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Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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TriOmegaZero wrote:
I would offer a module in PFS Campaign mode if that were of interest.

Hey! I'm pretty sure everyone is on board for this. Add us on Skype and we'll have a chat :)


kyrt-ryder wrote:
I'm guessing you guys are dead set on PF? I have a loosely PF inspired game I'd be happy to GM for you for however long we all agree on, but it's certainly not PF.

I'm pretty sure we all just want to stick to pathfinder. Thanks regardless!


We're a group of 4, experienced with Pathfinder and looking to give our GM a break so he can be a player for a change. So we will be 4 players. 3 of us are from Norway, one of us is Belgian.

Our strong points are:
-Scheduling: We are no flakes, and are able to play weekly for almost the entire year, allowing us to finish AP's like Rotrl, Mummy's Mask, Hell's Rebels...
-Communication: We can listen to each other and set aside time to help or to solve possible problems.
-System mastery: We have a pretty good grasp of game balance, and can adjust to higher or lower optimisation.
-Roll20 experience: We can write macros to speed up our turns.
-Maturity: We realise that a game is a group effort, and we should try to make it as enjoyable as possible for everyone.
-Humour: We like having a good laugh during most of the game, but during suspense, drama, or intrigue we get serious.

We are looking for:
-Ideally someone who can make sundays weekly, since that currently works for all of us (and rescheduling can be a b&!+&), but time and day can be discussed.
-Someone who has a solid grasp of the bread-and-butter pathfinder rules. 'Playing fast and loose' Is okay, if done consciously to improve the game.
-An adventure that can at least last a couple of months. An AP is fine, good homebrew is fine too.
-A good or neutrally aligned campaign. (Witcher-like alignment / conflicted morality is fine, but no evil campaigns like Hell's Vengeance or Way of the Wicked)
-A mix of roleplay, adventuring, and combat.

We are used to playing pretty close to RAW, with just a couple of houserules.
We also used some systems out of Pathfinder Unchained. We like Automatic bonus progression and background skills a lot.
For example, this is the houserules document we used for Hell's Rebels:

google doc.

This is just to give you an idea of where we are coming from.
We will probably suggest a couple of rules depending on the kind of game it's going to be, but you'll have the final say of course.

We think we'll be done with our current campaign in a month or 2, but if we TPK it might be sooner.
You can join us to see how our current game is going, and who we are / how we play, maybe fill in as a 4th player in the meantime if you'd like that.
Don't be afraid to drop anyone of us a message on Skype in addition to this thread:
kudaku85
bloodgulge2
andreasbs19
knudthebrute


1) Choose one school ability
2) Calculate your level with the bonus
3) Determine all effects (plural!) from that ability as if you had that level

So yes, if your level with the bonus is 10, that ability and all its effects would function as if you were level 10.

For example: If that ability would allow you to lay eggs at 3rd level, speak in palindromes at 9th level and interpret RAW at 15th, an effective level (with the bonus) of 10 would only allow you to lay eggs and speak in palindromes. You would still not be able to interpret RAW.

In the above example for the sylph favored class option:
"Select one arcane school power from the air or wood elemental schools that the wizard can currently use."

So yes, you need to have access to the ability before you can choose to take your favored class option for it.