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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How she got from 1 to 14:

Indranna's own vast experience comes from constant war, doom and escape. She has fought, evaded and brutally murdered the agents of her mother and the Church of Iomedae (who are one in the same, Indranna's mother practically runs a large section if not the entirety of the church now). Indranna has fought in every nation, from Cheliax to Quadira, to Nirmathis and Osirion. Her fury is unmatched as is her desire for victory, her thirst for vengeance has made her powerful indeed...

The first Trial:

Indranna would prove herself to be a worthy receptacle of mythic power in one of the most trying periods of her life. Ten years before now Indranna struck the Monastery of the Sword, a legendary monastery for monks of Iomedae. She struck fast and furious as a member of a group of sellswords hired to strike the Monastery and destroy it in the name of Cheliax. Within the halls, sellswords and monks fought and Indranna became a truly feared enemy of Iomedae's church. Indranna knocked an arrow who's flight was true, she struck the grandmaster of the order right through the eye and into the brain. With the grandmaster's death the rest of the monks were dispatched and Indranna took forth the artifact that the Monastery was named after, one of the swords that Iomedae was said to have wielded before her ascension to godhood.

Indranna's thievery did not go unnoticed, the Erinyes Queen made her own alteration to the pact that her priestess had struck in Indranna's name... Indranna swelled with the might and power of Hell and it was thanks to this that she joined the ranks of the mythic.

The second Trial:

Indranna's rise to Mythic power only emboldened her, she sought a new challenge to weaken the church of Iomedae and her mother... She found this challenge in the Knights of Ozem, Indranna struck an alliance of sorts with Geb to deliver the order a crippling blow... Indranna proved her credentials as a Marshal when she led the most daring assaults ever conceived. Indranna first brought her undead allies to the holds of Belkzen, their she used her wits, power and sheer will to either "convince" orcs to join her cause either willingly and alive or unwillingly and undead.

Indranna used half of her contingent of live orcs (numbering about three hundred) to mount a ferocious assault upon one of Lastwall's more poorly defended border fortress's near Vigil itself. Then she used her undead allies to create a portal directly on top of the first concentric wall's gatehouse. With three hundred more orcs she slaughtered the weakened garrison of the gatehouse easily, a quarter of Vigil's defenders had struck off to go relieve the border fortress.

Indranna then used her unholy power to destroy or at least suppress the consecrations of the first wall of Vigil... With the wards weakened undead poured into attack the first wall, with the resulting chaos the defenders of the second wall came forth to assist their brethren who were holding the first wall... This was exactly as Indranne had planned, Indranne's undead allies created another portal this time directly into the overwatch castle. Rather then striking at the Lord Watcher she and her remaining orc allies had a different objective: The Crusader War College and it's library.

Indranna and her orc allies would slaughter the faculty (who included some of the Knight's greatest strategic minds and veterans), they would also torch the war college itself and it's library... In doing so they destroyed one of the Lastwall's most precious collections of lore concerning their undead enemies. Indranna would then make out through stealth, her orc allies serving as cannon fodder for her retreat.

This audacious feat would serve to make the Erinyes Queen grant her even more power...

still thinking on the rest, do you like what I have put down so far GM?


Mythic Adventures. Will link in the campaign page above.


Okay Crunch is done, and here is my character for submission. Need to add Backstory, etc. but want to take a bit more time as I've got to flesh out some epic adventures for the mythic tiers, plus 14 levels worth of experience.

HP: 8 + 13d8 + 24 + 12 ⇒ 8 + (3, 6, 4, 8, 7, 2, 5, 4, 6, 2, 7, 4, 7) + 24 + 12 = 109

The Exchange

So you don't get HD, BAB, saves, etc from mythic tiers, only the listed abilities, correct?


Correct, D-Kal!

As for Viluki, I like the trials (they're very appropriately epic and evil) but I want a little bit more specificity about how she got from 1-14. Saying "she did war campaigns" is a good start, but where? Why? Against whom? I don't necessarily need individual narratives, but a more accurate idea of what she's been doing would be nice.

And remember, folks, when creating your characters: The point of this is not EPIC AND ULTIMATE VILLIANY. You're pirates, not demons! (unless you're actually a demon)


Love the ship!
See profile for my crunch, I still need to go shopping so how much gold do we get?


185,000gp as per 14th-level character advancement.


Oh! Deadline!

It's gonna be a long recruitment process, as it'll take y'all awhile to finish and polish your characters, and to write out your backstories, but I'm aiming for character selection by the first of June and game start by the 9th of June.

And as for those of you that haven't yet built your characters - remember than an engineer or some other person with technical expertise is very important aboard a ship. The use of repairing spells may become crucial in the event of ship-ship combat. Just a tip.


ok first draft of Talon:

talon stats:

Talon
Male Advanced Fetchling Shadow Lord Assassin 5/Ninja 5/Trickster 3
NE Medium outsider (native)
Init +15; Senses darkvision 60 ft., low-light vision, see in darkness; Perception +16
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Defense
--------------------
AC 28, touch 22, flat-footed 16 (+4 armor, +11 Dex, +2 natural, +1 dodge)
hp 122 (10d8+42)
Fort +7, Ref +19, Will +6; +2 trait bonus against mind-affecting effects, +2 vs. poison
Defensive Abilities hard to kill, improved uncanny dodge, incorporeal step, shadow blend, shadow blending; DR 10/magic; Resist cold 15, electricity 15; SR 20
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 impervious keen maiming cold iron wakizashi +20/+15 (1d6+13/15-20) and
. . slashing cloak +8 (2d6+3) and
. . touch attack +9 touch (1d6+2) and
. . unarmed strike +18/+13 (1d3+11 nonlethal)
Ranged +3 returning shuriken +21/+16 (1d2+14)
Special Attacks cloying gloom burst, death attack (DC 21), ki attack speed, mythic power (9/day, surge +1d6), ninja tricks (combat trick, flurry of stars), sneak attack +6d6, true death (DC 20)
Spell-Like Abilities (CL 10th; concentration +16)
. . At will—ray of sickening (DC 17)
. . 3/day—shadow conjuration, shadow step
. . 1/day—shadow walk (DC 21)
Fetchling Spell-Like Abilities (CL 10th; concentration +16)
. . 1/day—disguise self, shadow walk (DC 21)
--------------------
Statistics
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Str 14, Dex 32, Con 16, Int 22, Wis 15, Cha 22
Base Atk +6; CMB +10; CMD 30
Feats Clustered Shots, Combat Reflexes, Dodge, Point-Blank Shot, Point-Blank Shot [M], Precise Shot, Weapon Finesse, Weapon Finesse [M]
Traits deathtouched, underbridge dweller (magnimar)
Skills Acrobatics +25 (+30 to jump, +29 jump), Appraise +7, Bluff +20, Climb +3, Diplomacy +7, Disable Device +22, Disguise +21, Escape Artist +25, Fly +12, Heal +3, Intimidate +20, Knowledge (arcana) +8, Knowledge (local) +13, Linguistics +11, Perception +16, Perform (dance) +14, Ride +12, Sense Motive +16, Sleight of Hand +25 (+27 in dim light or darkness, +30 to hide weapons on body), Spellcraft +17, Stealth +41 (+43 in dim light or darkness), Survival +4 (+6 to avoid becoming lost), Swim +3, Use Magic Device +14; Racial Modifiers +10 Stealth, ki jump (running start), no trace
Languages Aklo, Common, D'ziriak, Draconic, Ignan, Infernal, Shadowtongue, Terran
SQ fetchling rogue/ninja, amazing initiative, hidden weapons, ki movement, ki pool, ki stealth, planar thinning, poison use, recuperation, touch attack
Combat Gear potion of cure light wounds (2); Other Gear +3 shadow haramaki, +2 impervious keen maiming cold iron wakizashi, +3 returning shuriken (50), +2 keen ki focus slashing cloak, belt of incredible dexterity +4, boots of striding and springing, headband of mental prowess (int & cha +2), ioun stone (pale green prism), wayfinder, shinobi shozoku, thieves' tools, masterwork, 50 gp
--------------------
TRACKED RESOURCES
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+3 returning shuriken - 0/50
Amazing Initiative (1/round) (Ex) - 0/1
Cloying Gloom Burst (3/day) (DC 16) (Su) - 0/3
Disguise Self (1/day) - 0/1
Ioun stone (pale green prism) (2/day) - 0/2
Ki Pool (Su) - 0/8
Mythic Power (9/day, Surge +1d6) - 0/9
Planar Thinning (1/day) (Su) - 0/1
Potion of cure light wounds - 0/2
Ray of Sickening (At will) - 0/0
Shadow Conjuration (3/day) - 0/3
Shadow Step (3/day) - 0/3
Shadow Walk (1/day) - 0/1
Shadow Walk (1/day) - 0/1
--------------------
Special Abilities
--------------------
+2 to Stealth and Sleight of Hand checks made in dim light or darkness. Add a +½ bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cloying Gloom Burst (3/day) (DC 16) (Su) Creatures in 30-ft cone are slowe and blinded. (Fort neg)
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (12 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Death Attack (DC 21) (Ex) You can kill or paralyze for 1d6+5 rds with a prepared sneak attack.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Weapons +5 (Ex) You gain +5 to Sleight of Hand checks made to hide weapons on your person.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Incorporeal Step (Su) Gain incorporeal and deflection bonus to AC when moving.
Ioun stone (pale green prism) (2/day) This stone grants the bearer a +1 competence bonus on attack rolls, saves, skill checks, and ability checks.

A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform.

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape.

Resonant Power:
Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 15,000 gp
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Planar Thinning (1/day) (Su) Create a gate between the Material Plane and Shadow Plane.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shadow Blend (Su) When not in bright light, gain concealment.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Sniper's Riposte (Ex) No AoO for making ranged attacks. Swift action and 1 power to negate Stealth penalty for sniping.
Spell Resistance (20) You have Spell Resistance.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Touch Attack (DC 16) Touch attack does 1d6 damage, plus 1 Con damage on critical hit (Fort neg)
True Death (DC 20) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 20 caster level check.
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).


I think you're short a level, actually.

Ninja 5/Assassin 5 is CR 9, +3 from Shadow Lord and Advanced is CR 12...you should have one more level to be CR 13.


leinathan wrote:

I think you're short a level, actually.

Ninja 5/Assassin 5 is CR 9, +3 from Shadow Lord and Advanced is CR 12...you should have one more level to be CR 13.

Advanced is +1 level

the real question is, am I different enough from the current Trickster?


Lord Gregor is the brains, going the Marshal path. He has the ability to have a +27 to any knowledge check with just a 1d6 rounds of thinking. He provides a constant desecration buff to all the undead around him. So helpful to the to Vamp characters already. He has great single shot combat ability and can share his smites against any goody goods that get in our way. He is also pretty much indestructible as long as someone can grab up his armor if he dies :) Still backstory should be up tomorrow. His advanced Succubus will prove valuable as well with her gifts. Good thing Gregor has alter self once a day :)

@GM how did you like the build you never commented. Just curious. Thanks.


Edward Sobel wrote:
leinathan wrote:

I think you're short a level, actually.

Ninja 5/Assassin 5 is CR 9, +3 from Shadow Lord and Advanced is CR 12...you should have one more level to be CR 13.

Advanced is +1 level

the real question is, am I different enough from the current Trickster?

CR 9 from Ninja 5/Assassin 5, +1 from advanced CR 10, +2 from Shadow lord CR 12.

You are CR 12 out of CR 13


ClevrGamer wrote:
Edward Sobel wrote:
leinathan wrote:

I think you're short a level, actually.

Ninja 5/Assassin 5 is CR 9, +3 from Shadow Lord and Advanced is CR 12...you should have one more level to be CR 13.

Advanced is +1 level

the real question is, am I different enough from the current Trickster?

CR 9 from Ninja 5/Assassin 5, +1 from advanced CR 10, +2 from Shadow lord CR 12.

You are CR 12 out of CR 13

Shadow lord is +3 CR (requires Shadow Creature first which is +1 and Shadow Lord is +2)


Edward Sobel wrote:
ClevrGamer wrote:
Edward Sobel wrote:
leinathan wrote:

I think you're short a level, actually.

Ninja 5/Assassin 5 is CR 9, +3 from Shadow Lord and Advanced is CR 12...you should have one more level to be CR 13.

Advanced is +1 level

the real question is, am I different enough from the current Trickster?

CR 9 from Ninja 5/Assassin 5, +1 from advanced CR 10, +2 from Shadow lord CR 12.

You are CR 12 out of CR 13

Shadow lord is +3 CR (requires Shadow Creature first which is +1 and Shadow Lord is +2)

So it is. My apologies.


The First years:

Indranna's first years were spent on the run, she traveled all over the place, where her rise to villainous infamy took off however was in the River Kingdoms. It was in the River Kingdoms where Indranna's social "skills" (aka Intimidate and Diplomacy) were born, her first true command was a small group of bandits which she eventually expanded greatly (about a hundred). She would terrorize a large swath of the River Kingdoms with them, burning, pillaging and looting many small villages and towns. Then Indranna would face her first encounter with Iomedian agents, a small force of over fifty knights had been sent to apprehend her.

The resulting battle was fierce Indranna managed to kill all the crusaders but at great cost, her bandit army was slaughtered... Those left were either too wounded to continue on living for much longer or had fled in fear. Indranna would take these first lessons of command with her as she fled to Galt where the next story of her journey begins...

The revolutionary Tiefling:

Indranna would flee to Galt where she procured a command of men thanks to the desperation of one political leader trying to make it the top of the ever shifting "eternal revolution". She turned a rag tag bunch of men into perhaps the most terrifying army of Galt, she would then proceed to oust one government and install another... Which promptly in true Galten fashion betrayed her, calling her "a devils pawn whore" and an "enemy of the revolution". Indranna led those still loyal to her in a ferocious battle which left the new government and much of it's army dead... However her own forces had been nearly wiped out as well and she could not make her own bid to rule Galt. She ordered her army to disperse and made her way to Quadira next via ship...

I'm coming up with more don't you worry, do you like these GM?


Hey, this is Kios. I have the general story completed up to CR 8 or 9 / Mythic 1.

Base Stats = |Str 17|Dex 20|Con 16|Int 12|Wis 16|Cha 14|

The Fallen Clan:
Nie'krok was a hunter among his people. Using the twilight hours and natural abilities to their advantage against lesser humanoids such as the Strix, eventually they became too successful, gaining a high bounty and coming to the attention of powerful adventurers.

The humans struck quickly: a human whirlwind cut a swath through those sleeping near to the ground with a giant blade while another threw balls of fire into the air. A huge chunk of rock hit Nie'krok from behind as he began to take flight and he fell to the ground unconscious.

By the time Nie'krok awoke, the adventurers had left. He searched for another living Sabosan, but found all of his family and allies dead. As he buried his clan members, their souls bound to his body, granting him powers he could use to avenge them.

Nie'krok journeyed out into the wilds, using his new abilities to thrive in the prey-filled mountains. Soon, however, he found that he could not survive alone against even small tribes of some creatures; his greatest hunting asset was also a weakness, attracting draconic foes all too easily.


Among the Strix:
It wasn't long before the hunter became the hunted. A very young red dragon caught sight of Nie'krok's flight and gave chase. A frightened Nie'krok flew away as best he could, but soon knew he would be eaten. Fate had something else in mind.

A Strix hunting party darted from the nearby rocks, attacking the dragon. Nie'krok, knowing they were his only hope of survival, turned back and fought beside them against the dragon.

Bone pressed outward from his skull, chest, and back, creating a crude armor. Nie'krok sent out a horrifying shriek, deafening the monster before swooping in and tearing into it with his claws. The Strix surrounded the dragon, using their own airborne tactics. Soon, the dragon was vanquished, but not before tearing down some of the Strix.

For his strength and unique abilities, Nie'krok was welcomed among the Strix, sharing in their great bounty and the hunts to come. He noticed early that the Strix rarely received much for their work, as they were ruled over by their vicious Syrinx overlords who demanded much of them, but rarely shared in the hunt.

When finally coming to meet Nie'krok directly, the Syrinx immediately noticed the "taint" of his tribe's spirits haunting him. They allowed him to stay among "their" Strix, but warned the Strix to keep their distance from him.


Hunting the Syrinx:
Though the Strix soon noticed his powers as well, they valued the abilities of the spirits that Nie'krok carried with him. He was stronger than almost all among their tribe and led many of their hunting parties. He also hated the Syrinx, much as they had for some time.

Since he had joined the Strix, a rebel faction had begun grow within the tribe, encompassing most of their members. Nie'krok was chosen by a Strix strategist to lead an initial attack force, serving as a distraction to lead the Syrinx to their doom.

Nie'krok's initial attack went better than expected as he created a small dust storm to distract the "owls". His piercing scream created a fear within them and they fled to band together. The Syrinx fell straight into the trap, facing many Strix until the battle came to a close.

At the end, the Strix watched as Nie'krok challenged the Syrinx leader to single combat and tore him apart. Finally, the Strix were free. Nie'krok did not find himself satisfied, however. What would it take to avenge my tribe, and what would it serve? What is expected of me now, he wondered.

The Sabosan Race:
A Sabosan is a CR 5 Medium Monstrous Humanoid with 7 d10 HD.

Sabosans get +6 Str, +8 Dex, +4 Con, -2 Int, and +2 Wis.

They have a land speed of 30 feet and a fly speed of 40 feet with good maneuverability.

A Sabosan gains +4 natural armor.

They can see as well in during the day as a human, plus gain blindsense 60 ft, darkvision 60 ft, and scent.

A Sabosan gains Hover as a bonus feet and can create a dust cloud with a 30 foot radius even though it is not large.

As a standard action, a Sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful DC(10 +1/2 HD +Con mod) Fortitude save or be deafened for 1 minute. Sabosan are immune to this ability.

A Sabosan has two claws (1d6 plus grab) and one bite (1d6 plus bleed 1d4). These are primary natural attacks.

If grappled at the end of its turn, a Sabosan performs a blood drain dealing 1 Con damage.

A Sabosan can perform a powerful charge, dealing damage with both of its claws in one strike.


Ok a bit more tweaking done.. I think he's about finished besides a backstory, which i should have done tm..

As far as knowledge goes he wont be to handy, but he does have access to 8th level divine magic.. Surely there's something there that will repair things.. Ntm alot of heals/buffs for the entire crew.. He also has a +29 Fly check so he'll be great at the wheel of that thing if needed..

I wonder how a Firestorm spell reacts to an enemy ship.. Earthquake in mid air also sounds cool..


Thinking about making a Doppelganger (Beast Master) Cavalier of Norgerber (probably Champion mythic class), since monsterous races are available. So would that make it CR 3+11 levels of Cavalier? (And does that CR stack with Cavalier for mount abilities? Or would I need to take the Horse Master feat?)

Given that this is Sky Pirates I take it there won't be a ton of dungeoncrawling right? (Looking to make a depleted-uranium sky lancer)

How high of levels you we going with this?


Color me interested. I am thinking of some sort of arcane based character. I might try a witch or a wizard. I will most likely go with a normal PC race for simplicity's sake.


Ashe wrote:
Lord Gregor's crunch...

There are a few mechanical discrepancies, like your destructive blast and corruptive touch abilities are off by a d6 or two. Double-check it. Lemme see the backstory, too :D

"CommandoDude wrote:
hinking about making a Doppelganger (Beast Master) Cavalier of Norgerber (probably Champion mythic class), since monsterous races are available. So would that make it CR 3+11 levels of Cavalier? (And does that CR stack with Cavalier for mount abilities? Or would I need to take the Horse Master feat?)

No, the doppelganger CR doesnt stack with cavalier levels for any of its abilities - think of it like multiclassing, only one of your classes is actually your race.

Dungeoncrawling is a possiblity. Your path is your choice.

Dark Archive

Ooooooh boy a chance to be a pirate AND a monster AND it's in the sky. I think I HAVE to at least make an attempt. How does a Medusa Druid sound? as a quick point of reference I'd like to know if it's cool for her to be a servant of Yig (Serpent God of the Lovecraftian sort)


corruptive touch is 1d6 every two anti-paladin levels so 5d6 for 11 levels and the destructive blast is 2d6 for ever 4HD, 12HD=8D6. Did what is off?


Here is another aplication. Two mythic tiers gained while alive fighting evil. Vampire template gained when they turned her and Advanced template when they channeled all their necromantic energy into her to try and control her for their own means. Third mythic gained while killing and absorbing a powerful necromancer's energy.

Hoping that a cleric of an ideal(instead of a god) is ok as everything happened to her has made her a bit unstable. Neutral Evil with Madness and (Trickery or Darkness, i can't decide) domains. Hoping I might be allowed to retain proficiency with my scimitar which has a big connection to her. Cleric wise the build will be focused on debuffing/support in combat with negative channeling for healing the other vamps if needed.

She could be picked up anywhere in ustulav and being with other vampires would keep her from going too crazy as they would be like her more than anything else right now. I will work out the stats tomorrow.

Backstory:

Andiel had a privileged childhood growing up among a devout and pious family who paid homage to several good gods. She learned to respect all the gods as immensely powerful being but the oppose the workers of evil ones who would bring suffering to her world. They refused to allow her to try and join the paladin order when she was old enough but when she was blessed by Sarenrae with divine gifts they had no choice but to let her go. Choosing to take her studies where she would have the chance of practical application she decided to travel to Lastwall and serve there. Through her training she discovered her strength grew more towards the use of her divine magic than martial ability and she decided against becoming a paladin, instead serving with them. Within a few years her skill was commended and she was allowed into a proper battle.

A secret undead bastion was discovered in one part of the blighted Fangwood. Several skirmishes had been had with smaller groups of undead and now it seemed the undead were marching on southern Lastwall. Andiel went with the forces of good to destroy the abominations. The battle was a clear victory and when the undead commanders called their army to retreat many more were slaughtered. They chased them all the way into the fangwood and discovered their base of operations and besieged it. At the centre of it all was a new Lich with greed and power. Discovering this the Paladin commander decided that he had to be destroyed and the assault was planned and executed. Getting inside was almost too easy, the Lich had placed many powerful traps. They had underestimated him and many fell. Whether by luck or some other force Andiel made it unharmed past several waves with a detachment of soldiers. Split up from the rest and unable to retreat they decided to attack the Lich. He was taken by surprise and though all others with her fell, the battle ended with her sword through the Lich's heart. He laughed before the end, a chill that stayed with her for years. The phylactery she brought to the Paladin commander as the undead who now had no one to command them were easily destroyed. She was hailed a hero and made sure those who had died with her were also honoured, that day a light from the skies shone down on her for everyone to see. She watched as the phylactery was blessed with holy water and shattered into dust by a priest. Mythic Tier 1 :D

She became an agent of Lastwall and traveled in search of other such evils, her personal campaign built on the lives that were sacrificed to destroy the evil in the world so that others would not eb subjected to it. Not long after she was defending against Orc raids from Belkzen. Countless farms and numerous villages were saved from destruction by the unnaturally violent orcs. After capturing one the inquisitors discovered several demons had taken control of a large portion of the orc clans, urging them into Lastwall as they sought the fall of Vigil. The hold that these demons inhabited was eventually discovered after she was able to question one of the leaders they captured and almost lose an arm when the beserker got free. Several inquisitors were slain in the fight but in the end her blade unerringly found his heart, ending him. She demanded the demons be stopped before the whole of belkzen could be brought to fight for them, many clans were joining every week. They led a secret assault traveling mostly at night towards the demon infested mountains to the north. They passed unnoticed and began their surprise attack taking the orcs and demons completely off guard. Though several lesser demons appeared in the battle she knew the leaders would be commanding from safety. With a crafty diversion a small group were able get past the enemy lines and enter the mountain in search of the demon leader. Sneaking through the vast caves they killed several hell spawn, coming closer and closer. Then as a hideously evil voice resound around them the floor fell away. Hundreds of feet below they had found what they sought. Most survived the fall with quick action by Andiel and others slowing them down. Enraged that the trap had failed to slay them all the demons were now among dozens of the Lastwall elite. The fight ended after most of their number were killed, several pierced through the heart by Andiel's blade once more, and the rest fled. Without the demonic influence all of the clans returned to their usual infighting leaving Vigil free from the threat of all out war. When the blood of the demons ran down her blade her hand seemed to shake. The blood sizzled and burnt away but left a black mark vaguely in the shape of a heart that had been split in two. Those that saw it began to call her scimitar "Heartrend". Mythic Tier 2 :D

After the battle she was approached several times by the Inquisitors but she turned them down each time. She decided to take some time off to meditate and study the divine more. She dedicated herself to helping others and put away her armour and weapon for good, or at least she thought so. She traveled back to her family in Taldor and began a school to teach the poor and less fortunate. Over several years it became a very successful establishment. Most of the funds came from her own personal wealth. Many years went by and she became an aunt and then grand aunt with many relatives helping her with her school and bringing in others that needed the help. Even when her wealth ran out she still found a way to keep it going, relying on others as well as school fees from those that could afford it. Many years went by and she almost forgot about the various battles she had fought, though two always came to her mind at odd moments. The fight with the Lich and The assault on the Demons. Perhaps some of those children she had taught would grow up to be the next heroes. Then rumors came that the Whispering Tyrant was stirring in Ustulav. With increasing news leaking out that he might be soon free, or that he had been defeated, or even that Ustulav was now his new kingdom and the rest of the world would be next. As much as she tried to ignore it she couldn't. Something in her knew there was work she should be doing and so she left the school in the capable hands of her human brother and his children and went back to Lastwall to find out what was really happening. When she heard that the necromancers of the Whispering Way were moving in Ustulav she took up Heartrend and a new quest to stop them whatever it took. To get close to them she had to use stealth and cunning. She found information on one of their bases of operations and calling on the strength of Sarenrae she attacked. Though there were many, she was more than a match for any of the lesser necromancers. Perhaps she should have foreseen the trap, perhaps it had been too long since she had fought and was a little rusty but before she knew it she was caught in a strange net. She expected that they would kill her. Instead they were going to take her to the high necromancer to be turned. She begged her god to let her die, anything but this. There was no answer in such a blighted place. They would have her serve them in undeath. A vampire of her power could be unstoppable they said. Others came to rescue her, friends from lastwall to save Andiel and Heartrend. But when they arrived and found her grave they wept. None of them could finish her while she slept. When she woke and pushed her way out of the ground she saw them. They would not come near her and instead fled for their lives. Her sword had lain beside her and when she picked it up she found the split heart shaped mark had sprouted black veins which ran the length of the blade. She lashed out and destroyed all the mindless undead in sight to stop her from going after her former friends. Everyone had abandoned her. Even the god she had served. She hated everyone. She even tried to kill the other necromancers but together they were too strong. They forced her down and through her channeled even more power. The more necromantic energy the more the veins on her blade pulsed. Vampire and Advanced Template

Thinking she was under their power they sent her away to do their bidding with one of them to watch over her. They underestimated her and she killed her handler as he was distracted by performing a sacrificial ritual to desecrate a temple. The tally of hearts her blade had taken rose by three and she killed the sacrifices also and fed upon their blood. Mythic Tier 3 :D It was too much to resist when she had hardly fed at all. Free from being controlled she fled into the Shudderwood. There was nowhere for her to go. Here among the other monsters she found she almost felt normal. She came to be feared and was never bothered after the name of her blade was spread. None of the necromancers dared to try to come after her. She wasn't worth that much effort anymore. And they would never take her without considerable casualties.


Appearance and Personality:

Once golden hair is now black as night. Her eyes shine hate for most things. Her silvery scimitar has black vein-like marking along it that seem to pulse as if alive whenever she holds it. Her too-white skin is barely visible underneath the covering and armour she wears. She moves without moving. As if she becomes shadow and glides forward effortlessly solidifying again several seconds later. Several spider motifs are visible on her gloves and the image of a bat on the back of her cloak. Only when she steps into the moonlight are her green eyes less frightful and slightly alive. She blinks out of habit not necessity as if holding on to her previous life. Sometimes she will even pretend to breath. She doesn't know what she should do or where to go. The things that she tried to save the world from is what she has become. She knows what she is and what she does and knows she should be destroyed but she does not want to be. She finds the humour of this and laughs at herself. She cannot help herself venturing out for blood and taking life. Living blood is so sweet. It's the only thing that has any taste to her anymore. As if to make up for this she also kills any monsters that are unfortunate enough to get in her way and deludes herself to think that this balances out her kills. Of course it doesn't but she does not want to really see what she is.


Zurn Thorn wrote:

Rolling HP:

HP: 13d8 + 118 ⇒ (2, 1, 2, 4, 7, 7, 6, 1, 7, 3, 4, 2, 8) + 118 = 172

1st Level Hit Dice at full: HP: +8 Toughness: +14 Mythic Toughness: +14 Favored Class: +14 From 18 Constitution without items: +56 Three Hierophant Mythic Tiers: +12

From Belt Of Mighty Constitution: +42

172+42=214


Updated my profile with a backstory.. Any questions or comments feel free.. It's a little lengthy, sorry..

Oh and het TR.. I see you there..


Every ship needs a Zon-Kuthon worshiping doctor. ;)


Ashe wrote:
corruptive touch is 1d6 every two anti-paladin levels so 5d6 for 11 levels and the destructive blast is 2d6 for ever 4HD, 12HD=8D6. Did what is off?

2d6/4HD, yeah? 12/4=3, yes? 3 x 2d6 = 6d6

Also, you had 6d6 for the corruptive touch down.

Oh, what's Lord Gregor's mystery?

OH AND FOR EVERYONE: Why would your character be a pirate? Put it somewhere in the application. And when you're fully done, please post so.


Oh, another important thing! Agash has one too many levels. A Ghaele is a CR 13 creature, which means you're allowed one PC class level.


I intially only had 1 level, but herolab considered cleric as a 1/2 CR class for the Ghaele, so it took 2 levels to add the +1.. I can change that if you wish..

Any thoughts on the backstory?

Edit: Ok made the changes and added the pirate paragraph.. Unless any other changes come about he is officially finsihed..


early life:
Malevor doesn’t remember life before the bandit group known as the Bastards of Erebus took him in. They fed, clothed and started training him. Tieflings don’t trust easily but when they do, they are extremely loyal. So when the Children of Westcrown came and slaughtered everyone he knew he barely escaped with his life, his rage and hatred could not be contained for long periods of time. He took to banditry, brutally slaughtering entire caravans to take the edge off his overwhelming rage.

Attracting Attention:
As he grew older his rage did not cool down. He grew angrier and hit larger caravans and even started single-handedly raiding Westcrown. He started attracting enemies, rivals and followers. The Hellknights were bent on apprehending him, other bandits wished to silence him and many tieflings fled persecution in Chelish cities to join his growing army. When he judged his forces large enough, he used the recent infernal attack and change in leadership in Westcrown to raze the hated city to the ground.

the Creation of Talsire:
Among the ruins he stood upon the ashes of the mayoral estate and screamed profanities at the sky. Nearly 60 years of pent up rage and hatred boiled to the surface and due to his fiendish heritage, this anger reached the ears of the Abyss. This spawned Talsire: Demon Lord of Rage and Hatred. Talsire found out the reason for his recent creation and blessed Malevor for it.(Mythic tier 1)

Run for your life:
The nobles of Egorian heard of The Scathing of Westcrown, and Queen Abrogail could not let this pass unpunished. The imperial Navy and Army were sent to apprehend him. They failed.
Malevor knew he couldn’t keep running, he jumped onto a passing ship and single-handedly killed everyone aboard. After contemplating a moment of Deja-vu he got the remnants of his army and sailed for the Shackles.

Who needs Piracy?:
Malevor and his crew had a relatively successful career raiding ships in the Shackles but it wasn’t enough. He ditched the ship on the coast of mainland Garund and marched into the Mwangi expense.

The Mwangi Expanse:
The Mwangi held many perils that Malevor was not prepared for. But The Gorilla King he was prepared for. In a modified phalanx formation he sent small groups of his followers at the stronghold of the Gorilla King while he and Coros charged straight for the King himself and slew him. Impressed by the seething anger that Malevor kept and that Coros unleashed.Talsire awarded Malevor with more power.(Mythic Tier 2)

Into Alkenstar:
Malevor took his remaining troops to Alkenstar, fighting past the Gunworks who thought they were minions of the Gorilla King, they got in and presented the head of the Gorilla King and the fighting stopped. They celebrated but Malevor was annoyed that Alkenstar had attacked them and during the night he killed all of the Alkenstar soldiers there, Talsire was amused by this wanton killing and awarded Malevor with more power. (Mythic Tier 3)

The old calling:
Military style warfare never appealed to Malevor, Piracy returns him to his old calling and keeps his followers close.


Very destructive, Malevor. I'll have to remember what the characters have done to the campaign setting once the campaign starts.

Agash...reading now.

Huh! Very extraplanar. Interestingly written. Why would he want the piracy? Why team up with a group of people just for the moneys and the glories?


I added a spoiler about why a pirate.. Its a simple, but good excuse in my opinion.. Tear the infrastructure down, tear the nation down..

You should also take a look at his picture.. Very fitting imo..


I am working on the creation of a character to fill the role of mechanic you mentioned earlier Leinathan. Am I safe in assuming that the ship would be considered a Wondrous Item in terms of what kind of Creation Feat I should make sure to have?

So far I am envisioning a Half-Fiend Daemon-Spawned Tiefling who is embracing his dark heritage and using the souls of their fallen foes to not only provide them with reasonably priced magic items, but to keep their flying craft a float as well.


I mean it would be Craft skills to repair it. Either that, or spells like make whole. When I said mechanic, I literally meant mechanic. Someone with technical expertise and is good with their hands. The engine is the magical part of the ship, and the engine does count as a Wondrous Item.


OOO, sounds like fun! can i join?


Basically done on crunch now - just skillpoints and some minor gear left to assign.

The background are starting to take shape - but I don't think I'll be done before this weekend sadly.

There is yet one (perhaps two, if one include name ...) question left to solve before I'll post up an alias for review - shall I use a human or draconic portrait? :P

Also - on the topic of League characters - I call dibs on Fiora's accent for my dragons human form ^^

(Also - Graveknights should deal 2d6 damage per 3 hd on their Devastating Blast)


Greidic wrote:
OOO, sounds like fun! can i join?

You'd have to apply with a completed character, but feel free to apply :D


So how many get accepted?


The Mighty Chocobo wrote:
So how many get accepted?

Two to three people.


I have most of the crunch done! Check it out! Now for the best part! The backstory! Looking forward to getting into gnarly detail and expanding more of the Thorn story!

I am going to write the backstory by hand on a piece of paper first.

Tried to make my page pleasant to the eye!

Cheers!


Small party


There are already two people that are getting in. There are two to three additional people getting accepted.


Zurn Thorn wrote:

I have most of the crunch done! Check it out! Now for the best part! The backstory! Looking forward to getting into gnarly detail and expanding more of the Thorn story!

I am going to write the backstory by hand on a piece of paper first.

Tried to make my page pleasant to the eye!

Cheers!

14th-level clerics have access to 7th-level spells.


Looking to whip up a backstory sometime Saturday, but I've already got the basic crunch done. Will be busy today and tomorrow with a school paper.


Nie'kroc Ree wrote:

Hey, this is Kios. I have the general story completed up to CR 8 or 9 / Mythic 1.

Base Stats = |Str 17|Dex 20|Con 16|Int 12|Wis 16|Cha 14|

** spoiler omitted **
** spoiler omitted **...

Hey! Just checking in to say that I like it so far and I'm looking forward to the further connections.


@Agash. What's up man. Now why did we both create clerics lol.

@GM. Is my backstory detailed enough? I tried to keep it short enough but include all the main information.
Why be a pirate?
At first she would see it as an escape from everything, being with others like her and just doing what she feels like. It won't take too long for her to get it into her head that this is how she is now and though she doesn't wish to destroy the world, taking advantage of the weakness of mortals has a fun side to it. They didn't kill her when she gave them a chance so it's not her fault for being what she is.

Edit: And I just reread and realised that you said no Advanced characters so I will take that out. Just Vamp cleric 12.


3 clerics, guess you have your 3 leinathan :P


Well a Ghaele has 13th level casting.. He's built more as a melee guy though.. More than the numbers i built a nice story around him, i think anyways.. It's just a bonus that he has mad inflict spells to heal everyone..


what races are available?

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