Finnighan, Ceighan

Rob's Character

Description:

Race/Class: Thurian (human)/Bodger & Rogue

Abilities
Str 14 (2) Dex 16 (3) Con 14 (2)
Int 19 (4) Wis 12 (1) * Cha 12 *(1)
Saves:
Fort: 5 Ref: 5 Will: 1
Resistance 4 (fire)

HP: 30
AC: 12+3dex (15 total)
Speed: 30 ft

Base Attack: 3
Attack 1 (mechanics wrench): 1d20+3 Damage: 1d6+3 bludgeoning or 1d4+3 piercing
Attack 2 (blunderbuss): 1d20+4 Damage: 2d8 (adjacent line half damage) (bludgeoning and piercing dmg) (30ft range)

Skills
Acrobatics(dex) 3
Animal Handling(wis) 1
Arcana(Int) 4 *2 from rogue(8 total)
Athletics(Str) 2
Deception(cha) 1
History(Int) 4
Insight(wis) 1
Intimidation(cha) 1
Investigation(Int) 4
Medicine(Wis) 1
Nature(int) 4
Perception(Wis) 1
Performance(Cha) 1
Persuasion(Cha) 1
Religion(Int) 4
Sleigh of Hand(Dex) 3
Stealth(Dex) 3
Survival(Wis) 1
italics are proficient classes

Possessions
Leather Armor (looks, no AC bonus)
Greatcloak (12+ full dex)
Jackrench
Blunderbuss

Gear:
Goggles(on forehead)
Gunners Kit (in room)
Mechanics Boots (on feet)
spanner(in room)
lead pipe(in room)
cup of nails(piercing scrap shot)(in room)

Tool Belt(on waist):
wrench holster
sack(magelock round(2), 24gp)

Horseshoed Bodger Backpack(on back)(+1 to Lucky tattoo):
Bedroll (outside, bottom)
Collapsing Shovel(outside, left)
Collapsing saw(outside, right)
Mechanic Tools(in bag)
water skin(in bag)
Trail ration(2)(in bag)
Flint and Steel(in bag)
Scrap rounds(1)(in bag)
1 rope(in bag)
Steamo Guild Letter of Introduction
Travelers pouch
belaying pin
bag of calprops(24pcs)

Languages:
Cygaran, Ordic, Swampy, Llaelese

Feats and bonuses
Guild Artisan:
added skills of Arcana and Insight
Mechanical Tool Proficiency
Steam Guild Member(5GP a month)
Sailor
Navigation tools proficiency
water based vehicles proficiency
Rogue
Expertice doubles Arcana and Mechanic tools
Jackwrenching
costs one action- Mechanika functions for 1d4 rounds, 1d6/2 times before breaking completely, upgraded to 2d4 rounds at 9th level
Thurian Luck
if you roll a 1 on a check, reroll and take the new number.(1/day)
Brave
Advantage versus Fear
Thurian Resilience
Advantage versus Poisoning
Resistence to Poisoning
Brawler:
Proficient with unarmed and improvised weapons. 1d4+Str damaged. Grapple checks as a bonus action.
Ship Passage
Can work on a ship in exchange for free passage(per DM approval)
Demolish:
+1d6 damage to Constructs and Mech-based enemies while using a jackwrench(every 3 levels)
Bodger’s Evasion:
Save throw verses Mech attacks/Bodger related per DM

Bio:

Enjoys tinkering with things, finding out how they work.
Will hold onto things “just in case it’s useful”
worked on riverboats traveling The Dragon’s Tongue as a deckhand, mainly on Teighan’s Toter , a cargo vessel owned by an Uncle Sean MacGowen.
worked as maintenance for extended family’s shops/inn around Fisherbrook
Joined Steam Union in Five Fingers via an uncle(Michael Malone) who works at the docks there
picked up gunsmithing skills in Tarna from brother-in-law’s father.(sister Meighan, brother-in-law Seamus Mahone, gunsmith Sean Mahone, shop named “Bellowing Brass” )
picked up steam engine and small arms skills apprenticing in Pt. Bourne with Steam Guild and brother-law’s(Jack) gunsmith shop

Cannonball Run:

Oh Cannonball Run, what a fun pastime bored Thurians have created. Credited from dock workers being bored, the game seems to have its strongest players and fans from port cities. Although each city has its own variations, there exists the same basic tennents throughout the land. It is a simple sport that is easily mastered: Take a cannonball and toss it from point A to point B; the person with the fewest tosses wins. Usually eash person takes a turn in order, although some areas make whoever’s farthest back continue to shoot. In recent history cities have loosely organized the sport around their guilds- Ironsmiths, gunsmiths, leatherworkers, jackmen, ect. Each guild competes within itself for their chamion, dubber a Sounder. Each Guild then sends their sounders into a match for the “Sounders Cannon”- usually an old signal cannon taken out of commission by the dockmasters. Now the paths taken are rarely a straight arrow, which is where the skill comes into play; overshooting a turn makes you have to throw back the way you just came. The major cities all employ a rule where you must take a shot at each pub or inn you pass, which, on the surface, sound fun and innocent enough. In reality, it has made the routes more complex as each city tries to incorporate every on an overshoot corner. Those who often overshoot fall into these “holes” and never reach the end of the match. This has also developed the rare feat of a “dry run”, where the Sounder completes the course without having to stop at a single inn. Without a reward for the acheivement, no tosser worth his salt aims for this.
In Point Bourne, we had five main guilds competing: The Ironhorse(Iron workers), Gunners(Gunsmiths), Jewelers(Silversmiths), Dockjacks(dock workers/general laborers), and the Dross(guildless or a guild with too small of a willing pool of players)

Necromancy backstory:
It is very common in Point Bourne to re-equip traveling adventurers at our guild shop- not just the military at the fort. If you stay on for more than a couple of months you will actually get to know your “regular” customers- usually the merchant guards or the parcelpost. The human group in question this time were of a different calaber altogether: they saw it their calling in life to “free the roads for safe travel”, which, in reality meant killing every “witch” or magic user they could come across on the Ghurlwood trail. The leaders of the group, John and James, were two Mennite Monks from Cassandra Pentaghast’s cult of zelots. They had a brutish fighter that was as sharp as hammer, but was fervently behind the cause of killing whatever a witch was. Rounding out the group were three gunners who, far from zelots, were there because it paid well. Unfortunately for them, it was usually in the form of magic items not in coin. Due to our connection to family traders, we had no problem collecting them and trading it out for towers next time my uncle was in town even though we were a gunsmith and not a bazaar. Jim, one of their two pistolmen, always had resounding stories to tell of the gunmen expoints, usually of them saving the fighters from another scrape. Oddly though his stories had their rifleman, Oak, as the hero, not him or Anne-the other pistol weilding party memeber.
After an exceptionally successful run, Jim was talking up their exploits and how they seemed to have found a haul of items outside a shack in the Gnarls, but before you got to Demonshead Pass. He handed me a tome, saying that all of the stuff was like it and asked if I could line up an interested party for when they returned in a month. A month and a half later, a one-armed limping Jim returned with Oak. In Jims hand was a sack that was obviously a head. Oak and he were all that was left of the party, and they had no way to haul the coven treasures back to town without help. It seamed the “shack” was not a shack at all but a haven for [necromantic god]. The fireplace housed a secret entrance to underground passages that left my skin crawling. Yesm thats right- My brother-in-law sent me with the cart to haul the loot back.
The shack had a little pen with goats to its right, and a porch about as big as the shack itself. It also had six freshly dug graves to the left of its clearing. The tree next to the markers contained four low hanging bodies strung up by their feet and a pile of burned bones at its base. Oak led me to the fireplace, letting me know that this was where Tuck the brawler fell. He then broek into the long-winded story I sum up here.
When the party had arrived there, it seemed a family occupied the shack now- a mother, father, and two young daughters. The Zelots were going on about Mennon to the parents by the fruit tree, asking about the collection of “forbidden knowledge” they found here last time they were through. While this was going on, Tuck had follwed the little girls into the house to see their new puppies. Oak, Jim and Anne stayed near the Zelots, no stranger to Mennites rubbing honest folk the wrong way. To our surprise, a blood curling screem issued from Tuck moments later. Jim went racing towards the shack, only to have a reanimated wolfhund greet him at the door by biting off his pistol hand at the forearm. Luckily for Jim, Oak had reacted to the screem by sighting his rifle and firing it upon the emergence of said head. With the loss of his gun and his hand, however Jim was out of the fight. Asking no more questions, the Zelots clubbed the parents with wild abandon while Anne ran towards the hut to stabilize Jim. Oak meandered foward while quickly reloading the rifle. A second Wolfhund joined the first, obviously guarding the doorway. Anne fired at the first dog- just because its head was half gone didnt mean it was dead in her mind. Tuck was grappling a third dog inside when the back of the fireplace opened up. He never had a chance as the two emerging priest took his life and the “life” of the grappled hound. John and James had finished beating the parents to death, receiving very minor damage in return. Jim sighted down the barrel at the guard dog and readied his shot. Anne tried to pull Jim to the side, but the living wolfhund grabbed his right ankle and held him in place. As Tuck’s deathknell rang out, John smashed the neck of the wolfhund, blocking Oak’s sight. James used his quarterstaff like a lance and bullrushed the wounded wolfhund out of the doorway, almost clipping John. Unfortunately for him, it also lined him up for the priests to attack him. Unlike with Tuck, however, one of the priests’ spells failed, so James was only knocked to the ground instead of killed outright. The failed spell also crippled the priest’s right hand. The dog also did not fair well; it fell to peices like a dropped teacup. Anne was able to crouch forward of the doorway and sight the healthy priest with her other loaded pistol, clipping his right leg before the shot burried itself into his left knee. Oak still did not have a clear shot into the cabin, but fired anyway. The shot scathed past John’s ear to clip the withered hand of the other priest. Down on his knees, James had his life sucked out by the preist shot by Anne. The other priest knelt over Tuck’s dead body and started to chant. The two little girls ran down the fireplace passageway to find safety. John tried to disrupt the preist’s chants, but found his staff caught up on the mess of dog bodies. Anne ducked behind the doorway as she reprimed her pistols, as Oak lined up on the door for a clear shot at the withered handed priest. His amazing shot actually took the priest’s good arm off at the shoulder, but didnt manage the outright kill. As he flopped to the floor, the party was surprised to find James weakly grapple and pull himself on top of the preist. Tuck’s body slowly began to rise at this point, missing an arm and some fingers on the other hand. His broken neck let everyone know it was not Tuck. John freed his staff and whomped the kneeling priest squarely on the temple, distrupting the necromantic spell. A loud explosion errupted from within the fireplace passage. James and the grappled priests succumbed to their wounds, while the other priest and John both passed out. Not taking any chances, Oak pulled out his cleaver and started to lop off heads while telling Anne to assess our party leaders. Jim started to search for his pistol, but found out Oak’s shot to the wolfhund had hit his pistol, resulting in the exploaded left side of the head. Anne was able to stablize John, but he was not going to be moving anytime soon. Jim, Oak, and Anne decided to explore down the passage to see what caused the explosion. Their trip was short- either the girls tripped a trap or the two other adults found in the hallway did. Spears had come from above and below to pincusion them in place, causing something to explode in the first adult’s bag. Of him, there was little remaining torso. Oaks cleaver doubled as an axe at this point to get the three into the room at the end of the hall. Not only did they find the original stash of loot, but also a chest full of random traveler’s gear, a great pile of bones, a stockpile of candles, and more books. finding no other passages, the team returned to the surface with what they could carry, Anne taking mainly the gold in the chest- she had decided to find a caravan on the trail and take John with her for healing. Jim and oak burried the bodies of the dead, but hung the necromancers upsidedown on the tree. Jim also found his missing knife on Tuck’s dead body, prooving Tuck was not as slow as we all thought.
So into this hole I enter with my uncle an a local scribe. The scribe starts to freak out upon reading the books, lettting us know that the grimores were in fact high level necromancy tomes. Likewise, most of the iems not in the chest delt with their practices and should be considered cursed. Despite that, my uncle still cleared the whole room into our cart. He did, however sort said items into their own pile “to be delt with later”. Upon moving the chest with my uncle, we found a false floor, causing everyone to stop and ready our weapons. we felt stupid after opening it and findind no one below it- only a small chest with ceremonial onyx daggers and a book on raising animals…literally. when we got back to the fort, I spent the next six months trying to find buyers for “cursed” artifacts, and learning more about necromancy than I ever desired. On the plus side I found out many a priest out to rid the world of evil like to study the works of their counterparts so they can combat their spells.

Finnighan, Ceighan

The City of Ghosts DukeofWolfsgate ltmyndonos