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

IcyCool said:
So do you have a link to the class write-up? (It's not in the .zip files you linked to).
Not yet, nope. I wrote all of these onto paper a while ago, and the papers were destroyed. I've only written classes on request by people who were making characters for my games, and the result is what's in the .zip file. Perhaps this new recruitment drive will result in a few more! I got stuck for a while on the Runemaiden (which a player kept asking me to write) because that class is just so ridiculously complicated to write, but now that I finished that, any other new ones will probably be easy :D
 

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Rystil Arden said:
Not yet, nope. I wrote all of these onto paper a while ago, and the papers were destroyed. I've only written classes on request by people who were making characters for my games, and the result is what's in the .zip file. Perhaps this new recruitment drive will result in a few more! I got stuck for a while on the Runemaiden (which a player kept asking me to write) because that class is just so ridiculously complicated to write, but now that I finished that, any other new ones will probably be easy :D

Well, it sounds pretty cool, but I'll likely not be able to keep up an acceptable posting rate (I lack any sort of reliable net access on the weekends). But I would be interested in seeing the class if/when you write it up again. :)
 

The Sidhe look interesting. I've always had a thing for fey. Real fey, that is, not the relatively bland MM fare.

Any story elements I should bear in mind regarding Sidhe, or unusual background dancing that might be required?
 

IcyCool said:
Well, it sounds pretty cool, but I'll likely not be able to keep up an acceptable posting rate (I lack any sort of reliable net access on the weekends). But I would be interested in seeing the class if/when you write it up again. :)
You seemed to do pretty well with your LEB adventure--contrary to popular belief from my postcount, many of my games do progress at a relatively slow rate (it all depends on the slowest poster, really). Anyways, I have a Master's Thesis to crank out this term, but I may find time to do class write-ups, though any for a possible PC obviously will be done first.
 

Shayuri said:
The Sidhe look interesting. I've always had a thing for fey. Real fey, that is, not the relatively bland MM fare.

Any story elements I should bear in mind regarding Sidhe, or unusual background dancing that might be required?
Well, 'bland' is sometimes relative, though I'll admit the MM in 3.X lacks any decent flavour for their fey--

Here's info that most any Sidhe would know--there's also secrets in every world that I've never revealed, though the people in this adventure will be discovering perhaps the biggest secret of one world in particular :)

Anyway--the Seelie Sidhe rule over Seelyne, which is nominally the power in control of all of Amaranthia, a veritable utopia, where total peace and happiness are the norm, and weapons of any kind are generally abhorred. However, there is still a great deal of intrigue amongst the upper-echelons of the Sidhe, and constant vying for rank through methods perfected over milennia to be completely polite and appropriately sisterly, even as they are a bit ruthless. It is worth noting that all Sidhe are female.

The thorn in the side of the Sidhe of Seelyne is the small rebel nation of Vaelyne, established by the younger sister of their quasideific immortal queen. The Vaelysh political system is a bit more open, and even Nymphs are allowed to hold high ranks. The Runemaidens were established here, as Vaelysh Sidhe and Nymphs do not follow the typical Amaranthian view on weapons.

Then there's Conacia--a dense jungle full of Nymph Amazons who despise the Sidhe, though not as much as they do males, for whatever their reasons. They are fiercely proud hunters who pride themselves on their battle prowess above all else, perhaps the polar opposite of the docile playful Nymphs found in most of Amaranthia.
 

Well, I didn't figure on my guy being a healer, so much as a guy you could go to to get patched up and you know he'd keep his mouth shut (assuming you paid the bill on time of course). Began life being groomed for a position as a tribal healer, and ran away at pretty much the first opportunity. Came on board a local Spelljammer as a swabby just ahead of the tribal hunters who were sent to bring him back and has been plying the ether ever since. Got land locked in Jhaar when a ship came in heavily damaged for repairs, and got stripped for the parts when the dockmaster realized that the captain couldn't afford the work. Taraj has been waiting for the chance to get on the next ship out of this hell hole thats desperate enough to take him, but looks reliable enough not to be a slaver.

Taraj is lawful neutral as all get out. He recognizes that a good crew sometimes has to follow orders without asking why, and that a sailors word is his bond if he wants to have any chance at sticking with a decent crew. He doesn't really care too much for people he doesn't know (though he will occasionally help others out if he's pretty sure it won't do hiim any harm), and is loyal to his shipmates, probably to a fault.
 
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pallandrome said:
Well, I didn't figure on my guy being a healer, so much as a guy you could go to to get patched up and you know he'd keep his mouth shut (assuming you paid the bill on time of course). Began life being groomed for a position as a tribal healer, and ran away at pretty much the first opportunity. Came on board a local Spelljammer as a swabby just ahead of the tribal hunters who were sent to bring him back and has been plying the ether ever since. Got land locked in Jhaar when a ship came in heavily damaged for repairs, and got stripped for the parts when the dockmaster realized that the captain couldn't afford the work. Taraj has been waiting for the chance to get on the next ship out of this hell hole thats desperate enough to take him, but looks reliable enough not to be a slaver.

Taraj is lawful neutral as all get out. He recognizes that a good crew sometimes has to follow orders without asking why, and that a sailors word is his bond if he wants to have any chance at sticking with a decent crew. He doesn't really care too much for people he doesn't know (though he will occasionally help others out if he's pretty sure it won't do hiim any harm), and is loyal to his shipmates, probably to a fault.
Interesting--did you have a preference for the ability and skill bonuses for the Albatross totem? I bet Taraj would be happy to level up once and gets the Wings of Flight Nature's Avatar :)
 

Well, I hadn't really thought so far at the bonuses. Meybe a +2 to checks to know direction and determine weather. For an ability, give a target a -3 to 5 luck penalty to their next save/attack/roll or what have you with a successful touch attack. usable once a day. Does that sound sorta feasable?
 

pallandrome said:
Well, I hadn't really thought so far at the bonuses. Meybe a +2 to checks to know direction and determine weather. For an ability, give a target a -3 to 5 luck penalty to their next save/attack/roll or what have you with a successful touch attack. usable once a day. Does that sound sorta feasable?
Huh? Oh, I should be more specific--as I think it says in the .zip file, the Lacerta racial ability gives you a 1/day ability to gain +2 to one ability score and +2 to two skills, as appropriate for the totem.
 

Oh duh. I even read that earlier to think of it. Lose my own head next. +2 to Con and a +2 to Survival and Concentration. I mean, all Albatrosses really do is just stick up in the air and STAY there. As a side note, I've decided that there should be a better plural for Albatross. Albatrossi? Meybe it's just Albatross, like fish can be the plural of fish. Bah!
 

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