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| Coastal Diving Peoples:; "Good Fishing and Diving for Oysters!" | |
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| Tweet Topic Started: May 25 2013, 08:53 PM (225 Views) | |
| Nialldubh | May 25 2013, 08:53 PM Post #1 |
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Coastal Diving People Description: From varied Nations around the world the description will differ; from the Pictish coast, to small coastal villages in Zingara and Argos; along the River Styx; The Black Coast, around to Southern Sea to far Khitai and primitive tribes around the Vilayet Sea and other large inland lakes. Culture: Varied. Names: Varied. Religion: Sea Gods and River Spirits mostly. Cultural Features: * +2 Cultural Bonus to Profession (Fisher), Spot and Swim checks. Coastal Divers as superb swimmer and use visual aid to search for fish or pearls amongst the rocks and sands in the depths of the varied waters of the world. * Exotic Weapon Proficiency: Net. Capable of casting their fishing nets into the water with ease. Statistics will be given below. * Harpoon Proficiency: Trained in the use of the two simple weapons called harpoons, fishing supplies these Peoples with most of their daily food. Statistics will be given below. * +2 damage versus any sea creature or monster. * Illiterate: Mostly primitive, or just lacking in proper education the Coastal Peoples have no need to learn to read or write. The usual 2 ranks can be spent to become literate as normal. * Superstitious: -2 to any Will save throw versus magic or what they think as magic; Example a Witch-doctor using a Bluff versus villager Sense Motive to strike fear into their souls. Background Skills: Ride (Canoe), Knowledge (Local), Profession (Fisher), Spot and Swim. Favoured Class: Barbarian, Borderer, Commoner. Prohibited Class: Courtier, Noble, Noble Cavalry, Nomad. Automatic Languages: Varied. Bonus Languages: Varied. . |
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| Nialldubh | May 25 2013, 08:54 PM Post #2 |
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Coastal Weapons: (Across the Thunder River; Page: 129). Exotic Melee Weapons: Net*FR Cost: 3 sp, Damage: *, Critical: *, AP: 0*, Range: 10 ft. Hard: 1, HP: 2, weight: 6 lb. Type: Bludgeoning. Ranged Simple Weapons: HarpoonF Cost: 1 sp Damage: 1d6 Critical: x2 AP: 0* Range: 10 ft. Hard: 1 HP: 1 weight: 1 lb. Type: Piercing. HarpoonR Cost: 3 sp Damage: 1d10 Critical: x3 AP: 0* Range: 20 ft. Hard: 3 HP: 3 weight: 3 lb. Type: Piercing. * See description. Harpoon: Harpoons are used by coastal tribes to hunt large sea animals. A harpoon can be thrown. If you use a ready action to set a harpoon against a charge, you deal double damage on a successful hit against a charging character. Net: A net is used to entangle enemies. When your throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes -2 penalty on attack rolls and -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed strength check while holding it, the entangled creature can move within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a Concentration check (DC15) or be unable to cast the spell. An entangled creature can escape with an Escape Artist check (DC 20, a full-round action). The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action). A net is useful only against creature one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes two rounds for a proficient user to fold the net and twice that long for non-proficient one to do so. (Note: the net in stats has 2 hp, but in description from book its states 5 hp, I not know were the error is and leave it to individual GM to decide). . |
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8:18 AM Jul 11