Gestalt Strange Aeons

Game Master bigrig107

Gestalt Strange Aeons! Spooky!


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Hello everyone! Welcome to Strange Aeons!

A fair warning, again, before we get started. This is not a normal campaign, and there are a lot of weird and unusual things that will end up happening.

Beyond that, feel free to introduce yourselves ooc and talk about your envisioned roles in the party while I get the gameplay set up!


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

Thank you for the selection, I'm really looking forward to this game. As far as role, Kioku is a psychic/arcanist. Her psychic side will play a more support/party face. The arcanist side I'll be running as a blaster with some control.

@GM - I was looking at making two tweaks and wanted to make sure you are OK with it. First I was looking at adding the amnesiac archetype. I don't care if I lose it if and when I get my memories back I lose it, I just thought it was thematic. Second, I was looking at my stats and would like to switch my dex and con.


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

Hello! Thanks for the select.

Aoife is a Wizard//Magus. At the start, I'll be able to fill in somewhat as a frontliner, then at later levels, I'll be the ultimate support caster and ritualist, capable of doing some really crazy stuff with versatility.

I still need to figure out some stuff with my gear and spellbook, but that's Aoife.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

Wow totaly did not expect that here^^ Thanks a lot.
Looking forward to the unexpected, weird and unusual :D

Veda is an antipaladin/bard.
Due to the archetype she's not your typical antipaladin though, more like a paladin without the "baggage".
I planned on playing her as CN or N, with a strong tendency towards CG or NG resepctively, which would allow her to negotiate with good outsiders and therefore kind of smite evil with smite impudence.
She gets lay on hands, but only for herself. Sorry!
Later comes channel negative energy or with the right outsider invoked positive energy, but at half level.
No spells here.

The other side is archeologist bard, which buffs her quite nicely on everything. Here come some spells, knowledge, dealing with traps, etc., typical bard stuff.

She can be ranged or melee, depending on what we need. Probably will go both anyway.


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

We are definitely spell-heavy, that's for sure. All of us have at least one side that's arcane, and there's a total of 4 full caster between us, and 2 half casters. This will certainly be interesting, that's for sure. While none of us are super great at healing, we'll be able to manage. We're also a bit short on divine toolbox stuff, but that will become less relevant at higher levels. I think the highest concern will be status effects, so hopefully one of us figures out a way to cure insanity.

Also, I added a new tab on the spreadsheet for loot and stuff.
GM, might you be able to open Gameplay so we can dot in?


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

Well i took CLW as one of my 2 starting spells.
The other one is heightened awareness, buffing perception and knowledge rolls, which gives me a +6 on all knowledge rolls with archeologists luck.

Between Kensai Magus and Sister-in-Arms Cavalier i could go ranged, or what do you think?


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

I have Infernal healing for a small amount of healing. I have remove fear on the psychic side. At level 2 spells on the psychic side I can get placebo effect which can cure some status ailments. As far as knowledge, I have points in planes and arcana. Past life memory gives me half my level (min 1) in all knowledge checks

Mnemonic escotera will also give me 1 spell from any spell list as a psychic spell changeable once per day


Okay welcome everyone! Glad to see you're all here. Got the gameplay thread up, and will have the starting post up in just a bit. Getting it together now.

As for making any specific small changes to your character, I'm pretty much okay with anything. The amnesiac archetype and switching stats is fine with me.

Also just noticed we have four lady characters. Didn't mean to do that but oh well. Ladies of Insanity it is!


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

Yeah. Like I was saying, we can manage, especially given the insane versatility we'll all have, especially at higher levels. I'll be able to cast any spell, using Secret of Magical Discipline, at higher levels 1/day.

We're also all female. It's interesting. [Edit: Ninja'd]

I would say you could go ranged, Veda if you want. We could manage with either you as a frontliner or more in the back.


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5

Hello, everyone! Thanks for having us, GM! (Nice to see you again, Daedalus!)

Prasitis is a witch/cavalier, leaning heavily on the witch side of things. I'm thinking mainly control/debuffing, with a bit of support at higher levels from the tactical side of the cavalier, though my stats are spread thin enough that Prasitis won't ever hit the hardest in melee. Once I figure out how to make armour work as a witch, I might be able to play anvil to other people's hammers, as it were?

Veda, by all means, choose whatever combat style to which your spirit moves you!

I've also got CLW starting out. I don't have the healing hex (yet), but I could swap out for it, if folks think that would be a good idea, or pick it up next level. I'm less familiar with the witch spell list, but I can see what I can do for mitigating status effects. For insanity in particular, at higher levels I think witches get access to heal.

Also, just as a quick note, I'm travelling until midweek, and while I shouldn't be out of cell range for too long for most of that time, I may only be able to post at odder intervals than usual for me.


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

I've updated Kioku's alias and I think she should be good to go.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

@Prasitis: With witch and cavalier, will you be wearing medium or heavy armor or only light armor? Spell failure isn't your friend, is it?

With the boni i can get both melee and ranged should work fine without the respective feats, but taking all the ranged combat feats is of course a stronger way there.
I'll think about it for a bit.


Gameplay is up! We're getting started rolling immediately!


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

Psychic magic doesn't require materials, Kioku. You can have clothes.


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5
_Veda_ wrote:
@Prasitis: With witch and cavalier, will you be wearing medium or heavy armor or only light armor? Spell failure isn't your friend, is it?

Starting with light, and possibly seeing whether to go heavier depending on how painful sticking with light is compared to investing in the Arcane Armour Training chain of feats, and/or Shielded Mage. Probably a bit of both, given how the Sister-in-Arms works, and which feat slots feel open when. Long term, I'd like to track down some folding plate in a Gray Maiden pattern.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

You could think about Hell knight signifier. At level 5 they can use a free action to activate arcane armor mastery.
Quite the investment though and I don't know if that fits your ideas.


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5

Hmm. I like the skillset, but the fluff would require too much torturing, I think, to work for the character: barring completely reflavouring it, too lawful, and the Maidens were supposed to do their own thing. I'll keep an eye out for anything that makes reducing spell failure more efficient, but I think switch-hitting and hexes might do a lot of legwork for a while. Anyway, we'll see.

On another note, well-played, the GM in Yellow! I'm definitely freaking out already! My poor, innocent lady knight-errant! :)


And with that, the opening scene is complete!

Don't reply just yet, I'm putting up a second post for you guys.


One more thing: I'm going to have the maps prepared and have links to them on a separate third party website that has cleaned them all up for me, but I can't get a way to easily edit them to show you one room at a time, so I'm going to need a sort of suspension of player knowledge.

If it turns out to be a problem, I'll look into a way to edit the rooms, but I'm sure it won't be.

I'll be keeping the maps in the Discussion tab for us to all use.


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

I want second everything Prasitis said. Excellent job with word pictures. I feel like I'm reading a suspense novel and can't wait to see what happens next.


I’m so glad you’re enjoying it! I really wanted to focus on the storytelling part of this particular story, as it’s one of my favorites.


Of course, I should’ve asked! Would any of you be opposed to me just queuing up your initiatives for each combat?

I don’t know why I didn’t think about that.


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

I have no issue with you rolling block initiatives or any other roll that doesn't involve a choice such as a saving throw


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

Are the cells somehow locked? I mean are there doors or bars or something?
That would definately determine my actions and i didn't see that yet.


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5

Like Kioku said, block initiatives or saving throws (for when we all get caught in an area spell or whatever) are fine. I know some GMs prefer a hands-off approach to big saves even with virtual dice (so we can't blame the dice for absorbing the GM's influence from playing the baddies when trying to resist a dominate person or the like), but I don't have a significant preference either way in such cases.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

The GM rolls are fine for me as well, speeds up the game.


Alright, in that case I'll be rolling the "mundane" stuff like initiatives and saving throws versus just damage from here on out. Again, sorry for not thinking of this earlier.

Also! Yes, the cells are locked, let me get the next post up for you guys.


Side question, totally not related to the situation at hand at all, have we decided whether to use the Sanity and Corruption rules?

Just asking. For a friend of course.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

Another suggestion of something i found very practical in a lot of games:
Writing the round and your initiative above your combat post.

Round 1; Ini 14

That way we know what round which action is without searching a lot and when it happens.
What do you think?


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

Using the sanity and corruption system, how would you plan to handle them?
Madness only healing on a rest or with lesser restoration?
Those madnesses are quite powerful and we might not have the needs or time to recover, which might shot down characters, like death.

Same for corruptions, that can go pretty fast.


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

I'm not familiar with the sanity and corruption rules but it sounds thematic and I'm game for it.


That’s an excellent idea, Veda! I honestly enjoy getting feedback like that on my style, to make it as good as possible for both you and me. Be sure to speak up on anything you think needs improving!

Kioku, here’s the rules for sanity/corruption. Really interesting set of rules, pretty complicated to remember if you’re not used to it yet.

Sanity rules.


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

Why not? If there were ever an AP to use them, it would be Strange Aeons.

...I think I should probably start thinking about backup characters, shouldn't I?


Eh, I’m not 100% sure I want to get into the rotating door of replacement characters. If we do use the sanity rules, I’d most likely tailor them specifically to not have you go actual, character-ending crazy, and just keep to the more benign insanities.


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5
The GM in Yellow wrote:
benign insanities.

Ummmm.....


Heheheheheheh


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5

I'll have to remember how wonderful that looks if/when I pick up the cackle hex. :)

I'm OK with using the sanity and corruption rules in principle. Can we just check in before distributing various insanities, when the time comes? Mental illness is something that many RPGs handle very, very badly, in my experience, so it would be great if we can all work together to keep this game the fun sort of creepy and not, "Wow, these gals (guys, or as appropriate for your sides of various screens :) ) really have no clue as to what it's like to deal with X/Y/Z IRL, clearly."


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

Posting to my games- Sorry I've been a bit absent from the boards lately, I've been busy at a summer research program, and it's picking up a lot as I near the end.
Also, in a little over a week, I'm going to be out of the country for three weeks. While I'll still try to keep everything updated, it'll be at odd hours and I may not be able to check for a couple of days at a time. So, bot me if needed in combat, and in about a month, I'll be back to my normal posting rate and schedule.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

This makes me laugh^^
All your hours are "odd" for me, since i'm permamently out of country for you, or you for me. Out of continent^^


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

My curiosity is peaked, what is the subject of the research?


Female Human Conjurer//Blackblade Kensai Magus 1 HP: 2/10 | AC: 16 / T: 12 / FF: 14 | Fort: +4, Ref: +2, Will: +2 | CMB: +2, CMD: 13 | Init: +5, Perception: +0 | Dimensional Steps 6/7, Arcane Pool 2/5

Materials Science, in particular nanoscale-type materials and the like (I'm a Physics major).


Apologies for the absence yesterday, work kicked me particularly hard.

@Prasitis: I must admit I am not very educated on personally dealing with a lot of actual mental illnesses, but I am more than willing to learn how to properly handle them if we do decide to use them.


AC 18, 14, 14 hp 12 Fort +3, Ref +7, Will +2; +2 vs. enchantments Immune sleep Init +6; Senses darkvision 120 ft., detect balance; Perception +6

Right now we are kind of in block initiative, generaly always after the first round or surprise round.
If your actions don't depend on something or someone else, you can usualy post them with this system i think.
Should there be a change, you can still do something alternative, or just mention an alternative already.
This worked really fine in some good games i was.


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5
The GM in Yellow wrote:

Apologies for the absence yesterday, work kicked me particularly hard.

@Prasitis: I must admit I am not very educated on personally dealing with a lot of actual mental illnesses, but I am more than willing to learn how to properly handle them if we do decide to use them.

No worries! Life happens, and, alas, work. :)

Neither am I, honestly, and I think we’ll be fine if we just stay sensitive to people’s needs if or as any come up. Just knowing when to tone things down or mildly retcon them so as not to cross any lines into making anyone unhappy?

Skimming the sanity rules, nothing hugely alarming jumps out at me at the moment, but I’m thinking of various symptoms and such like that might not be formalized there or that I’ve seen in other systems (my kid brother collects the weirdest vintage RPGs): GURPS might be a prominent offender, if I’m remembering correctly, and some “curses” from older editions of D&D aren’t particularly fun either.

There’s also a question of scope: I wouldn’t want to be too glib about something that folks might struggle with IRL, and on the other hand we’re all here to have fun rather than do a deep dive into the delicacy of the human mind. Oh, let’s see if I can think of a concrete example…

Example, ref. to self-harm, inter alia:
Aha! I kind of like the idea of the weirder Zon-Kuthon stuff and kytons and all, but I wouldn’t necessarily want to dwell on how they get off on mortifications, mutilations, and extreme body modification, nor softball it either. I wouldn’t necessarily mind if, say, madness manifested in one of my characters in the form of cutting, for example, but we’d probably have to check in to make sure it didn’t go too deep, for a game, into why someone might do that, nor just go edgy for the sake of edginess without actually affecting how the character plays. I mean, If I really wanted to do a portrayal of cutting right, I have a bunch of references and support groups I could look up, and that’s deeper than fits for Pathfinder fun time.
Similarly, I’m not sure how I would represent Pathfinder’s “schizophrenia” madness, for another example. I’m not opposed to the idea in principle, but there’s a balance to be struck between the rather casual description in the stat block of “an influx of new, strange behaviours” and trying to kludge together something with more verisimilitude as someone who doesn’t struggle with actual schizophrenia.


I think it is a slightly different discussion here, as some of the madness and illnesses you could acquire in this adventure are magically induced, and may not perform exactly the same as in the real world.

Regardless, I will be sure to make an extra effort to talk to any character that does get an insanity, and spend the time to ensure everyone is more or less "comfortable" with how it's being handled.


Female Elf Witch (seducer, winter witch) and Cavalier (sister-in-arms) 1 (Gestalt) HP 8/10 | AC 18 | T 12 | FF 16| CMD 15 | Fort +2 | Ref +2| Will +1 | Init +3 | Perc + 5

Thanks for your candour and understanding. I wasn’t expecting any problems, but then I’m fortunate that I don’t think there’s much in my life that RPG madness is likely to push the buttons of.

It’s a tricky balance that I don’t envy the writers’ having to deal with. As you say, we’re talking stories of cosmic horrors beyond human(oid) conception (and tentacles! and five+ dimensions!), so a certain amount of “DC X Will save to resist [monster-of-the-week] madness” is really all that it is, but no one wants to be lazy storytellers with the “Dunno, man. Witches be crazy.” card either. (Also, the wizard always did it. ;) )

Anyway, it’s lovely of you to see about getting everyone on the same page.

Back to giving a fillip to Great Old Ones and such!


I honestly think that insanity should play a significant role in this campaign, but again, I want to make sure that everyone is comfortable with the portrayal of any potential real life ailments.


So it seems as if weekends are tough for all of us. Noted!


Female CG Aasimar (Human Looking) Amnesiac Psychic/Psychic Blood Arcanist 1 | HP: 6/7 | AC: 14 (12 Tch, 12 Fl) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Arcane Reservoir: 2/4, Phrenic Pool: 3/3 | Active conditions: None| Image|
Spells::
1st DC 15: Psychic - 4/4 Arcanist - 2/3

Yeah sorry .... weekends are hard in general and this weekend got slammed (going away party, birthday party, date night). Also had a super busy Thursday and Friday. I will have a post up today, probably around noon or one Eastern

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