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Spell Jammer

From Polyhedron Magazine

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Matt Heller
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100% found this document useful (2 votes)
359 views49 pages

Spell Jammer

From Polyhedron Magazine

Uploaded by

Matt Heller
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
  • Chapter 1: Characters
  • Chapter 2: Space and Spelljamming
  • Chapter 3: Equipment and Magic
  • Chapter 4: Setting
  • Chapter 5: Enemies
auc fiieDungeons'& Dragons Players’ handbook ANE SHANOW. Mig apes Dene SHADOW Ibe THE SPIDER MOON nn avr EaNntasy! \ By SINDY COLLINS ° STS) POLE UU . CEE ee eee Le SHADOW OF THE SPIDER MOON A Polyhedron Mini-Game of Swashbuckling Space Fantasy For use Infroduction pelljammer: Shadow of the Spider Moon is a d20 game of space fantasy. In this game, freebooting half-elven corsairs rub shoulders with wealthy baffling merchants and dwarven freedom fighters, while fending off deadly foes such as drow, yuan-ti, and dreaded mind flayers. Spelljammer uses the d20 system, as based on the D&D Player's Handbook. In fact, this game is similar enough to D&D that you can use virtually any D&D product in your Spelliammer campaign with little or no difficulty. Dowever, it also adds new and wondrous elements, icuding flying ships, firearms, and all the skills, feats, and prestige classes you need to explore the vastness of space! IF you want to incorporate portions of this game into your D&D campaign, that's just as easy. All of the new systems use familiar terms and mechanics, making it simple for a DiM\ to add gnome scavengers, soaring vessels, or flame-throwing pistols to bis home game. So strap on your cutlass and trusty sidearm, and hoist the mainsail! It's time to take fantasy into the stars! SL COMPLETE CIMPSIGN SETTING FOR THE DaNGEONS & DRAGONS ROLE SVAING. GME, Credits Game Design: Andy Collins Cover and Interior Art Scott Schomburg Editing 8 Art Direction: Erk Mona Graphic Design: Andy James Logo Design: Sean Glenn Based on the original Speliammer cam- paign setting created by Jeff Grubb {and the original Dunecons 11 Dracons game by Gary Gygax and Dave ‘Ameson. This Polyhedron dao System Mini-Game requires the Dungeons 8 Dragons Player's Handboot, Dungeon Master's Guide, and Monster Manual to play. Polyhedron Mini-Games adapt the stan- dard D&xD rules and conventions to nonstandard settings and genres, Unless specifically noted in the text, this Mini-Game follows the core D:D rules. If you know how to play Dunarons or Dracons, youl pick up the rules of this game in moments. Speliammer: Shadow of the Spider Moon utilizes game mechanics devel- ‘oped for the new Dunacons sr Daacons game by Jonathan Tweet, Monte Cook, Skip Willams, Richard Baker, and Peter Adkison. This Wizards ‘of the Coast game contains no Open Game Content. Dunetons ot Deon, DAD, and Docsen Mastin ace reetered trademarks owned by Wierd oF the Coat Ine. subir of Hasbro, ne Palin and he dzo System loge se rade ‘mars owned by Wiars ofthe Cast, ne No Boron of ts work may be raprotuced many form without writen prmiszon from he pubaer. = Table of Confenfs 18 chapter 1: Characters A ship cannot sal without a steady crew. Will your wizard give locomotive power to the party's vessel? Will your Fighter defend the ship from drow and mind flayer attacks? Will you emerge from humble spacehand origins to become stellar corsairs or planetary explorers? 3Q Chapter 2: Space and © Spelliamming In the system of the Spider Moon, majestic and terrible vessels ride stellar winds in search of adventure and plunder. Learn how to handle space travel using the deo System, {and take @ moment 10 peruse the gallery of spelling vesse's your characters soon will encounter. 4-© Chapter 3: Equipment and Magic Before heading off to space, youll want 10 pack an airsuit, several firearms, and a bag or three of bullets. Dot forget a spelfammer helm, or youre nor geriing off the planer 52 chapter 4: Setting The system of the Spider Moon contains eight distinct world faded wih aiven- turing possblties, Brave the barren deserts of Ashen or plumb the depths ‘of Quelya in search of the treasure- filed structures ofan ancient race O4- Chapter 5: Enemies A life in space is about much more than plundering ships and exploring strange worlds, I's alo about Fending off the predations of drow, formians, and yuan- 1 Even worse, it can mean an encounter with a mind flayer crew hungering for tasty brains Special Pull-Out Spelliammer Gokens Twenty-eight tokens to help you manage ship-to-ship combat from the lowly ilthid boreworm to the majestic elven amada, Ee Se 17 he characters of Speljammer: Shadow of the Spider Moon ‘come from a wide variety of backgrounds and play a range of roles. In some cases, these appear very similar to the Familiar ele ments of DB%O, but most characters differ in subtle but important ways. Races Thcacon of Wo Sal se tre cto ental so es Fence cymes! ne Pate Handbook Use the ai ls re- Favever, pte rae rea, and oer shreoeras ary arp Sst eta ope, Rumans As both the youngest and shortes-ived of the races, humans are always push- ing 10 expand their knowledge and influence throughout the system, Relatively new to speljamming, humans hhave nonetheless taken foi with a mix- ture of fervor and grace that belies their young. culture. Personality: Humans are adaptable and outgoing. Though perhaps not as ambitious as halflings, humans never- theless share that races interest in “war's out there” Since human recorded history doesn't go back as far as that of the other races of the sys- tem, humans are often seen asthe ildren” ofthe region, Pysieal Desripion: As in the Player's Handbook Most humans have Skin tones ranging from lightly tanned to bronze to near-black from their con- tinued exposure to direct sunlight, though those raised away from the human homeworld of Quelya sport a lighter range of skin tones. They tend CHARTER ONE VP to favor lightweight, righ colored clothing that doesn’ restrict their movement. Relations: Humans fend fo accept the other races at face value, without undue prejudice. For this reason, they make excellent intermediaries berween foreign cultures. ‘Alignment: Humans span the entire range of alignments, with no particular predilection Homeworld: All humans inthe sys- tem hall (orginally) from the watery world of Quelya, third from the Pyre. Even those humans born elsewhere, such asin the asteroid city of Discord, look to Quelya as their homeworld. Religion: Humans tend to worship 2 range of gods, but the most significant in most senlements is Plor the sun 04. Fharlanghn is also widely vener~ 2ted, but more as a god of travel than of roads (which tend to be short on Quetya). Language: Humans speak Common. Names: Human names vary greatly. Some families adopt naming trations from other races, while others favor names that indicate their occupation or role in society ‘Adventurers: Humans take 10 the adventuring life with ease. A human may adventure for glory, for wealth, for power, or simply for personal enjoyment. Some aim to prove them- selves (or their race) to others. Dwarves Once a proud race of skilled craftsmen and mighty warriors, the dwarves of today are a defeated peopl, scartered throughout the system to lve out their remaining days in sullen soltude Personality: Most dwarves are extraordinarily grim and quick 10 anger. Barely a generation removed from the loss of their homeworld, dwarves are a race without true direc~ tion oF purpose. Though some stil cing to the hope thatthe invading mind flay ers might stl be defeated, these hope ful few represent only a small portion of the dwarven populace. Woe betide anyone who tries 10 cheer up 2 sullen wart with a jest! Physical Description: As in the Player's Handbook, except that most dwarves are completely bald and clean- shaven. They voluntary undergo this riual a a remembrance of their lost world, Only a dwarf who has com- pletely turned his or her back on the rest of the race dares grow hair on head or face. Their dress appears drab to others, since dwarves have lle use for color (their underground, darkyi- sion-controled existence leads to We seen in black and white). Relations: Dwarves have tie choice but to coexist wih other races, though they do so grudgingly. They can’ Lnderstand how the gnomes cope with te loss of their homeworld, and they have litle patience for elven poles. Dwarves find humans and halings aceeplable company, though the rela~ tively short ifespans of these races generally prevent strong bonds of friendship from growing. Despite the ancient enmity between dwarves and ‘ores, the dwarves understand that half= ‘ores are as much victims of the iithids as they ‘Alignment: Dwarves still retain thelr bent toward law, though many have turned from good to neutral inthe years of separation from their world Homeworld: The dwarf homeworld, Moradin's Forge, isa col, dark planet where virtually all fe exists far Handbook. The Dwarven alphabet is shared with the language of orcs and gnomes, Names: As in the Player's Handbook, beneath the surface in geothermally though many younger dwarves forgo heated caverns. For thousands of years the use of a clan name. the dwarves battled the other native ‘Adventurers: Dwarf adventurers humanoid species, the ores, for control may be freebooting mercenaries, arti- of the planet. Only the arival of the fact hunters, or wouki-be freedom conquering ithds quieted this ancient fighters. war, and now the only dwarves remain ing on the Forge are either slaves or Elves freedom fighters Elves are polite, patent schemers. On Religion: Morais the chit deity the surace, they seem placid and ofthe dwarves, though with the loss of unmoved by events around them, 2 their homeworld the worship of veritable calm amid the storm, But an Moradin has waned. Many younger _ e's inner thoughts betray his chaotic, dwarves know litle of their race's nature, seeking the ever-elusive edge patron and creator to help advance his personal schemes and the goals of his noble house. Personality: Elves personify patience. With their long lives, elves are content to let their plans and schemes unfold over years or even decades Physical Description: As in the Player's Handbook, hough their dress and demeanor is both graceful and showy. Elves tend to dress to display their standing and attitude, with differ ‘ent garb for various ceremonies or ‘even times of day. Their attire suggests possiblities while simultaneously con. ‘cealing realty. Relations: The elves’ unique per spective often infuriares ether races, particularly halfings, who have litle taste for sitting and waiting for things to happen. Humans and elves have always been friendly to one another, though some elves take a patronizing attitude toward their “less civilized cousins.” Though half-elves are theoret- ically welcome an elven court, many ‘elves tell sickering stories about their parentage. Elves see dwarves as a hopeless cause, and turn up their noses atthe “grubby” gnomes. When they deign 10 recognize half-orcs, i's gener- ally only as hired muscle. ‘Alignment: The only true rule of elven society is that no one looks out for you but yourself. Thus, most elves tend toward chaos, with litle use for sirong tendencies of either good or Homeworld: Perianth, fourth planet from the Pyre, is a cool forest word. ‘The tall conifers give shade to the ground below, cloaking the elven courts in perpetual twilight Religion: Elves worship Corellon Larethian as both the Preserver of Life and the Great Planner of Creation. His patience, both in the celestial courts and in the hunt, isthe stuff of legend, Language: AS in the Player's Handbook Names: As in the Player’s Handbook. ‘Adventurers: Often, younger chil- dren from powerful elven families seek adventure as a means of finding a new station in ife. Other elven adventurers might be outcasts from the court or simply those with less patience than their fellows. Gnomes The vitis ofan ancient cataclysm, the gnomes of today wander 088 homes race. Une the dwarves, whose loss has crippled ther culture, the gnomes have learned to face thelr hardships head-on, seeing opportunity in every setback Personality: At their hearts, gnomes are plucky pack rts, scavenging through the discarded rash of every culure in the system. Even broken or seemingly useless objects sil have nal, fabric, or even scrap metal that may come in useful t ltr pon. Centuries of enforced pregmatism and sefe-rlance have shown the ghomes, that unbridled curiosity isa dangerous thing, but any gnome worth hs salt wont shy away from exploration or new experiences. After alone never knows whet useful knowledge or useful items may come of i! Physieal Description: As in the Players Hendbook M grome without a brrof dirt or grease under his fin _gernails is rare indeed, and any {nome of adult age seems to have § perpetual squint from years of peering too closely a the refuse OF other races. Relations: Most races lok down an gnomes atleast bi, hough this ranges from bemused grins from humans fo snipes of "grubby scav- engers” from the elves. Hafings secrelly respect how the gnomes have coped with their poor situation, though most successful hangs wouldn't want to link the two races in any way. Dwarves think the gnomes ope far 100 well withthe loss of their homeworld Algoment: Gomes are mast often neutral tending toward good, Despite the terrible tragedy of their past, most _gnomes are good-hearted and will help Gut oers in need (as long a doesn ‘endanger the gnome's survival too much). Homeworld: The gnome homeworld is long gone. Even is name has Faded into Nistory. Al that remalns of is 8 wide belt of asteroids named the Chain OF Tears. Smal colonies of gnomes dot the asteroid bey, though a good portion af the race cals no location home. A umber of gnome seers moved to Moradn's Forge after they lost thei plane, and most now serve as slaves of the his. Religion: Gnomes revere Garl Giinergold as a protector who looks out for those who are crafty enough 10 look our for themselves, Language: The Gnome language uses the Dwarven script. tis not known whether this isthe original language of the gnomes, or if itis merely a deriva tion of the dwarven tongue picked up after the race scattered through the system. Names: As in the Player's Handbook: ‘Adventurers: For most gnomes, advemturing is an assumed way of life. Virtually every gnome has been an adventurer of some sort during his if, whether scavenger, asteroid miner, or treasure hunter. Ralf-elves The long-term friendly relations between humans and elves have led 10 a far numberof hal-breeds roaming ‘the system. Some are children of loving parents, while others are outast, Unable fo find a place in either society. Personality: The half-elf personality melds the ambition and drive of the: human parent withthe grace ofthe elven parent. If raised by one culture othe other the hal-al isa to exhibit more tats ofthat cule Physieal Desription: As in the Prayers Handbook. Relations: Halfeves are both uni- versally accepted and widely distrusted, “het lack of feed loyalties make them welcome in most stuaions, but their outsider nature prevents them from ver becoming truly seed ino @ new ‘group. ‘Alignment: Most half-elves are neu- tral, ending toward the chaotic nature of their elven ancestors. Homeworld Hal-elves have no homeworld oftheir own. Those raised by human parents see Quelya as their homeworld, while those brought up in elven society look upon Perianth as their place of origin. Religion: Half-eves raised among humans worship human gods, while those brought up by elves generally revere Corelon Larethian Language: Hal-elves speak Common and, if raised among eves, Elven. Names: A hats name depends on the culture in which it was raised Adventurers: Hal-elves are natal adventurers. Some seek to prove ther place in human or even society, while ‘others simply want to establish a name for themselves, Rali-ores These simple, brutal creatures are the descendants of ilihia breeding pro- grams. Knowing no home, culture, or ‘true place in the universe, half-orcs ‘occupy the lowest rung ofthe socal ladder. Personality: Half-ores are generally short-tempered and il-mannered. However, they are as quick to laugh as they are to fight. Despite their poor postion, most hal-ores seem to ignore the social stigma that ether races seem to expect they should fel. When a half-ore bothers to think about his stu ation at alle inevitably comes to the ‘conclusion that since i not his faul, te has noting 1 be ashamed of or ‘worried about Then he has another Ariek, oF bashes another chai, oF sings another bawdy song. Physical Description: As in the Player's Handbook. Relations: Though most races see half-ores as the scum of the system, half-ores seem oblivious to others ‘opinions of them, While the average half-ore emves theve more wealthy than himself the ha-ore knows that if he wanted your god, he could probably take it From you ‘Algnment: Halt-ores tend toward chaos and unstrctured Mesyles. Having no real exposure to ther orcish ‘ancestty, they have no particular bent toward ev. Homeworld: Like half-elves, half ‘orcs have no homeworld. Instead of being torn between two cultures, though the halforc simply ratonaizes this 85 “wherever | am, thats where Im from” Religion: Hlt-orcs generally wor ship human gods, particulary those of strength oF war. Language: Half-ores speak Common, Names: A half-ore typcally chooses tis own name 25 soon as he can tk. This leads to most hal-ore names being simple, guteral sounds. Occasionally, as ‘ahalf-ore reaches adulthood, he might ‘choose another applaion toad, such {8 "the Brutal” or "Blood- drinker” Adventurers: The half-oritestyle natural lends slo commiting vio- lence and needing money, which makes: them natural adventurers. Many serve aboard spllamming vessels unl they humans have faken fo spelljamming wifh a mixfure of fervor and grace. can afford to go it alone (which lasts ‘about as long as it takes to drink thelr ‘wealth. Ralllings The halfling is always looking for an angle, some opportunity that will bring him fortune, power, or both, Personality: in his heart, the halfling perpetually seeks his golden opportu- rity. They are explorers and risk-tak- ers, traders and dealmakers. They know they have no hope of succeeding in life through strength and physical power, 50 they dedicate their lives to culivat- ing other means of controling ther sit- vation, Physical Description: Halfings aways dress wel attempting to itimi- date others with shows of wealth. Relations: Halfings put on a good face with everyone, never knowing if that’s the next person they'll need to deal with. On the inside, they respect those races that succeed through force ‘of wit, such as the gnomes, or by plan- ning, such a5 the elves. Many halfings hold a grudge against elves, however, fearing thatthe elves can “see through” their ploys and merely humor the halfings for their own personal joke. ‘Alignment: Most halfings are neu tral, having litle use for law or chaos, ‘00d or evi Homeworld: The halflings share the world of Quelya with the humans. Most halfiings look forward fo the day they «can leave their homeworld, returning ‘only 0 make business deals. Religion: Though every haling vi lage has a shrine to Yondalla the Protector at its center, most halfings ‘worship Fharlanghn as a god of com- merce. Language: Halflings speak Common, ‘Some linguistic scholars wonder ifthe halfings originally had 2 diferent lan- guage but adopted Common to better Interact with humans, or if Common is 2 derivative of the original halfling tongue thar humans have adopted Names: Halfings tend to accumulate names, thinking that a longer name makes them seem more powerful and important ‘Adventurers: Every halfling is an adventurer. Some explore new fron= tiers in search of hidden wealth, while ‘others attempt fo make their fortunes by “Tiberating” the fortunes of others. Classes Taka daerbos ao ort classes from the Player’s Handbook mee is er describes a number of prestige classes cris he sng Core Classes Each ofthe classes presented inthe Paayer’s Handbook bas a role in the ‘Speljammer eeing, Some ae Entad closely To 9 specie race, culture, oF planet, while others span a range of options, Barbarians sil sak the more sav- age reaches of every word, and some choose to venture from their ibe even into the depths of space. Human and halfing barbarians come from iso- lated island tribes of Quelya, Dwar? barbarians might hail rom refugee groups fleing the conquest oftheir homeworld, while some gnome clans have devolved into barbarism over the centuries. The phrase elven barbarian is 2 contradiction in terms, as such a character all bu unthinkable, but @ half-elf cast out of society at a young age might grow up as a barbarian, Half-ores fake naturally tothe raging demeanor of the barbarian, Bards find employment both in royal courts and aboard speljamming vessels. Many elves find the life ofa bard wel- come, and humans, hlfings, and half elves allmake good bards 05 well ‘Surprisingly, a fair number of half-orcs enjoy life as effective (if crude) bards. Most dwarves tend to be too dour to take up the bard's path, while gnomes tend to prefer aie of lower profile. Almost any speliamming ship of any size keeps a cleric on board 10 tend to and support the crew. These might hail from any race or culture, and religions cof many sorts thrive in the system. ‘Some clerics have even been known to worship deities linked with other races, so complete isthe integration of cul- While most druids prefer to remain fn the planet of their birth, others see the expanse of space as nature's uli- mate mystery. Races with a close ink to the natural world, such as elves and humans, are most often found as Gruids, though any individual seeking to learn more of the secrets of nature can follow the path. Fighters have a place in any combat, regardless of planet, and they can be Found among all races. Dwarves, half- ‘ores, and humans are perhaps the most common fighters. The smaller races ‘gnomes and halflings~often prefer less Physical means of resolving issues, and, the highly cultured elves sometimes disdain brute force. ‘Monks are rare sighs in the system, though they are by no means unknown. The dwarves of Moradin's Forge once maintained a number of monasteries dedicated to instiling discipline, though mast of these are now only a memory. Before the fall, though, much of the knowledge of these schools was passed ‘on to interested humans, half-elves, and others. Ina setting so beset with darkness, the role of the paladin has never been ‘more needed. Though many dwarf paladins fell n battle against the ithids, no small number stil remain ‘vigilant against evil, Paladins among the humans, gnomes, and halfings often serve as community protectors. Perhaps sadly, one of the Few ‘commonalities between the elves and the half-ores is their lack of use for the paladin’s code of ethics. ‘The rangers a valuable addition 10 any exploration, scouting party, or planetary investigation, as his wilderness sils and adaptability are second to none. Humans, gnomes. and half-lves all ake up the mantle of the ranger with some frequency, a3 do elves les interested in poltics than in discovery. Dwarf rangers tend 10 be loners or leftovers from the tration of spelunking scouts. The rough, solitary ife ofa ranger often appeals to half-ores looking for more than meaningless brawls The rogue truly comes into her own in a Spellammer campaign, whether as a wily thief, eanny scout, or crafty con artist, Endless treasures le in hidden ruins, and equal possiblities for wealth sit in the belles of speliamming ships soaring through space. Members of all races-from the burly haf-ore to the refined elf—find vast opportunites in the life of @ rogue, but perhaps none ‘more than the sly halfing The innate power of the sorcerer marks him as one to be respected on any world They ten to come from te less-cviized world, making, humans, alfings, and half-elves more lely sorcerers than members of the ather races. Neiher dwarves nor half-ores tend to have the force of personality needed for true sor- cerous might, while elves tend more toward the cultivated pursuit of wie- ardry (though elven sorcerers are fr from unknown). Wizards are the flp side of sorcer- rs, a they tend to congregate around centers of civilization, Both elves and gnomes commonly pursue wizardry, though its potential isnot lost on the ambitious halings and humans. The long-lived dwarves have the patience for wizardly pursuits, though their race has no real tradition of it. Half-elves, particularly those raised among elves, make fine wizards, while half-ores rarely have the disipine. Prestige Classes iy arin pe tes ory felled for we ently appro Fae fora Spotlaner camp ha Taito of he dearven defor forte tad ae he Mores ore tl orga the toes alate becieioes fever wer le lreiters eres rar pene per po troarth hen sortouses of fowls Spehecer poof Table 1: The Master Scavenger Base Fort. Ref. Will Level Attack Bonus Save Save Save Special st 40 we 42 Thorough scavenger, sense magic and 41 a 48 Improvised tools, gnome respect ard B48 Knack for repair, sharp eyes ah 42 se Improvised weapons sth 42 444 Skill mastery inflate value ‘employ devoted defenders (from ment that class's ability with their Sword 61 Fist) as personal bodyguards, both aboard ship and (more impor tamty) while in port. Duelsts (Sword &r Fis) are common in elven society, as are bladesingers (Tome Br Blood, though arcane archers are relatively rare. The group known 3s the Stargazers (detailed in Defenders of the Faith, and their unique prestige class, the Knight of the Middle Cirle, would fit wll into a Spellammer campaign. Aliensts (Tome &f Bood) have started ‘appearing in the system, whether by coincidence or in connection wth the coming ofthe lithids. Many of those who hunt for treasure in ost tombs and erypts are dungeon delvers or temple raiders of Olidammara (see Song 64 Silence) In addition 1 those, this section presents five new prestige clases unique o the seting. The master scav- enger is a gnome whose unmatched eye for value in the unwanted allows im to thrive. The planetary explorer special- ‘nes in investigating new worlds and discovering seerets long forgotten. The spellammer ace isa pilot with few peers, a master at the helm. The star Corsair i a unique version of the tradi- tional buecaneer, transported ino the exotic realm of interplanetary space The storykeeper serves a3 2 store house of memory and an inspiration to is race. Master Scavenger Wii al gnomes come from a back- ground of proud scavengers, only 8 few gnomes dare call themseives, master scavengers. These elte among gnome society are widely revered as peerless experts, not only in locating valuable goods that others have left behind, bur also in turning such castott items into valuable lot. Rogues and rangers make the best master scavengers, as these classes have the sharp eyes needed to pursue the path, Musionsts who become master scavengers supple- knack for concealing an object’s true nature (all the better to pass it off as something it srt). Most other spelicast- ers have lle ro gain (other, perhaps, than prestige among gnomes) from this class, and combat-oriented characters rarely have the patience required to gain i ‘Master scavengers usualy fit into fone of two roles. Some lead bands of like-minded individuals, teaching them the knack of scavenging. Others work alone, either distrusting the abilities of ‘others or merely seeking only 10 improve their own lot in lie. Ether way, a master scavenger whose identity is known generally has the respect of any gnomes around him. Hi Dies 46 Requirements To qualify to become a master scav- enger, 2 character must fulfil all the following criteria, Race: Gnome. Skil: Appraise (q ranks), Craft (any) (4 ranks), Search (6 ranks}, Spot (8 ranks) Class Shills The master scavenger's class skills (and the key ability for each skill are Appraise (in), Bluff (Cha), Cimb (Str), Craft (Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Open Lock (Dex), Search lint), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex), and Wilderness Lore (Wis) ‘Skil Points at Each Levek 6 + Int modifier. Class Features All of the folowing are class features of the master scavenger prestige class, ‘Weapon and Armar Proficiency: The master scavenger gains proficiency in all simple weapons, and in ight armor. Thorough Scavenger (Ex! Whenever the master scavenger takes 20 on a Search check, he may add his class level to the check result —= Sense Magic (Su): By handling an item, the master scavenger can detect ‘any magical auras in effect on the item, just as if he had cast derecr magic. The first round reveals the presence of any ‘magical auras, the second the number fof auras present and the sirength of the strongest aura, and the thied the strength of each aura. in place of a Speleraft check, the master scavenger may make a Search check to determine the school ‘of magic involved (the DC ts the same), Improvised Tools (Ex): The master scavenger can attempt Craft, Disable Device, and Open Lock skill checks with no tools without suffering the normal -2 penalty Gnome Respect (Ex): The master scavenger gains a +2 bonus to Diplomacy and Gather information checks made with other gnomes, as long 2 his identity as a master scavenger is known to the gnome(s) in question, Knack for Repair (Ex): Whenever the master scavenger repairs an item, he gains a +4 bonus to the Craft check required. See the Craft skill isting in the Player’s Handbook for information on repairing items ‘Sharp Eyes (Ex): The gnome seav lenger gains a +2 bonus to Search and ‘Spot checks. Improvised Weapons (Ex): The master scavenger suffers only a2 penalty (rather than the normal ~4) when wielding a weapon that he is not proficient in, as well as when throwing ‘4 weapon not meant for throwing, Skill Mastery (Ex): When making a Disable Device, Open Lock, Search, ‘Spot, or Use Rope check, the master ‘scavenger may rake 10 even if stress and distractions would normally pre- vent him from doing so. Inflate Value (Su): When selling an item, the master scavenger can make the item seem more valuable than it actually is. This requires a Bluff check (DC 2ok if successful, the master scav- lenger can sell the item for 25% more than its normal value, Ths is @ mind- affecting ability. (Ar the DM's option, this check can be opposed by the buyer's Sense Motive check: grant the buyer a +10 circumstance bonus to the check.) Planetary Explorer The planetary explorer represents the pinnacle of bravery: the character whose entire ie revolves around investigating new and unfamiliar ter tory. The planetary explorer revels in discovery, finding glory and self-fulfl ment in examining the strange oF unusual Rangers and, 1o a lesser extent druids, have @ natural bent toward this clas. Bards wiling to foray into the wid find thei vast knowledge to be of good use in exploration, Barbarians wiling to broaden their outlook beyond their tribal territory also make fine planetary explorers, Wizards have the Knowledge base, but few choose to give up their spelcastng pursuits, Clerics who become planetary explorers might Function as missionaries. Fighters, pal- ain, and sorcerers tend 1o make poor explorers, as their focuses don’t mesh well with the class's goals and able. Some planetary explorers work as forward scouts, preferring to be the first to ee a new land. Others come along after the intl discovery to cata- log and examine the territory. A typical planetary explorer might owe allegiance Polghenron 23 toa planetary government (particularly = elves), @ particular clan such as a gnome family), a trading [BB company (such as those owned by halfings), or herself and no one else. Hit Die: d8 } Requirements Hh To qualify 10 become a planetary explorer, a character must Full al the fallowing criteria, BB skits: Knowledge (space) (8 ranks), Knowiedge (geography) (8 ranks), Bh witderness Lore (6 ranks) Special: Must have visited a planer other than her homeworld Class Skills TB The planciary explorers class skis (and the key ability for each) a Climb (Str), Craft (nt), Decipher Script (in), Gather Information (Cha), Inuit Direction (Wis), Knowledge (geography) Knowledge (local), Knowledge (nature), 1 I Knowledge (space), Profession (Wis) Search (Int), Speak Language, Spot (Ws), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis) Skill points at each level: 6 + Int modifier, JB ctass Features 1 JB weapon and Armor Proficiency: The planetary explorer gains proficiency with all simple weapons, and with light LB armor Lore (Ex): The planetary explorer BB bicks up a wide variety of stories and q tall tales on her travels. This is func: tionally identical to bardic knowledge The planetary explorer may add her lass level and intelligence modifier to the roll Ifthe planetary explorer is a bard, her bard and planetary explorer levels stack for the purposes of bardic knowledge. B Bonus Language (Ex): The planetary J explorer gains one bonus language Table a: The Planetary Explorer Bp every even-numbered level Base Fort. Ref. Will FI Planetary Expertise (Ex): At first’ Level Attack Bonus Save Save Save Special level, and again every three levels sst 40 +240 +2 Lore, planetary expertise thereafter (4th, 7th oth), the planetary and st 43 404g Bonus language B explorer may designare one planet ard 32 3B 4 Environmental resistance including the Chain of Tears) as an ah 43 “4 Bonus language, planetary expertise rea of expertise. Te planetary sth 33 “4 Hear the world J BB explorer gins a s2 circumstance bonus 6h +4 5 +5 Bonus language TIP 0 the totowing checks when made on 7th +5 45 Planetary expertise or in reference to that planet: Gather th “6 48 Bonus language information, Knowledge (geography) ath +6 +6 Speak with the stones Knowledge local), Knowledge (nature), sath 47 474347, Bonus language, planetary expertise Knowledge (space), Wilderness Lore. The planetary explorer can't select the same planet twice, Environmental Resistance (Su): At grd level, the planetary explorer gains Cold and fire resistance 5, Hear the World (Sp): At sth level the planetary explorer may cast com mune with narure once per week as a druid of her clas level. On a planet designated as one of her areas of expertise (see Planetary Expertise, above), her effective level is doubled ‘Speak with the Stones (Spl: At gth level, the planetary explorer may cast stone fell once per day as a druid of class level. On a planet designated 1s one of her areas of expertise (see Planetary Expertise, above), her effec: tive level is doubled, Spelljammer Ace We anyone who can fy a spliam- mer is called a pilot, only a rare few earn the ttle of spljammer ace. These tite indvidals have honed their pot= ing sils tothe point that their ship becomes a mere extension of their body. The spellammer ace can maneu- ver even the largest vessels as easly 2 0 normal person wel through @ érowded room The brash atte ofthe speljammer ace often appeals 10 the bard or sorcerer, wile wizards enjoy the power and respect gained, Some clerics, particularly those dedicated to deities of luck, magic, or travel become spliammer aces. Only those rare druids who can see the reach of nature in the void of space become such dedicated plots. Rogues who dabble in spelcasing often ind this class to ther king Many spliammer aces serve as pilots for military forces or merchant houses. Others find themselves on the Table 3: The Spelliammer Ace Base Fort. Ref, Level Attack Bonus Save Save st 40 + 40 and +t +040 3rd Hat ah 42 MICE sth 42 ga 6h 4g 242 7h 43 42 Bh 44 42 gh 44 B48 oth 45 B48 ‘wrong side of the law, using their abi ties for personal gain. Stil others hire themselves out a5 mercenary pilots, working for the highest bidder regard less of ethical or moral concerns. Hit Die: dg Requirements To qual'y to become a speljammer ac, a character must full all the folowing ‘Skills: Concentration (8 ranks), Plot (6 ranks). will Save Special +2 Speljammer defense +3. Piloting mastery +3 Extra maneuver (-10) +4 Ride the stellar wind (+30 ft.) +4 Second chance +5 Spellammer specialization +5 Extra maneuver (no penalty) 468 Ride the stellar wind (+60 M1.) +6 Strengthen the ship +7 Spelammer evasion Feats: Skil Focus (Plot), Spelammer Helm Operation ‘Special: Ability to cast st-level spells Class Skills The speliammer ace's class skills (and the key ability for each skil) are Blut (Cha), Concentration (Con), Knowledge (space) (In), Plot (Dex), and Profession (spacehand) (Wis) Skil points at each level: 2 + Int modifier. Spelleasting ‘level of existing class #1 level of existing class 44 level of existing class 4 level of existing class + level of existing class “level of existing class + level of existing class + level of existing class +1 level of existing class +1 level of existing class Payheoron 25 Class Features ‘Weapon and Armor Proficiency: The spellammer ace gains no proficiency in ‘weapons or armor. ‘Spells per Day: A speliammer ace continues taining in magic 35 well as improving his piloting ability. Thus, when a new speliammer ace level is gained, the character gains new spells per day as if he had also gained a level ina spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other ben= efit a character of that class would have gained (improved chance of con troling or rebuking undead, metamagic or item creation feats, and 80 on), This essentially means that he adds the level Of speliammer ace tothe level of some other spelleasting class the character has, then determines spells per day, spels known, and caster level accord- ingly. ‘Spellammer Defense (Ex): The spell jammer ace may add his class level to the AC of any speliamming vessel his pilots. This is a dodge bonus, and thus ‘doesn't apply when the character is flat-footed Piloting Mastery (Ex): At and level, the sprjammes ace may aways take 10 ‘on a Plot check, even when stress and distractions would normally prevent tim from doing so. Extra Maneuver (Ex): Ar grd level, the speljammer ace can attempt a third ‘maneuver requiring a Filot check each round (rather than the normal imi of two per round), However, he suffers a 10 penalty to the Plt check made to achieve this third maneuver. At 71h level, the speliammer ace may attempt the third maneuver with no penalty. Ride the Stelar Wind (Sul A ath-evel speljammer ace may add 30 ft. to the tactical speed of any speamming vessel he pilots. At 8th level he may add another 30 ft o the ship's tactical speed. Second Chance (Ex: Once per day. a sthrlevel speliammer ace may reroll any Pilot sil check he has just made, He must decide to reroll the check before its success or failure is announced, and she must use the sec~ ond roll, regardless of whether it rep resents an improvement. ‘Speljommer Specialization (Ex): At 6th level, the spellammer ace gains the bonus feat of Speljammer Specialization Strengthen the Ship (Su): Whenever a ship piloted by a spellammer ace of oth-level or higher is forced 10 make 2 saving throw, it may use the spl jammer ace’s Will save bonus in place Of is own save bonus, regardless of ‘ne type of save required. The effects of a successful or faied save remain the same Spelammer Evasion (Ex): At oth level the spellammer ace may attempt Pilot skil check to negate any ht inflicted on the spellammer vessel he pilots. The DC of the check i equal 10 the attack rol that hit the vessel. Ifthe Pilot check is successful the vessel suffers no damage from that hit. The speljammer ace may only use ths abil ity once per round. Stellar Corsair Born from the proud seagoing tradi- tions ofthe humans of Quely, the stl- lar corsair brings the mentalty ofthe privateer to the spacelanes. Whether Serving her government, 2 merchant hovse, or merely her own greed, the stellar corsair lives each day tothe fullest, inspiring her crew wih her bravery Rogues and fighters make excellent stellar corsair, and most are drawn from the ranks of thowe clases, That said, any class can Find much to offer fom this pursuit barbarian might choose this class to become a blood- thirsty pirate. A bard or sorcerers Charisma lends ser a fanaicaly loyal crew. A paladin or monk in the service of a lawful regime becomes a loyal privateer protecting merchant ships from the predation of bucea- Some stl corsair fallow the life of a Freebooter, pillaging those ships ‘nliehy enough fo cross their path Others lead their crews against the ‘enemies of their masters, whether these ‘enemies be pirate or monster. And some stellar corsars simply seck aie of adventure, with ill will toward none ‘excep! those who would cross her. Dies d8 Requirements To quay to become a stellar corsair, a character must fulilall he following criteria. Base Attack Bonus: +4 ‘Skills: Balance (4 ranks), Climb (5, ranks), Profession (spacehand) (2 ranks), Tumble (4 ranks), Use Rope (5 ranks) Feats: Weapon Finesse. Class Shills ‘The stellar corsait’s class skis (and the key ablity for each skill are Appreise An), Balance (Dex), Cm (Si), Craft (io), Hide (Dex), Jump (Sir), Knowledge (pace) In), Move Silently (Dex), Search In), Spot (Wis), Tumble (Dex), Use Rope (Dex). points at each level: 4+ Int modifier. Class Features ‘Weapon and Armor Proficiency: The stellar corsair is proficient with the dagger, longsword, rapier, sp, scimitar, and short sword, and with ight armor. ‘Scale the Rigging (Ex): A stellar corsair can climb ropes or rope ladders at an accelerated rate without suffering 2-5 penalty to Climb checks Gather the Grew (x): The stellar corsair gains @ bonus to her Leadership ‘score for the purpose of attracting fol lowers (but not for anracting a cohort This bonus is +2 at and level and +4 at 7ih level Sneak Attack (Ex): The stellar cor- ‘air gins the sneak attack ability (see the rogue section in the Player's Handbook) 3t ard level if she does not already have it. She gains +1d6 damage with this attack initially, and this rises by +146 per three stellar corsair levels thereafter. I she already has the sneak attack ability from a previous clss, the damage bonuses stack Fortune's Smile (Ex): Once per day, the stelar corsair may reroll any attack, saving throw, ability check, or skill check that she has just made. The stellar corsair must accept the second roll regardless of whether or not i represents an improvement. ‘Uncanny Dodge (Ex): Starting at ‘sth level, the character gains the extraordinary ability 10 react 10 danger before her senses would nor- rally allow her to do so. At sth level and above, she retains her Dexterity bonus 10 AC (if any) regard less of being caught flat-footed or siruck by an invisible attacker. (She stil loses her Dexterity bonus 10 AC if immebiized) Ar 81h level, the character can no longer be flanked: she can react fo opponents on opposite sides of her as easily as she can react toa single attacker. This defense denies others the ability to use flank attacks to sneak attack her. The exception to this defense is that a rogue at least four levels higher than the ‘character can flank her (and thus sneak attack her) Inspire the Crew (Sul: The stellar corsair’s stirring words can inspire ‘courage in her ales, much lke 2 bard's song, To be affected, an ally must hear the stellar corsair speak for one round, The effect lasts as long as the stellar corsair speaks and for 5 rounds after the stellar corsair stops speaking (or 5 rounds after the ally can no longer heat the stellar corsa). While speak ing in this way, the stellar corsair can fight but cannot cast spells, acxivare ‘magic items by spell completion (such a scrolls), or activate magic items by magic word (such as wands), Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. The stellar corsair can inspire courage a number of times per day equal to her Charisma modifier (minimum once per day). This is a language-dependent, mind: affecting ably. Scourge of the Spacelanes (Ex! By 1oth level, the stellar corsair's reputation is s0 legendary that any enemies fighting her (or her crew, as long as her presence is known) suffer a -2 morale penalty to altacks, damage and saves vs. Fear. In addition, she ‘gains a 44 circumstance bonus 10 Iinimidare checks, Storykeeper First known among the gnomes, the tradition of the storykeeper has spread to other races recent years, paricu= larly the dwarves. Pu simply, the storykeeper's role isto maintain the legends and traditions of his people regardiess of any obstaces the culture might encounter over the centuries, But even a5 they master the Table 4: The Stellar Corsair art of remembering and teling stories, Base Fort they also learn the power of the voice Level Attack Bonus Save Special ‘over the mind, st 40 42 +0 Scale the rigging Bards make the best storykeepers, and 42 40 43 +0 Gather the crew (+2) as the role is a natural one for them, grd 4 4143 +t Sneak attack +106 Wizards have the aptitude for the clas, ah 44 4144 44 Fortune's smile though they sometimes lack the natural sth 45 +1 +4 #—_Uncanny dodge (Dex bonus to AC) fair of the storykeeper. Clerics dedi bh 46. t2 45 42 Sneak attack +26 cated to the preservation of community yh 47, ‘2 +5 42 Inspire the crew, gather the crew (24) often follow this path, Few other classes. Sth 48. +2 +0 +2 Uncanny dodge (can't be flanked) have the combination of skills neces gth 49 +3 +6 43 Sneak attack «46 sary for the role of storykeeper oth 440 13 +743. Scourge of the spacelanes ok Payhenron 27 are almast always found ter of their culture, whether that be a tribe, clan, town, or city. They are widely revered by those of their race or culture, making them excellent diplomats or advisors to rulers. Hit Die: 46 Requirements To qualify to become a story- heeper, 2 character must Fulfil all the following criteria Skil: Diplomacy (2 ranks), Gather Information (2 Knowledge (history) (8 ranks), Knowledge (local) (4 ranks), Perform (5 ranks, must alla, include one of the follow epic, ode oF storyreling) Feats: Skill Focus (Knowledg history), Class Skills The storykeeper's class skills key ability for each skill) are Concentration (Con), Dip Gather Information (Ch ny) (Int), Perform (Cha Motive (Wis) Skil points at each level: 2 + Int modifier: Class Features Weapon and Armor Proficiency: The storykeeper gains no proficiency in any weapons or Repository of Knowledge (Ex): The storykeeper may add his class level to any Knowledg fence to his own culture. Inspiring Tales (Su): By relating inspiring tale of his culture, the st instill courage in share his race and/or functions identically to the to inspire courage. The storykeeper may use this ability once per day per class level t Soothing Voice (Su): At third level the storykeeper's voice becomes 2 Table 5: The Storykeeper soothing and restful. This can c Base a following three effects, a Attack Fort, Ref. Will the storykeeper’s choice. First, the sto Level Bonus Save Save Save Special Spells per Day er can make a Perform check st +0 +0 +0 #2. Repostory of knowhsge +1 level of existing class a Heal check) to provide and +1 40. 40. +3.—_—Inspiring tales ‘revel of existing class long-term care to an injured patient grd +1 #11 43—Soothing voice +1 level of existing class. Second, it calms agitated creatures 233 just as a calm emotions spel) Third, i ‘can protect the storykeeper from ah +2 ss 44 Hypnotic voice +1 level of ext sth +2 #1 +1 +4 Zealous inspiration +1 level of exist Table 6: New Skis Skill Knowledge (space) - Pit NEPA anacking creatures (just as a sanctu- ary spel). Regardless of the effect, the DC to resist is 10 + class level + Cha modifier. Using soothing voice requires a standard action to begin, and the effect lasts as long as the sto ryteller continues to speak (he can fight, but can't cast spells that require 2 verbal component or use items that require spell completion or activate Via magic word), The storykeeper may use soothing voice as often as desired, bur he can't use more than one soothing effect simultaneously. Tis is 2 mind-affecring ably. Hypnotie Voice (Su): By fourth level, the storykeeper’s power of voice ‘becomes so potent that it can hypno- tize listeners. This can affect one crea ture per class level with a range of 30 feet. The storykeeper must speak for a full round, after which each creature to be affected must make a Will save {DC = 10 + class level + Cha modifier) or be hypnotized (as the frypnetsm spel). Any creature not engaged in combat suffers a ~4 penalty 1o the saving throw. The effect lasts as long, as the storyteller continues to speak (he can fight, but can't cast spels that require a verbal component of use items that require spell completion or activate via magic word), plus two rounds, The storykeeper may use this power a number of times per day equal to his Charisma modifier (mini- ‘mum once per day). This is 2 mi affecting ably. Zealous Inspiration (Su): At fifth level, the storykeeper can inspire near- zealous heroics in his aes. Once per ‘week, the storykeeper can speak for a full hour. Anyone hearing the entire speech gains the effects of a heroes” feast (cured of al diseases; healed of dq points of damage; immune 10 poi- son and magical fear and hopelessness for 12 hours: and gain a +1 morale bonus to attacks for 12 hours). Ths is a rmind-affecting ability, Skills For the most part, skils work identically in Spelfammer: Shadow of the Spider Ord Fir Mnk Pal Rgr Rog ‘Moon as in standard DEAD. The notes below indicate changes to existing skills or new skills added to the game Fnowledge (local) (Int) Each time you rake ranks in his sil, ‘you must designate the planet to which it applies. For instance, you might have 4 ranks in Knowledge (local Quelya) and 2 ranks in Knowledge local Perianth) Rnowledge (space) (Int) This skill represents a body of lore and scientific learning about planetary ‘motions, the void between planets, and the creatures existing in that region, In addition to those classes noted in Table 6: New Skils as having Knowledge (space) as a class ski, any prestige class that has Knowledge (any) a class skil also has Knowiedge (space) as a class skill. For example, Knowledge (space) is a class sill for loremasters, since all Knowledge skills ire class sis for that class. Pitot (Dex) Use tis sil 10 force a speljamming vessel to achieve greater maneuver ability than normal Check: You can make o speliaming ship perform a maneuver greater than normaly allowed to it witha successful check. The DCs required by various maneuvers ar listed in Chapter 2: Space and Spelamming Retry: You generally can' retry a maneuver without first suffering what- ever ramifications come from falingit in the first place. in some cases, these are minor oF insigiicant, but some faled checks may have dire conse- quences. Special: This sis cross-class for any character who has not seleced the Spellammer Pilot feat (see Feats, below) f you have selected that fea, Pilot i treated as a class skil fr all of your classes Profession (Wis) ‘Added to the ist found in the Player's ‘Handbook is Profession (spacehand), a character trained in handling shipboard duties Sor Wiz Untrained Key Ability Ne: Int = ea Dex Feats "i gare cos agra Beco Tst Boron fst fobs seb your charterer ong You moy ony set sng Beep Gare yout mae aed ales a obete etceard areal il Acrobatic You are very agile. Benefit: You get a +2 bonus on all Jump and Tumble checks. Athletic ‘You have a knack for athletic endeavors Benefit: You get a +2 bonus on all (Climb and Swim checks. Ballsta Master You are exiremely talented at operating abalista, Prereguisite: Balsa Training, Profession ee engines) or Profession (spacehand) 4 ranks Benefit: You gain a +8 bonus 10 rack rols made with a balista Normal: Without this feat, a balista rack rol is modified only by range. Ballista Specialist ‘You are skilled at operating a basta Prerequisite: Profession (siege engineer) ‘or Profession (spacehand) 4+ ranks Benefit: You gain a +4 bonus to attack rolls made with a balista, ‘Normal: Without this Feat, a ballista antack ral is modified only by range. Born Spacer [Bachground] You have an inborn aptitude for spell jamming travel, and aren’ shaken easily by strange or frightful sights. Benefit: You gain a +2 bonus to Profession (spacehand) checks, and 3 42 bonus fo Wil saves vs. fear. Special: You may only select this feat during character cretion Cannon Master You are extremely talented at operating Prerequisite: Cannon Specialist, Profession (siege engineer) or Table 7: Feats Profession (spacehand) 4+ ranks Benefit: You gain a +8 bonus to attack rolls made with a cannon, Normal: Wihout this feat, a cannon attack roll is modified only by range. Cannon Specialist You are skilled at operating a cannon. Prerequisite: Profession siege engineer) or Profession (spacehand) 4 ranks. Benefit: You gain a +4 bonus to attack rolls made with a cannon, "Normal: Without this Feat, a cannon attack roll is modified only by range. Crall Spelliammer Fim You can create spelammer heins, which grant motive power to spellam- ring vessels Prerequisites: Spelcaster evel tathe, Craft Wondrous lem. Benefit: You can create any spell- jammer helm whose prerequisites you meet. Crafting a spellammer helm takes cone day for each 1.000 gp ini base price. To craft a spellammer helm, you ‘must spend 1/25 of its base price in XP and use up raw materials costing half. of ts base price. See Chapter 3: Equipment £81 Magic for descriptions of various speljanmer helms, he prerequisites associated wih each one, and thar prices. Education [Baekground] Choose a specific Knowledge ski, such a3 Knowledge (history). Through train ing and natural aptitude, you have a knack for learning and retaining facts related to that area of knowledge. Benefit: You may treat the selected skill as a class sil for you, regardless Balista Training, profession siege engineer) or Profession (spacehand) 4 ranks Cannon Training, profession (siege engineer) or Profession (spacehand) 4+ ranks “A fighter may select this feat as one of his bonus fighter fea. of your class. Special: You may only select this feat during character creation, Endurance Note that the +4 bonus granted by this feat applies to saves made to resist the effects of stale or foul air. From the Gutter Baekground] You have dragged yourself up from poverty through sheer perseverance, Bitty toughness, and occasional thievery Benefit: You gain a +1 bonus to Will saves, +1 hit point, and a +1 bonus to Pick Pocket skill checks. ‘Special: You may only select this feat during character creation. Mysterious Reritage [Background] ‘Somewhere in your ancestry was a mysterious figure of great power. You have inherited some of that power. Benefit: You gan a 1 bonus to Invmidare checks. Ad +110 the save DC to resist your Enchantment spells ‘Special: You may only select this feat during character creation, To Identity [Background] You are a living cipher. Thanks to your ‘unremarkable appearance, atitude, and ‘other factors no one knows or well remembers anything about you. Even you don’ know anything about your background or ancestry. Benefit: Your unremarkable nature grants you a + bonus to Dsguse checks, as wel as to Hide checks made to blend ino a crowd. Gather information checks ‘made to learn about you suffer 34 penal Feat Type Prerequisite Acrobatic General = Aletic General = Balista Speciaist General” __ Profession (siege engineer) or Profession (spacehand) 4+ ranks Balista Master General" Born Spacer Background — Cannon Specialist General” Profession (siege engineer) or Profession (spacchand) 4+ ranks Cannon Master General” Craft Speliammer Helm lem Creation Spellcaster level rhe, Craft Wondrous rem Education Background — From The Gutter Background — Mysterious Heritage Background — No entity Background — Noble Birth Background = Speljammer Helm Operation General = Spellammer Specialization General __Spellammer Helm Operation, Pilot G+ ranks Stealthy General = Special: You may only select this feat during character creation. Moble Birth [Background] You come from noble birth Benefit: You start wth double the normal staring gold for your class (see ‘Chapter 7: Equipment in the Player's Handbood). You gain a +i bonus to all Diplomacy checks. Speci You may only slect this feat during character creation. Spelliammer Felm Operation You can operate a standard speliam- mer helm proficient, Benefit: The Pot skil isa class sil for you. This remains true regardless of your class Normal: Without this feat, Plt isa cross-class sil Spelliammer Specialization Choose one type of speljamming vessel, Such as the hammership. You are espe- Operation, Pilot 6+ ranks. Benefit: You add +4 10 all Pilot checks made when operating the cho- sen type of ship. ‘Special: You may gain this Feat mul- tiple times. ts effects do not stack. Each time you fake this fea. it applies 10 a new type of speliamming vessel Stealthy You are particularly good at avoiding notice. Benefit: You get a +2 bonus on all Hide and Move Silenily checks, ‘or generations, sentient races eve litle thought to what lay “out there." Each race believed its planet unique among cre- ation, and regarded the starry void as merely a backdrop. ‘Most believe today that the elves were the first to develop true spellam- ring technology-that theirs were the firet hips to ply the spaceways. Indeed, Quelyan history stl remembers the first meeting between elven scouts and the human/halfling civilization of that watery world. Within a generation, ships had visited every planet in the system, from the barren Ashen 10 Moracin’s Forge, and every race real- ized that they were not unique among the universe, but interlinked with other races and cultures as never before dreamed, Today, crews of every civilized race fil the speljamming vessels flying between worlds. Bur this intermingling hhas nat brought peace: rather, it has ‘exposed these peoples to new evils beyond imagining. Spelljamming helms Virwaly al speliamming vessels are powered by a magic item known as 2 Speljamming helm, or simply a helm (see Magic lems in Chapter 3). In most cases, ahelm-which appears much tke 2 large thronelke charac as an “engine” forthe ship, asthe plo’ con- trol statin, and as an atmospheric recycler forthe vessel Without 3 helm, 2 ship has no ability to move under ‘own power and can replenish sai Eyer CHAPTER Two without exposure fo an atmosphere. A ‘major helm can power @ ship of up 10 Colossal size, while @ minor helm is sut ficient for a ship of up to Huge size. Movement A heim grants a speljamming vessel the abilty 10 fly a8 ts pilot wis. A spell- jammer has two speeds: its cruising speed dictates how rapidly I can sover Tong distances (such asthe void between worlds), while ts tactical speed indicates how quickly # moves when in the wiinty of emer sizeable objects (such a8 in combat), Tactical speed is covered under Spliiammer Combat, below Cruising Speed ‘Away from planets and other large ‘objects, a ship moves at what is called cruising speed. The cruising speed of 2 ship depends on the helm propelling i ‘A minor helm allows a ship 10 travel between adjacent planets in 2d6e2 days, while a major helm moves between adjacent planets in d6+1 days. (The random element assumes that even adjacent planets may be in difer= tent paris of their orbits, In extreme circumstances, you could double or even triple these times. While in cruising speed, a spel mer cannot interact with other objects In any way. Effectively, it moves so Quickly as 10 be invisible o other objects. However, a ship may only move at cruising speed if its natural gravity exceeds the influence of the natural gravity of other objects in mt ‘SPELL. nearby space (see Natural Gravity, below). {A ship moving at cruising speed thar comes too close to another object of sufficient size (and thus natural gravity) immediarely drops out of cruising speed (see Tactical Speed, below. Natural Gravity Every object exerts a “natural gravity” that atracts ether abject to I In most cases, natural gravity is undetectable (the gravity of planetary bodies Far overpower it). But in space, far from planets and other enormous objects this force can have an effect. A haf channels the natural gravity of a spell- jammer to allow those aboard it to act as if they were on a planetbound ship. The value listed on Table 8: Natural Gravity indicates the natural gravity of ‘an object, based on is size. the object is particularly dense (such as metal or creatures of elemental earth), double the ited value. Conversely, objects of low density (such as creatures of ele- imental air or fire) have only half the listed value of natural gravity (treat values of ess than vas 0 Table 8: Natural Gravity ‘Natural Gravity Object Siz Value than Large oo Large/Huge 1 Gargantuan/Colossal 2 ‘Awesome 4 Planetary Body 32 The value of an objects natural gravity lessens with distance, as indicated in Table g: Natural Gravity and Distance. Aa distance of up to 1,000 Feet, the object's natural gravity value is normal For every doubling of this distance (2,000 feet, 4.000 feet, and so on), the influence of an object's natural gravity is halved (treat values of less than 1 as ©}, Thus, within 1,000 feet an Awesome ‘object's natural gravity value is 4, from 1001 to 2,000 Feet itis 2, from 2,001 fo 4,000 feet itis 1, and at any distance of ‘greater than 4,000 feet it exerts no ‘gravitational influence. Note that no object exerts any natural gravity at range of greater than 32,000 Feet (approximately 6 mies) Table g: Natural Gravity and Distance Divide Natural Distance Gravity Value To Object By Up tooo feet 1001 t0 2,000 feet 2 2,001 10 4,000 feet 4 4001 10 8,000 feet 8 Byo01 10 16,000 feet 16 16,001 10 32,000 feet 32 More than 32,000 feet n/a Ifthe total influence of natural gravity from all nearby objecis on an speljam- mer is equal to or greater than the speliammer's natural gravity, the spell- jammer can't move at cruising speed, but only at tactical speed. Example: A speliamming vessel of ‘Awesome size (natural gravity value 4) is surrounded by the folowing objects: ‘an Awesome floating wreck 1,800 feet ‘away (natural gravity 4, divided by 2 for range, i 2), a Colossal warship 1200 feet away (natural gravity 2, divided by 2 for range, is), and a Large chunk of rocky debris 400 feet away (natural gravity», divided by 1 for range, is). The total influence of natu ral gravity on the spellammer is 4, which equals its own natural gravity Thus, it may only move at tactical speed, not at cruising speed, If it can increase the distance berween it and any of the objects such that the objects influence of natural gravity lessens enough to make the total less than 4 (for instance, by moving at least ‘another 201 feet from the floating ‘wreck and reducing its natural gravity influence to), it ean move to cruising speed Air A elm provides sufficient breathable air fo sustain all hose aboard the ship. [As long. the helm operates, the ait aboard a spellamming vessels clean and breathable. A ship with an inopera tive helm, or one without a helm, can- not recyde ar used by is crew this Case, assume that the air of 2 typical Ship wih a normal crew complement becomes stale after 1 day and fou after 3 days. Smaller of larger crews use up 2 af slower or faster rates as appro- priate The oxygen deprivation of stale air affects mental and physical ablty Scores. After each B-hour period Character spends instal ar, he must tmake a Forttude save (C15, +1 per previous check) or fake one point of Temporary damage to al abity scores. Pee The Endurance feat grants a +4 bonus to saving throws made due 10 stale or foul air. In foul air, the save must be made every hour, and failure also inflicts 146 points of subdual damage. (Characters reduced to unconsciousness take nor- mal damage instead.) Characters who have taken subdual damage from foul ‘air are fatigued (see the Dunccon Master's Guide), Subdual damage from foul air cannot be recovered until the character is exposed to Fresh ait for at least 4 hours—not even magic that restores hit points (such as cure lig wounds) heals this damage. Replenishing a ships air supply requires an active helm or exposure to an atmosphere. Each category of air duality upgrade (oul 10 stale, stale to fresh) requires 4 hours. Some spells (such as gust of wind) can accelerate this process at the DM's judgment. Crew In most cases is not worth providing slaisics for every crew member. Most Ship descriptions simply indicate the average crew quality. Apply the modi fier listed on Table 10: Spellomner Crew Quality to al Pot checks and ship weapon attack rol ‘An untrained crew has no particular Skil at operating a spellamming vessel For instance, most formian crews are Untrained. A skiled crew, such as that populating atypical huran ship, repre- Sens is-level characters (usualy experts oF warriors) trained in operat- ing a ship and its weapons. An expert crew, common among elven vessels, fs composed of and-t0 sth-level ete NPCs with extensive training in ship operation Table 10: Speliammer Crew Quality Crew Quality Modifier Untrained +0 Skilled “4 Expert 8 Ship Combat Ship-o-ship combat in the Spelrmmer setting functions very siiarly to nor- mal DExD combat. In essence, the ship acts a8 the plot wil, raking actions jist 28a character. However, ships dont really have attack actions, since ship weapons are operated separately, You can use agri for spellammer combat, ust as with character combat. ‘Table 1: Spelammer Sizes Size Category Modifier Size Examples Awesome 16 more than 28 ft, dreadnaught Colossal 6 64 10 128 fr hammership Gargantuan “4 ge to 64 fi tradesman Huge 2 16 10 92 fr wreckship Large 1 810 16 f boreworm Each square on the grid is 30 ft. on a side. Spelljammer Size {A speliomming vessels sie affects its capabiies in combat. Size modifiers are listed in Table n: Spllammer Sizes. ‘Apply this modifier tothe ship's AC and to Plt checks made to operate the apply the modifier to this roll as well (see the Crew Initiative sidebar. Gactical Speed In addition toa ship's cruising speed the rate at which travels between worlds-every ship has a tactical speed used in combat stuaions. A ships tactical speed depends on its size category and the type of helm powering the ship (minor or major See Table 2: Spellammer Tactical Speeds 10 determine the value. This value represents the distance (in Feet) that a spellammer can move with sin- ale move action (ikea character, a ship an Take a double move to move twice this distance in around) Table 12: Speliammer Tactical Speeds Ship Size Minar Helm Major Helm Uptolarge wo 180 Huge 60 120 Gargantuan 30 go Colossal wa 60 ‘Awesome n/a 30 Spelljammer Facing Unite standard DEAD, ships in the Speljanmer game have a facing that Crew Initiative For ease of play, you may choose to make a single initiative roll (based on the size of the ship) for the entire ship. Use the modifier fier. Characters acting independ= ently of a ship may use their Personal initiative modifier instead. Js, they have a distinct front, back, and sides. This has a number of effects on combat, Facing determines the ship's default direction of movement. Unlike a char acter, a ship can‘ simply choose to move in any direction it wants-it must move in the direction of its Facing unless it turns (see Maneuvers, below). Facing also determines the direction in which a ship's weapons point. Each weapon has a firing arc that limits the direction in which it can shoot (see Ship Weapons, below) Maneuvering Each ship has @ maneuverability, from perfect to clumsy, as shown on Table 1g: Speliammer Maneuverabilty. A ship can execute moves, urns, and other maneuvers as appropriate fr its maneuverability with no dificulty (though 2ome maneuvers require the expenditure of speed, which is sub- tracted from the ships total movement that round) To accomplish a maneuver appro- priate to a higher maneuverability, the pilot must make a Piot check, The DC 8 20 for one category higher, 30 for two categories higher, 40 for tres categories higher, and 50 for four categories higher. Making a Plot check to accom- plsh a maneuver i a move-equvalent ction (Note that even a hasta plot an sill make ony two Pot checks 10 accomplish maneuvers in a given turn) Minimum Forward Speed: fo spel jammer fais to maintain ts minimum forward speed, it must land atthe end ofits movement. Ii isto high above the ground to land, it “als” toward the most powerful source of natural grav ity in ts vicinity, The Fling ship travels 150 fn the first round of fang, after which the plot can arrest the fall with a DDC 20 Pilot check, Otherwise i falls another 300 feet each round (allowing 2 similar Plot check each round to recover) until it impacts. If there is no source of natural gravity in the vicinity of the speljammer, it need not maintain its minimum forward speed Table 13: Spellammer Maneuverabilty Maneuverabilty Maneuver Perfect Good Average Minimum Forward Speed None None Half Hover Yes Yes No Fly Backward Yes Yes No Reverse Free 30 ft - Turn Any/o ft 90%/30 ft. ——_45°/30 ft Turn in Pace Any/o ft +90°F-g0 ft. +45°/-30 fi Maximum Turn Any Any go Loop Yes Yes No Up Angle ‘Any Any 60° Up Speed Ful Half Halt Down Angle Any Any Any Down Speed Double Double Double Between Down and Up ° ° go ft Hover: The ability 10 stay in one is atleast four times the ship’: see place while airborne. This only apples if Natural Gravity, above) there is a source of natural gravity in Down Angle’: The angle at which the vicinity of the spelammer (any the ship can descend toward the pull spellammer can hover if no natural of gravity, {gravity is acting upon i) Down Speed": A speliammer can fly Fly Backward: "Yes" entry indi-. “down” toward @ source of natural cates the ship can ly hackward at its gravity at twice is normal speed (only normal speed. applies if the source natural gravity is Reverse: A ship with good maneu- at least four times the ship's; see verabiliy uses up 5 ft of speed to Natural Gravity, above start flying backward. A ship with per- Between Down &t Up*: A spell fect maneuverability can reverse direc- mer with average, poor, or clumsy nv of flight without any loss of speed. maneuverailiry must My keve for @ Turn: This entry indicates how much minimum distance after descending and the ship can turn after covering the before climbing. Any ship can begin stated distance. Ifthe ship doesnt have descending after a climb without an sufficient speed to make such a turn intervening distance. with a single action, it can't make such “These maneuvers only apply when a turn, the ship is influenced by a source of Turn in Place: A ship with good or natural gravity greater than its own, average maneuverability can spend such as a ship within gravity range of a some of its speed ro turn in place. f planet or larger vessel the ship doesn't have sufficient speed to make such a turn with a single Example: A ship with poor maneuver action, it can't make such a turn. A ship ability cannot turnin place. Ifthe pilot with perfect maneuverability can turn wishes to turn in place, he must make 3 in place at no cost of speed Pilot check. To turn 45 degrees by Maximum Tur: Tis indicates how spending go Feet of movement, the DC much the ship can turn in any one is 20 (since this canbe achieved with space average maneuverability, whichis one Loop: A speliammer wit perfect or category higher than the ship's). To good maneuversity can perform turn go degrees by spending 30 ft. of Vera oop a5 ts movement, ending movement, the DC is 30 (since ths its turn in the same space it began and requires good maneuverability). To turn facing in any direction the pit in place more than go degrees, or chooses. Ths is useful for getting without spending any movement, behind a pursuing ship. Tequires 2 DC 40 Plt check (since this Up Angle": The angle a which requires perfect maneuverability). the ship can climb away from the pull of gravity Failed Maneuvers Up Speed": How fast the ship can Ifa pilot fails a Plot check by 10 or climb against the pull of gravity (only more, he may lose control of the ship apples if the source of natural gravity Make another Pilot check using the Poor Clumsy Half Halt No No No No 45/30 ft. 45°/60 ft No No 45° 4s° No No ne Halt Ha 48° 48° Double Double Gof go ft same DC asthe orginal (failed) check Fallure indicares loss of control~the ship yaws, spins, or even tumbles. Find the number by which the pilot missed this second check on Table 14: Failed Pilot Checks to determine the severity of the outcome and the circumstance penalty applied to all attack rolls and skill checks made aboard the ship unt the pilot regains control Each round that a ship is out of control, the pilot may try again 10 regain control, using the same DC as above. Apply ihe sult 10 Table 4 10 determine the current severity of the loss of control ‘Any ship that is out of control con- tinues moving in the same direction it was going at the point of the failed maneuver (effectively taking a double ‘move each round) until the pilot regains Ccontral ar the ship crashes into anot object. “Table 14: Failed Pilot Checks Check Failed By Effect Penalty Up to10 Minor 2 1020 Major a More than 20 Extreme -8 Ramming (and Crashing) ‘A pilot can intentionally cause a coll sion berween his ship and another by ‘moving into the target's area. The DC Of the Pilot check is equal to the AC of the target ship. Ultimately, the only dif ference between ramming and crashing is one of intent: the effect is largely identical ‘A ship-or really, any object—that trams (or crashes into) another ship inflicts damage based on its size, as noted in Table 15: Ramming Damage. ‘Add +1d6 damage per Go feet of the ramming vessel's current speed (the distance it would have moved this round if not for the crash). Apply this damage to both objects involved in the ram or crash, Example: A Huge ship (or other ‘bject) with a speed of 60 rams into another vessel as part of a double ‘move. iis current speed is effectively 120 (since it would have moved 200 feet as its double move). It thus adds +246 to the base damage of 1od6, for 8 total of 4d6 damage inflicted (and suf~ fered), ‘Any ship that has a piercing ram or bludgeoning ram takes only half the normal damage when it intentionally rams another ship with that ram, Piercing and bludgeoning rams add +446 10 the normal damage inflicted. Table 15: Ramming Damage Ship Size Damage inflicted Awesome 20d6, Colossal 166 Garganiwan—t2dB Huge 846 Large 48 Less than Lange od6 Allacking Firing a ship weapon Functions much like 2 standard ranged attack. Nore that unless the firing team has the proper feat, firing a ballista or cannon uses only a standard d20 roll, modified only by range (and not by base attack bonus, ability modifiers, or other standard modifiers) Weapon Ares Most speljammer weapons are mounted wih a specific fire are: front, ait (back, port (eft), or starboard (righ). A turret alows a weapon 10 fire in all arcs, while a half-turrer alows a weapon 10 fire in two adjacent ares (such as front and port, or aft and starboard). Chapter Equipment and Magic as information on turrets. Armor Class AA spellammer’s AC includes its size modifier and a natural armor bonus (Generally equal to the hardness of its material. In addition, the pilot of the ship may add his Dexterity modifier (iF positive) to the ship's AC whenever itis in tactical speed. Just as normal with a Dexterity bonus to AC, this bonus is lost when the pilot is flat-footed. A speliammer ace (see Prestige Classes, above) may also add his class level to the ship's AC. Damage Ships suffer damage much lke objects. Every ship has a hardness and a quan tity of hull points, which Function much tke hitpoints. Whenever damage is inflcted to Speiammer, frst subtract the hardness and then apply the remaining, damage tothe ship’ ull points ellammer vessels rake half dam- age from ranged weapons (except for siege engines and the like), acid, fre, and lightning. Divide the damage by 2 before applying the ship’ hardness. Cold attacks deal only one-quarter damage to spammers. Sonic attacks deal full damage to ships. Some ships ‘may be more or less resistant to some attacks due to their construction; this is noted inthe ship's descripion. A speliammer reduced to half ts total hul points suffers a-2 circum stance penalty 10 is Plot checks. A speljammer reduced to 0 hul points i effectively destroyed, Repairing Damage Repairing lost hull points requires a Craft (shipbuilding) check and one hour ‘of time, The base DC ts 1, which restores 16 lost hull points. For every 5 additional points above 10, another 146 lost hull points are repaired. A character can perform a rushed repair job, but only on a speliammer that has suffered extensive damage (in other words, i a less than half ts total hull points). A rushed repair requires ‘one round and a Craft (shipbuiding) check. The base DC is 20, which restores 1 lst hull point. For every 10 points above 10, anather hull pont is Testored. You can‘ use a rushed repair check to bring a ship's hull points above half its normal total ach repair check, whether normal ‘or rushed, consumes 10 gp worth of repair supplies. A character with § or more ranks in Profession (spacehand) gets a 42 synergy bonus to Craft (shipbuilding) ‘checks made to repair a speliammer. Beelliammn a SCI plot Eel aba ihe ises ‘unique style of ship, from the graceful vessels of the elves to the ramshackle tugs of the gnomes. On occasion, a ship ‘may ind its way into other hands—i’s not unusual for a dwarf to captain a tradesman, for instance-but in most cases, speliamming races tend to be possessive of their vessels. ‘Along with the description for each ship is a statistics block. What folows is an explanation of that material Helm: the typical holm type used in this type of ship. ‘SZ: the size of the ship, Face: the beam length (or width) by the keel length. Crew: the minimum crew required, and the maximum crew the ship can reliably support. The crew's typical quality is isted in parentheses, along with the modifier this applies to attack rolls and Pilot checks Mtl the primary material used in the construction of the hull. The value in parentheses is the hardness of the hull subtract this from any damage inflicted to the ship. hp: the ship’s hull points. Remember that speljammers (ike all objects) take only half damage from ranged weapons (except for siege weapons and ship ‘weapons, which inflict normal damage), nnd Tron acid, Fre, ara Iii Cold attacks deal one-quarter damage. Sonic attacks deal full normal damage Init: the normal initiative score for the ship. This includes the typical crew initiative for a ship of that size, and the ‘ypical Pilot skil modifier. Modify as appropriate for a different pilot. If you Wish to generate a “standard” crew, add the modifier from Table 10: Speljammer Crew Quality. ‘Spd: the ship's speed in Feet, plus its maneuverabilty class in parentheses. AAG: the ship's Armor Class. This ‘assumes that the pilot has no Dexterity bonus. A ship's armor class only applies ‘when itis in motion. A stationary ship (such as one that has docked or is drifting aimlessly) is treated an inani mare object. ‘Arm: the ship's armament. A paren: ‘hetical listing with each entry denotes the weapon's arc of fire: (Aloe, (plort, (sarboard, (lft. Multiple listings indi cate turreted weapons. Each weapon's damage is in parentheses. ‘SA: any special attack Forms the ship may have: ‘SQ: any special qualities the ship may have: LC: the ship's landing capability i any:

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