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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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:
Ptahh wrote:

Thanks. 5-9pm is always a real busy time for me with home life. So, when I checked in last night about 10pm, I had a lot of reading to do to get caught up, and wasn't sure if I missed something.

So, it looks like

1. We've recruited our crew but are still at the bar.
2. The Marines/Veterans have weapons but we need leather armor & bucklers for each of them.
3. We are wondering if Lester has shown his face. Go into the sewers after Thul?
4. Planning to take the ship out tomorrow to avoid the storm & funeral for Jard?
5. Tulita?
6. Sharks?

Also, any chance we could update the spreadsheet with the new crew numbers. I'm unable to do so from my iPad.

1. Correct

2. The Veterans have bucklers, marines do not. Marines have shortswords, veterans have rapiers.
3. I'm interested to see what Lester has to say. The tide may have been messsed up by the earthquake
4. Yes, and go to Sharkjaw to find out about the shapechangers.

To do list

Thul related
-Check with Finney if Lester is still good for the job
-Pick up supplies for job (rope, anti disease vials, underwater weapons)
-Go through sewers, hopefully capture Thul
-Try to find elven ambassador's ring while in sewers
-Interrogate Thul on the location of the Jawbone
-Turn in Thul
-Retrieve the Jawbone

Dajobas related
-Travel to Sharkjaw, find the healer there, and inquire about the shapeshifters
- get an audience with the tultia elder to discuss impending full moon (5 days from now)

Ship related
-Bury Jard
-Purchase weapons and armor for marines
-Find Jenkie
-Replace missing rigging (preferably silk)
-Approach Captain Razor about Privateering (if she hasn't left port yet, we may have more pressing matters. Someone said she was leaving in a few days)
-Construct new rigging (preferably silk riggings)

Misc
-Find Flynn the Mouse, make him squeal


Evil GM

I probably won't be online until tomorrow. Busy day and evening.


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

Chell, Sorrin never said he would not accept the position of captain.


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 know.


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

Your Chell thoughts didn't state why, I was curious. How is he to develop and improve?


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

Well he isn't optimal numbers wise and Chell doesn't like him. Very simple there. Numbers wise Chell is actually the best choice with highish diplomacy and high sailor. Followed then by Astrianna. But Chell is not confident enough for the roll and Astrianna has said out loud she doesn't want it.


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

Bri's got the Sailor for it at least. No Diplomacy though, but plenty of Bluff instead. :)


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 we could use bluff to get sailors then you win.


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:

Astri's sailing will get beefed up next level if she becomes Captain. Nothing like dumping 7 skill points into something! Instant mastery. Though a lot of sailing stuff can be substituted for knowledge: nature checks, which you know my fondness for taking 10's and having constant 20 somethings.

I'd say it's a good possibility Donovan won't treat her like crap and actually address her issues fairly, she will probably listen, and step up to being Captain. Just depends on what Donovan says.


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 certainly hope it's not that... superficial.


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 is fickle and self-centered... what do you expect? You say the wrong thing to someone who is self-absorbed and attack their illusion of self, and they get very defensive and upset.

Much of history is clashing personalities and chance, as a roleplayer I will treat this no differently.


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:

Ptahh if you subtracted the 800 gp from your own sheet go ahead and add it back, the ship fund will pay the compensation for Jard's death. Unless Ptahh really wants to pay 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 the Wayward wrote:
I certainly hope it's not that... superficial.

I meant the mechanic of what it takes to be captain. I totally see Astrianna, the character being superficial. And, it's cool.

Your right if Donovan is appointing a captain, it will come down to his ability to judge.


Evil GM

Donovan is not appointing the Captain. He is currently serving in that capacity but could easily step aside, when/if the time comes.

I am going to ask that the characters tone down the personal thought commentary against one another. The tone is getting too testy for my comfort level.


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 guess we could ask his opinion on it who would be best, but we get to decide. If we can.....


Astrianna Sparacello wrote:
Ptahh if you subtracted the 800 gp from your own sheet go ahead and add it back, the ship fund will pay the compensation for Jard's death. Unless Ptahh really wants to pay it.

He would... but he has very little cash at this time.


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 am going to ask that the characters tone down the personal thought commentary against one another. The tone is getting too testy for my comfort level.

Got it.


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:

Got it Ptahh, I'll subtract it from the spreadsheet.


Evil GM

i changed the rations to 60 crew member of food since you gave more money for supplies.


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:

Thanks Baldwin!

I noticed we've given a lot of money to the Quell Chapterhouse. I hope Quell notices! I should look for a temple of Calistria in Shaw for Astri...


My day is very busy with meetings starting around 11am cst. I will likely be able to shck-in around 5pm cst, but won't be able to post extensively until late tonight. Until 11am, I'll be around and monitoring the thread.


Evil GM

Astri so, without fracturing in wind, your overland movement is 3.5 milers per hour or 84 miles in day is that correct?

This is important for me in the placement of the Sharkjaw Docks, as the locations that I like for it has it over 160 to nearly 300 miles away. I really like the location closer to 300 miles.


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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:

I'm glad you asked because it's actually 3.0 mph, I miscalculated the first time. First rigging gives a base speed of 2.0 mph then each additional rigging gives 1/2 mph. So with our three rigging we have a speed of 2.0 + .5 + .5 = 3.0 mph. 72 miles per day. 2.6 knots if anyone cares!

That is base speed without wind.

Once we fix the stripped rigging it will be 3.5 mph, and if we add another rigging it will be 4.0 mph.

For everyone's information (Especially Bri)

TABLE 7 – WIND EFFECTS ON SAILING
WIND FORCE | WIND SPEED | SAILING / ATTACK ROLL PENALTY | SPEED MODIFIER
None(Becalmed) | 0-5 mph | — | No sail speed
Light | 6–10 mph | — | 1/2
Moderate | 11–20 mph | — | Normal
Strong | 21–30 | mph | –2 | Normal
Severe | 31–50 mph | –4 | 1.5x (DC 20)
Windstorm | 51–75 mph | –8 | 1.5x (DC 20)
Typhoon /Hurricane | 76–175 mph | –12 | See “Riders on the Storm”
Tornado | 176–300 mph | –16 | See “Riders on the Storm”

Speed Modifier:

This column identifies the adjustment to your ship’s Base Speed (and therefore also your Into the Wind and With the Wind speeds). Gaining the benefit to Speed from a Severe or Windstorm level wind is a Naval Tactic, and the Captain must make a DC 20 Profession (sailor) check modified by the maneuverability modifier on Table 5. Success allows her to give appropriate orders to harness this extra power of a furious wind. Failure results in the ship moving at normal speed, but the Rigging Locations take 5 points of damage every hour. Whether the check is successful or not, as long as this wind speed persists, it reduces the ship’s maneuverability rating by one step. Wind speeds higher than 75 mph follow special rules, as outlined in Riders on the Storm.

Riders on the Storm

Severe weather can aid or hinder a ship seeking to make good time. Under the right circumstances, a highly experienced seaman can sometimes harness a storm’s power to propel a ship faster; inexperience, on the other hand, causes a ship to stall and potentially sink. The Captain or First Mate can make a DC 30 Profession (sailor) check when a storm is about to begin. A successful check allows the ship to move at double its overland movement speed for one hour, as the ship rides the crest of the storm. During this expedited movement, the ship’s maneuverability rating (see Table 6: Naval Tactics) is reduced by two steps — the storm’s winds propel the ship at a high rate of speed, but make it extremely difficult to alter course. If this check fails, the ship stalls and is unable to move for the next hour. If the crew fail to take proper precautions the storm batters the ship, causing 2d6 points of damage to each Location every 10 minutes. The crew is considered to have taken proper precautions when an officer on the ship or a PC succeeds on a DC 15 Profession (sailor) check, orders the crew to prepare for a storm, and no person or event prevents these preparations before the storm arrives.


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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:

While I'm at it-

During tactical movement, if you wish for your ship to move in anything other than a straight line, you (or another appropriate crew member, such as the Captain or Navigator), must make a Profession (sailor) check to shift course, applying the appropriate maneuverability rating modifier.

The Baron's base speed is 5 right now. 1 speed means a ship can move 1 20ft square a round, so the Baron can move 5 20ft squares or 100ft a round. Right now we also have a base +2 to maneuverability, which gives a +2 to all sailing checks by the Captain or Navigator to these DCs. On top of that the Baron handles extremely well and gives another +4 to these checks for a total of +6.

TABLE 6 – NAVAL TACTICS
MANEUVER | DC | SPEED USED
Sudden Slow | 15 | varies
Sudden Acceleration | 15 | varies
45 Degree Turn | 15 | 2
90 Degree Turn | 20 | 3
180 Degree Turn | 30 | 4
Harness Furious Wind | 20 | n/a

Sudden Slow: With a successful check, you quickly reduce your ship’s Speed, reducing the number of squares it moves on this and subsequent turns. You may choose for your ship to move as low as 1/2 its Speed during the Naval Tactic. For every 5 points by which you beat the DC, you may choose to reduce your ship’s Speed by an additional 1 Speed for the round, to a minimum of Speed 1. This becomes your new Speed, unless another Naval Tactic or action subsequently changes your ship’s Speed. Failing the check means your ship’s Speed remains unchanged for the round.

Sudden Acceleration: With a successful check, you quickly increase your ship’s Speed. In order to make use of this Naval Tactic, you need to be sailing at less than your maximum Speed given your present heading under the current wind conditions. With a successful check, you immediately increase your speed to any value between your current Speed and your maximum. You can use this additional Speed in this round, and in subsequent rounds, you use this new value as your Speed. During this maneuver you may not turn in such a way that your tactical movement speed changes category; for example, you may not accelerate toward your maximum speed at the same time that you turn from a Base Speed heading to an Into the Wind heading.

45 Degree Turn: By making a successful check, you spend 2 Speed to change your sailing direction by 45 degrees. Failure requires you to spend 4 Speed to successfully navigate the turn. If you do not have enough Speed remaining, you start the Naval Tactic this round and finish it next round by spending the remaining amount of Speed necessary. If you have Speed remaining in the second round after (and only after) paying for completing last round’s Naval Tactic, you may use it normally.

90 Degree Turn: By making a successful check, you spend 3 Speed to change your ship’s direction by 90 degrees. Failure requires you to spend 6 Speed to successfully navigate the turn. If you do not have enough Speed remaining, you start the Naval Tactic this round and finish it next round by spending the remaining amount of Speed necessary. If you have Speed remaining in the second round after (and only after) paying for completing last round’s Naval Tactic, you may use it normally.

This is my favorite. I like to think of it as the "Nope." maneuver.

180 Degree Turn: By making a successful check, you spend 4 Speed to change your ship’s direction by 180 degrees. This turn is an extremely tight, sudden movement. Failure results in your ship turning 45 degrees and then capsizing.

Hahaha I don't know why it amuses me so much but it seems comical.


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 that's what happens in a storm we need to get the hell out of here. Good thing I still have a feather token.


Evil GM

Just received my Unchained book. Not that I have time to read it, but I'm looking forward to the reading the rogue rules and poison rules especially. I always thought poisons were pretty weak in both 3.5 and then pathfinder. Although they were better in PF.


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:

Tell us if there is anything good in it!

(Especially the bard stuff)

If the poison rulings are good could we use them?


Evil GM

I'm going to be offline for a bit this evening.


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

Well poop. This was the only game updating. Things seem to have gotten slow recently in all the others.


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

Edited gameplay, sorry...


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

If you wanna RP, I'm here. Well, poop... deck, you mean!


Evil GM

Since I rolled in the game thread to see if you recruited any halflings, I'll roll out what the new recruit races are:

humans: 1d20 + 19 ⇒ (3) + 19 = 22

Tulita: 1d12 + 5 ⇒ (6) + 5 = 11

half-elf: 1d3 + 1 ⇒ (1) + 1 = 2

elf: 1d3 + 1 ⇒ (1) + 1 = 2

Humans = 22
Tulita = 11
Half-elf = 2
Elf = 2
Dwarf = 2
Halflings = 0


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:

Thanks I was about to ask that! A shame no halflings or gnomes. They can get in all those hard-to-swab places.


Evil GM
Astrianna Sparacello wrote:
Thanks I was about to ask that! A shame no halflings or gnomes. They can get in all those hard-to-swab places.

I forgot to roll out gnomes. Oh, well they aren't many in the razor anyway.


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:

Relevant: How earthquakes cause tsunamis

Yes, I'm working very hard this morning!


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

A lot of names have been thrown out but we never decided on one. Wanted to know if we are sticking with Baron or something else before a prayer. Should we discuss it in character or pretend Chell came up with it on the spot?


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

What all is involved with changing the name of a ship?

I'm sure at the very least we will need to re-register the name with the habormaster.

Do we need a big reblessing/rechristening type ceremony for it too?


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 either. Its just the Baron of the Tides was a smuggling ship and we certainly aren't doing that. A new name would represent a change in purpose.

But we don't have the time to physically change the name on the ship just yet so it would be of a representative thing until we have the time to actually re-name, re-christen or whatever. I am not sure on the specifics.


Evil GM

For all practical purposes you just need paint and brush to change the name. Squib it.

If you're gonna to change the name you can get the crew member hanging over the side on bench and start painting before he blessing. AStri and Ptahh will take at least 30 minutes to get the body back.


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:

As long as they're better painters than cooks. Definitely going to find a better cook when we return, unless the cookie improves, and he better or he might get shanked. I'm terrified what the situation would be like if Baldwin rolled a 1 instead of a 2.

We're not smuggling at the moment, but you never know when you need to slip something past the nose of someone else... A name change is fine though.

I think the ship has a good name as it is, but I won't care too much if its changed. The name you suggested is fine Chell, as long as every else agrees. Though the crew is going to have some pronunciation issues...


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 would like something wind related. Probably make the crew feel better too. Aeolian is probably too difficult and I know Bri didn't like it.

Trade Wind

Zephyr

Typhoon

The Nautilus is also cool.

Or perhaps Eurus of Zephyrus, greek gods of the east and west winds respectively.

The Dolphin, enemy of the squid and to a certain extent kraken.

Or Deep Singer, a good aligned whale-like creature in Pathfinder and also a predator of squid.

Also, control water plus Hydrophobia should be a good combo.


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:

Dolphins are actually enemies of sharks as well. Dolphins will go out of their way to beat the s#!$ out of sharks, and sharks actively fear Dolphins.

Deep Singer sounds good too.

My vote is for Dolphin, 2nd place vote for Deep Singer.

Some paint will do for now but when we get back we should put some upgrades on the ship. Replace the missing rigging, build a new set of rigging, catapult or spingel, and a fancy brass name plate on the aft instead of paint!


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

Zephyr is good, but maybe add something to it. Like "Zephyr's Song". That would also be a nod to maybe having a Bard for captain later.

And for those of you who like math, what are the odds of this: Out of the three guys coming over for boardgames tonight, all are named James. And out of the 6 people present, all except one have names that start with the letter J. The odd person out is an S.


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

She isn't the captain yet and when/if she does she can obviously change it. I am starting to like Deep Singer too, which also has a bardish feel to it. A good compromise. Anything from Sorrin and Ptahh?


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'm fine with "Deep Singer" too.


I'd vote Deep Singer over Dolphin.


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 suggest waiting until our return. We've got a lot going on and it's not critical. Air is probably humid, we don't have a painter, it might smear, drip or not dry before the storm.

Let's see how she handles and how we handle, then name her... If we want to. Also, part of the allure/RP/swagger opportunity was her name.

Deep Singer... Might sound like she belongs at the bottom of the ocean. And, one letter makes it Deep Sinker... Eeeek.

I'd mentioned Magus of the Tides, case we end up fighting with weapons and magic. As tribute to our lost buddy. But, again. Not suggesting we make the change now.


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Evil GM

Here are few interesting phrases to search for on wiki:

brigantine - two mast, square rigged ship,

Square Rig - your primary sail and rigging arrangement

Fore-and-aft rig or Staysail - another sail and rigging arrangement useful for tacking.

Cool Two Mast ship Profiles


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

Gonna go eat. Will deliver speech a little later.


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

Please forgive me, sometimes I don't quite understand what Donovan says, so... I cut and paste!

But Sorrin is +9 sailor, so he does

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