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
Lucrecia Henderthane wrote:

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.

True. Not everything goes in the demiplane, but we could put in a-lot. Also, I recommend we not make that public knowledge. Perhaps a Gease on crew members as needed.


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

The captain's chest and the impossible bottle would be available basically solely on the decks of ships and the marketplaces that serve them, like in Andoran, Cheliax, and especially the Shackles, but they would be available fairly simply for purchase.

Scrolls of spells higher than 5th-level, however, are quite difficult to find. If you're buddy-buddy with the specific NPCs, you might be able to get 6th and 7th-level scrolls from high-level NPCs (like the golemancer in Magnimar (15th-level wizard), or Archbanker Tuttle in Korvosa (13th-level cleric), or other such NPCs) but 8th- and 9th-level spells are very few and far in between. Luvick Siervage might have a few in his vault. Extraplanar travel would be a great plan, but it depends on where. The City of Brass on the Elemental Plane of Fire is said to contain a marketplace that has no equal. I'm sure high-level angels would agree to prepare the spell for you should you perform for them some sort of service (some angels prepare spells as very high-level clerics).

Fair?


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 captain's chest and the impossible bottle would be available basically solely on the decks of ships and the marketplaces that serve them, like in Andoran, Cheliax, and especially the Shackles, but they would be available fairly simply for purchase.

Scrolls of spells higher than 5th-level, however, are quite difficult to find. If you're buddy-buddy with the specific NPCs, you might be able to get 6th and 7th-level scrolls from high-level NPCs (like the golemancer in Magnimar (15th-level wizard), or Archbanker Tuttle in Korvosa (13th-level cleric), or other such NPCs) but 8th- and 9th-level spells are very few and far in between. Luvick Siervage might have a few in his vault. Extraplanar travel would be a great plan, but it depends on where. The City of Brass on the Elemental Plane of Fire is said to contain a marketplace that has no equal. I'm sure high-level angels would agree to prepare the spell for you should you perform for them some sort of service (some angels prepare spells as very high-level clerics).

I'm a diviner. Over time could I figure out where such a thing would be? Also, if we have to go off plane that's not a problem.


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

I'm sure you could, yes. Depending on the spells you use, but if you wanna put in the time and the resources and the spells, I'm basically willing to hand over...anything.


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

Mmm adventure :P

Things we want to acquire:

*) A big cannon/gun.

This was the first thing we discussed - and I'm not 100% sure on how we would use it. But we do want it. Perhaps mount it in a Demiplane and shoot out trough a permanent gate?

*) Scroll of Create Demiplane

Much fun could be had with this : )

*) Gold!

All our other endeavours can be made easier with a bit (mountain) of coin. Besides, bathing in gold is nice!

Did I miss anything?

Edit:

*) An stronghold

Somewhere to moor the ship for repair and store other things. Also nice for our vanity!

Btw - the other PCs (from Carrion Crown) - will they play a part in this ?


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

The only survivor, besides Belor and Praetorius, was Dane. Dane is a NG 13th-level magus who is going to the Shackles to become a pirate.

All three of the other PCs were brought back to life, though Aleris and Zaren are probably going to be retired. Gar, the werewolf warpriest, is likely going to be with Dane.

So, if y'all head to the Shackles, you might run into the pair of them.


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

Mkay!

Thought I'd check - so that we don't suddenly find ourselves caught up by some pretty upset persons looking for the 'friends' that sold their stuff :P

And at some point, we really got to take our flying pirate ship out for a spin in the Shackles just to show all those ground-huggers how it is done^^


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:

Mkay!

Thought I'd check - so that we don't suddenly find ourselves caught up by some pretty upset persons looking for the 'friends' that sold their stuff :P

And at some point, we really got to take our flying pirate ship out for a spin in the Shackles just to show all those ground-huggers how it is done^^

You have to get a new crew from somewhere. :-)


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

Actually you know Shooting a colossal gun through a permanent gate sounds really perfect. It would allow us to accommodate for it's weight. The only trick would be getting it in there in the first place. I really like that idea.


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

If you could get the money, you could even have TWO demiplanes with the gates attached.

One in the front, just for the gigantic gun and its ammunition

and one inside the ship, for its space and food and shit.

Also, I've changed up the vehicle's statistics to better reflect the galley that it's supposed to be like. It's got lots more health, it's bigger (though not as wide, which is fine) and it can carry more weapons.


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

Of course if someone manages to dispel it then we've got a problem. CL17, but still.


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

Yeah, that would suck :P But I'm not sure - where can one dispel a demiplane? Only from the inside or can one do it trough the gate ?

Or perhaps I should drag this to the rule forum instead ^^


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:

Yeah, that would suck :P But I'm not sure - where can one dispel a demiplane? Only from the inside or can one do it trough the gate ?

Or perhaps I should drag this to the rule forum instead ^^

Now that you mention it I think it has to be done from the inside. I'll need to check on that.

Although if we make them non-magical we can put any number of non-magical siege inside.

Not particularily useful for magic siege engines, but it's a start.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Sparel Radtymah wrote:
Lucrecia Henderthane wrote:

Yeah, that would suck :P But I'm not sure - where can one dispel a demiplane? Only from the inside or can one do it trough the gate ?

Or perhaps I should drag this to the rule forum instead ^^

Now that you mention it I think it has to be done from the inside. I'll need to check on that.

Although if we make them non-magical we can put any number of non-magical siege inside.

Not particularily useful for magic siege engines, but it's a start.

Also, dispel magic only has medium range. If the ship is 500 feet in the air, it's awfully hard to hit it with a dispel magic.


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:
Lucrecia Henderthane wrote:

Yeah, that would suck :P But I'm not sure - where can one dispel a demiplane? Only from the inside or can one do it trough the gate ?

Or perhaps I should drag this to the rule forum instead ^^

Now that you mention it I think it has to be done from the inside. I'll need to check on that.

Although if we make them non-magical we can put any number of non-magical siege inside.

Not particularily useful for magic siege engines, but it's a start.

Just realized how bad my syntax is. What I meant was anti magic planes. Also, not a bad place to put a brig. Just make it a steep hole and put a grate on the top. Naturally keep a guard posted at all times.


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

Random musing: Can one bold a Ring of Counterspelling to a plane?

@Sparel - I was a bit confused about why an extra ship would require a 'steep hole and a grate'... It's a bit annoying that they picked the same name for two (three if one counts Brigantines) different naval terms^^

But yeah, a dead-magic plane serves as a good hold for prisoners. And it might be good to have one in place before one needs it :P


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

Of course I only notice the error now - when it is far to late to edit ...

bold -> bolt (in the first sentence)


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

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

leinathan said in another thread (where he is a PC) that he was finally done with finals, but had some other things to fix. He said he would try to post tonight (in that thread) but probably not until tomorrow.


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:
leinathan said in another thread (where he is a PC) that he was finally done with finals, but had some other things to fix. He said he would try to post tonight (in that thread) but probably not until tomorrow.

OK. Ty for the update.


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

Np. Glad to see someone else lurking around in this thread, anxious to get going ^^


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

I'm very sorry for the wait, but at this point, I don't think that it's me we're waiting on.

I believe both of the other PCs have finished their characters, but both of them also had finals and moving problems for the past week.

I've been waiting on them. If you want, in the next couple days I can start some role-play stuff up. I need where your characters are at the very beginning of the game first, but if you want to start role-playing, that's fine.


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

No worries really : )It doesn't matter much to me if this starts next week or last week. I had exams in a few courses just a couple of weeks back, so I know they can make things a bit hectic ^^ (but I'm not 100% on exactly what 'finals' correspond to. The final assignment at a university, college or high school? Or just the final tests for the semester?)

Lucrecia is makeing a beeline for *cantrememberwhichcitytheylandedinandrepairedandrecrewedbutthatcity*. She would probably start the game approaching the crew (as a human) or, if she is too late, chasing the ship (as a dragon, but approach as human).


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

I'm very sorry for the wait, but at this point, I don't think that it's me we're waiting on.

I believe both of the other PCs have finished their characters, but both of them also had finals and moving problems for the past week.

I've been waiting on them. If you want, in the next couple days I can start some role-play stuff up. I need where your characters are at the very beginning of the game first, but if you want to start role-playing, that's fine.

Sparel is a wanderer with access to greater teleport and Magnificent Mansion. He can literally be anywhere.

However, his current mission is to track down this flying ship and ingratiate himself with the crew. So if there are any particularly good rumors about where it might be he'd be following that. They rumor may be true or false, but you can use that as a plot point to put me near whatever other PC you'd like. That may be a way to get more than one PC to the end point you'd like, such as the ship itself.

Edit: Also, Sparel is a diviner so he has access to lots of esoteric information. However, not all of it is going to be completely clear and/or reliable. Feel free to use that for plot hooks. For example I may divine that Lucrecia has something to do with my quest, so i track her down, but perhaps without all the details. For example:

Sparel : "You there. Yes, you. I'm supposed to stay near you and you'll lead me to my destination."

Lucrecia: "Um...Do I know you?"

Sparel: "Right. I probably shouldn't have started in the middle."


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

Also, no worries on the delay. Real life comes first and I get that. I was just wondering what the situation was.


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

Sorry I think it's just me and Praetorius that we are waiting on. I have my characters all ready I am just in the process of inputting the stats and stuff. Feel free to take a look at what I've put in so far. I have just only had time sporadically lately.


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

While we're waiting I want to run something by the DM and players to make sure my logic is sound.

I have the mythic archmage ability Wild Arcana as well as the standard scribe scroll item creation feat.

Does this mean I can scribe a scroll of a spell I don't know? I believe so as I meet all of the requirements (cast spell during item creation).

If yes, with one day (perhaps more) of preparation and some GP I could add any standard spell to my spell book. Though not RAW for my own logical consistency i'd add the restriction that i'd need to know the spell exists via a Knowledge Arcana, which I'll probably auto-succeed. (Pardon if that's a run-on sentence)

Also, if yes, i don't think it's that big of an issue. I have two blessed books as my spell book, so the scribing cost is already paid. Additionally I believe they'd hold effectively all the spells in the standard spell list. <- need to check the math on that, but even if not I'll just make another blessed book.

I really hope I'm understanding this correctly as it'll cut down on the necessary paperwork for me. I/we could assume that I don't have all the spells, but I'd have any particular spell that I might need.

If i'm mistaken and it doesn't work for some reason I'll simply do the math to see what it would cost to scribe all the spells below a certain level and make more blessed books as required. Further, if I need a specific spell in a pinch I'll simply use Wild Arcana anyway.

So what do you (the group) think?

Wild Arcana (Su) reference:
: As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Bolded the relevant part. Please note that there is no mention of needing it in your spell book. It's more clear that sorcerers can effectively pick any spell on the wiz/sor spell list and I believe the same would be true for wizards.


Male Imp Consular Barbarian (Titan Mauler) 12; 201/201 (276) HP; init +8, percept. +25; AC 33/22/28 (33/20/28 raging); Fort +18 (+23/+28), Ref +15 (+15/+19), Will +11 (+14/+19); 30/31 Rage, 8/9 MP, 2/2 LP

I'm back!

Here's my extra expenditures:

Purchases:

+1 Amulet of Mighty Fists (added to Amulet of Natural Armor) 6 kgp
+4 Cloak of Resistance (Upgraded from +3) 7 kgp
Headband of Intellect +2/Headband of Havoc (Combined) 14 kgp
Ioun Stone - Pale Orange Rhomboid (Flawed) 12kgp

Spent: 39kgp
Remaining: 1kgp

Will update Tar'jub's character sheet when I get a chance tomorrow night.


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
Sparel Radtymah wrote:

Sparel : "You there. Yes, you. I'm supposed to stay near you and you'll lead me to my destination."

Lucrecia: "Um...Do I know you?"

Sparel: "Right. I probably shouldn't have started in the middle."

Hmm. Might work - but timing could be an issue. Wouldn't want him to pop out next to a surprised dragon, now would we ^^?

Also - WB Tar'jub!

And Belor : )


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:
Sparel Radtymah wrote:

Sparel : "You there. Yes, you. I'm supposed to stay near you and you'll lead me to my destination."

Lucrecia: "Um...Do I know you?"

Sparel: "Right. I probably shouldn't have started in the middle."

Hmm. Might work - but timing could be an issue. Wouldn't want him to pop out next to a surprised dragon, now would we ^^?

Also - WB Tar'jub!

And Belor : )

True. Though it could be amusing depending on how it worked out.


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

Very ^^

Tar'jub, have you given your introduction any thought ?


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:
Very ^^

Divination isn't an exact science. :-)


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

Which is half the fun, I guess :P?


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

Ok so I think that my characters are done. A few things to add I want to add to the previously given loot list.

7 Ring of Protection +1
6 Amulet of Natural Armor +1
Relics from Renchurch: 4 Head Dresses worth 2k each, 4 wands worth 500 each, and misc relics worth 3k
Formula Book (can't remember who's)

As well as putting these in the loot pile I want to take a few of the items there.

For Beaufort:
The belt of physical perfection +2, ring of protection +3, amulet of natural armor +2, headband of mental superiority +2, cloak of resistance +3, and the +3 mithral chain shirt.

For Belor:
The scarlet and blue sphere ioun stone and the Headband of Alluring Charisma +4.

Any thoughts on either of my character sheets? Like if I forgot anything or if anything doesn't seem right?


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 seems as if you have a Ring of Protection +1 and a Amulet of Protection +1, but neither is listed in your gear list (their AC bonus however, is included).

On the other hand, you have a Dusty Rose (Prism?) Ioun Stone in your gear - that one gives +1 Insight AC bonus that you haven't added to your AC yet (or perhaps it is simply a different stone, if so - disregard this : ) )

Also - you seem to have a lot of daggers - and very few bolts to your crossbow :)

Perhaps a Dagger of Doubling in the future?


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

Thanks for catching that. I was under the impression that the Dusty Rose Prism gave deflection, not insight, but I didn't read it very closely I guess. It think its all corrected now. I didnt have ring/amulet of Protection though. The thing about the crossbow is that I pretty much never use it. I got it specifically to fire heartstake bolts in the ashes at dawn chapter of the Carrion Crown. I don't even get full sneak attack when I use it since I'm a knife master. Dagger of doubling is kinda cool. Can you further enchant 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, I just assumed that you had those - since there was several in that hoard of yours : )

Mkay - I kinda assumed that daggers were your plan A (and B!) when it came to ranged, just checking ^^ Hence the doubling suggestion. Now, on that topic:

Specific magic weapons can't typically be enchanted further, sadly : ( However - leinathan might be willing to play ball and let you.

Another cool item is the Blinkback Belt. It lets one throw those cool daggers without having to worry about finding them again ^^ (careful - Dimensional Lock or Forbidance might screw with this item!). It shares slots with the stat-boosting belt, but you might get to add them together. Or put it in another slot : )


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:


Specific magic weapons can't typically be enchanted further, sadly : ( However - leinathan might be willing to play ball and let you.

I never understood that. The only real difference is a name.

"I'd like to make a custom dagger that duplicates itself and has a +2 bonus. I shall call it the dagger of storms."

Anyway, DM option, but it makes no sense to me.


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 believe it is due to their non-standard costs. Granted, a Dagger of Doubling seems pretty straightforward to price - but most 'namned' items gives a whole slew of bonuses. This makes it hard to figure out how many 'pluses' the item got and how much the next one is going to cost. (IE is this item a sword +4 with 200000gp worth of extra stuff - or a sword +6 with 5000gp worth of extra stuff? Matters a lot if you want to stick 'Flaming' on it ... : ))


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:
I believe it is due to their non-standard costs. Granted, a Dagger of Doubling seems pretty straightforward to price - but most 'namned' items gives a whole slew of bonuses. This makes it hard to figure out how many 'pluses' the item got and how much the next one is going to cost. (IE is this item a sword +4 with 200000gp worth of extra stuff - or a sword +6 with 5000gp worth of extra stuff? Matters a lot if you want to stick 'Flaming' on it ... : ))

True. It still irks me though. Luckily the Dm can override stuff like that since this isnt PFS.


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
Sparel Radtymah wrote:
Lucrecia Henderthane wrote:
I believe it is due to their non-standard costs. Granted, a Dagger of Doubling seems pretty straightforward to price - but most 'namned' items gives a whole slew of bonuses. This makes it hard to figure out how many 'pluses' the item got and how much the next one is going to cost. (IE is this item a sword +4 with 200000gp worth of extra stuff - or a sword +6 with 5000gp worth of extra stuff? Matters a lot if you want to stick 'Flaming' on it ... : ))
True. It still irks me though. Luckily the Dm can override stuff like that since this isnt PFS.

Yepp : )


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

I'd say you can add on effects, but not plusses, onto unique items.

For example, if you wanted to add the effects of a ring of regeneration to a luckblade, you'd need to pay 135,000gp (1.5x the cost of the ring) and get an enchanter to spend like 62 days working at it.

Using, of course, the rules for custom items.


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

FYI: I'll be out of pocket thursday evening - Friday. I'm going to Chicago for a job interview. I'll be back Sat morning though in case things get going.


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

I'm starting to post things in the gameplay thread - I'll try to have something up for each of the three of you quite soon, as soon as I have them up. I'm ready to start, and hopefully Praetorius can get his crunch in soon.

I also need to give y'all some more loot - the ravener dragon had a nice hoard and the other two PCs never gave me loot items, so I'll be making that up. I'll have another discussion post with the total loot up in a few moments, and I'll be working on further gameplay posts.


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

Crossed-off items are claimed. I fabricated Aleris and Zaren's loot lists, but I think they're actually fairly accurate to the things that the characters each have. I'll continue to work on this thread today, I'm not done yet.

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

Marrowgarth the Ravener's Hoard:

belt of physical perfection +2, a pair of boots of striding and springing, a periapt of wound closure, a ring of delayed doom with 3 garnets remaining, 1,200 pp, 14,650 gp, and 18,607 sp

Zaren the Arcanist's Loot:

headband of vast intelligence +4, staff of feast and famine, belt of mighty constitution +2, gray robe of the archmagi, glasses of magic detection, jaunt boots, amulet of natural armor +2, ring of protection +2, cloak of resistance +3, +1 silver spiked chain, 1st-level pearl of power (4), handy haversack, a book of bad erotica, standard adventurer's kit, steel mirror focus for scrying, spell component pouch, 5,000gp

Aleris the Witch's Loot:

witching gown, headband of vast intelligence +6, belt of incredible dexterity +4, glasses of magic detection, cackling hag's blouse, amulet of natural armor +2, bracers of armor +2, bag of holding type II, apple of eternal sleep, spell component pouch, standard adventurer's kit, 15,000gp


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

I've finished pricing all of the unclaimed loot.

It totals out to 331,121gp.

Costs before the campaign, though, intrude on that.
It'll run the PCs 25,000gp to repair and refurbish the destroyed airship. It'll cost 3,000gp to repair Belor's gyrocopter. The three resurrections will run the PCs 16,950gp.

The costs total out to 44,950, leaving 286,171gp for party costs and such. I'd expect that most of that goes towards cannons and ship upgrades and such. Anyway, those are the numbers. Feel free to tell me if you're claiming items, and I will subtract the price of that item from the total gold you have.

And, again, I'll be working on a post directly after this.


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

So as it stands we have the option of 10 +1 Distance Cannons or 6 +1 Distance Fiends Mouths. With 1000 rounds as well, each these cost a total of 145k for the cannons or 142k for the fiends mouth. I'm leaning towards the fiend's mouths due to the lesser crew required and the cheaper cost later to upgrade. Any thoughts?


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

I have posted Sparel's introductory post.

I have also added five houserules to the top of the campaign information tab. Please take a look at them and let me know about your opinion of them.


Male Imp Consular Barbarian (Titan Mauler) 12; 201/201 (276) HP; init +8, percept. +25; AC 33/22/28 (33/20/28 raging); Fort +18 (+23/+28), Ref +15 (+15/+19), Will +11 (+14/+19); 30/31 Rage, 8/9 MP, 2/2 LP

Re: Tar'jub joining the ship:

I think the most likely encounter would be him fleeing from a group of mages from the school he nearly wiped out originally. They're intent on capturing him, and he spots the ship airborne and makes a break for it hoping to use it as cover to get the upper hand on his pursuers.

After the situation is in hand, he'd be quite curious about the ship and interested in a chance at joining for plunder.


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

Sorry that ive been holding everyone up. I should have everything done tonight or tomorrow. again sorry for being a slow poke

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