HP 9/10
not i. sorry for my extremely low posting in this game. it isn't a matter of lacking interest, just that Calloran would not associate with these pirates. it is a matter of the hurt pride of being their slave coupled with their obviously inferior intellect. that is why he refuses to try to make friends with them, even if it would help get this boat episode over.
HP 9/10
GM Xen'Dragon wrote:
right, and i applied the damage. any sort of effects should have been included in that post. putting them in a later post, after i take my action, seems awfully retributive. Some potential ill feeling might have changed the course of his actions. fort: 1d20 + 1 ⇒ (12) + 1 = 13
HP 9/10
decoy module:
The steamwright has assembled a compact clockwork
construct capable of distracting the enemy and protecting a small area. Level Requirement: none Type: 1-handed Action: standard (draw) Uses Per Day: 3 + Intelligence modifier Duration: 10 minutes or until retrieved Weight: 5 lbs. Description: This compact sphere can be hurled into an unoccupied square up to thirty feet away. Upon landing in the chosen square, it immediately unfolds into an immobile construct covered with whirling blades. While not particularly adept at combat, this construct occupies its square and threatens surrounding enemies. The decoy module functions as a Small allied construct. It has an AC equal to 10 + 5 (armor bonus) + 1 (size bonus) + the Steamwright’s Intelligence modifier (deflection bonus). It has hit points equal to the steamwright’s level. Its saving throws are equal to the steamwright’s base saves. If the steamwright has enhanced vision, such as low-light or darkvision, the decoy module also has these abilities. If the decoy module is destroyed, it may not be used again that day. The module may not attack normally, but it can perform attacks of opportunity and counts as an ally for the purposes of determining flanking. It attacks using the steamwright’s base attack bonus + Intelligence modifier + 1 (size bonus), and inflicts 1d6 slashing damage. The decoy’s attacks threaten a critical hit on a natural attack roll of 19-20 and inflict X2 damage on a successful critical. The decoy module remains active for its duration after deployed, at which time it deactivates. If the steamwright is adjacent to the decoy module, she can deactivate it and stow it in her inventory as a standard action. Mods: Armored: The decoy module gains an additional +4 armor bonus to its AC. Calloran pulls out a shere from his belt pouch and drops it on the ground next to him. A whirling mass of wildly swinging blades and weights unfolds chaotically from the device, which has anchored itself to the deck. basically creating a 3x3 square area where moving rats are subject to opportunity attacks, also our rogues can flank with it to clear out the nearest rats sooner
HP 9/10
perception: 1d20 + 5 ⇒ (5) + 5 = 10 i didnt do a stealth check earlier because it said none was needed for daytime actions, which i understood to mean we were poking around somewhere that we were supposed to be for reasons related to that day's duties. Calloran comes up to see what is going on, but stays behind some of the bigger ones and remains quiet.
HP 9/10
oh, didnt notice that section before. Calloran would go to sleep once he was done with his normal maintenance of items. 1d6 ⇒ 5
work diligently for a +4. guess that goes to acrobatics GM: gotta be honest, this whole job check thing is getting pretty lame. forcing us to make checks daily, often using skills that no one picked (or ability checks in which the best of us has a +3 or 4), with adverse consequences upon failure is pretty lame. it is all luck of the dice: you win, nothing good happens; you lose, something bad happens. randomly choosing what job you get is ridiculous. having actual crafting skills, there is no reason my character wouldn't be assigned according to his skill. there was a climbing skill check in the beginning, and no other sort of skill check to differentiate the rest of us. we are on day 3 and no real development has occurred. the members of the ship are largely hostile, and we have no external enemy. there is seriously no reason my character wouldn't just cut a huge hole in the hull of the ship. although i took the "work diligently" action in this daytime so i wouldnt fail my checks, there is no character reason for Calloran to do so.
HP 9/10
what i did was my nighttime action. I have no ability outside of sheer luck of the dice to become friendly with these people. someone trained in diplomacy will have to work as our agent to make friends. the only way i have a shot is if i save one of their lives in an attack, assuming i dont kill them first for trying to attack me again.
HP 9/10
Calloran lays down, resting his body. When most of the crew are good and drunk, Calloran finds a quiet place to maintain his inventions, and creates more to make up for those lost. Although he has only scraps to work with, Calloran's mind races with frenzied insight. Applying the basics of applied arcanomagnetics, he puts together some special shrapnel grenades that will help if he is attacked again. On the same note, he creates a little defensive sphere that ought to give his attackers pause when it unfolds into a mass of spinning ingots and bladed shavings. Both are small and easily concealed. He continues on to maintain his thundershot, displeased with its earlier malfunction. While the new inventions are certainly not the fiery death that he wished upon these pirates, they would help him survive another day.
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