Cleric of Pharasma

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Organized Play Member. 191 posts (1,563 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 9 aliases.



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Possibly long question(s) about kineticists:

Many kineticist infusions have damage significantly reduced if the blast to which they are applied is physical. (See, e.g. Spindle, Mobile Blast, Torrent, Wall, Eruption, Singularity, etc.)

Some of these have energy damage doing full and physical doing half, while others have energy damage doing half and physical doing quarter damage.

I'd like to know whether this design is due to complex mathematics that suggests actual relative parity between a full-damage energy blast and a half damage physical one (and by the same token a half damage energy, quarter damage physical) or whether this design is due to simple math (that is, "people can do halves and quarters and anything else is too hard") or something else entirely (For example, random choice, or flavor that energy should be better at "area" stuff including 1-square areas like Mobile Blast).

Two secondary question arise:
1)Do you think that outside of those infusions (i.e. just regular blasts) physical damage (attacking against regular AC, but getting reduced by DR) is doing way more damage than energy damage (attacking against touch AC, but getting reduced by energy resistance) such that energy blasts need a boost (or physical ones need a nerf)?

(According to this guide (link) physical blast damage is about 33% higher than energy blast damage at all levels (but of course has to hit AC not Touch AC, which makes them hard to compare)

2) For composite blasts that are half physical, half energy in their damage (e.g. Blizzard Blast) but which are categorized as "physical blasts": should they be treated entirely as physical blasts for the above infusions (and similar ones) or should each part be treated as appropriate to its type (so for Blizzard the piercing damage would be 1/2 and the cold would be full damage or whatever). If they're treated as fully physical, is that just a math/time/ease issue or something else?

I am genuinely interested in hearing the reasoning, and while the kineticist I'm making may not like your answers, as a player who has seen tables with 8 summoned monsters running around at the same time (2 summoners at one table...) I understand that simplicity has significant virtues too.


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Female "Human"
Spoiler:
"Bard" 2 / HP(14/14) / AC: 13, T:12, ff:11 / SV: F+4 R+2 W+5 (+2 more vs. charm and compulsion effects) / CMD 11 / Init +2 / Perc: +2, Low-light vision

Regarding our focus, Aula would prefer secrecy, but will go with the group after a vote. Also apologies for wall of text, there is a TL;DR at the bottom.

Thank you Bardigan for saving us all some time & effort. Here's some more time savings for everyone:

First, a point on what "strategy" or "focus" we adopt:

Hell's Rebels Player's Guide wrote:

Organization Checks: The rebellion’s ability to get things done and likelihood of withstanding setbacks are governed by its three Organization checks—Loyalty (the ability to be diplomatic and recover from effects such as low morale), Secrecy (the ability to trick enemies and accomplish tasks without being noticed), and Security (the ability to intimidate and recover from things such as sickness or battle). Each base check bonus is determined by the rebellion’s rank and whether or not it is the rebellion’s focus (see Table 1). Each check is further modified by the currently active officers (see page 23)

This is just NUMBERS/crunch and does not account for role-play:

The group's focused stat (Loy/Secr/Secu) is, except at Rank 1 and 3 (and then only if we have a Sentinel officer), ALWAYS +2 or MORE better than the secondary stats. That is, if we focus loyalty, we get +2 more to loyalty rolls than to other rolls even before adding in our officer bonuses (See the ABRIDGED chart below, full chart on Player's Guide pg 22). If we were to go strictly by numbers, and we focus Loyalty, we'll be AMAZING at loyalty rolls, but meh at the other two (especially if Bardigan continues to increase his CHA); if we focused Security or Secrecy, we'd have good loyalty rolls and gppd rolls in whichever we focused.

I think of it like a character that has a +5 in two different skills (e.g. perception and disable device) instead of a +8 in one and +2 in the other. Sure, the +8 is REALLY likely to succeed on that one thing (either finding or disabling a trap), but if you want to BOTH find AND disable the trap, it's going to get much harder.

Rank....Focused Check...Secondary Checks
1.......+2..............+0
2.......+3..............+0
3.......+3..............+1
4.......+4..............+1
5.......+4..............+1
6.......+5..............+2
7.......+5..............+2
8.......+6..............+2
9.......+6..............+3
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Question for Aardvark DM--it does not say in the guide, but can the rebellion/Silver Ravens change focus? I'm guessing no, as it's somewhat like choosing a class, but I'm wondering, as a small rebellion may want to focus on secrecy and growth, then when it has gained some momentum focus on loyalty or whatever.
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Now onto who takes what role (CRUNCH version):

Hell's Rebels Player's Guide wrote:
...the rebellion doesn’t need all six of these roles to be filled. You can have multiple identical officers, but note that with the exception of the Recruiter, the bonuses granted by officers don’t stack, so it’s best if each character takes on a different officer role.

(Emphasis mine).

Not sure which (if any) NPCs we can use in various positions (Aardvark probably said somewhere, but this post is already long in coming without searching for more), nor whether we get to know what their relevant stats are. Thus: each position with the bonus provided by the character listed (if it is known).

Demagogue: The officer adds his or her CON or CHA modifier to the rebellion’s Loyalty check.
Bardigan +4
Dawnilea +3
Aula +3
Larenti +3
Ganner +1
Jinx (prior PC) +2
(Rexus?) ?
(Laria?) ?

Partisan: The officer adds his or her STR or WIS modifier to the rebellion’s Security check.
Bardigan +3
Dawnilea +4
Aula +2
Larenti +2
Ganner +3
Jinx (prior PC) +3
(Rexus?) ?
(Laria?) ?

Sentinel: The officer grants a +1 bonus to the rebellion’s two secondary Organization checks, and can aid during all Organization checks attempted to resolve one event during the Event phase. The Sentinel can add her CON or CHA modifier to a Loyalty check, her STR or WIS Modifier to a Security check, or her DEX or INT modifier to a Secrecy check made during this event’s resolution.
Bardigan........Loyalty:.....+4.....Security:.....+3.....Secrecy:.....+2
Dawnilea......Loyalty:.....+3.....Security:.....+4.....Secrecy:.....+3
Aula...............Loyalty:.....+3.....Security:.....+2.....Secrecy:.....+2
Larenti...........Loyalty:.....+3.....Security:.....+2.....Secrecy:.....+3
Ganner..........Loyalty:.....+1.....Security:.....+3.....Secrecy:.....+3
Jinx (prior PC).Loyalty:.....+2.....Security:.....+3.....Secrecy:.....+1
(Rexus?).........Loyalty:.....+?.....Security:.....+?.....Secrecy:.....+?
(Laria?)..........Loyalty:.....+?.....Security:.....+?.....Secrecy:.....+?

Spymaster: The officer adds his or her DEX or INT modifier to the rebellion’s Secrecy check.
Bardigan +2
Dawnilea +3
Aula +2
Larenti +3
Ganner +3
Jinx (prior PC) +1
(Rexus?) ?
(Laria?) ?

The next two are slightly different in their bonus, one just needs to have ANYONE so that we get a bonus action (i.e. unless someone REALLY wants to be the Strategist, we can just hand that to an NPC).

The other (recruiter) wants to have the highest "level" officer and to have as many officers as possible because it grants a stacking bonus based on level (I assume this would be Hit Dice for NPCs). Likely this will need to be filled by a player character starting around level 3 or 4 (just a guess) because we won't have super-cool NPCs with tons of HD to fill it.

Recruiter: The number of supporters recruited during the Upkeep phase on a successful Organization check is increased by the officer’s character level. This bonus stacks with that provided by other recruiters.
Bardigan +2
Dawnilea +2
Aula +2
Larenti +2
Ganner +2
Jinx (prior PC) ?
(Rexus?) ?
(Laria?) ?

Strategist: The officer grants the Silver Ravens a bonus rebellion action during the Activity phase. Any Organization check made to resolve the effects of this bonus action gain a +2 bonus on the check.
Bardigan Bonus Action at +2
Dawnilea Bonus Action at +2
Aula Bonus Action at +2
Larenti Bonus Action at +2
Ganner Bonus Action at +2
Jinx (prior PC) Bonus Action at +2
(Rexus?) Bonus Action at +2
(Laria?) Bonus Action at +2

TL;DR: My recommendations based purely on known numbers (i.e. unless a usable NPC has better stats):
Demagogue: Bardigan (1st) +4 Loyalty
Partisan: Ganner (Tied for 2nd, 1st place taking Sentinel) +3 Security
Sentinel: Dawnilea (1st for TOTAL, but then NOT Partisan) +3 Loy/+4 Secu/+3 Secr on ONE event; +1 to non-focused checks (Secu/Secr if we focus Loy)
Spymaster: Larenti (Tied for 1st) +3 Secrecy
Recruiter: Aula & Rexus +2+? Supporters
Strategist: Jinx (Presumably she is stuck at lvl 1, so she isn't really useful as a recruiter) Bonus Action at +2


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Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

I took some time to look over and go through the loot in depth. The following are my thoughts/ideas regarding loot/loot distribution/things we might want to do with certain items. (this includes looking up proficiencies for who can use what)

1. We want to report to the Pharasmans; we might want to find out:
...a) When(if) is next lottery?
...b) Do they say anything about flying kissing heads and Chephren's predicament? (because kissing him is kinda wierd when it could have just bit him instead).
...c) Do they know anything about an Akar married to a Panhet?
...d) Do they want to buy any of the more historical objects:
"White Silk Osirian Wedding Robe" that Chephren can mend with Mending tomorrow; "Ancient Board Game"?

2. Gear we probably want to keep in some manner:

Weapons:
...a) Masterwork Longbow (already on Surubi's character sheet); she's also the only one that can use the cold iron arrows?
...b) Does Brennan or Chephren want the Light Crossbow? Otherwise, we sell it.
...c) Crossbow Bolts (10 normal, 5 cold iron) should go to Omenhotep and/or whoever takes the new light crossbow.
...d) Let's keep the "Heavy Flail of unfamiliar material" for the sake of the unfamiliar material; Chephren and Surubi can use it.

Armor:
...a) Scarab Shield and Akhentepi's Armor are already on Chephren's character sheet. If Chephren keeps Akhentepi's Armor, we sell Scale Mail +1 as no one else can wear it. If Chephren wears the Scale Mail +1, Brennan or Surubi could wear Akhentepi's Armor.
relevant armor stats:
Akhentepi's: AC +2, MaxDex +8, ACPen 0, 10lb, special MAGICS!
Scale Mail +1: AC +6, MaxDex +3, ACPen -3, 30lb.
St. Leather: AC +3, MaxDex +5, ACPen -1, 20lb. (Surubi's and Brennan's current armor)
For Brennan/Surubi, Akhentepi's armor is -10 lbs, -1 AC, ACPen 1 lower (0), and has cool magical properties (Staunching, +3 Init once per day)

Other combat gear:
...a) Do we want to keep all of it? (i.e. any items people explicitly WANT/want to NOT have?) (What is our knowledge of the legality of e.g. Black Adder Poison Kn. Local MAX 10: 1d20 + 0 ⇒ (5) + 0 = 5?)
...b) Who wants to carry the Tube of Kohl? (Currently listed as nobody carrying it)
Black Adder Poison x3
Potion of CLW
Potion of Darkvision x2
Potion of Lesser Restoration
Silversheen x2
Small Sealed Tube of Kohl (presently unidentified, but we know it is magical)

3a. Boring stuff we clearly(?) want to sell, total 1,072 GP:
(With coins and coin-equivalent gold ingots, total of 1,639 GP.)

Silver plate x6
Silver goblet x6
Darkwood Box
Golden Funerary Mask
Strand of Freshwater Pearls
Semi-precious Stones
Gold-and-Turquoise Scarab Pendant
Jewelry
Gold Trim

3b. Interesting stuff we might want to sell, total worth 357.5 GP (and suggestions about other things we might want to do with them):

...a) White Silk Osirian Wedding Robe (if fully repaired) 150.00 GP
This item is possibly of special significance to House Pentheru, maybe after Chephren casts Mending on it we should see if they will pay a premium for it.

...b) Golden Holy Symbol of Sarenrae 25.00 GP
If we find out from the Pharasmans that Chephren is in a pinch, maybe we can trade this to a local temple for healing worth much more than it's 25g value?

...c) Ancient Board Game 50.00 GP
...d) Self-Portrait of Ariseti Pentheru in Long Scroll Tube 80.00 GP

...e)Akar's Wedding Ring w/inscription 52.50 GP
Surubi wants to find this ring's owner's wife/spouse if possible, regardless of the gold piece reward. She will even take the "hit" against her share of loot if we find the person and there is no reward.

4. Fair share considerations:
Total from loot list (the entire game): 8.5 kGP total loot, +unknown value of Tube of Kohl.
Total loot from House Pentheru: 2.6 kGP of it, +unknown value of Tube of Kohl

Akhentepi's armor and shield, currently used by Chephren: 4.8 kGP.
cash and proceeds of sales: 2 kGP.
other combat gear: 1.7 kGP +unknown value of Tube of Kohl.

Chephren carries 400 GP of stuff: Potion of Lesser Restoration, Silversheen x2.
Brennan carries 505 GP of stuff: poison, CLW potion, darkvision potion.
Surubi wants 188 GP of stuff: mw longbow, cold-iron arrows; and
carries 300 GP of stuff: darkvision potion.
Omen has not claimed anything.

Probably some of this stuff should be counted as "party treasure", like the Potion of Lesser Restoration that will obviously(?) go to whoever needs it most and first, or the silversheen.

5. Proposals, just to start the conversation:
A. Chephren keeps Akhentepi's armor and shield, other three sort out ~900 GP each.
B. Brennan, Chephren, and Surubi get 2 kGP shares of the loot from Akhentepi's, and each of the four get ~400 GP of the loot from Pentheru's. This makes Akhentepi's armor just a bit too much for one of Brennan, Chephren, or Surubi.
C. Items that are in use (and reusable) like Akhentepi's armor, the Scarab Shield and the MW Longbow are "party loot" and will be sold with proceeds distributed once nobody wants them anymore; everything else gets split approximately evenly; things like potions etc. are "party loot" to be used on people as needed (and it doesn't matter too much who carries them).


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Female "Human"
Spoiler:
"Bard" 2 / HP(14/14) / AC: 13, T:12, ff:11 / SV: F+4 R+2 W+5 (+2 more vs. charm and compulsion effects) / CMD 11 / Init +2 / Perc: +2, Low-light vision

"Jinx, darling, are you coming down? It's positively... lovely down here."


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I'm not sure this should have been moved to advice; if he wants a PFS specific answer, it differs from the generic answer.

PFS specific:
You can either: choose a single animal from the MOST RESTRICTIVE list and the levels stack, or you can choose two different animals *BUT CAN ONLY USE ONE IN COMBAT.*

Generic answer:
From the PRD Druid class: "If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion."
From Ranger: "This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3."
From Paladin: "This mount functions as a druid's animal companion, using the paladin's level as her effective druid level."
From Cavalier: "This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount."

In other words: ask your GM if you're not playing PFS; many GM's would read the text above to say that the levels stack as long as (for instance) your TIGER is big enough to ride (one or more size categories larger than you).

I would also point out that PFS USED to just straight up have the levels stack under Joshua Frost's ruling on May 28, 2010 LINK; that ruling was subsequently changed by Mike Brock on November 29, 2012 Link, Link2 and Link3--that's 2 years of PFS during which the levels stacked just fine thanks and the world didn't end.

1/5

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Yiroep wrote:
Andrew Christian wrote:
But seeing as how allowing it essentially allows free raise deads, which are supposed to be quite pricey...
Again, Ultimate Mercy can do it at level 6 potentially already (with major shenanigans, it's even possible at level 5). The "blood money trick" can't even really do it until level 10 (going pure ancient lorekeeper oracle, or cleric with a level dip in wizard, sorcerer, magus, or witch).

How do you get it at level 5? I built a paladin for PFS specifically to have this ability at level 6 (and hey, 10 LoH/day is a pretty damn good healer so it's not like the character is worthless UNTIL someone dies)... but LoH per day=½ paladin level + CHA mod...

Level 6 Ultimate Mercy:

Feats:
Level 3: take Greater Mercy (requires Mercy class feature, so can't take it until 3)
Level 5: take Ultimate Mercy (requires Greater Mercy)

Start with 19 or 20 CHA (if you start with 19, put your +1 into CHA at level 4).

Be a Paladin with the Sacred Servant archetype: lets you get 1 extra LoH per day at 5th level.

LoH is ½ Paladin level + CHA mod per day, (so level 6 = 3 + 5 (CHA) + 1 (Sacred Servant)) = 9; get a headband of CHA for 10 LoH per day...

But if you were only level 5 it would be: 2+5+1+1... how do you get the 10th?!

You can't get it from Extra Lay on Hands because you can't take that feat at level 1: it requires that you have Lay on Hands, which requires Paladin 2...

Edit: I thought I'd found it with Bracelet of Mercy, but how does a level 5 character afford a 15,000g item (even if they have the gold, 14 scenarios = max 28 prestige = 11,750 gp max value.


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And just to start things off; I'll post my current baby, a Magic Missile Specialist (presently level 4, but soon to be cooler!)

Human
Level 1: Wizard (Evocation school, Admixture subschool(UM))
Feat: Spell focus (Evocation): (+1 Evocation DCs)--Replaces scribe scroll
Feat: Spell Specialization (UM) (Magic Missile): Cast MM at Caster Level (CL) +2
Feat: Toppling Spell (UM): [Force] spells that do damage/move opponent, or they fail their saving throw grant you a free CMB check to trip using CL + Int/Wis/Cha in place of your CMB.
Trait: Magical Lineage: Pick a spell, when you cast it with metamagic, treat the final level as 1 level lower.
Trait: Precocious Spellcaster (Taldor book) (Magic missile & whatever): Pick a cantrip and a 1st level spell, cast them at +1 CL
Arcane Bond: Familiar.

So at level 1 I'm casting magic missile at CL=4 with 2 missiles that trip with CMB=8 (Int 19, CL for MM=4), each does 1d4+1 and one does another +1 from Evocation school.

Lvl 2: Sorcerer (Tattooed)(Inner Sea Magic) Orc bloodline (Orcs of Golarion book)
Varisian Tattoo (Evocation): +1 CL for evocation spells. (includes Magic Missile)
Tattoo Familiar: He's a tatoo now, so he's safer!
Orc bloodline: +1 damage per die from damaging spells.

I get 4 more magic missiles per day from the Sorcerer level, all of which are now CL=5, so 3 missiles, doing 1d4+2 each +1 overall and tripping with CMB=9 for the wizard ones, 6 for the sorcerer ones.

Lvl 3: Back to wizard, take Heighten Spell, this will get used later. Wizard missiles are now CL=6.

Lvl 4: Wizard 3.
Lvl 5: Wizard 4. Take Evolved Familiar (Skilled:+8 UMD). This will get used at level 7. Buy an Elemental Spell (Acid) Metamagic Rod.
Lvl 6: Wizard level 5 Bonus Feat: Rime Spell (UM): Cold Descriptor spells that deal cold damage to enemies entangle for # of rounds = spell level.

Now you memorize heightened, rime magic missiles at level 3 (or 2 if you want them to be toppling as well), use the metamagic rod to make half the damage acid; and then use admixture to change the acid damage to cold, giving the spell the [cold] descriptor. You've got 5 missiles at a time by this point, and they do force/cold damage, can trip opponents, and entangle them for 2 or 3 rounds!

1/5

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Andrew Christian wrote:
nosig wrote:
Jiggy wrote:
Eric Clingenpeel wrote:
I wonder why you guys believe that stealing is evil, when it is obviously chaotic since it goes against the laws of the land...
Outlawing something causes it to stop being evil? It is possible for something to be both chaotic and evil, you know.
no, he was not saying it stops being evil. He was saying it isn't evil to start with. He's saying A /= B is just as likely as A = B, and the fact that A = C has no effect on it.
But what if A squared + B squared = C squared, and C squared = -1 and you wanted to know what C was?

i, i, i, i... I just don't know what to say to that.


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This has been answered here for purposes of Pathfinder Society; if you're in a home game, just ask your GM. If you're the GM, make a call (but really, feats that have drawbacks generally state them explicitly, and losing all your spells (outside of the 2 per level and patron spells) is a HUGE drawback--if I were GM I'd rule as Mike did for PFS.
(non-PFS commentary added since this is in the general rules forum)


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Are wrote:
However, consider this hypothetical situation: The square he lands in (on top of some other creature) is the only square within miles that could support him (either because everything surrounding it is air [and he can't fly], or everything surrounding it is solid [and he can't burrow], or every square surrounding it is occupied by other creatures). Does falling suddenly lead to teleporting? :P

Clipping error, character falls through the visible terrain into the never-ending space under the world, falls for 40 real-time seconds more, then dies as (s)he SPLATS onto an invisible nothingness...


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I see that there has never been any official input on this issue, so I have a question that pushes this a little further:

The Paladin archetype Sacred Servant grants the Paladin a cleric domain (at effective cleric level=paladin level-3); but only gains domain spell slots for levels of PALADIN spells she can cast.

PRD wrote:
Spells: At 4th level, when a sacred servant gains the ability to cast spells, she also chooses one domain associated with her deity. Her effective cleric level for this domain is equal to her paladin level –3. In addition, she also gains one domain spell slot for each level of paladin spells she can cast. Every day she must prepare the domain spell from her chosen domain in that spell slot.

Does this Paladin gain the ability to use scrolls/wands of the domain spells? (For the moment let's assume PFS scrolls--i.e. they are not separated into divine/arcane; or let's assume the paladin writes his own scrolls or gets a sorcerer/oracle to make them so he can activate them with CHA instead of INT/WIS).

Now, the BIG question: What about the spells for the levels the Paladin will never GET a domain slot (but they're in his domain's list)? For example: Healing Domain level 5->breath of life--does the Paladin get the ability to cast this from a scroll with a caster level check?

Edit: Cheapy's awesome list of rules posts > my search fu. But that still leaves my can of worms. I think I even Favorited one of Cheapy's posts where he listed some/many of his rules postings list.

1/5

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Well, technically it _is_ legal--you just have to buy it from the Curse of the Crimson Throne Player's Guide instead of Rise of the Runelords (it didn't change at all)... I'm sure that one or the other of those is an oversight on the Additional Resources page, but for the moment...
Edit: Ninja'd by some guy in full plate!


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If you're going to have Spell Spec: MM, take MM as your sorc spell. It'll cast at +2 caster level for BOTH Wiz and Sorc, so you'll have ~6 MM's per day that shoot 2 missiles instead of 1.

I made a similar character, but I took Sage/Orc as my sorc level, and took a familiar instead of an arcane bond.

For your second trait: consider either:
Precocious Spellcaster: +1 Caster Level for one spell (you choose--make your Lineage spell even more powerful--or get magic missiles at level 2 (1 Wiz, 1 Sorc) that shoot as if they were level 5!)
or
Wayang Spellhunter: Same as Magical Lineage, but spell level must be 3 or lower.
-->Both of these are REGIONAL traits, so you can take either with Magical Lineage.

I personally went for Precocious, but then I'm focusing on Toppling Spell with Magic Missiles, and later on I'll take Rime Spell and pop that onto Burning Arc with Admixture (memorize the Burning Arc as a Rime Spell, then admixture it as I cast to Cold damage).

At higher levels, you can use your level 1 Sorcerer slots by buying a Ring of Spell Knowledge (UE) and a scroll of whatever (level 1) spell you want to be casting. (i.e. 1500+25g to cast whatever level 1 spell).


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I've written up a short adventure and am looking to playtest it with a couple of groups of players. I would like (but do not require) feedback at the end (even if it's just "That was cool!" or "You suck." I want to run the following groups:

1) Official Pathfinder pre-gens level 1 (group of 4-6)
2) Official Pathfinder pre-gens level 4 (group of 4-6)
3) PFS legal player-made characters level 1 (group of 4-6)* °
4) PFS legal player-made characters level 4 (group of 4-6)** °
*brand-spanking-new, so 150g and no wands!
**Wealth-by-level ~6000g, I'll make it 7500, but no single item with a price greater than 5000g.
°If you have a PFS character at this level (or who was at some point at this level) feel free to use that character (as they are/were at that level).

The pregens are available on Paizo's GM Resources site on the right side under "Free Downloads;" Core rulebook and Ultimate Combat pregens are allowed.

PFS character creation rules (generally) are in the Guide to Pathfinder Society Organized Play (a free download, currently v4.2) and on the Additional Resources page.

If you're interested in playing please post/PM me:
a) Days/times you are available and timezone (e.g. "Thursday evenings Eastern Time" or "Saturday 10/20 from 9:15:22am PST to 10:47:16am PST")

b) Whether you want to run a pregen or your own character (remember, this is just for fun/testing, it's not going to be a campaign)

c) The level you want to play at (i.e. 1 or 4)

d) If you're making your own character, a link to your stats/etc.

e) Whether you are willing/able to play using Roll20 (http://www.roll20.net) or insist on PBP.

And of course, if you have any questions/comments you're free to post those as well.

I will try to form a couple of groups (depending on interest, the times people are available, and whether people want PBP or Roll20).

Last notes:
I'm new to GMing via PBP (and to some extent via Roll20), so there may be some bumps. If playing over Roll20, I'd expect this adventure to run around an hour (but this is testing, so don't quote me on that! =p).

For PBP I really haven't done enough to estimate how long it will run. I ask players to be ready to post once per day (as that seems to be somewhat standard). I think I'm going to try using maps (I'll just make a Roll20 game and screenshot it or something) rather than combat-by-description.

1/5

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Blog post wrote:
Potion of Touch of Sea (50 gp): For a measly 50 gp, you get a 30-foot swim speed, +8 competence bonus on Swim checks, the ability to take 10 on Swim checks even when distracted or endangered, and even use the run action while swimming. While this is more than enough to leave the poor elixir of swimming curled up in a corner, the one caveat is that it doesn't enable you to breath underwater, but for 1 minute of duration, you are bloody well near a seal.

Combine this with the 2g Sponge Potion (Potion Sponge?) from the Advanced Race Guide when you're going on a boat--you don't have to drink it until you hit the water, and you CAN drink it in the water!


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If you pick Elemental (fire) as one of the bloodlines for Crossblooded, yes.

Advanced Race Guide PRD wrote:
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Ultimate Magic PRD wrote:
A crossblooded sorcerer selects two different bloodlines.

That's straight RAW--your crossblooded sorcerer is a sorcerer "with" the elemental (fire) bloodline (and one other, and 1 less spell known per level, and -2 will saves--it balances out).

Wildblooded Primal is going to be YMMV; some GMs will say the wildblooded bloodlines are "separate" bloodlines (i.e. Primal (fire) is not Elemental (fire) so no go on the Ifrit ability) while others will say that the wildblooded bloodlines merely modify an existing bloodline that you already have (and so Primal (fire) is subsumed within elemental (fire) and you're golden as an Ifrit.)


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Check this out. Now, clearly if it's a 50 foot long 5 ft x 5 ft hallway, that's going to be a different situation, but for getting through a short-distance small space, probably yes.

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Ah say, ah say boy I say why you wanna be yellow?

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Lord Goldhelm wrote:

Mike Brock wrote:
the Diviner wrote:


If I decide to change my synthesist into something other than an Summoner, am I capable of selling the wand I have used charges of?
No, it is partially used and that ship has sailed. I suggest saving it for use by fellow Pathfinders at your table.

This is on the comments to the blog post announcing Guide 4.2, which announced lvl 1 retrains, but also had a lot of hubbub regarding newly-restricted archetypes.

I'm fairly certain this applies to pre-2nd-level-play retrains as well.

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The Society's Master of Scrolls, Kreighton Shaine, looks somewhat dazed across the cluttered desk. He momentarily notices you, says "It seems the Dreng boy hasn't returned from a trip the Blakros museum. It's been..." his attention drifts off for several seconds. "Well, I haven't heard him yelling at any new recruits through the wall for several days now. The Ten sent a message that I should have somebody go look for him, and you're it."

Shaine's attention turns to an open book on the desk, and you are shown out of the room by an aide...
GM: Okay, anyone have Knowledge (Local)?

=p


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Additional Resources wrote:
http://paizo.com/pathfinderSociety/about/additionalResources A cavalier of 4th level or higher may take the Horse Master trait, ignoring the expert trainer class feature. A cavalier who trades this class feature for another as part of an archetype can not take the Horse Master feat.

Horse Master is delicious cheese, and allowed at our table! (Unless you are a Beast Rider--I think that's the only archetype that gives up horse master, but I didn't look at all of them that closely).