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Messages - Malchia

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1
Starfaring Crew / Re: Captain Auditions
« on: February 27, 2026, 02:56:50 PM »
Everyone gets 300xp with individual to come.

XP for posting a recap for Terrorshard.
Is personal and recap XP still happening or are they both on hold until we resolve the conflict with the Umberhulk?

2
Starfaring Crew / Re: Captain Auditions
« on: February 25, 2026, 09:17:48 AM »
RECAP
We started right where we left off with the Aeroblade gathering the crew. It said we had to decide amongst ourselves who would be captain, first mate, and all other crew assignments. We decided to go with "captain tryouts" where someone would be captain for two days each until we all agreed on who gets the position. The first was a lion creature who was arrogant, but did an okay job. The second was a rat creature who was weird, but did alright, then the last one was Ganymede. The Kender tried to be captain, but the Aeroblade insisted that wasn't allowed.

As navigator, Phineas was able to determine we were 16 days from Cald, so we plotted course and attended our stations for the duration. The lion's run as captain was uneventful, as was the rat's. During that time we flew to Cald virtually untouched. In that time, Q took over the maintenance room as his "fortress of solitude" and began going through the tools and basic equipment in the room. Cornelis got to know one of the extra crew members who had a knack for finding hidden compartments in the ship. We found a backup bridge in case the original fails, a hidden refrigerated bar in the mess hall containing several bottles of vintage wine as old as 800 years, and a room near the hangar that looked like an equipment locker for marines, but it was empty. We also figured out how to use the horn of plenty and Frobner used his creation magic to produce water. On one occasion, the horn produced food that tasted good going down, but got the entire crew sick. We lost one day of travel due to illness, but recovered nicely after 24 hours.

Frobner commissioned Q to create him a perfectly measured box in order to collect urine from the crew to "test hydration levels" but ingeniously used the contraption to cast Purify Food and Water" to recycle the urine as drinkable water.

At one point, the same crew member who found the secret compartments was found in Q's liar uninvited. He had picked the lock and was rooting through the tools in the room when Q confronted him. Q angrily told him to leave, but the other claimed to also be a mechanic and refused to leave. Q manifested an astral construct that looked like a penguin in stormtrooper armor who grappled and removed the crew from the room, but not before the construct was shot with a pistol. The boom from the firearm alerted the rest of the crew and Captain Ganymede sent the master at arms down to calm the situation. Ganymede did a fine job de-escalated the situation and came to a compromise for both mechanics to have their own space and places to work. It was this, as well as a few other good decisions that got Ganymede elected full-time captain. He then named Sunny as first mate.   

With the crew now in tact and cooperating again, we continued our journey to Cald. We were closing in on the planet when Ocular noticed movement outside the ship during one of his shifts at the helm. Shortly after, we were intercepted by a small but quick alien vessel with octopus-like tentacles protruding from the hull. With the ship in close proximity, it took the "Eagle" out of spelljamming speed and reduced to us to maneuvering speed. We tried evasive maneuvers but were outmatched by the speed and skill of the opposing crew. Before long, the tentacles had latched onto our ship and began using a battering ram to breach our hull.

Ganymede ordered all hands on deck and we prepared for battle. Q took position by the breach and used psionic mending to repair the initial damage, which bought us time to get to our stations. Earlier in the journey, we discovered the Eagle has two fireball cannons and an ice beam launcher up front, while there's two large cannons in the back of the ship and a siege weapon in the observation bubble at the top of the ship. Phineas and Cas took up positions in the fireball launchers, Cornelis took one of the cannons, and others scrambled to try and fill the rest.

It didn't take long before the battering ram did additional damage and puncture through the hull, albeit a very small hole thanks to Q's repairs. What could be seen on the other end of the 10 foot ramp connecting the other ship to the Eagle was an Umberhulk. After a round or two, we noticed four more Umberhulk's scaling down the tentacles and preparing to board our ship. It was at this time that Cornelis grabbed his Gem Cannon and went to the observation deck with several other crew. We cranked the bubble open and then leveled the Gem Cannon at the enemy vessel. With a force gem loaded, Cornelis let loose the cannon and connected with the hull of the ship. The impact of the force was quiet at first, but eventually erupted in a blazing display of blue/white energy that rippled through the enemy ship and tore a 10 foot radius gaping hole in their hull. The blast launched several of the crawling Umberhulk's into space and caused the ship to separate from our ship. Once the reverberations settled in the other ship, one of the Umberhulks that was launched into space got caught in our gravity well and came crashing down on our ship. The impact wasn't enough to kill it, so it began to right itself and prepare to attack.

That's where we left off. We caused the other vessel to flee, but shot it several times with the gem cannon and fireball launchers before it got away. We still need to deal with the Umberhulk, but Cornelis successfully loaded a normal round into his cannon and is ready to take another shot at this thing once he gets the opportunity. If it does breach the ship, all the marines are waiting in the hangar where the puncture hole was and they are fully armed.     

3
Starfaring Crew / Re: Into the Castle
« on: February 07, 2026, 12:21:41 AM »
"Hey Zalthor.. Do you remember being dead before?"
"No. Zalthor just hard to kill."

4
Starfaring Crew / Re: Into the Castle
« on: February 06, 2026, 12:59:41 PM »
"Ok then Eddie.  Where did the music come from?  Since you defend the castle you must know about the defenses, right?"
I believe we've identified Tyler's maker's mark.


Is this Eddie's?

5
Starfaring Crew / Re: Back on the Path
« on: January 29, 2026, 12:00:09 PM »
Yes to diseases, no to poison.
Can the staff cure disease?

6
Starfaring Crew / Re: Back on the Path
« on: January 28, 2026, 08:01:59 PM »
Does the staff have the ability to grant Miracles or Wishes?

7
Starfaring Crew / Re: Back on the Path
« on: January 28, 2026, 08:00:05 PM »
Are the trash eaters or their spawn poisonous or do they carry disease?

8
Habolsphere / Re: Prestige Classes
« on: January 23, 2026, 03:32:30 PM »
Some revisions:

Spelljammer Ace
Lvl   BAB   FrtSv   RfxSv   WllSv   Special
1st    +0   +0   +0   +2   Faster; +1 Caster Level
2nd   +1   +0   +0   +3   Easy; +1 Caster Level
3rd   +1   +1   +1   +3   Quicker; +1 Caster Level
4th   +2   +1   +1   +4   Braced for Impact; +1 Caster Level
5th   +2   +1   +1   +4   Bigger; +1 Caster Level
6th   +3   +2   +2   +5   All Seeing and Hearing; +1 Caster Level
7th   +3   +2   +2   +5   Easier; +1 Caster Level
8th   +4   +2   +2   +6   Maintaining Magic ; +1 Caster Level
9th   +4   +3   +3   +6   Longer; +1 Caster Level
10th   +5   +3   +3   +7   Full Command; +1 Caster Level

Class Features
•   Weapon and Armor Proficiencies: The ace gains no additional armor or weapons proficiencies.
•   Faster: The ace counts as 4 caster levels high for the purposes of moving a spelljammer ship at tactical speed.
•   +1 Caster Level: The caster level must be applied to a spellcasting class that allows the ace to use a spelljammer helm.  The character may add the caster level to a different class each level.
•   Easy: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one step. For instance, if it takes a standard action to slow a ship to sub-spacejamming speed, it now takes a move action.
•   Quicker: The ace gives a ship he realms a +2 bonus to reflex saves and a +2 dodge bonus to armor class.
•   Braced for Impact: The ace is better prepared for disaster on the ship.  If the ship is reduced to an operational state (0 hull points), the ace gains a +4 bonus on his saving throw to not be knocked unconscious.  The ace gains the same bonus to a saving throw if the helm is disabled for any reason.
•   Bigger: While in a helm, the ace can move a ship 10 tons heavier than would normally be allowed.  In addition, a ship which he helms is considered 10 tons heavier for the purposes of comparing which ship’s gravity dominates when they meet.
•   All Seeing and Hearing: The ace can choose to clearly see or hear anywhere on or in the ship.  The ace is not omniscient, and does not see and hear everything on and in the ship at all times.  The ace can focus on any one part of the ship to see and hear as if the ace was standing on a spot in the ship.  The ace may switch spots as a free action one per round.  The ace may make spot and listen checks if needed.  Silence and invisibility still thwart his vision and hearing.  The ace is considered to have tremorsense within ten feet of the spot picked on the ship.
•   Easier: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one additional step. For instance, if it takes a move action to slow a ship to sub-spacejamming speed, it now takes an immediate action.
•   Maintaining Magic: When the ace finishing his time in a helm, he retains access to one spell of any level for each hour he had left to be able to use the helm (rounded not in his benefit).
•   Longer: The ace may spend and extra two hours in a helm before tiring.
•   Full Command: The ace has such control over the ship that he helms that he can control all things on the ship.  This includes closing doors, lowering landing gear, opening port holes, moving ropes, moving sails, and anything else deemed reasonable by the DM.  He may cause parts of the ship to break, such as cracking the mast to fall on something or someone.

9
Habolsphere / Re: Prestige Classes
« on: January 14, 2026, 08:28:24 PM »
You've had 250 hours roughly already this season, so it doesn't take that long.
I guess it's easy to overlook the amount of hours it takes to travel through space. Weeks at a time between planets.

10
Habolsphere / Re: Prestige Classes
« on: January 14, 2026, 03:12:51 PM »
Not cumulative.

100 hours for 2nd level

200 more hours for 3rd

Etc....
Oh...that's going to be tough to accumulate, but alright.

11
Habolsphere / Re: Prestige Classes
« on: January 14, 2026, 03:11:48 PM »
I like easier ability.
I just added an alternative ability playing off "Easier" in case the original suggestion doesn't work for you.

12
Habolsphere / Re: Prestige Classes
« on: January 14, 2026, 01:03:44 PM »
Here is what I have for the ace, a couple ??? left, feel free to post your thoughts:

Spelljammer Ace
Lvl   BAB   FrtSv   RfxSv   WllSv   Special
1st    +0   +0   +0   +2   Faster; +1 Caster Level
2nd   +1   +0   +0   +3   Easier; +1 Caster Level
3rd   +1   +1   +1   +3   Quicker; +1 Caster Level
4th   +2   +1   +1   +4   Braced for Impact; +1 Caster Level
5th   +2   +1   +1   +4   Bigger; +1 Caster Level
6th   +3   +2   +2   +5   All Seeing and Hearing; +1 Caster Level
7th   +3   +2   +2   +5   Controlled Motion; +1 Caster Level
8th   +4   +2   +2   +6   Maintaining Magic ; +1 Caster Level
9th   +4   +3   +3   +6   Longer; +1 Caster Level
10th   +5   +3   +3   +7   Full Command; +1 Caster Level

Class Features
•   Weapon and Armor Proficiencies: The ace gains no additional armor or weapons proficiencies.
•   Faster: The ace counts as 4 caster levels high for the purposes of moving a spelljammer ship at tactical speed.
•   +1 Caster Level: The caster level must be applied to a spellcasting class that allows the ace to use a spelljammer helm.  The character may add the caster level to a different class each level.
•   Easier: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one step. For instance, if it takes a standard action to slow a ship to sub-spacejamming speed, it now takes a move action. 
•   Quicker: The ace gives a ship he realms a +2 bonus to reflex saves and a +2 dodge bonus to armor class.
•   Braced for Impact: The ace is better prepared for disaster on the ship.  If the ship is reduced to an operational state (0 hull points), the ace gains a +4 bonus on his saving throw to not be knocked unconscious.  The ace gains the same bonus to a saving throw if the helm is disabled for any reason.
•   Bigger: While in a helm, the ace can move a ship 10 tons heavier than would normally be allowed.  In addition, a ship which he helms is considered 10 tons heavier for the purposes of comparing which ship’s gravity dominates when they meet.
•   All Seeing and Hearing: The ace can choose to clearly see or hear anywhere on or in the ship.  The ace is not omniscient, and does not see and hear everything on and in the ship at all times.  The ace can focus on any one part of the ship to see and hear as if the ace was standing on a spot in the ship.  The ace may switch spots as a free action one per round.  The ace may make spot and listen checks if needed.  Silence and invisibility still thwart his vision and hearing.  The ace is considered to have tremorsense within ten feet of the spot picked on the ship.
•   Controlled Motion: The Spelljammer Ace can make short bursts of accelerated movement equivalent to spelljamming speed for up to 2 seconds at a time. This acts as a Dimension Door in that the ship moves so fast, so quickly that it appears to teleport to another location in space nearby. This taxes the Ace and the engines, so it can only be accomplished 1+CON modifier times per day. OR Easiest/Smooth Sailing/Easy Flight: When using a skill or ability while piloting a ship, the Spelljammer Ace can reduce the time needed by one additional step. For instance, if it takes a move action to slow a ship to sub-spacejamming speed, it now takes an immediate action.  [/b][/color]
•   Maintaining Magic: When the ace finishing his time in a helm, he retains access to one spell of any level for each hour he had left to be able to use the helm (rounded not in his benefit).
•   Longer: The ace may spend and extra two hours in a helm before tiring.
•   Full Command: The ace has such control over the ship that he helms that he can control all things on the ship.  This includes closing doors, lowering landing gear, opening port holes, moving ropes, moving sails, and anything else deemed reasonable by the DM.  He may cause parts of the ship to break, such as cracking the mast to fall on something or someone.

13
Habolsphere / Re: Prestige Classes
« on: January 14, 2026, 12:49:35 PM »
Must have spent at least 80 hours at the helm of a spelljammer ship.  Additionally, must spend a number of hours at the helm of a spelljammer ship equal to the current ace level times 100 to gain another level.
This is cumulative, right? So, 125 days (8 hours each) to reach 10th level Ace?

14
Habolsphere / Re: Prestige Classes
« on: January 13, 2026, 02:28:25 PM »
When can we expect the prestige classes to be posted in their entirety? In particular, the Geomancer and Spelljammer Ace. Ocular is eyeballing those two paths (pun intended). ;)
Bumping this for visibility. Inquiring minds want to know...

15
Starfaring Crew / Re: Crossed Commune
« on: January 08, 2026, 09:34:01 PM »
Who brought them here?

Where is home for them?
All we got was "through a portal" and home is Stronmus' home world, but we don't have a name. Keep in mind we probed the unconscious mind of a Fog Giant scout, so that's the best we could do before he resisted the mind effect.

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