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Class Quirks Some things different about classes in the Saltwave game Saltwave is a bit different from the Player's Handbook version of the Dungeons & Dragons game. There are elements of science fiction and other unusual things sprinkled throughout the milieu. Here are a listing of some of the alterations to the standard PHB classes you can expect to find. Also, check out the additional feats available. Skills Cryptography (Int; Trained Only) enables the character to encode and decode information. This applies to electronic data, as well as to written, spoken, or visual codes and ciphers. Encryption and decryption software is very helpful (but not strictly essential) for computer-based uses of this skill. See the Dragonstar rules for more detail. Demolitions (Int; Trained Only; Technical Proficiency Only) allows the character to set and detonate explosive charges. See the Dragonstar rules for more details. A character must have the Technical Proficiency feat to take any ranks in this skill. Navigate (Int) allows the character to navigate over long distances without getting lost. It applies to vehicle travel more than the similar use of the Survival skill. It also gives the character the ability to find precise locations of objects and places using a map. Perform (Cha) represents skill in a type of performance art. With the 3.5 Edition changes to the skill, it is actually just like another Profession. Perform is a class skill for every class, just like Craft and Profession. Pilot (Dex; Technical Proficiency Only) allows the character to operate vehicles. A character must have the Technical Proficiency feat to take any ranks in this skill. According to the Dragonstar rules, aircraft and starship piloting check take a -4 penalty unless the character has the appropriate feat. Repair (Int; Trained Only; Technical Proficiency Only) is used to fix, repair, and modify technical equipment. To actually build something, a character needs plans or schematics and the appropriate Craft skill. Plans are usually designed with a Knowledge skill or purchased from a vendor. Research (Wis) allows a character to find specific information within a large source of information, like a library or a computer database. Urban Lore (Wis) helps a character survive in a city or large urban environment. Essentially, it is a Survival skill for the urban terrain type. It includes the Knowledge (local) aspects of recognizing danger and knowing where to find things and people in a city. Use Device (Int; Technical Proficiency Only) is the general, all-purpose computer operation skill. Use this for hacking computers and operating sensors. See the Dragonstar rules for details. Barbarians: Barbarians come from two different backgrounds. One is the more peaceful tribal background, in which the people are ready to defend themselves and their lands, but are not of a particularly warlike culture. These tribes are older, mostly from before the War of Falling Stars. The second background is of the newer raiding barbarian tribes, who live by raiding and conquest. These came about mostly from strong people who were rendered homeless by the War of Falling Stars. These tribes tend to be crafty, wise to the outdoors and the ways of battle, and warlike. Class Option: As a preferred option, barbarian characters may drop the rage abilities (rage, greater rage, etc.) and instead add the ranger's favored enemy ability and the ranger's archery combat style, improved combat style, and combat style mastery. Bards: No rule changes. Clerics: The PHB gods are not available. The standard cleric's class abilities and spells may vary, depending upon your character's religion and background choices. The most common cleric choice is the Ishan cleric. Talk to the DM about this and look at the details on the Ishan faith. Druids: Druids have access to martial arts weapons and skills, as monks do. They receive Improved Unarmed Strike as a bonus feat and the unarmed damage of a monk at first level. They may improve the unarmed damage through use of feats or multiclassing. Druids may also use self-drawn bows (but not crossbows or missles propelled by mechanical device) without violating their oaths regarding weapons and armor. Druidic monastaries teach martial arts as a way of being in harmony with nature. Fighters: Intimidate, Knowledge (war) and Knowledge (nobility & royalty) are class skills for fighters. Knowledge (war) includes seige engine deployment, use, and defensive countermeasures. Some prestige classes from the Sword and Fist book are not available. Monks: Most monks are druidic in philosophy, seeking the balance of nature in the philosophy and chaos of civilized life. Monks may use self-drawn bows as permitted weapons, but not crossbows. Monks may choose from a variety of martial arts styles, represented by the different feat choices available. Paladins: Paladins may take the Nimbus of Light feat from the Book of Exalted Deeds whenever they are eligible for a feat, including first level. Other abilities remain the same. Griffons are frequent paladin's mounts at 8th level and above. Psions: Psions may use their psicrystals as devices to focus their telepathic power, allowing a psion to communicate telepathically (as mindlink) with any single creature she knows well on the same plane. Using the psicrystal as a mindlink focus costs no psionic points and is a full-round action requiring continued concentration. Some psionic powers belong to different class lists, as noted:
Rangers: Rangers may drop the Animal Companion class ability to take Improved Toughness as a bonus feat at 4th level. Rangers with Technical Proficiency and the ranged combat style may take Autofire as the improved combat style feat instead of Manyshot, even if they do not otherwise meet the prerequisites. Rogues: No rule changes. There is no Thieves' Cant language. Different guilds and organizations may also have a hand sign language. Where this exists, it may be taken as a language. Sorcerers: All sorcerers may specialize in a school of magic, just as wizards may. Sorcerers trained at the University of Voyreem (only) may elect to become combat sorcerers. A combat sorcerer uses slightly different methods, learned by study and practice, as well as inborn ability. Such sorcerers never gain the Summon Familiar ability, but do gain the ability to reduce Arcane Spell Failure chances from armor by half. They do not gain this ability with shields, and they do not gain any automatic proficiency with any type of armor. For this reason, most combat sorcerers will take at least a level of fighter in order to learn how to use martial weapons and armor. A combat sorcerer may not be of evil alignment when trained. Also, the battle sorcerer and domain specialist options from Unearthed Arcana are available. Wizards: Wizards trained at the University of Voyreem (only) may elect to become a battle wizard, exactly as above for combat sorcerers. Battle wizards never gain the Summon Familiar ability, but do gain the ability to reduce Arcane Spell Failure chances from armor by half. They do not gain this ability with shields, and they do not gain any automatic proficiency with any type of armor. For this reason, most battle wizards will take at least a level of fighter in order to learn how to use martial weapons and armor. Battle wizards may not be of evil alignment when trained. Also, wizards may be domain specialists, as found in Unearthed Arcana. Last updated
17-Nov-2004 |