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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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:

Found this in the new Advanced Class Guide. Going to have to pick some up if Baldwin allows it.

LOZENGE OF THE SONGBIRD PRICE 50 GP
WEIGHT —

This honey-coated candy is made of soothing reagents. If
eaten, it takes 1 round to begin working, then grants a +2
alchemical bonus on all Perform (sing) checks for 1 hour.

There's also a version for instruments, which I feel is a bit strange considering you can get masterwork instruments to begin with.

OIL OF THE MASTERS PRICE 50 GP
WEIGHT 1/2 lb.
This gold-tinted oil smells of wood shavings. When you
apply it to the strings of a stringed instrument or the body
of a woodwind, it improves the quality of the instrument’s
sound. For 1 hour, anyone playing the instrument gains a
+2 alchemical bonus on the appropriate Perform check.

There's a lot of neat items in the book, actually.


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

Well, the alchemical bonus would stack with the circumstance bonus of a masterwork instrument so that would be +4 total- nice bonus there.

Dirk- couldn't engineering skill be used for sapping if we had, say, taken those strange barrels marked powder off the haunted ship?


Evil GM

No ACG sorry. I'm not opening that door.


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:

Righto. Time to find other ways to boost my performance checks!


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

Everybody hates Darius! lol


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

Shame on you Asti, trying to boost your performance by resorting to performance enhancing drugs(lozenges). Just think of what happened to poor Lance Armstrong...


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 can probably smooth matters over with Thalios and the other pirates if we're interested in their jobs or need their help. It's not like you took a swing at the man.

Lol! Embri I laughed so hard at that...


Evil GM
Darius Rotarion wrote:
Everybody hates Darius! lol

It's not a matter hating or liking you, it's simply certain decisions shuffle the paths. You had three options: assist the dragoons, assist Falken, or do nothing. Each decision helps to create the sandbox nature of the game.


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

Ya I'm just joking. Hell, if anything our group more realistically helped him, while putting on a show of helping the Dragoons. Could turn this into a win/win!


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

That is certainly what I am hoping for.

You certainly gave the appearance of helping the dragoon overtly while two of us tried to covertly assist Falken.

:)


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:

Exactly! Which is how I would love to play it. We appear to be on the side of the law, while secretly doing questionable, profitable activities.


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

Will that hold true for our group venture as well I wonder? :)

Just imagine what we could do if we actually coordinated our efforts.


Evil GM

Who knows what the various onlookers think and their take on the incident. Of course the dragoons and Falken have their own POV.


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

That is exactly what I plan to do with the venture!

Appear up and up, but basically do whatever nets us most profit and hire plenty of beureaucrats to keep the people in power happy and off our backs.

Hehehe.

Just what EXACTLY we do, however, remains to be seen.


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

Whatever it is, will it involve blackjack and hookers?


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

Why Bri, you planning on being Miss Kitty?


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

Meow. ;)


Evil GM

I'm going to hold up here for a bit and let some others get post in before I move it forward.


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 is not sharing, they can get their own drugs.


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

Darius has nothing to add to the current scene.

Baldwin: am I able to figure out in our little hike where the finer districts of the town are? Namely where the wealthier citizens reside and do business?


Evil GM

All that you've really seen so far is docks and warehouses. You saw sailors walking west from near the wharfmaster office so you figure they were heading towards bars or whores. So that is probably the Bawd district you've heard of.


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 sorry that I haven't had a chance to post as frequnetly as I should.

I've been feeling unwell lately, it's effecting my ability to post.

I'm sorry for any issuesthat may cause. I'll have the character updated soon, too. Sorry for any delay's on that front.


Evil GM

I'm logging off for the night.


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

Night Folks.


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, I was wondering what your opinion is on Retraining?

I'm not sure about the Spellsong feat, and how useful it will ultimately be. Just want to know if I'll have the option to retrain it in the future if it does not prove useful. There are also a few skill points I'd like to move around that will be rendered useless by versatile performance. I doubt we'll have a bunch of time to sit around and do things like craft or retrain, but I was curious.

So you don't have to dig-

Ultimate Campaign pg 191 wrote:

Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain.

Feat

You may change one feat to another through retraining. Retraining a feat takes 5 days with a character who has the feat you want. The old feat can't be one you used as a prerequisite for a feat, class feature, archetype, prestige class, or other ability. If the old feat is a bonus feat granted by a class feature, you must replace it with a feat that you could choose using that class feature.

Note that this retraining is unrelated to the fighter ability to learn a new bonus feat in place of an old one at certain class levels. That class ability is free, happens instantly when the character gains an appropriate fighter level, doesn't require a trainer, and can happen only once for any appropriate fighter level. Retraining a feat requires you to spend gp, takes time, requires a trainer, and can happen as often as you want.

Skill Ranks

You can retrain skill ranks you have assigned to skills. Retraining skill ranks takes 5 days. When the training period ends, reassign a number of skill ranks up to your Intelligence bonus (minimum 1), removing them from your existing skill (or skills) and adding them to a different skill (or skills).

If retraining skill ranks means you no longer qualify for a feat or other ability you have, you can't use that feat or ability until you meet the qualifications again. (Or you can retrain that feat or other ability.)


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

Taking wife to a movie. Be back after.


Evil GM

Regarding Retraining:

Link to previous response

Leadership Feat:

I'm not going to tell you no or yes to the leadership at this time. Having cohorts and followers can really slow down the game which I generally frown upon. They further complicate and magnify the amount of DM work that I have to do and track which is rarely good for me. Plus, I have to spend time boosting most encounters which again creates work for me. I have no intention on splitting the party between (1) PCs and then (2) player with cohorts/followers.

I will tell you that I permit it in my table top and I always use this part of the rule:

Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.

I read that as it's my option on if I give class levels and I always default by making the first few levels NPC levels before they get class levels. So if it's permitted be forewarned.


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

I am awake and can post a bit.


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:

Ugh I'm so sorry I searched for that post because I thought you had answered my question in the recruitment thread, and only saw the "Is there something you specific you have in mind?" part. Sorry to be redundant.


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:

Regarding Leadership Feat:

I read that as it's my option on if I give class levels and I always default by making the first few levels NPC levels before they get class levels. So if it's permitted be forewarned.

Regarding Leadership Feat: Assuming you allowed it, are you saying that you do not permit the PC’s to design their Cohort with standard point buy and rules – except that the Cohort would be 2 levels lower? In other words – are you saying that you would design/control the Cohort in some capacity, not the players who take the Feat?


Evil GM

I design the cohort the player gets to control the cohort. Nothing within the feat states the player gets to design, build, or select the type of cohort. You attract a loyal follower.


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:
I design the cohort the player gets to control the cohort. Nothing within the feat states the player gets to design, build, or select the type of cohort.

Well, for what it’s worth, when I read the following under rules for Animal Companions, Cohorts, Followers, Eidelions and Intelligent Animals I kind of had those rules/guidelines in mine when I was tinkering with the idea –

Guidelines on Cohorts and Followers:

Cohort: Advancement choices for a cohort include feats, skills, ability score increases, and class levels.

A cohort is generally considered a player-controlled companion, and therefore you get to decide how the cohort advances. The GM might step in if you make choices that are inappropriate for the cohort, use the cohort as a mechanism for pushing the boundaries of the game rules, or treat the cohort unfairly.

A cohort is a loyal companion and ally to you, and expects you to treat him fairly, generously, without aloofness or cruelty, and without devoting too much attention to other minions such as familiars or animal companions. The cohort's attitude toward you is generally helpful (as if using the Diplomacy skill); he complies with most of your requests without any sort of skill check, except for requests that are against his nature or put him in serious peril.

If you exploit your cohort, you'll quickly find your Leadership score shrinking away. Although this doesn't change the cohort's level, the cohort can't gain levels until your Leadership score allows for a level increase, so if you're a poor leader, you must wait longer for your cohort to level up. In extreme cases, the cohort might abandon you, and you'll have to recruit a new cohort.

Examples of inappropriate advancement choices are a good-aligned companion selecting morally questionable feats, a clumsy cohort suddenly putting many ranks in Disable Device (so he can take all the risks in searching for traps instead of you), a spellcaster cohort taking nothing but item creation feats (so you get access to plenty of cheap magic items at the cost of just one feat, Leadership), a fighter cohort taking a level in wizard when he had no previous interest in magic, or you not interacting with your cleric cohort other than to gain defensive spells from a different class or a flanking bonus.

When you select the Leadership feat, you and the GM should discuss the cohort's background, personality, interests, and role in the campaign and party.

Not only does this give the GM the opportunity to reject a cohort concept that goes against the theme of the campaign, but the GM can plan adventure hooks involving the cohort for future quests. The random background generator in Chapter 1 can help greatly when filling in details about the cohort.

Once the discussion is done, writing down a biography and personality profile of the cohort helps cement his role in the campaign and provides a strong reference point for later talks about what is or is not appropriate advancement for the cohort.

Follower: Because a follower is much lower level than you, it's generally not worth determining a follower's exact feats and skill ranks, as he would be ineffective against opponents appropriate for your level. In most cases, knowing the follower's name, gender, race, class, level, and profession is sufficient, such as "Lars, male human expert 1, sailor." Since followers lack full stat blocks, the issue of advancing them is irrelevant.

If your Leadership score improves, just add new followers rather than advancing existing ones. However, if events require advancing a follower (such as turning a follower into a cohort to replace a dead cohort), use the same guidelines as for cohorts.

Anyway, thank you for the clarification on how you have decided to rule on the Feat.

I think though, that if you have decided to rule that you would allow a Player to take the Leadership Feat, but will not allow the Player to have the option of designing or creating their own Cohort then I think that, regardless how potentially useful it could be in the game, to me I think that the Feat simply wouldn't be any fun for me to take, unfortunately.

That said, I’m disappointed by your ruling, but it’s all good.


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

Out for the night- see you all around 12 noon EST.


Evil GM

I think I've disappointed everyone except Sath and Bri this week, but it's only Thursday so there is still time. :-)

Adriel - no ACG
Astri - no ACG equip and retraining
Darius - how dazzling display and reach weapons work
David - Leadership/cohorts

Decisions are made and game moves forward.


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

I am totally cool. Just watch out If Adriel dies or DUNCAN REDHAMMER will be making a Bane Raging Inquisitor Comeback (until Baldwin puts him in water and he Drowns- that actually happend!)


Evil GM
Duncan Redhammer wrote:
I am totally cool. Just watch out If Adriel dies or DUNCAN REDHAMMER will be making a Bane Raging Inquisitor Comeback (until Baldwin puts him in water and he Drowns- that actually happend!)

I forgot he did drown once.


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

Go for the full house!

lol

I'm not mad in any sense, I just have a different view point on the whole Dazzling Display with a Reach Weapon thing. But, it's your game, your ruling. Life goes on.


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'm SO ANGRY. Time to completely derail the game with ludicrous abuse of diplomacy rolls, and convince everyone to buy Astrianna a manson. I hope you all have ranks in Profession: Handmaiden.


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

Stretch of work coming up. 5 consecutive nights of 12 hour shifts. I'll still post when available, but if I'm holding anything up please feel free to DMPC me.


Evil GM
Darius Rotarion wrote:
Stretch of work coming up. 5 consecutive nights of 12 hour shifts. I'll still post when available, but if I'm holding anything up please feel free to DMPC me.

Thanks for the notice and will do.


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, I am hard to disappoint. Unless you take a vacation and don't post at all for a while. :)


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

The men in our group are a bunch of big softies.


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 know right? Astri, Embri, and Sath are going to have to be the Bad Girl Squad to make up for it. Questionable morals, activate!


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, making some sort of donation to the priest and church was fine with Bri, though she wouldn't have given more than 50 gp at the most (and is why she didn't make her own donation). She respects those who serve the gods, especially those who serve the gods that hold dominion over the seas and sailors since she, like most sailors, is rather superstitious by nature.

But we don't know anything about a random guy to be offering a job to and throwing money at yet.


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:

A superstitious witch is amusing to me, I don't know why. Probably because it... makes sense? I think?

I've got clothes, musical instruments, and drugs to buy. Astri is too busy being a rock star to care about the plebeians.


Evil GM

I'm going to be off line till tomorrow


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

See, now there's some disappointment. :P


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:

He got you at the end of the workweek!

I wonder if he can disappoint Sath by Sunday.


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

For the record: I will do my last posted action only if Astrianna's bribe tactic doesn't 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:

I think one of the men might be a guard and the other is a customer, so it might work for one of them, and you may have to take the guard aside.

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