Character Options Edit
Mystos makes use of 2 new skills. The first is Sailing, which is literally the skill to control and use a ship. The second is leadership, which is the ability to give good orders. Both of these skills are used primarily with the ship combat rules, but have some applications outside of combat. It is recommended that a group of heroes have at least one character with the leadership skill and have other characters with some ranks in sailing.
Setting Specific Skills Edit
Sailing is primarily used during ship combat to increase the agility of a ship. Listed below are other uses for the sailing skill.
Unlike a normal skill check, the crew makes the primary check (using the average of their sailing skill) and the PCs can attempt to aid the crew. Unlike the normal aid another rules, the PCs must meet the skill check result of the crew to add a bonus and if their check is at least 10 below the crew's check result, they instead provide a -2 penalty to the check result. A single PC can use the leadership skill to aid a sailing check.
|Sailing DC||Example Activity|
|10||Sail at 1/4 speed in the direction of the wind.|
|10||Safely sail in a minor storm.|
|15||Sail at 1/2 speed in the direction of the wind.|
|15||Safely sail through a dangerous storm.|
|20||Safely sail through extremely violent waters.|
|20||Sail through shallow rock/reef beds.|
|25||Safely sail during tornado force winds.|
|25||Sail through shallow, violent waters.|
|30||Safely sail through a maelstrom.|
|30||Safely sail through hurricane force winds.|
A failed check when trying to move against the wind results in no movement. Otherwise, a failed check results in damage to the ship (5d6 per 5 the DC is, distributed to random parts of the ship, the hull counting 3 times on the random roll). Failure by 5 or more doubles the damage dice to 10d6, by 10 or more triples the damage dice to 15d6, etc.
For example, a ship with 2 turrets and a mast attempts to sail through a hurricane (DC 30). The crew makes a sailing check of 18 and two PCs get 18 or above on their aid another check, but one PC gets a 7 on his sailing check. The final result is a sailing check of 18 + 2 + 2 - 2 = 20, which is 10 below the DC. The ship takes 6 sets of 15d6 damage (the damage dice are tripled) distributed to random parts of the ship. The hull counts as 3 parts, so the players use a d6 to determine which parts are damaged (1,2,3 = the hull; 4 = turret 1; 5 = turret 2; 6 = the mast). The players roll the mast 2 times, a turret 1 time, and the hull 3 times. The mast takes 30d6 damage, the turret takes 15d6 damage, and the hull takes 45d6 damage.
Usually a single sailing check (other than ship combat uses) lasts for 10 minutes.
A new attempt may be made (after all of the damage to a ship has occurred).
Sailing is always considered a class skill for any class.
If you have 5 ranks in the Use Rope Skill, you gain a +2 bonus on Sailing checks involving the actual sails and rigging of the ship (generally, this applies to most sailing checks unless rowing is involved).
Leadership tends to be used for opposed checks during ship combat, but it can also be used to bolster the spirits of crew members.
There are several different leadership options for usage outside of ship combat.
As a move action, you can make a leadership check against the Save DC or check result of a fear effect that was successfully used against an ally. If you succeed, their fear is reduced by one category.
Prepare for the Worst
As a move action, you can prepare each ally within 30 ft. to face whatever horrors await them. For the next minute, they may use your leadership check result against any saving throw they make against a fear effect. You can use this ability once per encounter.
Don't be a Coward!
As a swift action, you can call out to a crew member that failed a morale check to make a new morale check with a bonus equal to your ranks in Leadership.
Leadership can be taken as a class skill in place of any other charisma-based class skill.
Setting Specific Feats Edit
Ruler [General] Edit
You are the ruler of an island and can make political decisions based on that.
Benefit: For the most part, this feat is just a fluff feat. You gain followers and a cohort like the Leadership feat, with a leadership score equal to your leadership ranks. Unlike the leadership feat, you determine your followers using the table provided below and your cohort will stay in your city-state to run things while you are gone (possibly joining you if you take your nation to war, but leading another ship in your fleet, so they most likely will not participate alongside you in combat).
This feat doesn't provide strict mechanical benefits, but you are able to recruit your followers as crew members. Followers is an umbrella term for people who are soldiers of some kind.
|Civilians||Number of Followers by Level|
One advantage to this feat is that you will always have a few "free" crew members that are around your level so that your ship can handle sailing checks at your challenge rating.
Adding Feats Edit
Have an idea for a setting specific feat? Feel free to let me know on the talk page and we can see about adding it!