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Posts posted by Peacemonger
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Jozelle - Human (Rogue/Monk)
AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13
It is everything Jozelle sees in herself. Beautiful on the outside, over a most disturbing truth within. Countless possibilities as to the nature of this place, and none lead to any good omen.
Just like me. This place is wrong.
The last word echoes in her thoughts. She looks to Dalin and Alban. "I cannot drive my blade into what I cannot find. Have you any wisdom to unlock this place, or do we open door by door and pray they are nothing but doors to empty rooms, with a quarry in but one?"
Jozelle does not believe them to be just ordinary doors, but she can hope for this place to be far more mundane that it seems. It is a hope she dares not lean too heavily onto.
Mechanics
Main Hand: Rapier
Off Hand: Torch
Action: -
Bonus Action: -
Move: -
Manipulate: -
HD: 4/4d8
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The truth of the matter is with how busy each of them have been, it's hard to keep track of the small details. How long has Merridy been at this outpost? When is she supposed to be relieved? Who is supposed to relieve her? It's one of hundreds, thousands of small details that is falling on fewer and fewer shoulders to figure out. Beyond Callie, Argus, Aurelia, and Calar know of her, but can't say much beyond her being something of a wallflower, very studious, and not one to have too much initiative. Smart, but not the kind to take command. For Barris, it'll be the first time to meet her.
Before that though, the group learns of the lands where She fell, firsthand. As they round the first hill, leaving Jacoby and his raft behind, the wind picks up and already their clothes, their armor, their exposed skin begin to get covered in the reds and browns of the earth. For Aurelia, it is a familiar sensation. It used to be quite the sight as many a noble and uninitiated would wear their finest only for it to be stained by this land, a most humbling experience for any who tread here. All know that this last leg of the journey will not be easy, but they have their faith, their lessons, and each other to lean on.
It is not that there is no life here, but it is sparse and struggling. Dried bushes, tiny reptiles and insects scittering about, this too is familiar to the Elf. It has not changed since the first time she came.
Whether it feels short or long, the group comes upon the outpost, an old stone building that is clearly out of place, with rocks taken from the river. Large patches of dried mud are helping hold it together against the elements. Despite it being day, they can see lantern light emanating from within.
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Hill Dwarf Outlander Wild Magic Barbarian
AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, ElvishWild Surge Rages: 3/3 | Magic Awareness: 2/2
Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement
+1 Red Dragonnel Shield
“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .
On the Way
Modri takes his time to listen to both his Dwarf kin. Well, the rest of our group won't be accusing us of Dwarf solidarity. But that's all right. Modri cracks his knuckles, not in any way as a threat, but just more his way of letting people he had a response. "Just for the benefit of our fine newcomers, perhaps a quick explanation. We've fought in several fights together now, and we seem to do it well, make a real good team we do. We've had a couple of prisoners, and we seem to agree less with that. The first was Lady Michelle. I won't claim any moral high ground on it. Just felt right in the moment as she was the last one left in her group, and felt she was fighting hard enough to give her a chance. I certainly didn't expect it to turn into... well, it's all a bit confusing, but the point is I won't ask anyone to change their mind about her just because I think she's... hm." Modri struggles a bit to find the words, or perhaps he knows the words, and is having a hard time saying them. "Point is, we're allowed to disagree, and any of you are free to call me a right fool, and I'll likely agree." He smiles a bit at the last comment.
"Second prisoner, different fight... now that one was sticky. It was one of those Draconians, and yes, there were threats made to it, and it responded by breaking free and attacking, and we put it down. War's messy business. It's why I prefer just the fighting part. Put my stubborn ass in front of a horde of invading soldiers to some dark goddess? Now that's an easy choice. It's everything around the fighting that's hurting my head just thinking about it. Which is just as well. Chances are one of these fights we'll find someone who's more than my match, or there'll just be too many of them. And then it won't be on my shoulders to make the hard choices, and won't have to worry about any conflicting feelings either."
He snorts as if to chide himself for the depressing thought. "There's an invading army. There's people who don't deserve to be invaded. I'm sticking around as that seems to be what's most important right now."
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Hill Dwarf Outlander Wild Magic Barbarian
AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, ElvishWild Surge Rages: 3/3 | Magic Awareness: 2/2
Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement
+1 Red Dragonnel Shield
“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .
On the Way
Modri chuckles at Fairla's use of 'coarse language' and 'unbecoming'. "Perhaps. But if she was all prim and proper she'd be dead. We would've killed her. Only reason I offered out my hand to suggest to her to surrender instead of join in with everyone else ready to slay the wicked Dragon Army officer was she looked like someone who'd had to fight real hard most her life and seemed a real shame to kill someone like that. But as I said, short of anyone trying to execute her or some other ill fate, if anyone wants to enlighten her on the arts of fine society and etiquette, they should feel free to do so. For me, I prefer the fire, the grit, the rough edges, but that's one Dwarf's opinion, and you need only one look at me to know how little reach my opinion has."
He turns back to Coltan. "So. The young lady who had to claw and snarl for every inch of respect she got is now a prisoner in the place that exiled her when she was a child. And she's still clawing and snarling. And we're in a war last time I checked with much bigger problems. You need to keep your distance, or have someone try to educate her to be more acceptable, or something else to ease the burden you're holding onto?" For Modri, he's little interest in an ethical debate that feels small compared to the much bigger threat they face. For him, it's more about finding a solution and moving forward.
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I understand. It's normal for games to slow down but it happened for this one pretty much from the start and we've been moving with 2-3 active people out of five the whole time.
Besides I'm starting up classes again (I'm one of those who just seems to keep going back) so having a few games end is probably not a bad thing for me.
Happy gaming everyone!
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AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16
Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3
General Feats: Great Fortitude, Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Deadly Aim
Gunslinger Feats: Grit, Lucky
Grit: 0/4 | Deeds: Deadeye, Gunslinger's Dodge, Focused Aim, Gunslinger's Initiative, Pistol Whip, Utility Shot
Dame is in her element. Drinking, partying, she blends right in. It turns out she doesn't feel she needs to be the center of attention, doesn't try to one up everyone. No, it's more that her state of normal is like many others wait until there's a raucous celebration. There's a few things the others pick up on. She's a tease, but not a flirt. As in, she's happy to make raunchy comments, but shuts it down pretty fast when someone starts acting serious. She enjoys people's company, seems more herself than in fight. She likes to tease all people, throwing playing jabs here and there, willing to take it in return.
Of her own goals, they're simply enough. For one, she wants a rematch with the Rotgut, and will sneak away when she gets a minute to do so. For two, she tries to scope out any other potential matches for the other Drujba. Even if they're not interested in romance or flings now, could always try again later after they get back. For three, she's interested to hear how well the other new team did, see if they're proper rival material or not. She's also convinced, or at least claims to be convinced, that Reska is likely to start a Dame fan club, and that poor Chaucer fell in love at first sight and doesn't know what he's gotten himself into.
Of course, she also wants to get to know Moxi, Xi, and Zaer better. She doesn't ask personal questions, and more to get a sense of their likes and dislikes.
And the next morning, she's up and refreshed early. In fact, she acts as if she had a full night's rest even though the hours don't add up. She seems attentive regardless of the amount of liquor she drank, which was a lot. It was a lot. Not to mention none of the others have seen her actually eat anything yet. It's beginning to feel like there's some sort of trick she has.
OOC
Movement: -
Action: -
Bonus Action:
Reaction:
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Hill Dwarf Outlander Wild Magic Barbarian
AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, ElvishWild Surge Rages: 3/3 | Magic Awareness: 2/2
Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement
+1 Red Dragonnel Shield
“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .
On the Way
Modri listens, and he thinks for a few moments on the words. Unlike many of the shorter lived races, it's not a race to retort quickly. He chews on Coltan's words, his past experiences, the exchange back in Kalaman.
"If it's a debate on morality, I doubt I'd favor well. I'm used to the wilds, and though there certainly are matters of honor there too, it's a much simpler thing." He really wishes he had a pipe and tobacco. Never much cared for it himself, but his mother would use it to help her focus, and feels like he could use her wisdom right about now.
"I won't speak for Hunni, certain she can say her thoughts just fine. I'm also not going to protect Michelle like she's some hapless damsel who needs a man to protect her from the world. She was dealt a bad hand. Exiled. Trying to make do in a hostile army. And she also played with that hand, and has to live with the consequences. I won't deny anyone from Vogler their anger. It was her face that told them their home was no longer theirs. Short of them trying to hang her, it's her fight to find herself again."
He truly does prefer the life in nature. Survival is a complicated thing in such places, but everything makes sense. "Perhaps I've let my soft spot cloud my judgement. But honestly? If the guards thought they could try to interrupt her, tell her follow them or else, speak to her like she was a little girl, then I think it's only fair she gets to give them an earful. I agree she was trying to exert control. I think she's trying to get control over her own life. She wasn't trying to take taxes, or have them toil in the fields. She was giving them a piece of her mind so that she could talk to us. Perhaps she could've tried rational debate, but felt the insults did a fine enough job so she could take a minute with us."
Modri sighs. "She's got rough edges, and think that makes her more interesting. Then again, I expect I'd make a very poor noble, so I'm likely not the best judge of how a noble should be."
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Hill Dwarf Outlander Wild Magic Barbarian
AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, ElvishWild Surge Rages: 3/3 | Magic Awareness: 2/2
Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement
+1 Red Dragonnel Shield
“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .
On the Way
Modri takes a swig of the whiskey with a nod, shifting a bit to find a slightly comfortable seated position. "Just one of many ways of saying stupid. And no, long as the other person gets that it's bad, that's usually enough. Unless of course, you're trying to insult them without them knowing, but that's a bit too tricky for my taste." He motions to hand the flask back.
"We all got our sore spots. Not one to judge what offends another. Feel like something hit one of your sore spots, no?" Gone is the fun, cheerful, fearless Modri. Instead there's the Dwarf as wise as his years. He's taking the conversation seriously.
Arriving at Steel Springs
"Left flank is mine!" Hammer and new Dragonnel-scale shield at the ready, Modri charges forward. He goes as fast as his feet will carry him trying to get in between the fleeing soldiers and the oncoming enemy.
"MOOOODRRRRIIIIII!" Modri bellows out his name and the far left horse and rider can feel their very lifeforce being drained from them as Modri looks even more revitalized. The manic grin is on his face, as he readies himself for another fight.
He remembers the last time they fought horses. Not that he held back last time, but he certainly won't now.
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Human Scout Rogue
HP: 22/33 | AC: 16 | HD: 5d8/5d8 | Passive Perception: 18 | Initiative: +4 | Speed: 30'
Str: 9 | Dex: 18 | Con: 12 | Int: 11 | Wis:14 | Cha: 12
Sneak Attack: 3d6| Cunning Action | Steady Aim | Skirmisher | Uncanny Dodge |
Equipment
Magic Items
Cloak of the King's Man - Worn
Goggles of Night - Worn
Gloves of Swimming and Climbing - WornRing of Brilliance - Worn
Mundane
Belt Pouch, Waterskin
Studded Leather Armor
Dagger - Belt
Dagger - Boot
2 Quiver's w/ 25 arrows
5 days' rations
Thieves' ToolsStored Items (Myth Drannor): Disguise Kit, Burlar's Pack * (bag of 1,000 ball bearings, 10 ft. string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 days rations, tinderbox, 50' hempen rope), A pair of bloodstone dice inlaid with fine steel (200GP), "5-sided Throwing Weapon"
OOC
Bonus Action: Aim
Movement: Staying in place
Action: Shoot the the last ape
Reaction: Will use Uncanny Dodge is she gets a big hit on her.
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Jacoby's eyes light up, clearly surprised that Callie actually said yes. "Oh wow! I didn't think you'd say yes." And with his curse, he can't help but lay it out. "Well, all right then. I guess... well, I've a few things to take care of, but... well, when you all get back just use the flag post set up over there, and I'll make my way over. Will tell the others I've got it."
Sure enough as they start to arrive, there is an old, wooden flagpole set up, with a bright yellow flag tied to the bottom of it. Clearly when Merridy needs to come over to the town, it's her way to call a boat over.
"I'm very excited. I mean, I know it's just a date, but I'm still excited... and the creeping fear of saying too much is comin back." He shakes his head, but the happiness outweighs the nervousness. "But all right! Glad the Dockmaster sent you all to me. Glad my raft was just big enough. Glad you all are taking this journey."
It's with that they land on the other side. "I think Merridy's place is maybe an hour or two walk. Just follow the trail."
As they land, there is no dock, just a place of land jutting out into the river a little bit. There is a rough, unkept path in front of them. As they begin to step off, the feel a slightly cold wind blow across them, with the scent of heavy earth and something a bit burnt. It sinks in to them all that the remainder of their journey is through these badlands, a place that has not recovered in a thousand years, one that has never been settled since She sacrificed herself.
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Half-Orc Gladiator Paladin
HP: 2/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30'
Str: 16 | Dex: 11 | Con: 14 | Int: 13 | Wis:14 | Cha: 16
Darkvision | Relentless Endurance: 1/1 | Savage Attacks | Languages
Divine Sense: 4/4 | Lay on Hands: 2/5
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Jacoby is so focused on Callie's story, on Callie herself, that by the time she finishes the tale, the raft has stopped. It takes a few moments for him to notice, and he quickly pushes them towards the far shore once more. "That is a story, and as far as I'm concerned, it's more than a fair trade for this trip, and the trip back should you need it."
There's a pause as he looks down, looking for the words to say. "Um... Callie? I'd prefer to wait for a better time, but don't think there'll be one. Could I... I mean... I'd very much like to take you to a dinner, or some other sort of date after your trip is over. I mean, I could, well... travel as I don't expect you to stay in Salt and all. You're under no obligation, wouldn't refuse service to this group if you say no. I'd be kicking myself a long time if I didn't ask."
He pushes himself to get over his embarrassment and look straight at Callie as he finishes.
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Jozelle - Human (Rogue/Monk)
AC: 16 | HP: 39/39 | Initiative: +9 | Passive Perception: 13
Jozelle's posture is as immaculate as ever. Despite the temperature and the long march, she remains focused.
That focus is direct at being very troubled at the sight before them.
"We passed the mage's test by facing our fears, our... regrets. Can we do so again?" She says the last question with uncertainty, unsure if she can face it.
"I... would prefer to go together. There is a time for stealth and swiftness, and a time for... someone to catch us should I fall." The last sentence is a slip, switching from 'catch us' to 'should I fall' enough to give away her own doubts and trepidation.
Mechanics
Main Hand: Rapier
Off Hand: Torch
Action: -
Bonus Action: -
Move: -
Manipulate: -
HD: 4/4d8
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Will post this evening. For now, a Con Save
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Since we only have one hit die total, may as well just use it now.
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AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16
Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3
General Feats: Great Fortitude, Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw, Deadly Aim
Gunslinger Feats: Grit, Lucky
Grit: 0/4 | Deeds: Deadeye, Gunslinger's Dodge, Focused Aim, Gunslinger's Initiative, Pistol Whip, Utility Shot
"Eh, getting spooked is fun. Makes the heart beat faster. I laugh when I'm scared." Dame pauses, and for a moment it's as if she's second guessing whether anyone was actually interested in her somewhat related facts about herself. "I mean, I also laugh when I'm happy, and sad, and sometimes when I'm angry too. So... yeah." No, her pause was just realizing to clarify that just because she laughed didn't necessarily mean she was also scared.
"Hey Xi, if your horse takes to flying, maybe Moxi can fix 'em up with wings or like tiny engines on his hooves or however that works."
OOC
Movement: -
Action: -
Bonus Action:
Reaction:
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Halfling Folk Hero Celestial Warlock
AC: 15 (Studded Leather Armor+3 Dex) | HP: 24/24 (2d8+6+4) | Speed: 25 ft.
Senses: passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 16 (+3) | Con: 16 (+3) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, HalflingSpell Slots: 2/2 | Healing Light: 0/3d6 |
Brave | Lucky | Nimble | Children of the Woods | Timberwalk | Eldritch Invocations
“My words,” | ‘My thoughts,’ | My actions . . .
Downtime
Work
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Half-Orc Gladiator Paladin
HP: 7/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30'
Str: 16 | Dex: 11 | Con: 14 | Int: 13 | Wis:14 | Cha: 16
Darkvision | Relentless Endurance: 1/1 | Savage Attacks | Languages
Divine Sense: 4/4 | Lay on Hands: 2/5
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Hill Dwarf Outlander Wild Magic Barbarian
AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 75/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, ElvishWild Surge Rages: 3/3 | Magic Awareness: 2/2
Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement
+1 Red Dragonnel Shield
“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .
Modri smile fades as he accepts Coltan is not enjoying the moment as he is. "Sure, but perhaps when you're in a lighter spirit. Perhaps over drinks we can spar with words and talk about everything."
Modri switches over to Dwarvish. "Deeds over words, brother. We've an army to fight, and don't have the luxury of collecting other grudges."
The Barbarian's expression is more solemn, thoughtful. Coltan knows, perhaps others too, that Modri generally hides that part of himself. He does show it when the need arises. He doesn't feel any need to stop the Cleric from leaving and taking the time he needs.
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Paths to Resolution
I've put in a few posts here about conflict resolution, debates, arguments, etc. One thing I've hinted at, but haven't be explicit about, is the underlying philosophy. The problem that many of us run into is when there is a disagreement, when there is a problem, we focus on the wrong questions, we lean into the wrong goals. Then we get confused and annoyed when it doesn't feel like we've been heard, or when even if the GM and/or players rule in our favor it doesn't feel satisfying. It's because we've been having the wrong conversation.
For the most part, in TTRPG the resolution should be "we continue to play/go back to playing a fun collaborative storytelling game". That's the whole point. To play in a game, that is collaborative and storytelling in natures, whether it leans towards one of these aspects or is shared equally among game - collaborative - storytelling. Being "right" or "correct" usually has little to do with the game, and more with a player or GM's own ego. Too often our ego gets intertwined with our fun in the game, and though it's not an automatic killer to a game, it does set up conditions that could, if our ego gets too wounded, can indeed ruin the game.
This is probably the root of a lot of what has worked well for me as a GM, and even as a players. It's not that I don't make mistakes or offend anyone. It's that when someone calls me out, I aim to resolve it, which is never to get into a debate. On the rare occasion I really feel like someone's roleplaying is a problem, one more the goal isn't to debate them, isn't to tear them down, but to resolve the specific issue(s). Personal attacks true or not, harsh or mild are not just petty, but ineffective. So long as "how do we reach a resolution?" is front of mind, it's hard not to be genuine.
There's two things I think are worth keeping in mind with this. The first is discipline. It's one thing to say to focus on resolutions, to work things out, to admit we're wrong, or just let it go when someone else is, it's another to put it into practice. We all get frustrated. We all get annoyed. We all at some point wished someone else would've done something differently in a game at it's bothersome. Part of it is to keep in mind that's real life too, why should our roleplaying games be any different? Part of it is to resist the temptation to get sidetracked. Cause it's tempting. What's tempting will be different for each of us. For some, it's tempting to get into that flame war, for others it's tempting to step onto the soapbox with alignment and morality, and for others still it's tempting to try to take control of a situation that's not ours to take the reigns for. Step back, eye on the prize, course correct.
The other thing is priority. The death of games is when having a fun time, of putting in energy and care falls too far down on the priority list. As said, roleplaying games shouldn't be someone's top priority. Even for professional DMs, there's still loved ones and other life stuff too to put higher up on the list. Just as when someone just can't post any more, can't sit down for 15-45 minutes to knock out a post, the game is essentially over, so too is it the case when the priority is to focus and fuel some sort of problem. Whether it's hating a fellow player, whether it's being mad at the trajectory of a story, or a rule decision, or anything else, the more effort we put into being upset pushing resolution further and further away, and it isn't sustainable. As always, maybe a problem is too big, and the game is ruined for us. It happens. At that point, the resolution is to walk away.
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Hill Dwarf Outlander Wild Magic Barbarian
AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 75/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, ElvishWild Surge Rages: 3/3 | Magic Awareness: 2/2
Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement
+1 Red Dragonnel Shield
“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .
Having handed over the vast majority of all the coin and other fancy things he'd collected, Modri feels a weight lifted on his shoulders. With Michelle's display, he's holding in a laughter, until they're finally gone. "Ahar! Now that's an exit!" He shakes his head smiling. "Damn war. Makes me wonder how many fun and fiery folk are in the Dragon Army ranks. Plenty of cowards and fiends to be sure, but likely a handful I'd share a drink with if given the chance. Alas, can just share a fight with them."
He glances at those still around. "I'm a mind to say the same thing or worse if anyone asks me to be prim and proper. Doesn't matter, since it looks like we're heading out again."
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Modri offers up 50 gold to get the supplies, wagons, and horses they need. His pack is much, much lighter now, just over 200 gold worth left before his contribution. Even that much feels like far too much for the Dwarf, but realizes these are strange times. The exchange earlier with Michelle has put Modri in a good mood.
Flight of the Kessel
in Story Threads
Posted · Edited by Peacemonger (see edit history)
Dame Crow - Character Sheet
AC: 16 | HP: 48/48 | TEMP HP: 0 | Move: 30'| Passive Perception: 16
Init: +6 | SAVES: Fortitude: +8, Reflex: +8, Will: +3
General Feats: Great FortitudeYou get a +2 bonus on all Fortitude saving throws., GunsmithingIf you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat., Point Blank ShotYou get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet., Precise ShotYou can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll., Quick DrawYou can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat., Deadly AimYou can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Gunslinger Feats: GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit., LuckyStarting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
This ability replaces nimble.
Grit: 4/4 | Deeds: DeadeyeAt 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed., Gunslinger's DodgeAt 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load., Focused AimAt 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.
This deed replaces the quick clear deed., Gunslinger's InitiativeAt 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check., Pistol WhipAt 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point., Utility ShotAt 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
A fairly loud wolf whistle resounds across the yard. As anyone who bothers to look, it's not some creep looking at the Drujba, but instead one of the Drujba, Dame specifically looking up at the much larger ship. "Well damn. Just yesterday I thought we were riding pretty. Guess I got charmed by the tavern keep's daughter not realizing just around the corner was an actual enchanted princess to make the first look plain provincial." She chooses a metaphor with likely more than a couple questionable conclusions comparing the two vessels.
"So where's the bar on our much smaller boat with fewer cool scars? You've got the finest new official mercenaries, and I expect the finest rum." She's not saying it to any one person in particular, just whoever deigns to listen. She stretches her arms up and out. "Simply beautiful morning, ain't it?"
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