Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Strange Aeons Grp 2 |

Vincent: State your buffs you will have on before you enter Dreamlands.

Then at least I don't have to see too many sets of buffs and get confused.

I know Howard has 2 versions of shield companion up on Claude, Heroism, and Mage armor, before he enters.

Yours :??


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 posted them in prep rounds except for haste and invisible which were cast by Leonard and Howard.

"He takes the following extracts: Monstrous Physique, Shield, Long Arm, and Alchemical allocation (Vorq feeds him the potion of bull strength which he spits back out).

Good idea. he says to Howard as he uses the wand.

The following were used prior to entering: ablative barrier (8hrs), mutagen, and barkskin (80min). Heroism also, but it has 30m or so left due to ritual."

Duration on the prep ones is 8min, that should be everything aside from things like power attack or studied combat or inspire courage. Oh and heightened awareness, same deal as heroism for ritual.


Strange Aeons Grp 2 |

Ok so permanently before entering, ablative barrier, mutagen and barkskin and heroism will be up. Can, I'll just keep it in mind. But god it's a lot of maths. At least next time I'll just copy your attack rolls instead of counting them out myself.


Strange Aeons Grp 2 |

Theres' a little problem though:

You can only study once per round, if you're full attacking, right? So after the first person drops, every other attack will have -4 to attack and damage, correct?


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;

Haha no problem. But if it sounds from research etc that we won't immediately be in combat, I will just have heroism, heightened awareness and ablative barrier up (one is hr/lvl and two are for ritual). This one was direct to pirate ship so I anticipated combat. If we went to say, a party or similar to drug den I wouldn't use the others right away. For example, if I did that for ghouls dream it'd have worn off travelling to location. When in doubt I'd run barkskin (since I have two normally unless swapping stuff), and probably wait on mutagen.

Bot however and I will let you know if it needs to be adjusted. Not trying to hurt your brain just a programmer who uses a lot of if then statements haha.

Yes true on study. It takes a swift action to use. I can also end it for +1d6 dmg if it looks like they are about to fall. You'll have to help me out with that though as it's too complicated in PBP to adjust since I don't know when I hit or kill until you post.


Strange Aeons Grp 2 |

Ok I'll run that after the first person drops, every other attack takes -4 to attack and damage because you aren't going to factor in investigator studied bonus.

I don't think I want to even try to end it for 1d6 extra damage. It's a lot of attacks to factor in.

Gimme a bit while I attune to investigator many number problems.

That means technically your first round shouldn't have been that effective. Again..you didn't factor in either bulls strength, or Seamus's bardic performance(another +1) and fatigue. Which means I need to do all the maths again.

Now you know why I said I didn't want to bot you?

Hmm.

Std 20 str + bulls strength (+4) + Monstrous physique (+4)

28 str - 2 (fatigue) = 26 str. So we're looking at a + 8 bonus to damage, halved to +4 dmg for natural attacks.

So say a Sting would be 1d6+4 +2 bardic +4(study if applicable) +2 for power attack.


Strange Aeons Grp 2 |

Bite: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (14) + 12 + 2 + 2 + 1 + 4 - 2 = 33
Damage: 2d6 + 5 + 2 + 4 + 2 ⇒ (3, 1) + 5 + 2 + 4 + 2 = 17

Claw: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (9) + 12 + 2 + 2 + 1 + 4 - 2 = 28
Damage: 1d8 + 5 + 2 + 4 + 2 ⇒ (5) + 5 + 2 + 4 + 2 = 18

Claw: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (12) + 12 + 2 + 2 + 1 + 4 - 2 = 31
Damage: 1d8 + 5 + 2 + 4 + 2 ⇒ (2) + 5 + 2 + 4 + 2 = 15

Claw: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (6) + 12 + 2 + 2 + 1 + 4 - 2 = 25
Damage: 1d8 + 5 + 2 + 4 + 2 ⇒ (8) + 5 + 2 + 4 + 2 = 21

Sting: 1d20 + 12 + 2 + 2 + 1 + 4 - 2 ⇒ (5) + 12 + 2 + 2 + 1 + 4 - 2 = 24
Damage: 1d6 + 5 + 2 + 4 + 2 ⇒ (2) + 5 + 2 + 4 + 2 = 15

I deducted all your attack damage by 1 due to the calculations explained above.


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;

Don't forget size bonus to str from form change. Should be at 30 str. 28 for fatigue.


Strange Aeons Grp 2 |

Actually calculations are wrong.

Base str 20+4(bulls strength) +2(monstrous physique), you're still a medium monstrous humanoid. - Total 26 str

26 str-2(fatigue)=24 str. So +7,when halved, rounded down to +3

Medium monstrous humanoid: If the form you take is that of a Medium monstrous humanoid, you gain a +2 size bonus to your Strength

Your armor class should be 29 instead of 30 since amulet of natural armor does not stack with barkskin.


Strange Aeons Grp 2 |

Let's get the attack bonus sorted out now.

6 BAB +7 str +2 heroism +2 Bardic performance +1 haste +4 studied target - 2 power attack - 5 for secondary weapon.

How are you getting:
1d20 + 12 + 2 + 2 + 1 + 4 - 2?


Strange Aeons Grp 2 |

Also I believe your rapier attack is too high.

6 BAB + 7 str +2 heroism +1 weapon enchant +2 Bardic performance + 1 haste +4 studied target - 2 power attack.

How did you get these figures?

Rapier: 1d20 + 17 + 2 + 2 + 1 + 4 - 2


Strange Aeons Grp 2 |

I think we better hammer out the Maths, also it's nearly midnight here so I'll probably turn in soon.

Damn I should have double checked the Maths before resolving the attacks.

Surprisingly I'm not irritated at this time because it's really a lot of Maths. And fairly complex too.


Strange Aeons Grp 2 |

Size change modifiers for polymorph spells only apply when you were not medium to begin with. Then the adjustments have to be made.


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;

Size bonus to str from monstrous humanoid is specifically for a small or medium creature, it applies. If you aren't small or medium you adjust to that size before applying the bonus per polymorph rules. It just calls it a size bonus because it specifically doesn't work with size alterations. Feel free to check it's under polymorph rules. Otherwise it would say if you are small and become medium you get X, and if you are medium and become small you get Y. But it doesn't work that way.

Then in new calculations you forgot +4 str from mutagen.

6 Bab +9 str + 1 haste + 1 enhancement + 2 inspired courage +2 heroism +4 studied -2 PA.

The 17 should be 16 as I forgot fatigue as I said before. So 6+9+1 enhancement = 16 +2 +2 +1 +4 -2 as above. The only thing missing is the fatigue -1 (I was using +10 str instead of +9).

Or to make it easier you could allow me to (logically) prep lesser restore instead of perceive cues and have cast it upon waking to remove fatigue. Lol. The only reason I didn't is because when I woke up we we're mid combat and I didn't want to "cheat" by doing so.


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

Looks complicated, good luck figuring everything out.


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 it's actually not bad but mort keeps confusing and second guessing me :P

30 str (+5 to attack more than normal), 5 to attack from boosts, -1 fatigue, optional studied combat and power attack. -5 natural secondary attacks

Damage is str +5 more than normal, +2 from boosts, -1 fatigue, optional studied combat and power attack :D but 50% str and PA with Nat weapons.

Ok it is a little complicated lol


Strange Aeons Grp 2 |

Yeah OK correct on 28 str with fatigue penalty involved. I forgot mutagen.

Damage: 1d6 + 5 + 2 + 4 + 2 ⇒ (2) + 5 + 2 + 4 + 2 = 15

Still one more point then it should be and studied target bonus needs to be removed.

Polymorphing can be a b*Tch at times.


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 that's because str is 4.5 so rounds down to 4, but I forgot fatigue so it shows 10/2=5 lol

And studied bonus you will have to remove as necessary, but let's start with stin then claws then bite then rapier so the attacks with less damage get the boost first.


Strange Aeons Grp 2 |

You're still in combat rounds. Continue. You don't get to storm the ship yet.


Strange Aeons Grp 2 |

That's also why I said, with or without fatigue, it would make no difference to how the dream quest goes.


Strange Aeons Grp 2 |

Paizo boards are fked up again...


Retired to Taldor?

hey Mort, I'm assuming the daylight spell will act like 'sunlight' also, I apologize if that is too 'metagame' I assume someone might have told Seamus that it would affect the wraith. if it's too much tell me and I will post him throwing a snowball or two at it.


Strange Aeons Grp 2 |

Please retcon your action. Daylight does nothing ^^

You may snowball but yeah undead are immune to the staggered part of it, being immune to anything allowing a fort save.


Retired to Taldor?

Well if daylight does nothing, that's even better, at an intel of seven I'm not sure he should realize that 'daylight' and 'sunlight' are two different things :-)


Strange Aeons Grp 2 |

Lol. Seamus sees a cat grin at him.


Retired to Taldor?

So how will the battle in the dreamland actually effect the ship that was chasing us in the real world, well I mean in the PBP world Golarion, I realize no ship is pursuing us in the 'real world' OR is it???


Strange Aeons Grp 2 |

Yeah no ship will chase you now.


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 Seamus one of the clues we got was that the capn has Amber sails and plane shifts to chase prey. Forgot to mention that I figured it was same one tailing us.


Strange Aeons Grp 2 |

Im waiting for Leonard to do his actions before I get to the merrows.


Male Human Mature Adult 69, Charming Idiot 1

Well well well.

This is Gaurwaith, aka Leonard

Instead of submitting my last post, in which I rolled escape artist, Paizo.com decided to eat my post and then log me out. Which would be irritating, except that 1) I can't remember my Paizo.com password and 2) the email associated with this account, which is where password reset emails would get sent, no longer exists. So instead of irritating, I guess it's...kindof amusing, actually.

I've created a new account, and am currently working on copy pasting over old character information.

Quick! Escape Artist!: 1d20 + 12 ⇒ (2) + 12 = 14 Rolling now instead of in a half hour or whenever I'm done copying everything over.


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;

Paizo been acting real dumb lately.


Strange Aeons Grp 2 |

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land.


Strange Aeons Grp 2 |

Doh! Didn't manage to add dragging a PC to drown on my list of GM achievements =P

Will wait for Howard and Seamus, otherwise the last Merrow will just swim for the depths and you'll never see him again.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

How big is our ship? Did the merrow crawl up onto the side in order to open the door and pull us our of the cabin?


Strange Aeons Grp 2 |

They never stepped on the ship. Well except for the first one Vincent killed. They opened the door and pulled you out of the cabin. 10 ft reach and all...


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Hmm...well, if they're in the water, they'd have to reach over the side of the ship and then into the cabin. How high above the water is the railing of the ship?


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. I think they climbed side just didn't step onto deck. Otherwise our ship is not only tiny but wtf low rider.


Strange Aeons Grp 2 |

The Sellen Starling is a wide keelboat that has seen much use along the Sellen Passage.

Yeah that's your ship for you.

A large creature is 10 ft tall and has 10 ft reach. So pretty much not an issue.


A keelboat is not what I was imagining for some reason


Strange Aeons Grp 2 |

Sorry. That's what the mod said.


Strange Aeons Grp 2 |

Leonard - I had some time to look over Irridate.

The save to resist the radiation effects is set by the spell, not the standard save DC for radiation.

So under radiation rules:

Initial Effect: Radiation initially deals Constitution drain unless the exposed character succeeds at a Fortitude saving throw. A new saving throw must be attempted to resist radiation’s initial damage each round a victim remains exposed to it.

So if your spell DC is low - at the start the bad guys just make their fort save, then shrug it off.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Looks like irridate is substantially worse than I thought, then, that's a difference of about 5 or 6 to the save DC. They do have to save again each round, right?

Also, didn't bother looking up the web template, since the area I wasn't certain about wasn't too important.


Strange Aeons Grp 2 |

I'm telling you on 20 ft radius so that next time you throw something with 20 ft radius, you know how far it extends.

Irradiate:

"Creatures within the area are exposed to the radiation only once; the radiation does not linger in the area."

Duration: instantaneous

Once they made the initial save it wouldn't make a difference.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Right, okay, so even though with normal radiation it's a save each round, that spell only works once.

That wasn't my first web, but then, I'm also generally not very detail oriented. I always appreciate it when you point out I've made a mistake.


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;

3rd level spell so your DC is 13+int bonus.

Medium radiation is DC17. So you only lose 1 point to DC.


Strange Aeons Grp 2 |

Hes only using it when his caster level allows him to reach high radiation. In which the radiation DC save is 22. What his spell DC save will be at that time is an entirely different story.


Strange Aeons Grp 2 |

As I said, previously I would have pointed out things that have nothing to do with gameplay(like, if you do this, that will happen), but if I were to do that it'd take forever, so generally I stick to pointing out things that affect gameplay.

Yes, I am fking anal. Oh, and any inaccuracies in applied rules pisses me off.

Of course, if you applied your bonuses incorrectly, it'd piss me off too. But again, if the complications are REALLY complicated, like in Vincent's case, since I screwed them up myself, I am not really pissed.

But ya rule violations of any sort will be met with thrown CRBs.

I guess at the end of the day, it doesn't take much to piss me off hmm? :P


Retired to Taldor?
GM Mort wrote:
I guess at the end of the day, it doesn't take much to piss me off hmm? :P

Is Hmm back? Are you asking Hmm or telling Hmm? We haven't played with her in a while. I was surprised you got her in a game with us murder-hobo types...


Strange Aeons Grp 2 |

No Hmm isn't back. I was just making an expression.

I think it is not a good idea to ask her to commit since she has a lot of things on her plate. And I'm always in a hurry...

If I ever invited her to something I'd probably select something not so murderhoboish, maybe Curse of the Crimson Throne, once I figure out how to RP multiple NPCs at a go without going bonkers.

Then I'd probably have to tweak the AP quite some so it could be accomplished with minimal murderhoboing.

Which I actually did for ROW...

And run the whole thing slower so that everyone gets to have a turn to say stuff before I move on to the next scene.


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 got accepted for a cool curse of the crimson throne game with a party of only vigilantes but the DM flaked out near the beginning.

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