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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New and improved sword.. Man is he pretty..

Fool's Errand:

Legendary Sword(Minor Artifact)
Alignment NE Senses 30'
Intelligence 18, Wisdom 14, Charisma 10, Ego 28
Languages Speech (Celestial, Common, Daemonic, Draconic, Infernal)
Intelligent(3), Foe-biting, Powerful, Undetectable,
Legendary Power 4/4
Legendary Surge (1d8), Weapon Attack Rolls/CMB
Spell Like Abilities(Cl 6th)
Gallant Inspiration 3/3
Good Hope 3/3

Difficult to Destroy An artifact can't be destroyed by normal means. Though a minor artifact has hit points and can be broken, it can't be destroyed by taking additional hit point damage.
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.
Powerful An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.

Reconfigure Each time a new tier is gained the legendary weapon's abilities may be reconfigured.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Fool's Errand is an intelligent +5 Adamantine Ghost Touch Falchion that was gifted to Agash by Szuriel, The Horseman of War. The weapon was a two fold gift for it was a mocking thing, every chance it got it would remind Agash of how foolish he was 4000 years ago. At the same time it would use this to help him stay on the path and not make the same mistakes again..


Agash the Defiled wrote:

New and improved sword.. Man is he pretty..

** spoiler omitted **...

Want to describe Fool's Errand's method of destruction for me? :D It's certainly not necessary, but I'm curious about what you'd come up with.

I'm actually quite close to selections now, I'm just trying to decide on a couple of tiebreakers and waiting for Ossa, Zurn, and Aurora's finished offerings. Thank you all for the wait and the putting up with me, and the 7-page long recruitment, and all of the work put into your characters. Each is very, very good, despite whether you're selected.


great thanks for the update.

My selection chances are low (due to back story length)

however to summarize...
Talon is from Nidal and is a spawn of the shadow realm,

he has no clue about his parents and started his known life, by living on the streets of Ridwan.

as he matured he learned to use the powers granted to him from the shadow realm.

he was noticed and recruited by a man named Marcus, he trained talon in the art of assassination.

Talon worked for Marcus for may years, He became a very efficient assassin for the Umbral Court.

He eventually fell in love with Marcus' daughter Katarina. but in a political coup Marcus vanished.

Talon and Kat began their search across all of Golorian to find Marcus and eliminate those responsible, even if it means taking on the entire Adamant Company and the Umbral Court itself.

(this is the brief synopsis of the long story I am writing)


Been tweaking my character and added a few things.

Spells, names, Couple of custom items. I made an intelligent ring of telekinesis that's kinda cool. Of course it's all DM discretion in the end, but it's all RAW.


Considering the blade was created as a mockery I think I can come up with a decent scenario as to how it is destroyed.. Ill get back to yea on that soon..


1. How would you introduce yourself to the crew of the airship?
"Greetings. I am Andiel and I am seeking passage away from this place. I have little money and I am not welcome in the land of the living." she reveals her vampire fangs briefly. Seeing that they are moving around outside in the middle of the night leads her to several assumptions. "I did not seek this but it is the hand which fate has dealt me. Perhaps we are in the same boat, so to speak."

2. Why should the crew of the airship take you onboard and share their plunder with you?
"I am no weakling. In my previous life I have destroyed a Lich as well as many demons. Already in this form I have killed a powerful necromancer of the whispering way after they turned me. Someday I will kill them all for this if I get the chance. If you share your ship with me I will aid your mission also. I own items of wondrous power I have created myself and would do the same if any of you need."

3. What does your character want to get out of flying on the airship?
Inwardly and outwardly she wants a new view to her unlife. She is sick of hiding and worrying about being found and is now ready to take whatever comes after her head on and make some sort of name for herself and the mobile airship seems a great way to stay ahead of the opposition.


I'm still working on my submission, but I have a few updates:

Stats after equipment and mythic tier are now |Str 22|Dex 26|Con 22|Int 12|Wis 16|Cha 14|

HP is 191 (144 +32 belt +15 mythic)|

Languages: Abyssal, Auran, Strix, Draconic, Common

Feats:
Hover: can fly in place without making a Fly check and can produce a 30ft radius dust cloud; see The Sabosan Race below.

Flyby Attack: can take a standard action before and after moving while flying.

Improved Natural Attack-Bite: increases damage by one step.

Vital Strike: can roll damage twice before adding modifiers to a standard action attack.

Wingover: can turn 180 degrees in the air without a fly check once a turn.

Stealthy: +4 to Stealth and Escape Artist

Sow Terror

Improved Vital Strike: can roll damage thrice before adding modifiers to a standard action attack.

Power Attack

Ability Focus-Fell Shriek: Increase DC of Fell Shriek by 2.


Equipment:
36,000gp: Ghost-touched Amulet of Mighty Fists +2
64,000gp: Belt of Physical Perfection +4
62,700gp: Bone Claw Earring*(Custom - on command, casts Strong Jaw (50,400), Lead Blades(6,400+3,200), and Enlarge Person (1800+900)
18,000gp: Ring of Protection +3

4,300gp unspent

Please let me know if I messed up on anything.


Some changes in crunch. Mythic abilities are agonizing to choose.

Path Abilities: Endure Blessing, Faith's Reach, and Sustained By Faith.

Mythic Spells: Mythic Shield Other ;), Mythic Inflict Moderate Wounds, and Mythic Inflict Serious Wounds.


Sparel Radtymah wrote:

Been tweaking my character and added a few things.

Spells, names, Couple of custom items. I made an intelligent ring of telekinesis that's kinda cool. Of course it's all DM discretion in the end, but it's all RAW.

I think I said somewhere back there in the thread that I don't want to allow intelligent items unless a class feature or mythic ability grants it to you (see the Bladebound magus template or the Legendary item mythic ability).


Full Name: Zurn Thorn
Race: Human
Classes/Levels: Cleric 14
Gender: Male
Size: Medium
Age: 47
Alignment: Neutral Evil
Deity: Zon-Kuthon
Languages: Common, Draconic
Occupation: Doctor
Strength: 9
Dexterity: 8
Constitution: 24
Intelligence: 12
Wisdom: 22
Charisma: 20

Backstory-Part 1:
The agony and screams in Zurn Thorn's lair persisted, but the pain for his victims would only continue. Zurn Thorn was unphased by the pain and terror. He was not a vile man. He grew fascinated with physiology of many creatures, just like the average person in his family. Zurn Thorn felt that with this line of work, there was no way that clean work could done. Zurn Thorn thinks to himself, "Someone has to play in the dirt before the whole world can be clean." Being the best doctor involved many sacrifices, but his treatment was mix between relief and pain. He must alway continue to understand both.

Zurn looks at his scars, feels them, once he finds a fresh wound on himself, he opens it up with his fingers. Zurn speaks to one of his followers, "This is indeed part of the cure. Pain is only based on the perception in the patient's mind, if they consider it something else, maybe something to enjoy... I believe we will have guests soon, make sure to accomodate them."

Zurn moves out of the torture room into a large space. The servants place large amounts of food and drinks on the dining table. "That should be enough for our guests, keep the light well lit. Cut the sound when they come in. Let's not mix leisure with work."

Zurn knows that his brother Nerick Thorn is coming after him. Nerick has his blood and Zurn is proud of his blood. "It is a shame that are views are different. It has been 17 years since I have seen anyone in my family. So much potential not spent."

Zurn sits in a fancy chair at the end of the long table. An hour passes, giving Zurn Thorn time to reflect on his life. He is soon going to get a blast from the past anyway. Might as well get it over with.

Zurn Thorn's parents were Darenten Thorn and Vanessa Thorn. Zurn Thorn was the 2nd son out of three sons. His older brother was Daren Thorn and his younger brother was Nerick Thorn. Zurn Thorn loved his father's work, he grew fascinated by the human body. Facinated by it's healing capability. To the shock of his parents, He started scarring himself for the first time to test his own capability. Darenten forced him to stop, but Zurn only wanted to continue unraveling the mysteries of healing. As Zurn grew up, he grew jealous of his brothers. They were given powers by Sarenrae, while he was not given the respect he thought he deserved. He no doubt figured out in his learning that strange properties were at work in his family. Everyone that carried Thorn blood had great endurance. Some of great Thorn heroes were able to withstand mighty physical trials in the recorded history of the Thorn family. He kept his research a secret and his continued making new scars. He recorded his findings in a journal. He soon grew fascinated with pain, a very effective way to spite his family's attitude on his behavior. But, his true motive was to make his family proud, to make a breakthrough in medical work. That would never come to past. At least not before Roland Thorn was born and raised by Daren Thorn and his Assimar wife.

Darenten did not know what to do as he grew up. He soon came to the conclusion that maybe it is time for him to see the world for himself. Zurn was resistant and was soon kicked out of his family's home when he was 18. He was soon taken in by an Orc witch doctor named Baclac, who was a worshiper of Zon-Kuthon. Zurn was to naive to know the trouble he would soon be in. He was drawn by Balac's fascination with pain. Baclac was angry at Darenten Thorn, "He stole all my patients from my grasp, so I will steal you from his. "

Zurn was chained and brutally tortured by his captor. The pain was bad for Zurn in it's early stages, but what really hurt him was not being accepted by his family. The pain became a twisted sort of escapism as he grew accustomed to the torture. After several months, Zurn says something surprising to Balac with a grin. "Balac... I want to kill my father."

Backstory- Part 2:

Balac knows that Darenten was a strong cleric of Sarenrae and he would be difficult for Zurn to kill. "Does not matter to me, I am doing a good service to my god." Zurn says back, "Pain is only based on perception in the mind, it can be broken. I didn't tell you stop torturing me. I want my father dead. He has killed dragons, and many more things. I understand that he is difficult to kill." Balac hesitates for a moment. "I will not restrain you of your chains, you will be truly be free when you hear these words." Balac spends the next month torturing and teaching. While Zurn hears Balac speak the holy text of Zon-Kuthon to him, he listens intently to words. After learning about him for a month, he prays to him for the first time. "Zon-Kuthon, I am Zurn Thorn, a man that can withstand, that seeks to serve you and serve myself. Sarenrae is only a god that has built no progress anymore. Redemption is just a excuse to convert people to her worship. Give me true power." Suddenly an energy come out of his body travel 30 ft in all directions. Balac! I have been given some form of power, I feel it in my body. After Balac inscribes him a unholy tattoo, he frees him from his chains. Balac tells him that he wants his father dead, but first, Zurn must torture him. Zurn does torture him in return.

They plan in the meantime to create a haven for Zon-Kuthon followers, they begin to travel on adventures with other travelers, seeking to explore. Zurn would soon grow a passion for exploration and discovery. Life is indeed too short. Zurn Thorn and Balac are soon revered by fellow Zurn Kuthon worshipers by their exploits and adventures. They fight many enemies and rally any Zon Kuthonites they can find. This challenge tests Zurn Thorn's powers as he grows through each obstacle. Over the span of 10 years they finally find their safe haven. They begin building a underground lair near a remote cliff. Zurn Thorn is an experienced cleric that has developed his abilities.

Darenten Thorn hears of Zurn Thorn's new affiliation with his old competition and dispatches a powerful Juvenile silver dragon by the name of Tyriana to bring Zurn back to him to be judged. The battle is epic against Zurn Thorn. Zurn nearly dies by the silver dragon's breath. Balac continues to fight the dragon managing to be effective with fire spells. Balac buys Zurn enough time to heal himself for the next part of the fight, but Zurn does not. He feels that he will never win against his father, he is far to powerful of a adversary. The silver dragon kills balac because of the silver dragon's fight for survival at this point. The fighting has been tough, but Zurn prays 1 more time as the dragon begins to swoop down. "No, my father deserves to die." Zurn is able to fight once more gaining newfound energy and power. With a quick outburst of power that he has produced before, the dragon falls to the ground dead. Lucky for Zurn.. the Dragon was out to capture him, not kill him.

Seeing that his father will only interfere with him, he takes with him his most powerful followers and heads back for revenge. He is 29 years old at this point. His father is powerful, but Zurn will make him pay. His father send more powerful foes at Zurn's group. Zurn loses some members, but he continues on for a final showdown with his family.

Darenten prepares for the fight, knowing fully well the cost, Darenten does not believe that Zurn has the chance for redemption anymore.

Everything is at stake. If Zurn destroys his family, he will create a new Thorn line devoted to Zon-Kuthon.

They rally their troops for a decisive battle.

Backstory-Part 3:

And so the battle begins out on the open plain during the daytime.. Darenten tries to draw out Zurn forces out on the plains for open combat. Zurn has only 150 men compared to Darenten 200 men including Daren and Nerick participating in the fight.

"You have lost sense of what is right." Darenten Thorn yells as he leads his charging small army into the fray.

The fight is fierce and bloody. Zurn is fighting a losing his battle, his knack for such large scale strategy has not come into fruition. During the mayhem he clashes with his father.

Zurn casts as much as he can to blind his father and avoid him up close. for his father can wield a sword well. They trade off attacks hoping to take advantage of the other. The are both deeply wounded during the fight. They are fighting to kill each other. Zurn soon kills his father through shrouding the area with darkness and releasing energy from his body. He feels a new current of energy flowing through his vain and he watches his father drop to the ground dead. Unfortunately, Darenten was a diversion. Daren and Nerick route his army and Zurn has to flee back to his lair.

17 years later, Zurn is sitting in his fancy chair, tired of his work. He wants to go on an adventure again without the obligations of creating place for Zon-Kuthon worship. Something different.

"Nerick! You brought friends I see.. sit down.... Help yourself to some supper."

"Rather not, father's blood is on your hands. Father kept your journal, now Roland is reading your journal. I am worried he will be just like you someday.

Nerick and his companions draw their weapons.

"Probably not. Don't be rude."

Zurn makes the room dark and prepares more attacks. The battle become quite challenging for Zurn as he takes on 4 powerful foes at once. His brother Nerick is a strong paladin that can hit hard with his blade. Zurn makes the effort to avoid his blade at all costs. Zurn manages with great effort to pick off Nerick's companions 1 by 1. Soon, Zurn and Nerick are left. Nerick makes a nearly fatal stab into Zurn. Zurn steps back quite wounded and manages to blind Nerick with a single word. He finishes him with a flow of energy into his hand and giving a fatal discharge. Strangely surge of energy similar to his surge after his fight with the silver dragon and his father. He feels more powerful.

"I am quite tired of being the leader of this place. I am so old, I need something new in my life. Zeldrin, my apprentice, it is time for you to fill my shoes. I will just walk this off, should not be a permanent problem. Maybe, I will return, but not today."

Zurn leaves his lair, searching for adventure.

Small Expanded Mythos Thorn Family:
Ever since the legend of Darius Thorn, the Thorn family has been devoted to Sarenrae. Darius was Sarenrae's first human prophet, who had been given powers beyond comprehension. It is believed that Darius took many celestial wife's and fathered many children. While this evidence is not even tangible, some Thorn's believe that Darius fathered a child with the god himself. But that was a long time ago.

There are many heroes among the Thorn family. Roland Thorn was indeed one of those great heroes. His sacrifice to save the the town of Bastion in the stolen lands would have made his family proud.

The Thorn family makes a great effort to retain celestial blood. When at all possible they tend to prefer marrying Aasimars. Their bond with Sarenrae has given them strong divine strength in passing on the values of their god. Most Thorns tend to be doctors. Darius was believed to be a doctor himself before Sarenrae made him her prophet. They find that teaching their children medical procedures is a good way of teaching them compassion and redemption. Anyone could be patient in need of some form of cure. They encourage future generations to migrate and spread the great words of their god.

Most of Thorns have some form of divine presence. However, sorcerers have been known to exist within the family's long lineage, drawing their power from their celestial blood.

Thorns have always been a challenge to evil combatants. They are hard to kill. Many enemies have tried to eradicate them, but even under harsh and dire circumstances, the family lives on.

Zurn Thorn Q and A:
Zurn meets a strange man. A man that he trusts for some reason. It could be some magic beyond understanding, but he treats him like a friend of his.

The man speaks, "How would you introduce yourself to the crew of the airship?"

"Well, I am surprised that you know I am interested in that offer. Seems like the news of the airship has been circulating around this place really quickly. I must simply demonstrate my power and my willingness to take most of the lovely pain."

Zurn sits down across from the mysterious man.

The man responds with another question, "Why should the crew of the airship take you onboard and share their plunder with you?"

"I have medical methods that some may find.... severe.... but my medical expertise is top notch. Torturing and interrogation is not foreign.... to me. I can provide a kind of protection and magic, that no one else can. Now if I am paid well, I can provide a great service. I did not gain my power easily, I gained it with my sweat, blood, and faith."

Zurn wonders why this man is so full of questions, but he continues to listen.

"What do you want to get out of flying on the airship? Inwardly? Outwardly? Are they different?"

Zurn thinks for a moment and responds, "You are so full of questions and so am I. I still do not know all that I could know. I have heard a little bit about the leaders of the ship. I am intrigued by the prospect of having patients.... with no pulse. Being a better doctor is probably a goal they would not proceed with, but I intend to. Just because I am a 47 year old man does not mean I have lost my sense of adventure. I suspect that the pirates would be interested in wealth. I need some wealth myself, sometimes improvement costs money.

Zurn gives a grin.

Prepared Spells and Finite Powers:
PREPARED SPELLS
--------------------
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
--------------------
FINITE POWERS PER DAY
--------------------

Mythic Power: 9/9
Channel Negative Energy: 10/10
Touch Of Darkness: 9/9
Eyes Of Darkness: 7/7
Bleeding Touch: 9/9

Class Crunch:

Type: Humanoid (Human)
Init -1; Senses/Perception: +6
--------------------
DEFENSE
--------------------
AC: 35, Touch: 14, Flat-Footed 35 (+21 armor, -1 Dex, +5 Deflect)
HP: 214 (14d8+160)
Fort: +16, Ref: +3, Will: +15
--------------------
OFFENSE
--------------------
Spd ft.: 30
Melee: Touch Attack +9
Ranged: Touch Attack +9
--------------------
STATISTICS
--------------------
Base Atk: +10/+5; CMB: +9; CMD: 18
Feats: Human: Endurance, Darkness Domain: Blind Fight, Level 1: Diehard, Level 3: Toughness, Level 5: Improved Channel, Level 7: Selective Channeling , Level 9: Extra Channel, Level 11 Heavy Armor Proficiency Level 13: Quicken Spell
Traits: Wisdom Of The Flesh (Escape Artist) , Resilient Caster
Skills: Escape Artist: +23 Heal: +23 (+25 when using surgery vest) Spellcraft: +18 Profession Doctor: +10 Knowledge (Religion): +5 Sense Motive: +21
Special Abilities: Aura Of Evil, Spells, Channel Negative Energy 7d6 DC 24, Spontaneous Casting (Inflict Spells), Touch Of Darkness, Eyes Of Darkness, Bleeding Touch, Death's Embrace
Domains: Darkness, Death
--------------------
SPELLCASTING
--------------------

Spell Level - Spells Per Day + Domain Spell + Bonus Spells=Total Spells Per Day

0- 4
1- 4+1+2=7
2- 4+1+1=6
3- 4+1+1=6
4- 4+1+1=6
5- 3+1+1=5
6- 3+1+1=5
7- 2+1=3
8
9

Mythic Crunch:

Mythic!
--------------------
HIEROPHANT TIER 3
--------------------
+4 HP each tier.
Mythic Feats: Tier 1: Mythic Toughness, Tier 3: Mythic Spell Lore,
Divine Surge: Recalled Blessing
Path Abilities: Endure Blessing, Sustained by Faith, Faith's Reach
Mythic Abilities: Hard to Kill, Mythic Power, Surge, Amazing Initiative, Recuperation
--------------------
MYTHIC SPELLCASTING
--------------------
Comes from the Mythic Spell Lore feat.
Mythic Spell List: Shield Other, Inflict Moderate Wounds, Inflict Serious Wounds,

Money/Load/Equipment:
Light Load: 30lbs Medium Load: 31-60lbs Heavy Load: 61-90lbs

Equipment: Weight--Worth

Belt Of Mighty Constitution +6: 1lb--36,000gp

Full Plate +5: 50lbs--26,500gp

Heavy Steel Shield +5: 15lbs--25,020gp

Head Band Of Mental Prowess Wis/Cha +4: 1lb--40,000gp

Ring Of Feather Fall: Nope--2,200gp

Ring Of Protection +5: Nope--50,000gp

Handy Haver Sack: 5lbs--2,000gp

Vest Of Surgery: 4lbs--3,000gp

Dagger 1lbs--2gp

Tattoo Unholy Symbol: Nope--100gp

2 Wooden Unholy Symbols: Nope--2gp

2 Platinum Rings: Nope--100gp

Spell Component Pouch 5lbs--5gp

Money Left: 21gp Total Weight: 82lbs

Thats the wrap.

May be rough around the edges, but my intention is all in this character.
Zurn Thorn grew in levels through adventuring and gathering Zon-Kuthon worshipers to create a secret haven for them. Besides his pivotal fights.

1st mythic tier- Silver dragon fight

2nd mythic tier- Fight with his Father

Third mythic tier- Fight with Nerick and his campanions.


Backstory:

Part 1

I was born on a particularly special night to a family of merchants in a port town on the coast. I was born on the blood moon that marked the start of a long famine. While my family was respectable they were not the most wealthy. My parents had to work all day long just to put food on the table, as such I was raised by my father's Quasit Furtim. Now, my family has always been a magical family but I was in another league. We have some draconic blood, Infernal blood, Abysal blood, and everything in between. We even have some Celestial blood in there. Something about the mix of magic in my blood and the fact that I was always around magic caused me to be one of a kind in my family. I was not a typical sorcerer, I was destined for something greater. But I always had to adhere to a strict schedule and code of conduct even though I was already showing signs of aptitude toward the Arcane. My parents worried about me so much that I couldn't even make my own decisions. My whole life was planned out by my parents, from the day I was born to the day I died. I would follow a strict schedule and train to takeover my family's business. But there was something different about me. I hated the fact that my life was not under my own control and my heart burned for adventure. No. A structured, planned out life would not do. I ventured into town under the guise of fetching supplies as I did regularly. This time I took a detour. I pushed open the door to the local tavern and walked in. People were drinking, laughing, and telling stories. There was even a small fight going on in the corner. I looked the scene several times over. "Close the damn door ya darned fool." a very drunk patron yelled. I closed the door just in time to block a mug that was hurled at him. Something stirred in him, and I began to formulate an idea. I had been repeatedly told not to go down to the harbor for there were less than savory characters that gathered there but that is exactly what I did. I had always heard of pirates but of course I was never allowed to see any. I walked up to the meanest, scariest, and most lively bunch of people I could find. "Ossa Blackblood at your service. I want to join your pirate crew. I will swab the decks, cook, clean, and do anything else you might need. I just want to sail the seas and get away from this horrible life. Please. Adventure is in my heart and danger in my soul." I said as passionately as I could. Piracy and the open sea. This is how I can escape, do what I want. I won't look back. I thought. I was pulled back to reality when the group stopped and turned to me. "We're not pirates boy. We are sailors." said the biggest sailor. Another chimed in, "You can still cook for us boy!" The rest of the sailors laughed as I walked away. A hand appeared on my shoulder and stopped me. I turned around to see a man that had been sitting farther down the dock. "Come with me, laddie." The man said as he pulled me down the dock. "Ya want to join a pirate crew do ya now?" the man asked without even so much as turning to look at me.

"So that's how you became a pirate?" the naval officer asked. "Indeed. That was how my career as a free man began." Ossa replied. "A free man? Surely, you must know that being a pirate is not the best way to become a free man." the officer said with a grin, gesturing to the magical handcuffs around Ossa's hands. Ossa smiled and looked back at him. "That is the only way to become a free man."

I learned how to navigate, repair a ship, take what is mine, and do as I please as a pirate. We began by waiting for merchant ships to cross a particularly narrow trade channel. We would board the ship as it was isolated by a small waterway. After killing the merchants and the crew we would take their valuables and sink the ship with our cannons. It was not pretty the first few times, but a few months and about a hundred merchant vessels later, we got pretty good at it. We moved around a lot and as a result we encountered different merchants, sailors, and goods. We had a nice thing going until another pirate tried to take our loot and kill us. We managed to get just out of range and hide behind a rocky outcropping. I came up with the plan. I would go in while invisible and light a barrel of gunpowder on fire. This would blow a whole in the deck and hull and start the ship sinking. What I did was I climbed up the rocks as my ship went to lure them out. I turned invisible and waited for their ship to pass under me. I then jumped onto the gaff and slid down the main mast. I made my way to the hold and rigged up a rudimentary fuse with a trail of gunpowder. I lit it with some flint and steel and ran back up to the main deck. No sooner had I jumped off the quarter deck over the stern than it exploded. This moment started something. We thought, why just take from merchants. Why not other pirates. So we began expanding. It started out small but after a while we grew to be a sizable force. We had stolen from hundreds of merchants, pirates, noblemen, aristocrats, and even the navy. We had become so infamous that other pirates began joining us just so that they wouldn't be targeted. I was even given my own ship to command. I took my crew on hundreds of missions. Eventually we started taking on bigger and bigger challenges for greater spoils. We took over towns, fought other pirate factions, and even fought monsters for their hoards of treasure. Once, we took over a small fishing town on the West coast and forced their lord to pay us a ransom. We also attacked other pirates, generally ones that had sizable wealth and defeated them with superior tactics and magic. I also led my crew to the lair of a red dragon and made away with some of it's hoard. That was a difficult one, thank the gods that it wasn't fully grown. I was one of the wealthiest and most feared pirates in the whole faction. I was not one for mercy. Ossa the Black they used to call me. The pirate faction grew to such a size that we were able to attack small countries and gain vast amounts of wealth. We were strong. Then the war happened. A rebellious and greedy young pirate in a straw hat started spreading rumors that the pirate lords were keeping all of the wealth to themselves. That we were trying to control our pirates in an effort to protect our own positions.

"Was that true?" the officer asked. "Only partially, we were trying to protect ourselves but we would never try to control another man's choices." Ossa responded.

The young pirate's name was Jim Hawkins. He sucessfully started a war between the pirate lords and the other pirates. We had only our loyal crews against a mass of pirates all uniting under one flag. We fought as long as we could but their numbers were too large. The war was turning into a slaughter. One pirate lord after another fell until only a few of us were left.

The naval officer excitedly replied "That's when we came in and captured you.", smiling wide at Ossa. Ossa glares at him as he replies "Yes, when we were at our weakest the real soldiers came in and captured the remaining pirate lords." The officer turns red upon hearing Ossa's snide comment. "AT LEAST I AM NOT GOING TO LIVE OUT MY LIFE IN A CELL" the officer screams. Ossa calmly looks at him and replies with "At least I will have lived." Upon hearing this the officer screams to the guards to have Ossa put in a cell to rot.

Part 2

Ossa sits in his cell, like he has done for the past twenty five years. They have outfitted him with magic suppressing handcuffs. Not even his considerable magic power can function with these on. He has become an old man. Life in a cell does not suit him well. Being a pirate lord has its perks though. He was given books to read and has enjoyed the tales of adventure but that is not enough for him. Adventure, danger, and freedom are things that are in his soul. Maybe it is this attachment that helps him cling to life. Maybe he wants to live to spite his captors. Maybe it is the hope that one day he will be free again. At this point he does not know, all he knows is that he must live. This day was not to be like the days before though. "Psssst. Ossa, wake up. Wake...UP!" a voice said as Ossa feels a smack on the back of his head. His eyes open as he looks around for the source of the pain, but he sees nothing. "Ossa, it's me. It's Furtim. I've come to find you." the voice says. Furtim?? The Quasit? Ossa thinks. "Why don't you show yourself so I may know it is you?" Ossa asks the mysterious voice. Almost seemingly in response the guard walks by and yells at him to keep it down or he will come in there and beat him till he can't talk anymore. "We need to get you out of here. Your parents were killed by a pirate in a funny hat because they were related to you. They did not have the treatment a pirate lord gets. It was a slow and horrible death." Furtim whispers. A twinge of guilt fills Ossa's stomach, before quickly disappearing. They should have ran. They should have hidden. It wasn't my fault. "How do you plan on doing that?" Ossa asks a little too loudly. "Well, I can sneak out and ge-" Furtim replies but gets cut off as the guard returns. "You little f*cker. I told you I would come in here and beat you until you couldn't talk anymore." the guard says as he hastily unlocks the door to come in. Not a second after the guard comes in does Furtim appear behind him in wolf form. The unfortunate guard turns around to see a snarling wolf leaping at him. Furtim tightens his jaws around the guard's neck and rips his throat. Jagged flesh and blood litter the ground. Changing back into his regular form and turning invisible again Furtim continues "Well that was one way to do it. Let's go, we need to get those handcuffs off of you." They rushed out of the cell before any guards on patrol could come by. Furtim would scout ahead to make sure that they weren't caught by surprise by any guards as they made their way towards the center of the prison. It wasn't long before they were getting close, Furtim had scouted out the area before coming to Ossa's cell. Soon they heard the march of guards running down the hall ahead of them. Furtim tugged on Ossa's arm and led him to a small alcove off to the side and not a moment too soon. Just as they scooted into the alcove the guards had turned the corner and were headed towards Ossa's cell. Ossa squirmed to get as far into the alcove as possible. "Come on. They have gone." Furtim said after the guards had turned the corner. Furtim led him through a maze of pathways until they got to the center of the establishment. The room they arrived at was heavily guarded. "There is no way I am getting in there!" Ossa whispered. Furtim replied quietly "I will sneak in and get the keys to your handcuffs. Then I will unlock them and you can teleport us out of here." Ossa thinks for a moment before deciding that that is probably the best course of action. "Alright." he replies. Furtim nods and turns invisible once again, this time sneaking into the room. He makes his way past the guards to the keys on the wall. The keys float off the wall before disappearing as Furtim tucks them under his wings. He moves through the room back to Ossa, but not carefully enough. Furtim bumps into one of the swords leaned against the wall. It falls over, knocking several others down with it. As this occurs, two things happen. Furtim bolts to Ossa to unlock his handcuffs and the guards begin to pick up swords and run towards the door and Ossa. Furtim fumbles with the keys as the guards approach. Just as he gets the handcuffs unlocked the guards spot Ossa and him. "Get him!" one guard shouts. Another adds "Kill him!" as the guard next to him says "Don't let him get away!" No sooner than the handcuffs hit the ground does Ossa grab Furtim and begin casting a spell. The guards and their swords get closer, imminent death approaching. But just as one of the guards swings his sword at Ossa, both Furtim and Ossa vanish with a pop. They appear in a small town somwhere far away. "Ossa, you're hurt!" Furtim exclaims. Ossa looks down to find a cut in his side. It seems that one of those guards actually knew how to swing a sword. he thought to himself before he collapsed to his knees. Ossa the Black, done in by a lowly guard. The humor of the whole thing sunk in as he collapsed on the ground, his vision fading. I am Ossa the Black. I am a pirate lord. I have adventure in my heart and freedom in my soul. I...cannot...DIE!! His eyes fluttered open and he looked around. He was in a small cottage. It was the town herbalist. "You're awake!!" Furtim yells excitedly.

Part 3

Ossa walks down the road through town. He has spent the three years since he escaped traveling. "What are you looking for Ossa?" Furtim asked, buzzing along beside him. "Answers." Ossa replied. When he had woken up, it was with the realization that he could not let himself die. He had to find a way to stop himself from dying so that he could go on adventuring forever. He had been traveling from library to library in each town looking for an answer, but those mundane works held nothing for him. He needed information that could not be gained by something so...tame. He turned to Furtim as a sudden realization came to him. "Furtim, we need to head to my parents old shop." Furtim flew to Ossa and he teleported them back to his late parents' shop. Ossa reaches out his hand to towards the shop, a quick zap assures him that his enchantments are still in place. Good to see that my protection has held off any looters or adventurers. Ossa dispels the enchantment and walks inside. The dusty and stale air fills his lungs as he takes a deep breath in. Why didn't you two run? he thinks as he looks around. Ossa begins searching the store for what he came here for. He checks every shelf, every counter, even the back store room but can't find it. An idea pops into his head and he heads upstairs, Furtim following close behind. Ossa climbs the stairs, two at a time. He reaches the top of the stairs and looks around. He can see where his parents room was, where they ate dinner when they had it, and where his bedroom was. Ossa paused for a moment as he took it all in. This was where he grew up, where he spent his time when he was sick. He went to his parents room and looked around. The room was a mess, things strewn all over the place. What went on here?[i] Ossa wondered. He walked about the room picking things up and putting them back in their proper places, trying to restore the room to the state it used to be in. He had not been able to come back up here since he escaped, so this was the first time he has seen this place in a long time. After cleaning the room he begins looking through his parents' bookcase. [i]Where is it? Ossa thinks angrily. Instinctively he heads to his room to mull over the problem in frustration. He closes the door quite loudly as he plops on the bed. He feels a pain under him as he sits down and immediately stands back up. He turns around and looks at the bed, noticing a bulge under the blankets. He pulls the blanket back to reveal a book, no, not just a book. The book lying there is just what he was looking for. It was a book of his family lineage. Ossa picked up the book and began to open it when a piece of paper fell out. He stooped down to pick up the parchment. Dear Ossa, We know we have not always been there for you. We know we have not always been the best of parents. We do want you to know that everything we have done has been for you. we knew you would need to come back here eventually and we thought you might need this. Just remember we love you.We hope to see you again so we can see the kind of man you have become. Furtim looks up at Ossa as two tears fall from his face. Then his face turns to a stone cold expression before it all comes out. After a few minutes Furtim manages to calm him down. The anger that the thought of Jim Hawkins killing his family had brought upon him had lit a new fire in his eyes. He began pouring over the book, searching through its pages for one person. "There she is!" Ossa exclaims pointing to a woman in the book. Furtim peeks over the edge and reads aloud "Arazni?" looking at Ossa quizzically. Ossa nods and explains "Arazni is one of my oldest ancestors. She was a knight that was reanimated by Geb as an undead warrior." Furtim's eyes light up as he realizes what Ossa is thinking of doing. "Ossa, you plan on turning yourself into an undead don't you?" Ossa nods again. "I just have to fine tune the ritual to myself in particular." With that he begins his study. He comes up with a list of the primary active reagants of the concoction. For the better part of the next decade Ossa spends his time retrieving materials for the ritual. "Furtim, it is time." Ossa replies, by now a very old man. Ossa gathers up his materials and begins his ceremony. He starts by combining some dry ingredients (dust from a dead vampire, black fester, urea, soul stimulant, arsenic, Furtim's poison etc.) into a bowl. He then crushes the ingredients into a fine powder with a freshly harvested skull from a child. Then he combined the wyvern poison in with some unholy water and mixed it around. After opening up the skull, he pours the ungodly mixture into the skull and put that in a fire. He began placing candles around the room and drawing arcane marks as well as an enormous symbol to Urgathoa on the ground and smaller versions upon his body. After placing the spell desecrate on the area as well as the spell unhallow, the foul concoction began to boil. Ossa walked over to the fire and slit his hand with a dagger, letting his blood drip into the mixture. He then cuts his other hand and drops the dagger to the floor. He began tracing the symbols on his body while beginning a prayer to Urgathoa. Ossa then casts a spell on himself to take a more undead appearance and walks over to the skull. He lifts it out of the fire, burning his hands as he does so and finishing the prayer to Urgathoa. At this point he begins to drink the mixture. His throat and insides burn as he drinks the boiling liquid of poisons, blood, and foul reagants. His body literally decaying as he drinks. The pain is so intense but he resists the urge not to scream. This mixture is enough to kill most anyone, and Ossa is no exception...kind of. As he dies the symbol to Urgathoa glows brighter and brighter until a flash of green fills the room. Rise my child. You have more to do in this world. I have seen into your soul and you have work that has yet to be done. I am the one who first denied Pharasma, you will become one as well. I am granting you power to become more than a mortal sorcerer. Go my child. Ossa's eyes open as he sits up. He looks down at his body and realizes the symbols he traced with his blood have turned black and stained his skin. His skin! It is cold to the touch. Had the ritual worked? In truth he was in a state between life and death, fueled by the necromantic magic filling his body. The adamantine ball in the center glows green. He can't help but walk over. Ossa picks up the dagger and begins cutting his own chest. He reaches in and cuts his heart out, holding it in his hand. He then touches the non-beating heart to the ball in the center of the room, and it begins to pass right through the outside as if it were water and not metal. Once the heart was fully immersed the ball returned to its normal form of hard metal and another flash of green light filled the room. A surge of power flows through Ossa as the ritual is complete, his soul is bound to the ball and his body is fueled by magic. "Furtim, look at m-. Furtim? FURTIM?" Ossa yells as he looks for Furtim. He is about to put his head in his hands after giving up when he sees something. Among all the chaos, Furtim's fate must have become linked to his own more tightly than ever before. There was a stylized tattoo of Furtim on the back of his hand.

Will continue the story more if not immediately eliminated, as of this point Ossa is a Tattooed Impossible Lich Sorcerer 11/Archmage 1.

Skills (10 per level):

Acrobatics 0 (DEX:0 + Ranks:0)
Appraise* 7 (INT:7)
Bluff* 11 (CHA:11 + Ranks:0)
Climb* -2 (STR:-2 + Ranks:0)
Craft* (Ships) 22 (INT:7 + Ranks:12 + Class:3)
Diplomacy 11 (CHA:11 + Ranks:0)
Disable Device 0 (DEX:0 + Ranks:0)
Disguise* 11 (CHA:11 + Ranks:0)
Escape Artist 0 (DEX:0 + Ranks:0)
Fly* 15 (DEX:0 + Ranks:12 + Class:3)
Handle Animal 11 (CHA:11 + Ranks:0)
Heal 3 (WIS:3 + Ranks:0)
Intimidate* 11 (CHA:11 + Ranks:0)
Knowledge (Arcana)* 22 (INT:7 + Ranks:12 + Class:3)
Knowledge (Dungeoneering)* 7 (INT:7 + Ranks:0)
Knowledge (Engineering)* 22 (INT:7 + Ranks:12 + Class:3)
Knowledge (Geography) 25 (INT:7 + Ranks:12 + Feat:6)
Knowledge (History)* 7 (INT:7 + Ranks:0)
Knowledge (Local) 7 (INT:7 + Ranks:0)
Knowledge (Nature)* 7 (INT:7 + Ranks:0)
Knowledge (Nobility) 7 (INT:7 + Ranks:0)
Knowledge (Planes) 7 (INT:7 + Ranks:0)
Knowledge (Religion)* 22 (INT:7 + Ranks:12 + Class:3)
Linguistics 7 (INT:7 + Ranks:0)
Perception* 41 (WIS:3 + Ranks:12 + Class:3 + Lich:8 + Feat:10 + Eyes of Eagle:5)
Perform 11 (CHA:11 + Ranks:0)
Profession* 3 (WIS:3 + Ranks:0)
Ride 0 (DEX:0 + Ranks:0)
Sense Motive* 30 (WIS:3 + Ranks:12 + Class:3 + Lich:8 + Feat:4)
Sleight of Hand 1 (DEX:0 + Ranks:0)
Spellcraft* 22 (INT:7 + Ranks:12 + Class:3)
Stealth* 8 (DEX:0 + Lich:8)
Survival* 3 (WIS:3 + Ranks:0)
Swim* -2 (STR:-2)
Use Magic Device* 26 (CHA:11 + Ranks:12 + Class:3)

Feats/Traits:

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Feats
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Eschew Materials (1st) You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Skill Focus [Perception] (Bonus) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Mage's Tattoo [Necromancy] (Bonus) Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Touch of Fatigue

Eldritch Heritage (3rd) Select one sorcerer bloodline (Linnorm [Draconic]). You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Craft Wondrous Item (Bonus 3rd) You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Expanded Arcana (5th) Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed. Shadow Evocation

Improved Familiar (7th) When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Skill Focus [Knowledge Geography] (8th Bonus Human) See above

Quicken Spell (9th) Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)
Casting a quickened spell doesn't provoke an attack of opportunity.

Mortal Visage (11th) You do not appear to be an undead. You gain a +10 bonus to Disguise skill checks to appear mortal and Bluff and Disguise are always class skills for you.
You can temporarily drop the disguise as a swift action and reveal your true nature. Only then does your fear aura special attack become active. Restoring the illusion of normality is a full-round action.

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Traits
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Two-World Magic (MAGIC) Select one 0-level spell from a class spell list other than your own Know Direction. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells).

Paragon of Speed (REGIONAL) You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

Ossa Blackblood
Male Old Human Lich Tattooed Sorcerer (Impossible) 12
NE Medium Undead
Init:+5;Senses:Darkvision 60 ft.; See Invisibility; Arcane Sight; Perception +41;
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Defense
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AC 21, Touch 10, Flat-footed 21 (+6 armor, +5 natural)
HP 198 (12d6+152)
Fort +16, Ref +4, Will +11;
Defensive Abilities Channel Resistance +4, rejuvenation; DR 15/Bludgeoning and Magic; Immunities cold, electricity, undead traits
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Offense
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Speed 30 ft.
Melee Unarmed Strike +5(1d3, *2),
Touch Attack +5 (1d8+6 plus Paralyzing Touch, Negative E.);
Spell-like Abilities (CL 12)
Constant - Arcane Sight, See Invisibility (made permanent on himself)
Spell-like Abilities (CL 12)
3/day - Touch of Fatigue
Special Attacks Fear Aura (DC 27), Paralyzing Touch (DC 27)
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Statistics
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Str 7 Dex 10 Con --- Int 24 Wis 16 Cha 33
BAB +6/+1; CMB +6; CMD 16;
Feats Alertness, Craft Wondrous Item, Eldritch Heritage, Eschew Materials, Expanded Arcana, Improved Familiar, Mages Tattoo, Quicken Spell, Skill Focus
Traits Two-World Magic, Paragon of Speed
Languages Common, Draconic, Giant, Goblin, Aklo, Abyssal, Necril, Undercommon
SQ Create Spell Tattoo (Su), Disorienting Touch (Sp), Enhanced Magical Tattoo (Su), Elemental Spit (Su), Familiar Tattoo (Su), Spontaneous Generation
Other Gear Headband of Mental Prowess (+6, Cha, Int [Knowledge (Engineering),Knowledge (Religion), Knowledge (Geography)]), Handy Haversack, Boots of the Cat, Robe of Infinite Twine, Eyes of the Eagle, Sleeves of Many Garments, and some mundane gear (to be decided)
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Spells Per Day
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(level) - (from Sorcerer level)+(bonus spells)=Total; DC
6th - 3+2=5; 27
5th - 5+2=7; 26
4th - 6+3=9; 25
3rd - 6+3=9; 24
2nd - 6+3=9; 23
1st - 6+3=9; 22
0 (at will) - 9; 21
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Spells Known (CL 12th)
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6th-Disintegrate
5th-Fabricate, Feeblemind, Shadow Evocation, Teleport
4th-Animate Dead, Black Tentacles, Confusion, Greater False Life
3rd-Dispel Magic, Fireball, Fly, Haste, Shrink Item
2nd-Blindness/Deafness, Command Undead, Glitterdust, Invisibility, Make Whole, See Invisibility, Web
1st-Ear-Piercing Scream, Floating Disk, Grease, Lesser Confusion, Magic Missile, Shield
0 (at will)-Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Know Direction, Mending, Message, Prestidigitation, Read Magic
----------------------
Mythic Abilities (TIER: 3)
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Archmage Arcana: Wild Arcana
Path Abilities: (1st tier) Enduring Armor, Sensory Link, (3rd tier) Component Freedom, Mirror Dodge
Feats: Mythic Spell Lore, Extra Mythic Path Ability (Component Freedom)
Mythic Spells: Mythic Animate Undead, Mythic Disintegrate, Mythic Fireball
Base Mythic Abilities: Hard to Kill, Mythic Power, surge +1d6, Amazing Initiative, Recuperation
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Special Abilities
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Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save (DC = 10 + 1/2 HD + Cha mod)or become frightened. Creatures with 5 HD or more must succeed at a Will save (DC = 10 + 1/2 HD + Cha mod) or be shaken for 12 rounds. A creature that successfully saves cannot be affected again by her fear aura for 24 hours. This is a mind-affecting fear effect.

Paralyzing Touch (Su) Any living creature she hits with her touch attack must succeed on a Fortitude save (DC = 10 + 1/2 HD + Cha mod) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, DC = 10 + 1/2 HD + Cha mod). The effect cannot be dispelled. Anyone paralyzed by her seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Rejuvenation (Su) When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.

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Carrying Capacity
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Light: 23 lbs; Medium: 46 lbs; Max/Over head: 70 lbs; Off Ground: 140 lbs; Push/Drag: 350lbs;
Current: 13 lbs


I'm sorry for the delay - I'm visiting my parents and my brother and my father had changed the wi-fi pass so I couldn't post after they went to sleep :)

1) Having heard about the ship, Lucrecia would simply track it down and catch up with it, by virtue of being faster, and wait for them to land/come to port. She has long since learned that sweeping down on dark wings and draconic visage is a poor way to make proper introductions with humans and their ilk. Then she would simply approach in human shape - introducing herself and inquiring about their splendid ship. That she is a dragon is hardly common knowledge but neither is it buried deep. Anyone with good connections in Egorian and/or high Know(Nobility) or similar might know - or atleast heard a rumour.

2) Besides her obvious skill at swordplay and at the helm, she is a large dragon with decent strength. Which means she could allow people to travel on her back or carry them if one would want to leave the ship without landing or pick something up. Might come in handy in boarding actions too, but it will take some trust first. Her good acrobatic modifier along with mythic powers and items allow her to charge over broken ground and across narrow surfaces, which no doubt will come in handy during ship-to-ship combat.

3) Outwardly, she is drawn to the prospect of once more travelling around the world, exploring and looting. She is a curious creature by nature and the ship is a wonderful enigma she'd like to spend some time on too. Inwardly, she revels at the chance for a less strict life, nearly the polar opposite of Chelaxian structures and rules where she spend the last years of her life. She would never admit it, but the Lawfulness of beloved Cheliax and Egorian in particular started to suffocate her.

I'll type up an IC post too, but I wanted to give the answers asap : )


Agash, you will want to switch out Gallant Inspiration. I looked on the boards. Mythic legendary Intelligent Items only cast when the user activates it as a standard action. They don't get to cast as their own action like normal intelligent items. I wish this wasn't so :( so haveing an immediate action spell does no good.


Can you link where you saw that Ashe? Im unable to find it..

GM:

Once the powerful Angel Zuzel, Agash was foolish and thought he could take on the entire Daemonic horde. The result for this action was 4000 years of torture and the slow transformation into what he is today.. Fool's Errand is a direct mockery of this and as such has a very unique method to destroy it.

If the sword is ever clamied by an Angel and used to kill Agash, the weapon and the wielding Angel are immediately and utterly destroyed.. Of coarse the sword would attempt to circumvent it's destruction by dominating any angelic being attempting to do so.


leinathan wrote:
Sparel Radtymah wrote:

Been tweaking my character and added a few things.

Spells, names, Couple of custom items. I made an intelligent ring of telekinesis that's kinda cool. Of course it's all DM discretion in the end, but it's all RAW.

I think I said somewhere back there in the thread that I don't want to allow intelligent items unless a class feature or mythic ability grants it to you (see the Bladebound magus template or the Legendary item mythic ability).

I missed that. No problem. I'll remove it.


A lady in dark purple and red approaches. The style of her finely cut clothes and her pale skin betrays her as Cheliaxian before she even speaks. With a confidence as if she was ten feet tall the woman strides up to the crew and looks around, hungry eyes looking for whatever that passed for an officer. Her left hand rests easily on the handle of a sword, which judging from the confidence she projects, she know how to use very well.

In her wake follows a halfling in similar colours, but her clothes are less expensive. A thin silver band marks her as property, but the necklace is a far cry from the cast iron collars of a galley or labour slave. She seems to be trying to position herself so that her mistress is between her and the rowdy crew at all times and she glances cautiously around her.

"You are the Captain of thiz ship?" the noble calls out when she thinks she found the right man. "She iz a beautiful vessel! Marvelouz! I am Lucrecia, of the Henderthane family. Pleazed to meet you." She extents her right hand in greeting, her grip firm to painful depending on the strength of the response. With a little smile she continues. "The wind whispered that you were searching for a crew, yez? I would be delighted to take that offer. A steady hand and a sharp blade iz what I offer - both handy in skyborne endeavours!" She gives the captain a playful but challenging smile and steps back. The halfling quickly scurries out of her way. "Perhaps you care for a demonstration ?"


I need DM interpretation on something please:

I was just looking at Perfect Preparation. Basically no spell book and the wizard "knows" all the spells. Effectively preparing spells like a cleric.

Is that right? If so it fits perfectly with my backstory and changes very little otherwise.

Perfect Preparation (Ex)::
You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.


Link on question

So only one response normally means everyone agrees with the response or it got lost in the boards. But it seem pretty clear. This is from the mythic rules. "The bearer can then activate the item to use each spell-like ability once per day. " This impies its a use activated item which takes a standard action.

Under normal intelligent items they have the wording saying the item can cast as an action. The mythic ability doesn't have this wording so they are different.


Sparel Radtymah wrote:

I need DM interpretation on something please:

I was just looking at Perfect Preparation. Basically no spell book and the wizard "knows" all the spells. Effectively preparing spells like a cleric.

Is that right? If so it fits perfectly with my backstory and changes very little otherwise.

** spoiler omitted **

This was already cleared up. Where do you get the wizard knows all spells from. The ability only lets you prepare without having a spell book. You still need a book to put your spells known in.


KInda a vague answer.. He basically just repeated the question back as an answer lol.. Without an actual designer answer ill leave it up to the GM on how he wants us to play that. I dont personally see any reason that they should be any different from normal intelligent items as far as that goes.. I mean they can make their own skill checks, why not cast there own spells?


Ashe wrote:
Sparel Radtymah wrote:

I need DM interpretation on something please:

I was just looking at Perfect Preparation. Basically no spell book and the wizard "knows" all the spells. Effectively preparing spells like a cleric.

Is that right? If so it fits perfectly with my backstory and changes very little otherwise.

** spoiler omitted **

This was already cleared up. Where do you get the wizard knows all spells from. The ability only lets you prepare without having a spell book. You still need a book to put your spells known in.

Edit: Disregard. I found it. TY.


1. How would you introduce yourself to the crew of the airship?
Once he sees that the two are vampires, the large tanned man with white hair would cease the alter self and show his true form."My name is Shauldrek, Inquisitor of Draghignazzo, Feller of Monster-Slavers, and Pauper."

2. Why should the crew of the airship take you onboard and share their plunder with you?

"My arm is strong, my strike is true, and my motives are evident. As far as plunder, a little will be substantially more than I'm used to, so sharing with me won't be quite so costly as it might with others."

3. What does your character want to get out of flying on the airship? Inwardly? Outwardly? Are they different?

Shauldrek wants money, recognition, and a little freedom from the church. None of these goals is a secret.


Yeah I don't know why they made it different, but they did. The line from Mythic says the bearer has to activate it to cast spells. Thats why I didn't take any spells on mine. If they worked like normal intelligent weapons then yeah they would be way better and I would probably switch some powers around.


Ashe wrote:
Yeah I don't know why they made it different, but they did. The line from Mythic says the bearer has to activate it to cast spells. Thats why I didn't take any spells on mine. If they worked like normal intelligent weapons then yeah they would be way better and I would probably switch some powers around.

Agreed. I considered getting one, but the legendary item thing is kind of a pain. It's got a lot of powers I don't want and it's an act of congress to get the ones I do. Even then it's not as functional as I'd prefer. That's one reason I just made my own until I realized it wasn't allowed.


If Leinathan rules the weapon cant cast its own spell i too will do some reworking of my weapon, although ill prob still keep Heroism as its a long term buff.. Id prob use the other point to make it either upgradable and recoup alot of cash or make it powerful x2..


Agash the Defiled wrote:
If Leinathan rules the weapon cant cast its own spell i too will do some reworking of my weapon, although ill prob still keep Heroism as its a long term buff.. Id prob use the other point to make it either upgradable and recoup alot of cash or make it powerful x2..

Yea. An intelligent ring of Telekinesis that can use telekinesis on it's own would have been quite interesting for action economy. :-)


Especially if it was CN, lifting in public for the hell of it. ;D


The Mighty Chocobo wrote:
Especially if it was CN, lifting in public for the hell of it. ;D

Lol. Yea. That too.


Yeah I was the one that asked about intelligent items at first. I wanted intelligent armor that could telport to a safe place if I was destroyed.


Agash the Defiled wrote:
If Leinathan rules the weapon cant cast its own spell i too will do some reworking of my weapon, although ill prob still keep Heroism as its a long term buff.. Id prob use the other point to make it either upgradable and recoup alot of cash or make it powerful x2..

When you select the Intelligent legendary item ability you can only select an ability from a certain list as the additional special ability. You can't have Foe-biting, Powerful, Upgradeable, or Undetectable as well as Intelligent(3x). Also with the first selection of Legendary weapon you get three abilities (1st, 2nd, 3rd tier) that are not minor/major artifact only abilities. When you take it a second time you get three more (at 4th, 5th, and 6th tier) that can be minor artifact abilities. You couldn't have had Foe-biting until at minimum 4th tier.

d20PFSRD wrote:

Intelligent: A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature's alignment corresponds to the item's (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite.

Animate: This item can sprout limbs and move with a speed of 10 feet.

Blindsense: This item gains blindsense with the same range as its other senses. The item must have the darkvision ability to have this ability.

Darkvision: This item gains darkvision with the same range as its other senses.

Expanded Senses (60 ft.): The range of this item's senses increases to 60 feet.

Expanded Senses (120 ft.): The range of this item's senses increases to 120 feet. The item must have expanded senses (60 ft.) to have this ability.

Fly: The item gains a fly speed of 30 feet with average maneuverability. The item must have the animate ability to have this ability.

Read Languages: This item can read script in any language regardless of its known languages.

Read Magic: This item can read magical writing and scrolls as if using read magic. This ability doesn't allow the item to activate scrolls or other spell-completion items. The item can suppress and resume this ability as a free action.

Shape Change: The item can change its shape into one other form of the same size.

Skill Ranks: This item gains 10 ranks in one skill. This must be an Intelligence-, Wisdom-, or Charisma-based skill, unless the item has the animate ability (allowing it to choose Acrobatics) or the fly ability (allowing it to choose Fly).

Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

Telepathy: This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.

Teleport: Once per day, the item can teleport as the spell. It must have either the spellcasting ability or the fly ability to have this ability.


Ashe wrote:
@ClevrGamer what are you talking about. When you select legendary item you get 3 abilities. Selecting it again gives another 3. So 6. Agash took intelligent 3 times giveing him the base ability then the other 2 he chose to take spell casting. His other 3 ability selections are foe-biting, powerful, and undetectable. What don't you understand?
d20PFSRD wrote:


When a mythic creature creates a legendary item (using the legendary item universal path ability, the item can have up to three additional abilities, but no more than the number of tiers possessed by the creature bonded to it.

Three abilities at 3rd tier from the first selection of legendary item. Then another at 4th, 5th, and 6th tier that can be minor artifact specific from taking Legendary item twice.


woops, ClevrGamer is right about something we all missed. The item can't have more abilities then tiers. So even taking legendary the second time at 3rd tier gives no new abilities. Looks like I need to change some things.

Edit: Yeah I deleted the post b/c I thought you may be right about that I just overlooked it the first time around. Good catch.


Good luck everyone! Talented submissions!

Just like Roland, Zurn makes snappy 1 liners in combat.

"You are weaker than my brother... and I killed him."

"No pain, no gain."

"Lights out!"

"Hah! Disease is for weak men to falter."

"You see these scars on me, these scars are not fresh enough."

"Don't worry, ropes will become your friend."

"It is is all about tension and release!"

"Fear is for silver dragons and paladins, not me."

"The human body is more powerful then people think, I am a living example."

"I am 47 years old... which makes you comparably in power to.... a 5 year old human."

"Sorry, I can't hear what you are saying, all I can hear is your screams being much louder."

"Keeping you alive.. in your case... undead... is what I aim to do."

"Pain is not dangerous, thoughts are."

"Treatment first, diagnosis later."

" Damn.. I am strong!"


Indeed! Good luck everyone!

Edit: Zurn, that fear one got me to laugh harder than I should have


Luck all around!


Hey everyone this is Praetorius the Vampire Eldritch knight. I want everyone to remember to get everything in soon. And good luck on getting selected. Easiest disqualifier is not having everything ready. Also my computer wants to change Eldritch to Britches lol Eldritch Britches.


Good luck to everyone, unless I don't like you. (I like everyone here but I have to stay in character)


Good luck to everyone! It's been fun reading through all the backgrounds and intros.


Lord Gregor:

Lord Gregor Von Keston
Mythic Tier 3 Marshal Graveknight Antipaladin 11, Oracle 1
Aasimar (Angelblooded) LE Medium undead (augmented outsider)
Init +16; Senses darkvision 60 ft.; Perception +25
Aura sacrilegious aura (30 ft., DC 25)
Traits: Finding a Friend, Fates Favored

------------------------------------------
DEFENCE
------------------------------------------
AC 36, touch 18 , flat-footed 30 (+12 armor, +6 Cha, +6 natural, +2 luck)
hp 264 (11d10+1d8=86rolled+166+12mythic)
Fort +32, Ref +28, Will +28
Defensive Abilities channel resistance +4, rejuvenation; DR 10/magic; immune fire, cold, electricity, undead traits; SR 25

------------------------------------------
Offense
------------------------------------------
Speed 30 ft.
+5 Falchion +31/+26/+21 2d4+25+3d6Fire 15-20 x3
+5 Falchion w/PA +28/+23/+18 2d4+34+3d6Fire 15-20 x3
+5 Falchion Vital Strike +31 6d4+75+3d6Fire 15-20 x3
+5 Falchion Vital Strike w/PA +28 6d4+102+3d6Fire 15-20 x3
Critical adds 2d4+75, or 2d4+102 on Vital Strikes

While Smiting
+5 Falchion +40/+35/+30 2d4+36+3d6Fire 15-20 x3
+5 Falchion w/PA +37/+32/+27 2d4+45+3d6Fire 15-20 x3
+5 Falchion Vital Strike +40 6d4+108+3d6Fire 15-20 x3
+5 Falchion Vital Strike w/PA +37 6d4+135+3d6Fire 15-20 x3
Critical adds 2d4+108, or 2d4+135 on Vital Strikes

------------------------------------------
Statistics
------------------------------------------
Bought: Str 16, Dex 7, Con -, Int 14, Wis 12, Cha 15
Aasimar +2Str, +2Cha
GraveKnight +6Str, +2Int,+4Wis,+4Cha
Items +4Str, +4Cha
Level and Profane: +6Str/levels and Mythic, +1Cha/level, +2Cha Profane
Adjusted: Str 34, Dex 7, Con -, Int 16, Wis 16, Cha 28
Base Atk +11; CMB +27; CMD 33

------------------------------------------
Feats
------------------------------------------
Improved Initiative (Bonus)
Mounted Combat (Bonus)
Ride-By attack (Bonus)
Toughness (Bonus)
Noble Scion (Scion of War) 1st
Weapon Focus 3rd
Power Attack 5th
Vital Strike 7th
Improved Critical 9th
Improved Vital Strike 11th
Mythic Improved Critical Tier 1
Mythic Vital Strike Tier 3

------------------------------------------
Skills: 73Ranks
------------------------------------------
Bluff +26(12ranks,9cha, 3class,+2luck)
Perception +25 (12ranks,3wis, 8racial,+2luck)
Intimidate +34 (12ranks,9cha, 3class,8racial,+2luck)
Ride +23 (12ranks,-2dex, 3class,8racial,+2luck)
Linguistics +19 (12ranks,3int,2racial,+2luck)
Sense Motive +10 (3ranks,3wis,2racial,+2luck)
K. Arcana +9 (1rank, 3int, 3class,+2luck)
K. Dungeoneering +7 (1rank, 3int, 3class,+2luck)
K. Engineering +9 (1rank, 3int, 3class,+2luck)
K. Geography +9 (1rank, 3int, 3class,+2luck)
K. History +9 (1rank, 3int, 3class,+2luck)
K. Local +9 (1rank, 3int, 3class,+2luck)
K. Nature +9 (1rank, 3int, 3class,+2luck)
K. Nobility +9 (1rank, 3int, 3class,+2luck)
K. Planes +9 (1rank, 3int, 3class,+2luck)
K. Religion +9 (1rank, 3int, 3class,+2luck)

------------------------------------------
Languages
------------------------------------------
•Abyssal (demons and other chaotic evil outsiders)
• Aklo (derros, inhuman or otherworldly monsters, evil fey)
• Aquan (aquatic creatures, water-based creatures)
• Auran (flying creatures, air-based creatures)
• Celestial (angels and other good outsiders)
• Common (humans and the core races from Races)
• Draconic (dragons, reptilian humanoids)
• Dwarven (dwarves)
• Elven (elves, half-elves)
• Giant (cyclopses, ettins, giants, ogres, trolls)
• Gnome (gnomes)
• Goblin (bugbears, goblins, hobgoblins)
• Gnoll (gnolls)
• Halfling (halflings)
• Ignan (fire-based creatures)
• Infernal (devils and other lawful evil outsiders)
• Orc (orcs, half-orcs)
• Sylvan (centaurs, fey creatures, plant creatures, unicorns)
• Terran (earth-based creatures)
• Undercommon (drow, duergar, morlocks, svirfneblin)
9 Still to pick out for Regional Dialect.

------------------------------------------
Special Abilities
------------------------------------------
True speaker (+2linguistics,+2sense motive) 2languages per point of Linguistics.
Alter Self 1/day
Phantom Mount 1/Hour
Ruinous Revivification Fire
Rejuvenation
Channel Destruction 3d6 Fire
Devastating Blast 8d6 Fire, 30’ Cone, DC 25 3/day
Undead Mastery: Bend any undead to will DC 25 can Control 60HD
Focused Trance 1d6rounds adds +20 to Int based Skill check 9/Day
Aura of Evll
Detect Good
Smite Good 4/Day
Touch of Corruption 5d6 14/Day
-Sickened 10rounds, DC 25
-Staggered 5rounds, DC 25
-Cursed (Bestow Curse) CL11, DC25
Aura of Cowardice: Enemies within 10’ get -4 to saves against Fear
Channel Negative Energy 6d6 uses two Touches, DC 24
Aura of Despair: Enemies within 10’ take a -2 to saves
Aura of Vengeance: user two smite good to give allies within 10’ the ability to smite good.
Fiendish Boon, Advanced Succubus

Mythic Powers: 9/Day
Surge +1d6 to a D20 Roll
Amazing Initiative: +3
Advance (Ex): As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

Clarion Call (Ex): You bestow your wrath on your allies. As a swift action, you can expend one use of mythic power to grant all allies within 30 feet the benefits of your active smite or challenge ability, directed at the same opponent you're targeting with that ability. Only the constant effects from the smite or challenge are conferred with this ability, not the ones you can use only once. This ability lasts a number of rounds equal to your tier or until either the combat ends or the subject of the smite or challenge is dead or unconscious.

Legendary Item Sword, Legendary Power 2/day
Legendary Surge to Attack rolls or CMB checks +1d8
-Returning
-Unyielding
-Upgradable

Enhanced Ability Strength (Ex): You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.

------------------------------------------
Gear: 185,000gp , 1575gp Remaining
------------------------------------------
Legendary +5 Conductive Adamantine Impervious Falchion 40575gp
Celestial Plate Armor 28650gp
Belt of Giant Strength +4 16000gp
Headband of Charisma +4 16000gp
Luckstone 20,000gp
Boots of Speed 12000gp
Jingasa of the Fortunate Soldier 5000gp
Ring of Feather Falling 2200gp
Ring of Revelation (Focused Trance) 10000gp
Cloak of Resistance +5 25000gp
Amulet Natural Armor +2 8000gp

------------------------------------------
Spells
------------------------------------------
Anti-Paladin
1st: Inflict light wounds x5
2nd:Blindness/Deafness, Invisibility, Silence
3rd:Deadly Juggernaut, Dispel Magic, Litany of Sight

Oracle
Spells Known:
0: Detect Magic, Mending, Guidance, Read Magic
1st: Forbid Action, Murderous Command

Spells Per Day
1st: 6

Reposting build with corrections to legendary item and added the luckstone. Hope to sail the high winds with the lot of you. Yarr!!


Good luck =)


Okay, I know I said it'd take me until Sunday to choose, but I think I've done so already, at the deadline date. I didn't want to keep the rest of you in anticipation for a few more days, either, so I'm posting my decision right now.

I have to say that all of your characters are great, and my not choosing your doesn't mean it was somehow worse, but rather that it isn't what me and my players are looking for right now. This goes out especially for characters like Lord Gregor and Agash the Defiled, who created great characters that the three of us think simply wouldn't fit.

That said, here are the three who are set to join our pirate crew:

Lucrecia Henderthane, the human-obsessed dragon swashbuckler

Tar'jub, the demon-blooded imp mage-hater

Sparel Radtymah, the mischievous scholar and theurge

Thank you all for your applications :) Hopefully I'll see you around somewhere else on the boards. For those chosen, I'll have a Discussion thread up soon, feel free to drop in on it. Gameplay won't start for a little while.


"Arrrrgh Me Harties. "

Thank you for having me.

There were a lot of good characters and I'm glad I wasn't the one that had to pick. :-)


Have fun guys!


Have fun everyone! There were a lot of good characters submitted but it had to come down to three.


"Tar'jub knew you would come to right decision!" the imp says, nodding sagely.

Whew! Tar'jub almost suggest he work in exchange for rats he catch on ship, but instead he gets share and rats! Hehehe!

"Tar'jub make himself right at home, be below decks if you need him!" he calls out as he zips off through the nearest door, possibly to find a quick snack.

Thanks for picking me! And I agree with Sparel, I'm glad I wasn't doing the picking. Lots of great concepts.


I didnt notice that about the legendary weapon thing either.. I suppose thats good to know for the future since he was not selected.. I somehow knew I shouldn't be putting so many hours of work into this guy. Congrats to those that made it..

GM:

Why ask for a method of destroying Fool's Errand if you weren't going to select him? Just to have me do more work for nothing?

Scarab Sages

Thanks for the consideration. I guess it's back to the drawing board for me.


Agash:
I did tell you it wasn't necessary and that I was just curious, which was true.


Tar'jub wrote:

"Tar'jub knew you would come to right decision!" the imp says, nodding sagely.

Whew! Tar'jub almost suggest he work in exchange for rats he catch on ship, but instead he gets share and rats! Hehehe!

"Tar'jub make himself right at home, be below decks if you need him!" he calls out as he zips off through the nearest door, possibly to find a quick snack.

Thanks for picking me! And I agree with Sparel, I'm glad I wasn't doing the picking. Lots of great concepts.

FYI: I have an air Mephit familiar. The two of you could be some interesting comic relief. Beyond Generally helpful (valet) I haven't figured out her personality yet. Still though.


cool beans, I will probably continue the story of Talon, (at a slower pace of course no need to rush anymore. but I really never expected him to be chosen.

but if you have any feedback that would be great too.

besides who is actually reading it anyway.

EDIT if its really negative feedback just PM me, no point being publicly humiliated.

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