Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!

Rystil Arden said:
Hmm...isn't Bestial a Vile domain? As to the pacts, usually I come up with them, but I actually think that the majority of yours are interesting and appropriate. You get off far too easily from those Greater Spirits, though--I may rethink some of the Greater and Major pacts.

It does not have the vile descriptor, but it is in the BOVD. Of the 2 spells that are given the evil descriptor (claws of the beast and whirlwind of teeth) the domain spells I would be able to use are base players handbook spells. As for those two spells, I think that they were given the evil descriptor due to calling on evil energies or gods and since I am calling on a beast spirit (reptile, dinosaur or dire spirit) I personally do not see them as evil. That said it is just my opinion.

The travel was a little problematic, however I figured I would constantly have to keep moving never residing in any one place for long. For the major earth pact I was thinking that the token would have to use the slot of a magic item. Wear a few gems in a necklace around my neck in a pouch for instance and I could no longer use amulets

I was thinking about modifying the, "tooth and claw are to be your only weapons from this point forward" to add "and like the beast you must partake of your kill..."

The darknes pact, though I do not have it spelled out, it is my blood that is mixed with ash so I will take damage. Would it be appropriate that for the pact I take 1d4 or ?? damage that is unhealable for the day?

How do these sound?
 

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Rystil Arden said:
Nephtys--sadly, there are several people I know of who are otherwise good players but read SBLOCKs, which is why I corresponded with you via e-mail. Could you take out the part of that corresponding to...you know...

Sure, I'll send you the complete character in an e-mail.
 


pallandrome said:
[SBLOCK=Bardach]Bardach, LN Lacerta Animist

Str:17
Dex: 13
Con: 16
Int: 16
Wis: 22
Cha: 14

HP: 46hp
AC: 14
Init: +3

BaB: +5
MaB: +8
RaB: +6

Fort: +7
Ref: +5
Will: +10

Feats - Exotic Weapon Proficiency: Whips, Combat Expertise
Skills - Climb: +11, Concentration: +11, Jump: +11, Knowledge: The Spheres: +11, Profession: Spelljammer Sailor: +11, Spot: +14, Survival: +14, Use Rope: +9

Weapons
+1 Shocking Whip Attack: +9 Dmg: 1d3+3 subdual, 1d6 electrical Crit: x2
Dagger Attack: +9 Dmg: 1d4+3 Crit: 19-20 x2
Heavy Crossbow Attack: +6 Dmg: 1d10 Crit: 19-20 x2
Claws Attack: +9 Dmg: 1d8+3 Crit: x2

Armor
Leather Armor Armor Bonus: +2 Max Dex: +6 Armor Check Penalty: 0
Buckler Armor Bonus: +1 Armor Check Penalty:-1

Spiritsworn Allies: Inal Abet - patriarch of a family of ape spirits that chose to come with Bardach's tribe when they were enslaved. There are 6 members of the family that Bardach can call upon to help in fights.

Zephyr - A small air spirit that has taken to following Bardach around. Zephyr doesn't have much of a personality, but is intensly protective and possessive of Bardach when called upon. Bardach knows very little about where the creature comes from.

Dawn Eyes - Dawn is a sarcastic Eagle spirit that has taken Bardach under her metaphysical wing. She thinks him capable of great things, but he is happy enough just where he is. The two are close friends, but sometimes bicker like an old married couple.

Salarassa - Sal is a conniving snake spirit, and usually seems to be out to get Bardach into trouble as much as he is to get Bardach out of it again. Bardach cuts Sal a lot of slack though, as Sal was insturmental in helping Bardach escape from slavery.

Klyzxle - A thoqqua spirit with a nigh unpronouncable name, Bardach has found being followed around by this bizzare being lately. It seems friendly, but Bardach has had little opportunity to bring it to flesh, as he's not foolish enough to allow a fire elemental onto a spelljammer. [/SBLOCK]

I put an entry on the various spirits that Bardach knows well enough to call up. Does this sound about right for nature spirits, or would you like me to change some things?

Also, I put as Bardach's magic item, a +1 Shocking Whip. Bardach, being the kind of guy he is, would probably want a weapon more than just about any other kind of equipment. I figure he could have "appropriated" it from some slavers he was exercising his duties as a privateer on. Or simply killing, if he was a pirate that trip out.

I'm probably missing something. Just tell me if I am, and I'll correct it post-haste. (hehe post-haste, get it?)
Ah, I didn't give you your purchase plan. Is he going to be getting most of his stuff from Chuliit, or was all that stolen and he got his stuff from the pirate/Jhaar purchase plan?
 

Basically still the same, though the history vastly trumps the finished mechanics in terms of importance. Also, it should be of note that we probably don't need all the characters to be healers either, though so far they aren't so it seems to be working out. What do we have as far as possible healers (not counting Bards who technically have it on their list like the Skald and Siren)? Just the Shaman and the Animist, right? Actually, I suppose a Siren theoretically could be a fairly good healer because of the way they grab the Bard spell list and still have full casting.
 

Gli'jar said:
It does not have the vile descriptor, but it is in the BOVD. Of the 2 spells that are given the evil descriptor (claws of the beast and whirlwind of teeth) the domain spells I would be able to use are base players handbook spells. As for those two spells, I think that they were given the evil descriptor due to calling on evil energies or gods and since I am calling on a beast spirit (reptile, dinosaur or dire spirit) I personally do not see them as evil. That said it is just my opinion.

The travel was a little problematic, however I figured I would constantly have to keep moving never residing in any one place for long. For the major earth pact I was thinking that the token would have to use the slot of a magic item. Wear a few gems in a necklace around my neck in a pouch for instance and I could no longer use amulets

I was thinking about modifying the, "tooth and claw are to be your only weapons from this point forward" to add "and like the beast you must partake of your kill..."

The darknes pact, though I do not have it spelled out, it is my blood that is mixed with ash so I will take damage. Would it be appropriate that for the pact I take 1d4 or ?? damage that is unhealable for the day?

How do these sound?
I'll take a look at BoVD when I return home later today. I'm leaning towards yes, but I need to read those spells more carefully. If I do allow it, the spells will keep their descriptor (it won't prevent you from casting them, though).

I think the Majors may still be non-appreciable, particularly since running out of chakra slots won't be a problem for a long time in PbP, and an exploration-based adventure means you won't be staying in the same place anyway, so they're basically free.

For the Darkness and Bestial spirits--I think you have the right idea, but you need to go a bit farther: Remember, lower level Shamans have stricter pacts from more powerful spirits. Trayah is level 9 and he doesn't even have a single Greater Spirit yet. Having even one Greater Spirit at level 5 is an impressive feat, and the price would be dire. Here's versions of your pacts that keep the flavour and move to about the right level

Darkness---as before, but the act of drawing the ash-and-blood sigils on his body creates a powerful darkness aura that allows affinity with the spirit. However, the bloodletting and infusion comes at a price. Whenever he honours the Darkness spirit to gain his domain, he suffers a temporary loss of 2 Con. This ability damage cannot be healed by normal means, though it fades immediately when he honours new spirits the next day. If it is somehow healed, the markings are erased, and the Darkness Spirit is no longer honoured that day.

Bestial--Teeth and Claws shall be your only weapons from this point forward (Comment: Okay, but most Lacerta don't use other weapons anyway, particularly with the yummy buffs for the claw in this domain), and you shall partake of your kill like the beast (though like the beast, you need not eat of something that is poisonous or inedible). Additionally, once a moon, the beast will descend upon you and overwhelm your faculties, thus keeping you in tune with the beast, with your heritage and your power (Comment: It's rare, it has cool flavour, and it represents the relative power of this mighty spirit).
 

Bardach was pretty much still a kid when he got kidnapped. He didn't really have anything much of value when he was taken, and anything he DID have would have been immediately stripped from his posession. Anything he has would likely have been stolen from pirates, merchant ships, or purchased on the black market in Jhaar.

Also, if one of the other healers gets hired, Bardach will be memorizing only one or two healing spells a day anyways, unless he suspects they'll be traveling through undead infested territory for some reason.
 
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Rystil Arden said:
Actually, I suppose a Siren theoretically could be a fairly good healer because of the way they grab the Bard spell list and still have full casting.

She is. If she cast nothing else she could cure 132 to 286 hps a day. Even knowing only CLW it's still more than a core-rules cleric. :)
 

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