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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I have two ideas. They are the same character, but I just want some input on what you guys think the better fighting style would be. I'll be taking 2 levels urban barbarian and 2 fighter, twf archetype. But should I go twf crit fisher with something like kukris or shortswords. Or should I choose a more tanky/damage twf build dealing build with thunder and fang. I could get to about 22 or better even while raging.

Also I would be up for teamwork feats but only after the start. He is a loner somewhat.

Ok, I'm set on the "Go-die-elsewhere" character.

Character will be Bad-Luck Baldek, a dwarven barbarian. I think I have a nice twist and personality for him.

Here is the Alias I am submitting (Thron).

Brief Overview:
He will be a fighter using a glaive as his primary weapon. I am going to continue working on him throughout the day, but basically, he is the 4th son of a minor merchant lord in Cheliax, and realizes he is going to be on the short end of the stick when it comes to an inheritance. So, he set out to begin his life as an adventurer and make his own name in the world.

Unfortunately, the adventuring life was harder than he had imagined. Before he knew it he was low on coin, out of luck, and out of friends. He spent the last of his coin getting drunk out of his mind in a dockside tavern. When he awoke, not only did he have a vicious hangover, but he also found he wasn't in the tavern anymore, but aboard a ship.

At first, he was distraught, but soon he realized that the sea and the life of a sailor suited him just fine, and he took to the life like he was born for it.

Ability Score Breakdown:
7 points for 15 Dexterity
5 points for 14 Strength
5 points for 14 Constitution
2 points for 12 Intelligence
0 points for 10 Wisdom
1 point for 11 Charisma
+2 Racial bonus to Strength for 16
+1 4th Level Advancement to Dexterity for 16

Will continue to work on the character over the next few hours, got a 12 hour shift tonight though so if I don't finish it before work I'll complete it tomorrow.

3 Levels of Fighter HP: 3d10 ⇒ (7, 4, 8) = 19

Wow, me and dreaming warforged seem to have come up with a similar character. Mine is a human barbarian/fighter exiled to the razor coast.

Is it possible to use feats from the new god book: Inner Sea Gods? I could provide pagination or cut and paste the relevant sections.

Working on character now- rough idea is a half-elven sailor/merchant (expert)who flees the family business interests for personal reasons and ends up focusing love of the ocean into a calling as an Aquatic Druid.

I will withdraw from this as I am uncertain I will be capable of posting often enough if I would get selected.

Good luck to the others who are trying to get a spot, it sounds like the ones that do get selected will be in for a terrific ride :)

A shorter, heavier-set, rough-looking man approaches.

Chantif, reporting in.

See profile for character sheet link and other info.

Dark Archive

Here is my crunch for the Sandman Bard (note spoiler'd Hero Lab sheet at bottom, if that format is convenient) - still writing up a backstory, should have it finished in the next day or so.

Adan Silvertongue

One question - I took the 2nd level Sow Thought spell before I realized it was supposed to be the Changeling racial spell from the ARG: Any chance of a house rule to allow me to keep it? Perfect for trickster/Sandman Bard I have in mind.

Ixos wrote:
Is it possible to use feats from the new god book: Inner Sea Gods? I could provide pagination or cut and paste the relevant sections.

I don't have that book so I'd like to stay with the books posted at this time.

@ Theorythmus - I understand.

@ Chantif - Thanks for posting, I'll be looking at the crunch soon. A+ on the profile pic though.

@ Mith'aj the Tackful aka Adan Silvertongue, I'll look at profile soon. I like hero lab and use it myself.

I do have:

Pathfinder Chronicles: Gods and Magic

So I will permit that book to be used.

baldwin the merciful wrote:
@ Chantif - Thanks for posting, I'll be looking at the crunch soon. A+ on the profile pic though.

Thanks. I like everything about it but the cigar/cigarette, but maybe I'll integrate that into the character regardless.

Dark Archive

I'll have to withdraw, since I'm starting two games of my own. Sorry.

nightflier wrote:
I'll have to withdraw, since I'm starting two games of my own. Sorry.

Thanks for letting me know. Good gaming to you.

Lucrezia here. I will be using this name for my witch since it would be too weird to use Lucrezia with Duncan in the game. :)

3d6 ⇒ (2, 5, 1) = 8

reroll the one
1d6 ⇒ 6

Recruitment Interest Status:

The following people have expressed an interest in the game (this is in no particular order and if I missed you simply let me know.
Sorry if there is typo in the name):


Ixos - working on build
Mdt - withdrew
DM Jelani - working on druid?
Galorit - working on a bard
Theorythmus - withdrew
Fbdoury - working on an Aquatic Druid
Sixteenbitcoin -working on Ranger
Algar Lysandris
Nightflier - withdrew
Dreaming Warforged - submitted: Bad-Luck Baldek, exp/barbarian (Invulnerable Rager)

Fighting Chicken
Caps - Submitted: Chantif - Human Exp/Ranger (Witchguard Infiltrator)
Ralwind Winterbreath
Zayne Iwantani -working on a barbarian/fighter?
Ken 418
Thron - submitted: Darius - Human Aris/Fighter

Mith'aj the Tactful - submitted: Adan Silvertongue - Kitsune Exp/Bard(sandman)

Sunset - withdrew
Wolfgang Rolf - withdrew

Previously Slotted Players:
STR Ranger (Duncan) - inquisitor
Embrianna - witch

When I start to see builds I will begin to organize characters into smaller categories:



- Darius (aka Thron) - Human Aris/Fighter
- Bad-Luck Baldek (aka Dreaming) exp/barbarian (Invulnerable Rager)
- Chantif (Caps) - Human Exp/Ranger (Witchguard Infiltrator)

- Adan Silvertongue (aka Mith 'aj) - Kitsune Exp/Bard(sandman)

If I missed anyone let me know.

There is still plenty of time to submit characters and you don't have to be on the list of people who've already indicated they were interested. This is still wide open.

Hey there, here's a character I'm working on for submission.

He's an old salty-dog(or cat in this case) an expert(sailor) in his formative years before moving on to a life of adventure as crew aboard many a pirate and privateer ship. He's a catfolk rogue using the pirate and scout archetypes, I think I'll send him into the Inner-Sea Pirate PrC as soon as possible.

I imagine him as a larger than life dirty fighter with an eye for loot and a habit of living on the edge with his 9 lives.

Eventual goals for him probably involve captaining a vessel of his own, although he'd certainly need the support of advisers to make up for his own lacking wisdom.

Dreaming Warforged:

I take it you are still working on Bad-Luck's submission? By the way, that name will get great on ship! In the reading the story it discusses Djal's (another character's) description, backstory and personality.

@ Zordlon the Cat-King - Welcome aboard. Let me know when the submission is complete.

Cleric HP: 1d8 ⇒ 4
Cleric HP: 1d8 ⇒ 5
Cleric HP: 1d8 ⇒ 1

Cleric HP (Reroll): 1d8 ⇒ 4

Dark Archive

Short background complete and in profile: Adan Silvertongue

Yes, I am. There is still lots to do and rework. I'll post the alias when it's ready enough.

Here's my Crunch so far, still working out the fluff and equipment and some of the other crunch...


Sath Saltblood
Strength 12 (2) [+1]
Dexterity 14 (2) [+2]
Constitution 11 (1) [+0]
Intelligence 14 (3) [+2]
Wisdom 16 (10)[+3]
Charisma 12 (2) [+1]

(Stats: Point Buy costs are shown- Dex was raised +2 as Racial and Int was raised by 1 for 4th level.)

Class: Aquatic Druid / Expert
Level: 4th Level / 1st Level
Hit Points: 33

Fortitude +4
Reflex +3
Will +9

Basic Attack Bonus: +4 (+5 melee / +6 ranged or scimitar)
Combat Maneuver Bonus: +5
Combat Maneuver Defense: 17
Armor Class-

Race: Half Elf
Medium Sized / 30ft. Base landspeed / Low-Light Vision / Elf Blood / Elven Immunities: Immune to magic Sleep effects and +2 vs. enchantment spells/effects. / Adaptability / Keen Senses / Languages: Common, Elven; Druidic (Class, restricted)

Class Abilities:
Weapon and Armor Proficiencies- All simple weapons, plus scimitar, and scythe, plus all natural attacks; light armor, medium armor (no metal armor), and any wooden (non-tower) shield.
Aquatic Adaptation- +2 Initiative, Knowledge (Geography), Perception, Stealth, Survival, and Swim skills while in Aquatic terrain and cannot be tracked through such terrain.
Nature Sense- +2 to Knowledge (Nature) and Survival checks.
Natural Swimmer- She has a natural Swim Speed of 15ft. Does not need to make skill checks for movement at swim speed, can take 10 on swim rolls even while distracted/endangered, +8 Swim for special action/avoid hazard, and can use the run action while swimming in a straight line.
Resist Ocean’s Fury- +4 to save vs. all spells of the water type or the Ex/Su abilities of creatures with the aquatic or water subtype.
Wild Empathy- Can only be used on creatures with swim speed or the aquatic/water subtype but can use this ability of all creatures of this type- even those with Int 1 or 2 or mindless creatures.

Athletic- +2 to Climb and +2 Swim skill.
Skill Focus- +3 to Climb skill.
Weapon Focus- +1 to hit with scimitars.

Acrobatics +2 (+2) (+3) [+7]
Appraise +1 (+2) (+3) [+6]
Climb +3 (+1) (+3) (+3) [+10]
Diplomacy +1 (+1) (+3) [+5]
Fly +1 (+2) (+3) [+6]
Handle Animal +4 (+1) (+3) [+8]
Heal +3 (+3) (+3) [+8]
Knowledge (Geography) +3 (+2) (+3) [+8]
Knowledge (History) +1 (+2) (+3) [+6]
Knowledge (Nature) +2 (+2) (+3) (+2) [+9]
Linguistics +1 (+2) (+3) [+6]
Perception +4 (+3) (+3) (+2) [+12]
Profession (Sailor) +4 (+3) (+3) [+10]
Sense Motive (+3) (+3) (+1) [+7]
Sleight of Hand +1 (+2) (+3) [+6]
Swim +5 (+1) (+3) (+2) (+1) / (+8) [+12] / [+20]
Survival +3 (+3) (+3) (+2) [+11]

Suspicious- +1 to Sense Motive checks and added to class skill list.
Touched by the Sea- +1 to swim checks and penalties on attack rolls underwater are lessened by 1.

(Skills: I always break it down- ranks added, stat bonus, Class Skill bonus {if the 3rd number is not 3 then it is not class skill}and then any trait/feat/class ability bonuses.)

Rolls for 2/3/4 Hit Points:
Druid 2: 1d8 ⇒ 6
Druid 3: 1d8 ⇒ 8
Druid 4: 1d8 ⇒ 3

Is it ok so far or are there any necessary changes?

barbar HP: 1d12 ⇒ 8
Fighter HP: 1d10 ⇒ 7
Fighter HP: 1d10 ⇒ 4

Jack Garrison Crunch:
Jack "Feral" Garrison
Male Human Fighter(Two Weapon Fighter) 2/Barbarian(Urban) 2
CN Medium humanoid (human)
Init +3; Perception +6
AC 21, touch 13, flat-footed 18 (+6 armor +3 Dex +2 Shield)
hp 51 (1d10 + 2d12 + 2d10 +10)(10+12+8+7+4+10)
Fort +11, Ref +1, Will +1 (+2 fear)
Speed 30 ft.
Earthbreaker +11 (2d6+5 [7])
Klar +11 (1d6+5)
Dagger +9 (1d4+4)
Str 18(10), Dex 16(5), Con 14(5), Int 10, Wis 10, Cha 10
Base Atk +5; CMB +9; CMD 22
Feats Weapon Focus (Earthbreaker), Weapon Focus(Klar), Two-Weapon Fighting, Thunder and Fang
Skills (14 ranks +2 FC) Intimidate +8 (5 ranks +3 class +0 adbility), Knowledge (Local) +4(1+3) Swim +11 (4+3+4), Climb +10(3+3+4), Perception +5(2+3+0), Acrobatics +7(1+3+3)
Languages Common, Shoanti
SQ Rage (6+2 rounds/day), Rage Power (Intimdating Glare), Crowd Control, Controlled Rage, Bravery +1
Other Gear:Explorer's Outfit, Breastplate, Earthbreaker +1, Klar +1, Cloak of resistance +1, Dagger (2), Climber's Kit, Fighter's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin) 195gp
Encumbrance 90
Racial Abilities
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

+2 to Str and Dex
Special Abilities
Crowd Control: At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Controlled Rage: When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.

Rage Power (Intimidating Glare): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
The Shoanti are a hardy and tough people that wander the northern wilds of Varisia. On certain rare occasions they will find themselves with the settlements of Varisia, either for work or for plaesure. Jack Garrison is the product of the later. The son of a whore and a Shoanti barbarian, Jack Garrison grew up strong and resourceful. He managed to adapt well his ancestor's natural survivability to the mean streets of Riddleport where he grew up. Unfortunately he picked the worst possible group to run with. Thugs, theives and brutes, all of them, him included. Such a life alone would have made for an angry youth but add in the Shoanti blood and you have a recipe for disaster. Disaster struck when he and his friends pissed off the wrong mob boss, leading to several deaths and him having to leave just to save his hide. His enemies reach was long and their memory longer but even they new the Razor Coast was place for dead men. And that's what they assumed he was when he hoped on the next ship there.

rogue hp: 3d8 ⇒ (2, 1, 7) = 10
reroll: 1d8 ⇒ 6

Not too bad. That 2 is undesirable but not awful rolls all around

Baldwin - May I take a Bird-of-Paradise as a familiar and use the Raven stats?

Pretty Bird Pic

Embrianna wrote:

Baldwin - May I take a Bird-of-Paradise as a familiar and use the Raven stats?

Pretty Bird Pic


Pretty bright target bird

I was hoping to find an interesting bird for a companion but I think instead I'll just take the Weather Domain for my Aquatic Druid.

I have a dodo named, Flotsam, in a Shackles Game. A sweet initiative boost.

I had Looked at the Dodo in the S&S Player's guide but it wasn't quite what I wanted... I was originally thinking a sea gull that he could have poop on targets to distract them... what?

This is Ixos' submission

At Paizocon right now. I'll get a guy together Sunday when I get back.
Most likely a rogue (swashbuckler).

baldwin the merciful wrote:
I have a dodo named, Flotsam, in a Shackles Game. A sweet initiative boost.

The little petrosaur familiar is awesome.

+2 to initiative and the sudden swoop ability lets him DIVE BOMB enemies to deliver touch attacks for you without provoking.

Here's the alias I'll be working on.


Currently in the process of putting in the statblock and then I'll start working on the fluffy bits more seriously.

baldwin the merciful wrote:
DM Jelani wrote:
I'm going to go with human I think. A mwangi fellow, though I'm still thinking over the backstory. What do you want me to do for animal companion HP?

Are you putting the shaman together from the ACG playtest? That playtest is not being used.

I assume that you are going with the cleric/druid archetype?

As STR Ranger pointed out, a druid. However, I still need to know what I should do for my animal companion's HP.

Edit:Crunch basically completed in M'Kumba's profile. I'm going to mull over his backstory over the course of the weekend.

*mumbles about bright targets and considers her options*

Animal Companion's HP:


This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

How do I determine hit points for my animal companion?

Animal companions receive average hit points per hit die. For d8, the average is 4.5. Multiply 4.5 times the number of hit dice your animal companion has and round down. Recalculate hit points for your companion each time it gains additional hit dice. After its hit points are calculated, add in appropriate bonuses from its Constitution modifier, feats, and so on.

- Pathfinder Society Organized Play FAQ section

Okay, cool. That's what I already had it as :)

Embrianna wrote:

*mumbles about bright targets and considers her options*

Look here: ur-rhamphorhynchus

The Exchange

Wait... what level are the pc's starting at?

Bladwin wrote:
Everyone’s base begins: 1 level of either aristocrat, expert or warrior. Consider this your pre-adventuring life. This is a way to give players a small HD, skill, and save bonus. You begin with 1 NPC level and 4 Class levels.

The Exchange

Newb question... What armor types are appropriate for shipboard melee combat?

The Exchange

Yikes! Another newb question... what is a NPC level?

Dark Archive

Ken 418 wrote:
Newb question... What armor types are appropriate for shipboard melee combat?

You will want to take note of the Armor Check Penalty in the armor's description, as, in general, that penalty will apply to all Dex and Str related skills though there are various ways to reduce the penalty for certain builds/classes.

Swim is a Str related skill.

Ken 418 wrote:
Yikes! Another newb question... what is a NPC level?

NPC levels are those typically taken by Non Player Characters (NPC). You can read about them here: NPC Classes

Ken 418 wrote:
Wait... what level are the pc's starting at?

Ken 418:

Ken your first level is as as NPC, you can select one NPC (Non Player Character) classes: expert, aristocrat, or warrior. This represents the characters early life. Basically I'm making your character a bit stronger with a HD, skills, saves, and BAB. You get a free d8 or d10 in HP, 2 - 6 + Int mod in skills, +2 in one save, and 0 or +1 BAB. And weapon proficiencies.

Thereafter you get 4 class levels in your chosen class. It may be easier for you to put together your character class as you normally would, then go back and add the NPC class boost to your character.

Your still a 4th level character but you are a bit stronger.

Mith gave a link to NPC's that you can check out.

Regarding armor: heavy armor tends to shink unless there is a special ability associated with it. At the early stages lighter is generally better. Check out the armor check penalties associated with armor in the equipment section of the core rule book.

There is still plenty of time to put characters together. let me know when it's ready to review.

The Exchange

Thank-you. I guess I mean that last question in the context of... "You begin with 1 NPC level and 4 Class levels."

Confirming I am creating a chaotic neutral half-elf aristocrat/bard actress/singer with an emphasis on illusions, ranged combat, and social skills. I plan on posting the complete package sometime tomorrow.

I'm so happy to have a chance to use Ultimate Equipment! Shopping time.

Bard: 3d8 ⇒ (2, 8, 6) = 16

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