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About This Game

In Outlaws of Alkenstar, players assume the roles of renegade outlaws united under the banner of a shared grudge. To exact revenge on the despicable mogul who destroyed their lives, the party must hotfoot around the grime-caked streets of Alkenstar, the City of Smog.

Game System

Pathfinder 2e

Detailed Description

A ragtag band of gunslinging outlaws get their hands dirty in the greasy alleyways and whisky-soaked saloons of Alkenstar, the City of Smog. To get revenge on the mogul who destroyed them, the renegades will have to stick up an illicit bank, foil a crooked shieldmarshal, and escort a reclusive inventor to safety. All the while, countless rough-and-tumble rivals aim to waylay the party and seize the inventor's latest concoction: pyronite, an explosive substance with the potential to change the face of the world. In a city where the clockwork guards are literally as tough as brass, the antiheroes will need true grit to dole out overdue justice.

  1. What's new in this game
  2. "I'll head in the front, disguised as a... less conspicuous dwarf. I'll keep some sleep-bombs on hand in case things go south."  Said Gustav, petting Waddles scaley hide with a finger.   Gustav Current Statuses: None AC 17 | HP 20/20 | Fort +7, Ref +7, Wis +4 | Fire Resistance 1 | Speed 25 Feet | Perception +4 | Darkvision   More Clan Pistol +5, 1d6 P; Concussive, Fatal d10, Dwarven Throwing Knife +5 1d4+1 P; Agile, Finesse, Throw 20ft Sickle +5, 1d4+1 S; Agile, Finesse, Trip Infused Reagents: 1/5 Prepared Infusions: 4 Elixirs of Life (2 reagents) 2 Juggernaut Mutagens (1 Reagents) 2 Alchemists Fire (1 Reagent) Waddles AC 14 | HP 5/5 | Fort +8, Ref +8, Will +7 | Speed 25 feet, Climb 25 feet | Perception +5 | Low-Light Vision More Familiar • Tiny Minion • Neutral Perception +5, Low-light vision Languages Understands Dwarven Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 ____________________________________ Ac: 14 Fort +8, Ref +8, Will +4 HP 5 ____________________________________ Speed 25 Feet, Climb 25 Familiar Ability: Climber Gains a climb speed of 25 feet. Familiar Ability: Partner In Crime Despite being a minion, gains 1 reaction at the start of its turns, which it can use only to Aid its master on a Deception or Thievery skill check (it still has to prepare to help as normal for the Aid reaction). It automatically succeeds at its check to Aid its master with those skills or automatically critically succeeds if the master is a Master of the skills in question.   "I'll head in the front, disguised as a... less conspicuous dwarf. I'll keep some sleep-bombs on hand in case things go south." 
  3. Canaan makes no effort to explain his whereabouts between that first meeting and their next. His somber mood persists upon him though and he makes little in the way of small talk. With the hat donned and a little practice, his physical appearance does change. In the right angles, the disguise is basically just Canaan much older, with thick facial hair and a tuft of white streaking through his beard.    The fleshwarp's words strike another chord with Canaan though. After coming up empty during his tour of old hang-outs, he had even more hesitation than before. Those people were far more criminally minded than he was and they hadn't even thought to do something so bold and brash. Canaan dug deep pits into the top of his boots with his eyes. He knew if he looked up and met the gaze of the man, he'd break.    Finally the knot in his throat loosened enough to let words escape. "I can be at the back, waitin' for the let-in." He offered as he realized that his role had yet to be determined. He was all too happy that they were already moving, because the sedentary nature of planning this whole thing was another enemy of his fears that he wasn't sure he wanted to face again. 
  4. Once the heist crew had assembled, Arac had wasted no time, placing one of the caps Dunsmith had presented them upon its head. With a look of concentration (or maybe anger, or hunger, or lust, it's hard to tell with the fleshwarped) the cap draws an illusion over them. Arac keeps it simple. Their poncho of sky blue and desert gold becomes black and red, befitting an outlaw, and the hood piled around their neck becomes a kerchief, ready to raise against dust storms...or victims. Their pants remain the same hard-wearing canvas, and the left boot worn leather, but the disturbingly chitinous right leg turns into an iron-capped wooden peg. Their bifurcated left arm looks to merge, though it has an illusory scar running from middle finger to elbow. And of course, the head. Frog-like neck turns into fat, wide head turns...well, still wide, but male human wide. Lips thicken from nothing to just thin. A nose appears. One of the eyes turns human-looking, and the rest turn into an unpleasant patch of boils. "So? How do I lhhhhhh-k! Kak! Kak!" The disguised warp attempts to cover its gurgling with a coughing fit. It's...okay. A bit later as they make their final approach to the bank, "Ain't none of us seem likely to kick down that bhhhhhack-k door, less you want a go with your hammer there. I kin do any job, but if I'm talkin' to the manager it's gonna be a thhhhickle with my knife I'd wager. Figure hhhoney words first. I kin watch th'lobby, I ain't afraid to wing a civilian if they run. An' I figure I can take the back too. So last call, who's ghhhhot cold feet?"
  5. Dunsmith listens for a moment as planning begins and then sets a few small caps on the table, next to the bag she had previously. "You can use these to keep your identities secret, but don't go mussing them up, I'll be wanting them back when you're done. Now, if you'll excuse me, I've got a saloon to run." With that, Dunsmith nods to the group and stands, departing the table and the team gathered around it to plan in peace. ~~~~~ The next morning, the group makes their way to the Gold Tank Reserve to begin the job. The street is relatively busy, but is located in a part of town with very few patrols to catch the attention of. The stench of manure accentuates the aura of shabbiness in this part of Alkenstar. In accord with the run-down district, the Gold Tank Reserve looms above like a starving behemoth. The bank was crafted from once-gleaming stone, though dust and dirt now cake the domed glass roof. A pathway carved from a stone slab leads from the wooden boardwalk to stone steps and an elevated porch, not unlike a small stage. Two small wings of the building flank the path, each with a weed-choked planter facing the street. Impressions of giant keys etched onto the walls on either side of the entryway lend the building an air of security and stability.
  6. Dunsmith listens for a moment as planning begins and then sets a few small caps on the table, next to the bag she had previously. "You can use these to keep your identities secret, but don't go mussing them up, I'll be wanting them back when you're done. Now, if you'll excuse me, I've got a saloon to run." With that, Dunsmith nods to the group and stands, departing the table and the team gathered around it to plan in peace. ~~~~~ The next morning, the group makes their way to the Gold Tank Reserve to begin the job. The street is relatively busy, but is located in a part of town with very few patrols to catch the attention of. The stench of manure accentuates the aura of shabbiness in this part of Alkenstar. In accord with the run-down district, the Gold Tank Reserve looms above like a starving behemoth. The bank was crafted from once-gleaming stone, though dust and dirt now cake the domed glass roof. A pathway carved from a stone slab leads from the wooden boardwalk to stone steps and an elevated porch, not unlike a small stage. Two small wings of the building flank the path, each with a weed-choked planter facing the street. Impressions of giant keys etched onto the walls on either side of the entryway lend the building an air of security and stability.
  7.   Faeryn "Aye, Gem, ye have a good mind for what needs done." Faeryn grins. "A change of clothes doesn't sound too bad, and I think ye're right: as much as I like t'blast someone who deserves it, we should keep the violence for when it's the only choice. Else we just make things harder for ourselves." The Elf looks around the table. "So, we have a plan, then, aye? Couple of us go in to charm this Dresh, couple of us in th'lobby, and everyone else secures the employee door, that it?"   OOC -
  8. Gustav laughed. "I'm about as far from non-descript as a feller can get. Ain't many genie-born around in general, and I ain't exactly from a 'lesser known' family. Best I not be in the front, then." He said. "Waddles here, on the other hand, is small enough to get into small spaces unnoticed and could scout ahead for trouble ifn's I come in the back. Faeryn and Gemma, perhaps you's two should head in the front and manage the staff. One or two of us what stand out a little more should come in the back, and another be ready to bust in, in case you's twos gets yerselves into a tight spot and need to be hustled out. So let's decide our roles, and set about our task..." OOC Aight, I'm thinking we handle this skill challenge more as a flashback or flashforward, so the roll I've included here is for Waddles and Gustav's role in the heist. Our illustrious Dungeon Master can let me know if this works or not!  
  9. Gemma Investigator 1 AC 16 HP 17/ 17 Fortitude +4 Reflex +6 Will +7 Perception +7 Status None       "Those are between her and I.  And the answer is likely 'Just Business'.  Which will be most ... annoying," Gemma admits to Dunsmith.   "Coming in the exit isn't too bad, but having one or two in the lobby acting like customers also keeps eyes on those working there, and if there is going to be trouble from the real customers," Gemma suggests as an amendment to Gustav's plan.  "I agree with our fierce friend here," Gemma continues with a motion of her hand to Faeryn.  "But if someone is in the lobby, be non-descript enough to blend in and out so witnesses can't get a good description - not that eye witnesses are very accurate anyway.  A change of hat and coat would be wise for all of us, as well.  That's what will be noticed most aside from weapons." Lastly, Gemma looks back to Gustav again.  "Try to talk them into helping, first and foremost.  Then knock them senseless if we must.  But violence always has a chance of doing more damage than you anticipate.  We kill, or even seriously harm, someone, we are not only out of a job," the darkhaired woman notes with a nod in Dunsmith's direction, "We are even more wanted than we might already be.  And it'll be more than Mugland and Loveless hunting us, unwilling to listen to the truth." Turning back to the redhead, Gemma bows her head.  The seemingly bloodthirsty pirate was the one that suggested the less violent route, after all.  
  10.   Faeryn "If it's a charmer we need, I can do it." Faeryn flips her hair in an exaggerated manner. "As much fun as it can be t'blast our way through, sometimes a smile works where sword and spell can't." She looks at Gustav and scrunches up her face. "I might have some tools ye can use, but I'm pretty good with a lockpick, too. We'll see if charm can do it, and maybe a little bit o' fancier stuff." As if to emphasize the qualities they're talking about, Faeryn flashes Gustav her most dazzling smile—then looks back up at Gemma, still smiling. "That work for you, Gem?" OOC -
  11. Gustav leans back in his seat, thinking over the information. "I have enough ingredients to make a dread ampoule, should spook off any townies what get in our way without killin' em. Won't do much fer the handlers, but they's just clockwork an' metal. Anything we do to them can just be fixed up later, no fuss no muss. If'ns ye ask me, an' if any of ye has sense ye should, I say we not come in our exit. Surest way to get ourselves trapped is to do that. We get a smooth talker in there to kick up a fuss and draw out Dresh, get themselves into the office an' drop 'im with... magic, mayhaps? Just our fists if need be, knock 'im senseless an' take the keys. Elsewise, we just try an get past 'im to the gate and lemme have a crack at the lock, though I'll need to borrow someone's picks fer that."
  12. "And what answers do you think you're likely to get from Loveless?" Dunsmith asks Gemma, quirking an eyebrow. "'Sides which, the handlers will be back by tomorrow afternoon, which turns the job into an almost guaranteed suicide run. You don't have a whole lot of time to pull this off, if you can." Looking at the fleshwarp, she pulls a sack out from under the table and sets it on top. "You'd be using this. It's enchanted and holds far more than it looks like it should. Keeps the weight down as well, so it won't slow you down. The cut is 10% each. I keep the rest to cover costs and pay for the next part of the plan." She nods at Gustav's questions. "The vault is kept open during business hours. The inside gate to it will be locked, but the bank manager, one of Mugland's cronies name of Dresh, has the keys. There's an employee entrance in the alley out back that leads to the junkyard. It'll serve for your escape, but I suppose you could also get in that way, if you preferred. Usually the place has about half a dozen clockwork handlers, Baalkirk Model C-47s, but most are out for maintenance, making this a little easier." She sits forward, looking at each member of the group, a hard look crossing her features. "Now, I know we all have our own grievances against Mugland and his ilk, and the bank staff aren't exactly innocents, but don't be killing folks willy-nilly. I won't abide working with a band of marauders as wicked as the devil himself. Protect yourself if you have to, but I'm not calling for a bloodbath, nor will protect you if you cause one." 
  13. "Take a drink an' settle down, elf." Gustav says, just a bit louder than necessary to get the pirate's attention. "Bad form to be antagonizin' each other in front of a potential employer." He says more softly, gesturing to Dunsmith. "Or did you forget we were here to be discussin' a job?"  He turns back to Dunsmith. "Seems we's all clear on the who and the what, guess my next question is the how? What can ye tell us about the vault, number of guards, magic protections, that sorta thing? I'm a fair hand a safe crackin', and what I can't crack I'm sure I can cook up somethin' to take care of it by other means, but the more details the better."     Gustav Current Statuses: None AC 17 | HP 20/20 | Fort +7, Ref +7, Wis +4 | Fire Resistance 1 | Speed 25 Feet | Perception +4 | Darkvision   More Clan Pistol +5, 1d6 P; Concussive, Fatal d10, Dwarven Throwing Knife +5 1d4+1 P; Agile, Finesse, Throw 20ft Sickle +5, 1d4+1 S; Agile, Finesse, Trip Infused Reagents: 1/5 Prepared Infusions: 4 Elixirs of Life (2 reagents) 2 Juggernaut Mutagens (1 Reagents) 2 Alchemists Fire (1 Reagent) Waddles AC 14 | HP 5/5 | Fort +8, Ref +8, Will +7 | Speed 25 feet, Climb 25 feet | Perception +5 | Low-Light Vision More Familiar • Tiny Minion • Neutral Perception +5, Low-light vision Languages Understands Dwarven Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 ____________________________________ Ac: 14 Fort +8, Ref +8, Will +4 HP 5 ____________________________________ Speed 25 Feet, Climb 25 Familiar Ability: Climber Gains a climb speed of 25 feet. Familiar Ability: Partner In Crime Despite being a minion, gains 1 reaction at the start of its turns, which it can use only to Aid its master on a Deception or Thievery skill check (it still has to prepare to help as normal for the Aid reaction). It automatically succeeds at its check to Aid its master with those skills or automatically critically succeeds if the master is a Master of the skills in question.  
  14.   Faeryn Faeryn grins wryly. "Needle ye? Aye, I won't needle ye. Would y'prefer somethin' a little more oomph, Gem?" She jabs a fork in Gemma's direction. OOC -
  15. Gemma Investigator 1 AC 16 HP 17/ 17 Fortitude +4 Reflex +6 Will +7 Perception +7 Status None       "Appreciated, Gustav," comes the polite, if guarded reply from the dark haired young woman.  Gemma then turns her attention back to the firebrand of Faeryn."I am aware that not all of you lot have the same ... sensibilities as I do.  Hell, none of you may have them," Gemma shrugs.  She looks at Faeryn, holding her gaze as the woman leans forward on the table.  "I'm no preacher.  I'm not here to convert someone to a different path.  So long as we know we disagree and can agree not to needle each other about it, I figure we're fine for now." There is a slight pause, Gemma still leaning against the wall.  "That's not true.  Killing just to kill, I will take issue with.  But I'll put aside everything else, for now, to take down Mugland and Loveless.  But I'll do it by evidence and the law first."   If that doesn't work, well, Gemma understands that sometimes justice isn't as neat as written laws.  
  16.   Faeryn Faeryn doesn't quite have the Fleshwarped's appetite, but neither does she lose hers watching him eat. Rather, it seems inspirational, as she grabs the leg o' meat on her own plate and takes a big, juicy bite out of it, elven elegance giving way to a lusty appetite. Bite after bite of meat like she hasn't eaten in a week, punctuated by tearing off hunks of bread, cheese, and throwing back olives. Raising a mug to her lips to help wash it all down, she smiles at Gemma around the lip of the mug as she drains it—and it's a wicked smile. Thunk! Setting the mug down, Faeryn dabs at her lips with a cloth in a curiously restrained manner considering how quickly she wolfed down food moments earlier. Then the smirk creeps back into her lips and she narrows her eyes at Gemma. "'Deputy' Loveless an' I need t'have words, too." The smile fades into a cold, fierce expression. "She's the one who fired the shot, brought me here." Faeryn plants her palms on the table and leans forward, red locks spilling onto the table as one sleeve slips a little down her bare shoulder. "I think ye'll find not everyone shares your sense o' justice, Gemma, but long as we see 'em both rot—in the ground, at the end o' th'noose, even behind bars, fine by me." Realizing perhaps that she's starting to seethe a little, Faeryn glances down at her plate, then back at Gemma and around the table, and sits back again. "An' if they should both catch fire 'fore they get their due process, it won't break m'heart none." OOC -
  17. "Suppose it'd only be polite to give her a chance to atone, if'ns a bit less fun." Gustav says to Gemma. He turns to the fleshwarp, then Dunsmith. "Sounds like a fair cut to me." He says in assent to the twisted gunslinger. "Y'all can call me Gustav, and this here is my companion and partner in crime Waddles." He scratches the creature under the chin, causing it to tilt its head back and half close its eyes, making a choked gurgling noise that could maybe pass for a purr.      Gustav Current Statuses: None AC 17 | HP 20/20 | Fort +7, Ref +7, Wis +4 | Fire Resistance 1 | Speed 25 Feet | Perception +4 | Darkvision   More Clan Pistol +5, 1d6 P; Concussive, Fatal d10, Dwarven Throwing Knife +5 1d4+1 P; Agile, Finesse, Throw 20ft Sickle +5, 1d4+1 S; Agile, Finesse, Trip Infused Reagents: 1/5 Prepared Infusions: 4 Elixirs of Life (2 reagents) 2 Juggernaut Mutagens (1 Reagents) 2 Alchemists Fire (1 Reagent) Waddles AC 14 | HP 5/5 | Fort +8, Ref +8, Will +7 | Speed 25 feet, Climb 25 feet | Perception +5 | Low-Light Vision More Familiar • Tiny Minion • Neutral Perception +5, Low-light vision Languages Understands Dwarven Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 ____________________________________ Ac: 14 Fort +8, Ref +8, Will +4 HP 5 ____________________________________ Speed 25 Feet, Climb 25 Familiar Ability: Climber Gains a climb speed of 25 feet. Familiar Ability: Partner In Crime Despite being a minion, gains 1 reaction at the start of its turns, which it can use only to Aid its master on a Deception or Thievery skill check (it still has to prepare to help as normal for the Aid reaction). It automatically succeeds at its check to Aid its master with those skills or automatically critically succeeds if the master is a Master of the skills in question.  
  18. Gemma Investigator 1 AC 16 HP 17/ 17 Fortitude +4 Reflex +6 Will +7 Perception +7 Status None       "You've got your own reason for being here, I've got mine.  I'm not doing this for Mugland's gold, I'm interested in his information.  This is a chance to get at some of it. Betraying you won't get me what I want, but going along will," Gemma states levelly to the fleshwarped creature.    Turning to the dwarf, Gemma lifted her chin in a faint nod. "Would you mind waiting until after I have gotten some answers from Loveless first?  Preferably she'd rot in a prison along side those she's put away, but not everyone shares my sense of ironic justice." Finally Gemma blinks at the new comer, fingers twitching as the young woman barely keeps from reaching up and rubbing the bridge of her nose.  Some days were more difficult than others, but, at least, this flamboyant and large personality was trying to be affable.  Gemma tried opening and closing hey mouth several times but really had nothing to reply with to the red haired woman - at least that would not make the headache blossoming from getting worse.  "Gemma," she offers instead.  Ma always did put importance on manners, why they're those out the steam engine window when the other woman has gone and introduced herself first.  
  19. At this Arac lets out a gurgle that could be trying to sound like a snort? "Funny attitude to be ghhhaving when you're throwin' in with at least one criminal and plannin' to do some crime." they point out. While a few of their suspicious eyes keep Canaan in their beady sights, they look over the dwarf and the elf. A motley crew, and themselves only tied for most mottled with the dwarf's varmint. Still, they'd worked with weirder, and if Dunsmith trusted them, they weren't all that likely to stab Arac in the back, despite the boy's weasel manner. "You said our weight in ghhold." Nudging the liquor bottle aside, Arac hooks their two left hands on the platter of chicken their server had plunked down, and uses its knife to hack off a leg. "Sack a' gold's heavy, but not that hheavy. We bringin' you one and whatever else we ghhhcan carry is our cut?" As if to punctuate, it pops the leg, bone and all, into its mouth. Arac's larger right eye bobbles as they swallow the joint whole.
  20. The table was getting incredibly crowded, but it wasn't the bodies that concerned him. It seemed half the tavern could hear their conversation and was chiming in as they pleased. The whole thing was a bit unnerving, especially with the intent that such an expedition was supposedly a bit of a secret. Canaan shuddered, thinking of all the things that could go wrong if even one wrong ear heard what they had in mind.   He looked to their host who didn't seem to mind the added volunteers. If nothing, that seemed to be something Canaan could latch onto in the coming storm of his mind. This has been quite the risk, he knew, and it certainly didn't feel any less risky with more people. He absently pushed the mug away from in front of him and looked across the table at the fleshwarp'd he'd run-in with a few moments before. He somehow didn't seem so bombastic anymore. 
  21.   Faeryn A soft laugh drifts from one of the adjoining tables. There sits a tall Elf, leaning back in her chair, hands behind her head, long legs stretched out before her with boots on the lip of the table. Her hat is down over her eyes, yet wild red locks spill free—and looking closely, one can see that she's definitely watching. "Job's not even started and ye want to set at each other like mutineers," she says in a lilting tone with a faint accent. "There's money to be had..." The Elf swings her legs out, plants her boot heels on the floor, and sits forward like a sudden cannon shot. Pushing her hat back, she fixes a deep blue gaze on the others. "... and, most important, there's vengeance t'be had, too. Sometimes the best treasure is the one needs no countin' but an accountin'." She takes her hat off and bows her head to Foebe, placing the hat in her lap and looking at the others in turn. "Right. Gold, some excitement, and a chance to make some trouble for that bastard Mugland, eh? I'm in. Name's Faeryn. " Faeryn raises one hand, the other firmly on the grip of a flintlock at her belt. In her cupped hand, a crackling flame swirls to life, flickering and swaying like a candle caught by a seaborne breeze. Then she squeezes her long and seemingly delicate fingers into a fist, snuffing the flame. A mischievous smirk curls one corner of her lips, mirrored by a gleam in her eyes. OOC -  
  22. Faeryn Text OOC Action • Notes           Feat Ideas Level 2— • Skill: Canny Acumen (Perception?), Cat Fall, Fleet, Skill Training (Deception or Stealth) • Class: Counterspell, Reach Spell Level 3— • General: Canny Acumen (Perception?), Fleet • Skill Increase:   • Ancestry: • Skill: • Class: Ancestry: Class: Skill:   Magus Build   Faeryn Summerdew Elf (Ancient) • Martial Disciple • Magus 1 Medium • CG • Elf, Humanoid Abilities Strength 12 (+1) • Dexterity 18 (+4) • Constitution 10 (+0) • Intelligence 12 (+1) • Wisdom 12 (+1) • Charisma 14 (+2) Boosts • Ancestry: +2 DEX, +2 INT, +2 CHA, -2 CON • Background: +2 DEX, +2 CON • Class: +2 DEX • Free: +2 DEX, +2 WIS, +2 STR, +2 CHA Adventuring & Combat HP 14/14 Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses Low-light vision Speed 35 Class DC 14 • Untrained 0 • Base 10 • Dex 4 • Item 0 Armor and Shields AC 17 • Trained 3 • Base 10 • Dex 4 • Item 0 • Trained: Light, medium, unarmored Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws  • Fortitude +5 • Expert 5 • Con 0 • Item 0 • Reflex +7 • Trained 3 • Dex 4 • Item 0 • Will +6 • Expert 5 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Simple, martial, unarmed Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Skills Acrobatics +9 • Expert 5 • Dex 4 • Item 0 Arcana +4 • Trained 3 • Int 1 • Item 0 Athletics +4 • Trained 3 • Str 1 • Item 0 • Armor -0 Crafting +1 • Untrained 0 • Int 1 • Item 0 Deception +5 • Trained 3 • Cha 2 • Item 0 Diplomacy +5 • Trained 3 • Cha 2 • Item 0 Intimidation +2 • Untrained 0 • Cha 2 • Item 0 Lore: Warfare +4 • Trained 3 • Int 1 • Item 0 Medicine +1 • Untrained 0 • Wis 1 • Item 0 Nature +1 • Untrained 0 • Wis 1 • Item 0 Occultism +1 • Untrained 0 • Int 1 • Item 0 Performance +2 • Untrained 0 • Cha 2 • Item 0 Religion +1 • Untrained 0 • Wis 1 • Item 0 Society +1 • Untrained 0 • Int 1 • Item 0 Stealth +4 • Untrained 0 • Dex 4 • Item 0 • Armor -0 Survival +1 • Untrained 0 • Wis 1 • Item 0 Thievery +7 • Trained 3 • Dex 4 • Item 0 Languages: Common Abilities Ancient Elf • Elf Heritage • Gain dedication feat (Acrobat) Martial Disciple • Background • +2 DEX, +2 CON, trained in Athletics, gain Quick Jump feat Arcane Spellcasting • Magus 1 • Cast arcane spells (Int), can replace material with somatic components Spellbook • Magus 1 • Cantrips: 8, 1st: 4 Spellstrike • Magus 1 • 2A • Combine spell with melee Strike, counts as 2 attacks for MAP (but doesn't apply until after Spellstrike); gains arcane; recharge 1A Arcane Cascade • Magus 1 • 1A • After casting/Spellstrike, take stance; +1 Strike damage (type based on spell), arcane trait while in stance Hybrid Study: Laughing Shadow • Magus 1 • While in Arcane Cascade stance, +5 Speed (+10 if unarmored); increase Arcane Cascade damage by +3/+5 (WS)/+7 (GWS) if you have free hand and attack flat-footed target Feats Acrobat Dedication • Archetype 2 • Become Expert in Acrobatics (Master 7th, Legendary 15th); Crit on Tumble Through = don't treat enemy's space as difficult terrain Quick Jump • Skill 1 • High/Long Jump as 1 action Nimble Elf • Elf 1 • +5 Speed Spells & Powers Tradition Arcane Spell Attack +4 • Trained 3 • Int 1 Spell DC 14 • Trained 3 • Base 10 • Int 1 Focus Points 1/1 Spells/Day: 0: 5 • 1st: 1   Learned Spells Level 0 — • Acid Splash • Detect Magic • Light • Prestidigitation • Produce Flame • Ray of Frost • Shield • Tanglefoot Level 1 — • Create Water • Fleet Step • Horizon Thunder Sphere • Mage Armor Prepared Spells Level 0 — • Spell • Spell • Spell • Spell • Spell Level 1 — • Spell Focus Spells • Dimensional Assault Inventory Money: 15 GP Bulk 0/0 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Item • Bulk 0 • Notes Arms and Armor Item • Bulk 0 • Notes  
  23. "Laws are only made by the people who won. They're just as bad as we are. The difference is we're more honest about it." Theme: Fairy Tail Main Theme Faeryn Summerdew Elf (Ancient) • Martial Disciple • Class 1 Medium • CG • Elf, Humanoid Abilities Strength 10 (+0) • Dexterity 16 (+3) • Constitution 12 (+1) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 18 (+4) Boosts • Ancestry: +2 DEX, +2 CHA • Background: +2 DEX, +2 CHA • Class: +2 CHA • Free: +2 CHA, +2 DEX, +2 CON, +2 WIS Adventuring & Combat HP 13/13 Perception +4 • Trained 3 • Wis 1 • Item 0 • Senses Low-light vision Speed 35 Class DC 10 • Untrained 0 • Base 10 • Abi 0 • Item 0 Armor and Shields AC 16 • Trained 3 • Base 10 • Dex 3 • Item 0 • Trained: Unarmored Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0) Saving Throws  • Fortitude +4 • Trained 3 • Con 1 • Item 0 • Reflex +6 • Trained 3 • Dex 3 • Item 0 • Will +6 • Expert 5 • Wis 1 • Item 0 Weapon Proficiencies • Trained: Simple, unarmed Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Skills Acrobatics +8 • Expert 5 • Dex 3 • Item 0 Arcana +3 • Trained 3 • Int 0 • Item 0 Athletics +3 • Trained 3 • Str 0 • Item 0 • Armor -0 Crafting +0 • Untrained 0 • Int 0 • Item 0 Deception +4 • Untrained 0 • Cha 4 • Item 0 Diplomacy +7 • Trained 3 • Cha 4 • Item 0 Intimidation +7 • Trained 3 • Cha 4 • Item 0 Lore +0 • Untrained 0 • Int 0 • Item 0 Medicine +1 • Untrained 0 • Wis 1 • Item 0 Nature +1 • Untrained 0 • Wis 1 • Item 0 Occultism +0 • Untrained 0 • Int 0 • Item 0 Performance +4 • Untrained 0 • Cha 4 • Item 0 Religion +1 • Untrained 0 • Wis 1 • Item 0 Society +0 • Untrained 0 • Int 0 • Item 0 Stealth +3 • Untrained 0 • Dex 3 • Item 0 • Armor -0 Survival +1 • Untrained 0 • Wis 1 • Item 0 Thievery +6 • Trained 3 • Dex 3 • Item 0 Languages: Common, Elven Abilities Ancient Elf • Elf Heritage • Gain dedication feat (Acrobat) Martial Disciple • Background • +2 DEX, +2 CHA, trained in Athletics, gain Quick Jump feat Draconic Bloodline • Sorcerer 1 • Blue Dragon; Trained in Arcana, Intimidation; gain Shield (C), True Strike (1st); Dragon Claws focus spell Blood Magic • Sorcerer 1 • +1 AC to you or target for 1 round Sorcerer Spellcasting • Sorcerer 1 • Cast a Spell; don't need material components; Feats Acrobat Dedication • Archetype 2 • Become Expert in Acrobatics (Master 7th, Legendary 15th); Crit on Tumble Through = don't treat enemy's space as difficult terrain Quick Jump • Skill 1 • High/Long Jump as 1 action Nimble Elf • Elf 1 • +5 Speed Spells & Powers Tradition Arcane Spell Attack +7 • Trained 3 • Cha 4 Spell DC 17 • Trained 3 • Base 10 • Cha 4 Focus Points 1/1 Spells/Day: 0: 5 • 1st: 3   Learned Spells Arcane 0 — • Detect Magic • Light • Prestidigitation • Produce Flame • Shield Arcane 1 — • Fleet Step • Horizon Thunder Sphere • Mage Armor Focus Spells • Dragon Claws Inventory Money: 7 GP, 2 SP Bulk 2/10 • Enc 0 (5 + Str 0) • Max 10 (10 + Str 0) Adventurer's Pack • Bulk 2 • Backpack, bedroll, belt pouch (2), chalk (10), flint and steel, rope (50 ft.), rations (14), soap, torches (5), waterskin Grappling Hook • Bulk L • Be like the Bat Knight Thieves' Tools • Bulk L • Lockpicks and such Arms and Armor Flintlock • Bulk 1 • Damage 1d4 P, Hands 1, Range 40, Reload 1 Firearms Ammo • Bulk 2L • x20 rounds Appearance Faeryn is a tall, lively Elf of fair skin and eyes blue and deep as the oceans she sails. She walks with a confident swagger and elven grace, long locks streaming down her bare white shoulders like a red sky morning. Like a fine ship, she has curves in all the right places—and strapped to her hip is a handheld cannon. A smirk always seems to curl her lips, befitting the mischievous gleam in her eyes. Faeryn dresses for equal parts style and action, favoring a flowy, long-sleeved blouse and corset, dark blue pants and black boots. Around her waist, Faeryn wears a sash made from the tattered remnants of the sails of the first ship she sank. Personality "Red sky in the morning..." applies to women like Faeryn Summerdew. Quick to laugh, quick to anger, her smile is deceptive as the calm seas, her wrath equally tempestuous. Deep down, she is fascinated by the water and all that it touches, and her favorite time is a morning thunderstorm on the open ocean. Faeryn is charming, confident, and fierce. She has no qualms about taking what she feels doesn't belong to someone else—which is pretty much everything. Despite her willingness to take, Faeryn lives by a personal code of honor, and beneath all the scoundrel beats the heart of a passionate young woman who yearns for the adventure that lies beyond the horizon. History Young Faeryn scarcely had a chance to know her parents. They were killed by raiders when she was young, and rather than being thrown into some orphanage, it was a scoundrel's life for her—scavenging, learning to steal, sway, or scorch her way to what she wanted. She met success as a pirate as she grew into her latent magical talent, and seemed poised to take her own ship and crew—The Blue Dawnbird. Alas! The ship and her captain were scuttled in a botched capture of a ship. A ship bearing smuggled goods that belonged to one Ambrost Mugland. As the Dawnbird took on water, the legend of Captain Summerdew began when she sank the other vessel with a mighty blast of sorcery! ... in truth, she was able to set off powderkegs with a well-placed blast, but far be it from Faeryn to dissuade the rumors. Drifting amid the flotsam and jetsam of the battle for some time, she finally washed ashore south of Yled. After her wounds were mended, Faeryn set off on a dangerous quest inland—a quest for revenge. Despite the dangers of the trek, she braved the Mana Wastes to come to Alkenstar, where she had one more powderkeg to set off....     Faeryn Text OOC Action • Notes  
  24. Dunsmith watches as Gustav makes his way in towards the table and sits, a look of unconcern on her face. Clearly, she had been expecting the newest arrival and wasn't worried about a sudden appearance. She looks at Gemma and nods. "For now, the gold is what I want. I had a little birdie tell me Mugland's onto something and has dug deep into his pockets to get it moving. Taking this will put him in a tight spot, to be sure. And I guarantee this is probably the most secure place in town. If Loveless tracks you to here, we all have bigger problems on our plates." She plucks some food from the plate in front of her and chews it for a moment, looking at Gemma before turning her attention around the table once more.  "Anything else?"
  25. "If Lovelass and her cronies show up, I'll set off a bomb under their arses so big, it'd open up a new worldwound." Came a gravelly, surly voice from behind Gemma.   Gustav High-Hammer sat down at the table with the others. "Sorry I'm late. Some deputies caught my scent and I had to shake 'em. I'm here now, though. Sounds like we're just getting to the good stuff." He says. Something rustles as he sets his heavy backpack down. The top flap opens, and a horrible little creature pokes its head out. Its massive frog-like eyes look around at those gathered, small lizard-like horns protruding from the smooth, dry skin on its brow. No larger than a particularly rotund squirrel, the abomination crawls free of its sturdy leather hovel and slowly, deliberately climbs Gustav's jacket sleeve. Gustav seems to pay this no more mind than one would to a common house pet doing the same, even as the creature perches itself on his shoulder, head tilting and darting about rapidly like a rodent's.     Gustav Current Statuses: None AC 17 | HP 20/20 | Fort +7, Ref +7, Wis +4 | Fire Resistance 1 | Speed 25 Feet | Perception +4 | Darkvision   More Clan Pistol +5, 1d6 P; Concussive, Fatal d10, Dwarven Throwing Knife +5 1d4+1 P; Agile, Finesse, Throw 20ft Sickle +5, 1d4+1 S; Agile, Finesse, Trip Infused Reagents: 1/5 Prepared Infusions: 4 Elixirs of Life (2 reagents) 2 Juggernaut Mutagens (1 Reagents) 2 Alchemists Fire (1 Reagent) Waddles AC 14 | HP 5/5 | Fort +8, Ref +8, Will +7 | Speed 25 feet, Climb 25 feet | Perception +5 | Low-Light Vision More Familiar • Tiny Minion • Neutral Perception +5, Low-light vision Languages Understands Dwarven Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 ____________________________________ Ac: 14 Fort +8, Ref +8, Will +4 HP 5 ____________________________________ Speed 25 Feet, Climb 25 Familiar Ability: Climber Gains a climb speed of 25 feet. Familiar Ability: Partner In Crime Despite being a minion, gains 1 reaction at the start of its turns, which it can use only to Aid its master on a Deception or Thievery skill check (it still has to prepare to help as normal for the Aid reaction). It automatically succeeds at its check to Aid its master with those skills or automatically critically succeeds if the master is a Master of the skills in question.  
  26. Waddles Familiar • Tiny Minion • Neutral Perception +5, Low-light vision Languages Understands Dwarven Skills Acrobatics +5, Stealth +5, All other skills +1 Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0 ____________________________________ Ac: 14 Fort +8, Ref +8, Will +4 HP 5 ____________________________________ Speed 25 Feet, Climb 25 Familiar Ability: Climber Gains a climb speed of 25 feet. Familiar Ability: Partner In Crime Despite being a minion, gains 1 reaction at the start of its turns, which it can use only to Aid its master on a Deception or Thievery skill check (it still has to prepare to help as normal for the Aid reaction). It automatically succeeds at its check to Aid its master with those skills or automatically critically succeeds if the master is a Master of the skills in question.   Waddles is Gustav's first attempt at creating an entirely new lifeform using mutagenic elixirs. It was a success, after a fashion, although the resulting creature only vaguely resembles one from nature despite very much being a living being. Gustav had used aspects of a toad, a lizard, and squirrel as the basis for its creation. The blending of such created a hideous little abomination with small, spine-like hooked claws it can use to climb surfaces much like a squirrel, smooth scaleless skin like that of a toad, yet the dryness and horns of a desert lizard. After a few more experiments, Gustav was further able to give the horrible abomination opposable thumbs, and even trained it to help him pick locks (and pockets).  
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