Katiyana

SkyCaptain Keeya Swift's page

53 posts. Alias of Capitan_Wombat.


Full Name

Keeya Swish

Race

sylph

Vital:
HP: 39/39E36/36, AC: 20E30 T:16E30 FF:14E26 Perception+2, Darkvision 60ft. Init:+4, F+2/E+4 R+5/E+7 W+6/E+8 (+2 vs Air/Elc),CMB:+4/E+5,CMD:+20E+21,Speed:30E30F25

Classes/Levels

Summoner‎ >Synthesist L5 / Mythic - Archmage T1

Gender

Skills:
Acrob+10, Bluff+4, Climb +5, Dip+4, Escape A+4, H_Animal+8,Heal+4,Intimidate+4,Linguistics+6,EFly+18,Stealth+14,Survival+8, Use MD+8

Size

6'1" 32lb

Age

46

Special Abilities

Air

Alignment

CG

Deity

The Great wind

Languages

Auran_F, Ignan_N, Sylvan_N, Celestial_N

Occupation

Sky-Sailor

Strength 13
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 14
Charisma 18

About SkyCaptain Keeya Swift

Sky Ships

Description
Looks like this Sylph Form

Description
Keeya, is a female Sylph, [DC10 Planes to know] From the famed Sky-Clans that sail the sky ships in the high sky ways. Standing 6'1" , Long white hair, that seems to always be blowing in a wind framing her pretty face. Her eyes are glowing sky blue eyes as is the same glowing blue of the summoner sigel on her forehead. She wears now armour, but dresses as a wealthy SkyCaption, A Fine long coat, blue suit and boots. There is a blue tint to her skin with a fine pattens on it. In movement she is fast, light and able to jump out of harms way with ease. She seems very light, sometimes wispy as the wind that always seems to be around her.

As a person she is self-assured, charismatic and friendly. She us use to commanding others, noble breeding only a cranked family could have. She has a strong feeling of right and wrong and will help others if she feels its the right thing to do. She loves the outdoors and find staying in one place can be hard for her.

Keeya-Ayraa Eidolon Form

When the Ayraa comes they become Keeya-Ayraa, Sylph and Eidolon form. Keeya-Ayraa is a flying whirlwind shrouded woman, A woman with head and and arms, around her winds always blows. Death follows in her wake for the evil do'er.

Crunch

Dark Vision 60'
E-Low-Light Vision (Ex)
Cloud Gazer
Can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.

Speed of 30' E-feet 30' E-Fly 25'

Str[13E14]+1E+2 / E14+2
Dex[18E18]+4 (15+2race+1levels))/ E[18]+4
Con[12E13]+1 (14-2race)/ E[13]+1
Int[15]+2
Wis[14]+2
Cha[18]+4 (16+2race)

{16/15/15/14/14/13}

HP 8+8+2+6+7/+5 = 36/36

BAB+3 -> MAB+4E+5 ->RAB+7E+7
CMB +4/E+5 CMD +20/+21

AC [20/24*] (10+ 4Dex +4Mythic +2Feats) T20/24* FF14 ^
ACE [30/34*] (10 +4Dex +8Force +2Class +4Mythic +2feats) T30/34 FF26/30* ^
[Shield +4 5mins]*
^+2 racial bonus to AC against non-magical ranged attacks.
E NA is replaced with Force Armour of wind.
Note: Any attack that bypasses wind such as Sonic ignores this the AC bonus form the Eidolon's NA/Force armor of wind.

Electricity Resistance 5.

E Cold Resistance 10
E +2 shield bonus to his Armor Class
E +2 circumstance bonus on his saving throws.

Saves
F+2/E+4 R+5/E+7 W+6/E+8
+2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage.

Weapons

MW Heavy Air Gun +8E+9TH DMG1d10 [Crit-19–20/×2] Range-120ft. Magazine[8/8]
in all other ways acts just as Heavy Repeating Crossbow] + Weapon thong.

MW Mithral Dagger +5/E+7TH DMG1d4+1E+2 19–20/×2 Range 10 ft P

Cold Iron Long Spear TH+4/E+5 1d8+1/E+2 20/×3 10gp 9lb
Note: brakes into three for carrying in bag. Mend fix's.

All Eidolon Natural Attacks are counted as Magic.
1: Wind Slam+6TH DMG 1d8+2 20/×2 (Primary)
2: Tail wind Slap 5' +6TH DMG 1d6+2 20/×2 (secondary)

Feats-Traits:

Feats

Levels
1: Airy Step sylph
2: Cloud Gazer sylph
3: Dodge

Mythic
1: Dodge Mythic

Campaign feats
1: Exotic Weapon Proficiency (Sky-Sailor Air-Gun Repeating)

E: Evasion

Traits

1:Desperate Speed +5' Fly
Your eidolon excels at a movement type you do not possess.
Benefit: Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a fly, climb or swim speed.

2: Trifler
A childhood spent at your mystically gifted grandmother's side has taught you the basics of real magic.
Benefit: You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st.

3: Wind-Carried Voices (Sylph)
You are a master of seeing through falsehoods and sharing secrets—the wind itself seems to carry your voice to those you trust.
Benefit(s) You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message.

Campaign traits:
1: Airship Captain (Plane of Air)
Your years of piloting airships on the Plane of Air, dodging angry mephits and protecting your passengers from the depredations of capricious elementals, have taught you how to expertly command your vessel, as well as how to arrest yourself even in the midst of the most turbulent planar storms.
Benefit(s): You gain a +2 trait bonus on Wisdom checks to move in a plane with subjective directional gravity (see planar rules) and a +2 trait bonus on driving checks (see the vehicle rules).

2: Natural Born Sky-Sailor
You were born aboard an Sky-ship high in the sky or down by the Sky-docks in a Hill city on an auspicious day. Old clouds and Sky-Harks nod knowingly and say that the gods of the Sky's, Sky Elements, and winds, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home in the sky than on land, and your keen eyes can easily pick out a Sky-craft on the distant horizon.
Your destiny calls you
Benefit: You gain a +1 trait bonus on Perception [this becomes a class skill for you]. and Profession (Sky-Sailor) checks. In addition, once per week you can re-roll a Profession (Sky-Sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You can also roll Profession (Sky-Sailor) to gain knowledge about the air ways and air-craft that fly them.

Drawback
Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Race:
1: Breeze-Kissed [Su]
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity

Whispering Wind: [Ex]
2: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

special talent:

1:Wind Step (Su) 1d4+1 rounds 50'
A Air creature can move in Gaseous Form up to 10 feet per HD as a single move action. It may use this ability every 1d4+1 rounds. This Gaseous Form can only be used for a moment action. You can not attack or do any other action with it.

2: Armor of wind
The ability Changes an Eidolon's NA to physical
to Force armor of wind
Note: Any attack that bypasses wind such as Sonic ignores this AC bonus Eidolon's NA/Force armour of wind.

Skills:

Skill Ranks 5x[2+2]+5=25SP

+10 Acrobatics(+4dex, 3rank +3Class)<
+2 Appraise(+2int, 0rank)
+4 Bluff (+4Cha 0Rank)
+5 Climb(+1str, +1rank +3Class)<
+2 Craft(ALL)(+2int, 0rank)<
+2 Disable Device (+2int, 0rank)
+4 Diplomacy (+4Cha 0Rank)
+4 Disguise(+4cha, 0rank)
+4 Escape Artist(+4dex, 0rank)
+10/E+18 Fly (+4Dex +3Rank +3Class +8 Perfect Manoeuvrability)
+4 Heal (2wis 0rank +2Item)
+8 Handel Animal Naimal (Cha+4 +1Rank +3Class)<
+4 Intimidate (+4Cha 0Rank)
+6 Knowledge (Dungeoneering) (+2int, 1rank +3Class)<
+6 Knowledge (Engineering) (+2int, 1rank +3Class)<
+6 Knowledge (Geography) (+2int, 1rank +3Class)<
+6 Knowledge (History) (+2int, 1rank +3Class)<
+6 Knowledge (Local) (+2int, 1rank +3Class)<
+6 Knowledge (Nature) (+2int, 1rank +3Class)<
+6 Knowledge (Nobility) (+2int, 1rank +3Class)<
+6 Knowledge (Planes) (+2int, 1rank +3Class)<
+6 Knowledge (Arcana) (+2int, 1rank +3Class)<
+6 Knowledge (Religion) (+2int, 1rank +3Class)<
+6 Linguistics(+2int 1rank +3Class)<
+2 Perception(+2wis, 0rank)
+5E+6 Ride (+1E2Str +1ranks +3Class)<
+4 Perform (+4Cha 0Rank)
+2 Profession (all) (+2Int 0Rank)<
+8 Profession (Sky-Sailor) (+2Int +2Rank +3rank +1trait)<
+2 Sense Motive(+2wis, 0rank)
-- Sleight of Hand(+4dex, 0rank)
+6 Spell craft(+2int, 1rank +3Class)<
+14 Stealth(+4dex, +3rank +3Class +4race)<
+8 Survival (Sky)(+2Wis 1rank +3Class +2Item)<
+1 E+2 Swim (+1E+2 Str 0rank)
+8 Use Magic Device(+4cha, +1rank +3Class)<

Race Sylph:

Sylph

Standard Racial Traits

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.

Languages:
Sylphs begin play speaking Common and Auran. Sylphs with high
Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Energy Resistance:
Sylphs have electricity resistance 5.
Magical Racial Traits

Sylphs can use feather fall 1/day (caster level equals the sylph's total level).

Whispering Wind [Ex]
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.

Senses Racial Traits

Darkvision:
Sylphs can see perfectly in the dark up to 60 feet.
Other Racial Traits

Air Affinity:Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

Breeze-Kissed.
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity

Summoner‎ >Synthesist L5:

summoner

Hit Die: d8.

Class Skills
Skill Ranks per Level: 2 + Int modifier. 5x[2x2]=20

The summoner’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

BAB +3

Saves +1/+1/+4

Spells per Day

0 level = Unlimited/day / Spells know = 6
1:Mage Hand
2:Mending
3:Detect Magic
4:Read Magic
5:Guidance
6:Jolt
In place of Acid Splash

1st level Spells = 6+1Cha/day / Spells know = 4
BLS:
1:Enlarge Person
2:Lesser Rejuvenate Eidolon
3:Feather Fall
4:Shield

2ed st level Spells = 3+1Cha/day / Spells know = 3
1:Haste
2:Evolution Surge 2EP 5mins
3:invisibility

-:Summon monster I/II/III

Synthesist:

Synthesist

Keeya-Ayraa Eidolon Form

Rather than summon an eidolon to serve by his side, the synthesist fuses his eidolon’s essence to his own. Instead of two creatures, the synthesist is a fusion of the summoner and eidolon into a single being.

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link (Su)
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.

Eidolon:

eidolons

Keeya-Ayraa Eidolon Form

5th Level HD4
BAB+4
HD 10+10+6+6+4 = HP36
Armor Bonus 2+2 levels force wind
Ability score increase Dex-Str+2

Eidolon Serpentine

Starting Statistics
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor;
Saves Fort (bad), Ref (good), Will (good);
Attack bite (1d6),
tail slap (1d6);
Ability Scores Str 14, Dex 18, Con 13, Int --, Wis --, Cha --

Free Evolutions
Limbs (Arms)Replacing EvolutionsBite & Reach (bite)
Slam In place of clime
Tail
Tail Slap

Evaluation points 8

Magic Attacks (Su) 1EP
An eidolon is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction.

Improved Natural Force Armor of wind (Ex) X2 +4NA 2EP
An eidolon’s has wind force stands giving it a +2 bonus to its natural armor. This evolution can be taken once for every five levels the summoner possesses.
This Armor is force wind, acts even when flat footed and v touch.

Resistance (Ex) Cold-10 1EP
The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.

Flight (Ex) 2EP+2EP 20' speed +Perfect Flying [+8Fly]
An eidolon gaining the ability to fly. The eidolon gains a fly speed equal to its base speed. The eidolon’s maneuverability depends on it size. Medium or smaller eidolons have good maneuverability. Large eidolons have average maneuverability, while Huge eidolons have poor maneuverability.
1: For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magi makes this a supernatural ability.
2: The eidolon’s fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.
The summoner must be at least 5th level before selecting this evolution.

Mythic Path - Archmage:

mythic-heroes

archmage

HP+3

mythic power 5/day

Archmage arcana x1

Wild Arcana (Su)
(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path ability
Enduring Armor (Su) +4AC Constant.
You are protected by armor made of force. This armor grants you an armor bonus to AC equal to 3 + your tier. This ability is an abjuration effect with a spell level equal to your tier. If this armor is dispelled or otherwise ended, you can reactivate it as a swift action.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic feat
1: Dodge Mythic

language:

1st: Auran ("Tongue of the Heavens") - Flying creatures, air-based creatures level- Novice Fluent Native language
2ed: Basic Celestial - Chaotic Good Outsider
3ed: Basic Sylvan - Fey creatures, plant creatures, unicorns
4th: Basic Common

Items:

Body: See Arms
Arms:sleeves-of-many-garments 200gp --lb
Hands: Ring of sustenance 2500gp.

Neck: SkyShip Feather Fall Cystal and chain 250gp
[should the wearer fall from from a great hight, the Feather Fall Cystal will activate automatically Just above the ground. It holds 1 charge, And can be recharged by casting Feather Fall in to it once more]

In Boot: MW Mithral dagger --lb

On belt:

MWHeavy Air Gun
Air Gun Holster 30gp
Air Gun Magazine x 2 [8/8] Bolts in each 10gp

Minor bag-of-holding
1000gp 3lb. (Kept on belt, Looks like a pouch.)

In Minor bag-of-holding
Travelers Any Tool 250gp 1lb
Acts as belt real and clip hook, used when on a skyship
Fine Grooming Kit 1gp 1lb
Map, Map Case and altimeter, Cumpuss pocket watch, 150gp 1lb +2 Survived
Fine Small Tent20gp 3lb.
Air Gun Kit 20gp 3lb
Whistle, signal x3 1gp
Small Coffee making kit 5gp
Bag of coffee 1lb 10gp
A number of small Poetry Books.
Air gun Magazines x4 [8/8] + 40-air Gun Darts.
Air Gun when not in use.
Cold Iron Long spear when not in use.

Belt Wand clip - Max 5 wands 10gp
Wands:
1x CLQ 25/50 1d8+1 375gp
1x Endure Elements 5/50 75gp
1x Rejuvenate Eidolon, Lesser 20/50 1d10+1 300gp
1x Comprehend Languages 5/50 75gp

Belt Pouch: 10gp
Silver point pen a Notebook.
Whistle signal.
Ear Plugs Wax x2
Shaded goggles 5gp
Ioun Torch 75gp

Spell component pouch 2gp

Funds: 205gp

Starting 5500gp

The Silver Wind Sky-Boat:

The Silver Wind Sky-Boat

Note: Keeya dos not own this Air-Boat, its the Clan Swifts Craft,
She is however the Captain of it.
Crew 4 all NPCS.
1st mate
Engineer
Gunners x 2
+ 1 Messager Pseudodragon Dragon

Berths 7

Cargo Capacity 6500lb

DC 20/
Max Speed 26 notts
AC 12
Weapons
2x long range large Air Guns DMG 3d6+4 p range 340' ROF 1/r Clip 8/8
Mounted front and back
1x net thrower. Range 100' Area affect 20'r as net ROF 1/10r
mounted under.

Back story:

Sky Ships

Her Family where travellers and traders on the Airship ways of sky's. In air going craft the sylph race finds its home. Below them the world, every city and land they lets them trade is open to them. She did not set foot on solid land until she was five. Her family owns a air-craft with a crew of 40, she knew each one. Each with there own story, now all where sylph, human, and elf also lived within its hull. The Magic's that keep it in the air where looked by an old avian Aasimar. She was fascinated by him. Always with story's it was he that acted as tutor and teacher to Children of the craft, her, her brother and sister. Many of the Air-ships are Summoners, riding and flying their Eidolons around the ship. Her mother could fly herself, but her father was an Eidolon Summoner. Of all his children only Keeya had the talent. It was in her blood. On her 8th birthday Ayraa come to her, she came as a wind, passing around Keeya and whispering to her.

"Your father asked the winds of any would be your guild young one, he made the call to the skys and was hard. I have come if you will have me, I will show you the way of the winds and as you grow I will teach you of your destiny. If the winds be willing it will be great. What do you say child will you have me?"

She held out her arms and let he wind pass over them. She had been told from the say of her birth she was meant for great things. All she could say was "yes" and nod her head. She could feel her life shift, fear, worry. All she wanted to do was make her mother and father proud to be what they wanted to be.

As she grow she leaned, Ayraa and the old elf where good teachers. Over time they become as one Keeya-Ayraa a being who worked to mend and protect the Air-Ship. Gaining her place as a SkyCaptin in her own right. She lived in a loving family and life was good, but always inside she had this feeling that her destiny was calling.

Then two weeks ago a dream, she was with Ayraa flying in the airways, A great wind came and in it a being of power. He looked at them, there in front of them The father of the winds

"The time has come little ones, the time to forge a new land, I have come to call you as you both knew I would. Others will be by your side, each has gifts that will aid on the forging. You will know them when you meet them as they will know you. You task is to build this land and make it a safe place for the beings of the air. A port for air-ships and protection for the creatures of the air. Do this and your destiny's will be complete. Before you go back I give you my blessing"

Winds rapped around the, the power of them moved inside them and they where changed.

That day she packed big her family goodbye and headed out to find a land she did not know where and others she had not meet yet.

Log of The Silver-Wind:

"The Silver-Wind" is the small Air-Boat on the bottom right of the image.

From the Ground

Entry SkyCaptain Keeya Swift
Day 1

Today as been an extraordinary day, this morning a messenger came our home Sky-Craft. It was from my elder brother to my father. When my father read it. I know at once something was wrong. Father told us the Skyport city of New-Actuss was blockaded. That some upstart half demon had Marshalled an Army out of the badlands. His designs on making an empire for itself. My brother Kanran Swift was in the city, his Sky-ship damaged breaking the blockade. Time was short the clan needed to help the Amry's of hope brake the Demons hold on the city. The letter said that troops where marching to the city but they would take two days to get there. That would be to late. My father and elders agreed, The clan would take every Air-Ship it had, meeting with the relief troops coming this way. Picking the best, then air fleet would then make a lightning attack on the demons troops. It was risky but of they could hit them on the eve of the next day, they would have to deal with them before the city. That would give time for the 20,000 troops coming from the west to get to them the next day. Th weather was given as stormy and magic would keep it that way. That would help, hit and run was to be the battle plane. Pull the demons troops away from the city at all costs.
During the meeting they talked ships and crew, One main line home ship would take the lead with nine lesser ships. It was then I heard my voice, it was my father. "Keeya, You will take the Silver-wind, she small but fast, with 24 troops on her she count as one of the four fast runners. You up to it." I was shocked a moment, Command.. I had always wanted it but now here it was. I nodded my head and with out another word my father went back to planning. An hour later I was on the Silver moon, I held the power activation rod now keyed to me, the Captain.
I meet the crew all three of them, volunteers all. Old Tom a halfelf 1st mate, a good navigator. Then Young Billy ween a human around 14, user of the ships one armament a short range Lightning Cannon. Last of all Master Gripin a dwarf cook and Air engineer. I don't think I have ever seen any one so dirty before, but I was told hes the best engineer in the fleet. By him. humm After that, I told them to make ready, we would be making full speed to our meeting point. With in minutes we where heading to the far away army. I went to my cabin, unpacked and read my orders. After which I entered my name here as new Capitan. In my orders was a simple note from my father.

"The Silver Wind is yours to command lass, and you best look after she cost the family clan and fare penny. So no braking her or your crew, Their well being is in your hands now SkyCaption Swift, Wind speed and blessings."

The words seemed odd I read them, SkyCaption Swift I am now like my father and elder brother, A Caption and all the worry and joy that comes with that.

Day 2

This ship is small but she's fast, we made good time with clear skys and we southerly breeze of 4 nots the whole way. I spotted the ships below and we came with in boarding range. Our troops where waiting for us and odd bunch of they where.

A...

It did not take long to load them onto the ship, orders where given for range weapons to be out an ready. The Army we where to face had its own troops in the sky's. Harpy's and giant fiendish bats, we had to get past them before we hit the main bulk of the army. This was to be mine and the other light Sky-craft captains job. Pull them away so the bigger sky-ships could get in and drop off their troops an mounts. The Silver wind dos not have the room for 20+ mounts so our guys would be walking or flying.

Entry 2 Second day

Well we are most defiantly in a fight now. 1st contact was a number of bat swarms, A blast from the lighting cannon from range sorted one mass swarm. but it takes time to recharge. A second came in and made life hard for a wile. But from my sharp eyes, over to port I spotted hiding in clouds was the mage sending the swarms. I word to the troops and she was soon falling to the ground below. With her killed the warm left. Then from the sun, a Harpy strike, rocks smashing into the control sails. Braking 2. This time volley shots from the troops and magic cut them down. The damage was not bad but we had to slow to real out more Elemental control sails. What came at us next as not of he plane, a evil thing of wings and claws, landing in deck it tossed two troops over before would knew what had happened. The Fight was hard and I had to call in my otherself to aid in it. In the end it was cut down and thrown over the side. Many where wounded but magic and healing we had, We had done well, behind us the home-ship came on her 100s of troops and mounts. As she came into land we went in close, shooting the enemy, All the wile great volts of fire and Electricity streaked the skys and land.
I could see the home-ship was not going to get off the ground again. Such was the hellish damage raining down on her. I headed to a hill side off to the north, there dropping off most of our troops, form there they could hit the north flank of the army. I said I would be back with in the hour. Then taking the Silver Wind, I headed to the home-ship. There on its top ranks I could see my father and other making a last stand. We dropped smoke, blotting out the sun, then I took her in hast and low. A we past the last of the home-ship crew jumping into the wind. My father one, he was hurt but not badly. He ordered me to the Long Night the second ship of the fleet. There I dropped them off headed back into the fight. We made it to out troops. They had put up one hell of a fight, but it had taken its toll. Few could walk to out ship, most had to be carried. But the force sent to kill them had been themselves killed.
We healed who would could.
Entry 3
Storms
The night drags on, we have done what we could. The Demons army is now wasting time chasing us down. Most of the Skyships have gone from the battle, there troops disembarked. We and a few others are fighting on just to buy time.

Day 3
The Battle is won, Out of the hills the fresh troops came. The Army of hope smashed into the disarranged ranks of the demons hoard. I have never seen such a thing, the enemy braking like a wave, running over each other. Dropping weapons and armour so they could run faster. We went it close to what was left of the home ship. It had been looted and badly damaged but with time it could fly again. We went down every level. Clearing her out, until nothing of the Demon army was left in her. Now we wait until the clan comes.

Day 4
To drunk to wrigh.... Hik!

Day 5
O my head, well yesterday was one hell of a party, the whole city seemed to be drunk. My brother came out to us and with the rest of the family we looked over the damage. It was not so bad. Some of the troops stayed to keep guard wile we all got drunk.

Day 27
The last few weeks has been mopping up, The Demon got away, and it seem his army had gone to ground. I had two Large Air guns fitted and a net thrower. We have a fuller complement now. my Orders are to find and capture any of the demons troops we can. Also to offer help where needed. I had a long talk with one of the troops we had on board, he told me of an order of nights that do very much the same thing we are. Very interesting.

Plot Hooks:

1: The Swift Clan and its Sky-Ship interests,
- Gaining New Sky roots
- Gaining Markets
- Protecting from raiders

2: Why was she chosen by the wind spirits.