Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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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 I am sure they all appreciated the thoughtfulness.

The Exchange

Complain about the new boards here!

You have to RP! And conveniently I had a nice drink around…

Well, to be honest I can be a tad whimsical, have a warped sense of humor and streak of melodrama a mile wide…yes, I know, I’m repeating myself.


Strange Aeons Grp 2 |

On a more serious note, here's a Guide

Sure, not EVERYTHING will be relevant to AP life - since PFS is based on the assumption of magic mart all over the place - but I think some of the stuff covered there is useful.


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;

Not a bad guide, though spending money to do what another party member should be doing can really lower your own ability. Cheap tricks like smokesticks aside.


Strange Aeons Grp 2 |

Yeah the problem with PFS is you don't know who is sitting at the table. Did I tell you about the time I was bleeding out on a bridge after getting hit by a trap and no one could use the wand of CLW?

We'll not say about no one being able to disable the trap in the first place...


NG Male Samsaran Magus 3 | hp 24/24 | AC 14, t11 f13 | Fort: +3 Ref: +2 Will: +4 | Perception +6 | Arcane Pool: 4/5 | Conditions: none

Always bring a spare potion of cure light wounds and make sure your party mates know where you keep it.


Strange Aeons Grp 2 |

I swear I was new to all this! Fluffeh and innocent!


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 yep. Haven't played PFS since no time out of the house (for gaming, if there is a group even). Maybe some day I'll do one on 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;

Very excited about seeing Dakash as we go. Staff magus is another class I've always wanted to try out based on an old fighter/magic-user :) Though that one was a racist high elf lol

The Exchange

Complain about the new boards here!

I personally prefer hexcrafter but again what were you expecting regarding cats and witches.


NG Male Samsaran Magus 3 | hp 24/24 | AC 14, t11 f13 | Fort: +3 Ref: +2 Will: +4 | Perception +6 | Arcane Pool: 4/5 | Conditions: none

I was inspired by the PFS gm race boon for this quarter being samsaran. I'm going to try and GM and make a PFS version of Dakash. I like that Mystic Past Life gives me something other than arcane mark to spam at low-level enemies. It makes it easier to enjoy not having a high-crit weapon.


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;

What's a GM race boon? :D


NG Male Samsaran Magus 3 | hp 24/24 | AC 14, t11 f13 | Fort: +3 Ref: +2 Will: +4 | Perception +6 | Arcane Pool: 4/5 | Conditions: none

Not all races are always available for everyone to play. A common way to unlock the ability to play an unusual race is to volunteer to GM at conventions. It is a small way to give some incentive to volunteers for organized play.


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;

Ahh, makes sense.


Strange Aeons Grp 2 |

I'm guessing your mystic past life was witch for cure light wounds?


Strange Aeons Grp 2 |

Exact text:

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.


Strange Aeons Grp 2 |

Also Vincent, if you want fun quotes, I'm full of them.

Like this

It's part of the SBEG(small bad evil guy) must monologue.


Strange Aeons Grp 2 |

Vincent - your extracts don't work on others.

An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use.

You need infusion discovery.


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;

Oh that is right. Well at least *I* would feel better :D


Strange Aeons Grp 2 |

Ok, you're fixed. Well somewhat.


Strange Aeons Grp 2 |

Sorry for delay. Paizo boards were down.


Strange Aeons Grp 2 |

PFS Guide with character building rules here

Note that there are waaay more restrictions for a PFS character then the sources I am allowing in Strange Aeons. You get magic mart though.

General PBP Guide here

PFS PBP here!

So you can PBP from the comfort of your own home/cellphone/computer!

Most PBPs go a lot slower then the pace I'm pushing.

Note that the danger about PFS is everything has to be recorded down – so if you join a game and the GM quits before the scenario is complete, your characters are locked in there – and you cannot play any other scenarios with that character. You will probably want to appeal to Hmm to find a replacement GM.
But Luke(Howard) tells me that PFS PBPs don’t fizzle out that much, as opposed to most AP runs that never hit completion.

I technically could take over GMing most PFS scenarios (well you’d have to gift me the scenario if I don’t have it), since knowledge wise, I am more rules savy then most GMs, and qualified too(I am a 4 star PFS GM of my own right).

The only problem is inclination on my side, since most PBPs go too slow for my taste and I die of boredom.


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 yeah. I'll look into it, thanks


Strange Aeons Grp 2 |

Eventually Howard identifies the wands – one of them is a wand of knock (Caster Level 3, 11 charges), the other is a wand of disguise self (5 charges). All the red vials are potions of cure light wounds, the scrolls are burning hands, shield, unseen servant respectively.

You may shop with whatever you received as a group – if you wish to buy magical items, the limit is 2k, roll d100, you have 75% chance of getting the magic item in question.

You get to keep everything you looted in this scenario, but you may not have them at the start of Strange Aeons.

We can retcon the items bought as we start Strange Aeons proper.


Strange Aeons Grp 2 |

I've been told to run the first part without map, theatre of the mind style.

GM sneaky cat mode activated - I will start being vague about answers and probably give you things like - you don't know, knowledge checks may fail for (unknown) reasons etc.


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;

Sounds good, about to hit the sack but we should definitely liquidate the trade goods. After the last combat might I recommend a clw wand if we have enough party funds? :)

Looks like 3 of us have it on our spell list too which is good. Lol


Strange Aeons Grp 2 |

Suffice to say it does not provoke AOOs for movement and has some interesting abilities.

Vincent + Dakash's earlier attacks were due to readied actions.


Retired to Taldor?

Mort,

Sorry you ninja'd my last post and I didn't realize it. So I edited it showing that he backed up and started 'inspire'


Strange Aeons Grp 2 |

Ah OK that works..


Strange Aeons Grp 2 |

Also if you can afford a wand of CLW, it will be available for sale in Thrushmoor, before the start of Strange Aeons.

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)

Alright, going through the loot...

We have *just* enough to purchase the Wand of CLW, with a little spare cash.

Specifically, 58.88gp each. Don't spend it all at once!

In terms of items for various people:

I recommend our archer takes the adamantine weapon blanch, and applies it to 10 arrows.

The Potions and Wands should be kept (as group loot).

The bottle of whiskey and four silver cups we should probably keep; when we eventually find our equipment, they should be together, and should have our names engraved upon them - that way, we have some in character justification for sticking together, even if we can't remember each other!


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;

Sounds good to me


Retired to Taldor?

So with out a map, a couple of questions:

Were at the top of a hill. There is an idol with a still beating heart placed as a sacrifice on it and a monster which cannot be injured killing us.

do I have it right so far?

so My second question:

Is there a wall or a force field or something here that is preventing us from running?

I mean I don't really have to out run it (the monster) really I just have to out run Howard...

On a separate and totally unrelated note, Howard's plan sounds good to me too.


Strange Aeons Grp 2 |

First part - yes.

Second question - you can run, but the only way out is into the mist.


Retired to Taldor?

mist or tentacles of death, man that just seems wrong...

ok, not going to run, only because I think it would delay the inevitable...


Strange Aeons Grp 2 |

Ehh Dakash, how you getting 2 attacks in 1 round? Spellstrike doesn't kick in till level 2.

Spellstrike (Su)

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

If you're just touching the creature then I'd like to see what spell you're using.

Edit: I figured it out! It's two weapon fighting since Dakash has quarterstaff master and can treat a quarterstaff as a double weapon!

Sorry Dakash, I have some blind spots when it comes to melee feats. I'm a casty at heart...


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;

Looks like a copy paste error mebbe.


Strange Aeons Grp 2 |

Maybe. I'll just count the first attack, cos I'm going to bed soon.

Yeah my PFS hexcrafter (now retired) was level 12 or so, or maybe 13.

I forget. It's been a while.


Retired to Taldor?

sorry folks, I gotta go to bed, I'm about three hours late... I will catch up tonight.

As for botting Seamus, if anyone else runs, he will break and run also. If not, he will attack with the morningstar at +3, 2 for str, 1 for inspire,


Strange Aeons Grp 2 |

Kk not a problem.


NG Male Samsaran Magus 3 | hp 24/24 | AC 14, t11 f13 | Fort: +3 Ref: +2 Will: +4 | Perception +6 | Arcane Pool: 4/5 | Conditions: none

Quarterstaves are already double weapons. You don't need a feat to do it! It does mean that I took two-weapon attack penalties, though.


Strange Aeons Grp 2 |

We can all interact without spoilers now.


Retired to Taldor?

ok, first of all just took a real close look at the 'doctor' on the map, she is clearly very ugly...

second the improvised weapons are ten foot away, can Seamus pick up the whole tray or just one at a time with mage hand?


Strange Aeons Grp 2 |

One at a time dude. One at a time.

mage hand
Target one non-magical, unattended object weighing up to 5 lbs.


Retired to Taldor?

the tray is one object, but we need to split things up, can Seamus see what's on the tray? or does he need to be standing beside it? Just trying to see what he can see...


Strange Aeons Grp 2 |

Things on the tray: a gardening trowel, forks, several long pieces of broken glass or metal, and the other blade of the tormentor’s shears. They can be employed as improvised weapons capable of dealing 1d2 points of damage.

Yeah the stuff is pretty light - I'll say you can grab the tray and dump it.

Mage hand has a range of 25 feet. No, you do not need to be standing next to the tray. You could do it from where you are.

Technically you'd need Howard to point out to you the tray exists...since you don't really have that much perception...


Retired to Taldor?

he can't take ten and see the tray? really?

there's a table a tray a guy on the table and the ugly doctor...


Strange Aeons Grp 2 |

Hmm ok, fine - for speeding up gameplay I'll give.


Strange Aeons Grp 2 |

Fixed map. I don't mind saying you had dancing lights on at the start.


Retired to Taldor?
GM Mort wrote:
Fixed map. I don't mind saying you had dancing lights on at the start.

Why thank you!

"He had dancing lights on at the start"

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