Strange Aeons (Inactive)

Game Master nomadicc

That is not dead which can eternal lie, And with strange aeons even death may die.
- H.P. Lovecraft


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Aenian Ryder wrote:
@Nomad: does the paranoia have the 2d6 day onset (building via Role playing I'd assume) or is it immediate?

Madness from Sanity damage is immediate. There are some number bonuses and penalties for skills etc. I'll let you role play those into the game -- nothing debilitating.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Gonna drop 1 point in Intimidate and take 1 in craft alchemy. Missed the alchemy advantages with that like identifying potions.

-Posted with Wayfinder


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Great game so far! I'll post my level two stats asap.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

We need smelling salts. Perfect for just the two of us and cheap. I can craft, I think, at some point.

-Posted with Wayfinder


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

+1 Level psychic
+7 HP
Additional 0 level spell: Detect Psychic Significance
Skill points: +5

+1 Bluff
+1 Intimidate
+1 Knowledge, Arcana
+1 Knowledge, Planes
+1 Spellcraft

Full 2nd stats are in Ven's profile.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

We shouldn't both take knowledge arcana. If you're taking that, I'll swap for geography or something we don't have.

-Posted with Wayfinder


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Good point ... I'll shift the point to perception.


I think I read the detect psychic significance spell incorrectly. It seems it just highlights significant things, but you would have to do the Occult skill Psychometry (with Appraise) to get the reading.

Is that right?


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Yeah that sounds right. It's like detect magic ... just indicates presence, but does not identify.


Link to the Research Rules

Basically, 8-hour period will net some result based on your check. Up to you guys whether you want to do that now, or keep exploring and come back later.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

I have got to find a rapier.

-Posted with Wayfinder


A bit confused on the rapier issue...

1) do you get static bonuses with a rapier, but not with other light/finesse weapons?

2) should we have included the rapier in your starting gear back in the cellar?


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Yeah, since i went inspired blade archetype, all of the swashbuckler things only apply if I have a rapier. It meshes really well with investigator because of the Int stuff. Otherwise it gets to MAD trying to keep charisma up as well.

If you are willing to retcon, sure. Changed my intent sorta midstride.

-Posted with Wayfinder


Oh okay. Working in a rapier so that you aren't going around completely gimped. The adventure is already challenging enough.


Ven Vega wrote:

Ven admires the pearls but shakes his head. "I'm afraid I can't use it."

I believe the pearls can only be used for casters with prepared spell slots - the psychic is like an int sorcerer.

Aenian Ryder wrote:
Actually think we have 2

Okay, so that's my fault. I change the weapon to a rapier (a short sword in the module) so that one of you could use it. I put in the 2nd magic pearl to replace some other items that I overlooked, but didn't realize Ven can't use them.

Let's retcon the pearl into a lesser logical metamagic rod, if that works for Ven.


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Awesome - yes, Ven can use that.


The lesser talismans have 1 charge then turn to dust. The greater can be re-used, but only 1/day. They take up the neck slot, so please specify if you're wearing them, and which one.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

I'll wear the healing one for now until I get this paranoia reduced, if that's ok. Recognize that it's a one shot.

-Posted with Wayfinder


Finding your records in the records hall pushed you over the line. Congrats, you have earned enough experience to reach level 3! Please post your level up info when able.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Taking a 2nd level in investigator.

Favored Class: HPs
Max HPS = 8+1+1

Gain extract: Shield
Prepared extracts: blend, CLW, <open>

Skills: 10
Know Local +2
Know Planes
Know religion +1
Perception +2
UMD +1
Disable +1
Know Arcana: +2

Feat: Piranha Strike (can't use it w/rapier now, but if I can get some effortless lace ...)


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Also, since I'm wearing the healing talisman and feather fall talisman (can wear up to 3), I can't wear the amulet of natural armor +1. So that's back in the haversack unless Venn wants it.


Aenian Ryder wrote:
Feat: Piranha Strike (can't use it w/rapier now, but if I can get some effortless lace ...)

That's quite the esoteric combination. I'm not sure relying on equipment to enable feats is a great idea.

I mean, sure... its legal, but there's also a bit of the cart leading the horse here. You can't use the feat with your weapon as it currently stands, but you have the insight to learn it before you get said weapon upgrade. Feels like taking a metamagic feat before you can cast spells, right?


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

True, I can still use it with daggers and other weapons so it's not quite the same. I was thinking that waiting until level 6 seemed a bit long. I can switch to Combat Reflexes ... could use that now with the additional AoOs for parries.


That's up to you. I'm not objecting to the feat -- I think its pretty cool on its own merits -- just think its kinda goofy, given the situation.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

How about I take Combat Reflexes and then retrain if I can purchase/craft an effortless lace.


Sounds good!

Ven level up?


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Level up: +1 level psychic.

Feat: Greater Spell Focus (enchantment)
Skills: +2r diplomacy/bluff, +1r knowledge, arcana, +1r perception
Phrenic amlpification: Will of the Dead
New Spell: Magic Missile

Ven's complete updated stats are in his profile.

Ven will take the amulet of natural armor - thank you.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Might as well wear the warriors courage one as well since I can wear 3. Don't recall what thst one does, will check.

Aenian will use the wand twice more ... once each day.

-Posted with Wayfinder


On Roll20, I put up a full map of the asylum, showing what you've explored so far, without the room labels. Hope that helps put everything together.

Reminder that you have the sketch map in your journal, too.


Congratulations! You've completed In Search of Sanity! Other than any loose ends you want to tie up in the asylum ruins, the next step is escaping back to the mainland. You still have amnesia but a few clues to follow.

Now, in running this with a duo (+ NPC for parts), I've got a better understanding of the encounter balance. Paizo builds them in the modules with a 4 PC group in mind, which I knew going in. I tweaked several encounters and used role-playing or other options. Still, especially towards the end, it highlighted some issues...

I like Winter/Autumn as an NPC, but running 50% of the party in some fights was kinda tedious on my end. She fills in some party gaps (healing, tank) but I don't want to have an NPC hog all that game time if we can avoid it.

This AP would be awesome to run in a Call of Cthulhu -style game, where combat or anything other than fleeing in terror from monsters usually results in certain death for the PCs. But sooo much of Pathfinder relies on the combat drama. Its really what the core systems -- character abilities, feats, spells, etc -- are designed around. Deviating too far from that, I'm afraid you'd lose too much of the flavor. May as well be playing a game, like CoC, built for that.

We could try and make a shift in that direction... de-emphasize combat except for in special circumstances or when you have no other choice (also knowing they will be tougher for you), and focus on role-playing, investigation and other creative solutions. I need to check if Horror Adventures has anything for running that kind of campaign.

Doing that probably requires a close look at your characters too. If you spec'd them for a standard Pathfinder game, some choices may not make sense.

Any thoughts?


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

We could control npcs or hire henchman. I wouldnt role play them, but we could use them as intelligent mounts or perma summons.


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

I'm good running NPCs in combat. My original plan for Ven was to use charmed NPCs for extra muscle. It hasn't worked out so well in this dungeon, but I expect it will become more effective as he gains in level.

I'm also fine with a low-combat game - Ven is better suited for non-combat solutions. This may require a lot alteration of the AP on your part though - perhaps too much work.


Charm spells are too wonky in combat, IMO. If the target has allies nearby, they're nearly useless. Its kind of why I've veered away from them with Seres in Kingmaker.

I didn't really consider the henchman thing, but that's certainly an option. I don't mind running Winter, if you want to keep her around, but not so much in the context of a combat-heavy game. Either way, I'm inclined to dial back the straight-up fights in favor of other flavor encounters anyhow.

I'm not going to push NPC help on you. If you decide you want to hire on some muscle to handle things, that will be your call in-game. The next module is in town, so there's a lot more freedom to what you can do, i.e., not a locked in dungeon crawl.

If that sounds good to you guys, and are happy to continue, then I'll press on. That being said, need some game inputs...


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Yeah, we will hunt to hire some able bodied men. Theres even rules for that, ya?


Congrats! You have both earned enough experience to reach Level 4! Please post your level up details and updated stats.

Per the above discussion, if you want to retrain some feats and/or abilities -- up to and including a full rebuild -- go for it! Given your missing memories, its simple to hand wave any big changes as you remembering something forgotten up til now.

This is also probably a good opportunity to do a full scrub of your inventory. There's only two of you, so shouldn't be too hard to sort out the loot. Expect that you'll be able to sell and make purchases once you get to Thrushmoor.


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Ven's 4th level stats are posted in his profile. For additional spells he has selected invisibility and ghost sound. Additional skill points went to perception, diplomacy, bluff and stealth.

As far as the magical gear, Ven could use the mace, elixir and scroll. Everything else should go to Aenian.

Now that Ven has invisibility, stealth becomes a much better option for us.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Don't have hero lab on this machine but here is my plan:

+1 level investigator

Max HPs? Taking Favored Class bonus in HPs
+1 BAB
+1 Fort Save
Gain keen recollection and trap sense +1
Gain investigator talent: alchemical discovery: mutagen

Skillz (6+4)

Climb
Craft Alch
Disable
Escape Artist
Knowledges (planes, dungeoneering)
Perception
Stealth
Swim
UMD

+ 1 formula known: Longarm


I filled in the coin and treasure values on the loot table. You had one item that was not identified as magic: a +1 heavy shield. Aggra's wristguards are bracers of armor +2.

I think I got everything. Let me know if not.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Ven take those bracers. We will sell the shield unless we hire soneone to use it.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Aenian also taking +1 Int for 4th level.

Couple things left in red for you, DM. Cleared the others.

Made some claims on the lower items, Ven. I've added all the items I've claimed to my character sheet so am ready to clear those out. Once you've done the same, we sell everything else.


Updated pearls and wand charges. The holy symbol and painting aren't worth anything.


M Samsaran Psychic (Amnesiac) 5; Perception +9, Init+1, AC 12, HP 19/34, Fort +1, Ref+2, Will +5, Crossbow +3 (1-8/x2)
Resources:
Bolts: 30 Sp: 0/7 1st; 5/5 2nd PP 3/5pts DH 7/8 MM Wand 44/48
Sanity:
ss: 46, st: 4, se: 23

Looks good. Ven will also take the the wand of command since he can use it.


For Aenian's question...

Horror Adventures wrote:

Curing Madness

Each madness has a DC representing its strength. Among other things, that DC specifies the saving throw the afflicted character must succeed at to recover from the madness.

Recovering from a madness without magical aid is a lengthy process requiring significant rest. After 7 consecutive days of uninterrupted rest, the afflicted character can attempt a Will save against the madness’s current DC. If she succeeds, the DC is reduced by a number of points equal to 1/2 the character’s Charisma modifier (minimum 1). Instead of relying on her own strength of personality to reduce the effects of madness, a character can also seek out a single confidante, priest, or other advisor. The recovering character must meet with that person regularly (at least 8 hours each day) and gain guidance during the 7 days of rest. At the end of the rest period, the ally can attempt a Wisdom or Intelligence check (whichever is higher) with a DC of 15 for a lesser madness or a DC of 20 for a greater madness. On a success, the recovering character can reduce the madness’s DC by 1/2 the ally’s Wisdom or Intelligence modifier (whichever is higher, minimum 1) in addition to the decrease for resting. The character suffers the madness’s effect until the DC is reduced to 0.

Certain spells can also aid in recovery from madnesses or cure them outright. Lesser restoration has no effect on greater madnesses, but reduces the current DC of one lesser madness afflicting the target by 2, up to once per day. Restoration and heal reduce the current DC of one lesser madness afflicting the target by 5 or of one greater madness afflicting the target by 2, up to once per day each. Greater restoration, limited wish, and psychic surgery all either cure the target of all lesser madnesses or reduce the DC of one greater madness by the spell’s caster level (caster’s choice), while miracle or wish immediately cure a target of all lesser and greater madnesses.


If either of you have the 'In Search of Sanity' book available, you can glean Vaustin's stats from there. Put together an alt profile and you can start playing him as an NPC "henchman". Note, his gear is pretty lame. It will be up to you to equip him as desired. Consider it part of his paycheck.

EDIT: I also built him in Roll20 way back when he was helping you out. I can e-mail the file if that makes it easier. I had changed up his feats a bit: Power Attack, Imp Overrun, Dodge, Iron Will.

Also, level him to 3rd.


Ok, I will update based on what you wrote above


Male Human Fighter 5 (HP: 11/45 (neg lev: -10/40); AC: 21; F: 6 / R: 2 / W: 4 - +1 fear; Init: +1; Per: +2; Warhammer +9/1d8+4; Light xbow +6/1d8)

Vaustin Lev 3 HPs: 1d6 + 4 ⇒ (1) + 4 = 5

Skills: Climb +1, Swim +1
Feat: Charge Through


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Since slow isn't and area effect or burst spell and requires individual targets, doesn't it require line of sight for her to target the invisible Venn?

Of course, shes obvs more.uber than us and we are in way over our head and may be able to see invisible but just throwing it out there since I miss that s+## all the time as a DM.


Slow targeted you and Vaustin, not Ven.


Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know: Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7
Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
Resource:
  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1

Ah, I glossed over the V.

Owe you a save then. Stand by.

He's paralyzed, FWIW. Is that a save every round? Lemme check.


As you guys escape from the fort, you'll trigger a level up to 5th!

I'm going to have to ditch straight xp tracking, as its getting a bit wonky with the sandbox-y adventure, and the module is designed around so many combat encounters per area, etc. I'd rather stick to progressing the story and unraveling the mystery than have to grind through meaningless fights.

That being said, since you've already got Vaustin as a muscle hire, if you want to round out the party, we can stat up Trillis Mavaine as a 5th level cleric of Pharasma... assuming Charlie wouldn't mind running a 2nd (N)PC.

Or, I can keep Winter in the game as a GMPC/healer. Its up to you guys.

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