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About This Game

Spelljammer using Pathfinder 1st edition.

Game System

Pathfinder 1e

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10/17/2022

Detailed Description

It's Spelljammer, welcome to Pyrespace. It's conversion by Clinton Boomer which I appreciate a lot provided for free.

  1. What's new in this game
  2.   Rizla Hightail - Black Powder Magus AC: 17 |  TOUCH: 15| FLAT-FOOTED: 13 | HP: 7 STR: 5 [-3] | DEX: 18 [+4] | CON: 7 [-2] | INT: 20 [+5] | WIS: 13 [+1] | CHA : 13 [+1] DR: - | SR: - | FORT: 0 | REF: 4 | WILL: 3 | CMD: 10 | CMB:  -4 | INITIATIVE:  4 | SPEED:  20ft Arcane Revolver[Small] Advanced Firearm Damage: 1d6 Critical: x4 Range: 20ft Misfire: 1 Magazine: 6 Weight: 4Lbs Damage Type: Bludgeoning | Piercing Cost: 4000gp | CantripsCantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: CantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: CantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: CantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: CantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: CantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: CantripSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: | Level 1 SpellsSpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: SpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: SpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: SpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: SpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: SpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: SpellSchool: Divination Casting Time: 1 standard action Component: V, S Range: 60 ft.Area cone-shaped emanation Duration: concentration, up to 1 min./level (D) Saving Throw: none Spell Resistance: no DESCRIPTION: Never tell me the odds      
  3. The only think that I would add would be the Guitar from Fury Road...  
  4. Closing date for applications is today, will give two days for people who applied to finish their applications (10/19). Meanwhile, if you have any questions, send them my way.
  5. I wouldn't call her an addict. Just very enthusiastic.   ...Okay, she's an addict.
  6. So from humble beginnings, to becoming addicted to the feeling of being a spelljammer, alright.
  7. Reserved for other things. Chattery Chat Chat Chat. Actions Free: Immediate: Swift: Move: Standard: Full:   Quick Reference Neutral Human (humanoid, orc) Crossblooded (Orc, Draconic [Silver]) Sorcerer 1 Senses Perception +4, Darkvision 60ft Str 10 Dex 14 Con 12 Int 14 Wis 10 Cha 19 Fort +1 Ref +2 Will +0 HP 17/17 AC 12 (Touch 12, Flat-Footed 10) (Dex +2) Spells Known/Per Day (-/3/0/0/0/0/0/0/0/0) 1st (4/4) - snowball 0th (at-will) - detect magic, penumbra, ray of frost, read magic    
  8. Alright so going on your own into the stars, alright, look good.
  9. Name: Cesa Sice Deri Saintilli de Mantateuil Race: Human Class: Crossblooded Sorcerer (Orc, Draconic [Silver]) Appearance A lifetime of a mixture of malnutrition and under-nutrition has left Cesa short, scrawny and gangly. Similarly, her lifetime of being poor as heck has left her in discarded castoffs, usually too large for her, which accentuates her general smallness. Her hair, which is long, shaggy and wavy, is usually dyed some unusual color; as of late, she's had a fondness for bright pinks. Cheap costume jewelry usually completes her ensemble. Personality Cesa hasn't had the opportunity to mature emotionally very much as of yet, having flown from rambunctious street rat to pilot. She does her best to be professional in front of prospective employers, but it's all a front for what's essentially a kid having the time of her life in the pilot seat of a spelljammer, especially when out from under the watchful eye of port authorities. Background An impressive name for a thoroughly unimpressive individual - at least, when regarding her origins. In truth, the ostentatious name is a fabrication, created to put on airs to make her seem more impressive to potential employers. The being who would become known as Cesa Sice Deri Saintilli de Mantateuil began life as a street rat orphan named VNS, often shortened to simply V; and no, the letters didn't mean anything, as she was initialed, rather than named. Her earliest memories are of pilfering small food items from the marketplaces of Discord, and fleeing from warforged security, laughing a high-pitched laugh. She made her home among other orphans, taking shelter in the bowels of derelict spelljammers half-concealed by earth-bergs fashioned around them.   All of that changed the day that a young VNS, flush from getting to eat another day due to lifting bread from the marketplace, made a wrong turn in the twisted mess of earth-bergs and spelljammers and took a tumble through rotting timber that gave way beneath her weight. She landed in a dark room, with only her darkvision to see her through, and found a very small chamber that contained only a chair, and a helm attached to it by cabling. All exits to the room were sealed off by long-settled debris and rotting building material, and the hole she had fallen through was too far up to reach while jumping. Still, she didn't let that get her down; her friends would find her when she didn't come back, right? And so she set about investigating the chair by the simple expedient of sitting in it and putting the helm atop her head - which promptly slid down to cover her eyes, being sized for adult humanoids rather than children. Even so, the connection was made; sigils flashed before her eyes, and her mind opened up to unfamiliar terms and symbology. She could feel something burning in her blood, drawn up towards the helm - not completely unpleasant, but close enough. Confused, and now scared of the device, she tried to lift it off her head - and suddenly the tiny room she was in shuddered and shrieked as forgotten engines screeched to life, rusted metals twisting as they were forced into operation after long neglect. Before she could even think, the tiny derelict spelljammer shot forward, tearing through earth and wood and blasting outwards. Thankfully, it was close enough to the edge of the earth-berg that instead of plowing right into an unmovable patch of earth, she blasted out of the side and was suddenly in Pyrespace.   Her body thrummed in delight at the sensations now pouring through her; gone were the uncomfortable sensations of being closed in and trapped. She could practically feel the ship she was connected to. The tiny vessel shot out into space at her command, and she let it loose, spiraling and spinning through the void and laughing wildly the entire time. Unfortunately, she had no concept of shipping lanes and traffic control; her joyride was cut horrifically short when her vessel clipped off a shipping jammer, sending it spiraling to the ground. She was thrown free from the wreckage, out the same hole she'd fallen in through, as it crashed into a poor section of the city, landing heavily atop a roof.   When she came to, her first thought was 'That hurt a lot'. Her second thought, though? 'I gotta do that again!' After she'd recovered from her pains, she set about the city, cruising the worst parts of the city looking for people in desperate need of a pilot, taking on whatever task they needed without asking too many questions just for the chance to have one of those helms on her head again. She developed something of a reputation; a bit reckless, a bit crazy, but enthusiastically willing to pilot a jammer no matter the size and no matter the job. And somewhat terrifying in the case of boarders; as her proficiency with 'jammers improved, her magical talents bloomed to the fore, letting her also participate in other ways, typically with icy spells that chilled to the bone.   And as her proficiency grew, she decided that a "hotshot" spelljammer pilot deserved a better name, and soon enough concocted an entirely fabricated name that sounded impressive to her. And now she prowls the lanes, hunting for ever more jobs that put her in the pilot seat. Serendipity and a small-scale trading company brought her to Quelya as the call for spacers went out, a call that she will enthusiastically answer.  
  10. <hr> <p>     <span style="font-size:22px;"><span style=""><span style="font-family:Georgia, serif;"><strong>Bren Firesinger Bard </strong></span></span></span><span style="font-size:18px;"><span style="font-family:Georgia, serif;">11/11 hp AC 14 <span class="mwooc"><span class="mwooc-shown">Saves</span><span class="mwooc-hidden">AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)<br>     hp 11 (1d8+3)<br>     Fort +2, Ref +4, Will +2<br>     Resist fire 5</span></span></span>&nbsp;Perception +4 Bardic Performance 8/8 Rounds per day</span> </p> <p>     <img alt="" class="ipsImage" data-loaded="true" data-ratio="91.67" data-src="https://i.ibb.co/f2zNthx/Brensmall2.png" height="121" src="//test.myth-weavers.com/applications/core/interface/js/spacer.png" style="height: auto;" width="132">&nbsp;&nbsp; </p> <p>     &nbsp; </p> <hr> <p>     &nbsp; </p> </hr>
  11.     Remor: https://www.myth-weavers.com/sheet.html#id=2708614 Lizardfolk NG Medium Humanoid (reptilian) Init +1;  Defense AC , touch , flat-footed | +1 natural armor bonus  hp 1D10, +10, +3 Con, +1 Lvl 1= 24 Hp Fort , Ref , Will    Offense Speed 30 ft. Melee:  Natural Attack- Bite 1d3 | Natural Attack- Bite 1D4 Bastard Sword- 1D10 Special Attacks  Spell-Like Abilities  Statistics Str 17, Dex 13, Con 16, Int 13, Wis 10, Cha 15 Base Atk +1; CMB +0; CMD  Feats Fighter 1- Exotic Weapon:  Sword, bastard | level 1- Weapon Focus- Sword, bastard Traits: Bully (+1 Intimidate), Veteran of the Seas (+1 bonus on Profession (sailor) checks, and Profession (sailor), 1 trait bonus on weapon damage rolls against creatures with the aquatic subtype.) Skills: Intimidate +4, Knowledge (Dungeoneering) +2, Swim +15, | Background Skills- Knowledge (Geography) +2, Linguistics +2 Languages:  Xenophobic (0 RP) Lizardfolk start knowing their racial language only- Common, Goblin Other Gear Sword, bastard Special Abilities Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks  
  12. NAME/SHEETLINK   “I'm gonna be free, even if I have to blast my way off this rock!”   Magus (Eldritch Archer)   PRIMARY ROLE STUFF   SECONDARY ROLE STUFF   RACE: Human AGE: 23 GENDER: Male   Appearance TEXT GOES HERE   Personality TEXT GOES HERE   Backstory TEXT GOES HERE
  13. I dropped knowledge (planes) that I grabbed because I needed to blow a point, bluff does fit him better. Plus if we are both in, we have a bit of coverage.
  14. Don't feel obligated to take a skill unless it fits your character, right? (If it comes down to it and I get in, I've got decent Diplomacy bonus, too :))
  15. Haha, thanks for reminding me! I remember glancing back through the creation thread and going, "Nah, EitR won't have anything that applies, because I'm more pseudo-caster anyway", and now you've made me feel less bad about dropping Strength so low! (And I think I can go searching for a suitable feat to replace the automatic Weapon Finesse on my familiar...)
  16. No, Kineticists aren't spellcasters but they are welcome to any crew.
  17.   Whispers The sickle is a light weapon, and thanks to EITR you can automatically use Dex for attack rolls, rather than Str.  Your attack bonus skyrockets up to +3!
  18. Major First Class March Price Giff Ranger 1 HP 22 / 22 Speed 20ft (Swim 20ft) Init 0 AC 19 Fort 4 Ref 3 Will 2 CMB +6 BAB 1 Headbutt +4 (1d8+4, x2) Claw x2 +4 (1d6+4, x2) Str 18 (4) Dex 10 (0) Con 14 (2) Wis 14 (2) Int 10 (0) Cha 10 (0)    Appearance   WIP Background WIP Personality WIP  
  19. Yeah, I just watched The Expanse again. Pretty sure Christian Avasarala is my favorite character. Going to base her on that and not on evil wizard who wants to sweet talk his way to ultimate power.. Palpatine.  
  20. I may swap out perform percussion for bluff to help fill out a selection, but I do not feel that Bren would be the diplomatic type, he is more of a drifter. A Wizard with a diplomacy that I would not be able to touch seems too good to pass up.    Bren may need to grow up during the adventure, it will be fun to see how he grows.
  21. Nice setup, it looks like the Chain of Tears is popular as a home region.
  22.  
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