ArcaneDesperado Posted April 21 Clone Share Posted April 21 When the group would arrive Rackham would be waiting at the gate to escort them through the military compound. They would note him speaking with someone in a black cloak for a moment. Perhaps a woman? Before the group got too close however the individual would make their exit, seeming to vanish off into the shadows around a corner near the entrance of the area. A few quick words and the guards at the gate would wave them through with little effort. I take it you didnt have any problems getting here? Its getting a bit later in the evening. Tarsis is a a busy city when the sun is high in the sky, twice as much when the twin moons take their place. Streets can get a bit crowded. As they moved through the bustling military barracks, the clang of metal against metal echoed around them. Soldiers in elaborate armor marched in formation. A few steam mechas heavily followed with heavy footsteps. Their polished brass fittings gleaming under the flickering gas lamps that lined the cobblestone streets. The group's footsteps echoed as they approached the military airport, a vast expanse of open ground surrounded by towering hangars. Massive airships of various designs loomed overhead, their steam engines hissing and pistons pumping as they idled on their moorings. Among them stood the SS Kessel, a marvel of engineering and the pride of the Salamis Navy. Its sleek hull shimmered in the sunlight, adorned with intricate brass embellishments and polished to a mirror finish. Twin propellers spun lazily at its stern, ready to propel it through the skies at incredible speeds. As they drew nearer, they could see the crew bustling about on the deck, making various preparations for the expected departure tomorrow morning. Engineers clad in leather aprons tinkered with the massive engines, while sailors checked ropes and hoisted crates of supplies aboard. The faint scent of oil and hot metal hung in the air around the ship. The SS Kessel was a symbol of Salamis' military might, and its imminent departure marked the beginning of a new mission fraught with danger and adventure. The Kessel was already well known for having dispatched over twenty pirate ships and sending them to a watery grave below the Althea Ocean between Salamis and Eban. Behold the SS Kessel... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted April 21 Clone Share Posted April 21 (edited) Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 It's later in the afternoon when Xiomara arrives at the military compound's gate. She rides atop Boss: a dapple gray Percheron standing at 17 hands high. Xiomara almost seems dwarfed by him, being only 5'5", but her demeanor is confident and relaxed. Breastplate barding partially covers Boss, making his already powerful appearance more impressive. However, the colorful ribbons, bows, and braids that decorate his mane and tail stand in stark contrast to his otherwise intimidating presence. Xiomara didn't enjoy the attention received from those on the street as the pair trotted alongside Moxi's van. The trip to the Jymani caravan with Zaer had been pleasant. It'd been a long time since Xiomara had the opportunity to just chat with someone. Friends were things that she left back in Calmere. Zaer's gentle manner and humor felt natural, and Xi let herself just enjoy the conversation. Little did she expect, though, that Boss would be so good with the children that swarmed him when they reached the caravan. She was nervous at first - he is testy with her at times - but he almost immediately lowered his head and allowed the children to pet him. Eventually he was laying on the ground, children crawling all over him, being decorated with braids, bows, and ribbons. Figures. He threw her once because she forgot to brush him the night before. He does like being pampered. The pep in his step right now proves as much. When the gate comes into sight, Xiomara notices Rackham speaking to someone in a black cloak who disappears into the shadows before the Drujba reach him. Xiomara dismounts smoothly and takes Boss's reins. He nudges her insistently and leans his head down. One of the bows had slipped off, loosening a braid and the ribbon wound within it. She rolls her eyes and fixes it as best she can. She's no Jymani, though, and the part of the braid she fixed is obviously less artfully done. Boss snorts, but bobs his head and looks to Rackham. "No problems," she replies to his question. As they walk through the complex, Xiomara can't help but be impressed. The discipline, the activity, the technology. She finds herself staring at the steam mechas and airships. She wasn't as talented at this stuff as her father was, but she can appreciate quality workmanship. If only the fool had realized the opportunity that was in front of him, instead of destroying their lives with his "principles". Xiomara is already admiring the SS Kessel when Rackham introduces it. She breathes in the familiar scent of metalwork. It brings back memories of better times. She stands in quiet awe, watching the bustle of preparation. "A fine ship," she says sincerely, her awe and appreciation obvious. "You must be proud to serve aboard it." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Edited April 21 by jrsey (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted April 21 Clone Share Posted April 21 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: 0/4 | 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. Dame did her best to help Moxi out, acting as an extra pair of hands to carry, hold onto, or just keep in place what was needed for the Gremlin to put everything together. Not that she wasn't full of colorful commentary, but that came secondary to trying to be useful. Now that they're a team, it seems that Dame is eager to prove herself. There's both an earnestness, and perhaps an insecurity there. "I don't expect an answer now, but think about what I can play with on the ship. Not saying I have to steer the vessel, or fire a big gun, or press some buttons or pull gears around the engine, but... I am saying I want to. I want to very much." She looks straight at Rackham. "By the way, who was that mysterious shadow you were talking to? I mean, besides 'none of our concern' or 'not our business'?" Pre-empting any sort of deflecting response, it may not work, but Dame's giving it a try. OOC Movement: - Action: - Bonus Action: Reaction: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted April 21 Author Clone Share Posted April 21 Rackham heard Dame's comment but didnt look in her direction. You arent dumb. You are right. Its not any of your business. However its not a secret either that we're in the middle of a war. In addition to other factors like pirates finding the stretched military presence to make things ripe for picking. I'm a first mate. Like the captain I'm privy to military information. It doesnt affect this mission. Nothing to worry yourself over. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted April 22 Clone Share Posted April 22 Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 After getting things secured and showing Dame her home slash lab. Dame would note that Moxi is quite meticulous when it comes to where things sit to maximize good floor living space with the lab. The van even had fume vents to increase airflow. The drivers seat is modified to allow Moxi to drive without difficulty either. As she pulled up in the van, Moxi was a bit disappointed she could go right back to work in her lab, but it did allow her time to get to know her knew friends better and enjoy some good food. The level of technology at the military compound was something else though. This would have been a dream to work on the multitude of Steam mecha. Drive innovation and create a world closer to relying on science and drift from the misguided and corrupt practice of the watchtowers rules of magic. Moxi appreciated practitioners of the craft like Zaer, but she feels the tower puts too much of a strangle hold on things for true advancements to take shape. As the van comes to a stop. Moxi looks about to see where she could leave the van to be loaded proper. Climbing out and going up to see the magnificence that is the Kessal. Technology and an engineers dream in it's own right. The worry of water or air vanished from Moxi as she looked at the ship. "I know it won't happen. But I would love to see the specs on that bad boy." A tear makes it's way to the little gremlin's eye at the sight. "That's beautiful." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Unkabear Posted April 22 Clone Share Posted April 22 Madam Zaer Cardomancer Witch - Las Drujbas Brujitas AC: 19 | HP: 26/26 TEMP HP: 0 | | Move: 30' Init: +4 | SAVES: Fort +3 Ref +6 Will +6 Zaer managed to make it to the gate on time, Primarily because Xi had offered her a ride, but as they began to make their way through the docks Zaer began to feel very...small. The Jymani generally did not have positive experiences with the police or military. When they were lucky their camp was only trashed. But the Jymani was not always lucky. The sight of so many military officials set her on edge. Zaer found herself leaning into The Boss, seeking refuge in the large beasts frame, very aware of her garments and that she was not hiding her heritage. Then the ship itself comes into sight, and she realized that they would not be traveling by sea, but by air and her heart sank. She was not unaccustomed to flying, but not like this. She found herself a few steps behind the others, not realizing that she had even stopped when she first caught sight of the SS Kessel. Her hands slid up her jacket to feel the weight of her Harrow Deck, well one of many, but the one special deck, the one she would offer readings with, that helps her give readings, it helped anchor her in the moment. She had her Drujba around her. She was fine. Zaer placed one foot in front of the other and tried not to trail too far behind the others. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted April 22 Author Clone Share Posted April 22 (edited) As the whole group had got to the pier area, Rackham looked up at the ship and shouted. Ahoy! Midas! I need to load some cargo for the trip to Freebourne! The response was heard from somewhere on the ship, though the source of it couldnt be seen. AYE Sir! Before anyone else on the ship could respond a figure moved to the starboard side to look down at the group. It was a woman, and she wore a pristine white naval uniform. Despite the uniform her curves were clearly visible. Her hair was a short cut blonde, and even from the distance, her piercing blue eyes could be seen shining down. Sophia Gillian. Her voice despite the annoyed tone had a degree of education and upper class to it. Rackham! What by the damned Planes of Gehenna are you doing? Where have you been? Rackham flashed a smile, shifting and extending his arms towards the group. My Captain! I come bearing gifts! Sellswords! Freshly minted and guaranteed effective. A gift to present to your father as part of my bride-price! A token to ease his troubles in Freebourne and this dreaded pirate scourge! As Rackham has finished talking the group would notice every single sailor and engineer on the ship had stopped doing their work and was watching the exchange. Sophia had turned about three shades of red as Rackham was speaking. It was hard to tell though if it was blushing or anger from a distance. After a moment though she noticed everyone watching and then shot an icy stare towards Rackham. Her hands gripped the guard rail to where it looked like she might crack the wood. I....I.... I should have your ass court martialed. I dont have the time for this nonsense. Load your...bloody cargo. She turned and disappeared out of sight. The echoing sound of a door slamming could be heard. Rackham stood slightly for a moment or two after the sound of the slamming door. He finally spoke again. Well, that went well. He looked back up to the ship MIDAS!! Get me that platform! The ships crew quickly started working again. Edited April 22 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted April 22 Clone Share Posted April 22 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara notices Zaer's discomfort and takes a step closer to her, hoping her presence is enough to give her some reassurance. This is an intimidating place, but it seems to be more than that by the Jymani's body language and nervous glances. Xiomara is nervous, too, but practiced in not showing it. Before she can say or do more, Rackham shouts out to one of the crew to prepare for cargo. Xiomara looks back to the ship in time to see Sophia Gillian appear. The woman's presence is commanding and Xiomara finds herself thankful that those piercing blue eyes are not directed at her. Then Rackham launches into his unexpected and extremely public explanation of the Drujba being a dower given to Sophia's father. Xiomara tenses. Her eyes snap to him, then up to Sophia. Everyone is quiet, watching. The disrespect...the obvious disregard for her station in front of her subordinates...Xiomara is offended for her. Her grip tenses on Boss's reins. It's obvious that Sophia is caught off-guard. Her weak attempt to regain control over the situation makes Xiomara cringe internally. When Rackham turns back to look at them, Xiomara's face is unreadable. This is her employer. Surely Sophia is used to his uncouth actions. And obviously there's something going on there. Still, having Sophia in a bad mood before their trip isn't ideal, particularly if she channels her irritation towards the Drujba. That kind of attention is not what Xiomara is looking for right now. She looses her grip on Boss's reins, forcing herself to relax. "I can't imagine how that could've gone better," she says flatly, returning her eyes to Rackham. OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted April 22 Clone Share Posted April 22 (edited) 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: 0/4 | 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. As Dame learned a bit about Moxi, so too did the Gremlin learn a bit about Dame. The gunslinger is curious, and admits partway on the ride that she's never seen something so neat and orderly, basically admitting she's anything but. Still, she's not so overly competitive as to appreciate someone who has skills and strengths she doesn't. "Huh. Y'know, Rackham? My first impression of you was that you were kind of a self-absorbed jackass who thought he was the cutest and funniest thing that ever did walk." Dame looks up towards the spot Captain Gillian had just stood at. "But I was wrong. You're a total romantic!" She claps, enjoying that her new gloves let her give a decent clap. "Atta boy." She steps over a gives a playful nudge with her fist to his shoulder. "I mean, don't get me wrong, she seems the kind of lady whose life you gotta save twice before she'll have a coffee with you, but I admire the determination, and I am fully sold and getting that nice, angry officer to take a much needed spa day." It would appear that Dame enjoyed the show. OOC Movement: - Action: - Bonus Action: Reaction: Edited April 22 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted April 22 Author Clone Share Posted April 22 (edited) Rackham side glanced at Dame. Oh, I still am the funniest and cutest. But that doesn't mean romance is dead. It seemed like for a moment he was going to say something else, when he looked back as a large metal platform floated down from the ship, and one of the side hatches along the hull shifted and slid open. The platform had two similar turbines attached to it akin to the ship, on a much smaller scale. It also pulsed with what looked like a jade crystal battery afixed in one of the engines. The platform was large enough for Moxi to drive her steam wagon on and still a bit of extra space. A Dwarf man stood next to the control system Aye, Chief. Cargo area is cleared out for whatever ya got here. The Dwarf paused. The Captain... what just happen...Ya really think it be best to be... Rackham cut the man off. Load on the vehicle first, Midas. Get it secure. Then we can focus on the horse. Rackham paused again, noting his snappy tone. Better her to be focused on being mad at me than other things right now. Midas shook his head. Aye, sir. Have it your way. He finally glanced back over at Xio since the exchange with Sophia. I would imagine he's trained with you being its rider. Though this might be a new experience for it. If you think the transport here might spook him, we can look into levitation or another means to get him onboard. Edited April 22 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted April 22 Clone Share Posted April 22 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara listens carefully to the interaction between Rackham and Dame. Even if his intentions were good, did it have to be so over-the-top? Did it have to embarrass her in front of her crew? She sighs. It's none of her business...as long as it doesn't affect her. She meets Rackham's eyes as he turns to her. "Not much spooks Boss. He'll be able to walk on just fine. I'll go with him to settle him in," she says with a tone of finality that defies argument. "Once I'm sure he's settled and safe, we'll head back to Persona Non Grata." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Unkabear Posted April 22 Clone Share Posted April 22 Madam Zaer Cardomancer Witch - Las Drujbas Brujitas AC: 19 | HP: 26/26 TEMP HP: 0 | | Move: 30' Init: +4 | SAVES: Fort +3 Ref +6 Will +6 Suddenly Zaer was in her element. She was a part of a Con. The whole show with Rackham was just a performance, but for who? Was this a show for the four of them? Newly minted members of Persona Non Grata? For someone on the ship? For a spy? There was quite a bit more going on, and Zaer now had a mystery to solve. There was far more going on than she had a feeling that she was going to get paid for. "Do you mind Xi if I escorted you and Boss up? I have become quite fond of the majestic beast and want to make sure that some of the bows are secure." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted April 22 Clone Share Posted April 22 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara nods to Zaer. "Of course. I think he'd appreciate that, too, considering I messed up one of his braids by accident." As if understanding the conversation, Boss snorts. Xiomara smiles. "He agrees." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted April 22 Clone Share Posted April 22 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: 0/4 | 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. "Best we all go up, make a good first impression with the crew. I mean, being a dowry is a good start, but have to let them know that we're worth every copper." Dame is not considering any secret angles and performances. As far as she's concerned, the shadowy figure? That's a secret. Rackham inappropriately flirting with his superior officer? Not a secret. No, Dame's mind is more on how to assert the Drujba with the military types. It wouldn't do to have them stepped all over and sidelined when they're there to work, get stronger, and get paid in order to buy things that'll make them stronger. At least, that's what Dame Crow's plan is. "Right, Boss?" Dame leans in and does a very poor mockery of what a speaking horse would sound like. "That's right Dame. You're so smart and pretty, I believe in all your ideas!" Dame nods. "Of course you do, you're a good horse." OOC Movement: - Action: - Bonus Action: Reaction: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
jrsey Posted April 23 Clone Share Posted April 23 Xiomara Vitellus AC: 18 | HP: 52/52 | TEMP HP: 0 | Move: 30' Init: +6 | SAVES: Fortitude: +8, Reflex: +4, Will: +5 Passive: Perception: 15 Xiomara watches Boss pull his head away from Dame as she leans close, particularly when she imitates what a horse sounds like. Whether because she got too close, he doesn't like her strange clothes, or he actually disapproves of her voice, it's hard to say. He snorts hard in her face, ruffling her hood. Xiomara laughs and pats Boss's neck to calm him down. "Guess you have to work on your impression, Dame." OOC Free Action: Swift Action: Move Action: Standard Action: Full Action: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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