The Seafarer's Guild [Archive] - Wizards Community

Post/Author/DateTimePost
Kingside_Bishop

03-18-05, 02:39 AM
The Seafarer's Guild
You spin the wheel deftly in your hand, and the ship comes about to its new heading... Ahead of you, through the spray of the salty sea that parts before your bow, you can see the pitched battle...

The air booms, and even from this distance the acidic aroma of sulphur slips into your nose, filling your heart with heat in preparation for what comes...

Grimacing, you look ahead, gauging the situation -- the merchant ships flee the scene under full sail, while the pirate vessels pursue their prey. Close behind them are naval cruisers, engaged, trading cannon fire in an attempt to save their wards from the sword.

Your ship hurtles towards the morass, under full sail herself, while the crew arms her armaments. You signal for the boy to raise the flag...

...but which flag to raise, Captain?

~~~~~~~~~~~~~~~~~~~~~~
This is a guild where pirates, naval officers, and other, neutral oceangoing characters of all kind can congregate, trade, battle, and discuss. We'll work out rules for having naval battles between pirates, the navy, and anyone else, rules for ship construction, and no doubt many other things. But, let me make this clear -- I'm not the guildmaster here. I'm just posting the Guild Charter because I know my way around vB code, and can make the post look really shiny.

Member ListsThis guild is, in fact, divided into three subguilds -- Pirates, Neutrals, and Navy. Each sub-guild (which is in fact its own guild) has its own member list

PiratesGuildmaster: Captain Jack Sparrow (Dyne)
MembersSulkyr (Demonfey)
James (Cazic)
Anastrianna (Sphendule)
Spyke Pseiyteo Domynik Hiocea (alaron)
Joseph (HiQKid)NeutralsGuildmaster: Zik (Sphendule)
MembersNone that I know of...NavyGuildmaster: Pending
MembersNone that I know of...
Ships' Crew
Look here to see what ships in the guild are currently looking to add a few crew members... the color of the ship's name indicates its affiliation, as does the color of individual crew members

The Black PearlCaptain: Jack Sparrow (Dyne)
Current CrewSulkyr (Demonfey)
James (Cazic)
Anastrianna (Sphendule)
Spyke Pseiyteo Domynik Hiocea (alaron)No Neutral Ships YetCaptain: Pending
Current CrewPending
Pending
PendingNo Naval Ships YetCaptain: Pending
Current CrewPending
Pending
Pending
Ship Construction
These are some pretty cool rules for building your own custom ships, put out under the Open Gaming License, found in The Seafarer's Handbook, published by Legends and Lairs

Ship HullsThe size of your ship’s hull is the basis for its statistics, so this should be the first decision you make.

Note that Hull Size does not correspond to the creature sizes of the same names.

Hit Points does not refer to the number of Hit Points the ship has. Instead, that's how many points of damage it takes to form a breach in the hull of the ship. A ship can sustain one breach per size category of the hull -- any more breaches will cause the ship to start to go down. After five minutes per size category of the ship's hull, the ship will be sunk. For each additional breach past one per size category of the hull, subtract one minute from this time.Hull Size Cost Length Width Thickness Hit Points Speed Propulsion Slots Weapon Slots Cargo Crew Time Hull Size
Small 50 gp 10 feet 10 feet 2 inches 20 +20 feet 5 2 500 lbs 2 1 week Small
Medium 350 gp 30 feet 10 feet 2 inches 20 +10 feet 15 8 1,000 lbs 3 2 weeks Medium
Large 700 gp 30 feet 15 feet 3 inches 30 Normal 25 12 8 tons 6 3 weeks Large
Huge 5,000 gp 75 feet 20 feet 4 inches 40 -10 feet 30 18 10 tons 45 1 month Huge
Gargantuan 10,000 gp 90 feet 25 feet 5 inches 50 -15 feet 35 20 150 tons 60 3 months Gargantuan
Colossal 15,000 gp 130 feet 30 feet 6 inches 60 -20 feet 40 24 200 tons 200 4 months Colossal

Other Construction MaterialsThe above table assumes the ship's hull is being built of high quality lumber. Adjust the ship’s statistics according to this table if it’s not built of wood.Material Hardness Hit Points Speed Cost
Darkwood 5 10/inch +2.5 ft./inch 5,000 gp/inch
Iron 10 30/inch -15 ft/inch +10,000 gp/inch
Mithril 15 30/inch -5 ft/inch +20,000 gp/inch
Adamantine 20 40.inch -10 ft/inch +30,000 gp/inch

Propulsion SystemsThese are the forms of propulsion available on a ship. Note that the “Slot Cost” refers to the number of Propulsion Slots a ship has available to it.

When a ship deploys a propulsion system, its speed increases by 10 ft per round until it reaches its maximum speed. Likewise, once a ship undeploys a propulsion system, its speed decreases by 10 ft per round until its speed reaches 0 ft per round. Once they get going, most ships may only turn once each round, and may only do so in 45º increments. Small and Medium ships, however, may turn twice per round, while Gargantuan and Colossal ships may only turn once every two rounds.

Propulsion systems don't stack for the purposes of movement, with the following exceptions: Only the first, most powerful sail adds its full speed value – all other sails only add half of their speed values to the ships speed.
Speed derived from oars are cumulative with themselves – therefore, one set gives a speed of 10 ft, two sets gives 20 ft, threesets gives 30 ft, and so on.As a genral note, the creature in a towing harness must be the same size as the harness or smaller.Type Slot Cost Cost Hardness Hit Points Time Speed
Sail, Small 5 25 gp 1 2 3 days 10 feet
Sail, Medium 10 50 gp 1 2 1 week 25 feet
Sail, Large 15 100 gp 1 2 2 weeks 40 feet
Oars, one set 5 25 gp 5 30 1 week 10 feet
Harness (Med) 5 100 gp 2 20 3 weeks Creature’s Speed
Harness (Huge) 10 200 gp 2 30 4 weeks Creature’s Speed
Harness (Col) 15 300 gp 2 40 5 weeks Creature’s Speed
Steam Engine 35 50,000 gp 10 320 8 weeks 80 feet

Ship WeaponsThese are the weapons available on a ship. Note that the “Slot Cost” refers to the number of Weapon Slots a ship has available to it.

Under Range, the first number is the actual range increment, while the second number is the minimum range of the weapon (nothing within that range can be fired upon).

Only ships with hull sizes Large or larger can use the catapult (heavy or light), Ballista, Ram, and Cannon.Weapon Slot Cost Cost Hardness Hit Points Damage Critical Range Crew Time
Catapult, Heavy 6 800 gp 5 200 5d6 - 200/100 ft 5 3 weeks
Catapult, Light 4 550 gp 5 100 3d6 - 150/100 ft 2 2 weeks
Bomb, Acid - 250 gp - - 4d6 - 200/100 ft - -
Bomb, Fire - 300 gp - - 5d6 - 200/100 ft - -
Bomb, Shrapnel - 200 gp - - 2d6 - 200/100 ft - -
Ballista 6 500 gp 5 75 3d6 x3 120 ft - 2 weeks
Ram 6 2,000 gp 20 340 see below x3 - 10 4 weeks
Crossbow, Heavy 1 250 gp 5 10 1d10 x2 120 ft 1 1 week
Crossbow, Repeating 1 250 gp 5 10 1d8 x2 80 ft 1 1 week
Cannon 8 5,000 gp 10 280 6d6 - 300/100 ft 3 2 weeks

Ship CastlesShip castles add another level to the fore or aft deck of a ship. They often serve as personnel quarters, storage, or fortified positions for soldiers and weapons.Material Hardness Hit Points Speed Cost Time
Wood 5 10/inch -5 ft +500 gp 1 week
Stone 8 15/inch -10 ft +1,000 gp 2 weeks
Stone, Reinforced 9 20/inch -15 ft +1,500 gp 3 weeks
Iron 10 30/inch -10 ft +3,000 gp 3 weeks
Mithril 15 30/inch -5 ft +5,000 gp 4 weeks
Adamantine 20 40/inch -10 ft +6,000 gp 4 weeks

Ship QualitiesShip qualities are what make ships unique. Each ship starts with one ship wuality that it gets for free. To add additional ship qualities, you must pay 1,000 gp, plus another 1,000 gp for each size category the ship hull is above small. It takes two weeks to add a ship quality to a ship, plus one week for every size category the ship hull is above small. Built to LastPrerequisite: None
Benefit: The ship's hull's hit points are increased by 5 per inch of thickness.
Bull of the Sea Prerequisite: The vessel must have a battering ram equipped
Benefit: On a successful ramming attack, the ship deals an additional 1d6 points of damage.
Clever Construction Prerequisite: None
Benefit: The ship can be equipped with a paddlewheel or other unusual propulsion system.
Fire Tested Prerequisite: None
Benefit: The vessel's hull and deck have a resistance of 10 against all fire effects.
Grace Under Pressure Prerequisite: The vessel must be a submarine
Benefit: The vessel is better suited for underwater travel, and recieves a +20 cicumstance bonus on Fortitude saves to resist damage from pressure.
Ice Queen Prerequisite: None
Benefit: The vessel has a resistance of 10 against all cold effects.
Improved Buoyancy Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull, which must be constructed of a meterial other than wood.
Benefit: The movement penalty due to alternative construction materials is reduced by 5 feet.
Mighty Oars Prerequisite: None
Benefit: The ship's oars have +5 hardness.
Oceanworthy Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add a +4 bonus to any check, save, etc. that involves the operation of the vessel in poor weather.
Reinforced Sails Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: The ship's sails recieve 10 bonus hit points.
Sea Scrapper Prerequisite: The vessel must have a Small or Medium hull
Benefit: Add 5 to the vessel's artillery slots.
Sea Skimmer Prerequisite: The vessel must have a Small or Medium hull
Benefit: The vessel's speed is increased by 5 feet.
Storm Rider Prerequisite: None
Benefit: The ship possesses a resistance of 10 against all electricity effects.
Tough Old Girl Prerequisite: None
Benefit: The hardness of the ship's hull and deck is increased by 2.
Transport Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add 10 tons to the ship's maximum cargo capacity.
War Dog Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add 10 to the ship's maximum artillery slots.
Wave Rider Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: The vessel's speed is increased by 10 feet.
Dyne

03-18-05, 03:01 AM
SBLOCKS hate me for some reason, although I usually find them quite useful.

Sign me up, mate. Pirate extraordinaire at your service. Or mine. No matter.

I believe there are already rules for naval combat in the Arms and Equipment Guide, as well as plenty of bonus stuff on vehicles in general. There are even rules for getting drunk, which might actually be useful here since sailors are rather fond of rum. ;)

For the branches, I think we only need three for now:
His/Her Majesty's Royal Navy (imitating the British Navy of the time period we are imitating), Pirates, and Neutral (which would include Merchants, Privateers, people who just happen to own a boat, etc.).
Tenzhi

03-18-05, 03:26 AM
Honestly, KB, you start too many of these things. ;)

Pirates rule. What's the price of "long pork" in these parts? :P
Kingside_Bishop

03-18-05, 03:29 AM
Honestly, KB, you start too many of these things. ;) :D I'm just formatting for this guild, although I will probably be a member of the Navy. Pirates, ye be warned...
Dyne

03-18-05, 04:01 AM
Pirates, ye be warned...

*Makes a motion as if to say "Bring it on."*
thasis

03-18-05, 04:56 PM
I love pirates. I think WoTC should make a good Pirate Core Class. WE NEED MORE CLASS BOOKS!!! LOL Anyways, I'm in. I love anything to do with ships.
Dyne

03-18-05, 05:12 PM
There's a Dread Pirate PrC in Complete Adventurer, I believe. And Kedi created a core class Swashbuckler that is posted somewhere on these boards. Let me bring up a link.

Swashbuckler (http://boards1.wizards.com/showthread.php?t=161913)
Dyne

03-18-05, 05:38 PM
I need a ship. I seem pretty stuck on getting a Sailing Ship, since it is the only one besides a Keelboat that is actually seaworthy. And the Keelboat is too small and slow.

KB, do those shipbuilding rules allow us to customize our ships? 'Cause that would be :cool: . Also, we might create some of our own rules for naval combat and movement, just to make it more realistic and detailed.
jagggar

03-18-05, 05:42 PM
I actually agree, I'm more of a multiclass core classes person than a PrC, PrC, PrC kind of person.
Tenzhi

03-18-05, 06:19 PM
I like core classes, but pirates are really just rogues and rangers with a bit of sea salt for flavour. I'd use the examples in UA for alternately-flavoured core classes as a basis for creating sea-dog rangers & rogues.
Dyne

03-18-05, 06:22 PM
Rangers? How are pirates rangers?
Tenzhi

03-18-05, 06:38 PM
They wear light or no armour. They're prone to using ranged weapons or two light weapons. Their wilderness is the sea. And they're sometimes accompanied by animal companions.

Barbarians are also a shoe-in.

Not so much fighters, as being a sailor requires a fair bit of skill.
jagggar

03-18-05, 08:28 PM
Swimb, Climb, Intimidate, Profession (sailor). What more skill do you need?

(Skill ideas taken from Dragon 318, p. 51.)
Dyne

03-18-05, 08:47 PM
You forgot Use Rope.

But a lot of a Ranger's abilities are completely worthless at sea, such as Track, Woodland Stride, Swift Tracker, Camouflage, Hide in Plain Sight, and pretty much all of a Ranger's spells.

And they don't even have the traditional animal companions for a pirate on the list: monkeys and parrots. Grr.
jagggar

03-18-05, 08:53 PM
Are there offical stats for parrots?

Anyway, what about going ashore? Ya can track there.

On the other hand, with spells allowing one to breath in water, many possiblities are opened up for where you can bury treasure.
Dyne

03-18-05, 09:03 PM
There better be....
*Shakes fist*

EDIT: No, there's not. :banghead:

Oh well, I could still have a monkey. And I'll name him Jack, too. :D
I wish I was

03-18-05, 09:23 PM
Way to go, KB, the high-seas, one of my favorites! I must say, as a rule, I play water-related spell casters when I play seas campaigns, and devine casters more specifically. But I'm short on time right now, but sign me up for this thing. Bye.
Lady Rolindin

03-18-05, 09:58 PM
the spelljammer has a figher for there fleet ships, you could base a fighter class of that one and make a fighter for your ships. the Royal elven fighters maybe, or the royal elven Marines.
no how about a fighter class for the pirates too that are use as specatily fighters for the parites, like the ships have specail plaed crows nest and they use long composite bows, they are experts in bowmanship and are deadly with them.
since masre and commannder and the pell jammers have royal marines, they would be good to add to the ships. even the parites have thier own type of force, they work on the ship. this is how thier duites are spit up, in spell jammer any way.
they work in 3 shifts, the 1st part is part of the crew, the 2nd is part of the pirate elite watch force, the 3rd is off time.
I would be glade to help if your interested. I do like the spell jammers and when they come on to a world, that is not used to them they use the old wooden ship s and come in by water to a port. if the world is more advandced then they makean sky port.
a royal eleit marines for for the elves and the parites. I saw the class some where before and the prc. might have to look it up.
Kingside_Bishop

03-18-05, 10:14 PM
KB, do those shipbuilding rules allow us to customize our ships? 'Cause that would be :cool: .Indeed they do, Dyne. And indeed it is :cool: .
Lady Rolindin

03-18-05, 10:23 PM
If you don't have the stats for the royal marines like in master and commander and spelljammers, I can get the prc for the guild for spell jammer, you might have to twek the royal marines for the pirates to make them though. i do think the spell jammer has the pirate elite figher class too of elite fighters.
Sphendule

03-18-05, 11:00 PM
There's actually already a Swashbuckler base class in Complete Warrior... It starts out with Weapon Finesse and is generally a very fast type of character with a full BAB and a good Fort. save but gets class bonuses for Reflex saves (I guess a good Ref. save would overbalance the class a bit...). Rounding out the class are dodge bonuses every 5 levels and a few acrobatic-based abilities. It looks quite fun, but I'm busy tonight so I can't decide if I'll try to make a character for this guild. I've got a few ideas in mind, but I'm not sure which way to go with it...
Tenzhi

03-19-05, 01:09 AM
You forgot Use Rope.

But a lot of a Ranger's abilities are completely worthless at sea, such as Track, Woodland Stride, Swift Tracker, Camouflage, Hide in Plain Sight, and pretty much all of a Ranger's spells.

And they don't even have the traditional animal companions for a pirate on the list: monkeys and parrots. Grr.

Yar. Thus why I was suggesting sea-dog-flavoured class alterations along the lines of what they were doing with the classes in UA.

Even with just four-five skills, the average fighter is unlikely to be skilled enough to be a pirate.
Kingside_Bishop

03-19-05, 01:15 PM
Curses... double post...
jagggar

03-19-05, 01:26 PM
Not sure if the link will work but: gotta love Amazon (http://www.amazon.com/gp/reader/0786936517/ref=sib_vae_pg_7/002-9393703-1051248?%5Fencoding=UTF8&keywords=scout&p=S00F&twc=27&checkSum=4fLyF91lUHyKIy3NHAzcG1CRP%2FyR3 6sfQwZ7fT8pWS4%3D#reader-page)
If that doesn't work, just find CV and search inside for Scout.

Hmm. . . I think I'm gunna take a real look at that after I get back from lunch.
Cazic

03-19-05, 01:53 PM
Sign me up KB.

My Dragon will go with those that are Neutral. We will need to make some kind of guild house, but since we are going to have sub-guilds we might need a big one and 3 small ones so no one really messes with eachother.

For the main guild house I was kinda thinking something like a big boat that is made to be like a flowting Guild house. We could set it up out side the harber and the sub-guilds could get their own smaller guild-halls. Something like the pirates have theirs set up on island or something. Navy could also have a Island base and Neutral would probably be set up in the port.
Kingside_Bishop

03-19-05, 02:17 PM
Does anyone know anything about the scout? I've heard it's another movement based combat class, with some nature-survival abilities. I haven't actually seen the class.

What's a good break point for the scout, does anyone know? Because Duelist only gets good after you have several levels in it. I was thinking something like this:

Swashbuckler 3 / Scout 3 / Monk 2 / Paladin 2 / Duelist 10.

The monk levels would be western themed. Not a kung fu monk, but someone with near-religious training in the rapier, maybe from a military college (*cough* Swordpoint *cough*), who also knows how to throw a few unarmed strikes into his attack routine.
Dyne

03-19-05, 03:34 PM
Not sure if the link will work but: gotta love Amazon (http://www.amazon.com/gp/reader/0786936517/ref=sib_vae_pg_7/002-9393703-1051248?%5Fencoding=UTF8&keywords=scout&p=S00F&twc=27&checkSum=4fLyF91lUHyKIy3NHAzcG1CRP%2FyR3 6sfQwZ7fT8pWS4%3D#reader-page)
If that doesn't work, just find CV and search inside for Scout.

Hmm. . . I think I'm gunna take a real look at that after I get back from lunch.

It doesn't show the Scout. Well, all of it, anyway.

The close up on the cover really shows how crappy the art is, though.
Dyne

03-19-05, 03:44 PM
KB, are there stats for cannons in that Seafarers book? 'Cause otherwise we'll just be shooting at each other with arrows, I guess. Or pistols and muskets.
Tenzhi

03-19-05, 11:39 PM
KB, are there stats for cannons in that Seafarers book? 'Cause otherwise we'll just be shooting at each other with arrows, I guess. Or pistols and muskets.

If you have musket stats, just increase the weapon size from a Medium to a Huge/Gargantuan weapon and that should net you a decent cannon.
Sssargoth

03-19-05, 11:40 PM
Finally finished the article, and spent the past 2-3 hours making sure everything in the code blocks lined up.

The Way of the Gun: Gunpowder weapons for D&D
by Michael Shortt Dragon 321

The Dungeon Master's Guid notes that "technology defines a setting as much as culture," and it offers a selection of weapons and items from societies far more advanced than those commonly found in standard D&D games. These lists are far from comprehensive, however. To reflect an ea defined by rapid advances in scientific knowledgeand new inventions, a DM should be equipped with a selection of appropriately advanced devices. With that in mind, this article presents a wide range of "high-tech" items, appropriate for use in nearly any campagn.

Gunpowder Weapons
Although varied in their range, strength, and usage, an assortment of weapons from distant lands and advanced eras made deadly use of gunpowdwer. From elegant dueling pistols to crude handcannons, there is considerably more to gunpowder weaponry than just pistols and muskets. Unless otherwise noted, a gun requires two hands to load and 1 ounce of gunpowder for each shot. Reloading a firearm is a standard actio that provokes attacks of opportunity.

Blunderbuss
The word blunderbuss is derived from Dutch and literally means, "Thundergun." Their trumpet-shaped barrels were designed to scatter shot across a wide arc, making them popular among both homeowners and naval boarding parties.
Much like a primitive shotgun, the blunderbuss was not designed for accuracy of any kind. When fired, a blunderbuss does not require the user to make an attack roll. Rather, all creatures in a 20-foot cone must make a DC 15 Reflex save or be struck by shot (see the Gunpowder Weapons table). Those who make their save suffer only half damage. Because no attack roll is made using this weapon, a blunderbuss cannot cause critical hits.
Blunderbuss shot consists of 1 pound of nearly any form of scrap metal, stones, or other improvised bullets. However, the sizeable cone expelled by a blunderbuss requires that 4 ounces of qunpowder be used in loading and reloading the weapon, instead of the standard 1 ounce.

Carbine
When it became clear to even cavalrymen that lance-wielding charges were finally obsolete, the need arose for a weapon that could be reloaded from horseback. Bridging the gap between rifles and pistols, the carbine is a short, light weapo that sacrifices range while maintaining forepower.
Carbines are more or less identical to normal muskets, but they have shorter barrels and lighter frames that reduce their range significantly. However, since carbines are built for mounted conbat, a charicter firing from the back of a mount making a double move suffers only a -2 penalty to his ranged attack rolls (instead of -4). Also, a charicter firing from the back of a running mount suffers only a -4 penalty to his attack rolls (instead of -8). See page 157 of the Player's Handbook for more information about mounted combat.

Hand Cannon
Large and unwieldy, hand cannons are relatively primitive firearms manufactured by cultures just learning how to use gupowder. Also known as an arquebus, a hand cannon consists of a smooth barrel bound to a wooden stock by tight iron hoops.
Due to their simplistic design, hand cannons do not have the range or damage capability of more advanced muskets. However,their simplicity makes them the cheapest of all firearms.

Pistol, Dueling
Finely crafted to suit the tastes of quarrelsome young aristocrats, dueling pistols represent the height of the gunsmith's craft. They use the best materials available and are heavily personalized and elaborately decorated.
Dueling pistols are essentially masterwork pistols sold in matching sets of two (see the Dungeon Master's Guide, page 145). Masterwork firearms are treated just as any other masterwork ranged weapon, offering a +1 enhancement bonus on atack rolls. The price on the Gunpowder Weapons table lists the price of a matched set of two dueling pistols.

Pistol, Grenade
Grenade pistols look much like rifles or muskets with a blunt, wide muzzel that ends just beyond the firing mechanism. Capable of loading and firing a variety of thrown weapons, grenade pistols greatly increase the threat of these weapons.
A grenade pistol can launch any of the following projectiles, which can also be used as thrown weapons (see page 158 of the Player's Handbook). At the DM's discression, grenade pistols might be capable of launching other objects, although items in flasks or bags are destroyed upon being fired. A grenade pistol requires 4 ounces of gunpowder to fire.
Bomb: This round gunpowder bomb must be lit before it is loaded into a grenade pistol. Lighting a bomb requires a move action in addition to the time it takes to load. While lighting a bomb, a charicter can decide how long he wants the fuse to be, choosing when it detonates from 1 to 5 rounds or upon impact if the weapon is immediately fired. This allows the grenade pistol's user to keep the weapon loaded for a time before fireing or cause the grenade to explode several rounds after it has been fired.
When the fuse expires, a bomb deals 2d6 points of fire damage to all creatures within 5 feet. Anyone caught within the blast radius can make a DC 15 Reflex save to take half damage. As with thrown weapons, a bomb may target either a creature or a specific grid intersection and deviates if it misses.
Bomb Casing: These containers are essentially weaker forms of normal bombs, the majority of their gunpowder replaced with a plugged empty hollow. If the user wishes, a wide variety of volitile chemicals or dangerous items can be placed within, allowing them to survive the blast of being fired.
Even though the explosion does no damage, a bomb casing must still be lit before it is loaded into a grenade pistol, the charge breaking the casing open and scattering its contents. Lighting a bomb casing requires a move action in addition to the time it takes to load. While lighting a bomb casing, a charicter can decide how long he wants the fuse to be, choosing when it detonates from 1 to 5 rounds or upon impact if the weapon is immediately fired. This allows the grenade pistol's user to keep the weapon loaded for a time before fireing or cause the grenade to explode several rounds after it has been fired.
Bomb casings are commonly filled with a flask of acid, a flask of holy water, a tanglefoot bag, a smokestick, or a thunderstone. Loading any of these (or similar) items ito a bomb casing requires a move action that provokes an attack of opportunity. Once loaded, these items (and items like them) are not damaged by being fired, and upon the bomb casing's fuse expiring, the small explosion disperses them just as if they had bee thrown. See each item's individual description for its exact effects.
A bomb casing can also be used as a delivery for some poisons. Casings can be filled with 5 uses of either a cotact or inhaled poison, each of which must be applied as a standard action and risk poisoning the charicter as normal. Once filled, the poisoned casing can be lit and fired as normal. Upon detonating, the poison is scattered in a 5-foot-radius splash from the point it landed, exposing all creatures in that area (see the effects of poison on page 297 of the Dungeon Master's Guide). Howvever, since the broad splash is a less than an optimal method of transfer and does not assure direct exposure, the DCs of Fortitude saves to resist these exploded poisons are decreased by -2. Poisons spread using bomb casings are used up after detonating and do not affect creatures on later rounds.
Canister: These light, cylindrical containers function much like bomb casings, only they contain no gunpowder. A cork at one end of the iron canister allows an item the size of a potion or folded scroll to be fired from a grenade pistol and land without damage. A canister may target either a creature or specific grid intersection, as if it were a thrown weapon, and deviates if it misses (see page 158 of the Player's Handbook). If the canister's target is a creature, the target may attempt to catch it, if it has a free hand, by makeing a sucessful DC 15 Dexterity check. If the target fails this Dexterity check, the canister deviates as if it had missed.

Pistol, Hilt
The most prolific of all combined weapons, hilt pistols are firearms built into another weapon. Nearly any weapon can have a pistol built into it. History provides examples of even whips and axes with attached guns. A hilt pistol allows a wielder to choose between attacking with either the melee weapon or the hilt pistol, without having to switch between weapons. A charicter with multiple attacks can even make a single ranged attack using the hilt pistol as part of a full attack action, without suffering the penalties for fighting with two weapons. A hilt pistol used in melee combat is still considered a ranged weapon and provokes attacks of opportunity. An enchantment bonus on the weapon the hilt pistol is attached to does not apply to the attached hilt pistol as well, although the pistol can be enchanted seperaitly.

Pistol, Holdout
Commonly used by gamblers, spies, and other professionals who need easily concealable firepower, holdout pistols are small and light enough to be carried without being noticed.
Due to there size, holdout pistols have a severely limited range, but charicters gain a +2 on Sleight of Hand checks made to conceal hilt pistols on their bodies (see page 81 of the Player's Handbook).

Pistol, Shield
One of the few forms of combined weapons that meld weapons and armor, shield pistols are firearms that run directly through a shield and can easilly be fired by its user. Any shield, except a buckler, can have a pistol built into it, usually protruding from the top or directly through the center. A shield pistol can be used to either make a ranged attack, or increase the damage of a shield bash. When used to make a ranged attack, the user can fire it like a pistol. When used with a shield bash, a successful attack deals the pistol damage in addition to the shield bash damage. The damage dealt by a shield pistol in a shield bash is multiplied using the shield bash's critical multiplyer on a critical hit. An enchantment bonus on a shield or shield spike does not apply to the attached shield pistol as well, although the pistol can be enchanted seperatly.

Pistol, Spear
One of several forms of combined weaponry, spear pistols merge the defensive capabilities of a spear with the destructive power of firearms. Any spear or similar piercing pole-arm can have a small pistol built into it, just below the blade. A spear pistol fires the first time a target is hit using the spear it is attached to, dealing additional damage. Since it does not have a normal trigger, a spear pistol cannot be fired as a ranged weapon. An enchantment bonus on the spear does not apply to the attached spear pistol as well, although the pistol can be enchanted separately.

Rifle
In contrast to the smooth-barreled musket, rifles have a series of ridges or troughs spiraling along the inside of their barrels, which spin the bullet as it is fired. This greatly improves range and accuracy, allowing troops to hit individual targets at long range, rather than relying on massed firepower. For this reason, they quickly became popular with snipers and irregular troops such as skirmishers who fought away from the main battle lines.
Rifles function essentially the same as muskets but they have considerably better range.

Rocket Launcher
Although not widespread, Chinese advances in missile technology throughout the twelfth century were considerable. Over the course a few centuries, rockets advanced from improvised melee weapons to, in one case, a multi-stage naval rocket capable of traveling almost a mile.
The rocket launcher presented here is a small, man-portable variety that can fire three different types of ammunition. As a delivery platform, it is relatively unsophisticated, consisting of little more than a reinforced and fireproofed metal tube. Firing a rocket launcher is a full-round action that provokes an attack of opportunity. The three types of rockets are:
Explosive: Explosive rockets are made by packing scrap metal around a core of gunpowder. These rockets can target either creatures or specific grid intersections and deviate if they miss, just as thrown weapons do (see page 158 of the Player's Handbook). When the rockets strike a target, the gunpowder charge is ignited, dealing 1d10 points of damage on a direct hit and 1d4 points of damage to every creature within 5-foot radius.
Incendiary: This is a container of alchemist's fire mounted on a small rocket. These rockets can target either creatures or specific grid intersections and deviate if they miss, just as thrown weapons do (see page 158 of the Player's Handbook). Upon hitting a target, an incendiary rocket is treated exactly as a thrown flask of alchimest's fire (see page 128 of the Player's Handbook).
Spear: By attaching small rockets to the front of a heavy metal spear, a new projectile is created with range and penitrating power far in excess of any muscle-powered javelin.

Gunpowder Weapons
Exotic Weapons Cost Damage (S/M)Critical Range Weght Type
Incriment

One-Handed melee
weapons
Pistol butt - 1d3/1d4 x2 - - Bludgeoning

Two-Handed melee
weapons
Rifle butt - 1d4/1d6 x2 - - Bludgeonong

One-handed ranged
weapons
Pistol* 250 gp 1d8/1d10 x3 50 Ft. 3 lb. Piercing
Pistol, dueling(2) 1,100 gp 1d8/1d10 x3 50 Ft. 3 lb. Piercing
Pistol, grenade 300 gp - - 40 Ft. 3 lb. -
Pistol, hilt +300 gp 1d8/1d10 x3 10 Ft. +2 lb. Piercing
Pistol, holdout 100 gp 1d6/1d8 x2 10 Ft. 1 lb. Piercing
Pistol, shield +300 gp 1d6/1d8 x2 10 Ft. +2 lb. Piercing
Pistol, spear +150 gp +1d6/1d8 - - +2 lb. Piercing

Two-handed ranged
weapons
Blunderbuss 200 gp 1d4/1d6 - special 10 lb. Piercing
Carbine 300 gp 1d10/1d12 x3 100 Ft. 7 lb. Piercing
Hand cannon 50 gp 1d8/1d10 x3 50 Ft. 15 lb. Piercing
Musket* 500 gp 1d10/1d12 x3 150 Ft. 10 lb Piercing
Rifle 600 gp 1d10/1d12 x3 200 Ft. 12 lb. Piercing
Rocket launcher 300 gp - - - 4 lb. -

Ammunition
Bullets (10) 3 gp - - - 2 lb. -
Grenade Pistol
Bomb* 150 gp 2d6 - 10 Ft.** 1 lb. -
Bomb casing 30 gp Special - 10 Ft.** 1 lb. -
Canister 20 gp - - 10 Ft.** 1 lb. -
Rocket launcher
Explosive 40 gp special - 80 Ft. 6 lb. -
Incendiary 30 gp special - 80 Ft. 5 lb. -
Spear 15 gp 1d6/1d8 x3 120 Ft. 4 lb. Piercing

*These items origionally appear in the Dungeon Master's Guide.
**Range incriment when thrown/

Weapon Attachments and Modifications
Historically, the often slow and dangerous task of reloading a firearm made traditional weapons seem more appealing. To overcome their weaknesses, several improvements were developed to increase the threat and usefulness of gunpowder weaponry.

Bayonet, Fixed
To allay the dificulties of loading and firing past an obtrusive blade, the fixed bayonet is a daggerlikr point with a curved elbow affixed directly to the muzzel of the firearm. Although they cannot be removed, fixed bayonets are fashioned in such a way that they don't impede the use or loading of the weapon.
A weapon augmented with a fixed bayonet can be used in melee, just as any other bayonet, but it does not take additional time to draw or affix, and does not impede the loading or firing of the weapon.

Bayonet, Plug
The first bayonets were little more than daggers, their hilts jammed into the barrels of firearms and generally used only on emergencies.
Plug bayonets can be attached to any firearm as a move action, but this prevents the weapon from being loaded or fired for as long as it remains attached. When fitted to a one-handed firearm, bayonets create a dagger, while bayonets on two-handed weapons are treated as shortspears.
A plug bayonet must be drawn like a weapon in addition to the time it takes to affix one to a firearm.

Bayonet, Ring
As gunpowder weapons became more common, the shortcomings of the plug bayonet became progressively more obvious. Many of these problems were solved by the introduction of a bayonet that fitted around the muzzel of the gun.
Ring bayonets function exactly as plug bayonets in combat, except as noted here. While a ring bayonet is in place, the weapon, the weapon may still be fired, but at a -2 penalty to attack rolls. Attempting to reload while a ring bayonet is fixed requires a full round action ai it is dificult to reload around the protruding blade.
A ring bayonet must be drawn like a weapon in addition to the time it takes to affix one to a firearm.

Bayonet, Spring
A spring-loaded hinge attached to a firearm's muzzle keeps these bayonets out of the way while firing and loading, yet still allow them to be deployed swiftly. With only a simple adjustment, these bayonete make a firearm melee ready in a moment.
Spring bayonets can be added to any firearm and can be set into place (or withdrawn) as a move action. As the blade extends above the muzzle of a firearm it can still be fired while the bayonet is fixed, although at a -2 penalty on attack rolls.

Breachloading
Although reliable, breachloading weaponswere not introduced until the later half of the nineteenth century. Individual craftsmen in your campagn might experiment with weapons that can be reloaded through a hatch near the base of the gun, a far easier and faster process than ramming shot down the barrel.
Breachloading can be added to any firearm, makeig it much easier to load than comparable bore-loading firearms. Weapons with breachloading that previously required a standard action to reload may be reloaded as a move action.

Weapon Attachments and Modifications
Type Cost Weght
Bayonet, fixed +15 gp. +2 lb.
Bayonet, plug 2 gp. 1 lb.
Bayonet, ring 2 gp. 1 lb.
Bayonet, spring +5 gp. +2 lb.
Breachloading +50 gp. -


Artillery
The discovery and use of gunpowder saw its first application in artillery and siege-worthy weaponry. Artillery weapons make use of many of the same rules as siege weapons (found on page 100 of the Dungeon Master's Guide).

Bombard
The ancestors of modern artillery, bombards look much like small, rounded cannons or mortars. Varying construction methods lent these weapons a wide variety of appearances, from a series of crude iron hoops to ornate shapes resembling dragons ad other monstrosities. Although inefficient and prone to spectacular malfunctions, bombards rapidly supplanted catapults as the dominent siege weapons due to their destructive power.
To fire a bombard, the crew chief makes a special check against DC 15 using only his base attack bonus, intelegence modifier, range incriment penalties, and any appropriate modifiers from the Catapult Attack Modifiers table on page 100 of the Dungeon Master's Guide. If the check succeeds, the cannon ball hits the square it was aimed at, dealing the indicated damage to any object or charicter in the square. Charicters who succeed on a DC 15 Reflex save takes half damage. Once a cannon ball hits a square, subsiquent shots hit the same square unless the bombard is reaimed or the wind changes direction or speed. Since no attack rolls are made, bombards cannot cause critical hits.
If a bombard misses, roll 1d8 to determine where it lands. This determines the misdirection of the shot, with 1 being back toward the bombard ad 2 through 8 continuing clockwise around the target square. Then, count 3 squares back for every range incriment of the attack.
Loading a Bombard requires a series of full-round actions. a DC 15 Profession (siege engineer) check is required to set the fuse and then another DC 15 Profession (siege engineer) check loads the powder charge. Finally, a DC 10 Strength check is required to load a cannonball into the bombard. It takes four full-round actions to reaim a bombard (multiple crew members can perform these actions in the same round, so it would take a crew of four only 1 round to reaim a bombard).
A bombard is a large object with a 10-foot space.

Field Gun
Although, iron cannons performed adeuately during sieges, their weght and delicate construction made it almost imposible to use them in combat. Bronze, on the other hand, was lighter and could be cast whole using techniques borrowed from medeval bellmakers. This allowed the construction of small, quickfiring cannons that could respond rapidly to fluid battlefield conditions.
Firing a loaded field gun is a simple act, requiring only a standard action (that provokes attacks of opportunity). Upon being fired, the field gun shoots a canonball in a 500-foot-long, 5-foot-wide straight line directly in front of it, affecting all creatures in that line. Creatures in this line are allowed a DC 15 Reflex save to take half damage. Field guns do not have a standard range incriment and cannot be fired farther than 500 feet. Since no attack rolls are made, field guns cannot make critical hits.
Loading a field gun requires a series of full-round actions. A DC 15 Profession (siege engineer) check is required to set the fuse and then another DC 15 Profession (siege engineer) check loads the powder charge. Finally a DC 8 Strength check is required to load a cannonball into a field gun. It takes two full-round actions to reaim a field gun (multiple crew members can perform these actions in the same round, so it would take a crew of two only 1 round to reaim a field gun).
A field gun is a Medium object with a 5-foot space.

Organ Gun
Organ guns saw limited use as anti-infantry weapons, displaced by grapeshot rounds fired by newer, more versitile cannons. These complex weapons look like a series of large rifles or small cannons, aranged in a horizontal row and capable of being fired at a rapid rate.
Firing a loaded organ gun reuire a full round action (that provokes attacks of opportunity). Upon being fired, the organ gun discharges a 10-foot-wide barrage in a 300-foot-long line directly in front of it. Creatures in this line are allowed a DC 20 Reflex save to take half damage. Organ guns do not have a standard range incriment and cannot be fired farther than 300 feet. Since no attack rolls are made, organ guns cannot cause critical hits.
Loading an organ gun requires six DC 10 Strength checks to load the cannon balls and a DC 20 Profession (siege engineer) check to set and bind the fuses. Reaiming an organ gun takes three full-round actions (multiple crew members can perform these actions in the same round, so it would take a crew of three only 1 round to reaim an organ gun).
An organ gun is a Large object with a 10-foot space.

Artillery
Artillery Cost Damage Critical Range Incriment Crew
Bombard 3,500 gp 10d6 - 200 Ft.(100 Ft minimum) 4
Field gun 2,500 gp 6d6 - Special 2
Organ gun 3,000 gp 4d6 - Special 3


Miscellaeous Items
Due to the versitility and power of gunpowder weapons, a wide variety of equipment swiftly appeared to aid and augment their use.

Gunman's Bandolier
A gunman's bandolier is a wide belt worn diagonally across the chest that developed as a replacement for the archer's quiver.
A gunman's bandolier has space for five items about the size of a potion, powderhorn, or bayonet. These items are readily available, allowing an item on a gunman's bandolier to be retrieved as a move action that does not provoke attacks of opportunity. A charicter may wear a maximum of two gunman's bandoliers at once, although the second holds only four items (a space is lost where on gunman's bandolier overlaps the other).

Eyesting Cylinder
Eyesting cylinders are fragile tubes filled with an airborne irritant that causes the eyes to fill with tears and reflexively close.
Eyesting cylinders are treated as thown splash weapons in that they may target creatures or specific grid intersections and can affect multiple creatures (see page 158 of the Player's Handbook). Upon striking its target, an eyesting cylinder breaks, filling the adjacent squares with a cloud of dust. Anyone caught or entering this area must make a DC 15 Fortitude save or be blinded for 1d6 rounds. A moderate or stronger wind dissipates the cloud in 1 round, otherwise the cloud dissipates in 4 rounds on its own.

Gunrest
Used by musketeers to keep their weapons level during long battles, gunrests look something like slender, two-pronged pitchforks.
Planting a gunrest firmly in the ground and taking aim requires a standard action but gives the user a +2 circumstance bonus on his attack roll when using a two-handed firearm for as long as he remains stationary. Gunrests cannot be used with one-handed firearms or other ranged weapons.

Powderhorn
These shoulder-strung horns or leather flasks are filled with 2 pounds of gunpowder. As a firearm requires 1 ounce of gunpowder every time it is reloaded, powderhorns contain eough gunpowder to fire 32 shots from most firearms. Drawing gunpowder from a powderhorn to reload a weapon is a free action.

Powder Keg
These small kegs hold 15 pounds of gunpowder. As a firearm requires 1 ounce of gunpowder every time it is reloaded, powder kegs contain enough gunpowder to fire 240 shots from most firearms. Powder kegs are not waterproof and gunpowder exposed to water cannot be used to fire a bullet.
Because powder kegs are considerably more awkward than powderhors, a move actio is required to draw an amount of gunpowder that can be used in loading a firearm. This is in addition to however long it normally takes to reload a firearm.

Springbox
Gunpowder was a potent battlefield weapon, but it proved more difficult to adapt to defensive purposes. Springboxes were one of the few passive defenses to utilize gunpowder, a simple precursor to the modern landmine that explodes when stepped on. These simple boxes are often covered in dirt or otherwise disguised to blend in with their surroundings.
Springbox: CR 1; mechanical; touch trigger; no reset; 20 ft. blast (2d6 fire, DC 20 save for half damage); Search DC 22; Disable Device DC 20. Market Price: 200 gp.

Whirligig
Although expensive and realitively easy to notice, whirligigs are short cylinders with several loaded muzzles attached to a rotating gear. Effective anti-personnel weapons, these items are essentially portable traps that can easilly be rigged to a tripwire or other trigger. When activated, theflat cylinder-shaped device spins around, effectively attacking all ceatures within 30 feet by spewing pistol shots in all directions.
Whirlygig: CR 2; mechanical; location trigger; manual reset; Atk +8 ranged (1d10/x3, bullets); multiple targets (all targets withi 30 ft.); Search DC 15; Disable Device DC 20. Market Price: 800 gp.

Miscellanious Items
Item Cost Weght
Bandolier 2 gp 1 lb.
Eyesting cylinder 30 gp 1 lb.
Gunrest 2 gp 5 lb.
Powderhorn* 35 gp 2 lb.
Powder keg* 250 gp 20 lb.
Springbox 200 gp 5 lb.
Whirlygig 800 gp 10 lb.

*These items origionally appeared in the Dungeon Master's Guide.
Dyne

03-20-05, 01:34 AM
Awesome, Sssargoth! That will be very helpful.
Sssargoth

03-20-05, 01:38 AM
Awesome, Sssargoth! That will be very helpful.

I hope you like it. The damn thing took me 3 days to type up.
Tenzhi

03-20-05, 01:42 AM
There should be a feat that allows you to reload a firearm as a move action (but not a free action, because that would be insane).
Sssargoth

03-20-05, 01:46 AM
Wouldnt Rapid Reload decrease the reload time, tenzhi?
Tenzhi

03-20-05, 01:50 AM
Wouldnt Rapid Reload decrease the reload time, tenzhi?

Nope. It specifically applies only to crossbows, and it applies to each kind of crossbow in a specific manner.
Kingside_Bishop

03-20-05, 02:16 AM
Thanks, Sssargoth! That must have taken forever... that's probably the best resource I've seen for powder weapons yet. The book I'm talking about only has a few weapons -- mostly, the best part is building your very own customized ship. The only powder mentioned in that is the cannon -- of which there is only one type -- which is huge (you've got have a pretty big ship to even think about getting one). Those powder weapons are way more variable, especially when we incorprate Tenzhi's idea of increasing their size to make cannons -- and thus are more interesting and better, for our purposes.

I figured out my character. Through some careful reading of the Amazon reviews, I determined that a good break point for Scout is level 4, I believe.

So, I'll be playing a Lawful Good (more bent towards lawful than good) Human Swashbuckler 3 / Monk 1 / Fighter 2 / Scout 4 / Duelist 10.
Cazic

03-20-05, 10:07 AM
@KB
Glad to hear you got the basics for you PC done KB.

@Sssargoth
Thanks that will be a lot of help.

@anyone
When are we going to figure out the guild hall design and who the guild masters are?
jagggar

03-20-05, 10:30 AM
Hmm, makes me think. Do we yet have rules for subguilds within the rules? I mean, the pirates aren't going to want to do something nice and protective of people with their gold, and I doubt the offical navy will want some pirate fortess being built.
Dyne

03-20-05, 02:35 PM
In-Game, the Pirates and the Navy will be treated as seperate guilds. The Neutral could either have their own seperate IG guild as well, they could merge with the navy, or they could have no part of any of these guilds IG.

They should have different sizes for cannons. Not all of them were exactly the same size.
Cazic

03-20-05, 02:49 PM
So for the rules the Pirates, Navy, and Neurals are their own guild, but are considered sub-guilds here?

This creates many possiblities for how to design things.

Also will the Seafairers guild also be considered a guild and thus get money for a guild house and such?
Dyne

03-20-05, 02:58 PM
I would expect that the Pirates would get 1,000,000 gp, the Navy would get 1,000,000 gp, and if the Neutrals set up their own IG guild, they too would get 1,000,000 gp.

The Seafarers Guild as a whole, however, will get nothing IG because it won't exist as one big guild IG.
Cazic

03-20-05, 03:38 PM
Oh ok. I suppose we need to get the member lists for each sub-guild made and who becomes guild masters.

So please make a post including the following

Member name: (Seafairer's name)
Group: (Pirate, Navy, Neutral)
Weither or not you wish to be a guild master: (yes or no)

Is everyone ok with doing this or am I getting ahead of myself?
Dyne

03-20-05, 03:40 PM
Member Name: Guess Who?
Group: Navy, Pirates, and Neutral (Pirates IG)
Guildmaster: Yes, no, maybe so? Probably not.
Cazic

03-20-05, 04:03 PM
Name: Kath'ranis
Group: Neutral (OOC eveything, IG Neutral)
Guild Master: Yes
Cazic

03-20-05, 04:05 PM
Guildmaster: Yes, no, maybe so? Probably not.
I sence indesision. :nonono:
I wish I was

03-20-05, 04:26 PM
Hello all!
Anyway, I don't know if I will create a character for this guild... but I was thinking, I have created 2 characters thus far. One wouldn't work as a sailor at all. The second wouldn't really eather, but has leadership. I have not yet made his cohort, or done anything with his followers, so maybe I can make them of sailorly bent, or such... I don't know. So could he, and his cohort, and his force of men be a part of this, or should I just create a seperate character.
But any way, he is chaotic neutral, named Aman, would be probably be a neutral, but perhaps pirate, and would not want to be a guild master or such.
Yeah, I guess that's about it. This place is going quite well, and I like the sub-guild idea, and all the members, it's very exciting, way to go! Ok, I'm done now.
Cazic

03-20-05, 06:26 PM
We are happy to have you Wish. If you wish (no pun intended) to have a third PC that is up to you, but it would open up several decision.
Kingside_Bishop

03-21-05, 06:59 PM
Good news, all! I got permission from the publisher of the Seafarer's Handbook to post the tables! So, I'll post them when I borrow the book from a friend. I should have it on Wedensday, so expect the post on Thursday!

:w00t:

Turns out the tables are Open Gaming License content! Someone should make an index of everything OGL that's out there.
Kingside_Bishop

03-21-05, 07:36 PM
Just got CV on PDF. Here's my character:

Scout 1 / Fighter 2 / Swashbuckler 3 / Monk 2 / Duelist 7

Weapon Finesse
Dodge
Mobility
Spring Attack
Expertise
Improved Trip
Leadership
Landlord
Elusive Target
Improved Unarmed Strike
Stunning Fist
Combat Reflexes
Hold the Line

Be ready for a huge AC... 10 + 10 (elaborate parry) + 6 (dexterity) + 6 (wisdom) + 6 (intelligence) + 6 (bracers of armor) + 3 (ring of protection) + 3 (amulet of natural armor) = an AC of 50 at least. To add to my damage, I'll have a 5d6 damage rapier (1d6 rapier, 1d6 skirmish, 1d6 precise strike, 1d6 acid, 1d6 fire), to which I can add both Str and Int for damage.

Oh, yes, indeed... :plotting: Pirates, ye be warned! :evillaugh
Dyne

03-21-05, 08:03 PM
Alright, time to bust out the nerf bat.

1. Elaborate Parry adds +1 for each level (+7 in your case). *WHAM*
2. You forgot Canny Defense, which gives +1 per Int mod (max is class level). So, that's +6 for your AC. *Hands the character a bandaid for the last hit*
3. I'd like to see how you got three abilities each to 22. In the possibility of you miscalculating.... *WHAM* Plus I like to hit stuff with my nerf bat.

In any case, it should add up to:
10 +6 (Canny Defense) +6 Dexterity (I'll trust ya on this one) +6 Wisdom (Trusting on this one too) +6 Intelligence (Perhaps I have a little too much trust.... ;) ) +6 Bracers of Armor, +3 amulet of natural armor, +3 ring of protection, +1 skirmish (don't know what this is, though).

For a grand total of: 47. Not bad, since you would be spending a lot of gold and experience solely for defense. How will you have anything left for a weapon?

Well, if it's a competition for "Who has the highest AC" that you're wantin', I could probably get it up higher than that. :plotting:

Let's see, I could take Kedi's version of the Swashbucker, take a level or so in Monk (although I could just get a Monk's Belt, I don't understand why you didn't just do that unless you want an unarmed fighter), max out in levels in Duelist (or just take a few, depending on how high my Int is for Canny Defense).

Okay, consider the following:

Monk 1/Swashbuckler between LV 7/Duelist 7
Str 8
Dex 18 (15 +1 level increases, +2 Gloves of Dexterity)
Con 8
Int 17 (15 +2 Headband of Intellect)
Wis 18 (15 +1 level increases, +2 Periapt of Wisdom)
Cha 18 (15 +1 level increases, +2 Cloak of Charisma)

Bracers of Armor +8 (64,000 gp), Shirt of Natural Armor +5 (50,000 gp) (made up, I know, but it could be created), Ring of Protection +5 (50,000 gp), Gloves of Dexterity +2 (16,000 gp), Headband of Intellect +2 (4,000 gp), Cloak of Charisma +2 (4,000 gp), Periapt of Wisdom +2 (4,000 gp), 16,000 gp left for a boat and such.

Let's see how it adds up.
10 +4 (Dex), +4 (Catch Me if You Can), +3 (Canny Defense), +4 (Monk's AC Bonus), +8 (Bracers of Armor), +5 (Shirt of Natural Armor), +5 (Ring of Protection)

Grand Total: 43

Not sure if I added that up right, since I did it real quick.

EDIT: I think I added up right. How the heck did you get your stats so high? And still have money for ships and such?
Kingside_Bishop

03-22-05, 12:15 PM
Ahh... the nerf bat. Indeed. Thankfully, it's built just like a whiffle bat, and therefore harmless unless hit in one of two places -- the eye, and the... um... nevermind...

1. Elaborate Parry adds +1 for each level (+7 in your case). *WHAM*+7 for Leaborate Parry itself, +2 for the fact I have to be fighting defensively to get it, +1 when fighting defensively because of my ranks in Tumble *deflected*
2. You forgot Canny Defense, which gives +1 per Int mod (max is class level). So, that's +6 for your AC. *Hands the character a bandaid for the last hit*I'm not sure what you mean here, Dyne. I had +6 in the calculations below.
3. I'd like to see how you got three abilities each to 22. In the possibility of you miscalculating.... *WHAM* Plus I like to hit stuff with my nerf bat.You're right, I was just giving an early estimate as to my AC (I was on campus, didn't have the character statted out yet). So, I've got a Dex of 22, Int of 22, and a Wisdom of 20. Which, alas, will decrease my AC by one from my previous estimate. *whiffle/nerf bat hits shoe* Dude, you chipped my paint...

But, I decided to cut back on some items... got rid of the Amulet of Natural Armor (it conflicts with the Periapt of Wisdom, which is essential), cut some other stuff, so that I'd have more money to spend. In the end, it was the cost. Isn't it always? At any rate, the final AC for the character is, in fact, 45.

How the heck did you get your stats so high? And still have money for ships and such?Here's my stat block (I'll be posting the character today):

Strength: 14 (12, +2 [Belt of Strength])
Dexterity: 22 (15, +1 [level increase], +6 [Gloves of Dexterity])
Constitution: 12 (12)
Intelligence: 22 (14, +2 [level increases], +6 [Headband of Intellect])
Wisdom: 20 (14, +6 [Periapt of Wisdom])
Charisma: 12 (12)I spent 112,000 on stat boosting items, 25,000 on Bracers of Armor, 8,000 on a ring of protection, 18,000 will be on a weapon. That leaves me 37,000 gp for a ship.

I like the monk levels because they work well with the Defensive Throw feat, which I'll be taking. I'll be posting the character later today, so keep you bat out, Dyne!
alaron

03-22-05, 07:05 PM
A very small man, nearly a whopping three feet tall, enteres the hall, you see full plate armor covering this little figure small loops cover the armor as if to hook to other equipment. In an unnaturally loud voice he states, Spyke ocean combat expert, at your service, for the right price. At his side you see a map case, bundle of small sticks, on the armor you see a symbol of water, and the symbol, fot air melding to form a third element which has only been scene in old navigation books.
He pulls up the facial mask of the armor, to reveal a venerable old forrest gnome, at this point he anounces his name and why he has come, my name is spyke and heard that a foundation was looking for members, and when I inquiered as to what the foundation was about, I found that it was to be a foundation of oceanic adventurtrers.
"I am willing to share my knowledge for the opprotunity for one last adventure, will any one take me as a partner."

Alaron pulls out a big nerf bat and says, I trust K_B but I want to hit someone with it.
*hits K_B, and Dyne and Cazic*
sorry it was fun I expec a retaliation but I ask do not hit me in the face or groin, the kidneys however are fairgame.
I wish I was

03-22-05, 09:35 PM
Hey hay! Don't tell me alaron, that gnome is a cleric! Dusting off the oldies perhaps? Well, I was thinking of digging out a sea folk druid for this place, but decided against it... but that is cool. Of course, I could be totally wrong, so what's your build?
Cazic

03-22-05, 09:44 PM
*Suddenly alaron's clothes begin atacking him in the groin and face"
I didn't do it. :rolleyes:

Are we going to continue the role call or not? :confused:
alaron

03-23-05, 12:02 PM
@IWIW Yes it is a cleric and it is even nearly the same build, I wanted to keep him going even though your brother did not want to continue the campaign.

@Cazic I should have said nothing, about the groin and face, I thought you of all people would take the kidneys.

@Dyne, and K_B Please use the option to hit me in the kidneys, not the face or groin, please.

I will be a neutral I guess, but I am not sure, I would rather join the honorable naval forces rather than pirates, but as I said in my post, I will join anyone who will let me see another adventure.
Dyne

03-23-05, 04:47 PM
*Drops a boulder on alaron*
I'm not responsible for where it hits you.

"G'day, mate. I would be honored to have you as a member of my crew. Of course, that is if you don't mind being a bloody scallywag." The pirate (who happens to greatly resemble Jack Sparrow) has a grin on his face.
alaron

03-23-05, 05:24 PM
I would not mind joining your pirattey crew, dyne, but I will wait a little longer to see if any others would like my services. I would also like to see the possibble ships I will be working on.

Any one who wants my character to join them, please send me an email with the description and a detailed narrative about there ship, I would also like a picture if any one can find one.
Cazic

03-23-05, 11:01 PM
Well I myself have no ship. I swim or fly most every where.
Dyne

03-24-05, 05:29 PM
But your wings eventually tire. And don't even tell me that they don't, or I'll make them tire. :plotting:
alaron

03-24-05, 05:34 PM
I guess then I will not be a member of Cazics' crew.

Dyne what does your ship look like? please in an e-mail, so that you do not have everyone knowing what the stats on your ship are.
While I wasbuilding my character I realized that I may have a little extra gold for enhancements to w3hat ever ship I will be working on.
Dyne

03-24-05, 05:46 PM
I haven't statted out my ship yet, because I'm waiting gor KB to post the rules for ship-building. Heck, I haven't even statted out my character, since I've been busier with school stuff.
Kingside_Bishop

03-24-05, 06:22 PM
I haven't statted out my ship yet, because I'm waiting gor KB to post the rules for ship-building. Heck, I haven't even statted out my character, since I've been busier with school stuff.Actually, I couldn't get the book on Wednesday. It started snowing like hell on Teusday night, and the busses shut down Wednesday, keeping me at home. So, it won't be until Teusday that I can get them up, I'm afraid, Dyne. Apologies, but who'd have thought -- snow in late March?

And I've also been pretty busy with school stuff. Finals are coming up, and I intend to be well prepared.
Cazic

03-24-05, 07:01 PM
@Dyne My wings get tired it just takes awile and when they do thats what feet are for. :teach:

@alaron :ahem: What do you mean you wont be joining my crew? :waits: You can swim can't you? :D

what we also need is the map redone. It needs a bigger ocean and more islands.
Kingside_Bishop

03-24-05, 08:11 PM
what we also need is the map redone. It needs a bigger ocean and more islands.That won't be hard. Expand the map, add 7/8 blue, 1/8, and presto -- new map!
turalisj

03-24-05, 08:49 PM
not too far away, you see a galley heading towards you. on its deck is a tired looking elf. " 'ello. is this the kniv'ardu port?" the elf seems to be more than a little drunk.

:D can't believe i missed this guild before. would capt' zik be welcome?
Cazic

03-24-05, 08:58 PM
"I am sorry pointy ear, but this is not the kniv'ardu port. Though from hear we can give you directions to any were in the lands."
Zik looks behind him and sees a Bronze Dragon shacking off water on his ship.
"Sorry I was having a swim when you showed up. i found the most wonderful peruls. They tasted wonderful."
turalisj

03-24-05, 09:18 PM
"drat *hic* i was sure this was the place. i was supposed to deliver some royal gems there. no matter, i'll have to dock here for now. it's too far to get to my port." the elf goes down below deck and comes back up, in his hand a bottle of moondrop wine. "want some 'ere bronzey liz? *hic* i got ernough 'ere to supply an army."
zik, good sorcerer and naval merchant, big time drunk. :D
Dyne

03-24-05, 10:51 PM
*The pirate (which happens to resemble Jack Sparrow) nicks the wine (and somehow without the cap'n realizing it (maybe he's too drunk))*

"I'll take some! Oh wait, it looks like you misplaced it. That's a dirty shame. But wait! Look what I just happen to have here....

*He pulls out the bottle he just stole*

"Here, you can have a little."

I plan on nicking those gems too. :schemes:
Cazic

03-24-05, 10:52 PM
since you are a mechant I am guessing you will go with the Neutral guild.

"Dont mind if I do ya Drunk."
Kath then takes the bottle and drinks the whole thing in one BIG gulp.
"Thats good stuff."
Dyne

03-24-05, 10:54 PM
"Who ya callin' 'drunk,' ya filthy lizerd?! Hey, don't drink the whole thing!"

*The pirate watches in horror as the entire bottle is lost to the dragon's belly*

:ahem:

You could join my pirates. But you'd have to remember that I'M the boss. ;)
Cazic

03-25-05, 12:03 AM
:eek: Hey Kath baths every day! :ahem: Unlike you who we can smell from the OTHERSIDE OF THE SHIP AND UPWIND OF YOU! :rant:
Cazic

03-25-05, 12:03 AM
So angery that I had a double post. :mad:
Dyne

03-25-05, 12:17 AM
:eek: Hey Kath baths every day! :ahem: Unlike you who we can smell from the OTHERSIDE OF THE SHIP AND UPWIND OF YOU! :rant:

It's hard to respond to this, since it isn't In-Character.

*The pirate that resembles Jack Sparrow looks around in amazement*
"Where'd that voice come from?"
Cazic

03-25-05, 08:39 AM
It's hard to respond to this, since it isn't In-Character.

*The pirate that resembles Jack Sparrow looks around in amazement*
"Where'd that voice come from?"
The MOOOOON! The Moon! It came from the man in the moon and he is eating CHEESE right now! :P
turalisj

03-25-05, 12:58 PM
suddenly the elf doesn't look as drunk and an explosion can be heard in the dragons stomach. "ha, i told ya they would fall for it." the elf says as he starts to laugh. "never fails. and i know where this is. it's the seafarers guild. my name is cap't zik. perhaps you've seen my island fortress? anyways, is there a place for merchants?"
mybe he's not so drunk..... :P
Dyne

03-25-05, 05:08 PM
*The pirate punches the elf in the face*
"You BASTARD! You tried to kill me!"
*Punches him in the face again*
turalisj

03-25-05, 05:21 PM
*dyne falls in the water, his punch going through zik*
don't mess with a merchant sorcerer. :D
Dyne

03-25-05, 05:22 PM
*Jumps out of the water*
*Puts a pistol in the elf's face*

"Don't toy with me."

*Pulls the trigger*
*Nothing happens*

"Darn water! Ruined my gunpowder."
turalisj

03-25-05, 05:40 PM
you do realize attacking with a ranged weapon provokes AoO? :D
*casts a empowered magic missile*
*casts a quickened fireball*
*one of the fireballs hit the gunpowder storage*
wow, fireworks.
*his first mate points his pistol at dynes head8
first mate: dodge this.....
*the bullet goes through dyne's head*
that tels you something.....
Dyne

03-25-05, 05:42 PM
Did you just blow up your own ship?

I wasn't worried about AoO's. A sorcerer merchant would be too whimpy. :P

Did you know that spells provoke Attacks of Opportunity?

*Has a rapier in hand*
turalisj

03-25-05, 06:08 PM
did you know that my spells were casted defensivly? *starts launching fireballs at the guild house*
*uses greater teleport to get away* :P
Dyne

03-25-05, 06:09 PM
*Turalisj is still in the Guild House forum, and so catches himself on fire*
:rolleyes:
Cazic

03-27-05, 05:06 PM
*Turalisj is still in the Guild House forum, and so catches himself on fire*
:rolleyes:
Or is he..... :shifty:
turalisj

03-27-05, 05:19 PM
nah, i am at zik's floating keep. (thats right, floating. it is also his ship)
:P and its protected against fire attacks. :D
Dyne

03-27-05, 07:00 PM
Oh yeah? Well....
*Jumps on Kath and forces him to fly him up to the keep*
*Kicks Zik in the shins*
*Jumps off into the water*

You know, Cazic, whenever I see your dragon's name, I always think of the name Kathy or Katherine. He's supposed to be a guy, though, right?
turalisj

03-27-05, 07:04 PM
captain, when you are ready.
captain: ballistas aim! load! fire!
*several lighting bolts streak off, hitting dyne and a few other people*
never mess with someone who has an army at thier beck and call. :D
Dyne

03-27-05, 07:08 PM
Oh yeah!
*A very large ship with huge cannons can be seen in the harbor*
*There is a great commotion aboard he ship as the crew make ready*
*The cannons bring around and face the keep*
*The cannons fire their shots, which all explode on the keep, blasting away the (crappy) ballistas and destroying much of the structure*

*Jumps back up to the keep and kicks Zik in the shins again before jumping back off into the water*

EDIT: Do you aim a weapon before you load it? That doesn't sound right to me.
I wish I was

03-27-05, 07:14 PM
Ah, the wonderful smell of ego stroking competition, warms the heart and soul... any way...
Aman flies drifts lazily into the air and continues to do somersalts and barrel roles and such, as the crazy battle blazes below him.
turalisj

03-27-05, 07:16 PM
:eek: how the :censored: do you have cannons? this is dnd not pirates of the carribean!!!!! :mad:
turalisj

03-27-05, 07:17 PM
*the cannonballs bounce harmlessly off the walls, thanks to the fact that cannons haven't been invented yet*
:P
Dyne

03-27-05, 07:24 PM
:eek: how the :censored: do you have cannons? this is dnd not pirates of the carribean!!!!! :mad:

There is an article about Renaissance firearms in a Dragon magazine article.

*the cannonballs bounce harmlessly off the walls, thanks to the fact that cannons haven't been invented yet*

Well, if you'd rather be blasted by a Star Destroyer....
turalisj

03-27-05, 07:52 PM
i hate you.
*zik summons 3 augmented large storm elementals*
:P
*all the spellcasters in zik's fortress also summon creatures*
it's a summoned army. now die
*summons another 3 large storm elementals 1 round later*
*5 rounds later the air is filled with large storm elementls and the water is filled with summoned creatures*
:P
i love summoning
*casts a maximized fireball at dyne's ship*
all of your crew members are either shocked to death, devoured, or burned to a crisp. what now?
*looks at his fortress*
*sees the mess*
great....
Cazic

03-27-05, 07:56 PM
Oh yeah? Well....
*Jumps on Kath and forces him to fly him up to the keep*
*Kicks Zik in the shins*
*Jumps off into the water*

You know, Cazic, whenever I see your dragon's name, I always think of the name Kathy or Katherine. He's supposed to be a guy, though, right?
Ok I NEVER want this topic brought up again. Kath is a MALE. HIS full name is Kath'ranis. I just say Kath for short. Dont call him by female names he HATES it and will likely eat your leg for doing so. Being called by a different gender is one of the few things that pisses him off. :mad:

*The cannon blass blast throw Zik's keep sence the DO excist* :rolleyes:
Just remeber this is a Multi-verse. The linking of Limitless deminsions. Many of which are Space age in Tech. levels. It is just that most are not Space Level Tech. :D
*Bites off dynes leg for making him fly him up to Zik's ship and then bites off the other leg for calling him a girl* :mad:
turalisj

03-27-05, 08:01 PM
Ok I NEVER want this topic brought up again. Kath is a MALE. HIS full name is Kath'ranis. I just say Kath for short. Dont call him by female names he HATES it and will likely eat your leg for doing so. Being called by a different gender is one of the few things that pisses him off. :mad:

*The cannon blass blast throw Zik's ship sence the DO excist* :rolleyes:
Just remeber this is a Multi-verse. The linking of Limitless deminsions. Many of which are Space age in Tech. levels. It is just that most are not Space Level Tech. :D
*Bites off dynes leg for making him fly him up to Zik's ship and then bites off the other leg for calling him a girl* :mad:
ITS NOT A :censored: SHIP!!! ITS A FORTRESS!
if thats the case then....
*hops into his FireSpray and starts straffing dyne's ship*
:P
Cazic

03-27-05, 08:04 PM
ITS NOT AN FING SHIP!!! ITS A FORTRESS!
if thats the case then....
*hops into his FireSpray and starts straffing dyne's ship*
:P
"Fing Ship"? When did I ever say "Fing ship"? If you look you will see I said "Keep" not "Fing Ship." :P
What is a "Fing Ship" by the way?
I have never heard of one. :confused:
Demonfey

03-27-05, 08:11 PM
{What you can only really classify as a half dragon flies onto a ship.}
I am willing to give this a try. I am Sulkyr.
turalisj

03-27-05, 08:16 PM
*a +5 dragon bane ballista bolt hits the half-dragon*
:D
*launches several dozen bolts of the walking dead at dynes ship*
*millions of zombies swarm his ship*
could you post the stats for cannons and such?
Cazic

03-27-05, 08:23 PM
I only posted guns and bombs didn't I? :confused:
turalisj

03-27-05, 08:38 PM
found it. and i upgraded my fortresses ballistas to bombards. now i have 6 bombards all around my fortress. :evillaugh: intimidating, isn't it?
Cazic

03-27-05, 08:43 PM
I am to deep under water to care. :P
I wish I was

03-27-05, 08:51 PM
For Lathlander's sake people! So angry, so violent, so competitive.

Aman flies over to the shore and drops trough and contenues to urinate and laugh drunkedly at all the rediculous action and killing of these "macho men" with their big guns.
turalisj

03-27-05, 08:57 PM
just don't go near the kracken i have bound to the bottom of my fortress.
Cazic

03-27-05, 08:59 PM
For Lathlander's sake people! So angry, so violent, so competitive.

Aman flies over to the shore and drops trough and contenues to urinate and laugh drunkedly at all the rediculous action and killing of these "macho men" with there big guns.
*joinsw in on the laughing*

For thoughs of you that are nwe here we will need you to make the following post.

Character Name: ( What your PC's name is for this guild)
Guild: (What sub-guild you belong to (Navy, Pirates, Neutral))
Guildmaster: (Weither or not you want to be a guild master for the guild you are in)

This post is important for knowing who is on who's side and such.
Cazic

03-27-05, 09:01 PM
just don't go near the kracken i have bound to the bottom of my fortress.
You mean your FLOATING Fortress so then that means that the Kracken is up in the air and I have no need to worry. :rolleyes:
turalisj

03-27-05, 09:26 PM
it floats in the water.
Cazic

03-27-05, 09:49 PM
it floats in the water.
Ohhhhh. Dah! :doh:
Eh' I just wont get under the keep. :cool:
turalisj

03-27-05, 10:07 PM
*casts turn salt water into cherry coke*
:D
*watches as cazic gets high from the cherry flavored coke*
lol.
Cazic

03-27-05, 10:26 PM
*casts turn salt water into cherry coke*
:D
*watches as cazic gets high from the cherry flavored coke*
lol.
:eek: you know what sucks even more about that? To get high on cherry flavored Coke Cacola (spelled it wrong i think) I would have to drink so much that it would KILL me! :weep:
*You are surpiresed when you see the image of Kath disappear*
HA! It will take more than that to kill me. :P
*Kath reapered on your ship laying on a chair with a tanning mirror*
How else do you think we get this color? :rolleyes:
alaron

03-28-05, 12:23 PM
Damn you all,

*spyke begins casting water balls and quikend water balls over the fire balls*

damn all of you, I just wanted an adventure, and a nerf bat, and now I need to put out fires that do not even exist.

Fire ball is only heat damage, it would not set off the gun powder.

Especially since The Pirate (that looks remarkably like Jack Sparow) would keep his gun powdr out of sight in a metal storage container, so the explosion dose no good, and why is this happening on the merchants ship.
Dyne

03-28-05, 05:21 PM
ITS NOT A :censored: SHIP!!! ITS A FORTRESS!
if thats the case then....
*hops into his FireSpray and starts straffing dyne's ship*
:P

First off, the cannons are already statted out and ready specifically for a D&D game. I am not aware of any space-age stuff that has been designed or augmented for use in a D&D game. So, until we work out all the rules for stuff outside of D&D (including D20 Future stuff, Star Wars stuff, D20 Modern stuff, etc.), it won't be used in the game.

Otherwise, I'd be blasting you with a Star Destroyer right now.

EDIT: What the :censored: are we doing? Have we really gotten so desperate in our waiting for the game to start that we have to attack each other with make-believe weapons?
Demonfey

03-28-05, 05:36 PM
Name: Sulkyr
guild: whatever (looking to be hired)
guildmaster: most definitely not.
Dyne

03-28-05, 05:41 PM
Name: Sulkyr
guild: whatever (looking to be hired)
guildmaster: most definitely not.

Join the pirates.
turalisj

03-28-05, 05:52 PM
join the privateers and learn how to steer a floating island.
Dyne

03-28-05, 05:55 PM
Join the pirates and learn how to steal the privateers' floating island. :P
Sssargoth

03-28-05, 05:56 PM
First off, the cannons are already statted out and ready specifically for a D&D game. I am not aware of any space-age stuff that has been designed or augmented for use in a D&D game. So, until we work out all the rules for stuff outside of D&D (including D20 Future stuff, Star Wars stuff, D20 Modern stuff, etc.), it won't be used in the game.

...check this (http://boards1.wizards.com/showpost.php?p=5464887&postcount=28) out and tell me with a straight face we dont have any future stuff.

EDIT: What the :censored: are we doing? Have we really gotten so desperate in our waiting for the game to start that we have to attack each other with make-believe weapons?

Yes you have.
turalisj

03-28-05, 06:25 PM
Join the pirates and learn how to steal the privateers' floating island. :P
yeah right. even trying to steal the blueprints would release dozens of bearded devils, thus causing mass mahem. and plus, you have to find it....
*activates the frotresses obscuring mist field, and gets away before dyne can come after him.
:D
Dyne

03-28-05, 06:28 PM
It'd be easy to find it. Just follow the mist. :rolleyes:

...check this out and tell me with a straight face we dont have any future stuff.

We don't have any APPROVED future stuff. And it's going to be one heck of a job getting it together in a way that all the GMs will accept it. We don't want all the high-tech stuff to overshadow the D&D stuff.
Cazic

03-28-05, 09:45 PM
*Begins thinking of the different ways to take advantage of higher level tech*
i could Nuke my DnD enemies from orbit. :) They would have no defence against it and if they somehow stop the HUGE explotion then since they dont know they first thing about radiation they will die from radiation poisoning (immunety to poisons would not help against this :eek: ).
BEHOLD THE POWER OF CANCER! :rolleyes:
Kingside_Bishop

03-29-05, 12:24 AM
OK, everyone, apologies all around. Promise, I'll get the book on Wednesday... I've had a lot on my mind lately, and have been spread entirely too thin.

But, here's my resolution: I'm withdrawing my membership in this guilds IFG aspect. But not just this guild -- I'm quiting all guilds, retiring to be more effective as a GM. I'll continue to format the OP for this guild, of course (I have a certain passion for formatting, as it were), and I'll post in-character, but I won't be a part of the IFG part of it.

See the metathread for my player-retirement spiel.

And, by the way... I'll be working on the map for Tyranor this Thursday or Friday. I'll be expanding the ocean and adding more islands. If anyone has any requests for island names, now would be the time to voice them...

And no -- Cazic Island, Dyne Island, Wish Island, Alaron Island, aren't going to make the cut. And neither is turalisj, Sssargoth, or Demonfey Island.

But KB Island is negotiable. :D
alaron

03-29-05, 03:49 PM
Tsiato
Lopilate
Hadoken
Shyuiken
Genkaiokai

There are some I deas I had
turalisj

03-29-05, 04:25 PM
*Begins thinking of the different ways to take advantage of higher level tech*
i could Nuke my DnD enemies from orbit. :) They would have no defence against it and if they somehow stop the HUGE explotion then since they dont know they first thing about radiation they will die from radiation poisoning (immunety to poisons would not help against this :eek: ).
BEHOLD THE POWER OF CANCER! :rolleyes:
*builds a stargate and brings in to'kra soldiers, who build a naquada cannon*
:D dont mess with a stargate sg-1 fan.
*turns to the to'kra*
knock them from orbit.
*the to'kra spies on cazic's ship activate the naquada bombs*
And no -- Cazic Island, Dyne Island, Wish Island, Alaron Island, aren't going to make the cut. And neither is turalisj, Sssargoth, or Demonfey Island
but zik does own his own floating island. i even have the stats made for it.
it could be the guilds first alert, guard island.
Demonfey

03-29-05, 07:39 PM
I will join whatever guild hires me! (looking for membership with crew)
No worries about seasickness; this one's undead.
turalisj

03-29-05, 07:42 PM
i call demonfey! :D :P
Demonfey

03-29-05, 09:11 PM
i call demonfey! :D :P
IG?
Sphendule

03-29-05, 09:25 PM
Hi guys.

I'm making a new character to participate in this guild. She'll board with any crew. I find her combination very interesting (Half Elf Warmage 4/Fighter 2/Spellsword 4/Bladesinger 5). She's currently still in the works, but I think I'm almost halfway done with her. I'll have fun playing her here and my Gnome over in the Shadow's Breath & Blade. It'll be a little weird/interesting RPing the opposite gender, but my creative mind saw this character as a girl instead of a guy so that's how I'll RP her. I've RPed females before, so it shouldn't be a problem unless one of you has a problem with a guy playing as a girl (like my DM for a gestalt campaign we're playing does)...

She'll be here sometime later (or maybe tomorrow) for her IC introduction.
Cazic

03-29-05, 11:40 PM
*builds a stargate and brings in to'kra soldiers, who build a naquada cannon*
:D dont mess with a stargate sg-1 fan.
*turns to the to'kra*
knock them from orbit.
*the to'kra spies on cazic's ship activate the naquada bombs*

but zik does own his own floating island. i even have the stats made for it.
it could be the guilds first alert, guard island.
Being a fellow stargate fan I was able to disarm the bombs, replace them, and put them on your ship. :P
*Boom* :rolleyes:
Dyne

03-30-05, 12:29 AM
OK, everyone, apologies all around. Promise, I'll get the book on Wednesday... I've had a lot on my mind lately, and have been spread entirely too thin.

But, here's my resolution: I'm withdrawing my membership in this guilds IFG aspect. But not just this guild -- I'm quiting all guilds, retiring to be more effective as a GM. I'll continue to format the OP for this guild, of course (I have a certain passion for formatting, as it were), and I'll post in-character, but I won't be a part of the IFG part of it.

See the metathread for my player-retirement spiel.

And, by the way... I'll be working on the map for Tyranor this Thursday or Friday. I'll be expanding the ocean and adding more islands. If anyone has any requests for island names, now would be the time to voice them...

And no -- Cazic Island, Dyne Island, Wish Island, Alaron Island, aren't going to make the cut. And neither is turalisj, Sssargoth, or Demonfey Island.

But KB Island is negotiable. :D

Tortuga and Port Royal are must-haves. :D Oh, and Isla de Muerta.
Dyne

03-30-05, 12:31 AM
I will join whatever guild hires me! (looking for membership with crew)
No worries about seasickness; this one's undead.

Didn't I already offer a place on my ship to both Demonfey and Sphendule?
Sssargoth

03-30-05, 12:31 AM
Tortuga and Port Royal are must-haves. :D Oh, and Isla de Muerta.

Agreed with these, but Im trying to figure out why my name came up. Im not even part of this guild...
Dyne

03-30-05, 12:42 AM
Agreed with these, but Im trying to figure out why my name came up. Im not even part of this guild...

If you ever decide to join, there's an open spot on my ship. Anyone who wants to join me is most welcome. I'm thinking of relying on PCs for the crew instead of a bunch of little followers. So, I could use all the help I could get.
Sssargoth

03-30-05, 12:55 AM
Thanks for the offer Dye, but if I do join, my charicter would be a anthropomorphic baleen whale dread pirate. :D
Dyne

03-30-05, 12:57 AM
Hey, works for me. Maybe he could push my ship? :D

My character is going to be a CN Human swashbucker-like character. Haven't quite decided on his stats, but I'm considering making him a Dread Pirate.
Sphendule

03-30-05, 12:51 PM
A sleek woman in shining mithral enters the tavern. On her forehead is an elven crafted headband with an orange gem. Her blond ponytail bounces behind her half-elven ears as she walks as smoothly as a river while the scabbard on her belt brushes gently against her legs. She sits across from the man that looks like Jack Sparrow.
"I am Anastrianna Amakiir. I am here to offer my assistance to you on your voyages, as long as you will help me find my mother lost somewhere out at sea."
Anastrianna stares intently at the drunk man of whom she heard was the best pirate of the seven seas, wondering how he could be so great when he's so damn drunk.

There you go! Now I've got a giddy trick-playing Gnome male and a serious as death Half-Elf female... I wonder who my last character will be...
Kingside_Bishop

03-30-05, 05:04 PM
OK, I got the book! I'm on campus right now, and don't have much time, so I'll probably be posting it tomorrow. The same day I hope to do the map. So, if there are any more requests, get them in!

Thanks.
thasis

03-30-05, 05:07 PM
Havn't realy kept track of whats going on hear. So what we talking about?
turalisj

03-30-05, 05:51 PM
can we have discounts for ships and cannons? a small one though, mybe a 5% discount on all cannons and a 10% discount on ships.
Demonfey

03-30-05, 06:31 PM
Didn't I already offer a place on my ship to both Demonfey and Sphendule?
I'll join yours, but you hadn't given an actual offer in my case until just now...
Sphendule

03-30-05, 07:35 PM
KB, I don't mean to be picky or anything, but your avatar pic shows a queenside bishop... The kingside bishop would be on a white square for white and a black square for black since the king is always on a square whose color is the opposite of the king's color... Just my OCD showing through :embarrass.
Cazic

03-30-05, 09:11 PM
KB, I don't mean to be picky or anything, but your avatar pic shows a queenside bishop... The kingside bishop would be on a white square for white and a black square for black since the king is always on a square whose color is the opposite of the king's color... Just my OCD showing through :embarrass.
Wow! He is right I never realized that. :eek:
Way to go Sphendule! :clap:
Kingside_Bishop

03-31-05, 07:08 PM
KB, I don't mean to be picky or anything, but your avatar pic shows a queenside bishop... The kingside bishop would be on a white square for white and a black square for black since the king is always on a square whose color is the opposite of the king's color... Just my OCD showing through :embarrass.Sweet lord! He's right!

I was so excited about finding a decent bishop picture for my avatar, I never even thought to check! I'll go back -- there's a good picture of a king's bishop, it's just a black bishop (I prefer white). If you recall, my last avatar looked like crap -- but until now, it was the only bishop pic I could find (for free anyway).

Thanks, Sphendule! You've saved me a considerable amount of embarassment somewhere down the road. Thanks again!

~~~~~~~~~

Here it is, as promised! From the "Seafarer's Handbook" by Legends and Lairs, these are the important bits from the chapter on building your very own ship, with some parts from ship combat sprinkled in here and there. Read it over -- it's good stuff!


Ship HullsThe size of your ship’s hull is the basis for its statistics, so this should be the first decision you make.

Note that Hull Size does not correspond to the creature sizes of the same names.

Hit Points does not refer to the number of Hit Points the ship has. Instead, that's how many points of damage it takes to form a breach in the hull of the ship. A ship can sustain one breach per size category of the hull -- any more breaches will cause the ship to start to go down. After five minutes per size category of the ship's hull, the ship will be sunk. For each additional breach past one per size category of the hull, subtract one minute from this time.Hull Size Cost Length Width Thickness Hit Points Speed Propulsion Slots Weapon Slots Cargo Crew Time Hull Size
Small 50 gp 10 feet 10 feet 2 inches 20 +20 feet 5 2 500 lbs 2 1 week Small
Medium 350 gp 30 feet 10 feet 2 inches 20 +10 feet 15 8 1,000 lbs 3 2 weeks Medium
Large 700 gp 30 feet 15 feet 3 inches 30 Normal 25 12 8 tons 6 3 weeks Large
Huge 5,000 gp 75 feet 20 feet 4 inches 40 -10 feet 30 18 10 tons 45 1 month Huge
Gargantuan 10,000 gp 90 feet 25 feet 5 inches 50 -15 feet 35 20 150 tons 60 3 months Gargantuan
Colossal 15,000 gp 130 feet 30 feet 6 inches 60 -20 feet 40 24 200 tons 200 4 months Colossal

Other Construction MaterialsThe above table assumes the ship's hull is being built of high quality lumber. Adjust the ship’s statistics according to this table if it’s not built of wood.Material Hardness Hit Points Speed Cost
Iron 10 30/inch -15 ft/inch +10,000 gp/inch
Mithril 15 30/inch -5 ft/inch +20,000 gp/inch
Adamantine 20 40.inch -10 ft/inch +30,000 gp/inch

Propulsion SystemsThese are the forms of propulsion available on a ship. Note that the “Slot Cost” refers to the number of Propulsion Slots a ship has available to it.

When a ship deploys a propulsion system, its speed increases by 10 ft per round until it reaches its maximum speed. Likewise, once a ship undeploys a propulsion system, its speed decreases by 10 ft per round until its speed reaches 0 ft per round. Once they get going, most ships may only turn once each round, and may only do so in 45º increments. Small and Medium ships, however, may turn twice per round, while Gargantuan and Colossal ships may only turn once every two rounds.

Propulsion systems don't stack for the purposes of movement, with the following exceptions: Only the first, most powerful sail adds its full speed value – all other sails only add half of their speed values to the ships speed.
Speed derived from oars are cumulative with themselves – therefore, one set gives a speed of 10 ft, two sets gives 20 ft, threesets gives 30 ft, and so on.As a genral note, the creature in a towing harness must be the same size as the harness or smaller.Type Slot Cost Cost Hardness Hit Points Time Speed
Sail, Small 5 25 gp 1 2 3 days 10 feet
Sail, Medium 10 50 gp 1 2 1 week 25 feet
Sail, Large 15 100 gp 1 2 2 weeks 40 feet
Oars, one set 5 25 gp 5 30 1 week 10 feet
Harness (Med) 5 100 gp 2 20 3 weeks Creature’s Speed
Harness (Huge) 10 200 gp 2 30 4 weeks Creature’s Speed
Harness (Col) 15 300 gp 2 40 5 weeks Creature’s Speed
Steam Engine 35 50,000 gp 10 320 8 weeks 80 feet

Ship WeaponsThese are the weapons available on a ship. Note that the “Slot Cost” refers to the number of Weapon Slots a ship has available to it.

Under Range, the first number is the actual range increment, while the second number is the minimum range of the weapon (nothing within that range can be fired upon).

Only ships with hull sizes Large or larger can use the catapult (heavy or light), Ballista, Ram, and Cannon.Weapon Slot Cost Cost Hardness Hit Points Damage Critical Range Crew Time
Catapult, Heavy 6 800 gp 5 200 5d6 - 200/100 ft 5 3 weeks
Catapult, Light 4 550 gp 5 100 3d6 - 150/100 ft 2 2 weeks
Bomb, Acid - 250 gp - - 4d6 - 200/100 ft - -
Bomb, Fire - 300 gp - - 5d6 - 200/100 ft - -
Bomb, Shrapnel - 200 gp - - 2d6 - 200/100 ft - -
Ballista 6 500 gp 5 75 3d6 x3 120 ft - 2 weeks
Ram 6 2,000 gp 20 340 see below x3 - 10 4 weeks
Crossbow, Heavy 1 250 gp 5 10 1d10 x2 120 ft 1 1 week
Crossbow, Repeating 1 250 gp 5 10 1d8 x2 80 ft 1 1 week
Cannon 8 5,000 gp 10 280 6d6 - 300/100 ft 3 2 weeksRamming Ships

If at any point your ship has enough speed to enter a square occupied by another ship, your ship may ram that ship. To determine the base damage dealt, subtract the target ship's speed from the ramming ship's speed. For every 10 feet of this relative speed, the ram attack dealts 1d6 points of damage modified by the size of the ramming ship, as listed below.Size of Ship Damage Multiplier
Small x1/2
Medium x1
Large x2
Huge x3
Gargantuan x4
Colossal x5Unfortunately, the ramming ship also recieves the same amount of damage, except that the damage the ramming ship takes is modified by the size of the target ship, instead of the size of the ramming ship. However, a ship equipped with a ram does not recieve this damage when it initiates a ramming attack. Furthermore, such a vessel inflicts double damage when ramming.

Broadsiding

Broadsiding a ship is just like ramming a ship, with the following exceptions: The ramming ship must be moving in the same direction as the target ship.
A broadside attack does half as much damage as a ram attack.
A ship equipped with a ram still takes damage if it initiates a broadside.
All oars on both ships that were deployed at the time of the broadside are snapped.

Ship CastlesShip castles add another level to the fore or aft deck of a ship. They often serve as personnel quarters, storage, or fortified positions for soldiers and weapons.Material Hardness Hit Points Speed Cost Time
Wood 5 10/inch -5 ft +500 gp 1 week
Stone 8 15/inch -10 ft +1,000 gp 2 weeks
Stone, Reinforced 9 20/inch -15 ft +1,500 gp 3 weeks
Iron 10 30/inch -10 ft +3,000 gp 3 weeks
Mithril 15 30/inch -5 ft +5,000 gp 4 weeks
Adamantine 20 40/inch -10 ft +6,000 gp 4 weeks

Ship QualitiesShip qualities are what make ships unique. Each ship starts with one ship wuality that it gets for free. To add additional ship qualities, you must pay 1,000 gp, plus another 1,000 gp for each size category the ship hull is above small. It takes two weeks to add a ship quality to a ship, plus one week for every size category the ship hull is above small. Built to LastPrerequisite: None
Benefit: The ship's hull's hit points are increased by 5 per inch of thickness.
Bull of the Sea Prerequisite: The vessel must have a battering ram equipped
Benefit: On a successful ramming attack, the ship deals an additional 1d6 points of damage.
Clever Construction Prerequisite: None
Benefit: The ship can be equipped with a paddlewheel or other unusual propulsion system.
Fire Tested Prerequisite: None
Benefit: The vessel's hull and deck have a resistance of 10 against all fire effects.
Grace Under Pressure Prerequisite: The vessel must be a submarine
Benefit: The vessel is better suited for underwater travel, and recieves a +20 cicumstance bonus on Fortitude saves to resist damage from pressure.
Ice Queen Prerequisite: None
Benefit: The vessel has a resistance of 10 against all cold effects.
Improved Buoyancy Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull, which must be constructed of a meterial other than wood.
Benefit: The movement penalty due to alternative construction materials is reduced by 5 feet.
Mighty Oars Prerequisite: None
Benefit: The ship's oars have +5 hardness.
Oceanworthy Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add a +4 bonus to any check, save, etc. that involves the operation of the vessel in poor weather.
Reinforced Sails Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: The ship's sails recieve 10 bonus hit points.
Sea Scrapper Prerequisite: The vessel must have a Small or Medium hull
Benefit: Add 5 to the vessel's artillery slots.
Sea Skimmer Prerequisite: The vessel must have a Small or Medium hull
Benefit: The vessel's speed is increased by 5 feet.
Storm Rider Prerequisite: None
Benefit: The ship possesses a resistance of 10 against all electricity effects.
Tough Old Girl Prerequisite: None
Benefit: The hardness of the ship's hull and deck is increased by 2.
Transport Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add 10 tons to the ship's maximum cargo capacity.
War Dog Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: Add 10 to the ship's maximum artillery slots.
Wave Rider Prerequisite: The vessel must have a Large, Huge, Gargantuan, or Colossal hull
Benefit: The vessel's speed is increased by 10 feet.
Sphendule

03-31-05, 07:53 PM
That's awesome, KB! :clap: It's too bad Anastrianna doesn't have the money to build a ship and has to be hired by someone who does...
However...:lightbulb we could use some or all of the guildhouse money to build the fleet instead, making our ships the "guildhouse(s)"... What does everyone think of that?
Demonfey

03-31-05, 08:07 PM
A sleek woman in shining mithral enters the tavern. On her forehead is an elven crafted headband with an orange gem. Her blond ponytail bounces behind her half-elven ears as she walks as smoothly as a river while the scabbard on her belt brushes gently against her legs. She sits across from the man that looks like Jack Sparrow.
"I am Anastrianna Amakiir. I am here to offer my assistance to you on your voyages, as long as you will help me find my mother lost somewhere out at sea."
Anastrianna stares intently at the drunk man of whom she heard was the best pirate of the seven seas, wondering how he could be so great when he's so damn drunk.

There you go! Now I've got a giddy trick-playing Gnome male and a serious as death Half-Elf female... I wonder who my last character will be...
Welcome to the crew, then.
{You turn around to see a half dragon with a scale pattern that reminds you of molten rock, and elven ears. You also notice that he has bat wings and appears to be somewhat dead.}
Kingside_Bishop

04-01-05, 12:23 AM
That's awesome, KB! :clap:Thanks!

It's too bad Anastrianna doesn't have the money to build a ship and has to be hired by someone who does...
However...:lightbulb we could use some or all of the guildhouse money to build the fleet instead, making our ships the "guildhouse(s)"... What does everyone think of that?That might work -- I'd have to talk with the other GMs, first. I'll send off an email about that, right away. It may be awhile before I can get back to you on that one.

Oh... and by the way...

I am Kingside_Bishop!
:evillaugh
turalisj

04-01-05, 01:08 AM
and those with the landlord feat can have thier part of the guildhouse for the seafarers guild be a floating island fortress......oh and i heard that demon_fey had relations with micheal jackson




P.SAPRIL FOOLS!
Kingside_Bishop

04-01-05, 05:23 PM
New map posted on the metathread. Check the post! (http://boards1.wizards.com/showpost.php?p=5833475&postcount=2178) There is a much larger sea, and many islands.
Dyne

04-02-05, 03:35 PM
I am Kingside_Bishop!
:evillaugh

Yes, my master.

I just noticed that your CT changed to Jedi Master.

That's awesome, KB. The Black Pearl will be the fastest and most powerful ship ever!
:evillaugh

"Very well, miss. You help me sail my ship, and I'll help you find yer mum." He reaches out and vigorously shakes her hand. The pirate then looks at the dead-looking demonic elf.

"Never seen your kind before. This should be interesting. In any case, if you have any friends who know how to work a ship, give them a holler. I could still use a few crew members."

Not sure if I'll have to take Leadership anyway or higher a few sailors if I can't get enough PC's to join my crew. I'd prefer PC's, though.
Cazic

04-02-05, 05:52 PM
Not sure if I'll have to take Leadership anyway or higher a few sailors if I can't get enough PC's to join my crew. I'd prefer PC's, though.
I might have a character for you Dyne. I am thinking of puting my Dragon on the Bench and bringing in a more water type PC. No promises, but I am having a big liking toward making a water type PC.
Dyne

04-02-05, 11:33 PM
I might have a character for you Dyne. I am thinking of puting my Dragon on the Bench and bringing in a more water type PC. No promises, but I am having a big liking toward making a water type PC.

I was considering something like that a while back too. But, the thing is, D&D is extremely lacking in water-related stuff. Even most of the spells under the Water domain seem to have virtually nothing to do with water (Obscuring Mist? Sounds more like an air spell to me). Perhaps we could get together and make some better water spells and such sometime. It's a shame that Water was replaced with Cold in D&D....
Cazic

04-03-05, 04:43 PM
I was considering something like that a while back too. But, the thing is, D&D is extremely lacking in water-related stuff. Even most of the spells under the Water domain seem to have virtually nothing to do with water (Obscuring Mist? Sounds more like an air spell to me). Perhaps we could get together and make some better water spells and such sometime. It's a shame that Water was replaced with Cold in D&D....
We need to do this. My water PC is going to have some Divine Casting so he will need water spells.
Cazic

04-03-05, 09:53 PM
New Water based PrC--------

Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5852424#post5852424)
Dyne

04-03-05, 10:03 PM
I've heard that the Shugenja can focus on Water. You might check that out.
alaron

04-04-05, 01:17 PM
The sugenja are amazing aslong as there focus is exeplified, but if you use them then you may as well use sea spirit folk and get a swim speed and the ability to beathe water.
Demonfey

04-04-05, 03:49 PM
Yes, my master.

I just noticed that your CT changed to Jedi Master.

That's awesome, KB. The Black Pearl will be the fastest and most powerful ship ever!
:evillaugh

"Very well, miss. You help me sail my ship, and I'll help you find yer mum." He reaches out and vigorously shakes her hand. The pirate then looks at the dead-looking demonic elf.

"Never seen your kind before. This should be interesting. In any case, if you have any friends who know how to work a ship, give them a holler. I could still use a few crew members."

Not sure if I'll have to take Leadership anyway or higher a few sailors if I can't get enough PC's to join my crew. I'd prefer PC's, though.

{Black energy emanates from the dragon elf's eyes. Outside, you hear screaming, and turn to see skeletal bodies rise up from beneath the waters, their eye sockets glowing with the same dark energy as the dragon elf's eyes.}
I give you your crew, captain.
Gotta love the warlock class. :D
Dyne

04-04-05, 06:55 PM
:mymy: "How did you do that? You know, you scare me somewhat. That's a good thing." The pirate pats the dragon elf on the arm before heading to the docks to check up on the ship.

How do you guys think we should do this? I'm thinking we should make the ship like the Black Pearl, making it quite large with a few tricks. What do the rest of the crew think? And would anyone like to chip in, or would I just pay for the whole thing (I don't mind being the full owner of the ship)?

EDIT: People of my crew, we'll discuss the ship at a different place than this (don't want the navy to know all the details of our ship). I suppose the only way to do this is through email. I'll see if I can get a message to everyone. Make sure you hit Reply All on all messages so that they are sent to everyone on the crew instead of just the one person who sent the message.

I dug up the A&EG excerpt, and here are a few things that are relevant to ships. I think anything else that might be useful for this guild are a few things for catapults and siege platforms and the like.

Armor Plating: You can increase the hit points and hardness of any vehicle by adding armor to any 10-foot section (other than rigging). All statistics below are per inch of thickness. You can layer the same material to get thicker armor or combine different materials if you like. Each layer takes damage separately. Damage left over after an outer layer is destroyed is dealt to the next layer inward; hardness is applied a second time if the new layer is a different material.

Table 3-8: Armor Materials
Material HP Hardness Cost per Section Weight per Section
Adamantine 40 20 5,000 gp 5,000 lb.
Darkwood 10 5 3,000 gp 500 lb.
Iron 30 10 1,000 gp
Mithral 30 15 3,500 gp
Wood 10 5 200 gp

Masterwork Controls: Whether it's a finely tuned wheel that allows delicate adjustments to the rudder, or a complex harness system that directs the dray creatures with just a flick of the wrist, it's possible to get more performance out of a vehicle by improving its control system. Masterwork controls provide a +2 circumstance bonus on Handle Animal or Profession checks made by the driver. The cost depends on the vehicle's size (its weight does not change). Cost: 300 gp (Medium-size), 600 gp (Large), 1,200 gp (Huge), 2,400 gp (Gargantuan), 4,800 gp (Colossal).

Passenger Spaces: Available cargo space can be converted for passenger use; one ton (2,000 pounds) of cargo space can accommodate two Medium-size or smaller passengers comfortably. Twice as many can squeeze into passenger space for short periods of time, but they are too cramped to fight effectively and are considered fatigued after an hour's travel. Cost: 200 gp per ton.

Passenger Spaces, Fancy: As above, but the passenger quarters are cushioned and decorated. Each ton of cargo space can accommodate one passenger at this level of comfort. Cost: 600 gp per ton.

Passenger Spaces, Luxury: As above, but the passenger quarters are the very definition of opulence. Each luxury passenger space takes up two tons of cargo space. Cost: 1,500 gp per ton.

Captain's Table: This broad wooden table, usually kept in the officers' mess, duplicates the effects of heroes' feast for up to twelve crew members. Those who spend an hour partaking of the magical fare created by the captain's table are cured of disease, become immune to poison and magical fear and hopelessness, heal 1d4+4 points of damage, and receive the benefits of a bless spell. The effects last for 12 hours. The captain's table serves one such meal a day. Caster Level: 12th; Prerequisites: Craft Wondrous Item, heroes' feast; Market Price: 72,000 gp; Weight: 16 lb.

Charts of Certainty: This blank sheet of parchment is every captain's boon. If unrolled and directly exposed to the sun while aboard a vehicle, it instantly displays a map (as detailed as a commercially available one) of everything within 24 hours' travel at the vehicle's current maximum speed. If the bearer then specifies a destination, it draws the most direct physical route to that destination. Like the find the path spell, the charts of certainty work only with respect to locales, not objects or creatures. If the parchment is rolled up, the map it was displaying disappears. Caster Level: 11th; Prerequisites: Craft Wondrous Item, find the path; Market Price: 47,520 gp; Weight: 1 lb.

Eldritch Exhaust: Once per day at the command of the driver, a vehicle equipped with this device expels a billowing mass of vapors from its rear. The three types of vapor available are a fog that obscures the vehicle from pursuers as the fog cloud spell, a cloud of acid as the acid fog spell, or deadly poison as the cloudkill spell. The 20-foot-high cloud has a 30-foot radius. Caster Level: 3rd (fog cloud), 9th (cloudkill), 11th (acid fog); Prerequisites: Craft Wondrous Item, relevant spell; Market Price: 2,160 gp (fog cloud), 16,200 gp (cloudkill), 23,760 gp (acid fog); Weight: 10 lb.

Fharlanghn's Lines: These bowlines and other ropes are magically animated to make sailing a ship easier. The ropes snake forward of their own volition, and pull and release by voice command, enabling sails to be set and changed without breaking the backs of the crew. Each set of Fharlanghn's lines aboard a wind-powered ship reduces the required crew by five, to a minimum of two for Colossal wind-powered ships and one for Gargantuan or smaller ships. Fharlanghn's lines respond only to nautical commands, so they can't be used to entangle foes or tie up captives. Caster Level: 9th; Prerequisites: Craft Wondrous Item, animate rope, telekinesis;Market Price: 8,100 gp; Weight: 5 lb.

Lightning Turbine: Often used in conjunction with magic that controls weather, the lightning turbine is a series of antennae connected to a clockwork gearbox that gives the vehicle greater speed during a storm. Lightning strikes the antennae, providing power to double the vehicle's speed or give it a speed of 90 feet, whichever is greater. The vehicle ignores any weather-related penalties to speed. Caster Level: 9th; Prerequisites: Craft Wondrous Item, call lightning, expeditious retreat;Market Price: 90,000 gp; Weight: 300 lb.

Nondimensional Trunk: Much like a bag of holding, a nondimensional trunk is a cargo box that holds more than it looks capable of. Anything with dimensions of less than 10 feet in all directions will fit inside. Up to two tons of cargo can fit in the nondimensional trunk, which weighs no more than 200 pounds, even if the weight of its contents is much heavier than that. Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest;Market Price: 30,000 gp; Weight: 200 lb. (maximum).

Planar Sails: These rainbow-hued sails enable a vehicle to sail to places beyond the Material Plane. It takes 5 minutes and a successful Knowledge (the planes) check (DC 20) to set the sails for a particular plane. While the planar sails provide a means to reach worlds beyond, they don't grant the ability to move or survive on the destination plane. Caster Level: 9th; Prerequisites: Craft Wondrous Item, plane shift;Market Price: 72,000 gp; Weight: 600 lb.

Smuggler's Hold: As the nondimensional trunk above, but the lid and latch of the trunk are magically hidden until a command word reveals them for 1 round. Spellcasters trying to find the smuggler's hold with divination magic must succeed on a caster level check against DC 20. Caster Level: 9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest, major image, nondetection; Market Price: 90,000 gp; Weight: 200 lb.

Veil of Obscurity: This augmentation disguises a vehicle from curious eyes, making the vehicle appear to be part of the surrounding terrain. The glamer includes audible, visual, tactile, and olfactory elements, though it can't disguise, conceal, or add creatures. Caster Level: 10th; Prerequisites: Craft Wondrous Item, mirage arcana; Market Price: 25,000 gp; Weight: --.

Wind-Favored Sails: This set of sails comes in two varieties. Raising a set of lesser wind-favored sails ensures that the wind speed is always heavy (21-30 mph, speed multiplier ´ 3), no matter what the prevailing weather conditions. A set of greater wind-favored sails also lets the driver set the wind direction within 600 feet of the vehicle with a command word. Caster Level: 9th (lesser), 15th (greater); Prerequisites: Craft Wondrous Item, control winds;Market Price: 40,500 gp (lesser), 67,500 gp (greater); Weight: 600 lb.
Dyne

04-04-05, 07:14 PM
Demonfey, could you give me your email, if you have one?

Demonfey, Sphendule, and myself are the entire crew, correct? (Excluding the undead guys)
Demonfey

04-04-05, 07:15 PM
Demonfey, could you give me your email, if you have one?

Demonfey, Sphendule, and myself are the entire crew, correct? (Excluding the undead guys)
Don't check it often, but okay.
"How did you do that? You know, you scare me somewhat. That's a good thing." The pirate pats the dragon elf on the arm before heading to the docks to check up on the ship.
{Sulkyr boards the ship.}
Just so you know, until I can get a few items, the corpse crew is somewhat temporary, only serving as an example. All I need to do to make it permanent is to buy a few gems. How many corpses do you want to have as your crew?
Dyne

04-04-05, 07:47 PM
"We'll need 200 able-bodied crewmen to man the ship, but I could reduce that number with a few special purchases."

Or, it might require 60, depending on the ship size. But I want it to be as big as possible. :D
Demonfey

04-04-05, 08:02 PM
"We'll need 200 able-bodied crewmen to man the ship, but I could reduce that number with a few special purchases."

Or, it might require 60, depending on the ship size. But I want it to be as big as possible. :D
I can only control 18, unfortunately :( . The way to get more, though, would be to recruit a true necromancer, or a pale master.
Dyne

04-04-05, 08:10 PM
"Perhaps we'll have to invest in a little something to make working the ship easier on the crew."

Did everyone get my email?
Sphendule

04-04-05, 08:21 PM
Anastrianna takes her hand back from the drunk pirate, wiping it of the grease with a handkerchief she pulls from her belt. She jumps at the sight of the undead.
"Ugh... Well, I should have expected that might come up with the kind of reputation you have, Captain. Hopefully I don't contract a disease, for both your sakes and for my mom's sake."
Anastrianna boards the ship and goes to its helm. She kneels down looking out to the horizon, smiles as tears gather in her eyes, and thinks to herself as she touches the gem on the headband.
I finally have the chance to come and see you after all these years, Mother... Please, just wait a little while longer... Please...
Sphendule

04-04-05, 08:22 PM
"Perhaps we'll have to invest in a little something to make working the ship easier on the crew."

Did everyone get my email?I got it, and everyone should be receiving a reply from me as well.
Dyne

04-04-05, 08:38 PM
On the note of the undead crew, don't skeletons and zombies lose all skill points for being mindless? So the crew would have to be ghouls and other intelligent undead. Isn't there a necropolitan template? Perhaps we could have a bunch of necropolitans.

EDIT: Yup, skeletons and zombies don't have skills because of being mindless.
Dyne

04-04-05, 08:47 PM
I got it, and everyone should be receiving a reply from me as well.

If you already sent it, I haven't gotten it.
Demonfey

04-04-05, 08:51 PM
On the note of the undead crew, don't skeletons and zombies lose all skill points for being mindless? So the crew would have to be ghouls and other intelligent undead. Isn't there a necropolitan template? Perhaps we could have a bunch of necropolitans.

EDIT: Yup, skeletons and zombies don't have skills because of being mindless.
Uses include ship maintenance (skeletons, at least-zombies leave parts), turning rudders, boarding ships, taking enemy fire, and bringing the loot on and off board. Get the right type of boat, and they're your power source, too. Oh, and they don't need to be paid.
PS: changing Sulkyr to a normal, living being, due to fact that I messed up before.
Sssargoth

04-04-05, 08:59 PM
On the note of the undead crew, don't skeletons and zombies lose all skill points for being mindless? So the crew would have to be ghouls and other intelligent undead. Isn't there a necropolitan template? Perhaps we could have a bunch of necropolitans.

There is the Awaken Undead spell in Savage Species. Its on page 63.

Awaken Undead
Level: Clr 6, Sor/Wiz 7
Dyne

04-04-05, 09:00 PM
Yeah, but we need actual sailors to man the ship. If they don't have ranks in Profession (sailor), they aren't much use. Is there no way to have intelligent undead? Or perhaps we should just scrap the idea and either hire mercenaries or someone take Leadership (or perhaps I'll take all 10 levels of Dread Pirate and get the Pirate King ability).
Demonfey

04-04-05, 09:02 PM
Yeah, but we need actual sailors to man the ship. If they don't have ranks in Profession (sailor), they aren't much use. Is there no way to have intelligent undead? Or perhaps we should just scrap the idea and either hire mercenaries or someone take Leadership (or perhaps I'll take all 10 levels of Dread Pirate and get the Pirate King ability).
Chances are, we should scrap the undead crew plan, due to the fact that they are undead and intelligent, which normally brings up the question of what they will eat. Leadership would probably be for the best, although I can still make a small undead crew due to latent warlock power.
Sssargoth

04-04-05, 09:05 PM
Awaken Undead gives an intelegence score of 1d6+4 perminently. Since they have an intelegence score, they have skill points. If they have skill points, they can have ranks in Profession (Sailor). :P
Demonfey

04-04-05, 09:13 PM
unnecessary double post (put more in the other one.)
Demonfey

04-04-05, 09:14 PM
Awaken Undead gives an intelegence score of 1d6+4 perminently. Since they have an intelegence score, they have skill points. If they have skill points, they can have ranks in Profession (Sailor). :P
They also tend to think that they have rights as undead, though, and in any case, I'm a warlock. I can't cast that.
Dyne

04-04-05, 09:16 PM
I'm trying to get a Necromancer aboard, he could cast it. And they wouldn't think they had any rights if you had control over them via the Animate Dead spell or Rebuking Undead.
Demonfey

04-04-05, 09:32 PM
What we need here is a water elemental savant (or a wind elemental savant)
Dyne

04-04-05, 09:34 PM
What we need here is a water elemental savant (or a wind elemental savant)

What for?
Sssargoth

04-04-05, 09:40 PM
They also tend to think that they have rights as undead, though, and in any case, I'm a warlock. I can't cast that.

If I'm interpreting the description correctly, then they are under the control of the caster. That dest mesh with their +2 profane bonus to will saves against being controled tho...
Demonfey

04-04-05, 09:41 PM
Just fitting. Also, that means that you have someone who is in tune with the elements and can make attacks with said elements as a part of themselves. A water savant, for example, could jump into the water and begin a whirlpool as an attack on people trying to silently board our ship (size restrictions). An air savant can ruin the sails of the opponent and create a vortex in the air as a natural elemental attack that would mess them up, as well as have an air elemental fly speed and maneuverability, a water elemental a swim speed. Both would be in their natural elements in a setting on the seas.
Dyne

04-04-05, 09:45 PM
Cazic is making a Water-type character. Perhaps he'll make a Water Elemental Savant.

Oh shoot, I forgot Cazic is part of our crew. Sorry Cazic, my bad. :blush:

If someone still has the email I sent, could you forward it to Cazic? My stupid email doesn't save sent messages.
Dyne

04-04-05, 09:51 PM
By-the-way, Cazic's email is:
Deleted

I believe that the 3 sub-guilds (Pirates, Navy, and Privateers) will be handled as separate guilds In-Game. Wouldn't this mean that each will receive 1,000,000 gp? Any word, KB?
Cazic

04-04-05, 11:26 PM
Ummm....Dyen can you remove my e-mail from there and just PM it to the Crew. One never knows who might get it. I have had some run ins with viruses. LOTS of Viruses. *shudders at the memories*
So please remove that and just PM it to them. I dont like giving my e-mail out to complet stragers. Thanks. :)


Is a Water Elemental Savant a class or race?
Dyne

04-04-05, 11:50 PM
Sorry, Cazic. My bad (again).

Elemental Savant is a PrC. It gradually transforms you into an elemental.
Cazic

04-04-05, 11:52 PM
Sorry, Cazic. My bad (again).

Elemental Savant is a PrC. It gradually transforms you into an elemental.
Thanks.

What book is it in?

[EDIT] I have made a few changes to my Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5863471#post5863471) Class.
alaron

04-05-05, 12:18 PM
I emailed dyne not to forget me in the crew, but it is understandable since I delayed in accepting any position.

I am a cleric of so cam I cas awalen undead? and what book is that in?
Demonfey

04-05-05, 03:17 PM
Thanks.

What book is it in?

[EDIT] I have made a few changes to my Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5863471#post5863471) Class.
Complete Arcane. I can send you the information later.
Dyne

04-05-05, 09:04 PM
Demonfey, did you get the emails? Because I never got a reply from you.

I'm been fiddling with the shipbuilding rules to see what I can come up with for a ship.

Under special materials, I noticed that Darkwood isn't listed. So, what would you guys think about the following:

Material Hardness Hit Points Speed Cost
Darkwood 5 10/inch +2.5 ft./inch (or just +10 ft. if that doesn't work) 5,000 gp/inch

Might not be balanced, and the Speed might be awkward, but I think it'd be a good idea to be able to make the ship be faster by making it of a special material, like darkwood (which weighs half as much as regular wood).
Cazic

04-06-05, 08:54 AM
I will hopefully be posting a good item for us pretty soon. I can see it being used by everyone, but mostly Pirates since it is a bomb. :cool:
Dyne

04-06-05, 06:51 PM
Each guild will be starting off with 1,000,000 gp. I assume that the Pirates, the Navy, and the Privateers will all start off with their own 1,000,000 gp, so we should be set.

It was brought up earlier the idea of the guild paying part or all of the cost for ships. I was thinking on this, and I came up with:

Each member receives 25,000 gp toward purchasing their own ship. If several members were going to crew a single ship, they could pool this together to get an even better ship.

This would help a little bit without totally draining the guild's coffers. 25,000 gp on its own could fund a fairly decent ship for a single person. And with the 1,000,000 gp, there would be enough to fund ships for 40 members of each guild. I doubt we'll ever get up to that many members in any guild, so plenty of money could go out to the members for their ships while leaving plenty left over in reserves for whatever else the guild wanted to spend it on.

And has anyone volunteered to run for Guildmaster of any of the sub-guilds? I could run for Guildmaster of the Pirates, if you guys wanted me. And are there member lists for the sub-guilds?
*Checks the Opening Post*
alaron

04-06-05, 07:39 PM
Sorry dyne but I must nominate you for the pirates but not the entiere guild, so that is my choice, I think that the guild should meet only in name and not in and atuall guild house. In My Humble Opinion the seafaring pirates, the naval forces of tyranor, and those that insist on remaining neutral are all seperate guilds this thread holds three because the actions all center around one element for different reasons. It would be better each area had there own thread, but wioth such a strong bond there is little we can do to seperate our selves, the only problem I see in that is Pirates are enemies of the navy, and the neutrals do not care, so why would we even meet in the first place. This however is only in reference to the IFGW pirate and naval character disscusion is more than welcome because of there seafaring nature. Again this is only in my humble opinion.
Sssargoth

04-06-05, 10:45 PM
Pirate Luck [General]
You are notorious for escaping from nasty predicaments.
Prerequisite: Cha 13
Benefit: Once per day, you may reroll one saving throw that you have just made before the DM declares whether the roll results in sucess or failure. You must take the result of the second roll, even if it is worse.

Polyglot [General]
Traveling abroad has given you a knack for picking up languages.
Benefit: You learn a language of your choice as a bonus language. In addition, Speak Language is always a class skill for you.

Savvy Swimmer [General]
You have been trained to swim even in the heaviest armor.
Prerequisite: Swim 4 ranks.
Benefit: When proficiet with the armor you wear, you suffer only half the armor's armor check penalty to Swim checks. Thus, if you are proficient with heavy armor and attempt to swim wearing banded mail, you suffer only a -3 penalty on Swim checks rather than the usual -12.
Normal: Double the normal armor check penalty is applied to swim checks.

Shipborn [General]
A ship beneath your feet feels as natural to you as the sand beneath a camel's hooves.
Benefit: You gain a +2 circumstance bonus on any skill check necessary to operate or maintain a ship, including Balance checks on a pitching deck, Climb checks made in rigging, Craft (shipbuilding) checks, and Profession (sailor) checks. You only gain the bonuses if aboard a ship or, in the case of Craft (shipbuilding) checks, when the ship is docked.

Sailor Will [General]
Your ushakable beliefs sustain you against all outside influences.
Prerequisite: Base Will save +2.
Benefit: You recieve a +4 bonus on all modified level checks made to oppose Intimidate checks meant to demoralize you (see the Player's Handbook, page 76) and +1 bonus on all Will saves.
Cazic

04-06-05, 11:35 PM
umm...alaron it is three different guidls. We just share one thread since we all love the sea so. Dyne just wants to be guild master of the Pirates not everyone. I was going to try to become guild master of the neutrals but since i am planing on becoming a member of Dyne's crew iIwill have to resign from that. :weep:
Kingside_Bishop

04-07-05, 10:26 AM
Are there even any members of the navy, yet? There doesn't even appear to be that many neutrals. You guys could just turn this into a Pirate's Guild, and the Neutrals could join the Forest Dweller's Foundation -- they're attitude is neutral, to a tee, and they're more like a wilderness foundation than a forest foundation.

Just a suggestion.
Dyne

04-07-05, 11:16 PM
Sorry dyne but I must nominate you for the pirates but not the entiere guild, so that is my choice, I think that the guild should meet only in name and not in and atuall guild house. In My Humble Opinion the seafaring pirates, the naval forces of tyranor, and those that insist on remaining neutral are all seperate guilds this thread holds three because the actions all center around one element for different reasons. It would be better each area had there own thread, but wioth such a strong bond there is little we can do to seperate our selves, the only problem I see in that is Pirates are enemies of the navy, and the neutrals do not care, so why would we even meet in the first place. This however is only in reference to the IFGW pirate and naval character disscusion is more than welcome because of there seafaring nature. Again this is only in my humble opinion.

Yeah, that's what I meant. It would be awkward for the Privateers to be robbed by their guildmaster. ;)
(And it'd be even worse for the Navy)

I would prefer for the Privateers to remain separate from the Forest Dwellers Foundation. The Forest Dwellers are wilderness people, but basically exclusively forests: we don't discuss things that don't have to do with the forests there, so sailors would be out of place there.

I'll fish around (pardon the pun) for members. Maybe some people at the Swordpoint Academy would join the Navy. And perhaps a few Merchants will join the Privateers.
Cazic

04-07-05, 11:45 PM
I'll fish around (pardon the pun) for members. Maybe some people at the Swordpoint Academy would join the Navy. And perhaps a few Merchants will join the Privateers.
Mercs might join any of the three. check them out too. I will try to get a few members to.
Dyne

04-07-05, 11:52 PM
I have no connection to Mercs, so that's probably better handled in your hands.

Very nice feats Sssargoth. I will certainly be making use of a few of them.

I'll gather up some Members Lists for you, KB, to make things easier.

Members
Kingside_Bishop
Dyne
Thasis
I Wish I Was
Lady Rolindin (I think she's a member)
Cazic
alaron
Sphendule
turalisj
Demonfey

In-Game Members
Pirates
Dyne
Cazic
alaron
Sphendule
Demonfey


Navy
No Current Members

Privateers
turalisj
I Wish I Was

If I forgot anyone (or put your name in the wrong spot), speak up. Otherwise, I think that's everyone.
turalisj

04-08-05, 12:24 AM
i'd like to put zik in the position of guildmaster (or assistant guildmaster) for the neutrals.
Kingside_Bishop

04-08-05, 10:20 AM
Thanks, Dyne, but remember I'm only a roleplaying member -- you may want to put that down on the member list. I'll go ahead and copy that into the first post, along with all the other stuff everyone's gethered together here.
Cazic

04-08-05, 07:14 PM
Once my Ocean Weaver class is a little more fine tuned (or if already good, given a little more praise so that I know everything looks good) I will introduse my PC for this guild.
Dyne

04-08-05, 07:24 PM
Thanks, Dyne, but remember I'm only a roleplaying member -- you may want to put that down on the member list. I'll go ahead and copy that into the first post, along with all the other stuff everyone's gethered together here.

Whoops, forgot about that.

We might as well start getting ready to vote for guildmasters. If anyone wants to nominate a person (including themselves, if they want to run), speak up.

Nominees
Dyne (Pirates)
turalisj (Privateers)

I hope we can get some people to join the Navy. The Pirates could just go up against NPCs I guess, if you would want to do something like that for us, KB.


Looking forward to seeing that character, Cazic. I hope he doesn't end up too similar to alaron's character, since you two seem to be heading in the same direction with your PCs.
Cazic

04-08-05, 07:36 PM
What way is alaron going?
Kingside_Bishop

04-08-05, 07:38 PM
I hope we can get some people to join the Navy. The Pirates could just go up against NPCs I guess, if you would want to do something like that for us, KB.Yeah, if no one joins the Navy, I'll run some NPCs for the navy, if you guys want some competition (which you should... that's half the fun of being a pirate -- screwing witht he authorities).
alaron

04-08-05, 11:57 PM
I am part of Dynes crew.

I will be a Cleric of water and air, so that is my entire build. I hape that that makes your build easier, since we are part of the same crew we should complement eachother well.
Cazic

04-09-05, 01:12 PM
Ok my guy isnt going to be a cleric. he is a druid/Ocean Weaver and will be full water. He will have a good familiar. I am thinking Dire Shark or Dire Squid. I need to look at all the Dire animals again.

We need to create some spells for us and all since there realy isnt that many water based spells. It would be good for us all if we made some.
Dyne

04-09-05, 02:30 PM
There are a few spells in Forgotten Realms, including an Ocean domain. Perhaps you guys should check it out if you haven't already. Other than that, I'll try to come up with a few in what spare time I have. I'm thinking of one that turns water to ice, like the water version of the Transmute Mud to Rock spell, except it would also cause cold damage.
Cazic

04-09-05, 02:41 PM
Dont forget to mention what happens when you are in and below the water.

i will try to come up with some ideas and post them here.
Cazic

04-09-05, 08:12 PM
I am going to make some posts to try and get us some new members.

Wish me Luck! :)

[EDIT] All those visting this guild please skip over post number @04. It was made by Frostbite_Ravenheart and he apperently isn't in a good mood so it would be best if you skip that post.
Frostbite_Ravenheart

04-09-05, 08:46 PM
??

-Frosty
Cazic

04-09-05, 08:53 PM
:uh-huh: And what brought about these hostile actions Frostbite_Ravenheart?
We have done nothing to take members from your guilds.

All those that visit this guild please ignore Frostbite_Ravenheart's above post. Apperently he is in a bad mood.
Frostbite_Ravenheart

04-09-05, 08:59 PM
Cazic, what you did was obviously immature. Do you know what it would be like if every one of us posted on every other thread to join their own thread? Do you know how much spam and chaos there could be.

Of course, your but one person who did it. Thats true, but what gives you the right? Whats stopping other people from doing it? What if everyone just posted on your thread about there thread. The thread would go horribly off topic and die, then the much fought over guildhouse will be destroyed and will go bye bye. The foundations will disappear forever.

Were walking on a weak web, my friend. It will take time to repair it but until then we must tread carefully.

-Frosty
Cazic

04-09-05, 09:16 PM
Then my apologies my friend if I made that web even tighter, but I do not mean to destroy anything and I am not trying to take members from anyone, but for the future if you have a problem with some I did say something dirrected towoard MY actions not trying to destroy a guild like you just did on your post. Since that is was you are trying to stop. I did not mean to harm anyone and several of the guilds I posted in were almost dead as well and needed a bump. If you look at the title in several of them you will fined the word "Bump". Also if you look the places that I posted in are places that I often frequent and help to create in a few cases. Once again my friend I my actions were not hostile in any manner. They were only me trying to help a loved guild. I am sorry the posts came off in a spam kind of way. That was not how I had intended it. I wish now that I had done it in a more subtle manner, but cant undo my action now. :(
Frostbite_Ravenheart

04-09-05, 09:27 PM
Good Enough, Lesson learned. I shall clear my former post. In any other situtation, if I had a problem with you, I would have confronted you or just pmed you directly. But in this case, I wanted to make a point.

-Frosty
Cazic

04-09-05, 09:32 PM
Thank you Frostebite. i am trying to make repairs to my horendus spamming as we speak.

[edit] I now have the spamming all but destroied. The only copy I plan on leaving will be in Grimclaws Gazzette, but since promotional stuff is what is done in that thread and it will be the only copy of my post left I think it should be alright.
Solmund

04-09-05, 10:01 PM
anyways...i'd like to have my half-celestial/half-copper dragon, elf ranger naval officer, Solaris, join. ship: galley. crew: to be determined. one thing will be known, all of his crew will be rangers with favored enemy:humaniod(aquatic). pirates beware; you no longer have any saftey in the seas. :D
Cazic

04-09-05, 10:05 PM
anyways...i'd like to have my half-celestial/half-copper dragon, elf ranger naval officer, Solaris, join. ship: galley. crew: to be determined. one thing will be known, all of his crew will be rangers with favored enemy:humaniod(aquatic). pirates beware; you no longer have any saftey in the seas. :D
With the defence Weave I will be putting up your arrows wont have the speed needed to hit me. :P
Cazic

04-10-05, 11:57 AM
This is the bomb I had promised you all.

“You look at the object you just found on the dead Sea Kin. It looks very odd and you wonder why he had it. It is a box about 6 inches think and a foot from side to side and top to bottom. It has what looks like latches on the sides that could hold on to most any surface. You notice a handle on it and you pull. It holds pretty well, but you are able to open it. When you look inside you see two compartments. One is filled with Gunpowder and the other a long fuse that leads to the powder. You realize this is an Undersea Bomb!”

The Bomb is one foot from side to side and top to bottom. It is six inches thick and has two compartments in it. One is 10 inches long and 12 wide, the other 2 inches long and 12 wide. The larger one holds Gunpowder and the smaller a long fuse. The bomb has four latches on the sides and a water tight lid. It is made of wood. The latches can latch onto most any surface. The Bomb has a water tight lid that keeps the powder dry and the fuse once lit takes three rounds to burn to the bottom and set off the powder. This square gunpowder bomb must be lit before it is used. Lighting the bomb is a standard action. The explosive deals 8d6 fire damage. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage.

Blast Range
Weapon Cost Damage Radius Increment Weight
Undersea Bomb 500 gp 8d6 10 ft. 15 ft. 2 lb.
Dyne

04-10-05, 05:54 PM
anyways...i'd like to have my half-celestial/half-copper dragon, elf ranger naval officer, Solaris, join. ship: galley. crew: to be determined. one thing will be known, all of his crew will be rangers with favored enemy:humaniod(aquatic). pirates beware; you no longer have any saftey in the seas. :D

Even better. We never asked for safety anyways.

So it's basically a water-tight bomb that can attach to things? Pretty nice.

I'm gonna try to come up with either a type of cannon or a type of cannon ball that causes more damage. Basically, it explodes on impact. It should be pretty nice.
Cazic

04-10-05, 06:03 PM
So it's basically a water-tight bomb that can attach to things? Pretty nice.
Oh ya it should be fun. :devil:

I'm gonna try to come up with either a type of cannon or a type of cannon ball that causes more damage. Basically, it explodes on impact. It should be pretty nice.
Cool. :ayyyy!: You could make a cannon that shoots fireballs instead of the standard stuff. :evillaugh

hey your Pirate is a Dread Pirate isn't he and if so is he a Honorable one or a dis-honorable one? :confused:
Cazic

04-11-05, 12:19 AM
Water faring stuff I have thus found---

Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5852424)
Mist Former (http://boards1.wizards.com/showthread.php?p=5519455#post5519455)
Ocean Guardian (http://boards1.wizards.com/showthread.php?t=407875)
The Diluvian (http://boards1.wizards.com/showthread.php?p=4196664)

Undersea Bomb (http://boards1.wizards.com/showthread.php?p=5911580#post5911580)

I am going to try and find more. :)
Dyne

04-11-05, 11:35 PM
I think my pirate will have levels in Dread Pirate. Not really sure at this point. I've been concentrating on a bunch of stuff instead lately.

Tell ya guys. I've been wanting to run a sort of Warlord character, and I really do prefer to run one character at a time. So, perhaps we should have a first mate, who takes over in the absence of the captain (myself). For a little while, I'll run around as a Warlord guy, conquering the world with my musketeers and riflemen and the like. Then, once his position is secure, he be submitted as an NPC, I'll get out my pirate character, and we'll all have a Navy to fight against.

On second thought, probably not. This seems to have the makings of a bad idea that, for some odd reason, sounds like a good idea to me. That seems to be happening to me a lot lately....

EDIT: If I make a dread pirate character, he will probably be Honorable.
master yaral poof

04-12-05, 02:13 PM
hey i was wondering can it be marines concidering they are 60% water based
Dyne

04-12-05, 06:14 PM
If you want D&D marines. But modern tech isn't allowed yet. We're still trying to work out how to put it in the games.
Cazic

04-17-05, 01:12 PM
Marines would be cool to see. I hope it works out where we can use them. :)
Cazic

04-17-05, 10:51 PM
I have made some changes to my Ocean Weaver class and to my undersea Bomb. plaes go over to those threads. There is a link in my sig for both. :)
Demonfey

04-21-05, 05:03 PM
Here are some armaments I am putting out there for guilds to consider using, because for me, it really is all about the explosions and carnage.

Little toy of mine:
Claymore: rigging up a barrel of smokepowder with a few pounds of nails around it, you create a medieval claymore. Light the fuse, launch it, and watch everything ignite while being run through by dozens of nails. :D Also good for the vampire hunter targeting several vampires, just replace the nails with stakes.
Damage: 2d6 fire, 5d6 piercing/bludgeoning, reflex DC 20 for half, 30 foot radius. Easy to rig up, and costs as much as a few pounds of nails and a barrel of smokepowder would.

Big toy of mine:
Blade gun: Using spring loaded firing systems, you launch saw blades at your opponents like skeets at a target practice site. Can be configured for rapid fire, launching up to three blades per round. Due to the nature of the weapon, it is suitable only as a fortress defense weapon because it is meant to target large groups without much protection from above (in other words, it is a weapon that is too inaccurate to be fired at singular entities and hit, but is great for large groups where you can't help but hit something). One round equals twenty circular blades.
Cost: 1000 gp
Damage: 2d6
Size of weapon: Huge
Size of ammo/what ammo effectively is: large; greatswords
Shears through wooden equipment due to design of ammo

Wand gatling gun: This contraption holds up to four wands and begins making them spin rapidly. This weapon activates the wands when it is at a certain point, shooting a charge of magic at the targets. Each round, up to two wands can let loose a charge each, although they must both be aimed at the same spot. Reloading a wand gatling gun takes three rounds. Wands of different spells can be used, and the user of the device only has to make a use magic device check once with each wand in the device, and gains a +5 to the check. No two wands have to be the same.
Cost: 1000 gp, plus the price of the four wands
NOTE: IT IS MAGICAL.
Cazic

04-22-05, 09:27 PM
Water faring stuff I have thus found---

Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5852424)
Mist Former (http://boards1.wizards.com/showthread.php?p=5519455#post5519455)
Ocean Guardian (http://boards1.wizards.com/showthread.php?t=407875)

Undersea Bomb (http://boards1.wizards.com/showthread.php?p=5911580#post5911580)

I am going to try and find more. :)
Found some more.

The Diluvian (http://boards1.wizards.com/showthread.php?p=4196664)
Coral Ray (http://boards1.wizards.com/showthread.php?t=310305)
Vindicator of the Zephyr (http://boards1.wizards.com/showthread.php?t=184839)
Tidal Savant (http://boards1.wizards.com/showthread.php?t=208275)
Hamaguan (http://www.wizards.com/default.asp?x=dnd/psb/20030523c)

Not quite sea based but still could be useful.
The Calamus (http://boards1.wizards.com/showthread.php?t=269378)
The Five-Element Fist (http://boards1.wizards.com/showthread.php?t=342692)
Kingside_Bishop

04-22-05, 11:04 PM
Hey, guys, I just updated the charter to reflect recent patterns. Anyway, it looks good now -- it's color coded to divide up who's in what guild. Very nice, maybe too colorful though. Anyway, I was wondering if you guys could post what guild you're all in, and if you have a ship, and if that ship is looking for crew (PC crew, like Dyne is). If you've already signed on some crew, tell me who you've signed.

Thanks, guys.

Let me know what you think about the new charter.
Cazic

04-22-05, 11:19 PM
PC Name: James
Guild: Pirates
Ship: The Black Pearl (Dyne's)

There you go KB. If I left anything out please tell me.
Kingside_Bishop

04-23-05, 01:00 AM
Thanks, Cazic. That's exactly what I need.
Dyne

04-23-05, 01:03 AM
Pirate Ship:
Black Pearl
Captain: Captain Jack Sparrow (Dyne))
Current Crew
I'm afraid I don't know the names of all the characters. But, the players are:
Cazic
Demonfey
alaron
Sphendule

Am I the Guildmaster of the Pirates? :confused:
Kingside_Bishop

04-23-05, 01:16 AM
Pirate Ship:
Black Pearl
Captain: Captain Jack Sparrow (Dyne))
Current Crew
I'm afraid I don't know the names of all the characters. But, the players are:
Cazic
Demonfey
alaron
Sphendule

Am I the Guildmaster of the Pirates? :confused: Ditto. :confused: That's why I'm asking -- I've no idea.
Sphendule

04-23-05, 08:43 AM
I'd like to post my vote of confidence in Dyne to be the Seafarer's Guild guildmaster!

Anastrianna walks up to the captain and slaps him across the face.
"You deserved that for forgetting my name! Sheesh..."
She climbs up the netting. Midway up, she holds on with just one hand and one foot and stretches out to feel the swaying of the net in the wind. Her hair blows out behind her as she closes her eyes, balanced in mind, body, and spirit.
Cazic

04-23-05, 01:12 PM
You hear a splash to the side of the ship and look over. Standing on the bow of the ship balancing on the railing is a tall man, almost six feet. You are not sure what race he for sure since he has the traits of both Human and fish. As he stands you take in his features. He has long green hair the color of Seaweed, all over his body he seems to have tiny, almost unnoticeable scales, his hands are slightly webbed, and his eyes are a deep blue and remind you a little of fish eyes. He is wearing cloths that look as if they were made from materials of the sea.
“Hello Captain. It is good to see you person. We have talked, but never face to face. I am glad that I was finally able to come here. My name is James if you forgot it.”
The man looks up toward the lady on the nets.
“It is good to see you Anastrianna.”
James looks around again.
"Hello everyone it is good to see you all."

This is my Ocean Weaver PC. I have a question about Animal Companions. I am not quite sure which of the animals James has access to. :weep: He is a 5th Druid/10th Ocean Weaver. :help:
Dyne

04-23-05, 01:37 PM
Aquatic Animal Companions:
Porpoise
Medium Shark
Squid
Crocodile 4th-Level or Higher (Level -3)
Large Shark 4th-Level or Higher (Level -3)
Giant Crocodile 7th-Level or Higher (Level -6)
Elasmosaurus 7th-Level or Higher (Level -6)
Huge Shark 10th-Level or Higher (Level -9)
Orca Whale 10th-Level or Higher (Level -9)
Giant Octopus 13th-Level or Higher (Level -12)
Dire Shark 16th-Level or Higher (Level -15)
Giant Squid 16th-Level or Higher (Level -15)

For the ones with a level behind them, you must be at least that level to have it as an animal companion. Also, for determining animal companion abilities and whatnot, your effective druid level is reduced by the number in parentheses.

For example: A 15th-level Druid has an Orca Whale as an animal companion. For determining the whales abilities, he is treated as a 6th-level Druid, so the whale would have +4 HD, +4 natural armor, +2 Str and Dex, 3 bonus tricks, and the Link, Share Spells, Evasion, and Devotion abilities.
Demonfey

04-23-05, 06:45 PM
{Sulkyr takes off from the dock, and flies to one of the tops of the masts.}
Forgot to mention this, but Sulkyr is now mortal (not undead)
Cazic

04-23-05, 08:58 PM
Aquatic Animal Companions:
Porpoise
Medium Shark
Squid
Crocodile 4th-Level or Higher (Level -3)
Large Shark 4th-Level or Higher (Level -3)
Giant Crocodile 7th-Level or Higher (Level -6)
Elasmosaurus 7th-Level or Higher (Level -6)
Huge Shark 10th-Level or Higher (Level -9)
Orca Whale 10th-Level or Higher (Level -9)
Giant Octopus 13th-Level or Higher (Level -12)
Dire Shark 16th-Level or Higher (Level -15)
Giant Squid 16th-Level or Higher (Level -15)

For the ones with a level behind them, you must be at least that level to have it as an animal companion. Also, for determining animal companion abilities and whatnot, your effective druid level is reduced by the number in parentheses.

For example: A 15th-level Druid has an Orca Whale as an animal companion. For determining the whales abilities, he is treated as a 6th-level Druid, so the whale would have +4 HD, +4 natural armor, +2 Str and Dex, 3 bonus tricks, and the Link, Share Spells, Evasion, and Devotion abilities.
Ok wait I am still a little confused. i now know which i can have, but not the abilities.
Sphendule

04-23-05, 11:35 PM
Ok wait I am still a little confused. i now know which i can have, but not the abilities.
You could always check out the SRD (http://www.wizards.com/default.asp?x=d20/article/srd35) under Monsters(Animals). They're listed in alphabetical order.
Kingside_Bishop

04-23-05, 11:41 PM
Do you mean what special druidic abilities you and your Animal Companion get with your druid levels, like bonus HD, and stuff?
Sphendule

04-24-05, 09:04 AM
Do you mean what special druidic abilities you and your Animal Companion get with your druid levels, like bonus HD, and stuff?
I meant to include that in my post above, but I forgot, then when I went to edit it I forgot to press Submit... *hits head repeatedly*

You can find the abilities for the animal companion of a druid on page 10 of the Classes I SRD.
alaron

04-25-05, 12:29 PM
I believe that my vote was the only one so yes you are the guild master Dyne.

@K_B dont forget about the abilities Cazis can add thanks to MotW, I mean he can increase the size along with other things if he just sacrafices some XP

Spyke: Walks up to dyne hands he a folded up portable hole, and says place this where you want it on the ship. I fully expect it back If I ever leave this crew, Just need to be forward.
Sorry captain I did not mean to be rude, I am just considering all of the items I am making for you (the items are to be payment to get this item back if I eve leave) and anyway this was bought with my own money so in conclusion you may consider it part of your boat, but it will remain under my care and supervision, and anyway I think the seat is to small for you. ( I will PM you the item later today)
Kingside_Bishop

04-25-05, 04:34 PM
@K_B dont forget about the abilities Cazis can add thanks to MotW, I mean he can increase the size along with other things if he just sacrafices some XPOK. Wait, what?

Sorry, I haven't been following this thread religiously. What's up?
Dyne

04-25-05, 11:24 PM
OK. Wait, what?

Sorry, I haven't been following this thread religiously. What's up?

I haven't either. I've been gone for a few days, just taking it easy.

What's going on around here?
Cazic

04-25-05, 11:27 PM
Me. Druid. Confused.

I am also gathing up a lot of water style stuff for us (see a post above).
Cazic

04-26-05, 09:11 AM
Water faring stuff I have thus found---

Ocean Weaver (http://boards1.wizards.com/showthread.php?p=5852424)
Mist Former (http://boards1.wizards.com/showthread.php?p=5519455#post5519455)
Ocean Guardian (http://boards1.wizards.com/showthread.php?t=407875)
Undersea Bomb (http://boards1.wizards.com/showthread.php?p=5911580#post5911580)
The Diluvian (http://boards1.wizards.com/showthread.php?p=4196664)
Coral Ray (http://boards1.wizards.com/showthread.php?t=310305)
Vindicator of the Zephyr (http://boards1.wizards.com/showthread.php?t=184839)
Tidal Savant (http://boards1.wizards.com/showthread.php?t=208275)
Hamaguan (http://www.wizards.com/default.asp?x=dnd/psb/20030523c)
Abyssal Elves (http://www.geocities.com/jharviss/abyssalelves.html)
Ocean Elves (http://www.geocities.com/jharviss/blueelves.html)
Ooloi (http://www.geocities.com/jharviss/oolois.html)
Uregrey (http://www.geocities.com/jharviss/uregrey.html)
Vetri (http://www.geocities.com/jharviss/vetri.html)
Some Religion (http://www.geocities.com/jharviss/psea.html)
Ashamura (http://www.geocities.com/jharviss/ashamura.html)
Ashireth (http://www.geocities.com/jharviss/ashireth.html)
Hallowed Storm (http://boards1.wizards.com/showpost.php?p=6021360&postcount=5829)
Aquan Shifter (http://boards1.wizards.com/showthread.php?t=399729)

Not quite sea based but still could be useful.
The Calamus (http://boards1.wizards.com/showthread.php?t=269378)
The Five-Element Fist (http://boards1.wizards.com/showthread.php?t=342692)
alaron

04-26-05, 02:12 PM
PC Name: Spyke (Sp-ike) Pseiyteo (Siet-Oh) Domynik (Dom-ini-que) Hiocea (High-Oh-sea)
Guild: Pirates
Ship: The Black Pearl (Dyne's)

Pronunciations of his names in order are in parentheses.

All of you can call me Spyke.
Kingside_Bishop

04-28-05, 06:01 PM
Hey, Dyne... is Isle de Muerta a city, or what? I'm building the maps, and I need to know...

Thanks!
Dyne

04-28-05, 06:44 PM
Isla de Muerta is more like a hidden treasure island. As they say, the only ones that can find it are the ones that have already been there. I don't think it should it should be on the map, rather people should have to quest to find it.

Black Pearl crew, we need a first mate. I'm not sure if Captain Jack Sparrow will be active at the beginning, since I want to concentrate more on one character to keep things simple.

Actually, it shouldn't be too hard to run a tyrant bent on world domination and a pirate at the same time. Hmm... I'll see if I can get my stats for Captain Jack Sparrow in a little bit.
alaron

04-28-05, 11:03 PM
Y sayd thys mani tymes, but Y wyll be Iour fyrst mate. Y'm a capable tactycyan and Y'm pretti good at followyng dyrectyons as long as Y can keep iou ynformed of iour desysyons vya PM there there should be no yssues wyth confusyon

Fyrst to fynd mi changes gets some: :cookie::cookie::cookie::cookie::cookie: :cookie::cookie::cookie::cookie::cookie:
Dyne

04-28-05, 11:08 PM
Y sayd thys mani tymes, but Y wyll be Iour fyrst mate. Y'm a capable tactycyan and Y'm pretti good at followyng dyrectyons as long as Y can keep iou ynformed of iour desysyons vya PM there there should be no yssues wyth confusyon

Fyrst to fynd mi changes gets some: :cookie::cookie::cookie::cookie::cookie: :cookie::cookie::cookie::cookie::cookie:

Why does your post have Y's instead of I's, and I's instead of Y's? :confused:

I know you've said it many times, alaron. Sorry.

Would anyone have any problems having alaron be the first mate? Otherwise, you can be it.
HiQKid

04-29-05, 12:08 AM
PC Name: Joseph (A.K.A. Joseph the Brash, A.K.A. The bull, A.K.A... well, you get the Idea.)

Guild: Pirates

Ship: None yet.

Joseph is a two-bit thug (if an extraordinarily large and strong one) and while he doesn't know much about seamanship, he's quite usefull for slamming into boarding parties and knocking one or two of'em overboard.

He's hiring himself out to whoever'll pay, some come quickly.
Dyne

04-29-05, 12:21 AM
Unless you want your own ship, the Black Pearl is currently the only pirate ship. You'd have to be able to call me Captain, though.
Sphendule

04-29-05, 08:40 AM
Y sayd thys mani tymes, but Y wyll be Iour fyrst mate. Y'm a capable tactycyan and Y'm pretti good at followyng dyrectyons as long as Y can keep iou ynformed of iour desysyons vya PM there there should be no yssues wyth confusyon

Fyrst to fynd mi changes gets some: :cookie::cookie::cookie::cookie::cookie: :cookie::cookie::cookie::cookie::cookie: Your changes, eh?
'I's instead of 'Y's
'Y's instead of 'I's
Capitalized the first occurence of the word "your" (bolded in text above)
Misspelled the word "decisions"
Doubled the word "there" near the end
No period after either of your last two sentences
Too many smilies in one line of a post ;)
Kingside_Bishop

04-29-05, 12:33 PM
Thanks, Dyne. How about the island is somewhere in the Bare Atolls, but only you guys know exactly where?

I'll edit the charter today to include all of the new members.
Dyne

04-29-05, 08:02 PM
Actually, I'd like that to be our first quest: to find the cursed treasure of the Isla de Muerte. Then, we could all become undead, and then we would prey on ships for 10 years, just like in the Pirates of the Caribbean movie. Except, my crew wouldn't commit mutiny. Or would they.... :shifty:
Kingside_Bishop

04-29-05, 09:24 PM
I get the impression you like that movie, Dyne.

That's cool, then. It can be worked out, although I'm unsure that your crew would be cool with being turned into undead... :D

Also, are there any neutrals or navy members? And is anyone not going to sign onto Dyne's ship? Because, otherwise, it might just be easier to rename the guild to "The Black Pearl" and make Dyne the Captain/Guildmaster.

Sarcasm.

Seriously, though, the sheer unpopularity of the neutral and navy sides of the guild might motivate you guys to change it to the Pirate's Guild. You'd probably get a bigger draw, too. Everyone loves pirates.

And, I'm thinking about not adding Port Royale, Dyne. I mean, it's nice and balanced right now -- one desert city, one arctic city, one swamp city, one port city, and one main city. Is Port Royale absolutely necessary? Couldn't Tyranor Proper serve the same purpose?

EDIT: Updated the members list. I'm going to go through the thread, and pick out others -- I know there's more, and there's at least one neutral (I think it's Sssargoth...?).

EDIT #2: Hey, thanks Dyne! You put together a member list for me. :bow:
Cazic

04-29-05, 10:09 PM
Actually, I'd like that to be our first quest: to find the cursed treasure of the Isla de Muerte. Then, we could all become undead, and then we would prey on ships for 10 years, just like in the Pirates of the Caribbean movie. Except, my crew wouldn't commit mutiny. Or would they.... :shifty:
I see a problem with that since a member of your crew, namely Me, doesn't like undead a whole lot. He doesn't realy hate them, but doesn't want to be one anytime soon. If you are going to make him undead you best reward him big time and if not that then dont tell him about the golds curse. It is still strickly OOC knowledge. HE doesn't know. :D
Kingside_Bishop

04-30-05, 12:08 AM
That... would be wicked.
Demonfey

04-30-05, 12:15 AM
And then I could have the magic eaten, if I have the right invocation, so all of you would be stuck like that.
Sphendule

04-30-05, 12:41 AM
I see a problem with that since a member of your crew, namely Me, doesn't like undead a whole lot. He doesn't realy hate them, but doesn't want to be one anytime soon. If you are going to make him undead you best reward him big time and if not that then dont tell him about the golds curse. It is still strickly OOC knowledge. HE doesn't know. :DI'm pretty sure that my character could figure out that the treasure's cursed through a knowledge(arcana) or knowledge(history) check.
Cazic

04-30-05, 12:42 PM
I'm pretty sure that my character could figure out that the treasure's cursed through a knowledge(arcana) or knowledge(history) check.
Then keep those checks a going. :D
I should be able to do the same once i have James's template made. :)
Dyne

04-30-05, 01:57 PM
And then I could have the magic eaten, if I have the right invocation, so all of you would be stuck like that.

*Shakes fist*
So you're the mutinous first mate.

I see a problem with that since a member of your crew, namely Me, doesn't like undead a whole lot. He doesn't realy hate them, but doesn't want to be one anytime soon. If you are going to make him undead you best reward him big time and if not that then dont tell him about the golds curse. It is still strickly OOC knowledge. HE doesn't know.

Ah, he'll get used to it. This kind of undead is different from usual. Instead of the average undead, we wouldn't become all crappy and brittle from losing our Con. We would become invincible! :evillaugh

EDIT: James? That was the name of my Half-Celestial character a little while back. I ditched him, though. He was becoming unpopular, and so I had him going "on the path to the dark side."
Cazic

04-30-05, 02:41 PM
Hmmm..mabye thats where I got that name. :thinks: Meh.
I have redone the post I have been making that is filled with water stuff. I have made it look a lot cooler and put in a story with it. The person talking in the story is not James. The guy in there is a Captian of a ship that works for us. He is a NPC and has no real connection to us in any way other than flavor for the information I find about water. He could become more if willed so by the DMs but for now that is all he is.
----------------------------------------------------------------

The Seafarers Log-

This is the Log of Captian Barco Wellen Su'aco of the Wind Catcher.

Third day of the Tenth month-

Today has been a good day for my ship. The winds are strong and the waters calm. I have enjoyed my travels across the seas and have learned much. I can not let my new found knowledge go to waist. I am now going to be sending messages to my guild so that they may to learn of what I have discovered.
Fifth day of the Sixth month-

Today is my first letter to the guild. I have marked down the wonders I have thus found and can only hope it aids them.

*Ocean Weavers (class)- (http://boards1.wizards.com/showthread.php?p=5852424) They are a splendid group. They have shown me things that would boggle the mind with their Druid water magic.
*Ocean Guardians (class)- (http://boards1.wizards.com/showthread.php?t=407875) These are a people who have a great love of the seas. They have even gone as far to alter their own bodies! I have much enjoyed seeing the lands they protect.
*Mist Formers (class)- (http://boards1.wizards.com/showthread.php?p=5519455) These are the great travelers of the air bound water we call mist and fog. They can be both the greatest strength and the greatest bane to ship warfare.

Fourth day of the Twelfth month-

I have found a treasure of information this day for my guild! Let it guard them forever.

*Undersea Bomb (item)- (http://boards1.wizards.com/showthread.php?p=5911580) I was introduced to this hull breaker by a group of sailors who found it on Sea Elves.
*Coral Ray (creature)- (http://boards1.wizards.com/showthread.php?t=310305) I saw these being used as mounts by a group of water faring Paladins. What a sight to see them ride into battle against the monsters on these beasts!
*Pantheon of the Water- (http://www.geocities.com/jharviss/psea.html) I had run into a group of Clerics who followed these gods. After leaving they had gained followers in my own crew and I have little problem with this. Like I say “The more Gods the greater the journey!”
*Abyssal Elves (race)- (http://www.geocities.com/jharviss/abyssalelves.html) We had a dark run in with this dark race. I lost three men to those Devils! But we took the lives of ten of theirs and have two in the brig.

Ninth day of the First month-

The pickings have been little but still good!

*The Diluvian (class)- (http://boards1.wizards.com/showthread.php?p=4196664) These are a great people who have gained great renown for their skill with the element of water. They aided us greatly with our journey and one has joined the crew to replace one of the two we lost.
*Vindicator of the Zephyr (class)- (http://boards1.wizards.com/showthread.php?t=184839) These are a mighty group who have aided us in our revenge against the Abyssal Elves! I…did not….mention it before but they had taken information I was to give to you all, but we will have it back thanks to the three Vindicators that have joined the crew.

Thirteenth day of the Sixth month-

Today was a dark day for the crew. We were attacked gain by the Abyssal Elves. They were stronger this time and had brought Ashamura with them. These creatures were a pain the defeat, but in the end we won again though the Abyssal Elf Slave Masters who were forcing the Ashamura into battle escaped. We lost ten men. Ten men! Those elves will pay!.....Thankfully the five Ashamura who survived have sworn allegiance to us to repay for killing my men and the dept they owe from their new freedom.

*Ashamura (creature)- (http://www.geocities.com/jharviss/ashamura.html) These are a good people though the ones we have met were being used as slaves by the Abyssal Elves.

Tenth day of the Ninth month-

Today the Gods smiled upon us for much was found and new crew men gained!

*Tidal Savant (class)- (http://boards1.wizards.com/showthread.php?t=208275) Three joined our crew and their prowess in the water will aid me well against those Devils.
*Hamaguan (creature)- (http://www.wizards.com/default.asp?x=dnd/psb/20030523c) We gained one of these to the crew though little I known of him. I have learned of their people, but this one doesn’t seem to take after the rest.
*Ooloi (creature)- (http://www.geocities.com/jharviss/oolois.html) Three of these joined the crew and they should be of great use to use because of their knowledge in these lands.

Second day of the Fifth month-

Today was good for we learned of where those Abyssal Elves are hiding and have already set forth on the journey to them. A group of Ocean Elves and Uregrey told us of this and one of each has joined in the hunt. They can not hide in their caves for long. We will reach what has been called the Kraken’s Mouth Trench in a matter of days. We will soon have that information back.

*Ocean Elves (creature)- (http://www.geocities.com/jharviss/blueelves.html) These are much like the Elves of the Surface but they live of the water.
*Uregrey (creature)- (http://www.geocities.com/jharviss/uregrey.html) These are a calm and harmony filled race, though they can be a bit cold at times.

Thirtieth day of the Tenth month-

Today has been great and tragic indeed; we have regained the lost information and killed a score of Abyssal Elves, but not with out a price. In the battle the Hamaguan betrayed us! He had been a spy all along and had led us into a trap! We would have lost had it not been for the intervention of a small army of Vetri. These creatures had been suffering attacks by the Abyssal Elves for some time in this region and had come to join us when they saw the battle. We lost over half the crew, but by the aid of the Vetri we won! We have taken the heads of many dark beings this day and freed a great deal of slaves. Several of the slaves and a few Vetri have asked to join the crew. I had little choice but to say yes with the loss of men, but I trust these people and even if I had a full crew when they asked I would have let them join and got them their won ship to add to our power.

*Vetri (creature)- (http://www.geocities.com/jharviss/vetri.html) These beings have been most useful to us and we have them to thank for our victory.
*Ashireth (creature)- (http://www.geocities.com/jharviss/ashireth.html) These are the creatures of the Ashamura. These large beings may one day be of use to us.
*Hallowed Storm (spell)- (http://boards1.wizards.com/showpost.php?p=6021360) This is a mighty spell forged by great wizards. It has the power to control the very storms.
*The Five-Element Fist (class)- (http://boards1.wizards.com/showthread.php?t=342692) These are a powerful group of Monks that we met in a large port city. They have great mastery of the elements.
*The Calamus (class)- (http://boards1.wizards.com/showthread.php?t=269378) These are a people who’s greatest strength is the bow they live by. Few could match their power with the mighty Bow and arrow.
*Aquan Shifter (class)- (http://boards1.wizards.com/showthread.php?t=399729) Many of these were slaves to the Abyssal Elves and a few has joined the crew. They are powerful Aquatic shape shifters and will aid us greatly.
Dyne

04-30-05, 02:57 PM
Ocean Elves? Aren't there already Sea Elves (Aquatic Elves)?
Cazic

04-30-05, 03:04 PM
Ocean Elves? Aren't there already Sea Elves (Aquatic Elves)?
There are but I think these ones are different.
I havent finished editing the post so just check the old one for now or wait till it is done. :)
[EDIT] Sorry if that was rude, but the post should be fixed now.
Demonfey

04-30-05, 09:06 PM
*Shakes fist*
So you're the mutinous first mate.
No, I'm the first mate that makes sure that all of you end up unkillable for the rest of eternity, accomplishing your main goal.
Dyne

04-30-05, 09:09 PM
No, I'm the first mate that makes sure that all of you end up unkillable for the rest of eternity, accomplishing your main goal.

But, then we would never be able to enjoy food, and we'd spend eternity thinking about what food we would eat first if we could taste it. :(
Demonfey

04-30-05, 09:13 PM
But would you rather prefer to be able to eat and be killed, or not eat and be invincible?
Dyne

04-30-05, 09:16 PM
But would you rather prefer to be able to eat and be killed, or not eat and be invincible?

Umm... depends. Does the eating involve apples? ;)
redhase

04-30-05, 09:17 PM
Dyne what not have a Red Wizard ship something like the Red Witch, the scurge of the Sea of Fallen Stars. Terror of the seas, the red wizards might be interested in having a ship and giving you some comptation, a crew of undead with red wizards running the magic and dark clerics. i'll talk to some people I know and see if they want to have a red wizard ship or two.
of course the Dark Blades will on the ships too.
Demonfey

04-30-05, 09:20 PM
Dyne what not have a Red Wizard ship something like the Red Witch, the scurge of the Sea of Fallen Stars. Terror of the seas, the red wizards might be interested in having a ship and giving you some comptation, a crew of undead with red wizards running the magic and dark clerics. i'll talk to some people I know and see if they want to have a red wizard ship or two.
of course the Dark Blades will on the ships too.
Redhase! How have you been? Its been a long time since you posted on these boards.
To answer your question, have you ever seen Pirates of the Carribean? If so, then he is going for that exact feel, and probably commiting some plagiarism along the way. ;)
Dyne

04-30-05, 09:22 PM
Competition? Sure, I always welcome competition. Can't guarantee how long they will remain very big competition, though. :angelhide
redhase

04-30-05, 09:37 PM
Pirates of the Carribean and master and commander, i thought that the french ship in master and commander had a good ship. with the double thich sides and i would reenforce the back to match the sides.

Make it a red wizard ship. can't use the red witch, maybe the black Blood, or Crimson skull. still nedd to talk to some others to see if they want to go in on a red wizard pirate ship.

ME I'm doing better just neede some time to deal with some things and I still looking foward to dealing with some charaters in other guilds.
Maybe not as mean but still behind the sceens and at the last moment let them know that they it was my character.
Pulling the strings is better than doing the things and its harder to do.
so many characters to bribe, or blackmail, or replace with the changling races.

I will be back have a few people to talk to and then see if they want to take part in the games.
some of the Lords of darkness guild might be good people to bring over, at the fr boards.
Kingside_Bishop

04-30-05, 10:05 PM
Hey, redhase! Great to see you! I hope you're around more, things are starting to really come together!
Cazic

05-01-05, 06:16 PM
The Seafarers Log-

This is the Log of Captian Barco Wellen Su'aco of the Wind Catcher.

Fourth day of the Third Month-

Today has been bright and the treasures great. Many of the new crew members, the freed slaves, have proven most useful and many hold knowledge of the seas that we do not. Many are from some of the frozen waists of this wide world. I have learned greatly from them. We are currently on our way to a city ruled by an Elemental Order of leaders. We hope to have even more for the next letter.

*The Exile on Black Ice (class)- (http://boards1.wizards.com/showthread.php?t=45567) These are beings of the coldest lands and the harshest of weathers. Two are among my crew.
*Frost Mage of Batharas (class)- (http://boards1.wizards.com/showthread.php?t=198399) But one Frost Mage is on my crew. The Frost Mages wear a strong armor made of ice itself.
*Master of Storms (class)- (http://boards1.wizards.com/showthread.php?t=396563) We have three of these with us and their mastery of the Storms has proven most useful in avoiding the storms.
*Storm Mage (class)- (http://boards1.wizards.com/showthread.php?t=101583) These proud casters has been ill since we rescued them, but have proven that they are stong by the mere fact that they still live after the Abyssal Elves had run them throw.

Twenty-fifth day of the Fourth month-

Recently we made contact with one of the greatest keepers of Lore ever to live. The mighty Shadowfoot (real user) has given us powerful spells of the Seas.

BALL LIGHTNING (Conjuration) (Creation) [Electricity]
You create glowing balls of electricity.
Level: Drd 4, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 feet
Effect: 1 to 4 balls of electricity
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You create one to four balls of electricity that both resemble dancing lights and are controlled by you in the same manner as that spell. Any creature that comes within 5 feet of one of the balls takes an appropriate amount of Electricity damage and causes the ball to dissipate. The amount of Electricity damage each ball lightning causes depends on the number of spheres created by the spell: one sphere deals 4d6 points of damage; two spheres deal 3d6 points of damage each; three spheres deal 2d6 points of damage each; and four spheres deal 1d6 points of damage each.
Material Component: a small pearl or sphere of platinum worth 20gp.

BIG DIPPER (Conjuration) (Creation) [Water]
A large ladle of glittery lights pours refreshments at your command.
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Range: 10 feet
Effect: Up to 4 gallons of liquid/level.
This spell functions like create water, except as noted above and as follows. You can create ale, juice, milk, water, or wine with this spell.
Material Component: a silvered ladle worth 15gp.

IMPROVED CREATE WATER (Conjuration) (Creation) [Water]
You create 4 gallons/per level of drinkable liquid.
Level: Clr 1, Drd 1, Pal 2
Effect: Up to 4 gallons of liquid/level.
This spell functions like create water, except as noted above and as follows. You can create ale, juice, milk, water, or wine with this spell.

LITTLE DIPPER (Conjuration) (Creation) [Water]
A small ladle of glittery lights pours water at your command.
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Range: 5 feet
This spell functions like create water, except as noted above.
Material Component: an ordinary ladle.
Cazic

05-04-05, 09:55 PM
The Seafarers Log-

This is the Log of Captian Barco Wellen Su'aco of the Wind Catcher.

Third day of the Sixth month-

We have arrived at the City of Elements a city of greatness the likes of which could only be imagined. We have met with their leaders and they have expanded our source of power with the information they have given us. They had a powerful Archer show us about the city and we plan to stay here for a time.


WARNING! Runing low on things to say so none for now.
*Elemental Order #4: Blue Water (class) (http://boards1.wizards.com/showthread.php?t=72730)
*Elemental Order #3: Yellow Wind (http://boards1.wizards.com/showthread.php?t=72727)
*Elemental Archer (http://boards1.wizards.com/showthread.php?t=66119)
alaron

05-09-05, 06:08 PM
sorry for the delay
sphendule is the winner; he gets the cookies.

What is the weather like on the tyranor oceans?

Spyke: walks over to dyne and lifts the mask on his armor.
The creature reveals its self a to be a Xexto
he has a pale yellow skin tone and insectlike almond shaped eye.
at his neck the body seems to disapear and he asks will you help me out of this armor. "I am having touble feeling my second set of arms."

The item in the hole for all of dynes crew:

+1 masterwork balista (2600)
quickloading +2
flaming+1
spell storing +1
with turning rollers (500)
74,600

Also in the bag are an assortmant of special balista bolts.

The seat has been specially lifted a is designed for a small creature, another seat is in the portable hole and is interchangeable, but spyke sould be in the seat most of the time.
Kingside_Bishop

05-25-05, 03:22 AM
I've decided to play the game after all. I figured -- to hell with it. I won't guildmaster unless really necessary, but I will be playing. And in this guild, I'll be playing in the Navy. Hopefully, someone else will come forth to guildmaster it, so I won't have to... but regardless, expect some mean, mean sailors on your pirate butts.

Incidently, what do you guys think about splitting this guild up into its respective parts? The current setup might be mighty confusin'...
thasis

05-25-05, 09:37 AM
Thasis is thinking of taking more activity in the guild. Why? Cause I wanna run a pirate character. I think Thasis the Neutrul has died off from the scence and even when he was on the scene he wasn't a combat PC so I think I'll jus keep Mr.Neutrul off out of the scence and run like a Pirate character.
Cazic

05-25-05, 09:19 PM
Thasis is thinking of taking more activity in the guild. Why? Cause I wanna run a pirate character. I think Thasis the Neutrul has died off from the scence and even when he was on the scene he wasn't a combat PC so I think I'll jus keep Mr.Neutrul off out of the scence and run like a Pirate character.
One more pirate? :eek:
Awsome! More power away from the Navy and good. :D
Dyne

06-01-05, 01:44 AM
I'm afraid I have to pull out of this foundation for now. I don't have the energy to play multiple characters, and I want to just play Stormhand at the moment. I'll also have a Neutral Good Cleric that acts as healer (since no one else seems to fill that role), but he certainly won't be in the middle of the action. He is much too old, afterall.

Perhaps Stormhand will become involved here in some way, either supporting the Pirates to disrupt the law, or maybe the Stormhand Federation will fund its own navy to dominate the seas.
Sphendule

06-07-05, 12:17 AM
Just wondering, how's the progress of the Black Pearl, even though it's likely at a halt due to you focusing more on Stormhand?
Dyne

06-07-05, 12:21 AM
I haven't been working on the Black Pearl lately. I was working on it a while back, but I think I threw away whatever I had. I could post up a quick outline of what I thought it would be like, or you guys could just make it yourselves, whichever you want.

Cazic, I'm using those storm-related things for the Stormhand Federation.
Cazic

06-07-05, 12:41 AM
Cazic, I'm using those storm-related things for the Stormhand Federation.
My stuffs being used? :mymy:
Hot Dog! :dancin:
This gives me incentive to find more stuff. :w00t:
I know i got a few more storm things around here some where. :thinks:

[EDIT] you might want to check out the Tortured and Transended Minds of Water and Wind at the WC. They could be of use.
technodemon

11-09-06, 04:53 PM
Is this thread still active? i want to know before I ask my questions.
Zombomaniac

11-09-06, 09:54 PM
Any thread is active as long as the users make it active.