Sky Pirates & The Tide Of Slime

Game Master Oz Folklore

Living on one of the many island the inhabitance of this world now call home. Listing to the hustle and bustle of the daily life upon these floating continents. You see great flying ships Soaring over head weaving in and out of the clouds. But under this majestic world lies a world cover in slime.


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:)


Female Human Master of Many styles 2/ Sword saint (Ronin) 3/ AC 19 (touch 14, FF 15); Hp: 36; Saves: +8,+8,+4; CMD 22; Perception +8; init +4

A small group would be easier to manage, but a bigger group wil be an interesting challenge.


Vitals:
HP: 44/44 | Def: 22 T: 15 FF: 18 | Fort: +6, Ref: +5, Will: +3 | Init: +4 | Low light & Dark Vision | Effects: none
Skills:
Acrobatics 6, Fly 11, Intimidate 4, Know(Dungeoneering) 6, Know(Engineering) 6, Perception 12, Stealth 12(13), Survival 7, Swim 7
Male Strix Fighter 5 (Airborne Ambusher)

Biggest difficulty with a big group is combats.

As not everyone has to have said something in a social situation (it's always nice to have everyone involved, but not 100% necessary), but in combat it's kinda annoying if you can't have your turn :)

So if I got it right from the posts, there are 3 people who volunteered for the position of captain, namely Shien, Xyla and Freyja, while 1 person asked to be navigator, which is Siri.

Curious how we will come to a decision of who will be the captain.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

What other positions need filled? Or could be filled? A captain who actually knows stuff instead of just wanting to be in charge would be nice, and a pilot, and navigator. An armory chief and mess chief would be good. If this ship has weapons, then we'll want a gunnery chief, I guess. Suggestions?


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Obviously we pick the bard. :) I did not plan to be in an election but this is fun. Freyja would be pleased to be first mate too, or Marine captain if she is not the best candidate for captain. suspect we can come up with 11 titles if we try. :)


Female Human Master of Many styles 2/ Sword saint (Ronin) 3/ AC 19 (touch 14, FF 15); Hp: 36; Saves: +8,+8,+4; CMD 22; Perception +8; init +4

Lets do a in game votation then.


Female Sky Druid 4 HP 34/34 | AC 18 | T 14 | FF 14 | CMB+5 | CMD 19 | Fort +6 | Ref +4 | Will +8 | Init +4 | Perc +11

Siri's skills make her a great navigator, but pilot would probably suit her skill set substantially more.

She has a huge amount of control over wind, can detect any incoming weather reliably, and has good geography, sailing, perception, and survival skills.


Female Aasimar Cleric of Shelyn/5 | HP 37/37 | AC 18 T 12 FF 16 | Save F 7 R 4 W 11 | CMD 17 | Per 10

I call ship medic!


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

BTW, GM, I somehow calculated my skills wrong (gave myself 8 points per level instead of 7), so I had to redo them. I now have points in Profession (Cook) and Linguistics, not not in Knowledge (Geography) or Perception.

Tessara will be the party chronicler, sage, and librarian. If anyone has books to share, they're more than welcome to leave them with her to care for. With mending, I can easily repair damaged books as well. I can also now serve as cook, if need be, though with the GM's permission, I can allocate those skill points elsewhere if someone else wants to be the cook instead.


Vitals:
HP: 44/44 | Def: 22 T: 15 FF: 18 | Fort: +6, Ref: +5, Will: +3 | Init: +4 | Low light & Dark Vision | Effects: none
Skills:
Acrobatics 6, Fly 11, Intimidate 4, Know(Dungeoneering) 6, Know(Engineering) 6, Perception 12, Stealth 12(13), Survival 7, Swim 7
Male Strix Fighter 5 (Airborne Ambusher)

Well there are many positions one can fill on a ship, depends on the ship and the crew though.

Things we'll definitely need :
Captain
Navigator
Pilot (can technically be the captain or maybe the navigator (not certain on that last bit))
"Carpenter", or the person responsible for ship repairs, be it through manual labor or magic, doesn't matter.
Armory chief (Quartermaster)
Mess chief (Ship's Cook)
Ship's surgeon, be it through magical or mundane healing

We will most likely also need :
First mate, for when the captain doesn't want to do his thing ;)
Gunnery chief (or master gunner)
Master at Arms, sort of the suggested combat captain. So basically the one with the tactics/skills to lead people in combat.

What I believe we don't need currently need is :
Riggers (we have no sails)
Swabs (unless the ship doesn't clean itself)
Boatswain (as he's mostly there to keep the regular crew in check, which we won't be having right now as far as I can tell)

Doesn't mean everyone needs an official title, nor that someone can't do more then one job.

Going to bed now. Will see what you all have been busy with when I wake up :)


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

A quick review shows that three of us are trained in Profession sailor. But as of now I am not sure that skill is needed to pilot this ship. I would think so, but who knows. If the ship is sentient perhaps she flies herself.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

I'm in favor of Freyja as Captain and Hal as First Mate. Not sure what the Half-Orc can do aside from having Ride and Handle Animal (assuming the ship is sentient, it might help). I do feel that each character should also serve one role instead of multiple, though, as overlap just feels...wrong.


The Crimson Rose

I am glad you all are liking this. I have to work will make short messages on breaks but nothing to big.

Tessara:
The skill allocation is fine

Dark Archive

Map Link Map Link Map Link

Phone not conducive to all that reading


The Crimson Rose

Yeah having alot of intrest in this so I have been posting small stuff at work.

Dark Archive

Map Link Map Link Map Link

Went to see a movie, 17 new post when I came out. Not reading that on my phone.
Edit: Boooo, all TARDIS are blue.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Sorry about being pushy in gameplay, but we're going to be back and forth for days at this rate. So instead of trying to get others to agree with us, we'll just say what we want. Also, the default TARDIS color is more metallic silver, IIRC.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

OK. I am now like 50+ posts behind. I have mixed emotions about this. :)

I did a quick review of alignments, mostly out of curiosity. 6 of our number are true neutral, which I found interesting. Way back in the old days of this game only druids could be true neutral, which I never understood or agreed with. Only 1 of us is lawful (neutral). And two more a chaotic (neutral). So 9 of the 11 players are neutral on the good/evil axis, which also makes since if we are going to be sky pirates. Two of us are neutral good. I wonder if the two good players (I am one) can maintain…


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

I also looked at the alignments and noticed a lot of TN people. I chose CN because it seemed like a good pirate alignment. But my character does like teamwork, so there shouldn't be any conflict. She just loves to adventure and doesn't feel constrained by morality (that said, she's not CE or anything). Still, it'll be fun to see how the alignments work together :)


Female Aasimar Cleric of Shelyn/5 | HP 37/37 | AC 18 T 12 FF 16 | Save F 7 R 4 W 11 | CMD 17 | Per 10

Yeah we'll have enough fun and interesting times with the alignments in the future.


Female Sky Druid 4 HP 34/34 | AC 18 | T 14 | FF 14 | CMB+5 | CMD 19 | Fort +6 | Ref +4 | Will +8 | Init +4 | Perc +11

ya not going to lie... usually I need a couple of posts to really figure out my alignment correctly. I hate being typecast because of pre-build thoughts about being TN, and then realizing I play a lot more CN.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Yeah, I dislike the alignment system, actually. I mean, as long as it's not used strictly, it's fine, but some GMs are really strict about it. Being typecast is lame :/


Male dhampir Cleric Level 5

There is only certain times i agree with it myself, for example teleron has to be either nuetral or evil to channel negitive energy so if i am good i am hosed because of negitive energy affinity so it is a sound way to prevent me from being a jerk. Other wise i agree it is not truly needed.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

I think we would drive a lawful captain to drink. :)


Male dhampir Cleric Level 5

....this must be done


Female Gathlain DragonRider Level 4

I normally go CN but I had to go LN due to picking a sliver dragon, if I went with the black dragon I would been CE or CN I have to be within one step of my dragons alignment. lol


Female Gathlain DragonRider Level 4

Also might want to tell the laborers to go home cause they are towns people and have lives, just saying you mig jt want to before we take off :)


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Eh, they'll leave when they finish. BTW, what magic items does everyone have, out of curiosity?


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Hey GM, what's the name of the city? Also, are you supposed to decide what my five maps cover? I know nothing of the world, so I don't know. But I have three regular 50 GP maps, and two basic landmark maps from the Survival Kit, which I assume just show things like big cities and man-made landmarks for navigating.

Also, how do the people get metal so high up? And like, what kind of adventure is there to be found so up high? Am I to assume it's basically like an ocean, but in the sky? So we have sky serpent monsters hiding in the clouds and little islands and bigger islands with ruins and towers and stuff? Also, how plot vs sandbox driven will this be?


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

I believe the world is the standard world of Pathfinder, just after the slime disaster.

Freyja has a +1 mithral chain shirt, and cloak of resistance, and a wand of cure light. With her Arcane Strike ability she does not need magic weapons as much as others might. So she has two masterwork weapons, Falcata and composite strength bow. At 5th level her sword will become her bonded weapon, which among other thing, will allow her to enchant it herself.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Well, the apocalypse and being forced into the sky might change the world a bit. For one, everything on the ground is kind gone.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Yea. I am not sure if there are mountain peaks that rise above the sea of slime or not. You would think so, but maybe not. Maybe land is a legend like in Water World. And maybe there are islands of land floating in the sky.

I also wonder about if the slime is sustaining, growing, or reclining. Slimes would have to be eating something in order to maintain, right? Once they have consumed all the available food they should begin to die out. Of course this could take a long time. :)


The Crimson Rose

O boy the amount of questions I am at work and can't awnsering them all when I get home. Best I can


Vitals:
HP: 44/44 | Def: 22 T: 15 FF: 18 | Fort: +6, Ref: +5, Will: +3 | Init: +4 | Low light & Dark Vision | Effects: none
Skills:
Acrobatics 6, Fly 11, Intimidate 4, Know(Dungeoneering) 6, Know(Engineering) 6, Perception 12, Stealth 12(13), Survival 7, Swim 7
Male Strix Fighter 5 (Airborne Ambusher)

About the alignment questions:
I personally am also not a big fan of the alignment system as a very fixed and rigid system of how your characters works/thinks/believes/... I chose neutral. Although my character loves doing what he feels like and might not always operate within the boundaries of the law, he doesn't necessarily go against the law unless he deems it necessary, nor will he go out of his way to do something "evil" or "good".
That being said, he's quite a good natured person instead of being the epitome of "True Neutral", so he'll get along with the "goodies" quite ok.

About the magic items. You can technically check my character sheet for it, but if you don't feel like doing that, here they are :
Silversheen +1 Nodachi, +1 Breastplate, traveler's anytool, sleeves of many garments, a Quick Runner's Shirt, some alchemical thrown weapons and a CLW potion.

Things we might want to invest in at some point :
Farglass,
Hospitality's Hammock and
Steadfast Grapple
They are items that were kinda specific to the skull & shackles campaign, but they might fit well with us sky pirates as well, of course if the GM allows it. (First need more gold anyway ;))


Female Gathlain DragonRider Level 4

For magic items I have ioun torch, ever burning torch, returning masterwork chakram
Plus all my armor and weapons are masterworked and ammunition. all +1's :D

yes we need more gold! :D hehe and treasure!


The Crimson Rose

The Cities name is Averion.

I will have to find out what all those maps cover and get back to you.

The metal from what you know was brug up or created by magic since the Tide.

It has been 200 years that in enough time for civilizations to rise and fall if they weren't just brought up into the sky. And think people making there own islands then dying to the same kind of adventures there are dungeon that people have made.

I would say it will be sandbox till you find A plot to follow As of now you are all just adventures.

Food Is all a little different because not everything was brought into the sky.

The Slimes haven't died down over the years you do not know what sustains them.


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Note - the posted discussion with Eleanis is mostly Freyja justifying her rational for joining what might turn out to be a pirate crew. She is NOT going to try to convert anyone and will not quip at every commandeering of others property. But expect her to dissuade outright cruelty and evil. Her thoughts are that no matter what deeds are done by the total crew, her and Eleanis' presence will make that total set of actions more "good" so they are making a difference.

Plus a number of you have already said that that because you had to declare one of 9 alignments and chose non-good that does not mean that your characters will ever intentionally act evil.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Thanks for the info, GM. I guess Freyja has a good point about mountains, though. I still can't help to imagine this sort of like The Legend of Zelda: The Wind Waker :D Also glad we're finally leaving the harbor now. Just pick an interesting direction and GO! :D ADVENTURE TIME!

And Freyja, I don't know if I ever heard of good pirates. Maybe pirate is similar to hacker and can either mean a criminal who steals ships, or a free spirit who enjoys adventuring outside the bounds of law?


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4

Privateers?


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

No, because I don't think the government authorized us.


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Ranger 4 | HP 41/41 | AC 18/13/15 | F +7 R +8 W +4 | Init +5 | Perc +10 | CMB +9 CMD 22 | 30 ft

i make no promises on never acting evil, i will act as the situation demands.

on the magic item front i only have 2 potions of endure elements and

Catching Cape:

This silvery cape furls and ripples like a flag with every step its owner takes.

As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.


the cape is just for the visuals.
:P


F Looks Like Human (of Ulfin Background) Bard (Arcane Duelist) 5, AC 18 (touch 12 FF 16); Hp: 41/41; Saves: Fort+3, Reflex +6, Will+3; CMD 18; Perception +7; init +4
Tessara - Conjurer wrote:
No, because I don't think the government authorized us.

Well, not yet. I am sure there are real pirates that need to be hunted down. Maybe even bounties posted.


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Well, I could always forge some documents ;)


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

GM, could I, if I had the money in between adventurers, retrain my skill points? Or anything, for that matter? Basically just wondering if we can use the Retraining rules.


The Crimson Rose

I dont have time to read it right now but if it fair go ahead.

Also here is a map of the ship
if you could everyone please tell me in cordinates what rooms you took
The Crimson Rose


The Crimson Rose

But now I have to sleep again for work Gosh i love work more will be done on my days off i promise lol


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

L29 and P29. Also, it seems pretty fair. The cost to retrain is 10 x lvl x days required. So for me to retrain 5 (Int mod) skill points, it's 200 GP.


Female Gathlain DragonRider Level 4

I swear one of you has a hippogriff, the one who does we get to decided which of the two large rooms (one for me and one for you) on the bottom, we get to pick between those beacuse they are built for room and beds big enough for our large mounts. do you care which one you get? if looking at pic from dm its the top or bottom one to choose like b26 or b31 are coordinates in each of them :D let me know im not picky lol


Female Gathlain DragonRider Level 4

what do you mean retrain? what and why are you retraining?


Female Elf 5 Wizard (Conjurer) AC 15 (touch 14, FF 11); Hp: 18/30; Saves: Fort +3, Ref +5, Will +7; CMD 16; Perception +7; init +4

Hal has the Hippogriff, IIRC. BTW, my magic items are just Bracers of Armor +1 and Rope of Climbing. But I can cast Rope Trick on my Rope of Climbing and hide in a pocket dimension :D I want to retrain my Profession (cook) points for Profession (Gambling).

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