Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
"It seems they be takin' prisoners o' the other crew. If they were going te kill 'em outright, they'da done so. Mayhaps there's more risk to them if'n we were te launch our assault at range with ther caterpults. I like Fishgut's alternative option where'n we board the ship an' give 'em a fright. More risk to us, but with us there, mayhaps the prisoners will take heart and rise up to aid in our assault."
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
"Shall we come upon them from behind the smoke, or from the other side if mayhaps they be lookin at their catch rather than at tha sea?" Callum asks, taking the wheel and prepared to use his skills to drive the ship quickly towards their newfound, yet potential, prey. Knowledge (local): 1d20 + 5 ⇒ (18) + 5 = 23
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
So how does a land raid on a town/village work? Does the surprise period start once we dock or bring a smaller boat ashore? Do we know anything about the town's layout (and possible booty locations) and defenses?
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
"Aye. As Fishguts suggests, we can attack at night t' plunder a village with little resistance and less killin'. Slaves and the dead don't talk so, instead, we can strike fear into their hearts an' allow our name to spread."
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum moves takes a sidestep in order to flank one of the marines and lashes out with his weapons. TWF Tidewater Cutlass Attack w flanking & bless: 1d20 + 5 + 2 + 1 ⇒ (15) + 5 + 2 + 1 = 23
TWF Boarding Axe Attack w flanking & bless: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum takes a step around the sailor before swinging his blade and axe at him. Unfortunately, this time, neither strike meets their mark. TWF Cutlass w Bless: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
TWF Boarding Axe w Bless: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum growls upon being struck and uses Nuts' positioning to allow him to flank one of the sailors. Full attack vs fellow between him & Nuts. TWF Tidewater Cutlass Attack w flanking & bless: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28
TWF Boarding Axe Attack w flanking & bless: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
Cutlass Crit Check: 1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22
OK. If the first attack, doing 16 damage, downs the fellow Callum is flanking with Nuts, the second attack can go against the one beside him (E of Callum) with a -2 (and -the 2nd d6 damage) since there's no flanking (so 20 to hit for 9 damage). Otherwise continue with the flanked guy for a total of 31 damage.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum tosses a rope around one of the wheel spokes to stabilize it for boarding before moving to the port side to prepare for boarding. Seeing one of the enemy crew standing out amongst the rest, he figures the man for a leadership role, Captain or Mate. When the crew of the Queen's Grace come close enough to hear him, he points at the man on the other ship. "Thar be one o' them that we be wantin'," he calls out. "We bring down the Mate an' Cap'n then the rest o' the crew will fold." Move action #1: Move into position at the side of the ship.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum smiles as they approach. Profession (sailor)+skilled driver: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Note re Expert Driver: Callum can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, he can subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum smiles as the ship approaches their prey. Profession (sailor)+skilled driver +Caprica's aid #1: 1d20 + 9 + 4 + 2 ⇒ (7) + 9 + 4 + 2 = 22
Note re Expert Driver: Callum can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, he can subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
"Arr! Now we be makin' a test o' the new ship," he continues caressing the wheel before gripping and turning it easily and beginning to track their prey, the Truewind. Profession (sailor)+skilled driver +Caprica's aid #1: 1d20 + 9 + 4 + 2 ⇒ (8) + 9 + 4 + 2 = 23
Note re Expert Driver: You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Taking advantage of Rosie's positioning and lashes out with his cutlass and axe. TWF: Cutlass Attack w flanking: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
TWF: Boarding axe Attack w flanking: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum gets up and looks around, turning his head at the sound of battle. He then rushes up to the deck to join the fray. Not really sure where Callum is in relation to the battle, so am assuming a double move towards the action.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum takes a turn at the wheel during the day but will happily cedes his place when night begins to fall. It had been a while since he had the chance to sleep in a berth on a ship at sea. Profession sailor + skilled driver (at the wheel): 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum sighs, breathe in deep, filling his lungs with the sea air. "Ah! It be joyous that we finally be asea!" he exclaimed happily. Clearly he was in his element, remaining steady and moving easily across the deck despite any rocking. "If it be all the same te ye, as was discussed when I joined the crew, I'll be takin' the wheel. I've inherited some o' the skills of me grandpappy when it comes te piloting a ship."
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Nauseated?: 1d20 + 4 ⇒ (6) + 4 = 10 Callum moves away from the swarm to the best of his ability, readying a weapon to strike should they approach again. Move away from swarm influence and draw weapon during move action.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Do not pick Breaking Wind. We'd have to worry about the accompanying odour. For those that don't know, those words are synonyms to passing gas. I don't think showing off a relation to Besmara is a big deal. If we want to hang in civilized waters, we can disguise the name, figurehead, and flag with a secondary, more peaceful sounding name (and maybe, since we're in a world of magic, we can devise a ship version of a flag/hat of disguise). Anyhow, of the remaining 4 on the round 2 list, I'd probably lean towards Fever Dream in the first battle and Queen's Grace in the second. Oh. If we're restarting and picking from Nuts' list, then Fever Dream or Bes' Blessing.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
I don't think we need to worry about names that align with the concept of a pirate. We are pirates, after all. We could always set the name on the stern of the ship with an inset attachment that would allow us to cover it with another name surreptitiously to avoid scrutiny if we're trying to deceive. Oh, and my non-serious suggestion for a name is Breaking Wind.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum spends time bonding somewhat with the orphaned parrot, perhaps a mascot, oddly named Rotgut. His pirate grandfather had a parrot himself, so he was hoping this might help him continue to follow in his footsteps towards becoming a great pirate... or, if it didn't work out, maybe Manny could whip something up out of it in the galley.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum helps Nuts in calming the parrot down and attracting it to them. "The bird 'as lost 'is master an' needs a new home, for certain," he says softly. Wild empathy +4. As it's been hanging around us, I expect it's at least "friendly". Even so, Nuts' crackers could be considered an "aid another" to bring a Take 10 to 16.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Don't forget to add +1 to attack and damage against the first boar (I'll switch Freebooter's to the second boar once the first is dead). Maybe someone could give Manny a boost in order to get over Nuts & one (or both boars). Fastball special?
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum curses under his breath at the tight trail the group was following to get to the watchtower. He ha no problems with crowding and enclosed spaces when on a ship but this jungle trail surrounded by thick foliage was... unnatural to him. He cursed again when they ran into the wild boars. He's usually has a way with food, but these two pieces of living pork were too enraged for that subtlety. Instead he pulls out his crossbow. Instead of begining the work of cranking that sucker, he instead took the time to rally the group against the boar in the lead. Move action: draw crossbow.
Landlubbing Inititative: 1d20 + 2 ⇒ (15) + 2 = 17
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
brvheart wrote: Now that Lief is taken care of, Callum had the Tidewater Cutlass in his game. As it is unique and no one has spoken for yours, it is ok for him to keep it? Caprica the Pirate wrote: OK with me. Capricia needs to use her falcata all the time. Splendid! I'll leave my sheet as is then. Callum only has a +6 diplomacy, so having a proper face around is a good thing (he has Intimidate +9 though). Combat-wise, he's a bit better while on a ship, and can give a bit of a buff for the crew against a single foe at a time (which stacks with everything, it seems). Outside that, he's built to pilot the ship having spent two feats and a trait towards that goal. I'm starting to remember the longer term plan with him, too. One more level of pirate rogue for the swinging reposition, then into the Inner Sea Pirate prestige class towards some of those ship piloting-related pirate tricks.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum sighs and draws his cutlass and boarding axe, once again, as it appears there may be more hostilities to come, given the Chelaxians arrived with weapons drawn. "At least these be o' the human variety, he mutters under his breath as he eyes these interlopers, seeking the one that might be considered their leader and thus could be a prime target, should parley not win the day.
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum rushes towards another wasp, trying to maneuver into a good position, and swings his cutlass. Move action to a wasp. Try to get flanking, if possible. Cutlass attack + song: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11+2 if flanking
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum lashes out again with his cutlass and boarding axe. If there is a living wasp within reach (or two within 5'), Callum attacks once with each weapon. If there is only opportunity to attack once, add 2 to the Cutlass attack roll. Cutlass attack + song: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 +2 if this is the only attack this round
Boarding Axe attack + song: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum growls, wishing he was standing on the deck of a ship, and swings both his weapons at the wasps. Full round attack. 5' step if needed Cutlass attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Cutlass attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Male Human Freebooter 3 / Pirate 1 [HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]
Callum races forward to join his new shipmates in the battle. Move action 25' to stand beside Nuts. Standard action attack. Assuming masterwork cutlass rather than Tidewater. Cutlass attack: 1d20 + 7 ⇒ (4) + 7 = 11
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