GM Xavier Kahlvet's Strange Aeons 2e

Game Master KingTreyIII

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Boodiddly: 1 | Jevar: 0 | Kolgradd: 1 | Shohreh: 1


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CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

Mechanically, how did Boodiddly stop the aura of smoke and how did he know he could do that? That's awesome!

Mental damage is just a damage type, right? Like cold or acid?


| Strange Aeons | Hell's Rebels | ◆◇↻
Urzok wrote:
Mechanically, how did Boodiddly stop the aura of smoke and how did he know he could do that? That's awesome!

He saw Zandalus cast a spell and targeted the effect of the spell (the aura of smoke) with dispel magic. Simple as that. Granted, that was going under the assumption that what Zandalus did COULD be dispeled, which it could have.

If you're asking how the dispelling happened, well he rolled a counteract check (the modifier being 10 - his spell DC) against Zandalus's spell DC, with the success results being from here. Because he happened to succeed against Zandalus's spell DC of [REDACTED], the spell was able to dispel it so long as its spell level was no more than 1 higher than the dispel magic's level (2 in this case, so the aura of smoke had to be no higher than level 3).

Urzok wrote:
Mental damage is just a damage type, right? Like cold or acid?

Correct.


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

That's awesome! I though "counteract" was some sort of bard song thing. Makes so much sense now, thanks!


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

Boodiddly, you've inspired me to un-retire my dispel focused wizard in PF1! Turning off enemy buffs is just so useful. In most of my experience, the party just tries to burn through it (in the case of something like images) or out muscle them. Valid strategies, but dispel is often overlooked and I think it's great!


| Strange Aeons | Hell's Rebels | ◆◇↻
Oreb wrote:

The raven is almost swept up in a whirlwind as Zandalus dashes away.

At least the smoke is further away.

She returns to her perch on her master's shoulder.

[[A]] fly 20'

Oreb cannot take actions on her own; Jevar (the character) has to spend an action commanding the familiar for her to act (utilizing Spell Delivery is an exception, as is, say, if Oreb is stuck in the middle of a pillar of fire or similarly in dire, direct danger).


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Doh, in that case I'll replace the dagger sheathing with a movement command.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jevar Shadowmantle wrote:

Hmm, and I'm guessing this poor fellow here can't tell us what's coming, and when.

The wizard gets to work with some of his remaining spells and abilities.

Round 1: Familiar focus, restore 1 focus point; sheath dagger
Round 2: Draw 2nd alchemists fire; Cast invisibility

Friends, I'm about to "disappear" momentarily. I'm not sure if it will truly provide me an advantage, but this feels very uncertain.

He begins an incantation and, passing his flat hand over his face disappears.

Holding an alchemist's fire in each hand

Just a bit of semantics:

Round 1: Familiar Focus is actually 2 actions from your familiar, so it’s only a single action from the master.
Round 2: Technically you need to have a free hand to cast invisibility because it has a Material component to it (you don’t actually need to shout “I’m casting invisibility” to cast invisibility anymore), so you would need to cast it then pull out the alchemist’s fire.
Round 3: Did I just miss where you were saying what your actions were on this round?


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Hehe, I know I didn't need to shout it, it was more warning the party. If reordering a bit works (forgot about handling the M component), then I don't think I need to do anything in round 3. I would change position, but I don't know what position is "good" yet, without knowing where "something" is coming from.


NG Methodical Mind ???Half-Elf??? Cleric of Pharasma (Multiclass Sorcerer) 9 | HP 107/107 | AC 25 (26 with shield) | F 15 R 13 W 19 [resolve] | Perc 17 | Stealth 2 | speed 25 | Active Conditions:

Advice for Urzok: This thing is going to crit frequently. Do you best to not end your turn next to it. Make it spend an action to come to you.


| Strange Aeons | Hell's Rebels | ◆◇↻
Shakur Hektat wrote:
Advice for Urzok: This thing is going to crit frequently. Do you best to not end your turn next to it. Make it spend an action to come to you.

And that’s where 2e differs severely from 1e. One of the biggest differences between the two editions is the implementation of solo boss fights. In 1e they were laughable because in 9 out of 10 cases the PCs overpower them solely because of action economy. It was a quirk in the system, and Paizo and other authors learned that if you send a monster alone, it’ll get slaughtered.

That’s where 2e comes in. The Tatterman, I will tell you right now, is a level 6 creature. This fight is very purposefully difficult, because thus far I’ve been guiding you guys through the system, but this is the fight where I let you figure things out for yourselves, but I will say this: if you all approach this fight (and by extend all other severe encounters that will come) in the exact same way that you approach them in 1e, you will die. Offense is not the best defense anymore. If you think you can just stand next to it and hack-and-slash until the cows come home and tank its hits, you will die. You have to go on the defensive. One of the Tatterman’s actions are not equal to one of yours; his is basically the equivalent of 2-and-a-half of your actions.

You have to play smarter, not harder, even if that means flailing around hopelessly for some time while you deal damage bit by bit.

Trust me here, I was very scared about this moment myself because only Shakur's player is decently experienced with 2e here, but I know that we all have to experience severe encounters, because the party's approach to a severe encounter needs to be very different from other encounters.


To add a few more words of advice:

- Debuffs are absolutely necessary at this point, but particularly difficult to get off properly. Keep trying. We need to debuff him or we'll have trouble getting anything of ours to land. His AC and saves are likely somewhere between 4 and 7 higher than ours. That's just how the numbers work out, especially in the case of monsters that don't appear to have class levels.

- DO NOT end your turn adjacent to this thing. That is literally asking for death. If he crits on a 10, that means his multiple attack penalty stacks to make 10 still a success on a third attack. Don't let him use it. If possible, don't let him use his second attack either.

- Evasion is the name of the game here. A shield block will only do so much (mostly because this thing will likely demolish your shield in the hit you block it with). In that same vein, if we can somehow outrun him, we can guarantee he only gets one Strike a turn. Movement is the only ground we could possibly stand evenly on.

- Stay together. Don't run off on your own. We can only take this thing down if we're all involved in trying to do so. Also when sticking together, monsters may spread their attacks out a bit, especially if their attacks have things like sweep and agile. If somebody moves, the rest of us need to follow. Singling yourself out as the lone target is a sure fire way to get killed. It's that horror movie trope of "that dude tripped so now he's dead".

- Lastly: Expect the failure effect on everything you do against this thing. DO NOT expect to critically succeed. It will most certainly need to roll a 1 to critically fail a save, and you will almost certainly need to roll a 20 to critically hit (Urzok may be the exception here, but I doubt it).


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Just for the sake of pure curiosity, Zandalus pleaded to us to kill him. Was there a real chance that if we'd taken him down the Tatterman wouldn't have been freed?


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Wow, a lot of bad rolls, and that one natural 19 likely didn't save the turn.

Given that I have no desire to get close to it, I guess there isn't really an advantage to invisibility here.


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

So we don't know what movement the Tatterman has, but Urzok has 35ft for a few more rounds and can attack from a space away with lunge. He can demoralize too.

If we decide to do the running game (and assuming the damn thing can't take AoO's, which Urzok's current turn will inform us of), he could demoralize, strike, stride once, then strike, strike (or PA), stride after that (demoralize is functionally once per creature). If he has longer movement than the Tatterman, that would mean a possible advantage for us (two strikes or a PA vs his one). If Urzok doesn't have a movement advantage, he would strike then stride twice (he basically can't get hit twice around or he is dying).

If we did the above, what would that leave y'all with? Stride, stride, [action]?

Do we even have space for that kind of strategy? The map looks preeeetty cramped for running around, but it seems like our best bet. The hallway Zandalus ran down might be our best bet in this case. We'd also have to force space/Urzok survive this turn to get this started, we didn't move far enough away for him to not take two attacks this round.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

You might be right, but I lack confidence that the Tatterman can be demoralized.

Glad I got the persistent damage in though. I thought my rolls were trash.


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| Strange Aeons | Hell's Rebels | ◆◇↻

For the record, Urzok, you are currently taking a status penalty to your Will saves due to your delirium madness, and that penalty doesn't stack with the one from frightened.

Jevar Shadowmantle wrote:
Just for the sake of pure curiosity, Zandalus pleaded to us to kill him. Was there a real chance that if we'd taken him down the Tatterman wouldn't have been freed?

Because you guys have no real way of figuring this out: Zandalus was the victim of a ritual that bound the Tatterman to his dreams (hence his condition of severe night terrors prior to everything hitting the fan). Killing Zandalus (technically you didn't kill him, but I highly doubt that Urzok wouldn't have, so I just expedited things) is actually what freed the Tatterman. He was pleading you kill him because he was suffering and wanted it to end.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Ah, thanks. It wasn't 100% sure if it was that or if he resented being controlled and knew of a way to prevent the freeing. But, that clears it up.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jevar Shadowmantle wrote:

Hurk... The words immediately rush from Jevar as he's badly wounded. He carefully hobbles backward as he prepares for his next move.

[[A]] Step NW
[[A]] Strike, ranged: throw alchemist's fire.

[dice=Alchemist's fire, fire damage (inspired, frightened 1), persistent fire damage, fire splash damage]1d20+3+1-1; 1d8; 1; 1

The wizard finally snarls out some words. There! You can waste your time putting out the flames.

Hoping to at least reduce his actions/round a bit.

[[A]] Manipulate: draw alchemist's fire (2 left)

Shoot, I think I've been making a mistake with the bomb throws. I just noticed those aren't "simple" weapons, and so Jevar isn't as proficient with them as, say, a crossbow. I think he should just be getting Dex instead of any proficiency bonus :/ Adjusted (for this round at least)

Jevar. You know that the Tatterman doesn’t have the Attack of Opportunity reaction. And you are currently sitting at 2 HP. You don’t need to Step away. And your cantrips are frankly dealing better damage than the bombs (and are far more accurate). I understand wanting to change things up, and I'm not trying to force you to take any particular action against your wishes, but right now is probably not the time to start experimenting with your alchemical side.

And yeah, bombs are martial weapons. I'm...actually going to give Jevar a Hero Point, because that was something I myself actually completely missed.


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

Urzok would have killed him dead, that's for sure! Are we not going to run down the hallway then? I don't know how many times we can let him get two attacks off a round and not start losing characters.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Out of curiosity, since we still have a ways to go in this whole AP, will there be opportunity for downtime activities at any point?


| Strange Aeons | Hell's Rebels | ◆◇↻
Jevar Shadowmantle wrote:
Out of curiosity, since we still have a ways to go in this whole AP, will there be opportunity for downtime activities at any point?

Actually, yes.


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

GM, if the silver dagger does 2d4 because it is a magic weapon, what does the striking rune do on Red Destiny? It is marked as having both +1 potency and striking, where as the dagger has just a +1 potency rune on it.

My bad on the frightened/inspire, I went back too far for last round's information for the AoO.


| Strange Aeons | Hell's Rebels | ◆◇↻
Urzok wrote:

GM, if the silver dagger does 2d4 because it is a magic weapon, what does the striking rune do on Red Destiny? It is marked as having both +1 potency and striking, where as the dagger has just a +1 potency rune on it.

My bad on the frightened/inspire, I went back too far for last round's information for the AoO.

No, it does 2d4 because it had magic weapon cast on it, which makes it a +1 striking weapon; the same as Red Destiny


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none
GM Xavier Kahlvet wrote:
Jevar Shadowmantle wrote:
Out of curiosity, since we still have a ways to go in this whole AP, will there be opportunity for downtime activities at any point?
Actually, yes.

Excellent. Thanks! I am in fact thinking of taking Alchemist Dedication next level, and so will want to research formulas. (e.g., alchemists can try to work backwards from a copy of the item).


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

Oooooooooooh, ok I get it now. Thanks!


| Strange Aeons | Hell's Rebels | ◆◇↻

Alright, this right here is the perfect place for me to do another check-in. I said in the outset of the campaign that I would follow along the kind of game that the party wanted to play, more specifically with relation to which edition we would play. At this, what is essentially the end of Book 1, I have felt that I have showcased enough of Second Edition to be comfortable asking for a well-thought-out opinion.

So, I once again would like a consensus from the party for the final time on this topic: What are your guys’ opinions on 2e and continuing to play Strange Aeons in 2e?


CG M Gnome (sensate) Bard 11 | HP 129 | AC 28 | F +19 R +19 W +21 (Resolve) | Perc +20 (+2 vs Initiative), Imprecise Scent | Speed 25 ft | Focus 2/2 | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 | Staff Charges: 6/6 | Active Conditions: None

It still feels a bit like flailing around in the dark, but that’s par for the course in this AP so... I’d say stick with 2e. We’ll never get comfortable with the system if we never use it. Besides, I know the GM is having a blast translating the monsters and encounters to the new rule set, and that enthusiasm will rub off on us as well.


NG Methodical Mind ???Half-Elf??? Cleric of Pharasma (Multiclass Sorcerer) 9 | HP 107/107 | AC 25 (26 with shield) | F 15 R 13 W 19 [resolve] | Perc 17 | Stealth 2 | speed 25 | Active Conditions:

2e is a different beast, and comparing it to 1e is like comparing a cat person to a cattle rancher. Two completely different things, with only the smallest of connections.

I'm alright continuing in 2e. I've got some plans for Shakur's build that should help smooth out most of the complaints I've gotten while playing him. That said, I'm down to switch to 1e as well if the rest of you aren't feeling comfortable continuing in 2e.

As for a "vote" per se, I don't want to take one. I'm perfectly fine either way. Should help to make sure there isn't possibly a tie.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

I'd like to stick with 2e. My roughness and mistakes at times are more that I still play a fair amount of 1e, not any deliberate resistance to the new system. I just have to keep working on my muscle memory and play more 2e :)


CG M Gnome (sensate) Bard 11 | HP 129 | AC 28 | F +19 R +19 W +21 (Resolve) | Perc +20 (+2 vs Initiative), Imprecise Scent | Speed 25 ft | Focus 2/2 | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 | Staff Charges: 6/6 | Active Conditions: None
Jevar Shadowmantle wrote:
I'd like to stick with 2e. My roughness and mistakes at times are more that I still play a fair amount of 1e, not any deliberate resistance to the new system. I just have to keep working on my muscle memory and play more 2e :)

Yeah, muscle memory is a great way to put it.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jevar Shadowmantle wrote:

Jevar lets the flame evaporate from his hand as he picks up the book.

The title that Losandro wrote about in his journal... "a near-legendary collection of psycho-arcane studies". I wonder... does it hold some secrets for my spellbooks. Will it provide us with more answers about this damnable place, this experience...

After the seemingly uncontrolled display of rage at Zandalus’s throne, the wizard now calmly sits down. Cross-legged he begins to flip through the book...

Impressive that you're able to do that after falling unconscious.

GM Xavier Kahlvet wrote:

Thump. Thump. Thump. Thump.

One by one, the four men’s vision blur as they fall to the floor into unconsciousness…

;)


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Delayed fade to black...? :) Or perhaps he dreams it after going black. I couldn't just let the connection lie.

I can't wait to see what torture dungeon we wake up in *this* time.


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

I'd rather do 1E, but I'm having fun with 2E still. I'm with Jevar in that I also play a lot of 1E (this is my only real 2E experience and I've no intention of doing more) and that I'm still getting my muscle memory into shape too!

Looks like:

2 for 2e
1 for 1e (lol)
1 abstention

So unless the GM wants 1e (doubt it) and forces the abstention into voting, 2e it is!


| Strange Aeons | Hell's Rebels | ◆◇↻

I suppose we’re sticking with 2e then!

That said, everyone levels up to 4, and as a sign of goodwill (since we all probably didn’t know the game too well at the offset), I’m allowing you to rebuild your characters from scratch if you so wish, with the following stipulations: you cannot change your gear, ancestry, background, or class. Otherwise, anything’s fair game.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Free retraining. Generous :)

I think for Jevar, either I'm not utilizing the Familiar focus to it's full potential or it's just really more about RP that mechanical help. Oreb is good for cracking wise and delivering shocking grasps. And in doing that it incurs the one-shot risk you've pointed out.

Separately, I've always planned to have Jevar multiclass in alchemy. It was an oversight to take alchemical crafting before that since you get it for free. So I'll replace that general feet. Then I just need to decide if/what class feats to roll back and get alchemy started a little early. I don't expect Jevar to be a mad bomber, more of a healing supplement and effects support (handing out mutagens perhaps).

I can probably have this decided and done later tonight.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jevar Shadowmantle wrote:

Free retraining. Generous :)

I think for Jevar, either I'm not utilizing the Familiar focus to it's full potential or it's just really more about RP that mechanical help. Oreb is good for cracking wise and delivering shocking grasps. And in doing that it incurs the one-shot risk you've pointed out.

Separately, I've always planned to have Jevar multiclass in alchemy. It was an oversight to take alchemical crafting before that since you get it for free. So I'll replace that general feet. Then I just need to decide if/what class feats to roll back and get alchemy started a little early. I don't expect Jevar to be a mad bomber, more of a healing supplement and effects support (handing out mutagens perhaps).

I can probably have this decided and done later tonight.

Yeah, a lot of people on the forums are a bit uppity about familiars now because of this that and the other, but familiars are far from worthless; the fact that you can spend one action to get a focus point back or get an additional batch of infused reagents make them actually really worthwhile. I will admit, though, that there do need to be more familiar/master abilities, because the list we have right now is just okay rather than good.

And granted, I mostly am allowing the free retraining because X Hums said that they screwed up Shakur's build by having them be a warpriest, and changing a cleric's doctrine takes a month of downtime, which isn't fair considering X Hums made the character before they entirely knew what they were doing.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Yup, so to that affect I may not just get rid of the familiar, but might scale it back (or may still change nothing at all). But, the biggest consideration is that I could have taken the alchemist dedication at L2. I've been using familiar focus, I could swap cantrip connection for the reagents ability too and maybe wait for a higher level to re-take improved familiar to get back flight.

Since we started this I've added a couple of 2e PFS characters and am getting pretty comfortable with it.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jevar Shadowmantle wrote:

Yup, so to that affect I may not just get rid of the familiar, but might scale it back (or may still change nothing at all). But, the biggest consideration is that I could have taken the alchemist dedication at L2. I've been using familiar focus, I could swap cantrip connection for the reagents ability too and maybe wait for a higher level to re-take improved familiar to get back flight.

Since we started this I've added a couple of 2e PFS characters and am getting pretty comfortable with it.

Except, technically by the RAW, if you have an avian familiar you MUST take the flight familiar ability.

What I'm wondering about is if you're planning on changing your thesis.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

I was thinking about it, but I'm not as motivated to shake that up as I am to make more room for the multiclass archetype. (and yeah, I missed the must-take-flight requirement, but that can be remedied with a re-arrangement of familiar abilities).


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Retraining plan (so far)

Wizard feats:
2: Enhanced Familiar -> Alchemist Dedication

General feats:
1: Alchemical crafting -> Arcane Sense (because he gets this from Alch. Dedication anyway)
3: Track Magic Item -> Specialty Crafting (Alchemy)

Familiar / master abilities (from 5 down to 3 without Enhanced Familiar)

cantrip connection
spell delivery
speech
familiar focus
flier
[u]extra reagents[/u] I'm a little torn between this and cantrip connection. An extra batch of reagents for any level formula is attractive... except that his advanced alchemy level will remain 1 until level 6. If I pick cantrips right, unlimited use/day of an auto-heightened spell is pretty good too. I *might* wait to switch this over until his advanced alchemy level increases...


NG Methodical Mind ???Half-Elf??? Cleric of Pharasma (Multiclass Sorcerer) 9 | HP 107/107 | AC 25 (26 with shield) | F 15 R 13 W 19 [resolve] | Perc 17 | Stealth 2 | speed 25 | Active Conditions:

Alright. Shakur's rebuild is live.

Decided I wanted to focus more on focus spells (pun intended). As such, Shakur has now multiclassed sorcerer and picked up a nifty 1 action focus spell, and the ability for his focus points to just...come back after 10 minutes! Just be existing! Should be fun. Other focus spell came from the death domain, basically gives me free temporary hitpoints when I watch someone die. Would have been stellar against the Tatterman, but alas, that's passed.

I've also retrained into a better healer overall. I now have 4 fonts, which will increas to 5 next level. I still have Battle Medicine. I now also have Continual Recovery, which means I can continue to treat wounds until it is done. Combine that with Assurance in Medicine, and you've got yourself a surprisingly effective healer, given enough time. 10 minutes rolls 2d8 of healing, no questions asked. In 2 levels it will do 2d8+10 with no questions asked. I'm excited to use the combo.

Overall: Healing is bumped. Offense if bumped. Defense took a hit, so keep me in the back. A few more levels and Shakur will definitely be unique, that's for sure!


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

GM, in this rebuild, would we be able to move any stat points around? I'm considering taking the rogue archetype, but would need 14 dex to do so.


| Strange Aeons | Hell's Rebels | ◆◇↻
Urzok wrote:
GM, in this rebuild, would we be able to move any stat points around? I'm considering taking the rogue archetype, but would need 14 dex to do so.

Yeah, knock yourself out; I’m pretty sure that’s what Shakur did, anyways.


CG M Gnome (sensate) Bard 11 | HP 129 | AC 28 | F +19 R +19 W +21 (Resolve) | Perc +20 (+2 vs Initiative), Imprecise Scent | Speed 25 ft | Focus 2/2 | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 | Staff Charges: 6/6 | Active Conditions: None
GM Xavier Kahlvet wrote:
Yeah, knock yourself out; I’m pretty sure that’s what Shakur did, anyways.

Knock himself out? That's not a very effective healer! X-D

Not anticipating too many changes for Boodiddly - most extreme might be swapping a few spells.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Now trained in the medicine skill, it looks like there is an extra set of Healer's Tool in the inventory. Claiming.

Also claiming the rest of the alchemical items, as Jevar will attempt to derive their formulas in downtime.

Because Alchemist Dedication does not state getting a formula book, Jevar will buy one. Interestingly Alchemical Crafting does not state having one as a requirement to assumes the character does (??).

He will also buy a Basic Crafter's book (which gets him all Item 0 formulas from the CRB).


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none

Okay, Jevar is retrained and leveled up to 4. Oreb is leveled up to 4.

I'm hoping the alchemist archetype provides a nice extra utility.

A quick summary of things Jevar can and should be doing:

Exploration actions: Arcane Sense, Trick Magic Item
Encounter actions: Counterspell (added dispel magic to help here), Quick Alchemy, Hand of the Apprentice, Recognize Spell
Downtime actions: Magic Shorthand, Alchemical Crafting

The loss of enhanced familiar will be made up for in that Improved Familiar Attunement does provide free abilities at later levels (to recover spell delivery, speech, etc.).

I think that's finally it.


CN (Male) Half-Orc (Human) Fighter 5 | HP 73/73 | AC 23 | F +12 R +11 W +12 | Perc +12 | Stealth +2 | 25ft | Active Conditions: None | Sanity 22/36 Threshold 3 Edge 18

Sorry this is taking so long, archetypes took longer for me to wrap my head around than I thought.

Looking at the Rogue archetype, I would be giving up my fighter feats for better skill usage. I can see that being worth it on some builds, but not this one. Instead, I am looking at the Barbarian archetype.

Taking this archetype (Barbarian Dedication @ lvl 2 via a class feat), I can rage, get trained in a skill, and become bound by an anathema. I'd go for the Fury Instinct since none of the other instincts seem to fit. What skill should I get trained in? Is it worth having another person trained in Medicine for out of combat? I think it would be, but idk what the opportunity cost is here for us.

At level 4, I'd take the Basic Fury archetype feat instead of a class feat for Shake it Off (the idea being Urzok's anger makes him tankier, in tandem with Bravery, making debuffs stick should be a real challenge!).

Kind of a big deal, Urzok would lose lunge for now, but could get it back at level 6.

I'm about to make the changes to reflect the above, but am keeping the original text saved so if y'all tell me this is a super boneheaded move, I can un-bonehead the build :)

Different topic, if we have some downtime now/soon can we try to get rid of the madnesses Shakur and I have collected (in addition to time restoring sanity)?


NG Methodical Mind ???Half-Elf??? Cleric of Pharasma (Multiclass Sorcerer) 9 | HP 107/107 | AC 25 (26 with shield) | F 15 R 13 W 19 [resolve] | Perc 17 | Stealth 2 | speed 25 | Active Conditions:

Reminder of the fact that it takes one action to rage. I'd say it probably isn't the best idea to have Medicine as well, Shakur can pretty well cover outside of combat at this point. Only if we have 10 minutes will it be a problem, and come the next skill feat, Shakur will be able to treat 2 people at once, so that will become even less of an issue. Get yourself trained in something we can Recall Knowledge with (Nature or something) that nobody else has. Preferably something you have a decent stat bonus for.

Also, everybody, remember the fact that we'll be receiving 4 stat boosts next level. May be worth thinking ahead in the rebuild.


CG M Gnome (sensate) Bard 11 | HP 129 | AC 28 | F +19 R +19 W +21 (Resolve) | Perc +20 (+2 vs Initiative), Imprecise Scent | Speed 25 ft | Focus 2/2 | Spells: 1st 3/3 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 | Staff Charges: 6/6 | Active Conditions: None

That being said, Urzok usually uses his actions to attack and/or move. Boodiddly's got Bardic Lore, which can be used to Recall Knowledge about anything, as well as Dubious Knowledge and Unmistakable Lore to guarantee he remembers something. So expect less throwing rocks and more buffs and fun facts from Boodiddly.


male human (versatile) wizard (unified magic theory, alchemist, rogue) 11 | HP 74 | AC 29 | F(E) +16 R(E) +20 W(E) +19 | Perc(E) +18 (continual flame; innate Detect Magic) | Stealth +19 | Speed 25 ft | Scroll Adept: ☐lightning bolt, ☐ice storm | drain familiar [X][2][3][4][5][6] | focus☐ | familiar focus☐ | Quick Alchemy☐☐☐ | ↻counterspell ↻feather fall ↻quick recognition ↻recognize spell | dreamstone ☐ | staff of the dreamlands☐☐☐☐☐☐ | Active Conditions: none
Shakur Hektat wrote:
I'd say it probably isn't the best idea to have Medicine as well, Shakur can pretty well cover outside of combat at this point. Only if we have 10 minutes will it be a problem, and come the next skill feat, Shakur will be able to treat 2 people at once, so that will become even less of an issue.

How do you feel about Jevar's medicine/healing supplement? The difference there is that he'll be able to make antidotes, antiplagues and such each day to deal with particular afflictions.

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