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Willpower's 3.5 Sandbox Waterworld - New PBP Starting soon, need players.


Gamer Connection

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Andoran

I've begun jotting down a few ideas for background traits, you can pick one for free, right now I'm doing one for each class, and then general ones in case none of the class ones appeal to you.

After that I have a few campaign specific traits and feats I want to build and will continue to update my profile with them as I work on them. They are not yet final and are a work in progress, so balance wise they may get tweaked, but so far seem reasonable considering the setting.

Shadow Lodge

This sounds really neat...

You said there were no gods anymore, so I suppose the Godling class is out of the question? Playing an elf, and depending on how long ago the gods disappeared, the character could be one of the few that could become part of the new pantheon... if they aren't killed as "heretics" first.

Andoran

Dragonborn3 wrote:

This sounds really neat...

You said there were no gods anymore, so I suppose the Godling class is out of the question? Playing an elf, and depending on how long ago the gods disappeared, the character could be one of the few that could become part of the new pantheon... if they aren't killed as "heretics" first.

The game starts a generation after the first settlers opened, and then fled through the gates. Granted in D&D a generation could be 30 years or 300...but I saw that flaw and decided to just go with 'not long', which is about 20 years.

The Godling is not a class that would mesh well in this game. Plus I don't own it.

Shadow Lodge

Willpower DM wrote:
The Godling is not a class that would mesh well in this game. Plus I don't own it.

Understood. I wasn't putting much hope on it anyway.

Do you own Races of Destiny by any chance? The Sea Folk race is something I'd like to try, or possibly a pseudodragon druid that lives on the back of it's more sea-worthy animal companion.


Heres my lizardmen, i'll have to proof read it some more and make sure my bases are covered but this is a rough draft ^^; thanks for the patience.

now i'm off to bed -.- back to work in 5 hrs lol.

Let me know of any mistakes and my email is chandsaker@gmail.com if you need to save on clutter in the thread. ^^d

Thanks

Rin

Andoran

Kai'itza wrote:

Heres my lizardmen, i'll have to proof read it some more and make sure my bases are covered but this is a rough draft ^^; thanks for the patience.

now i'm off to bed -.- back to work in 5 hrs lol.

Let me know of any mistakes and my email is chandsaker@gmail.com if you need to save on clutter in the thread. ^^d

Thanks

Rin

HD are treated like class levels in regards to feats etc, so that's fine that you don;t actually have a "class" level yet. It should also say you get some skills, a feat, and simple weapons and shields I believe.

Andoran

Kai'itza wrote:

Heres my lizardmen, i'll have to proof read it some more and make sure my bases are covered but this is a rough draft ^^; thanks for the patience.

now i'm off to bed -.- back to work in 5 hrs lol.

Let me know of any mistakes and my email is chandsaker@gmail.com if you need to save on clutter in the thread. ^^d

Thanks

Rin

Don't worry about clutter, this is just a get starting thread. I'll open the IC boards later once we are ready to go.


Roger that and ya I've got him all built up and kept the Lizard-folk player character info in there as well, as a reference point, but I've got a character made up as well that way when we eventually level i'll update his sheet accordingly once i go into a class. Also i have appearance, personality and background included. Its kinda wordy so i apologize ^^;

Rin

Andoran

Kai'itza wrote:

Roger that and ya I've got him all built up and kept the Lizard-folk player character info in there as well, as a reference point, but I've got a character made up as well that way when we eventually level i'll update his sheet accordingly once i go into a class. Also i have appearance, personality and background included. Its kinda wordy so i apologize ^^;

Rin

I was going to ask for "looks" later on so that's appreciated ahead of time. I mean seeing as you took Portal Defender one may recognize you later on. :)

I'll be working on those and you may(should) see new ones pop up or wording changed. I didn't proof anything yet, so I'll let you know when they are finalized.

Andoran

Well depending on who stays I'm over capacity (unless you guys don't mind a bigger party) by a few.

Just looking at people that chimed in I got:

1.) Lorekeeper – Asked a time-line question and hasn't posted back yet.
2.) Justiciar Te – Half-Elf Ranger, concept accepted [PC #1]
3.) Ren Palar – Human Fighter, concept accepted [PC #2]
4.) Divineshadow – Githzerai Monk, warlock – concept under consideration, slot held though [PC#3]
5.) t.g.a.m.p.a. - Dwarven Bard – Not recommended for a character, but if he's serious it should be interesting. [PC#4]
6.) Aventi D' Gaudon – X, Cleric WIP [PC#5]
7.) Rin Lightbringer - Lizard Man WIP [PC#6
8.) Sunset – Aquatic Elf WIP [PC#7]
9.) Genesys – Swashbuckler type WIP [PC#8]

Now 8 was my imagined limit, unless you guys as players don't mind a larger party. I can certainly scale the adventure either way, but it's up to you.

If you don't mind it bigger here is the rest that chimed in with interest:
10.) Lorekeeper from above if still interested.
11.) Hector de Vanderkin – Human Rogue
12.) Dragonborn3 – WIP

So it's up to you guys as the group if you want an 8 man party or a larger one 10+ Now I could run the game where there's 2 groups too, like a party A and party B in the same world. I can understand if you wouldn't want that kind of setup though.

But given the type of game, maybe it wont be an issue at all. I'd like to say all welcome, but there's going to be some posting issues with a huge party.

So maybe it's even possible to set up a "on deck" list where those extra PCs travel with you but don't have a voice yet. Like maybe they are always helping you navigate on the vessels you travel on, but aren't quite "player characters" yet, sort of a walk on roll here and there.

Maybe, but it's up to you guys.

W.


Well, mighty DM, I'm for either way - one large group or two seperate. There's more to a crew than a few faces, after all - at least, that's what I'm hoping for.

I've decided on a half-aquatic elf swashbuckler, one who's embraced his elven heritage. It'll be very interesting to see him and his small vessel sail into that place!

Another thing I'd like to ask, is it possible to have 'stolen' a larger vessel prior to entry? I'd be more than willing to push much of my starting money, probably half, into the efforts.

Ideally I'd like to get a keelboat, but it's a bit over my funding (at 3000), so that it's at least sea-worthy. I think Divine mentioned something about putting some funding forth, and we could start as 'partners' on the same ship! And, I'd like to extend that offer out as well to any who wish to be aboard the fine vessel!

Andoran

Genesys wrote:

Well, mighty DM, I'm for either way - one large group or two seperate. There's more to a crew than a few faces, after all - at least, that's what I'm hoping for.

I've decided on a half-aquatic elf swashbuckler, one who's embraced his elven heritage and if possible, is from the Waterworld you're talking of? Otherwise, it'd be very interesting to see him and his small vessel sail into that place!

Another thing I'd like to ask, is it possible to have 'stolen' a vessel prior to entry? I'd be more than willing to push much of my starting money, probably half, into the efforts.

Ideally I'd like to get a keelboat, but it's a bit over my funding (at 3000), so that it's at least sea-worthy. I think Divine mentioned something about putting some funding forth, and we could start as 'partners' on the same ship! And, I'd like to extend that offer out as well to any who wish to be aboard the fine vessel!

You can't be a native of this world, sorry.

If you want to pool starting cash for a sea worthy vessel though that's fine. It'd also be a safe bet if you own, or co-own it it would be easy to get a crew, as there were tons of people that left with no boat based on the unavailability of one at the time of the great escape.

I'll post more back story stuff will be posted later in the week on that, with time lines etc. It may help getting your backgrounds in order.


Willpower DM wrote:

You can't be a native of this world, sorry.

If you want to pool starting cash for a sea worthy vessel though that's fine. It'd also be a safe bet if you own, or co-own it it would be easy to get a crew, as there were tons of people that left with no boat based on the unavailability of one at the time of the great escape.

I'll post more back story stuff will be posted later in the week on that, with time lines etc. It may help getting your backgrounds in order.

Yeah, I quickly re-read and editted my post in hopes nobody would catch my fluke. I'll see what I can dig up from my fellow players. Here's to hopes for a keelboat!

Cheliax

Genesys wrote:
Willpower DM wrote:

You can't be a native of this world, sorry.

If you want to pool starting cash for a sea worthy vessel though that's fine. It'd also be a safe bet if you own, or co-own it it would be easy to get a crew, as there were tons of people that left with no boat based on the unavailability of one at the time of the great escape.

I'll post more back story stuff will be posted later in the week on that, with time lines etc. It may help getting your backgrounds in order.

Yeah, I quickly re-read and editted my post in hopes nobody would catch my fluke. I'll see what I can dig up from my fellow players. Here's to hopes for a keelboat!

I'll pool with you if you help me get "the kids" settled once we find somewhere where they could live


Updated stats to 32 point buy. Are we rolling level 2 and 3 HP or do you have your own system you want to use?


It doesn't bother me on a large party or not, especially since i'm fairly new at this PbP stuff but i'm excited to actually get started in one =). So i'm game for whatever everyone else is up for.

Now I've wrote in a War Canoe for my character and i don't mind changing things up in my story and pitching in if our mighty DM is going to pop us in together as a party. I can rewrite stuff and turn around and throw down 1k-1.4k+ into the pool but right now i'm rolling with my war canoe until we see more of how its gonna start out. Since i'm not a normal race i just assumed i'd be starting out kinda separate from everyone else but if the story background allows it i'm game for a larger vessel ;)

Salt and Seadogs: Pirates of Tellene is a Kingdoms of Kalamar supplement which is a great d20 supplement that has a lot of nautical based classes, skill changes and has a lot of ships and ship templates to change things up. It works well with either 3.0/3.5 =)

Andoran

Ren Palar wrote:
Updated stats to 32 point buy. Are we rolling level 2 and 3 HP or do you have your own system you want to use?

I'm not terribly worried about HP to tell the truth, so I'll make it easy and say you can all have max HP per class levels + con bonus.

Sorry if you asked that more than once I just saw it.

Andoran

Kai'itza wrote:

It doesn't bother me on a large party or not, especially since i'm fairly new at this PbP stuff but i'm excited to actually get started in one =). So i'm game for whatever everyone else is up for.

Now I've wrote in a War Canoe for my character and i don't mind changing things up in my story and pitching in if our mighty DM is going to pop us in together as a party. I can rewrite stuff and turn around and throw down 1k-1.4k+ into the pool but right now i'm rolling with my war canoe until we see more of how its gonna start out. Since i'm not a normal race i just assumed i'd be starting out kinda separate from everyone else but if the story background allows it i'm game for a larger vessel ;)

Salt and Seadogs: Pirates of Tellene is a Kingdoms of Kalamar supplement which is a great d20 supplement that has a lot of nautical based classes, skill changes and has a lot of ships and ship templates to change things up. It works well with either 3.0/3.5 =)

Well you may want to keep that open until you read the "patch notes" coming later. It's not a terrible spoiler to say there will be a few clues that may tip the PCs off that this escape plan leads to a world that's mostly water, so a boat would be a logical choice to pool in on. And it's also going to be revealed that the PCS will have advance knowledge of this, and have tentative truce's with nearby races that are forced to rely on each other just to survive.

All of this was, and still will be, revealed in the opening notes and time line leading up to the first game. I just have to get it on paper and out of my head by Friday.

So if that helps the "why would a lizard man buy a pixie a boat?" if that came up, it would be for both their well being on the other side to get one as big and sturdy as possible.


Kai'itza wrote:

It doesn't bother me on a large party or not, especially since i'm fairly new at this PbP stuff but i'm excited to actually get started in one =). So i'm game for whatever everyone else is up for.

Now I've wrote in a War Canoe for my character and i don't mind changing things up in my story and pitching in if our mighty DM is going to pop us in together as a party. I can rewrite stuff and turn around and throw down 1k-1.4k+ into the pool but right now i'm rolling with my war canoe until we see more of how its gonna start out. Since i'm not a normal race i just assumed i'd be starting out kinda separate from everyone else but if the story background allows it i'm game for a larger vessel ;)

Salt and Seadogs: Pirates of Tellene is a Kingdoms of Kalamar supplement which is a great d20 supplement that has a lot of nautical based classes, skill changes and has a lot of ships and ship templates to change things up. It works well with either 3.0/3.5 =)

divineshadow wrote:
I'll pool with you if you help me get "the kids" settled once we find somewhere where they could live

That's more than reasonable enough, divine. I'm more than willing to agree to that.

Well, if both of you can handle about 1000 a piece, we can definitely buy a nicely sized keelboat! The statistics based on it are more than enough to house the party, and the rest of the crewmen. Think of it as a mobile home and base of operations (until we seize a larger ship!)

I'll ensure in my background that my 'nautical ingenuity' is persuading enough...

EDIT: I apologize, I just looked at the actual write-up. Looks like we need something more sea-worthy. Like a Pinnace (4500), since the keelboat is a 'river boat' more than anything. Maybe we can get one on the cheap side, since we're evacuating and stuff...


well, interested to take part also to pool the funds of ships. As I am plannning to play cleric, would be nice to have somekind of "ship" doctor yah? :P Also I am planning going for hieropanth PCr

so Lawful Neutral / Lawful Evil Cleric

Str:12, Dex:14, Con:10, Int:14, Wis:18, Cha:16


Genesys wrote:
Kai'itza wrote:

It doesn't bother me on a large party or not, especially since i'm fairly new at this PbP stuff but i'm excited to actually get started in one =). So i'm game for whatever everyone else is up for.

Now I've wrote in a War Canoe for my character and i don't mind changing things up in my story and pitching in if our mighty DM is going to pop us in together as a party. I can rewrite stuff and turn around and throw down 1k-1.4k+ into the pool but right now i'm rolling with my war canoe until we see more of how its gonna start out. Since i'm not a normal race i just assumed i'd be starting out kinda separate from everyone else but if the story background allows it i'm game for a larger vessel ;)

Salt and Seadogs: Pirates of Tellene is a Kingdoms of Kalamar supplement which is a great d20 supplement that has a lot of nautical based classes, skill changes and has a lot of ships and ship templates to change things up. It works well with either 3.0/3.5 =)

divineshadow wrote:
I'll pool with you if you help me get "the kids" settled once we find somewhere where they could live

That's more than reasonable enough, divine. I'm more than willing to agree to that.

Well, if both of you can handle about 1000 a piece, we can definitely buy a nicely sized keelboat! The statistics based on it are more than enough to house the party, and the rest of the crewmen. Think of it as a mobile home and base of operations (until we seize a larger ship!)

I'll ensure in my background that my 'nautical ingenuity' is persuading enough...

EDIT: I apologize, I just looked at the actual write-up. Looks like we need something more sea-worthy. Like a Pinnace (4500), since the keelboat is a 'river boat' more than anything. Maybe we can get one on the cheap side, since we're evacuating and stuff...

Hello sir I am Sir Koan De'Wynter and I would be willing to pour in about 2000 on a boat as long as you don't mind helping me find a new home for the fey with me


Sir Koan De'Wynter wrote:
Hello sir I am Sir Koan De'Wynter and I would be willing to pour in about 2000 on a boat as long as you don't mind helping me find a new home for the fey with me

Why, sir, such numbers are hardly needed with so many people taking part - but if it pleases you, we can work something out. 2000, you say? Why you'd be paying towards another's share at the same time! I do say, let's find out everything our friends wish to donate towards. The goal is 4,500, and I've put forward around a thousand gold (Gots to keep myself in line, y'know), and if the others can put forth similar numbers, ye may only need about fifteen hundred or so - faith according and such. All who co-pay are partners through and through, but I'll tell you one thing - I know plenty about the sea, and with my aid, you'll get wherever you're going, and quick!


"Captain" Devannis Pantera wrote:
Sir Koan De'Wynter wrote:
Hello sir I am Sir Koan De'Wynter and I would be willing to pour in about 2000 on a boat as long as you don't mind helping me find a new home for the fey with me
Why, sir, such numbers are hardly needed with so many people taking part - but if it pleases you, we can work something out. 2000, you say? Why you'd be paying towards another's share at the same time! I do say, let's find out everything our friends wish to donate towards. The goal is 4,500, and I've put forward around a thousand gold (Gots to keep myself in line, y'know), and if the others can put forth similar numbers, yet may only need about fifteen hundred or so - faith according and such. All who co-pay are partners through and through, but I'll tell you one thing - I know plenty about the sea, and with my aid, you'll get wherever you're going, and quick!

Sir I am not paying passage for just myself it is in my interest to have a controlling interest in the ship as the overseeing and bonding of the young fey to this world is my prime concern so when we find suitable places then we will need to return to the settlement to get them and take them their you see we are all that remains of the three primarch courts of the fey the sad thing is some of them are now stronger than me even bereft of the powers they will get once they bond to the world as I have lost many of my memories with the Queens death and it seems Her death has also striped me of all of my pacted powers hard to have a pact with a Power for power when She's dead isn't it??


Okay, computer turned on today, so I got a little bit done with this.

I apologize for it being such a little bit, but there was a lot of other things to clear away with the computer time first. *bows*

Shall do my best to get the character finished.

Cheers!


So I have my background all wrote out and my gear figured the only thing really left is my stats which now that I have my laptop back I will figure out if I want to do pt buy or have the boss roll also boss anymore traits coming out cause I didn't see any I liked. Also think I might spend my magic item money on a etrnal wand of cwl its like anybody else think that's a good idea if not I'm geting some boxing gloves and an agument crystal also to the boss can't remember where I saw them but I want to buy a pair of ward cesti they don't give a dmg sie they just add plus +2 to unarmed dmg and if fighting defensively a +1 to ac if unarmed do you by anychance know which of the 5 billion wotc books those are in or will you aprove them?? Also masterwork for these doesn't do anything beside make them enchantable


With my 1400 gold it brings ussss within 100 gold of our goal~ Perhapss a larger sship iss in order then? If we can afford a greater sship then more can esscape yess?


Kai'itza wrote:
With my 1400 gold it brings ussss within 100 gold of our goal~ Perhapss a larger sship iss in order then? If we can afford a greater sship then more can esscape yess?

sounds good to me like I said I can go up too 2000 maybe a bit more if we have too by the way my name is Sir Koan De'Wynter I don't belive we have met did you come through the fey Queens gate also??

/ooc anyways I'm for bed for a bit be back on round one hopefully to finish posting character

Andoran

Sir Koan De'Wynter wrote:
So I have my background all wrote out and my gear figured the only thing really left is my stats which now that I have my laptop back I will figure out if I want to do pt buy or have the boss roll also boss anymore traits coming out cause I didn't see any I liked. Also think I might spend my magic item money on a etrnal wand of cwl its like anybody else think that's a good idea if not I'm geting some boxing gloves and an agument crystal also to the boss can't remember where I saw them but I want to buy a pair of ward cesti they don't give a dmg sie they just add plus +2 to unarmed dmg and if fighting defensively a +1 to ac if unarmed do you by anychance know which of the 5 billion wotc books those are in or will you aprove them?? Also masterwork for these doesn't do anything beside make them enchantable

Yes I have more traits coming, working on the final list for Friday.

Andoran

Sir Koan De'Wynter wrote:
So I have my background all wrote out and my gear figured the only thing really left is my stats which now that I have my laptop back I will figure out if I want to do pt buy or have the boss roll also boss anymore traits coming out cause I didn't see any I liked. Also think I might spend my magic item money on a etrnal wand of cwl its like anybody else think that's a good idea if not I'm geting some boxing gloves and an agument crystal also to the boss can't remember where I saw them but I want to buy a pair of ward cesti they don't give a dmg sie they just add plus +2 to unarmed dmg and if fighting defensively a +1 to ac if unarmed do you by anychance know which of the 5 billion wotc books those are in or will you aprove them?? Also masterwork for these doesn't do anything beside make them enchantable

Ward Cestus: This is a stout leather gauntlet with a

well-forged metal weight sewn into it over the knuckles.
A strike with a ward cestus is considered an unarmed
attack. If you take an All-Out Defense action, you gain
an additional +1 deflection bonus to your AC, repre-
senting blows you block with the back of your protected
hand. Your opponent cannot disarm you of a ward
cestus. The cost and weight are for a single ward cestus.
Price: 10gp, MW price: 310gp

A Ward Cestus is in the Sword and Fist Book, They do not add any bonus to unarmed damage, and only apply a +1 to a "total defense action" not just "fighting defensively".

They are an exotic weapon, which requires the feat to use without penalty (to attacks anyway). The total defense part I can see used without penalty.

Depending on what class you even take you may not be able to use it proficiently (when attacking) as the exotic wep. feat also requires you to have a +1 BAB. In addition, don't overlook the fact that unarmed attacks without the 'Unarmed Attack' feat would also provoke attacks of opportunity.

And on the Wand front, just keep in mind that they are spell trigger items, and unless that spell is on your castable list you can't use it. Unless you are using the 'Use Magic Device' skill(trained only) and then pass a DC 20 check to activate the wand.

As a footnote, I wouldn't pay the extra price for an eternal wands, they are also not a renewable magic source per the way this world operates currently, and once the magic is expended would not renew each day. The magic would be used, and then poof, gone.

Sorry if I ruined any of your plans there, not trying to rules lawyer you down.

Andoran

So it seems like a larger party is not something that will be a problem so if the 3 on the short list want to stat up characters they can play too.

Shadow Lodge

Okay, a question about the Deep One trait.

Deep One wrote:
You can choose to gain the Aquatic, Amphibious template, or gain a natural swim speed equal to your normal land speed.

The Aquatic subtype says:

Aquatic Subtype wrote:
These creatures always have swim speeds and thus can move in water without making Swim checks.

So does the trait give you the Aquatic subtype but no swim speed?

PS: Can't be a pseudodragon. 2 hit dice and a +3 level adjustment. Going Halfling Druid since I never got an answer on the Sea Folk.

Andoran

Dragonborn3 wrote:

Okay, a question about the Deep One trait.

Deep One wrote:
You can choose to gain the Aquatic, Amphibious template, or gain a natural swim speed equal to your normal land speed.

The Aquatic subtype says:

Aquatic Subtype wrote:
These creatures always have swim speeds and thus can move in water without making Swim checks.

So does the trait give you the Aquatic subtype but no swim speed?

PS: Can't be a pseudodragon. 2 hit dice and a +3 level adjustment. Going Halfling Druid since I never got an answer on the Sea Folk.

Aquatic subtype would grant a swim speed, and to keep it simple, I'll rule it's the same as your base land speed. Thanks for the catch I'll modify that trait later to do 2 different things.

Andoran

Dragonborn3 wrote:


PS: Can't be a pseudodragon. 2 hit dice and a +3 level adjustment. Going Halfling Druid since I never got an answer on the Sea Folk.

What sea folk are you referring to, what source material/book? If you mean something from: http://www.d20srd.org/indexes/variantRaces.htm those are pretty much all fine by me. Most of those aquatic variants have the aquatic, but not the amphibious trait. So air breathing is a problem. I may add a feat to get both as it would be handy in this game.

Andoran

Well if we do end up getting a fairly large ship I wouldn't mind being a gunner or boarding marine. xD Even though its going to be mainly a roleplay styled campaign and light on combat, until otherwise, stated it will still be neat breaking down crew duties.

Although I believe the Caravel would be a very worth ship (if its allowed ;) and witha fairly large party it wouldn't take much to buy =D

Stormwrack ship -

Caravel (Sailing Ship)
The caravel is a seaworthy, nimble ship that can handle long
ocean crossings. It has a small forecastle and sterncastle,
and three masts. A caravel is a smooth-hulled, full-decked
vessel built on a strong internal frame. It is a relatively
advanced design, and not every seafaring people have the
skills and knowledge to build one.
The sailing ship mentioned under Transport in Chapter
7 of the Player’s Handbook is a caravel.

Caravel:
Colossal vehicle
Seaworthiness +4
Shiphandling +2
Speed wind × 30 ft. (average)
Overall AC –3
Hull sections 24 (sink 6 sections)
Section hp 80 (hardness 5)
Section AC 3
Rigging Sections 3
Rigging hp 80 (hardness 0), AC 1
Ram 4d6
Mounts 2 light and 1 heavy
Space 60 ft. by 20 ft.
Height 10 ft. (draft 10 ft.)
Complement 30
Watch 7
Cargo 120 tons (Speed wind × 15 ft. if 60 tons or more)

Cost 10,000 gp

Shadow Lodge

Willpower DM wrote:
Dragonborn3 wrote:


PS: Can't be a pseudodragon. 2 hit dice and a +3 level adjustment. Going Halfling Druid since I never got an answer on the Sea Folk.

What sea folk are you referring to, what source material/book? If you mean something from: http://www.d20srd.org/indexes/variantRaces.htm those are pretty much all fine by me. Most of those aquatic variants have the aquatic, but not the amphibious trait. So air breathing is a problem. I may add a feat to get both as it would be handy in this game.

Sea Folk is like a Human version of Aquatic Elf, and are found in the book Races of Destiny.

Don't worry about it now though, I've got the image of a halfling riding a manta ray and jumping waves stuck in my mind! :)

What level are we anyway? I need to know how much cooler than the other rays my manta is! ;)

Andoran

Dragonborn3 wrote:
Willpower DM wrote:
Dragonborn3 wrote:


PS: Can't be a pseudodragon. 2 hit dice and a +3 level adjustment. Going Halfling Druid since I never got an answer on the Sea Folk.

What sea folk are you referring to, what source material/book? If you mean something from: http://www.d20srd.org/indexes/variantRaces.htm those are pretty much all fine by me. Most of those aquatic variants have the aquatic, but not the amphibious trait. So air breathing is a problem. I may add a feat to get both as it would be handy in this game.

Sea Folk is like a Human version of Aquatic Elf, and are found in the book Races of Destiny.

Don't worry about it now though, I've got the image of a halfling riding a manta ray and jumping waves stuck in my mind! :)

What level are we anyway? I need to know how much cooler than the other rays my manta is! ;)

This is the 3rd time I've answered this. /razzing

ECL 3 max.


Eternal wands are in the ebberon book and are not spell completion they have a are wondrous have a command word and are usable three times a day by anyone and that's not the ward cesti I was looking for however a friend told where I had seen them and while its d20 its not d&d so never mind. Stupid star wars book getting stuck in my head like that


Awake now to answer all the boat questions!

1) I'm sure we can come to some sort of agreement on your position within the boat's hierarchy, my friend Sir Koan. That shouldn't be an issue. Maybe head boatswain or first mate. I need to brush up on the actual boat positions.

2) Yes, Kai'itza, if we all put some money towards it, we could easily afford the Caravel, but I was thinking a 'just in case people actually spend 2000g on equipment.' With our totaled funding, we have 4400 at this time - as always donations towards a larger ship are indeed appreciated (And if we're lucky, there's an end-of-the-world sale! ). But yes, a Caravel would be worth it, especially after we started 'upgrading' it...

3) If it's fine with you, mighty DM, I would like to try to 'negotiate' to lower the final price of the caravel after we see how much we get donated towards the cause!

Also, character's near completion. Background concept is done - just seeing who else I need to include in my dealings for this ship!


True in the ebarron book they may work like that but this setting appears to be a very little - low magic type setting. If this plane of existance we escaped to is lacking or somehow drains and weakens magical items / abilities then said items would act and operate differently then the settings they are originally from.

i could be completely wrong i'm just assuming from what i've been reading in the posts =).

Kai

Andoran

Sir Koan De'Wynter wrote:
Eternal wands are in the ebberon book and are not spell completion they have a are wondrous have a command word and are usable three times a day by anyone and that's not the ward cesti I was looking for however a friend told where I had seen them and while its d20 its not d&d so never mind. Stupid star wars book getting stuck in my head like that

What page in the Eberron book? I could of sworn they were only in the Magic Item Compendium.


It often takes a large crew to keep a ship operating smoothly.
Below is a description of some of the various positions that must
be occupied in a typical crew. The emphasis is placed on pirate
crew, but most of the descriptions here can be applied to any
ship.

THE CAPTAIN
Pirates have a tremendous innate dislike for authority. As
such, the captain of a pirate ship is very different than the
captain of most naval or merchant vessels. Because officers in
most navies are given their posts based on heredity (as opposed
to their ability to lead men), life on board naval vessels is often a
hellish experience, replete with draconian rules and discipline
that could easily be described as sadistic. Since many pirates are
escapees of such environments, they often take special steps to
ensure that their captains do not have that level of power over
them.
Though more famous pirate captains can attract a crew
simply by virtue of their reputation, most of the time a pirate
crew elects the most capable of its number by popular vote.
Provided the captain acquits himself well (in other words, leads
the crew to lots of booty), he will likely be permitted to continue
acting as captain. If, however, the captain leads his crew on a
fruitless voyage, he may find himself at best put off at the
nearest port, and at worst thrown overboard or marooned.
Contrary to popular image, pirate captains do not rule over
their ships with an iron fist. In fact, outside of battle (when the
captain has absolute authority), the captain really has very little
power at all. All major decisions, such as when to sail, when to
put in for port, and even what course to take are put to a popular
vote, with the majority's decision being final. If the crew rules
against the captain's wishes, the captain might step down in
protest (if the captain has a reputation for making spectacularly
successful voyages, that threat might sway many crewmen over
to his side). In trivial matters, the crew tends to follow the
captain's orders with little to no grumbling. Generally, however,
any attempt to act contrary to the wishes of the crew will likely
result in a quick, violent end.

QUARTERMASTER
In most cases, the quartermaster is the second in command of
a pirate ship. In the simplest of terms, the quartermaster's job is
to act as a distributor of rations, work duty, treasure or punishment.
As the individual in charge of the ship's stores, the
quartermaster often possesses more power than the captain
does. Because the quartermaster also keeps custody of all
weapons on board the ship, mutineers often try to sway her to
their cause.
The quartermaster's powers stem from the typical pirate's
distrust of authority. Rather than simply hand all the power
over to the captain, most pirate crews prefer to split the duties of
running the ship between the captain and the quartermaster.
While the captain leads in battle and deals with the duties of
navigating the ship, the quartermaster usually commands
boarding parties and keeps custody of any booty taken.
The quartermaster's duties also include deciding what of a
prize's cargo is worth taking. While coins, precious metals and
gems are almost always taken, the quartermaster must decide
what other valuables to take. This is usually based on the availability
of space in her ship's hold, the potential trade value of
other cargo in the pirates' port of call and other factors. If the
quartermaster decides that some item of the booty is infeasible,
the treasure is usually burned or - in the case of fine spirits or
other foods -, consumed by the crew.
Once the booty is safely on board the pirates' ship, the
quartermaster has the job of seeing it divided amongst the crew.
Exactly how much each man or woman earns is usually laid out
in the crew's Articles of Piracy. A typical arrangement
is that the captain earns one and a half shares, other senior
officers earn one and a quarter shares, and the rest of the crew
earns a single share each. Though in most cases any crewman
has the right to challenge the quartermaster's division of
treasure, there is seldom much serious dispute.
Finally, the quartermaster is also responsible for doling out
punishment for any infractions of the Articles of Piracy.
Although the captain usually proscribes the punishment, the
quartermaster must carry it out, though she has the right to
refuse. This ensures that any punishment, be it a simple forfeiture
of a crewman's share of booty or a marooning, is the will of
at least two individuals. The quartermaster also has the
authority to act as a mediator and witness in duels between
individual crewmembers.

FIRST MATE

On most ships, the first mate is the officer who ranks just
below the captain of the ship and takes over in the event that the
Captain can no longer perform his duties. While some pirate
crews include a first mate, this position is more common on
naval and merchant ships. On pirate ships, the quartermaster
predominantly fills the first mate's duties.

BOATSWAIN

A boatswain (pronounced and sometimes spelled "bos'n") is a
skilled sailor of middling rank. He is less senior than an officer,
but entrusted with more authority than the rank and file
crewmen. Most crews include several boatswains, each of
whom is in charge of one or more specific aspects of the ship.
For example, one boatswain might be in charge of the deck
crews, while another is in charge of the ship's rigging and yet
another is in charge of the ship's anchors and associated equipment.
On smaller ships, boatswains generally have authority
over multiple aspects of the ship.

CARPENTER

Though not a terribly senior crewman, the ship's carpenter is
nonetheless a vital member of a ship's crew. As the name
suggests, the carpenter's duties include repairing battle damage,
plugging leaks and other duties required for the general upkeep
of the ship. Along with the ship's surgeon, the carpenter is one
of the most respected crewmen on a ship.

GUNNER

While most ship weapons require a crew of several to operate
effectively, only one operator is generally referred to as the
gunner. The gunner is a well-trained, highly skilled siege
engineer in charge of aiming his weapon properly in order to hit
his target. Depending on the size of the ship's crew, an
individual gunner might be in charge of a single ship weapon,
an entire battery, or even the ship's entire armament. Trained
gunners are especially prized on ships with more exotic
weapons such as chainflingers and thunder cannons.

SURGEON

The ship's surgeon is probably the single most respected
member of the crew, even more so than the captain and the
quartermaster. Unfortunately, few surgeons turn to the piratical
lifestyle, so most pirate ships have to make do without one, or
press the surgeon of another ship into service. Because a
surgeon's services are so valuable, the ship's surgeon is usually
the only member of the crew not forced to sign the Articles of
Piracy. Some particularly generous crews give surgeons a share
of the booty even if they refuse to sign the Articles of Piracy.
The best surgeons are clerics, druids and other classes with
healing magic. If such a spellcaster is not available, the next best
alternative is a trained expert in the medical profession.
Though, given the level of development present on Tellene,
such an expert may well do more harm than good. If a trained
doctor is likewise not available, the position of surgeon usually
defaults to the ship's carpenter. The carpenter, so the reasoning
goes, has the proper tools and knows how to cut quickly.

DECK MONKEY

The term "deck monkey" is a Merchant's Tongue phrase that
refers to a young boy (often no more than ten or 11 years old),
that performs various menial and usually dangerous jobs on a
ship. Deck monkeys are commonly street urchins pressed into
service, and are without doubt the bottom rung of the hierarchy
of a ship. Because the crew of a naval vessel often abuses its deck
monkey, these urchins are among the first to sign Articles of
Piracy when pirates seize their ships. Though their positions on
pirate ships are little improvement, they at least get a full share
of the booty.

CABIN BOY

On "legitimate" ships (that is, merchantmen and naval
vessels), the cabin boy is usually the son of a nobleman or well
to do merchant sent to sea to learn the maritime trade. The
cabin boy's primary duty is serving the captain and other senior
officers. He might clean and mend their uniforms, run
messages for them or even serve and prepare their meals.
Eventually, once the cabin boy has learned all aspects of life on
a ship, he is usually promoted to the rank of ensign, or some
other junior officer.
Though the position is far more common on naval and
merchant vessels, some pirate captains have been known to take
on cabin boys. In fact, many famous Reanaarian pirates are
rumored to have gotten their start as a cabin boy.

Just to name a few ;)


There may be two different types of eternal wand since the artificer in ebarron i believe can make eternal wands and the compendium does have the eternal wand too..... >.<; too many darn sources sometimes lol

Eberron Campaign Setting, page 265

Eternal wand, Craft Wand, Craft Wondrous Item.

I think I might have the page wrong.... off the top of my head is always iffy...

Then page 159 in the magic item compendium contains info on the Eternal wand I believe DM Willpower is referring too.

Andoran

Sir Koan De'Wynter wrote:
Eternal wands are in the ebberon book and are not spell completion they have a are wondrous have a command word and are usable three times a day by anyone and that's not the ward cesti I was looking for however a friend told where I had seen them and while its d20 its not d&d so never mind. Stupid star wars book getting stuck in my head like that

Found them in the MIC, but in this world I do not recommend it as when you start renewable magic will not work, i.e. once you cast the wand it will not renew itself the next day.

Andoran

Kai'itza wrote:

True in the ebarron book they may work like that but this setting appears to be a very little - low magic type setting. If this plane of existance we escaped to is lacking or somehow drains and weakens magical items / abilities then said items would act and operate differently then the settings they are originally from.

i could be completely wrong i'm just assuming from what i've been reading in the posts =).

Kai

Ding! Give this man a cookie.

Andoran

Kai'itza wrote:

There may be two different types of eternal wand since the artificer in ebarron i believe can make eternal wands and the compendium does have the eternal wand too..... >.<; too many darn sources sometimes lol

Eberron Campaign Setting, page 265

Eternal wand, Craft Wand, Craft Wondrous Item.

I think I might have the page wrong.... off the top of my head is always iffy...

Then page 159 in the magic item compendium contains info on the Eternal wand I believe DM Willpower is referring too.

I'll find them in the EBr book later, but I can say right now they will work the same, once you cast the spell it wont renew.

Andoran

"Captain" Devannis Pantera wrote:

Awake now to answer all the boat questions!

1) I'm sure we can come to some sort of agreement on your position within the boat's hierarchy, my friend Sir Koan. That shouldn't be an issue. Maybe head boatswain or first mate. I need to brush up on the actual boat positions.

2) Yes, Kai'itza, if we all put some money towards it, we could easily afford the Caravel, but I was thinking a 'just in case people actually spend 2000g on equipment.' With our totaled funding, we have 4400 at this time - as always donations towards a larger ship are indeed appreciated (And if we're lucky, there's an end-of-the-world sale! ). But yes, a Caravel would be worth it, especially after we started 'upgrading' it...

3) If it's fine with you, mighty DM, I would like to try to 'negotiate' to lower the final price of the caravel after we see how much we get donated towards the cause!

Also, character's near completion. Background concept is done - just seeing who else I need to include in my dealings for this ship!

I'll allow you to buy it for 100% (or darn close) because if i was forced to justify a negotiated (roleplayed) price it would increase several fold due to the fact the escape world is 90% covered in water, and with supply and demand 100% is a fair price :)

So, sorry mate, you got starting cash based on what I want you all to have as a whole when starting the game. Your not supposed to have been able to prepare well for this event. Hence the low funds, and limited magic stuff.


Would the good DM be so kind as to roll my stats?

Andoran

Nerine Waverider wrote:
Would the good DM be so kind as to roll my stats?

Nerine Waverider:

Roll 1:

07
15
09
08
12
13
Helpless character rule invoked.
+0 total bonus combined. Rerolling.

Nerine Waverider:

Roll 2:

str 12
dex 16
con 14
int 13
wis 14
chr 13
Looks Playable. Left rolls in order in case you play 'ironman' style.


"Captain" Devannis Pantera wrote:

Awake now to answer all the boat questions!

1) I'm sure we can come to some sort of agreement on your position within the boat's hierarchy, my friend Sir Koan. That shouldn't be an issue. Maybe head boatswain or first mate. I need to brush up on the actual boat positions.

2) Yes, Kai'itza, if we all put some money towards it, we could easily afford the Caravel, but I was thinking a 'just in case people actually spend 2000g on equipment.' With our totaled funding, we have 4400 at this time - as always donations towards a larger ship are indeed appreciated (And if we're lucky, there's an end-of-the-world sale! ). But yes, a Caravel would be worth it, especially after we started 'upgrading' it...

Also, character's near completion. Background concept is done - just seeing who else I need to include in my dealings for this ship!

This is true, I was just assuming things would be fairly sparse equipment wise but at least we can obtain the first ship with little to no difficulties then =) and if we get something extra then it'll just be par for the course. ^^;

I'll change up my background once we get things more settled to reflect what we are actually doing in the setting. The fluff i wrote up was more off the top of my head kinda story-telling while i chomped at the bit for more info lol.

@willpower DM: I did end up switching my wisdom and int since lizard-folk get a -2 to int and I focusing on possibly making him a skilled character but it all depends on what other info you release which will determine his final path ;) other then that I left the rest of my stats where they were its been awhile since i played a 3.5 character.

Although i started playing back when 1st/2nd edition was all there was xD

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