Air Pirates: Episode 1: The Revenge of The Air Pirates:FULL!

Shayuri

First Post
I detect a lack of Clericage!

I don't know what gods you have in your world...but what about a cleric with Air and Travel domains (Chaos and Trickery are other choices the god offers perhaps)? Perhaps with a predilection for summoning air elementals or other flying critters to help soften up catches... And later on I can bring favorable winds and whip up the occasional storm to inhibit pursuit. :)

Oh, and heal, of course. Heal too.

Thoughts?

Hmm. You also lack an arcane firepower/artilleryman. Warlocks are nice for extended fights, but they can't match an arcanist for sheer crowd control and one-shot damage... HMM!
 
Last edited:

log in or register to remove this ad

Blackrat

He Who Lurks Beyond The Veil
Finishing my character at the moment. Just have to buy some gear. I'm a firm believer that if it's not on the sheet, you don't have one. Whatever it is.
 

WarlockLord

First Post
Well, Tetenet the necromancer, he's a specialist. And a favored soul and bard should be able to heal.

But as for the Air/Travel cleric (I just use the regular Eberron gods. Eberron is pretty secular, though, so he could be godless)...I like him. He'd be pretty good in the party, and a valuble member of the crew, because he could work the weather, sic air elementals on enemy ships, stop arrows easily (L2 windwall from air domain), and heal. And with an airship crew, especially a pirate ship, needs a lot of healing.

In short, very, very cool. Run with it.

I looked in my ECS. I couldn't find any gods that fit. So, how about a repressive, montheistic god who grants all domains? ;) Just kidding.

On a serious note, we could make one up. I think there's a trade god, so he could have a younger brother as the god of piracy. Domains: Chaos, Trickery, Air, Travel, Weather, Water and Commerce.
 

Shayuri

First Post
If we're using Eberron gods, I think The Traveller would fit, in concept at least.

The cleric would be all about exploring, experiencing new things, and getting a kick out of tormenting establishments like governments and so on.

Plus, a cleric of the Traveller wouldn't have any religious problems with associating with undead, paladins of tyranny, lowlives and scum...yet still wouldn't be evil. :)
 

Shayuri

First Post
Air Cleric - WIP

[sblock=Under Construction]Name
Race: Human
Class/Level: Cleric 5
Gender:
Exp: 10,500

Desc:

Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 10
Wisdom (WIS) 21
Charisma (CHA) 16

Alignment: Chaotic Neutral
AC: 13
Hit Points:
Movement:

Init: +3
Base Attack Bonus: +3
Melee Attack: +3
Ranged Attack: +6
Fort: +6
Reflex: +4
Will: +8

Race Abilities:
Bonus Skill Points
Bonus Feat

Class Abilities:
Turn Undead 6/day
Turn Earth/Rebuke Air 6/day
Freedom 5 rnds/day
Spontaneous Cast Heal spells

Skills: 24
Concentration +10 (8 ranks + 2 Con)
Diplomacy +5 (2 ranks + 3 Cha)
Knowledge: Religion +5 (5 ranks + 0 Int)
Knowledge: Nature +3 (3cc ranks + 0 Int)
Profession: Airship sailor +6 (1 rank + 5 Wis)
Speak Language 2 ranks

Feats
1 Spell Focus: Conjuration
1 Rapid Spell
3 Divine Metamagic: Rapid Spell

Languages - Common, Auran

Spellcasting
0 Create Water, Light, Purify Food/Drink, Detect Magic, Guidence
1 Bless, Divine Favor, Protection from Law, Shield of Faith, Summon Monster I
2 Hold Person, Spiritual Weapon, Summon Monster II
3 Invisibility Purge, Summon Monster III

Money - 8750

Weapons -
MW Heavy Crossbow

Armour -
None

Gear -
None


Magic -
None


Background:
None[/sblock]
 


Shayuri

First Post
Actually, on second look at the rules, I think this is likely one of those clerics that "channels divine energy from the Dragon Above." Though of all the gods, the Traveler is the one she'd resonate most with.

Wanderlust, impulsiveness...but lacking the Traveler's focus on deception and trickery.
 

pathfinderq1

First Post
I've been keeping an eye on this discussion while my schedule evolves, and I'm interested in applying. My first concept would be an Elan psion (kineticist), designed to fulfill the same role as a arcane blaster/caster- she would likely share the ship's artillery role with the warlock, and would have some reasonable knowledge skills as well. More to come on this front...

On another note, I'd have to say that anyone interested in the 'airship pirates' concept might want to see the movie 'Stardust', which hits wide US release this week- there is a very entertaining airship-based crew of 'lightning hunters' with a very piratical bent.
 

Pyrex

First Post
Ooh.

Looks like you're still trying to fill out your crew of 15.

How do you feel about a Cleric of Vol? (obviously going with Channel Negative energy so as not to step on Shayuri's toes as party healer) The poor arcanist can't be expected to deal with undead all by himself... :]

I'm thinking Fell Animate combined with Divine Metamagic: Fell Animate followed with Corpsecrafter at 6th (and similar feats down the line) to ensure a steady supply of minions.
 
Last edited:

Drerek

First Post
Pyrex said:
Ooh.

Looks like you're still trying to fill out your crew of 15.

How do you feel about a Cleric of Vol? (obviously going with Channel Negative energy so as not to step on Shayuri's toes as party healer) The poor arcanist can't be expected to deal with undead all by himself... :]
Tenentet would love to have someone that can repair his undead.

Speaking of which here is the link to his sheet which I just posted in the RG:

Tenentet
 

Zoycitenega

First Post
Shayuri said:
I detect a lack of Clericage!

I don't know what gods you have in your world...but what about a cleric with Air and Travel domains (Chaos and Trickery are other choices the god offers perhaps)? Perhaps with a predilection for summoning air elementals or other flying critters to help soften up catches... And later on I can bring favorable winds and whip up the occasional storm to inhibit pursuit. :)

Oh, and heal, of course. Heal too.

Thoughts?

Hmm. You also lack an arcane firepower/artilleryman. Warlocks are nice for extended fights, but they can't match an arcanist for sheer crowd control and one-shot damage... HMM!


If you don't want to play a healer, don't worry about it(favored souls can heal).
 

Gyojin

First Post
I'm interested in joining and evil game, and pirates just makes me want to join more (Pirates=Awesome).

For a character concept, I was thinking about an Orc diviner trying to find out his destiny. Spell wise, he also uses acid/cloud spells and a bit of Necromancy (specifically, spells that fatigue, lower strength, ect). Later on, he may take levels in Loremaster, maybe be the knowledge keeper of the Air Pirates (it may be advantageous to know more about foes and cities before battles and raids). It would be interesting to play as an Orc who is probably smarter than the rest of his kind :p .
 

Redclaw

First Post
Sorry all. I wasn't really clear on the definite evil approach here. I saw the pirates as potentially neutral (just in it for the money). I'm not really up for the evil thing.
I hope the game goes well.
 

Voda Vosa

First Post
Pirates are, at the end a bit evil I guess, although my character is chaotic neutral. I think pirates are neutral, but there must be some that are a bit more good or a bit more evil.
 


DrZombie

First Post
A quick character concept. The charsheet is still quite messy, will clean it up asap. Still need to buy magic items. Yes, I know, it's a bit over the top.

[sblock=Galathon, half-Ogre psi-warrior]

Galathon
Male Half-Ogre Psi_Warrior 4
Chaotic Neutral
Representing DrZombie


Strength 24 (+7)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 16 (+3)
Charisma 6 (-2)
Size: Large
Height: 8' 0"
Weight: 500 lb
Skin: Black
Eyes: Black
Hair: None




Total Hit Points: 31

Speed: 20 feet [armor]

Armor Class: 18 = 10 +8 [full plate] +1 [dexterity in armor] -1 [large]

Touch AC: 10
Flat-footed: 17
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +6 = 4 [base] +2 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +4 = 1 [base] +3 [wisdom]
Attack (handheld): +9 = 3 [base] +7 [strength] -1 [large]
Attack (unarmed): +9 = 3 [base] +7 [strength] -1 [large]
Attack (missile): +4 = 3 [base] +2 [dexterity] -1 [large]
Grapple check: +14 = 3 [base] +7 [strength] +4 [large]

Huge Greatsword : +7 dmg 4d6+10 (19-20/x2)
Large Heavy Crossbow : +4 dmg 2d6(19-20/x2)

When 'expanded'

Giant Greatsword : +7 dmg 5d6+12 (19-20/x2)


Light load:466 lb. or less
Medium load:468-932 lb.
Heavy load:934-1400 lb.
Lift over head:1400 lb.
Lift off ground:2800 lb.
Push or drag:7000 lb.


Languages: Common Giant Goblin


Heavy Crossbow [2d6, crit 19-20/x2, range inc 120 ft., 16 lb., piercing]

Huge Greatsword [4d6, crit 19-20/x2, 16 lb., two-handed, slashing]

Full plate armor [heavy; +8 AC; max dex +1; check penalty -6; 100 lb.]


Feats:

Monkey Grip
Combat Reflexes
Dodge
Mobility

Traits:


Appraise Int 1 = +1
Balance Dex* 6 = +2 +4
Bluff Cha -2 = -2
Climb Str* 7 = +7
Concentration Con 6 = +2 +4
Diplomacy Cha -2 = -2
Disguise Cha -2 = -2
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Infor Cha -2 = -2
Heal Wis 3 = +3
Hide Dex* -2 = +2 -4 [large]
Intimidate Cha -2 = -2
Jump Str*5 = +7 +4 -6 [speed 20]
Listen Wis 3 = +3
Move Silently Dex* 2 = +2
Prof(Air Pir) Wis 6 = +3 +3
Ride Dex 2 = +2
Search Int 1 = +1
Sense Motive Wis 3 = +3
Spot Wis 3 = +3
Survival Wis 3 = +3
Swim Str** 9 = +7 +2
Use Rope Dex 2 = +2
Autohypnosis Wis 5 = +3 +2
Knowledge
(psionics) Int 3 = +1 +2


* = check penalty for wearing armor


Half-Ogre:
+6 strength, +2 constitution, -2 dexterity, -2 intelligence, -2 charisma (already included)
Darkvision to 60 feet
For all special abilities, considered a giant.
Level adjustment +1



11 Power Points/Day:
5[psi warrior]
6[wisdom bonus]


Powers:
Expansion
Force Screen
Vigor
Dissolving Weapon


Galathon 's Equipment:


132 lb Weapons / Armor / Shield (from above)
5 lbCrossbow bolts (quiver of 10) x5

_____
137 lb Total





More about Galathon :

Galathon comes from the breeding experiments of the Riedrans. He was trained from his youth to be a psi-warrior, a new weapon in the arsenal of the dreamlords. Soon after being deployed, however, it became apparrent that not all traits of this new breed were desirable. They had a penchant for independant thought, stubbornnes and seemed to perceive the real nature of their riedran overlords. It was decided that the experiment should be terminated. Permanently. Galathon survived the betrayal and fled Riedra, only hours ahead of his assassins. He was picked up by the airship from a very tight spot and has served the crew loyally since that day.



[/sblock]
 
Last edited:


Zoycitenega

First Post
Ok, was working on my character, and was finding that it would not mesh well with the rest of the group. I still wish to play, but not as a favored soul(so long as that's alright?).
 

WarlockLord

First Post
Zoycitenega, feel free to change.

Gyojin, DrZombie (psywar is fine), pathfinderg1, Pyrex, feel free to join the fun!

However, no PC backstabbing. You have enough to worry about.

I like the way the crew is shaping up. From here on,

RECRUITING IS NOW CLOSED!!!
 


Epic Threats

An Advertisement

Advertisement4

Top