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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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
Sparel Radtymah wrote:
Regarding intro's. I believe I will go with my actively seeking them out. If they're in port when I find them I'll just find the captain and talk to him. If they're in transit I'll come riding up in the phantom chariot with my familiar driving.

Although if you (DM) have an idea for an amusing chance encounter I'm more than happy to play along.

If I do the seeking Sparels train of thought is as follows:

Travel+ grey morals + income potential = Pirate.
The fact that it's a magic flying ship is just icing on the cake.

I have a QQ about the setting. Pardon if this has already been asked.

How common are flying ships? Is ours unique? Are they commonplace? Rare, but not unheard of. Etc.


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

The deal with the flying ship is that it's actually Aiesha's (the cohort). She invented the engine that keeps it in the air. It's a few years old, so its certainly conceivable that somebody saw her flying about and stole her technology (and OOC, I'm planning to have another flying ship or two crop up) but the technology is hers, and it's brand-new.


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:
The deal with the flying ship is that it's actually Aiesha's (the cohort). She invented the engine that keeps it in the air. It's a few years old, so its certainly conceivable that somebody saw her flying about and stole her technology (and OOC, I'm planning to have another flying ship or two crop up) but the technology is hers, and it's brand-new.

Semi-unique. That's even better. Perfect reason for Sparel to go about seeking such a thing out.


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

So! I finally finished off my Carrion Crown game, after nine months of gaming. Although I let them finish two levels behind, they took out the main baddie with style.

I killed off half of the party (the party's arcanist and witch died to a maximized chain lightning and failed saves for 96 damage to each of them, and the party's werewolf warpriest tank died to SO MANY ATTACKS but eventually a corrosive consumption, quickened force punch, and two crits).

I'll have a comprehensive loot list for the two vampire survivors (including the stolen compatriots' loot, and the lich's loot) as soon as I have it. I'll put up some of it now, I guess. We'll start as soon as the vampires are done leveling and mythic-ing.

Loot!:
Gar's loot:

+4 agile breastplate, belt of physical perfection +2, ring of protection +3, amulet of natural armor +2, headband of mental superiority +2, cloak of resistance +3, 3 wands of cure light wounds (50 charges), wand of speak with dead (12 charges), boots of levitation, hat of disguise, broom of flying, scroll of planar ally, ring of feather fall, two holy symbols of Ashava, dagger, 7 stakes, raven's head, +1 holy cold iron greatsword, +1 conductive bladed scarf, 2,316gp

Gar had a lot of s!~~.

Adivion Adrissant's loot:

scroll of mind blank, +3 shrieking staff (a +3 quarterstaff that is also a staff of shrieking), +3 mithral chain shirt, belt of physical might +2 (Strength and Dexterity), bone beads, cloak of resistance +3, headband of alluring charisma +4, scarlet and blue sphere ioun stone, spell component pouch, Adivion's spellbook


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

Spoiler:
Oh, and a lesser metamagic rod of quicken spell on Adivion's loot pile.

Aight everyone: What should be kept and what should be sold? There are two more people worth of loot coming, too: the arcanist and the witch, sans spellbook (cleverly hidden).


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 assume you're asking the surviving vampires and not the new characters, correct?


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 you're asking the new people, though i don't think you are and that's perfectly fine.

Wishlist:

My wishlist

- Adivion's spellbook. If not to keep then at least to copy the spells from.
- The scroll of Mind blank is going to be useful to me in a level or two.
- Lesser quickened metamagic rod (two spells per round? yes please)

A few other things would be useful, but those are my top 3.

Again, if this is only the two remaining from the last game I'm Completely fine with that.


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

I mean, they're the ones that get to make the decision, because they're selling/keeping everything before they meet the rest of you, but input is always nice.


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 mean, they're the ones that get to make the decision, because they're selling/keeping everything before they meet the rest of you, but input is always nice.

That was my thought too. Though I wasn't sure on the timeframe of the intro's.

My assumption is that Sparel will only know what they tell him after he arrives.


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

If you wish to know, the timeline is essentially the following:

Praetorius, Belor, Dane (the other surviving PC) and the remaining three pirates get on-board the wrecked airship outside of Gallowspire. After a few hours of work and many make whole spells, they get the ship into the air (barely) and begin limping back and out of Virlych. They spend six days slowly floating to Caliphas, and when they get there, they park in a city outskirt and hire guards so that they don't have to stick around the airship all the time.

Dane sends the bodies of the three dead, along with 15,000gp (and 1,950gp to purchase the three fifth-level spells from a 13th-level cleric) to purchase diamonds with, to the local cleric of Iomedae along with instructions to revive the dead in six more days. He also sends a few hundred gold along and a note for Harshnargar, the werewolf. Then, he immediately leaves and travels to Andoran to try and get into their armada of Corsairs.

Aiesha, Praetorius, and Belor spend a few days hiring crew and repairing the ship, and once they're ready (which takes about four days of work and several thousand gold in expenses) they plan to take off and fly far, far away so that they won't provoke the ire of their dead compatriots for having stolen all of their things. During this time, any stolen items are sold, and the raven's head is given over to Luvick Siervage, the lord of the vampires in Caliphas, for a possible reward.

After they're done selling and repairing, they'll take off and just fly away, towards whatever scheme they've cooked up in the time in between. During the time, Aiesha's ceded control of the ship over to Praetorius because her captain died and he's the strongest, most forceful person around that also wants to fly on the ship.

I'm not afraid of spoilers because we're not dealing with a full campaign here :) Feel free to insert yourselves wherever, but I was envisioning all of the above happens before any introductions happen. That's not to preclude introductions that want to happen before then.

I'm just waiting on Praetorius and Belor to apply their final level-up and their mythic powers before I start, so it should be quite soon.


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

Cool. Thanks. I'm looking forward to this game.


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

Lessah/Lucrecia here - I finally made an alias & backstory for my cohort : )

It's a bit generic, but hopefully without any glaring plot-holes.

random thoughts:
I came to a minor realization during the last part - the reason Lamias (and probably other half n half creatures) are described as having a 'ravenous appetite' - is that they only have heads (therefore mouths) the size of humans, but bodies five or six times as big. So they probably have to eat proportionally more ... That means six plates of food at each meal just to break even!

Shocking, I know :P

//

From peering at the loot list, I'm merely going to say that the ring of Feather Falling might come in handy ^^ (My characters can cast it already btw)

And the extra gold is certainly welcome : )

Regarding introductions - is it reasonable to assume rumours travel fast enough for whispers of a 'limping airship' to reach Cheliax?

Lu would have a (10 days - time the rumour takes to head south) window to fly to Nidal (its on the way, slightly :P) to pick up her friend and head to Caliphas. With her 200' fly speed and some healing magic, she could easily hustle and fly day and night for a while.

She would probably attempt to get hired as an officer, similar to how I described it earlier. Tris would go as 'advisor' and Lima would get no mention at all unless someone points her out.

ps - oh and I almost forgot. I prefer to have companions with extensive sheets or that are likely to travel alone from time to time to have separate aliases - and I wanted to give you all a chance to comment on this before I start cluttering up the threads ^^

(non-combat and non-scouting characters, like Lima, is unlikely to get their own aliases)


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

Ah, yes, I edited it out and now it's been an hour.

To balance out the ~300,000gp that Belor and Praetorius are getting (a lot of that is going towards hiring crew, repairing the ship, siege weapons, and rezzing their compatriots, it's possible that they could end up with a lot of extra gold each) I'm giving each of the other, new PCs 40 grand extra gold.


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:

Ah, yes, I edited it out and now it's been an hour.

To balance out the ~300,000gp that Belor and Praetorius are getting (a lot of that is going towards hiring crew, repairing the ship, siege weapons, and rezzing their compatriots, it's possible that they could end up with a lot of extra gold each) I'm giving each of the other, new PCs 40 grand extra gold.

Excellent. *Rubs hands deviously*


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

I like the cohort, by the way. No big story holes, but you're right, it's pretty generic. I don't expect something incredibly fascinating from a cohort, though. That's what PCs are for.


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

additional 40K expenditure:

I crafted the "Hungry Sage Ring" which is basically a Ring of Wizadry III plus Ring of Sustenance.
Math as follows

70K Market WIzadry III
2500 Market Ring of Sust
+1250 for 1.5 cost of Ring of sust
________________________
73750 Market value
-2500 cost of ring of sust already spent
________________________
71250 /2 crafting cost

spent 35625 of additional gold.

Leaving me with 5485 remainder of 40K.

Saving the rest in case I need it for something later.


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

Huh that was quick spending of the money. *clicks spoiler* Ah.. :P

I'll try to spend the money tonight to be ready, but I can't promise anything ^^

First - Lu needs to make her blade out of adamantine. So she doesn't break it accidentally.

Second - Tris needs to pay for her 1000gp focus.

Then I'll make things up as I go ^^

Glad Trisiphione passed : )


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:

Huh that was quick spending of the money. *clicks spoiler* Ah.. :P

I'll try to spend the money tonight to be ready, but I can't promise anything ^^

First - Lu needs to make her blade out of adamantine. So she doesn't break it accidentally.

Second - Tris needs to pay for her 1000gp focus.

Then I'll make things up as I go ^^

Glad Trisiphione passed : )

I always worry about forgetting foci for something, hence the extra gold saved.


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

WE NEED TO GET THE DEATH RAY!


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

Where would you like to mount it, if you got it?


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
Ser Praetorius Liviticus wrote:
WE NEED TO GET THE DEATH RAY!

Hmm, I wonder at what Caster Level I would have to purchase a scroll of Interplanetary Teleport to summon the Death Star ... Or would that be Gate :P?


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:
Ser Praetorius Liviticus wrote:
WE NEED TO GET THE DEATH RAY!
Hmm, I wonder at what Caster Level I would have to purchase a scroll of Interplanetary Teleport to summon the Death Star ... Or would that be Gate :P?

Depends on the weight of the death star.

Mythic floating disk with sufficient capacity to "Put the death star on" (yea, I know)
Caster with 9th level spells. (17th)

Or make the Death star a construct with an interplanetary teleport SLA.

:-)


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

For reference, the "death ray" is an item called "The Lazurite Focus" that the PCs found in the unhallowed monastery of Renchurch. It's a large gem within a focusing mechanism, about four feet across in either direction, and it's attached to the floor in Renchurch. It deals 2d4 energy drain with a ranged touch attack, and any slain by it become either ghouls or ghasts, depending on how many HD they had upon death.

Praetorius and Belor were gonna go take it out of Renchurch post-campaign and put it in the airship.


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:

For reference, the "death ray" is an item called "The Lazurite Focus" that the PCs found in the unhallowed monastery of Renchurch. It's a large gem within a focusing mechanism, about four feet across in either direction, and it's attached to the floor in Renchurch. It deals 2d4 energy drain with a ranged touch attack, and any slain by it become either ghouls or ghasts, depending on how many HD they had upon death.

Praetorius and Belor were gonna go take it out of Renchurch post-campaign and put it in the airship.

I fully support this plan.

Just realized I could have a crap ton of undead. Cleric caster levels + Wizard caster levels + command undead (clr and wiz two different pools?)


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

Oh, and another thing. Real quick, about how combat's gonna work.

At the beginning of combat, I will roll initiative. This is why it'll be important to have one of those headers that Sparel's already thoughtfully included.

I'll post initiative like this:

Initiative:

Sparel - 25

Baddies - 19

Lucrecia - 18
Praetorius - 16
Belor - 14

In the above example, Sparel and the enemies have already gone, and it's Lucrecia, Praetorius, and Belor's turn. Characters with initiatives in the same block may act in any order, and the bolded initiatives are whose turn it is. Generally, I will only post when it's "my turn" in combat.

In addition, I'll be posting the defensive stats of the creatures you fight, so that you can adjudicate your own hits and misses, roll your own saving throws, and so on. It cuts down a lot on the work that I have to do, especially in large-scale combats.

For example:

Flamey the Pit-Fiend: 350/350, AC 38, touch 18, flat-footed 29, Fort +24, Ref +21, Will +18, CMD 53, SR 31

I won't include DR, immunities or resistances, or fast healing or regeneration, nor will I include feats that could be defensive (like Crane Wing or Deflect Arrows), but I will include if they have concealment and the like, because that's something you can roll. For example, if a creature has Wind Stance, I will indicate that so that you can roll concealment for your ranged attacks.

I have to trust you to not metagame, please :D This is supposed to make combat easier for me in terms of organization, not easy for you because you know your enemies' weaknesses.

I guess that wasn't real quick.

Any questions?


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

Nope. I got it.


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

Crystal clear!

Also, I hope we never meet anyone with a mirror - with that thing around ... :P


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

I have a few rules to post in the campaign tab - a couple simple houserules, plus how the airship's engine works and how the Lazurite Focus will work.

The campaign tab will, basically, be a structure where you look to see where we're at and stuff.

Remind me if I forget, cause I can't do it right now.


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

40000 'bonus'
-3000 (material)
-1000 focus
-10000gp (upgrade blade)
-1400gp (extra weapons)
-6125gp (raise dead scroll)
-4500gp (scrolls of teleport)
-4500gp (wand of lesser restoration)
9475gp left
-1250gp (scroll of "I don't wanna be stuck on the Plane of Fire anymore!")
-1350gp (extra snapleafs)
-3750gp (5 potions of Protection from energy)
-2500gp Ring of Sustenance

and 625 gp left : )


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

Last feat picked, status bar fixed and all ready to go : )

Also - Don't forget to do what you said you might forget to do, leinathan ^^


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

Thank you for reminding me! I almost forgot :D

I've added little spoilers near the bottom of the campaign tab about how the engine works and how the Lazurite Focus works. It seems we'll have to wait until this weekend for Praetorius, at least, to get done with his character.


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 added some mundane items to my gear. Nothing magic, just stuff that might be useful.


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

Any update on when we might get started? I'm pretty excited about this game. I think this might be my favorite character build ever.


Male Rogue (Knife Master) 12 | hp 188/188 | AC 31 touch 18 ff 24 | Fort +16 Ref +22 Will +9 | Init +15, Perception +22, Darkvision 60ft, Speed 30ft, Fly 40ft

Its finals week for leinathan, praetorius, and I so its kind of hard for me at least to get my s&%# together. When we find time to finish leveling my character and writing it up on here we can start. So probably sometime this next week.


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

Besides, we still don't have a name :D

Also, we need to decide on what siege weapons we want, where the Lazurite Focus is going to get perched, where we want to be going, etc. There's lots of things to keep you guys occupied discussing :D


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

Hmh, finals. You have my sympathies, I'm all done with those for the year : )

I'll get back on the siege engine topic soon-ish


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

With a whopping 2 votes the ironic "Good Intentions" seems to be in the lead.

Regarding weapons:

"Weapons Up to 6 Large direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the airship, or up to 4 Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship."

Port: 3 large
Starboard: 3 large

or

Port: 2 Huge
Starboard: 2 Huge

Here is a link to the Siege Engines section for reference.


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

There are different ones, though :D

Like these

Does anyone have any objections to naming the ship Good Intentions? If not, that's gonna be the name quite soon.


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

Damn. My well thought out post got eaten. *sigh*

In summary:

If we go Large Cannons are IMO the best. High damage, crit range, and only two crew per needed.

If you want to go Huge then Balista seem to be the best. Decent damage output, but the kicker is the 180' range. Longest direct fire range available. All else equal being able to shoot your enemy when they can't shoot you is a serious advantage. That's why in modern aerial warfare dogfights are a thing of the past. Now you shoot your enemy without being able to see them from several miles away with a smart rocket, but I digress.

Edit: Another benefit of Balista is no need to buy/store gunpowder.


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 would say Fiend's Mouth cannons are worth considering too (Huge Cannons).

Their damage is about 25% higher then the ballistas with only 30' shorter range. Sort of a middle ground between the range of the ballistas and the damage of cannons. If they work like firearms (in that they target touch AC on first increment) I feel that they are a very good contender.

Speaking of, I think we need to consider Indirect Vs Direct fire carefully. Indirect fire is vs a fixed DC, while Direct targets their AC. Against another ship, this might not be a problem. but considering an AC 30-40 dragon or demon - Direct Fire siege engines would be nearly useless, even with Wands of True Strike if crewed by level 5-6 followers or similarly competent underlings. Indirect fire weapons would be much more accurate in this scenario (Since they aim at the square). They might offer a Reflex save, but half damage is better then none!

Your edit raises a good point - but we are already carrying plenty of doomsday weapons around, so a few buckets of boom might not make things worse. (We have an engine powered by evocation and a laser capable of turning our crew into zombies^^)

Edit: For Indirect fire weapons, I'd prefer Bombards for versatility or perhaps Trebuchets for their unsurpassed range.


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

"Up to 6 Large direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the airship, or up to 4 Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship."

Bolding mine. You can't fit indirect-fire siege engines onboard the ship.


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 description says the siege engines have to be direct fire. Probably because of how ships work. Maybe indirect fire get caught in the rigging or something.

Edit DM beat me to it.


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

Ah, damnation... I knew it was too late for smart ideas anyways ^^ (Hmm, but I do believe there are catapulted ships out there somewhere ...[But those ships are mainly row-powered anyhow ... : ) ])

The first half still holds water then - Fiend's Mouth cannons got nearly the range of Ballistas, but more punch : )

And stuff like Chain-shots are quite useful, since they are probably going to end up doing mainly anti-ship work.


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

Another note considering the cost of black-powder siege engines, if we buy them we might as well add some cheap Bags of Holding for the explosives - so that the weapons can have an ample supply, but yet not be that dangerous to us : )


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:
Another note considering the cost of black-powder siege engines, if we buy them we might as well add some cheap Bags of Holding for the explosives - so that the weapons can have an ample supply, but yet not be that dangerous to us : )

Skulls and Shackles players guide has a section talking about what spells move with ships. Wall of force can be anchored to a ship. If you wanted to keep black powder or anything volatile, it may be worthwhile to have a few permanent walls to make a cube to minimize any explosions.

Or if you want to go all out have several on the outside to act at as ships shields.

Just a random thought.


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

It's not a bad idea! The engine and some other fragile/valuable components could certainly benefit from some extra padding. If we can afford it, fore and aft shields wouldn't be bad - sadly shields to the side would prevent us from bringing our weapons to bear. Especially Aft shields when we need to run away from trouble!

While we are at it, Teleportation Trap might be useful to have up as well. With the password option we could still teleport out, but any attempt to teleport onto the ship would end up in one designated area. It would prevent a lot of sneaky tactics and not really effect us overly much as an dimensional lock might. I vote we put this area somewhere our Death Ray can shoot - for a nasty surprise to any unwelcome visitors!

Depending on our ship-budget, I found a pair of useful items. Captain's Locker would allow us to carry extra supplies and stuff, while Impossible Bottle lets the ship soak up some extra fire. Both of these have *ahem* slight sideeffects should anyone mess them up, so they are prime candidates (especially the bottle!) for being hidden behind a cube of force. (there is no need to reach the bottle once it is attuned, except to save it if our real ship is going to be destroyed. But then we have bigger problems ...)

These items could also be useful adventure seeds - instead of buying them now, we could try and *ahem* permanently borrow them later :)

edit: Shield in zenith and nadir position (up and down) might also be handy, since (especially down) is a deadspot for our ship (the observation dome *might* afford some view towards the front half of down, but I'm not 100% on 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
Lucrecia Henderthane wrote:

It's not a bad idea! The engine and some other fragile/valuable components could certainly benefit from some extra padding. If we can afford it, fore and aft shields wouldn't be bad - sadly shields to the side would prevent us from bringing our weapons to bear. Especially Aft shields when we need to run away from trouble!

While we are at it, Teleportation Trap might be useful to have up as well. With the password option we could still teleport out, but any attempt to teleport onto the ship would end up in one designated area. It would prevent a lot of sneaky tactics and not really effect us overly much as an dimensional lock might. I vote we put this area somewhere our Death Ray can shoot - for a nasty surprise to any unwelcome visitors!

Depending on our ship-budget, I found a pair of useful items. Captain's Locker would allow us to carry extra supplies and stuff, while Impossible Bottle lets the ship soak up some extra fire. Both of these have *ahem* slight sideeffects should anyone mess them up, so they are prime candidates (especially the bottle!) for being hidden behind a cube of force. (there is no need to reach the bottle once it is attuned, except to save it if our real ship is going to be destroyed. But then we have bigger problems ...)

These items could also be useful adventure seeds - instead of buying them now, we could try and *ahem* permanently borrow them later :)

edit: Shield in zenith and nadir position (up and down) might also be handy, since (especially down) is a deadspot for our ship (the observation dome *might* afford some view towards the front half of down, but I'm not 100% on that).

Well, A scroll of Create Greater demiplane and permanency would net us a whole bunch of useful things if done right.

Using the Portal option from demiplane to the ship. Could be anything, but I'd recommend an oversized door There would be a big door for big stuff, but also a human sized door imbedded inside that for ease when only one person needs to go in.

- Unlimited food/water
- excessive storage, including safely storing anything that might explode
- a castle if you so desire. Everyone could have their own specialty living area/labs etc.
- There could be more, but those are the big ones.

Challenges:
- anyone in the demiplane would have no idea what's going on in the ship.


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

Oh, and a bottle of endless smoke could easily disguise us as a cloud if we moves slow enough or stated still. Fairly cheap for a really useful trick.


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

Create greater demiplane scroll: 3,825GP (i'd have to roll a 4 on a D20 to use the scroll, so that's a minor, but tangible risk. We may want more than one scroll just in case. Plus if we have another we can change the format of the plane at a later time.)

Focus (reusable); 500 gp forked metal rod

Permanency cost: 22,500 gp (no caster level minimum and I already have the spell)

Size: "20 10-ft. cubes/level (S)" ; CL 17 (minimum for scroll); 340 10'cubes.

Recommended features: :

Portal: obviously to somewhere on the ship.
Normal gravity. Subjective gravity would be another option, but could get wonky. Basically "down" is whatever direction you think it is. I prefer normal gravity because I don't want to deal with the McEscher Goblin king effect. Going down staircases on the ceiling and what not.

Seasons & Day/night: I'd recommending keeping a seasonal & Day/night cycle that mirrors the prime material. Though the temperature will always stay within a pleasant range. Regarding daylight and vampires: I don't think the demiplane "daylight" will affect vampires because it's not actually the sun or even a sun. It's basically an illusion. DM option of course, just my 2C.

Bountiful: Plane has enough water/ vegetable matter to support up to 340 medium creatures. There are no animals, but we can introduce some if you want.

Timeless: Time passes normally, but the effects are effectively removed. Inhabitants don't get hungry, thirsty, etc. However, when you leave the plane all effects catch up. Meaning if you spend time in the plane you won't age while you are there, but once you leave time makes up the difference. The biggest issue here is remembering to eat regularly or you'll starve to death when you leave.

Timeless Magic: Technically a sub-category of timeless, but worth noting separately. Basically any spell cast with a duration longer than instantaneous is permanent while within the plane only. Once you leave the spells beyond their natural time limit are removed.

Alignment: I'd recommend keeping a neutral alignment since we have undead and living crew.

Morphic (automatic, but caster only): You may use move earth at will in your demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.

Structure (optional, but a small castle/fort wouldn't be a bad idea.): Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).

Create Demiplane reference:

School conjuration (creation); Level cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8

CASTING
Casting Time 4 hours
Components ?1

EFFECT
Effect extradimensional demiplane, up to 10 10-ft. cubes/level (S)
Duration 1 day/level or instantaneous (see text)

1 This information missing from source material, possible errata (probably same as greater/lesser versions, see below)

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
DESCRIPTION

This spell functions as create lesser demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with create lesser demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.

Alignment: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits, GameMastery Guide 187). You cannot give your demiplane an alignment trait for an alignment you do not have.

Bountiful: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.

Elemental: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.

Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.

Seasonal: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on).

Shape: By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size, GameMastery Guide 185). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.

Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).

You can make this spell permanent with the permanency spell, at a cost of 20,000 gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.

Create Demiplane, Greater

School conjuration (creation); Level cleric/oracle 9, sorcerer/wizard 9, witch 9

CASTING
Casting Time 6 hours
Components V, S, F (a forked metal rod worth at least 500 gp)

EFFECT
Effect extradimensional demiplane, up to 20 10-ft. cubes/level (S)

DESCRIPTION
This spell functions as create demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with lesser create demiplane or create demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add to your demiplane (or remove from it) one of the following features (or any of the features described in create demiplane) with each casting of the spell, in which case it has an instantaneous duration.

Energy: Your plane gains the (minor) negative- or positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.

Magic: Your plane gains the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you selected dead magic, you are trapped within your plane unless it has a permanent planar portal (such as the portal feature, below). If you selected enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and spells from the Death or Repose domains.” A plane cannot be enhanced and impeded for the same kinds of spells.

Morphic: You may use move earth at will in your demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.

Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).

Time: By default, time passes at the normal rate in your demiplane. By selecting this feature, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time, GameMastery Guide 185).

You can make this spell permanent with the permanency spell, at a cost of 22,500 gp. If you have cast create greater demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.

Create Demiplane, Lesser

School conjuration (creation); Level cleric/oracle 7, sorcerer/wizard 7, summoner 5, witch 7

CASTING
Casting Time 2 hours
Components V, S, F (a forked metal rod worth at least 500 gp)

EFFECT
Range 0 ft.
Effect extradimensional demiplane, up to three 10-ft. cubes/level (S)
Duration 1 day/level
Saving Throw none; Spell resistance no

DESCRIPTION
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.

There are no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.

When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered “very familiar” with your entire demiplane.

As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage’s disjunction, miracle, or wish and making a successful dispel check.

If you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.

You can make this spell permanent with the permanency spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.


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

The scroll is only expended if you suffer a mishap (or actually cast the spell). You can Surge the Caster Level check too if you want, so it seems pretty safe ^^

All we need to worry about is disjunction and dispel magic, but if those only work when cast inside the plane I guess it is pretty safe. We probably shouldn't all be there at the same time however - a quick casting of Dimensional Lock would render the ship a much easier target if say half the crew were stuck in the pocket dimension ...

It is in the same price-class as the Captain's Chest, but provides way more utility so it seems like the obvious choice. Sadly, a few features need to be physically attached to the ship to work (engine, the Impossible Bottle if we want it) so we still need to protect those : )

Hmm - @Ieinathan - can we buy such scrolls (Greater Demiplane)?

Otherwise they could also serve as a nice plot-hook.

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