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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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

Chell nods at Astrianna, the move causing her short hair to fly around like she had just been shocked. Ironic considering what she was about to do next. She swims up enough to poke her head above the water and unleashes a dual stroke of lightning in the targets closest to Sorrin. The bolts temporarily illuminates the whole cave in blue light before returning to darkness.

Lightning: 3d6 ⇒ (6, 4, 3) = 13 DC 19 ref

Now I can hit them. Not underwater anymore. Move action and Standard. I can only hit the two closest to Sorrin because all targets have to be within 30ft of each other.


Evil GM

RD 4 saves D:14, D:12

hybrid Wereshark reflex: 1d20 + 14 ⇒ (14) + 14 = 28

hybrid Wereshark reflex: 1d20 + 14 ⇒ (12) + 14 = 26

I assume you are taking the bolt as a vertical angle to strike, sort of like a slash, to hit both targets.


Evil GM

RD 5

Land crew -
Astri -
Ptahh -
Sorrin -
Chell -
Bri -

Everyone but Sorrin, who is about to climb out of the water, make a perception check.

The group remains in the swirl of fresh blood, the rich coppery scent mixing in the air and briny water.


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

My, what big TEETH... you have! Sorrin speaks to keep his mind of things as he considers the best approach.


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 effects:

Inspire Courage: +2 competence attack/damage +2 morale save vs fear and charm

Haste (4 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (4 rounds remain): +1 attack

Round 5

Perception, seaworthy: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33

Action might change based on perception, but this is my action for now

Noticing the sharks in the water are all dead, she takes a moment to try and get her bearings through the bloodied waters. Everyone is still next to her, having somehow survived an even-numbered shark attack in the shark's own home.

The sting of saltwater on her wounded arm reminds her she should be following Sorrin out of the water and onto the ledge. Gods, they're all weresharks... they're huge...

The bard sheaths her rapier and swims for the ledge underwater, continuing an inspiring tune.

Free action: Maintain inspire courage (15/23)

Move action:Stow rapier

Move action:Swim 15 feet to K19

swim: 1d20 + 5 ⇒ (10) + 5 = 15


Evil GM

chell percep[tion: 1d20 + 14 ⇒ (14) + 14 = 28
bri perception: 1d20 + 6 ⇒ (3) + 6 = 9
ptahh perception: 1d20 + 7 ⇒ (15) + 7 = 22

Every one but Sorrin and Bri know there is more shark activity coming from below, attracted to the blood scent.


RD 5: Hybrid Weresharks

The two hybrids near Sorrin attack, the creatures hack and chop down viciously.

D:14

bite: 1d20 + 12 ⇒ (8) + 12 = 20;damage: 1d8 + 3 ⇒ (7) + 3 = 10

claw 1: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d6 + 3 ⇒ (5) + 3 = 8

claw 2: 1d20 + 12 ⇒ (3) + 12 = 15;damage: 1d6 + 3 ⇒ (5) + 3 = 8

D:12 takes a 5 foot shift closer.

bite: 1d20 + 12 ⇒ (20) + 12 = 32;damage: 1d8 + 3 ⇒ (4) + 3 = 7

claw 1: 1d20 + 12 ⇒ (5) + 12 = 17;damage: 1d6 + 3 ⇒ (3) + 3 = 6

claw 2: 1d20 + 12 ⇒ (18) + 12 = 30;damage: 1d6 + 3 ⇒ (2) + 3 = 5

confirming Crit:

bite: 1d20 + 12 ⇒ (13) + 12 = 25;damage: 1d8 + 3 ⇒ (3) + 3 = 6

I'm not sure what you AC is at this point. I believe you have +1 AC from haste. If AC is 25, then you've taken 26 HP.


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

Am I fully in the water, out of the water or partially submerged/waist deep? I think I get the benefit of cover vs. creatures attacking from land if submerged. I applied full 26 damage until I hear back.


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

Round 5

Chell shielded her eyes eyes from the bright light of the bolts of lightning by ducking her head underwater and closing her eyes. When she opened them she something come through the opening in the bottom of the cave. It wasn't too hard to put 2 and 2 together. "Out. Get out of the water. More sharks." Putting action to suggestion she swims closer to shore while still softening Sorrin's targets.

Lightning: 3d6 ⇒ (6, 2, 2) = 10

Move to F19 if I have haste too. I19 if not. Fire off more lightning. Also it is two separate bolts. It acts like Call lightning.


Evil GM
Sorrin the Wayward wrote:
Am I fully in the water, out of the water or partially submerged/waist deep? I think I get the benefit of cover vs. creatures attacking from land if submerged. I applied full 26 damage until I hear back.

Partially submerged.


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:
Sorrin the Wayward wrote:
Am I fully in the water, out of the water or partially submerged/waist deep? I think I get the benefit of cover vs. creatures attacking from land if submerged. I applied full 26 damage until I hear back.
Partially submerged.

If chest deep, +8 to AC from improved cover. If less, nothing... But, I should be able to walk/acrobat onto land?


Evil GM

Sorrin is standing on rocky underwater ledge waist deep, on the 6'2 man when he was attacked.

Baldwin's Hand Drawing

*You can hop/high step onto the land or climb. DC 8


Evil GM

D:14
flex: 1d20 + 14 ⇒ (16) + 14 = 30

D:12
flex: 1d20 + 14 ⇒ (5) + 14 = 19

RD 5

Land crew - bit sorrin
Astri - swam
Ptahh -
Sorrin -
Chell - lightning 5 Hp each
Bri -


Evil GM

RD 5 DMPC Ptahh

The half orc doesn need to be told twice by the cleric so he swims for this life towards land.

swim: 1d20 + 9 ⇒ (2) + 9 = 11

He forgot to shut his mouth and he chokes on some saltwater but he does manage to make some progress towards the shoreline.

Updated RD 5 Map


Evil GM

Sorrin and Bri have RD 5 actions.


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 hacks away at the nearest shark beast.

atk1, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (13) + 15 + 1 + 1 + 2 = 32
dmg1, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13

atk2, silver scimitar +1, bless, haste, inspired: 1d20 + 10 + 1 + 1 + 2 ⇒ (8) + 10 + 1 + 1 + 2 = 22
dmg2, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

haste, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (12) + 15 + 1 + 1 + 2 = 31
dmg3, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13


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 decides to listen to Chell and will make her way out of the water.

double move if needed

swim: 1d20 + 5 ⇒ (12) + 5 = 17

climb: 1d20 + 4 ⇒ (12) + 4 = 16


Evil GM

sorrin reaches and hacks at the nearest creature doing significant damage but the creature is still up.


Evil GM

RD 6

Land crew -
Astri -
Ptahh -
Sorrin -
Chell -
Bri -

RD 6 Map

The water moves from underneath as the maneaters approach...


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 the hand drawing Baldwin!

Active effects:

Inspire Courage: +2 competence attack/damage +2 morale save vs fear and charm

Haste (3 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (3 rounds remain): +1 attack

Round 6

Astrianna notices the approaching mass of hungry sharks speeding towards their location, and regrets taking the time to sheath her weapon. She tries to make up for lost time, rapidly front crawling her way to the ledge on the surface of the water.

Free action: Maintain inspire Courage (14/23)

Full-round action: 30' move to E19

Swim: 1d20 + 5 ⇒ (3) + 5 = 8 This isn't going to end well.


Evil GM

I tried to draw teeth on the wereshark.


rd 6: Landcrew Weresharks

Two sets of snapping jaws and lashing claws swipe at Sorrin, determined to have fresh meat for dinner.

D:14

bite:: 1d20 + 12 ⇒ (3) + 12 = 15;damage: 1d8 + 3 ⇒ (2) + 3 = 5

claw 1: 1d20 + 12 ⇒ (6) + 12 = 18;damage: 1d6 + 3 ⇒ (4) + 3 = 7

claw 2: 1d20 + 12 ⇒ (15) + 12 = 27;damage: 1d6 + 3 ⇒ (1) + 3 = 4

D:12

bite:: 1d20 + 12 ⇒ (14) + 12 = 26;damage: 1d8 + 3 ⇒ (1) + 3 = 4

claw 1: 1d20 + 12 ⇒ (11) + 12 = 23;damage: 1d6 + 3 ⇒ (1) + 3 = 4

claw 2: 1d20 + 12 ⇒ (19) + 12 = 31;damage: 1d6 + 3 ⇒ (4) + 3 = 7

The thief's flesh is mutilated.

15 Hps of damage I believe.

-----

The remaining two weresharks move towards the intruders preparing to repel the landing.

RD 6 Map


Evil GM

DMPC Ptahh:

the half orc swims a an area a bit further away, trying to alleviate the concentration of creatures trying to kill sorrin.

RD 6

Land crew - two moved closer. two attacked sorrin 15 HP of damage
Astri - dog paddling in water.
Ptahh - double move
Sorrin -
Chell -
Bri -

Updated Map RD 6


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 desperately fends off the massive beasts, trying to rid himself of one! As it falls, he attacks the other.

Come, tell me... What is the plural of chum?

atk1, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (19) + 15 + 1 + 1 + 2 = 38
dmg1, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

atk2, silver scimitar +1, bless, haste, inspired: 1d20 + 10 + 1 + 1 + 2 ⇒ (4) + 10 + 1 + 1 + 2 = 18
dmg2, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

haste, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (18) + 15 + 1 + 1 + 2 = 37
dmg3, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

crit1, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (8) + 15 + 1 + 1 + 2 = 27
dmg4, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

crit2, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 2 = 21
dmg5, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11


Evil GM

Sorrin's flurry of attacks finally finish off one of the creatures, providing a little room on shore for his companions.

RD 6

Land crew - two moved closer. two attacked sorrin 15 HP of damage
Astri - dog paddling in water.
Ptahh - double move
Sorrin - kills one wereshark
Chell -
Bri -

RD 6 Update


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

What's the AC on these bad boys... Did you count the silver, crits, not underwater, the damage from last round and the lightning?


Evil GM
Sorrin the Wayward wrote:
What's the AC on these bad boys... Did you count the crits, the damage from last round and the lightning?

AC 20 but they have some HPs. Chells lighting was counted. You killed one, the missed your second attack, and hit with the haste on the other.


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 makes a 5 foot move towards the land and sleeps one of the weresharks.

moves to D, 19 and casting sleep hex on B,14/15, Will save DC 19


Evil GM

wereshark save: 1d20 + 7 ⇒ (7) + 7 = 14

Bri you can't 5ft step in the water unless you have swim speed. It's hazardous terrain to you. swim check: 1d20 + 5 ⇒ (5) + 5 = 10 You are able to maintain swim and cast your hex.


Evil GM

Updated Map after Bri put the wereshark to sleep


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

Sorry for the silence. Busy weekend. Birthday, Birthday, Game, Raid.

Chell continues towards the...relative safety of the shore while keeping up the attack. Two more bolt of lightning illuminate the cave as they strike their targets.

Lightning: 3d6 ⇒ (4, 2, 5) = 11 DC 19. Only 1 bolt left if my math is right.

Move to C16 and strike the two weresharks.


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

Verifying, 2 weresharks full attacked Sorrin, so that guy on the left is adjacent?


Evil GM
Sorrin the Wayward wrote:
Verifying, 2 weresharks full attacked Sorrin, so that guy on the left is adjacent?

Weresharks have 10 ft reach but I do believe I previously posted he stepped up, I may not have adjusted that on the map. I'll have to search the thread.

Found the post he did step up closer.


Evil GM

Lightning:

reflex1: 1d20 + 14 ⇒ (10) + 14 = 24
reflex2: 1d20 + 14 ⇒ (6) + 14 = 20

RD 7

Land crew -
Astri -
Ptahh -
Sorrin -
Chell -
Bri -

Updated Map


Evil GM

RD 7:

The creature is smoking from the electrical burst and the bleeding form a slice from Sorrin. The beast attacks Sorrin again,

D:12/13
bite: 1d20 + 12 ⇒ (9) + 12 = 21;damage: 1d8 + 3 ⇒ (8) + 3 = 11

claw 1: 1d20 + 12 ⇒ (5) + 12 = 17;damage: 1d6 + 3 ⇒ (3) + 3 = 6

claw 2: 1d20 + 12 ⇒ (8) + 12 = 20;damage: 1d6 + 3 ⇒ (5) + 3 = 8

The three attacks miss the intruder.

----
F:7

The last wereshark attacks Ptahh as he gets to the rock shore.

bite: 1d20 + 12 ⇒ (20) + 12 = 32;damage: 1d8 + 3 ⇒ (8) + 3 = 11

claw 1: 1d20 + 12 ⇒ (16) + 12 = 28;damage: 1d6 + 3 ⇒ (6) + 3 = 9

claw 2: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d6 + 3 ⇒ (6) + 3 = 9

confirming crit:

bite: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d8 + 3 ⇒ (5) + 3 = 8
No confirmation.

Ptahh took 20 Hp of damage.


Evil GM

The following are up:

Astri -
Ptahh -
Sorrin -
Chell -
Bri


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 effects:

Inspire Courage: +2 competence attack/damage +2 morale save vs fear and charm

Haste (2 rounds remain): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (2 rounds remain): +1 attack

Round 7

Astrianna continues swimming for her life, knowing the sharks are close. The meatshields were on shore, and she didn't feel like fighting off a swarm of sharks by herself.

Free action: Maintain Inspire couarge (13/23)

Full-round action:30' swim to C17 and climb up ledge

Swim: 1d20 + 5 ⇒ (8) + 5 = 13

Climb: 1d20 + 5 ⇒ (3) + 5 = 8

Swim and climb are two skills that don't see as much use as the others, but are deadly to fail...


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

But, but, but... It's a pirate setting w/water and rigging!

Sorrin bleeding, but emboldened by his recent success... pushes his luck with the were-beast to his left.

Come on, we're more effective on land!

atk1, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (19) + 15 + 1 + 1 + 2 = 38
dmg1, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11

atk2, silver scimitar +1, bless, haste, inspired: 1d20 + 10 + 1 + 1 + 2 ⇒ (15) + 10 + 1 + 1 + 2 = 29
dmg2, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

haste, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (10) + 15 + 1 + 1 + 2 = 29
dmg3, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

crit, silver scimitar +1, bless, haste, inspired: 1d20 + 15 + 1 + 1 + 2 ⇒ (2) + 15 + 1 + 1 + 2 = 21
dmg4, silver scimitar +1, inspired: 1d6 + 7 + 2 ⇒ (6) + 7 + 2 = 15

48 damage.


Evil GM

The werebeast next to Sorrin falls over sliced, diced and minced from his blade work. He takes a moment to survey the surroundings he notes the slumbering creature nearby. this rocky grotto overlooks the cave entrance and western end contains six crates and two barrels. There is at the far western edge.


Evil GM

Astri manages to swim and grasp onto the ledge, hulling her drenched body up onto a stony footing. She can hear the feeding frenzy of thrashing sharks devouring the dead.


Evil GM

RD 7 update

Land crew - attacked hitting Ptahh for 20 HP
Astri - swam to shore
Ptahh -
Sorrin - killed his werebeast
Chell -
Bri -


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 will move on up to land C,18.

This would be so much easier if sharks were vegetarians...

swim: 1d20 + 5 ⇒ (7) + 5 = 12

climb: 1d20 + 4 ⇒ (10) + 4 = 14


Evil GM

RD 7: DMPC Ptahh

The half orc stpes up 5 ft then attacks the werecreature near him.

Full Attack silver longsword

1st: 1d20 + 11 ⇒ (9) + 11 = 20

Damage: 1d8 + 10 ⇒ (5) + 10 = 15

2nd: 1d20 + 6 ⇒ (14) + 6 = 20

Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Haste:

1st: 1d20 + 11 ⇒ (1) + 11 = 12

Damage: 1d8 + 10 ⇒ (4) + 10 = 14

he hits for 31 hp of damage.


Evil GM

chell has RD 7 action which I assume will be the lat lightning

reflex: 1d20 + 14 ⇒ (6) + 14 = 20

RD 8

Land crew -
Astri -
Ptahh -
Sorrin -
Chell -
Bri -

RD 8 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

I should be somewhere around C16 and yes, more lightning. Last one.

With the help of Archibald's ring, Chell surges to the shore easily and uses the last of her divine given bolts.

Swim: 1d20 + 18 - 1 ⇒ (18) + 18 - 1 = 35

Lightning: 3d6 ⇒ (6, 3, 1) = 10


Evil GM

I'll be away from my computer for a few hours, the wereshark will be attacking Ptahh this round.


Ptahh roars at the wereshark, "Bring it on, foul beast!!!"


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:

Touche Sorrin! I should put more skill points into them. Also, Astri never even got a chance to full attack with haste, lol! Saved our butts from the other sharks at least.

Active effects:

Inspire Courage: +2 competence attack/damage +2 morale save vs fear and charm

Haste (last round): +1 attack, +1 AC, +1 ref, +30 feet speed, +1 attack on full attack

Bless (last round): +1 attack

Round 8

Astriana grunts as she barely hauls herself off out of the water, nearly slipping multiple times. She manages to hop up and scramble forward so Bri and Chell can have room to climb up, never realizing how much she enjoyed solid ground beneath her feet until so took a few steps.

Despite dripping with water the half-elf draws her bow and smoothly knocks a silver-headed arrow, launching it at Ptahh's target.

Free action: Maintain Inspire Courage (12/23)

5' step to B16

Move action: Draw longbow

Standard action:Fire on wereshark, targeting square G7 to avoid soft cover?

longbow, haste, bless, inspire: 1d20 + 10 + 1 + 1 + 2 ⇒ (10) + 10 + 1 + 1 + 2 = 24

damage, inspired, silver arrow: 1d8 + 1 + 2 - 1 ⇒ (3) + 1 + 2 - 1 = 5


Ptahh wrote:
Ptahh roars at the wereshark, "Bring it on, foul beast!!!"

Welcome back. Can we assume the family is doing well?

Near a frenzy form the fresh blood, the wereshark attacks with reckless abandon.

bite: 1d20 + 12 ⇒ (16) + 12 = 28;damage: 1d8 + 3 ⇒ (3) + 3 = 6

claw 1: 1d20 + 12 ⇒ (3) + 12 = 15;damage: 1d6 + 3 ⇒ (2) + 3 = 5

claw 2: 1d20 + 12 ⇒ (4) + 12 = 16;damage: 1d6 + 3 ⇒ (1) + 3 = 4

Another hunk of flesh is torn from the half-orc.


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

Is the dry land, difficult terrain?

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