Baldwin the Merciful's: Razor Coast (Inactive)

Game Master baldwin the merciful

The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.


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

"Odd you say right at home in the Church of Quell, he was a bit aloof and didn't seem to want to go to the outskirts to fulfill your promise to your captain. If memory serves he tried to get Sath or was it Darius to join him on some sight-seeing. The potential weakening of your party in dangerous part of town you may recall." He sits there refectively for a brief second, "Certainly not characteristics of community and helping a fallen sailor's family. Charity for the poor and destitute did not ring in his spirit." He lets his insightful words sink in. " Of course, I wish I can help more with Harok but every spare coin I have for that endeavor takes away from the my aid to people in this community. I have limited resources both monetarily and in manpower."

Finally he states, "If the dragoon leadership permit it, I will seek audience, but their agenda may not warrant such a meeting."

One the voyage over here, he was the ships surgeon and worked tirelessly to keep the crew healthy and the passengers we were carrying. He has the personality of a doorknob, but that man cares alot for others, help him find a connection and you'll find him worth saving. His skills alone make him worth the effort. I am far too much of a bastard to put myself in danger for anyman, but don't let MY character flaws color your perception. See for yourself. I only ask that you try and if he leaves me looking like a fool for your efforts I'd kill him myself.

That was all Hawkins was going to get. Adriel's limited generosity was exhausted on the man. He'd sought a valuble member on the community to impeach on his behalf.
The padre had a better chance than some unknown adventurer.


"I will try."

do you want the lesser healing this evening or the better healing before dawn? He'll leave with you if you want the lesser healing options beacuse he has to get them from the chapterhouse.


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

Just waiting on the gir... the others. Maybe within the hour, if they agree.


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 Leans back, listening to Adriel speak. The elf has a way with words. I could make him into a fine actor...

"Adriel speaks the truth. We've done what we could for the man, aside from seeking audience with the dragoons. Anything you do improves his chances at this point."

She sighs and sits up in her chair. "I'm starving. Let's get something to eat, then I need to change clothes if we're leaving tonight."

Sorrin seems intent on leaving tonight- I suppose it depends on how soon Falgor can get a guide for the group.


Evil GM

The cleric will give you the following potions that he has at his chapter house on hand:

CLW+5 2d8 ⇒ (8, 2) = 10
CMW+101d6 ⇒ 6

Falgor will have someone in about 2 hours time (10:00 pm), you spent about an hour talking at the Run Aground.


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

Just moving the action along. RP and talking is great... Action is sweeter.


Evil GM

There has been quite a bit of RP for this part of the group. You haven't had any real threats since the Sea Bear.

Unless someone wants to RP play it out, I'm fine with you all hand-waving what each of you found out and information sharing so far.


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

[ooc] I'm cool. As it is I am having difficulty keeping Adriel in char with so manu chamces to help people. Let's go kill stuff [/b]b


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:

Fine with me!

So we get 10 cure light wounds potions and 6 cure moderate wounds potions?


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

Yeah, help him out... At best, he's CG. He just thinks CN is a bad boy, one of the cool kids with a better chance at getting some... "intimacy".

There's a Paladin, deep inside... yearning to come out.


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 bet they smell blood in the air, too... Maybe, we bring some bait. Chum...

Sharks on land, crazy dreamings.. The young man shakes his head disbelieving.


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 shrugs. "Shark-man. You'd be surprised how many half-human half-whatevers there are in this world... If there is some kind of murderous creature on the loose we'll find it, or it will find us. Regardless, we can handle 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

"It is very intriguing to track down and either catch or kill such a creature. One never knows what creatures the sea spits back out onto land."


Evil GM

The party gather's goes back to the Captain's Wheel has a quick bite to eat, changes their clothing (if necessary), and gather's their gear. when they are ready they head back to The Run Aground. The tavern is packed and the talk seems to be about the fighter Jin and spectacular knock out he did earlier in the day a the Broken skull.

"'eard he doesn't keep 'is winnings."

Another patron laughs, "I'd be knee deep in rye and women, if i could fight like that."

The crowd seems boisterous but behaved, certainly, not what most seaport taverns.


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

Falgor... nice crowd. What's the word?

Sorrin passes 10gp.


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 changes into her rugged explorer's outfit, putting her hair up, taking off her makeup, and putting on her hat of disguise.

The half-elf raises an eyebrow at Sorrin as he passes along more gold. "Do you just bleed money? If you ever get shanked I'll be right there to help... with a bucket." She says jokingly.

The bard crosses her arms and waits for their guide, covering her mouth as she yawns widely. She was tired, but the potential excitement of the job was keeping her on her toes.


"Got y'a Capt and 'is..." he pauses , "sloop the Vintage. He's another crew wit 'im so he asks fer another 4 gold fer the round trip t'pay his man." He wipes the counter and takes the coin. "He's at the end of the bar...name's Capt Donovan Montogmery...lots of folks call him 'Shakes'"


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

We can trust him to stick around?


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 smiles at the news. "So we do have a ship- excellent work, Sorrin. I hope the Vintage is such in name only." She begins to walk over to the end of the bar to become acquainted with the man, letting Sorrin continue to foot the bill.

The half-elf approaches the captain, smiling as she leans on the bar "Captain Donovan Montogmery?"


Evil GM

Sitting at the end of bar is a human, holding a tankard and his hand trembles slightly. He was once handsome, but now his face sags from years of drink and his brown eyes are permanently bloodshot as he stares at the bottom of his cup. His hair has thinned and his clothes are patched and unkempt and show signs of rough life. A wild, filthy beard grows where once a trimmed goatee adorned his chin. He tips his drink back and his tongue traces the rim of mug as he longs for another one.


The dwarf shrugs and nods, "Captain Montgomery use t'be the best. It was said, 'If it floats, he can sail it.'" He continues to wipe the bar looking busy. "Pirates and smugglers use t'fear 'im cuz he could sniff out of any fog or cove and track 'em down." His eye brows raise, "times a change, but he's a guud guy."


Evil GM

The man looks in the general direction of the voice calling his name, his weathered bruised hands rub his face. "Who's askin', ain't got nothing to take if I owe y'money." He sighs, "I'll take a beatin' if you need dish it out but can't pay y'back just yet...soon though."


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:

Fantastic. A washed-up drunkard will be piloting the vessel in the middle of the night. At least it's only a small ways down the coast, we can walk back if he runs or gets us lost.

The bard chuckles softly at his response, standing next to him and looking at the man. At least he's got gumption. "Evenin', Captain. We're the party requesting transport to Thumb's Reach. We're ready to depart as soon as possible."


Evil GM

He closes one eye that actually has a yellowish brown tint around it, sure sign that someone's knuckles made their home there recently. "Ah...right, yes. So Falgor said you needed to git to the Thumb tonight. Ok, buy a Captain a tankard to go?" He plead-fully asks. "My crew is getting the vintage ready to d'part."


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:

The bard has seen this level of addiction before, but it's usually with harder drugs. His love of the drink has been going for some time... She smiles at his request, and hopes to motivate him. "I have a hip-flask of rum you can have once we've arrived at Thumb's Reach- give you something to do while we're in town."

She points to Sorrin. "That man has your coin. We should leave now, most of us are sailors and can help get your ship ready."


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

Adriel steps foreward and pushes the empty tankard away slowly.
I think not captain. I am fairly protective of my friends and they need Safe passage. I would be ill serving them by encouraging you to dull your senses any further sailing in darkness. We have your coin, now let's be off. Fair work for fair pay.

The elf was in his customary armor lammellar. Fine Scimitar on his hip and other weapons in his belt loops and strapped to his back. When his hair was tied back his pupiless eyes against golden skin gave him a sleek, dangerous look.

Thrasher screeched loudly at the captain.


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

Might I suggest a pot of coffee... Who do you owe money to, Captain? We can chat and move... Name's Sorrin, you're with us tonight.

He claps the sailor's shoulder.

Like the old days, Captain... No better vessel or crew on the water tonight.


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 shrugs. "It should be a short and easy trip along the coast, right?"

Not like it's going to be dangerous sailing where it matters if the captain is a bit tipsy or not....

Bri had changed when Astri did, exchanging her dress for her original outfit.


Evil GM

He simply shrugs at the elf, "I'm coming...I'm coming." He smiles weakly at Astri, "yeah, rum's a sailor's best friend." He blinks a few times, his vision coming in focus as Sorrin speaks. "Don't mention old days...I'm living for this day only, maybe I wake up tomorrow for another day," He bows his head, "then maybe not. Not much of a difference for me."

Finally, he addresses Bri, "Tide's not the best and there's all manner of shtye in the water, nothing about the Razor is easy. Damn...I could use a drink."


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

Good point, let's get through tonight.


Evil GM

The Captain leads the group down the wharf his sloop is tied to the northern docks nearly on the outskirts. The nighttime activity on the docks looks a bit more shady, you see groups of ruffians lingering eying the dock activity. You feel like several are sizing up an easy prey but they choose to avoid any contact with your group, perhaps judging you as too risky of a target.

When you get at the end of a tattered wooden pier, you see an a large single mast, barnacle covered ship, the Vintage it seems to be listing slightly to the port. On the deck is young man, who is moving nimbly checking the lines and storing a few loose items.

PC perception checks:

bri: 1d20 + 6 ⇒ (4) + 6 = 10
astri: 1d20 + 6 ⇒ (17) + 6 = 23
Sorrin: 1d20 + 5 ⇒ (3) + 5 = 8
Adriel: 1d20 + 10 ⇒ (18) + 10 = 28
Thrasher: 1d20 + 10 ⇒ (2) + 10 = 12
shakes, intoxicated: 1d20 + 15 - 5 ⇒ (6) + 15 - 5 = 16

Adriel, Astri, and Shakes only:

You see 6 Long dead and drowned Tulita warriors, rotten seaweed tangled in their battle-dress, stinking strongly of sewage climbing out fo the water onto the dock and the Vintage.

Surprise rd::

Astrianna: 1d20 + 2 ⇒ (16) + 2 = 18
Adriel: 1d20 + 4 ⇒ (7) + 4 = 11
shakes: 1d20 + 0 ⇒ (17) + 0 = 17
Tulita lacedons: 1d20 + 3 ⇒ (1) + 3 = 4

Astri
Shakes
Adriel
Tulita Lacedons

Basically you guys are on the pier and they are surrounding you comeing out of the water. I'll get a map up soon. they are all 10 feet away from the party, so you can 5 ft step and attack. Remember in surprise rounds you only get a single action.


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 think I'm actually getting use to the salty air and starting to relax. Long time coming.. Sorrin strides amicably beside his fellows.


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:

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

Surprise round

Astrianna hums as they walk through the docks, recalling some good tunes to practice on her fiddle when she gets the chance. She isn't worried about any ruffians targeting their group due to their assortment of armaments.

When they approach the docks Astrianna gets a whiff of something foul. The half-elf sneezes loudly, and as she opens her eyes, she finds herself looking straight at an undead Tulita.

"UNDEAD! They're coming up from the water!" The bard shouts, her fatigue draining as a rush of excitement flows through her. The gears in her mind turn as she attempts to place the creatures while beginning to sing an echoing, melancholy song about not losing hope.

Standard Action: Begin Inspire Courage (15/16)

Fear not this night

You will not go astray

Though shadows fall

Still the stars find their way...

Fear Not This Night

Free action: Identify Undead- Take 10 Knowledge: Religion 10+8 = 18


Evil GM

Here is the set-up map.

The Vintage Dock Encounter


Evil GM

"Shyte! Jenkie watch out and climb the mast!!"

perception Jenkie: 1d20 - 1 ⇒ (5) - 1 = 4

The first mate doesn't notice anything, nor does he hear the warning.

Shakes grabs his sap and swings a F:3,

sap: 1d2 + 10 ⇒ (1) + 10 = 11;nonlethal: 1d6 + 3 ⇒ (1) + 3 = 4
sap: 1d2 + 5 ⇒ (2) + 5 = 7;nonlethal: 1d6 + 3 ⇒ (2) + 3 = 5

dex check: 1d20 + 0 ⇒ (17) + 0 = 17

he hangs onto to his sap.


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 watches Shakes stumble around like... well, a drunkard, wildly flailing and yelling.

...This man was feared by pirates...?


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

Behind me, Captain!


Evil GM

Surprise RD update:

Astri - inspired
Shakes - missed (I should have only taken 1 attack I forgot it was surprise round. go figure)
Adriel
Tulita Lacedons

Remaining PC's initiative after surprise RD:

Sorrin: 1d20 + 4 ⇒ (17) + 4 = 21
Embrianna: 1d20 + 2 ⇒ (11) + 2 = 13
jenkie: 1d20 + 2 ⇒ (1) + 2 = 3

Initiative Order:

Sorrin
Astri
Shakes
Bri
Adriel
Tulita Lacedons
Jenkie


Evil GM

AStri Know Religion:

You recognize these as lacedons which are ghouls killed at sea. There bites can cause both disease and paralysis, while there claws can cause paralysis. Elves are immune to the paralysis.


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

By the Dawnflower, what devilry is this?

Sorrin is cautious as he draws his scimitar and dashes past the Captain and onto the boat, stabbing at the deathspawn to his right.

atk, scimitar, inspired: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11

crit, scimitar, inspired: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
dmg, scimitar, inspired: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10

AC 25 to AoOs, Mobility. They don't know that. Sap vs Undead?

Wow, unreal.


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:

Hahaha I had that happen to me two days ago! I was even fighting Lacedons...

Astrianna pauses her singing for a moment to yell after she has gotten a good look at the undead. "They're aquatic ghouls! Tulita ones! Don't let them scratch or bite you- you'll be paralyzed, infected, or worse!"


Evil GM

Sorrin, I'll use the attack when we get into RD 1. I'm waiting on adriel to post and I still have the lacedons.

Capt Monterrey doesn't have a weapon, other than a sap.


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 casts Burning Gaze and stares at the zombie off to the side. (I,3) Fort DC 15. If hit, make reflex roll or catch fire..

Fire damage: 1d6 ⇒ 4


Evil GM

Adriel can take his surprise round action when he logs on.

RD: Surprise Lacedons

Three of the lacedons move in the surprise round.

Sorrin a lacedon actually climbed up onto the dock blocking your path to run onto the ship.

------
RD 1:

Initiative Order:

Sorrin
Astri
Shakes
Bri - burning gaze cast
Adriel
Tulita Lacedons
Jenkie

RD 1 Map

fort save I:3: 1d20 + 2 ⇒ (13) + 2 = 15


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:

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

Round 1

Astrianna's eyes widen as two ghouls appear on either side of her, the bard turning back and forth to see which one would be up on the dock sooner. She grasps the hilt of Echo, and the sword sings as she draws the blade from its decorated sheath.

She sings reflexively at this point- her mind is elsewhere as she notices Embri staring intensely at the ghoul to the west, and realizes she's performing some sort of spell.

The bard swings her blade at the same ghoul, hoping their combined forces will rapidly bring the undead down.

Free Action: Maintain Inspire Courage (14/16)

Standard Action: Attack ghoul at I3

Longsword, Inspired: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Damage, Inspired: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8


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

Captain, jump across!

Is the Lacedon near Sorrin "climbing"? Loses Dex, eligible for sneak attack damage? Do you want me to reroll attack?

sneak damage, if eligible: 1d6 ⇒ 4


Evil GM

Sorrin you can keep your initial roll. No the three lacedons in the water are not climbing yet (there is nowhere for them to go on the dock), they will be swiping at feet. YOu can apply the attack roll to F:3 if you want then the captain will simultaneously 5 foot step with you to swtich spots.

Map with cooridinates


Evil GM

Assuming that is fine Sorrin.

Sorrin's scimitar hits the lacedon firmly, while he switches spots with the Captain.

Attacks from Land:
Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land.

Astri misses the lacedon that is in water trying to find a place to climb out. The water is more shallow where the for I:3 and I:5 so I'm only going to give them a +2 cover.

Updated map RD 1


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

Swapping is very generous! If I can attack the one behind him,(E,4) even better, I'll leave it up to you. Just don't like Jenkie with 3. Want to draw agro as they say, like any tank.


Evil GM

No problem i'll switch the attack sorrin.

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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:
AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier for tracking.

GM - I put all those things on my sheet when I made the character. For some reason they're not appearing on the page, but I don't know why. It may be the formatting is a problem since I tried to "bold" the headers, so I'll check that in a minute.

Meanwhile, via the combat:

Right now I think we're all waiting for Astiana to post because of initiative?

She posted her action earlier last night when she was on - (via an illusion, I think). Question: Does posting an action early when we're here on the boards not count unless it's formally in our initiative order? In other words - because she posted before Darius when she was on last night, does that mean we have to wait for her to formally post it again in formal order?

The thing is I'm able to post for a bit now via my actions, but I will be leaving in a little bit because I have a mountain of errands to run this morning.

That being said, if I don't get to act on my initiative order before I have to leave, is it possible that you can pause the combat until after I get back from my errands later this afternoon?

I realize you like to keep the initiative person-by-person; but I'd rather not by NPC'd unless needed. I don't know what my action is yet until after I see what the enemy does; however.


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

Dirk,

you need to put all those stats in the same line that says 'Male Human Bard: A (2); Ranger etc


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:

Dirk,

you need to put all those stats in the same line that says 'Male Human Bard: A (2); Ranger etc

"I am so smart, I am so smart - S-M-R-T... I mean S-M-A-R-T!" - Homer Simpson

Thanks! I just fixed it now :)


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

AFK for about an hour or so. Kids are trying to escape the house with loaves of bread. So I better go ahead and walk them down to the duck pond if I want any peace this morning.


Evil GM
David "Dirk" Hawkins wrote:
baldwin the merciful wrote:
AC, saves, Init., Perception, Current HP/Total HP, CMB/CMD next to your avatar. This, generally, makes my job easier for tracking.

GM - I put all those things on my sheet when I made the character. For some reason they're not appearing on the page, but I don't know why. It may be the formatting is a problem since I tried to "bold" the headers, so I'll check that in a minute.

Meanwhile, via the combat:

Right now I think we're all waiting for Astiana to post because of initiative?

She posted her action earlier last night when she was on - (via an illusion, I think). Question: Does posting an action early when we're here on the boards not count unless it's formally in our initiative order? In other words - because she posted before Darius when she was on last night, does that mean we have to wait for her to formally post it again in formal order?

The thing is I'm able to post for a bit now via my actions, but I will be leaving in a little bit because I have a mountain of errands to run this morning.

That being said, if I don't get to act on my initiative order before I have to leave, is it possible that you can pause the combat until after I get back from my errands later this afternoon?

I realize you like to keep the initiative person-by-person; but I'd rather not by NPC'd unless needed. I don't know what my action is yet until after I see what the enemy does; however.

I just posted the result of Astianna's actions. I run with the action posted regardless of when she posted.

With time zone, work schedules and waiting for people to post that will bring the game to a death crawl. That is probably one on the reasons why most of the 3900 + PbP games fail before post 500. PbP is not a perfect system to get he exact action the player may want. I do work the best that I can to thematically keep in the spirit of desired action.


Evil GM

I need to run to my office, I'll check back soon.


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:
With time zone, work schedules and waiting for people to post that will bring the game to a death crawl. That is probably one on the reasons why most game of the 3900 + PbP games fail before post 500. PbP is not a perfect system to get he exact action the player may want. I do work the best that I can to thematically keep in the spirit of desired action.

Again, I don't want to come off as rude since I'm the new guy to the party; but I've done some GMing for a while on PbP and I've noticed it's a different animal then standard Pen and Paper games and a lot of the rules/variances just don't work the same for PbP as they do for Pen and Paper.

I've noticed that things like group initiative nerfs things like Improved Initiative and other specific bonuses for being faster and earlier initiative; but it does make combats go a lot quicker in general In this case if our party won the "group initiative" last night then it would be "the good guys turn" we are able to post all our actions as soon as we're on the board.

Of course, if the enemy won their "group initiative" last night as Gm you could have posted all the actions of the enemy en masse; then (since the bad guys went and its the good guys turn) as GM you can instantly toss up the actions of the "good" NPC's right after the action. When we had woke up this morning we could all take our actions as soon as we saw the board. And of course, if someone in the party hasn't posted their combat action (albeit in first come, first serve order) by the end of the evening, then they get NPC'd pretty quick.

But again; I'm new to this group and I don't want to seem pushy; I'm just offering a suggestion for consideration is all. I hope it doesn't sound rude to mention it twice, but right now I'm just trying to understand how combat works in general so that I know for the future and I don't cause complications down the line. I hope that's okay and it doesn't seem rude/pushy? Texting always seems a bit harsher then I mean it to, so I'm sorry if it comes off that way - it's definitely not my intention.

Meanwhile - via the marines action/save; did they all make their saves, or just the group in white/yellow?

Also - is the hatch on grid A/B:0/1 something we can stand on, or is it considered "Difficult Terrain"? And regarding any Difficult Terrain - is it something I even need to ask in the future, or will you be providing a standard "heads up" on it?

Finally I'm going to have to spend some time later today to create a S.O.P. for Dirk's combat actions in the future; right now I'm still trying to learn the style of combat from my companions. But I should have something like that up soon by the end of the day I hope :)

FYI - I enjoy the pacing quite a bit, actually. It's really fun.


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

Sorry on the ready action thing: got home from the movie and put my post up real fast before bed. If I can draw my weapon as they lower the planks, though, my action will stand. If not, I'll need to adjust.


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

Okay - got to go; I should be able to toss up an action later this afternoon after I see the marines action.


Evil GM

Dirk I understand your position and I don't take it personally. Every GM has their own style that works for their games - I'm sure you do to - the method that I have works for me. I really don't recall it being an issue in the two plus years that I've run games on the board. Very rarely do combats get bogged down with my method and sometimes players get DMPC'd. As the combat spoiler reflects I give the players every chance to play their character but not at the expense of game flow or other players.

This particular battle was to designed to give everyone a chance to see how the game flows, and how battles are conducted. It's not going to be an overly complicated by spellcasters or out of the scene enemies firing at the PCs. I want everyone to get acclimated to the game, combat, and flow.


Evil GM

The hatches are not difficult terrain and do not impede movement. Stairs require 10 foot of movement per hex.

-----
Darius in the time that the captains were discussing you would have been able to get the glaive out. Basically the announced they were boarding and you get it out, so you have your full round 1 action

Astrianna as the captains were discussing matter and you heard the boarding comment you would be able to get spell ghost sound off. The second spell silent image is RD 1 standard action.

I believe I've answered everyone's questions.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Here- glad to see I'm not as far behind in posting today as yesterday morning :)


Evil GM
Sath Saltblood wrote:
Here- glad to see I'm not as far behind in posting today as yesterday morning :)

I slowed thing up a bit to clarify some of the mechanical issues and questions.


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:

Makes sense to me!

Baldwin, I wanted to talk to you about Illusions, because I'm probably going to be using a lot of them, and I'd like to be clear on your interpretations so we don't have to discuss them every time I cast a spell.

Important rules to note:

Pathfinder Core Rulebook wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus. Source

First- The Figments Subschool. So my question to you will be in the form of hypothetical situations. In a field, I create a Silent Image rock. A group of soldiers walk by- when do they get a will save to disbelieve it?

My interpretation is as follows:

A)They see the rock, but get no saving throw. It's just a rock.
B)If they fired an arrow at the rock, they get a saving throw. Rocks don't usually absorb arrows.
C)If they try to sit on the rock, they fall through and automatically disbelieve the illusion

Situation #2- I create a ghost sound of a dragon's roar. A group of soliders hear it.

A)They all get a will saving throw- Ghost Sound, by itself, has no way to be "interacted" with other than hearing.

Situation #3- I create a Silent Image of fire, and a group of soldiers walk by.

A)They see the fire, but get no saving throw. It looks like fire.
B)They get closer- they hear no sound, feel no heat, smell no smoke. Get a saving throw to disbelieve.
C)They throw a bucket of water on the fire, and nothing happens at all. Automatic disbelief.
D) They touch the fire, and nothing happens. Automatic disbelief.

Situation 4#- I create a Programmed image of a fire, and soldiers walk by.

A)They see the fire, and get no saving throw. It looks like a fire.
B)They get closer- they hear the crackle of the fire, feel its heat, and smell the burning smoke. No saving throw, why would they disbelieve it at this point?
C)They throw a bucket of water on the fire, which I have programmed to give off illusionary steam when it comes in contact with water- they get a saving throw to disbelieve, because they have interacted with it.
D)They jump in the fire and nothing happens. Automatic disbelief.

What would your interpretations of disbelief be in these situations? When does disbelief begin? I see it as the more believable an illusion, the harder it is to trigger the disbelief in the first place.

If your interpretation is illusion (figment) = saving throw no matter what, that's fine, I just need to know.

Now, Glamour Subschool- Glamours change the appearance of things such as Disguise Self. It specifically says in the spell that you must interact (touch, hit, lick, sniff, whatever) with the created illusion in order to get a will saving throw. Galmours specifically say what triggers the will save, which makes them less open to interpretation.

The patterns, phantasm, and shadow subschools are also more like normal spells, and are subject to will saving throws when they are seen.

Also, a note on something I did wrong with my sea serpent-

Skip Williams wrote:
If you create the image of a creature with a figment spell, you usually can make it move around, but only within the spell's area, which usually isn't mobile. Source

So I could make a 160 foot long sea serpent 560 feet out, but it stays in the spot it was made/can move within those squares. I should have made a 160 foot long sea serpent coming up from the ocean in front of the ship, and look all threatening.

Thanks for reading the wall of text. This is my first time with Illusions, they're quite interesting!


Evil GM

Astrianna Sparacello - I will review your question this evening. the best thing you can do is post links to paizo authority for guidance/consideration, FAQ, book citation(s), designer comments and message board comments. Obviously errata sheets or official comments are important.


Female (But to all appearances dresses and acts male). Half-Elf +2 Init / Perc +12 / +5 Mel / +6 Rang / +7 Scim / AC: 17/15 f_f/12 tch Expert (Merchant Sailor) 1/ Aquatic Druid 5 39/39 HP

Anyone have any fire? We could always ignite the web spell with them in 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

I have Spark, Burning Hands and Alchemists fire. ;)

Spark is under-rated, you can cause quite a bit of trouble with it.


Evil GM

Astrianna regarding your illusion based questions:

One rule you did not include is the Perception skill: Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

So, if the soldiers are using a move action to intentionally search the area that will trigger a saving throw since they are studying or interacting with it in some fashion.

A quick example: You decide to create the illusion of a false wooden wall a on ship to hide behind (using silent image). Someone comes in and spends time visually searching (obviously touching would reveal the false wall) and they spend a move action on a perception check, they are going to get a saving throw because they are studying or interacting with it.

Scenario 1: I generally agree given that factual scenario. I say generally because the size of the rock and the environment (there may be other considerations) may play a factor, which will have the creature a make perception check or otherwise study it or interact with illusion. The caveat being the saving throw rule states: “Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory…” The key word being “usually” , some situations may call for the saving throw. Context of specific situation can be important and how the illusion fits, the environment could be a factor.
Note: There are also creatures that are immune to that type of illusion or may have some other means or sense that can come into play.

Scenario 2: Correct.

Scenario 3: In the fire scenario there are other factors to consider: distance, environment, and senses. There is higher probability of perception check to be needed than in the small non-descript rock scenario. Fire has heat, cracking/popping sound, smoke, and smell. Fire is generally going to cause the creature to look at it and study it if not interact with it – especially if it is out of place/context.

Scenario 4: I generally agree. Again, there could be other factors/contexts that trigger a saving throw, like previously mentioned.

Spend some time and pull FAQs, rule interpretations, and discussions. If there are rulings on these issues I will consider those.


Evil GM

I'm going to hold off for a hour or so, before taking the yellow marines actions. This will give Adriel some more time (I'm surprised he didn't post already).


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

Baldwin: Thanks for the analysis. I completely forgot about the Perception action, thanks for reminding me. It sounds like we're in the same mindset, especially about out of context illusions/the usually bit.

Here's to many illusions in the future! (and less successful saving throws)


Evil GM

Nearly everyone, myself included, forget that perception can be a move action. Instinctively, we lump perception all in a reactive category.


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

Does a reactionary Perception roll incur the same penalties for distance that a focused Perception would (as in - staring at an item carefully for the time of a Move Action).


Evil GM
David "Dirk" Hawkins wrote:
Does a reactionary Perception roll incur the same penalties for distance that a focused Perception would (as in - staring at an item carefully for the time of a Move Action).

Great question, I think you would apply the perception modifiers on the skill table.


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

Is maptools a free download somewhere? I am trying to figure out how to make maps. :)


1 person marked this as a favorite.
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:

Maptool Download Page
Enjoy, Embrianna! There used to be an incredible free gallery on RPTools, but it got lost around a year ago.

There are plenty of places on the internet you can find free map assets though, like the Dundjinni forums


Evil GM

If you find any cool ships, especially with multiple decks let me know. I've already mined the ones over at dunjinni.


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

Ooooohh, awesome, thanks. :)

And here after Baldwins last comment I just thought that Dundjinni was another GM or something around here. :)


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
baldwin the merciful wrote:
I'm going to hold off for a hour or so, before taking the yellow marines actions. This will give Adriel some more time (I'm surprised he didn't post already).

You should be surprised cause I DID already post. I think you must have missed it. Lol.

Unless someone puts out my flaming sphere next round I'll use it to set those in the web on fire.


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:
If you find any cool ships, especially with multiple decks let me know. I've already mined the ones over at dunjinni.

If it helps, I’ve found it’s easier to take an image still shot of a set of deck plans that you have and save it as a Jpeg image (like a google search on ship deck plans). Once you save it as a Jpeg you just upload the image in the background when you “Create your own Map” and drop the coordinate grid on top of it and away you go.

For example, in this combat map I used the Age of Empires map designer to create the combat map at the beach. Here’s an example: here.


Evil GM

I was grumbling knowing you usually post early.


Evil GM

That is pretty cool shot. I have several main decks and a few whole layouts. I'll have to do a google search.

I jpeg and/or png images all the time.


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'm off to work. I hope things go okay while I'm gone - see you when I get back (should be in about 8 hours or so)!


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

No worries.
8.30pm here. I am around for a few hours.


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

You guys should be starting to see my tactic for melee.

I can use my swift for ARCANE POOL. but since my weapon is masterwork any way it doesn't add much yet. At level 5 I'll use ot for +1 flaming or frost.

When in melee I can use my familiar to charge in with SUDDEN SWOOP to enter an enemy space and AID ANOTHER to but my hit by +2.
Or
If I need to move I can use ACROBATICS and the my Daredevil Boots grant +2 to attack.

If I have to move I will usually SPELLSTRIKE as a standard action.
If I don't have to move I will SPELL COMBAT with a spell.


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

I certainly noticed, that was a whole lot of +'s!


Evil GM

By the way and Adriel knows this from other games, I don't necessarily target familiars or companions, but if the PC chooses to make them active in combat, they are fair game.

You are starting to see how I run a game, the pace will ebb and flow but my games consistently have 30+ posts a day. It's not fluke, this is why I asked most, if not all, of you about your posting. I like quick paced game or I get bored. My battles run pretty quick even when there are multiple enemies. This type of activeness may not suit everyone that's ok, now would be the time to let me know.

A word of warning: I something at the end of the month and the first few days of August that will limit my posting. I'll give you notice when that happens.


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:

You guys should be starting to see my tactic for melee.

I can use my swift for ARCANE POOL. but since my weapon is masterwork any way it doesn't add much yet. At level 5 I'll use ot for +1 flaming or frost.

I may be off base here, but if you use Spellstrike with a touch attack Cantrip, wouldn't that allow you to make 2 attacks every round on this level? Cantrips themselves may not be that great, but two attacks a round at a -2 penalty each (considering your base attack modifier) means that's pretty good.

It allows you to make one standard attack, and one "Free" attack with Spellstrike on top of it - I may be wrong though, but I think as long as you have the chance to do a Full Attack you could be doing 2 attacks a round every round - possibly more - just with Spellstrike. But I may be wrong...


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

You are absolutely correct.

I normally use the BRAND spell for this purpose. But it only works when you use SPELL COMBAT which is a full full attack.

I haven't done so THIS battle yet because I have needed the move action for either tumbling or controlling the FLAMING SPHERE.


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:

You are absolutely correct.

I normally use the BRAND spell for this purpose. But it only works when you use SPELL COMBAT which is a full full attack.

I haven't done so THIS battle yet because I have needed the move action for either tumbling or controlling the FLAMING SPHERE.

Cool! Okay, just curious how it worked because I've seen what a Magus can normally do on level 4 in other games and I was surprised that you weren't opening up the hurt locker on them :)

Anyhow, I've moved to aid you (for what it's worth) so we'll see what happens next.


M Elf Hexcrafter 5 (AC18/12/16), 51/51HP, F7/R4/W7+9vs enchantment, Per+10/ +2Thrasher, Init+4
Astrianna Sparacello wrote:
I certainly noticed, that was a whole lot of +'s!

Yup.

1d20+
6 (bab/str)
+2 (familiar using Aid another to up my attack)
+2 (flanking)
+3 (shocking grasp grants +3 to attack a foe in metal armor)
+1 (Embrianna inspiring courage)

The whole arcobatics+daredevil boots trick I learned off Gerard, who was our Rogue in our COT game. I HATE ROGUES, but Gerard was a good player and I learned about this item from him.


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:
Astrianna Sparacello wrote:
I certainly noticed, that was a whole lot of +'s!
I HATE ROGUES, but Gerard was a good player and I learned about this item from him.

I can see why you might hate rouges, but surely you have no issue with a scoundrel, right :)


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

Are the circled foes asleep?


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

Circled foes in the water are asleep.
The circled one on the boat is dead.

Baldwin, I'll leave the sphere on the bridge, hoping it will burn the plank.


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 not the one inspiring courage :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
Embrianna wrote:
I'm not the one inspiring courage :P

Well, not formally inspiring the courage - but who knows? Maybe Adriel finds you naturally inspiring :)


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, we shall just have to wait and see what I can inspire in you guys later...


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

So there is how a RIME FROSTBITE ENFORCER combo goes.

This is Adriel's main spell combat choice.
It has a potential HUGE payoff but requires
1. Actually hitting
2. The target not be immune to NONLETHAL damage. The bonus damage of 1d6+cl in damage is as good as smite BUT usually meams foes are Knocked out rather than killed.
3.The demoralize check has to succeed or no Demoralize.

Adriel wins fights by debuffing the crap out of enemies. Attack power is high but accuracy/reliability is low.
Doesn't work on Undead or foes immune to fear.
Against foes like that? FIREBALL.


Evil GM

You can see why most games ban the magus class. The balance tips quickly especially when compared to other builds and enemies. Walking the line of challenging one or two players while not overwhelming others becomes crucial.

----
yes, the circles are asleep or dying state.


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:
Well, we shall just have to wait and see what I can inspire in you guys later...

You had me at - a black pirate's hat with a pink rose in 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:
baldwin the merciful wrote:

You can see why most games ban the magus class. The balance tips quickly especially when compared to other builds and enemies. Walking the line of challenging one or two players while not overwhelming others becomes crucial.

----
yes, the circles are asleep or dying state.

Oops. I should probably shoot at the ones not sleeping then. I don't know why I didn't realize the circled ones were under some kind of effect.

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