Powers, Feats, & Skills (Merika Supplement)

Feats

Skills

Craft (Artillery) Int; Trained Only

The character has trained in the loading, maintenance, and firing of canons and other large, battlefield, firearms.

Check: A successful check is required to load an artillery weapon (the DC is set by the specific weapon). If the check is successful, the weapon will be reloaded at the end of the necessary actions. If the actions are int interrupted or the check fails, the check must begin anew. If the check is failed by 5 or more the weapon is fouled and the next check takes twice as long.

Reloading artillery provokes an attack of opportunity.


Craft (Clockwork) Int; Trained Only

The character is trained in the art of manufacturing and repairing clocks, watches, and other clockwork items.

Check: The check and cost for this craft depends on the complexity of the device that the character intends to create, as described below:

Complexity DC Cost
Simple 15 10-20g
Complex 25 25-75g
Advanced 35+ 100g+

Simple: Simple devices are generally small toys, simple spring mechanisms, and clockwork timers. Timers can be used to trigger other devices, or even conceivably used to detonate a triggered grenade. Simple timers usually have a duration of under a minute.

Complex: Clocks and elaborate wind up children's toys fall under the complex heading, as well as timers designed to run from a minute to an hour or so. Items in this category may have very elaborate and extensive features, but they are generally of larger size which makes working with the item easier.

Advanced: Advanced items are much like complex items, but often on a smaller scale such as pocket watches (really just a miniaturized clock). The sky (and the maker's supply of gold) are often the limit of items in this category. With enough time, skill, and money the craftsman can make complex works of clockwork art, from music boxes to mechanical birds.


Craft (Demolitions) Int; Trained Only

The character is skilled in priming and setting explosive charges.

Check: On a successful check the user of this skill can prime and set an explosive charge. The difficulty is set by the type of explosive, complexity of the charge, and desired effect. Some examples are:

  • Prime and set a grenade - DC 10
  • Prime and set dynamite - DC 15
  • Turn black powder into an improvised charge - DC 20
  • Set explosive with tripwire or clockwork timer - +5 to DC
  • Set a sequence with 2 or more charge - +2 DC for each charge after first

A character can also attempt to defuse some charges that have been set. The DC to defuse a charge is equal to the total roll made to set the charge.

Special: A roll of 1 on a Craft (Demolitions) check is always considered to be a critical failure and it causes the charge to detonate prematurely, dealing full damage to the character setting the charge and any others caught in the blast radius.


Back to Main Page 3.5e Homebrew Campaign Settings Merika

gollark: <@224013047721623554> you do need to get eggs to ND!
gollark: I've seen more golds than coppers somehow.
gollark: I bet lots of NDs will be made from siyats soon.
gollark: It doesn't really do that very well, though. People can still incubate-and-hatch for you, etc.
gollark: Only if you incubate it. The incubation reverts when it's teleported, weirdly.
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