Sky Piracy by the Stormborn (Inactive)

Game Master leinathan

Mythic Adventures.

The Airship.

Map of the Inner Sea region.

Golarion Worldwide Map.

Downtime Rules

Sky Piracy with a ragtag monster crew! Whee!


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Female Succubus Cleric of Nocticula 8/Hierophant 3 | HP: 200/200 | AC: 35, touch 16, flat-footed 29 | Fort: +18, Reflex: +18, Will: +23 | Init: +9 | Perception: +26, Darkvision 60 ft., Detect Good

No idea on Planar Binding, but Reincarnate has a 1 week time limit, so that's not going to work.


F Nogitsune Oni Vivisectionist Chirurgeon Alchemist 8 | hp 214/214 | AC 39, touch 29, FF 23 | CMD 45 | SR 18 | Fort +16 (+6 v poison), Ref +27, Will +14 | Init +24 | Perception +21, Darkvision 60ft, Scent, Arcane Sight

Oh whoops, forgot that - I was thinking of Reincarnate's ability to be used on someone who died of old age.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

@Planar binding - Or simply kill someone and planar bind their petitioner ...

RAW it works, but if one tries, one will surely get a host of angry psychopomps visiting soon enough.

But, I would guess that since both petitioners and the outsiders they become forget most of their lives, they may not count 'as the same person'.


HP 185/185 | Init +5 | AC 26/14/21 | CMD 37 | Fort +11 Ref +15 Will +16 | Darkvision 60 ft., low-light vision; Perception +3

@Encounter - I'll have a decent description of Tris and so up probably later today, off to hang out with some pals for a while now : )


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

@ Kieko, You could just cast true resurrection though there's no guarantee it'll work.


F Nogitsune Oni Vivisectionist Chirurgeon Alchemist 8 | hp 214/214 | AC 39, touch 29, FF 23 | CMD 45 | SR 18 | Fort +16 (+6 v poison), Ref +27, Will +14 | Init +24 | Perception +21, Darkvision 60ft, Scent, Arcane Sight
Sparel Radtymah wrote:
@ Kieko, You could just cast true resurrection though there's no guarantee it'll work.

...Huh. Given my timeline, I think a CL20 individual might JUST be able to bring her back.. The thought of which would absolutely terrify my Keiko, and hasn't even been something she's remotely considered. Actually having to come to terms with what she is and what she's done is about the last thing she wants to do. Though, it does raise my previous point- True Resurrection on someone who's become an Outsider? My assumption would be that it usually takes longer than 200 years for a petitioner to become an Outsider, avoiding that problem entirely.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Usually you can't resurrect someone who's gone on to their final reward. In this way, true resurrection says there's no time limit, while effectively there is for people who have died and gone to the afterlife.

It usually does take very long to become an outsider. Sometimes particularly dedicated, or powerful individuals, or individuals with a high amount of conviction get speedier journeys though.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Right. Plus they have to be willing.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

@lein - Spa upped the trade-ante a little while back. Could you take a look at that once you have time : )?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I was looking over and re-reading the Create Demplane spells and the specifics of certain things are unclear.

As best I can tell there are two ways this can work. I think I prefer A because there are fewer questions, but B might actually work out to be cheaper and "easier."

A) you cast greater demiplane and decide at that time any and all features to install. (Castle, Timeless, etc). Permanency cost is 22500.

B) You can initially cast a lower level of the spell and upgrade it over time with higher level spells. However, all features require additional casting per feature added.
- -If yes, what's the permanency cost? Can I make lesser permanent then upgrade it by casting a greater version? Is it still permanent or do I have to redo the permanency at a higher cost?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Regardless of the above here is my suggestion for the end result for "The plane of Good Intentions."

Greater Demiplane
CL: 17
3400 square feet (20 10 foot cubes per level) I think I did that math right. Large for the hold of a ship, but otherwise it's the square footage of a large house. Once I get 9th level spells we can expand as much as you'd like to spend on the permanency components.

Default attributes:
Normal Gravity, Seasons/Day night mirror Prime.

Additions:
- Bountiful: Plenty to eat/drink

-Portal X2
--One portal for the gun. We should have it on tracks so we can pull it back and close the door if we need.
--One portal for the hold. We can design the actual door to have a smaller hatch and staircase to allow crew members to enter and go to their rooms in the structure. We would need to put it in such a way that we could both use the mundane hold and access the magic hold when needed. Perhaps put the portal vertical.

-Time: (this is going to be the biggest discussion point I think) I'd recommend Timeless.
--Time still passes, but effects are negated until you leave the plane. Basically you don't age, get hungry, heal naturally, etc. However, if you leave the plane things happen retroactively.
--Timeless is more fun with magic, but has it's limits. Basically anything you cast that is longer than instant is effectively permanent as long as you're in the plane. If anyone ever tries to attack us in the plane they're in for a rude awakening. However, consider spells with ranges. If you go beyond that range the spell ends. Plus durations are affected retroactively if you leave the plane. A useful tool, but ultimately limited to the plane itself.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

The next part of the demiplane discussion are how do you want to protect the portals?

Big doors of stone or metal that are arcane locked is probably a good base.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

@Demiplane - Casting the spell merely creates a 'blank' plane of that size (CL x 20 for the greater demiplane, which is the cheapest option per square).

Casting the spell to create a plane has a duration, which then needs permanency.

Further castings of the spell in this mode can add to the size of the plane but each require its own permanency.

Adding features to the plane can also be done. Each new feature added or removed takes one casting of the spell. But in this mode, the duration is instantaneous and does not require a permanency spell.

Thus, your 'B' is closest to the truth, except each adding of squares to the plane would require its own permanency : )

(And each feature require one Create Demiplane spell, preferably at the lowest level said feature is available to save gold. But no permanency since the duration is Instantaneous)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

^ Lucrecia is right.

For a regular-sized demiplane with 3 features, you need:
demiplane cast x3
permanency cast x1

For a double-size demiplane with 3 features, you need:
demiplane cast x4
permanency cast x2

Yeah, I'll go update.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Got it. So it sounds like we need

Demiplane X3 for base and two portals. Anything else is bonus.

Permanency +22500 GP X1

Once we get that we can discuss any additions.

We actually only NEED Demiplane X2, but that's bare bones.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Also as far as I understand things, a CL 17th scroll of create greater demiplane creates 340 10-foot cubes, which is 34,000 square feet, right?

10x10x340

..right?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

Also as far as I understand things, a CL 17th scroll of create greater demiplane creates 340 10-foot cubes, which is 34,000 square feet, right?

10x10x340

..right?

I think you are right. I knew my math looked off.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

The others can probably move on to the next store as Sparel waits near the scribe.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

I believe the only thing left is the Apothecary and the Trader, correct?

An Apothecary:
5.1k - Admixture Vial, Potion of Stoneskin (Possibly at higher CL?), Elixir of Hiding, Elixir of Vision, Elixir of Tumbling, CL 12 Potion of Barkskin, Potion of Feather Step, Potion of Glibness, Potion of Nap Stack
Current total: 5100gp
Suggested trade-in: Plate Armour +3
Balance: about even. The armour has a trade in value of 4500 for the magical part, and about 900gp. We could perhaps gain 1 or 2 more cheap potions.

A Trader:
Wondrous Items - 5k - Flask of Endless Sake
Suggested trade-in: The Half-plate.
Balance: About even, might need some haggling. The armour has a magic value of 4500 gp and a mundane value of 450gp


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Yes, I think so : )


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HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

I just felt the need to clarify: I loved Fantasia as a character and encounter, but the regal and proud dragon don't want to be ambushed-hugged again. Too damaging to the ego :P

Relevant image : )


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

@Elinesha - Divine Protection got errata'd. It now only applies to a single saving throw. It also only works once per day.


Female Succubus Cleric of Nocticula 8/Hierophant 3 | HP: 200/200 | AC: 35, touch 16, flat-footed 29 | Fort: +18, Reflex: +18, Will: +23 | Init: +9 | Perception: +26, Darkvision 60 ft., Detect Good

So it just went from 'every charisma caster should have' to 'totally useless'. Great. Can I change it for something that's not a waste of a feat then?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Absolutely.


Female Succubus Cleric of Nocticula 8/Hierophant 3 | HP: 200/200 | AC: 35, touch 16, flat-footed 29 | Fort: +18, Reflex: +18, Will: +23 | Init: +9 | Perception: +26, Darkvision 60 ft., Detect Good

Thank you~


Male Human/Vampire hp 212/212 | AC 33 touch 15 ff 27 | Fort +19 Ref +12 Will +10 | Init +10, Perception +10, Darkvision 60ft, Speed 30ft, Fly 40ft

The Paladin once again stands supreme no more oracles with 30 for all there saves


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

I heard rumours of Swashbuckler changes, but they mostly seems to be directed at the non Swashbuckler swashbucklers : )

@Divine Protection - The feat was sorta strong before (Okay, really really strong! I had a druid that did get something like +3 on all saves for one feat ...) but the current version isn't even a little bit useful.

I mean, there are already feats that lets you re-roll saves and those are usually much more useful! 1/day and pre-emptive doesn't sound like a fun combo tbh.


Female Succubus Cleric of Nocticula 8/Hierophant 3 | HP: 200/200 | AC: 35, touch 16, flat-footed 29 | Fort: +18, Reflex: +18, Will: +23 | Init: +9 | Perception: +26, Darkvision 60 ft., Detect Good

I agree that it was probably stronger than it should have been (not that it would have stopped me from taking it :P), but I'm starting to get the impression that Paizo doesn't know how to nerf things without nuking them into oblivion.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Since the book was a little stressed and sloppy, mayhaps they merely was stressed to fix it quickly.

But yeah, felt a bit heavy handed


Female Succubus Cleric of Nocticula 8/Hierophant 3 | HP: 200/200 | AC: 35, touch 16, flat-footed 29 | Fort: +18, Reflex: +18, Will: +23 | Init: +9 | Perception: +26, Darkvision 60 ft., Detect Good

Unfortunately true. I wonder what it would have been like if they had taken more time to refine it. Hopefully, this year's GenCon release will be a bit more polished.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Paizo nerfed the summoner, I think, without nerfing it into oblivion. But you're right about the Advanced Class Guide changes - some of them seem heavy-handed. Some of those heavy-handed changes are worthy, and some of them are definitely too much.

Also, I'm sorry it's been like 4 days since I posted here. I'm pretty ready to just automate the rest of the purchases - I don't have any interesting shopkeepers, nor do I want to do endless haggling.

What are your plans moving forward, pirate crews? Go to the street where you left the unconscious Radazik and plane shift back to the Material Plane? Remember that you need to specify a target location when you do that.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Reposting this so it's easy to find.

Is everything accurate?

Shopping list wrote:

An Apothecary:

5.1k - Admixture Vial, Potion of Stoneskin (Possibly at higher CL?), Elixir of Hiding, Elixir of Vision, Elixir of Tumbling, CL 12 Potion of Barkskin, Potion of Feather Step, Potion of Glibness, Potion of Nap Stack

Current total: 5100gp

Suggested trade-in: Plate Armour +3

Balance: about even. The armour has a trade in value of 4500 for the magical part, and about 900gp. We could perhaps gain 1 or 2 more cheap potions.

A Scribe:

1.1k - Scrolls of: Cure Moderate Wounds, Cure Serious Wounds, Gaseous Form, Resist Energy, Elemental Touch

19600gp - 3x Greater Create Demiplane (1 to create the plane, 2 to create a pair of permanent portals (one for the cannon, one for the crew [we could be cheap on this but ...]), 2x Create Demiplane (to add the Bountiful [infinite food stores yey!] and the Structure [or Theme, as to be decided later]) and a scroll of Permanency (Cl 17) to hold the plane together

1 book of lute pirate music, 1 book of metal music

21215gp - Manual of Binding (prewritten spellbook)

Current total: 41915gp + unknown

Suggested trade-in: The Rapier, Amulet of Natural Armor +2, Ring of Protection +3

Balance: -~12000gp

A Tailor:

*An Amazing Pirate Flag

*A Emerald dress

Suggested trade-in: The maul

The maul is worth about ~9500. A 'royal' outfit is about 200gp, so this would let Prae splash quite a bit on both the flag and the dress if he wants.

A Trader:

Wondrous Items - 5k - Flask of Endless Sake

Suggested trade-in: The Half-plate.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

If everyone will chime in I can have us back at the ship in one post. :-)

Planeshift + Word of Recall effect from the Wayfinder of infinite doorways, in case you're wondering. I attuned it to a door on the ship as soon as I was aboard. Finally getting to use it. :-)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Oh hey, I was wondering about that...
Although I'm not sure where the chiming-in thing is.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

Oh hey, I was wondering about that...

Although I'm not sure where the chiming-in thing is.

I just meant as soon as everyone confirms they're ready to go we can go.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

FYI: I have had a mundane shrunken door on my Shrunken Glove since Day 1. lol. I'm so glad to finally see some of my pre-planning becoming relevant. Of course the door cant go through the portal, so I'll need a new one.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

The word of recall door would be set up in such a way that we'd end up in a common area that's kept clear, like a hallway. I wouldn't want people tumbling into my lab and breaking something. :-) I'd probably use an unimportant looking door, like a broom closet or
Something.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Sorry, I've been heavily pre-occupied by cleaning out my old apartment. I'll try and catch up : )


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Lucrecia Henderthane wrote:
Sorry, I've been heavily pre-occupied by cleaning out my old apartment. I'll try and catch up : )

No worries. We bought our stuff and are back on the ship. That's all.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'm pretty sure I recall that you attuned it to either your own door or a closet door on the inside of your room.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:
I'm pretty sure I recall that you attuned it to either your own door or a closet door on the inside of your room.

It doesn't really matter. Just so long as it doesn't mess up my stuff. :-)

Edit: I can always reatune to a door more conducive to having humanoids spilling out of it at high speeds. :-)


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

We seem to have stalled out.

I think everyone will be on deck explaining our little side adventure then making preparations to upgrade the ship and find our next adventure.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Yes, well. That sort of requires everyone to be doing that XD

If y'all would like to skip the discussion and move on to adventure, that's...fine, I guess.

I'll get in touch with the two party members I know personally.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

True. My comment was meant to encourage that. I think perhaps everyone is waiting on others to do things.

Last thing I did was usher everyone out of my room and onto the deck, but nobody responded.


HP 75/250 | Init +11/12 | AC 43/20/37; 35/22/28 | CMD 45; 44 (+16/12 vs trip) | Fort +23/22 Ref +23/24 Will +22 | Dragon Senses, Per +26

Sorry, I'm a bit distracted at the moment. Travelling abroad the 11th, so trying to get my stuff together before then : )

(But really, I should have time to post - just lacking a bit peace of mind)

I'll head right back in : )


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Regarding penumbra: if someone is "in shadow" aren't they by definition not in direct sunlight?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I don't think that definitions matter as much as the rules text of the actual spell.

But also Sparel doesn't know the spell, and there's a higher-level spell that does what the desired effect is, so I'm not at all willing to have a cantrip do it.


Male Human/Vampire hp 212/212 | AC 33 touch 15 ff 27 | Fort +19 Ref +12 Will +10 | Init +10, Perception +10, Darkvision 60ft, Speed 30ft, Fly 40ft

its also not like i use my second level spells much and plus weakness's make being powerful fun

like how Sparel is an incredibly powerful mage but a few orcs could wail on him for a couple rounds and he would die


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
leinathan wrote:

I don't think that definitions matter as much as the rules text of the actual spell.

But also Sparel doesn't know the spell, and there's a higher-level spell that does what the desired effect is, so I'm not at all willing to have a cantrip do it.

Ahh, I see. They edited the spell.

Well, there may have been a miscommunication between Sparel and Praet. After a a second level spell is simple to Sparel even if it's not to others. If Sparel were to make an item it would be that higher level spell as the base.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Ser Praetorius Liviticus wrote:

its also not like i use my second level spells much and plus weakness's make being powerful fun

like how Sparel is an incredibly powerful mage but a few orcs could wail on him for a couple rounds and he would die

Yea. Sparel went down in a round because someone got in his face before he could react. Definitely what if call a weakness. Lol

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