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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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

the reflex, lightning: 1d20 + 10 ⇒ (11) + 10 = 21


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

Sorrin somersaults and twists, avoiding the second lightning attack. Gladly accepting Quell's blessing, he leaps across the water... drawing his blade as he does.

Splashing into the water between the witch and the wight, he slashes with his scimitar!

acrobatics: 1d20 + 13 ⇒ (17) + 13 = 30

atk1, +3 scimitar, wf, inspired: 1d20 + 12 + 3 + 2 ⇒ (1) + 12 + 3 + 2 = 18
dmg1, +3 scimitar, spec, inspired: 1d6 + 8 + 3 + 2 ⇒ (3) + 8 + 3 + 2 = 16


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

Be sure to slash the right wight and not the witch :P


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

No worries, a fumble! Missed you!

Dex: 1d20 + 6 ⇒ (12) + 6 = 18


Evil GM

The splashing between the witch and the wight is going to work since bri had to move up to touch the wight. Sorrin will long jump from a standing position once he is healed, but he does jump 15 feet to stand next to the witch. His hands sweaty and damp frrm the swamp nearly drops his remaining scimitar.

Update Map


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:

This action is assuming the gatorman stays put and continues attacking Astri

Inspire Courage Active: +2 competence attack/damage +2 morale save vs fear and charm

Round 11

The multiple Astriannas kick and dances in the water, struggling out of the entanglement long enough to get off another spell. She has to turn to target Torgue

Escape artist: 1d20 + 6 ⇒ (20) + 6 = 26

Using her illusions as bait, the bard takes a gamble and recklessly casts a spell behind her, covering Torgue's armor in a thick coating of grease.

reflex save vs entanglement: 1d20 + 8 ⇒ (1) + 8 = 9

She is not quick enough with her spell and the grasping vines wrap around her and all of her copies once again.

Free action: Maintain Inspire Courage (0/16), round 12 is the last round of IC, make it count!

Move action: Free self from vines

Standard action: Cast Grease on Torgue (+10 to escape artist check), provoking an AoO from the Gatorman

Active effects: Inspire, mirror image x6, entangled (-4 dex)


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 17/100(31/114 when raging)
AC 14/T11/FF13 (-2 when raging)(13/11/12 with rage and haste)
Saves F12/R3/W4 (F13/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 12/18
Effects: Bardsong(+2/+2),Rage.Bless
Used:Second Wind 2

Escape artist: 1d20 + 11 ⇒ (4) + 11 = 15

I think Torgue can push 5' west but that is it


Evil GM

RD 11 update

Caller - called lightning down
Chell - moved to sorrin healed
Sorrin - jumps and tried to att
Bri - wounded Wight with cure spell
Gatormen -
Astri -
Torgue - barely moves


Evil GM

RD 11 Gatorman

He moves back towards his master to aid him. Astri you get an AOO if you ahve a melee weapon in hand. It moves half speed becasue of the entanglement to G:13 (20 ft of movement} then gets into it's habitat of the swamp and moves another five feet to F:13 before it slams the Chell.

slam: 1d20 + 13 ⇒ (11) + 13 = 24;damage: 1d6 + 4 ⇒ (3) + 4 = 7

Pummeling the horrid worshiper of foul deity.

RD 11 Updated Map


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

Right in the damn dot again. Do you ever roll single digits?


Evil GM
Chell Silves wrote:
Right in the damn dot again. Do you ever roll single digits?

I just had some cruddy dice in my RA game.


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:

Curse intelligent creatures and figuring out it's better to attack Chell rather than waste time on Astri's mirror images.

Astrianna takes a swing at the gatorman as he splashes away. "Come back here! Fight me you leather-brained crayfish guzzler!"

Longsword AoO, inspired: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4


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

That's amazing how you fit that into the bardic performance.


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:

Astrianna's musical abilities are incredible, and her vocabulary is as massive as her ego. My musical ability however, sounds something like this:

"Come back here and fight me, you leather brained crayfish guzzl-er."

"Instead you run to mommy, why don't you go and nuzzle her?"

So this is what you get.

FYI it's really hard to rhyme guzzler.


Evil GM

Astri does manage to nick the gatorman for some minimal damage.


Evil GM

RD 12

Caller -
Chell -
Sorrin -
Bri -
Gatormen -
Astri -
Torgue

RD 12 Map


Evil GM

RD 12: The Caller

The wasp sense Torgue is near so they zoom over him.

He gets an AOO.

damage: 2d6 ⇒ (6, 4) = 10
plus poison

Poison (Ex):

Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save.

-------

Heat metal:

chell: 2d4 ⇒ (1, 4) = 5
sorrin: 2d4 ⇒ (3, 3) = 6

------
The wight drops its old wooden staff and slams into

1 sorrin, 2 bri: 1d2 ⇒ 1

he slams into sorrin

att: 1d20 + 12 ⇒ (17) + 12 = 29;damage: 1d4 + 7 ⇒ (1) + 7 = 8
plus DC 16 fort 1 neg level

Energy Drain (Su):

This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Energy Drain and Negative Levels:

Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies.

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

He cackles insanely.


Evil GM

Updated RD 12 Map


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

fortitude, energy drain: 1d20 + 9 ⇒ (18) + 9 = 27

Sorrin feels the rot and corruption of the flesh try to insinuate itself... But, The Dawnflower protects.

Not wishing to let his team down, he slices and slashes at the horrid undead thing in a valiant attempt to bring it low.

atk1, +3 scimitar, wf, inspired: 1d20 + 12 + 3 + 1 + 2 ⇒ (2) + 12 + 3 + 1 + 2 = 20
dmg1, +3 scimitar, spec, inspired: 1d6 + 8 + 3 + 2 ⇒ (5) + 8 + 3 + 2 = 18

atk2, +3 scimitar, wf, inspired: 1d20 + 12 + 3 + 1 + 2 ⇒ (15) + 12 + 3 + 1 + 2 = 33
dmg2, +3 scimitar, spec, inspired: 1d6 + 8 + 3 + 2 ⇒ (3) + 8 + 3 + 2 = 16

BAB 6, Dex +6 (4+boots+grace), Scabbard +3, wf +1, inspired +2.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Wasps are teeny tiny so weapons don't hurt it
Fort: 1d20 + 14 ⇒ (1) + 14 = 15


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:

It doesn't really matter because you rolled a 1 torgue, but didn't you drink an antitoxin before we got to the temple giving a +5 to fort saves vs poison?


Evil GM

The first attack by Sorrin misses widely but the second one hit causing some damage to the undead creature.


Evil GM

I do believe the heated metal has Chell floating unconscious in the water at -2 HP. She is getting up close and personal with Quell.


Evil GM

Dying:

A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

Stable:

A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.


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

Stablize DC 10: 1d20 - 2 ⇒ (18) - 2 = 16 Yes

After giving Sorrin the boost necessary to survive the Wight's next attack, Chell is pounced on from behind. The creatures tail slams her hard into the rock Sorrin crouched upon, knocking her senseless. She lets out a pitiful cry with the last of the breath in her longs...then sinks beneath the water as darkness takes her.

Please Quell. Let...them...live. Ever the devoted cleric, her last thought is a prayer of protection and hope.

At least heat metal will do half damage again.


Evil GM
Chell Silves wrote:

.

At least heat metal will do half damage again.

Ever the optimist - Yes the glass is half full. :-)


Evil GM

RD 12 update

Caller - hit sorrin with slam
Chell - stabilized -2 HP
Sorrin - hit the wight once 16 HP
Bri -
Gatormen -
Astri -
Torgue -

Updtaed RD 12 Map


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

Well, was trying to save this for a swarm but..

Bri uses her last casting of Burning Hands upon the wight, trying to angle it so as to not his Sorrin with it. He's taken enough damage and she'd hate to drop a friend.

This should work, undead hate fire, right??

5d4 ⇒ (2, 3, 3, 3, 1) = 12
reflex 16 for half


Evil GM

I'll work with the map when I get home so Bri doesn't include Sorrin.

reflex: 1d20 + 7 ⇒ (2) + 7 = 9

The Caller hisses a foul curse. "Dajobas will devour our flesh and soul!"

He has taken some damage from the hits but looks like he has plenty of undead in him remaining.


Evil GM

RD 12: The gatorman

The gatorman pushes past the useless victim laying face down. A snack for later. He moves to C:10 to flank with the wight on Bri.

slam, flank: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31;dam: 1d6 + 4 ⇒ (1) + 4 = 5

The crushing blow thuds against the witches temple.


Evil GM

Astri and Torgue have RD 12 actions.


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:

Round 12

Astrianna gasps as she watches Chell get slammed from behind, falling into the bloody water... and not getting back up. The bard's song ends, her magical notes spent for the day.

Escape artist: 1d20 + 6 ⇒ (13) + 6 = 19

She slips out of the entangling mass of weeds and splashes towards the fallen priest, pulling out her wand of cure light wounds with her free hand.

Move Action:Break free of entangle

Move Action:15' move to F13, draw wand of cure light wounds

Reflex vs entangle: 1d20 + 8 ⇒ (19) + 8 = 27

Ha, not entangled again! Finally. This terrain sucks, the entangle on top of it is horrible.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 14/100(28/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F14/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 13/18
Effects: Rage,
Used:Second Wind 2
Escape Artist: 1d20 + 11 ⇒ (17) + 11 = 28

Torgue manages to slip out and moves to J-14 since that is the only place he can go.


Evil GM

Torgue are you double moving or did you use a second wind and move?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

Move action to break free and then a move to go 15'

Entangle:

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.


Evil GM

I see that the break free is the MA


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

The effects used on the block is what stuff I have used before so I keep track of resources


Evil GM

RD 13

Caller -
Chell -
Sorrin -
Bri -
Gatormen -
Astri -
Torgue -

RD 13 Battle Map


Evil GM

RD 13 The Caller

The wasp swarm disappears.

Yeah!

----
Heat Metal

Chell: 1d4 ⇒ 2

* only half damage to Chell since she is face down in the water.

sorrin: 1d4 ⇒ 3

The intensity of the metal lessens.

-----
The undead druid lets out an tremendous cackle as it whacks Sorrin once again, craving the thudding sound of impact with flesh.

att: 1d20 + 12 ⇒ (2) + 12 = 14;damage: 1d4 + 7 ⇒ (2) + 7 = 9
plus DC 16 fort 1 neg level
See previous Caller post for effect.

"Sacrifice thou flesh to the jaws of death, sooth the sharks hunger with your blood and soul."


Evil GM

Chell since you took more damage from the heated metal you need another stabilize check. Astri's behind you with a wand just in case.


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

Blub Blub Blub: 1d20 - 3 ⇒ (1) - 3 = -2

Edit: Wait, I went down on the gator's turn. Then the Caller goes. Then I make a stabilize. First roll should still work. But I think that will be moot once Astri goes.


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 that wasp swarm is gone. The prisoners might live.

Here to save the day!

Round 13

Astrianna dips under the water- it wasn't hard to find the priestess, considering her breastplate was so hot it boiled the water and giving off steam. She scoops the priestess up with her arm and props her head up above the water. "Chell! Come on, wake up!"

The bard flicks the wand and speaks the command word, tapping Chell's head with the magical device

Wand of Cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2 .......

The wand sputters and barely stops the flow of Chell's lifeblood into the surrounding water. Astrianna looks frustrated, and curses loudly. "S&#&! Why did I get the cheap one? Work you glorified holy twig!"

She grabs the priestess by the robes and tries to drag her out of the entangling mass.

Standard Action: Wand of cure light wounds on Chell

Move Action: 10' Move to D12, attempt to move Chell '5 to D13

If I can even do that in one round, here's a strength check to break her out of the weeds.

Strength check: 1d20 + 1 ⇒ (10) + 1 = 11


Evil GM

Chell was out of the entanglement already that is the white template. I believe the mauve template was the fog cloud that was dismissed.


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Evil GM

RD 13

Caller - missed att on sorrin
Chell - drank swamp water failed to stablize.
Sorrin -
Bri -
Gatormen -
Astri - sputtering wand...looking to return it to the dealer.
Torgue -


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

Sad that he doesn't seem the type of undead to take extra damage from fire, Bri will once again dare to get close enough to him to heal his arse to death.

1d20 + 3 ⇒ (16) + 3 = 19
2d8 + 6 ⇒ (6, 3) + 6 = 15


Evil GM

Bri - A Wight's big weakness is resurrection/raise dead.


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

Sorrin's body instinctively avoids the animated creature's rotting flesh and corrupting touch. But, he can't keep this up for long.

Wight... You have zeal and tenacity. Hargrove may like your head above his mantle!

atk1, +3 scimitar, wf: 1d20 + 12 + 3 + 1 ⇒ (7) + 12 + 3 + 1 = 23
dmg1, +3 scimitar, spec: 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17

atk2, +3 scimitar, wf: 1d20 + 7 + 3 + 1 ⇒ (12) + 7 + 3 + 1 = 23
dmg2, +3 scimitar, spec: 1d6 + 8 + 3 ⇒ (2) + 8 + 3 = 13


Evil GM

Both of sorrin's attacks miss the creature as it glares at it's next prey. "Food for Dajoras!"


Evil GM

will save for half damage: 1d20 + 15 ⇒ (11) + 15 = 26

Bri's hands sear the decaying flesh as it melts off the wight. It is hurt but still undead and corrupting the area.


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder

HP 14/100(28/114 when raging)
AC 14/T11/FF13 (-2 when raging)
Saves F12/R3/W4 (F14/R3/W6 while raging)
Weapon in hand:Greatclub
Rage used 14/18
Effects: Rage,Grease
Used:Second Wind(2)

Escape artist needed to move?: 1d20 + 11 ⇒ (20) + 11 = 31

Torgue double moves to D-14

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Zellara
Andrea1

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baldwin the merciful


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baldwin the merciful

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Merchant Sailor, NPC

(82 posts)
Female Merchant
merchants

(19 posts)
Aeteperax, Green Dragon
Olaus the Grey, Dragon

(6 posts)
Krun Thuul
Orcs!

(63 posts)
Hrokon
Orn Broken-Tusk

M NPC, half-orc Warrior/bouncer
(76 posts)
Tournament Champion
Pirate RC, NPC

(8 posts)
Worshipper of Cayden Cailean
Pirate, Female

(1 post)
Shackles Pirate
Pirates and Brigands

(1 post)
Sun Priestess
Priestess, NPC

(6 posts)
Baron Galdur Vendikon
Sagacious Samuel, NPC

(22 posts)
Dog
Scaggy

M Dog Guard
(43 posts)
Koriah Azmeren
Scurvy Rita, NPC

(8 posts)
Chuffy Lickwound
Sewer Goblin

Goblin NPC
(186 posts)
Shark
Sharks

(22 posts)
Welton Grompus
Smuggler and Enforcer

(26 posts)
Master Astrologer
Talbard the Grey

H, NPC Wizard
(88 posts)
Captain Josper Creesy
Thalios Dondrel, NPC

M H Sweet talking scoundrel
(96 posts)
Local Celebrity
Thesing Umbero Ulvauno

(1 post)
Alika Epakena
Townfolk, female

(11 posts)
Weight Seller
Townfolk, male

(18 posts)
Leonard Kriegler
Townies

(11 posts)
Valeros
Tulita Warrior, NPC

(89 posts)
Tenzekil Braybittle (Bleachling)
Walter Featherton, NPC, gnome

male gnome, NPC, cartographer Expert 5/illusionist 7
(86 posts)
Ezren
Xander Brim, NPC

(13 posts)
Local Celebrity
Zalen Trafalgar, Quell Cleric

(66 posts)

Galorit


Haughty Avenger
Astrianna Sparacello

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:
(4,162 posts)
Harsk
Vallen Silverclasp

LG Male Dwarf Cleric (Iron Priest) 5 | HP: 28/28| AC: 19 (12 Tch, 17 Ff) | CMB: +3, CMD: 15 | F: +4, R: +3, W: +7| Init: +2 | Perc: +3, SM: +3 | Speed 20ft | ACP: -3| Channel: 3/3 |Active conditions: Comprehend Langauges (50 min), Divine Favor (+1atk/dam, 1 min), Protection from Evil (5 min)
(1,396 posts)

Hassan Ahmed


Valeros
Ali ibn Sabbah

Male Human Rogue 1/Cleric 1 | Init +4 | Perc +6 | AC:17/ T:14/ FF:13 | HP 16/16 | CMB +4/ CMD: 15| Saves F 3/R 6/W 4
(115 posts)
Eagle Knight
Markus the Librarian

Male Human Lore Warden 3 - Scout 4 | AC 21/16/15 | HP 27/63 | F+7 R+9 W+4 | Init +3 | Perc +10 (1,089 posts)
Hand
Sorrin the Wayward

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
(2,542 posts)

Joy


Besmara
Embrianna

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
(2,031 posts)
Golden Orb
The Winds of Fate

(1,597 posts)
Siwar Kurash
Zelladanyia

Female Human Bard (321 posts)

Tirion Jörðhár


Exorcist
Liberty's Edge Dinetta Cillara

Female Halfling Rogue(unchained)/5 -- Fighter(lore warden)/2 -- Halfling Opportunist/2 -- Warrior/1 -- (HP: 71/81 | AC25; FF19; T18 | F+12, R+13, W+7/+9 | Perc: +14/+16, Init +5)
(339 posts)

Zayne Iwatani


Valeros
Zayne Iwatani

M
(740 posts)
Aasimar
Chell Silves

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
(1,584 posts)
Brass Dragon
DM Ancient

(405 posts)

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