GM Knightmare's Therapy Sessions [Strange Aeons]
Game Master
TheChelaxian
A telling of the Pathfinder first edition adventure path "Strange Aeons".
Sanity Rules
Research Rules
Provided Sketch of Briarstone
Loot Sheet
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
LN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 28/34 | AC 20, T 16, FF 14, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +3, +2 vs Enchantment, Poison | Init +11 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex mutagen (30 min)
+1d6 sneak attack
Cruel Anatomist: Use Nature bonus in place of Heal bonus for checks
+11 hp
+1 BAB
+3 Will
+1 1st level extracts/day
+1 formula (adhesive spittle)
Swift Alchemy
Iron Will
+8 skill points, +1 Craft Alchemy, +1 Disable Device, +1 Perception, +1 Stealth, +1 Survival, +1 Nature, +1 Dungeoneering, +1 Nobility
+1 hp FCB
Decided that her luck on sanity checks should translate into game mechanics and took Iron Will.
Hopefully I can get a IC post soon.

Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Grabbing Glitterdust and Touch of Idiocy for spells.
Craft Wondrous Item for the 3rd level feat.
Skill points in Arcana, Planes, Linguistics, Perception, Profession (Herbalist), Sense Motive, Spellcraft, Stealth, Swim, Use Magic Device.
Linguistics and Profession are background.
Taking Abyssal for the new language on level 3.
+1 To Fort and Ref
Gaining this class feature at 3:
Deliver Touch Spells (Su): Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.
I think that's it?
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
+11 HP (9 HD, 1 FCB, 1 CON)
Gunslinger 2: Nimble +1 (+1 Touch AC)
Skill points in the same place as before.
+1 BAB
+1 Fort +1 Ref
M Initiative+1 Perception+9 Conditions: delusion, hemophobia, Courage/ Health Sanity Score 29/39 Sanity Threshold 3 Sanity Edge 19 Aasimir Paladin (Tortured Crusader ) 3 AC 17, touch 13, flat-footed 14 CMD 20 hp 34 /34 Fort +6 Ref +2, Will +6
Enoch the Wanderer
Paladin (Tortured Crusader) 3
+10hp
+1 BaB
+1 Ref
+5 skill ranks
Aura of courage
Divine health
Mercy: Sickened
Feat
Extra Lay on Hands
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 17, touch 13, flat-footed 14 | Sanity 46/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 6/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 3 hours
I'm tempted to go with Precise Shot as a feat, but I'm also tempted to go pure support wizard to challenge my usual playstyle (this is why I ditched evocation and enchantment). That being said, I'm not sure what else I'd go for...
I might also want to swap for anti-summoning shield, but I think that's probably a longer-term concern.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Iosif Formicidescu wrote: Isn't it +CL? So wouldn't it be +3?? It was prepped as a +2 and I didn't want to assume anything. At the end of the day, 1hp probably won't make much of a difference if I have 12 hp and get hit for 2d8+7.
The point is to not get struck at all. Targeted, even.
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Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Sorry all, had a busy day. I will post tomorrow.
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LN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 28/34 | AC 20, T 16, FF 14, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +3, +2 vs Enchantment, Poison | Init +11 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex mutagen (30 min)
Work has been super busy for me lately too...

Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 17, touch 13, flat-footed 14 | Sanity 46/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 6/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 3 hours
Are we moving to the next day? I have no idea what spells Alvar will prepare, honestly, given what they know of the stuff that's happening out there. They prepared for humanoids and undead for this day, and then didn't encounter many of either! OOC, I have some suspicions about what else we'll face, but I don't think Alvar would.
Ah, also, GM - did I miss the possibility of getting/buying a crossbow from the guards, or did that request get lost in the posts? ... Looking at my money, I may not actually be able to afford one...
LN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 28/34 | AC 20, T 16, FF 14, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +3, +2 vs Enchantment, Poison | Init +11 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex mutagen (30 min)
I would very much like to restore my extract slots, completely tapped out.
We could trade some of the less useful alchemical supplies for a crossbow. I'm looking at the two soothe syrups and the opium. And a could antitoxins depending on how good a deal we can get. The survivors might have better use of them than we do. If that doesn't work we could pool our money to get you enough, I have 52gp I could lend.
Also might as well split the money we have up, everyone gets 8gp.
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Alvar the Wayfarer wrote: Ah, also, GM - did I miss the possibility of getting/buying a crossbow from the guards, or did that request get lost in the posts? ... Looking at my money, I may not actually be able to afford one... My bad, no you did not miss an opportunity. Winter insists and one of the guards gives you a light crossbow with 10 bolts for free.
Also, tried to have Brenton blend Miss and Mister when addressing Alvar. He did mean to call you a devil, though.
@Everyone else, we can move to the next day at your leisure.
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I posted a floor plan of Briarstone up with the Sanity and Research Rules, Nyarai. I hope that is adequate. I attempted to sketch one but I was reminded why I'm a writer not an artist, lol.
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Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
The map is great, but I made a more spoiler-free version. Quick sketch HERE
Can you let me know whether I have the tags right? It is editable by everyone, so we can put in notes and whatnot.
You have them right. Added your sketch to the tab as the map.
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 17, touch 13, flat-footed 14 | Sanity 46/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 6/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 3 hours
That's really helpful, Nyarai, thanks!
LN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 28/34 | AC 20, T 16, FF 14, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +3, +2 vs Enchantment, Poison | Init +11 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex mutagen (30 min)
GM could you link the loot page up top?
https://docs.google.com/spreadsheets/d/14cHtdRCYlalCyJ02B6Jn7DjmK8BH3EvziYJ MuDh--gk/edit?usp=drivesdk
Link
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TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
Sorry, life has gotten a bit hectic for me. Will be back to full operating capacity soon.
Hakuna matata, life happens.
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Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Well, pouring one out for Iosif and Alvar. Got backups?
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Yeah, the website's been funky all week
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 17, touch 13, flat-footed 14 | Sanity 46/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 6/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 3 hours
Nуarai wrote: Well, pouring one out for Iosif and Alvar. Got backups? Suddenly I'm concerned, not having looked at gameplay yet...
*Looks* Oh, that is much less worrying than I was afraid of.
There were 4 potions, only 2 amulets.
LN F Half-Elf | Alchemist (Vivisectionist) 3 | HP 32/32, San 28/34 | AC 20, T 16, FF 14, CMD 20, ST 2, Edge 17 | Fort +5 Ref +10 Will +3, +2 vs Enchantment, Poison | Init +11 | Per +11 SM +0 | Speed 30ft | Conditions: scotomaphobia (1 day) DC 14, dex mutagen (30 min)
Yep 4 clw, 2 +1 nat armor amulet, and 2 silver daggers.
Ah, a misread on my part, I was afraid I led y'all to believe there were 4 amulets, lol
TN M Human | Musket Master 2 / Warpriest 1 | HP 25/30 San 33/36 | AC 18 T 16, FF 12, CMD 16, ST 2, Edge 18 | Fort +5 Ref +7 Will +5 | Init +5 | Per +8 LOADED: Alch.
Crap. In that case maybe give it to the lowest AC members
Nonbinary Neutral Tiefling Cambion Abjurer (Elder Mythos Scholar) 3 | HP 21/21 | AC 17, touch 13, flat-footed 14 | Sanity 46/49, Threshold 5, Edge 24 | Resistances: Cold 5, Electricity 5, Fire 5, Acid (Variable) 5 | CMB +0, CMD 13 | Fort +3, Reflex +4, Will +6 (+2 Will vs. Emotion and Fear, +1 all vs. Aberrations, +1 Will in dim light or darkness) Initiative +3 | Perception +3; darkvision 60 ft.| Protective Ward 6/6 | darkness 1/1 | Arcane Bond 1/1 | Active Conditions: mage armor 3 hours
Hm... Alvar would take an amulet, but I don't think they need it, given that they have so many magical AC boosts anyways?
Alvar has their magical focus as an amulet, so won't be taking any magical amulets.
Sylph Ashiftah Hedge Witch 3 | Init +3 | Perc +9, SM +8 (DV 60) | HP 21/21 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +3 Ref +4 Will +5 | Speed 35 ft | Sanity 37/43 |
Nyarai is invisible when required.
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