Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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Evil GM

Note I won't be online much, if any, of the day tomorrow.

I'm logging off, I've a bit of work to do.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Wish list attached to profile. Kept it under 20,000. For now.


Evil GM

FYI: I'm going to be limited, if any, computer access until Sunday evening.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Someday we will all have computer access thingys implanted in our heads. Then we can game whenever. :)


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Not you too. All my games have slowed to a crawl recently.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Boss man don't need to feel guilty... Rest up!

Should we be leveled by then?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Oh, right, I should figure out my leveling up stuff.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Get us somewhere safe and a little time and we can occupy ourselves with the inevitable conversation that will follow this. Or we can do it while we work.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:
baldwin the merciful wrote:
FYI: I'm going to be limited, if any, computer access until Sunday evening.

This is probably for the best. I might actually get some school work done!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

We need one of those Instant Fortresses :)


Evil GM

It's my daughter's b-day, so we are getting together with family.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Happy Birthday to her!

Fighter 4/Rogue 3*: 1d8 ⇒ 5


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7
baldwin the merciful wrote:

After quite a bit of finagling you manage to get the boat out through the hole in the roof. You sense, and see many eyes watching you but you do manage to lead the rescued prisoners through the swamp. during the trip you learn that 8 of the 13 prisoners were former tenants of Hargrove, three others worked another plantation, and the remaining two were locals. The prisoner that died worked at another plantation.

Hargrove has his butler pay you for your service. He is cloyingly sweet towards the rescued workers. He directs his staff to ensure the rescued are well feed and given ample water, along with extra ration of watered wine.

You all can go back to town and RP if you want. If you have question or want RP at Hargrove, I'll have to do that after Sunday.

Sorry if I seemed pushy for something. Didn't mean for you to rush into anything. I meant something like: You clear away the debris that might punch a whole in the boat. The former prisoners are more than willing to help if it will mean riding in a boat rather than walking through the dangerous water. With the unconscious back to consciousness, the civilians are removed from the boat for a short time so Sorrin and Torgue can lift it into position. Once there everyone hopes back on and settles in for fitful sleep with copious guards on each watch. Surprisingly, nothing strikes during the night but the gaze of many strange creatures can be felt on them. Come morning the rubble sinks far enough for the boat to move on its own.

Is this good? From here we can assume a full nights rest, level up, and do any last minute clean up.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

HP: 1d8 ⇒ 7

Woo!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

1d8 ⇒ 5

Not bad. I usually roll below average for hp.

Obviously my next level will be in Witch.

Astri, what 4th level spells you taking?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

1d8 ⇒ 4

Stunningly average!

Ah 4th level spells... Bards are 2/3 casters, so Astri is just now getting her first 3rd level spell. Quite behind on the curve.

I have her mostly focus on utility/buffs. To give you an idea of what I'm looking at though:

freedom of movement
dimension door
heroic finale
invisibility, greater
shadow conjuration
adjustable polymorph
dominate person
phantom steed, communal

The dimension door would probably get replaced by Bard’s Escape when she gets access to 5th level spells, but that's a long way off.

Then of course I also get access to Bardic Masterpieces such as Vindictive Soliloquy, and Legato Piece on the Infernal Bargain which use either a feat or spell slot.

...I have a lot to choose from, essentially.

Leveling breakdown-

+4 hp

+1 BAB

No + saves

+2 bardic performance

New 1st level spell- Ear-Peircing Scream

Two new 3rd level spells known- Haste, Slow

Able to cast two 3rd level spells a day

New Feat: Rapid Shot

Improved ability: Inspire Competence +3

8 skill points +1 bonus for bard

2 points acro
1 point diplo
1 point sing
2 points string
2 points perception
Bonus skill point: +1 linguistics (Aklo)

I think that's everything.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Should I take the black tentacle spell?

I was thinking that and Ice Storm.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Those are both great spells! Go for it.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

My choices:

Blessing of Fervor APG
Freedom of Movement Core
Control Weather Core as Domain

That's right. The weather is mine to control. AHAHAHAHAHAHAHAHA

And at some point I want to use lesser planar ally but that s**@s expensive and there aren't many options for good aligned at 6HD or less.

Also:

+1BAB
Channel 3d6->4d6
Feat: Extra Channel
Skill Points = 2 class + 1 Int + 1 Human + 1 FC = 5
+1 to Diplomacy
+1 to Perception
+1 to Religion
+1 to Heal
+1 to Spellcraft
Two 4th level spells + Domain
One first level spell


Evil GM

just checking in.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Super busy today. Will get some rp up tonight...


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Think I'm done. Slow level, not much going on except +1d6 sneak.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I will get to leveling sometime today.

Child hasn't really been better and I was worried about him being dehydrated so I went around to doctors and ERs with him yesterday. He went a full 24 hours without peeing, so that was a bit worrisome.

Doing a little better today.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Glad he's doing a little bit better today.

I had my share of strange childhood illnesses, he'll pull through with a little help from medical science.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

If Torgue is taking off, we'll be needing another front-liner.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I'm stuck for a feat, any suggestions or just go for another hex?

Also, are we each getting our shares or was it all just going to stay pooled for the boat?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Torgue will be taking his share and loot I believe.

As for the rest, I suggest we all get our shares and do the following:

1)Find Lester at The Round Aground Tavern and ask him about the whereabouts of Karskor Thul.

2)Find Karskor Thul and apprehend him.

3)Bring him in to the Commandant, use our reward money and some smooth-talking from Astri to get The Baron for really cheap. We all chip in for the leftover price, which we will be compenstated for when we...

3)Sell off the Dragon's Tail, because it's poop.

4)Hire sailors and go on some sea-bound adventures! Treasure hunting maybe...?

Thoughts?


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Torgue should stay! Get a +2 great club! Level 7 is good for Barbarians, damage reduction!

Selfish, but I'll need a room mate!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Treasure Hunting!


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.

Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.

Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

Special: You cannot take 10 with this skill. You can't aid another on Use Magic Device checks. Only the user of the item may attempt such a check.


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

Probably 6,840 gp selling value.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

I would also like Torgue to stay... unless they're making a new character?

It amuses me when a magic item is worth as much as a ship.

Though there are probably pieces of technology in our world that are worth as much as a car or house I suppose.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Staff of Swarming Insects most likely.

22000/2=11000


Male Human Warrior 1/Fighter 5/Rogue 4 | 32/99 | AC 27/18/20 | F 10/R 10/W 3-4 vs fear | Init +5 | Perc +7/+10 traps

6 charges?


Evil GM

I'm back but won't be posting till tomorrow.

It is a staff of Swarming Insects but it book has it listed with 6 charges.

-----


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Welcome back Baldwin!

The staff doesn't really follow the normal Staff of Swarming Insects, seems more powerful.

I just wish it was a staff of Bee Swarm, then Chell could open an apiary.


Evil GM
Astrianna Sparacello wrote:

Welcome back Baldwin!

The staff doesn't really follow the normal Staff of Swarming Insects, seems more powerful.

I just wish it was a staff of Bee Swarm, then Chell could open an apiary.

The way they have it listed it does follow the typical Staff of Swarming Inspects, it's more powerful. I'll double check the RC book tomorrow.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Ahh because the wight used the Summon Swarm charge on it for the rats, I see.

Well if Chell can't be convinced to use it, the staff will certainly fill our coin purses. The question is, who to sell it to?

I've always amused myself with the idea of an adventuring group selling a powerful magic item, and then later an antagonist purchasing it and using it against them.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

I want it as a player and I think I found a way to justify it in character. And Staff of Swarming Inspects still works. He used one charge for rat swarm and 3 for plague of wasps. That's 4. Staves start with 10 so that's 6 left. And it cast the spell using your caster level and wisdom. Plague of Insects is 2 swarms per 3 levels so it fits with what happened.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Staff of Swarming Inspects is what happens when you get a new toy and bring it to preschool with you.


Evil GM

So it looks like Torgue has left the the party. What would the group like to do about replacing the character/player?

Deduct his share for the treasure/loot from the overall amount recovered/sold.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Yup his share will be getting deducted and he'll be taking the +2 breastplate with him. We need another front-liner, someone tanky preferably, fighter or barbarian or hell a monk or melee ranger or even a shapeshifter druid or something. If no one has anyone in mind we could open up recruitment?

On the topic of loot, are we going through the rp of selling everything or considering it sold?

We have two unclaimed items- a Ring of Protection +1 and a potion of water breathing. Sorrin already has a ring of protection (Can't wear two, deflection bonuses do not stack), so Embri or Chell?

Embri- You were asking about feats earlier, you could take a sailing related feat? Especially if you're going to be our navigator/helmswoman.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Boss man, you better find another male character to recruit. Four females would be too much.

Astri, I was just thinking of spell pen or another hex feat. Though sadly I cannon get split hex until 10th. :(

Are there actually feats just for sailing?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Spell pen is probably a good idea, or spell focus?

Feats:

Seaworthy

You have spent a great deal of your life on the high seas and a seafarer’s life is second nature to you.

Benefit: You gain a +2 competence bonus to all Profession (sailor) checks. In addition you gain a +2 circumstance bonus to all Acrobatics checks made to balance while onboard a seafaring vessel of any kind, and a +2 circumstance bonus to all vision–based Perception
checks made at sea.

Helmsman

You are most at home at the helm of a ship. When controlling the ship you and the vessel become one, and your skill as a sailor allows you to save your vessel from certain destruction.

Prerequisite: Profession (sailor) 3 ranks, Seaworthy.

Benefit: When manning the helm of a ship you may substitute a Profession (sailor) check for any Reflex saves made by your vessel against attacks, spells, or other effects. In addition, your vessel gains a +2 dodge bonus
to its AC.

Normal: When your vessel is targeted with an effect requiring a Reflex save, your ship makes a Reflex save and may not use a helmsman’s Profession (sailor) skill.


Cleric 18 | HP 33/61 | AC 20(22 with shield), Touch 13, FF 18(20) | CMB +6 | CMD 18 | Fort +8, Ref +5, Will +15 | Init +2 | Perception +14 (+16 on ship) | Spells: 1st 3/7 2nd 3/6 3rd 2/5 4th 1/5 5th 1/4 | Channels: 3/7

Is there not a spell focus for witch hexes? A boost in DC would be good.

Also, paladin or Warpriest can be tanky as hell. But considering that we might be on a boat more often, heavy armor sounds like a bad idea.

I was also going to get a few AC improving items at some point so I can take the Ring of Protection.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Great! RoP to Chell.

I forgot about Paladins. Though with this group a lawful type may be a poor choice...


Evil GM

A pally won't work with the environment and party mix. I'm not using advance classes guide so the warpriest is out.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Yeah, no lawful alignments, no female and please, no one who is going to sink like a stone at sea.

And where did Torque say stuff about leaving game? Did I miss that completely and is he bowing out of all his game? I gotta another one with him.

And Seaworthy looks interesting, I may take it.


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Seaworthy would be great for you, and you can get Helmsman later as well.

Oh yeah, Astri can use Bardic Performances as a Move Action now, hooray!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

I guess I will be the Master Seaman of the group. :)

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