If the character's class level + Wisdom modifier is lower than any available blessing, he must choose the lowest available blessing. The character's caster level is equal to his Ilkean knight level for the purpose of spell-like abilities.

    1. Pimeasenki's Dance (Ex): The Ilkean knight gains a +1 dodge bonus to Armor Class.

    2. Susiherra's Sight (Ex): The Ilkean knight gains Track as a bonus feat.

    3. Verijuoma's Fangs (Ex): The Ilkean knight gains the ability to use poison safely and never risks accidentally poisoning himself when applying poison to a blade.

    4. Tummavoitin's Flame (Sp): The Ilkean knight gains the ability to sheathe his weapon in in chilling cold. This functions as the frost effect of the spell flame/frost weapon. This ability may be used once per day.

    5. Sielusyoda's Feast (Sp): The Ilkean knight gains the ability to cast death knell once per day.

    6. Sarvihurttua's Raven (Sp): The Ilkean knight gains the ability to cast summon shadow raven once per day

    7. Murskilta's Blessing (Sp): The Ilkean knight gains the ability to cast greater magic weapon once per day.

    8. Tuliherra's Endurance (Su): The Ilkean knight gains fire resistance 10.

    9. Miersurmata's Strike (Su): The Ilkean knight gains the ability to designate a single melee attack as a wounding attack. Such strikes are treated as though they were made with a weapon possessing the wounding weapon enhancement. This may be done once per day per level in the Ilkean knight class and must be declared before the attack roll is made. If the attack roll misses, that use of the ability is wasted.

    10. Herranoita's Protection (Sp): The Ilkean knight gains the ability to cast minor globe of invulnerability once per day, affecting only arcane spells.

    11. Ysivalmija's Agony (Su): The Ilkean knight gains the ability to designate a single melee attack as an agonizing attack. Those struck by this attack must make a Fortitude save (DC 10 + the Ilkean knight class level + the Ilkean knight's Wisdom modifier). Failure on this roll indicates the target is wracked with agony, suffering a -4 penalty on attack rolls, skill checks, and ability checks. Those who succeed on the roll still suffer a -1 morale penalty to attack rolls, skill checks, and ability checks. These effects last for one round per Ilkean knight class level. This may be done once per day per Ilkean knight class level and must be declared before the attack roll is made. If the attack roll misses, that use of the ability is wasted.

    12. Mustavittaja's Strength (Ex): The Ilkean knight becomes infused with Mustavittaja's strength when he takes this blessing. He immediately gains a permanent +1 inherent bonus to Strength. In addition, once per day the Ilkean knight may perform a feat of strength. This supernatural ability gives an enhancement bonus to strength equal to the ilkean knight's class level. activating this power is a free action and the power lasts one round.

  • Loyalty of Ages (Ex): At 1st level, the Ilkean knight gains a +2 resistance bonus to saving throws against all mind-affecting and compulsion effects.

  • Skilled Rider (Ex): At 2nd level, the Ilkean knight gains a +4 competence bonus to Ride checks.

  • Bonus Feat: At 4th level and 8th level, the Ilkean knight may select a feat from the list of fighter bonus feats.

  • Mounted Warrior (Ex): At 6th level, the Ilkean knight becomes especially adept at fighting from horseback. While on horseback, he gains a +2 bonus to hit creatures on the ground. This does not stack with the normal +1 to hit bonus for being mounted.

  • Superior Charge (Su): When the Ilkean knight reached 10th level, he gains the Superior Charge ability. When mounted and using the charge action, the Ilkean knight does triple damage with a melee weapon (or quadruple damage with a lance). This ability replaces the bonus provided by the Spirited Charge feat.
Ilkean Knight
LevelSpecial
1stIlkean blessing, loyalty of ages
2ndSkilled rider
3rdIlkean blessing
4thBonus feat
5thIlkean blessing
6thMounted warrior
7thIlkean blessing
8thBonus feat
9thIlkean blessing
10thSuperior charge

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Saturday, February 22, 2020

House Rules - Adept Spell List

This is an attempt to create a comprehensive spell list for Adepts that includes all of the spells drawn from the various sourcebooks that I own. For the most part, this list does not include spells that appear in either the Player's Handbook or the Spell Compendium, although I may get around to including them at some point. Spells drawn from sources other than those two volumes are marked with a notation by the spells in question. For guidance as to what sourcebooks these notated abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

0th-Level

Create Water (PHB)
Cure Minor Wounds (PHB)
Detect Magic (PHB)
Ghost Sound (PHB)
Guidance (PHB)
Light (PHB)
Mending (PHB)
Purify Food and Drink (PHB)
Read Magic (PHB)
Touch of Fatigue (PHB)

1st-Level

Bless (PHB)
Burning Hands (PHB)
Cause Fear (PHB)
Command (PHB)
Comprehend Languages (PHB)
Cure Light Wounds (PHB)
Detect Chaos (PHB)
Detect Evil (PHB)
Detect Good (PHB)
Detect Law (PHB)
Ease Labor (W&R)
Endure Elements (PHB)
Endure Sunlight (W&R)
Folk Learning (W&R)
Obscuring Mist (PHB)
Protection from Chaos (PHB)
Protection from Evil (PHB)
Protection from Good (PHB)
Protection from Law (PHB)
Sleep (PHB)

2nd-Level

Aid (PHB)
Animal Trance (PHB)
Bear's Endurance (PHB)
Bull's Strength (PHB)
Cat's Grace (PHB)
Cure Moderate Wounds (PHB)
Darkness (PHB)
Delay Poison (PHB)
Invisibility (PHB)
Mirror Image (PHB)
Resist Energy (PHB)
Scorching Ray (PHB)
See Invisibility (PHB)
Web (PHB)

3rd-Level

Animate Dead (PHB)
Bestow Curse (PHB)
Contagion (PHB)
Continual Flame (PHB)
Cure Serious Wounds (PHB)
Daylight (PHB)
Deeper Darkness (PHB)
Lightning Bolt (PHB)
Neutralize Poison (PHB)
Remove Curse (PHB)
Remove Disease (PHB)
Tongues (PHB)

4th-Level

Cure Critical Wounds (PHB)
Minor Creation (PHB)
Polymorph (PHB)
Restoration (PHB)
Stoneskin (PHB)
Wall of Fire (PHB)

5th-Level

Baleful Polymorph (PHB)
Befoul Spring (W&R)
Break Enchantment (PHB)
Commune (PHB)
Heal (PHB)
Major Creation (PHB)
Raise Dead (PHB)
True Seeing (PHB)
Wall of Stone (PHB)

Home     Class Spell Lists    Base Classes     Adept

Friday, February 21, 2020

Third Imperium - Starships and Space Combat

Starships

In the Imperium, a "starship" is a spacecraft that is equipped with a Jump Drive. A spacefaring craft that is not equipped with a Jump Drive is simply a spaceship, a ship, or a small craft. Spacecraft are rated in "dtons", which stands for "displacement tons", meaning the volume displaced by one ton of liquid hydrogen. A ship must be at least 100 dtons in size to accommodate the power plant, drives, and fuel required to be jump-capable. The term "small craft" is usually reserved for spacefaring craft that are smaller than 100 dtons in size. Ships that travel between stars via slower than light methods such as, sleeper ships or generation ships, are not classified as "starships", but are merely "spaceships". While cruisers, battleships, and dreadnoughts displacing 50,000, 100,000, and even 500,000 dtons are in service, most character will deal with much smaller ships such as the 100 dton Suleiman-class scout/courier, the 200 dton Beowulf-class free trader, the 200 dton Empress Marava-class far trader, or the Animal-class 200 dton safari ship.

Typical Starship Crew

Running a starship competently requires crew members with a certain array of skills. Running a starship well requires a crew with a more extensive range of skills. Listed below are both the minimal required range of skills and the more expansive range of skills that well-run ships have available.

Bridge Crew

Every starship requires someone with the Pilot [Starship] skill and the Astrogation skill if it wants to successfully use its Jump Drive. Spaceships should have a crewman with the Electronics Operation [Sensors] skill and a crewman with the Electronics Operation [Communications] skill. Although not absolutely necessary, a crewman with the Computer Operations skill is highly recommended. If a ship is equipped with defensive screens such as black globe generators or meson screens, then a crew member should have the Electronics Operation [Force Field] skill. Most ships that player characters have access to are not large enough to have defensive screens. Ships that expect to go into combat usually have a commanding officer with the Leadership and Tactics skills. Note that having a commanding officer with Leadership can give crew members bonuses (and help them avoid penalties) to their skill rolls by coordinating their actions through orders (via a Leadership skill check).

Given that starships are regularly completely cut off from the outside world for week long periods, having crewmen who can perform maintenance and repairs on the various systems on a ship is recommended. A character with the Computer Programming skill and a character with the Electrician, Electronics Repair, or Engineering [Electronics] skill (or some combination of the three) is advisable.

Engineering Crew

A starship should have at least one crewman with the Engineering [Starship] skill as well as crewmen with the Mechanic [J-Drive], Mechanic [M-Drive], and Mechanic [Power Reactor] skills. For starships, a crewman with the Mechanic [J-Drive] skill is critical if the ship intends to try to enter jump-space at any point. Having crewmen with the more specialized Engineer [J-Drive], Engineer [M-Drive], and Engineer [Power Reactor] skills is optimal, especially if the ship intends to be in service for long periods of time. As with the bridge crew, having crewmen who can perform routine maintenance and repairs on the ship is recommended. Having a crew member with the Machinist skill allows for the creation of replacement parts while in flight.

Weapons Crew

Armed ships should have a crew member with the Gunner [Laser] or Gunner [Missile] skill, or both for every turret carried by the ship. Larger ships that have weapon bays or spine mounted guns have larger weapon crew requirements, but most of those ships are so large that he chance one will ever come under the control of a player character is remote.

Medical Crew

As noted before, most starships can expect to be regularly out of communication with the rest of the universe for periods of at least a week at a time. Starships that journey into unknown or hostile areas can expect to be isolated from assistance for longer periods. Consequently, most starships carry at least some medical crew. Crew members with the skills Diagnosis, Physician, and Surgery are generally considered to be an integral part of a ship's crew. Ships that carry passengers always have medical personnel. Within the Imperium, ships that carry low-berths are required to have trained medical personnel as part of their complement.

Miscellaneous Crew

Ships that carry small craft such as air rafts should have at least one crew member with the Pilot [Small Craft] skill. It is recommended that the crew include someone with the Engineering [Small Craft] and Mechanic [Small Craft} skills as well. Ships that intend to carry cargo will find it advisable to have crew members with the Freight Handling and Merchant skills. Ships that carry passengers often find it necessary to include crew members with the Diplomacy and Savoir-Fair skills.

Jump

Jump is a means of travelling faster than light by way of entering jump-space. Jump is also the only means of faster than light travel in the Traveller setting. Ships in jump-space are isolated and may not communicate with or be detected by anything in normal space. A ship in jump-space may also not communicate with or be detected by anything else in jumps-space. Jump drives are rated from Jump-1 to Jump-6, which measures the maximum range in parsecs the drive can convey a ship in a single jump. A starship can make a jump equal to or less than its maximum jump range, but normally only in even parsec units - the only exceptions are mishaps or micro-jumps. No matter how far a starship travels, a jump takes roughly a week (specifically 168 hours plus or minus 0% to 10%). Powering a jump requires liquid hydrogen which both powers the creation of the "hole" into jump-space, serves as coolant for the Jump Drive, and provides the jump "bubble" that separates the ship from jump-space while it is in transit. Every jump requires 10% of the ships tonnage in fuel per parsec traveled - even though every jump takes roughly the same amount of time, longer jumps consume substantially more fuel than shorter jumps. A micro-jump counts as 1 parsec for the purpose of fuel consumption.

Skill Checks for Jump

A successful jump requires three skill rolls: A Pilot [Starship] roll, an Astrogation roll, and a Mechanic [J-Drive] roll. If any of these rolls fails, then something will go awry in the course of the jump. A critical failure on any of these rolls can be disastrous. Flying a ship using unrefined fuel imposes a -2 penalty on all of these skill checks. The potential results of a failed check are:
  • Pilot [Starship]: A failed Pilot [Starship] check results in no jump. In a no jump, the jump drives simply fail to operate.

  • Astrogation: A failed Astrogation roll results in a misexit from jump-space. A misexit usually occurs near a world in the destination star system or in deep space as the ship exits jump-space near an unexpected stellar object, planet, comet, or asteroid. A disastrously bad Astrogation roll could result in a misexit in the starting star system as the ship exits near a gas giant or other planet in the originating system.

  • Mechanic [J-Drive]: Failures involving Mechanic [J-Drive] rolls are called misjumps, and can have the most dramatic effects. A misjump can take the form of a no jump, a failed jump, or a misdirected jump. A no jump is identical to the no jump described for a failed Pilot [Starship] roll. A failed jump results in the ship entering jump-space for a week and then exiting in roughly the same place that it started. A misdirected jump or misjump results in the ship emerging from jump-space in an unintended location, usually far in distance and location from the intended destination - misjumps of 30 parsecs are not common, but they are not unheard of either. Until a ship exists jump-space, it is impossible to tell the difference between a failed jump and a misdirected jump.

  • Disaster: A critical failure on any of the three required skill checks results in a disastrous outcome. In addition to the possibility of a misexit, failed jump, or misdirected jump, a disaster may result in the ship being damaged in transit, or potentially even destroyed entirely.
Note that while a ship cannot be detected or communicated with while in jump=space, it can be detected while entering and exiting jump-space using starship sensors. A series of successful Electronics Operation [Sensors] rolls can detect a ship entering jump-space and determine the approximate size of the ship, the time it left the system, and the direction of the jump, although there is no way to determine the distance of the jump. A similar series of Electronics Operation [Sensors} skill checks can detect a ship leaving jump-space as well as the approximate size of the ship, the distance it traveled in jump-space, and the time it entered the system.

Jump Types

When starships emerge from jump-space, they retain the same vector they had when they entered jump-space. As stars (and everything else) are also moving through galactic space, this vector is also imparted to a jumping ship. This means that a ship can choose to try to take advantage of this fact by coordinating its velocity and direction when it enters jump-space with its hoped for speed and direction when it exist jump-space. This results in different types of jumps as follows:
  • Standing Jump: A standing jump is calculated to give the jumping ship the same vector as the destination system. This is usually the safest type of jump, as it minimizes the possibility of colliding with an unanticipated object in deep space.

  • Running Jump: A running jump is made with high speed upon entering jump-space. If properly calculated, the ship only needs to decelerate as it approaches its destination at the end of its jump. If poorly calculated, the ship will exit jump space with a vector that may place it wildly at odds with its intended destination and might be required to make substantial course corrections.

  • Micro-Jump: A micro jump is a jump within a single star system. As with all jumps, a micro jump takes about a week, and it uses up as much fuel as a one parsec jump. In some cases, a micro jump is a quicker way to move about a star system than using M-drives.
100-Diameter Limit

Matter in normal space interferes with ships in jump-space. If a ship in jump-space passes within a 100-diameter sphere of an object of more than 1 mile in diameter, the ship is usually "precipitated out" of jump space into normal space. This tendency tends to protect ships from exiting jump-space within another object. The primary job of a ship's Astrogator is plotting a course that avoids such objects to prevent exiting jump-space early. It is possible to enter jump-space within the 100-diameter limit, although it makes a successful jump more difficult. Attempting to jump from within the 100-diameter limit imposes a -4 penalty on all three of the required jump-related skill checks. Attempting to jump within 50 diameters of an object imposes an additional -4 penalty on all such skill checks, while attempting to jump while within 10 diameters imposes a further -4 penalty to jump-related skill checks. These penalties are cumulative, so attempting a make a jump from within 10 diameters of an object using unrefined fuel requires all checks to be made at a -14 penalty.

Any failure of one of the three required skill checks while attempting a jump from within the 100-diameter limit results in a misjump, with potential effects identical to a normal failure of the Mechanic [J-Drive] skill roll. Many of the most dramatic known misjumps are the result of crews attempting to jump from deep within the 100-diameter limit.

Spaceship Combat

Space combat in Traveller takes place on a two-dimensional hex map. Once again, this is an abstraction made for game-play reasons. One could construct a means of conducting combat in three dimensions, but that would be more time consuming than practical. Each hex in space combat is approximately 10,000 miles across. For reference, this means that the Earth and the Moon would be 24 hexes apart. Earth is about 0.8 hexes in diameter, and the Moon would be 0.2 hexes in diameter. On this scale, a light-second is about eighteen hexes.

Combat takes place in 20 minute turns, with each turn comprised of seven phases. Each ship is represented by two counters: One showing its current location, and one showing where it will be next round (its "vector counter"). Note that action in these phases is more or less simultaneous. All ships make detection rolls, then all ships engage in maneuvers, and so on. The seven phases are:
  • Detection and Communication: Ships can make Electronics Operations rolls for each type of sensor they have (usually some combination of Radscanners, PESA, and AESA). If a ship has multiples of the same type of sensor, they only make one check for that type using the one with the combination of operator skill and scan are the highest. One individual may make checks for more than one type of sensor, but each extra sensor that a character tries to use imposes a -2 to all of his Electronic Operation [Sensor] rolls as he has to divide his attention among multiple systems. Note that beam weapons can only be directed against foes detected with AESA or PESA. Detecting an object with one type of sensor does not automatically detect it with other types of sensor, although it can give a bonus to do so. Radio communications must be declared in this round, but if communications are opened, they may be conducted freely throughout the round.

  • Maneuver: All ships with working maneuver drives may maneuver, starting with the ships with the lowest acceleration and then proceeding in reverse order to the ship with the highest acceleration. If two ships have the same acceleration, then the larger ship goes before the smaller ship. If the ships are still tied, then their commanding officer (or pilot) must engage in a contest of tactics skill with his counterpart from the the opposing ship, with the winner going second. The pilot (or gunner for a missile) determines how the spacecraft will maneuver by placing the ship's vector counter a number of hexes in any direction to a maximum of that ship's acceleration. Ships that have an acceleration rating of less than one G can only accelerate fractions of a hex each round (meaning their maneuvers are only effective once every couple of rounds).

  • Movement: In the movement phase all ships move according to their movement vectors determined in the previous phase. Basically, place a placeholder counter on the ship's current location and move the ship to the vector counter location. Then take the vector counter and place it the same number of hexes away from the ship as the ship is from the placeholder along a straight line drawn from the placeholder to the ship. Spacecraft that pass close to objects with lots of mass, such as a planet or moon, will have their motion affected by the gravity of such objects. If a spacecraft's movement intersects with a planet, the ship may collide with the planet or land on the planet. If a ship (or missile) ends its movement in the same hex as another ship, it may attempt to ram the other ship.

  • Direct Fire: Ships may fire beam or gun weapons at one another in this phase. All combat is simultaneous, so all attacks are resolved before any damage is applied. Each gunner must choose whether to shoot and who to shoot at in this phase. Each gunner can only shoot at a single target in a round. Each weapon only makes one attack roll in a round - weapons with a high rate of fire gain a bonus to their attack roll rather than multiple attacks. Gunners attack using their appropriate Gunner skill, with an attack roll scoring a number of hits equal to half the margin of success of the attack roll (rounding down, with a minimum of 1). Spacecraft with at least 0.1 G of acceleration may attempt to Dodge incoming fire. Ships attempting to ram other ships may not Dodge point defense fire. Once all attacks are calculated and applicable Dodge rolls made, all damage is applied to all ships that suffered hits.

  • Collision and Point Defense: Ships attempting to ram other spacecraft do so in this round. Defending spacecraft may use point defense fire as a last resort, attempting to destroy an incoming "ramming" opponent. Attacks are made as normal for beam weapons in a point defense attack, but gain bonuses due to the close range. A single gunner may make multiple point defense attacks depending upon the rate of fire of his weapon. If both spacecraft are attempting to ram one another, the collision automatically happens. Otherwise, the pilots of the respective ships engage in a contest of Piloting skill (Gunner's piloting missiles use their Gunner skill for this contest). If the rammer loses or ties, it misses the target. otherwise, the collision happens. Ramming an asteroid, moon, or planet usually won't destroy the target, but can devastate an area.

  • Launch/Docking: Ships can launch missiles and other craft in order from lowest to highest captain initiative (conduct a contest of Tactics skill among the commanders of the various ships to determine this initiative order, with the ships with the better results going after the ships with the worse results). Ships can also dock with other ships if they have matched courses and velocities. One of the two docking spacecraft must be able to maneuver, and the other must either cooperate or be crippled and unable to maneuver. Neither spacecraft may maneuver in the next combat round, and the docking maneuver isn't complete until the start of the next docking round. Docking can be performed more quickly, taking only a single docking phase to complete, but doing so requires a Piloting skill roll and the ships suffer collision damage if this skill roll fails. Docked spacecraft can maneuver while docked provided they continue to match courses and do no exceed 1 G in acceleration. Undocking requires only a single phase and does not restrict maneuvering. A ship can recover smaller craft into a spacedocking or vehicle bay using the same procedures as required to dock with another spacecraft.

  • Damage Control: As the name of this phase implies, engineers on the various ships can attempt to repair damage to their spacecraft. An engineer can repair either hull damage, damage to a specific subassembly such as a turret or bay, or to a major subsystem such as the M-Drive or Power Plant. Such attempts require mechanic or Engineer rolls with penalties if the hull or subassembly is disabled. A chief engineer coordinating repairs can give other engineers a +1 to their skill rolls with a successful Leadership roll. The number of points of damage repaired are equal to the margin of success of the applicable engineer or mechanic rolls. Repair teams repair damage equal to the average margin of success multiplied by the number of members of the team. A critical success doubles the points of damage repaired, while a critical failure can cause injury to the engineers working on the system and additional damage to the ship. Repairs can be rushed, potentially restoring large numbers of hit points to the ship in a short time, but any failure is treated as a critical failure.
Small vessels often have a single crewman occupying multiple roles on a ship. If a crew member fills multiple roles during a space combat, he suffers -2 penalty to all skill checks for each extra task he is performing. Actions counted as a single task for purposes of space combat are: Piloting, firing a single weapon or set of linked weapons at a single target, controlling a missile or salvo of missiles, acting as a sensor operator, damage control, engaging in complex communications such as coordinating a squadron or tracking a signal, or operating a meson screen. For ships attempting to enter jump-space while in combat, Astrogation is counted as another task. If a ship has two or more crew members engaged in multiple tasks, it should have a commanding officer who does nothing but give orders who can make a Leadership roll; otherwise the crew will suffer an additional -1 to their skill checks.

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Thursday, February 20, 2020

Campaign Design - Prestige Class: Dancer of Steel

Dancer of Steel (adapted from the Player's Guide to Fighters and Barbarians)

The legion of Steel originated in the court of the Minzoku Emperor in Owarikawa. Composed of graceful and deadly warriors who eschew bulky armor in favor of freedom of movement, the Dancers of Steel serve as quick, quiet, and lethal elite bodyguards for the Emperor. Since the Minzoku Republic has splintered into internally warring factions, the dancers of steel have steadfastly served as the core of the Emperor's retinue, safeguarding the imperial house from all outside threats, and extending his will across Cærulus and beyond as agents, assassins, enforcers, and guards.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a dancer of steel, one must meet the following criteria:
  • Base Attack Bonus: +5.
  • Feats: Cloth Dancing, Combat Expertise, Dodge, Weapon Focus (Longsword), Weapon Specialization (Longsword).
  • Skills: Perform: Dance 5+ ranks, tumble 4+ ranks.
  • Special: Native of the Minzoku Republic.
Class Skills
  • The dancer of steel's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Move Silently (Dex), Perform: Any (all skills taken individually)(Cha), Ride (Dex), Swim (Str), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the dancer of steel prestige class.
  • Base Attack Bonus: Good. A dancer of steel gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A dancer of steel gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A dancer of steel gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A dancer of steel gains +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: A dancer of steel is proficient with all simple and martial weapons, with all armor, but not with shields.

  • Longsword Finesse (Ex): When wielding a longsword, a dancer of steel is treated as though he had the Weapon Finesse feat with that weapon even though the longsword if not normally eligible for that feat.

  • Bonus Feat: Starting at 2nd level and very other level thereafter, the dancer of steel may choose an additional feat from those commonly taught to their fighting order. They may choose a feat from the following list: Improved Critical (Longsword), Improved Initiative, Mobility, Riposte, Spring Attack, Whirling Defense, and Whirlwind Attack. All normal prerequisites must be fulfilled in order to chose a feat from this list. If a character already knows all the feats listed above, she may choose a feat from the list given for fighters as bonus feats.

  • Evasion (Ex): At 3rd level or higher if a dancer of steel makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a dancer of steel is wearing light armor or no armor. A helpless dancer of steel does not gain the benefit of evasion.

  • Uncanny Dodge (Ex): Starting at 4th level, a dancer of steel cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. A dancer of steel retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to Armor Class if immobilized. If a dancer of steel already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

  • Signature Weapon (Su): At 5th level, the dancer of steel has achieved true mastery with his longsword. This gives him a +1 bonus to attack and damage rolls, which stacks with any magical bonus the item has or feats the character possesses. The dancer of steel may choose one of the following damage reduction types: Chaos, evil, good, law, or magical (+3). Any spiked chain he wields is considered to be a weapon of this type for the purpose of overcoming damage resistance.

    If the dancer of steel is every disarmed while using her longsword, she may make a Reflex save with a DC equal to her opponent's disarm roll to ignore the effects of the disarm as she releases the weapon and then recatches it. If the weapon is ever damaged, the dancer of steel may make a Fortitude save (DC 10 + the damage done to the weapon) to ignore the effects of the damaging attack.

  • Hypnotic Dance (Su): At 7th level, the dancer of steel's graceful movements can entrance an opponent into inaction. As a move-equivalent action, a dancer of steel can perform a dance that distracts his opponent. Anyone watching the dancer must make a Will save (DC 10 + the dancer of steel's class level + the dancer of steel's Charisma bonus) or be stunned for one full round. The dancer of steel can only use this action if he is not burdened by a shield larger than a buckler. This is a supernatural ability.

  • Improved Uncanny Dodge (Ex): At 8th level, a dancer of steel can no longer be flanked. This defense denies a rogue the ability to sneak attack the dancer of steel by flanking him, unless the attacker has at least four more rogue levels than the target has dancer of steel levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

  • Tumbling Strike (Ex): At 9th level, the dancer of steel learns to use a tumbling strike. In order to use this ability, the dancer of steel must possess both the Spring Attack and Whirlwind Attack feats. The dancer of steel must make a DC 25 Tumble check and be tumbling through a 20 foot area. The character may then make a single attack against every opponent within reach of his tumble area at his full base attack bonus - in essence, the character uses Whirlwind Attack while tumbling through the area. This requires a full-round action.

    If the character does not already have both the Spring Attack and Whirlwind Attack feat, he cannot perform the above attack. Tumbling Strike would allow them to mimic the effects of either Spring Attack or Whirlwind Attack; they would each work as described in the Player's Handbook, without the extra advantage described here. When used in this fashion, Tumbling Strike can only mimic one of the above feats per round.
Dancer of Steel
LevelSpecial
1stLongsword finesse
2ndBonus feat
3rdEvasion
4thUncanny dodge, bonus feat
5thSignature weapon
6thBonus feat
7thHypnotic dance
8thImproved uncanny dodge, bonus feat
9thTumbling strike
10thBonus feat

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Wednesday, February 19, 2020

Campaign Design - Prestige Class: Chain Legionnaire

Chain Legionnaire (adapted from the Player's Guide to Fighters and Barbarians)

The orcs of the Bloody Chain are notorious slavers, and their most dangerous warriors are those who have mastered the spiked chain. Members of the chain legion are often assigned to war parties to act as irregular support and to claim slaves taken on the battlefield in the Bloody Chain's name. This technique has spread far beyond the Bloody Chain to other orcish tribes, and those who know these arts now tend to work as freelance slavers and bounty hunters, putting their skills in the employ of those who can afford the coin. In Isakoti, Jåtemå Karst, Oropais, Polþia, and the Kansattu Empire, these arts are highly sought after and often found in the employ of the state.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a chain legionnaire, one must meet the following criteria:
  • Base Attack Bonus: +5.
  • Feats: Bind, Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain).
  • Special: Orc blood.
Class Skills
  • The chain legionnaire's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft: Any (all skills taken individually)(Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the chain legionnaire prestige class.
  • Base Attack Bonus: Good. A chain legionnaire gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A chain legionnaire gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A chain legionnaire gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A chain legionnaire gains +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: A chain legionnaire is proficient with all simple and martial weapons, with all armor, and with shields (but not tower shields).

  • Superior Disarm/Trip (Ex): The chain legionnaire gains a +2 bonus to all disarm and trip attacks made with a spiked chain. This bonus stacks with the bonus granted by the weapon itself.

  • Bonus Feat: Starting at 2nd level and very other level thereafter, the chain legionnaire may choose an additional feat from those commonly taught by the Bloody Chain. They may choose a feat from the following list: Combat Expertise, Disarm Riposte, Improved Disarm, Improved Trip, Improved Grab, and Merciful Strike. All normal prerequisites must be fulfilled in order to chose a feat from this list. If a character already knows all the feats listed above, she may choose a feat from the list given for fighters as bonus feats.

  • Sweeping Arc (Ex): At 3rd level, the chain legionnaire may explode into a low, whirling attack pattern aimed at the knees and feet of those around her. As a full round action, the chain legionnaire may make a trip attack against everyone within 10 feet. the chain legionnaire makes her rolls for the trip action as normal, but the results of this single check are compared against all opponents potentially subject to the strike. Because of the wild nature of this attack, allies within range are also subject to it. This attack may not be used in conjunction with the Improved trip feat.

  • Signature Weapon (Su): At 5th level, the chain legionnaire has achieved true mastery of her spiked chain. This gives her a +1 bonus to attack and damage rolls with a spiked chain. these bonuses stack with any magical bonus the weapon has or feat the character possesses. The chain legionnaire may choose one of the following damage reduction types: Chaos, evil, good, law, or magical (+3). Any spiked chain he wields is considered to be a weapon of this type for the purpose of overcoming damage resistance.

    If the chain legionnaire is every disarmed while using her spiked chain, she may make a Reflex save with a DC equal to her opponent's disarm roll to ignore the effects of the disarm as she releases the weapon and then recatches it. If the weapon is ever damaged, the chain legionnaire may make a Fortitude save (DC 10 + the damage done to the weapon) to ignore the effects of the damaging attack.

    If the spiked chain is used to disarm an opponent, the chain legionnaire may use her chain to snare the weapon and pull it towards herself. This is a free action and requires an attack roll against an Armor Class of 15 + the Dexterity modifier of the opponent who just lost the weapon. Success in this roll indicates that the chain legionnaire has snatched up her opponent's weapon.

  • Binding Chain (Sp): Chain legionnaires are known for their ability to manipulate the minds of others. At 7th level, a chain legionnaire may take a full round action and spin her spiked chain in a hypnotic pattern. Any single target within 30 feet of the chain legionnaire must make a Will save (DC 10 + the chain legionnaire's class level + the chain legionnaire's Charisma modifier) or be subject to a suggestion spell with a caster level equal to the chain legionnaire's class level. This does provoke an attack of opportunity. The chain legionnaire may use this ability a number of times per day equal to 1 + her Charisma modifier (minimum 1).

    At 10th level, this effect is heightened so that it acts as a dominate person ability, making spoken commands unnecessary.

  • Iron Grasp Technique (Sp): At 9th level, a chain legionnaire gains the ability to hold her adversaries with supernatural stillness. If the chain legionnaire uses the Bind feat on an opponent, she may then activate this effect, which functions as a hold monster spell with a caster level equal to the chain legionnaire's class level, as a free action. Opponent may attempt to resist with a Will save (DC 10 + the chain legionnaire's class level + the chain legionnaire's Charisma modifier). The chain legionnaire may use this ability a number of times per day equal to 1 + her Charisma modifier (minimum 1).
Chain Legionnaire
LevelSpecial
1stSuperior disarm/trip
2ndBonus feat
3rdSweeping arc
4thBonus feat
5thSignature weapon
6thBonus feat
7thBinding chain (suggestion)
8thBonus feat
9thIron grasp technique
10thBinding chain (dominate person), bonus feat

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Tuesday, February 18, 2020

Campaign Design - Prestige Class: Archer of the Steppes

Archer of the Steppes (adapted from the Player's Guide to Fighters and Barbarians)

Among the wild and untamed steppes, an elite band of horse archer rains terror on their foes. These archers of the steppes can be found among the riders of the At'viras as well as among the tribes of the Tozlu Desert, and among the Senshidorein of the Minzoku Republic. The archers come from those tribal civilizations that live in lands of such vast emptiness that the speed and companionship of mounted travel is the only thing keeping a traveler from madness. archers are devoted to their mounts, which need not be a horse. An archer's mount is almost always hand raised, and is more than a steed - it is a life-long companion.

An archer's life is one of constant travel, riding long into the day and sleeping while mounted. Because of this, an archer's life is often a lonely one. few find allies or travelling companions that are able to serve them better than their mounts. Nevertheless, an archer of the steppes still has tribal or national obligations. Archers tend to serve their people as advance scouts and messengers, and are highly valued by their communities.

Hit Die: d10.
Luck Die: d4.

Requirements
To become an archer of the steppes, one must meet the following criteria:
  • Base Attack Bonus: +5.
  • Skills: Craft: Bowmaking 5+ ranks, Handle Animal 8+ ranks, Ride 8+ ranks.
  • Feats: Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Weapon Focus (any bow).
  • Special: Ability to rage.
  • Region: At'viras Steppes, Tozlu Desert, or Minzoku Republic.
Class Skills
  • The archer of the steppes's class skills (and the key ability for each skill) are Balance (Dex), Craft: Bowmaking (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the archer of the steppes prestige class.
  • Base Attack Bonus: Good. An archer of the steppes gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. An archer of the steppes gains +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. An archer of the steppes gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. An archer of the steppes gains +⅓ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: An archer of the steppes is proficient with all simple and martial weapons, with light and medium armor, and with shields (but not tower shields).

  • Archer's Rage (Ex): An archer of the steppes can fly into a rage a certain number of times per day. In a rage, an archer of the steppes temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, a +4 bonus to Dexterity, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the archer of the steppe’s hit points by 1 point per character level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, an archer of the steppes cannot use any Charisma-, Dexterity-, or Intelligence-based skills except for Balance, Escape Artist, Intimidate, and Ride, the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. An archer of the steppes may prematurely end his rage. At the end of the rage, the archer of the steppes loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    An archer of the steppes can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 2nd level and every other level thereafter, he can use it one additional time per day (to a maximum of five times per day at 9th level). Entering a rage takes no time itself, but an archer of the steppes can do it only during his action, not in response to someone else’s action. All feats that require the ability to rage may be used with the archer's rage.

  • Arrow Jab (Ex): When necessary, archers of the steppes are even adept at using their arrows in melee combat. An archer of the steppes can use an arrow as a melee weapon without having to take the non-proficiency penalty.

  • Bonded Mount (Ex): At 2nd level, an archer of the steppes has formed such a close link with her mount that the two act nearly in unison. This bond gives the archer of the steppes a +5 circumstance bonus to all Ride skill checks made while using her bonded mount. In addition, Ride checks never need to be made to keep such a bonded mount from fleeing combat. The mount will only abandon the archer of the steppes if influenced by magic. f a bonded mount were to die and a new mount is found, six months if care and attention are needed before the new animal is considered bonded with then archer. An archer of the steppes may only be bonded to one mount at a time.

  • Bonus Feat: At 3rd, 6th and 9th level, an archer of the steppes may choose a bonus feat from the following list: Improved Precise Shot, Improved Rapid Shot, Far Shot, Manyshot, Penetrating Shot, Precise Shot, Ride-by-Attack, Spirited Charge, Trample, Weapon Focus (any bow), or Weapon Specialization (any bow). The standard requirements for these feats must still be met except for the Fighter level requirement for Weapon Specialization.

  • Improved Mounted Archery (Ex): Starting at 4th level, the archer of the steppes becomes accustomed to using ranged weapons while mounted. This increased proficiency helps eliminate the penalties of mounted archery. At 4th level, there is no penalty while using a ranged weapon while mounted if the character's mount only takes a double move, and a -2 penalty if the mount is running. At 8th level, there is no penalty for using a ranged weapon while mounted even if the mount is running.

  • Flurry of Arrows (Ex): At 5th level, an archer of the stepped may eliminate the penalty associated with using the Rapid Shot feat. Alternatively, the archer may use the Rapid Shot feat with normal attendant penalties as a standard action, essentially firing two arrows at a -2 penalty to hit, These abilities are only usable if the archer of the steppes is in an archer's rage.

    At 10th level, the archer of the steppes may fire two additional arrows with Rap[id Shot, rather than the normal one additional arrow.

  • Share Frenzy (Ex): At 7th level, any time the archer of the steppes enters either a barbarian rage or an archer's rage, her bonded mount also gains the bonuses and penalties associated with that rage.
Archer of the Steppes
LevelSpecial
1stArcher's rage once per day, arrow jab
2ndBonded mount
3rdArcher's rage twice per day, bonus feat
4thImproved mounted archery (reduced penalty)
5thArcher's rage three times per day, flurry of arrows (reduced penalty)
6thBonus feat
7thArcher's rage four times per day, share frenzy
8thImproved mounted archery (no penalty)
9thArcher's rage five times per day, bonus feat
10thFlurry of arrows (additional arrow)

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