Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi runs back across the length of the ship to the crew gathered atthe grate, yelling as loudly as she can as she goes. "This ship's coming apart! Get back to the Peril as fast as you can!" Once among them she continues to shout and try to get them moving. "Don't be fools! This ship's going straight down like a rock! There's no time for looting! Climb down into the hold and you'll never come back out!" Diplomacy I guess?: 1d20 ⇒ 13 If Intimidate fits better it would be the same result. No bonus to it either.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
The crowd around Pilk rules out using a bomb, so Nasifi draws her machete and circles around to find a place from where she can strike at him. Attack: 1d20 + 6 ⇒ (5) + 6 = 11 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi rushes along the railing toward the ship's stern. Once she's in range she pulls another bomb from her bandolier and sends it sailing toward the undead captain's chest. Main target is Pilk. The bell will be subject to splash damage I believe. Orslaw and the Roc are excluded from splash damage just in case, but I believe they're clear anyway. Attack (ranged touch): 1d20 + 6 + 3 + 2 ⇒ (9) + 6 + 3 + 2 = 20 Damage: 2d6 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
As the fight pushes past Nasifi she gains enough relief to look around assess the battle. She sees the zombies numbers thinned enough to make it possible to break their line in the center. Fortunately Rosie is the one between her and where she wants to put a bomb. It makes the throw much easier when it's a halfling's head she needs to aim above. Nasifi tosses the bomb on a lower arc and with force, so its contents will spray out in what is more or less a cone moving away from her own people. Then she takes a moment to try spotting Jack so she can see how he's faring. Attack (ranged touch): 1d20 + 6 + 3 + 2 ⇒ (10) + 6 + 3 + 2 = 21 Damage: 2d6 + 4 + 1 ⇒ (5, 2) + 4 + 1 = 12 Same color coding on targets as always. Excluding Rosie and red bandana pirate from splash.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi takes a thump from one of the undead. Worse, she quickly finds herself completely hemmed in and unable to move. She keeps ducking and bobbing. In the midst of doing so she rolls a bomb in between the legs of the zombie in front of her. Attack (ranged touch): 1d20 + 6 + 3 + 2 - 4 ⇒ (14) + 6 + 3 + 2 - 4 = 21 Damage: 2d6 + 4 + 1 ⇒ (6, 6) + 4 + 1 = 17 Nasifi will be fighting defensively this round raising her AC to 23. Main target marked red, splash marked with yellow. Excluding her own square, Beket's square, and the sailor to her right from splash damage.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
As the ships come together Nasifi pulls a stoppered bone tube from her belt and drinks it down with a shaking hand. She offers up a devotion to the Lucky Drunk as she puts the tube away, and another appeal to Grandmother Spider (because any help from anywhere is welcome) as she draws a bomb. By the time she's primed the bomb, Nasifi feels twitchy and her heart rate is up like that of a rabbit so she knows the mutagen has taken effect. Before crossing to the other ship, she hurls the bomb with all her might out into the zombies on the deck of the ghost ship, then she makes her way across. Attack (ranged): 1d20 + 6 + 3 + 2 - 2 ⇒ (19) + 6 + 3 + 2 - 2 = 28 Damage: 2d6 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12 Drinking mutagen prior to combat. Dex enhanced by +4 and +2 natural armor = AC 21. Bomb throw is into the 2nd range increment so -2. I believe the attack is at 30' but if it's farther subtract -1 to hit and damage because Point Blank Shot won't be in effect. Primary target is marked red, splash damage targets are marked yellow.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Although she knows nothing of the particulars, Nasifi takes sighting a ghost ship as a bad omen. It reinforces some worries she has already. Although she's not one to raise her voice, it's enough that she eventually approaches the captain for a conversation. "Ghosts are a terrible thing to see. They're always followed by ill fortune. We've squibbed two ships in short order, one of them an Aspis Consortium ship. The Aspis Consortium doesn't doesn't let even the little things go, and they have a long memory. Long reach and plenty of eyes too." "If we know where to squib a ship, so do they. They come visiting sooner or later, and I'd bet sooner. When they do they will get the information they're looking for, one way or another. On top of all this, we've seen the Chelish navy in the area." "I think it's time we relocate, find ourselves a new patch of sea well away from here." K Local: 1d20 + 5 ⇒ (1) + 5 = 6
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Whew! I think I'm back. All the forest fires here in Oregon haven't helped but I think the end of the tunnel might be in sight as far as the super-heavy workload goes. I'll start working Nasifi back into things. Thanks for your patience everyone!
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi doesn't really voice any opinions on the questions of keeping the second ship or not, captainship, or crewing decisions. She's fine with Goatshead as a destination, and leaves the selling of the cargo to those who don't mind haggling. Her concerns are simple. She will be wherever the cannon is, and Scrimshaw Jack will be on the same ship as her. Otherwise she has her own projects to keep her busy. Since keeping the second ship will mean money is going to stay tight for a while, Nasifi makes only enough black power to replace what was used in the battle. While she's delighted with the cannon's performance in combat, it's made the catapult now seem paltry by comparison. In an attempt to make the catapult more effective, Nasifi starts experimenting with fitting it's bolts with alchemical charges. She tries acid first, since alchemical fire seems too likely to burn a ship to the waterline along with its cargo. Craft: Alchemy (Black Powder): 1d20 + 11 ⇒ (15) + 11 = 26 Success Craft: Alchemy (Black Powder): 1d20 + 11 ⇒ (14) + 11 = 25 Success Craft: Alchemy (Black Powder): 1d20 + 11 ⇒ (7) + 11 = 18 Fail? Craft: Alchemy (Acid): 1d20 + 11 ⇒ (2) + 11 = 13 Pretty sure that's a fail Craft: Alchemy (Black Powder): 1d20 + 11 ⇒ (20) + 11 = 31 Success Craft: Alchemy (Acid): 1d20 + 11 ⇒ (17) + 11 = 28 Success Alright that's at least 3 more charges for the cannon for a cost of 40 gp I believe. I'm not sure how much the acid cost is, but now she has something to work with. The idea is since Nasifi can infuse a weapon or piece of ammunition with an alchemical weapon, she'd be able to apply the ability to ballista bolts. If it works it should help effectiveness in ship-to-ship combat. Up to you whether it can work Ironperenti.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
I've not had much time for posting in the last couple of weeks, and it's going to continue for a couple more before things calm down. Not only are we getting hit with a second tsunami of applications this month now that enhanced UC benefits have ended, but we're also in the middle of transitioning to a new software platform that changes just about everything about how we work, from learning the software itself, to office procedures and workflows. Almost all the regular eligibility workers are in training so the rest of us, who don't do eligibility but have some training, have been pulled in to cover for them. It's going swell. Anyhoo, if I'm falling behind and slowing things down go ahead and bot me. I think we'll be back to normal around the 2nd week of September.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi comes across after Bleepos and slides by him farther into the mass of combatants. She sees her chance when she comes up behind Conchabar. She lobs a bomb over his (quite low) head with a bit of spin. The bomb rolls into a position so the mast, a couple of boxes, and the build of the aft itself provide shielding for her friends, but none for her foes. Attack (Ranged Touch): 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21 Damage: 2d6 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
As the Peril's crew starts boarding the Aspis ship, Nasifi calls out "You better be careful Jack! Don't go getting yourself killed over there!" She doesn't board herself yet. Instead she moves to mid-ship and tosses another bomb to make some more room on the deck. Attack (Ranged Touch): 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22 Damage: 2d6 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13 It's a little confusing to mark out targets on such a crowded map so I color coded things. Red = Bomb Target, Yellow = Splash Damage, Blue = Excluded from Splash. Does it make sense? Also, sorry to make a mess on your map. :(
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Is the Aspis crew just the tokens with the striped headscarfs, or all the generic tokens? Or are they the ones with numbers (ie 20/20, etc.) on their green status bar?
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi should be within throwing range of the other ship's deck by the time we can board. She can throw at least one bomb ahead of the boarding action to clear an opening. After that she can possibly shift across to throw a couple more at the back of the defending crowd for some extra confusion and mayhem. She probably helps more by waiting until the crews are mixed up with each other to board the enemy ship.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
This assumes the ships won't be within boarding distance this round. If they do close for boarding this round, ignore this post. Nasifi pulls the cannon back for another load in case it's needed. When it's ready she it forward and fires it one last time. Attack: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10 Damage: 4d8 ⇒ (2, 1, 7, 3) = 13
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
As soon as the cannon is reloaded Nasifi shoves it forward to the rail. She shouts for the rest of the crew to "CLEAR!" for the shot and puts the match to the cannon. Attack: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 Damage: 4d8 ⇒ (2, 2, 1, 2) = 7
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Greatly encouraged by the success of the cannon's first ever shot, Nasifi grabs the carriage rope to finish yanking the cannon back the rest of the way from the railing after its recoil. She urges her crew to make all haste in reloading it.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Okay thanks. My attack roll should be correct then. Ranged mod with the -4 added. I'll roll the correct damage. 4d8 ⇒ (6, 7, 2, 5) = 20
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
I was figuring Nasifi would take the "Gunnery Officer" position since she isn't good for much else as an officer. She also might be able to parley her explosives focus into better ordinance down the road. For example, ballista bolts could already be fitted with alchemical charges by her. That said, having more than one of us trained would be nice. Orslaw should have some feats to spare since he's a fighter, even if the skill point investment slows him down.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
I'd been planning on taking the siege engineer feat from back at the beginning of the game. Nasifi has plenty of skills points to work with so it shouldn't take her long at all to qualify.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi puts the match to the cannon as soon as it's possible to get the other ship within range. She aims for the sails toward the rear as requested, but more specifically tries for the mast. She doesn't expect a cannonball-sized hole in a sail to make much difference to the ship's speed. Attack: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 Damage: 6d6 ⇒ (1, 6, 4, 1, 3, 1) = 16 I'm totally baffled on using the cannon. I applied the non-proficiency penalty to attack. I'm not sure what else might need to be added or subtracted. I suppose the damage is 6d6, that's all I could find.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
As soon as the chase is on Nasifi starts readying the cannon and orders a ballista readied as well. If there is even a moment's opportunity to get a shot off, she wants to be ready to take it. She's heard of the Aspis Consortium. Even as far south as Sargava their presence and reputation along the Mwangi coast is vaguely known, and they have a nasty reputation. Nasifi is quite happy to take from them, more so than just about anyone else she can think of. But one doesn't want to screw up the attempt. The Aspis Consortium has a long memory and a long reach. Should the question come to matter later on, she's also less sure about swearing anyone from the ship aboard. Actual Apis agents are slippery and dangerous. It would be an invitation to unending night of sleeping with one eye open, and / or a lucrative contract offered on the Pearl and her people.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Sorry, I've been very busy the last few days. Shall we just say Nasifi has been busy pumping out gunpowder? She she's good for recruiting or building infamy anyway. Craft (Alchemy): 1d20 + 11 ⇒ (7) + 11 = 18 Craft (Alchemy): 1d20 + 11 ⇒ (15) + 11 = 26
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi helps Bessie out with the gun carriage as best she can, but mostly she gets to work on trying to produce some gunpowder. Getting the trial run right takes up most of her time, and most of what little free time she has remaining she spends hanging out with Jack Scrimshaw. Craft: Carpentry (Untrained): 1d20 + 4 ⇒ (16) + 4 = 20 Craft: Alchemy: 1d20 + 11 ⇒ (17) + 11 = 28
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Hey everybody, I'm sorry for going missing on you. It's been a very hectic couple of weeks. At work we had two back to back short notice and short deadline extra projects added on top of our regular work. With what free time I've had I really needed to do other things than sit in front of a computer yet more. Things should be getting back to normal now, and I'll be catching up on reading up to date on posts and posting myself. Within a day or two I should be all caught up and back in the flow.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
We have a mascot?! How many crew can be pulled from sailing to operate the ballistas without penalities to sailing? What is a minimal ballista crew? Nasifi rounds up a couple of folks and gets them to work on a ballista. Profession Sailor? 1d20 + 7 ⇒ (6) + 7 = 13
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi organizes a detail to get everything stowed away, tied down, closed up tight, and so forth. Nasifi dosn't have any skills high enough in the areas needed to help. Bleepos shouldn't have much trouble piloting though.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi takes the potion and the wand and checks them out. "Hopefully something good, or rare, we're really hurting to make this trip back do more than pay for itself so far..." Craft Alchemy (Potion): 1d20 + 11 ⇒ (15) + 11 = 26 Spellcraft (Wand): 1d20 + 8 ⇒ (20) + 8 = 28
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi also helps get Bessie up out of the water by slicing away the weeds holding her under. Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi avoids the vines, and draws her machete to help anyone who gets caught. Holding actions until the others have rolled their reflex saves. She'll assist anyone who becomes entangled. REF: 1d20 + 7 ⇒ (11) + 7 = 18
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi maintains her position and lobs another bomb at the queen. Attack (Ranged Touch): 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 Damage: 2d6 + 4 + 2 ⇒ (6, 1) + 4 + 2 = 13 Excluding the square Bleepos occupies.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi wades over a couple of steps to better cover Orslow's flank. She takes another bomb and lobs it over the fighter so it comes down on the top of the middle grindlow's head. Attack (Ranged Touch): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 Damage: 2d6 + 4 + 2 ⇒ (2, 2) + 4 + 2 = 10 5' step, Targeting grindylow #2, 5 hp splash damage for #1 and #3 Ref DC 16 for half. Excluding Bleepos and Orslow's squares from splash.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
When the thrashing and splashing starts up Nasifi grabs a bomb and primes it. She makes her throw over to the left of Orslaw at the sahuagin. Attack (Ranged Touch): 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 Damage: 2d6 + 4 + 2 ⇒ (5, 4) + 4 + 2 = 15 Attack is on the sahuagin straight ahead of Nasifi on the map. The other one beside the target will take 8 points splash damage, REF save DC 16 for half damage.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi stays between Bleepos and Orslaw so she's ready to lend a hand in either direction. She points out northeast into the wider part of the tunnel with her machete. "There's some splashing over that way. Stay on your toes..." Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi keeps her machete at the ready and takes a position in the front. Bleepos is certainly the better lookout, but Nasifi doesn't have to swim. Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi moves up to the front to help Bessie with clearing the hooks and making a path. Aside from the gaffs, she uses her machete to cut ropes so the way through remains permanent. Disable Device: 1d20 + 10 ⇒ (5) + 10 = 15
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
I work for the Oregon Department of Human Services. We're expecting to be hit with maybe the biggest rush of benefits applications ever due to statewide service sector closings. I'm going to be pulled off my normal job to help process intakes somewhere between sometimes and a lot, and it's possible overtime could become involved. I don't know what this is going to do to my availability right now, posts from me could become spotty at times depending on how things unfold. It's getting pretty crazy right now.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Oh, I thought there was more here we bypassed than there really was I guess. "Should we go to the tunnels then? It seems they're the most promising place left."
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Nasifi greets Bleepos not with a hug, but something that will truly warm his heart. She hands him a couple of big strips of jerky from the provisions she's carrying.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
When Nasifi sees the flies she hands each of her allies a flask of alchemist's fire. "Alright, as before the flies aren't hard to handle with fire. The trick is to get rid of them before they get on us and start biting. We'll to find a way through that lets us clear a cloud of them without attracting the other ones as well." Unsure whether the flies relay mostly on sight, smell, sound, or something else to find prey, she tries to remember something about he subject. She also checks wind speed and direction because it could be important to avoiding more than one swarm at a time. Perception: 1d20 + 8 ⇒ (17) + 8 = 25 Survival: 1d20 + 8 ⇒ (12) + 8 = 20 Survival for fly and wind info. Nasifi has been making alchemists fire and acid on and off for a while now so there should be plenty to hand out. I'm afraid I neglected to track the amount exactly. :(
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
"Maybe we should go back to the makeshift fort with the corn planted below first. As I remember it, there's a good view of the island from up there. This time we'll able to take a good look around. We might spot things we didn't before."
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
Sounds good to me Bessie. I figure since we're here we should try to take everything there is for taking. We need the money and the notoriety so we can get extra crew aboard so we can actually go on the offensive.
Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9
The haul from the sunken ship is a pretty good one in Nasifi's opinion. But the thing that really brings a gleam to her eye is the cannon. "This is a very good start. If the we can find some more on the island it will reall help us get some more people on board." "And the cannon." Nasifi runs her hands over the iron tube. In fact she can barely keep her hands off it. "This changes the game for us. Once we have it back in working order we'll really be something to reckon with" Nasifi helps (or at least she tries) Bessie build the gun carriage, and gets the metal polished up and ready for use. Carpenter (Aid): 1d20 + 1 ⇒ (8) + 1 = 9 Is it possible to take 10 on an aid attempt?
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