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


1,101 to 1,150 of 2,117 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Male Human Rogue6/Clr1 Current Map

My sister and niece live there. I think my niece has been going to school off and on since 1993. Supposed to finally graduate soon!


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

Sorry guys been sick with a virus and trip to ER lasting 8hrs Sunday night lol. I am back but until better my activity might be spotty. Can post regularly for battles etc.

If I take too long Greg can ping my email also.


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

No prob. Your health means more to us than some game.


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

Yeah but stable lol so have Greg email me if I am holding up the game. Might forget to check when resting but I am fine to post.


Male Human Rogue6/Clr1 Current Map

You doing ok Jason? Get some rest. Will email if we really need you.


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

Doing OK, just a nasty stomach virus. Yeah email me anytime


Male Human Rogue6/Clr1 Current Map

That's ok Jason, they may still be planning by the time you are feeling better:)


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

Alright I haven't played a arcane caster in PF yet...do we really need a wand of knock? And I am thinking of also dropping the wand of bulls stength...theys just too expensive right now, especially considering that Old Fish made himself a major point of contention.


Male Human Rogue6/Clr1 Current Map

You probably have enough on account for the rest. Anyone have down how much that was?


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

On the 19th page of this thread Silas said 16k gold in credit for the spellbook.


Male Human Rogue6/Clr1 Current Map

Which means you could even get the wands for less than 400 GP. Lead Blades is a ranger spell and you have no ranger.


Male Human Rogue6/Clr1 Current Map

I just randomed the wands.


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 have 30gp Greg...so we need 370gp more. Maybe we can offer some alchemist fire??? As for lead blades...that's what UMD is for.


Male Human Rogue6/Clr1 Current Map

Lead blades is 325 so that makes it only 45 gp.


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 sheet has 30gp Ivars has 7gp...Xander would have to make up the 8gp difference.


Female Human (Ulfen Viking Dame) 79816xp Cleric of Jaren Falkynjagger 8/Warpriest (CoTF) 1 ; HP 83, Init +2, AC: 24 /T: 13 /F: 22; Fort:+11/ Ref:+5/ Will:+13; Per: +13; BAB: +6, CMB: +10, CMD: 23

Aurora Shadowbane
Init +2; Senses Perception +8
--------------------

Defense:
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+9 armor, +1 deflection, +2 dexterity)
hp 59 (7d8+14)
Fort +10, Ref +5, Will +11

--------------------
Offense:
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee +1 consecrated grayflame silversheen greatsword +9 (2d6+5/19-20) or
cestus +7 (1d4+3/19-20) or
chakram +6 (1d8+3) or
heavy flail +7 (1d10+4/19-20) or
kukri +7 (1d4+3/18-20) or
unarmed strike +7 (1d6+3) or
wooden stake +7 (1d4+3)
Special Attacks channel positive energy 5/day (DC 15, 3d6), destructive smite (+3, 6/day)

Spells:
Cleric Spells Prepared (CL 7th; concentration +10)
3rd—magic vestment, prayer, rage[D], searing light
2nd—bull's strength[D], burst of radiance (DC 15), delay poison, instant armor[APG], lesser restoration
1st—bless, deathwatch[D], moment of greatness[UC], shield of faith, tracking mark (DC 14)
0 (at will)—create water, detect magic, detect poison, purify food and drink (DC 13)
D Domain spell; Domains Destruction (Rage subdomain), Repose (Souls subdomain)
Warpriest (Champion of the Faith) Spells Prepared (CL 1st; concentration +4)
1st—liberating command[UC], murderous command[UM] (DC 14)
0 (at will)—guidance, light, resistance

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 14
Base Atk +4; CMB +7; CMD 20

Skills:
Skills Climb +9, Diplomacy +7 (+9 when gathering info), Heal +14 (+15 circumstance to treat wounds or deadly wounds, +17 to treat poison), Intimidate +6, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +5, Profession (sailor) +10 (+12 to navigate using a map or chart, +14 to navigate in the area detailed by the chart), Sense Motive +7, Spellcraft +10, Survival +10 (+12 to navigate using a map or chart, +12 to avoid becoming lost when using a Mapmaker's Kit as you travel, +12 to avoid becoming lost when using this), Swim +7; Racial Modifiers +3 Survival

Languages Common, Dwarven, Skald

SQ heart of the wilderness, overprotective, sacred weapon

Gear:
Combat Gear caltrops, healer's kit; Other Gear +1 buoyant armored kilt agile breastplate, belt of giant strength +2, handy haversack, ring of protection +1, bandolier, belt pouch, blanket, blue book, chewing stick, cleric's vestments, climber's kit, comb (0.2 lb), compass, crowbar, drill, earplugs, gas mask, grappling arrow, grappling bolt, hairbrush (0.3 lb), hammer, hammock, silver holy symbol, tattoo holy symbol, holy text, mapmaker's kit, marbles, mirror, nail file (0.1 lb), nautical chart, necklace of garlic bulbs (2 lb), piton (5), scissors (0.3 lb), folding shovel, signal horn, signet ring, silk rope (50 ft.), soap, spell component pouch, sponge, surgeon's tools, tabard, tooth powder (0.1 lb), waterskin, weapon cord, wrist sheath, wrist sheath, spring loaded, 3 gp, 7 sp

--------------------
Tracked Resources
--------------------
Agile Feet (6/day) (Su) - 0/6
Antidote kit (10 uses) - 1/10
Antiplague - 0/1
Antitoxin - 0/1
Bladeguard - 0/1
Blessings (3/day) (Su) - 0/3
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) - 0/5
Destructive Smite +3 (6/day) (Su) - 0/6
Extra Channel (2/day) - 0/2
Garlic tablets - 0/3
Healer's kit - 0/10
Incense - 0/1
Plunder Davy Jones’ Locker (1/day) - 0/1
Sunrod - 0/2
Touch the Spirit World (6 rds, 6/day) (Su) - 0/6
--------------------
Ability Details:
Special Abilities
--------------------
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.

Heart of the Wilderness +3 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.

Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.

Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.

Plunder Davy Jones’ Locker (1/day) restore life to a dead humanoid creature

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Sacred Weapon (Su) When using sacred weapon, increase damage dice.

Treasure Mapper (Survival) You gain a +2 bonus on Survival and Profession (sailor) checks.

War Mind (Su) Touched ally can choose one each rd: +10 speed, +1 AC, +1 att, +1 save.

Weapon cord Attached weapon can be recovered as a swift action.


Female Human (Ulfen Viking Dame) 79816xp Cleric of Jaren Falkynjagger 8/Warpriest (CoTF) 1 ; HP 83, Init +2, AC: 24 /T: 13 /F: 22; Fort:+11/ Ref:+5/ Will:+13; Per: +13; BAB: +6, CMB: +10, CMD: 23

I prepared my spells and gear and wanted to know if anyone has any suggestions for spells and such. as for gold, i apologize I have none.


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

Not sure we need a wand of knock.

Aurora, definitely haste and other buffing spells. If we're going to be spread out a bit then ranged heal.


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 didn't think so either.


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 dropping the lead blades scroll because the only person with UMD is Silas...and that's at a +7. :( And with no ranger makes it a no go...


Female Human (Ulfen Viking Dame) 79816xp Cleric of Jaren Falkynjagger 8/Warpriest (CoTF) 1 ; HP 83, Init +2, AC: 24 /T: 13 /F: 22; Fort:+11/ Ref:+5/ Will:+13; Per: +13; BAB: +6, CMB: +10, CMD: 23
Silas Frey wrote:

Not sure we need a wand of knock.

Aurora, definitely haste and other buffing spells. If we're going to be spread out a bit then ranged heal.

I apologize, I am a cleric, haste is a wizard spell. but i do have the three basics, bless, Prayer and Shield of faith. The only range healing a cleric gets is channel energy 30 feet, beyond that there is a spell called "healing channel"? I may have that wrong, but it allows a cleric to create a conduit between herself and another for the purpose of healing at range, but that locks her to healing one person only. Now on the other hand, Shield other does something like that, halving all damage to one person and putting it on the cleric, not very nice for the cleric, but it does have its benefits, especially to help your wizard stay afloat longer.


Female Human (Ulfen Viking Dame) 79816xp Cleric of Jaren Falkynjagger 8/Warpriest (CoTF) 1 ; HP 83, Init +2, AC: 24 /T: 13 /F: 22; Fort:+11/ Ref:+5/ Will:+13; Per: +13; BAB: +6, CMB: +10, CMD: 23

I added blood rage and Life pact, that will allow me to turn Ivar and Oro tu into Rage machines, up to +20 strength bonus when used with my Moment of Greatness. Lifepack bonds all of us together for healing, If a person goes negative on a attack, the damage is spread out to everyone standing to bring the person back to 1 hit point. That way they can take a potion or I can channel and we dont go down.

Life Bond, Bless, Prayer, Rage, Moment of Greatness, is that enough of a boost for you. Still have bulls strength also.


I'll have the haste covered.


Male Human Rogue6/Clr1 Current Map

For those that wish more info on the Tulita


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

Uuummmm unless I've missed something divine casters and even arcane casters don't need continuous sleep in pathfinder...as long as they get 8 hours. And divine casters along with arcane casters that have resources like sutenance rings etc can do without the full 8 hours but still benefit. Divine casters even in 3e just had to prepare(pray for) their spells at a certain time. Doesn't make them immune to fatigue or other effects of not getting enough rest though.

So did I miss something or is there a houserule I missed or don't remember? My memory isn't what it used to be...


Male Human Rogue6/Clr1 Current Map

Per the d20pfsrd:

Magic: For classes that prepare arcane spells, rest is extremely important. If rest is interrupted, each interruption adds 1 hour to the total amount of time the character has to rest and the character must have at least 1 hour of uninterrupted rest immediately prior to preparing spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

So if they take second watch they would need to sleep an additional hour to make up for it like Silas now. Clerics, you are correct, do not require uninterrupted sleep per RAW.

Besides, Silas seems to think he is a fighter:)


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

So why don't we have Aurora and Silas switch places?


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

Hence why I said to take either first or last watches for me. I knew I needed the rest.


Male Human Rogue6/Clr1 Current Map

Kara (Aurora) is having to go out of town to be with her grandmother on her death bed so if we are going to run I will have to DMNPC her until she gets back.


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

No prob.


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

Sorry to hear that. Do you want to hold off for a few days?


Male Human Rogue6/Clr1 Current Map

I won't know her status until tomorrow. We might as well get started. She is going to try and check in when she has a free moment or two on her phone.


once someone who has been with the team a little longer selects a direction Ivar will act, don't want o hog the show :)


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 thought the plan was to try to sell you guys to get a bit closer. Also if oro-tu is enlarged I will have 20ft reach lol, might help protect the squishy people from cocatrices etc.


please tell me you all didn't burn our new boat down ;)


Male Human Rogue6/Clr1 Current Map

Ummm, not yet but unless someone puts the fire out it will!


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

Did Leialoha go the first round yet? Maybe an iceball would put out fire and do some more damage to the crew and I can board.


Male Human Rogue6/Clr1 Current Map

He cast fireball I believe. Aurora is going cast create water this round.


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

No he did that in surprise.


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

Yeah I thought surprise fireball was his move. I drank potion on surprise. Haven't taken any actions since then, was waiting for montgomery to close (and he is near the ship now so I will likely board it).


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

Are we going to deal with the guys on the cliff?


Male Human Rogue6/Clr1 Current Map

Montgomery moved the ships together in the surprise round. I put them up in Roll 20 with the lower deck as the other ship. sorry if that was not clear. There are 4 guys on shore and the two on the cliff.


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

No problem, couldn't load roll20 from mobile so I was seeing the cove picture for current map. I took my round 1? turn after surprise round action. just moving to threaten most of the deck and hitting one.


Male Human Rogue6/Clr1 Current Map

I understand. Sorry it is a complex combat over a wide area so I am having to use three different maps! The overall map, the Roll20 map and another Roll20 map just for Ivar. Wait until we get to the beach!


Male Human Rogue6/Clr1 Current Map

Sorry, the three of you Silas, Oro-Tu and Leialoha are seemingly off track from the other three. Will try and get this in sync here. We are in round two. Just say you were delaying.


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

Going to bed won't be up till probably late night. If need be NPC Nat Greg next round - full attack precise strike and menacing strike if possible.


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

OK I went back and made a list, I think Ivar went twice and threw off the flow :)

surprise:
aurora - prayer
montgomery - heads toward ship
ivar - swim towards barge
natalie - potion of fly
xander - ready action to cast
silas - singing
oro - drink enlarge potion
leialoha - fireball at ship

rd1:
montgomery - held boat in place
aurora - life bond spell
natalie - fly to crows nest (suffered AOO)
ivar - barge attack, kills a smuggler
xander - casts chain lightning
smugglers - attack natalie and oro-tu, releases chimera
oro - move and attack on enemy ship
silas - fireball the beach crew
leialoha - NEVER WENT! (helping montgomery)

rd2:
ivar - attacks chimera and backs into water
oro - move back to montgomery ship and fire at crows nest
smugglers - fire at party with arrows and crossbows, creature attacks montgomery
natalie - REPEATED moving to crows nest (already there), needs to go
silas - draw weapon and ready
aurora - create water
leialoha -
xander -
montgomery -

SO natalie already flew to crow nest and needs to attack (for round 2), and leialoha, zander, and montgomery have not gone yet. Then it'd be round 3 and we can use initiative order :P

Or we can just start at round 3, i don't care either way just straightening out the mixed up turns that we had to help out.


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

Uummm - Natalie retrieves potion surprise round, quaff and fly rnd1, double move to crows nest and draw as free rnd2.

Aurora casts create water rnd 2

Maybe we should start marking our posts with what round it is?


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

updated aurora, missed it since greg posted for aurora.

But you flew twice, just FYI. I don't think we need to post round #s, just got out of whack but should be fine rd3.

page 77 you did this: "
Seeing their chances diminish Natalie quaffs the potion and then attempts to fly to the crows nest. Saying as she floats off the deck. "I got the look out."

standard action - drink potion of fly
free action - talk
move action - fly to the crows nest(if possible she only has 60ft of fly and I'm not aware of where we are currently or how high the nest is)
Do I need to make any fly checks?"

Then you got hit by an AOO. (and that was after montgomery pulled aside the enemy ship).


Male Human Rogue6/Clr1 Current Map

As far as I saw it Natalie flew over to the ship on round one and up to the crow's nest in round two. We were doing the action in round one in Roll20.

1,101 to 1,150 of 2,117 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Razor Coast Texas Style! Discussion All Messageboards

Want to post a reply? Sign in.