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

1d100 ⇒ 32

Half-elf. Boring.

1d100 ⇒ 66

Human. Also boring.

1d100 ⇒ 16

Dwarf? Bah.


Evil GM

roll 1 = normal table
roll 2 = expanded table

astri: 1d100 ⇒ 65
halfling; or
human

sorrin: 1d100 ⇒ 3
dwarf or
an Animal (excellent)

chell: 1d100 ⇒ 47
half-elf or
halfling

torgue: 1d100 ⇒ 46
half-elf, or
halfling

bri: 1d100 ⇒ 52
half-elf, or
halfling

So what animal would sorrin come back as...
table 2: 1d100 ⇒ 51
Heavy horse.


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

Team halfling! Sorrin would pull our battle cart.


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:

Wow, that's hilarious. If you look back through the game, Astrianna keeps saying Sorrin is as eloquent as a horse.

I like to imagine the disguise possibilities- The group could pose as a group of children in a cart, Astri being the mother and Sorrin the horse. No one would expect the horse to attack with a scimitar attached to its tail.


Evil GM

Once you rest you will be able to level up but it's not the most hospitable environment to rest in, plus you don't have boat, raft, or coracle handy. Although with some time you can probably build another raft.


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

Spellcasters seep on the boat, 8 hours, now, go!


Evil GM

Was that memorable enough for everyone?


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:

Not looking at that spoiler, though I'm dying to know what's behind it...all will be revealed in time, right?

That was great! Crazy combat.

Doesn't the swan boat last for 24 hours? We could rest it in for the night at least.

Potential plan to get out of here with the swan boat, tell me if I'm crazy:

Embrianna fireballs one of the walls, collapsing it. Astrianna has two scrolls of Ant Haul, which she can cast on Sorrin and Torgue, which should allow them to pick up and carry the boat over the debris/ through the hole.

Alternatively Chell can prepare Stone Shape and make a passageway through the wall, but she's going to be strapped for spell slots tomorrow with all the healing and curse removing and such. The curses can wait I suppose


Evil GM

No the spoiler contained information about the difficulty fighting the wight.


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

It will take a bit to level but I get neutralize poison with the new spell level and can prepare two remove curses incase one fails. Stone Shape is level 3 so that is all the level 3 spells. I can only affect 16cu/ft so I might need two Stone Shape instead and hope for the best on remove curse.

Do I need any Neutralize Poison's for us? Thank god no one got a negative level. I have Restoration now but that s%$%'s expensive.


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:

We were very lucky no one got a negative level.

Stone Shape sounds like the way to go to get out of here with the swan boat, if Bri can mend it. The drowning curse isn't life-threatening.

Mending takes 10 minutes each to cast, so it's going to take 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

I only need two house sleep, so i can spend most of the night doing it.


Evil GM

FYI: I like how Astri has a running wishlist of items to acquire for herself. It would help me with your character if each person put a wish list together. At least that way I'd have an idea of what you all want for your characters.


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:

Lootz updated.

Items to keep (claimed):

- Belt of Physical Might (Torgue)

- Cloak of Resistance +2 (Embrianna)

- Headband of Inspired Wisdom +2 (Chell)

- Coin purse of holding (minor) (101 PP, 53 rubies worth 100 GP each inside) (Astrianna)

- Boots of Dexterity +2 (Sorrin)

- +2 Breastplate (Torgue)

- Wand of Identify (Astri will hold onto this)

- Potion of Water Breathing (Who wants to hold onto this? Sorrin?)

- 8 +1 arrows, 3 adamantine arrows (Astrianna will take these)

- Headband of Intellect +2 (Embrianna claimed this)

- Wand of Cure Moderate Wounds (2d6+10), 21 charges (Given to Chell)

- Masterwork Sickle (Embrianna is going to take this I assume?)

Items to keep- Unclaimed:

- Staff of insect plague (6 charges) (Chell is the only one capable of using this. The question is, does she want it? it's quite powerful Insect plague If Astrianan were a priestess of Calistria this would be the best!)

- +1 ring of protection (Who wants this? Sorrin, Torgue?)

- +2 Hide armor (I don't think any of us want this, but putting it here in case someone does. I'm going to assume no one wants it and add it to our sell list as well.)

Items to keep- Unidentified:

Multi-color headband, DC 18. (Astri will use a scroll of identify on this tomorrow)

Pure cashola:

521pp
3525gp
6320sp
510cp

(9372.1gp pure cash total)

To sell:

20 small diamonds (100gp each)
53 rubies (100gp each)
2 jet gemstones (150 gp each)
1 enameled platinum picture (500gp)

+2 Light Crossbow (4,017.5gp sell price)

+2 hide armor (2007.5gp sell price)

Decorated knife (400gp)

Total in gp: 21611.1gp

4322.22 gp per person


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:
FYI: I like how Astri has a running wishlist of items to acquire for herself. It would help me with your character if each person put a wish list together. At least that way I'd have an idea of what you all want for your characters.

Hey I just realized the wand of identify was on my wishlist! Thanks Baldwin!

I like to browse through the magic items every now and then and pick out stuff that would be helpful to Astri. My recent forray was into bow enchantments, I'll probably take a look at armor enchantments next.

Unless we all decide to immediately buy a ship when we return, probably going to spend this money on Bracers of Falcon's Aim.


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 think I would like an assortment of rods.

Examples:
rod of absorption
rod of cancellation
rod of thunder and lightning

I would add rod of wonder, but that might be too painfull for my teammates.


Evil GM

So were the adamantine arrows! :-)


Evil GM
Embrianna wrote:

I think I would like an assortment of rods.

Examples:
rod of absorption
rod of cancellation
rod of thunder and lightning

I would add rod of wonder, but that might be too painfull for my teammates.

Add to your profile along with stat and AC items. That will help me in the future.

-----
Everyone's ability stat items were things that I added. Many of the items in the temple were added: like the wands, potion, and arrows. I boosted cash totals too.


Evil GM
Astrianna Sparacello wrote:


Unless we all decide to immediately buy a ship when we return, probably going to spend this money on Bracers of Falcon's Aim.

You all should decide what you really want. Are you pooling some resources and buying a ship; if so, which one. How are you pooling your funds/resources?

There is plenty to do in the city and surrounding area but likewise there are things to do on the water. :-) I know ...that was no help at all.

I think Bri may be itching to get at sea some.


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:

Oh yeah the adamantine arrows were as well! Thanks! No one expects you to kill a golem with a bow... Combine them with Adbundant Ammunition and you can turn one adamantine arrow into many! I plan on getting that spell level 8 (Just in time for Astri to get two attacks, and thus will be using more arrows) need to get Ear Piercing Scream this level-up.

As for what we're doing, I suggest we hunt down Kaskor Thul, then buy The Baron and head out to sea, yarr.


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 will come with a list later. Phylactery of positive energy is pretty high up there but is also expensive considering our level. Some cheap AC items. Charisma and wisdom boosts.

What are the rules on combining items of the same slot. Most expensive + 150% of the cheapest to combine?

I have a scroll of abundant ammunition.


Evil GM

Multiple Similar Abilities: For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

Adding New Abilities: If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%

Magic item cost

Adding New Abilities, pfsrd:

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.


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, why are you not using that +2 xbow?


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

So Headband of Mental Prowess + Phylactery would be:

Phylactery cost + (Headband of Mental Prowess x 150%)

So I now have the wand of Cure moderate wounds and Astri's Wand of Cure Light?


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:

Two reasons: We don't have any bolts, which is the biggest. In addition, she fancies herself an elf and doesn't' want to use a crossbow.

She's going to be picking up Rapid Shot on level 7 so using it is moot without Rapid Reload anyway.

Bri also has a wand of cure light wounds.


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

Almost Half used up by now, but yeah. Still got the wand.

Aside from armor enhancers and fun rods to play with, I just can't come up with much else for Bri to use.


Evil GM
Chell Silves wrote:

So Headband of Mental Prowess + Phylactery would be:

Phylactery cost + (Headband of Mental Prowess x 150%)

I'd have to do the math. I really haven'ty looked at the rule in a long time. does anyone know offhand?


Evil GM

It hasn't come up yet but I want to remind everyone when they level not every book is permitted.

For instance:

Adv Class Guide is not
The new Unchained is not
Just because it's in book doesn't make it permissible.

All the splat books are hard to keep up with and the combinations.


Evil GM

Bri:

The ring of sustenance reduces the rest amount needed each day but you're still capped at you're daily spell allotment.

The argument I've read most is whether a day is 8 hours or 24 hours. A day is 24 hours. I've seen many thread on this issue but does anyone have any official ruling on this to the contrary?

Spells:

A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Ring of Sustenance:

Aura faint conjuration; CL 5th

Slot ring; Price 2,500 gp; Weight —

Description

This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

EDIT

Although now that I think of it, you do fall in an usual situation this rest period in that you gained a level, so you technically would have new spell slots available based on the new level because you level after you rest in the game. In your case you rest after 2 hours. Interesting twist...I suppose you would have a couple "new" slots (a 1st and a 4th) that open up based on the new level that could be filled.


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

That's what I always assumed.


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

Your rule is slightly confusing to my spells. Will I have to sleep again to get my spells or will they just pop back to me?


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

"Slapface" is a horrible name for a virus. Though it is easier to say than "Erythema infectiosum".


Evil GM
Embrianna wrote:
Your rule is slightly confusing to my spells. Will I have to sleep again to get my spells or will they just pop back to me?

The normal rule is:

The ring of sustenance reduces the rest amount needed each day but you're still capped at you're daily spell allotment.

The argument I've read most is whether a day is 8 hours or 24 hours. A day is 24 hours. We use a 24 hour day, so a new day 12:00 am. Note if it was divine caster the new spell allotment would be their normal time when they meditate or pray.

What makes this particular situation slightly different is the fact that you leveled (an artificial event) after you rested . Since you leveled you gain spell slots because you are more powerful. I can see where the first and second day are slightly off since I'm permitting you to get spell slots because of the fact that you leveled. I probably should have just waited until you get back in town before the artificial event of leveling.


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

Side-note, I need to be level 9 just to recharge that staff. Insect Plague is 5th level spell for me.


Evil GM
Chell Silves wrote:
Side-note, I need to be level 9 just to recharge that staff. Insect Plague is 5th level spell for me.

Use the swarms wisely until then!


Evil GM
baldwin the merciful wrote:
Embrianna wrote:
Your rule is slightly confusing to my spells. Will I have to sleep again to get my spells or will they just pop back to me?

The normal rule is:

The ring of sustenance reduces the rest amount needed each day but you're still capped at you're daily spell allotment.

The argument I've read most is whether a day is 8 hours or 24 hours. A day is 24 hours. We use a 24 hour day, so a new day 12:00 am. Note if it was divine caster the new spell allotment would be their normal time when they meditate or pray.

What makes this particular situation slightly different is the fact that you leveled (an artificial event) after you rested . Since you leveled you gain spell slots because you are more powerful. I can see where the first and second day are slightly off since I'm permitting you to get spell slots because of the fact that you leveled. I probably should have just waited until you get back in town before the artificial event of leveling.

This all could be about nothing anyway. it was dusk when you all entered the temple. By the time you explored it, took care of the prisoners, ate, and identified everything it would be at least 9 pm. Once past midnight your daily allotment of spells would renew, so if you slept for two hours it would be 11:00 pm and your spell allotment renews after midnight.


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:
Chell Silves wrote:
Side-note, I need to be level 9 just to recharge that staff. Insect Plague is 5th level spell for me.

Astrianna will try to convince Chell to use it. It's too powerful to not use, in her opinion anyway.

Can you imagine the carnage if you unleashed a wasp swarm on the deck of a ship...


Evil GM
Astrianna Sparacello wrote:


Can you imagine the carnage if you unleashed a wasp swarm on the deck of a ship...

"Yes...yes I can." Giggles madly.


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
baldwin the merciful wrote:
Astrianna Sparacello wrote:


Can you imagine the carnage if you unleashed a wasp swarm on the deck of a ship...

"Yes...yes I can." Giggles madly.

NOT ON OUR SHIP!

Its definitely a caster interrupter. Distraction + long range.

I really feel like insect plague should be a witch spell.


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:

Me too, I find it strange it's not. Witches have plenty of other great stuff though.


Evil GM

I could defiantly see it as witch or druid spell.


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 your drawing Baldwin!

I'll be back in an hour or two. I have an idea involving ant haul but I'd like to hear what everyone else thinks first.


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

It is very cute :)


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

Me too. So move the boat out before we get stuck using ant haul?

-Posted with Wayfinder


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:

Precisely Chell! Move the boat on top of the rubble with Ant Haul.


Evil GM

I was going to draw stick people to give you a good chuckle but settled on the swan neck.


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

Stick people would have had me dieing laughing.


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

One with a flagon.


Evil GM
Sorrin the Wayward wrote:
One with a flagon.

And one with peacock hat.


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

stik scimitar.

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