Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Strange Aeons Grp 2 |

I'll tell you offscreen in case you think I'm pulling a fast one on you, on why the hoof damage modifier is that high.

It has powerful blows(hoof)

The specified attack adds 1-1/2 times the creature’s Strength bonus on damage rolls instead of its normal Strength bonus or half its Strength bonus.

And when you start putting 1.5x str bonus weapons on power attack...

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)

A command word isn't needed - the Hat is a 'use activated' magic item, which means he just has to concentrate (standard action), and the magic takes effect.

Core Rule Book wrote:

Use Activated: This type of item simply has to be used in order to activate it. a character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.

Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time use, activation is not an action at all.

Use activation doesn’t mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword.


Strange Aeons Grp 2 |

I went by default:

Command Word: If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

Since they said hat as use activated that will suffice.

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)

Yeah, in the description of 'use activated' it notes that some *do* have a command word, but that the item description will specifically call that out. Since the Hat lacks that description, it doesn't have a command word...


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;

Even if it did familiars can speak a language (speak with master). :)

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)

Claude specifically can't speak - his archetype removes that ability.

(Although, interestingly, it is silent on the subject of writing - I may need to buy him a small chalk board!)


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 like I arrived just in time to accept someone's thanks, an occupation which has kept me busy over the years.

Also, pard is a real word, although a bit archaic. Leopard is literally the same word but with an extra bit of leonine spice.

The Exchange

Complain about the new boards here!

*meows*

Going running soon. This part is so cat unfriendly. Good thing Geist isn't anywhere close.


Strange Aeons Grp 2 |

Claude is blind btw.

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)

*sigh*

Well, that is another thing that this party can't deal with :-/

Having no desire to play a blind Claude for the rest of this segment of the AP, I'll just stay on the boat, and let the rest of the party deal with the Dreamlands (since the only way to remove it, would be to encounter a Cleric/Oracle in the Dreamlands, given that it only exists there, and not in the waking world).


Strange Aeons Grp 2 |

The fun part? It doesn't carry over back to Golarion and once you pop back from boat to Dreamlands, the blindness is gone ^^

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)

That may be the case, but Howard has no reason to suspect that...?

After all, items we find persist from one iteration to the next...?


Strange Aeons Grp 2 |

Well, when you woke up in the real world, for one you didn't feel the con dmg by Lady Udrenda, which I should have specifically told you, I suppose. Also, your vorpal scimitar is gone. Since you lot sold it.


Strange Aeons Grp 2 |

Also, please see here

GM Mort wrote:

The party learns the fundamentals of travel in the Dreamlands; most types of damage experienced in the Dreamlands vanish upon waking except for mental ability score damage or drain, spells and items used in the Dreamlands are not expanded upon waking; items in the Dreamlands cannot be brought to the waking world

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)

Hmmm... I thought that meant that it only existed in the Dreamlands (the sole exception being death, which has its own, specific rules).

Never mind, then!


Strange Aeons Grp 2 |

Howard - you invited them to go, but did not at any point warn them of the dangers. No one bothered to actually.


Strange Aeons Grp 2 |

Oh yes, please talk to Howard about his disappearing acts =)

Pit climb DC is 25.


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

Seems like we're in a thoroughly terrible position since whatever it is can hand out AoE save vs blindness with a reroll and we can't do anything in response. We can just leave, do research the next day, and come back later.


Strange Aeons Grp 2 |

Yeah I suppose, so now its a whether I get to kill you lot and inflict a minor madness first...or in Leonard's case, a major madness.

It's not really AOE save vs blindness...its more like there are 4 b@stards out there...but can't really see that lol...


Strange Aeons Grp 2 |

Waiting for Seamus's action.


Strange Aeons Grp 2 |

I could move plot, but I think I should let you guys spend some time digesting what happened in the Dreamlands and what you want to do about it...

I think I may be moving too fast.

Honestly the whole Dreamlands business including the research is a lot of posting work on the GM.


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;

Vacation ends tomorrow so should be back to my normalish posting of at least 2/day

The Exchange

Complain about the new boards here!

Sorry I cannot resist

*swishes tail*


Lol


Retired to Taldor?

you told Seamus to roll 'healing' who is down and how much? And he can use up spells then rest and were going back tomorrow not today right?

Ok, when I get back from my meeting I will retcon, any healing and Seamus will 'inspire +2'


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;

Getting Wis tooth pulled yay me. Might not post later today depending on pain level lol.


Strange Aeons Grp 2 |

Yes you're sleeping during the day because you ritualed the night through. Next night you ritual again.

Leonard down 36, Claude 45.

The Exchange

Complain about the new boards here!

My brother got his pulled and first day isn't that bad since you're still on pain killers.

*eats a chicken wing in front of Vincent*

The next few days are fun because you're stuck on a diet of soups. Only one wisdom tooth right?

Pulling too many well at one go I've heard people getting a fever.


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;

Nah I had 3 pulled already this is last one left. It fought bravely but it's time has come.


Strange Aeons Grp 2 |

Do you feel less wise with your wisdom teeth pulled?

Also did the dentist give medical leave (aka not fit for work?)


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 just told my boss I was leaving and left lol. I'm MGMT so don't need Dr notes.


Strange Aeons Grp 2 |

What happened to the zoogs....a national geographic moment.

There's always a bigger fish


Retired to Taldor?
GM Mort wrote:

What happened to the zoogs....a national geographic moment.

There's always a bigger fish

Ummm, that's just wrong...

On both counts!


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;

Right after the dentist pulled my tooth his office radio started playing under the gun by killers. "Kill me now, kill me now, kill me now". Very disconcerting.


Strange Aeons Grp 2 |

What does MGMT mean?

Also at the time I posted that post, I didn't see your post.

I suspect paizo boards for being funny again.

I think the dentist should check their sound tracks. Either play classical, happy stuff(scores by Bach) or don't have any music at all.


Strange Aeons Grp 2 |

Off hand I'd recommend:

Minuet in G by Bach
Dolls Dream by Theodore Oesten
The harebell by William Smallwood.

You probably could Pacabell's Canon in D it as well. That song fits like anywhere...


Strange Aeons Grp 2 |

Well it could be Bury me from 30 Seconds to Mars on radio...

"What if I wanted to break
Laugh it all off in your face
What would you do? (Oh, oh)
What if I fell to the floor
Couldn't take all this anymore
What would you do, do, do?"

Now that would be...well...

Or Point of no return by Clawfinger.


Strange Aeons Grp 2 |

National Geographic moments

Live catch.


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

MGMT is management. Upper level position. Lots of work but lots of freedom, whee.


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 had my wisdom teeth out a few years ago, I don't remember it being too bad. You have holes in your mouth though, which is kindof unfortunate.

Also, I think my wisdom has actually increased since then.

And I will definitely flamboyantly parry an incoming attack.


Strange Aeons Grp 2 |

You have no idea how close you came to dying again in the dreamlands…it actually has 4 claws but used only two.

We'll just say it isnt the sharpest sword on the rack...


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Ouch. I want a rack of swords.


Strange Aeons Grp 2 |

I guess the right saying is not the sharpest knife in the drawer or the sharpest tool in the shed.


Strange Aeons Grp 2 |

So basically you nearly got Leonard killed again in the Dreamlands by attacking a creature which would have left you alone, had you not stepped into its territory.

Generally if I want you guys to fight I'll just roll init and tell you lot to get to it. If init is not rolled, it usually means that there's something about the encounter that can possibly be avoided.

BTW what you ran into on your first trip, were 4 of these

Greater invisibility in bright light(which the forest is), and blindness/deafness as SLA.

“A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally.”

Since there was no verbal – there was no way you could have spellcrafted it since they were invisible.

Nor pinged their location via sound since they never even spoke.


Retired to Taldor?
GM Mort wrote:
I guess the right saying is not the sharpest knife in the drawer or the sharpest tool in the shed.

No, I like sharpest sword on the rack better...


Strange Aeons Grp 2 |

The Mad Poet is an eccentric sort. Pretty much diplo won't help you out with this.


Retired to Taldor?

Obviously everyone else was doing it wrong, diplo always helps Seamus out, whether they want it to or not...


Strange Aeons Grp 2 |

You can diplo but he doesn't really give a sh*t about anything other then the gifts so it's a has no effect thing.

If it was a simple matter of diplo, what's the point of going through all these dream quests? Just go there empty handed and say I diplo him so he gives me the Intel.


Retired to Taldor?

That's a brilliant Idea, do you think we can talk Howard into 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;

We can charm him. Then diplo.

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