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

Why not have both?


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
I like when my hardest choice is trying to decide which guy to jump...

;)


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

Good point Andrea, though I don't want to hog all the men in case Astri wants one or two as well. ;)


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

Hey guys, I got to crash – that was some nice RP, I look forward to seeing more soon :)


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:
Embrianna wrote:
Good point Andrea, though I don't want to hog all the men in case Astri wants one or two as well. ;)

Hehe sharing is caring! Astrianna is definitely not interested in a long-term relationship in any case- She's a Taldan after all, you squeeze every bit of usefulness out of a man then get a new one!


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

The lean and sexy Elf leans against the railing, Well, well Rose and Songbird are of a mood it seems. Come, I promise I am the only one who can actually give you REAL fireworks.


Evil GM

Sath regarding swimming speed to keep up with the ship.

The movement tables show a base non modified sailing ship travels 2 miles an hour or 48 miles in 24 hours.

A mile equals 5280 feet so the ship travels 10,560 ft in 1/hr

10,560 divided by 60 minutes equals 176 ft/min

----
You've been in the crows nest and rigging enough to know that this ship has some modifications that bit of speed and maneuverability. Although she is heavy form the passengers. You also know that the captain is under full sail pushing to get to the port.


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

For some reason the discussion thread wasn't notifying me of new posts. Bah! At any rate, I got alto of driving to do today, so I'll be a bit slow posting for a while.

And ladies, don't let the elf fool ya.

Darius is stronger, more agile, just as much endurance, and more charismatic. :-P


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

Right - well, I'm off to work again, sorry I won't be able to post this morning and likely not into the afternoon, either (as I don't get out of work until later).

Okay - talk to you all later tonight and good luck with what happens next, whatever it is :)


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

For some reason the discussion thread wasn't notifying me of new posts. Bah! At any rate, I got alto of driving to do today, so I'll be a bit slow posting for a while.

And ladies, don't let the elf fool ya.

Darius is stronger, more agile, just as much endurance, and more charismatic. :-P

And I'm smarter and much more dangerous and can understand when they want to talk about how their magic makes them different.

That makes me sexier.
Lol.


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:

Out for the day. DMPC as needed!


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

He is obviously not the nice kind of cleric...


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

You know, I would love to sleep hex the cleric as he walks down the gangplank and make him fall in.

Though Grease would be a better option for that since I am sure his reflex save is worse than his will......


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

Sorry I'm late guys.

I just got back now; went to a sparring match after work, and I'm pretty sore, my knee's acting up.

Meantime -

Darius, before you head out, I think I may end up getting into a scuffle in the near future. If you're around, I'd sure love some back-up, if you're okay with that? But if not, that's okay, too.

Either way you slice it - David would have probably preferred to tow the sick people in the boat rather then let them die; the fact that he obeyed the captain's orders is one thing, but this priest isn't the captain.

I got a feeling this won't go very well, but I guess when you see people doing nasty things, sometimes you got to poke back a little.

Anyhow, not sure what will happen - I hadn't planned on a fight, but this guy is being a jerk after a really long day. That said,

Well, wish me luck!


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:

A bell = 1 hour, so that would be 4:00 am

I usually refer to time after Noon as Midday bells...so if I said 4 bells midday that would be 4:00pm

Landfall early morning before or at sunrise.

Ah – you confused me. I thought you meant THIS kind of bell here.


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

I'll be around, and would most likely back you up. Most likely...hehehe


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

If you missed it, the cleric smashed one of the vials because of my comment.


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

If he tries it again, one of you magic folks should ready an action to Mage Hand it over. Ha!


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

I did miss the thing about him smashing the potion.

He's a hypocrite is all. If he was true to his creed he would have made a fair deal for a fair trade. But he didn't.

That said, I'll see what happens next - but for now, I think I'll have to fast-forward a little.


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

You are better off fast forwarding. I know that char from the COT game. He or the woman would smoke ALL of us at this level......just sayin.


Evil GM

I like that you all are planning on creating a business or venture group. That will provide you with a solid link to the Port Shaw and embed you into the political intrigue, rumors, and history.


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

Well, Astri, looks like we will have to wait until next port to try to find time to hunt down some man-whores for fun. ;)

We will just have make do with the fellas on the ship until then....


Evil GM

You get get serviced with a quickie.


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

Don't talk about Hawkins like that!


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:

Alas Embri, you're right, though the quality of man-whores is likely to decrease in Port Shaw compared to the ones in Chelix. We'll have to do a cost-benefit analysis to see if the studs on the ship are a better bargain.

I'll be popping in and out today.


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

Finishing my drive today, then will be home and should be able to get a bit more descriptive in my posts.


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 was researching some feats and found this gem- [url=http://www.d20pfsrd.com/feats/general-feats/spellsong]Spellsong[/url

Ultimate Magic wrote:


Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.

Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Sneaky spellcasting AND the ability to have multiple illusions/concentrations available at once? Yes please.


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:
I like that you all are planning on creating a business or venture group. That will provide you with a solid link to the Port Shaw and embed you into the political intrigue, rumors, and history.

Good times, indeed.

But one of my other thoughts was how things would go when/if we level. For example, on level 5 we get a new Feat. Now, there are quite a bit of Feats I could take to buff combat abilities, but what if (for example) we decided we were thinking of being a formal sailing company and someone suggested I should be the “Gunner”. In which case I probably would dump most of my skill points into Knowledge; Engineering (since that’s the base for Siege Guns).

Same thing with something like a playing a Pilot. In other words, Feats such as Skill Focus: Profession Sailor, coupled with Expert Driver: Water Vehicles (to name a few) are something worth taking, if that’s the route I decide to go.

But as for right now – who knows? As far as I can tell I’m not really sure what to do, so I’m kind of curious. After all, there are a lot of abilities a Bard: Archeologist can pick up to get more gear; but if Astrianna wants to be our primary “collector” of fine goods and supplies, then I probably won’t take those abilities.

Anyhow, those are just some thoughts I had. I’m curious to know what others think about ideas for the future mainly because it will help me plan where I’m going next if we plan on advancing as a team :)


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

It really depends how much ship bound stuff we are doing.

Right now I pretty much have Adriel mapped out.
Next level he gets a bonus combat feat and a regular feat which I am spending on
Blindfight and Combat Expertise.

Skills will be Stealth, Acrobatics, Perception, Spellcraft and I haven't decided on my last but probably sailor.

I like my chars to fill a specific niche, right now I am focusing Adriel on being a silent killer who Debuffs the crap out of opponent's to beat them.

Other than that he is a pretty versatile combatant. Set up for melee but has ranged options.


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Adriel Mistleaf wrote:
It really depends how much ship bound stuff we are doing.

True. But that's kind of why I was curious.

So for example, if we decided to become a more city based crew there are a lot of Feats that are more handy then Skilled Driver: Water Vehicles.

Normally I try to build a character who's self-sufficient (if possible), but at this point I'm trying to pick stuff that would help the group so for now I was just trying to see where the group is planning on going and then do what I can to help out :)


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've spent the day looking at feats and bardic performances myself, as well as items I'd like to acquire. Skill-wise I want to be the group's talker and entertainer, with sub-specialties in ranged combat, illusions, and stealth.


Evil GM

There is shipboard activity but it is not S&S like, where are you are aboard a vessel nearly all the time. There is an awful lot that happen in Port Shaw and the surrounding areas.

You all are going to drive some of path with decisions that you make and NPC's you deal with. There are adventure options at nearly every PC level: In and near Port Shaw, The Coast and the Continent, and On the Razor Sea. The one story arc plays out on both land (Port Shaw) and sea. The second story arc is sea bound. Both story arcs are woven together. Each story arc has many encounters and options. There is quite a bit of investigation and interaction with NPC/locals that will occur.

There are ships to purchase, or rent, that you will have available. There are also captains/officers/crew that are available for hire. Remember Mother's Blessing is not part of RC campaign, but I'll assimilate that ship and crew if it/they survive in to the game.


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

First off I want to say this:

I have a deep, profound love for the Downtime stuff, such as building organizations, businesses, etc. I probably enjoy that more than I enjoy making characters, which is quite a lot in it's own right. This is just to clarify how much I am a fan of tinkering with that stuff.

However, I do not expect it, nor would I want it, to become the focal point of a campaign. Part of my love for it is that it can be a purely background fixture that exists solely to provide some RP fuel, and a small amount of income on the side. Which I personally feel would be something any reasonable person would want to accomplish: steady, reliable income.

That being said, I don't think this campaign (based on the feel I've gotten from the game) has a huge sea-faring portion to it. I believe Baldwin said he added this initial portion just to get us there, and once there, we will be basically adventuring in the Razor Coast region. As such, while Darius is perfectly content to live a life at sea, for the scope of this campaign, I am planning on having him look at the Razor as a permanent escape from Cheliax, and a place to set some roots.

Anywho, purely out of character, table talk style here:

1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.


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

GM: Two quick questions about leveling (when/if it happens).

1. Is the Dervish Dance Feat limited to only scimitars, or could it be used with any Finesse-able weapon?

2. Are black powder weapons a potential option at some point, or is that option a no go completely (like, if one of us considers a level in Gunslinger, for example)? I remember you suggested it as an option, but I don't remember how serious an option it was.

Astrianna: You are better built at Charisma based skills then I am, but there are a few angles I could pursue to aid you via Diplomatic abilities. If you're planning on doing most of the purchases/acquisitions then I'm totally cool with that, but it does effect my options later. For now I'll keep an eye on your build as you level and it will help me make my decisions later :)


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:

1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.

That's exactly the kind of thing I love myself, Darius. I don't know what the GM has in mind for the future, one of the Rogue Talents I could get on the Bard level 4 is this one here: Black Market Connections.

It's really handy to get special gear, but it requires a lot of Diplomacy to do things right. So that's kind of why I'm curious where Astrianna is headed for builds, as she can do a lot of great Diplomacy things.

Anyway, it's one way to go - but I guess we'll see what happens when it happens :)


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:
Darius Rotarion wrote:


1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.

1) I'm also interested in knowing this. I'm quite familiar with these rules due to my other campaign being about building a colony from the ground up.

2)I'd be willing to chip in money for us to purchase or construct a base of operations, up to 1,000gp. Somewhere we won't have to worry about getting shanked nightly. The rest I want to spend on gear/save up for more expensive gear. Also booze.

3)When we arrive in Port Shaw we should see if there is a Pathfinders Lodge set up there. There probably is one. If there is, we could work with them as freelancers. If there isn't a Lodge, we could set up a "problem-solving" company with an acceptable front. We could have a respectable business, but I have the feeling those might be few and far between at Shaw.

Hmm. Actually, I'm going to go ahead and throw this out because Astrianna will suggest we construct a tavern, inn, or theatre at which she can perform- she will be the headline act, of course. She desperately wants to get back into acting.

Hawkins wrote:

1. Is the Dervish Dance Feat limited to only scimitars, or could it be used with any Finesse-able weapon?

2. Are black powder weapons a potential option at some point, or is that option a no go completely (like, if one of us considers a level in Gunslinger, for example)? I remember you suggested it as an option, but I don't remember how serious an option it was.

2)
Baldwin from Recruitment Thread wrote:
.Note: guns and black powder may be introduced later in the game. If it is introduced then it is going to be a new invention that the players will come across.
Hawkins wrote:
It's really handy to get special gear, but it requires a lot of Diplomacy to do things right. So that's kind of why I'm curious where Astrianna is headed for builds, as she can do a lot of great Diplomacy things.

Looking at my character sheet, I realize I have a problem.

I'm addicted to getting the +3 class bonus for having a rank in a class skill. Luckily I have most of them now, so I can actually start legitimately focusing my efforts on important skills instead. Why did I put a rank into handle animal or ride? +3, baby. So delicious, and justifiable by Astri's background.

Anyway, that's a cool rogue talent. I've been looking at Bard Masterpieces- I'm going to have to get some of them.


Evil GM
Darius Rotarion wrote:

First off I want to say this:

I have a deep, profound love for the Downtime stuff, such as building organizations, businesses, etc. I probably enjoy that more than I enjoy making characters, which is quite a lot in it's own right. This is just to clarify how much I am a fan of tinkering with that stuff.

However, I do not expect it, nor would I want it, to become the focal point of a campaign. Part of my love for it is that it can be a purely background fixture that exists solely to provide some RP fuel, and a small amount of income on the side. Which I personally feel would be something any reasonable person would want to accomplish: steady, reliable income.

That being said, I don't think this campaign (based on the feel I've gotten from the game) has a huge sea-faring portion to it. I believe Baldwin said he added this initial portion just to get us there, and once there, we will be basically adventuring in the Razor Coast region. As such, while Darius is perfectly content to live a life at sea, for the scope of this campaign, I am planning on having him look at the Razor as a permanent escape from Cheliax, and a place to set some roots.

Anywho, purely out of character, table talk style here:

1) Baldwin: are you cool with us using the Downtime Rules presented in Ultimate Campaign to build up a business/organization?

2) If Baldwin is okay with it, how much would everyone be willing to pitch in on the endeavor, should we do it jointly? Personally, I'd be willing to dump 2,000 on it, but I don't foresee everyone else being THAT interested.

3) What sort of business would ya'll be wanting to establish? Personally, I am fine with whatever, just give me a consensus and I'll start posting my proposals on Rooms to use to create our guildhall as well as Teams to help flesh out our organization.

----

I haven't spend a lot of time going over the downtime rules from Ult Camp. I own it but haven't spent much time looking at it. I need to actually review that material unfortunately beginning tomorrow for the next two week until August 2nd, I've zero extra time on my hands. A large work project that will limit my time. In fact the week of July 28th, I'll probably be completely dark from the boards. Just a fair warning.

The game is sandboxy from the methodology you approach it from the key point all lead to the same end game. It's just a matter of choosing which road to path to travel on. That being said there is a part of the campaign that is time driven.


Evil GM
David "Dirk" Hawkins wrote:

GM: Two quick questions about leveling (when/if it happens).

1. Is the Dervish Dance Feat limited to only scimitars, or could it be used with any Finesse-able weapon?

2. Are black powder weapons a potential option at some point, or is that option a no go completely (like, if one of us considers a level in Gunslinger, for example)? I remember you suggested it as an option, but I don't remember how serious an option it was.

Astrianna: You are better built at Charisma based skills then I am, but there are a few angles I could pursue to aid you via Diplomatic abilities. If you're planning on doing most of the purchases/acquisitions then I'm totally cool with that, but it does effect my options later. For now I'll keep an eye on your build as you level and it will help me make my decisions later :)

1. yes it's scimitar

2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder. I have played in some savage worlds and basic role play that was geared to western themes...that was alright but doesn't captivate me.


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

If we build a tavern by the water we can use the water as a launch point for adventures or quests; just like building a tavern/dance hall by a crossroads.

But we can't really plan a base of operations until we at least see a good map of the area. Once we know what's going on, there's a lot of additions to work/add on - such as an alchemist lab or a chapel/grove and a library to research spells (for example).

Also, via the Handle Animal or Ride - well, I have a hunch we'll need those skills inland sooner or later.

The Bard Masterpieces thing looks good, too - but the more I think of the Rogue talent the more I think - "I need to see more of the area". If we're by a solid city (for example) then there may not be a reason for it.


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:


1. yes it's scimitar

Well crap. Oh well, bad luck.

baldwin the merciful wrote:
2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder. I have played in some savage worlds and basic role play that was geared to western themes...that was alright but doesn't captivate me.

Well, if we're pirate types cannon and flintlocks did seem interesting, but I'm cool either way. Just wanted to know where it may go for builds.


Evil GM

RC is written with a lot of gunpowder and cannons but has rules for running it without. Like I've said, I haven't decided.


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:
RC is written with a lot of gunpowder and cannons but has rules for running it without. Like I've said, I haven't decided.

Well, I can go either way, I guess. Though it does make a difference on the build in the long run.

As for the Dervish Dance thing, I'm just so used to having it as a default for any finesse weapon I completely forgot it was only for scimitars when I built my guy.

Oh well, not the end of the world.


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
Quote:
2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder.

That is how I feel. :)


Male Human Bard: Arch/Ranger: Trap/Free -- Fort +6 Ref +10 Will +5 Ini +4 Per +11, AC: 20 HP: 56: 56 Uncanny Dodge
Embrianna wrote:
Quote:
2. I haven't decided. I play D&D for sword and sorcery fantasy part, i've never been keen on black powder.

That is how I feel. :)

Really? I don't know, I always figured you could have both in some settings, like Solomon Kane, for example.

See?

I think it would be cool, but I'll go with the majority on this case; just offering a suggestion :)


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
baldwin the merciful wrote:
I haven't spend a lot of time going over the downtime rules from Ult Camp. I own it but haven't spent much time looking at it. I need to actually review...

In short, the Downtime rules have a variety of rooms and teams you can purchase that are capable of generating you revenue. There are different levels of detail you can really go into with them, but to get to a Cliff's Notes version of it, its like this:

Phase 1: Upkeep) Only really used if you don't pay for rooms entirely in advance, or if you hire a Manager to tend to your business during extended absences. Fairly negligible phase as long as you keep in touch with your business.

Phase 2: Activity) Basically, what you are doing as a character during the X amount of time. Examples include crafting items, researching spells, etc. The usual stuff. Another negligible phase in regards to "businesses."

Phase 3: Income) Can be summed up in one line of text. This is the "phase" in which your businesses and/or teams actually generate you cash. Say we built this Adventurers Guild, and it had a +15 modifier on gp earnings checks, and we Take 10 on the check (rules says you can, though obviously GM can overrule this if he wants it to be more fluid), we get a result of 25, divide that by 10 to get the amount we earn per day, 2 gold 5 silver. Teams work the exact same fashion, and can be streamlined the same way. You make a "roll" for each building and team that you own.

Phase 4: Event) A phase the GM can implement to add a bit of flavor to the business/organization. Can be either positive or negative, based on the rolls. Or can be skipped entirely.

Keep in mind, that a +15 is a fairly low value. If we all pitched in 1,000 gold, that is 6,000 gp to build a business and organizations. That can easily get our check results fairly high. But even so, using the piddly example above, 2.5 gold per day, for a whole month, is 75 gold. Divided equally by 6, gets us 12.5 gold per person per month, which compared to the Cost of Living rules, puts us each at Average Living.

To sum up: With a fairly decent business, our characters could probably end up living quite comfortably in the Razor, give us plenty of RP fodder to work with, and instead of being some "Joe Schmoe Adventurers," we'd be business owners and up and coming influential citizens.

Darius steps down off his soapbox, and throws back a swig of wine.


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:
baldwin the merciful wrote:
I haven't spend a lot of time going over the downtime rules from Ult Camp. I own it but haven't spent much time looking at it. I need to actually review...

In short, the Downtime rules have a variety of rooms and teams you can purchase that are capable of generating you revenue. There are different levels of detail you can really go into with them, but to get to a Cliff's Notes version of it, its like this:

Phase 1: Upkeep) Only really used if you don't pay for rooms entirely in advance, or if you hire a Manager to tend to your business during extended absences. Fairly negligible phase as long as you keep in touch with your business.

Phase 2: Activity) Basically, what you are doing as a character during the X amount of time. Examples include crafting items, researching spells, etc. The usual stuff. Another negligible phase in regards to "businesses."

Phase 3: Income) Can be summed up in one line of text. This is the "phase" in which your businesses and/or teams actually generate you cash. Say we built this Adventurers Guild, and it had a +15 modifier on gp earnings checks, and we Take 10 on the check (rules says you can, though obviously GM can overrule this if he wants it to be more fluid), we get a result of 25, divide that by 10 to get the amount we earn per day, 2 gold 5 silver. Teams work the exact same fashion, and can be streamlined the same way. You make a "roll" for each building and team that you own.

Phase 4: Event) A phase the GM can implement to add a bit of flavor to the business/organization. Can be either positive or negative, based on the rolls. Or can be skipped entirely.

Keep in mind, that a +15 is a fairly low value. If we all pitched in 1,000 gold, that is 6,000 gp to build a business and organizations. That can easily get our check results fairly high. But even so, using the piddly example above, 2.5 gold per day, for a whole month, is 75 gold. Divided equally by 6, gets us 12.5 gold per person per month, which...

How did I not know about this stuff? This is awesome!

I don't know about the rest of the guys, but I love this idea :)


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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

Official Rules

Welcome to my own personal playground. Hahaha!


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:

Official Rules

Welcome to my own personal playground. Hahaha!

It's like a micro Kingmaker format, it's really cool.

I wish they did something like that for ships. I made two different styles of Sailing ships for the game (a dhow and a corvette); but I had hoped they would have more to it.

I saw an old book that I thought was really cool toward that end. Here's a link to it, it was a fun read:

Link.

It's pretty cool, but it's built for sci-fi ships. But the concept is sound.

Meantime, I got to crash. I got to up for work at 5 AM tomorrow and I'm already exhausted. See you all soon, and FYI - I'm enjoying the pace :)


1 person marked this as a favorite.
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

The example below is for the dockside tavern Hawk brought up. First number in parentheses is the cost for that room, the second is the amount of bonus it adds to our gold piece check.

Artisan's Workshop: Shipyard (360 gp, +10)
Auditorium: +2 Perform (910 gp, +15) <---- For Astrianna. Lol
Bar (250, +10)
Brewery (380, +10)
Common Room: Tavern (300, +7)
Dock (320, +12)
Kitchen (160, +4)
Lavatory (120, 00) <---- Not using outhouses like common peasants. Lol
Lodging (430, +12)
Office (120, 00)
Storage (120, +2)

5270 gp total, +82 gp check

Bedroom x6 (Not part of business, provides us our own personal space, 1800 cost, figured in above)
__________

Laborers (5x Dockworkers) (70, +2)
Craftspeople (Shipmason, Cook, Bartender) (200, +4)
Guards x2 (5x Day Shift, 5x Night Shift) (200, +4)
Lackeys (5x Barhands) (120, +2)
Bureaucrats (Accountant, Lawyer, Scribe, 2x Diplomats) (200, +4) <---Keep the records

790 gp total, +16 gp check
__________

6060 gp total investment

Per day, the business would earn (if Take 10) 9.2 gold, the staff would earn 2.6 gold, for 11.8 gold per day. That's 354 gold a month, divided by 6 is 59 gold per month each. Sure it doesn't sound like a lot, but compared to cost of living, that puts us halfway to living a wealthy lifestyle. Not to shabby. These numbers are all profits mind you.


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 there's an auditorium! Good design for a tavern though. I like it.

That price is if we straight-up buy the Capital to build it though. If we have downtime we could go about earning our capital to build it, it will cost half that much then.

I don't think we're going to have a lot of downtime though, so We'll probably end up throwing money around.

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