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

No blackmail, just making sure everyone is informed.

I'm logging off for the night.

I've a busy morning tomorrow, I probably won't be on till the afternoon.


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

I'm sure Torgue will make a splash


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

I'll go just so the DM doesn't have to split contexts.


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

With a name like Kraken's Gullet, Chell isn't too keen on going and high society was never her favorite kind of people to mingle with.


CN Female Half-elf Iconic Envoy 8| Sp: 18/56 | Hp 48/48 | Rp: 7/9 | EAC: 20 , KAC: 20 | Fort +4, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +13, 12 Metron darkvision | Condition:

Torgue's gonna be Astri's date!

Well, until she ditches him.

Main goal of today: Get in Commandant's pants


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 can't decide which is better. This or This for Chell. The first is so adorable but the second is the full size version of the avatar.


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

But Astri, I don't think he's pants would fit you. You'd have to at least get a really good belt and cinch it.


CN Female Half-elf Iconic Envoy 8| Sp: 18/56 | Hp 48/48 | Rp: 7/9 | EAC: 20 , KAC: 20 | Fort +4, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +13, 12 Metron darkvision | Condition:

First link doesn't work Chell?

Good point Embri. Probably just better if no one has any pants on.


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

But wouldn't Sorrin and Torque look funny in dresses like the rest of us?


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

Sometimes a man just needs a little ventilation.


CN Female Half-elf Iconic Envoy 8| Sp: 18/56 | Hp 48/48 | Rp: 7/9 | EAC: 20 , KAC: 20 | Fort +4, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +13, 12 Metron darkvision | Condition:

They can just wear kilts!


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

This? Yes, this one works.


Evil GM

Chell - That link keeps spinning on my browser but the one with the dress and staff is excellent. It would certainly attract Thalios Dondrel, son of Mordekai.


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 am not sure what is going on with the first one. Just google Lime Odyssey female cleric and you'll get it. And while Thalios Dondrel, son of Mordekai is a funny character, if Thalios Dondrel, son of Mordekai can't learn to use first and second person then Thalios Dondrel, son of Mordekai is going to be disappointed. Though he has Embrianna so that shouldn't last long.


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 did some bad math and lost track of my starting wealth but I know it was 224.something. Want to clear purchases with DM.

Loot: 2901.85
Starting Wealth: 224
Sale: +1 Boarding Pike = 1004gp
Total: 4129.85

Purchases:
Heavy Wooden Shield = 7
(crafted) Scroll of Remove Disease = 375/2
(crafted)Scroll of Detect Disease = 150/2
Pearl of Power 1st = 1000
Feather Token Anchor = 50
Feather Token Fan = 200
Feather Token Tree = 400
Feather Token Swan Boat = 450
Total: 1760.35


Evil GM
Chell Silves wrote:

I did some bad math and lost track of my starting wealth but I know it was 224.something. Want to clear purchases with DM.

Loot: 2901.85
Starting Wealth: 224
Sale: +1 Boarding Pike = 1004gp
Total: 4129.85

Purchases:
Heavy Wooden Shield = 7
(crafted) Scroll of Remove Disease = 375/2
(crafted)Scroll of Detect Disease = 150/2
Pearl of Power 1st = 1000
Feather Token Anchor = 50
Feather Token Fan = 200
Feather Token Tree = 400
Feather Token Swan Boat = 450
Total: 1760.35

That works for me. Your scrolls you can get from Zalen.

The other items are available around town and at standard prices. You will soon learn though that if certain items are created by a pompous wizard known as Sagacious Samuel there is premium to the price. that is because he is pompous, the best, and he knows 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

I am crafting the scrolls and neither are for us. Remove Disease is for Zalen and Detect Disease is for Bonaduce as I promised both. I am still deciding what to do for the last two scrolls I am able to scribe today.


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 think I will do Align Weapon and Resist Energy. Both are 150 so 150 total to scribe. And that will take care of the 8 hours I have today to scribe.

1760.35-150=1210.35gp I will save the rest.


Evil GM

Actually you can only scribe one scroll per day.

Magic Item Creation:

To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

I'll let craft one scroll when you get back from the bathhouse last night. then a second scroll the next day.


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

Scribe Scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Well, it seems I can only do three because all but Remove Disease are less than 250. Can I at least pay full price for one and hand that over?

Wait, do I HAVE to make them at my level or can I craft them as a lower level and therefore lower cost?


Evil GM

Yes you can buy the scroll from zalen.

Yes, you can create the scroll at a lower level.

The scribe scroll feat give you the ability to do the act but then you have to go and look a the Magic item creation section that you can only create 1 item per day regardless of the time. so even though a scroll cost less than 250 gp and can be produced in 2 hours time, the rules limit you to only producing 1 magic item (scroll) a day.

And don't forget this section:

Creating Scrolls:

To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: 12.5 gp × the level of the spell × the level of the caster.

All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.

The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Time Required Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

Feat(s) Required: Scribe Scroll.

Skill(s) Required: Spellcraft, Craft (calligraphy), or Profession (scribe).

It sort of stinks they didn't put the rules all together.

By the yay you still need to roll a spellcraft to see if you've succeeded

Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 5 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item.


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

Moneylenders meant as a story hook.


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

Ugh! Why did I take this feat? Fine I Scribe the most expensive one, Remove Disease, retcon, spells for today, (If that is alright I will add Remove Disease for the day) and buy the rest at full price. They are all level 2 so they are 150 each and half of Remove Disease is 187.5 for 637.5. No material component. Caster level for Remove Disease Scroll is 5+5=10. DC 10 spellcraft. Can't fail with a +9. Will this do?

"Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day."

I think the intent here was that you can't do two high level spells at the same time thereby halving the creation time.

Also:

"The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5."

We could go back and forth but I will abide by whatever you rule. May I craft, at most 4 scrolls of base price less than 250 each as long I have the spells prepared and are ready to expend them for the day or is one a day the best I can do?


M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder
Chell Silves wrote:
I can't decide which is better. This or This for Chell. The first is so adorable but the second is the full size version of the avatar.

Torgue is impressed.


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

I think this is the issue:

"Regardless of the time needed for construction, a caster can create no more than one magic item per day."

I'm always looking to make a crafter...


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

bullocks I says.


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

*Torgue jingle jangle jingles with his new funds*


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 is looking very Assassin's Creed, various outfits based on the task at hand.


Evil GM
Sorrin the Wayward wrote:

I think this is the issue:

"Regardless of the time needed for construction, a caster can create no more than one magic item per day."

I'm always looking to make a crafter...

It really comes down to this issue which I put in bold in my original post. I believe the game designers wanted some degree of control to avoid breaking game. Creation feats can disrupt game balance in a heartbeat, all of sudden folks are getting magic gear for half price cause the spellcaster is turning it out like a Magic R' Us store.


Evil GM

I put the rule in my earlier tab but here it is again, I put it in bold it's pretty clear.

Magic Item Creation:

To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.


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

Hmm.. Maybe I should get Iron Stomach next level. Synergizes well with Drunken Brute so I can wander around bashing things with one hand and a tankard in the other,


Evil GM

I'm logging off for the night.


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

Ciao, Bello!


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 had responded to Donovan and in a later post, mentioned the plantation to Jasper. Just in case you wanted to take either, further.

Also, upon joining the game Sorrin was granted a boon in the form of Nobility Cloak(s). Does that cover the dress code? We can assume they had a Qadiran flair (Lawrence of Arabia). Fine cotton, silks. White with some accents.


Evil GM

sorrin the Nobility outfit/cloak works it makes sense with your character.


CN Female Half-elf Iconic Envoy 8| Sp: 18/56 | Hp 48/48 | Rp: 7/9 | EAC: 20 , KAC: 20 | Fort +4, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +13, 12 Metron darkvision | Condition:

Okay time to make some decisions everyone. Votes please. I'll tally everything up.

-Are we selling the Dragon's Tail? General consensus seems yes, but Embri made a good point that we could use it to check out the beached Nightslink.

-Is that money going to towards another ship?

-Which ship?

-Are we going to work on purchasing it now?

My opinion on these matters are known. Yes, yes, Baron of the Tides, yes (Astri can talk Boneduece down on the price)


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 really do want to go check on the Nightslink, plus it would get the Tualita near them home, I don't want to just turn them loose on their own since they will likely end up as slaves again. We rescued them, so we have a responsibility to them.

We can always sell the boat later, or trade it in and take the new boat out to the Nightslink.

Or we can just say we are testing out the Dragon's Tail before we make out decision to sail. Using it on a short mission first seems like a good way to decide.

Plus, if we take a known slaver ship to see the NightSlink, the group near it may thing we are fellow slavers and not immediately attack us. :)


Evil GM

By the way when poking around you would have learned the Nightslink ran aground over a month ago.


Evil GM

when I get time I will put up a large view map the tutila live in the outskirts for the most part that is inland and plantations. The Nightslink is not in the same area.


Evil GM

Locations

I labled the outskirts, bonegnaws cove and the Nightslink

Here is a second map showing the outskirts in relationship to the Port.

Outskirts


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

All we have to do is wait until I can get to level 17. Then we can get any ship we want. Salvage


Evil GM
Chell Silves wrote:
All we have to do is wait until I can get to level 17. Then we can get any ship we want. Salvage

That is awesome and powerful spell.


Female Elf Expert 1/Fighter 6 (Hp:54/54) //AC: 19/15/15//F+6 R+7 W+6//Init +4, Perception +11/

Whelp, Cireladwen will no longer be needed.
/looks into masseuse work


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

Can I change Craft(carpentry) to Craft (ship) since that's what I was aiming for? Didn't know there was a craft for that too.


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

Nightslink specs? Maybe see if it's salvageable.

As a player...

Sell it, doesn't matter

Need money for gear.

Ship - doesn't matter.

Negotiate now, doesn't matter.


Evil GM
Chell Silves wrote:
Can I change Craft(carpentry) to Craft (ship) since that's what I was aiming for? Didn't know there was a craft for that too.

Sure


Evil GM
Sorrin the Wayward wrote:

Nightslink specs? Maybe see if it's salvageable.

As a player...

Sell it, doesn't matter

Need money for gear.

Ship - doesn't matter.

Negotiate now, doesn't matter.

They did not give the Nightslink specs nor did they provide an adventure path to the ship. If you all decide to do that I'll have to come up with it.


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

Interested in the Baron


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

Not looking to add any work for you, boss. My imagination runs away from me in sandbox games. Enjoying this in that respect over CoT.


CN Female Half-elf Iconic Envoy 8| Sp: 18/56 | Hp 48/48 | Rp: 7/9 | EAC: 20 , KAC: 20 | Fort +4, Ref +10, Will +7 (+9 vs enchantment) | Init: +3 | Percep: +13, 12 Metron darkvision | Condition:

I find that odd they didn't provide an adventure path to go to the Nightslink, I thought it was just screaming adventure the entire time.

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