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.
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:
James Jacob wrote:
Nowhere do the rules state that if you fall unconscious or die do you fall prone.
I laughed so hard at this.
Wow thank you Baldwin, I had no ideas that elves slept in Pathfinder. Elves meditating for 4 hours a day was so ingrained in my mind from playing Forgotten Realms I just assumed it was part of the sterotypical lore.
Just playing the group a$$.
Adriel is slow to make friends since he is so vain but Astri and Embrianna are firmly in his Friend catagory.
Sorrin is not, for though Adriel advocated the man's skill and calm, he seems determinedto not relax ever. Normally Adriel simply would forget him, but Sorrin has fairly strongly injected himself into the group, threatening the size of Adriel's cut.
Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17
Attempting a Skull and Shackles version of Andrea who is back to her Urgathoian ways. Her goal is to become someone who can act as a doorway for her breatherin into The Shackles and spread the faith. Kind of a sleeper agent.
Attempting a Skull and Shackles version of Andrea who is back to her Urgathoian ways. Her goal is to become someone who can as as a doorway for her breatherin into The Shackles and spread the faith. Kind of a sleeper agent.
That should be interesting. Are you in any other consistent games?
Feats:Selective Channel(3 targets),Toughness(3 HP, +1 HP level past 3),Improved Initiative
Traits: Ship's Surgeon(+1 Heal/Craft Carpentry),Birthmark(Serves as divine focus,+2 saves vs charm/compulsion),Friend in Every town(+1 Diplomacy/Know-Local)
Special Abilities: Bleeding Touch (1d6 round for 2 rounds, 5/day)Hand of the Acolyte(+2 Hit 5/day)Channel Negative Energy(2d6 DC 15 6/Day)
Domains: Magic,Death
Spells DC 13+level 4/4+1/3+1//
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Appearance: Andrea is a slender woman of about middling height and weight with pale skin that has been roughened by life at sea. Her blond hair is cut short and kept under a kerchief and she has a rather decorative series of tattoos across her skin that combines waves,skulls and ghostly figures. Andrea says that it has taken numerous sessions to get the work done and might just add some more. She is often dressed in plain tunic and breeches along with sturdy boots. When attending to medical duties, she wears a clean but stained smock with numerous pockets and scrupulously sharp tools.
History: Andrea was born the child of a Bloodmother, a woman whose function was to bear children for the church of Urgathoa for the purposes of sacrifice or induction into the faith. Just like her mother, Andrea had no last name since it was deemed unneeded for her role as acolyte.
Andrea's life in the church was notable since she took to the appreciation of undeath not as the dirt,mold and gore spattered stereotype of ghouls and zombies, but the clean,polished lines of bone. Andrea appreciates a fine feast but channels her desires into finely crafted meals and liqueurs, abodes are clean and quiet,(except for the occasional moan) with neat racks of skulls, bones and workshops of meticulously cared for equipment.
The elders of the church believed that Andrea would best be served as an emissary and infiltrator and thus she was sent to establish a foothold in areas where her faith was not prominent. She was told not to spread disease or undeath, not to preach to the masses or commit atrocity, but to seek to establish herself in a position to allow others to safely spread throughout the region. Becoming a figure of influence would work perfectly, so she was sent to The Shackles to find these opportunities. Unfortunately, she was shanghaied into the service of pirates. Shrugging, she used her skills to keep herself out of most
of the drama going on around her,claiming to be a priestess of Pharesma as part of her cover but it seems that the opportunity to act has come.
Since Andrea was my very first PF character, I have gotten to understand the system better and am doing a pure cleric version.
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
Back ta yer whorin, canabalistic ways? Thought I'd learned ye better girl. Breaks me heart but I cannae let ye live
Duncan activates his greater bane and proceeds to bash the heathen cleric to death, crying the entire time. He continues to weep for some time as he holds her body close and screams to the skies.
Urgotha! Ye Corruptin Bi+ch! I'll find every damn worshipper a yers fer the rest o me hundreds years and send em to the Boneyard! HOW MANY? HOW MANY WILL FALL UNDER ME SWORD AFORE I FALL!? RAGATHIEL DESTROY YE!
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
If I did I am sorry. Sometimes I read the new posts then forgot to post myself.
Edit: Did you mean this?
Sorrin wrote:
If Quell's blessing is freely given, the Dawnflower would hardly object... Sorrin deftly takes Astrianna's place. He bows his not unhandsome head, replete with genuine smile.
Please... and thank you. Shukran.
I think I missed that you were asking for healing and the DM moved us to the cabin complete with hanging bits of meat. She definitely would have helped. Oops. Probably a CL an CM.
CL+CM:3d8 + 10 ⇒ (2, 3, 8) + 10 = 23 that should bring you to 60.
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:
Ha I love your work analogies! Let the seas foam red!
I was about to ask what everyone would like to do at this point, but Boneduece is dangling delicious information about the drug drop in front of our face. I'll certainly bite.
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:
How are we handling this?
Astri can disguise herself as a new pusher in town, chat with the other pushers for the bit and figure out if Garreg Meldenbourne is there/which one he is.
She might be able to convince them she wants to buy from the shipment, get them to lower their guards. She might also convince them the rest of the party is her entourage- then they can come out of hiding and join everyone on the dock.
Then we either hit them from behind while waiting on the shipment or hit them when the shipment arrives.