Razor Coast Texas Style!

Game Master brvheart

Razor Coast, a devil’s paradise, where a man’s fortune can bleed out quicker than a spitted pig, and where the dawn sky blazes across endless oceans. Oceans that for centuries hid a lost people of whom legend whisper were born into these wild reaches as the sons of sharks. Here, within in the kraken’s clutches, law means little while gold breaks all boundaries and blood, pearls, and rum pay for all sin.

The Veiled Isle
Roll20 Map Site
Lighthouse


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Male Human Rogue6/Clr1 Current Map

So make a fort save Natalie, don't count the third attack as you were down in 2 and there was no crit.


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Fort: 1d20 + 7 ⇒ (8) + 7 = 15

And if any of those were sunders the weapon is ruined - 10 hardness 10 hp.


Male Human Rogue6/Clr1 Current Map

What hardness? There is a really nice looking greatsword lying on the floor!


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Yoink!!!...Wait, is it adamantine???

So what was the result of the fort save?


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Let's check it's not cursed or evil first.

I'm on 28092 xp which means Beth is on 28192


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Has to be higher I'm on 28799.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

ok checked and i was out by 4000 :) So 32092 - so 3000 short of 7th for Beth and me.

Did we get experience for Shakes and the fire as I couldn't see any?

Did anyone take the Amulet of Mighty Fists +2?


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Natalies cutlass might not be sundered. Thats a combat maneuver and her CMD is 24, the last attack was 23.


Male Human Rogue6/Clr1 Current Map

The sword ignored hardness Natalie and his CMB is +20.


Male Human Rogue6/Clr1 Current Map

Shakes and fire???


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Can a makeshift sheath be made? And can you tell me the magical enhancement so I don't have to keep asking every strike? To keep things moving along smoothly. Can the cutlass be repaired? I know broken items can, but can ruined items be repaired?


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Captain Montgomery and the fire at the docks


Male Human Rogue6/Clr1 Current Map

If it is below 0 hp it cannot be repaired. No CR was listed for that encounter, while you put out the fire Shakes is far from being redeemed. At best 200 each.


Male Human Rogue6/Clr1 Current Map

Leialoha still has a chance to id it.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

I'm away with work until Thursday evening so may not get to post until then.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

I've got a general rule question that's more or less related to the fight we are in.

Normaly Zombies have a special ability that says staggered or something like that which mean they can only move or perform a standard action. Does that mean they can't full attack?

I also knows some zombies are fast zombies and are not staggered. If my interpretation is correct, these ones should be able to full attack.


Beth, you are correct. "Normal" zombies are staggered and that does mean they can only take a move or standard action, not full attack. You are also correct that fast zombies lose the staggered condition AND they actually get an extra slam at their highest BAB when they full attack.


Heads up that I may not be able to post again until Monday or Tuesday so please GMPC or PCPC if needed to keep the action flowing. I have a very full day of business travel tomorrow followed by a Con where I have heavy GM duties on Fri-Sat-Sun. Monday will be catching up on work and hopefully most PbPs, but I should be fully caught up by Tuesday.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

Although fast zombies also lose their DR, if I recall correctly. Since these apparently have DR, I would suppose they are not fast zombies.


Male Human Rogue6/Clr1 Current Map
Beth Macara wrote:

I've got a general rule question that's more or less related to the fight we are in.

Normaly Zombies have a special ability that says staggered or something like that which mean they can only move or perform a standard action. Does that mean they can't full attack?

I also knows some zombies are fast zombies and are not staggered. If my interpretation is correct, these ones should be able to full attack.

I kind of had that question too when I read the stat block and yes they are staggered. Yet it listed the second attack. My after action is to say ignore the damage from the second attack on Natalie. Here is the stat block

MINOTAUR ZOMBIES (2) CR 4
XP 1,200 each
Pathfinder Roleplaying Game Bestiary “Minotaur,” “Zombie”
NE Large undead
Init –1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 11, touch 8, flat-footed 11 (–1 Dex, +3 natural, –1 size)
hp 49 (9d8+9)
Fort +2, Ref +1, Will +6
DR 5/slashing; Immune undead traits
OFFENSE
Speed 30 ft.
Melee greataxe +10/+5 (3d6+7/x3), gore +10 (1d6+7), slam
+10 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 8, Con —, Int —, Wis 10, Cha 10
Base Atk +6; CMB +12; CMD 21
Feats ToughnessB
SQ staggered
SPECIAL ABILITIESStaggered (Ex): Zombies have poor reflexes and can only
perform a single move action or standard action each
round. A zombie can move up to its speed and attack in
the same round as a charge action.

OK, that's weird I made one in Hero Lab and it got the second attack??? So, good question for which I am not sure I have an answer. I will keep with the one attack from doing some rule research.


Male Human Rogue6/Clr1 Current Map
Wexley wrote:
Although fast zombies also lose their DR, if I recall correctly. Since these apparently have DR, I would suppose they are not fast zombies.

Depends on the zombie, juju zombies have DR and are fast!


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

That's quite peculiar. Perhaps herolabs understands something that we do not.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft
brvheart wrote:
Wexley wrote:
Although fast zombies also lose their DR, if I recall correctly. Since these apparently have DR, I would suppose they are not fast zombies.
Depends on the zombie, juju zombies have DR and are fast!

It seems you are correct. How interesting. Juju zombies are quite sinister indeed!


Male Human Rogue6/Clr1 Current Map

After doing some rule searches they all say no to full attack so I will go with that.


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Great I still would've been up and kicking...

I don't trust Hero Lab I've seen Hero Lab PF characters with abilities not in the books. I use the books and the forums to get advise. That way I'm not faced with asking what a feat or ability does that I can't look up myself.


Male Human Rogue6/Clr1 Current Map

They are all in a book somewhere, just maybe not sources you are using! I find it mostly accurate, but always do RW testing to be sure. Also FGG admit that they don't always follow rules so I usually just go with it.


Male Human Rogue6/Clr1 Current Map

Ok, I want an accounting on everyone where they stand vs WBL. Suggested at this level is 16,000 and only Natalie exceeds that and that is only due to the new sword. I think I need make some treasure adjustments here.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22

Since she started, Beth has improved two of her items: she's got a ring of improved swimming and a +2 mithral chain shirt instead of her +1.

That makes her at 10500 for the level 5 then 10000 for the ring and +3000 for the armor. Total is 23500.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Just had some bolts so 120gp from Acid bolts and 5 +1 flaming bolts for 800gp.

Total is 10500 + 920 = 11420


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

I've not actually gained anything since I started (that I recall), so I'm still at 10500.


Male Human Rogue6/Clr1 Current Map

Ok, I will make an adjustment. Beth, that ring doesn't help much at present.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
brvheart wrote:
Ok, I will make an adjustment. Beth, that ring doesn't help much at present.

That's clear but for RP reason, Beth will not sell it. And it may help at some point.


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

I don't mind Beth having some extra wealth at my expense. I'm a support character.


Male Human Rogue6/Clr1 Current Map

That isn't my point, my point is I am not counting it in your WBL level for this. Besides, I will probably give you something that will help the party.


Male Human Rogue6/Clr1 Current Map

Hopefully that is a start on upgrades.


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

If noone has a problem with it may I get one of the nat armor amulets? I know the greatsword was a substantial wealth add, but her cutlass got reduced to slivers and it seems fair to at least claim the sword that broke it till we get out. Also we're not too far from 7th lvl as it is. This game is moving quickly xp wise. One of two PbP's I've levelled in and in less than a year too.


Male Human Rogue6/Clr1 Current Map

The idea was for the people who fight to get the armor adds and the casters get the wands, but it is up to you all.


Male Human Rogue6/Clr1 Current Map

There is more treasure ahead although you might have to do some fighting to get all of it. I will add to it if I feel it is not adequate.


Human Cleric of Quell 7/ Ranger (Freebooter) 1; HP 75/75, AC 21 T: 15: FF 16; Fort +9; Ref +9; Will +9; Init +5; Per +14; CMB +6, CMD +22
Natalie Desmee wrote:
If noone has a problem with it may I get one of the nat armor amulets? I know the greatsword was a substantial wealth add, but her cutlass got reduced to slivers and it seems fair to at least claim the sword that broke it till we get out. Also we're not too far from 7th lvl as it is. This game is moving quickly xp wise. One of two PbP's I've levelled in and in less than a year too.

I've got nothing against having different wealth level for the party as long as those who can make the best of the items have it. so I'm happy with Wexley, Silas, Oro-Tu and Nathalie sharing the rings and amulets. Beth will take the curing wand.

One question though. What is the CL for the wand?


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

I'm assuming cl3 for the CMW wand. Fireball wand is cl5 minimum needed for the spell.


Male Human Rogue6/Clr1 Current Map

Natalie is correct on the caster levels. Higher levels are very expensive. So which wizard is taking the fireball wand?


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

I could probably put it to better use (since I don't do much evoking of my own), but I'll defer to Leialoha's judgement.


Male Human Rogue6/Clr1 Current Map

Personally, I prefer my wizards to be evokers but to each his own I guess. That is what scrolls and wands are for!


Human Magus/Wizard 4 | HP: 35/35 | AC: 18/21, T: 17, FF: 11/14 | Fort: +6, Ref: +4, Will: +4 | Melee: +5/6, Ranged: +6 | CMB: +5/6, CMD: 18 | Init: +3, Perception: +0 | AP 5/5 | Speed: 30ft

A good evoker wizard adds a lot to a party, but I tend to prefer playing toolboxes more than cannons.


Male Human, Tulita Barbarian (Invulnerable Rager) 8 / Fighter (Unbreakable) 1; HP 83/104(122), DR 4/-, Init +2, AC 20(18)/FF 18/T 13; F +12(14), R +5, W +5(7); Per +13; CMB +14(24), CMD 27(37); Rage 21/21

I am at my starting gold minus one or two consumption items I think. I don't mind Natalie taking the big sword or whatever is decided. My activity a bit spotty till Tuesday BTW.


Male Human Rogue6/Clr1 Current Map

This should not be that hard guys. Suggested-

Natalie - Amulet of Nat Armor +1
Beth - Wand of Cure Moderate Wounds
Silas - Ring of Protection +1
Oro-Tu - Ring of Protection +1
Wexley - Wand of Fireball
Leialoha - Amulet of Nat Armor +1

Swap as you want. I will try and get everyone averaging WBL by level 7.


Male Human, Tulita Barbarian (Invulnerable Rager) 8 / Fighter (Unbreakable) 1; HP 83/104(122), DR 4/-, Init +2, AC 20(18)/FF 18/T 13; F +12(14), R +5, W +5(7); Per +13; CMB +14(24), CMD 27(37); Rage 21/21

Sounds fine to me.


Female Human Swashbuckler 7; HP 62/62, Init +4, AC: 23 /T: 17 /F: 17 ; Fort:+4/ Ref:+9/ Will:+4; Per: +11; BAB: +7, CMB: +7, CMD: 24; panache - 3/3, charmed life - 4/4

Looks fine to me too.


Ok with me too.


Male Human Bard (Sandman) 10; HP 78, Init +3, AC: 24 T: 17 F:20 ; Fort:+6, Ref:+11/14 vs traps, Will:+10; Per: +12; BAB: +7/+2 CMB: +10, CMD: 23

Yeah that's fine.

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Recruiting players for PbP Razor Coast game per request. I am looking for 6 players level 5. Campaign runs through around level 12.
I would have to warn people before starting a PbP game that I am a very Old School DM and run my games similar to the way the Frogs created them and run them, largely Core with a few exceptions on races and classes. I do use UM, UC and all the sources that the Kickstarter included so there is quite a bit of additional source material for feats and especially traits and have all the S&S material also. So Dead Man's Chest, 101 Pirates Traits, A Brace of Pistols, etc. And yes I have Call of The Frog God so it may be included depending on what the players do. I am open to ideas and suggestions, however. If you have something you really want too run and can convince me it fits the setting go for it. This is set around 1700 in a sort of Hawaiian/Caribbean setting. Think Port Royal in Hawaii in a fantasy setting. The Tulita are the Polynesian natives. Guns are common place but are strictly limited to flintlocks with only a few types available. They are however, very cheap. You can buy a gentleman's pistol for 30 GP. The rapier is the weapon of choice for all gentlemen and there are oodles of feats for it. Heavy armor is largely outmoded and face it, you will be on a ship a lot of time. Light armor is your best choice.


Hey brvheart. Just bought the Freebooter's Guide. My character concept is a Morgan Randall, a sailor on a whaling ship, shipwrecked and taken in by Tulita tribesman, and subsequently (and rather controversially for the tribe) inducted in to the ways of the Yohunga. Think Dances with Wolves in the Pacific.

So a Fighter (Harpoonist) 3/ Yohunga 2.

His adopted tribe is plagued by (insert pothook) and has sent him to Port Shaw as he is the perfect intermediary between the colonists and the Tulita. Also, a power faction within the Tulita tribe are hoping he won't return.

Either that or a full Tulita Yohunga 5 outcast from his tribe that is trying to find a new place for himself and has gravitated to the strange town of Port Shaw.


Sounds like he would be an interesting character and have ideas for that plot hook! When you first said Dajobasu I got it confused with a disciple of dajobas. The Dajobasu would be difficult to play as they are severe outcasts by their people but not impossible. My character creation rules are posted in the House rules in the campaign info, basically a 25 point buy.


Would we be playing good guys, bad guys, or something in the middle?


Not quite sure on the concept for the character, but I was wondering if you were allowing traits?

Reason I ask is that I picked up 101 Pirate Traits awhile back and Eyepatch of Grit really grabbed me. :) So, regardless, loving the idea of someone with an eyepatch.

Since it's 25 point buy, and level 5, this is definitely going to take some thought. I know the scrimshaw fetishist caught my interest, but I'll have to look. I could definitely see something that was a lightly armored character working towards eldritch knight.


Thnx brvheart. I'll check out the difference between Dajobasu and disciple of dajoba to see if it still appeals but I'll more than likely stick with Morgan Randall. ;)


Anyone remember where the tattoo feats are - not with my book right now - are they in the Freebooter's guide or am I remembering something else?


I know there are some in Inner Sea World guide. One called Varisian Tattoo, and there are other ones, at least I think...I know I've seen them around.


I'd like to pitch an islander Witch who has taken up a position as the Ship's doctor. I'm drawing a lot of inspiration from Vodun lore and Hatian spiritual practices. The character would be a big, intense Witch Doctor/Shaman type who speaks to the dead and reads a lot into omens and signs.

I'll have a character sheet put together tomorrow night. I don't know enough about the setting to know how this concept fits into it, so any help in that regard would be appreciated.


Vodoun, Haitian, Santerian...definitely Caribbean in theme. I don't know right off-hand the specific deities, otherwise I'd help in answering it.


Are we using WBL or some other system for equipment/magic items?

The Exchange

Would you be ok if someone who is running the campaign themselves played? Never going to actually get to play.


I'm seeing that Gunslinger is only listed as being possibly allowed, but there's a Buccaneer Archetype that I'd really love to give a go if it might be alright. If not I may just roll up a Ranger that carries a gun, but I've never played a Gunslinger before and think this would be the perfect opportunity.


So I'm thinking either fighter (corsair) or one of a couple choices of rogue (rake or pirate) along with what I'm thinking will be wizard (scrimshaw fetishist). Sort of a poor man's eldritch knight, as I said before.

It's definitely the only time so far that I've seen a chance to play a scrimshaw fetishist, but I definitely want the chance to be a bit closer to the frontline than a pure wizard.


Ok, it is about time I started posting the deities for the campaign. Besides Quell, Pele and the others from the Freebooters Guide here is the list:

• Arn, Lesser God of the Sun (NG; Sun, Healing, Good)
• Bacchus-Dionysus, God of Wine and Madness (CN; Chaos, Animal, Plant)
• Belon the Wise, God of Travel, Wanderer in White (NG; Travel, Magic, Knowledge)
• Bowbe (CN; War, Chaos, Strength, Vengeance)
• Crocutus, Demon Lord of Gnolls (CE; Animal, Chaos, Destruction, Trickery)
• Dame Torren, Goddess of the Four Winds (N; Air, Animal)
• Darach-Albith, High God of Elves ( CG; Plant, Animal, Magic, War)
• Dre’uain the Lame, God of Craft and Smiths (N; Earth, Creation, Fire, Knowledge)
• Dwerfater (LG; Earth, Good, Strength, Creation, Dwarves)
• Freya, Goddess of Love and Fertility (NG; Animal, Good, Healing, War)
• Gromm the Thunderer (CG; War, Air, Water, Destruction)
• Grotaag, God of Orcs (CE; Death, Destruction, War, Evil)
• Hecate, Goddess of Evil Magic (LE; Law, Evil, Magic, Knowledge)
• Hel, Goddess of Death, Lady of Pestilence (NE; Evil, Death, Plant, Animal)
• Horgrim (LE; War, Evil, Law, Magic)
• Jubilex, The Faceless Lord, Demon Prince of Slimes and Oozes)
• Kakobovia, Hobgoblin Demigod of War (LE; War, Death, Evil, Law)
• Kamien, Goddess of Rivers, Streams and Springs (N; Water, Travel)
• Kunulo (NE, Evil, Water, Destruction, Death) –god of pirates and evil sea creatures
• Mirkeer, Goddess of Shadows and the Night (NE; Evil, Shadow, Magic)
• Moccavallo, God of Disguise and Treachery (CN; Chaos, Trickery, Diplomacy)
• Muir, Lady of Justice, Goddess of Virtue and Paladins (LG; Law, Good, Protection, War)
• Note, God of the Harp (NG; Good, Travel, Luck, Protection)
• Oghma, God of Song and Bards (NG; Creation, Good, Travel, Knowledge)
• Orcus, Demon-Lord of the Undead (CE; Chaos, Evil, Death, Destruction)
• Pekko, God of Ale and Spirits (CG; Plants, Chaos, Good)
• Rhiaan, Goddess of the Air and Birds (CN; Air, Animal, Chaos, Travel)
• Riale-Aibaru, Lost Goddess of the Elves (LG; Law, Good, Travel, Magic)
• Sefagreth, God of Commerce, Trade, Cities ( N; Luck, Travel, Diplomacy, Trickery)
• Set, God of Evil and the Night (LE; Law, Evil, Knowledge, Death)
• S’surimiss, The Rat Queen (NE; Animal, Evil, Vermin, Destruction)
• Snuurge, Father of Goblins (NE; Evil, Magic, Trickery, Earth)
• Styrme – mentioned but not detailed in the Appendix
• Surter, God of Fire Giants (LE; Fire, Evil, Destruction, War)
• Telophus, Lord of Crops and the Seasons (LN; Animal, Air, Earth, Plant)
• Thrym, God of the Frost Giants (CE; Chaos, Evil, Cold, Trickery)
• Thursis, God of Battle (NE; War, Death, Destruction, Evil, Magic)
• Thyr the Lawgiver, God of Law and Justice (LG; Good, Healing, Law, Knowledge, Protection)
• Tsathogga, Demon Frog God (CE; Chaos, Evil, Water, Destruction)
• Tykee, Goddess of Luck and Good Fortune (CG; Good, Luck)
• Vanitthu, God of the Steadfast Guard, (LN; Law, Protection, War, Healing)
• Vionir, Goddess of Light (LG; Good, Healing, Sun)
• Yenomesh, God of Glyphs and Writing (N; Protection, Knowledge, Magic)
• Zors, The Fortune’s Fool, Demigod of Luck, The Hanged Man (CN; Chaos, Luck, Trickery)


ShadowyFox wrote:

Not quite sure on the concept for the character, but I was wondering if you were allowing traits?

Reason I ask is that I picked up 101 Pirate Traits awhile back and Eyepatch of Grit really grabbed me. :) So, regardless, loving the idea of someone with an eyepatch.

Since it's 25 point buy, and level 5, this is definitely going to take some thought. I know the scrimshaw fetishist caught my interest, but I'll have to look. I could definitely see something that was a lightly armored character working towards eldritch knight.

Yes, every character starts with 2 traits per the trait rules, but I do not use hero points. I handle death a little differently than RAW. If a character goes below negative CON they are entitled to a FORT save at a DC of 15+the amount below negative CON. If you make the save the character stabilizes and has a permanent injury.

If your character has an eyepatch that means he has lost an eye and with it takes the affects(–4 penalty on all sight-based
Perception checks).


YoricksRequiem wrote:
I'm seeing that Gunslinger is only listed as being possibly allowed, but there's a Buccaneer Archetype that I'd really love to give a go if it might be alright. If not I may just roll up a Ranger that carries a gun, but I've never played a Gunslinger before and think this would be the perfect opportunity.

The only issue with gunslinger is they wrote this prior to Ultimate Combat came out so they have simplified firearm rules that fit the campaign. Basically, you would reload slower but would carry a whole bunch of pistols! They are considered almost throwaways. I am sure we can work something out if you would like to try it! A Brace of Pistols covers the concepts they are wanting.

From their rules:
Since firearms are common among the seafarers of the
Razor Coast, generally these weapons are considered martial,
not exotic. A good provisionary rule is to allow any PC of
a class proficient with all martial weapons to automatically
receive proficiency with all black powder weapons upon
gaining their next level, subsequent to acquiring one.
Black powder weapons are powerful, but are also
difficult to load quickly in combat. Similar to a heavy
crossbow, a black powder weapon requires a full round
action to reload (though Rapid Reload applies for any
character proficient with black powder weapons).

Here is RAW:

Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

I think I can live with that, a standard action to load a pistol.


brvheart - I'm interested, most likely in a Tulita of some sort.

Are you ok with the content in the Warrior's Way in the Books of Indulgences? Specifically the feats and coral bracers and Mai'kal archetype for Monks.


I'm interested as well, thinking to go divine caster cleric, druid or oracle. I'll have to look up the freebooter guide when I'm back home tonight.
I've got most of the sources from the Kickstarter as well and will run through them to propose something fitting. I will surely be leaning towards storm/waves/air domains/archetypes.


brvheart wrote:

Gun Talk:
The only issue with gunslinger is they wrote this prior to Ultimate Combat came out so they have simplified firearm rules that fit the campaign. Basically, you would reload slower but would carry a whole bunch of pistols! They are considered almost throwaways. I am sure we can work something out if you would like to try it! A Brace of Pistols covers the concepts they are wanting.

From their rules: Since firearms are common among the seafarers of the Razor Coast, generally these weapons are considered martial, not exotic. A good provisionary rule is to allow any PC of a class proficient with all martial weapons to automatically receive proficiency with all black powder weapons upon gaining their next level, subsequent to acquiring one. Black powder weapons are powerful, but are also difficult to load quickly in combat. Similar to a heavy crossbow, a black powder weapon requires a full round action to reload (though Rapid Reload applies for any character proficient with black powder weapons).

Here is RAW:

Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon.

I think I can live with that, a standard action to load a pistol

Gun Talk:
What's strange to me about their gun rules is that it looks like the reload time is the same (Full Round Action) whether it's a one or two handed weapon, though multiple barrels must be loaded separately.

Pathfinder's Ultimate Combat on the other and says Standard for a Pistol and Full Round for a Two-Handed Gun, which seems more reasonable. Taking Rapid Reload would bump the Pistol down to a Move action, and the Two-Handed Gun down to a Standard Action. As opposed to Razor Coast's rules, which would be Move Action for both.

I think taking the Pathfinder core rules for it would be reasonable, since it makes sense that it would take longer to load a larger gun. Though taking the Razor Coast rules don't hurt anything, so I think that's totally fine, too.

I still haven't quite decided which class I'll be making. I'm going to build both and see which might be more fun to play. I'm definitely leaning towards the Gunslinger.


@Mark Sweetman Of course, all of the players options from the Book of Indulgences are available including Warrior's Way and Art of the Duel.

@LLaelian I would recommend someone be a cleric of Quell or similar good deity. Druid or Oracle is ok, but lack the healing capacity.

@YoricksRequiem I am fine with using RAW on the reload times. If you want to go buccaneer I have no issue with the archetype.


Brilliant, cheers. I'll have my character submitted soon.

What's starting gold for gear?


Roger that, I'll prep up a burly Mai'kal :)


brvheart wrote:
ShadowyFox wrote:

Not quite sure on the concept for the character, but I was wondering if you were allowing traits?

Reason I ask is that I picked up 101 Pirate Traits awhile back and Eyepatch of Grit really grabbed me. :) So, regardless, loving the idea of someone with an eyepatch.

Since it's 25 point buy, and level 5, this is definitely going to take some thought. I know the scrimshaw fetishist caught my interest, but I'll have to look. I could definitely see something that was a lightly armored character working towards eldritch knight.

Yes, every character starts with 2 traits per the trait rules, but I do not use hero points. I handle death a little differently than RAW. If a character goes below negative CON they are entitled to a FORT save at a DC of 15+the amount below negative CON. If you make the save the character stabilizes and has a permanent injury.

If your character has an eyepatch that means he has lost an eye and with it takes the affects(–4 penalty on all sight-based
Perception checks).

I'll definitely keep my eyes open on the specifics of that trait. I know there was something specific about it that didn't make it too bad. As far as the options I put forth to combine with scrimshaw fetishist, do you have any suggestions or recommendations between the fighter (corsair) or the two rogue ones of (pirate or rake)?

The Exchange

I'll ask again as I seemed to have got missed

Would you be ok if someone who is running the campaign themselves played? Never going to actually get to play.


@Mark Peyton Of course you can play, just keep player and character knowledge separate please.

WBL for 5th level is 10,500 GP, no more than 25% in any one item.

OK, I have seven people posted which is one more than I would have liked but that is ok. I have to cut recruitment off unless more than one does not wish to play. Please state if you are in.


Doomed Hero wrote:

I'd like to pitch an islander Witch who has taken up a position as the Ship's doctor. I'm drawing a lot of inspiration from Vodun lore and Hatian spiritual practices. The character would be a big, intense Witch Doctor/Shaman type who speaks to the dead and reads a lot into omens and signs.

I'll have a character sheet put together tomorrow night. I don't know enough about the setting to know how this concept fits into it, so any help in that regard would be appreciated.

Sorry guys I have Lupus and Sjogrens so if I miss your post please repost or remind me please:) How can I help with information for you? There is extensive information in the Freebooters Guide but I can only post selected parts for copyright purposes.

RazorCoast:
Islands poke their toothy ridges up from the depths,
angry and defiant, like the maw of a great leviathan intent
on rending and devouring ships. Indeed, beneath the rolling
waters stretch miles of jagged shoals and empires of coral
reef that cut down vessels like wheat before a scythe. Over
the years, these hazards have claimed the ships of hundreds
of explorers and freebooters, and throughout the Razor,
there are many tales of missing ships and the lost treasures
hidden within sunken hulks.
Then there are those places that the colonists call
“civilized.” Filthy boom ports, their shorelines lined with
shantytowns crammed with eager profiteers who come
quickly, take what they can, and leave behind ruin in their
careless wake — convicts, preachers, and those seeking
freedom, new identities, or new lives. Depending on one’s
morals, there is work aplenty for these newcomers. Rum,
whaling, and slavery are all big business, while merchants
who deal in the supplies needed to keep these businesses
running make cool profits, especially when supplies run low.
Few of these ports stay open for more than a few decades,
thus their inhabitants invest little in their structures or
maintenance. Those with wealth usually live on their ships,
traveling from port to port, while those without cobble
together wooden shacks sealed with whale fat or tarred
paper. When the trade routes change or an island’s resources
wink out, the shacks are abandoned and the populations
venture off to the next boom port to seek fortunes anew.
Conversely, thriving ports are hotbeds of excitement.
Ships of all kinds crowd slipshod docks. Oozing with
the wretched stench of blubber and blood, merchants
hawk their wares to passing sailors, anything from ropes,
harpoons, and foodstuffs to more questionable items such
as poisons, drugs, or treasure maps. Ashore, a boom port’s
crowded alleys swim with drunks, vagrants, and others
come to make whatever coin they can before the port goes
bust. Street pugilists hold brutal matches run by shady
managers who hedge bets, beggar bards promise to make
legends of incoming freebooters for the coast of a few coins,
and painted whores keep their nimble fingers poised to
pleasure customers or slit their throats, whichever looses
the most gold. Thickly scarred slaves pilfered from all ends
of the world walk in heavy irons beneath the yoke of their
masters, eagerly awaiting the opportunity to rise up against
the cruelness of their fate. Indeed, today’s slave is often
master upon the ‘morrow while near as easily, a master can
wake to find himself in leg irons.
Outside of the boom ports, life is far different. The
islands of the Razor remain untamed. These are lands
where violent monsoons and lush steaming jungles blanket
frothing volcanic isles surrounded by beaches of deep
black sand that spill into a crystalline blue sea. They strike
a chord both peaceful and ominous, for here beauty and
wonder often walk arm in arm with danger and death.
Human settlements are few, consisting almost entirely
of small tribes of indigenous Tulita. Ongoing struggles
between these original heirs of the Razor Coast and foreign
colonists keep most them wary, if not entirely hostile. In
other regions lurk foul beasts, agents of the mysterious
powers of the deeps and wild, feral addicts who chew upon
the noxious maht root and fly into frenzied hallucinations
during which they drink entrails of their foes.


I am definitely in. I'll have a character sheet up tonight, assuming my Witch Doctor Surgeon idea will fit.

That's fantastic setting information, thank you.


I'm in. Hope to have character up later today.


I'm in, working on the character right now. I'm planning to go for a cleric of Quell with the travel and weather domain. My character will not be ready tonight but should be done by tomorrow.


I'm definitely in, just need help settling on the building blocks.


The Witch Doctor surgeon sounds like a great concept!
I presume ShadowyFox is in since he/she was the one who asked for the game!


@Brvheart: I'm definitely in, just need help settling on the building blocks, if you'd be so kind :)


What help do you need? I also need to figure out how to add everyone's characters when they have them!


I'm trying to decide between fighter (corsair) with wizard (scrimshaw fetishist) or whether it'd be more well rounded with something like rogue (rake or pirate). I'm thinking of him as an acrobatic half crazed individual who moves between spells and weaponry, using his brains before the physical or pure magical ways of resolving a problem. Even if his logic is a bit flawed.


Someone should probably play a rogue type character, but both are good. I am not familiar with the rake, but my wife is playing a pirate in our ftf game and doing it rather effectively except traps of course!

This is going to be a heavy role play/problem solving game so be prepared for that. Yes, there will be plenty of combat also.


@brvheart: From my (limited) knowledge of PbP you don't need to add us, when we have been accepted via this recruitment then we post in Discussion for out of game stuff and Gameplay for in game stuff.


Yeah, the way it works is that you say who is accepted, and then they post in the Gameplay / Discussion threads, and are automatically added to the game that way.

I didn't realise it was going to be first come / first serve. I'll definitely have my Gunslinger Buccaneer finished tonight.


Basically a rake gets bonuses to bluff and diplomacy and can forgo some of their sneak attack dice on a sneak attack to make a free Intimidate check to demoralize their foe. Sort of a boastful rogue whereas the pirate is very acrobatic. If I went the rake route, I'd definitely be more social and playing a mental game with the opponent, whereas you're already familiar with the pirate.

It's sounding like the rogue is the best option there. Just unsure which fits the concept better. Lol for once I built the concept before the classes.


@Shadow: Both seem pretty solid. I suppose it would depend on how much you wanted to be the face. If you aren't planning on high Charisma, you may not get a ton out of the Rake. Both sound fun, I think it just comes down to your intended party role and how you want to build your character, yeah?


Yorick here, with a character ready to go, completely rebuilt from a Skulls & Shackles game where the DM disappeared. I may have a few tweaks to make on Equipment, but otherwise I think I'm all set.


I am in, but the final character may take a wee while to polish off around work and my other PbP games - I'll try to get a decent mudmap and summary up ASAP though.


@Yorick: I can see it being a bit of a mad build, since scrimshaw fetishist is a wizard (so Int is a biggie there), and rogue is obviously a bit of Dex and Con.


I see that the gameplay and discussion threads are live - are you happy for me to dot the gameplay (which allows the campaign to show up in my campaign tracker) and take any further questions and what not to the Discussion page brvheart?


A neat trick:

If you dot a thread, then delete the post, the site still records the dot. That way you can attach a campaign to your tab without muddying the gameplay thread with a dot post. :)


Yes, let's move this to the discussion thread so I can close recruitment. All seven of you are in.


We need one more player for ongoing Razor Coast game, preferably an arcane caster.

The Exchange

Looks like you're rolling for HP? And where can traits be found? My first thoughts for traits apparently fall outside of the allowed materials.
And I'm assuming 5th level? How much starting gold?


WBL for 5th level is 10,500 GP, no more than 25% in any one item. Roll for hit points past level one re-roll 1's. I do use 101 Privateer and Pirate Traits as well as feats, etc from Skulls & Shackles.


@D-Kal - you can find three organizations with a couple of traits each in the Freebooter's Guide to the Razor Coast

Well worth a read for information on the Campaign Setting...

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