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.
Evil GM
Without dissecting the build it looks like they have natural attack: +2 slam, +4 bite, and +6 tail slap. Then there is simple template advanced added which adds +2 to damage (+1 CR)
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
So, bite is x1.0... Slam is x0.5 and tail is x1.5...
Ouch.
Evil GM
note the website will be down this evening, so there won't be any posting.
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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:
Good to see your will save dice are back in top form.
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1 person marked this as a favorite.
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Evil GM
Astri, I sacrificed two chickens, 1 goat, and litter of kittens to the dice gods over the weekend. At least my hard work was received with warm results.
Evil GM
I believe the website is going offline in a few minutes, so I'll log off for now.
M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder
Torgue has plenty of meat to carve off.
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
Badger's Ferocity... would have been a crit-fest!
Each one 2d6+18.
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
Evil GM
No it concluded Sunday. The Penske team dominated the show.
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
Astri, was just explaining ooc... In character reaction was good.
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:
Busy most of the day, posting will 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
Has anyone used the downtime rules in a game like Kingmaker and liked them?
Evil GM
Bri the DTR add flavor but definitely increases the workload on the DM and there will be a quick power creep which of course means the DM has to adjust and do more work to accommodate for the downtime. Remember the player focuses primarily on one thing: his or her character; while the dm has to focus on each player, the NPCs/Monsters, each scene, the maps, the world and the various story arcs and so forth. In otherwords, the DM probably puts in 3 to 4 times the amount of work for a successful game to run than the player. I'm not complaining, I absolutely savior the time I spend DM'ing and devising interesting twists and turns to keep it challenging. I prefer to do things informally and hand-wave the downtime like when Astri fiddles or Sorrin recruits for the ship, it flows with the way I tell the story, and it keeps most the players involved.
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:
Bri on a previous campaign focused on colonization we used the downtime rules extensively. Ours were modified to have farms providing food and we were actually building a settlement but we had a lot of fun with it. Baldwin is right that it takes a lot of focus from the GM. In my game the players each took responsibly for their own buildings and we tracked food and communal income as a group.
Evil GM
I ended up getting quite busy today. I'm sitting down now to what movie, I'll try to log later tonight.
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
Evil GM
Game night tonight so I'll be logging off later this afternoon.
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
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:
The next post in the gameplay thread is officially over 9,000.
I'm all for using wands for out-of-combat healing, but are you saving your spontaneous casting of healing spells for in combat Chell? Or saving the spells for a big bad?
I'd just like to know more about your spell strategy.
Evil GM
I was busy with the family today and I'm going to be out of touch most of the morning tomorrow.
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
@Spell strategy, always tough.
@Family, enjoy!
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:
The environment makes all of Astri's spells useless.. she might as well be a really crappy ranger right now. Maybe she can convince a gatorman to jump into the spikey death well.
Enjoy your family time Baldwin!
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
Astrianna Sparacello wrote: The next post in the gameplay thread is officially over 9,000.
I'm all for using wands for out-of-combat healing, but are you saving your spontaneous casting of healing spells for in combat Chell? Or saving the spells for a big bad?
I'd just like to know more about your spell strategy.
I try to yes. I think my spells are more valuable than the healing they could provide...until someone is about to die, especially the 3rd level ones. Usually combat doesn't last long enough for someone to get that close to death but I will use spontaneous casting if some one gets too low and are at a threat of getting dropped to negatives. I would rather use Channel for combat healing but I am out. Probably going to get extra channel at 7.
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:
The way I look at it is- potions and wands cost money, spell slots don't. You get them back every day. I'll admit I'm liberal with my spells though.
It's about dusk in-game, so once we finish clearing the temple I doubt we'll be going back through the swamp, especially if we have rescues. Hopefully we can find a place to rest for the night in the temple.
Evil GM
It's funny, when I play the cleric I prefer to use a wand or potions, and I tend to save the spells for combat. I usually play a more combat oriented cleric though, using all channels for healing is risky if there are undead around.
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 played a really weird cleric in my last game. It was a skill cleric. I know that sounds insane, but it was. Strangely enough it worked, so even though I was liberal with my healing I was still useful.
I've always wanted to play a wizard but I have the feeling I'd be way too gung-ho with my heavy artillery and fireball all the little mooks at the start, and then have to shoot rays of frost in shame for the rest of the day.
Evil GM
I've a commitment that will keep me off line tonight.
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 Torgue and Sorrin have to muscle and dance through this. No point wasting resources.
Range gets -8, soft, soft, 10 through water. Worth a try I suppose.
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:
Agreed, Sorrin and Torgue will mostly have to slog through this one is we're stuck single file like this. Hopefully one or two of us can swim up at least?
Ranged attacks are -2 for every 5 feet of water. So bri firing a crossbow (though I don't think she has the actions to perform it, see gameplay) at the first wright would be +8 soft cover AC for the wight, and -6 to attack due to 15 feet range.
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
So no point in using it anyway.
Evil GM
This is a tricky little module that the designers set up. It takes away quite a bit form the players normal tactics and put them in unfamiliar terrain. It certainly highlights some weaknesses the party has at this stage of the campaign.
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 it! These kinds of challenges keep the combat interesting. We'd be in serious trouble if not for Chell's domain power.
May the dice gods bless you, Torgue and Sorrin. Chell can still cast some spells at least.
Evil GM
I was laughing my arse off when she announced she had blown through her channels already. I didn't even have to be cruel by adding these critters, they came premade. :-)
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
Definitely getting extra channel after this and maybe quick channel after that.
M Human Warrior/Barb1/6Init+1Fort+12Ref+3Will+4,Perc+9AC19/T11/FF19/HP44/100CMB +10/+12 Sunder CMD 21/23 Sunder
Time for us to all have gillmen PCs in the future
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
baldwin the merciful wrote: I was laughing my arse off when she announced she had blown through her channels already. I was shaking my head imagining you laughing your arse off.
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:
Sorrin the Wayward wrote: baldwin the merciful wrote: I was laughing my arse off when she announced she had blown through her channels already. I was shaking my head imagining you laughing your arse off. I was grinning imagining Sorrin shaking his head imagining Baldwin laughing his arse off.
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
Astrianna Sparacello wrote: Sorrin the Wayward wrote: baldwin the merciful wrote: I was laughing my arse off when she announced she had blown through her channels already. I was shaking my head imagining you laughing your arse off. I was grinning imagining Sorrin shaking his head imagining Baldwin laughing his arse off. I was cringing as I thought of all of reactions to the bad news.
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 some shiny toys to add to my wish list...
Mnemonic Vestment I really like this one- it helps to get around the fact scrolls are stuck at the caster level they're made, making utility scrolls even more useful. Once per day, of course.
Page of Spell Knowledge,Ring of Spell Knowledge Same concept as above but for specific spells. Any spontaneous caster would love to have one that contains a useful but situational spell.
Rod of Splendor This item screams Astrianna...
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 that what Sorrin calls it?
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 doesn't call it, that's your... never mind.
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:
Current Voting for going in the Sarlac Den-
Astri- Go In
Sorrin- Go In
Torgue- Move on
Chell- Move on
Embri- ?
Embri, tie breaker go!
Evil GM
I've been swamped most of the week and I've had not time to post today.
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
Sorta me to... Between taxes and some big projects at 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:
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
Unless you guys block them, Sorrin can't reach anyone... ever.
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:
You could move to H23, throw a dagger or something? Or doublemove to I22 and get in position for a flank with Astri/Chell.
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
Have to move in INIT order and see what opportunity arises, sure.
Evil GM
sorrin if you want to move after you've taken your potion that's fine with me.
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