Superhuman RPG
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Superhuman RPG

Un foro en base al sistema de juego de rol diseñado y desarrollado por Fernando Pajares, a.k.a. Hombre Concha.
 
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 PrC Quripaqu Much'ana (Legendary Captain) - Señores del Mar

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MensajeTema: PrC Quripaqu Much'ana (Legendary Captain) - Señores del Mar   PrC Quripaqu Much'ana (Legendary Captain) - Señores del Mar I_icon_minitimeJue Mar 11, 2010 6:12 pm

¨Mira muchacho no se en cuantos combates hayas estado, pero aqui sobre las olas las cosas son algo diferentes. Asi que toma esa cuerda y sugetala con tu vida, porque vamos hacia el centro de la tromba...¨

Pawveyé - Chi´lla Quripaqu Much'ana


Desde que los primeros habitantes de Imochic aprendieron a domar las olas con sus simples navios, han habido cuentos de portentosos navegantes que han enfrentado los desafios naturales y sobrenaturales mas tremendos. Historias de señores del mar que con pura habilidad llevaron a sus amadas naves hasta los rincones mas fantásticos e inimaginables que el Wiqiunu (Mar de Lagrimas).
Aquellos cuyos nombres son inmortalizados y citados cada vez que un nuevo aventurero se hace a la mar, esos son los Quripaqu Much'ana.

Actualmente son pocos los navegantes que se han ganado el honor de ser llamados Quripaqu Much'ana, y aquellos que lo ganaron no siempre lo lucen por temor al constante asedio de piratas intentando inmortalizarse.
Aun asi, estos domadores de olas son constantmente buscados por las diferentes armadas, comerciantes, y aventureros para tener el lujo de contratar su servicio para cualquier empresa esten a punto de emprender.

Como es de esperarse, estos individuos surgen mas comunmente de entre los pueblos reconocidos por su dominio de los oceanos; como Chi´llas, Runas y Wawawins. Pero esto no ha evitado que leyendas de este tipo surgieran de entre los rangos de Walqas (Paqatumu Simay - de ), Chutus (Sanqa Tamaru - de Pucuyay), Churiuywas (Pasaya Qero - de la cuenca del Amazuñay).

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (geography) 2 ranks, Profession (sailor) 5 ranks.
Special: Must be the captain or master of a ship.

Skills (4 + Int per level): Acrobatics, Bluff, Climb, Craft (any), Diplomacy, Intimidate, Knowledge (architecture and engineering), Knowledge (geography), Knowledge (local), Perception, Profession (any), Sense Motive, Survival, Swim.

CLASS FEATURES

The following are all class features of the legendary captain prestige class.

Great Captain: You gain Great Captain as a bonus feat. If you already have Great Captain, you instead gain Skill Focus with one of the legendary captain class skills given above.

Leadership: At 2nd level you gain Leadership as a bonus feat. Additionally you gain a +2 bonus to your effective character level for purposes of the Leadership feat to attract followers. This bonus increases to +4 at 4th level, +6 at 6th level, +8 at 8th level, and +10 at 10th level.

Weather Gauge (Ex): On reaching 2nd level, your superior ability in handling a ship allows you to maneuver so as to have the more advantageous wind. You gain a +4 competence bonus on Profession (sailor) checks to gain the advantage (see Narrative Naval Combat, beginning on page 25). As long as you have the advantage, your crew gains a +2 bonus on all Profession (sailor) checks and on attack rolls made with shipboard siege engines, and your ship gains a +2 dodge bonus to Armor Class against attacks by enemy ships.

Luck of the Wind (Su): Beginning at 3rd level, you are able to cheat the fates on occasion. Once per day you can reroll a failed attack roll, saving throw, skill check, or ability check. You must reroll before the DM declares whether the roll results in success or failure, and you must take the result of the reroll, even if it's worse than the original roll.

On reaching 7th level, you can reroll twice per day.

Uncanny Navigation (Su): On reaching 3rd level, you develop an innate sense for detecting and avoiding maritime hazards. You add your legendary captain level as a bonus on Perception checks to notice aquatic hazards and on Profession (sailor) checks to navigate safely through them.

Wind at Your Back (Ex): On reaching 4th level, you can use your mastery of navigation to coax additional speed from your ship by directing the most efficient placement of sails or encouraging rowers to exert themselves. A ship you captain moves 20% faster (minimum of +5 feet).

Accelerated Firing (Ex): Beginning at 5th level, you can urge your weapons crews to exceed ordinary performance. A ballista or catapult can be reloaded or reaimed in a round by one less crew member than normal. If the weapon is fully crewed, it can be reloaded or reaimed as a standard action instead of a full-round action. In addition, your crews gain a +2 morale bonus on Profession (siege engineer) checks.

Steady Stance (Ex): Starting at 5th level, your sea legs keep you stable when others have difficulty standing. You are not considered flat-footed while balancing or climbing, and you add your class level to Acrobatics or Climb checks to remain balancing or climbing when taking damage.

Rake (Ex): At 6th level, you increase your ability to handle a ship and maintain an advantage in naval combat. As long as you have the advantage, attacks against enemy vessels with your shipboard siege engines deal an additional die of damage on a successful attack. This die is of the same kind as the weapon normally deals: For example, a light catapult (normal damage 4d6) deals an extra 1d6 points of damage, while a ballista (normal damage 3d8) deals an extra 1d8 points.

Legendary Helm (Ex): Starting at 7th level, you grant an additional +2 dodge bonus to the Armor Class of any vessel you steer or command. In addition, you can attempt saving throws using your save bonuses against spells or effects targeting your vessel. For example, if a dragon uses its breath weapon against a ship you are steering or commanding, you can make a Reflex save on behalf of the ship to halve the damage. (Normally, vessels are considered unattended objects and fail all saving throws.)

Misdirect (Ex): Beginning at 8th level, you might trick an enemy captain into underestimating the capabilities of your ship and crew. This includes disguising your vessel, lurking at the edge of fog, holding off on firing your weapons, and other such stratagems. The enemy captain must have line of sight to your vessel, and you must make a Bluff or Profession (sailor) check, whichever modifier is higher, with a bonus on the roll equal to one-half your legendary captain level. This is opposed by the Sense Motive check of the enemy captain. If your check succeeds, the enemy captain and crew take a -2 penalty on attacks, saves, and skill checks for the length of the engagement, and the enemy vessel takes a -2 penalty to Armor Class.

Splice the Main Brace (Su): On reaching 9th level, you can hearten your crew with your personal strength. ("Splice the main brace" is nautical jargon for hoisting a mug of grog, originally at the end of a hard day's work.) Once per day you can produce a mass heal effect to treat the injuries and afflictions of all on board. Your caster level is equal to your prestige class level. It requires 10 minutes for the healing effect to take place, so it is not usable in the midst of combat.

Fleet Admiral (Ex): At 10th level, your phenomenal leadership skills allow you to assist the crews of allies' ships as well as your own. You can use the aid another action to confer a +2 morale bonus on checks made by the crews of a number of additional ships equal to your Charisma bonus (minimum one extra ship) within signaling distance (1 mile in clear conditions). You grant a +4 morale bonus on allied captains' Profession (sailor) checks to gain the advantage in combat, and they gain the same benefits you confer. In addition, when aiding the actions of your own crew, you confer a +4 bonus instead of +2 on a successful check.


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