Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

@Leonard: We can't, until we get to a larger town (or develop the ability to Teleport or Plane Shift there).

At present, we are in 'back country' Ustalav, so there is no way to get to a larger settlement, without a *significant* amount of travel.


Strange Aeons Grp 2 |

You will not be able to buy it in Thrushmoor, period.

Magic Mart is not a thing in APs, so you will need to learn to live with what you have. Or go get crafting, but mind that ring of sustenance and its attunement time if you want to craft while adventuring.

Alternatively find a way to get to another city... Which you will reach at the end of Book 3.

So I wouldn't be too bothered if I were you.

I'll say that there are no casters available for a teleport/Scrolls of teleport available in Thrushmoor for story purposes.

Yes it's a railroad, but it's sorta necessary.


Strange Aeons Grp 2 |

Reason being you could technically skip the entire book 3 using teleport and arrive at book 4 two levels underlevelled.

Firstly I have yet to complete preparations of book 4,secondly I have no clue how to adjust for you guys arriving there two levels underlevelled.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)
GM Mort wrote:
Or go get crafting, but mind that ring of sustenance and its attunement time if you want to craft while adventuring.

Ummm... just checking: You previously explicitly stated that the snake-shaped Ring of Sustenance had no attunement period...? Is that no longer the case?


Strange Aeons Grp 2 |

Realized I was unclear and edited for clarity.

The snake shaped ring of sustenance has no attunement period.

However, any more newly bought rings of sustenance will have an attunement period.

Good point, at 2500 gp you can't buy any rings of sustenance anyway. But one person can use the snake ring at a time.


Strange Aeons Grp 2 |

Waiting for Seamus and yesssss! Finally! 4/7 done.


Strange Aeons Grp 2 |

I guess it wouldn't be Strange Aeons if people didn't start getting PTSD =P


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Lol.

Howard must have missed that ring, so that'd put me at 22 AC or 24 with the thing.

Also I just realized that you can brew up another mutagen in 1hr so next time we have to wait 30+ minutes like this time let's assume Vincent brews another mutagen dose. Does swift alchemy apply to that?


Strange Aeons Grp 2 |

That's correct numbers. Swift alchemy does not state that it works on mutagen, so it does not.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

That's true but it does grant an alchemical bonus and could be considered an alchemical item which it does work on :)


Strange Aeons Grp 2 |

If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.

I honestly thought that bladed lash would give something like wolf trip that specifically states it does not provoke, but apparently not =(

Again you have 20ft reach with that so maybe you don't really need the non provocation since you can trip at reach beyond his reach to take AOOs back.


Strange Aeons Grp 2 |

Mutagen and swift alchemy.


Strange Aeons Grp 2 |

weapon finesse and trip

Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

here


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Yeah weird that the spell has no AOO exception like most spells that do a combat maneuver.

I disagree with that random poster. It's not a faq or dev response. Supernatural abilities that give you alchemical items don't make the alchemical item less alchemical lol.

Anyway that's fine if you want to use that as your ruling on it. There are better threads debating the validity of both sides, that one isn't very good.


Strange Aeons Grp 2 |

Unfortunately rules are rules and I must abide by them. The system demands... I obey.

Imagine the above being said in a cold, metallic voice.


Strange Aeons Grp 2 |

Ability drain does apply to your actual statistics so please factor it into your armor class and for Leonard, your attack and damage rolls.


Spells:
1st Intensified Shocking Grasp (cast), Blade Lash, Frostbite, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (Cast), Scorching Ray, 3rd Haste x2 (1 cast), Sleet Storm
Passive stats:
HP 57/57 {65/65} | AC 21{26}/T14{15}/FF18{22} | F+10/R+7/W+8 | CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/ Limited Use abilities:
Active effects: Shield (4 round), Defending bone 40/40, Mirror Image 6/6, Haste (3 round), Flight | Arcane Pool 8/9 | Black Blade Pool 1/2 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 0/1

Lol blade lash.

If only my defending bone could stop specifically this bite attack. Not the others though, then it'd be broken.


Retired to Taldor?

sorry Howard, I didn't look at the map so I didn't realize we hadn't cleared the level, I'm more than happy to finish this level then go below.

Mort I will go answer Howard, but if you want to delete all of that you can...


Strange Aeons Grp 2 |

I have done so.


Retired to Taldor?

is that a white rat with a rat hat?


Strange Aeons Grp 2 |

It is a rat king. I guess I took the interpretation too literally.

If you want to grave rob, go ahead. Winter will not interfere since NPCs should not dictate what PCs do. Though technically she should object.

If you don't want to grave rob, I'll just insert the cache someplace else, I don't want to screw people over for doing the right thing.


Strange Aeons Grp 2 |

I wonder if I should add in a monster encounter for grave robbing ^^


Spells:
1st Intensified Shocking Grasp (cast), Blade Lash, Frostbite, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (Cast), Scorching Ray, 3rd Haste x2 (1 cast), Sleet Storm
Passive stats:
HP 57/57 {65/65} | AC 21{26}/T14{15}/FF18{22} | F+10/R+7/W+8 | CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/ Limited Use abilities:
Active effects: Shield (4 round), Defending bone 40/40, Mirror Image 6/6, Haste (3 round), Flight | Arcane Pool 8/9 | Black Blade Pool 1/2 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 0/1

I'm not too afraid of these rats. It'd be a great use of web, but I'm pretty sure there's going to be plenty of utility in web anyway. And if they are scarier than anticipated, I can still web if we need it.

But the disease has an onset measured in days.


Strange Aeons Grp 2 |

I know. Anyway - 6/7 companies done! Woot! And the thoughts were not eaten out of my head since it wasn't hard Maths!

I saved the hardest one for the last. Tomorrow!


Spells:
1st Intensified Shocking Grasp (cast), Blade Lash, Frostbite, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (Cast), Scorching Ray, 3rd Haste x2 (1 cast), Sleet Storm
Passive stats:
HP 57/57 {65/65} | AC 21{26}/T14{15}/FF18{22} | F+10/R+7/W+8 | CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/ Limited Use abilities:
Active effects: Shield (4 round), Defending bone 40/40, Mirror Image 6/6, Haste (3 round), Flight | Arcane Pool 8/9 | Black Blade Pool 1/2 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 0/1

Sweet, currently 3/4 done with a now 12 page document myself. Should've started a couple days ago.

Edit: Vincent has a reach weapon, right?


Strange Aeons Grp 2 |

He does. Soft cover but he's got good to hit anyway.


Retired to Taldor?

headed to bed, when it's Seamus' turn have him fire a couple of arrows, if he can sight the king have him do that, if not a rat will do...


Strange Aeons Grp 2 |

Vincent - alchemical allocation bull strength is 3 minutes only.

Shield I understand 6 min,but I don't generally let min/level stuff last more then a fight until level 10 or greater.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I understand unless we know there's a fight nearby. 6 minute is 60 rounds. 3 minutes is 30 rounds. Even if we spent 10 rounds searching or healing, combat was what, 5 rounds or less? That's a whopping 15 rounds. And if my long arm 6 minute buffs was still active I'd be making AOOs on these rats running up with 15ft reach.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

As before, I will keep casting Guidance on Seamus.


Strange Aeons Grp 2 |

Game balance. If I allow 2 fights for each 1 min/ level buff,then come level 10, the logical conclusion will be that it'll be 3 fights for a min/level spell. (Since you should be rewarded for gaining levels)

Extended would make it 6 fights. Since an adventuring day is generally 5 encounters per rest, your min/ level spells could conceivably last the whole dungeon that way.

Then at level 15,with extend spell you must as well say you should get 12 fights.

Having things that are 10 min/level lasting half/whole dungeon makes sense, but minutes/level?

Removing a chain shirt takes a minute anyway.

And minute/level spells are powerful. Mirror image, Form of the Dragon, iron skin, blur etc.

Note most monsters don't even have spellcasting. Or have spellcasting all over the place (I'm looking at you ice devil)

And at the end of the day, do you need long arm to deal with dire rats?

With or without, the result would be the same.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

6 minutes is definitely enough time for 2 or even 3 encounters if they are in close proximity and we wait to search the rooms. If you want to house rule min per level to round per level then say so, otherwise there is no good reason they wouldn't last. Especially since we move 300ft per minute cautiously or 600ft per minute without making perception checks.


Strange Aeons Grp 2 |

Try that on a PFS table, it won't fly.

The GM wouldn't let you clear the entire dungeon on min/level spell timer.

Call it a house rule if you wish.

Here was a list of buffs that I cobbled up once

Admittedly I had access to wish...and unlimited uses of it and was allowed to cast personal only spells on others via wish.

Can you imagine how skewed in the balance it would be all those spells were up the same time?

Your take 10 perception is auto letting you search out stuff(like traps) as you go along.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

This isn't PFS, and if I was in one, I would try it. Because I'd like to see someone try to DM fiat minutes into rounds. And then I'd report them to whoever is in charge of PFS DMs.

Perception is a move action. I think it's cool you allow passive perception like d&d 4+, but taking 10 doesn't change the action to something else.


Strange Aeons Grp 2 |

Passive perception is a 5e thing.

Yeah go ahead...Im checking locally and generally it's accepted practice for 1 fight for min/level buffs. 2, if the GM is feeling generous.

I've played tons of PFS online, and I've never had my bless last more then a room. I'm currently checking with my BF by IM on how my Venture Captain ran emerald spire(which is similar to this in room placement).

Now if you reported me to my Venture Captain, assuming he does the same, he'd be so impressed...

A Venture Captain is someone who is in charge of all the GMs in the region.

Robert - when you played PFS, how have your GMs handled min/level buffs?

Luke - when you GM PFS, how do you run min/level buffs. In the games you played how have other GMs been running min/level buffs?


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I will point out again that I don't play PFS for a reason... This would be yet another reason to avoid them.

If someone's module requires min per level buffs to only last 10 rounds to preserve balance, the module sucks. Just saying.

Btw 4e also had passive perception, thus the "4+"


Strange Aeons Grp 2 |

I heard 4e sucked =) I didn't play that edition.

I don't write mods - I just run them.

*shrug*


GM Mort wrote:
Robert - when you played PFS, how have your GMs handled min/level buffs?

I think it's cute that you think any of my characters used buffs or that I paid attention to what the casters were doing to themselves...

The Exchange

Complain about the new boards here!

Well there was this warsighted oracle with you lot... At least havent you had a min/level buff on you before?


Just a Mort wrote:
Well there was this warsighted oracle with you lot... At least havent you had a min/level buff on you before?

Actually I don't think so....

The Exchange

Complain about the new boards here!

Nubs. We'll see if Luke has anything to chime in, then.


Strange Aeons Grp 2 |

K I just yaked to my VC. He says that I should be giving you more uptime for your buffs. So I will say a 5 min/level buff will last 2 fights if you don't stop to loot/heal and rooms are close to each other. At 10, 3 fights.

Extend or whatsoever will add to those durations.

That's better then what I've generally been getting on my PFS runs.

*goes to grouch in a corner*


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Tell the PFS DM to get his act together as he is shafting your caster.

And year 4e sucks. But it did introduce the passive perception stuff. Sense motive also.


Strange Aeons Grp 2 |

I generally don't bother to argue with PFS GMs since it gets nowhhere. Most of them don't even know some what, in my opinion are fundamental rules.

Like the other day I saw someone using summon eidolon as a standard action when it's supposed to be a full round action so the eidolon only appears on the next turn.

Then there was a case of a 5th level cleric rolling damage for variant channel and doing 2d6. I personally thought the damage should be 3d6, then halved, or roll 3d3 if you want... but that's a corner case so it isn't really that much to yak about.

Hell, I've been shafted twice for dazing fireball not affecting undead and once was by my VC.

And that is definitely a bigger issue then buffs not lasting as long as they should.

Not to mention if you rule lawyer at a table, the rest of the table gets pissed on holding up the game, so I generally try to refrain from doing it.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Well imo nuking min per level buffs is pretty bad. It's a finite resource and it makes it even more so.

But this is pbp, so it's a lot easier to say "hey daze works on undead"


Strange Aeons Grp 2 |

In PFS scenarios there's quite some grey area. So you walked across a 30ft cavern, climbed down 60ft rope. So where does that put you in terms of time?

Furthermore PFS is done loot by encounter, so assuming you decide to rush through the mod, and tpk at the final boss, you not only get to pay for your rez, you lose out on all loot of that scenario.

And with people of different cheese levels at PFS table, and questionably balanced parties, that is a real possibility.

I also believe that PFS encounters are harder then AP ones since you could potentially run into deeper darkness at level 1...

Whereas in APs the loot doesn't run away even if you die, so you can return and try again. PFS, many of a time, you cannot. Once you retreat, it's scenario over.

Also I do not take new people for my PBPs,since I don't want to end up throwing CRBs at people and get sued for assault.


Strange Aeons Grp 2 |

Dazing fireball Works on undead :P

Though I must say Strange Aeons isn't one of the easier APs...

Also about AP difficultly and all that... Eh let's just say that I'm sure Howard, if he so wanted, could probably find enough cheese to solo the AP ;)

Just ask Robert about ROW =)

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Honestly? In PFS, it tends to get hand-waived a fair bit.

If you are in a dungeon, minute-per-level buffs tend to last longer than they probably should (unless they are from a wand, in which case, they only last one combat).

If you aren't stopping to strip the bodies / heal, sure, with a spell that lasts six minutes, say, you could probably get through 3-4 combats, if you were lucky.

That said, unless you are stripping multiple suits of heavy armor off your foes, at our tier, a minute/level spell generally should last a couple of combats (double that, if extended).

Also, Mort, I know you say an 'adventuring day' is only 5 encounters, but really, in any campaign that we have been in together, has that ever been the case (10-20, maybe!)...?

;-)


Strange Aeons Grp 2 |

PFS runs by that pretty much 5 encounters and since I've only played PFS...

And hey I don't see anything wrong if you guys want to pull back or take a break, just do it in some safe spot?

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Oh, I'm not asking for a break; after all, it sounds like we almost have this dungeon cleared ;-)

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