Loris Raknian

Elwood Markley's page

30 posts. Alias of Bombadil.


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Male Human Fighter 2 / Gunslinger 1

"Now that's a sight! Lads, get yer gear ready, the unknown is just ahead!"

The big man starts securing his armor and weapons, excited for the prospect of landfall, but wary of the sea bound threats that could be hiding in the land's shadow.


Male Human Fighter 2 / Gunslinger 1

I'm still in the mix, it's not like this campaign takes any time from my schedule ;)


Male Human Fighter 2 / Gunslinger 1

Aye Aye Captain


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Male Human Fighter 2 / Gunslinger 1

"Aye, I agree to that task", Elwood confirms to Delmar. "Now, about that Last Will..."

Last Will:
I, Elwood Markley, do hereby leave all my worldly possessions to the orphans and widows of the guards of Saltport. The brave men and women of the city watch have sacrificed their lives for generations so that civilization may maintain is tenious grip on the rough coast, to them I give all that I have.


Male Human Fighter 2 / Gunslinger 1

After the others have left the ship, Elwood approaches Delmar with an embarrassed look upon his face.

"Umm, Delmar, err, Mr. de Arcadia, I was hoping you could help me with a little matter than I'm not so proud of." a red flush climbs into the big man's face. "See, I usually sign my name with a large X as I'm not so good with spelling or forming my letters, but I wanted to leave a will here in Last Point like the other fellas. Could you help me to write out a real will before we leave port?"


Male Human Fighter 2 / Gunslinger 1

I agree with what Rodrigo had to say, I think he hit the nail on the head.


Male Human Fighter 2 / Gunslinger 1

"Aye, Captain, it's my responsibility to maintain ship security so I'll stay aboard. I'd like to keep three of the crew I've been training as well. I good steak and a single pint of ale will serve me well enough, I'll let the three that stay select their own meals, but no more than a single pint for any man that's serving as a guard."


Male Human Fighter 2 / Gunslinger 1

"Aye, captain, I'll speak up for Mr. Swurn. Though a salty dog for sure, and sometimes too salty to be tasteful, he is a good man that means well. In the interest of keeping camaraderie aboard what is sure to be a long voyage, I propose that Mr. Swurn be given a reprieve from corporeal punishment. Surely the old dog won't be changed by a lashing, but let's try some positive reinforcement and see if that helps. How about it, eh captain, we've all heard what he's done wrong, now let's hear what the man has done right?"


Male Human Fighter 2 / Gunslinger 1

Time: Day 7, morning

Quietly going about his morning stretching routine, Elwood squints at the sky, looking for the albatross that Delmar is discussing with Mathurin.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Seeing nothing, Elwood shrugs and returns to his morning routine.

When the captain appears, Elwood will gently remind him again that the decision regarding siege engines should be made before they reach Last Point, in the event that they want to acquire any special ammunition or more raw materials for the construction of the equipment.

"Aye, captain, I'd be glad to start work on the siege engines when you deem it so, but I'll not consume our resources prior to your decision. My recommendation is that we create two light ballista at a minimum, these will require minimum crew levels to utilize in combat and can be maneuvered about on deck."


Male Human Fighter 2 / Gunslinger 1

Regardless of the escape, Elwood still answers the captain's question regarding the timing for building siege equipment.

"Captain, it will take around a week to build a simple siege engineer, provided we have the materials and I make no mistakes along the way. It's possible I could complete it quicker, but very unlikely. I'd be glad to discuss the merits of the various engines we could build. It would be a good decision to make before we reach Last Port as we'll want to purchase siege ammunition for whatever equipment we have crafted."


Male Human Fighter 2 / Gunslinger 1

"Captain, the gear for boarding is different than the gear for repelling a boarding crew. We can have both ready in a several moments, I've the equipment here on deck ready for deployment, but we should take positions and arm ourselves for one type of action or the other."

Pulling a boarding pike from one of the brackets around the mast, Elwood presents the weapon to the captain.

"These will help us cut their grappling hooks and hack off their boarding gaffs. I recommend each crew mate keep a boarding axe on them as well, they can be used to chop off the grappling gear and drag any burning materials from the deck if they attack us in that manner."

"It's too late for putting a catapult together, siege equipment takes time to assemble, but myself and three other men could move the cannons back and forth rather quickly."

With your permission, I'll get several men ready for handling the cannons, and several others ready to launch flight arrows upon your signal. Shall we get a fire pot ready and launch fire arrows into their sails, or target their crew and leave them short handed?"

The usual jovial nature of the Master-at-Arms has all but vanished and focused, intense man stands at attention, awaiting his captain's orders.


Male Human Fighter 2 / Gunslinger 1

Elwood gets the crew ready for combat if it comes to that, but doesn't interfere with the tasks of the sailors if escape is the option. He makes sure weapons are at the ready and that the men he identified with ranged weapon skills are prepared to pincushion the opponent before boarding actions take place.

"Aye, Captain, we have flight arrows that we can set to fire and put into their sails if they get to close and we have both chain shot and blast shot for the cannons if we want to soften up their ship or their crew."


Male Human Fighter 2 / Gunslinger 1

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Elwood continues with his daily tasks on what seems a normal day at sea.


Male Human Fighter 2 / Gunslinger 1

Elwood has a far away look after the story by Graskkator. He's silent for a moment or two, then pats his belly and grins at the other crew mates, "Anyone else hungry?"


Male Human Fighter 2 / Gunslinger 1

Time: Day 6

Elwood continues about his daily chores as he has through the first week of the voyage. The equipment of war is ready, though hopefully not required. He keeps a daily inventory of the gear and takes care to prevent rust due to the salt air.

"Aye Captain, same ol' same ol' to report, let me know if anything is needed, otherwise I'll continue with my scheduled tasks."

The big man cheerily continues his work.


Male Human Fighter 2 / Gunslinger 1

Maybe we can use Rodrigo's intense cold to somehow alleviate the heat? Have him swaddled in wet linen like a giant baby and keep putting the cold wet linen over the heads of the crew throughout the day to keep the sun off and the temperature down? What do you guys think, any other ideas?


Male Human Fighter 2 / Gunslinger 1

Elwood eyes the storm clouds and sets about making sure the cannons are secure and no gunpowder is left topside to be destroyed by the rain. By the time the light drizzle starts falling he has finished the tasks and looks for other jobs to help his shipmates finish.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


Male Human Fighter 2 / Gunslinger 1
Rodrigo wrote:
It was fun to write though.

I thought it was great, perfect way to motivate Elwood to go see the Doc.


Male Human Fighter 2 / Gunslinger 1

Before Gurn can be located, Elwood is standing in his birthday suit in the doctors office. "Ready for the check-up doc, let's get this over with as I've got some fishing to help with topside."

Check up completed, Elwood works diligently with the crew, following Delmar's instructions as the Paradiso tracks the school of fish.

Sailing: 1d20 + 4 ⇒ (20) + 4 = 24


Male Human Fighter 2 / Gunslinger 1

"The captain is right 'bout the cannons, keep them on deck, in sight, and ready to go. Show yer teeth and be ready to use them is what I say." Elwood confidently pats the iron cannons. "But Delmar makes a good point, if we need both cannons on one side it would serve us well to have a system for moving them quickly and then keeping them secured once in position."

"I'd be glad to craft a few ballista if you deem it a worthy use of our supplies captain. I've even brought the tools I'll need for the work, so just point me at the materials and we'll see what I can produce."

Elwood shirks his visit to the doctor, clearly trying to avoid the check-up. Despite the man's bravado, the doctor's office scares him.

During the first few days of the voyage, Elwood will take the time to speak with the other sailors about their experiences with weapons and battle, mentally making a list of who can handle martial weapons and who will be best suited to use the ranged attack options.

"Captain, what is our call to battle, is there a bell we can ring that will bring everyone topside at their quickest pace? Is there any signal from Lucille that indicates a threat?"


Male Human Fighter 2 / Gunslinger 1

"Aye captain, understood, I'll take daily inventory of all arms and armor and at the same time tend to them to be sure the salt air of the sea doesn't ruin our gear.

I'll also spend an hour each day with my assistant to teach him what I can of the craft skills I know.

When you have time, we should decide upon a watch detail for stops at port, especially for our first stop at Last Point in case any escapees try to stow-away on our ship.

We've only two cannons, I suppose the gunner would be the best to handle one of them, but we should find the next best man among our crew to take charge of the second.

I've brought some basic gear for outfitting our sailors, we should be sure the men know where to get it and how to use it when necessary.

Finally, we should discuss tactics with the crew. Teach them the basics of fighting as a group, coordinating attacks, and protecting the flanks of their allies."


Male Human Fighter 2 / Gunslinger 1

"Aye, captain, an assistant would be good, I'll teach the man what I know. In fact, any of the sailors is welcome to join me for morning stretching routines on the deck and afternoon practice with the boarding gaff and boarding pike so we can repel any pirate attacks. It'll be good for the whole crew." The big man smiles, happy to be starting an adventure.


Male Human Fighter 2 / Gunslinger 1

"Aye captain, the goods are stored and I'm ready for departure. Let me know if there are any other tasks I can help with for the preparation of our voyage. "


Male Human Fighter 2 / Gunslinger 1

Elwood returns with several porters and a wagon from the local stores hauling his acquired gear. He directly checks his list with Captain One-Eye to be sure his purchases match the expectations for the voyage.

"Aye captain, sorry for the delay, had to find a wagon for hauling the gear back. I do have craft skills in armor, weapons, and siege equipment, so if we have an immediate need for something on the voyage I can try to craft it, provided we have the raw materials. Here's my list of goods."

Master-at-Arms list:

Alchemical Cartridge, Flare (10)
Arrow, Smoke (10)
Arrows, Flight (440)
Axe, Boarding (10)
Brass Knuckles (10)
Buckler (10)
Cat-o'-Nine-Tails
Gaff, Boarding (10)
Grappling Hook (10)
Hook Hand (3)
Leather (10)
Longbow (2)
Pike, Boarding (20)
Shortbow (5)
Siege Engine Ammunition, Blast Shot (10)
Siege Engine Ammunition, Chain Shot (10)
Whip, Scorpion
Feather Token, Anchor (2)
total = 2,000 gp


Male Human Fighter 2 / Gunslinger 1

The new Master-at-Arms gladly takes the offered coin and sets off to secure the implements of battle for the voyage.

I see that we're stocked for cannon ammunition, would some specialty shot be acceptable, or should I only focus on individual gear?


Male Human Fighter 2 / Gunslinger 1

Elwood wrinkles up his brow and clumsily grabs the ink pen.

X

"There, another fine signature." He beams proudly at the others.


Male Human Fighter 2 / Gunslinger 1

"Glad to be signed up, or sworn on, or whatever it might be. Let's get this expedition outfitted!" The big man flashes a toothy grin at the others and heartily shakes hands with each in turn, even prompting the stiff, chilly individual to accept the gesture of camaraderie.


"Those are good items for trade, what may seem like mundane goods to us can fetch high prices in an exotic market, and spices or perfumes will take up little space in our hold."


"Aye, the orc speaks true, what good are a few high priced items when we find ourselves dead in the water with ripped sails and no way to mend them, or in a battle with a pirate ship and no black powder or cannonballs to defend the RSS Paradiso. My time with the merchant caravans taught me the importance of simple planning. Spare wheel spokes, extra axles, fresh harnesses, and the tools of the trade to complete repairs were more important to the wagons reaching their destination than a magic weapon or wand. Out on the seas our planning will be even more important, one mistake can be fatal for the whole crew."


Character modified, fully updated, and completed. A Master-at-Arms with 2 levels of fighter and 1 of gunslinger, craft skills in armor, weapons, and siege engines, armed to the teeth with a variety of weapons for every occasion, and a backpack full of gear for those situations when a conventional weapon won't do.

Elwood grew up poor in the backstreets of Saltport, a tough upbringing for any child. But for the thick limbed youth with a fighting attitude there was work to be found and when the opportunity to join a merchant caravan as a guard presented itself he jumped at the chance. His first journey from the port city established his love for traveling and for many years he served faithfully the merchant houses of the port city.

But the urge to travel further than the merchant routes grew on him. On every return to Saltport he looked across the sea and wondered what strange lands waited over the horizon. It was his last expedition that sealed his resolve. The goblin attack days before return to Saltport left a fresh new scar down the side of his face, and three of his long time traveling companions in shallow graves. If he was to die from his profession, then let it be in the midst of high adventure in strange lands, not on a muddy road he had trodden dozens of times.

Contemplating his new direction, he headed to the Long Lantern Tavern to mull it over a mug of ale. It seemed fate had directed him there, for an expedition was forming that matched his very desires, high adventure in strange lands, a quest into the unknown. With hope welling up, he strode straight to the man financing the mission and pledged his blade and skills as Master-at-Arms for the voyage.

Elwood Markley:

ELWOOD MARKLEY CR 2
Male Human Fighter 2 Gunslinger 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
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DEFENSE
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AC 20, touch 13, flat-footed 17. . (+7 armor, +2 Dex, +1 dodge)
hp 35 (3d10+3)
Fort +6, Ref +4, Will +0
Defensive Abilities Bravery +1
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OFFENSE
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Spd 20 ft.
Melee
. . Brass Knuckles +7 (1d3+4/20/x2) and
. . Dagger +7 (1d4+4/19-20/x2) and
* Masterwork Cold Iron Greatsword +8 (2d6+6/19-20/x2) and
. . Masterwork Cold Iron Morningstar +8 (1d8+4/20/x2) and
. . Silver Mace, Light +7 (1d6+4/20/x2) and
. . Unarmed Strike +7 (1d3+4/20/x2)
Ranged
. . Crossbow, Light +5 (1d8/19-20/x2) and
. . Masterwork Pistol +6 (1d8/20/x4)
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STATISTICS
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Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Cleave, Dodge, Extra Grit, Furious Focus, Gunsmithing, Power Attack -1/+2
Traits Armor Expert, World Traveler: Sense Motive
Skills Acrobatics +0, Climb +6, Craft (Armor) +7, Craft (Siege Engines) +7, Craft (Weapons) +7, Escape Artist +0, Fly +0, Intimidate +4, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Local) +5, Perception +4, Profession (Sailor) +4, Profession (Siege Engineer) +4, Ride +0, Sense Motive +5, Stealth +0, Survival +4, Swim +6
Languages Celestial, Common
SQ Antitoxin (vial), Deadeye (Ex), Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex)
Combat Gear +1 Breastplate, Alchemical Cartridge, Flare (2), Bolts, Crossbow (20), Brass Knuckles, Crossbow, Light, Dagger, Masterwork Cold Iron Greatsword, Masterwork Cold Iron Morningstar, Masterwork Pistol, Silver Mace, Light
Other Gear Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Antiplague (vial), Antitoxin (vial), Backpack, Masterwork (20 @ 38.5 lbs), Gunsmith's Kit, Holy Water Flask, Pouch, belt (1 @ 0.9 lbs), Pouch, belt (3 @ 1.5 lbs), Powder (3), Rope, silk (50 ft.), Sunrod (2), Tanglefoot bag, Thunderstone, Tool, masterwork: Craft (Armor), Tool, masterwork: Craft (Siege Engines), Tool, masterwork: Craft (Weapons), Traveler's Kit, Waterskin, Whetstone
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SPECIAL ABILITIES
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Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 Will save vs. Fear
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Deadeye (Ex) At 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
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Grit (Ex) A 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.
Gunslinger's Dodge (Ex) At 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 to AC bonus.
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If 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.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire.