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- 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 .
CEEee 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 17he 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 farHandbook. 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 theyhumans 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 hiswilderness 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 23toa 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 expertiseKnowledge (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 25Class 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 exceptionto 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 27are 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 existTable 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) orTable 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 inTable 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.
PeeThe 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 speedTable 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 theramming 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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