Koriah Azmeren

Taissa Sloane's page

1,043 posts. Alias of Ariarh Kane.


Full Name

Taissa Sloane

Race

Half-Elf

Classes/Levels

Beastmaster 4

Gender

hp 38/38, AC 18, T13 FF18, bab +4, melee +6, ranged +7, cmb 6 (+8 to sunder), cmd 19, F +5/+9, R +7/+8, W +3/+5, Init +3, Perc +9, 2/5 Musket shots/10 Alchemical Cartridges

Size

M

Age

22 ( Born: Rova, 4th, 4688)

Special Abilities

Elven Immunities, Adaptability, Keen Senses, Low-Light Vision, Elf Blood, Multi-talented, Animal Companion, Wild Empathy, Fast Movement, Animal Agility, Speaks with Animals, Uncanny Dodge, Calm Animals, Trap Sense +1, Endurance

Alignment

True Neutral

Deity

Spirits

Languages

Common, Elven, Varisian, Hallit (bonus: regional language of birth land), The Language of Animals

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 13

About Taissa Sloane

Pronounced "Tah-EE-sah".

Taissa and a young Daya
What Taissa looks like
What a young Daya looks like.
Taissa's Theme Song

Taissa Sloane
Female Half-Elf Beastmaster 4
N Medium Humanoid
Init +3; Senses Low-light vision; Perception +9
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Defense
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AC 18, touch 13, flat-footed 18 (+4 Armor, +3 Dex, +1 Magical bonus)
hp 38
Fort +5/+9, Ref +7/+8, Will +3/+5;
Defensive Abilities uncanny dodge
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Offense
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Speed 40 ft.
Melee +1 Lucerne Hammer +7 (1d12+2/x2)
Melee +1 Cold Iron Dagger +7/+8 (1d4+2/19-20x2, 10 ft range)
Melee +1 Dagger +7/+8 (1d4+2/19-20x2, 10 ft range)
Melee Unarmed Strike +6 (1d3+2/x2)
Ranged +2 Magical Comp Longbow +9/+10* (1d8+3/+4*/x3, range 110 ft) (*+1 to hit/damage due to Point-Blank Shot at ranges up to 30ft)
Ranged Single-barrel Musket +6/+7*((1d12/+1*/x4/Misfire 5 ft/40ft range) (*+1 to hit/damage due to Point-Blank Shot at ranges up to 30ft)
Ranged +1 Comp Longbow (for small sized creature: -2 penalty for medium) +6/+7* (1d6+1/+2*/x3, range 110 ft) (*+1 to hit/damage due to Point-Blank Shot at ranges up to 30ft)
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Statistics
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Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 13
Base Atk +4; CMB 6 (+8 to sunder); CMD 19
Feats Point-Blank Shot, Precise Shot, Endurance (class bonus), Skill Focus: Prof Sailor (racial bonus)
Traits Nomadic, Caretaker
Skills Acrobatics +9, Craft (Alchemy) +5, Craft (Bows/Arrows) +5, Craft (Carpentry) +5, Climb +8, Diplomacy +5, Escape Artist +7, Handle Animal +5, Heal +7, Intimidate +5, Know. Geography +6, Know. Nature +5, Perception +9, Prof. Sailor +6, Ride +7, Sense Motive +3, Stealth +8, Survival +8/+9, Swim +9/+13
Languages Common, Elven, Varisian (bonus), Hallit (bonus from GM)
Special Elven Immunities, Adaptability, Keen Senses, Low-light Vision, Elf Blood, Multitalented, Animal Companion, Wild Empathy, Fast Movement, Animal Agility, Speak with Animals, Uncanny Dodge, Calm Animals, Trap Sense +1, Endurance
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Gear & Equipment:

Explorer's Outfit (starting gear, valued at 10 gp), Masterwork Studded Leather armor (20 lbs, 175 gp), M/W Composite Longbow (+2 Str bonus) (2 lbs, 600 gp), 60 Common Arrows (3 lbs, 3 gp, 6 used, remainder 54), M/W Cold Iron Dagger (1 lbs, 304 gp), M/W Steel Dagger (1 lbs, 302 gp), M/W Lucerne Hammer (12 lbs, 315 gp), Ranger's Kit (includes bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, 10 torches, 5 days of trail rations and waterskin) (28 lbs, 9 gp), Elven Trail Rations (1 lbs, 2 gp) M/W Backpack (4 lbs, 50 gp), Healer's Kit (10 uses) (1 lbs, 50 gp, 6 uses remaining), Cold Weather Outfit (7 lbs, 8 gp, grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather), Hot Weather Outfit (8gp, provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill), Soap (1/2 lbs, 1 cp), 2 Winter Blankets (6 lbs, 5sp each for a total of 1 gp), Animal Feed, Bird (5cp per day, 5 days of feed at 2.5 sp, 1.25 lbs), Musket (and five shots, (194gp, @1/4 price, loot from beach, 2 shots remaining), 3 Alchemist's Fire, 2 Healing Remedy (Used 1/2), +1 Comp Longbow for small sized creature (found after goblin fight on foreshore). Total spent: 2279 gp, 2.5 sp & 1 cp out of 3584 gp, 156 sp & 69cp

Extra Earned coin (goblin village):334 gp, 156 sp, 69 cp. Bought from hoard (at resale value): 1 new healer's kit (25 gp, 10 doses) and 1 CLW potion (resale value 25gp - used on White Fang in alley fight with hunters)

Took off dead Northman bounty hunter in Korvosa: 1 vial of Oil of Restfulness (variation of Oil of Taggart). (Fort save DC 15, Onset 1 min, Effect: Unconsciousness, for 1d3 hours. Cure: 1 save)

Crafted for herself: 20 Common Arrows, 1 Alchemical Grease (Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off), 1 Healing Remedy.

Bought in bazaar in Korvosa: Custom-made vest for White Fang (grants him a DR/2 to all slashing/piercing weapons) = 20 gp
Masterwork ball for said pup = 50 gp
Blanket, brush and care supplies for pup = 2 gp
Bones and Meat for both Daya and White Fang (2 weeks worth) = 4 gp
Surgeon's Tools = 20 gp
Crafting supplies (converting 500 gp of her personal wealth into crafting supplies - used 35.3 gp of her supplies, leaving 464.7gp)
Antidote Kit (+3 to heal checks to treat poison, 10 uses) : 100 gp
* Masterwork Artisan Tools (+2 to Craft): 55 gp.
* 2 Healing Remedies (cost 190 gp, used 1 in fight with Imperial Marines.)
*Contributed 100 gp to the Ship's Fund for repairs.

Total coin spent: 3320 gp (remaining coin: 279.35 gp & 68 cp)

* Profit share from sale of The Scorpion: 1100 gp (available coin: 1379.35 gp & 68 cp)

* Purchased 10 Alchemical Cartridges for Musket from Zayna for (3x10) 30gp (Remaining coin: 1349.35 gp & 68 cp)

* Purchased from Captain Dirk Rowan of The Waverunner:
20 cold iron arrow heads – 2 gp
20 silver arrow heads – 41 gp
Last set – 10 of special arrows* - 250 gp (8 special arrows remaining - 2 used during fight with Undead Apocalypse Zombies + 5 new ones purchased from Amurath Khan for a total of 13 slow-burn arrows.)

*Ammunition (Bow): Arrow(s), Slow Burn: Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually bursts into flame; barbs on the arrowhead pierce the pouch when it hits a target.

Benefit: On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target.

No drawbacks (as per GM's direction)

* Share from battle with Imperial ship - allocated by Dirk Rowan: 1000 gp

Total funds remaining is 2086.35 gp & 68 cp

*Gifted by Captain Dodger to those who came to Osirion with him: 3000gp.
*Bought +1 Mithral Shirt (2100gp), 5 slow-burn arrows (750gp), Made existing masterwork composite longbow magical (2000 gp)

Remaining funds: 236.35 gp & 68 cp

New purchases made in Beacon: 1 Bullseye Lantern (12gp, 3 lbs), (2 pints/flasks of oil - burn for 6 hours each, 2 sp, 2 lbs), 2 x Vermin Repellent (10gp), 2 x Bodybalm (50gp).

New remaining funds: 166gp & 68 cp

Class Features:

Fast Movement:

Fast movement (Ex)

A beastmaster's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the beastmaster's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the beastmaster's land speed. However, it does not stack with the identical barbarian ability.

Animal Companion:

Animal Companion

At 1st level, the beastmaster gains the services of an animal companion, as the druid ability, nature bond. The beastmaster's effective druid level is her beastmaster level.

Speak with Animals:

Speak with Animals (Ex)

The beastmaster can speak the language of animals. Communication is limited by the intelligence of the animal.

Animal Agility:

Animal Agility (Ex)

The beastmaster gains a +2 bonus to Acrobatics, Climb, Fly, and Swim checks.

Wild Empathy:

Wild Empathy (Ex)

A beastmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The beastmaster rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the beastmaster and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A beastmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Uncanny Dodge:

Uncanny Dodge (Ex)

Starting at 2nd level, a beastmaster can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A beastmaster with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a beastmaster already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Calm Animals:

Calm Animals (Ex)

A beastmaster of at least 2nd level can calm animals through her wild spirit. The effect is as per the spell calm animals, except the DC is 10 + ½ the beastmaster's level + the beastmaster's Cha modifier. If the animal is under some other effect, the beastmaster's effective caster level for contesting control is her character level. The beastmaster can use this ability a number of times equal to 3 + the beastmaster's Cha modifier (minimum once).

Endurance:

Endurance

At 3rd level, the beastmaster gains Endurance as a bonus feat.

Endurance
Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Trap Sense:

Trap Sense (Ex)

At 3rd level, a beastmaster gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three beastmaster levels. Trap sense bonuses gained from multiple classes stack.

Animal Companion Stats:

Roc – female, named Daya.
This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.

Roc
N Medium animal
Init +5; Senses low-light vision; Perception +5

DEFENSE
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural armour)
hp 19 (4d8-1)
Fort +3, Ref +9, Will +2

OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee 2 talons +8 (1d4+5), bite +8 (1d6+5)
Space 5 ft Reach 5 ft

STATISTICS
Str 13, Dex 20, Con 9, Int 3, Wis 13, Cha 11
Base Atk +3; CMB 8; CMD 19
Feats Agile Maneuvers, Weapon Finesse
Special Link, Share Spells, Evasion, Can speak in simple Common
Skills Acrobatics +9, Fly +9, Perception +5, Stealth +9
Tricks Attack, Defend, Deliver, Detect, Flee, Flank, Hunt, Watch

Feats:
Agile Maneuvers (Combat)

You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Special
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Known Tricks
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
Detect (DC 25): The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note: because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Perception check more than once in this way.
Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.
Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.
Watch (DC 15): The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. This trick is often included in the Guarding purpose.

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Backstory:

Taissa grew up without knowing her Elven father. She was born in Kassen, a small lumber town on the Tourondel River in the Fangwood of Nirmathas. Her human mother, Esta Sloane, was 18 years old when she was seduced by a wandering wild elf, which she never saw again. This resulted in the birth of a half-elven child, Taissa. Her mother barely had time for her only half-breed child and when Taissa was scarcely 15 years old, she left home and began her nomadic journey across Golarion. Her life was often solitary and lonely, except for the animal friends she made along the way. When she was 19 years old, Taissa stumbled across an abandoned Roc hatchling (she presumed its mother had perished and the hatchling was left to fend for its self). Taissa nurtured the Roc, named her Daya, and taught her tricks. In time they were firm, loyal companions. In fact, Taissa had a natural affinity with all animals -- more so than any human she came in contact with -- and she felt at ease in the forests and on the plains of Golarion. To make some coin, Taissa took on ad hoc scouting and bounty hunting jobs. She was a fine tracker and hunter and relished hunting down criminals and bringing them to justice. During their nomadic wanderings, Taissa and Daya came upon Nybor, a racially accepting settlement on the southern shores of Ember Lake and bordering the Sanos Forest in Varisia. Nybor had become their temporary home for the past two months until a proclamation was issued by the Lord Regent, calling adventurers to the emerging state of Beacon, once known as Roderic's Cove, in Varisia. And so, Taissa and Daya answered the call and made the journey north to Beacon.

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Taissa was lending a hand to Kostin Roiat on his farm as a cold spell had recently descended upon Nybor. Kostin, and his wife, Gianya, were middle-aged, hardworking people with no children of their own. Above the field, Daya flew, circling and keeping watch from the overcast skies.

The tanned, wrinkled farmer cleared his throat and began speaking “The Lord Regent of Beacon has issued a proclamation. He is looking for adventurers to journey to Beacon and defend and protect the new city. He is offering land, title and rank to those who sign up.”Kostin rubbed at his forehead. He was uncomfortable bringing up the subject with Taissa, but he knew the girl was searching for something and this could improve her lot in life. She had spent too many years on the plains and roads, moving from place to place, and that did not sit well with the farmer or his wife. They had come to respect the girl and her animal companion.

Taissa listened, but did not say a word. She never had a real home, nor craved one either. She and Daya were nomads, living off the land, giving back to the land where they could. The nature spirits had been generous to them and she could not ask for more. Daya screeched once from above her and Taissa lifted her hand in acknowledgement.

”What need do I have of land and title?” Taissa lifted the bundle of hay, feed for the horses and other animals during the harder winter months. Taissa’s voice was lower, huskier than usual, probably from the exertion of the work.

”You can’t roam homeless all your life. And you’re good at protecting.”

Over the past two months she had learned what stability could resemble, with the help of the local farmers, especially the Roiats. The small settlement of Nybor had accepted her presence and that of her Roc's.

”Aye, I’m good at protecting what I set my mind to.”

Kostin nodded once in agreement. The girl was independent and spirited and was moved by her own code. That hadn't bothered him or his wife.

”You would have to cross through Churlwood. Not an easy task, Taissa. Seek either the druids to show you passage through the forest or the Shoanti Shriikirri-Quah tribe who patrol the eastern edges of the forest. There be bandits and all manner of criminals hiding in Churlwood. Bandits and dense thickets do not make for easy passage.” He did not mention the lycanthrope of Wolf's Ear. The girl had an easy way with animals and perhaps the shifters would allow her to pass untouched.

Taissa chuckled. ”You would see me gone, old man?”

Kostin smiled his lopsided smile, ”I would see you settled with something of your own. Aye, there will be fighting and possible death. But you have never struck me as a coward and so you should fight for a cause and see where it leads you.”

Taissa reflected on the man’s words and gave a brisk nod before hefting another hay bale on her shoulder. She watched Daya’s shadow make circles on the hard ground around her.

”I like to roam. Perhaps I will travel to this city of Beacon.”

Her faith:

Taissa's faith is akin to that of the Celtic Animists. They honoured the forces of nature, saw the world as inhabited by many spirits, and saw the Divine manifesting in aspects of the natural world. Every mountain, spring, marsh, tree, rocky outcrop was inspirited. Certain animals were seen as messengers of the spirits or gods. The spirits of watery places were honoured as givers of life and as links between the physical realm and the other world. The behaviour of certain animals and birds were observed for omens.

Physical Description:

Taisa is 5'8", 120 pounds, with long wavy red/copper hair, sapphire blue eyes and fair skin. She has well-honed muscle and is graceful on her feet. She is considered beautiful in a wild, natural way.

Taissa's personality/character:

Taissa is open and warm-hearted with Daya and other animals. She is guarded and reticent with most people, in larger towns and cities especially. She honours/reveres the forces/spirits of Nature and only goes to hunt animals with the spirits' blessing and giving reparation for the taking of wild creatures from the landscape. Her voice is low and husky - has an earthy quality to the timbre. She prefers talking in short, simple sentences. She is not verbose and answers questions as succinctly as possible (no grand posturing from Taissa). Her general attitude is business-like with people -- she is a no-nonsense kind of girl. She is, however, more casual and playful with/around animals. She trusts animals over people, as a general rule. People have let her down, animals have not, so they must work harder to earn her trust and loyalty. She is spirited and an independent thinker. She believes in upholding justice. Taissa follows her own code of conduct and morality. She has not relied on anyone other than Daya (and the spirits) in her life to date. Taissa has never been in love nor seeks such fleeting emotion. She enjoys living on the land and being free to roam as she pleases. She is more hoydenish than feminine lady of the manor.

Daya's personality/character:

She is still young, only 2 years old, so she is very curious, playful with a childlike arrogance. Daya is very loyal to Taissa and will defend her to the death. She views Taissa as a sister. Daya will only listen to commands given by Taissa. She is awkwardly fierce at this stage but is showing signs of just how strong and fierce she will become when fully grown. Daya enjoys playing games with Taissa and getting to see different lands, people and creatures.

Re-rolls - Boon from GM:

3 (Used 2/3)

Firearm training: +2 to hit and damage with firearm. One time bonus. (used in combat on beach, I think?)
Sailing training: +4 to Prof Sailor (or Raw Wisdom score). One time bonus.

DM's Rules on Firearms:

1. You can use a pistol to "club" someone for 1d4 points of damage so long as you are proficient with Simple Weapons.

2. You can use a two-handed firearm to "club" someone for 1d8 points of damage, so long as you are proficient with Simple Weapons.

3. A double-barrelled musket has a range increment of 40 feet, not 10 feet.

4. Gunpowder is more common. Therefore all costs associated with firearms are now half price.

Healing Remedy:

Healing

You are now able to Craft healing remedies.

Healing Remedy:

Cost: 100 GP
Time: Full Round Action
Requirements: Must make a Craft: Alchemy Check – DC is 25.

Effect: When you give this to an ally, roll a Heal Check. The DC is 15. If you are successful, the subject recovers 1d6+1 HP. For every 5 points you beat the target number, add an additional 1d6+1 to it. In other words if you got a Heal of 20 it would be 2d6+2; Heal of 25 is 3d6+3, and so on.

Failure: The subject gains no healing bonus and they cannot receive another Healing Remedy that day.

Note: You can only receive one Healing Remedy per day. A second Healing Remedy will not grant any bonuses to healing if used on the same day.

Stats for Dhow - The Scorpion:

Dhow

DESCRIPTION
This massive sailing ship is used for warm ocean travel.
Colossal Water vehicle
Squares 60 (20 ft. by 65 ft.); Cost 8,500 gp

DEFENSE
AC 2; Hardness 5
hp 700 (350)
Base Save +0

OFFENSE
Maximum Speed 150 ft. (current) or 75 ft. (muscle)
Acceleration 25 ft. (current) or 20 ft. (muscle)

Weapons Up to 6 Large direct-fire siege engines in banks of 3positioned on the port and starboard sides of the ship and one at the bow and stern. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

Attack ram 10d8
CMB +12; CMD 16

DRIVE
Propulsion current (air; two masts, 25 squares of sails, hp 125) or current (water)

Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
Forward Facing the ship’s forward

Driving Device steering wheel
Driving Space the nine squares around the steering wheel, typically located in the aft of the ship
Crew 12

Tea Leaves - Acorn Blossom:

Given to Taissa by Captain Dirk Rowan of The Waverunner.

Tea Leaves:
They have 20 doses of them. When you brew a pot of tea with these leaves they leave you feeling calm and relaxed.

They add a +2 to a Heal Check if the person is being healed from Sickness or Disease for one hour after they drink it.

It also is pretty relaxing and it adds a +1 Misc. Bonus to Willpower Rolls for the next 4 hours after drinking a glass.

Boon from Amurath Khan of Osirion:

A strange coin with a symbol engraved on it.

”Show this to any man from Osirion in the west and they will owe you a service on behalf,” Amurath Khan says gravely.

If you are in trouble and can find a man from Osirion, that man will help you if he knows the Khan. But he’ll probably not do it more than once; so use it sparingly.