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.


951 to 1,000 of 5,327 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Astrianna Sparacello wrote:
+1 luck bonus on will saving throws to resist enchantment effects.

Hmm... maybe I should take two ;)


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:

Haha then you'd be just like an elf or half-elf!


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Astrianna Sparacello wrote:
Haha then you'd be just like an elf or half-elf!

True enough! Except I'd be far more manly.... :)

Meanwhile, here's fun little clip of some true pirating here ;)


Evil GM

I'm not going to be online much this 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

eh, at least we are a place where we can rp a bit :)


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Given baldwins stated semi-absence, I will refrain from inquiries at the moment and just focus on any RP to be had, though I will listen to any tidbits dropped as Darius has an interest in their port of call.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Well nobody has laid claim so

Adriel has pinged the +1 Amulet
and a Belt buckle totem (I don't really need this so someone chime in if they want it, I get racial +2 anyway)

Nobody has called the +1 Cutlass so I will (again, if nobody else has)
But mostly because it is effectively the same as a Scimitar (magai love the 18-20 crit range)

BTW Baldwin does it emit light? Less than 30% says yes!
1d100 ⇒ 25

Or Baldwin can Veto this.


Evil GM
Adriel Mistleaf wrote:

Well nobody has laid claim so

Adriel has pinged the +1 Amulet
and a Belt buckle totem (I don't really need this so someone chime in if they want it, I get racial +2 anyway)

Nobody has called the +1 Cutlass so I will (again, if nobody else has)
But mostly because it is effectively the same as a Scimitar (magai love the 18-20 crit range)

BTW Baldwin does it emit light? Less than 30% says yes!
1d100

Or Baldwin can Veto this.

You get 1 item Adriel, its the capts way to show you did above and beyond. The rest is loot to be divided."


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Ok. On nightshift so I am a bit turned around.

Will just take the amulet of Natural armor then.

Speaking of night shift, I have to go to bed now.


Evil GM

The way the book is set out there are different paths the PCs can go. If the PC's want to be good they can and a path opens up; if the PCs want to be a evil that pathway opens. If the PCs want to be slavers that path opens; if they want to help the tutila that path opens. There is dragonsmoke dealer vs the non-dragonsmoke dealer. Each lead you towards certain NPCs that will be friendly and others that will be unfriendly. Those aren't the exclusive pathways either, I'm just using those as an example.

So when Thalios mention it depends on your point of view (POV) he is correct.


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

Nice to have options :)


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 like that! Interesting to see where we go, we have a mix of good and neutral. While Astri herself would kill multiple people before she herself became a slave, she doesn't care enough to go out of her way to free other slaves.

She doesn't indulge in the more additive drugs but the woman was a Hesh smuggler for a few years and doesn't care who smokes what.

Her morals are pretty loose when it comes to stealing, etc- her policy is, if you know you can get away with it, do it. Which is why I almost had her nick some of those pearls, but she wanted to build rapport with the captain instead. Not to mention stealing aboard a ship can endanger your extremities.

Anyway- I'm out until Sunday, enjoy your surprise everyone! Please take care of Astrianna for me Baldwin, and play her as you see fit.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Just reading the ACG thread (subscribers get it early) and saw there is a mugus archetype that gets a sorcerer bloodline and spont casting. Awesome.
By all accounts the bbook rocks. Can't wait to buy the PDF tomorrow.
*Nudges Baldwin*


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Might hafta get reincarnated as a Warpriest, aye lad?


Evil GM
Astrianna Sparacello wrote:

Anyway- I'm out until Sunday, enjoy your surprise everyone! Please take care of Astrianna for me Baldwin, and play her as you see fit.

Have a safe trip.


Evil GM

Everyone can level to 5th in the morning after rest.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Woo!

Though, with work and company, I may lag a bit behind. If I get a slow patch at work tonight I'll try to work on it then.


Evil GM

It's not real critical basically by the time the ship lands in Port Shaw everyone should be 5th level...your 3 days out now, but that time will go by pretty quickly now that Olaus is concluded.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Sweet.

Hey Baldwin, you KNEW I would ask but any chance of me retrainig or retiring Adriel for one of the new ACG classes?
I believe it goes on sale (PDF) today and you know how I LOVE to play with classes.

Pretty please
*looks as irresistibly cute as a 32yr old man can muster*


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

How could you get rid of Adriel without bedding anyone yet?


Evil GM

I don't have the book and then I'd have to let everyone else do it. I've no idea on how balance or unbalanced those classes are either. I don't really want to go that route.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Duncan Redhammer wrote:
Might hafta get reincarnated as a Warpriest, aye lad?

*Reincarnates Duncan as a Badger*


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

HP: 1d10 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Skills Increased:
Perception
Bluff
Intimidate
Profession (Sailor)

Feat:
Blind-Fight

Weapon Training: Polearms


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Sorry for the delay in posting, guys - I was in the hospital today. I had an issue, it was not good. I'm back now, though. I will do what I cna to get posting up soon.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Hope everything's ok.


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

Hopefully your issue is better now. If not, I hope you get well soon.


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

Hmm, should I play around and take the Unnatural Lust spell?


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

Thank you Darius - I'm going through the boards now to see what I missed.

And thank you, too, Embrianna; it was a seizure. I don't know why I had it, it's happened to me in the past, but my head hurts now, the muscles in my legs are pretty messed up and I think I fell on my arm, so it's sore, too. But I'm going to do my best to catch up on the posting.

Also - Embrianna - I don't think that spell would fit your personality much; from what I've seen you're not too keen on a bunch of bums constantly hitting on you just because you're good looking and not even bothering to know who you really are; the spell seems like it would just compound those complications.

But that's just an opinion...


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
baldwin the merciful wrote:
I don't have the book and then I'd have to let everyone else do it. I've no idea on how balance or unbalanced those classes are either. I don't really want to go that route.

*Warpriest Duncan 2.0 grabs his bastard sword and walks out, head down and the tip of the blade dragging behind him...*

All good buddy. Had to ask.


Evil GM

Dirk rest and feel better. This game can wait.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

Going to bed. Back in 7 hrs.
HP roll: 1d8 ⇒ 4


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
Dirk rest and feel better. This game can wait.

Thanks!

I've been sleeping on and off until about 5 today. I still feel a little dizzy and my arm is kind of messed up a little (I think I fell on it, but I'm not sure what exactly happened to it); but I'm eager to participate if I'm able to.

I do enjoy the game quite a bit :)

To all:

If we level I could go as Ranger or Bard; I think I'll probably pick Ranger because my Willpower roll is pretty weak. Bard grants more spells - but the BAB, Skill Points and Fortitude/Reflex rolls remain the same.

If anyone has any other suggestions, I'm open to them -

Oh yeah; any thoughts on a 5th level Feat?


Evil GM

I'm going to call it a night...I have few errands to do.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

HP Roll: 1d8 ⇒ 6

Night all.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

I don't know what I'm going to for the rest of the night.

So far I'm trying to figure out ideas for leveling; as of now I'm still open to suggestions, but if no one has any I'll just figure something out in the morning.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

So I guess that everyone else is gone to bed?

Oh well, bad luck.

I guess I'll check the boards tomorrow.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

Or super swamped at work.


Male Narinar Adept 1/UC Knifemaster 3/Fighter 1
Stats:
Hp 55/55| AC 17, touch 14, ff 13 | CMD 17| Saves: Fort +6, Ref +8, Will +4 (+3 vs poison)| Init: +6| Perception: +8

DMPC me as necessary over the next few days. Got a wedding to attend and company galore at the house. I'll try to peak in but may be spotty.


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

hp: 1d6 ⇒ 2


Evil GM

I did not check to see if pathfinder had similar feats or spells available but these were under the player's options section in the RC book.

I've included this material under the Game Info Tab for easy reference.

Player Options: The Ultimate Swashbuckler Feats:

Consider adding some of these nautical and piratical Razor Coast feats to build your ultimate swashbuckler – wherever seawater might flow.

Iron Stomach
You can stomach with ease those situations, food, and creatures that make others queasy.

Prerequisites: +2 base Fortitude save.
Benefit: You are never nauseated and are immune to any creatures’ abilities that rely on stench. In addition, you gain a +2 circumstance bonus to any Fortitude saves against ingested poisons or toxins.

Piratical Nerve
You have faced down the fury of the sea, mere men and monsters cannot inspire fear in you.

Prerequisites: Profession (sailor) 3 ranks, Iron Will. In addition, you must have faced near certain death at the hands of the sea (either an aquatic monstrosity, a storm of epic proportions, or a similar calamity).
Benefit: You gain a +4 to Will saves against mind– affecting fear effects. In addition, you cannot be coerced or shaken through the use of the Intimidate skill under any circumstances.

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.

Sewer Pirate
“You spend a majority of your time in the sewers and have mastered the nuances of this dark, winding, and unpleasant smelling environment.”

Benefit: When in a sewer, you gain a +4 circumstance bonus on Perception and Survival checks. In addition, whenever you make a Survival check to avoid getting lost, you may roll twice and take the better of the two results.

Stepping Feint
You are skilled at using footwork in harmony with your attacks in order to trick an opponent as you close with them.

Prerequisite: Int 13, Combat Expertise, Improved Feint.
Benefit: You may feint as part of a move action spent to move up to your base speed, allowing you to close the distance to your opponent and feint at the same time. You may not use Stepping Feint on a move action in which you are drawing a weapon, as part of a charge.

Normal: Using Improved Feint allows you to feint as a move action.

RC Spells Options:

DEEP DIVE
School transmutation; Level sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, M (A manganese nodule from the seafloor [50 gp])
Range: touch
Target: one creature per two levels
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless);
Spell Resistance: yes (harmless)

This spell grants the target creature(s) immunity to the effects of deep water, including immunity to all normal cold (resist cold 10) and immunity to, pressure, the bends, and surfacing effects. Targets are also granted darkvision up to 120 feet.

BUOYANCY
School transmutation; Level sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (A piece of nautilus shell [20 gp])
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: 1 round/level
Saving Throw: Fortitude negates (see text); Spell
Resistance: yes

This spell makes the target creature either more or less buoyant in water. At the caster’s discretion, the target creature moves up to the surface by 20 feet per round, becomes neutrally buoyant, or sinks by 40 feet per round. It provides no protection against the bends or against the cold of the depths, and can be used offensively to sink foes
into the oceanic abyss. In this case, the target creature may attempt a saving throw to negate the effect. Even if it fails, it may swim to partially counteract the rising or falling movement of the spell.

If a friendly creature with heavy gear is given neutral buoyancy, it will not to sink to the seafloor.

Dueling Rules::

Note: The RC rules on dueling include references to pistols but at this time I am not including black powder.

Dueling
Opponents engaging in duels in Razor Coast may wish to use these optional rules. Typically, the opponent challenging the other to the duel offers his or her opponent the chance to choose their weapon. Traditional dueling weapons used on the Razor are limited to the rapier and the pistol. If facing off with rapiers, opponents typically fight with their own personal swords, but if pistols are the order of the day, the challenger usually supplies a pair of dueling pistols (Gentleman’s or Military). The challenger always allows their opponent to select which pistol they will use in the duel.

Rapiers
All rapier duels are fought unarmored. In some cases, duelists use a secondary dagger for balance and defense. Combatants traditionally fight duels with rapiers in one of three fashions: to the death, to first blood, or to decisive victory. To the death is self-explanatory: the duel begins when both opponents are ready, and they cross swords until one dies. These duels are rare, as few value honor higher than their lives.

First blood duels are common among skilled duelists who value their lives, yet wish to test their abilities against other fine swordsmen. A duel to first blood ends when one opponent scores a palpable hit upon the other, inflicting a wound from which blood freely flows. Typically, opponents dueling to first blood fight defensively and make liberal use
of Combat Expertise.

When a combatant is struck in the duel, they may also attempt a Reflex save (DC 15 plus damage dealt) to turn a palpable hit into a mere scratch, allowing the contest to continue. This does not reduce the damage they are dealt in any way, but allows them to come away with torn clothing, strains, and a scratch instead of a free-flowing wound.

Decisive victory duels end when one opponent is disarmed, killed, or yields. A duelist who strikes an unarmed or yielding opponent is disgraced in the eyes of their peers and may even find themselves the target of rivals seeking the death of such a coward.


Evil GM

So I'll be DMPC'ing Astri and Darius for the next few days.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge

I'm at work now, but at the library - so I have a chance to post a little...


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Move posted- was out for the morning unexpectedly.


Evil GM

I won't be online until later this evening, if at all.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4

I got my ACG. Huzzah!


Evil GM

Just checking in, I'll won't be posting till the morning.


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

Looks like an upcoming AP is Hell's Rebels. Perhaps giving Thrune the proper foot in the butt it deserves.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
baldwin the merciful wrote:
Just checking in, I'll won't be posting till the morning.

See you then!

Quick aside - our initial class bonus (for level 0) would that translate to bonuses for things like BAB bonus? I only ask because it will probably effect things like what Feat I end up taking eventually.

Also, I'm probably going Ranger at this point (still waiting for any other suggestions though, I guess). Does anyone have any ideas for Favorite Terrain Bonus? At this time I'm looking at Aquatic or Jungle - given the map we've seen so far.

Any thoughts?


Evil GM

Zero level bonus link

951 to 1,000 of 5,327 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Baldwin the Merciful's: Razor Coast Discussion All Messageboards

Want to post a reply? Sign in.