Lost on the Planes (Recruitment Thread)

Started by SheerFantasia, July 04, 2014, 08:08:59 AM

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SheerFantasia



All surviving members of the Sasskiana, stand to attention.  This is the Master of Arms, Thrane Baellryn, and as of this moment the current Acting Captain for this vessel, following the death of Captain Shorn Baellryn.  For those of you who are still in confusion over events, I shall do my best to relate events that have passed to you.

Now three weeks into our journey, disaster struck a few days ago when the decision was made to journey deeper into the planes to the enigmatic First World of the Fey.  Instead we found ourselves in a realm of fire.  This is ordinarily not a problem for such a ship as the Sasskiana, but then the rocks of fire began to rain from the sky like rain.  With our hulls shattered and our sails ripped to pieces, we were forced plot an emergency course to the nearest intersection of Leylines and hope that we did not find ourselves in worse circumstances.

Pharasma be praised, we were given reprieve.  Unfortunately we have lost nearly one two thirds of our crew, including numerous senior officers and our captain.  As of this moment we are slowly losing altitude and will be putting down in a nearby bay for repairs, and hopefully landing parties will be able to find provisions to replace what we have lost.  I'm sure most of you were not here to perform more than your ordinary duties, but the direness of circumstance forces me to call for volunteers to aid in a series of potentially dangerous, but crucial endeavours.  All able bodied volunteers are to report to the captain's nest on the high deck for further instructions.




And there's the basic premise.  Our intrepid adventurers find themselves far removed from home, their vessel damaged and not a clue how to get back home.  Adventures as varied as the planes themselves follows as the crew of the Sasskiana (pictured on the top right) as they repair their ship and explore the worlds they alight upon, searching for some clue how to make it back home safely.

The initial crew of the Sasskiana was by no means completely reputable - the journey was one into the unknown, possibly dangerous, and several criminals were given a pardon if they agreed to crew some of the more undesirable jobs on the ship.  In short, the crew of the Sasskiana is varied: don't let preconceptions get in the way of a good and colourful character!

Characters originate from the world of Nasskaris (generic fantasy world; slight more advanced on the magic-tech scale; very limited connection to the rest of the planes; players have full creative input over where they come from on Nasskaris).  Post up you character concepts here so that we'll see what we have to work with, subject to the following:

       
  • First character created starts at Level 6, with 20 points to buy attributes (consider it your main character)
  • Subsequent creations start at Level 4 with 15 points to buy attributes.
  • To begin with, character races available are: all the core races; aasimars, androids, catfolk, changelings, dhamphir, ifrits, kobolds, orcs, samsarans, sylphs, tieflings
  • Characters can have up to 2 traits, or 3 if they take 1 flaw.
  • To be safe, stick with all official Pathfinder details by Paizo.  If there's something 3rd party that you want to use, bring it to my attention first.
  • I'm creating some campaign specific traits, so watch this space.
  • Starting equipment at 16,000 gp.
  • Occupation of some of the senior position will be available after the first adventure
  • Some things to include: personality, quirks, sexual inclinations, reasons for joining
  • Characters have full Hp for the first 2 hit die, after which they can roll or take the average (half the max number of the dice roll + 0.5) as is their preference
  • Campaign will use the fast advancement track for levelling.
  • Every adventure, everyone allocates a solid 30 lbs. from their weight allowance (i.e. a floating 30 lbs. that is always on them); they have 150 gp floating equipment bonus until 8th level were they have 200 gp, and 250 gp at 12th level.  This floating equipment is a collection of odds and ends that they can pull out of their backpack or pockets at any time until they exhaust their gp limit (the maximum value of any item you retrieve is 5 gp at a time).
If you think I've missed anything that should be included, just let me know!
















Player   Character   Gender   Race   Class   Position   
Anon315   Ferren   Male   Android   Rogue 6   Ship's Security   
Autocad            What are Birds? We just don't know.      
Bibliophilia   Kivana   Female   Sylph   Gunslinger 6   Master Gunner   
CarnivalOfTheGoat   Iksenitrix   Female   Kobold   Alchemist 6   Quartermaster?   
Chulanowa            Wizard?      
ExisD   Maia Lea Tesar   Female   Elf   Conjurer 6   Master Artificer?   
Ghostwheel   Ramza   Male   Half-Elf   Oracle 1, Paladin 2, Sorcerer 3      
Jecter   Roderick Rutgar   Male   Human   Ranger 6      
Kongming   Alluan Shera   Female   Aasimar   Bard 6      
Loki Aesir   Tsume   Male   Human   Monk (Zen Archer) 6   Master Carpenter?   
Phaia   Rainna   Female   Aasimar   Witch 6   Cook!   

SheerFantasia

#1
DECK 1
Open Air Deck & Command


1. Open Deck (formerly guest recreation, viewing and sometimes storage space)
2. Indoor Garden & Topiary (badly damaged.  formerly most relaxing place on the Sasskiana)
E. Elevator (runs through all three tiers of the Sasskiana, mainly for moving goods in bulk)
S. Stairs (the smaller ones lead below, larger one leads to the captains nest)

DECK 2
Central Habitation


Red Lines indicate sections of a room's wall that has been almost or completely destroyed.  Any room that has a red line for a wall is considered destroyed and its former purpose null.  Anything that was once in this room was sucked out by the air pressure, and exposure to fiery elements has ruined what remained within.  The walls must be repaired before the room is (reasonably) usable again, at which point it can be repurposes for whatever is deemed fit, though people can still go in and out of them in the interim.

The grey area is a corridor.

1. Navigation Room & Elemental Control (sort of a control room and (phantasmal/holographic) map room; formerly limited to officers)
2. Store room (considered storeroom, but in practice the Officer's armoury; formerly limited to officers)
3. Officer's rest quarters
4. Crew rest quarters
5. Kitchen
6. Pantry
7. Banquet/Dinning hall for guests
8. Laboratory/Test room
9. Guest quarters (for the high-paying guests who accompanied the expedition)
10. Storage room
11. Rare/Exotic Component storage (officer access only)
12. Captain's library (captain access only)
13. Captain's quarters (captain access only)
14. Sanitation room (baths etc...)
15. Sanitation storage
E. Elevator (runs through all three tiers of the Sasskiana, mainly for moving goods in bulk)
S. Stairs (leads to Deck 1)

DECK 3
Cargo Hold and Stables


Cargo was generally loaded here from the rear section of the ship.  The grey area is corridor and generally doubled as a launching area for the gryphons.

1. Roost Storage (storage of equipment and food for the Sasskiana's gryphons)
2. Gryphon Roost (4 remaining gryphons, only 2 in condition to fly)
3. Bulk storage compartments (mostly ruined and empty; anything that was here was used to repair critical areas of the ship)
4. Artillery decks (formerly had 8 cannons and 2 ballista per side. now only 2 cannons per side.)
5. Elemental chambers (former power sources for the ship. needs at least 1 huge air elemental to get the ship airborne again. no elementals present.)
E. Elevator (runs through all three tiers of the Sasskiana, mainly for moving goods in bulk)

OFFICER POSITIONS...
...and their requirements
The Officer positions are heavy on their requirements, but seem to offer no equivalent bonus as the Crew positions do.  This is because the Officer positions not are allowed to decide the crucial functions of the Sasskiana, but will also have opportunities for unique advancements which I shan't list right now as getting them down is an extra workload that will delay the launch of the game.

Master Artificer
Feats: Craft Wondrous Item, Magical Aptitude
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Spells: Able to cast 3rd level spells, able to cast make whole
Special: Able to speak Draconic and Thassilonian
The Master Artificer is given authority to decide what type of elementals go into the Elemental Chambers, and is the only person permitted to issue elemental binding cubes from the special stores.  S/he also possess one of two master control keys (the other in possession of the captain) that can insert or remove elementals from their chambers.  Is also responsible for keeping the delicate astral sails in good repair.  Advises the captain on necessary components needed for general maintenance and those required for the construction of new rooms with significant magical aspects.

Master Navigator
Feats: Skill Focus (Profession - cartographer)
Skills: Knowledge (geography) 5 ranks, Knowledge (planes) 5 ranks, Profession (cartographer) 5 ranks
Special: Able to speak Elven and either Orvian or Thassilonian
The Master Navigator has final say over which intersection of ley lines the Sasskiana should head for, as well as charting the general route the astral ship should take on its voyage through any particular plane.  Advises the captain on general conditions and dangers to expect.  If the ship re-establishes the map room, it becomes the Master Navigator’s personal quarters.

Master Physician
Feats: Skill Focus (Heal)
Skills: Craft (alchemy) 5 ranks, Diplomacy 5 ranks, Heal 5 ranks, Profession (herbalist) 5 ranks
The Master Physician is responsible for the general health of the crew, be it physical or mental ailments, and is also responsible for creating health poultices, medicinal kits, and a host of other items beneficial to the crew.  The Master Physician is also expected to serve as a discreet confidante to the crew and alert the Captain of any mutinous sentiments.

Master of Carpenters
Feats: Skill Focus (Craft – carpentry)
Skills: Craft (carpentry) 5 ranks, Knowledge (engineering) 5 ranks, Profession (engineer) 5 ranks
The Master of Carpenters is responsible for the mundane maintenance of the integrity of the ship, especially most woodwork.  The Master of Carpenters also has a final say on what mundane-type rooms are permitted to be built on the ship as well as torn down.  Whenever a new room is being built, the Master of Carpenters will be right there in the thick of it.

Helmmaster
Skills: Perception 5 ranks, Profession (helmsman) 5 ranks
Special: Base Reflex save +4
Though not an officer position per se, but the Helmmaster possess considerable influence given their having the life and death of the ship in their hands.  In addition, having experienced the actual feel and manoeuvrability of the ship first hand, s/he is the only person who can overrule the charted destination of the ship through a plane by the Master Navigator is they deem it too dangerous.

Quartermaster
Skills: Appraise 5 ranks, Diplomacy 5 ranks, Profession (quartermaster) 5 ranks
Special: Able to speak 6 languages, including Common and Dwarven.
The Quartermaster determines the distribution of cargo across the ship and makes sure that nothing is missing and everything is accounted for.  S/he he authorises the removal of cargo and items from store rooms to individuals on ship errands with the consent of the captain.

Master of Scouts
Feats: Animal Affinity
Skills: Handle Animal 5 ranks, Heal 3 ranks, Knowledge (nature) 5 ranks, Profession (cartographer) 3 ranks, Profession (stable master) 5 ranks
Spells: Able to cast calm animals
Special: Able to speak Elven or Sylvan.
Though titled Master of Scouts, the actual duties of the Master of Scouts is to keep the animals on board in good health and good temper, rather than to ride out with the other scouts.  They are also required to coordinate all the information returned to them by the actual scouts who report back, turning it into something coherent and legible to be delivered to the Captain and Master Navigator.  The Master of Scouts brings forth concerns about the ships existing stable stock and has the final say over what animals are allowed on board the ship (excepting familiars and animal companions).

CREW POSITIONS...
...and their requirements
Note that any character can serve a particular position on board the Sasskiana if they meet the requirements, but only characters who started in the post gain the bonuses the position offers.



Artificer
Requirements: Able to cast at least three 1st level spells and one 2nd level spell a day (either as a result of class levels or bonus spells form the relevant ability score)
Bonus: +3 to resist Fatigue and Exhaustion effects.
Artificers are arcanists who maintain the Elemental Chambers of the Sasskiana where Huge elementals are bound and power the astral ship.  A general day for an artificer is to work in pairs upon a single chamber, each dispensing the energies of three 1st level spells over a period of 6 hours (2 hours for each spell), and a 2nd level spell over a period of 1 hour into the Elemental chambers.  This prevents the elementals from ‘burning out’ and thus losing the power source.

Cabin Boy/Girl
Requirements: Acrobatics 2 ranks, Climb 2 ranks, Profession (scribe) 2 ranks
Bonus: Whilst on board the Sasskiana, the cabin boy/girl gains a +10 circumstance bonus to movement rates, resulting from expert knowledge of the most common pathways through the ship.
The cabin boy/girl is the Captain’s personal servant; generally acting a message runner, note taker, and cabin cleaner.  Usually has access to the captain at any given moment (to see if s/he needs anything) unless order otherwise.

Cook
Requirements: Profession (cook) 1 rank
Bonus: Having to work in a busy kitchen requires quick and deft hands, resulting in a +2 circumstance bonus to Sleight-of-hand checks.  Constant access to food (and hence rarely going without meals) also grants them better health in the form of a +1 bonus to Fortitude saves.
Cooks help the Head Cook to make large volumes of meals and scurry to fetch the latest ingredients from the hold.  For every Cook that works under the Head Cook, the kitchen can produce meals (breakfast, lunch, dinner) for up to 6 people on board the ship (e.g. if the Sasskiana has a crew of 20, it will require a team of 4 Cooks, to make enough food during the course of a day).  Cooks answer to the Head Cook of the ship.

Carpenter
Requirements: Craft (carpenter) 2 ranks
Bonus: Carpenters often have to maintain the astral sails and work on the side of the ship, granting a +2 circumstance bonus to Climb checks and a +1 bonus on Reflex saves.
Carpenters are responsible for the general mending of damage to the ship and basic maintenance of the mundane sort.  Carpenters operate under the direction of the Master of Carpenters.

Deckhand
Requirements: Profession (sailor) 1 ranks
Bonus: Due to the strenuous nature of their work, Deckhands gain the Toughness feat or the Skill Focus feat in either a Craft or Profession skill.
Deckhands are the most common workers on board the ship, generally assisting Artificers in mundane jobs, combating fires, and working the astral sails from the Captain’s Nest.  In a pinch, they also serve in battle if the ship is boarded, though they are not experts at it.

Entertainer
Requirements: Perform (any) 4 ranks total in any combination
Bonus: Entertainers gain a +1 circumstance bonus on Perception and Sense Motive checks, from having to keep an eye out for trouble and the unruly.  Additionally, Entertainers can make a Wisdom check (DC 15) to avoid being surprised at the start of combat.
Entertainers ideally serve to keep morale up on board the ship with dance, music, and song.  Practically though, on board a ship with criminal elements, rough soldiers, and rich bored guests, Entertainers (either by necessity or opportunity) often make other types of performances.

Gunner
Requirements: BaB +4; Acrobatics 2 ranks, Perception 4 ranks, Profession (sailor) 2 ranks
Bonus: Gunners are well used to aiming at distant targets.  The first range increment of a ranged weapon does not incur penalties when making an attack roll, but all range increments thereafter incur their full penalty to attack rolls.
Gunners work the artillery subdeck in the cargo hold, manning the canons and ballistae there.  When the Sasskiana does not have to use its artillery weapons, Gunners generally perform Deckhand duties.

Head Cook
Requirements: Appraise 4 ranks, Profession (cook) 4 ranks
Bonus: Long hours in the kitchen give the head cook a +2 bonus of Reflex saves vs. fire effects, and a +1 bonus to Fortitude saves vs. points
The Head Cook decides on what meals are prepared on board the ship, and is tasked with ensuring that meals are of an edible quality.  They also receive a special budget with which to buy food or ingredients when they get the chance to do so.  They also command the lesser cooks beneath them.

Scout
Requirements: Handle Animal 4 ranks, Perception 4 ranks, Ride 4 ranks
Bonus: When mounted on a flying creature, Scouts gain a +3 bonus to CMD to resist being Bull Rushed, or against any effect that would unseat them from their saddles.  Their constant vigil has also sharpened their senses, resulting in a +1 bonus to Perception checks.
Scouts on board the Sasskiana are trained riders of aerial mounts, who fly out from the ship to watch the horizon, survey the lands, and see the general weather.  All scouts report back to the Master of Scouts and require leave before taking a mount for a mission.)

SIGNIFICANT NPCS
(picture teaser)
The Sasskiana will boast 4 significant NPCs to accompany players on their journey through the planes, though they will be nominally stationed on board the ship.  All campaign traits link to these NPCs, and in addition to their other bonuses, grant a +4 bonus to relationship scores with relevant NPC (if you're familiar with Jade Empire adventure path, it works in exactly the same way).



From Left to Right:

       
  • Thrane Baellryn; Master of Arms & Acting Captain (Male Human; Mercenary captain of the Free Companions and Aldori Sworldlord of some fame, bastard son of the former Captain, Shorn Baellryn)
  • Illoryn Shast; Voice of the Forecastle (Female Elf; Experienced explorer and unofficial spokesperson for the 'rougher' working-class of the Sasskiana)
  • Tassil Lornfel; The Sasskiana's Charm (Male Half-drow; Desna's representative for this journey of exploration, and oft-considered lucky mascot of the ship)
  • Mellisan Nakillos; The Scholar of Planes (Female Human; Former noblewoman turned scholar and most knowledgeable person on board the ship regarding planar lore)

CAMPAIGN TRAITS
The following traits are campaign-specific traits that tie your character to a particular important NPC on board the Sasskiana and restrict the account of your history somewhat.  They are slightly more powerful than normal traits.  All campaign traits also grant a onetime +4 bonus to your Relationship score with the NPC associated with your campaign trait.

When the campaign trait lists more than one associate NPC, you must choose one from among them that the trait links to.  You may only choose one campaign trait at a time, though you need not choose any at all.

Best Friend
Associated NPC: Illoryn, Tassil
You are best friends with one of the NPCs, having known them since before the journey began.  By close association, you’ve managed to pick up a few things from your friend, but particularly their ability to interact with others.
Benefit: +2 trait bonus to; Diplomacy (Tassil), or Intimidate (Illoryn).  Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you.  In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend.

Chosen for Greatness
Associated NPCs: Mellisan, Thrane
Though many have always doubted you, your efforts caught the attention of the NPC, who believed s/he sensed you had untapped potential.  Though time passed by, the NPC always found the time to return and help you when you were stumbling, her/his unorthodox manner of teaching was easier to understand than what your conventional tutors had to offer.  In time, those who belittled you began to fall behind as you made great strides in your chosen area.  Wanting to repay the favour, you have followed your mentor on board the Sasskiana.
Benefit: If Mellisan was your mentor; +1 trait bonus on Spellcraft checks, and +2 bonus when using spellcraft to identify spells being cast and to identify the properties of a magic item using detect magic.  If Thrane was your mentor; twice per day, if you miss a melee attack roll, you may reroll that attack, but you must accept the result even if it is worse.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Free Companion Hopeful
Associated NPC: Thrane
The Free Companions are a group of mercenaries led by Thrane Baellryn and have a reputation for getting the job done even if no one else can.  Always crisp and disciplined whenever they make an appearance in public, you’ve always wanted to be one of their number.  Despite your ardent efforts, Thrane has not accepted you.  But you have noticed that he allows you to remain close and even chat with his men and women on a casual basis, sometimes even relying on you to run errands.  When the Free Companions were contracted to provide security for the Sasskiana, and when Thrane invited you to follow, you knew that the day of acceptance could not be far now.
Benefit: +2 trait bonus on Profession (soldier), and +1 trait bonus on Will saving throws.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Thrane.

Hero Worship
Associated NPC: Illoryn
Almost everyone on the Sasskiana seems to admire Illoryn – her name has long been associated with daring journeys and ribald adventures in the most distant and inaccessible corners of Nasskaris – something you’ve known for a long time.  Unlike many, you have taken this admiration to a new level; you practically worship the thrill-seeking daredevil elf.  You may have eagerly read every journal detailing her exploits whilst stuck in some safe environment, or at some point you may have met her once in passing when she gave you the exact right words of encouragement or a kind gift at some point when you were young and impressionable.  In any case, you’ve done your best to emulate your hero’s talents at combat.
Benefit: You gain a +2 bonus to your AC against attacks of opportunity.  In addition, you gain a +1 trait bonus to all attack rolls against foes that threaten Illoryn.

Journey Seeker
Associated NPC: Tassil
Although believed to be something of a dreamer, Tassil has never been deterred from talking about the wonders of the world and the spaces beyond in public.  Whether you are a follower of Desna or not, his words have always had a way of capturing your imagination as though you were really there yourself.  Having seen you often at his orations, Tassil has taken to discussing with you in his off hours, potential adventures to be had on the venture to build an astral ship that would journey the planes.  The many hours of intense discussions and light hearted dreams has done wonders to opening the hidden avenues of your mind.
Benefit:  You gain a +1 trait bonus on two Knowledge skills of your choice, and +2 bonus on concentration checks.  In addition, you gain a +1 trait bonus to all attack rolls against foes that threaten Tassil.

Protégé
Associated NPC:Mellisan
You have long worked in the mansion of Mellisan as just another nameless servant.  The noblewoman has always kept a large collection of books which you had the chance to look over when you had chances to sneak away from your duties.  One day, you were caught by Mellisan, but instead of punishing you, she seemed impressed by your desire to learn and has since answered any particular questions you've had on your chosen subject.  When she decided to journey with the Sasskiana, she recommended you to be part of that journey.
Benefit: Choose any Knowledge skill – you gain a +2 bonus on skill checks with that Knowledge skill, and it becomes a class skill for you.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Mellisan.

Rescued
Associated NPC: Illoryn, Thrane
At some point in the past, you had a terrifyingly close brush with death.  Whatever the peril was, you would have certainly died if not for the swift actions of the NPC, who intervened just in time to save your life.  You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you.  Perhaps even more importantly, the method in which s/he saved you seems to have had an impact on your own skills.  If Illoryn saved you, she did so by pulling you to safety while simultaneously dealing with the peril that almost did you in.  If Thrane saved you, he did so by carrying you on his shoulder whilst striking down any who thought he was too burdened to react effectively.
Benefit: If Illoryn saved you: +1 trait bonus to Acrobatics and it becomes a class skill for you .  If Thrane saved you: +2 bonus on all attacks of opportunity that you make.  Regardless of who you choose, you gain a +1 trait bonus on all attack rolls against foes that threaten your saviour.

Secret Crush
Associated NPC: Illoryn, Mellisan, Tassil, Thrane
You’ve never had the guts to act on it, but for as long as you can remember, you've had a crush on one of the NPCs.  Someday, maybe you’ll be able to earn the NPCs affections, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile.
Benefit: Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making DC 15 Charisma check.  If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day.  If you’re ever lucky enough to win the NPC’s love, this bonus applies at all times, as long as your relationship remains active.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush.
Special: All sexual orientations of NPCs are ambivalent, meaning you have a chance to start a relationship regardless of gender.  Note that Illoryn and Thrane slightly favour men and women respectively; it’s just a bit harder to get their attention as a member of the same gender, though not impossibly so.

Student of the Planes
Associated NPC: Mellisan, Tassil
Your love of the idea of other worlds and all the fantastic places that are waiting to be found lead you to pursue studies on this esoteric subject, and in your studies, the name of a particular NPC came to your notice.  Eager to know more, you set out to meet this expert, who, impressed with your enthusiasm, agreed to give you two hours of their time every day until they had imparted as much as you could absorb.  That was four years ago, during which time, you managed form a friendship of enthusiasts.  When your friend and mentor decided to undertake this potentially enlightening voyage, you decided that was where you were headed as well.
Benefit: You gain a +1 trait bonus to Knowledge (planes).  You also gain a +4 bonus to decipher writing using the Linguistics skill, and you may choose one of the following languages as a bonus language: Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Necril, Orvian, Sylvan, Terran, Thassilonian.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your teacher.

Ghostwheel

#2
Name: Ramza
Race: Half-Elf
Sex: Male

Background:
Within Nasskaris there are many nobles; some of them aloof and disdainful of the common citizens and serfs, others more friendly, open and sympathetic to listening to the woes brought before them. But amidst them, there were few more diverse than the family that bore Ramza. The telling of this tale though goes back further, to his parents. One, an elf maiden of almost two-hundred years, warm and kind to the people beholden to her, the other a human lad barely out of his teens, cold and aloof. Their marriage was not one of love or passion, but rather of necessity and politics, seeking to bridge the strife between the elf and human lands.

It was an uneasy truce, and though the couple kept up the appearance that all was well with them, there were often arguments behind closed doors--that the maiden was too forgiving of wrongs, that she did not have the strength of will to make hard decisions, or that the lad, no a virile young man, was as cool as ice and as hard as a rock with no passion or sympathy for anyone but his own poltiical gain and the stability of his domain, preferring what was politically correct over what was just.

It was no wonder, then, that they seldom bedded together, and oftimes they would part ways for a time, the man following his own pursuits among the wenches that filled the taverns and streetwalkers that prowled the streets at night, for he was a man, and as such had needs that were only rarely fulfilled by his wife. He barely made effort at keeping these visits from her knowledge, and few lacked the knowing of his infidelity, though none dared to speak it to her aloud.

It smote her heart and angered her to see him like this, but there was no one she could confide in, having left her own ancestral lands and people to dwell among his. And so she was left distraught and lonely. Time passed, yet finally she made a friend; a half-orc guardsman. The guardsman was an old adventurer who now dwelt within the lord's house for he had long since stopped his wanderings out in the wide world and now his heart longed for a place to call his own, a place to warm himself by a hearthfire without the need to prepare to journey on the morrow. It was he who opened himself to the lady, and oftimes they were deep in conversation of his past deeds, and her own rulings among her own people.

Not much time passed before they fell from enjoying each other's company into a calm acceptance of one another, and shared pleasure in each other's flesh and warmth as well. From this union was born Ramza, though the lord took the babe to be his own son, born from the few times he had bedded his lady, and none disagreed with him for his wrath could be most terrible.

And so Ramza grew, and was trained in letters, figuring, weapons, and magic as any of the nobility should be. Yet there was always an air about him, as though he had a purpose greater than the cold keep within which he dwelled. Time passed and he reached his majority, and then struck out on his own for a time. It was during this wandering that he found his true calling, enacting good upon an unjust and cruel world where people could not defend themselves. It always brought a smile to his face and warmed his heart when he heard the thanks of the common folk after an unsuccessful orc raid and the like.

It was on his travels that he encountered another paladin, Mylla. They both traveled together, fitting well together. Their talk was comfortable, and a camaraderie grew between them. So much so that a deep respect for each other grew between them. Their relationship never went deeper than the clasping of hands or a hug after a nearly mortal situation, at least physically, but together they travelled for a long time and he learned of her just as she learned of him.

She told him of the ship from which she hailed, the Sasskiana, and of the wonders she had seen aboard it. She had bid them goodbye for a time, but soon was the promised time when they would once more dock into a port town in this plane, and she had decided to rejoin them once more. Ramza wished he might join her, but he knew that he had pressing matters to, that he must prepare to become the heir to his father's house.

Finally, the time was coming when they would have to part ways, he to his noble house, and she back to the ship. She agreed to accompany him to his home, for he wished to introduce her to his mother, and she agreed before they set out towards his ancestral home. But all was not as it seemed.

When they reached his home, something was amiss. Blood covered the stone floors and bodies lay strewn upon the cobbles, guards and soldiers he had grown up with, and even serving folk. Rushing into the keep with sword in hand and Mylla at his side, he found his father kneeling atop the body of a recently-slain guardsman, breath ragged and slowly dying of the dozens of wounds received that should have already put him down. A single word snarled at his son passed his lips. "Bastard!" There was so much venom and hate in the word that Ramza reeled back, almost as though it were a blow that might bring him to his knees, but before he could speak a syllable, his father expired, dead at his feet.

A noise reached them, a whimper of fear, and he and Mylla found one survivor, a goat girl who tended one of the flocks upon the property. She relayed to him what had happened, that the old half-orc had finally succumbed to a disease, and only afterwards his lady Mother had divulged to her lord of Ramza's parentage and her own betrayal. She had been the first he had killed in his rage, before going on to slaughter every other person in the keep he could find, continuing to fight on despite the wounds he took from a dozen slashes. She had escaped only because of her quick feet and small form, allowing her to hide in a cupboard and watch helplessly at the rampage.

It smote his heart to hear of it, and more to hear of his mother's act of betrayal. She had spoken of it only after the old guardsman had left this world so that her love would not have to suffer even if the truth were let out. He knew that his father had sired a dozen bastards out in the nearby town at the foot of the keep, and that each one was as conniving and scheming as the next, ready to snatch any advantage possible. And he, who had previously been the rightful heir to his father's land, was in no better position than the others to take possession of the keep and surrounding lands.

And so he left with Mylla. Her words could not lift his dour mood. Finally she was brought to shouting telling him to snap out of it. He lifted heavy eyes to her, red with unshed tears, and begged her to allow him to rejoin her on the ship, for there was nothing left to him here. She argued with him, telling him he should stay and see the keep was properly tended, but he knew in his heart that he had no will to do so, and that he could do no more here in his father's lands. Finally she acquiesed, and took him to see the captain when the ship made land.

It took time, but finally he was accepted into the ship's retinue, to help as he could, and so he joined her crew.




Name: Mylla
Race: Tiefling
Sex: Female

Mylla is a secondary character who's attempting to be the master physician, though she's one level shy of the skill requirements.

Ghostwheel


kongming

#4
Ranger (scout/explorer/hunter role), reporting in, ready to help navigate!

Terinka of the Lost


Spoiler: Click to Show/Hide

Tiefling Ranger 6
Str 14 Dex 17 (19) Con 12 Int 12 Wis 13 Cha 13
Hit Points: 43/43
Initiative +5
Speed: 30' (20' armoured)

Racial Traits:
Languages: Common, Infernal, Abyssal, Goblin
Fiendish Resistance: Resist Fire 5 Cold 5 Electricity 5
Skilled: +2 to Bluff and Stealth
Spell-Like Ability: Darkness 1/day
Darkvision 60'
Prehensile Tail

BAB +6
CMB +8 CMD 20
Archery: +11/+11/+6 (1d8+3, 19-20/x3); Within 30 feet: +12/+12/+7 (1d8+4); 1st shot 2 hits
Fort +6 Ref +9 Will +3
AC: 21 flat 17 touch 14

Feats:
-Weapon Focus: Composite Longbow
-Point-Blank Shot (B)
-Rapid Shot
-Armour of the Pit
-Manyshot (B)
-Endurance (B)

Skills:

SkillRanksBonus
X Bluff2+5
Craft (Fletching)1+5
Handle Animal5+9
Heal6+10
Intimidate5+9
Know (Geography)5+9
Perception6+10
Stealth6+15
Survival6+10 (13 to Track)

Traits:
Ambush Training (+1 damage during Surprise Round)
Demon Slayer (+2 damage vs Demons, Evil Fey, Corrupted Animals/Plants)

Favoured Enemies:
Magical Beasts +4
Aberrations +2

Favoured Terrains:
Jungle +2

Wild Empathy +7
Hunter's Bond: Animal Companion level 4 (Badger)
Track

Spellcasting:
1st Level: 2/day DC 11
-Gravity Bow
-Gravity Bow

Equipment:
Composite (2) Longbow +1 (2,600 GP)
100 Arrows (5 GP)
Hide Armour +1 (1,165 GP)
Belt of Dexterity +2 (4,000 GP)
Bracers of Falcon's Aim (4,000 GP)
Swarmbane Clasp (3,000 GP)
1,230 GP (likely some amount to be spent on kits and potions etc.)

Backstory will come later
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

SheerFantasia

Maximum Hp at 1st Level. Roll or take average as is your choice.

Phaia

@kongming If you are interested I have a bunch of Tiefling art!

Phaia

Like This

Chulanowa

Setting down a placeholder while I dream up something!

Anon315

#8
No to disagree with you, but....

Quote from: SheerFantasia on July 04, 2014, 09:23:39 AM
Maximum Hp at 1st Level. Roll or take average as is your choice.

Can we take Average rounded up or rolled, as all average die rolls end in .5? I.E. d4 becomes 3, d6 becomes 4, d8 becomes 5, d10 becomes 6, d12 becomes 7.... obviously this helps those with smaller dice a bit more, but even so it prevents the fighters from rolling 1, 1, 3, 5, 3 and having no HP at all. (Otherwise average on a d4 is 2.5)

Foxfyr

#9
Name: Tsume
Race: Human
Sex: Male
Class: Monk (Zen Archer)
Role: Carpenter (Master of Carpenters if allowed)
Character Sheet

Personality: Tsume is somewhat unusual for a monk in terms of his personality.  Inwardly, his mind is as calm and collected as any of his kind even in the most stressful of situations; outwardly he behaves like anybody else, which has the added benefit of making him more approachable.  He made it a point of avoiding the vows many of his order takes, particularly because he feels the flavors of life (drinking, sex, etc.) are meant to be savored even if in moderation.

Quirks: Rather than repeating a mantra or going into a zen-like trance when the pressure is on, he finds the use of complaining and swearing to be the most soothing method of sorting his mind by expunging all those frustrations as they arise.

Sexual Inclinations: Tsume is in the belief that most flavors of life should be savored at least once; while he has preferences for strong, assertive females, he is open minded to trying new things and experiencing new kinks.

Reasons for Joining: The mindset of enlightenment being attained through reflection and meditation never made much sense to Tsume.  It is his belief that true enlightenment is found through understanding of the world, which is only possible through experiencing what it has to offer firsthand.  For several years he wandered the land and taking every opportunity to experience new things in the pursuit of enlightenment, but all those adventures paled in comparison to the opportunities that were presented in exploring planes that were largely untraveled.

Muse

Sheer, do you still have space in this game? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

CarnivalOfTheGoat



Planesjammmers hoooooo!

Kobold ranger/alchemist. Was originally considering Quartermaster, but if officer positions aren't available to start I'll set her up as a scout. Tiny angry women, gryphons and bombs...What's not to like?

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

ExisD

Place holder for a more finalized character sheet. I have a background thought up, I just don't have the time to put it to words before the weekend.

Applying for a ship's artificer role and as such building things is important. Would she be able to make use of item crafting feats to reduce the costs of her initial items?

Work in progress sheet.

Phaia

#13
@ExisD Wow Looks like we have some over lapping skills at comparable levels. Arcanna and planes we both have over +10!! If ya want to use those skill points someplace else go for it. If not I may drop down a bit!
Lets work to make sure we are not overlapping with spells as well...Mine are more battlefield control and buffs! There is a craft[shipbuilding] and craft [alchemy] would be very useful with all the things that can be made!

Drop me a PM and lets work out some things....oh yes "princess' Trait we do need to talk  ;) ;)

Quote from: Muse on July 04, 2014, 01:40:29 PM
Sheer, do you still have space in this game?

Since we can make multiple characters I would have to say there is plenty of room!!

Phaia

Belisuavious

#14
Character Sheet:
http://www.myth-weavers.com/sheetview.php?sheetid=948727

Biography:
Roderick Rutgar was born into a life where he didn't have much expected of him, and yet he continually managed to disappoint everyone around him. The fifth son of the Rutgar family, a noble line stretching back just under a thousand years in the Swabian Vale, none of his family expected him to accomplish much. All of his older brothers and two of his sisters were either refined courtiers, married to other old dynasties, masterful commanders or daring statesmen. There simply wasn't much else for him to accomplish. Any marriage alliances he could bring to the family would be lesser, the Messers of the city were already wary of having so many Rutgar's in positions of power so those routes were barred to him, his parents fearing that if Roderick entered either the political or military career, it would be seen as an attempt to overthrow the council and establish a new line of kings.

Of course, nobody told Roderick that. All he knew growing up was that whenever he showed some desire to follow his older brothers, it was blocked. By the time he was in his early teens, he had stopped trying to better himself, hardly going to any of his lessons outside of the fencing school. He would often go off hunting for days at a time, accompanied only by his valet and one of the huntsmen employed by the family. Meanwhile, his parents were baffled by the lifestyle Roderick was beginning to lead, though they were unable to connect it to any of their actions. They just believed the boy was a lazy hedonist.

Of course, that was turning out to be true. By his late teens he was actively slumming, and had become the dark stain on the impeccable honour of the Rutgar family. Drinking, whoring, brawling and dueling with other youths to gain scars and prestige among their silly little social groups, had become his daily routine. The sheer amount of prestige the Rutgar family had always guaranteed him an invitation to the balls and banquets thrown by the nobility, and for many months his life was a cycle of drunken binges and wild parties.

Finally his parents had had enough. They had heard of a ship that was to explore the many different planes, and seeing a way to get Roderick away from the city, confronted him with an ultimatum. Either he would voluntarily sign on to join the crew, or he would be arrested the next day and thrown into the Oblivion Prison, his name wiped from public memory and anyone mentioning his name would be lashed in the town square.

Seeing no choice, he sullenly accepted the terms, and left the city of Doria, and wound up on the Sasskiana

Also Adding 790 to the pool of wand buying and other equipment getting.

kongming

Phaia: thanks, but it occurred to me to do a quick Google search and I found one that seems pretty close. I really didn't want to emphasise the horns. Thank you very fucking much, 4th edition!
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

Phaia

#16
@Sheer I was wondering if I could do something like this...'200gp for various and sundry normal personal items at 40 pounds weight'...This would include all the things it could take a page to list like candles, rope, field kit...clothing [normal], waterskins etc. nothing over say 5 gp but it is considered part of what Rainna has...

I hate going through and listing every little piece of chalk, candle, flask of oil, length of rope.

Based on what I have done before 200gp should be more then enough to cover the basics [100gp should do it but I am for being reasonable and paying for not haveing to list everything] I do see things like rations, expensive wine/whiskey etc anything over 5 gp as needed to be listed or anything that is not normal...IE 1 pound of pepper [not normal in most adventurer kits though it should be]

At the moment I am looking at some finishing touches on the main aspect of the character.
Is it okay to create nations, cities etc that are in the world the mission started from as part of a background...Referenced Elf Kingdom of Farlin above as an example!




I would love to open some discussion here about building some team ideas....examples already have Rainna and ExisD character having very similar Knowledge areas [Planes and arcana]. Some over lap may be good but add in a bard and now we have an over abundance of knowledge skills and not much else...so I was thinking....I can see then need for Craft- Alchemy [not the class] there are way to many useful things that can be made with alchemy skill...and having strange puffs of smoke come up from the portholes and the various and sundry smells wafting around would add some fun.

I can also see the need for craft-bow and arrows, profession-sailor [which Rainna has], profession-merchant, Craft-shipbuilding. It would also behoove us to not have a bunch of the same sorts of main characters... already we have a witch and wizard [both arcane casters] and a ranger/archer....we do need that big bad tank type as well as all sorts of others.

I would also be willing to put part of whatever gold I have left for group wands of light healing....750 a pop and ya can never have to many of them!

Suggestions?? Ideas??





Quote from: ExisD on July 04, 2014, 04:24:32 PM
Would she be able to make use of item crafting feats to reduce the costs of her initial items?

@ExisD I have wondered at that very question before so I went looking for help here is what I found!!

Quote
Adjusting Character Wealth by Level

You can take advantage of the item creation rules to hand-craft most or all of your magic items. Because you've spent gp equal to only half the price of these items, you could end up with more gear than what the Character Wealth by Level table suggests for you. This is especially the case if you're a new character starting above 1st level or one with the versatile Craft Wondrous Item feat. With these advantages, you can carefully craft optimized gear rather than acquiring GM-selected gear over the course of a campaign. For example, a newly created 4th-level character should have about 6,000 gp worth of gear, but you can craft up to 12,000 gp worth of gear with that much gold, all of it taking place before the character enters the campaign, making the time-cost of crafting irrelevant.

Some GMs might be tempted to reduce the amount or value of the treasure you acquire to offset this and keep your overall wealth in line with the Character Wealth by Level table. Unfortunately, that has the net result of negating the main benefit of crafting magic items — in effect negating your choice of a feat. However, game balance for the default campaign experience expects you and all other PCs to be close to the listed wealth values, so the GM shouldn't just let you craft double the normal amount of gear. As a guideline, allowing a crafting PC to exceed the Character Wealth by Level guidelines by about 25% is fair, or even up to 50% if the PC has multiple crafting feats.

If you are creating items for other characters in the party, the increased wealth for the other characters should come out of your increased allotment. Not only does this prevent you from skewing the wealth by level for everyone in the party, but it encourages other characters to learn item creation feats.

Example: The Character Wealth by Level table states that an 8th-level character should have about 33,000 gp worth of items. Using the above 25% rule, Patrick's 8th-level wizard with Craft Wondrous Item is allowed an additional 8,250 gp worth of crafted wondrous items. If he uses his feat to craft items for the rest of the party, any excess value the other PCs have because of those items should count toward Patrick's additional 8,250 gp worth of crafted items.

Another idea has been to say it is starting Wealth not starting gold...so the listed price of an item, not its crafting price, is its wealth price....ie a 1st level scroll wealth is 25gp and its crafted at 12.5gp

Hey I would be thrilled to have ya craft a couple of scrolls of spells I can add to my list and even pay ya almost full price  ;D :P

I had considered taking craft tattoo ...its a sailory thing after all and a caster could have 5-6 extra spells tattooed on them at a decent price!!

Phaia


CarnivalOfTheGoat

#17
Quote from: Phaia on July 05, 2014, 10:30:17 AMI would love to open some discussion here about building some team ideas....examples already have Rainna and ExisD character having very similar Knowledge areas [Planes and arcana]. Some over lap may be good but add in a bard and now we have an over abundance of knowledge skills and not much else...so I was thinking....I can see then need for Craft- Alchemy [not the class] there are way to many useful things that can be made with alchemy skill...and having strange puffs of smoke come up from the portholes and the various and sundry smells wafting around would add some fun.

For starters, there WILL BE skill overlap in any party. Most classes get some knowledge skills or other. While I agree that the party will also need a tank and some melee types, saying 'we have an overabundance' is overstating things. Additionally, since this appears to be shaping up to be the sort of game where characters will come and go as part of the expected campaign mechanic (in addition to the usual players coming and going that one expects in PbP), it's not necessarily a bad idea to have more than one member of a party capable of a given role.

Next, on Craft-Alchemy...The class gets a class-level bonus to all Craft-Alchemy checks, as well as Swift Alchemy:

Quote from: Pathfinder Advanced Player's Guide p.27Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

...and eventually (assuming a campaign lasted so long which is unlikely in PbP) Instant Alchemy, which is exactly what it sounds like. Already had an alchemist's lab in my character's equipment list.

The vast majority of crew will of necessity have something along the lines of Profession - Sailor. As we have cannon, some may also have Profession - Gunnery. There are probably more people who can manage and ride a gryphon than there are gryphons (even when the ship had a full complement of gryphons). Officer-types, including midshipmen, will be likely to also have things like Profession - Navigation, Profession - Administration, and so on by specific role. The mixture of propulsion (wind and elementals) suggests a divide similar to that in early steamships which were also fully rigged for sail: there's probably a master engineer (elementalist/artificer) as well as a master sailor/sailing master (insert mistress where appropriate since we're not actually in the historic 19th c.).

A little Googling suggests you got your quote and rules example from the website Magic Items - Pathfinder_OGC. It'd probably be helpful when you're pulling up rules in future to let everyone know where you're getting them from. :)

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Belisuavious

Well, my fop of a character can handle some of the close combat stuff. The current backstory-in-progress has him as a noble scion who is only interested in dueling, hunting and going to parties. I do have him as the ranger class, and an unfortunately (for gaming purposes, though not for RP purposes) high Charisma skill, but the rest of it is mostly in strength. So he can hit hard but might not stand up to a prolonged beating.

Chulanowa

Been rolling around a few ideas - the foremost one is a bard (could possibly be a cleric or oracle?) who's basically a diplomancer - packed on charisma and social skills / spells, to serve as sort of an "away team diplomat" - think Deanna Troi. Since the theme of the game looks to be more "Us vs. Situation" rather than "Us vs. Things To Beat Up" (most of the time) such a character might not be too hindered, as they are in the typical "kill monster acquire loot" angle of many PF games. ...Buuuut I always play that kind of character, it seems. It can get old, always being the "face / skillmonkey," even when you're good at it (as I like to think I am, YMMV  O8) )

Also looks like we have a lot of Rangers going in. Hmm!

Assuming my power doesn't disappear again tonight, I'll hopefully have something workable by tomorrow. In the meantime, I'm open to suggestions!

One question for the GM, though - are the classes from the Advanced Class Guide playtest allowed? Bloodrager, Swashbuckler, Arcanist, Slayer, etc?

Ghostwheel

I've got close combat covered, pretty tankish though not too high on HP (high resistances and AC over tons of HP).

Also a primary-cha character, from what I've got written up so far, I've got +14 to the charisma-based social trio, though that might change a bit as I finalize the character sheet.

ExisD

I'm not sure what we'd be able to do about skill overlap as well, especially given things like knowledge(planes) being very useful and also in character for many people to have. Most casting classes are also broad enough that you could have a group of all clerics/wizards and provided they pick different spells they'll still feel like completely different characters.

On that, I was thinking of picking up craft-siege engine just in case we need to make/repair ship based artillery.

For tanking, I was also thinking of picking up augment summoning with my remaining feats. Which would let me call in things to stand in front if no one wants to play a melee character. Depending on which, if any, of the alternate summons allowed that could go a long way.

Phaia

Quote from: ExisD on July 05, 2014, 06:56:51 PM
I'm not sure what we'd be able to do about skill overlap as well, especially given things like knowledge(planes) being very useful and also in character for many people to have. Most casting classes are also broad enough that you could have a group of all clerics/wizards and provided they pick different spells they'll still feel like completely different characters.

On that, I was thinking of picking up craft-siege engine just in case we need to make/repair ship based artillery.

For tanking, I was also thinking of picking up augment summoning with my remaining feats. Which would let me call in things to stand in front if no one wants to play a melee character. Depending on which, if any, of the alternate summons allowed that could go a long way.

All Nice ideas. You do know that Augment Summoning has a prereg? Treemonks guides to Wizards and druids really point up the idea of using summoning...they offer extra hit points, ways to control the battle field, extra targets...my druids love to summon simple first level natural allies striges...they do con damage on to hits which makes them very nasty even if they die fast at times... cheetahs and lions are great summon monsters at level 3!!

My witch has summon monsters 3 though it would be a while before she gets augment!!  ;D ;D tossing out a pair of summonings after we are both invisible...well that would just be mean!!!  O:) ;D
Btw most guides I have looked at, look at item creation feats as basically a wasted feat...most characters don't have that many to begin with

Phaia

ExisD

Quote from: Phaia on July 05, 2014, 07:10:37 PM
All Nice ideas. You do know that Augment Summoning has a prereg? Treemonks guides to Wizards and druids really point up the idea of using summoning...they offer extra hit points, ways to control the battle field, extra targets...my druids love to summon simple first level natural allies striges...they do con damage on to hits which makes them very nasty even if they die fast at times... cheetahs and lions are great summon monsters at level 3!!

My witch has summon monsters 3 though it would be a while before she gets augment!!  ;D ;D tossing out a pair of summonings after we are both invisible...well that would just be mean!!!  O:) ;D
Btw most guides I have looked at, look at item creation feats as basically a wasted feat...most characters don't have that many to begin with

Phaia


Summons are crazy good if you spec into it fully, but they also tend to be a pain to manage once you get past one or two extra pets.

I know item creation feats aren't usually good, then again starting with 12 con and cha 13 on a wizard is also really bad. Both fit the character for thematic reasons though.

If we wind up needing the bodies, I'll swap it for balanced summoning and pick up augment summoning to get reliable meatshields for everyone.

Phaia

#24
LOL I am so glad we are still in the building stage...My blond head just had a Big idea that made wisps of smoke curl up...just ask my husband!!
:o :o >:)

So I may very well do some major changes race wise ...but still be the witch and the cook!!

Phaia

CarnivalOfTheGoat

#25
FWIW re: area control, tanking, etc,

I'm dropping the two levels of Ranger I was considering and going the pure Mad Bomber route, and bomb-wise rather than going into permutations of standard bombs I'm going Smoke -> Stink rather than the usual Acid -> Frost -> Force route. This with Precise Bombs which allows me to make 'holes' in the splash area for friendly targets characters. Splash radius on both Smoke and Stink are doubled (10' radius rather than 5'). So six rounds of visibility-related area denial or concealment for the smoke and 1d4+1 rounds of nauseated for the stink bombs, both on tap. Wind conditions a definite factor, although the Stink Bomb only lasts 1 round so it's not much of a factor, effectively an insta-cast one-round Stinking Cloud.

And of course the bone-stock firebombs. So that will provide some useful area denial and debuffing.

Also the usual Alchemical-Stuff Assembly Line.

I had intended to go the Mindchemyst archetype, but since there's so much fuss already about having a bajillion knowledge skills on tap I don't know if we really need someone who adds double their Int bonus to knowledge skill checks. Plus, going the standard route I can just use the Mutagen for +Dex.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

kongming

On Crafting: in Pathfinder it's not a bad idea in games where you have downtime. The costs are only time and money (and time is actually the big one there), not XP.

Oh nice, an Alchemist. Hmm... I could actually drop the "can hurt swarms" item then (seeing as your ability to firebomb them is way more useful) in favour of something like a Surgeon's Vest so I can always provide basic healing or something.

Wait, the noble is an archery ranger (and we might have an archer monk too). Despite the fun of having a pet badger that's as large as I am, and the "make three attacks with good bonuses, also one of them hits twice", I might instead swap to the Assmart Bard idea, so as to reduce overlap. I could even go crazy with skills.
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

Chulanowa

Quote from: kongming on July 06, 2014, 12:32:21 AM
Wait, the noble is an archery ranger (and we might have an archer monk too). Despite the fun of having a pet badger that's as large as I am, and the "make three attacks with good bonuses, also one of them hits twice", I might instead swap to the Assmart Bard idea, so as to reduce overlap. I could even go crazy with skills.

Well, that would spare me the trouble of making an aasimar bard skillmonkey :D

Ghostwheel

Quote from: ExisD on July 05, 2014, 06:56:51 PMFor tanking, I was also thinking of picking up augment summoning with my remaining feats. Which would let me call in things to stand in front if no one wants to play a melee character. Depending on which, if any, of the alternate summons allowed that could go a long way.

I think we've got a couple of meleers, so only do that if you want to, don't feel that you have to. Also note that since summoning is usually a one-round action (meaning you start to cast it, and it goes off at the start of your next turn), it's very prone to interruption by ranged enemies (if an archer hits you, concentration check, same with an enemy's volley of scorching rays, etc).

Foxfyr

The perk of the zen archer is that he can work both front lines and back thanks to his point blank mastery feat preventing AoO when using his bow in melee. Though if a melee based character is preferred, I can change to a melee monk of one kind or another, but I don't think it would change my damage output much.

And I'm loading out my skills to be the maintenance and repair person what with the all tools vest and a few improvised crafting/equipment feats/perks.

Phaia

#30
@GW  :o Nice Trick with the Orcale of lore and paladin....I am still learning all the dips and combos possible... Of course since it just applies to AC and Reflex ...I would guess he can be a bit of a klutz normally...but lord in combat he would move like a dancer and deadly. I see a lot of 1st level and Cantrips in play from ya...nice to have another source of Mage armor since I had planned on getting a wand so I could MA my Familar we may not need one now... 3 familiars in party so far should make things amusing. Be nice to the witch she can really enchance with a Fortune hex.

I am considering a single dip into a class just have not decided which yet

Phaia

CarnivalOfTheGoat

Single-dipping casters is something to be careful about. In many cases it isn't worth it unless you absolutely need something from that class for a PrC. Losing an entire level's worth of spells is rarely worth the other benefits (although there are exceptions). I angsted a while over my Ranger dip, then decided it simply was not worth it. For alchemists there is a very, very narrow zone between 'ahead/on the curve' and 'dragging the party down.' And with a kobold, she's a bit of a weakling in almost all of the stats that other classes would benefit from, so...Yeah, decided not to.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Anon315

#32
Name: Ferren
Race: Android
Class: Rogue
Role: Ship's Security

Background
An automaton created for uses ranging from warehouse inventory moving, allocation, and memorization, to smithwork and other hazardous jobs, Ferren is in a class all by himself. A class known commonly as "General Use". There's nothing wrong with being general use, mind you, it simply leaves one with a feeling of anonymity and being less than special. After all, how special can you be if there are a few hundred of you? So he started saving up his meager pay, because despite being constructs they were not slaves, and got himself modified. He started appearing more human, though not nearly enough to shake off the stigma of being a general use unit.

He took on a name, Ferren, based on the largely iron composite that makes up his body. It's not the most original, but he's smart not creative. He took up a job in security at a warehouse. His eyes are more adept at spotting sneak-thieves, and he doesn't have the normal human frailties like a need for sleep. He was a perfect employee. All good things must come to an end, however. One night the thieves brought acid, knowing their quarry was a construct. It burned away half his body, leaving him a twisted mockery of machine and man. There was no longer a place for him among civilized beings, so he took up a post on the ship leaving this world. Maybe somewhere else would be someone with the expertise to repair his skin layers, or transform him into an actual functioning human rather than what he is. For now, he does a job, and if he looks ghastly while doing it so be it.

Character Sheet
Android
Android Rogue (Knife Master) 6 (Pathfinder Campaign Setting: Inner Sea Bestiary 3; Pathfinder RPG Ultimate Combat 0)
LN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 18 (+6 armor, +1 shield, +4 Dex, +1 deflection)
hp 51 (6d8+18)
Fort +4, Ref +9, Will +2; +1 trait bonus vs. charm and compulsion
Defensive Abilities blade sense, constructed, evasion, uncanny dodge; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 starknife +8 (1d4+2/×3) and
. . +1 starknife +8 (1d4+1/×3)
Special Attacks nanite surge, sneak attack +3d6
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 14, Int 18, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 20
Feats Dazzling Display, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (starknife)
Traits bruising intellect, varisian tattoo
Skills Acrobatics +13, Appraise +9, Climb +6, Disable Device +11, Escape Artist +9, Intimidate +13, Knowledge (dungeoneering) +13, Perception +11, Profession (sailor) +9, Sense Motive +5, Sleight of Hand +13 (+16 to conceal a light blade), Stealth +13, Swim +10, Use Magic Device +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ emotionless, hidden blade, rogue talents (finesse rogue, offensive defense, weapon training)
Other Gear +2 mithral chain shirt, +1 starknife, +1 starknife, belt of incredible dexterity +2, ring of protection +1, 252 gp
--------------------
Special Abilities
--------------------
Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display (Starknife) Intimidate check to demoralize can affect those within 30' who see you.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +3 +3 bonus on Slight of Hand checks to conceal a light blade.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nanite Surge +9 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Sneak Attack +3d8/+3d4 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Varisian Tattoo  +1 trait bonus on saving throws against charm and compulsion effects.

Ghostwheel

It puts me 2 levels behind on spells, but I think that as a primary-melee character it's worth it, since otherwise I'd be not only squishy, but also very low on resistances and the like.

Phaia

#34
@TheGoat Every guide I have checked for witches strongly advise against multi-classing. So I doubt I will...I just looked close at GW's character and my blonde head spasmed and my husband was concerned cause I started giggling [or maybe cackling?]. So I started too look at combos...The only one so far I have see that has an outside possibility is a Wildblooded [sage]-Sorcerer [int based sorcerer though with only 2 spells known at 1st level could cast them a lot]. I do have to thank GW for expanding my horizons with PF. He ALWAYS seems to come up with something that makes me go  :o :o ;D

@Anon315  :o Again I learn a new possible race! Nice one Anon. I can see why he may be ship security hard to work feminine charms on him  O:)

Looks like we have a diverse but very interesting main crew shaping up...I may make a couple of 4th levels but I am gonna call them 'Red Shirts'  :P :P


Phaia

Anon315

There's also a wis based sorcerer bloodline. I did that + monk + dragon disciple.

Ghostwheel

Quote from: Phaia on July 06, 2014, 04:03:30 PM
Looks like we have a diverse but very interesting main crew shaping up...I may make a couple of 4th levels but I am gonna call them 'Red Shirts'  :P :P

I'm making a ship's healer, for what it's worth. From what I've written up so far, they can heal 5d6+5 HP in AoE (22.5 on average, though it covers multiple people), and 5d6+5d8+25 HP single-targeted (135 on average) over the course of a day.

Phaia

I was thinking and as everyone knows that can lead to all sorts of things!

Since it has been at least a day since the wreck, damage to the ship,  those of us that have it should memorize 'Mending'. We could help hurry along repairs with it as long as all the parts and pieces are there. Like torn sails and rigging. Damaged or broken spars. Rope. Even planks and etc as long as it can be pushed together mending should repair it! It won't help with all the parts that are gone or shattered or the air elemental [where are the druids anyway since they can take an elemental shape hehe]

Phaia

CarnivalOfTheGoat

Oh good grief. I made the mistake of looking at Alchemist PrC options. My poor little kobold will probably never reach level 16 and be able to BECOME A MUTANT DRAGON.

But I now think that's why she's studying alchemy. ;D She is definitely shaping up to be a dragon-sized ego in a kobold-sized package.

SOMEDAY, she is going to be a dragon. (Insert mad, evil genius laughter)

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Phaia

**encourages the mad little kobold by having tiny little dragons flying around her head and chasing her with faint words and puffs of flame coming from them**  [Prestidigitation and Ghost Sounds]


>:) >:) O:)

Phaia

CarnivalOfTheGoat

#40
It seems fairly reasonable to assume that the ship has some sort of provisions, having been outfitted for exploration, so we're not faced with having to buy canteens and food? Not to mention, oh...ROPE. :D

(You jest. We have no rope aboard this vessel. Now if you'd like some LINE we have plenty of that.)

Also, if one was aboard AS an alchemist or other crafter, with one's requisite crafting gear, how (as the game progresses) would materials for concocting/manufacturing things be handled? Barring ports where we could actually buy components.

This is sort of a big deal for an alchemist, specifically. Potions be damned, when you run out of your limited number of bombs/day you still get your 'Throw Anything' special bonuses with alchemical splash items. ;D

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Phaia

Call Rainna 'Cooky'  :P
Profession [Chef] +8 and then there is Craft -Stew +12...Yeap she can turn that old shoe into a tasty stew!!  ;D
Ya can have those alchemy stuff and crafty weapons things...Cooky gives ya a tasty stew and full belly  :P :P

Phaia

CarnivalOfTheGoat

Quote from: Phaia on July 06, 2014, 11:09:46 PM
Call Rainna 'Cooky'  :P
Profession [Chef] +8 and then there is Craft -Stew +12...Yeap she can turn that old shoe into a tasty stew!!  ;D
Ya can have those alchemy stuff and crafty weapons things...Cooky gives ya a tasty stew and full belly  :P :P

Phaia

Sneaking into the kitchen at two AM to get a cooky to nibble on never sounded so good.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Phaia

ya start nibbling on 'cooky' and she might just learn this hex... Kobold stew anyone??


Cook People (Su)
Effect: Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, human-like creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.



Phaia















SheerFantasia

#44
Lots of activity over the weekend!  Time to get answering then.  Whilst I'm answering specifics to particular players, I recommend everyone read over them as they contain information for everyone:

@Anon315: I do understand where you're coming.  I'm not entirely comfortable with the round up option, but I am willing to grant full HP on 1st and 2nd level rolls.  Also note that under the Ultimate Campaign rules, it is possible to increase your HP up to the maximum your character would be allowed if they had rolled in full, at some time and gp by training your HP stat.

@Muse:  The way I'm envisioning this game thus far is to have people bounce in and out over various scenarios, so everyone (if they remain interested) should get a chance at some point or another to try out their characters.  Each scenario would take up to 6 players, and once completed, a new scenario will be put up and a chance for different players to step up their characters for the challenge.  So if you have something in mind, feel free to post it up!

@ExisD: Though not particularly fair on those who don't have Crafting Feats, lol, so I can't go with that.  I applaud the ingenuity though  ;D

@Phaia: I do like that idea.  After a little review, I'll consider the following: everyone allocates a solid 30 lbs. from their weight allowance (i.e. a floating 30 lbs. that is always on them); they have 150 gp floating equipment bonus until 8th level were they have 200 gp, and 250 gp at 12th level.  Sound good to you? (or anyone else for that matter?)

Feel free to create things for the origin of your character.  As far as I'm concerned, the origin world is a blank canvass (except for one or two insey-weensy details that are not important right now), so feel free, though try and limit it mostly to things that concern your character.

@Chulanowa: I'd like to open up as many options to players as possible, but given as the ACG is in playtest mode, there's large chances of balancing problems (and in my knowledge, Paizo playtest options go through heavy changes to when they become official), so I'm going to have to say sorry on that one.  :-(



Seeing as there is still a bit of development going on, I think I will set the start date for the first adventure scenario on 14th July to give everyone time to solidify their character concepts.  It will come as no surprise that the first adventure will be to get the ship-base flying again and back in order.  I think I'll have the custom campaign traits I've been working on by the 10th.  If I did miss anybody's queries, just bring them to my attention via PM (there was a lot to look over!)

Best to Everyone!
SF

Chulanowa

#45
well, shoot... Sokay I guess, as-written none of them do anything that can't be pulled off by a published class, at least thematically.

I would ask about some other races, but, boy, I've already got my brain full as it is! THough, with so many elves, it's clear they'll let anything on this tub, so maybe there'll be hope for a ratfolk or gnoll...?

;D

Autocad

Is this still open for applications? And is there any crew role still lacking?

CarnivalOfTheGoat

Quote from: Autocad on July 07, 2014, 08:12:54 AM
Is this still open for applications? And is there any crew role still lacking?

If you mean in terms of officers, the way in which the application post is worded suggests that crew members will be repositioned to specific roles AFTER the initial adventure. (Though nothing prevents you applying a character who has past experience in a similar role or who is an 'apprentice _______.') So nobody is guaranteed an officer's slot starting out.

If you mean general crew of all sorts, there's plenty of room for them.

The ship has sails, so all the various sorts of sailors are potential. It also has cannon, if you'd care to apply for the role of gunner.

Wait. Where's our cabin boy? Can't weigh anchor without our cabin boy!

Far as I can tell, we've got interest noted (and some apps for) a cook, a passenger, an engineer, an artificer (not entirely sure of the difference between the two on this ship), a stowaway (they don't let you leave dock without one!), an archery ranger, an archery monk, a ship's security guy, a healer, an alchemyst/sciency type and a diplomat.

Did I leave out the partridge and the pear tree?

You can, of course, spend skill points to predispose towards a specific role (including apparently officer-type roles). This is a quote from the Interest thread:

Quote from: SheerFantasia on July 02, 2014, 05:25:33 AMI haven't decided on the prerequisites of all roles, but 6 ranks in both Profession (quartermaster) and Perception should help qualify for the role of Quartermaster, or for the scout: Ride 6 and Perception 6 should help the psychotic kobold qualify for the role of scout.

But no others have been specified.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

CarnivalOfTheGoat

Also, good grief I wasn't even LOOKING for kobold stuff when this hit my dash...

"Warm blood is so...exotic..."

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Green Goo Theory

Same question as autocad.  Also, any 3.5 material available? 
Coming soon...

Anon315

Quote from: SheerFantasia on July 07, 2014, 05:16:34 AM
@Muse:  The way I'm envisioning this game thus far is to have people bounce in and out over various scenarios, so everyone (if they remain interested) should get a chance at some point or another to try out their characters.  Each scenario would take up to 6 players, and once completed, a new scenario will be put up and a chance for different players to step up their characters for the challenge.  So if you have something in mind, feel free to post it up!

Seeing as there is still a bit of development going on, I think I will set the start date for the first adventure scenario on 14th July to give everyone time to solidify their character concepts.  It will come as no surprise that the first adventure will be to get the ship-base flying again and back in order.  I think I'll have the custom campaign traits I've been working on by the 10th.  If I did miss anybody's queries, just bring them to my attention via PM (there was a lot to look over!)

To those asking the question.

kongming

#51
I think I'll back out. There are just too many people, I can't see myself keeping up. I'll do something crazy like go to bed, look at the thread the next day, see I've missed over a page of posts and go "Okay screw this". Besides, I find myself going "Oh oh oh I want to play thi-WAIT NO I WANT TO PLAY THAT INSTEA- oh oh oh! I could play..."

Disregard that, if there's only a handful of players in any given scenario it should be fine. After all, I do like the game idea, it is still something I want to do.

I'll put the Bard together, as long as Chulanowa really is fine with me doing that shtick this time round.
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

CarnivalOfTheGoat

Quote from: kongming on July 08, 2014, 02:48:51 AM
I think I'll back out. There are just too many people, I can't see myself keeping up. I'll do something crazy like go to bed, look at the thread the next day, see I've missed over a page of posts and go "Okay screw this". Besides, I find myself going "Oh oh oh I want to play thi-WAIT NO I WANT TO PLAY THAT INSTEA- oh oh oh! I could play..."

Disregard that, if there's only a handful of players in any given scenario it should be fine. After all, I do like the game idea, it is still something I want to do.

I'll put the Bard together, as long as Chulanowa really is fine with me doing that shtick this time round.
Glad to hear you're sticking around.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

SheerFantasia

#53
Quote from: kongming on July 08, 2014, 02:48:51 AM
I think I'll back out. There are just too many people, I can't see myself keeping up. I'll do something crazy like go to bed, look at the thread the next day, see I've missed over a page of posts and go "Okay screw this". Besides, I find myself going "Oh oh oh I want to play thi-WAIT NO I WANT TO PLAY THAT INSTEA- oh oh oh! I could play..."

Disregard that, if there's only a handful of players in any given scenario it should be fine. After all, I do like the game idea, it is still something I want to do.

I'll put the Bard together, as long as Chulanowa really is fine with me doing that shtick this time round.
Huzzah!

On another note, I will have the finalised list of ship jobs (with what they entail) and officer prerequisites up by tomorrow (fingers crossed!) so that people can have a clearer idea of how to build their characters.

On another note, for the benefit of players, if anyone wants to co-GM in this game, to run concurrent missions so that some people aren't on the sidelines whilst one group is playing, just let me know.  (I'll put up a proper add in the GM section as soon as time allows, but just in case I thought I'd start here).

CarnivalOfTheGoat

Quote from: SheerFantasia on July 08, 2014, 03:46:39 AM
On another note, for the benefit of players, if anyone wants to co-GM in this came, to run concurrent missions so that some people aren't on the sidelines whilst one group is playing, just let me know.  (I'll put up a proper add in the GM section as soon as time allows, but just in case I thought I'd start here).

Given the amount of interest you've had that's probably an excellent idea.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

SheerFantasia

Quote from: Tonberryshuffle on July 07, 2014, 08:39:20 PM
Same question as autocad.  Also, any 3.5 material available? 
Well be sticking mostly to Pathfinder material - some 3.5 material will be on a case for case basis only, though not classes (in my experience, the two have never meshed well together, despite claims otherwise)

Chulanowa

#56
Quote from: kongming on July 08, 2014, 02:48:51 AM
I think I'll back out. There are just too many people, I can't see myself keeping up. I'll do something crazy like go to bed, look at the thread the next day, see I've missed over a page of posts and go "Okay screw this". Besides, I find myself going "Oh oh oh I want to play thi-WAIT NO I WANT TO PLAY THAT INSTEA- oh oh oh! I could play..."

Disregard that, if there's only a handful of players in any given scenario it should be fine. After all, I do like the game idea, it is still something I want to do.

I'll put the Bard together, as long as Chulanowa really is fine with me doing that shtick this time round.

Go for it! Like I said, always playing the "face" character gets old. besides, I've got a wizard in the oven!

...or maybe it's a cleric. one or t'other!

kongming

#57
Alluan Shera, Ray of Hope and Joy

Aasimar Bard 6
Chaotic Good Medium Outsider [Native]
Age: 26
Sex: Female
Position: Entertainer


STR14+2(14 +2)
DEX12+1(14 +2)
CON12+1(12 +1)
INT14+2(14 +2)
WIS08-1(8 -1)
CHA19+4(21 +5)

Languages:
Common, Celestial, Sylvan, Halfling,
Aboleth, Elven, Gnomish, Abyssal
Aklo, Aquan, Auran, Dark Folk
Undercommon, sphinx

Racial Traits:
Celestial Resistance: Acid/Cold/Electricity Resist 5
Truespeaker: +2 to Linguistics and Sense Motive
Halo: light, +2 vs Blind/Dazzle & +2 to Intimidate Evil
Spell-Like Abilities: Daylight or Searing Light 2/day

HP: 40/40
Initiative +7
BAB +4
CMB +6 CMD 16
Rapier +7 (1d6+3, 18-20/x2); Singing +9 (1d6+5); Singing Power Attack +7 (1d6+9)
Fort +3 Ref +7 Will +4
Armour Class: 18 (+2 Dexterity +1 Deflection +5 Armour)
-flat 16 touch 13

Feats:
Improved Initiative
Power Attack
Heavenly Radiance (Searing Light)

Skills:

SkillRanksBonusSpecial
Acrobatics0+14(Perform: Dance)
Appraise2+7-
Bluff0+17(Perform: String)
Diplomacy0+17(Perform: String)
Escape Artist5+10-
Perception1+4-
Perform (String)6+17(+18 for Bardic Performances)
Perform (Dance)6+14-
Perform (Percussion)6+16-
Intimidate1+9(+11 vs Evil)
Know (Arcana)1+6-
Know (Planes)1+6-
Know (Religion)1+6-
Know (Nature)1+6-
Know (Nobility)1+6-
Know (Geography)1+6-
Linguistics5+12-
Sense Motive5+10-
Sleight of Hand5+10-
Use Magic Device6+14-

Traits:
-Lillend's Harp (+1 to Perform: String, +2 if it's a Bardic Performance)
-Arcane Temper (+1 to Concentrate and Initiative)

Class Features:
Bardic Knowledge +3

Bardic Performance: 19 rounds/day
-Countersong (String)
-Distraction (Dance)
-Fascinate (String or Dance, 2 targets, DC 18)
-Inspire Courage +2
-Inspire Competence +2
-Suggestion (String or Dance, DC 18 (19 for attracted))

Cantrips: DC 15
-Dancing Lights
-Detect Magic
-Haunted Fey Aspect
-Mage Hand
-Prestidigitation
-Summon Instrument

Versatile Performances:
-String (Bluff, Diplomacy)
-Dance (Acrobatics, Fly)

Well-Versed
+4 to save vs Sonic, Language-Dependent, Bardic Performances

Lore Master
Can take 10 on Knowledge skills with at least 1 rank
1/day can take 20 as a Standard Action

Spellcasting:
1st Level: DC 16, 6/day
-Charm Person
-Cure Light Wounds
-Ear-Piercing Scream
-Enhance Water
2nd Level: DC 17, 4/day
-Blur
-Cacophonous Call
-Haunting Mists
-Allegro

Equipment:
Entertainer's Clothing
Chain Shirt +1 (1,250)
Charisma Circle +2 (4,000)
Rapier +1 (2,400)
Dexterity Belt +2 (4,000)
Ring of Protection +1 (2,000)
Wand of CLW 50/50 (750)
Wand of Divine Favour 50/50 (750)
MW Harp + Tambourine (200)
Bard Kit (41)
309 GP

Scrolls:
Burning Disarm (25)
Detect Animals or Plants (25)
Faerie Fire (25)
Spiked Armour (25)
Grease (25)
Silent Image (25)
Polypurpose Panacea (25)
Mount (25)
Mudball (25)
Web Bolt (25)
Recharge Innate Magic x2 (50)

Why she's on the ship:
Alluan was an orphan, with most guesses being that her parents were mostly human, with some elven ancestry. The signs show that somewhere down the line there was a Lillend, but people don't tend to keep track of family trees for the non-royalty. At any rate, with her parents dead in one of the various wars against one of the various threats, her story was pretty much hers alone - not carrying on the legacy of her forebears. Always a delight to those around her, and a teller of tales, Alluan wanted to see the world and explore, to make a name for herself.

She did her share of travelling before joining the crew on this ship, she already had a few tales and adventures under her belt - and a fair amount of treasure to boot. Granted, nobody can be quite sure if she's telling the truth about the time her old group killed a dragon as big as a mountain and that she just spent her share of the gold on wands and scrolls which have largely been used already...

Likes, dislikes, quirks and sexy stuff:
Above all else, Alluan abhors tyranny and bullying, and anything that resembles them. She can follow orders and work with a team, letting someone else be the leader, as long as the cause is just, but she doesn't tolerate tyrants. She's been known to enjoy a few drinks... and to be quite the entertainer afterwards, with her dances getting her arrested on a few occasions. Drunken stripping-for-all-viewers aside, she seems to only have an eye for other females, and is soft, loving and tender in contrast with her usual wild shows. That being said, she refuses to ever use magic to get someone into bed - though augmenting an already consensual encounter is another matter entirely.
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

Green Goo Theory

Quote from: SheerFantasia on July 08, 2014, 05:40:22 AM
Well be sticking mostly to Pathfinder material - some 3.5 material will be on a case for case basis only, though not classes (in my experience, the two have never meshed well together, despite claims otherwise)

It was classes specifically that I would've wanted to included considering Pathfinder's current selection.  I'll just have to try to think up something else.  Probably a few feats at the very least, maybe.  But i'll cover them specifically I guess.

Also, depends on the classes you tried to mesh with Pathfinder.  Some 3.5 classes don't even mesh with other 3.5 classes let alone Pathfinder classes. 

Coming soon...

SheerFantasia

Alrighty then!  The second post has been updated with the Officer and crew positions, along with their requirements.

Phaia

Quote from: SheerFantasia on July 07, 2014, 05:16:34 AM
@Phaia: I do like that idea.  After a little review, I'll consider the following: everyone allocates a solid 30 lbs. from their weight allowance (i.e. a floating 30 lbs. that is always on them); they have 150 gp floating equipment bonus until 8th level were they have 200 gp, and 250 gp at 12th level.  Sound good to you? (or anyone else for that matter?)

The idea I took this from was this....
QuoteDeep Pockets (Ex)
A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the chronicler can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.

In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should. Finally, the Pathfinder chronicler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on her person.


I have no problem with using your offer and will happily avoid writing out all the various things she may stuck down in her backpack!!

Phaia

Phaia

#61





She is just the Cook!!




The story of a cook!
Rainna smiled from the shadow of her food cart as the sounds of shouting drifted down from the near completed ship. "....it Tastes like MUSH AGAINNN!.... ruined a steakkk!!..." The crew and workers on the massive ship tried to find things to do away from the main deck as the Captian railed at the Ships head cook. She could almost tell the exact moment when the captain fired his cook. It was only minutes later that the harried tall thin male fled down the gang plank. Now Rainna would never ever admit it but things had worked out so far as she had hoped. She had spent the past 6 weeks with her cart serving the workers and the crew her fine stew as well as various other things from meat on sticks to fish fired and seasoned. The cart held all she owned, from her magic pack, to the fine made pots and pans she had invested in when she had heard of the ship and its mission.

Now though if things worked as she hoped she could leave the anicent cart and join the crew. It had taken time to set things up. The right curse on the head cook had taken time to work out, she after all did not want him dead, just anything he made ruined and food he bought rotted. She had dropped hints to the crew that had crowded her cart that she was looking for a new adventure and a way to leave the area. So it was no real surprise that an hour after the departure of the former cook the capatin himself walked up and took a bowl of stew. The first bite had him smile and the second brought a sigh of content to his lips. That was what it took to seal the deal...he gave her a week to see how she would do and that became two then a third as the ship was finished. By the time they set sail she was the Head cook feeding the crew and the officers and guests better then they had had in some time.

Rainna just hoped the Inquistors of the Church of Deawon could not follow where she was going. She never wanted to go back to being a slave and she would kill whoever she had too this time to stay free!




Known Name: Rainna
Alias': Slave, Witch of Darkmoor, 'Cookie'
Race: Aasimar -- Peri Blooded [Emberkin]
Sex: Female
Height and Weight: 5'10"; 120 pounds. Slim build but clearly hinting at the perfection of form that an Angel would have.
Age: 82-- Will not discuss her age!!
Eye Color and Hair Color: Gray eyes like the color of fine ash; Her hair is shimmering Brown with gold and red highlights [like strands of shifting fire], falling to her lower back when worn up with a ribbon and falling to her hips when let down.
Skin and Complexion: Golden hued skin, that seems to have a soft glow and is unblemished save for a Arcane brand on her right hip and various painted designs that seem to change often. [Prestidigitation]



Aasimars Racial Abilities:
Medium size; Base Speed 30 ft; +2 int/+2 cha
Type: Type: Aasimars are outsiders with the native subtype
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Skilled: Aasimar have a +2 racial bonus on Knowledge[Planes] and Spellcraft checks.
Spell-Like Ability (Sp): Aasimars can use Pryotechnics once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Varient Traits:[GM approved]  minus Pryotechnics/ minus acid resistance 5 ... add Dex +2



Distinguishing Marks: Tends to wear painted on vivid tattoos that change with her mood and whim. Normally found on her shoulders and arms; wrists and fingers; hips and legs; even small ones on back. On her right hip normally concealed by some image is a special 'Arcane Mark' with hidden componets that show up with a 'Detect Magic' Spell.
Arcane Mark-Slave Brand
The Arcane Mark shows she was branded as a slave by the Lords of Gra'ahlort.
With the use of a 'Detect Magic' Spell other marks appear showing she was a trained as a skilled pleasure slave.
Drawback: Mark of Slavery: -- Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.  [Brand on right hip--see history]
Traits:
Eyes and Ears of the City: -- Gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Two-World Magic : -- Add Prestidigitation to list of spells known.
Paragon of Speed: -- Gain a +2 trait bonus on Initiative checks.


Languages Known: Common, Celestial, Draconic, Elven, Sylvan, Lip Reading


She's a witch...a WITCH!



'The shiny bits and pieces that makes things work!'


Class; Level; Experience Points: Witch; Level 6; 23000 EXP [unless using fast leveling then 15000]
Alignment: Neutral Good
Patron: Deception



Ability Scores: Str-07 [-2 Mod]/ Dex-16 [+3 Mod]/ Con-14 [+2 Mod]/ Int-22* [+6 Mod]/ Wis-10/ Cha-10
*Headband of Vast Intelligence +2


If they get close for enough for melee then she has done something wrong!!


AC: 19* Touch AC - 16; Flat footed - 15; CMD - 12  [*with mage armor]
Hit Points: 44
Initiative: +13
Saves: Fort +6/ Reflex +7/ Will +7
Melee:    +3
CMB:      +3
Ranged: +6
Touch Attack: +3
Ranged Touch: +6


Weapons:
Light Crossbow: +6 to hit/ 1d8 dam/ 19-20/x2 crit/ 80ft range/ 4lbs [move action to reload]
Dagger x2: +3/ 1d4 dam/ 19-20/x2 crit/ 10 ft range/ 1lb@




Feats:
Improved Initiative: -- Gain a +4 bonus on initiative checks.
Extra Hex: -- Fortune
Extra Hex: -- Misfortune


Skills:
Name +Total
*Acrobatics +9, Appraise +11 [5 ranks], Craft [Stew] +10, Fly +12, Knowledge[Arcana] +12, Knowledge[Planes] +14, Knowledge[Nature] +10, Perception +9/+11 [Alertness when Familar near by],
Profession[Cook] +9 [6 ranks], Spellcraft +17, Use Magic Device +7   
*Headband of Vast Intelligence +2



'She cursed me with the EVIL EYE!!'


Her cackle is more like a mad giggle!


Hexs: A hex is a standard action that does not provoke an attack of opportunity.
Hex Save DC 19
Slumber: Cause a creature within 30 feet to fall into a deep, magical sleep. This hex can affect a creature of any HD. A creature cannot be the target of this hex again for 1 day.
Evil Eye: 30ft range; Target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts 8 rounds. A Will save reduces this to just 1 round.
Cackle: Cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Fortune: Grant a creature within 30 feet a bit of good luck for 1 round. Once per round, reroll any ability check, attack roll, saving throw, or skill check, taking the better result.
Flight: 6 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Misfortune: Cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.



'That Old Black Magic!'


Magic:
Spells Per Day:
Cantrips [0 level] DC- 16: 4 per day--not expended when used--Prestidigitation, Touch of Fatigue, Resitance, Message
1st Level DC- 16: 5 per day--Ear Peircing Scream, Frostbite, Ill Omen, Enlarge Person, Mage Armor
2nd Level DC- 17: 5 per day--Invisibility, Glitterdust, Touch of Idiocy, Spectral Hand, Blindness/Deafness
3rd Level DC- 18: 3 per day--Stinking Cloud, Excruciating Deformation, Bestow Curse

Spells Known: Held in her Familar [*spells from her patron]
0 level: All Witch Cantrips + Prestidigitation [trait]
1st level: *Ventriloquism, Cure Light Wounds, Ear Piercing Scream, Enlarge Person, Frostbite, Ill Omen, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Burning Hands, Identify
2nd Level: *Invisibility, Blindness/Deafness, Glitterdust, Spectral Hand, Touch of Idiocy, Carry Companion, Limb Lash, Lipstitch
3rd Level *Blink, Excruciating Deformation, Bestow Curse, Stinking Cloud, Remove Curse



'Equipment, Gear and Things; both Magical and Mundane'



Magic Things: - 15275 gp
Headband of Vast Intelligence +2 [4000]
Handy Haversack [2000]
Ring of Protection +1 [2000]
Amulet of Natural Armor +1 [2000]
Cloak of Resistance +2 [4000]
Pearl of Power- 1st [1000]
Wand of Mage Armor [750]
Scroll of Identify x4 [100]
Scroll of Mount x2 [50]
Scroll of Enlarge Person x2 [50]
Scroll of Comprehend Languages [25]
Scroll of Sentry Skull x2 [300]




Things 'n' Stuff: - 710 gp, 5sp
Things:
Various Spices [1lb@]--Allspice, Basil, Hot Chilies, Garlic, Ginger, Mint, Mustard, Nutmeg, Oregano, Pepper [2lbs], Salt [2lbs],  [22.5]
Chocolate -2lb [20], things and stuff in backpack 30lbs [150], Monks outfit x2 [10],
Bathtub, collapsing [15], Hammock, Soap x5, Heatstone [50], Mirror [10], Sealord Wine x2 [30], Elven Trail rations --14 days -14 lbs [28], Night Tea -100 days [used 10] [10], Alchemist's Kindness x20 [20],
Skeleton Key [85], Oldlaw Whiskey [20],

Total coins: 14 gp, 5sp


Weapons: Light crossbow [35] dagger x2 [4] bolts x10 [1gp]



Rainna's Familar; 'Trouble'

Compsognathus  +4 Initiative bonus to Rainna
Init +6; Senses low-light vision, scent; Perception +12
AC 18, touch 14, flat-footed 13 (+2 Dex, +3 natural, +2 size)
hp 24 (6d8+2); Fort +4, Ref +5, Will +6
Speed 40 ft., Swim 20 ft.
Melee bite +3 (1d3 plus poison) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats: Improved Initiative
Skills: Perception +14, Swim +10

While a familiar is within arm's reach, Rainna gains the Alertness feat.
Rainna has an empathic link with her familiar to a 1 mile distance.
Improved Evasion: A familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Rainna may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself.
A witch’s familiar stores all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar.
A witch must commune with her familiar each day to prepare her spells
Rainna's familiar can deliver touch spells or hexes for her
Rainna and Trouble can communicate verbally as if they were using a common language



Phaia

so cooky is done with how she got on board....

Sheer did ya need a more indepth background for her!

Phaia

CarnivalOfTheGoat

#63
Quote from: SheerFantasia on July 04, 2014, 08:09:13 AMFor every Cook that works under the Head Cook, the kitchen can produce meals (breakfast, lunch, dinner) for up to 6 people on board the ship (e.g. if the Sasskiana has a crew of 20, it will require a team of 4 Cooks, to make enough food during the course of a day).  Cooks answer to the Head Cook of the ship.[/i]

The Great Ramsey sneers. Food for six? These people would never last in the restaurant biz!

Ouch, Quartermaster just got a lot more costly, but the language requirement for negotiating with provisioners is apparent. Hm.

Come to think of it, Physician would make a lot more sense for an alchemist, given their special alchemical bonuses. A healer who relied purely on healing magic and couldn't whip up batches of potions would have more trouble keeping a crew of 60 up on their feet when sickness hits the ship (and gamemaster intentions or not, that's realistically what you're looking for more often than surgery) than someone who had alchemical capabilities. Is one of our magical healers going to apply for that role? Or shall I? *Starts juggling points in both directions on two separate sheets.*

Also...Crew gain diversely useful bonuses (okay, some obviously more useful than others) but officers (who have much, much larger investment of skill ranks than many crew) don't gain any particular bonuses besides their position? There's just a vast contrast between the Deckhand (4 ranks investment, gains a feat), the Entertainer (avoiding Surprise = huge), and diverse of the officers who have to expend feats and as many as 20 skill ranks (!) for...The shiny nameplate on their office door. And some of the feats are not 'class' feats...And some classes are extremely feat-starved.

I would like to nominate Master Alchemist as a possible Feat reward for the Physician's investment, perhaps Augment Summoning or Elemental Channel for the Master Artificer, Master Craftsman for the Master Carpenter, Master Navigator is tough...Skill Focus: Profession (Navigator)?, Helm Master perhaps Lightning Reflexes, and...Hmmmm. For Quartermaster and Master of Scouts I'm not really sure...Mounted Combat, perhaps, for the MoS?

Dang, Quartermaster is hard. How about Master of the Ledger but applying "when dealing with anyone of your profession" to "when dealing with any merchant?"

I apologize for what probably seems like a rather critical post, but it just seems to me that the officers are spending massive amounts of skill ranks and (for most of them) at least one feat with very little return.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Bibliophilia

Tossing my hat into the ring with a Sylph Gunslinger.  I'll have a sheet by this weekend!

Chulanowa

BLAGH! Still struggling on this. I'd really like to make my Wizard. But two wizards would just be a lot of overlap. The group is screaming for a heavy fighter-type... but right now my only solid idea for a heavy fighter (barbarian / Fighter / Cavalier / paladin / samurai) isn't on the approved list of races (I could probably think of something besides the gnollish badass living in my head, but it's what i have at the moment)... because I'm such a damned snowflake  >:)

Anyone have smart advice?

CarnivalOfTheGoat

Quote from: Chulanowa on July 09, 2014, 10:40:05 PM
BLAGH! Still struggling on this. I'd really like to make my Wizard. But two wizards would just be a lot of overlap. The group is screaming for a heavy fighter-type... but right now my only solid idea for a heavy fighter (barbarian / Fighter / Cavalier / paladin / samurai) isn't on the approved list of races (I could probably think of something besides the gnollish badass living in my head, but it's what i have at the moment)... because I'm such a damned snowflake  >:)

Anyone have smart advice?

Kobold heavy fighter. Come on, you know you want to. Run screaming around the edges of the deck menacing boarders. "GET OFF THIS SHIP OR I WILL DESTROY YOUR KNEECAPS."

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Bibliophilia

#67
My little Gunner First Class is coming along nicely.  She's surly, loves to drink and has a strangely intimate affection for her weapons.

It's not complete, but this is what I have so far.

Kivana

Belisuavious

Quote from: CarnivalOfTheGoat on July 10, 2014, 12:04:58 AM
Kobold heavy fighter. Come on, you know you want to. Run screaming around the edges of the deck menacing boarders. "GET OFF THIS SHIP OR I WILL DESTROY YOUR KNEECAPS."

Bonus points for using a club (or similar blunt object) bigger than you.

SheerFantasia

First update, I've reduced the requirements for Deckhand so as to make it an easy entry-level position that everyone should have been able to enlist on board the ship with, and most of the bonuses of the other crew positions have been revised.

Also added significant NPCs section to the second post.



@Phaia: Plenty has been provided so all is well!

@CarnivalOfTheGoat:  Well, food for 6 over the period of an entire day (and not stains on a plate either, lol).  I've adjusted the crew bonuses, but as for the Officer positions, the reason they don't have equivalent bonuses is because they will be subject to unique opportunities for advancement (hmm, now that I look at it, I didn't make that obvious; I'll amend that).  BTW, loved the 'warm bloods are exotic' panel (I wonder if its something to come...)

@Bibliophilia:  Welcome Bibliophilia!  I was wondering when someone was going to offer up a gunslinger!

Ghostwheel


Bibliophilia

Amazing list, Carnival!  Kivana is going to take a Gunner's position, by the way.

CarnivalOfTheGoat

#72
The Crew So Far...













Player   Character   Gender   Race   Class   Position   
Anon315   Ferren   Male   Android   Rogue 6   Ship's Security   
Autocad            What are Birds? We just don't know.      
Bibliophilia   Kivana   Female   Sylph   Gunslinger 6   Master Gunner   
CarnivalOfTheGoat   Iksenitrix   Female   Kobold   Alchemist 6   Quartermaster?   
Chulanowa            Wizard?      
ExisD   Maia Lea Tesar   Female   Elf   Conjurer 6   Master Artificer?   
Ghostwheel   Ramza   Male   Half-Elf   Oracle 1, Paladin 2, Sorcerer 3      
Jecter   Roderick Rutgar   Male   Human   Ranger 6      
Kongming   Alluan Shera   Female   Aasimar   Bard 6   Entertainer   
Loki Aesir   Tsume   Male   Human   Monk (Zen Archer) 6   Master Carpenter?   
Phaia   Rainna   Female   Aasimar   Witch 6   Cook!   

*Whimpers and chews her own arms off* I really hate the way most forums (especially BBCode) implement tables.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Chulanowa

ya messed up the URL for your kobold, Goat

I will no doubt have my fighter 1 / Rogue 1 / Sorcerer 1 / Oracle 1 / paladin 1 / expert 1 kolbold-heritaged half-drow ready and declaring its dodge on everyone shortly!

(yes this is a joke)

CarnivalOfTheGoat

Quote from: Chulanowa on July 10, 2014, 09:19:26 PM
ya messed up the URL for your kobold, Goat

Not exactly. I haven't finished getting her sheet straightened out enough to post a URL yet. But she's got a name...

And I do prefer Carny, please. :)

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Phaia

*flys around casting hexs and giggling wildly [cackle]*

Phaia

Belisuavious


CarnivalOfTheGoat

#77
Paused to get my head out of numbers and tables due to trying to work on inventory and such and scribbled a little.



Equipment List (too long for Myth-Weavers)












































































Worn:Cost:Weight:
Mithral Chain Shirt +121006
MW Darkwood Buckler1901
Dagger20.5
Dagger, Cold Iron40.5
Wrist sheath, spring loaded50.5
Propitious Pouch (Carries up to 20#, 2 cu. ft.)5001
Bag of Holding, Minor (Carries up to 50#, 5 cu. ft.)10003
MW Scimitar, Alchemical Silver4052
Headband of Vast Intelligence +2 (Dungeoneering)40000.25
Bracers of Falcon's Aim40000.25
Total Weight:15
Inside Propitious Pouch:
Cased Bolts (20)42
Cased Bolts, Cold Iron tipped (10)41
Cased Bolts, Alchemical Silver tipped (10)61
Tanglefoot Bolts (2)400.2
Wand of Cure Light Wounds (25/50)375-
Potion of Good Hope1050-
Alchemy Crafting Kit255
Glue Paper (10)0.1-
Glass Cutter5-
Alchemist’s Fire201
Unstable Accelerant (2)501
Universal Solvent100-
Oil, Quick Freeze501
Razor Ice Powder501
Burst Jar352
Acid Flask101
Antitoxin (2)100-
Ghast Retch501
Smokestick200.5
Flint & Steel (1g)1-
Chalk x10 (0.1)0.1-
Marbles0.12
Total Weight:19.7
Inside Bag of Holding, Minor:
MW Darkwood Hvy Crossbow, Repeating7603
Cased Bolts (20)42
Grappling Arrow10.5
Hybridization Funnel2002
Drill (1” dia.)0.51
MW Thieves tools1002
Grooming kit10.5
Alchemist’s Fire (3)603
Oil, Quick Freeze501
Razor Ice Powder501
Burst Jar352
Acid Flask (3)303
Tanglefoot Bag504
Powder x20.042
Mess Kit0.21
String, 50’0.50.1
Waterskin28
4 days travel rations21
Traveling Formula Book101
Total Weight:38.1
Stowed in Cabin:
Cased Bolts (60)126
Alchemist's Lab, Portable7520
Bedroll0.11.25
Powder x80.063
Cold Weather Outfit81.75
Formula Book153
Total Weight:35
Purchased and Inscribed in Spellbook:
Scroll of Crafter's Fortune (written into formula book)35
Scroll of Identify (written into formula book)35
Scroll of Shield (written into formula book)35
Scroll of See Invisibility (written into formula book)190
Total Cost:15962.7

Her name is Iksenitrix and her fluff will be along presently. For now, let's just say she's got a past which is not so much checkered as striped, polka-dotted, and tattooed. There's a long-term tradition in most navies to choose the officers based on class and social connections (read: nobility) as much if not more than actual competence. Icky (never, ever call her Icky) is rather the opposite, but then, she didn't start out in the Navy. She has something of a soft spot for any members of the crew who are aboard as penalty or pardon (do your time, die, or ship out!), having been there herself some years back.

The more civilized observers might reckon the office of 'Quartermaster' as having to do with stores, cargo and supplies, and the Assistant Quartermaster does indeed take care of the Sassy's stocks as if they were her own (*COUGH*). So one might perhaps think that it was a matter of competence and outlook; if you have someone who is a hoarder and accumulator, just put them in charge of everything with the understanding that as ordered and as needed they are required to release bits and pieces of it. Not a bad plan; you end up with a careful and stingy provisioner who isn't apt to let the ship run out of supplies.

But while they'd be right about 'competence and outlook,' they'd be missing part of the equation. The origin of the term "quartermaster" comes from the quarter-deck, where two ships in arms were most likely to come in contact and whence boarding parties typically leapt off to engage the enemy. Long before quartermasters became stockpilers and bean-counters, their role was as grenadiers and shock-troopers, the first to set foot on an enemy ship, leading marines and other boarders on raids.

...And when you consider it in those terms, having a vicious little miniature dragon with highly explosive hobbies as the ship's assistant quartermaster suddenly takes on an entirely new dimension.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

kongming

Carny: nice work, tables really are a pain. Even doing them for ability scores and skills is a bit annoying. Incidentally, I'm officially on the ship as an Entertainer.
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

SheerFantasia

I have update the first post with new info concerning Hit points and level advancement speed (the last two bullet points), as well as Carny's player table (big thanks and hug!)

The second post has now been update with the Campaign traits.

Ghostwheel

I picked up the Free Companion Hopeful trait and updated my charsheet with both that and a few skill points. Stick me in as one of the deckhands for now if you would?

Bibliophilia

Ghostwheel, how does Ramza have a +5 on his Reflex and AC for his Dex bonus?

Phaia

oooh oooh I know how he did it...I asked  ;D

Oracle -mystery- Lore  http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/lore
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (see FAQ.)

and then he did this Feat --Noble scion
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
http://www.d20pfsrd.com/feats/general-feats/noble-scion

I was very impressed!! had never thought about something like that

Phaia

Bibliophilia

Kivana's Backstory

Kivana was not a well-loved child.  The best she could hope for growing up was indifference, and that suited her just fine.  She was proof of her mother's indiscretion, the bastard child her family shunned to the basement and pretended did not exist.  She never knew her real father, though she heard many whispered rumors about him by listening to the servants and others talk when they forgot she was near, or had no awareness of the small, curious child hidden away in the piles of fresh laundry, or behind boxes of food in the pantry.  Some claimed he was a magician, a devilishly handsome man who'd seduced her mother into an extended affair while he'd been staying briefly in Iberica along his travels.  But, most discarded that notion, since it left Ferrina, Kivana's mother, mostly blameless, after all, who among them could resist the enchantments of a dashing sorcerer.  More often, they spoke of him as a hedonistic bard of ill-repute, who wooed her mother with poetry and charm, but whom Ferrina was quite happy to spend time with, as she had numerous others while her husband, Orvan, was away on business. 

Kivana grew to prefer the idea of her father as a wandering minstrel, since she had little love for her vain and insipid mother, and knew well that the rumors of her frequent infidelity were true.  She came to know all the dirty little secrets in her mother's fancy household, and this knowledge made her understand the truth that lies behind the facade of society.  She was an outcast, denied by those who grudgingly provided her food and shelter, looked down upon by those who believed themselves better than.  She had free reign in the city, allowed to wander as she liked, as long as she remained out from under foot and away from the resentful eyes of her family.  She began to spend time with others like herself, the forgotten and unwanted children, the poor and morally flexible.  There she had friends who did not care that she was a bastard, or that she was different, and she was free to be herself in their company.

Her gift for sneaking into places where she ought not be, and cleverness earned her an apprenticeship, though it was hardly formal, with an outlaw known as Sly Kurstan.  He'd once been a Gunslinger of note, but time and drink had put a tremor in his hands, though neither had dulled his mind.  When he was sober enough, which was not exactly often, he would instruct Kivana in the use of what he considered to be the only really worthwhile weapon.  She took to guns in a way many could not, and grew to respect them, even revere them, as Kurstan did.  She also served as his look-out, spy and sneak thief, slipping into places he could not get into, and seeing things he could not see.  Her family was no-doubt relieved when they discovered that Kivanna had vacated her grim basement room without a word of good-bye, taking with her only the few personal items she'd accumulated during her relatively short life, and some food from the pantry.  Orvan might have blustered about the fine bottle of spirits she'd pilfered from the cellar, but upon reflection had likely considered it fair trade to no longer have his wife's bastard under his roof.

The spirits she gave to Kurstan when she announced her intention to stay with him from then on, and while the notion to object might have occurred to him, the liquor was too dear to risk.  So, Kivana, at the age of twenty-five, moved in with the aging half-elf and began to teach herself what she could while he enjoyed the food she cooked and the wealth her ability for discovering secrets and thievery afforded him.  Kivana made friends with the Goblins in the city, some of them at least, and they begrudgingly taught her about engineering and crafting, what she could not learn from Kurstan, she begged from those clever minds.  She taught herself to deal with beasts, mainly horses, though Kurstan's ancient nag was stubborn and lazy, and fought the girl every step of the way.

When she was sixty, still fairly young for her race, Kurstan was killed in a fight with a newly minted gunslinger looking to build his reputation by cutting down the old guard.  The beardless boy had heard stories of Sly Kurstan, and cared little that the legend had gone gray and palsied.  Sly Kurstan still had his pride, and on the afternoon the youth called him out, he had imbibed just enough liquid courage to delude himself into thinking he was still quick and his eye still true.  Kurstan shot first, but the bullet merely grazed the boy's shoulder, and a half-second later the old gunslinger was lying in the dust, with his life's blood spilling from his gut.  Kurstan's death was not quick, or pretty, and Kivana tended to him as he grew first feverish, then mortally ill from the wound.  Three days later, in a shack that reeked of fetid flesh, death and alcohol, Sly Kurstan left this world while in an alcohol-induced stupor.  Kivana was alone once more.

She buried her mentor, and the closest thing she'd ever had to a father, and burned the reeking shack to the ground, all her worldly possessions tucked into the worn leather bag on her shoulder.  She took on Sly Kurstan's god as her own, Cayden Cailean, and worshipped in the way Kurstan had, by walking into the nearest tavern and getting uproariously drunk.  In the midst of her send-off, and mass, she heard that beardless youth bragging to all who would listen about how he'd beaten old Sly Kurstan in a duel, and sent the legendary gunslinger crawling home with a bullet in his gut.  Kivana had never been drunk before, and perhaps she would have thought twice about her next actions if she hadn't been just then, but she had spent the last three days watching the only person who'd ever treated her kindly, who'd ever seen her as being worth something, go mad with sickness and pain.  So, perhaps she would have done what she did anyhow.  She turned from her drink and retrieved her musket, took aim and painted the rear wall of the tavern with the young boy's brains.

No one moved as she walked across the room, unsteady on her feet, but with a cold eye and rock-solid hands, and removed the gunslinger's purse, leaving a few coins before his body as payment for his funeral.  She carried the remaining gold back to her seat at the bar, finished her drink in one swallow, and left the tavern in utter silence.  She walked to the nearest authorities and turned herself in, prepared to accept her punishment for the murder of the man who had killed her mentor.  She was tried and sentenced to twenty years hard labor in service to the crown, which in time saw her pardoned if she agreed to take on a job aboard an air ship, the Sasskiana.  She jumped at the chance for adventure, with the thought of her unknown father lingering in the back of her mind.

Anon315

Updated history. It's not as wonderful as some others that I'm seeing, but I'm working 60 hours and wanted to flesh him out a little bit. Pun totally intended.

Bibliophilia

Considering a catfolk for one of my level 4 characters.  Not sure of class, yet, but the picture I like suggests she's one of the entertainers.

Anon315

Magus often needs dervish dance, which requires perform dance, so there's always that option.

Bibliophilia

Chula suggested the Bard Archetype Lotus Geisha and I think that would be perfect.  Especially since I have a particular affinity for geishas, especially the kind that can kick ass.

SheerFantasia

Alright, as I slowly trudge through RL work, progress on the beginning adventures go forth.  Can you guys give me an idea who would like to be going into an uncharted wilderness adventure, and who would like a ship-bound (and its immediate environs) adventure. (remember a limit of 6 players per adventure)

Oh, and if anyone is choosing the campaign based traits, mention that too as I have to factor who the significant NPCs know, and any min-quests associated with them.  If I didn't mention it before, PCs who take the same campaign trait have the option to know/have met each other as well.  (and if anyone would like to build (normal) relationships between characters, that would be swell as well)

Chulanowa

#89
I found myself tinkering with red shirts... without having posted my "major" character! So i guess I better put up said core character!

Ngidi Ashia, Askari of Dar Celim
(Human Sword Saint Samurai, Deckhand, Free Companion Hopeful)
Background
   Despite the summer heat, the throne room of the Prince of Dar Celim was chillly. Not just from the efforts of the court wizards, but the oppressive silence and dark mood that hung over the proceedings. Ashia was prostrate, seventeen paces in front of the throne, her forehead pressed against the jeweled tiles that made the floor. The only sound in her ears, besides the flow of her own blood in her veins, was the quiet whisper of silk on silk from the assembled courtiers, all of whom stood several feet back from the spectacle before them. For long minutes this dragged on, Ashia's muscled, dark form hunched before the throne's dais, refusing to move; The courtiers, all frozen in place, refusing to relinquish their views. And somewhere before her, the stern face of the young prince who had taken the throne because of her actions.

   "Ngidi Ashia; Daughter of Ngidi Kyumi, eighth son of the Ngidi line and warden of the lands of Aso, Nikue and Sala; Askari of the Ingwe way, honored by her order with the title of Sainted Blade; Formerly champion of the Righteous Lord of Dar Celim, Inkosi Ha and father of the current Lord, Um Ntwana Ului, soon to be Inkosi Ului, Long His Reign; Lift your head." At the counselor's demand, Ashia lifted herself so that she was on her hands and knees, eyes still fixed on the jeweled patterns on the floor.

   So this is how my life ends, she thought bitterly, at the command of a eunuch. The call to order had excited the nobles, and murmurs and motion filled the cool chamber, the panoply of silks and prints creating a rushing sea of color on either side of her; Ashia kept her attention forward, towards her lord and his servant.

   "Ngidi Ashia;" the counselor's high voice announced again, this time without titles, "you are accused of complicity in the murder of Inkosh Ha, who by your oath, was under your protection. Do you deny the charges brought before you?"

   The dull roar of the crowd around her faded to nothing at the question. Inside her, a voice leapt and screamed, yes! yes! I deny it! The scars on her body from the assassin's blade read like a map of her innocence. But her lord was dead, and she was alive... Honor demanded the truth, not the facts. "No," she croaked, surprised at the weakness of that feeble noise coming from her own throat. "No," she repeated, stronger "While the Inkosi lay mortally wounded before me, I -" her mouth moved, wordlessly, unable to continue.

   "You what," the wheedling voice of the counselor prompted, with false gentleness.

   "I took the healing drought from the assassin's corpse for myself," The words poured out in a rush. She felt heat then, in her face, over her shoulders and neck, a crimson flush beneath already-dark skin as she remembered. Her own greed for life had caused her to fail her duty, and because of her, the corpse of the king - her ward - was to be burned to free his spirit this very night. The roar of the noble crowd returned then, battering at her like a gale, the storm of words and curses and hate. She was a stone in the typhoon though, unmoving, unflinching.

   "And do you bring before the court, any words, any claims for leniency?"

   If she dared look up, Ashia was certain she would see the poisonous smile plastered on the eunuch's face. They so loved speaking with the voice of the king, and this one had a particular venom her askari, she knew. His words tempted her, that little voice once again crying out how she had slain the assassin, and even saved evidence implicating Inkosi Nuur of Sebet in the attack. But there was no innocence here. Certainly not after denying her own. she swallowed, her tongue scraping against the back of her parched throat. "i do not, honored Voice of the king," she dipped her head again "I ask only that I be allowed to atone, before Um Ntwana Ului, and those gathered here today."

   Her stomach clenched at her own words, and from the voices of the courtiers, so did theirs. To 'atone' was, of course, to take her own life, there before the court, to spill her guts and pierce her heart, to have her head taken by a second. The voices quieted to a whisper, then silence, as they waited for word. Even the counselor was silent, waiting for the prince to speak.

   They waited.

   Waited.

   Silence from the throne.

   "Your plea has been rejected," the eunuch spoke. In her mind, Ashia saw him clicking his heels in glee. It would be funny, if she didn't know what came next. "At Dawn tomorrow, you will be put to death; your head will be removed, and your limbs-"

   "No." The voice was so soft, it was hard to hear over the counselor. Even so, silence dropped like an anvil. Ashia's breath caught in her throat; She was one of the few in the room who had heard the prince speak before. Was he about to pardon her?

   What a foolish hope. "Ngidi Ashia, my father is dead because you are selfish." The words stung her like a razored whip. "I will not allow you to atone, nor will I allow your sin to be purged for you. I command you to live. Live with your shame forevermore. Let it divorce you from your ancestors. Leave my land, and all lands touched by my ancestors; find a ship and take it as far from here as it will sail."

   Horror cut at her worse than the knives of that assassin had. Live? As an exile? Wander barbarian lands, never to hear the songs of her ancestors again? Her eyes lifted for the first time, such was her shock; She did not remember the prince seeming so small, a young teenager enveloped by the massive throne of bronze and garnet, surrounded by swollen peacock courtiers. The scowl on his face froze her blood worse than any wizard's spell, even as her face burned. She dropped again, kowtowing against the floor, groveling silently as if that might make him lift the curse.

   Silence from the throne, again.

   "Part from us," came the voice of the counselor again; even he sounded numb and shaken. Ashia rose to her hands and feet, and lifted herself, still bowing to the throne for thirteen steps backwards, before turning to stumble for the doorway. Had the chamber always been so large? It seemed like days before she walked out of the cool chamber into the blistering heat of the Dar Celim afternoon. The sun and the colors it created dazzled her, before she realized she was seeing them through tears - the last sight of her homeland.

   "Ngidi, Ngidi, Ngidi!" a boy's tiny voice and tugging at her hands brought her attention down. A page, his big round head half-shaved, smiled up at her and pressed a scroll into er hand before scampering off, not allowing any questions. still in a daze, she lifted the tube of paper. It was sealed with gold wire, bent in the shape of a dragon that coiled around the paper; symbol of the Dragons, a rival order to her own among the askari. The message was brief and hastily written, but it gave her a destination, should she choose to take it.

   Sasskiana.

Persona
Attitude: At first, Ashia is always stiff and formal with people she meets, applying a rigid code of etiquette from her homeland that isn't always appreciated else where. When relaxed and more familiar with the people around her, however, she's a loud-laughing, drink-loving woman with a penchant for poetry both sublime and bawdy. After all, the sages say, a soldier could die in the next moment, so enjoy this one. Though she is an adherent of laws, rules, and order, she also has her own personal code that may not always mesh - Not many nations are as accepting of duels in the street over matters of honor as Dar Celim, after all...

Habits: Ashia is an early riser - even for someone operating on a ship. This is so she can slip in time to practice her swordplay, tend her weapons, or even just meditate before pitching in as deckhand; she tends to perform these little rituals clad only below the waist, but does put on a shirt for the work (nobody wants rope burn on their tits). She prays to her ancestors briefly at noon and before retiring to bed.

Sexuality: So far, she hasn't really demonstrated any inclinations aboard the Sasskiana, or at port; opinion is probably that she's frigid, but it's more that she's wrapped up in her own world, stewing over her shame and exile, pair with the work aboard the ship and demands of her order, that she feels she just doesn't have time, or even that she's not worthy. That said, she prefers men, but is not unfamiliar with women - the role of askari is traditionally male, and women in the order often "act the part."

Crew Relations: She admires the captain and seems to hope to join his Free companions; the hesitation is partly hers, as she's uncertain whether this would mean taking the man as her new lord or would just make her a sword for hire. She has little time for Illoryn in any capacity beyond her rank on the ship; she sees the elf as undisciplined, more due to her attitude than any actual lack of discipline. She barely knows Mellisan, but if asked, seems to think highly of the woman - for her nobility and out of admiration for her scholastic endeavors, more than anything personal. And Tassil... Tassil distracts Ashia. he knows it. She's not sure whether this makes her want to dive overboard, cut him down, or drag him into a hammock. So she just blinks and goes about her day like a big dumb camel or something.

Reasons for joining: She is quite literally following her lord's last order, to sail as far from his lands as she can go... Well, other worlds most certainly count! She caught direction of this via a message from another askari, of the Dragon order; she has since taken their vows. She seeks to die in glory and rejoin her ancestors, to make up for her not dying to protect her king... but is in no great hurry to die foolishly.

Character Sheet

Ghostwheel

#90
Updated my OP with a red shirt FWIW.

Quote from: SheerFantasia on July 12, 2014, 10:30:05 AM
Alright, as I slowly trudge through RL work, progress on the beginning adventures go forth.  Can you guys give me an idea who would like to be going into an uncharted wilderness adventure, and who would like a ship-bound (and its immediate environs) adventure. (remember a limit of 6 players per adventure)

No real tendency towards one or the other either way, honestly.

Quote from: SheerFantasia on July 12, 2014, 10:30:05 AM
Oh, and if anyone is choosing the campaign based traits, mention that too as I have to factor who the significant NPCs know, and any min-quests associated with them.  If I didn't mention it before, PCs who take the same campaign trait have the option to know/have met each other as well.  (and if anyone would like to build (normal) relationships between characters, that would be swell as well)

Anyone else taking Free Companion Hopeful?

CarnivalOfTheGoat

Quote from: Chulanowa on July 12, 2014, 12:02:05 PM
I found myself tinkering with red shirts... without having posted my "major" character!

Ngidi Ashia, Askari of Dar Celim
(Human Sword Saint Samurai)
Background
   Despite the summer heat, the throne room of the Prince of Dar Celim was chillly. Not just from the efforts of the court wizards, but the oppressive silence and dark mood that hung over the proceedings. Ashia was prostrate, seventeen paces in front of the throne, her forehead pressed against the jeweled tiles that made the floor. The only sound in her ears, besides the flow of her own blood in her veins, was the quiet whisper of silk on silk from the assembled courtiers, all of whom stood several feet back from the spectacle before them. For long minutes this dragged on, Ashia's muscled, dark form hunched before the throne's dais, refusing to move; The courtiers, all frozen in place, refusing to relinquish their views. And somewhere before her, the stern face of the young prince who had taken the throne because of her actions.

   "Ngidi Ashia; Daughter of Ngidi Kyumi, eighth son of the Ngidi line and warden of the lands of Aso, Nikue and Sala; Askari of the Ingwe way, honored by her order with the title of Sainted Blade; Formerly champion of the Righteous Lord of Dar Celim, Inkosi Ha and father of the current Lord, Um Ntwana Ului, soon to be Inkosi Ului, Long His Reign; Lift your head." At the counselor's demand, Ashia lifted herself so that she was on her hands and knees, eyes still fixed on the jeweled patterns on the floor.

   So this is how my life ends, she thought bitterly, at the command of a eunuch. The call to order had excited the nobles, and murmurs and motion filled the cool chamber, the panoply of silks and prints creating a rushing sea of color on either side of her; Ashia kept her attention forward, towards her lord and his servant.

   "Ngishi Ashia;" the counselor's high voice announced again, this time without titles, "you are accused of complicity in the murder of Inkosh Ha, who by your oath, was under your protection. Do you deny the charges brought before you?"

   The dull roar of the crowd around her faded to nothing at the question. Inside her, a voice leapt and screamed, yes! yes! I deny it! The scars on her body from the assassin's blade read like a map of her innocence. But her lord was dead, and she was alive... Honor demanded the truth, not the facts. "No," she croaked, surprised at the weakness of that feeble noise coming from her own throat. "No," she repeated, stronger "While the Inkosi lay mortally wounded before me, I -" her mouth moved, wordlessly, unable to continue.

   "You what," the wheedling voice of the counselor prompted, with false gentleness.

   "I took the healing drought from the assassin's corpse for myself," The words poured out in a rush. She felt heat then, in her face, over her shoulders and neck, a crimson flush beneath already-dark skin as she remembered. Her own greed for life had caused her to fail her duty, and because of her, the corpse of the king - her ward - was to be burned to free his spirit this very night. The roar of the noble crowd returned then, battering at her like a gale, the storm of words and curses and hate. She was a stone in the typhoon though, unmoving, unflinching.

   "And do you bring before the court, any words, any claims for leniency?"

   If she dared look up, Ashia was certain she would see the poisonous smile plastered on the eunuch's face. They so loved speaking with the voice of the king, and this one had a particular venom her askari, she knew. His words tempted her, that little voice once again crying out how she had slain the assassin, and even saved evidence implicating Inkosi Nuur of Sebet in the attack. But there was no innocence here. Certainly not after denying her own. she swallowed, her tongue scraping against the back of her parched throat. "i do not, honored Voice of the king," she dipped her head again "I ask only that I be allowed to atone, before Um Ntwana Ului, and those gathered here today."

   Her stomach clenched at her own words, and from the voices of the courtiers, so did theirs. To 'atone' was, of course, to take her own life, there before the court, to spill her guts and pierce her heart, to have her head taken by a second. The voices quieted to a whisper, then silence, as they waited for word. Even the counselor was silent, waiting for the prince to speak.

   They waited.

   Waited.

   Silence from the throne.

   "Your plea has been rejected," the eunuch spoke. In her mind, Ashia saw him clicking his heels in glee. It would be funny, if she didn't know what came next. "At Dawn tomorrow, you will be put to death; your head will be removed, and your limbs-"

   "No." The voice was so soft, it was hard to hear over the counselor. Even so, silence dropped like an anvil. Ashia's breath caught in her throat; She was one of the few in the room who had heard the prince speak before. Was he about to pardon her?

   What a foolish hope. "Ngidi Ashia, my father is dead because you are selfish." The words stung her like a razored whip. "I will not allow you to atone, nor will I allow your sin to be purged for you. I command you to live. Live with your shame forevermore. Let it divorce you from your ancestors. Leave my land, and all lands touched by my ancestors; find a ship and take it as far from here as it will sail."

   Horror cut at her worse than the knives of that assassin had. Live? As an exile? Wander barbarian lands, never to hear the songs of her ancestors again? Her eyes lifted for the first time, such was her shock; She did not remember the prince seeming so small, a young teenager enveloped by the massive throne of bronze and garnet, surrounded by swollen peacock courtiers. The scowl on his face froze her blood worse than any wizard's spell, even as her face burned. She dropped again, kowtowing against the floor, groveling silently as if that might make him lift the curse.

   Silence from the throne, again.

   "Part from us," came the voice of the counselor again; even he sounded numb and shaken. Ashia rose to her hands and feet, and lifted herself, still bowing to the throne for thirteen steps backwards, before turning to stumble for the doorway. Had the chamber always been so large? It seemed like days before she walked out of the cool chamber into the blistering heat of the Dar Celim afternoon. The sun and the colors it created dazzled her, before she realized she was seeing them through tears - the last sight of her homeland.

   "Ngidi, Ngidi, Ngidi!" a boy's tiny voice and tugging at her hands brought her attention down. A page, his big round head half-shaved, smiled up at her and pressed a scroll into er hand before scampering off, not allowing any questions. still in a daze, she lifted the tube of paper. It was sealed with gold wire, bent in the shape of a dragon that coiled around the paper; symbol of the Dragons, a rival order to her own among the askari. The message was brief and hastily written, but it gave her a destination, should she choose to take it.

   Sasskiana.

Persona
Attitude: At first, Ashia is always stiff and formal with people she meets, applying a rigid code of etiquette from her homeland that isn't always appreciated else where. When relaxed and more familiar with the people around her, however, she's a loud-laughing, drink-loving woman with a penchant for poetry both sublime and bawdy. After all, the sages say, a soldier could die in the next moment, so enjoy this one. Though she is an adherent of laws, rules, and order, she also has her own personal code that may not always mesh - Not many nations are as accepting of duels in the street over matters of honor as Dar Celim, after all...

Habits: Ashia is an early riser - even for someone operating on a ship. This is so she can slip in time to practice her swordplay, tend her weapons, or even just meditate before pitching in as deckhand; she tends to perform these little rituals clad only below the waist, but does put on a shirt for the work (nobody wants rope burn on their tits). She prays to her ancestors briefly at noon and before retiring to bed.

Sexuality: So far, she hasn't really demonstrated any inclinations aboard the Sasskiana, or at port; opinion is probably that she's frigid, but it's more that she's wrapped up in her own world, stewing over her shame and exile, pair with the work aboard the ship and demands of her order, that she feels she just doesn't have time, or even that she's not worthy. That said, she prefers men, but is not unfamiliar with women - the role of askari is traditionally male, and women in the order often "act the part."

Crew Relations: She admires the captain and seems to hope to join his Free companions; the hesitation is partly hers, as she's uncertain whether this would mean taking the man as her new lord or would just make her a sword for hire. She has little time for Illoryn in any capacity beyond her rank on the ship; she sees the elf as undisciplined, more due to her attitude than any actual lack of discipline. She barely knows Mellisan, but if asked, seems to think highly of the woman - for her nobility and out of admiration for her scholastic endeavors, more than anything personal. And Tassil... Tassil distracts Ashia. he knows it. She's not sure whether this makes her want to dive overboard, cut him down, or drag him into a hammock. So she just blinks and goes about her day like a big dumb camel or something.

Reasons for joining: She is quite literally following her lord's last order, to sail as far from his lands as she can go... Well, other worlds most certainly count! She caught direction of this via a message from another askari, of the Dragon order; she has since taken their vows. She seeks to die in glory and rejoin her ancestors, to make up for her not dying to protect her king... but is in no great hurry to die foolishly.

Character Sheet

Just checking, because the opening line of the post makes it uncertain...Is this your red shirt you were tinkering with or your main character?!

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Chulanowa

#92
Ashia's my core character - level 6 et al.

Quote from: 'Ghostwheel'Anyone else taking Free Companion Hopeful?

That would be me, yup!

As for whether I'd rather she go off-ship or stay aboard... Well, let's go with off-ship for the moment, maybe give her some fresh air and exercise.

Green Goo Theory

I think I'm just going to wait but keep watching.  I'm still torn on my character and as far as I can tell we have enough to fill the 6 per quota for the two adventures that are already listed. 
Coming soon...

Foxfyr

Quote from: SheerFantasia on July 12, 2014, 10:30:05 AM
Alright, as I slowly trudge through RL work, progress on the beginning adventures go forth.  Can you guys give me an idea who would like to be going into an uncharted wilderness adventure, and who would like a ship-bound (and its immediate environs) adventure. (remember a limit of 6 players per adventure)

Tsume's role would probably lend itself better to being mainly on ship-bound adventures, but I would certainly be interested in uncharted wilderness adventure wherever it would be applicable for his involvement.

Ghostwheel

Quote from: Chulanowa on July 12, 2014, 12:29:11 PM
That would be me, yup!

Any idea on how we'd know each other, apart from just seeing each other on board? Give a read through my character's background, and I'll do the same with yours tomorrow, and let's see what we come up with. PM me and we can get the ball rolling to get started.

Bibliophilia

Both my characters are really built to be good for either.

kongming

I can work in either setting - if we're exploring new places and meeting new people, I'm good at that, less so at the basic "go out there and find out what you can eat without dying" part. If we're on the ship, I'm fine with that as well.
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

I have a catapult. Give me all the money, or I will fling an enormous rock at your head.

Ons/Offs:
https://elliquiy.com/forums/index.php?topic=9536.msg338515

CarnivalOfTheGoat

Pretty much finished Icky's sheet. Her list of crap is too large to present clearly with what's in what container on Myth-Weavers, so I'm going to set it up here. And put up her background. Tomorrow. Also I think I need to update the list of players/characters. It's just too late tonight, sorry.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Anon315

My character defaults to shipboard, but is for general use and abuse. I'll go where my knives are needed for the protection of ship's crew.

Bibliophilia

Sheer, I wanted to get a DM ruling on this.  I'm giving my Catfolk Lotus Geisha the Exotic Weapon Proficiency so she can used an Urumi as her melee weapon.  I was wondering if you would allow me to use Weapon Finesse on it, even though it's a one-handed weapon, rather than a light weapon?

Belisuavious

I'm fine with my character ring wherever. He's got mostly social skills and a high charisma but he's also able to do a fair bit of hitting things. Plus he's a ranger which means he can hunt things. Maybe not particularly well but he gets bonuses to his shitty wisdom for it, so if ine group needs a tracker he can be shanghaied into it. Just remember that he's on board as a punishment and as a passenger, so he'll be a bit of an ass lol.

SheerFantasia

I've updated the first post with the 'Floating Equipment' rules so that people won't be lugging around all sorts of odds and ends (if your char. sheet has lots of items worth 5 gp or less, strike them off - you can just pull them out as necessary as per the Floating Equipment rules).

Just preparing for the game launch with an OOC thread (followed by the IC thread), which should be up in the next few hours, or tomorrow at latest (with work still being a thorn in my side).

@Bibliophillia: I can see the logic behind wanting DEX to use that weapon.  I'll offer you a custom feat (sort of a variant of the Dervish Dance feat, but with slightly higher requirements due to the distracting quality of the urumi):
SERPENT DANCE (Combat)

  Prerequisite:Dexterity 13, Weapon Finesse; Combat Expertise or Perform (dance) 4 ranks; proficient with urumi
  Benefit: When wielding an urumi with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the urumi as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The urumi must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.


@Jecter: But hopefully not too much of an ass!  :P :-)

CarnivalOfTheGoat

Things were horribly busy this weekend,s orry, I didn't get the stuff done I promised I would do. T_T

That includes updating the list for Sheer and finishing Icky's background writeup.

Have a 5-minute quick scribble, though...


My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Ghostwheel

Even your scribbles make me wish I could draw half as well... :-3

Bibliophilia

Carny, that's freaking adorable.  -is jealous.-

Belisuavious

That Kobold is adorable. I want one haha.

CarnivalOfTheGoat

Quote from: Jecter on July 13, 2014, 07:39:20 PM
I'm fine with my character ring wherever. He's got mostly social skills and a high charisma but he's also able to do a fair bit of hitting things. Plus he's a ranger which means he can hunt things. Maybe not particularly well but he gets bonuses to his shitty wisdom for it, so if ine group needs a tracker he can be shanghaied into it. Just remember that he's on board as a punishment and as a passenger, so he'll be a bit of an ass lol.

He's a ranger with +0 survival? Oh man, we'd better bring along some TV dinners just in case... ;D

Quote from: Ghostwheel on July 14, 2014, 06:31:50 PM
Even your scribbles make me wish I could draw half as well... :-3

Awww, thank you.

Quote from: Bibliophilia on July 14, 2014, 06:58:11 PM
Carny, that's freaking adorable.  -is jealous.-

Flattery won't get you everywhere with the assistant QM, but flattery and a bit of other oral exercise will get you significantly further than flattery alone... (see below).

Quote from: Jecter on July 14, 2014, 11:05:27 PM
That Kobold is adorable. I want one haha.

Well, if Roddy isn't TOO much of an ass and manages to hunt something worth cooking, it might be negotiable. Iksenitrix is somewhat more than slightly promiscuous, she is:

QuoteHedonistic (Drawback)(Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.)

So she has this tiny problem *COUGH*. Fortunately, she's kinky and enjoys the idea of having big, tall mammals at her beck and call (mammals are so delectably warm and soft and snuggly). Pity the poor cabin boy (who is, of course, of age)... Her lecherous proclivities are impossible to hide on a ship of any size, much less on a vessel as small as the Sassy. They would be even if she was the quiet, reserved, shy type.

...Which she most emphatically isn't.

ANYWAY,

I still didn't finish her dang background because I tried to be all artsy-fartsy and write it as an epistolary between two fleet officers arguing over why the hell to include a kobold ex-privateer on an exploratory mission (with one taking the tack that she's a pirate and a menace, pardons be damned, and under no circumstances should she've been permitted to sign onto any ship in the fleet as an assistant QM, much less an exploratory vessel where she'll likely interfere with crew discipline...And the other officer wanting to include her specifically because she's NOT yet another standard fleet bean-counter and if things go wrong she has skills and attitudes which might be useful in an emergency, particularly because privateers tend to find their own moorings out in the middle of nowhere and to improvise repairs and refittings far from home...Which could (haha, clearly HAS) become a real issue for an exploratory vessel like the Sasskiana).

But I DID finish the table of her equipment and added it to the original post.

Tomorrow's project will be (1) finish Iksenitrix's background and (2) update the character/player table. I think I will make a second table for 'alt characters' if that works.

Oh, and I keep forgetting:

As to where she might be, Iksenitrix could easily still be aboard ship (doing inventory and organizing repair) or could just as easily be out and about with an away-team scavenging for more materials to do repairs with (because boarding party grenadier type and familiar with what's needed to repair the ship...Not to mention apparently better survival skills than the ranger and disable-device equal to that of the rogue...AND she brought her tools...Gaaaaaaaaaah, utility classes!). So she can easily work either way. The latter is probably more obviously adventurous, but if the QM is dead she may be needed aboard.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

SheerFantasia

Okay, running a tad late, but here is the Character thread to get everyone started!

Belisuavious

Quote from: CarnivalOfTheGoat on July 15, 2014, 05:53:33 AM
He's a ranger with +0 survival? Oh man, we'd better bring along some TV dinners just in case... ;D


Well, if Roddy isn't TOO much of an ass and manages to hunt something worth cooking, it might be negotiable. Iksenitrix is somewhat more than slightly promiscuous, she is:

He's got bonuses against animals and bonuses to tracking things, so he'll find you something tasty never fear. Just might mean I get some use out of that magic rope I brought along   :P


Chulanowa

Quote from: CarnivalOfTheGoat on July 15, 2014, 05:53:33 AM
Pity the poor cabin boy (who is, of course, of age)... Her lecherous proclivities are impossible to hide on a ship of any size, much less on a vessel as small as the Sassy. They would be even if she was the quiet, reserved, shy type.

...Which she most emphatically isn't.

I think one of my red shirts is in way over his / her head (not sure which) without even having been fully created yet. My poor cabinboy!

CarnivalOfTheGoat

#111
Quote from: Chulanowa on July 15, 2014, 02:20:31 PM
I think one of my red shirts is in way over his / her head (not sure which) without even having been fully created yet. My poor cabinboy!

Oh good grief, I forgot about that. XD

Up to you if you want the cabin-kobold to have a naughty past with Icky.

For that matter, anyone who wants to discuss character interaction/relationships (not just who is screwing who, but how they get along on shipboard), please let me know. We've got that nice little slot in the character forum for 'Relationships' and right now Icky's is looking distressingly empty.

My O/Os. My A/As.
Games I seek:
Savage Worlds of My Little Pony <- Just what it says. Free supplement for SW. (Or any other MLP RP!!! :D)
Eclipse Phase <- Posthuman grit SF, open source, downloadable from their web site. VERY deep worldbuilding.
Cold City <- Espionage meets the Lovecraftian supernatural. Allies in post-war Berlin chasing down the results of secret Nazi experiments
a|state <- Post-apocalyptic sort-of-steampunk, sort-of-high tech roleplay in a massive, decaying, broken-down city-state.

Anon315

Quote from: CarnivalOfTheGoat on July 16, 2014, 10:53:00 PMFor that matter, anyone who wants to discuss character interaction/relationships (not just who is screwing who, but how they get along on shipboard, please let me know. We've got that nice little slot in the character forum for 'Relationships' and right now Icky's is looking distressingly empty.

The robot is similarly not related to much of anything. He would be appreciative of having had previous interactions with any of you meat sacks.

Chulanowa

Quote from: CarnivalOfTheGoat on July 16, 2014, 10:53:00 PM
Oh good grief, I forgot about that. XD

Up to you if you want the cabin-kobold to have a naughty past with Icky.

For that matter, anyone who wants to discuss character interaction/relationships (not just who is screwing who, but how they get along on shipboard), please let me know. We've got that nice little slot in the character forum for 'Relationships' and right now Icky's is looking distressingly empty.

well, it's not a kobold (at least i don't think it is? it hasn't told me and it's so hard to find good-looking kobold inspiration...) but hey, I'm up for a kobold-positive kind of character. The occasional scale-waxing, to bring out that shine. Someone tp try alpha-test potions. I dunno, still working on it, and Biblio's set an idea in my head... So you can all blame her.

SheerFantasia

Quick Update:
Despite my most ardent wishes, I'm going to have to push the OOC and IC launch date by one more day since I've have to work late tonight (particularly infuriating, given as the two threads are at 75% completion).

Again, sorry for the delays!  As a gentle reminder, if anyone has yet to post in the Character thread, try to get 'em up at your earliest convenience.  For the first 2 or 3 adventures, most will be focussed on your main (6th level) characters, thereafter, you may start to bring your other secondary PCs into play at your wish.  Whichever character participates in an adventure (with no swapping) gains the full XP of the adventure, whilst all other characters gain 1/3 of the XP.  For now, only one secondary character per player will be permitted (this will increase as more recruits are brought on board).

Also of interest (although not very realistic) the unique nature of the Sasskiana will see it function both as a vehicle and as settlement (with their corresponding stats).  With its crew at present, it will function as the equivalent of a Thorpe or Hamlet (there will be about 20 other NPCs in addition to the Major NPCs, PCs, and their secondary characters if any).

Thanks for your patience!

SheerFantasia

The OOC is (finally!) up - find it here.  There are some things I'd like opinions on before I launch the IC, so find it on the OOC.

Happy Ventures!

Chloe Milev

Oooh, this is neat!  It looks like there are lots of players and characters, but if you want another one, I'm game!  It looks like y'all might need a medic.  I could throw in a cleric/oracle.  I'm tempted to make a halfling powerbottom girl, or changeling for genderbending fun and to be tall enough for the kobold ;3 
Ons and Offs
Discord chloe milev
FFXIV Sargatanas

Ghostwheel

I've got enough healing per day for our current level, so don't feel as though you have to play one, and the oracle secondary character should hopefully be the master physician (unless one of the primary PCs wants to grab Skill Focus: Heal :P ).