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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.

Lightning Throw 1 Karma allows the Air Sailor to throw a weapon before initiative is rolled catching their target flat footed. Each extra Karma adds a 1 point bonus to the to hit roll.