Airships and Dragons (Pathfinder)

Started by Autocad, January 09, 2015, 12:03:38 PM

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Autocad




Shipping baron Arano Yuki was dead, at the ripe old age of one hundred and fifteen, leaving behind no children to succeed him, only the multi-planar merchant shipping empire he had built up single-handedly starting from one broke-down second-hand airship bequeathed to him one hundred years ago by an adventurer friend.

The sharks circle the waters, each looking to either commandeer his headless business empire, or to tear off as large a chunk of wealth as possible for themselves. But that is another story for another time.

Towards the end of his long life, Arano visited all the friends and acquaintances he had met during his century of travel one last time, getting to know their children and descendants. At the time most thought it the whim of a childless old man who knew his time was near - which was true, but he was also looking for those worthy to carry on, if not his blood, then his spirit. Four young minds struck him in particular, whose hearts yearned to sail free in the skies above, though their bodies were tied to land or sea by the cruel realities of gold and station.

Now grown up by the time of his death, each of the four were summoned, to number among the many beneficiaries of Arano's last will and testament. They were offered the chance of a lifetime - Arano's very first airship, refitted and refurbished, Yuuki, all theirs if they would perform just one simple task - to take Arano's ashes aboard the ship with them, and deliver his remains to the princess of the White Jade Tower in the Plane of Air, with a magical compass to guide their way. And after that... the skies would be all theirs.

Their maiden voyage would not be easy, though - storms, sky pirates, and worse await them, but in every cloud is a silver lining, and they just might find companionship, friendship, and love.




Airships and Dragons
A Pathfinder adventure in the Plane of Air for 3-4 players with mixed Western and East Asian themes and light-hearted sexual content.

Sail through the Plane of Air! Enjoy the scenic clouds! Explore virgin floating islands no foot has ever touched before! Battle sky pirates - or be the outlaws yourself! Fight or fuck the natives, the choice is yours! Party like it's new year's eve in every port of call! Survive deadly storms! Enjoy more scenic clouds!

Aboard the Yuuki, the adventurers have an initial quest, to deliver Arano's ashes on the Plane of Air, and then they are free to roam as they please in a sandbox adventure - whether continuing to explore the Plane of Air, returning to the Material Plane, or going somewhere else entirely.

Character creation and application

Physical Description

Personality

Background: Characters may come from all walks of life, although all of them should share an intense yearning to take to the skies, and not be tied down to any particular place. Characters may be from almost anywhere on the Material Plane (Arano was a very well traveled man).

Airship role: See the section on the Yuuki below.

Ons and Offs

Character Creation (character sheets are not necessary at the application stage.)
-Starting level: 4 (level ups will occur at DM-determined intervals)
-Allowed races / classes / rulebooks: any official Paizo (no third party)
-Attributes: 20 point buy
-HP: Maximum at first level. Afterwards, Half HD at even levels, and Half HD +1 at odd levels.
-Traits: 2 traits, each of which must be from a different category (combat, magic, faith, etc.)
-Starting wealth: 6000 gp, no single item of which may be worth more than 3000 gp


The Yuuki

The Yuuki serves as the adventurers' vessel throughout the adventurer. Relatively small and the aerial equivalent to a sea-faring yacht, she is air-worthy and capable of dancing rings around larger, slower ships. Her size allows her to be piloted by a single crew member in a pinch, although her optimal crew size is four:

The Captain: A high social skill (Bluff, Diplomacy or Intimidate) skill is crucial for commanding the crew and urging them to greater levels of competence, with the Captain's style of leadership determined by the skill used.

The Helms(wo)man: Profession (sailor) is crucial for handling Yuuki properly.

The Engineer: At least one of Craft (Alchemy), Spellcraft or Use Magic Device is necessary for maintaining and repairing Yuuki's engines, which power the propellers that propel her through the air.

The Gunner: Either a sharpshooter, siege weapon operator, or a living magi-cannon, the Gunner is primarily responsible for air-to-air combat and supporting the rest of the crew.

Interdiction of words

I would like to post my interest and will get a idea up soon
Posts are currently: Medium
Darn work and school is getting in the way. I will get posts out as fast as I can but it is going to be hard on me as for you.

Oh my, I haven't posted on our thread? PM me or check out my A&A


Florence

#2
I'd be interested in playing the role of the living magic cannon 8D

Edit: Perhaps a kitsune sorceress to fit the asiany theme?
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Inerrant Lust

A fellow OOTS fan!

Behold... THE PARAGON BADGER!



I haven't been to that forum in a long time, though... Still! Consider me interested in this. As for the character? Not sure yet... Perhaps the captain, a dashing debonair swashbuckler... male or female, not sure... The helmsman/woman.. I am reminded of an NPC I played in a homebrew setting that was very much like this- she was essentially a gender-swapped Indiana Jones (though she was motivated by greed more than preservation of historical artifacts) while something of a mad scientist girl comes to mind for an engineer...

Florence

#4
My sorceress will, obviously, be female... or maybe... a hermaphrodite if that's allowed. I love playing Kitsune that way due to their traditional association with gender fuckery xD

I'm not entirely 100% on that though, might just make her female either way. Maybe I'll wait and see what other player characters are into before deciding :P

If its even allowed to begin with, of course.

Edit: And I'm thinking Oni Bloodline.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Revelation

I think i'd be interested in this! Probably playing either the helmsman or the engineer. An alchemist seems like an obvious fit for the engineer, while a slayer could be kind of fun if we need some muscle for the group. I'd probably play a human/male (Vanilla, I know! but I like that flavor), but either way, the character would be one who values the freedom of the skies and exploration, with a desire to do some heroics and doing goodisms, within reason. The plane of air can be a bit hostile.

Also Iku is better than Tenshi

TheGlyphstone

#6
Any chance you'd make an exception to the 3PP restriction and allow Tome of BattlePath of War stuff from Dreamscarred Press? The Warlord is a Cha-favoring melee class that throws around party buffs like candy, which would work real good for the Captain role and bring some high-HP beef onto the front line.

Zaer Darkwail

I voice interest for captain position, a male aasimar bard.

Autocad

Quote from: Florence on January 09, 2015, 10:50:35 PM
My sorceress will, obviously, be female... or maybe... a hermaphrodite if that's allowed. I love playing Kitsune that way due to their traditional association with gender fuckery xD

I'm not entirely 100% on that though, might just make her female either way. Maybe I'll wait and see what other player characters are into before deciding :P

If its even allowed to begin with, of course.

Edit: And I'm thinking Oni Bloodline.

Bonus points if she has not only multiple tails, but multiple... rods of splendor down there.

Quote from: Changingsaint on January 09, 2015, 11:55:20 PM
Also Iku is better than Tenshi

OUT.

j/k  :P

Quote from: TheGlyphstone on January 10, 2015, 02:10:50 AM
Any chance you'd make an exception to the 3PP restriction and allow Tome of BattlePath of War stuff from Dreamscarred Press? The Warlord is a Cha-favoring melee class that throws around party buffs like candy, which would work real good for the Captain role and bring some high-HP beef onto the front line.

It'll depend on the rest of the party: if you're surrounded by three full casters, then it's probably fine, but if there are Paizo official martials, then probably not.




Here's the list of people who have expressed interest so far:

Interdiction of words (?)
Florence (kitsune sorceress, gunner)
Inerrant Lust (?)
Changingsaint (helmsman or engineer)
TheGlyphstone (warlord, captain)
Zaer Darkwail (aasimar bard, captain)

Florence

Quote from: Autocad on January 10, 2015, 11:33:42 AM
Bonus points if she has not only multiple tails, but multiple... rods of splendor down there.

OUT.

j/k  :P

It'll depend on the rest of the party: if you're surrounded by three full casters, then it's probably fine, but if there are Paizo official martials, then probably not.




Here's the list of people who have expressed interest so far:

Interdiction of words (?)
Florence (kitsune sorceress, gunner)
Inerrant Lust (?)
Changingsaint (helmsman or engineer)
TheGlyphstone (warlord, captain)
Zaer Darkwail (aasimar bard, captain)

... as much as the innuendo nearly killed me, I have to pass on that not being really my thing :P One rod is plenty for me.

Also, decided on a name 8D Akane.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Revelation

Since I think i'm alread use to playing lotsa martials, I think i'm going to go ahead and take the engineering slot as an Alchemist. I'm not quite sure how i'll be building one - grenadier type seems fun, thoug i'm also sure if I really wanted to, there could be lotsa fun 'uses' for potions and extracts which could be a waste to neglect! But i'll eventually work out what I want to do and get a proper character up later today.

Muse

  Wow, looks like I'm too late all ready, figures.

  If you'd benefit from a cleric of Desna (or maybe an Oracle of the Heavens) let me know. 
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)

TheGlyphstone

Quote from: Autocad on January 10, 2015, 11:33:42 AM


It'll depend on the rest of the party: if you're surrounded by three full casters, then it's probably fine, but if there are Paizo official martials, then probably not.





I will hold out hope, then. I love DSP material, and consider it as or sometimes better balanced than Paizo official stuff - they were better at balancing 3.5 material than WotC too. Plus, Martial Techniques are already heavily wuxia-inspired and will easily adapt to an Asian-themed setting.

Foxfyr

I've got a catfolk brawler/rogue that could make for a good helmsman from the looks of things.  I'll likely have a character concept sometime early tomorrow.  :D

Latooni Subota

omg, a game run by Autocad? i am SO in. I'll get an application done tomorrow (or tonight if I get time to) :D
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

rikka

Quote from: Muse on January 10, 2015, 12:00:11 PM
  Wow, looks like I'm too late all ready, figures.

  If you'd benefit from a cleric of Desna (or maybe an Oracle of the Heavens) let me know.

Just try your luck, and make an application. Who knows, your character might make the cut?

As for me, tentative interest if I could cook up something interesting.
Whatever the outcome, it's on you.

Ons/Offs

Chulanowa

Interested as well; jut gotta squeeze some time to throw out a concept.

Revelation

#17
Here we go, submitting my character. No sheet, but I hope he's good.

Name: Mikhail Volkov

Description: A man of above average height and in his twenties, Mikhail sports brown hair, a fair complexion, and green eyes with freckles dotting the bridge of his nose. He looks at things inquisitively and curiously at times, and as for clothes he prefers long coats or cloaks that might allow him easier use of the alchemical items he crafts and creates. (Picture TBD)

Personality: Good natured, friendly, and open – Mikhail has a yearning for freedom and the open skies. While a good man in general and one who has convictions to help others, he is not ‘soft’ when it comes to fighting his foes. A competitive drive for his craftsmanship compels him in both his work aboard the ship and should he find himself in battle, a place where he seems eager to test out his works whether they be to help his allies or burn his foes in alchemical flame. Surprisingly, he also enjoys cooking.

Background: In the city of Belgorond, the Volkov family name is a well respected one... For the most part. Born the middle child of his parents, Mikhail’s parents had the magical blood of sorcery flowing through them, and they hoped to produce a strong line of innately powerful children. Their eldest child was lucky, a daughter who received the gift of magic at an early age and could be trained. Mikhail was different – each year they would test him for magic, see where his aptitude laid. And every year was a disappointment to his family, as it seemed he lacked the gift of magic whatsoever. Not one to dwell on failure, they would have another child, yet another girl which left Mikhail as the only one without magic.

Or so it seemed. Mikhail was smart, he was clever in ways that were surprising. Being ‘cast aside’ out of the tutoring of his parents allowed him time to read, time to study, and time to work as he got older. Perhaps one of the few who noticed Mikhails craftsmanship was the elderly Arano, a good friend and once companion of Mikhails father before the sorcerer retired to raise his family. A potion here, crafting smokesticks out of basic materials there, and each further accidental success became less and less accidental. Perhaps the most... surprising creation led to the discovery of Mikhails true potential – potions that only he could truly imbibe and use, which could either change his body or be used to unlock the faint magic he held within himself. Where he was once treated as a weak link in the family, he had found a distant other and father becoming very supportive of his talents, furthering his learning.

And yet, a lingering resentment was left by the family who had saw him as ‘lesser’. He sought to outdo his family, to break away from them – to not be seen as a weak link made ‘proper’, but as his own man. There was ambition and drive within him that drove him into pursuing his reckless crafts and arts, and that further drew the attention of the odd elder man who visited his family every so often. While he seemed interested in both of the other children, it was the drive and unyielding nature of Mikhail that made Arano most interested in him. Eventually, Mikhail was an adult, twenty five summers old, and feeling as if he was still third rate in his parents eyes compared to their daughters.

But yet, his life would take a turn for the different as he found himself the recipient of a letter. Arano had died, and Mikhail was named a successor...

Airship role: With his focus on knowledge, crafts, and alchemic creations Mikhial would make an excellent engineer.

Ons/offs: I have my topic and my ons/offs page on my profile, but I can give a summary here. Mikhail is a straight male, interested in the ladies. I tend to play slightly more dominant characters, but I also don’t look to play D/S heavily with Mikhail or anything. I guess some slightly rougher stuff (Physical stuff is awesome!), and maybe light bondage – plenty of buxom ladies in skimpy attire is also great. I dunno, there's definitely more I could discuss.

Latooni Subota

#18
Halfling Summoner Helmswoman incoming sometime tonight or tomorrow!


Bonnie Lass, Halfling Summoner



Physical Description:  Bonnie Lass is a young Halfling woman, standing at around 3’2” (Reasonably tall for a Halfling), with a fairly lightly muscled build and faintly tanned. She is a fairly buxom young woman, preferring clothes that are a more upscale version of peasant dresses combined with silks or leathers, and always using a good pair of knee-high leather boots built to survive harsh treatment (and with an extra inch of heel). Her ears are pointed with several earrings in each, and her eyes are a light hazel color. She has a faint smattering of freckles over her nose, across the tops of her breasts, shoulders, and the small of her back. Her most striking feature is her GLORIOUS hair, a wild mess of wavy curls in a deep chestnut color, reaching down to her firm bottom when dry and down below her knees when wet.

Personality:  Bonnie Lass, despite not being particularly strong, is a foul-mouthed sailor from the Shackles who MAY or MAY NOT have been a pirate at some point. While generally good-natured and somewhat moral, her penchant for insulting people tends to alienate those that don’t understands that it’s all in good fun. She’s a fiercely loyal woman with a love of rum and fine jewelry, and an innate understanding at ships, the weather, and geography in general. She’s absolutely NOT afraid to brag about her good sides, and admit to her faults, though the latter tends to end in scowls and cursing. Still, if you can earn her friendship you have a friend for life, always willing to put her neck on the line.

Background: Bonnie Lass was born and raised in the Shackles on Golarion, witnessing and experiencing all sides of the pirating life from an early age. She grew up with the pickpockets and prostitutes, learning their tricks and how to survive on the streets before eventually stowing away in her first ship. The merchant vessel kept her on as a deckswab, mainly due to her willingness to learn and lower need for rations, resulting in her learning more than a few tricks to the sailing trade. When her ship was eventually captured by pirates, she bargained for the life of herself and her friends to be press-ganged rather than set adrift or executed on the spot. Over the next few years she did her best to survive on the ship, learning more and more ways to deal with ships and trying to subtly get the pirate crew out of the more troublesome and less-moral things, like outright slavery and murder. In the end this failed, but she managed to earn enough money to buy her way out of the crew, and join up with Arano Yuki’s shipping empire. She worked as an assistant on a larger trade ship running the major cities, before finally being handpicked by Arano Yuki in his final days to be a part of his posthumous trip to the Plane of Air. With her great knowledgebase and skill, she pretty much immediately dived into the role of the Helmswoman. After all, it’s not often that you get a chance to immediately be the primary pilot for an airship.

Airship Role:  Helmswoman

Ons and Offs: Bonnie is a bisexual, with an appreciation for the ‘tallfolk’, the exotics, and anything involving copious amounts of expensive alchohol and clothes. Probably a fan of lighter bondage, non-con, and such. No gore, vore, scat, but water is okay.
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

Autocad

Here's an update. As you can see, captain and gunner applications have a higher chance of being accepted for the remaining roles!


Completed applications:
Changingsaint (Mikhail Volkov, male human Alchemist, Engineer)
Latooni Subota (Bonnie "Glorioushair" Lass, female halfling Summoner, Helmswoman)

Interested:
Interdiction of words (?)
Florence (kitsune sorceress, gunner)
Inerrant Lust (?)
TheGlyphstone (warlord, captain)
Zaer Darkwail (aasimar bard, captain)
Muse (cleric?)
Loki Aesir (catfolk brawler/rogue, helmsman)
rikka (?)
Chulanowa (?)

Revelation

There is a lot of competition, and if there are other engineers that the group overall likes more, I do understand if I don't make the cut!

TheGlyphstone

I'll have a full concept up tomorrow, but right now I'm kind of liking the idea of a Hobgoblin Warlord.

Chulanowa

Hmmm. Really eyeballing that gunner position, but I think I'd rather play with Florence's Kitsune, than compete against it.  ;D

Looks like i'm going for captain, unless Autocad wants to grow the party.

Florence

Question: For the sake of this...

http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/oni-bloodline

QuoteBloodline Arcana: Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.

Does a spell like ability, like what you'd get from this:

http://www.d20pfsrd.com/feats/racial-feats/magical-tail-kitsune

Count as "casting a spell"?
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Revelation

I'm not the DM - so I can't speak for him but reading it I would say no, given that spell like abilities are not actually spells in and of themselves.

Chulanowa

Well, I know that Spell-Like abilities count for feats like Arcane Strike, and prestige classes like Eldritch Knight... but you can't alter them with things like rods, metamagic feats, or count them as on your spell-list for purposes of using scrolls and wands.

So in conclusion: I'unno. I would lean towards "No" myself, since it seems to fall more into the vein of metamagic and less pre-req's

However, either way, Charm Person from a tail would count as a Level one spell; Dominate person would be counted as a level four. So the bonus from Oni bloodline wouldn't exactly be impressive. If it does work though, it's not a bad combo - especially since spell-like abilities don't require components - including verbal. You just will it to happen and it does. So nobody gives you the stink-eye for waggling your fingers and mumbling some old hoodoo at 'em

Florence

http://www.d20pfsrd.com/traits/social-traits/imposing-scion

Another stupid question. Would that give her a +2 Intimidate bonus against... oni, outsiders in general... what exactly? :o
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Chulanowa

Quote from: Florence on January 10, 2015, 11:34:49 PM
http://www.d20pfsrd.com/traits/social-traits/imposing-scion

Another stupid question. Would that give her a +2 Intimidate bonus against... oni, outsiders in general... what exactly? :o

It would apply to creatures with the "Outsider (Oni)" type / subtype.

Florence

Quote from: Chulanowa on January 10, 2015, 11:37:41 PM
It would apply to creatures with the "Outsider (Oni)" type / subtype.

-nods- makes sense.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Autocad

Quote from: Florence on January 10, 2015, 10:07:25 PM
Question: For the sake of this...

http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/oni-bloodline

Does a spell like ability, like what you'd get from this:

http://www.d20pfsrd.com/feats/racial-feats/magical-tail-kitsune

Count as "casting a spell"?

Nope. Here's how I justify it from a non-meta perspective: the oni heritage provides the bloodline arcana power which applies to the spells from oni heritage, i.e. the sorcerer spells, but not to the spell-like abilities granted from kitsune feats which come from kitsune heritage.

Quote from: Chulanowa on January 10, 2015, 11:37:41 PM
It would apply to creatures with the "Outsider (Oni)" type / subtype.

Correct.





Completed applications:
Changingsaint (Mikhail Volkov, male human Alchemist, Engineer)
Latooni Subota (Bonnie "Glorioushair" Lass, female halfling Summoner, Helmswoman)

Interested:
Interdiction of words (?)
Florence (kitsune sorceress, gunner)
Inerrant Lust (?)
TheGlyphstone (hobgoblin warlord, captain)
Zaer Darkwail (aasimar bard, captain)
Muse (cleric?)
Loki Aesir (catfolk brawler/rogue, helmsman)
rikka (?)
Chulanowa (captain)

Foxfyr

#30
Name: M’iaq
Race: Catfolk
Gender: Male
Class: Brawler 2/Rogue 2
Character Sheet

Physical Description: Fur covers him from head to toe, which is hardly a surprise among catfolk.  His coat in particular strongly resembles that of a tiger, so it isn’t common for him to be mistaken as being tiger-kin, especially given his adoptive parents.  Lithe, strong physique that hints to the rigorous dedication spent honing his abilities. 

Personality: M’iaq is the sort that loves a good challenge, especially those that come in the form of physical prowess; doubly so if drinks are involved or included in the wager.  He’s been in more bar fights than may be deemed appropriate, but so long as his opponent fought fair and with honor, he wouldn’t hesitate to buy them a drink once they dusted themselves off.  Those who provoke his ire will quickly realize he is not the sort to pull his punches and often times expresses his displeasure with a swift punch rather than words.  Despite these personality quirks, he is outgoing, fun-loving, and always in the mood for a good laugh.

Background: M’iaq is from one of the least tamed areas of the land known as Kvatch, found just beyond the fringes of civilization.  Here the more feral races are commonplace as their more wild aspects aid them in their survival in these rough lands.  He remembers little of being a cub or what happened to his biological parents, but it was a weretiger couple that raised him for as long as he could remember.  M’iaq wasn’t even in his adulthood when his father started taking him on his fishing vessel to work on the coastal seas.  After years of that, he was a capable sailor and knew well how to handle such a vessel and found that he enjoyed the reward of hard work.
When he was twenty he managed to save up enough to invest in a ship of his own, which he used to perform various types of work.  The most common of which being salvaging and treasure hunting.  Piracy was common on in these waters so removed from civilization and there was plenty opportunities to pick over the remains of wasted or abandoned vessels.  Whoever led the assault against the vessel always walked away with a majority of the loot, but M’iaq had a knack for finding the secret nooks and crannies where the truly valuable stuff was so easily overlooked.

It was one such vessel where he found a particular bauble that would change the course of his life.  Not long after finding this trinket, he was approached by a man by the name of Arano Yuki who claimed that the item in question belonged to him before the ship carrying it was attacked, that it held a value to him beyond financial wealth.  As an off-handed joke to that, M’iaq implied that since its value superseded material wealth, then so to should the reward be for reclaiming such a prize.  He was nearly floored with surprise when the man, seemingly going along with his banter, repaid him accordingly by teaching him and allowing him to fly his personal airship.  Even though it was only for the duration of the week, that time spent with the old man was to date the most significant moment of M’iaq’s life.  The time spent with Arano during that week was such a bonding experience that he was actually choked up when he learned of the man’s passing and couldn’t help but find the opportunity to be the helmsman for the fine vessel to be a bittersweet opportunity.

Airship role: Helmsman

Ons and Offs:
Ons – Light bondage, coercion, rough (wrestling) sex, light D/s, leash and collar submission, and pretty much anything that isn’t in offs.
Offs – Toilet play and mutilation.

Zaer Darkwail

#31
Here comes my aasimar bard captain entry;

Aaron Windwhisper, male azata-blooded aasimar bard (sea/wind singer)
Physiclal Description: Aaron stands 5'8 height and has rather striking supernatural appearance (by most he is thought to be strikingly beautiful if bit alien) with pointed ears and golden brilliant eyes and white curly short hair. He prefers dress in bright cheerful colors, in present he wears dark green leather pants and vest with gold lining and white satin shirt (which is actually a disguised mithril chain shirt). Wearing travel worn boots and carries a worn used wooden three stringed sanxian along with well made shortbow with quivers with red feathers in his back and in waist a satchel which stores surprising a lot stuff.

Also not to forget describe his golden floating serpent companion which is actually a small dragon which does not commune in any language besides yelps, hisses, growls and whistling whines.

Personality: Aaron is a dreamer sort, take things easy laid back attitude. However he is not lazy and rather devoted to mastering his craft and skills as artist and driven to find his kin, where they may be or learn where he comes from. Overall he wants to do good and find some good from anyone. He often plays with his sanxian and enjoys listening music himself and he more than eagerly joins in performance with no profit in mind, just create music and cheer folks up when he can. He is fiercely loyal to friends and people who are close to him. Overall he is also compassionate soul.

Background: Aaron was found by Arano Yuki during his travels, he found a mere boy of five summers drifting in skies on atop a cloud which he nearly dived through with his vessel but in time spotted the unconscious boy. As Aaron woke he had no memory how he end up floating in cloud (as he was taken the odd solid cloud disappeared). Last night there had been fierce storm which nearly broke Arano's vessel, so he guess child fell off from another ship and by some divine miracle he did not fall down all to the earth and crushed to death by gravity.

Arano Yuki spend years looking for Aaron's parents, meantime he named boy as Aaron and he worked as his deck boy for several years. On age of twelve Arano delivered Aaron to academy where he learns other skills than scrubbing deck and living on ships, Aaron wished to stay but Arano was persistent about it. So Aaron stayed and he found passion in music, rapidly picking it up and becoming maestro with string instruments, taking sanxian as his instrument of choice.

Arano Yuki continued his search, but he did not find Aaron's kin but he speculates it's somewhere in the skies as he found Aaron in the skies. At age of sixteen Aaron then departed from academy and started travel widely, his restless ever wandering spirit he traveled widely and learned various things, not mastering any arts but learn lots of things none the less. Along with his travels he befriended a golden tiny dragon, which he saved from hunters trap and dragon grew very fond of Aaron and they had traveled since then. Aaron is not 100% sure of dragon's gender (he strongly suspects it's female) so he named her Yuna. One peculiar talent what he had is how his music had some effect with winds around him and he had natural affinity, nay, forlorn actually, return to the skies. During the years Aaron and Arano Yuki crossed paths and he sometimes took him on trips to check some places out, to see did places anyway awaken any memories in Aaron's early childhood. So far no success. Considering Aaron's desires and his strong affinity to wander and forlorn to the skies Arano Yuki then remembered him on his will, hoping Aaron finds answers in his lifetime while Arano himself could not.

Airship Role: Captain

Ons/Offs: Char specific ones besides my signature linked ones;
Ons: Romance, exotic appearance, long extending foreplays, roleplays (includes playing light D/s scenarios), bondage (done others), light hearted teasing
Offs: Toilet/Vomit, feces, mutilation, extreme pain, cruelty

Special: Ask bit house ruling on some sea singer powers, in one example it gives bonus (or reduction in difficulty) to swim checks but would wish apply it to fly skill checks instead (idea is more air themed influence than water). Another custom thing is his familiar; pseudodragon would be closest for what I seek statically and theme but they are 7th CL familiars. So up to Gm decide either roll stats for something which compares to celestial hawk or watered down pseudodragon (or that dragon is not fully mature and matures full at 7th CL).

TheGlyphstone

#32
Name: Kurat Kor

Description:Kurat is relatively tall for a hogoblin, making him just about average relative to most humans. The green-grey skin of his torso, which he leaves bare unless readying himself for combat, is covered in an intricate web of old battle scars and tribal tattoos - the tattoos extend futher down his body, but are hidden by modesty with a bland and unassuming kilt-like wrap. In war, he still wears his personal suit of lacquered metal armor, lovingly repaired and patched countless times since he left his tribe behind, and hews into his foes with a mighty two-handed sword.

Personality:Forged in the harsh fires of hobgoblin culture, and tempered by the unforgiving chill of the wide world beyond, Kurat can be a curious contradiction in terms. To strangers, outsiders, and even potential allies he is direct and blunt to the point of rudeness - but once inside his social armor, there is a solid and surprisingly friendly man who is loyal to the core when loyalty is returned. He is strict and intensely disciplined, treating his word as a sacred bond and inviolable once given; on the other hand, a foe to whom no word has been given is fair game for whatever underhanded or sneaky tricks can be devised to tilt the playing field in Kurat's favor. To him, naturally, this is no contradiction at all - to die defeated is the greatest of dishonors, and his oath is too precious to be given to an opponent he cannot trust in return.

Background: Raised communally, as hobgoblins are, Kurat was indoctrinated with the supremacy of strength and martial skill quite literally before he learned to walk. Hobgoblin society is built on the premise of strong ruling weak, and weak being enslaved by strong - nothing in Kurat's childhood showed him this was anything but the right and proper way of things. As he aged, though, he slowly became disillusioned; while strength mean primacy, too many of his contemporaries took their use of power beyond what he felt reasonable, and were lessened for their cruelties. With his gifts at martial combat, he grew rapidly in rank, taking slaves of his own as was proper - but unlike those contemporaries, he treated his slaves with highly uncharacteristic respect. Exceptional success was rewarded, instead of failure being disproportionately punished - his slaves strived to please him for the perks his favor would earn, rather than out of blind fear of his wrath. This made them more efficient, less troublesome, and further sped his rise to success, but others saw him as weak for his mercy and were jealous of his power. Unable to defeat him on the dueling field, his enemies instead resorted to assassination of character; he was framed for the theft of a slave, one of hobgoblin society's most heinous crimes. Rather than be stripped of his rank and enslaved himself, he fled and turned ronin, forsaking a culture that had proven itself to be unworthy of his principles.

But the outside world was no kinder to him than his own tribe had been. It too respected strength, but unlike hobgoblins, placed equal worth on appearances and heritage. Barred from 'polite' society by his race, he became a bandit and criminal - first on land, then at sea. By virtue of prowess and charisma, he again rose to a position of power, a pirate captain in his own right and a known if relatively minor scourge to merchants. Unfortunately for Kurat, he eventually made the mistake of targeting the ship owned and captained by a much younger Arano Yuki at the height of his own career. Caught in the other ship's unexpectedly vicious teeth and swiftly overwhelmed by Yuki's crew, Kurat expected to die then and there. But instead, Arano spared him, and when asked why only answered "You will understand, in time."

Financially crippled and humiliated, but alive, Kurat spent years rebuilding his profits and prestige, though eventually he returned to his previous pastimes. Again, he crossed paths with a ship upon which Arano Yuki was traveling - but this time the merchant vessel was already being beset by a pirate, one much larger than Kurat's own craft, and Yuki was clearly losing. Now Kurat understood; somehow, the trade baron had know he would someday be in trouble, and spared Kurat for that day just in case. Now Kurat returned the favor, coming to Yuki's aid against the other pirate; outweighed and outgunned, but far more maneuverable, he held to the enemy's blind spot and methodically blew the bigger ship into pieces. There was plenty of loot and salvage to be had in the aftermath - life-debts settled, he and Yuki parted ways in peace.

Several years later, they again met each other - this time, it was Yuki who had sought out Kurat. The shipping magnate was in search of a treasure, one that would cement his supremacy against his rivals for the rest of his life, but those rivals were watching every vessel in Yuki's control for a hint of his movements. He needed a privately owned ship that would sail at his direction and keep its mouth shut for coin, and specifically looked for Kurat and his crew. But his answer to queries over why he trusted Kurat - a pirate who had once tried to kill him - Yuki again only said that the answer would someday be obvious. So they sailed, and while Kurat never spoke to anyone about the journey or what Yuki found at the end, he knew to be patient.

They would never meet again in person, Arano dying of old age after a century of empire-building. The years had not been kind to Kurat either; he was old as well, long since displaced as king of his little patch of the years by younger and more ambitious men. Only curiosity set him to answer the summons by Arano's estate, and he was surprised by the results. From beyond the grave, the magnate made an offer to his old frenemy; go on one last journey, and be given command of a ship greater than he had ever imagined. It was the second half of the payment for a journey long ago, and the second time symmetry had linked them together; once Kurat had let Yuki use his ship, and now Yuki would let Kurat use his. To sweeten the deal, Yuki's will offered Kurat a personal bonus - the magic charm he had once worn to help stave off the ravages of time on his body, now useless at the end of his life. To be given youth, and a ship, for a simple delivery, was too much at once for the old pirate to refuse.

Airship Role: Captain

Ons/Offs: Close to my own (see signature link), with the exception of a strong dislike for D/s style power play. Rough sex and bondage are fine, but the dynamic of a master+slave relationship is still a deeply relevant cultural tradition to Kurat (including literal concubines and sex slaves), and not one he is willing to mock or pervert via sexual role-play.


Commentary: I've asked for the use of Dreamscarred Press's Warlord class from Tome of War. If you like the character concept but want to stay firm on the 3rd party-ban, the character is also perfectly functional built as a Sword Saint Samurai from Paizo-official material. If accepted, I'll spent a chunk of my wealth to purchase an item of Lesser Age Resistance built as per item creation formulae, the necklace 'gifted' to Kurat in the will contingent on his acceptance of the job (which is contingent on your acceptance of his existence, and I would happily negotiate for a more potent anti-aging effect  ;D ). This could, technically, be redesigned to follow the literal description in the thread header by making Kurat the child of a pirate Arano knew, but I don't like that nearly as much as I do the back-and-forth dynamic over 30+ years that they shared.


Chulanowa

#33
Name: Raji, a thankful shortening of "Banarajituu Djiriubali Dulutrapinume."
Position: Captain
Race: Human
Class: Swashbuckler (Whirling Dervish archetype)
Character sheet: (sans equipment) http://www.myth-weavers.com/sheetview.php?sheetid=1095397

Background
In the course of building his shipping empire, Arano Yuki had to cut deals and make friends both above and below the table. Some of his contacts were found at both levels; the Dulutrapinume family was among these. At alternating points in history it was a nautical trade dynasty in its own right; as fortunes waned and waxed, the family would flee to the seas to couch their fortunes in smuggling and privateerism. Over time the two blended, and the Dulutrapinume House - and its many smaller families - became known as a dependable source of goods and services, both on and off the tax register. Regardless of the criminal threads on the family's loom, they maintained a standard of nobility and erudition; what good is wealth, after all, if it cannot be used to better yourself?

   Banarajituu Djiriubali Dulutrapinume was the product of this history, born between the union of a scion (though not direct heir) of the House, and a maid from the newly-allied ruling family of the island of Jranaga. She enjoyed the lessons of private tutors, alongside the sword training from her father's men, and divinity training from the shamans of her mother's people; the Dulutrapinume House was one of many faiths, after all. The girl also came to enjoy visits from "Uncle" Yuki, and the exotic trinkets and stories he would bring the family.

   Times and fortunes change, however; For all these many years, the Dulutrapinume family held and expanded, even when forced underground by hard-nosed regents and the like. Outside rivals were always well-guarded against, but mutinies inside the house? Now there was a weak spot. At a tender age, Raji was yanked form her bed, a strong hand clapped over her mouth; the house butler. Screams of pain and the clash of steel and crackle of fire filled her ears as she was smuggled away with other escapees. It would be months before the refugees learned what had happened; The family of Cao-xe, one of the oldest and most loyal in the House's aegis, had made its play, and with several other lesser houses, and the aid of the guard, the house of Dulutrapinume was broken and scattered. Purges would follow in the enclaves in other cities and lands, but the flag of Cao-xe never rose; their alliance broke apart swiftly, the family treasuries taken by the regent's guard.

   For the last several years, Raji has scrabbled for what she can. Her manor life, with its tutors and fine swordplay, has fallen by the wayside. Her lessons on blade, and the examples of leadership she collected have served her well in her travels... as has her mercantile skills. Gold has passed through her hands like water thus far, but trade is trade. Even if it's not legal. Her most recent job, however, was a major setback; simple enough, a smuggling of fine cloth from a land barring its export without steep tariff... It went sour on delivery, and Raji was forced to flee, blade in hand the whole way.

   It was this blade that the messenger found pressed against his neck when he finally managed to track "Banarajituu Djiriubali Dulutrapinume" to the topical port city of Dar Celim. Shaken but not soiled, he produced the mark of "Uncle Yuki," and Raji saw that her fortunes were changing for the better. Her, here was opportunity! To restore herself and her family, or at least the best chance at it. With her last handful of silver, she bought the messenger several rounds of drinks as way of apology, and followed him to his waiting ship.

Personality
   Raji is torn between two people. Raised as a noble's daughter, she is classically-trained, urbane, and learned in several fields. Aloof, though not to the point of arrogance, she sees her place in the world as being near the top. However, she's spent her adult years as a smuggler and scoundrel, quick on the draw and fast on her feet. In all things, Raji is intense, passionate. To achieve anything, one must reach out and seize it. This is as true in society as in battle, or in business. Many of the more impractical noble habits have fallen aside during her hardscrabble times - a lady of her prior station would never kick her feet onto a table and swill salted beer, and she couldn't forth the life of herself tell you how to set a table other than "food goes on the plate." Practical, sharp (a little sarcastic, in fact) and well aware of her own abilities; and the need to surpass those.

Ship Role:
   Daughter of a house admiral and his wife from a seafaring people, supposed heir to a nautical empire, and raised to follow in that wake, Raji is also a natural leader well-suited for the command post of Captain; Plenty of practical experience heading smaller crews and vessels has prepared her, she hopes.

Ons / offs:
   - Raji is open-minded to partners. Race and gender aren't hard rules for her. Mental ability is. Someone who cannot kep up with dinner conversaion is certainly not going ot engage in pillow talk.
   - as for specifics, Raji ould rather die than be forced against her will, and after the life sheh as led, the htought of being bound or restricted in such a vulnerble affair is... unappealing. She's heard tales of people who get off on things best left to the sick-nurse, and simply cannot fathom it. (i.e., no NC, or excrement for Raji, thank you, and bondage would need to be either very light, or with someone she trusts with her life)
    - Raji has had furtive romances at a few port callings, but nothing has developed enough to really explore; there's a definite element of "never know 'til you try."
   - other than this, refer to my own preferences.




Still a bit wobbly on race, and the exact details of class, but besides that, she's done. Basically a mashup of Captain Amelia from Treasure Planet and Ian Malcom from Firefly in my head.

Also, offer stands to provide a second "gunner" if preferred!

rikka

#34
Name: Shan Zuk

Physical Description
Like all Tengu, Shan Zuk appears like a bipedal man-sized crow, with lanky but well-toned limbs ending in talons. The black feathers covering his body appear unkempt, rarely finding time to groom them.  His one distinctive feature is a long diagonal scar which slashes where his right eye used to be, a critical injury he received from rival thieves who stormed his comrades’ hideout and decimated them. 

Personality
Shan Zuk tends to be soft-spoken, especially to those he is not familiar with, but is not afraid to speak up what is on his mind.  He also somewhat of a naiveté, dullard to a point - slow to react or grasp a concept - but is a quick learner.  This is compensated with his quick eye for things which has often saved the lives of his crew members.  Having lived most his life with his kind, Shan Zuk finds working or living with other races something new and exotic.  He has yet to learn and to enjoy what life has to offer him beyond his flock, and he has all the time in the world.

Background:
As a youngling, Shan Zuk (which is translated to Claw-out-eyes) always wondered and asked this question to himself:  why their kind had lost the ability to fly? No one could give him a straight answer, telling him instead not to fuss on such trivial matters and focus more on the harsh realities they face on a daily basis.  For Shan Zuk’s flock are tengu: social misfits, and urban nomads who never stay in one place for long in fear of total persecution from the populace and the authorities.  They subsist on acts of thievery, and with the occasional derring-do crime that they come up with from time to time.
One such heist involved a certain ship captain by the name of Arano Yuuki, who was said to have amassed a large collection of exotic treasures, near and far.  Some of the baubles he possesses are never heard of or seen the like of before.  If successful, their flock could live a life of luxury and security for a long time to come in obscurity - cementing themselves in a powerbase of their design, which they plan build from the loot they would gain.

On the night of the raid, the tengu, along with the young Shan Zuk in tow, successfully infiltrated Arano Yuuki’s ship, where the treasures were said to be kept, neutralizing the guards and crew with little bloodshed involved, wishing to avoid murder among their crimes.  During his exploration of the vessel, Shan Zuk came upon a room where he thought he could find something of great value.  Instead he found Arano Yuuki, waiting for him in the shadows.  He asked the young tengu: what is it he desires the most?” Before Shan Zuk could even answer the question at that odd time, his fellow snatched him off the scene, but not before dropping a trinket of his – a wood carving of a bird with outstretched wings.

The operation was considered a relative success, garnering items they believed would fetch a high price when fenced.  But their celebration was short lived.  A rival thieves’ band, which had the same idea of robbing Arano Yuuki, followed them to their hidden lair.  Accompanied by a band of adventurers, the invaders made short work of the tengu.  Shan Zuk managed to escape barely with his life but not without being pursued by a couple of the thieves.   They managed to corner the young tengu in a dark alley, where they were sure to gut him for good had not Arano Yuuki come to the rescue.
 
Arano Yuuki took in Shan Zuk and nursed him back to health.  During the time of his recovery, the famed ship captain asked Shan Zuk the same question that was asked of him during their first fated meeting: what is it that he greatly desires?  The young tengu did not know what to answer.  Arano Yuuki told him to thick it carefully and handed him his wooden bird ornament he dropped.  Reflecting upon the trinket in his hands, he knew what he wanted, and eventually told Arano Yuuki what it was: To fly like a bird.  To soar high in the sky and be free, not just from the troubles and discriminations which have grounded him, but actually fly, and see new places, new adventures, from a new perspective.  Arano Yuuki was gladdened by this and introduced Shan Zuk to a new world.

Since then Shan Zuk has worked hard as a new potential member of Arano Yuuki’s multi-planar shipping consortium, learning the ropes in manning airships, and at the same time living part of the dream that he always wanted, to be in the skies.  Time passed on, and Shan Zuk gained a lot experience and adventure as a helmsman, but when news of Arano Yuuki death reached him, he was greatly saddened and at the same time his future in the late captain’s business empire was uncertain.  To his surprise and delight he was chosen to be one the few in Arano Yuuki last will and testament that will entitle them owning their very own airship, none other than Arano’s very first that started it all: The Yuuki!


Airship role:
Helmsman

Ons and Offs

Ons: not much for this character. Is pretty much open to what will be thrown at him. Though he seemed to have suddenly developed a fetish for bondage (both consensual and nonconsensual) foreplay - particularly when he is the one doing it to a recipient.
Offs: Doing your business is just that, don’t bring into play. And although extreme violence is a reality, Shan Zuk would do his best not indulge or be in its receiving end.

Whatever the outcome, it's on you.

Ons/Offs

Florence

#35
So is it assumed there's a supply of food on the ship, or should I factor rations into my equipment? xD

Edit: DAMNIT. I wanted to watch My Girlfriend is a Gumiho for inspiration. D:

It's a Korean drama, the female lead is a Gumiho (basically the Korean version of a Kitsune, though to be fair, they're technically both based on the Chinese Huli Jing), and the actress who plays her, I always thought did an excellent job of playing her character very... fox-like.

... unfortunately the show is no longer on Netflix's instant streaming service :C

Oh well... TO THE INTERNET!
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Autocad


Florence

Okay, putting the final touches on Akane's sheet.

Are we going to play Kitsune's true forms as fully anthropomorphic like normal, or in the more anime-esque 'fox-girl' kind of way?

I'm good with either, honestly.

Oh, and for the record, I'm starting with two 'magical tail' feats, so... she'll be a three-tailed fox at the start xD
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

TheGlyphstone

So when are you planning on closing applications? I see everyone else making character sheets, and I'm not sure if lacking a sheet for either of my proposed builds is going to hurt my chances of getting the slot.

Revelation

Yeah, if we should make a sheet before we apply I could start making one, though i'd like to see who ends up as what, since the alchemist has a few varying builds and i'd like to help cover some of the gaps in the group.

Florence

#40
http://www.myth-weavers.com/sheet.html#id=78542

Well there's Akane's sheet so far, figured I'd toss her up here. I'm not 100% done yet, though... I'm trying to decide if I should leave her ability scores as they are or try switching them up a little to try and improve her constitution. As it stands, she's very much a glass cannon. I gave her high dexterity, a ring of protection +1 and both mage armor and shield to try and allow her to boost up her AC so she doesn't got turned into a mushy red paste the first time an enemy targets her, but I'm still concerned with just how fragile she is.

I could drop her Intelligence down to 8 and bring her constitution up to 10 to give her 4 extra hit points for a little bit of padding, but then I'd have to give up either bluff, disguise or intimidate.

Perhaps a better idea would be to drop her dexterity a little and bump her lower stats, particularly constitution, up a little bit.

STR: 8 (-1)
DEX: 16 (+3)
CON: 12 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 20 (+5)

That might actually work better. I'd be sacrificing one point of AC and Ranged Attack, but I'd be gaining 2 hit points per level (bringing my current HP up from 12 to 20). I'd also be raising my Wisdom up to 10, so that's an added bonus.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Chulanowa

#41
Well, if you're asking...

1) You want Hit points. Like seriously, a level 4 character should not be worried about a Wand of Magic Missile falling into the other guy's hands. My advice? A point spread like this (after racial mods)
Str 7, Dex 17, Con 14, Int 12, Wis 10, cha 17.
At level 4, you get a +1 increase to one of these - Dexterity or charisma would make most sense.
This way, you lose either 1 AC or 1 spell DC, but you gain eight hit points and four skill points; also don't forget Favored Class bonus - your choice of +1 HP or +1 skill point per level (or in the case of a kitsune, +1/4 DC to her enchantment spells - not the best for a blaster, really)

2) If you're going for the blaster role, I would suggest finding a way to get Acrobatics in-class via a trait or something. Being able to skootch out of melee range without getting hit by an AoO is super important.

3) This is my inner optimizer talking, but... Oni Bloodline is... A weird one, especially for what you're doing. it's this odd mash of melee and enchantment tactics, neither of which go together well with a blaster character - the 1st level power especially is kind of dead space, becuase a sorcerer doing melee attacks is in it up to their chin... plus, we're on a boat, so, that should be uncommon enough.

Alternately, we could trade up - you the diplomancer fox-creature captain, and i'll gun for the gunner...  ;D

Florence

#42
Quote from: Chulanowa on January 12, 2015, 01:42:05 AM
Well, if you're asking...

1) You want Hit points. Like seriously, a level 4 character should not be worried about a Wand of Magic Missile falling into the other guy's hands. My advice? A point spread like this (after racial mods)
Str 7, Dex 17, Con 14, Int 12, Wis 10, cha 17.
At level 4, you get a +1 increase to one of these - Dexterity or charisma would make most sense.
This way, you lose either 1 AC or 1 spell DC, but you gain eight hit points and four skill points; also don't forget Favored Class bonus - your choice of +1 HP or +1 skill point per level (or in the case of a kitsune, +1/4 DC to her enchantment spells - not the best for a blaster, really)

2) If you're going for the blaster role, I would suggest finding a way to get Acrobatics in-class via a trait or something. Being able to skootch out of melee range without getting hit by an AoO is super important.

3) This is my inner optimizer talking, but... Oni Bloodline is... A weird one, especially for what you're doing. it's this odd mash of melee and enchantment tactics, neither of which go together well with a blaster character - the 1st level power especially is kind of dead space, becuase a sorcerer doing melee attacks is in it up to their chin... plus, we're on a boat, so, that should be uncommon enough.

Alternately, we could trade up - you the diplomancer fox-creature captain, and i'll gun for the gunner...  ;D

As a bonus to point 2, there, Kitsune get a racial bonus to acrobatics (+2), so she can be that little bit extra good at that.

And yeah, as far as point 3, I know the Oni Bloodline is a bit odd in terms of mechanics and strategy, but I selected it mostly for roleplay reasons, and I actually worked out something with Autocad that actually means the Oni bloodline bit is actually sort of important to her backstory, and potentially to what may happen during the roleplay. So, I'm going to try to work with it as well as I can.

Honestly, I don't have a super huge preference for what ship role she fits into, my idea so far as far as why she's flying about on ships is simply that she likes to wander and see the world... so... she's pretty content with any role as long as she's good at it, and she's able to fly. I picked gunner, but if she'd work better a captain I could as easily have her do that.

As a gunner, I think she's sort of the troublemaker of the group, free-spirited, playful and morally ambiguous (but not evil). Mysterious and alluring, though someone with little mind for diplomacy, preferring to either bullshit or intimidate her way out of a problem. She values her personal space, but isn't entirely anti-social or unfriendly. She'd be more the sort to try and... study and get to know the others, before getting friendly with any of them. Things that disappear around the ship have a tendency to show up in her quarters. Especially food.

As a captain, perhaps I'd see her a little more as... someone who's got her secrets, and values freedom, captaining a ship gives her that freedom. She loves to explore and see new places, living off whatever jobs she can find for her crew in sort of a... Mal Reynolds-esque kind of way. She doesn't like staying in one place too long or being tied down, so she prefers to get a job, do a job, restock the ship, and move on to the next location. Her playful spirit is present but subdued somewhat, and she's more responsible than her gunner counterpart, at least when it comes to the running of her ship.

Now, as far as the ability points go... I'd have to rework her inventory with that build, as her carrying capacity is already on the low side as it is. Also, I hate having odd-numbered scores... except Strength, since that factors directly into carrying capacity. I'm not saying its a bad build, just that having either Charisma or Dexterity at 17 would just make my eye twitch until I level enough to even it out xD
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Chulanowa

#43
Quote from: Florence on January 12, 2015, 02:41:36 AM
As a bonus to point 2, there, Kitsune get a racial bonus to acrobatics (+2), so she can be that little bit extra good at that.

Plus it's just good to have on a boat. in the air

QuoteAnd yeah, as far as point 3, I know the Oni Bloodline is a bit odd in terms of mechanics and strategy, but I selected it mostly for roleplay reasons, and I actually worked out something with Autocad that actually means the Oni bloodline bit is actually sort of important to her backstory, and potentially to what may happen during the roleplay. So, I'm going to try to work with it as well as I can.

I figured as much. Like I said, just my inner optimizer banging around.

Honestly, I don't have a super huge preference for what ship role she fits into, my idea so far as far as why she's flying about on ships is simply that she likes to wander and see the world... so... she's pretty content with any role as long as she's good at it, and she's able to fly. I picked gunner, but if she'd work better a captain I could as easily have her do that.

Quotein sort of a... Mal Reynolds-esque kind of way.

Mal... Why, why was I convinced his name was Ian?  :-X

Mebbe I'll go ahead and put together a gunner. Just in case.

QuoteNow, as far as the ability points go... I'd have to rework her inventory with that build, as he carrying capacity is already on the low side as it is. Also, I hate having odd-numbered scores... except Strength, since that factors directly into carrying capacity. I'm not saying its a bad build, just that having either Charisma or Dexterity at 17 would just make my eye twitch until I level enough to even it out xD

Well, your clothing / armor doesn't count towards max load when being worn, only when it's part of your load. The difference between 8 and 7 str is only three pounds, So, subtracting your clothing (er...) you'll be fine. Plus wit hthatt charisma, she can just flutter her eyelashes and some crew mook carries all her stuff. And a parasol for her.  ;D

Revelation

As far as build goes, I think I might go with a grenadier/bomber style alchemist, focusing on also making various debuffing bombs. Backup archer for when I don't want to throw bombs given their price, but I feel having blinding bombs, staggering bombs, stink bombs, and more will do quite nicely in changing the battlefield. Probably going grenadier, which means I would lose potion brewing as an innate ability.

TheGlyphstone

Clothing doesn't, but if it adds an armor bonus, it counts towards your weight,
Spoiler: Click to Show/Hide
If you want to determine whether your character's gear is heavy enough to slow him down more than his armor already does, total the weight of all the character's items, including armor, weapons, and gear.

But a sorceress wont be wearing armor anyways.

Chulanowa

Ahhh, must have been a combination if misreading and intuition. Silly weight rules, telling me a greatsword weighs eight pounds.... *Goes off on a nerd rant*

Florence

Quote from: Chulanowa on January 12, 2015, 03:14:18 AM
Ahhh, must have been a combination if misreading and intuition. Silly weight rules, telling me a greatsword weighs eight pounds.... *Goes off on a nerd rant*

Meta plot twist: We're all playing players in a planet wide LARP. All those weapons are made of foam.

Actually, funny enough, I just googled it and... the first page I found at any rate lists 8 lbs as the upper end of how much historical greatswords weighed.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Revelation

swords and most melee weapons weigh way less than what D&D says, some of the weights are kinda crazy.

Zaer Darkwail

Perhaps considering number of applicants besides the crew positions there could be extra slot? Wild card or such? Or able have two gunners as nothing prevents having more ranged firepower.

Florence

STR: 7 (-2)
DEX: 18 (+4)
CON: 14 (+2)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 18 (+4)

Wonder how that might work all in all (that's after factoring in racial modifiers and the extra point from level 4), the lowered Wisdom isn't ideal, but I get +4 to both Charisma and Dexterity, and +2 to Constitution. I don't have a spare skill point for Acrobatics with this build, but for the life of me, I cannot find any trait that makes it a class kill. Mind bogglingly, even Acrobat doesn't make Acrobatics a class skill.

Unless Autocad is willing to homebrew something up for me, I might just have to make do with what I've got in terms of Acrobatics.

Okay, I lied, as I was typing this, I stumbled upon one... but the flavor text for it doesn't really fit Akane. If Autocad's cool letting me bullshit up a totally different explanation for the trait, I can give her Rice Runner:

http://www.d20pfsrd.com/traits/regional-traits/rice-runner-wanshou

Perhaps just take the slave part out and say she grew up in an area that produced a lot of rice and spent a lot of time running about the paddies as a kid.

and then...

STR: 7 (-2)
DEX: 18 (+4)
CON: 12 (+1)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 18 (+4)

I go back to only getting +1 Constitution, but I still manage to keep +4 to both Dexterity and Charisma, and manage to get the +1 to Intelligence that I'd need to get Acrobatics (taking an extra skill point each level), though my Wisdom still suffers.

Taking that gives me a +1 to Acrobatics, on top of making it a class skill... which adds to my +2 racial bonus and brings my Acrobatics up to 14.

(Sidenote, hey, I just noticed that comes from a book that Colin McComb worked on... When the fuck is Torment: Tides of Numenera coming out, I helped back it and damnit, I wanna play it! D8)

(Additional sidenote, holy crap I'm doing a lot of math and shit for this character.)
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Zaer Darkwail

As tip reckless (combat trait) also gives acrobatics and gives +1 trait bonus with it. Also to get extra HP and SP you can take campaign trait; Looking for your Kin (gives +1 HP and SP atop what else you get from favored class). Not sure of fluff as it does not have any but name indicates your searching for your lost kin.

Florence

#52
Quote from: Zaer Darkwail on January 12, 2015, 07:00:48 AM
As tip reckless (combat trait) also gives acrobatics and gives +1 trait bonus with it. Also to get extra HP and SP you can take campaign trait; Looking for your Kin (gives +1 HP and SP atop what else you get from favored class). Not sure of fluff as it does not have any but name indicates your searching for your lost kin.

So it does! I can't believe I missed that. Thanks!

Reckless it is, then!

Edit:

Given that there seems to be more competition for Captain, I think I'll go with this:

If possible, I think Captain would fit Akane, especially as her story and motivation has been evolving in my head. If, however, Autocad takes someone else for Captain, I'll be happy to play her as a Gunner xD
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Zaer Darkwail

And my case my char could be helmsman instead captain, just would need invest 3 more ranks to profession [sailor] and he would fit in (as he has class features which make seay voyage easier and make sailing checks lower by just singing).

Autocad

Very impressive applications all around, it was difficult to make my decision, but here are the final five (yes, you read that right, I'm accepting five people).

Captain Aaron Windwhisper, male aasimar bard (Zaer Darkwail)
Quartermaster Raji, female human swashbuckler (Chulanowa)
Engineer Mikhail Volkov, male human alchemist (Changingsaint)
Navigator Bonnie Lass, female halfling summoner (Latooni Subota)
Helmsman Shan Zuk, male tengu monk (rikka)

Yup, the roles have been expanded for five crew members as well. Acceptees, make your way over to the OOC thread and finish up your character sheets, if you haven't already: https://elliquiy.com/forums/index.php?topic=221453.0

To everyone else, thank you for your interest and your applications will be remembered in case any replacement players are needed.