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

I am on for a few more minutes.
Adriel is (somewhat) regretting his poor attempt at securing an officer position so will instead try to make friends and hopefully a friendly word reaches the captain.

If not he will offer his services as a bodyguard downstairs.
If nothing happens to keep him with the group, he will leave to chase coin in the next port and I may need to bring in that Inquisitior.
After all, a sellsword isn't gonna stick around without an employer.


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

Midnight.

See u in 6 hours.


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

Is the first mate cute?

You know I always ask the important questions.


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

Here's hoping the captain is a forgiving man.


M Gnome Expert/bard

This capt is forgiving.


Evil GM

dirk I know you have pending questions but I want to run through the current RP before I circle back around to the other questions.


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

Wiped out folks- bedtime. Sath will take a watch in the crow's nest and make bed wherever is available as long as the weather permits. Tomorrow she may change he normal spell selection but I will give an updated list for the day, if so.


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 I know you have pending questions but I want to run through the current RP before I circle back around to the other questions.

I dig it.

When I finally was able to post I saw the boards and thought - "Damn - 48 posts while I was at work; i need to hustle if i'm going to catch up!"

So I figured I'd toss everything out there.

However, as you probably noticed, David did say that he knows that the captain is very busy with work, and after a hard day of work suspects the captain just wants to eat his dinner, relax with his mates and kick back to a somewhat stress-free evening that doesn't involve a barrage of seemingly never-ending questions that take all night to get answered - at least, that's what David assumes of the captain ;)


Evil GM

Time to log off, I have some work to do for 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

Well, kinda wrote myself into a corner...haha


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

Starting night shift today, so most of my posting will be late at night for the next 7 days.


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

Back- good night's sleep, furniture arranged for my mini man-cave, and dog walked- good to go...


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

Snuck in to post. Wondering if the captain will accept my apology.


Evil GM

I'm super busy right now at the office, I won't be able to post till 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

We can finish up any late night role playing while you work and then be ready for the next morning. :)


Evil GM
Embrianna wrote:
We can finish up any late night role playing while you work and then be ready for the next morning. :)

that works for me.


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

My understanding is that I'm to work the ship as a regular sailor, as well as train the men in combat during off hours? Essentially double duty?

Or am I hired on exclusively to train the men in combat?

Either way, I plan on focusing on Reach weapons, obviously. Essentially trying to train them in Combat Reflexes, as that is probably the best thing I could do for them if they are proficient in the weapons use anyway.


Evil GM

He offered to bring you on as crew. You offered training when not on duty.

Linky

He just said he was going to name you in his Will. Bascially, appreciating your go get 'em attitude.

-------
He offered the surgeon duties to Sawbones and mentioned they were short a Chaplain.

He mentioned Astri won't be scrubbing tubers as her daily duty.


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:
He offered the surgeon duties to Sawbones and mentioned they were short a Chaplain.

I can continue to make sure the "medical bay" is prepped; but there's not really much more to it then that at this time.

I'm not a bad sailor, though; if there's any specific duties you'd like me to do, please let me know, though.

I'm not clear on what needs to be done in the meantime; but I'm not a bad Sailor, if it's needed.

Meanwhile, David has been giving it a lot of thought during the evening about his position as a ship's "Officer" and what that means. His conclusions may effect his personality a bit - but we shall see.


Evil GM

Right now with the packed ship you'd get your share of passengers coming in complaining about seasickness, food issues and so forth. you'll be fairly busy actually at this point.


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:
Right now with the packed ship you'd get your share of passengers coming in complaining about seasickness, food issues and so forth. you'll be fairly busy actually at this point.

David spends a good part of his time that morning preparing a light tea made with heavy ginger to take the edge of the nausea that sea-sicknesses can cause. He also issues some hardtack to anyone with nausea as well; believing that a modest run on hardtack is far less problematic than fresh vomit in the scuppers.

He’ll also see to it that all of the people who complain about being nauseas are rotated to the upper decks if at all possible to keep them closer to fresh air as well as easier to clean any messes.


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 am wondering if Bri would clasify as a chaplain since she isnt cleric, but feels that Gozreh is her Patron?


Evil GM

You can give it try.


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

Question - Can you "Take 10" on something you normally can't "Take 20" on?

I've always been told if you can't Take 20 then you can't Take 10.

If I am able to Take 10 on the Heal Check, I would have - but as there is a penalty for failure I thought I can't do it.

Please let me know what the ruling on that for the future. Thanks!


Evil GM

Take 10

When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Instead of rolling 1d20 for the check, calculate the result as if the die had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

In this situation you you actually need a particular high roll. If you are in the middle of the deck, she's coughing and causing seen, that will become a distraction on the boat where sailors are nervous about disease and other curses.


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 love taking 10- I usually take 10 on pretty much everything out of combat just to avoid some bad luck screwing up what my character is actually good at doing.


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

Off to bed. Wake at 2.30pm for gym, then work.


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

You guys are just blazing along. Amazing


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

Well Astrianna, to be honest, I'm totally in favor of Taking 10 normally myself; but in some cases I'm not sure how this GM plays it.

For example; in this game the GM is pretty liberal on how Range Combat works.

In many games I've played the players suffered a -4 penalty for "Shooting into combat" - so if I was shooting at an enemy that Adriel was fighting I'd be a -4 penalty unless I had the Feat "Precise Shot". Not to mention the -4 penalty for conditions such as Weather/Rain via "partial cover".

So far the GM is pretty mellow in this game, but different GM's have different styles, so I'm kind of learning his style here :)


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 has precise shot for that reason, and I make sure that there is no soft cover between her and her targets or I make sure to take the high ground to avoid soft cover all together. I'll usually note if something has soft cover or roll my own concealment miss chance. I'm self-regulating, I suppose. Or I just do something, ask if it's okay, and wait to be corrected if it's not.

If we don't need precise shot I'd be happy to take another feat!

Baldwin, how much does the ship weigh? I'm wondering what level I might be able to cast invisibility on it- it's 100lbs of material per level, so probably never. Not to mention the ship would be invisible, but the people on it wouldn't be. That would get really awkward.


Evil GM

Taking 10/20 I'm probably more conservative on my calls. I've always been a dice roller myself, there should be chance at failure for many things.


Evil GM
Andrea1 wrote:

You guys are just blazing along. Amazing

Yep...quick start, so far.


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:

Astrianna has precise shot for that reason, and I make sure that there is no soft cover between her and her targets or I make sure to take the high ground to avoid soft cover all together. I'll usually note if something has soft cover or roll my own concealment miss chance. I'm self-regulating, I suppose. Or I just do something, ask if it's okay, and wait to be corrected if it's not.

If we don't need precise shot I'd be happy to take another feat!

Baldwin, how much does the ship weigh? I'm wondering what level I might be able to cast invisibility on it- it's 100lbs of material per level, so probably never. Not to mention the ship would be invisible, but the people on it wouldn't be. That would get really awkward.

Yeah, but the games I was in we'd get gigged on so many things -

I played a gunslinger in one game and an archer in another. First you get the penalty for your ally being in melee; then you get a penalty for him having the "Partial Cover" of fighting across from the gunwale (as it's akin to a 3 feet wall) then you get get gigged for the penalty for weather conditions (as in Wind or Rain) - all of those penalties stack on top of each other - and that doesn't even count things like range and the enemies AC. By the time I was done taking Feats to "Break Even" I was on level 5.

I'm not sure what type of fighter I'll be in the future; I had planned for a supplemental melee fighter, but as we have a magus I don't know if that's worthwhile. I also considered taking more ranks in Engineering in case we need someone to manage Siege Guns - but we'll see what happens on level 5 :)


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:
Andrea1 wrote:

You guys are just blazing along. Amazing

Yep...quick start, so far.

Well that's good news!

I was feeling guilty for posting so little yesterday :)


Evil GM
Astrianna Sparacello wrote:

Astrianna has precise shot for that reason, and I make sure that there is no soft cover between her and her targets or I make sure to take the high ground to avoid soft cover all together. I'll usually note if something has soft cover or roll my own concealment miss chance. I'm self-regulating, I suppose. Or I just do something, ask if it's okay, and wait to be corrected if it's not.

If we don't need precise shot I'd be happy to take another feat!

Baldwin, how much does the ship weigh? I'm wondering what level I might be able to cast invisibility on it- it's 100lbs of material per level, so probably never. Not to mention the ship would be invisible, but the people on it wouldn't be. That would get really awkward.

high ground...is only +1

Soft cover ...+4 AC ranged
Partial cover...+2 AC

Yes, you need precise shot

Ship weight - I haven't calculate exact weight but it's approaching 150 tons with cargo right now.


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 haven't encountered weather conditions while firing from ranged yet, but I have the feeling this will be the first campaign it's going to happen.

Astrianna has a +8 to knowledge in everything right now (yay bards), which I feel acts as a great backup to anyone's more specialized knowledge.


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:

I haven't encountered weather conditions while firing from ranged yet, but I have the feeling this will be the first campaign it's going to happen.

Astrianna has a +8 to knowledge in everything right now (yay bards), which I feel acts as a great backup to anyone's more specialized knowledge.

I ran out of skill points - but some of my knowledge skills are higher then others.

I'm planning on tweaking out some skills for the long haul - as we have a similar build via bardic stuff/Int. do you want to talk coming up with plans in the future?

In other words; there's no point in dumping in all my skills into a specific skill if I'm going to be 2 points behind you every time; but it's worth me investing so I can do an Aid check to help you in certain skills.

FYI - that strategy is pretty much open to everyone at this point, though. I like building a team, not just a character; especially if we're going to spend time on a ship as part of a crew :)


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 the merciful wrote:


high ground...is only +1
Soft cover ...+4 AC ranged
Partial cover...+2 AC

Yes, you need precise shot

Ship weight - I haven't calculate exact weight but it's approaching 150 tons with cargo right now.

Do you do plus to attack with ranged attacks from high ground? The CRB says it's a +0 for ranged, +1 for melee. I always figured the advantage of ranged from high ground was being able to shoot over cover, thus negating the cover bonuses.

I figured it wouldn't be feasible to ever cast invisibility on a ship this big, unless someone got silly and researched a spell to ONLY make ships invisible.


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

Perhaps the masts and sails, though...


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:
I figured it wouldn't be feasible to ever cast invisibility on a ship this big, unless someone got silly and researched a spell to ONLY make ships invisible.

Oh sure, you could make the ship invisible, but wouldn't it seem odd if they saw all sorts of medium-sized creatures hovering about 10 feet above the ocean when they walk across the invisible deck? :)


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:
David "Dirk" Hawkins wrote:

I'm planning on tweaking out some skills for the long haul - as we have a similar build via bardic stuff/Int. do you want to talk coming up with plans in the future?

In other words; there's no point in dumping in all my skills into a specific skill if I'm going to be 2 points behind you every time; but it's worth me investing so I can do an Aid check to help you in certain skills.

FYI - that strategy is pretty much open to everyone at this point, though. I like building a team, not just a character; especially if we're going to spend time on a ship as part of a crew :)

I've taken ranks in every class skill, so now I'll be concentrating on: Performance Act, Sing, Dance, which with versatile performance gives me mega bonus to Disguise, Bluff, Sense Motive, and Acrobatics. The latter two will not be for a few levels, but I should have a ~12+ to sense motive eventually. Otherwise I'll be putting my points into Diplomacy/Intimidate, Stealth, Spellcraft, and Use Magic Device most likely. Maybe another point into Sailor now and then.


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

Speaking as a nurse, you could try bloodletting all day and all night, and it wouldn't work. Tuberculosis is a bacterial infection. If Sath has Remove Disease, though, they should be able to clear up any spread of it. Divine Magic, the Penicillin of Fantasy worlds.


Evil GM

I need to logg off for the night, a hectic day tomorrow.


Evil GM
Astrianna Sparacello wrote:
baldwin the merciful wrote:


high ground...is only +1
Soft cover ...+4 AC ranged
Partial cover...+2 AC

Yes, you need precise shot

Ship weight - I haven't calculate exact weight but it's approaching 150 tons with cargo right now.

Do you do plus to attack with ranged attacks from high ground? The CRB says it's a +0 for ranged, +1 for melee. I always figured the advantage of ranged from high ground was being able to shoot over cover, thus negating the cover bonuses.

I figured it wouldn't be feasible to ever cast invisibility on a ship this big, unless someone got silly and researched a spell to ONLY make ships invisible.

Range is 0, sorry about that. The combat modifier table


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:
Speaking as a nurse, you could try bloodletting all day and all night, and it wouldn't work. Tuberculosis is a bacterial infection. If Sath has Remove Disease, though, they should be able to clear up any spread of it. Divine Magic, the Penicillin of Fantasy worlds.

True; but to be fair I didn't know it was TB until just now - I did think it was heart failure and was hoping to ease the stress via the heart. Sadly my hunch was way off, though. Bad luck!

As for me, I'm definitely not a nurse, so I defer to your wisdom on this situation. To be fair, I'm kind of just grasping at straws (I don't even know if my guess could fix an actual heart condition, it was just a guess) - but given what we've seen of the ship so far, maybe we'd find some moldy bread on board and single-handedly discover penicillin :)


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

Ha! Though I do have to say, had it been CHF, bloodletting would have been a clever solution.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:
Ha! Though I do have to say, had it been CHF, bloodletting would have been a clever solution.

Well, I don't know if it would work, but it was all I could put together based on what we had so far.

Question: I thought it took a long time before you could get formally infected with TB from someone, even if you were in an enclosed space. Is that incubation period I posted on the main board incorrect?


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

You can be infected after being exposed to a single cough. But it can take that long for symptoms to develop. If it is a TB outbreak, Remove Disease all around!


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Darius Rotarion wrote:
You can be infected after being exposed to a single cough. But it can take that long for symptoms to develop. If it is a TB outbreak, Remove Disease all around!

Well, that said, if it takes us a minimum of 2 months for symptoms to develop then that's plenty of time for us to level up and be able to manage to learn that spell and cure everyone ;)


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

But what about the panic caused by her death?

Dun dun DUUUUUUUNNNNNN!!!!

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