Seafarer's Handbook

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Unresolved LST file issues

There are serveral objects (races, ships etc..) that have the same name
as things in the SRD. To indicate the difference when this occurred I
added (SFHB) to the name of the object in question

seafarerstemplates.lst

Aquatic template needs work on swim speed.
Template gives PC a Swim speed equal to the Fly speed if there is one 
or between 100% and 150% of the PC's walk speed (DM's choice)
Not sure how to code this.

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Resolved LST file issue
seafarersfeats.lst

Barroom Brawler - damage line should be
UDAM:1,1,1d2,1d3,1d4,1d6,1d8,1d10,1d12 however this doesn't work.
UDAM:1d4 does though but that is inaccurate for creatures of other then
medium size. Currently my inelegant solution is to have 2 versions of
the feat with size as a pre-req. This feat also gives you an extra 4 HP
for  subdual damage but PCGen does not track subdual separately so this
can't be coded.
BUG STOMPED by Ross, should work in next beta (5.5.3)

Endurance Swimmer this feat changes the penalty for swimming from
-1/5lbs of gear to -1/20lbs of gear. 
SOLVED. Added a bonus based on WEIGHT.CARRIED

seafarersquipmodsmagic.lst

Waterproof scroll unfinished - I've made an equipment mod that adds
waterproof to any scroll at an additional 10% to the cost. I don't know
how to get PCGen to add that cost to the scroll. Maybe this needs to be
a base item instead of a mod?
SOLVED: I made a base item and an equipmod to add spells at the correct cost

2004-01-18
Noticed that the Undersea domain does not have a 9th level spell listed...
See seafarers_domains.lst for more details. (noticed while making a SPELLLEVEL tag..)

Added Elemental swarm- 1/20/04 - Eddy

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Ship Construction. 

The Seafarers Handbook has a chapter on ship construction enabling
players to calculate the cost in time and money for building custom
ships. I have thought about several ways to handle this in the data
files and am asking for opinions on the feasibility of each.

The ideal would be to find a way that players could buy the components
and assemble them and have PCGen output the ship complete with stats,
but I think this may be beyond the scope of the program at this time.


Concept 1 - treat the ships as a monster, with different sized hulls as
different races and options. (I briefly considered this but dismissed it
as being to problematic. I list it here so you can follow my idea chain)

Concept 2 - Make Hulls a base item and the add on options as equipment
mods. I like this idea the best because you would use the customizer
window to construct your ship and you would end up with one object - a
complete ship. I just don't know if is flexible enough to deal with all
the variables and options you would get. Like certain sized Hulls can
only use a certain amount of sails or oars, and the number of sails or
oars modifies the speed based on the size of a ship. Of coarse this
hangs on whether a base item can have DEFINE and SA tags that can be
modified by equipment mods, my brief experimentation suggests not.

Concept 3 - Enter all the element as equipment items with standard
equipment tags but enter the Hulls as containers that can hold only
certain ship components (sails, oars, artillery, etc...) then the player
can buy the components and assemble the ships in the equipping tab. I
don't really like this method because I have enough trouble getting all
my ammo into an efficient quiver let alone all the different slots that
would be needed for ship construction. Also this would only let you know
what you can and cannot add to your ship, it would not calculate things
like speed or hull strength (not that I've found another way)

Concept 4 - simply enter all the element as equipment items with
standard equipment tags and be done with it. Its looking more and more
like this is the way to go, and in any case the items will need to be
entered for any of the methods so I will proceed with this and see what
your opinions are on the other ideas. This is currently how the data is
entered.

Eddy Anthony
8/28/03

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Revisions 12/07/03

Barroom Brawler feat can now be cosed as one feat thanks to a code fix by ross.
It works in the autobuild and should work in the next beta (5.5.3)

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Revisions 10/29/03

Added a read me file to explain how to use some of the features

Fixed the Endurance Swimmer feat, now give correct bonus based on 3e rules

Added Waterproof scroll item
Had to make a paired base item and equipmod to account for the percent cost

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Revisions 9/2/03

S15 incorrect - fixed by Paul W. King

Half-merrow - movement is different with tailed and non-tailed.Ê 
Bonuses added to tailed template to make the adjustment.

Half-merrow - where is the Clumsy ability? -2 on fine 
manipulation skills like Pick Pockets and Disable Device

Half-merrow - where is the Oversize ability?
Added as an SA

Half-merrow - where is the Amphibious ability? 
Added as an SA

Feats

Amphibious Endurance - this is for water breathers.Ê Is it 
possible to create a tag for waterbreathing, and do the PRE off of 
that?Ê This way you won't have to attempt to list all the races that 
could take it; as I noticed the Sahuagin are not on the list.
Added Locathah Sahuagin and Triton to these lists. I was going to 
add only the creatures from this book but these three are in the SRD and they Qualify.
I can't see a way to PRE off something else as PCGen doesn't seem to support
Creature Subtypes.

Sea Brother - similar to #8, but for being an aquatic race
Added Locathah Sahuagin and Triton to these lists.

Shorewalker - exactly like #10
Added Locathah Sahuagin and Triton to these lists.

Pressure Survival - missing preskill swim - fixed by Paul W. King

Shanty Man - missing preskill perform - fixed by Paul W. King

Tail Walking - didn't see how this increases the land movement; 
Added a BONUS:MOVEADD|TYPE=Walk|5

Swimming Gear - doesnt' this also take the Gloves slot?
Yes. Fixed

Aquatic template - where is it? Added, swim speed needs work.

Races Vision tags corrected