HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Are we still Collective'd up? I thought Flann was the source of that, and the range is only like 160 feet at his level.
"It is my experience that innkeepers and merchants have their pulse on the city they reside in far more than people give them credit for." Kotsi agrees. "We were just having this same conversation a few days ago. Coincidences truly are fun sometimes."
Diplomacy: 1d20 + 11 + 1d6 ⇒ (7) + 11 + (3) = 21
I think the main reason I haven't minded not being Mythic like you guys is I basically get Surge on ALL my skill checks anyway. ;p
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Auto-pass any of those checks, file it away for later.
Why is Darkwood banned exactly?
"Thank you, miss...?" Kotsi waits long enough for the mace-wielding Drow to respond, and goes to Alfaerisca.
"We're looking for accommodations in the city, as you may have guessed. This establishment was specifically recommended to us as friendly to outsiders."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
<Understood. I am interested to see these 'Drow' in any case.>
Kotsi makes her goodbyes to her companions and the friendly innkeeper, and heads to check out the place with whoever accompanies her.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
mdt wrote: The halfling looks confused for a moment, before responding to Connor. "No, I have only seen Iska and Gand while working this line. It only travels through those two countries. I've worked the Elishtru line, which goes up into Elishtru Siva several times, and seen that country as well, but not from this line." She says tentatively, not quite sure if Connor understands how the train works. "As to strangers, no, you are the first. And no, the dwarves will not stare at your wings. They may comment on them, or tell you they are useless, or tell you to use them to go home, but they would not stare." "Are the dwarves especially hostile, or is it just limited to words? I have heard they are not well disposed to outsiders at the moment."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
With Adran only, or does Kotsi get to point out that two forms of Astral Suit can be formed in less than a single round, so not wearing them to the dinner party isn't a danger at all? Plus, they cover your current equipment, so your suit stays pristine in the event of combat, while everyone else might end up covered in blood! =p
Oils of Skate x4: 100 gp
Oils of Psionic Lock x4: 600 gp
Potion of Detect Hostile Intent x4: 600 gp
That's about the max of those I can craft overnight. Any last minute suggestions? Shuffling?
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi has sadly not had much time to prepare potions and helpful alchemical items, but gathers up her few belongings and reports to the ship as soon as possible.
Overnight it looks like I could have crafted around 2000 gp worth of potions, if anybody has special requests and the funding to cover them. I don't really know the Psionic Power list as well as the default Alchemist list, so I'm not sure if there's any great options for potions or not.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"Hm. That presents its own opportunities. If they're so worried they've stopped trade, perhaps a group of 'problem solvers' will find an in to earning their trust." Kotsi finally says, speaking aloud for the first time in this conversation.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
<We should bring several valuable things to trade, in case one item is not enough. You did say they preferred worked wood, but I don't know if any of us could be considered good enough craftsmen. I dabbled in whittling in my youth...but I wouldn't trust my skills to impress their society.>
"<s there any information from our realm that would be valuable and (more importantly) permissible to trade for free passage? A smelting technique, or something of that nature we wouldn't mind getting out?>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
<This could end up as an unprecedented opportunity for us here. Direct payment aside, having such a large organization's gratitude is valuable. Being on their good side could make things much easier for us on our extended stay here.>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Assuming I'm back, not 100% on the timescale but I think this is the next morning?
Kotsi spends most of the morning tinkering in her new lab Actually, I need to ask something in Discussion now, but on hearing Altina has arrived, decides to make a jaunt upstairs for food. And if she happens to overhear something interesting in the process...well, that's just a bonus.
Her brow furrows at Altina's choice of insult, but she suppresses that feeling and hides her expression. The rest of the conversation is much more interesting than a bigot's expletives.
This sounds like it could lead to something far closer to my area of expertise. Information on a coming war is valuable.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi is chagrined at her inability to satisfyingly BANG! the balls around the table, but finds herself enjoying her time nonetheless. Being away from the main island was...freeing, in a way. While she does not truly let down her guard, she had thought things through and realized pursuit of her here was extremely unlikely, if anyone even knew she was gone to begin with.
I wonder if I can concoct a long-lasting enough alchemic strength booster to complete a game. Or would that be a breach of the rules?
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi sizes up the table, unconcernedly laying down gold when asked to ante up.
Kn. Engineering: 1d20 + 11 + 1d6 ⇒ (13) + 11 + (5) = 29
Diplomacy: 1d20 + 11 + 1d6 ⇒ (17) + 11 + (3) = 31
After playing a few games and familiarizing herself with how it goes, she begins making casual conversation with the patrons of the tavern.
"Are most taverns here so lively? I admit I'm so out of my depth that I'm not sure whether this is considered an upscale bar or merely the average. I'm new in town -fresh off the boat, in fact- and looking to get my bearings on what it's like here."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi considers staying with the alchemy lab to study its capabilities more, but does not want to be left alone with the creatures that inhabit the mansion.
Reluctantly, she goes tavern hopping with everyone else. While most of the other tavern-based pastimes fail to appeal to her, Bangball catches her attention.
"What a surprisingly sophisticated looking game." she comments, watching others play at first. "It clearly requires a lot of knowledge of angles and geometry to master. I'm surprised such esoteric skills are commonplace enough here that this is a commoner's game."
If a spot at a table opens up, she eagerly rushes forward o try her hand at the game.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"I'll spend the evening getting acquainted with these facilities. It will help alleviate the boredom while I'm not sleeping."
"In the mean time, what are the rest of yours' plans?"
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi eyes the food warily, and takes the time at the table to brew a fizzing concoction that she stoppers and puts in her breast pocket.
By that point, with the gusto others are digging in, she determines it at least contains no FAST ACTING poisons, and begins to eat as well.
Finding the food agreeable, she also thanks the staff.
"I agree, it is a welcome change from my recent fare."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Sorry, been MIA since Thursday evening. I don't usually expect my PbPs to update on weekends. =)
Connor of McIntyre wrote:
(Don't forget, Atalantians are very "anti-magic", and undead would fall under that classification. Golems would have been easier to be around than Wingless undead.)
I think it's somewhat of a grey area, since there ARE Psionic Undead, and they can arise without magical intervention (unless all Planar travel is considered magic in this setting?). I would think we'd be more uncomfortable around them because they're UNDEAD, and prone to being humavitarians, as it were, than because they're magically animated.
<I, for one, will not be sleeping tonight. I can prepare up to three more Extracts to counteract the negative effects of sleep deprivation should anyone else wish to employ such precautions.>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"A bit of a creepy place, and somewhat kooky, but I suppose you can't complain too much about free real estate."

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HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Flann Swallowtail wrote: Flann drops a handful of paper on the table. "The way I see it, we could build our own inn, a proper-looking place, market it as a luxury spa, and make our money back and then some before we leave. We just need, like, two thousand gold." Flann looks up at Vim as if there were any question what the answer would be. Kotsi shakes her head.
"A good idea in theory, but not advisable in practice. Building a business takes more than a space, it takes time - more than we have, with only a year or so to work with- and clientele, which may be hard to accrue given we are all foreigners, and will likely be mistrusted by most locals and travelers alike. Not to mention any potential bureaucracy we may need to contend with that can tie us up in permits for months before we can even begin to think about building anything. It simply doesn't seem feasible."
<"Which is a shame, considering having a finger in the hospitality industry is one of the best ways to gather information."> she continues over the Collective.
She cocks her head. <"Perhaps better is to find a failing business and buy it out, allowing the original owners to work as our front for the time we are here. It would also allow them to see to the day to day running of operations we would not always have the time to perform.">
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Flann Swallowtail wrote: ** spoiler omitted ** "Indeed. Quality lodgings for the whole crew would blow our budget quickly."
Sorry for the scarcity. Been a long week(end). I'm ready to move on to whatever comes next.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
<I'm inclined to agree, it may be an uncomfortable stay. Particularly if the accommodations and transportation are all designed for those of gnomish stature as well as the wingless.>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
<Irrational. Same protocols against midair collisions would apply.>
<So long as nobody flies at unsafe distances to another citizen, collisions will be avoided, and hardly more deadly when they do occur.>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
<That miniaturization technology is impressive. Perhaps we could negotiate for a closer look at it as well? It could be tactically useful for certain devices. The flying machine in general could allow us to field our wingless in real combat as well.>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Flann Swallowtail wrote: Flann is mostly content to follow orders. He's only ever read about this stuff in books.
When there's a commotion bellow, he follows Connor to the railing. "I can go see what they're going on about. I have been practicing my flight, and those trumpets they're swinging shouldn't pose a significant threat."
"A bullet's a bullet, no matter how primitive the gun. You should probably still be careful."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"I learned the Halfling and Gnomish tongues for much the same reason. You'd be amazed how much sensitive information gets discussed out in the open where anyone can hear, just because they think nobody understands the language." Kotsi says, flashing a smile at Adran.
"I'd request accompanying you to Amprin Mechwerx 'Boss'. I'm very interested in what these Gnomes have to hide."
@MDT: Did I get anything on that ENgineering roll by the by?

HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Connor of McIntyre wrote: Kotsi was more difficult to talk to: the Reselian was fantastically intelligent, from her suggestions time to time, but difficult to discern. Kotsi is initially wary of Connor's attempts to become more familiar, but fights against that irrational urge, and is soon glad for the company.
"It's a refreshing feeling to have someone to talk to who you're about 80% sure isn't going to try to kill you in the near future." she admits to him at one point during the voyage.
She's also sure to ask Connor to brief her a bit more in depth on what to expect on the surface.
---
As they come nearer to port she stands alert and out of the way of the more experienced sailors, observing the docking protocols with one eye and paying close attention to the goings on down below with the other.
She especially appraises the balloon ships with a critical eye, attempting to gauge what their speed and maximum operational height would be.
Kn. Engineering: 1d20 + 11 + 1d6 ⇒ (14) + 11 + (6) = 31
I.E. could they reach our island in the event of an invasion, and how fast could they get there if so?
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
*Telv wrote:
Spending 500 gp to cover the rolling parties I attended.
Those are some WILD parties! I didn't realize Telv was so bourgeois. There are starving children in the Mwangi Expanse that could feed themselves for life on that. =p
Kotsi spends some time in her room reading, having picked up some entertainment material for the quieter parts of the voyage.
I'm not entirely sure what some trashy pulp novels or something would cost, actually. All the books in the Equipment section grant skill bonuses and such, so are pretty expensive.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi takes Connor's advice from yesterday and seeks out a moneychanger, though takes the precaution of appearing as someone other than herself before she leaves the ship.
Manifesting Everyman basically for the sole purpose of making my skin a lightly tanned white and hair a dirty blonde.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi, not being keen on wandering around in an unknown city by herself, feels no urge to stray from her new companions' sides. Via the Collective:
<Gathering a mix of both may be best. Smaller items may throw off suspicion, and in many ways more delicate work speaks to skill better than larger ones. If they are impressed or indifferent to one or the other, we may get a better gauge of their current level of knowledge.>
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"That sounds a bit fetching, actually. Why do you shave it?"
Maybe it's my inexperience with this setting, but it seems like odd hair colors wouldn't be a huge deal; given their tech is relatively advanced for a fantasy setting and Alchemy in particular seems prominent, hair dyes feel like they'd be quite common.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"I haven't had much luck being the face of any negotiation outside of Reselia. I can't imagine why." Kotsi remarks drily.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"I'd like to be present when you bring the trade to these Gnomes you're talking about. Reading body language is a bit of a hobby of mine. People with something to hide are interesting."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"A souvenir from your last mission, I take it?" Kotsi asks, finding it impossible to ignore much of anything that goes on on the ship (not that she'd want to).
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HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Flann Swallowtail wrote: Oh, I've been meaning to ask: are 'Class Level', 'Manifester Level', and 'Level' three different things, or two? Three.
Character level is your total number of levels in all classes. Currently we are character level 8.
Class level is your level in any given class.
Flann is class level 6 in Vitalist and class level 2 in Marksman.
Manifester level is usually dependent on your class level in a given class that grants manifesting. You are ML 6 by default in Vitalist and ML 2 in Marksman, though really ML 7 Vitalist because trait.

HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Flann Swallowtail wrote: Vim tel'Gossamer wrote: Flann Swallowtail wrote: ...
I should never put a point in psicraft, which I just read is spellcraft, which I have had as a class skill the whole time... Make sure you put at least one if you want to use it; it's Trained Only, iirc. I'm still not used to the scale of higher-level play. It feels like cheating. Between the Mythic skills, that mask, and my Network feat, I might be able to manifest Inertial Armor on the whole party for 7PP. I could give 6 of us +5 armor, or 4 of us +6 armor... That's not really a HUGE deal. It saves Connor and Vim a few PP, gives yourself a +1 armor bonus at most, doesn't stack with Kotsi's +2 Chain Shirt (though will be helpful when/if I outgrow the Chain Shirt's max Dex in a few levels) and severely benefits Ishtraxa and Telv (since they don't have an armor bonus already).
It's not pointless, but it's not enormous either. It basically ensures the party has the expected AC for this level's challenges.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi has Sustenance as a known Power and can prepare it with 1 Round of prep time in an empty slot, so shouldn't be an issue.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
She does not; Kotsi does not have ranks in Craft: Alchemy so all I need is the Alchemy Crafting Kit.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi does not have Psionic Power Points, by the by.
Psionic Alchemist works just like regular one: I prepare my Extracts of Powers in advance and expend them as needed.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"I rate a closet? I'm flattered." Kotsi says, not quite smiling but clearly amused.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"Fair. Focusing on the task at hand is my preferred state of being in any case. Do we have any idea what the next mission might be, or are we left to stew in our own thoughts for a while yet?"
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"I could help chart a course with little issue myself, though I admit my own expertise with boats is limited to the occasional trip on one. I'd never expected to be part of a ship's crew, certainly, and still wouldn't be were it not for my mistake."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
I don't have any current plans for future gear (I've gotten too used to games that use Automatic Bonus Progression or a variant and just go with the flow on whatever loot drops, apparently) but I'll give it some thought.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
I believe Kotsi makes a better backup Disable Devicer than Connor. She has a +17 (+21 vs traps with Trapfinding), not counting any bonus from Masterwork tools (which I forgot to buy) or magic items (which I did not find worth diverting funds to for a secondary function).
Didn't know you guys already had a trap meister or I might have cut a few of the ranks to go elsewhere, but it's whatever.
Re: Bonus stacking, very few of the same type of bonuses stack. Dodge is one of the only ones, along with Circumstance (usually), Racial, and untyped.
I'm not sure how MDT feels about the new guys' gear being crafted rather than found. If crafting is fine, my most expensive items are the +2 Crystal Longbow (8k) and Investigator's Spectacles (7k, modified Investigator's Hat), the rest is pretty standard Big 6 stuff at the lowest bonus.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kotsi catches the key and looks at it with a faint flicker of surprise, and her eyebrow raises at Sanita's compliment that soon follows afterward.
She leads the way to the vault and opens it, tucking the key back into a pocket under her armor.
"Help yourself to whatever you're authorized to."
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
"Charmed." Kotsi says politely, turning the bulk of her scrutiny to the suspiciously chipper "elf".
Does the smile hide a dagger or is it merely a probe? You can never tell with surfacers.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Kn. Local: 1d20 + 17 + 1d6 ⇒ (10) + 17 + (2) = 29

HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
I can't find many images of drow females without bikinis or dominatrix gear, so we'll just go with the description. This is about the closest I could find. Though I quite like the Paizo image as well as far as facial features, and this hairstyle is pretty much what I pictured.
The Reselian stands as tall as she can, though she only hits about 5' 9". Her long, dark grey hair is put up in a braided ponytail, bound with silver. Her clothes are colored to match her purplish-gray skin, and over them she wears a masterfully made Mithral shirt. Over one shoulder a bow and quiver are strung, situated to sit just before her large, grey bat wings. For her race she is not particularly attractive, her features sharply angled and more intense than pretty.
She has a neutral expression on her face at first, though she quickly and apparently begins scanning the crew, taking in any and all details they've chosen to display about themselves. Given she looks over the brim of her spectacles a majority of the time, it is unclear what purpose they serve. When her name is called she gives them a slight inclination of her head and not much more.
HP: 43/43| AC: 24 FF: 17 Touch: 17 CMD: 23| Init: +6|Fort +4, Ref +14, Will +9| Perception +17 (+21 vs traps), Sense Motive +17 (+1d6 to both ALWAYS)
Hola everybody!
Kotsi is ranged based, though passable at best. She's mainly a skill monkey and vague utility caster.
Kotsi backstory and personality up, will tweak power list as well.
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