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 Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

@brvheart: You guys can go on without me if you need to and Morgan can find you in Port Shaw or elsewhere. ;)

The Exchange

Male Human Monk 1(favoured class)

Working on mine more today. Apologies as my mum went into hospital yesterday so that took out the time. But he's coming together and probably easier I'm not skirting around the rake stuff.

The Exchange

Male Human Monk 1(favoured class)

Ok character tally at the moment

Sapele Lalolagi - Tulita Monk 5 - Mai'kal archetype
Sandman - Tulita Sea Reaver Barbarian 1, Scarred Witch Doctor Hedge Witch 4
Mallory Lewis - Gunslinger 5
Morgan "Hoeroa" Randall - Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4
Beth Macara - Cleric (Quell) 4/Ranger (Freebooter) 1

Blockade Runner Rogue/ Seasinger Bard
Fighter (buccaneer) 3/ wizard (scrimshaw fetishist) 2


Lots and lots of scrap and not much zap - looks good to me :)


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18
Sapele Lalolagi wrote:
Lots and lots of scrap and not much zap - looks good to me :)

Yup, I like it indeed!!! I'll be extra blown away if there ain't no pointy ears!!! An all human party would be completely freaky!!!


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

Building up my character now. Ended up with a trait and a replacement class feature that have the same name :)

Having issues on this machine getting the character profile pic so I'll try at home.


Male Human Rogue6/Clr1 Current Map
Mark Peyton wrote:
Working on mine more today. Apologies as my mum went into hospital yesterday so that took out the time. But he's coming together and probably easier I'm not skirting around the rake stuff.

Not a problem Mark, need to take care of your mother. I take care of mine who is 86 with severe Alzheimer's.

I would like to get started no later than Monday if that is ok with everyone, sooner if we can. Tonight is my one game that I actually get to play in and tomorrow I run my ftf Slumbering Tsar game in the afternoon. After that I take my chemo so Sundays I am usually pretty wiped. I can do some, but am limited.


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

HP: 4d8 ⇒ (3, 5, 4, 5) = 17 + 9 + 5 for Con = 32


Male Human Rogue6/Clr1 Current Map
Silas Frey wrote:

Building up my character now. Ended up with a trait and a replacement class feature that have the same name :)

Having issues on this machine getting the character profile pic so I'll try at home.

Knowledges cannot be used untrained so you might consider putting a rank in Knowledge Nature. Also you might want to put 1 rank in Profession Sailor.


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
brvheart wrote:
Silas Frey wrote:

Building up my character now. Ended up with a trait and a replacement class feature that have the same name :)

Having issues on this machine getting the character profile pic so I'll try at home.

Knowledges cannot be used untrained so you might consider putting a rank in Knowledge Nature. Also you might want to put 1 rank in Profession Sailor.

Changed to do both.


Just wanted to let you know I'm delayed a bit because I'm having to deal with the insurance company. The joys of a chipped windshield.


Male Human Rogue6/Clr1 Current Map

Not a problem! Just got off the phone with a disability attorney so I am my own fun here:)


Male Human Rogue6/Clr1 Current Map

Just finished up my ftf game for the night. Battling intelligent zombies, ghouls and manes demons at level 2. Lots of fun! All of them are diseased on top of it. Either I can't run a gunslinger or they are about worthless at low level. I am better with my waraxe.


The gunslingers are very hard at 1st level, because they attack against touch, but reloading is a slow process.

Just gotta get the fluff done for this guy, and make his formatting correct, but at least we're heading in the right direction now!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Gunslingers are a challenge at early levels. Their starting weapons are crummy, prone to breakage and usually take a long time to reload. They don't really take off until third level or so.

At early levels a Scattergun is your best option. Use them like fire-and-forget weapons kinda the way wizards use burning hands. Catch as many bad guys as you can in the blast, and then switch to a different weapon. Reload after combat.

Once you get rapid reload and a high enough BaB that a low roll isn't a waste of expensive ammo, look into Alchemical paper cartridges and rapid shot.

It's my opinion that Gunslingers basically suck unless Advanced firearms are available. Up until a gunslinger gets his hands on a Revolver, Longbows are just better.

of course, your mileage my vary.


Wizard HP: 2d6 ⇒ (3, 1) = 4
Fighter HP: 2d10 ⇒ (3, 8) = 11

Reroll Wizard HP: 1d6 ⇒ 6


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Alright, I finished my equipment. Documented all the expensive stuff. I have about 200 gold left. I'll probably be adding mundane odds and ends, but the major stuff is picked.


Male Human Rogue6/Clr1 Current Map

Looks like we are close to ready to go, just a few odds and ends. To celebrate the beginning of the campaign the wife and I broke out the Kraken and made up some traditional Bumbo. Rather stout. but I have had stouter. Put me in the mood though:)

Everyone's characters are looking really good:) I got a person on the waiting list already, none other than Skeeter Green of FGG. If there is an opening be is considering joining us.


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

I'm pretty keen to get a fire and forget musket for Morgan, purely from a visual cinema awesomeness factor...;) [EDIT - particularly if it blows up in his face!]


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18
brvheart wrote:
Everyone's characters are looking really good:) I got a person on the waiting list already, none other than Skeeter Green of FGG. If there is an opening be is considering joining us.

Sounds fantastic! I know you only wanted 6, but would 8 be terrible? ;)


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

8 is a full compliment to a small single mast sailing ship. :)


I Rolled for the hp but forgot to paste it in my previous post, so I'll do it again here 3d8 + 1d10 ⇒ (3, 8, 7) + (9) = 27+8(1st level)+5(const)+4 favored class=44

For the non tulita, Beth is the proud owner of a small boat, so she could have offered to bring you into town from where you were shipwrecked.

I'm creating the alias and background now, so it should be ready before tonight baring any daughter's interruption.


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 working on my equipment now and then background.


Male Human Rogue6/Clr1 Current Map

Ok, I emailed Skeeter so we will see how his schedule is looking:)

Players should start dotting and then deleting in the Gameplay section. I only have 2 so far!


Well I joined in the dots. It'll be lat evening when I have a chance to work on background. I'm thinking he went a bit crazy from blood poisoning, from all the tattoos he has. But beyond that, it's all in my head.


Male Human Rogue6/Clr1 Current Map

Obadiah looks good! Skeeter will join us before the end of the weekend. he has FGG work to do first.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I have a question about a trait-

Plunder Davy Jones’ Locker: You have a flair for
dragging folk back from beyond the brink of death.
Once per day you can restore life to a dead humanoid
creature so long as it has died as a result of hit point
loss, drowning, or suffocation and has not been dead
for more than 1 round. If you reach the target in time,
you must spend a full-round action (that provokes
attacks of opportunity) and succeed on a DC 25 Heal
check. If you succeed, the target is immediately
restored to an amount of negative hit points equal to
one less than its Constitution score, and is now stable.

Based on my understanding, this doesn't seem possible.

Let's say my buddy gets killed before I've acted. I run over to him (move action) and begin a split-round full round action (standard action this round, move action the next with a DC 25 check). By the time I get to finish the action the following round and make my roll, it's been more than one round since my buddy fell and they are too far gone to save.

If I act before my buddy and then they die, it's even worse. By the time I even get to them to start to save them I've had to wait for my next action. I won't even get halfway done with the full-round action requirement before it is too late.

As near as I can tell, the only way this works is if someone dies right next to me before I have acted in the round. Then I can try to save them.

Is this correct, or am I missing something?


Male Human Rogue6/Clr1 Current Map

OK, DM ruling on it: As long as you start the Heal check within one round and are successful it works. Yes, the way it reads is an issue.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Ok great. Thanks for the clarification.


Male Adopted Sugalo Tulita Fighter (Harpoonist) 1/ Yohunga 4; HP 42/42, AC 17 T: 13: FF 15; Fort +6; Ref +4; Will +6; Init +2; Per +5; CMB +6, CMD 18

@brvheart: Still getting some clarification on the tikiman stuff on the RC thread. Almost all equipment bought. Pretty much good to go though.

* One question - do firearms require Exotic Weapons proficiency in RC? If so I'll likely dispense with carrying a musket.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I think he said they were Martial.


Male Human Rogue6/Clr1 Current Map

Sandman is correct. They only require a martial proficiency and are cheap. 120 GP for a long barreled musket.


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

Unfortunately not covered by Rogues or Bards standard proficiencies and probably best to keep the talents I have.


Male Human Rogue6/Clr1 Current Map

Unfortunately if you don't have martial weapon proficiency you would have to spend a feat.


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 not going to happen.

I'm taking my background as we've just arrived into Port Shaw after the sea serpent. Issue with the Blockade runner background is it assumes that there is a connection to the place you work from. I've lessened that in the background to having spent some time in Port Shaw, but he's mostly away at sea due to the job he does.

I think I'm finished.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Might look into the Family Heirloom trait. It grants proficiency in one specific martial weapon.


Sapele should be ready to go now - he's got some areas of known deficiency that tie in relatively well to his overall lack of worldliness.

Excited to get rocking :)


Male Human Rogue6/Clr1 Current Map

As soon as the gunslinger posts up we can get started. Most of the characters just needed minor refinement. I am going to post up the description in the gameplay section!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I switched Sandman's charisma and wisdom. I realized I didn't like the idea of him being unlikable.


Male Human Rogue6/Clr1 Current Map

Not a problem:) And considering how much role playing that will be involved a good charisma is a good idea!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

well, it's only a 10 now, but it was an 8.


I think I've got him all settled. I'm just finishing up the fluff. If it's alright, the fluff will be quite light, just so there's room for our friendly neighborhood DM to play with.


brvheart - ready for us to start trading words on the docks? - or is there some more framing words yet to come?


Male Human Rogue6/Clr1 Current Map

I posted that last of it. I will give more as needed. Moving to the gameplay section! It is late so I won't be up too much longer, but that doesn't mean that you all can't start getting to know each other as characters.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

30 new posts in Gameplay? Damn. Evidently this will be yet another game where everyone is active during the hours I sleep. >_> I won't be able to read everything and get a post up for about 3 hours, but I definitely will soon.


Male Human Rogue6/Clr1 Current Map

Not to worry. Just had a few that were anxious to get started so we ran for an hour last night. Just getting to know characters. Easily caught up!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Jeebus you people move fast. I disappear for 13 hours and there's 21 new gameplay posts. That's awesome. :)


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Yeah seriously. I'm totally having trouble keeping up / figuring where to jump in and meet someone else.


Male Human Rogue6/Clr1 Current Map

There may be a lot of posts but the characters really haven't moved more than about 50 or feet! Mostly some role play to get everyone used to each other and being in Port Shaw.


Male Human Rogue6/Clr1 Current Map

Jump on in anywhere Mallory! It is beautiful blue water:) Right now they are dealing with the drug addicted Tulita.

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