DM Delmoth's Strange Aeons: Table 1

Game Master Delmoth

Map

Treasure Sheet


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Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Edited house rules to replace continual flame with continual light. This brings the spell more in line with other light producing spells and making it clear that it is not a fire spell.

Edited Delmoth's FAQ for questions about how pyrotechnics interacts with other spells.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

I will get a gameplay post for the next dream quest tomorrow night. I wanted to talk about skipping content. The final 3rd of the book is completely filler, in that it only exists to provide you with exp. You get gear but its Dreamlands gear which is limited in its usefulness. The role playing and roll playing opportunities can stand on their own but if you're eager to forge ahead and meet the Mad Poet I understand.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: mage armor, unseen servant, heroism

Theophilus (and the White Rabbit) are really free spirits; and, as such, we shall go along with whatever ride you grace us with!


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 29/T14/FF29/CMD28 | F+11/R+8/W+8 (+2 vs fear) | Mv 40' | Init +7 | Per +13| Rage 20/20 | Spells 2/1 (3/2) | Active: Shield, Cat's Grace, Heroism +1, Barkskin +3

Totally willing to go along with whatever you want to do.
If you think it is cool and fun content, let's do it.
If it is bland filler, let's skip it.

The Dream Quests have been fun, atmospheric, and enjoyable in their own right. I will trust your judgment as to the other parts of the module.

As to XP... is level 8 coming soon?


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure
Dervak wrote:

Totally willing to go along with whatever you want to do.

If you think it is cool and fun content, let's do it.
If it is bland filler, let's skip it.

I will re-read that section to make sure but after reading it the first time I was on the fence about it.

Dervak wrote:
The Dream Quests have been fun, atmospheric, and enjoyable in their own right. I will trust your judgment as to the other parts of the module.

Yay! I've been enjoying them too.

Dervak wrote:
As to XP... is level 8 coming soon?

I may have forgotten to tell you to level up a dream quest or two ago. So right now.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

OK with skipping filler — don't want too miss any cool stuff, though.


Female
Extracts Per Day Remaining:
3-2/3, 2-4/5, 1-5/6
Spells Active:
Bloodhound, Heightened Awareness, Perceive Cues
AC 18 T 12 FF 17| Current HP 67/67| F +6 R +9(trap sense +2) W +7(see profile for conditional modifier)| Init +1| Perc +21 (+25 vs traps, trap spotter, smog sight)

I am firmly of the same opinion as Dervak on all counts.

And yay on leveling! It’s even nicer getting all the automatic bonus progression stuff ^_^


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: mage armor, unseen servant, heroism

Off to see the wizard; the wonderful wizard of Oz!

8th! Sweet!


M Human Destined Urban Bloodrager 8 | HP 76/76 | AC 29/T14/FF29/CMD28 | F+11/R+8/W+8 (+2 vs fear) | Mv 40' | Init +7 | Per +13| Rage 20/20 | Spells 2/1 (3/2) | Active: Shield, Cat's Grace, Heroism +1, Barkskin +3

Dervak's level up:
+1 Str
+9 HP
+1 Fort save
+1 BAB
+4 Skill Points (Perception, Sense Motive, Diplomacy *2)
+2 Background Skills (Knowledge-History, Knowledge-Engineering)
+1 2nd-level spell known (Resist Energy)
Spell Swap (Brow Gasher for See Invisibility)
New Rage Power: Certain Strike (reroll attack roll once per Bloodrage)
Destined Strike increases to +4 insight bonus
Fated Bloodrager bonus increases to +2 (+3 with Fate's Favored)
Power Attack increases to -3/+9 (two-handed)

Automatic Bonus Progression:
Resistance increases to +2
Gain +1 enhancement bonus to natural armor
Can attune +1/+1 weapons, so may attune the composite longbow (+3 Str) in addition to the Furious Falchion.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

Mara lvl 8 highlights:

+1 Wis
+1 BAB
+9 HP
+1 Will

+2 3rd lvl spell/day
+1 4th lvl spell/day

Hex: Guiding Star (Su): Whenever the shaman can see the open sky at night,
she can determine her precise location and can add her Wisdom modifier to her Charisma modifier on all Charisma-based skill checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level. The shaman doesn’t need to possess the feat to use this ability.

Note: Not to be confused with the spell Guiding Star (really wish Paizo would use unique names).

Greater Heavens Spirit — Void Adaption:
Darkvision 60 ft, can see in supernatural darkness
Constant Endure Elements
Doesn't need to breathe.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

@DM_Demoth: We should think about how Void Adaption (not needing to breathe) interacts with saving throws for things like Stinking Cloud and inhaled poisons.

I would suggest that Mara needs to breathe in order to speak, and cast spells with verbal components.


Male Human(Varisian) Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: mage armor, unseen servant, heroism

Theophilus Carter Witch 8

Healing Hex


Female
Extracts Per Day Remaining:
3-2/3, 2-4/5, 1-5/6
Spells Active:
Bloodhound, Heightened Awareness, Perceive Cues
AC 18 T 12 FF 17| Current HP 67/67| F +6 R +9(trap sense +2) W +7(see profile for conditional modifier)| Init +1| Perc +21 (+25 vs traps, trap spotter, smog sight)

I’m out with visiting family today so I’ll get my stats updated later tonight.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Mara effectively gains the following universal monster rule.

Universal Monster Rules wrote:
No Breath (Ex) The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

RAW I think you're immune to inhaled poisons even if you speak. Stinking cloud is silent on "breathing is required" so it defaults to no. This seems silly. So I'm happy to add some house rules.

Mara wrote:
How does not needing to breathe interact with inhaled poisons and spells that create clouds, such as stinking cloud?

You are immune to inhaled poisons so long as you don't speak or cast spells with a verbal component. If you do either of these actions you still count as holding your breath.

You cannot hold your breath to avoid stinking cloud's effects, its effectively tear gas. However it feels right that not needing to breathe should help mitigate its effects. So without needing to breathe Mara would gain a +2 circumstance bonus to her saves vs stinking cloud. Other effects will be ruled on a case by case basis.

DM_Delmoth wrote:
How does not needing to breathe affect casting spells underwater?

You gain a +4 circumstance bonus to the concentration check to cast the spell. You're still required to make the concentration check but it should be easier if you don't need to worry about drowning.

DM_Delmoth wrote:
Does the silent spell feat affect casting spells underwater?

Yes. You do not to make a concentration check to cast a spell underwater if you are casting a silent spell and cannot breathe water.


Female
Extracts Per Day Remaining:
3-2/3, 2-4/5, 1-5/6
Spells Active:
Bloodhound, Heightened Awareness, Perceive Cues
AC 18 T 12 FF 17| Current HP 67/67| F +6 R +9(trap sense +2) W +7(see profile for conditional modifier)| Init +1| Perc +21 (+25 vs traps, trap spotter, smog sight)

Kat picked up a new third level extract that she’ll probably be having up most of the time, Bloodhound. It’ll last for 8 hours so expect it to be an all-day kind of buff. The penalty of scent based saves is def worth noting, but it’s hard to turn down a big long lasting perception bonus and the ability to detect poison by smell with a flat DC 20 perception. With the Bloodhound buff, her bonus more than exceeds that even before accounting for any other buffs, so she should be able to just automatically notice any poison or poison effect within scent range.

Other than that, she just uses her ability score boost for +1 to int and a bunch of numbers go up. She used the new skill points to catch knowledge (planes) up to max, keep other things maxed, etc.... She picked up Vudrani and Ancient Osiriani as new languages (one from linguistics and the other from int up). I figure as a detective, she’d pick all the big local languages and ancient osiriani is popular with Palatine Eye people, which she’s probably had run-ins with before.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

When should we have leveled up? Would Mara have had the opportunity to purchase the material component for Divination?


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

Mara's skill increases for 8th lvl:

Adventuring Skills:
+1 Diplomacy
+1 Perception
+1 Sense Motive
+1 Spellcraft
+1 Survival

Background Skills:
+1 Knowledge History
+1 Linguistics (Necril)


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

Just a heads up my mom tripped and broke 3 ribs. As you can imagine this may affect my availability.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

I empathize with your situation, having been there myself. Take the time you need.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

My Aunt is staying with her until Christmas which is good cause I don't have a whole lot of time I can take off of work. So I'm mostly back in action. I probably will be driving there Friday nights and helping on the weekends.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

I love that you're inviting me to rhyme.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:

Looks like Mara will have to borrow the Dreamlands money to buy the material component for Divination (25 GP). Or is their coin that we haven't distributed yet?


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

There is about 2500 gold in the party stash. And since you're on the Dreamlands will still be there when you wake up, so I wouldn't worry about it.


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 0 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker:
  • Speed or Slow Time:
Dervak wrote:
If your Bluff were good, I'd suggest feigning that the chanting is a side effect of some drugs you took here. But it looks like a -1?

Net +2 with Heroism. If Mara could see the open sky (night-time), she would get an additional +7 from the Guiding Star hex, but I don't see that happening.

She'd need to be within 30ft of Theo for the Fortune Hex to affect him. She could start the chant a round early to affect herself for the Bluff; still, the odds likely aren't great. As per our agreed house-rule, she could keep up the chant for 8 min, so Theo would have that long for whatever he's planning.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

How is your mom doing?

We finished our move over the weekend. Life has mostly returned to normal. The former owners were less handy than me, and we are already understanding what that means. It will all be fine though.

I’ll level up later today or this weekend.


Planescape Map Treasure SA: Table 1: Map Treasure SA: Table A: Map Treasure

She's alive. It will be weeks before she heals. Luckily my aunt is able to stay there 24/7 at least until Christmas hopefully until new years.

I'm glad you're settled. All the hands belong to my wife in the delmoth hold.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

Rowan’s level highlights:
+1 dex
D10 damage
Abundant step (basically dimension door for 2 ki points)
Slightly better concentration check

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