(1) Atalantia - Scourge of Magic

Game Master mdt

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'Ship' . . . 'House' . . . Connor's Log

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Anrive | The Whole Dang World | Vellandrus

Prison of the Elements


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temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)

Gotcha. Well, i'll leave most of the junk behind for now. nothing i particularly needed. i will of course keep the two tattoos i had on me (unless they stole those too).

I would have asked for my two cestus, and my sorceror kit (total value 18gp).

i'll buy new armor and scribe new tattoos, pick up some thieves' tools and a lock. that'll be most of my loot.

I will spend my gold as follows, leaving me 20gp in coins for spending money:
250gp Mwk Chain Shirt
100gp Mwk Thieves' Tools
80gp Good Lock (DC 30)
500gp Psionic Tattoo, Natural Healing, ML 2 (6HP) [10 tattoos]
50gp Psionic Tattoo, Offensive Prescience, ML 1 [2 tattoos]


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nope, your tattoo's are still there.

Although Alsatia might have made them move to embarrassing places when she was busy dressing people. :)

I don't think Manifester Level does anything for Natural Healing, it's a flat 3 pts, no matter what.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yep, a tattoo is only at it's minimum manifester level.

Tattoos wrote:


Scribing and Transferring Tattoos: The manifester level of a psionic tattoo is the minimum level required to manifest the scribed power.


temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)

Those are just the ones you buy from other scribers.

Scribe Tattoo Feat

You can create psionic tattoos, which store powers within their designs.

Prerequisite: Manifester level 3rd.

Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price. When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power. When its wearer physically activates the tattoo, the wearer is the target of the power.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, but in that case, wouldn't 10 ML 2 tattoo's be 1 * 2 * 50 = 100gp per, 100gp x 10 = 1000gp?

What I'm trying to get at is, if you're paying 50gp for them, they are the minimum ML tattoo's.


temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)
mdt wrote:

Buy anything you want within the guidelines previously provided.

If you have scribe tattoo, buy tattoo's at craft cost.

If you have Craft Alchemy, but alchemical items at cost.

You said otherwise in the second line. I think this was 2 pages back.

They would be 100gp each market price, but i have scribe tattoo, so that would make them 50gp.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

*facepalm*

Have I mentioned that I'm down with the flu right now?


temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)

get you some alka-seltzer! works wonders!


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
mdt wrote:

It's not that Reaghar, you may have missed it.

What happened was, several days after the incident, they kidnapped you in the middle of the night after putting everyone to sleep with psionics.

So what they basically did was kidnap you in the middle of the night, while you were asleep in bed.

I was kind of surprised no one asked how they got dressed.

See, I thought we got hit with the sleep gas or whatever right after lunch on day 2 after Kol's hideout. That's the only reason Connor got to keep what was in his belt pouches. And dressed.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
Reaghar of Donough wrote:

I will spend my gold as follows, leaving me 20gp in coins for spending money:

250gp Mwk Chain Shirt
100gp Mwk Thieves' Tools
80gp Good Lock (DC 30)
500gp Psionic Tattoo, Natural Healing, ML 2 (6HP) [10 tattoos]
50gp Psionic Tattoo, Offensive Prescience, ML 1 [2 tattoos]

Wow. Good choices, Reaghar. I had planned on 600 gp of tattoos myself, but thought we didn't have the time. Then I became a packrat. So basically a lot of the stuff I have now is stuff I left behind in the room. Only a Good luck, though. I hope they don't get picked in order of difficulty.

Eh. If we get a thief onboard I've got the psicrystal watchdog I can put into the sleep area.

Also, Alys found out about Griffon Mane fabric. +2 to Fly checks. Connor's going to be saving his money for some +50 gp clothing. More for the Level 3 wish list.


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

It's 50 gp per lb. though. Found it because i was pretty much at a loss, what to get for 1000gp, since its not enough for enhanced weapons or armor and magic items are out. And i didnt want to spend too much on consumables, so i ended up researching special materials. And getting unnecessarilyí expensive armor.

So we get to write the stats for our a portion of the npcs? Did i get that right?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Alys - Yes, you get to write stats for your portion of the NPCs. You don't have to, if you don't want to. It just helps me out.

On a different note, with regards to items, remember, you can get a magic item if you can point to a similar level psionic power that can reasonably make the item. For example, the backpacks of holding are made with dimensional pocket, and work like bags of holding.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Assuming parallel requirements for the psionic equivalent, right, mdt? I was hoping to purchase or craft a Belt Pouch of Storage (1,000 gp, 0.5 lbs, 5 pounds of storage) - Hidden Pocket (Cryptic1, 5 pp). So Reaghar would have to be 5th level before he could use a Power Stone of the Hidden Pocket power with 5pp while Connor crafts the item. A Backpack of Storage, to be of similar requirement to the Handy Haversack, would require 9pp to make over two days, to emulate CL 9th.

One of my other characters has become a high-level crafter and I found out about Heavyload Belts (Ant Haul). They've been a real boon to my STR 10 sorcerers and wizards (3x equipment load). The belts became even more valuable with Shrink Item beltpouches, and I'm hoping for us to survive long enough to do the equivalent belts around Level 9 or so. Probably with the catch-all of Animal Affinity

Right now I'm wondering how to get a Psicrystal Staff with Compression so it can shrink down to the size of a tindertwig on command. Looks like about 3rd or 5th level, if I make it myself.


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

Alright, dont know psionic powers very well, have to see what could make a sash of the war champion for example but thats the far future.

As for the npcs, I would love to make some but i will not have time for a lot.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Right Connor, and no rush Alys, as you have time. Again, not full builds, just minimal statblock and name.


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

Not sure how i generate a legal stat block without making a build behind it though.


Male Orc Expert 5

Will get back into the swing of thigns tommorrow after I get all the games I gm updated.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'm not worried about it being 100% legal Alys. Just use the array, and grab the saves info from the class, and pick 2-3 skills they concentrated in and fill those in. Don't worry about spending all their skills, or even all their feats. If there's a feat they need for their job (like EWP(Firearms)), then put that in. I'm honestly more concerned about race, name, and a 3-4 line description of the person.

These aren't intended as anything other than basic placeholders. If one of the NPCs becomes more important than background clutter, I'll flesh them out to a full build. Really all I want in this case is a paragraph of who they are, and an very basic statblock that isn't overpowered and fits that person. I'm really less than concerned about getting all the rules right than just having something reasonable. That's why I said I didn't think it would take long to do them.


Male Elfavian HP 36/36 | AC/Touch/Flat 20/19/15 | Fort+5, Ref+11, Will+10 | Init+7 | Perception+16, Low-Light Vision |
Skills:
Skills Acrobatics+13, Fly+18, Perception+16, Sense Motive+13, Stealth+13
Marksman 3/Zen Archer Monk 3

That Gryphon Mane material is perfect for Flick, totally going to give him a cloak or maybe shirt made out of it, if that's cool with MDT.

Was gonna go with armor made of it, but then I saw Darkleaf Cloth, which is also perfect for him.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

As long as you pay for it, I'm fine with you making whatever you want out of it.


temp HP:9, +2 dmg 3 mins HP (21/21) | AC/Touch/Flat 19/15/14 | Fort/Ref/Will +2/+8/+3 | Init +5 | Per +6 | Brutal Disruptor (3)

yeah we all need to get on that business with the griffon mane and darkleaf


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4
mdt wrote:

Plot Advancement Phase 1 : THE CREW!

Sample Statblock
Kiana Sunbane Reville
Zen Archer Monk (8th)
Init +3, Perception +10, Darkvision
Strength (10) Dexterity (16) Constitution (12)
Intelligence (12) Wisdom (18) Charisma (9)
Defense : AC 21, touch 21, flat-footed 10
Offense : Flurry +2 LongBow +13/+13/+8/+8 (1d8+2+1d4 Ecto), Unarmed +6 (1d6)
Skills : Acrobatics +10, Fly + 15, Perception +15, Prof(Sailor) +12, Stealth +16

For Crew, use NPC stat array. For Officers (Including Deck Cadets), use Elite NPC array.

Phase 1 - crew breakout
Connor - Edge (Bosun), Edge (Chief Cook), 3 Able, 3 Ordinary

I'm using the PRD, and I'm typically going Expert2/(Psionic Class 1-3). Since we are in a psionics-heavy campaign, most of the Seamen will have the Wild Talent feat at 1st level, since it is Expert, and not a Psionic Class.

"A typical sailor is a 2nd-level expert (NPC Codex 260) with 2 ranks each in Acrobatics, Climb, Perception, Profession (sailor), Survival, and Swim."

Mdt, I'd like to change Swim +2 to Swim +1 with Fly +1, given the avian racial situation.

Hmmm....Connor doesn't have Swim. Hope this isn't a "keelhaul tradition" crew... ;)

I'm also assuming Weapons Proficiency (Firearms) is pretty much mandatory by Level Three unless special circumstances permit otherwise (like a Soulknife).


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

That all looks good Connor, thank you for the assistance. And switching out a rank of swim vs fly works very well, so does the wild talent feat.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry for the delay everyone, I kind of need Selvan to level up and post before I continue.


M Humanborn

No problem


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Okay, here's what I've typed up over the weekend. I don't think this is the level of detail mdt was looking for - I did too much! I like character rollup too much to just do a stat block. They're also probably full of mistakes, since I tend to do this by hand and a PDF form. Maybe these entries will inspire others.

James 'Jimmy the Halt' of Reville, the Ashen Edge's Bosun:

James "Jimmy the Halt" of Reville
Expert2/Soulknife3 (CR 5)
N Medium Male Humavain with black and blood-red wings; black close-cropped hair; brown eyes; black skin; 31 years old
Init +8, Perception +5
AC 18/Touch14/FF14 (+4 armor, +4 Dex)
HP: 40 (2D8+2 + 3D10+3)
Fort +2, Ref +7, Will +7
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: +1 mind-greataxe +6 (2D6+2/19-20) or dagger +5 (1D4+1/19-20)
Ranged: dagger +8 (1D4+1/19-20)
STR 13, DEX 18, CON 12, INT 10, WIS 13, CHA 10
15 point buy - standard fantasy
BAB +4; CMB +5; CMD +19
24 skill points
Acrobatics +1 (+10)
Autohypnosis +1 (+5)
Climb +2 (+8)
Craft: Carpentry +3 (+6)
Fly +2 (+9)
Intimidate +3 (+6)
Perception +1 (+5)
Profession (sailor) +5 (+9)
Stealth +3 (+7)
Survival +2 (+6)
Swim +1 (+7)
Lvl1 feat - Combat Reflexes, Human Versatility (Improved Initiative)
Lvl2 feat -
Lvl3 feat - Power Attack, Form Mind Blade (Greataxe), Shape Mind Blade, Throw Mind Blade, Wild Talent, Stand Still
Lvl4 feat - Blade skill (Wing Clip)
Lvl5 feat - Enhanced Mind Blade +1, Psychic Strike +1d8, Sea Legs (Ulti. Combat)
Languages: Common
Power Points/day: 2
Gear: +1 studded leather armor, 2 common daggers, Psionic Tattoo of Mental Disruption (3pp) (2x), Psionic Tattoo of Force Screen (1pp) (3x), Psionic Tattoo of Body Adjustment (7pp, 2D12 hp)

"Jimmy the Halt", as the Bosun is known, primarily because his favorite expression is "hold it right there", with an arm outstretched, is a man with little or no humor. You don't want James to show up to break up an onboard brawl. An older non-com, Jimmy has been on several first generation ships through his years, mostly only around the four islands. A veteran of several pirate battles and even a dragon encounter, Jimmy bears numerous scars on his arms, chest, and face to show his countless close shaves with the enemy. He is one of the few sailors who does not carry a firearm, due to his nigh-unstoppable mind blade. Jimmy has been in Clan Reville all his life, and has respect for the Clan leaders and the ship captain. The bosun has a wife and eight children back in Atalantia, but is not yet ready to leave the open skies.

Reg 'Burned' of Reville, the Ashen Edge's Chief Cook:

Reg "Burned" of Reville
Expert2/Wilder3 (CR 5)
NE Medium Male Humavian with black-and-smoky wings; lanky brown hair in a short ponytail; brown eyes; oft-burned bands and face; 41 years old
Init +1, Perception +5
AC: 14/Touch11/FF13 (+3 armor, +1 Dex)
HP: 45 (2D8+4 + 3D8+6 + 3+2)
Fort +3, Ref +2, Will +7
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: club +5 (1D6+2/x2) or dagger +5 (1D4+2/19-20)
Ranged: revolver pistol +4 (1D6, 6 shots/x2, 1-2 misfire) or dagger +4 (1D4+2/19-20)
STR 15, DEX 13, CON 14, INT 11, WIS 12, CHA 11
15 point buy - standard fantasy
BAB: +3; CMB +5; CMD +16
24 skill points
Acrobatics +1 (+5)
Appraise +1 (+1)
Autohypnosis +1 (+5)
Bluff +1 (+6)
Climb +1 (+6)
Craft (Cook) +3 (+6)
Disable Device +1 (+2)
Disguise +0 (+2)
Fly +1 (+5)
Heal +0 (+1, +5 for surgery)
Intimidate +3 (+6, +10 on inflicting pain on a willing or helpless subject)
Knowledge: Arcana +1 (+1)
Perception +1 (+5)
Profession (Sailor) +5 (+9)
Sense Motive +1 (+5)
Survival +1 (+2)
Swim +1 (+6)
Use Magic Device +1 (+4)
Lvl1 feat - Deceitful, Human Versatility (Endurance)
Lvl2 feat -
Lvl3 feat - Wild surge (+1), Psychic enervation (Pain Surge), Surge blast, Surge bond (Precise Harm), Weapon Proficiency (firearms), Automatic Talents (1)
Lvl4 feat - Elude attack (+1)
Lvl5 feat - Wild surge (+2), Toughness
Languages: Common
Power Points/day: 11
Powers: Telepathic Lash (0), Mind Thrust, Demoralize
Gear: MW studded leather, revolver pistol, percussion caps (6), paper cartridges (6), cartridge rounds (6), gun cleaning kit (Ulti. Equip.), 2 common daggers, veterinarian's kit (Ulti. Equip.), MW thieves' tools, vest with 2 hidden extradimensional Empty Pockets (2,000 gp)

Reg "Burned", as he refuses "Cookie", might be on his last trip. Barely competent as a cook, he has a tendency to burn everything he touches, as he gets the fire too hot too fast in his impatience. He's burned himself almost as much as his meals. His presence is usually greeted with cries of "burned again!" by the other non-officer senior crewmembers. Nobody really wants Reg around the gunpowder stores on the ship, in case of spontaneous explosion. Reg tries to do everything himself, instead of using help. He would serve roasted beef and fried potatoes every night if allowed. Reg's big secret is that he journeys to the Surface in hopes of one day coming across a magic item that he can sell to make his fortune. But every magic item Reg has come across has blown up in his hands, adding to his scorched appearance. Still, his loyalty to Clan Reville, and the current captain of the Ashen Edge, is without question, and Reg hopes to get a shoreside post in a Clan enclave as a tavern cook, or even just a retired guard, if he never gets the Big Score. Reg is a life-long bachelor with a tendency towards ruthlessness, usually talking his way out of any punishment. Those under him are not so lucky, as Reg likes to punctuate mistakes with a knife point up-close on the person's chest or neck.

Able Sailors (3x):

Absolum of Reville
Expert2/Psychic Warrior1 (CR 3)
N Medium Male Humavain with black-and-grey wings; black hair; blue eyes; 19 years old
Init +2, Perception +6
AC: 15/Touch13/FF12 (+2 armor, +2 Dex, +1 Dodge)
HP: 27 (2D8+4 + 1D8+4)
Fort +4, Ref +2, Will +4
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: scimitar +1 (1D6/18-20/x2) or dagger +1 (1D4/19-20)
Ranged: revolver pistol +3 (1D6, 6 shots/x2, 1-2 misfire) or dagger +3 (1D4/19-20)
STR 11, DEX 15, CON 14, INT 12, WIS 13, CHA 11
15 point buy - standard fantasy
BAB: +1; CMB +1; CMD +11
19 skill points (+3 with +1 INT)
Acrobatics +2 (+7)
Autohypnosis +2 (+6)
Climb +2 (+5)
Craft: Gunsmith +1 (+5)
Craft: Weaponsmith +1 (+5)
Fly +1 (+6)
Heal +2 (+6)
Linguistics +1 (Auran) (+2)
Perception +2 (+6)
Profession (sailor) +2 (+6)
Survival +2 (+6)
Swim +1 (+4)
Lvl 1 - Wild Talent, Human Versatility (Weapon Proficiency (firearms))
Lvl 3 - Bonus feat (Dodge), psionic proficiency, warrior’s path (Survivor - PE: Mind Over Body), Gunsmithing
Power Points/day: 3
Powers: (Automatic Talents - 2) Detect Psionics (0), Fortify, Lesser (0), Call Weaponry, Vigor
Languages: Common, Strix, Auran
Gear: common leather armor, common scimitar, revolver pistol, percussion caps (10), paper cartridges (40), cartridge rounds (20), gun cleaning kit (Ulti. Equip.), 2 common daggers, healer's kit, marked cards (APG)

Pretty much everybody on board would vote for Absolum in a popularity contest. When the going gets tough, you want Absolum nearby. When the smelly stuff hits the fan, everybody knows Absolum will be at his post, already doing his job. Absolum's only fault is that he tends to let others flounder about while he does his own responsibility. An orphan, ship life is what Absolum has always wanted. Everything else is icing on the cake to him, and Absolum has little ambition past Third Mate. Absolum is usually on the day shift, in charge of the powder stores, ship's cannons, armory, or assisting with the stores.

----------------
Brass of Reville
Expert2/Psychic Warrior1 (CR 3)
NE Medium Female Humavain with black wings, golden pinfeathers; long blonde hair with dark roots; brown eyes; heavily tanned; 19 years old
Init +2, Perception +6
AC: 15/Touch13/FF12 (+2 armor, +2 Dex, +1 Dodge)
HP: 21 (2D8 + 1D8)
Fort +2, Ref +2, Will +4
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: scimitar +1 (1D6/18-20/x2) or dagger +0 (1D4/19-20)
Ranged: revolver pistol +3 (1D6, 6 shots/x2, 1-2 misfire) or dagger +3 (1D4/19-20)
STR 11, DEX 14, CON 11, INT 11, WIS 13, CHA 15
15 point buy - standard fantasy
BAB: +1; CMB +1; CMD +13
19 skill points (+3 with Human Ingenuity)
Acrobatics +2 (+7)
Autohypnosis +1 (+5)
Climb +2 (+5)
Craft: Shipwright (Sails) +2 (+6)
Escape Artist +1 (+6)
Fly +1 (+6)
Intimidate +2 (+7)
Perception +2 (+6)
Profession (sailor) +2 (+6)
Sense Motive +1 (+5)
Survival +2 (+6)
Swim +1 (+4)
Lvl 1 - Wild Talent
Lvl 3 - Bonus feat (Dodge), psionic proficiency, warrior’s path (Interceptor), Weapon Proficiency (firearms)
Power Points/day: 4
Powers: (Automatic Talents - 2) Conceal Thoughts (0), Vim (0), Burst, Inevitable Strike
Languages: Common
Gear: common leather armor, common scimitar, revolver pistol, percussion caps (10), paper cartridges (40), cartridge rounds (20), gun cleaning kit (Ulti. Equip.), MW dagger, MW backpack

Brass (may or may not be an alias, she won't tell) is a career climber in Clan Reville. She fits in with day-to-day operations, rather than a specific area. Brass also isn't adverse to sleeping with the other officers, but only if it advances her career. The eldest daughter of a very low family in Clan Reville, Brass has her eyes set on the prize - ship captain. She is usually on the night shift. When on liberty Brass dresses in tight leather pants with long-sleeved colored shirts, and has a tiny collection of exotic birds' feathers. Sometimes Brass ties a single feather into her hair, or uses a headband to let the feather fall from behind her ear. Rumor has it that Brass already shot one non-com on another skyship who wouldn't stop his advances on her.

----------------
Cecil of Reville
Expert2/Psychic Warrior1 (CR 3)
CN Medium Humavain with grey wings; brown hair; brown eyes; olive skin; 19 years old
Init +2, Perception +6
AC: 15/Touch13/FF12 (+2 armor, +2 Dex, +1 Dodge)
HP: 24 (2D8+2 + 1D8+2)
Fort +3, Ref +2, Will +4
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: scimitar +3 (1D6+2/18-20/x2) or dagger +1 (1D4+2/19-20)
Ranged: revolver pistol +3 (1D6, 6 shots/x2, 1-2 misfire) or dagger +3 (1D4+2/19-20)
STR 15, DEX 14, CON 13, INT 11, WIS 12, CHA 11
15 point buy - standard fantasy
BAB: +1; CMB +3; CMD +15
19 skill points (+3 with Human Ingenuity)
Acrobatics +2 (+7)
Autohypnosis +2 (+6)
Bluff +2 (+5)
Climb +2 (+7)
Craft: Shipwright (Wood) +2 (+5)
Fly +1 (+6)
Perception +2 (+6)
Profession (sailor) +2 (+6)
Survival +2 (+6)
Swim +2 (+7)
Lvl 1 - Wild Talent
Lvl 3 - Bonus feat (Dodge), psionic proficiency, warrior’s path (Gladiator), Weapon Proficiency (firearms)
Power Points/day: 3
Powers: (Automatic Talents - 2) Detect Psionics (0), Vim (0), Tactical Precognition, Metaphysical Weapon
Languages: Common
Gear: common leather armor, common scimitar with weapon cord (APG), revolver pistol, percussion caps (10), paper cartridges (40), cartridge rounds (20), gun cleaning kit (Ulti. Equip.), 2 common daggers, 3 vials of weapon blanch, silver (APG, 5 gp), average loaded dice (APG)

Cecil was born in the jungles of Anrive, and somehow got a berth on a Clan Reville ship as a cabin boy. He's been on Clan Reville ships ever since. Cecil tends to go for flashy armor and flashy swordsmanship, which usually gets him in trouble. Cecil is on the twilight or morning shift. Once a year someone very high up in Clan Reville asks the ship's captain to deliver a personal letter to Cecil, who reads it and promptly destroys the paper, refusing to discuss the contents or the sender. Cecil likes any ship on long voyages that gives him time to practice his swordsmanship technique.

Ordinary Sailors (3x):

Oliver of Reville
Expert2 (CR2)
CN Medium Male Humavain with black wings; brown hair; brown eyes; 17 years old
Init +2, Perception +6
AC: 14/Touch12/FF12 (+2 armor)
HP: 14 (2D8+2)
Fort +1, Ref +2, Will +4
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: dagger +3 (1D4+2/19-20)
Ranged: light crossbow +3 (1D8/19-20) or dagger +3 (1D4+2/19-20)
STR 15, DEX 14, CON 13, INT 11, WIS 12, CHA 11
15 point buy - standard fantasy
BAB: +1; CMB +3; CMD +15
14 skill points (+2 with Human Ingenuity)
Acrobatics +2 (+7)
Autohypnosis +1 (+5)
Climb +2 (+7)
Craft: Shipwright (Wood) +1 (+4)
Fly +1 (+6)
Perception +2 (+6)
Profession (sailor) +2 (+6)
Survival +2 (+6)
Swim +1 (+6)
Lvl 1 - Wild Talent
Power Points/day: 2
Gear: common leather armor, light crossbow, 20 bolts, common dagger, average loaded dice (APG), marked cards (APG)
Oliver asks too many questions for his own good. His unusually short statue and skinny frame means he can fit in spaces in the cargo hold only halvavians can normally reach. Sometimes he's found stuffed into a locker or tied up inside the crow's nest, alive, but the brunt of the others' hazing. Oliver likes being the first to spot any birds flying around, or incoming creatures, or a new port. He is also always ready to start a gambling game when the officers aren't looking.

---------------------
Percy of Reville
Expert2 (CR2)
N Medium Male Humavain with black wings with purple pinfeathers; black hair; brown eyes; 17 years old
Init +2, Perception +6
AC: 14/Touch12/FF12 (+2 armor)
HP: 14 (2D8+2)
Fort +1, Ref +2, Will +4
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: dagger +3 (1D4+2/19-20)
Ranged: light crossbow +3 (1D8/19-20) or dagger +3 (1D4+2/19-20)
STR 15, DEX 14, CON 13, INT 11, WIS 12, CHA 11
15 point buy - standard fantasy
BAB: +1; CMB +3; CMD +15
14 skill points (+2 with Human Ingenuity)
Acrobatics +2 (+7)
Autohypnosis +1 (+5)
Climb +2 (+7)
Craft: Shipwright (cooper) +1 (+4)
Fly +1 (+6)
Perception +2 (+6)
Profession (sailor) +2 (+6)
Survival +2 (+6)
Swim +1 (+6)
Lvl 1 - Wild Talent
Power Points/day: 2
Gear: common leather armor, light crossbow, 20 bolts, common dagger
Percy is dull, predictable, and unimaginative. Rumor has it he might be the next ship's cook. At least when Percy is assigned a duty, it gets done on time and in perfect order. A miser at heart, Percy almost never spends money on himself, but prefers counting his coin late into the night after payday. After each onshore liberty, when the skyship leaves port, the captain of the ship usually finds a small, intricate, thoughtful gift on his dinner plate.

------------------------
Qunicy of Reville
Expert2 (CR2)
N Medium Male Humavain with black wings; black hair; blue eyes; 17 years old
Init +2, Perception +6
AC: 14/Touch12/FF12 (+2 armor)
HP: 14 (2D8+2)
Fort +1, Ref +2, Will +4
Speed: 30 ft per round; fly 40 ft. per round (Average)
Melee: dagger +3 (1D4+2/19-20)
Ranged: light crossbow +3 (1D8/19-20) or dagger +3 (1D4+2/19-20)
STR 15, DEX 14, CON 13, INT 11, WIS 12, CHA 11
15 point buy - standard fantasy
BAB: +1; CMB +3; CMD +15
14 skill points (+2 with Human Ingenuity)
Acrobatics +2 (+7)
Autohypnosis +1 (+5)
Climb +2 (+7)
Craft: Alchemy +1 (+4)
Fly +1 (+6)
Perception +2 (+6)
Profession (sailor) +2 (+6)
Survival +2 (+6)
Swim +1 (+6)
Lvl 1 - Wild Talent
Power Points/day: 2
Gear: common leather armor, light crossbow, 20 bolts, common dagger, marked cards (APG)
Quincy has the talent of always being in the wrong place at the wrong time. Usually when blame and additional duties need to be assigned. Quincy helps craft the gunpowder, lye, bleach, and other chemicals onboard the ship. The young man is always bleary-eyed and worn out. Has a short temper with his peers and anyone under him (but especially Oliver). Quincy likes liberty at different ports with a purse full of coin for visiting the brothels.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Very nice Connor, you're correct though, WAY more than I needed. And I'm not concerned if they're a bit off here or there. The important thing is they aren't all NPC Codex entries that read the same. :)

The back grounds and personality blurbs were exactly what I wanted.


Male Elfavian HP:31/31, 27/27 PP; Saves F:1 R:3 W:4, AC:17,+4 Init, +6 Perception

1d8 ⇒ 6 HP Roll


Male Orc Expert 5

Question: Did they confiscate psionic tattoos as well?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nope


Male Orc Expert 5

Wow, base Network powers at this level are kinda suck.

Skills as One would be great later on but the duration makes me not like it very much. Ima check other lists to see if there are better network powers in the world.

In the mean time I'm grabbing inevitable strike (guaranteed to roll a 1 when I attack cause the dicebot hates selvan) with the plan to grab the Network Metapsionic feat at 5th (the earliest I can honestly make use o it)

Strategy is another thing I don't look forward to much since literally every ability there will last one round for selvan. I'm still not even sure what I could have done differently with this character I wonder if there's an archetype that switches out strategies I can look into.

On another note I hope people stocked up on tattoos of healing.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Have you thought about Battle Medic?

It lets you pick healing powers from the Vitalist list as a Tactician.

Battle Medic You'd need to re-train during the down time, but you had time, just take the training costs out of WBL.

Alternately, Sense Link seems like a good way of getting everyone coordinated especially if they hav eto seaparate.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

Are you last, Selvan? Connor's offering one free Psionic Tattoo of Natural Healing (1 pp, 3 hp) and one vial of bloodblock (APG) to each party member. So far I know Alys, Reaghar, and Sammark have taken me up on the offer, I haven't double-checked the other character sheets yet.

Craft-wise, Reaghar's the most valuable of all of us, with Scribe Tattoo. :) I'm not sure how much crafting skills and feats mdt's adding to the Officer Corps onboard the ships. I only added Craft: Shipwright, one Alchemy, and one Gunsmithing to the Able Seamen and Ordinary Seamen. I made one Soulknife, one Wilder, and a bunch of Psychic Warriors. mdt needs some high-level Psion (Kineticist) on each ship, because Control Air beats Gust of Wind hands-down, especially in a point-based system. It'd cinch someone being chosen as Second Mate, along with a hefty Navigation skill.

We can do this in roleplay, but I'm looking forward to the telepathic communication with Selvan in battle. Each of us are going a mile-a-minute; Selvan should take all those "good ideas", choose the best, and relay to the others, in my opinion.


Male Orc Expert 5
mdt wrote:

Have you thought about Battle Medic?

It lets you pick healing powers from the Vitalist list as a Tactician.

Battle Medic You'd need to re-train during the down time, but you had time, just take the training costs out of WBL.

Alternately, Sense Link seems like a good way of getting everyone coordinated especially if they hav eto seaparate.

I'll think on it. Though I must say Selvan is not the nurturing type. Though this may be the easiest and most efficient way to solve soem of our issues.

Would it have to be spent out of the 1000gp now or come out of me at a later date?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Out of the 1000gp, just like Alys did.

If you retrain now, it's only 70gp. If you retrain after resetting WBL, it'll be 140gp.


Male Orc Expert 5

Alrighty, I'll think on it. Mostly it comes down to a decision between a longbow and whether or not I really value coordinated strike. I'd also retrain a power (for 110gp total) to replace the entangling thing with soemthing else.

In any case I'm updating selvan's profile and have posted. I'll play around with some numbers and decide whether or not it's worth doing.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I find it oddly ironic that Selvan and Sammark are both not only on the same ship with each other, but actually liking their situation better and better with each passing minute. :)


Male Orc Expert 5

Part of it is that they don't necessarily work together and that it's comforting to know Selvan can bodily pick him up and hurl him over the side.


Male Orc Expert 5

Actually I just saw that Selvan had some spare cash so I think I'll just take it out of that and go ahead with it when I find time later.

Quote:

That leaves Alister as our melee fighter. So I know where to send my Astral Constructs after to provide a flank. :)

Alister: da Hammer in melee
Reaghar: mid-range rays, luck changer
Sammark: mid-range rays, other
Alys: short-to-far-range firearm-like bolts of psychic energy
Connor: short-range-created Astral Constructs, battlefield control
Selvan: the center connector
Elrohir: far-range sniper

What this means in a typical battle is that Alister needs speed to reach the BBEM (Big Bad Enemy Monster), Elrohir gets dropped off in the back to start sniping, Connor manifests flanking attacks, while the rest of us circle and take out the secondary targets.

Tactical confirmation, Selvan? :)

Don't forget that Selvan is a melee character too. 18 str, polearm, medium armor and combat reflexes with a plan for power attack at 3rd kind of mark him as much.

Honestly it sounds to me like the best thing to do is to have the ranged characters focus targets down based on threat one by one. Meanwhile Selvan, Alister and Connor simply control the pace of the fight ensuring the only targets that are allowed to get by are those about to get crushed by a combined assault anyway. Unfortuantely seeing as we're 7 instead of 6 someone is going to be outside the collective and it'll likely end up being connor since he'll least be able to take advantage of the buffs.

The idea is to play passively rather than aggressively and take opponents apart at a distance. We all fly except Sammark so against groundbound opponents we can keep the luxury of distance and if we cna get alister to accept the gospel of the polearm even non-reach opponents are just screwed.

I wouldn't worry about secondary targets. We can control those. Better to focus fire on one target at a time and ensure those actions are eliminated from the table rather than spread the damage and end up eating more attacks than we necessarily have to.


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

Okay, Im sorry, but it appears there isnt enough time for me to work on those NPCs. Plus I don't think I could just make an incomplete statblock. My brain just doesn't work that way.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

EDIT: Never mind everyone, I'll muddle through and work up the crew rosters. Connor, thanks for your assistance. You get a new years present (same as the christmas present).

Sorry I bothered everyone for assistance. Wont' happen again.


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

I would have liked to do it, but it just doesn't fit into my time, I'm really sorry.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

it's OK, I'm just tired of being sick with flu and grouchy. :)

does Alys have questions for captain, or just assume silence?


Female Elfavian Gifted Bolt/6 | HP (13/52) | PP (4/5) | AC/Touch/Flat 22/16/17 | Fort/Ref/Will +5/+11/+7 | Init +7 | Percep +12 (+10 sight)

As a matter of fact i also caught something recently. So we're both down.

She's got nothing to say. Just observing.


Male Elfavian HP 36/36 | AC/Touch/Flat 20/19/15 | Fort+5, Ref+11, Will+10 | Init+7 | Perception+16, Low-Light Vision |
Skills:
Skills Acrobatics+13, Fly+18, Perception+16, Sense Motive+13, Stealth+13
Marksman 3/Zen Archer Monk 3

I wouldnt mind doing mine still. Just might take me till this coming weekend.

I actually have class levels in mind for my two non basic members.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

sure Flick, thanks


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM
Alys wrote:


She's got nothing to say. Just observing.

No problem, but for future, drop me a post along the lines of 'Alys just listens' or something letting me know, so I don't hold up the game to give you a chance to post.


Male
Stats:
HP 41/41 ()| PP 56/63| AC/Touch/Flat 18/14/14 (IA)| Fort/Ref/Will +6/+7/+8| Init +4| CMB/CMD +3/17
Humavian; white feathered wings; Psion (Shaper) 5/Psicrystal Imprinter3 ML 7
Skills:
Appraise: +6, Autohyp: +8, Bluff: +1, C: Sculpting +18/16, C: Jewelry +14/16, Dis Dev: +8/13, Diplo: +5/+9/+14, Esca Art: +5, Fly: +10, Heal: +3
Skills-cont:
K:Dun/Eng/Geo/Nat/Nob/Psi/Rel/ThePlanes +9, Linguistics +6, Percep +8 (+6 w/o psicrystal), Pro:Gem +5, Pro:Sail +10, Psicraft: +16, Sense Mo: +3/1, Surv: +4, Swim: +1, UPD: +4

It's actually pretty intensive to roll up a character, even with today's auto-fill PDFs. What we really need is an interactive graphical program that has all the Ultimate books installed, like the Hero Planner used for City of Heroes characters. Just keeping track of all the possible Combat Feats for a 7th-Level Fighter during creation is a pain.

I think I just caught a cold from my brother on Sunday, so it looks like I'll be under the weather for a week. It shouldn't matter to my online activities, however.

Plot-wise, a pirate ship might be better to visit the Surface lands than an official Clan military ship all by itself. At least when negotiations go south you can blame the pirates' attitude. I'm just wondering the reactions for putting an anti-magical group of psionics deep into magical territory. Even among "respected" kings and heads of merchant guilds there's always one rake who thinks using enchantment magic like Charm Person is the fallback to recalcitrant trading.

Which brings us back to the hypothetical crew of the Ashen Edge and Ashen Blade. At least one officer onboard each ship should be at least a mid-level Telepath with powers like Suppress Compulsion and Natural Linguist. We should also have some nifty universal psionic items to sell, like crystal masks, shards, and psychoactive skins.

Of course, pirates aren't Boy Scouts, and there's always some magic-user trying to wield the power of the wild magic storms, or a guildsman trying to corner a new market of customers.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You mean like this program?

I think it has some dreamscar press files, but I haven't looked at them.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

And, Connor, if you re-read your post above, you may begin to realize why Kalvant's friend of a friend was having trouble finding enough (trustworthy) crew to crew the two ships, and decided to toss you into the lot.

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