In the Light of Black Stars (Strange Aeons)

Game Master Thackery Baxter J Thorington

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It's crazy Lovecraftian fun! On Golarion!


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HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Okay, I reckon if Dragonsofashandflame are okay with it, we go back.
One possibility is to rest, and get double healing for a full 24 hours.
Another option is, if we can scavenge medical and alchemical supplies from some of the rooms we've already been in, is to try to brew Troll's Styptic. It is DC 25 and costs 100gp. That means 1000sp. At DC 25 that means a roll of 40, and a week. We'd be relying on putting a team together to get our effective craft alchemy through the ceiling. Does anyone have to have Craft: Alchemy?

Longer term we probably need to look for a way of doing faster healing.
That said, I actually like this feel. Injuries feel more "real". It does probably slow us down a lot more than a normal be-clericed adventuring party would.

The best I see (unless someone wants to multi class into cleric) is Bandages of Recovery if someone wants to get Craft Wondrous Item.
That'd at least speed our recovery a bit :/
Wands, scrolls and potions need someone to have the spell. Craft wondrous allows otherwise, albeit at a much harder difficulty roll.

The moment we hit temples we should probably start looking for Cure Light Wounds.


Inactive

Hey guys, I'm working all day tomorrow and then immediately coming home and playing in my group's home game; I *might* be able to sneak in a post but otherwise please just bot me as needed and I'll catch up on Tuesday. Thanks!


i'm going to be off island until Sunday starting tomorrow. So, i'm going to pause the game until then.


Inactive

For those celebrating, Happy Thanksgiving! And Happy Thursday to everyone else :)


Inactive

Still here of course, but I do want to give a heads-up: all of my days from now through next Friday (sans Wednesday) are spoken for with work and other RL commitments that actually involve me leaving the house and on top of that, I've still got a bunch of Pathfinder Society engagements that I'm juggling in addition to my regular games. So my posting might be a little sparse for a few days though I'll do my best to keep up :)


Thta's ok, i'm going to Japan on the 27th for a week of fun in the (land of the rising) sun

I figure holiday season is always bijiggity anyway


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Rules sound very fair.
Torches by the RAW only do 1 point of damage. Being on fire does more. I'm hoping we can keep it "on fire".
Some of the vials are acid.
27th of december? Have fun :)

The plan was for everyone to close and throw (from 10-20 feet away?) and then switch to backup weapons. Two frontliners (why is a 60 year old man a front liner...) provide cover for the two at the back so they don't take AoO. I suspect the fuel wont really hurt the frontliners, so hopefully attacking into combat wont be so bad.

Y'know if someone wanted to use magic though, that'd be cool too :)


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

OO handed out an acid and an alchemists fire. Feliks and Hearda, take the one you want.


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

wait, are you guys using the torches, or the vials?


HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
Skills:
Acro +2, Appraise +9 (BG), Bluff +6, Disguise +4 (+9 as human), Heal +8, Intimidate +8, *Kn.+10, Sense Motive +8, SofH +6, Spellcraft +8, Stealth +8, UMD +5
Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:

Hearda was using the torches for starters, trying to catch it on fire. If that does not work then he switches to the acid.


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

aha! One of the vials was alchemist fire - and Amber had one as well.
@Dragonofashandflame: If we're only throwing two vials then can the oldest one throw fire instead of acid, please?


Inactive

Yep! Amber had her own vial of alchemist's fire :)


The Oldest One wrote:

aha! One of the vials was alchemist fire - and Amber had one as well.

@Dragonofashandflame: If we're only throwing two vials then can the oldest one throw fire instead of acid, please?

sure


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

I think that is the last of the vials?


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

If we throw tinder on it, can we mess with the save?
Feliks, hope you bought escape artist.


The disease save? nope. only medication and treatment will work.


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

I meant the save the Flesh had to make, but...


Inactive

Hey guys, I know this is a little sudden but I've been suffering from some burnout with this game for awhile. Losing several players early on plus the slow periods have really worked against my ability to maintain interest in the game or in my character. It doesn't help that I'm realizing that the occultist is a pretty fiddly class and I'm not really in a position where I want a lot of extra complexity in my characters. Since I also find myself in the position of needing to pare down games where I can, I think that I will respectfully bow out. I'm happy to keep playing Amber through the remainder of this combat if that will make things a bit easier on you, GM. Just let me know.

Either way, it's still been a pleasure to play with everyone here and I hope that our paths will cross again in the future :)


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Sorry to hear that, Amber.

@Dragonofashandflame: Where do you want to go from here?
* Selective recruitment: There's a few people (including a duo of skill and combat) that were advertising on the recruitment page. They could easily have awakened in a different room, been injured, made it to the sanctuary before us and be ready to help.
* Open recruitment: we could do a second round of recruitment. It is an AP, still close to the start, not level 1.
* continue on: three players is starting to get a little low, but it is possible to do an AP with three.
* quit: hoping you're keen to keep going, but I'd understand.


well poo. So sad to see you go Amber. I really enjoyed you in the game.

I think Open Recruitment is probably the best option.
You guys would get the option of reading through the selections to see what best matches the group.

I'd take rankings via PM from each of you and then decide from there. I'd probably ask for 2 or 3 more additions so that we can avoid this problem again.


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Yeah. Means more work for you, but I'm cool with it. Three probably makes sense.


HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
Skills:
Acro +2, Appraise +9 (BG), Bluff +6, Disguise +4 (+9 as human), Heal +8, Intimidate +8, *Kn.+10, Sense Motive +8, SofH +6, Spellcraft +8, Stealth +8, UMD +5
Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:

Open Recruitment makes the most sense to me and taking three players certainly is fine by me.


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Alright, writing the recrutiment post now


Inactive

Thanks for being understanding, guys. I'll stick around to finish out the current fight at least :)


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Thank you for the post - much nicer to give warning than just stop posting! Sorry you have to pare down. I have to admit the Occultist scared me off due to the complexity.


Inactive

Hey, not a problem! It stinks to have a fellow player or GM go missing and never hear from them again - I always worry, even if I didn't know the person very well.


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Alright - I'm tempted to run and go for backup.
We threw literally everything we had at this thing and it is half damage.
Is anyone sitting on anything clever? 'Cos I'm on maybe 1d6 damage from now on. I've got one trick left...
Edit: Should say; I realise we're in surprisingly good health... just worried we're out of clever ideas.


HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
Skills:
Acro +2, Appraise +9 (BG), Bluff +6, Disguise +4 (+9 as human), Heal +8, Intimidate +8, *Kn.+10, Sense Motive +8, SofH +6, Spellcraft +8, Stealth +8, UMD +5
Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:

Hearda can use his Telekinetic Projectile and maybe his Mind Thrust spells to keep damaging it (1d6) at range. Still it would be wise to withdraw here.


Hey guys! recruitment's ended. Please PM me your top 3 picks for our 2 new players!! I'll take votes until tonight.

thanks!


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

SO:
Elsa Markova - Halfling Telekinetic
Seara Glak - Human Bloodrager
Borya Borov - Wereboar-kin unchained invulnerable rager
Breach - Half-orc Barbarian/Oracle
Salaris Janus - Half-elf Summoner synthesist
Sigvald Derleth Waite - Fanglord Paladin
Crundin Willervaer - Gnome Cleric/Monk

Am I missing anyone?


HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
Skills:
Acro +2, Appraise +9 (BG), Bluff +6, Disguise +4 (+9 as human), Heal +8, Intimidate +8, *Kn.+10, Sense Motive +8, SofH +6, Spellcraft +8, Stealth +8, UMD +5
Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:

That's all of them, TheOO.


Female Halfling Telekineticist 3 | HP: 36/36 (3 temp) | AC 19 (T15, FF 15) | CMB: +4 CMD: 14 | F:+8 R:+9 W:+5 | Init +6 | Perception +11, Sense Motive +9, Bluff +2 | Speed 20 ft. | Burn 0/6 | Sanity 36/36

Hello. :)


It feels weird to type OOC with Elska so I'll use my main account for the discussion thread if that's alright.

Thanks for having me! I look forward to telling a horrible, terrible story with you guys!


You're welcome! Glad to have ya aboard!

I'll post your intro tonight. (am at work right now, and sneaking this text between classes)


HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Welcome!


HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23 l Senses: Perception +8, Darkvision 60'
Skills:
Acro +2, Appraise +9 (BG), Bluff +6, Disguise +4 (+9 as human), Heal +8, Intimidate +8, *Kn.+10, Sense Motive +8, SofH +6, Spellcraft +8, Stealth +8, UMD +5
Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:

Welcome aboard!


Male Fanglord Paladin Virtuous Bravo 3 HP: 34/36| AC: 19| T: 14| FF: 15|CMB:+4:CMD:17|Fort:+7/8|Ref:+6/7|Will:+6/7|Init:+4|Perc:+7 Lay on Hands(1d6) 4:4 Sanity: 38/40 Threshold: 16 Edge: 19/20

Hello all.. finally I get into a DOAAF game.


HP 21/21 l AC 16, T 14, FF 13 l CMD 14 l F +2, R +10, W +9 (+10 vs. fear, +4/+5 sans towering ego) l Init +12 | low-light vision; Perception +8 | Sanity 41/41, Threshold 5, Edge 20
Skills:
Acrobatics +10, Bluff +11, Diplomacy +11, Climb +2, Escape Artist +9, Linguistics (B) +6, Perception +8, Sleight of Hand (B) +9, Stealth +14
Spells:
L1: 4/4
Male halfling enigma mesmerist 3
Sigvald Derleth Waite wrote:


Hello all.. finally I get into a DOAAF game.

Hello new people. It'll be nice going slowly insane with you.


Greetings!!
So, everyone (including Sigvald and Elksa) are third level. In hindsight, I probably should have had the newcomers make 3rd level PCs.


Female Halfling Telekineticist 3 | HP: 36/36 (3 temp) | AC 19 (T15, FF 15) | CMB: +4 CMD: 14 | F:+8 R:+9 W:+5 | Init +6 | Perception +11, Sense Motive +9, Bluff +2 | Speed 20 ft. | Burn 0/6 | Sanity 36/36

On it!


also, fresh meat... er.. newcomers.. you are linked to your avatars


Does that mean we should buy equipment based on level 3 gold instead?


Inactive

Okay folks, time for me to take my leave now. Welcome to the new folks and I hope everyone has a great game!

GM, when you get a chance, please mark Amber as inactive. Thanks!


Female Halfling Telekineticist 3 | HP: 36/36 (3 temp) | AC 19 (T15, FF 15) | CMB: +4 CMD: 14 | F:+8 R:+9 W:+5 | Init +6 | Perception +11, Sense Motive +9, Bluff +2 | Speed 20 ft. | Burn 0/6 | Sanity 36/36

I believe I am ready at level 3! I used 1/2 WBL for level 3 and just added a cooking pot and swapped my MW Studded Leather for a Mithral Shirt.

Also, I took Weapon Finesse and Kinetic Blade. How strict are you going to be about the weapon taking the damage of the blast when used with Kinetic Blade? Iron has a hardness of 10, so with my 2d6+5 damage, it should take a few damage per swing, technically. Not a big deal right away, but as I level, it can probably get destroyed pretty quickly.

My hope was to use my daggers with Kinetic Blade, but I could use random other objects as well. Would you allow me to grab a piece of rubble/broken furniture etc. off the ground telekinetically and wield it as a melee weapon as part of the action? Normally, the telekinetic blast can use nearby objects and does not require you to be holding anything to attack.

I'm fine with whatever you rule on this stuff. I'm flexible.

Last thing, when you bring us in, can you let me know if any of my equipment is nearby? And if not, are there any cooking pots/pans nearby otherwise? It'll be relevant to my narrative. Thanks!

Edit: I lied, one final thing. It won't come up until next level, but how did you want to handle automatic bonus progression with weapons for my character? I don't typically get to use magic bonuses on weapons with my Kinetic Blast. Usually, Kineticists would spend the gold other characters might use on a weapon for a belt instead, eventually going for +dex and con together. That said, levels 3-5 is a little bit of a sweet spot for this build, so I'm not worried about my effectiveness. There might not be anything we need to do. If nothing else, a +1 weapon would be harder to accidentally destroy.


you get the +1 attunement for the harder to destroy weapon

:-p


Male Fanglord Paladin Virtuous Bravo 3 HP: 34/36| AC: 19| T: 14| FF: 15|CMB:+4:CMD:17|Fort:+7/8|Ref:+6/7|Will:+6/7|Init:+4|Perc:+7 Lay on Hands(1d6) 4:4 Sanity: 38/40 Threshold: 16 Edge: 19/20

I should be all done.


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HP 17/17 | AC 15 (T12 FF 13) | CMD 11 | San 40/43 Th 4 Edg 21 | F +1 R +3 W +2 | Per +5 | Init +2 | PP 2/4 Spells 1/6

Good bye Amber, thank you again for handling your leaving so maturely.
I hope things improve for you.


1 person marked this as a favorite.

Indeed! Good bye amber! There’s always a place here for you it things calm down for you


Man, I'm already excited about this character and I barely got to write two lines yet.

Does Elska have all of her gear with her?


Female Halfling Telekineticist 3 | HP: 36/36 (3 temp) | AC 19 (T15, FF 15) | CMB: +4 CMD: 14 | F:+8 R:+9 W:+5 | Init +6 | Perception +11, Sense Motive +9, Bluff +2 | Speed 20 ft. | Burn 0/6 | Sanity 36/36

Elska knows how to pick a lock if you can calm her down. Though, swinging a cutlass toward her probably doesn't help. :P

My response coming momentarily.

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