Lord Almir

Philderbeast's page

Organized Play Member. 51 posts. No reviews. No lists. 2 wishlists. 15 Organized Play characters. 1 alias.



The Exchange 2/5

Rumored to be the most desecrated site in the Mwangi Expanse, the natives have long feared its malevolent presence. Rumors of suicide, infanticide, murder, and chaos have always been mentioned in the same breath with these mysterious rock formations. The Society sends you there after the location is discovered by a demonologist working for the Aspis Consortium. The Society fears the Aspis have discovered the source of the Drowning Stones' power and its up to you to insure that they don't get their hands on it.

Written by Tim Hitchcock

Signups: https://warhorn.net/events/philderbeast-online-pfs/schedule/2015/03/22

The Exchange 2/5

Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.

10am-2:30pm
GMT+11

Signup: https://www.warhorn.net/events/philderbeast-online-pfs/schedule/2015/01/31

The Exchange

I have heard many times that a prepared caster can leave spell slots open to prepare later in the day as required, however Looking at the rules I'm wondering how useful that really is.

having a look at the CRB it does mention that this is possible.

CRB page 218 wrote:


When preparing spells for the day, a wizard can leave
some of these spell slots open. Later during that day, he
can repeat the preparation process as often as he likes,
time and circumstances permitting. During these extra
sessions of preparation, the wizard can fill these unused
spell slots. He cannot, however, abandon a previously
prepared spell to replace it with another one or fill a slot
that is empty because he has cast a spell in the meantime.
That sort of preparation requires a mind fresh from rest.
Like the first session of the day, this preparation takes at
least 15 minutes, and it takes longer if the wizard prepares
more than one-quarter of his spells.

now the interesting part here is that it still required a mind fresh from rest, so even though it only takes 15 minutes to prepare the spell you still need to get some rest.

now the part that is confusing to me is how much rest is required for this looking earlier on this page.

CRB page 218 wrote:


Rest: To prepare his daily spells, a wizard must first
sleep for 8 hours. The wizard does not have to slumber
for every minute of the time, but he must refrain from
movement, combat, spellcasting, skill use, conversation,
or any other fairly demanding physical or mental task
during the rest period. If his rest is interrupted, each
interruption adds 1 hour to the total amount of time he
has to rest in order to clear his mind, and he must have
at least 1 hour of uninterrupted rest immediately prior to
preparing his spells. If the character does not need to sleep
for some reason, he still must have 8 hours of restful calm
before preparing any spells.

so what defines rest is clear, but how long is needed for these extra sessions? 8 hours? 1 hour?

Reading this I can't see it being less then 1 hour but it seems unclear if the full 8 hours is required or not. can anyone cast some light on this?

The Exchange 2/5

Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Eightfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

Written by Tom Phillips

Signups:

https://warhorn.net/events/philderbeast-online-pfs/schedule/2014/12/30

The Exchange

so I have been thinking about this for a while.

I have been looking at creating a class concept that effective at level one, and has reasonable suitability and effectiveness both in and out of combat. the aim is to have a fun character that I can play when I haven't had a chance to flesh out a new character concept, or I find that a given concept just won't start to work at all until after level one.

so here is the character

Default 1st level char
Human (varisian) ranger 1
CN Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+10/19-20)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 12, Int 7, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Cleave, Power Attack
Traits reactionary, trustworthy
Skills Acrobatics -3 (-7 to jump), Appraise -1, Bluff +0 (+1 to fool others), Diplomacy +5, Knowledge (nature) +2, Perception +4, Survival +4
Languages Common, Varisian
SQ track +1, wild empathy +1
Other Gear four-mirror, greatsword, 55 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Trustworthy +1 on Bluff checks to fool someone.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

So the choices here, 20 str gives us a lot of damage at level 1, particularly when combined with a 2 handed weapon and power attack, and cleave allows us to make a mess of the Mooks that are common at this tier.

AC 18 and 12 hit points should keep us around from all but the worst of the bad guys our skill selection lets us make most of the important skill checks that come up, in particular Diplomacy and perception are must haves, with trustworthy making diplomacy a class skill to give us a decent bonus to it.

The choice of ranger gives us access to cure light wounds so we can activate the wand that we will surely need to keep the party healthy. with minimal gear we have some GP left over for the standard consumables that you will want to bring along.

Any thoughts on what could be done to improve this build?

The Exchange

I'm currently working on my build for a Staff Magus and I'm not sure what to get him for a Staff(s) as he levels up.

obvious choice will be a +x quarterstaff for low levels, but once I reach level 10 this will get much more complicated and I'm not sure if I should sell the basic quarterstaff for a Spell staff of some description, plan to have both, or not bother with the spell staff at all.

I am planning on picking up the Wand Wielder arcana is that makes a difference.

The Exchange 2/5

A tournament-style adventure for 11th-level characters

Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!

Can the PCs’ team of contestants survive six bouts in the Grand Pavilion arena against the mightiest combatants and cleverest battle mages on Golarion? Can they prove their mettle in tests of mind and body? Can they foil the plans of an evil organization and its powerful allies who hope to destroy the Ruby Phoenix Tournament and see its champions dead? Step into the arena to find out!

----------------------

This session will be run over two days as it can take a while to complete. Do not sign up if you are not committed to play in both days.

Sign-ups here:
http://www.pfrpg.com.au/schedule.php5?id=168 (first session)
http://www.pfrpg.com.au/schedule.php5?id=169 (second session)

The Exchange 2/5

I'm looking for 2 more players to start a we be goblins Too!

https://app.roll20.net/join/194543/nH_Q9w

google hangout:
https://plus.google.com/hangouts/_/e05209d16a6c9d3c8a9eb1e41465e9b69e3f48e2

click the liks to join up and we will get started as soon as its full.

The Exchange

WEll i have never played a pen and paper RPG before, but had a game of path finder society and loved it so i have been working on my first character.

Could you please take a look over what i have scome up with and see if i have made any fatal flaws?

gender: Male
Race: Half-Elf
Class: Sorcerer

Faction: Scarni
Alignment: Chaotic Good
Age: 28
Height: 5' 7"
weight: 135 LB

Stats
STR 8
DEX 12
CON 14
INT 14
WIS 10
CHA 18

Feats
Combat casting
Escher Materials

Skills:
Skill Focus (spellcraft)
Appraise
Diplomacy
Perception
use magic device

traits
Focusd mind
Greasy Palm

Bloodline: Draconic
(copper dragon (fire))

Languages
Abyssal
Daemoic
Common
Eleven

Spells
lvl0
Detect Magic
Light
Read Magic
Ray of frost

lvl1
Burning hands
Feather fall

thanks in advance