Captain Restengill

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    Captain Restengill, h(aquatic)em F12/M12 (modified Arcanist kit from CGR1-see

    below): AC -2; MV 12"; hp 70; AL NE; THAC0 9; S 17; I 18; W 13; D 18; Cn 16; Ch 9;

    Cm 11 (10 to half-elves); proficiencies: common, elvish, swimming, spellcraft, read/writecommon, spelljamming, spacemanship, sail manipulation, blind-fighting, wildspace

    navigation, phlogiston navigation, space heraldry, cartography, signaling, spelljamming

    shipwright, spelljamming carpenter, zero-gravity combat, fire control, balance,appraising, longsword, spear, dagger, footman's mace, staff, hand axe, hammer, battle

    axe, heavy crossbow, light crossbow; spells: 4L1, 4L2, 4L3, 4L4, 4L5, 1L6; spellbooks:

    read magic, detect magic, comprehend magic, mending, identify, conjure spellcomponent, wizard mark, armor, alarm, shield, sleep, magic missile, charm person,

    protection from evil, cantrip, vocalize, wizard lock, continual light, magic mouth, knock,

    locate object, mirror image, levitate, invisibility, forget, detect invisibility, ESP, web,

    stinking cloud, protection from normal missiles, blink, dispel magic, explosive runes,secret page, sepia snake sigil, tongues, slow, lightning bolt, enhance rating, hold person,

    minor globe of invulnerability, charm monster, fire shield, wall of ice, wall of fire, wizard

    eye, dimension door, fire trap, hallucinatory terrain, Evard's black tentacles, remove

    curse, magic mirror, polymorph self, animate dead, extension II, hold monster,feeblemind, enhance maneuverability, passwall, telekinesis, teleport, contact other plane,

    anti-magic shell, extension III, globe of invulnerability, guards and wards, enchant anitem, create minor helm, legend lore, true seeing, glassee, invisible stalker; longsword+2

    of underwater action (see below), ring of jumping and falling (see below), ring of spell

    storing (chain lightning, dispel magic, remove curse, true seeing each once/week), wandof disintegration (42 charges, see below), heavy crossbow of distance, shirt of armoring

    AC 2 (see below), earring of magic resistance (5%), luckstone, spear of impaling (see

    below), case of 20 blessed heavy crossbow bolts, Nephthys's everfull purse (produces 26

    cp, 26 ep, and 26 base 10 gpv gems/day) Restengill is the son of an aquatic elf that had atryst with a married human and cheated on her husband. From this union he has gained

    not only smooth bluish skin but also gills that allow him to breathe in water. Restengillwas raised as a son by his mother's husband but always knew how much his lineage hurtthe elf he called father. He learned magic from friendly high elves, a trait almost unique

    among aquatic elves and due to his human side. As he grew older he yearned for

    adventure and excitement that the seas could not give him and instead watched themighty elven jammer ships land and take off from the high elven settlement. When he

    was old enough he announced his intent to leave. Though his mother begged him to stay

    he had no ear for the cries of such a traitorous woman and instead accepted his adopted

    father's blessing and the sword he bears with pride to this day. It is his most valuedpossession.

    Restengill served for a short time with the elven fleet, where he learned to power a

    spelljammer, to operate on a spelljammer as a sailor, and about the wide reaches of space.But that was a long time ago. Restengill left the fleet to seek out magic and adventure.

    Restengil never cared about money but he knew he'd need it so one of the first things he

    did was seek out a magical (naturally) way to solve his monetary needs. His solution

    ultimately came by making a deal with an Arcane. At the time the Arcane was being heldby certain unscrupulous humans that wanted information from the blue giant. In return

    for its freedom it agreed to meet Restengill in one year at a prearranged place and time

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    and provide him with the magic he sought. This may also be how he arranged to stop

    aging.

    Restengill does not age, ever. He is immune to magical, normal, and otherwise induced(such as by toxin or undead) aging. His aging stopped when he was still young and he

    appears to be in his mid to late 20's by human standards. What magic or effect caused thisis unknown, as is his exact age, but he often talks about events that happened a decade

    ago as though it were yesterday. It is generally conceded that whatever his secret, it is nota magical item or a spell that requires renewing.

    Restengill operates by a strict moral code, his own strict moral code. He often feels

    obligations others do not believe exist, such as he refuses to have more than one womanat a time and if he marries it will be to the death. He will not betray those who have not

    betrayed him that he feels obligation or responsibility to. It is this second code that has

    kept him from ever opposing the elven fleet, though the fact that the elven fleet has never

    chosen to deal with him is more likely due to the fact that he's never crossed them than

    any feeling of friendship or alliance on their part toward him. He realizes this, just as heknows many of his other feelings of obligation are not returned, and doesn't worry about

    it. He's only worried about his own morals and ethics. Of course, should the elven fleetever act against him he would consider it betrayal and no longer feel any sort of

    obligation to them. Restengill does not go out of his way to violate laws as this would

    only serve to distract him as he had to deal with the authorities (in one way or another)but neither does he consider himself bound by any law he does not feel he should be

    bound by. Restengill is always interested in new magic and will do anything that doesn't

    violate his code to get it. He has a collection of minor and unusual items of many types

    and has even enchanted a few items of his own on long voyages. As such it is possible hehas access to any item the DM desires. And since he doesn't flaunt his magic (that would

    give foes an advantage) and always keeps something in reserve he could have some verypowerful magic that is not listed above.

    Restengill worships Erevan Ilesere but sometimes offers up prayers to Vhaeraun instead.

    Nayline, hf F6 (myrmidon kit from CFHB): AC 3; MV 12"; hp 42; #AT 3/2, 1, 2, or 5/2;

    AL LN; THAC0 15; S 16; I 11; W 11; D 13; Cn 16; Ch 9; Cm 10; proficiencies:

    common, ettiquette, read/write common, spacemanship, ancient history (military history),fire building (substituted for the usual fire-building due to her background in space),

    balance, zero-G combat, blind-fighting, scimitar specialization, ambidexterity, two-

    weapon style (2 slots), light crossbow, shortsword; chainmail+2, scimitar of speed+2,

    shortsword+1 +4 vs reptiles ("Lizard Skewer"), light crossbow, case of 20 blessed lightcrossbow bolts, dagger, 2 potions of extra-healing, potion of super heroism, potion of

    invulnerability

    Nayline is one of the officers on Restengill's hammership, Dark Night, and his concubine.She holds no specific position other than being a ship's officer but due to her personal

    relationship with Restengill she is effectively the ship's first mate and no one questions

    this or challenges her authority. Nayline has been with Restengill ever since he purchased

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    the Dark Night and was one of the first officers to join the crew. She came to respect him

    quickly and then grew to love him, even though he was married and she knew he would

    never leave his wife. She did not help him decide to kill his wife but was nonethelesspleased by it as he began to build a relationship with her thereafter. She consoled him

    when he had to kill his son. Now she is his only lose companion but he still refuses to

    marry her. She knows this is because he's wary of what happened the last time but it stillhurts. Nayline will protect Restengill from anything, no matter what, and is quite willing

    to give her life for him. She's just not certain how far he's willing to go for her.

    Gioval, hm F4 (space pirate kit-see below): AC 4; MV 6"; hp 16; #AT 3/2 or 1; AL

    LN(E); THAC0 17; S 17; I 13; W 12; D 8; Cn 14; Ch 10; Cm 10; proficiencies: common,spacemanship, rope use, sail manipulation, blind-fighting, balance, fire control, zero-

    gravity combat, bardiche specialization, two-handed weapon style, javelin, ballista; splint

    mail, bardiche, ring of the ram (12 charges/week), quiver of 6 javelins, 2 potions ofhealing, locked chest of 20 gems (10 gpv each), 32 ep, and 14 gp

    Gioval was one of Restengill's marine officers but constantly got onto the crew abouthow they handled the ship and never moved fast enough for his tastes (whenever he

    wasn't actually I a battle, preparing to or actually boarding or repelling boarders, that is).He learned to master the techniques of drawing the best performance out of the ship (sail

    manipulation) and only dogged the crew the more for it. When Restengill added Hoy Li

    to the ranks of the marines he offered Gioval the position of sail master (a position he'dperformed himself until then). Gioval gladly agreed, promising to "whip the crew into top

    shape" and has held the position ever since. He's also been as good as his word and all the

    Dark Night's crew are crack. Restengill, for his part, lets Gioval perform his duties and

    instead concentrates on other things, even in battle (this prevents any conflict betweenthem both using sail manipulation at the same time).

    Oglish, half-ogrem F8 (space pirate kit-see below): AC 7; MV 9"; hp 46; #AT 2 or 3/2;

    AL NE; THAC0 13; S 17; I 9; W 8; D 10; Cn 14; Ch 7 (14 to ogres and half-ogres); Cm3 (10 to ogres and half-ogres); proficiencies: ogrish, common, spacemanship, rope use,

    balance, zero-gravity combat, blind-fighting, fire control, boarding pike use, grappling

    hook use, battle axe specialization, spear, pike, morning star, footman's mace; studded

    leather, morning star+1 of wounding, battle axe, 2 potions of healing, locked chest of 18gems (10 gpv each), 46 gp, and 13 sp

    Oglish is simply a brutal, hulking, killer. He doesn't kill for fun, sport, or enjoyment,

    rather it's simply his business. As such he's been placed in charge of the marines. He is an

    imposing sight in battle to friends and foes alike, raising the morale of the Dark Night'screw and sending fear through the ranks of his foes. He is merciless in combat, until the

    entire enemy crew surrenders. Then he backs off and calls his troops back. Oglish was

    not a good leader for the marines since he lacks any sort of true leadership, command, ororganizational skill. Instead Gioval had to perform these functions under his direction

    while he simply ensured his troops were extremely capable and well-trained and led the

    way into any fray. Hoy Li now serves this function under the massive half-ogre andagain, no one complains.

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    Fetiz, rastipedef W4 (war wizard kit from CGR1): AC 3; MV 15"; hp 10; #AT 1 or 2;

    Dmg 1-4/1-4 or by weapon; SD never surprised from behind; AL N; THAC0 20; S 18; I

    17; W 7; D 11; Cn 12; Ch 7; Cm 7 to rastipedes; proficiencies: rastipede, common,spelljamming, spacemanship, balance, fire control, read/write common, read/write

    rastipede, spellcraft, space heraldry, signaling, semaphore, wildspace navigation, staff;

    spells: 3L1, 2L2; spellbook: read magic, detect magic, mending, affect normal fires,cantrip, shield, armor, alarm, sleep, shocking grasp, spider climb, identify, protection

    from evil, conjure spell component, light, locate portal, wizard lock, magic mouth,

    continual light, deeppockets, pyrotechnics, strength; quarterstaff, potion of healing,wizard locked and locked chest guarded by magic mouth of 90 gems (10 pv each) and 65

    gp

    Fetiz is the primary helmsman of the Dark Night. While he has trained as a war wizard in

    order to perfect his art and continues to study combat and battle he really hires out as ahelmsman, the duty he performs for Restengill. He is happy serving under Restengill and

    performs well. His ability to provide the same SR as a 12th level spellcaster, a feat only

    matchable by Restengill himself aboard the Dark Night, is a significant advantage for theship. Add to this Fetiz's skills as a war wizard (+1 initiative in ship combat and the

    spelljamming proficiency) and any ship he helms is a vessel to be feared.

    Yoshu, hm W8 (war wizard kit from CGR1): AC 6; MV 12"; hp 18; AL LE; THAC0 19;

    S 15; I 17; W 10; D 11; Cn 14; Ch 6; Cm 7; proficiencies: common, spelljamming,spacemanship, read/write common, balance, zero-gravity combat, blind-fighting,

    spellcraft, phlogiston navigation, signaling, semaphore, fire control, wildspace

    navigation, planetology, observation, dagger, light crossbow; spells: 4L1, 3L2, 3L3, 2L4;

    spellbook: read magic, detect magic, mending, identify, armor, cantrip, conjure spellcomponent, shield, alarm, dancing lights, affect normal fires, sleep, charm person,

    enlarge, magic missile, burning hands, grease, catapult (from FRA), flaming sphere,detect invisibility, web, stinking cloud, strength, invisibility, levitate, ray ofenfeeblement, mirror image, wizard lock, magic mouth, Melf's acid arrow, filter (from

    CWHB), vocalize (from CWHB), dispel magic, explosive runes, slow, enhance rating,

    lightning bolt, fireball, protection from normal missiles, monster summoning I, blink,hold person, minor globe of invulnerability, enchanted weapon, fire trap, wall of fire,

    wall of ice, wizard eye, fire shield, ice storm, spark burst; light crossbow, quiver of 20

    blessed light crossbow bolts, 2 potions of extra-healing, dagger+2, ring of spell turning,ring of fire resistance, bracers of defense AC 6, wand of flame (50 charges), wand of

    paralyzation (43 charges), wizard locked and locked chest guarded by magic mouth, fire

    trap, and explosive runes on inside lid of 85 gems (10 gpv each), 72 pp, and 18 gp

    Yoshu refuses to say where he originates from or to talk much about any other aspect ofhis history before joining the Dark Night's crew. His sparkling emerald green eyes,

    lavender hair, and pitch black skin, however, mark him as no average human. Despite his

    odd appearance Restengill willing hired him as ship's mage after witnessing a

    demonstration of Yoshu's skills (the Dark Night had only made a few runs to that timebut already Restengill was being sorely taxed by trying to perform the duties of both the

    ship's mage and the sail master). No one in the crew has ever regretted that decision.

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    Yoshu, like the other officers, carries several potions of healing in case he or another

    crew member is injured, but so far Yoshu has never been so badly wounded he needed to

    use one of the potions himself. He is quick with his spells in battle, knowing that themage that casts first is often the one that wins and seeing no reason to hold back his

    significant might. He possesses spells even Restengill lacks but refuses to trade spells,

    instead only adding new spells that are interesting from occasionally captured enemyspellbooks (Restengill will not forcibly take the spells as he feels that would be betrayal

    of his employee's trust in addition to theft-an odd stand for a pirate).

    Jilla, hf C6 of Limbo (astrologer kit from CGR1): AC 2; MV 6"; hp 38; AL CN; THAC0

    18; S 15; I 11; W 18; D 12; Cn 7; Ch 12; Cm 10; proficiencies: common, phlogistonnavigation, planetology, spacemanship, astrology, healing, spellcraft, religion (wildspace-

    deals with common human wildspace religions as detailed in the various SJ products),

    wildspace navigation, footman's mace, staff, hammer; spells: 5L1, 5L2, 3L3; plate mail,medium shield, hammer+1, footman's mace, 4 potions of healing, locked chest guarded

    by fire glyph of warding (at 6th level) of 44 gems (10 gpv each), 37 gp, and 92 sp

    Jilla is one of the two ship's clerics aboard the Dark Night. As a cleric of the planar

    church of Limbo and an astrologer she sees chaos in everything. She is a skilled healerand excellent ally in combat, however, which is all Restengill really cares about so she

    serves well. She's very popular among the crew, especially since she likes gambling and

    doesn't mind satisfying her carnal desires with different crew members (she finds taking asingle partner for any extended period of time to be too orderly). She is usually heard

    discussing (and sometimes arguing) philosophy with Felavia but she has managed to gain

    several converts among the crew for her religion.

    Felavia, hf C9 of Discordant Unification (astrologer kit from CGR1): AC 3; MV 9"; hp

    54; AL N; THAC0 16; S 14; I 8; W 13; D 9; Cn 8; Ch 11; Cm 5; proficiencies: common,phlogiston navigation, planetology, spacemanship, religion (wildspace), healing,

    wildspace navigation, balance, herbalism, footman's flail, club, staff; spells: 5L1, 4L2,3L3, 2L4, 1L5; banded mail, medium shield, footman's flail, staff of curing (25 charges),

    quarterstaff+2, 4 potions of healing, locked chest guarded by electrical glyph of warding

    (at 9th level) of 13 potions of healing, 4 potions of extra-healing, 127 gems (10 gpv value

    each), 44 gp, and 18 sp

    Felavia is the other ship's cleric on the Dark Night and an astrologer just as Jilla is.

    Felavia, however, is a cleric of the planar church of Concordant Opposition (which she

    prefers to call Discordant Unification). In addition to her spells she knows priestly recipes

    for producing potions of healing and extra-healing in return for financing her potionproduction, Restengill gets half the potions she produces, which he distributes to his

    officers or stores away for later use (the others are donated to her church or given to

    deserving members of the faithful). Felavia is not pretty (in fact she's ugly) but her greatpower and her tendency to occasionally bestow a potion of healing on a crew member

    that has converted to her faith makes her very popular (as is her faith). Since both the

    crew members that became her mates died within a month of doing so, however, it iswhispered that any who choose to take her as a mate or spouse will be cursed with the

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    same fate so she has no suitors. Felavia is troubled by the fact that, though Jilla is her

    junior, she is both smarter and wiser. Unfortunately there's nothing she can do about this.

    She keeps her staff fully charged and will not ever use all its charges, as she doesn't wishto lose such a valuable item.

    Hoy Li, hm sohei6 of the Path and the Way (uses OA rules): AC 6; MV 9"; hp 35; ALLE; THAC0 18; S 17; I 5; W 16; D 12; Cn 15; Ch 9; Cm 5; proficiencies: common,

    read/write common (10), spacemanship (15), longsword, dagger, pike, spear (weapon ofchoice-gains +1 to hit and damage), two-weapon style, ambidexterity; spells: 3L1; special

    abilities: focus ki power once/day for one turn (gives +1 att/round, +1 to AC, +1 to hit,

    +1 to damage, +1 to saves, +3" MV, and dodges missiles by making a save vs. breathweapons), no longer able to use "fighting death" ki power; brigandine, longsword,

    dagger, spear, 3 potions of healing, locked chest of 46 gp and 32 sp

    Hoy Li was a sohei at a temple in Shou Lung that fell out of political favor and was

    attacked and burned by a rival. The fact that the act was ignored by imperial troops that

    were in the area caused Hoy Li, one of only a few survivors to come to hate theEmperor's rule and seek any way to fight it. He, naturally, had little success but did

    manage to join with some unscrupulous nobles that also opposed the Emperor (albeitsecretly). It was while working for these nobles that he made his way into space. It was

    not long after reaching the stars that he, like many Shou, came to realize the Emperor was

    ultimately a very minor figure. Though Hoy Li has held desperately to his faith (its aboutall that keeps him alive and sane, now) he lacks purpose and signed on with Restengill as

    one of his marine commanders. The marines appreciate both his leadership and having a

    spellcaster among their number. Hoy Li's lack of purpose prevents his use of the "fighting

    death" ki power possessed by most 5th and higher level sohei.

    Nightingale, hm W4 (war wizard kit from CGR1): AC 5; MV 12"; hp 19; AL NE;THAC0 20; S 13; I 17; W 8; D 15; Cn 16; Ch 10; Cm 11; proficiencies: common,

    spelljamming, spacemanship, read/write common, spellcraft, balance, phlogistonnavigation, wildspace navigation, signaling, space heraldry, semaphore, zero-gravity

    combat, fire control, cartography, light crossbow; spells: 3L1, 2L2; spellbook: read

    magic, detect magic, mending, identify, armor, cantrip, conjure spell component, spider

    climb, ventriloquism, shield, light, message, levitate, mirror image, wizard lock, detectinvisibility, pyrotechnics, continual light, flaming sphere; 2 potions of healing, light

    crossbow, case of 20 blessed light crossbow bolts, wizard locked and locked chest with

    continual light cast on the inside of the lid containing 42 sp, 12 gp, and 13 gems (10 gpveach)

    The most recent addition to the Dark Night's officer ranks, Nightingale is the backup

    helmsman. He was hired because of his experience (he wasn't a complete novice) and his

    training as a war wizard (Restengill has come to value their skills a great deal). Hedoesn't have the greatest of spell selections but arms himself with those he feels will be

    most useful in battle at all times anyway. He hopes to trade spells with Restengill or Fetiz

    in time but for now is waiting to get the chance to prove himself so they'll be morewilling to trade with him. His favorite combat spells are shield, light, and detect

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    invisibility (he targets invisible foes with a light spell so they can be seen by all) but

    keeps an armor spell on himself at all times also.

    Crew:

    5 m&f lizard men (F2 marine specialized in javelin, 4 F1 spacers-see below) 4 m&f hurwaeti (F1 myrmidon, 2 F1 space pirates-see below, F1 spacer-see

    below)

    17 m&f humans (7 F1 marines specialized in broadsword, 10 F0 spacers-see

    below)

    3 m hill dwarves (2 F1 axes for hire, F1 outcast)

    4 m&f halflings (F0 spacers-see below)

    2 high elves (mated pair, m F1/W1 war wizard and f F1 archer with longbow)

    12 m&f half-elves (3 F1 marines specialized in broadsword, 2 space pirates-see

    below, 7 spacers-see below)

    7 m&f rock gnomes (2 F1/W(I)1 imposters, 5 F1 spacers-see below)

    Dark Night, hammership: AR 6; Tonnage: 60; HP 60; MC: B; Crew: 36/60; Landing:

    Water only; Save As: Thick Wood; Power Type: 2 major helms (1 is a backup helm);

    Weaponry: 2 heavy catapults (5 crew each), heavy ballista+1 of fire resistance (4 crew;see below), blunt ram; Cargo: 30 tons; Keel Length: 250'; Beam Width: 25'; mast of

    maneuverability +1 (as sails of maneuverability), portal device, planetary locator,

    "topped-out" rigging, netting

    Pirate Arcanist kit (Wizard Kit):

    The pirate arcanist is a modification of the arcanist kit from CGR1 The CompleteSpacefarer's Handbook. The pirate arcanist is the same as the regular arcanist with only a

    few exceptions. These are listed below.

    Role: The pirate arcanist is not a merchant but rather the bane of merchants. In his raids

    he looks primarily for magic, though naturally he will take other items of value. Helmsare among those items he seeks.

    Benefits: Arcane don't mind dealing with criminals as long as they aren't betrayed but

    they look on them less favorably (because others look at them more poorly whenever it is

    known they have dealt with another criminal) so the bonus they receive with the Arcaneis only +1. They are still more favorably inclined toward an Arcane (it is sometimes said

    that an Arcane is the only being a pirate arcanist won't try to steal from but some have

    even gone so far as to hold Arcane for ransom from their kin-the ransom being powerfuland unique magic, of course).

    Hindrances: Pirate arcanists steal magical items, not purchase them (except when

    dealing with the Arcane and possibly a few other dealers too powerful to steal from-or

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    when the only way to gain an item is to purchase it). Ransoming people and information

    for items is another common tactic. They seek out unusual and exceptionally powerful

    items primarily, however (they consider themselves more selective connoisseurs thancommon arcanists). When they have a chance to steal or otherwise illegally acquire

    (illegal so they don't have to waste money on it or deal with competitors) a unique or

    extremely powerful item (DM's decision) they must take the chance-unless it is suicidal.

    Pirate arcanists are hunted by the law and those seeking the return of the items they stole.Some bounty hunters seek them so they can claim the pirate arcanist's magical items for

    themselves. Naturally they even compete with and seek out each other.

    Races: Humans, scro, half-elves, lizard men, and rastipedes are all perfectly suitable forthis kit. Xixchil tend to tend toward items that allow them to manipulate objects and

    bodies but are otherwise also quite suitable.

    Space Pirate kit (Fighter Kit):

    The space pirate is a modification of the pirate kit from CFHB. The space pirate is thesame as the naval pirate with only a few modifications. These are given below.

    Weapon Proficiencies: As spelljammers rely more on large weapons the space pirate

    must take proficiency in one. The space pirate must also have proficiency in at least one

    large or medium-sized melee weapon. There is no requirement for what this weapon mustbe, however, unless the pirate's culture dictates one as weaponry used by spelljammer

    crews is much more varied than that used by naval vessels. Boarding pikes are a common

    choice.

    Nonweapon Proficiencies: Bonus Proficiencies: Rope Use, Spacemanship.Recommended: Fire Control, Balance, Boarding Pike Use, Grappling Hook Use, Looting,

    Space Heraldry. Nonweapon proficiencies such as large weapon loader, large weapon

    repair, signaling, semaphore, spelljammig carpentry, and spelljamming shipwright tend tobe held only be a few, key personnel on any vessel and are recommended for those

    pirates that desire to hold such positions. Navigation (wildspace and phlogiston),

    spelljamming, and sail manipulation are usually only known to officers. Blind-fightingand zero-gravity combat are usually taken only by marines.

    Races: Scro are not generally pirates as they fall under the dominating rule of their

    commanders (even if they do end up marauding other nation's ships they are still part of

    and trained like other scro regulars). Giff also belong to an organized military even ifthey serve with or in the capacity of pirates or privateers (also it is recommended that all

    giff use the marine kit from CGR1). Dracon are also not suited to this kit even if they

    been adopted by pirate or privateer crews. Most any other species can end up in this

    lifestyle, whether they are a hurwaet in the Astromundi Cluster that wants to attackillithid and neogi ships or a grommam outcast from their tribe.

    Spacer kit (generic kit):

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    The spacer kit is a modification of the mariner kit from PO:S&P. The kit is the same

    except as noted below.

    Requirements: Wemics, swanmays, alaghi, mongrelmen, bullywugs, and centaurs maynot [generally] take this kit.

    Recommended nonweapon proficiencies: Spacemanship, balance, fire control, rope

    use.

    Equipment: Heavier armor may be worn than on naval vessels but those ships with

    traditional rigging still have crews that favor lighter, more mobile armor in order tomaneuver in the rigging better.

    Benefits: Spacers get a +2 on reaction rolls from spacefarers of all sorts (those that

    actually travel the spaceways vs. just living in the SJ rather than a groundling setting).

    They gain a +1 bonus to their spacemanship rolls.

    Hindrances: the differences between travel on a spelljammer and being on the ground

    are much less than for naval vessels. Nevertheless, their superior attitude as spacefarers

    gives them a -1 to reactions from groundlings (members of generally terrestrial societies)and a -2 to reactions from purely naval sailors from such societies.

    Longsword of underwater action: These swords are only known to exist in two

    varieties: long (65%) and short (35%). They vary from +2 to +4 in power, immune ot any

    sort of corrosion, and all are enchanted for two additional benefits. The first is that there

    are never any penalties for using the sword in a liquid (note this has some interestingeffects in glass and similar substances that aren't true solids). The second is that when in

    water as long as the sword is drawn the wielder is granted a heightened sense of smell

    and sonar so that they can operate as though they were truly aquatic. All the knownblades of this sort have been forged and enchanted by elves though it's said a few have

    also been produced by tritons, locathah, and mermen (any such blade would be merely +1

    or +2 if constructed by a triton).

    Ring of jumping and falling: This ring functions as a ring of jumping in all respectswith one additional benefit: the ring allows the wearer to land safely if they jump from

    any height. Specifically if the wearer falls, jumps, or otherwise drops from any height and

    lands on their feet the impact will neither cause them damage nor knock them down (theywon't fall over). In fact it won't even disturb in process spell casting. This is not a feather

    fall effect, however, and the wearer does not have his rate of descent reduced, nor does he

    land softly (he might break through a structure if landing on its roof from a sufficientheight, for instance). The ring merely absorbs the impact as it effects the wearer. If the

    wearer lands on a liquid or semi-solid surface rather than a solid one they have exactly

    six seconds in which the ring will hold them in place before the properties of the surface

    they landed on take effect. Thus if the wearer were to land on water next to a stone ledge

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    he would have six seconds to walk to the ledge before he suddenly sank into the water. If

    he can't clear the liquid in that time the usual effect (submersion) will occur. This ring

    will not protect against temperature extremes, falling into trees, onto sharp spikes, andsimilar occurrences except as noted. If the surface landed on is sloped they may begin to

    slide if there is not enough traction to keep them in place (smooth liquids have traction

    about equal to a smooth tile floor for the first six seconds).

    Wand of disintegration: Like most wands these can hold up to 100 charges and may berecharged. They are all made of metal and never more than 8" long nor shorter than 4"

    with a 1/4" diameter at most. With the expenditure of one charge (usually through a

    command word) the wand produces an effect exactly duplicating a disintegrate spell castby a 12th level wizard.

    Shirt of armoring: These items (also coming in the form of tunics and occasionally

    tabards) all protect their wearers as though the wearer was armored all over. The shirt of

    armoring does not interfere with spell casting and is only as encumbering as a normal

    shirt but while wearing it the owner is otherwise treated in all ways as though they werecompleted protected by armor equal to the AC of the shirt (according to a table below).

    Since this is magic it applies even to usually unarmored areas of the body (such as theeyes). Thus one of these shirt could not be used in conjunction with an armor spell of

    bracers of defense but it could be worn to bed comfortably. Mages value these greatly

    and often keep them clean with spells and cantrips, refusing to ever remove them. TheAC of one of these shirts and it equivalent armor type are determined according to this

    table:

    D20 AC Armor Type

    1-2 8 Leather

    3-5 7 Ring Mail

    6-8 6 Scale Mail9-12 5 Chainmail

    13-15 4 Banded Mail

    16-18 3 Plate Mail

    19-20 2 Dwarven plate

    It is believed only elves and certain halfling clergies have the ability to construct these

    and as such over 95% of any such garments encountered will be sized for wearers of

    those sizes (though there's no problem with wearing an overlarge shirt).

    Spear of impaling: All these spears are 16' long and act as long spears+2 +3 vs creatureslarger than man-sized and charging creatures. On a roll of 20 (modified only by the

    spear's own bonuses) the spear impales the creature it's used against, doing doubledamage and making it impossible to remove the spear without one or more constitutionchecks on the part of the wounded individual and additional damage as though the

    creature had been hit again. Thus a zombie would be impaled on a natural roll of 18-20 as

    would an ogre or a charging knight on an unmodified roll of 17-20. When the spear islater (or even forcefully during combat) removed from the impaled ogre (for instance) the

    ogre must pass a constitution check or pass out. In addition, whether the constitution

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    check succeeds or not, the ogre will take damage equal to another hit by the spear (if

    being removed in combat an enemy may also add strength bonuses to this damage).

    Siege Weapons of Fire Resistance: Though greatly desired by spelljamming shipcaptains of all sorts, and even naval ship captains, these weapons are actually produced

    for and used by ground-based forces most often. Each siege weapon bears a bonus of +1to +5 (typically +1) and is immune to damage from fire- and heat-based attacks. They

    also have a +2 bonus to saving throws vs electrical attacks (most save as thick woodunless otherwise noted). As an additional power, and why they are so loved by ground-

    based and other troops, is that the weapons extend fire resistance as the ring to within 5'

    of the weapon.