Jharuh

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Pathfinder Gamers Needed

Who We Are:
A group of friendly guys looking to add one or two new members to our Pathfinder roleplaying group.
We are in our 20's, 40's and 50's, so chances are, you'll fit right in!
We will be starting a modified version of the Emerald Spire Superdungeon set in a richly developed custom world in January

Who We’re Looking For:
1 or 2 guys or girls.
People of all ages and experience levels.
People who are open-minded and easy-going.
People who can commit to playing once a week, usually on Sunday afternoons.

Games take place in the North Barrhaven area in my basement (5 minutes from the Wizard’s Tower). If you're interested, or even just a little curious to know more about us, please email barrhavenpathfinder@gmail.com and tell us a little about yourself.


Looks good :) Seems to be missing bonus HP per mythic tier though, or am I missing something?


Who We Are:
A group of friendly guys looking to add two members to our Pathfinder roleplaying group.
We are in our 20's, 30's and 40's, so chances are, you'll fit right in age-wise :)
We usually play custom campaigns.

Who We’re Looking For:
1 or 2 guys or girls. (Bards are welcome, but will be teased ;) ).
People of all ages and experience levels.
People who are open-minded and easy-going.
People who can commit to playing once a week, usually on Saturday afternoons.

Games take place in the North Barrhaven area (5 minutes from the Wizard’s Tower) If you're interested, or even just a little curious to know more about us, please PM me for e-mail details (or post it here :))


what goes bump in the night?

anyone?


Hello, I have been doing much research and I have not been able to find where it shows the DC to sail a ship in the various wind force categories.

I have found the chart in the players guide (scroll down to Table: Wind Effects) that shows the various force categories.

In the fast play ship combat in skull & shackles players guide it states:

Quote:
Outside of combat, the base DC for all sailing checks is DC 5. In combat, the base DC for all sailing checks is DC 20. A ship without a full crew complement, but with at least half its crew, takes a –10 penalty on all sailing checks.

and then there is the trait Hurricane Savvy

Quote:
You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.

Yet nowhere do I see the DC increase for the various force categories. Am I just blind, or are they not published?


I have a quick question about re-storing spell slots between encounters

Spoiler:
On the last fight you specifically say "(but not long enough that they can regain expended spell slots or other limited-use abilities)", but would this not be the case for every day of tournaments (as an 8 hour of rest is required before regaining new spells, and limited-use items are "X/day"? I am just curious if you mean for the PCs to be at full strength / resources for each fight, test and exhibition. Thanks


I was wondering (and I saw another thread here that was similar) if you could use this to effectively remove the need for sleep.

You could expand this and say it would allow players to force march much longer. Does it allow people to walk for 16 hours in a day with 1 use of lay on hands?

There was mixed reviews about sleeping in armour, so will probably have the same thing here. But I figured that I would bring it up as it may be worth it for the publishers to clarify these points

The way I see it is the only thing to remove fatigue is 8 hours sleep normally. So this would "simulate" that experience (without the HP / Attribute recovery benefits). if someone was "cursed to always be fatigued" then even 8 hours would not solve that.. so they would be fatigued after 1 hour when the mercy magic wears off.

A friend and mine came up with the following rules for sleeping:
12+con hours before you become fatigued (random NPC can go about 24 hours before feeling tired) then 1/2 con in hours before you become exhausted, and then 1/2 con again before you start seeing things. this lets the average NPC go for about 2 days before they go crazy. In my mind the remove fatigue would essentially reset that timer allowing you to be awake for longer.

Thoughts?