Domeric |
Yeah, the way SAN damage scales(based on the CR of the creature we run into), odds are we'll all start getting madnesses even on successful saves, regardless of how good we manage to make our thresholds(which will never really scale to keep up with the damage). Which makes it a bit questionable as to how we can expect to get very far at this point.
Senn Nal |
I just looked into it and we are using the horror adventures rules from Aug 2016 which was released at the same time as strange aeons but is not directly included in the adventure. Though they do recommended it. I don't believe it was playtested with the adventure. In the book they use a hodgpode of rules they made up and those from the madness from the game master guide so I understand the attempt to use a standar rule set. Maybe we can fine tune the horror adventure sanity system so we down all have to play his will high Wis characters.
Senn Nal |
I did some further reading and the horror adventures system is designed to emulate call of cthulu so it is meant to have charcter lose it regularly. If you are not super careful and spend a lot of time at a shrink you will go bonkers.
Daniel Penfold 357 |
You all raise interesting points. I thought it was a good dynamic to introduce to this AP but now I've seen it in action I think its slowing the game down a bit. I think sanity/madness works better in systems like COC (which I might run at some point) but I think for this game we'll stop the sanity checks here so you can ignore the last sanity check roll (although any existing madnesses from before that remain until healed).
Hope that is OK with everyone.
Senn Nal |
That works for me.
I will say I did like the feel of the sanity system. It does a good job of creating a lot of tension and fear of insanity, so I think from a story telling perspective you fully had the right idea. I think any issue is on paizo's end they did not balance it well. Your doing a great job with the AP the atmosphere is great.
Penith SomethingAnother |
I'd think if it was tweaked to not cause damage on a success it would make it more livable. We are just getting madness even if we pass with flying colors.
But yes sir, dropping it is fine with me as well.
Atajay |
Maybe if Lesser Restoration gave a bigger healing for the damage it would be more balanced. But, under the rules as written, I can’t see a way to make it playable long term.
Senn Nal |
Looks like another tough combat if we don't play smart.
Trevor has a master work silver dagger (double damage no Dr vs this creature).
Domeric has the other one and becuse of 'no feat tax can use it decently.
Atajay has silversheen arrows, I assume as we have a bunch of the blances.
Senn Nal |
I think we should use some of the money to get Trevor some fullplate. He takes 95% percent of the group's damage fullplate + mutagen + bitey's aids should keep him a lot safer.
Maybe some special material starknives for Domeric.
Some special material arrows for Atajay.
Some oils of bless weapon for good DR.
Any other suggestions?
Penith SomethingAnother |
Nice thing about Penith's class is it isn't very equipment based... so no needs at the moment.
Senn Nal |
12398GP
Suggested purchases
4 Cloaks of resistance 4000gp
1 MW Fullplate 1650gp
1 Wand of Cure Light (maybe a second?) 750gp (1500)
Selling some of these can get us some cash two work with if we want.
+1 war razor
1 short sword +2.
3 sets of padded armour
studded leather armour
+1 light mace
+2 wooden armour
Senn Nal |
Magic would be good. Some back up CI weapons are cheap. Covering BPS can be done at the same time.
Anti swarm measures may be a good option (alchemist fire and splintercloud arrows).
Senn Nal |
Suggested purchases
4 Cloaks of resistance 4000gp
1 MW Fullplate 1650gp
1 Wand of Cure Light (maybe a second?) 750gp (1500)
1 Swarm Bane Clasp 3000 (Trevor has a neck slot item Bitey could wear it for the time being until he can get an agile amulet)
1 +1 Long Bow (composite 1) (2500)
1 +1 Star knife (2324)
1 +1 Earth Breaker (2340)
5 alchemist fire (100)
20 Durable cold iron arrows (21)
10 Silver balanced arrrows (100)
10 Ghost Salt Arrows (200)
20 Durable blunt arrows (21)
We have 3435gp gold remaining.
Penith do you need anything?
Other options
Does anyone want backup weapons to cover DR?
MW silver weapons are about 360gp, MW CI weapons are about the same.
MW CI Halberd (PS) would be good for Trevor.
Domeric |
Domeric's build is such that he can't really effectively use weapons other than starknives(since he runs off CHA to hit and to damage on those). So, doubt backup weapons would be much point for him, especially since he's got some spells he can fall back on if need be.
Senn Nal |
Bitey is good when there is no DR. If there is DR he can't touch Trevor's numbers. DR eats natural attacks. I think It's unlikely we come across a swarm with DR. So we will focus on Trevor's AC.
Penith SomethingAnother |
Nope, she's good. Oh, a silver dagger. I was reading up on her abilities during the last fight, and I knew she could throw items but wasn't sure how it works. She'd do the normal throwing attack damage (not her normal blast damage) but her con is used instead of strength.
So a cold iron and a silver dagger would be great. Just in case.
Senn Nal |
Plan:
Senn familar will fly around to see if anything major has changed. Baring major changes they will head back and check out the trap door Penith unlocked.
Senn is now a healing machine. Now let's go crush the rest of the mansion!
Knowledges: Senn is going to focus on Arcana (not coved by the group) and Planes (We use it a lot so having someone to else to roll is a good idea).
Senn Nal |
I feel you 2 skill point per level class. :(
For the gm and Trevor here is how Senn's healing will be working.
Senn will cast shield other on Trevor. So when Trevor take damage he takes half and she takes half.
Each round Bitey will use an immediate action to take one attack for Trevor. This damage will also be split between Bitey and Senn (Shield companion)
All damage Senn takes will be shared between her and her familair (protector archetype).
This should keep Trevor going for a long time and give 4 channeling targets to make healing (now 3d6 much more potent).
Penith SomethingAnother |
+2 inspire courage is awesome! And super healing Senn! Trevor you do more damage (and take it) than any of us, a nice trade off for little skills.
As for Penith, she'll does more damage 3d6+7 and can heal an additional d6, so 4d6+7 when she does so, for 5 points of nonlethal. Or she can clear shaken or sickened conditions when she heals. And toughness to get a free burn basically.
Atajay |
Inquisitor Level 5
HP 5 + Con + 1 FC
+1 1st and 2nd Level casting per day
Bane ability
Discern Lies
+1 2nd Level Spell known (Silence)
Skills
Diplomacy
Intimidate
Know. Planes
Perception
Sense Motive
Survival
Know. Dungeoneering
Feat: Rapid Shot
Atajay |
1 +1 Long Bow (composite 1) (2500
20 Durable cold iron arrows (21)
10 Silver balanced arrrows (100)
10 Ghost Salt Arrows (200)
20 Durable blunt arrows (21)
———
The above are from our ‘purchase’ Post.
Are all those for Atajay? Just checking before I write them down on the sheet.
Trevor Culexis |
Level 5
HP 5+3 Con +1 FCB=+9
+1 Bab
+2 Skills Points
+1 Perception
+1 Heal(Brain surgery here I come!)
+1 Profession-DOCTOR!
+1 Know-History
Weapon Training-Hammers so +1 Hit/Damage with Earthbreaker
Feat:Cleave (Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.)