Cruel Instructor

Calloran's page

78 posts. Alias of Tenro.


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HP 9/10

here. but figure this is dead


HP 9/10

Calloran rests and maintains his contraptions.


HP 9/10

oh, this is an AP? i thought the DM was just being malicious! hahaha


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

moving to night is fine with me


HP 9/10

Calloran goes about his duties, attempting to be "socially invisible" by endeavoring to be inoffensive and detatched.


HP 9/10

sounds good, not a fan of random rolling to determine tasks, using ability checks i have 50% or more chance to fail, etc.


HP 9/10

Calloran will hide his stuff (which is in a sealed-shut metal barrel) inside one of the wooden barrels on the ship, preferably inside one that has nothing gross in it and is back behind some other barrels and unlikely to be messed with.


HP 9/10

"I don't know about something that big, but small things can fit in any number of barrels."


HP 9/10

Calloran snags the small metal barrel housing his gear and backs away, to allow the others access.


HP 9/10

disable device: 1d20 + 8 ⇒ (10) + 8 = 18
disable device: 1d20 + 8 ⇒ (9) + 8 = 17
disable device: 1d20 + 8 ⇒ (10) + 8 = 18
disable device: 1d20 + 8 ⇒ (12) + 8 = 20

thankfully didnt fail by 4 or more, looks like it'll take me 4 full rounds


HP 9/10

Calloran will try to open the locker then.


HP 9/10

"I'm not exactly the best healer. Anyone else here?" Calloran turns away from her and sets his sights on opening the wooden locker.

perception: 1d20 + 5 ⇒ (8) + 5 = 13

"Just like before, let's get a second set of eyes on this. Don't want another person to rush and get themselves shot."


HP 9/10

"Check it all for traps. After you look, I will poke around with picks."

perception: 1d20 + 5 ⇒ (6) + 5 = 11 looking anyway, but a second set of eyes never hurt


HP 9/10

"Shhh, calm down. I'm sure it is around here somewhere."


HP 9/10

Calloran passes the goods to the others, not being able to carry much himself, plus he doesnt know if this is their stuff, only that it isnt his stuff.


HP 9/10

"Let me take a look at that," Calloran whispers.

Spoons, hooks, and picks extending from his warforged-like hand, Calloran sets into the lock.

disable device: 1d20 + 10 ⇒ (12) + 10 = 22

someone else looking for a key might also be good


HP 9/10

perception: 1d20 + 5 ⇒ (17) + 5 = 22
INT: 1d20 + 5 ⇒ (13) + 5 = 18


HP 9/10

fine with me. does Calloran know of any suitable hiding spots for his stuff? i am guessing we dont have a locker, our racks are hammocks, so maybe inside of an old barrel in the hold no one would check, or something?


HP 9/10

hmmm, where do i think i could hide my stuff? it's all inside a sealed metal barrel the size of a watermelon.


HP 9/10

yeah i mean i cannot see a real way to stash out stolen gear that would be of any use. can't stash it all on my person, and leaving it in the bed is no better an idea in my mind.


HP 9/10

"Well, get the others you like. The one closest to the quartermaster can distract with rum, I'll snatch the key. If the quartermaster is even coherent."


HP 9/10

In a low tone, Calloran replies, "Sadly, no. Given time, I could cut the lock, or given the pirate drunk enough, I would have an easier time swiping the key. Perhaps a jug or cup of rum to distract him."


HP 9/10

Calloran sees to his required maintenance, and says little to anyone.


HP 9/10

swab: 1d6 ⇒ 2
check: 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 10


HP 9/10

know nature: 1d20 + 5 ⇒ (6) + 5 = 11


HP 9/10

"Well, I won't be bartering beads and bones with these savages." Calloran says, crossing his arms.


HP 9/10

Calloran, sullenly silent as always, quietly goes about his maintenance and rests to recover the last of his wounds that night.


HP 9/10

Calloran says nothing, clearly intent on not fighting that thing.

know arcana: 1d20 + 9 ⇒ (9) + 9 = 18 on the owlbear, thinking of anything i can do to give Drazhar advice on how to beat it.


HP 9/10

Work Diligently +4
swab: 1d6 ⇒ 2 - Rat Catcher
DEX: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13

Calloran spends time killing rats below decks, using grain to coax several into one room, then letting his automaton slice and bludgeon them. He drops the corpses off at the kitchen in time for dinner.


HP 9/10

sure


HP 9/10

"I can hide a few things, you have to have quick fingers in my line of work, if you want to keep them all. That said... some coins tucked in a rat's body, hung from the belt might not be too suspicious, given present company."


HP 9/10

perception: 1d20 + 5 ⇒ (3) + 5 = 8

Calloran deactivates the machine, winding the twine and folding the blades and weights back into a compact ball.


HP 9/10

Calloran takes the total defense action, holding his club down by his legs to ward off bites from the gnawing horde.


HP 9/10
GM Xen'Dragon wrote:
Quote:
rat 6, Calloran attack1d20 + 1 ⇒ (18) + 1 = 19, damage1d4 ⇒ 1
I think that attack hits you Calloran...

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

i don't see a successful attack roll versus Calloran, so I'm not sure why i am making a save...


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

init: 1d20 + 3 ⇒ (9) + 3 = 12


HP 9/10

perc: 1d20 + 5 ⇒ (2) + 5 = 7


HP 9/10

Calloran will take the club, but makes no attempt to influence the quartermaster.

-1 diplomacy modifier, so i'd only be a hindrance.


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

perception: 1d20 + 5 ⇒ (8) + 5 = 13


HP 9/10

swab: 1d6 ⇒ 6

check: 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 10

Activity: Sneak


HP 9/10

Aside from small maintenance, Calloran chooses to sleep through the night.


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
acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9 vs DC 10
CON: 1d20 + 2 ⇒ (14) + 2 = 16 vs DC 10

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

"A bit of both" the tired mechanic replies. "Lost mine, found a left-over and modified it. Didn't chop it off any of your kind."


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.


HP 9/10

Calloran internalizes his anger, thinking forward to the time he can rest his tired and welted body.


HP 9/10

stealth: 1d20 + 3 ⇒ (5) + 3 = 8

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