I have a few questions about skills and equipment for the forgotten realms campaign setting.
Our next campaign will involved ships, pirates etc. The characters are based in Amn and will travel the sword coast, possibly going to Maztica now and then.
Questions:
- To build firearms, should a character take craft(weaponsmithing) and craft(alchemy) or simply craft(gunsmithing) that will allow to only build firearms but also to make smokepowder?
- Informations about ships? Those listed in the FRCS are not in the DMG. Elven frigate great ships, carracks, caravel, etc...
- Does smokepowder cannon exists? in any case, rules about it? The skill is certainly the same as for the catapults (siege engineer) but what about range and damage, etc.
- Does Profession(Sailor) is the same skill for a captain and all other crew member but at various skill level (for. ex. captain is Prof(sailor) at rank 10+) or should there be a separate skill. Does it allows to read map or should it require knowledge(geography).
Any link to a website treating pirates d20 setting?
Thanks.
Our next campaign will involved ships, pirates etc. The characters are based in Amn and will travel the sword coast, possibly going to Maztica now and then.
Questions:
- To build firearms, should a character take craft(weaponsmithing) and craft(alchemy) or simply craft(gunsmithing) that will allow to only build firearms but also to make smokepowder?
- Informations about ships? Those listed in the FRCS are not in the DMG. Elven frigate great ships, carracks, caravel, etc...
- Does smokepowder cannon exists? in any case, rules about it? The skill is certainly the same as for the catapults (siege engineer) but what about range and damage, etc.
- Does Profession(Sailor) is the same skill for a captain and all other crew member but at various skill level (for. ex. captain is Prof(sailor) at rank 10+) or should there be a separate skill. Does it allows to read map or should it require knowledge(geography).
Any link to a website treating pirates d20 setting?
Thanks.