Hi everyone, I just found out that I'll be in Melbourne for work-related travel from mid-June to mid-July. Naturally, I think it would be a ton of fun to play Pathfinder with people thousands of miles from home! I'll be staying within walking distance of U of Melbourne, so I'm wondering which gaming store(s) are closest? Is the warhorn site the best place to get up-to-date info? Thanks!
Diego Winterborg wrote:
If a character is under bed rest, he or she will naturally heal 2 points of ability damage per day of rest. With an attendant making a successful heal check, this increases to 4 per day of rest. Since Filth Fever can only deal 1d3 damage, a player could not fail to recover with long-term care given an infinite amount of time. Whether you can assume a character has long-term care between scenarios isn't clear to me, but it seems reasonable to assume. If nothing else they can pay the small fee for a trained NPC expert to help. Edit: never mind! I just learned that ability score recovery doesn't work while under an affliction, probably for this exact reason.
roll4initiative wrote: I completed the Quest for Perfection series, in order, with my Inquisitor of Pharasma. Got the "axebeak as a mount" boon. Chose cavalier class for next level. Can i purchase 'horseshoes of speed' for an axebeak? Whoa there - could I ask you to spoiler that next time, or give us a warning in the title? Thanks!
I left out an important detail in my OP - I'm intending to make a character for PFS play. Either way, though, I'm more interested in character concepts, not necessarily game mechanics (although if there is a trait, feat, or PrC that reflects the concept, that's always a big bonus). But Exocrat, thanks for the suggestions. Even if the options aren't all "optimal," I think they would make it more fun to play a wizard.
Martial characters could be Eagle Knights, Hellknights, Risen Guard, Lion Blades, or a number of other thematically interesting options. Clerics, paladins, and sorcerers also have cool in-world themes they can play off of, but the thematic options for wizards have always seemed a bit bland to me. You can pick a school to specialize in, but that has always seemed a pretty abstract thing to me. There are a number of different arcane universities in Golarion that your character could hail from, but I don't have a good sense of how a wizard from Absalom, for instance, would seem different than a wizard from Quantium. Are arcane universities common enough in the world that I could safely make one up and be consistent with canon? I'm looking for ideas for interesting wizard character concepts, whether that involves actual game mechanics (local traits, feats, etc) or not. Anyone have some ideas that could be interesting?
It's that unknown element for people who can't spellcraft that makes me think that common people would be a bit more perturbed by spellcasting in public, even in Absalom. If I'm a regular guy on the street, how do I know if that guy spouting incomprehensible words just used prestidigitation to clean his shoes, or cast magic weapon on his dagger? Or maybe, as you said, he's just waving his hands around and saying nonsense...
I'd like to know what kind of reaction a character should expect when casting a spell in a public place, specifically the streets of Absalom. In my understanding, casting any spell with a V component should draw attention at least from the people immediately around you: Quote: To provide a verbal component, you must be able to speak in a strong voice I can't find it now, but I remember reading that the rules intend that there is no way to cast inconspicuously or quietly (without using metamagic). Maybe this is a memory from 3.5, but that's still how I interpret spellcasting. Even if the spell has no immediate flashy or harmful effect, would people around the caster still be spooked? Enough to clear the street? Enough to call guards?
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It doesn't look like it is forbidden, but it certainly seems like the kind of ability that would be disallowed in PFS.
Jeff Mahood wrote:
I see your point - in the Golarion lore, is it supposed to be that most Pathfinders have these ulterior motives? Or is that sort of left open? I'm just saying the faction composition of the players should somewhat reflect the campaign setting, if it really is only around 10% Grand Lodge loyalists, then so be it :)
Perhaps one way to reduce the intensity of the faction war while still keeping it interesting for those who like it would be to give big incentives for players to pick the 'neutral' faction of Grand Lodge. That way if you wanted to actively participate in the faction war you'd be giving up some significant boon (something very significant game-mechanics-wise, like a gold bonus or access to certain traits or items) that Grand Lodge gives you in exchange for the chance to bump up the prestige of your favorite faction and influence the story arc for them in some way. It also never made sense to me that some 90% of Pathfinders are secretly loyal to some other faction outside of the Grand Lodge.
Michael Brock wrote: How can we make factions, their missions, and the competition between them matter? Should we even try? Personally, I'd like to see the faction system as a way of putting in some sort of low-stakes PvP dynamic. Obviously players should be forbidden from actually entering combat with one another, but these factions are supposed to be competing with one another for influence over the Decemvirate, so faction missions should reflect that somewhat. Maybe there could also be different relations between the factions that are spelled out for the players. For instance the Silver Crusade is interested in stopping Cheliax from becoming too powerful but isn't quite as concerned about Qadira's missions, for instance. Maybe these suggestions are too hard to practically implement, but that's just my two cents.
Elf Lore Warden 12:
Traits: Observant (+1 perception, perception is a class skill) Magical Talent (detect magic 1/day) Feats:
* - fighter bonus feat
Ability scores (PFS 20 point buy)
Attack Bonus (before items):
CMB Bonus (before items):
I just got the PFS Field guide, and I'm really interested in making a Lore Warden character for PFS play. Most of the builds I've looked at seem to be strength-based LWs, but I would be worried about having poor AC with that kind of build, considering you have to wear light armor with this archetype. Elf seemed like the natural choice here, having +Dex will help in combat and +Int is helpful when you get every Int skill as class skill. This character will be a member of the Grand Lodge faction, I wanted the Magical Talent (detect magic) feat so I could have another use for the spellcraft skill (which is a class skill for LW, very cool, IMO, and I like how it fits the Pathfinder character concept). At low levels, damage won't be that great until I can save up for an agile weapon, so I will probably focus more on tripping and other situational combat maneuvers (taking an opp. attack for not having the feat isn't so bad sometimes). Once I have the agile weapon, I'll start going down the Whirlwind attack path and focus more on damage output. Do you think this build can work well? Is the Whirlwind attack chain worthwhile for me, or should I spend feats on getting more maneuvers to use my class bonus on? Any items I should definitely pick up?
I really like having the glory cleric domain 1st level ability for faction missions. Touch of Glory:
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Would you like my god's help convincing that guard to help you? Just as long as you return the favor later...
godsDMit wrote:
Well, here are a couple I was just reading: It seems to center around two things - the economy of actions with a character and mount being treated in some ways as a single actor (i.e. acting on the same initiative) and how ride-by-attack works (which will be an issue once I hit 3rd level) in regards to a mount making attacks and charging past an enemy.
I'm contemplating making a new halfling cavalier character to play in PFS. I'm trying to read through the rules and figure out how mounted combat and mounted combat feats work, but from the rules forum posts there seems to be enough ambiguity to cause a lot of confusion and argument over how they work. My question for this board is how can I handle these issues at the PFS table - I'd like to be able to present a clear and consistent case to each DM I play with so that the way I play my character doesn't have to vary from session to session, but I don't want to be "that guy" who spends 10 minutes rules lawyering in the middle of combat. Maybe there is a concise summary of how charging on a mount works somewhere that I could print and discuss with the DM before play? There doesn't seem to be a lot about this on the official FAQ (other than something about pounce, which certainly won't be an issue for a 1st level character). Thanks for your help - I don't want the discussion here to be about the rules themselves (there are enough posts on this on the rules forum) but a meta-rules discussion about how to have things handled consistently when I'm playing! |