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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Evil GM

Pirate Mates

The mate in the water continues his accelerated climb,

climb: 1d20 + 8 ⇒ (17) + 8 = 25

The man moves closer he is now straddling the rail.

naval actions for Rex's crew

The two in the water continue to climb up, normal speed.

climb: 1d20 + 4 ⇒ (6) + 4 = 10

They hang on the rope and slowly ascend.

-----
Lar's crew on crew

att: 1d20 + 6 ⇒ (1) + 6 = 7;damage: 1d6 + 2 ⇒ (3) + 2 = 5

miss their attacks.


Evil GM

Capt FLynn RD 9

Steps up 5 ft and takes a full action on Ptahh. His rapier dances "Now you shall die like your belov'd captain."

rapier, bull: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29;damage, bs: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13

rapier, bull: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28;damage, bs: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9

"Now isn't that the purtiest sound you've 'eard, me dancing blade opening you're flesh."

Updated RD 9 Map

Naval actions

continues having Lar's former crew repel the attack.


Evil GM

Capt donovan

Maintain the wheel

"naval

Get buckets for the fires!


Evil GM

RD 10: Initiative Order:

Chell -

Pirate Spellcasters -

Ptahh -
Astri -
Sorrin -
Bri -
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters -
Pirate Mates -
Pirate Capt Flynn -
Chell -
Sorrin -
Bri -
Astri -
Ptahh -
Capt Donovan

RD 10 Map


Evil GM

I'll add a few landlubbers on your deck when i update the map next time.


Evil GM

Top of the round Chell's insect plague of two wasp swarms appear. Chell where do you want the swarms located? Look at the map above.


Heading into a meeting for several hours, won't be able to post till tonight, so getting my action done even though the chell & spell casters haven't gone yet.

Round 10

baldwin the merciful wrote:
"Now you shall die like your belov'd captain."

"Actually, I hated the bastard... killing my mother and keeping me prisoner for years... I only stayed, biding my time until I could kill him! NOW YOU"LL DIE TOO, FOOL!"

Ptahh takes the brunt of Flynn's attack and smiles, "Didn't anyone tell you not to bring a toothpick to a real sword fight?!?"

1PowerAtk+Bless+Inspire: 1d20 + 16 + 1 + 2 ⇒ (16) + 16 + 1 + 2 = 35
2PowerAtk+Bless+Inspire: 1d20 + 16 + 1 + 2 ⇒ (19) + 16 + 1 + 2 = 38
PowerAtk+Bless+Inspire+Haste(Fervor): 1d20 + 16 + 1 + 2 ⇒ (1) + 16 + 1 + 2 = 20

1CritConfirm+Bless+Inspire: 1d20 + 16 + 1 + 2 ⇒ (11) + 16 + 1 + 2 = 30
2CritConfirm+Bless+Inspire: 1d20 + 16 + 1 + 2 ⇒ (4) + 16 + 1 + 2 = 23

1CritDamage+Inspire: 4d4 + 36 + 4 ⇒ (4, 1, 4, 3) + 36 + 4 = 52
2CritDamage+Inspire: 4d4 + 36 + 4 ⇒ (3, 4, 2, 1) + 36 + 4 = 50

Naval Action: Attack Weasel's Crew

Atk+BAB+Str+Bless+Inspire+Inspire: 1d20 + 1 + 2 + 1 + 2 + 2 ⇒ (16) + 1 + 2 + 1 + 2 + 2 = 24
Damage+Str+Inspire+Inspire: 1d6 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10


Quick check on a break. 2nd atk BAB is 11 not 16. So, Crit was 33, with confirmation at 18. If not confirmted then that damage was 25. My mistake for going too quick. So total damage of 77 or 52 if second crit didn't confirm. Also noticed I forgot the "miss chance"... again.

Miss: 1d100 ⇒ 94


Evil GM

Waiting on Chell.


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:

By the way, where's the fire elemental at on the map?


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

Update coming. Found a computer. Mine is probably going to be on hold until this weekend or next week.


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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

Chaos. That's what this battle was. So many things going on and so many noises. The crakle of lightning, the shouts of men, the roar of fire from an elemental. Through it all she somehow heard the command to kill the prisoners. Her pulse quikened. She began to panic trying to come up with some way to stop what was about to happen. But she couldn't. Even if she called for a cease-fire, no one would listen. Their was too much bad blood between them. And Flynn couldn't be let go. Not after what he had done and intended to do. So she continued to fight but more frantically.

Then she heard the cries of fear. Stop it. Please stop it. Again she was stuck listening to their pleas but unable to do anything. She couldn't imagine what these men could have gone through to do such an evil act. She looked down at the staff. The creature it came from was evil. That was its nature. It had no choice.

Humans did.

So how could anyone choose that? How could Flynn say it was their fault? How could his first mate and his men not even question it but anticipate it?

Chell's first instinct was always to help. Was always to forgive or offer a second chance. Not this time. For the first time she felt a very real and vengeful anger. Flynn didn't deserve her charity. He made his choice. And his choice was too elevate himself by any means necessary, even if that meant stepping on the bones of those he killed. Quell's teachings were about helping. And removing this stain from the seas would only make them safer.

She began to draw circles with the staff, pullin gon the energy within as she she pulled it from herself for her own spells. She had never cast such an advanced spell but the staff did the work, she just directed its fury. A buzzing sound came from it that built in volume as it circled until it drowned out the sounds nearby. When she could barely hear herself think anymore she felt it reach its peak.

"NO MERCY," she yelled as she launched two black, bussing orbs through the air. They bulged and moved grotesquely as they flew through the air, trailing the odd wasp that couldn't keep up. Once they reached their targets they exploded outward and then converged. In the moment they broke apart she called another spell down, faster than she ever had. A bolt of lightning shot through the center of the cloud of bugs before it converged on the singed target.

Cast it just above and out of the way of Flynn. My standard will be Call Lightning on Flynn, DC 18 ref for half. Then have the two swarms decend on him and the group of three marines up and to the right of Flynn that are blocking our guys.

Lightning: 3d6 ⇒ (5, 6, 6) = 17

Swarm damage+poison: 2d6 ⇒ (3, 2) = 5

Poison (Ex):
Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.


Evil GM
Astrianna Sparacello wrote:
By the way, where's the fire elemental at on the map?

I will see if I can add a spar and then the critter to the map.


Evil GM

I probably should have you make a knowledge or spellcraft regarding the insect plague you cast through the magic staff, but I don't want to hold things up. You would realize to cast the plague over his head and away is wasting the charge. Insect plague spell: The swarms are stationary after being summoned, and won't descend on creatures. Plus the swarms are adjacent not on top of one another.

reflex: 1d20 + 5 ⇒ (16) + 5 = 21

fort: 1d20 + 6 ⇒ (2) + 6 = 8

----
crew fort: 1d20 + 6 ⇒ (12) + 6 = 18

Capt flynn takes 8 Hp of damage from the lightning
Loses 1 dex for rds: 1d4 ⇒ 4
3 Hp form swarm 1

the crew makes the fort save.
2 HP from swarm 2

Updated RD 10 Map

*your sails are down but I didn't have a token with sails. There are two fires on the sails/ropes. the one with the yellow halo is the elemental. Although many of you would have to look though the fog cloud to see him given your POV.


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 was just for effect. Only area attacks can harm a swarm. So are we going with the raw version or your more scary version. Cause the fact that they are stationary changes things in regards to tactics.


Evil GM

RD 10: spellcasters

The levitating caster will descend (MA) slightly so he is nearly at the same height as your bow, then he will release a lightning bolt that zap Astri, Bri, Sorrin and the marine.

DC 17 reflex save for half damage.

damage: 7d6 ⇒ (5, 4, 6, 6, 2, 2, 2) = 27

Sorrin make a reflex save for the marine.

the cleric will send forth a healing channel.

csw: 3d8 + 7 ⇒ (6, 1, 5) + 7 = 19

this is going to catch you to Ptahh as he does not have selective channel.


Evil GM
Chell Silves wrote:
It was just for effect. Only area attacks can harm a swarm. So are we going with the raw version or your more scary version. Cause the fact that they are stationary changes things in regards to tactics.

they are stationary.


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

the reflex, evasion: 1d20 + 9 ⇒ (10) + 9 = 19
the reflex, crew: 1d20 + 2 ⇒ (3) + 2 = 5


Evil GM

Elemental damage:

burn, previous round: 1d6 ⇒ 4

1 of 3 rds

The creature pops over in the riggings and slams the flammable material.

slam: 1d20 + 7 ⇒ (8) + 7 = 15;dam: 1d6 + 1 ⇒ (3) + 1 = 4
Reflex DC 14 or burn
burn: 1d6 ⇒ 3
rds: 1d4 ⇒ 4

I assume the sailors in the rigging are vacating their areas to avoid the elemental.


Evil GM

Sorrin make a perception check with one of your crew in the rigging.


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

perception, crew, rigging : 1d20 + 4 ⇒ (16) + 4 = 20


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

reflex: 1d20 + 4 ⇒ (7) + 4 = 11 fail

Now rather badly wounded, Bri decides to take a potion and chug it down.

csw potion: 3d8 + 10 ⇒ (6, 3, 8) + 10 = 27


Evil GM

A crewman yells, "SAIL HO!"


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:

Active Buffs:Inspire Courage, Bless

Round 10

Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 S%%#.

Astrianna doesn't feel the tingling of the air this time, and gaps as the bolt of lightning shoots through her. She stumbles and barely catches herself, teeth tightly clenched. "Chell! We could use some healing!"

Her clothes smoking, she keeps singing and barks some orders to the fire crew. "Put out those flames! Don't get near the fire elemental!"

She growls at the caster that just zapped her and the crew, swearing to see them dead. However, the dog is too far out of range for her spells.

Her hands waggle arcane gestures and she silently screams into the mind of the priest aboard the Weasel that is standing by himself.

When she hears that sails are sighted she curses, and steps back into the fog near Chell. "If that's the other ship that was with the Weasel, we're fish food." She says raggedly to the priestess.

Free action: Maintain Inspire Courage (11/21)

Standard Action: Cast Ear-piercing scream on the priest on the Weasel, DC 16 fort save for half damage or dazed.

Ear-piercing Scream damage: 3d6 ⇒ (1, 5, 2) = 8

Move action: Retrieve potion of cure moderate wounds from Bandolier.

5' step into the fog cloud, diagonal to Chell

Naval Action: Order landlubbers to extinguish the flames.

Reflex Saving throw for fire control, Fire Master Mate: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20


Evil GM

Astri, Sorrin, and Bri take 2 off the damage score. Basically deleting the last d6. He is a 6th level caster, not


Evil GM

If you've been hit with a lightning bolt in in a previous rounds you can either add 6 HPs, or go back through the rounds and subtract the last dice from each roll and add those HPs back to your score. I don't have time to go back through each round myself.


Evil GM

Ptahh attack kills Capt Flynn

priest fort save: 1d20 + 5 ⇒ (9) + 5 = 14

RD 10: Initiative Order:

Chell -insect plague 3 capt and 2 Hp crew, lightning 8 hp on capt

Pirate Spellcasters - heal channel, lightning bolt

Ptahh - hit and killed capt flynn 102 HP
Astri - ear piercing scream at priest dazed priest 8 HP
Sorrin -
Bri - drank healing potion 27 HP
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters - heal 19 HP channel, lightning bolt 25 HP
Pirate Mates -
Pirate Capt Flynn -
Chell -
Sorrin -
Bri - none
Astri - fire control
Ptahh - hits and kills another crew
Capt Donovan

Updated RD 10 Map


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

Can Sorrin target Lightning Lad?


Evil GM
Sorrin the Wayward wrote:
Can Sorrin target Lightning Lad?

You've shot the sorcerer before, sure.


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

Friend or foe?!

The prince become sailor watches the bolt's trajectory, waiting until it was nearly to him before leaving back impossibly, to avoid it.

Seeing the lightning rip through people before and behind him, he tries to make sure it doesn't happen again.

atk1, mw longbow, inspired, on ship, haste: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
dmg1, mw longbow, inspired: 1d8 + 2 ⇒ (4) + 2 = 6

atk2, mw longbow, inspired, on ship, haste: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16
dmg2, mw longbow, inspired: 1d8 + 2 ⇒ (2) + 2 = 4

haste, mw longbow, inspired, on ship, haste: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
dmgh, mw longbow, inspired: 1d8 + 2 ⇒ (1) + 2 = 3

Naval Action.

Take him out! Ballista, target climbing officer!

perception to hear Astri: 1d20 ⇒ 16

fore ballista vs Rex, siege gunner, siege engineer, naval gunnery bab, dex mod, flat-footed, inspired: 1d20 + 3 + 3 + 2 ⇒ (13) + 3 + 3 + 2 = 21
damage: 3d8 + 2 ⇒ (2, 8, 5) + 2 = 17

aft ballista vs Rex, siege gunner, siege engineer, naval gunnery bab, dex mod, flat-footed, inspired: 1d20 + 3 + 3 + 2 ⇒ (5) + 3 + 3 + 2 = 13
damage: 3d8 + 2 ⇒ (2, 2, 8) + 2 = 14


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

Forgot to direct the flaming sphere to burn someone. If I can't see the cleric to burn him, just put it over whatever random weasel sailor that Bri can see.


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

No time to be random. Thought you had floatie guy with 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

I don't know if I can make the ball float. I can try something against floatie guy next round though.


Evil GM

Two of Sorrin's arrows hit the sorcerer and he goes limp while hovering.

One ballista bolt strike the mate that was makeing his way on the deck.

the flaming sphere moves to the priest.

dam: 3d6 ⇒ (4, 1, 4) = 9
ref: 1d20 + 2 ⇒ (11) + 2 = 13

blur: 1d100 ⇒ 38


Evil GM

Pirate Mate

The mate that climbed from the water. lifts his light cross bow from his shoulder slipping an bolt within and fires at Ptahh. It's pretty clear that his main weapon is now at the bottom of the ocean.

crossbow: 1d20 + 8 ⇒ (17) + 8 = 25;damage: 1d8 ⇒ 5

Pirate crew, naval action

perception: 1d20 + 6 ⇒ (11) + 6 = 17

"Capt Dre sir approaching full sail."

melee crew on crew: 1d20 + 6 ⇒ (20) + 6 = 26;damage: 1d6 + 2 ⇒ (2) + 2 = 4

confirming crit:

melee crew on crew: 1d20 + 6 ⇒ (15) + 6 = 21;damage: 1d6 + 2 ⇒ (6) + 2 = 8

another of your marines falls dying.

The boarding mate, Rex, yells, "Baton the the hatches...close the gunwales...Capt Dre's on his way."

Gunnery Mate and naval actions

ballista opening close up and their is scurrying below deck.


Capt Donovan

"Anyone have eyes on the ship approaching? If it's Capt Dre we are all being sold at the auctions...we ain't got men or resources to defend as second attack! Capt Dre two easy prey for his coffers, so close to port. His vision is blocked by fog. "We've got burning sails and rigging, most of out marines and veterans are dead or dying."

He barks, "I need a sound off of able crew to sail and damage report...NOW!'

I have to double check but I believe two sailors on the poop are actually dead form a lightning bolt.


Evil GM

Ptahh can you update your HP line.


Ptahh roars, "Lay down your arms and surrender or the last thing your eyes will see is my blade cleaving your body in half!"

Intimidate: 1d20 + 13 ⇒ (10) + 13 = 23


Using intimidate (unless you have some special ability/method) to change an attitude require 1 minute of conversation.

"Stuupid bytch ain't gonna let us live anyways...she said NO MERCY!" The mate spits on the deck. "b'sides those below will be able to hold off till Capt Dre gits 'ere, then you'll be pressed from below and 'is crew. Sitting ducks you are...win the battle but lose the day." He snears. "Course, ye can git back on yer ship and sail away 'fore he gits 'ere." Sensing a slightest opening for preservation and him being the new Capt. "We all live t'fight another day."


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

Yes, the bolt that hit Bri earlier, killed the two men on the poop deck with her.

Oh s+!+, this does not look good. Should I wonder now if I can manage to swim all the way to port if need be?


'Wrong Answer!" retorts the half-orc foaming at the mouth in a full rage.


Evil GM

Sense motive check.

Sorrin you can make another perception check for you crew in the riggin.


Update HP +19 channel +6 lighning bolt adjustment - 5 crossbow


Hearing the Pirates shout the name Captain Dray, Ptahh looks up and sees the ship approaching. "Damn him!"

how far out is the ship? And how long will it take to get here?


CN Female Half-elf Iconic Envoy 13| Sp: 104/104 | Hp 78/78 | RP: 8/13 | EAC: 23 , KAC: 24 | Fort +9, Ref +13, Will +12 (+14 vs enchantment) | Init: +4 | Percep: +19, 12 Metron darkvision | Conditions:

Astrianna yells over the din of battle to Capt. Donovan. "MINOR DAMAGE TO SAILS AND RIGGING, ONE of TWO FIRES UNDER CONTROL, FIRE ELEMENTAL STILL RAGING. WE CAN STILL SAIL CAPT'N! I HEARD THEM SAY DRE IS ON THE WAY!"

The bard sends a message to Ptahh, the whispering in his ears loud. "Ptahh! Drag what's left of Flynn and the sorcerer back to the Baron, and pull your men out. We can't take on that other ship!"

She looks through the fog at the horizon in frustration. Besmara's bouncing balls, we had this! The Weasel was ours! By Calistria's Stinger I will see you hanging from the bowspirit, Dre.


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Evil GM

Great questions but...There is so much happening around you Ptahh. You do know the ship is off the forward, port side of your ship. Essentially it's behind where Ptahh is standing there is a snowing field of stinking fog in your way.


Astrianna Sparacello wrote:
The bard sends a message to Ptahh, the whispering in his ears loud. "Ptahh! Drag what's left of Flynn and the sorcerer back to the Baron, and pull your men out. We can't take on that other ship!"

I was thinking the same thing. Haha.

Ptahh hoists Flynn over his shoulder, skewering h with his own rapier, and grabs the sorcerer. Then double times it back over the boarding plank. As he crosses the plank, he calls for a general withdrawal. "Back to the ship, Marines!


Evil GM

RD 11: Initiative Order:

Chell -

Pirate Spellcasters -

Ptahh -
Astri -
Sorrin -
Bri -
Pirate Mates -
Pirate Capt Flynn
Captain Donovan

Naval Initiative Order:

Pirate Spellcasters -
Pirate Mates -
Pirate Capt Flynn -
Chell -
Sorrin -
Bri -
Astri -
Ptahh -
Capt Donovan

RD 11 Map

*I thought I posted this before but the site must have eaten 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:

If Chell channels a heal hopefully the sailor that started dying on the Weasel can get up and make it back to the ship.

Active Buffs"Inspire Courage, Bless, Mirror Image x5

Round 11

Astrianna moves out of the fog cloud, two magical arrows in hand. She fires both of them in rapid succession into the fire elemental terrorizing their sails. "Sorrin, help me with this elemental so we can get out of here!"

Free action: Maintain Inspire Courage (10/21)

5' step back to railing of the ship, out of the fog.

Full-round action: Rapid Shot at Fire Elemental with two +1 arrows. I can't tell if I'm next to its square or not, but if this provokes an AoO I'll take it.

#1 Longbow, inspired, bless, point-blank, ship, rapid shot: 1d20 + 9 + 2 + 1 + 1 - 4 - 2 ⇒ (17) + 9 + 2 + 1 + 1 - 4 - 2 = 24

#1 Damage, inspired, point-blank, +1 arrow: 1d8 + 1 + 2 + 1 + 1 ⇒ (5) + 1 + 2 + 1 + 1 = 10

#2 Longbow, inspired, bless, point-blank, ship, rapid shot: 1d20 + 9 + 2 + 1 + 1 - 4 - 2 ⇒ (18) + 9 + 2 + 1 + 1 - 4 - 2 = 25

#2 Damage, inspired, point-blank, +1 arrow: 1d8 + 1 + 2 + 1 + 1 ⇒ (2) + 1 + 2 + 1 + 1 = 7

Naval Action: Fire control continues to put out first fire, will take 4 more rounds.


Evil GM

It's much higher than you Astri you don't provoke an AOO form the FE.

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