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Air
Sailor
Air
Sailors are fighters who use magic to enhance their techniques of piloting the
airships that fly the skies of Barsaive. Used to operating as part of a crew,
Air Sailors adapt very well to other types of groups. They are them most common
Adapt on the airships of the civilized nations and trading companies of Barsaive
and Thera. Allowed
Classes
fighter, rogue Discipline
Main Statistic
Dexterity Saves Air
Sailing is a professional skill and a class skill for all Air Sailors Talents Acrobatic
Strike
1 Karma adds a 1 point dodge bonus for one round. Each extra Karma adds one to
the dodge bonus for the round. The Air Sailor must make an attack action during
the round Acrobatic Strike is used. Great
Leap
When a Air Sailor gains this Talent she treats Jump as a Class skill. 1 Karma
adds 5 to a single jump roll the Air Sailor also ignores the distance maximums.
Each Karma adds 5 to the jump roll Maneuver
1 Karma adds one to the bonus granted from the full defense combat option. Each
extra Karma adds another 1 bonus. If the Air Sailor is not hit during the round
she is maneuvering all attacks made the next round are as if the target was
caught flatfooted. The Air Sailor must stay in melee range with the target for
the entire maneuver round to gain this bonus. Wind
catcher (5th Level) 1
Karma reduces the damage taken from falling by 30 feet the Air Sailor may
also direct his fall by 15 feet. Each extra Karma reduces the falling damage by
30 feet or allows the Air Sailor to direct his fall by 15 feet. He may not
direct his fall by more than ½ the distance fallen. Air
Dance 1 Karma the Air Sailor may walk on air about one inch above the
ground for a duration of one round. Each extra Karma adds 5 feet to their combat
movement or one round to the duration. The Air Sailor may ignore terrain
modifiers for a distance equal to one combat move. Gliding
Stride (Must know Air Dance)
1 Karma allows the Air Sailor to move vertically as well as horizontally during
a combat move in addition to his regular move he may walk on air rising
vertically 5 feet during a combat move. This ability lasts one turn. Each extra
Karma adds either 5 feet to the amount allowed to rise vertically or one turn to
the duration. The maximum distance off the ground the Warrior may walk is
Discipline level + DMSB x 10 feet.
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