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RPG Superstar 2013 Star Voter, 2014 Dedicated Voter, 2015 Dedicated Voter. Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar RPG Venture-Captain, Alabama—Birmingham. 153 posts. 1 review. 1 list. No wishlists. 21 Pathfinder Society characters.


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Liberty's Edge

Pathfinder Card Game Subscriber

jump, probably not. It would be a very difficult standing high-jump check to get over your target.

potion of fly, absolutely. The ground is definitely an other surface they can't move through.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Season storylines often play out by interweaving through all of the level ranges, so playing them in strict numerical order probably won't work unless all of your players have characters at all level ranges.

here is a play order that takes a single character through the year and kind of makes sense with plot and some attempt to make travel less ping-pongish. Some spoilers for scenario connections and locations

Spoiler:

Siege of the Diamond City special needs 5 tables to run, but is the main kick off for the season. If you can get that in as early as possible, especially before The Traitors Lodge. You can probably replace any scenario in this list without damaging the plot too badly, except parts of Destiny of Sands which absolutely needs all 3 parts.

CL 1
5-08 confirmation 1-2 (non-season intro) start in absalom
4-11 The Disappeared 1-5 absalom, npc intro
5-04 stolen heir 1-5 travel NW to Andoran

CL 2
5-11 Library of the Lion 1-5 travel E to Taldor
5-19 horn of aroden 1-5 more taldor
5-21 the merchants wake 1-5 (non-season) travel S to Qadira

CL 3
Osirion Lampoon's Desert Vacation! (non-season, but awesome set!)
5-12 destiny of sands 1 1-5 travel E to Osirion
5-15 destiny of sands 2 1-5
5-16 destiny of sands 3 3-7

CL 4
5-01 glass river rescue 1-5 on the way N to mendev
5-22 scars of the 3rd crusade 1-5 mendev
5-02 wardstone patrol 3-7 mendev

CL 5
Optional Flashback: Why the #$%^ are we here?!?! (skips assault on the wound*)
4-22 Glories of the past 1 5-9
4-24 glories of the past 2 5-9
4-25 glories of the past 3 5-9

CL 6
5-09 The Traitors Lodge 3-7 mendev, follows Siege of the Diamond City special
5-06 you have what you hold 3-7 Travel S to Tymon fallout from glass river trip
5-23 cairn of shadows 5-9 (non-season) travel S to Nidal

CL 7
5-14 day of the demon 3-7 travel S to Cheliax bad guy plot
5-07 port godless 5-9 travel S to Rahadoum
5-18 the stranger within 5-9 (non-season) travel NW to Kaer Maga

CL 8
5-03 hellknights feast 5-9 probably tapestry to Absalom
5-05 elven entanglement 7-11 Tapestry to Kyonin
5-17 fate of the fiend 7-11 boat to extreme west Cheliax (also thematic sequel to 0-22 fingerprints of the fiend and 2-10 fury of the fiend, you could insert those before fate to boost level a bit.)

CL 9
5-10 where mammoths dare not tread 7-11 teleport to Mammoth Lords
5-13 weapon in the rift 5-9 travel S to Mendev/Worldwound
5-20 the sealed gate 7-11 back to Mammoths, fallout from dare not tread

CL 10
5-25 vengeance at sundered Crag 7-11 into the Worldwound
6-00 Legacy of the Stonelords GOAAAAAAAAAAAAL (also needs 5 tables)

* 5-24 assault on the wound 3-7 is the culmination of the "collect an army" portion of the season, but it is also pretty widely hated for reasons I wont rehash here. Skipping it makes the whole rest of the season work, and you can play it later on a different character to use the boons if you just have to see how it works.

I have not actually run this order, but will likely save it for a few years and run a core set of characters through this way.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

My alt scenarios have never happened, but I have always planned single map scenarios (Icebound Outpost, Temple of Empyreal Enlightenment) and a heavy RP favorite I can run almost from memory (The Disappeared, Severing Ties) that use minis I already carry for the planned events.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

You, are correct, sir!
Sorry. Too many Saturday Night Live reruns this week.

Just because it's mentioned in the guide doesn't make it legal. If all of the rules or game text is there, then it is legal. Faction traits and wayfinders, would be examples of what the guide makes legal.

Most of the guide is there to support the standard campaign. Just because the guide has some specific rules for alchemists doesn't make alchemist legal for core.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.
Zak Glade wrote:
Rei wrote:
But Osprey is a Seeker, not a Venture-Captain.
Frak, you're right. I was thrown off by how flippantly he sends pcs to certain death. That's a real VC quality there, he should get a promotion.

But he's as free as a bird now

And this bird you cannot chain

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.

The worst part of running cold is that you are about 3-5 hours of prep behind as the game starts. Time is your enemy more than anything in the scenario.

0) tell your players you are running cold, and ask them for understanding and patience. Most players are forgiving under circumstances like these, and if they aren't they need the chance to walk from the table before they get really upset later. Don't take it personally if they do.

1) read the summary.
2) grab your (or whoever's is handy) smartphone and look for threads on the forums. If there is something tricksy, someone will have griped about it.
3) while you've got the interwebs up, look at pfsprep.com for that scenario. If you can print the pages great, if not, at least skim them and jot down any notes you need. If you can get the organizer to do this step for you, even better!
4) skim through for maps. Hit your organizer first, then walk around the pfs room begging for flip mats or map packs. If the maps aren't giant spoilers or have secret doors, have one of the players start drawing them for you. Drawing maps eats time you could be reading ahead!
5) read the scenario. It takes time but you need the heads up that the summary often doesn't provide.
6) reread act 1 and then begin the game.
7) Do everything possible to speed up the game, short of ruining the experience. Optional encounters are right out, period.
8) Take breaks between acts to read the next section.
9) don't forget to have fun! Running cold is stressful, but its still a game, not just for players but GMs too!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Please give a warm welcome to the newest officer of the Alabama PFS Lodge, Tavis Turner!

Tavis moved to Alabama from Memphis a little over 6 months ago, immediately jumping in to help the community by GMing. Since then he has been instrumental in organizing game days in one store, and assisting in our flagship venue, Excelsior Comics and Games, which I currently organize with Tavis' help.

I became aware of his leadership potential when he stepped up to organize multiple stores while the original leaders were incapacitated due to illness over the holidays. Visiting VC Nick Greene asked me why I hadn't already promoted him, and after coughing up most of a lung (in the aforementioned illness) I agreed it was well overdue.

Thanks, Tavis for everything you've already done for PFS in the area, and congratulations on the promotion!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.

"Shut up and put the monsters on the table" does unfortunately happen. I have had a few of these players from time to time. I usually introduce them to the local organizers for d&d encounters or 40k. They seem happier over there and I am definitely happier they aren't screwing up my groups.

Players that disinterested in plot are never going to be happy with PFS, and can only damage your group, especially if you have whole tables full of them. Remember, you are not just running for the players, you are running to have a good time yourself. Wringing just the combat out of a scenario "just to roll dice" robs you of your one opportunity to play/run it as it was written and intended, and violates the "don't be a jerk" rule.

If they just want to roll dice, you will save a lot on gas and printing by just buying them a copy of zombie dice.

I am not saying those players are having badwrongfun, but that style of play is inappropriate for a PFS setting, especially at a public venue.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

grandpoobah wrote:

(the other half is the scenario, I can't remove a Magus villain in core mode, but I can at least choose not to run certain scenarios).

I am by no means a killer or ever terribly adversarial GM, but I have to admit to looking forward to some payback after 100+ scenarios of players roflstomping my 2nd level warriors with magi, gunslingers, pouncing barbarians, and summoners.

Much like one of my favorite scenarios

Spoiler:
Veterans Vault, with a create pit sorcerer. Forget tactics! You get a pit! She gets a pit! Everyone gets a pit!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Guide to Pathfinder Society Organized Play wrote:


• If you spoil the plot for the table, the GM has the right to ask you to leave the table. Be very careful about character knowledge versus player knowledge. If you’re concerned about possibly spoiling something during the course of play, take the GM aside and ask how she would like it handled. Remember: the goal of replay is to make sure fun gaming happens, not to remove the fun from gaming.

and most importantly, violates "don't be a jerk."

Core or not, if you spoil the plot of a scenario, even if everyone at the table has played it, you spoiled it for ME as a gm. My time and prep work is no less important than any other player at the table.

This is the largest danger of allowing any amount of replay. I have already given warnings for replays of First Steps, Confirmation, and Wounded Wisp, and will continue to do so in Core. So far I haven't had to repeat a warning, but replay is still new to us. I'm not looking forward to uninviting people to play core, but I'm not afraid of it either. I am really looking forward to core being a major asset to PFS and I'm not going to let immature people screw it up for the rest of us.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

The Hydra's Fang incident and No Plunder, No Pay, but the latter is a 7-11.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.

Nope, you're absolutely correct. Breath of life is a totally useless spell. You should never memorize nor waste money on scrolls of it. Ever.
Especially you Pharasmins.

DOOOOOOOOOM!!!!!

---Jaspar Kandemarus, Priest of Groetus

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.

If you have to make a change to make an encounter work, make the smallest change possible. In this situation you have 3 options highlighted above. The least obtrusive is changing the chains to guisames. That change doesn't require that you stop the game and have a rules discussion, and maintains the game balance of the encounter. Most players won't know the difference, and GMs who have read/run it before know the situation you are in.

The point of "run as written" is to make sure we're not making insane choices like turning those guys into ogres or making the sewer filled with lava to make it "more fun/challenging/kill-count raising." It is a guideline not a straightjacket. Don't use "run as written" as an excuse to bash organized play (not saying you are, but has come up often before) or as an excuse to not do what is necessary to make the game run and fun. GMs, even under "run as written" are not mindless automatons slave to a script. Be careful about your choices, but don't think you don't have to make choices if you are going to be a PFS GM.

Liberty's Edge Star Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Card Game Subscriber

No dog in this fight, other than being an avid voter this year (life....ugh.)

Really looking forward to this. I think we will all learn much about the design process from the judge critiques for this round of entries.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Silent Tide
The Disappeared
Severing Ties
Library of the Lion
The Hellknight's Feast
Way of the Kirin

In no particular order

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

8 people marked this as a favorite.
Thurston Hillman wrote:

You got it Paul! I wanted to leave it just vague enough so GMs could have fun with it.

Now, if only I could continue that thread about the Onyx Alliance...

7-10 The Onyx Beggar

Venture captain Drandle Dreng goes missing during an extended undercover mission. After a rather exuberant party of relieved pathfinders who expect never to be awakened in the dead of night again, Master of Spells Aram Zey drags you out of bed in the dead of morning. Painfully interrupting your hangover, he orders you on a mission to find the missing Venture-Captain.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.
Steven Schopmeyer wrote:

I feel much the same way about Gen-Con. I will make my pilgrimage one day, but that day will not be this year.

Crowds. Ugh.

Do a year at Dragon*con or San Diego Comic Con to put "crowded" into perspective. As big as GenCon is, it feels practically deserted compared to those two.

Liberty's Edge

Pathfinder Card Game Subscriber

Those characters just need to be able to help the group in some other way than direct combat. Our group completed Runelords with Kyra performing maybe a total of 20 explores of her own, but the ability to keep a clearly suicidal Seoni at full power or patch up Valeros and Amiri and still have blessings running out of her ears made her spot in the group roster definite. Likewise, our Merisiel player never fought anything if she didn't have more dice than difficulty, but her skill at assassinating barriers and running away from monsters let her find the targets for the rest of us.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Leathert wrote:
The thing I wondered about most when running this was the Wall of Names "puzzle". Is there actually any chance for the players to figure out what the epitaphs are referring to without the Knowledge check? Especially new players are not likely to think about gods when seeing random words. I'm just wondering why it is presented as a puzzle (with the "easy" selection of aspirants given), when the Knowledge check is likely the only way to "solve" it.

Sounds like they should talk to some new friends in the bar!

Spoiler:
Probably not those nice half-orcs, but I'd bet an Absalom historian, an Inquisitor of Sarenrae, or a Bard could help

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

remember "owning the book" also has two options:

1) Own and bring a copy of the book. $40ish from your Friendly Local Game Store.

2) Bring a PDF reader of some sort (tablet, laptop) with a legal watermarked copy of the PDF. $9.99 from this very website!

2a) print just the pages you need from a legal watermarked copy of the PDF. $9.99 + $0.15 a page from your Friendly Local Printer (I am partial to Minuteman and UPS Store franchisees)

Liberty's Edge

Pathfinder Card Game Subscriber

As my now doomed party in the next to last chapter of an unnamed AP has just learned, don't be afraid to carry cash into the final fight.

Specifically in 5k, 10k, and 25k diamonds.

Liberty's Edge

Pathfinder Card Game Subscriber

Feats section, "create wondrous item" should be "craft wondrous item", and can't be taken until 3rd level anyways.

Liberty's Edge

Pathfinder Card Game Subscriber

Mom is a banshee, especially if dad was a traitor and got graveknighted for it!

Now I need to trick a player into taking nemesis....

Liberty's Edge

Pathfinder Card Game Subscriber

My last 3.5 game before switching to PF was a rogue/bard only + prestige class eventually set in a megalopolis. What I didn't tell the players was all NPCs were rogues, bards, or experts also, but mostly rogues. Only one player chose to be a rogue when the usual 3.5 march to prestige classes began. Uncanny dodge turned out to be a HUGE advantage.

That setting choice worked out great, as combat turned out to be very deadly, but lots of social skill options meant fights turned out to relatively rare. Perception search/spot being a class skill for rogues mitigated high stealth hide and move silently. Tactical decisions on the battlemap became super important, as the battlecry quickly became "don't get flanked."

I initially wanted to do all-rogues, but had a player revolt for prestige class qualifications. They (mostly) lived to regret the addition of bards.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge

Pathfinder Card Game Subscriber

I use the ultra pro clear sleeves as well. The silly hologram blocking words on 3 role cards bothers me less than having to have 2 or more different kinds of sleeves for double sided cards. If you put the hologram on the back of all bane/boon deck cards, you only have slight issues with ships and locations, which are usually blocking only fluff text anyways. Otherwise I would use the branded sleeves, but all my collectible card games are in branded sleeves too. It bothers me to have conflicting art styles or genres. Nothing sets off my OCD like magic cards in star wars sleeves ((((shudder))))

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

It is still a special for 5 star qualifications and requires 5+ tables to be run. The numbering of this and likely future specials was changed a little bit to make it clearer which season it belonged to.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Each level is a separate adventure, with an unspecified time between for healing, day jobs, leveling, and anything else non-adventury that PCs like to do. Ignore wandering monster encounters or any other time-driven campaign rules and treat each level as a separate dungeon delve.

Liberty's Edge

Pathfinder Card Game Subscriber

The core book is pretty dense collection of rules to try to learn from without some experienced help. If you and your friends have never played any pen/paper RPGs before, I would suggest picking up the Beginner Box. That does an excellent job of teaching those dense rules, as well as the basics of roleplaying, gamemastering (running the game for other players,) character building, leveling up, and a lot of other concepts that many more experienced gamers will forget to talk about in an advice forum. The PDF is only 9.95, or see if you can pick up a physical copy at your FLGS (friendly local game store.) There are a bunch of free download add-ons once you have played through the contents of the box.

Also, you can contact your closest Pathfinder Society Organized Play regional coordinator for advice about how to find, or start games in your area. Organized play, while not the only or necessarily best option for play, is a good starting place to learn the rules and meet other more experienced gamers. It also strips out some of the more complicated and world-inappropriate material that might overwhelm new players.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1) EXPLORE, report, cooperate
2) no one likes Goldilocks
3) Karzoug was right, Greed is good.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Don't remember the scenario exactly, but I think it may have been Devil we Know 3:
shielded Fighter (me)
burgler rogue
Rogue
Rogue
ninja

With no casters, not a single rank of UMD but plenty of unusable wands and few potions, We walked in knowing everything had to die fast or it was going to get ugly.

I swung my shield exactly once in the whole scenario. Everything else died in surprise or flatfooted while I provided a distraction. The one swing was when I finally rolled a double digit initiative and got a very reckless charge off, then team rogue had to come and save me.

Best. Party. Ever.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga Rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

outshyn wrote:
Huh? The whole discussion was about how we should *not* change things, and that includes keeping the feats as they were written/expected, back when the 3.5 module was created. We're following the rules for PFS by doing this, so that someone playing with me now will have the exact same experience that everyone had 6 years ago during the same playthrough. Why wouldn't that be right? The way you worded it, you sound like you think keeping those rules is not only wrong, but against the spirit of the "don't change anything" edict from PFS management. You refer to it as "changing things to make it harder" when in fact it is running the module as written. It's actually no changes. So you can see how I might be confused by "no changes" being called "you changed it." I guess I could use some help understanding that.

I apologize. When I read blanket statements like "just going to run it literally 3.5 all the way" and then specifically mention all of the harder stuff of that edition, and knowing this is your test run, I assumed you had not read the conversion rules in the guide, or willfully ignoring them. That argument/sentiment has shown up regularly on these boards most often for season 0 play.

Quote:

What happens several levels and several harder encounters later when those characters run at Gencon in a few months, but sit at a table with normal characters? Those guys are a few hundred gold short on potions and wands they could have used to save others. After the TPK, they start comparing histories and realize their home GM has been slowly draining them just to make the encounters harder.

No, they realize that I played it following the rules as stated in the Guide, and other DMs changed things that they were not allowed to. Do you see what I mean?

Also, I realized after posting that I have to use the undead traits from 3.5 -- if I don't, I have to update their hit points and a whole lot of other things too. Those trait blocks dictate a lot of the stat block.

That's what makes converting season 0 so tricksy, yet important. The campaign experience has changed already, now we have to sure those differences are applied evenly. I love this scenario, it is still in my top 10 favorites. I applaud your coming to the boards to get advice on how to do it correctly.

Also, this:

Quote:
The monster description says it is a full-round action to start the mist, not a standard.

...is for the tier 1-2 module. I'm running tier 4-5, which has a monster stat block that says it's standard.

EDIT: This is from page 32 of the PFS Guide:

Guide to Pathfinder Society Organized Play wrote:
Scenarios are to be run with minimal changes
...

Again, I assumed being a test run this would be a 1-2 run. But advice still stands, the fog should stick around after monster death.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

outshyn wrote:
Thanks guys. I'm going to run it literally 3.5 all the way. So those undead cannot be critted, nor can they be sneak attacked, and Nessian gets a full +5 to his AC, bringing it to 24. I appreciate all the help!

Please don't do that. If you are running for PFS you must use Pathfinder rules. The whole point of organized play is that we all use the same rules in the same scenario as written to ensure that play experience is balanced. If you are using different rules to make encounters harder you are unjustly punishing your players, robbing them of resources they shouldn't have to spend on encounters that none of the rest of the campaign had to encounter.

It might not seem like much of a change, but that kind of drain can affect the whole campaign. What happens several levels and several harder encounters later when those characters run at Gencon in a few months, but sit at a table with normal characters? Those guys are a few hundred gold short on potions and wands they could have used to save others. After the TPK, they start comparing histories and realize their home GM has been slowly draining them just to make the encounters harder. Now, no one wants to play with guys you GMd because they know they can't carry their weight. Then on the way home they have stop to pick up torches and pitchforks to head over to your house....

See, just a bad idea. Run with the standard rules. Don't get pitchforked by your players.

Quote:

Also, one more whopper of a question to close it out. I didn't know this at first, but apparently spells are supposed to continue after the caster's death (which makes total sense now -- you wouldn't want permanent effects to suddenly disappear upon the caster's death). So if you're fighting a caster's summoned monster and you kill the caster, you still have to deal with the summoned monster, at least until the time of the spell ends.

So... supernatural abilities work the same way? The Black Echelon undead have a supernatural mist ability, which grants 20% miss chance. It says it's a standard to activate it, but it doesn't say anything about how long it lasts. Do they have to use a standard every round? Does it work like a similar spell? If so, will it continue just like a spell -- so if they die, the fog continues to enshroud the place until some number of rounds have passed?

The ability description says it works like natural fog, so without further info I'd say yes, it sticks around. Probably much longer than a few rounds, since it takes a while and some wind for natural fog to disperse.

The monster description says it is a full-round action to start the mist, not a standard.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

That situation is covered in the FAQ!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

My name is Mike Seales, the Pathfinder Society Venture-Captain for Alabama-Birmingham. With an invitation to this year's Play On Con, June 26-29. Play On Con (POC) is a family-friendly four day fantasy and science fiction fandom convention held each year in Birmingham, Alabama--the Magic City!

Last year at POC we ran 37 tables, including all of Thornkeep, two Modules, and one AP section. We had 62 total players, welcomed 13 new players to PFS, totaled one car, and broke one ankle.

This year we will offer 57 tables of PFS, including the 2013 Special: Siege of the Diamond City, and the Seeker level Module The Witchwar Legacy. We will also be running a non-PFS Live-Action Boardgame event, Lords of Absolom (Waterdeep). We should have Convention Boons as well as physical prize support provided by Paizo.

If you would like to GM, please register on Warhorn and sign up as GM for the tables you would like to run. After you have selected your tables, please email me a list of those scenarios, including your real name and the email address used as your Paizo.com account, so that scenarios you run can be placed directly in your downloads. If you don't have a particular preference of tables or times, go ahead and register to attend on the Warhorn and email me your info and I can assign tables for you.

A few notes about the schedule:
I have a few specific tables in mind for certain GMs, those assignments should be listed in the scenario descriptions until I get those GMs signed up officially.
On Thursday the 4pm slot overlaps the 7pm slot, which in turn overlaps the 10pm slot. This is to accommodate late arrivals and work schedules.
On Sunday the slots also overlap with one starting at 10am and the other starting at 11am. The con officially ends at 4pm, although hotel checkout is much earlier.
The live action board game is not sanctioned, sponsored, or in anyway (other than setting) associated with Paizo or Pathfinder. That slot overlaps (badly) with 2 PFS slots, but is scheduled by the con to work with other programming activities, not gaming.

If you run 3 or fewer tables, you will receive a special GM only boon plus one prize boon per slot run, and free PDFs of the scenarios you are scheduled to run. All GMs are also eligible to win extra copies of boons and other prizes as if playing the slot they run. Full length modules count as 2 slots each, mini-modules (thornkeep, and free-rpg day mods) count as 1 slot.
If you sign up to run 4 slots or more, you will receive a free Play On Con weekend membership badge, free PDFs of the scenarios you are scheduled to run, and a full set of the available prize boons.

POC 7 Warhorn

Please feel free to pass this along to any PFS GMs in your area. If they have any questions, please have them email me at grolloc@gmail.com.

Thanks, and hope to see you all at the Con!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats and welcome!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats guys!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.

He's still cooking (haha fire guy? Get it? Never mind) but he will be a blackened life oracle with low wis, no selective channel, a healthy addiction to intimidate, and as many command spells as possible. He has impulse control issues and is a Megalomaniac.

Liberty's Edge Star Voter 2013, Dedicated Voter 2014, Dedicated Voter 2015

Pathfinder Card Game Subscriber

Thanks in advance for any feedback.

Phantom Slayers' Gloves
Aura Moderate Divination; CL 9th
Slot hands; Price 12,000 gp; Weight ---
Description

This set of three black leather gloves with silver knuckles aid in destroying disquieted spirits of the undead. Multiple creatures may wear parts of this set, but if any of the gloves are more than 300 feet from another they become inert for 24 hours. Phantom slayer's gloves may be worn on any appendage which can hold a weapon. The third glove may also be worn on a Hand of the Glory, Hand of the Mage, or Hand of Stone without affecting those items functions.

If a single black glove is used to wield a one-handed manufactured weapon, those attacks are treated as magic. Damage delivered by these weapons to incorporeal targets is rolled twice taking the better of the results.

If two gloves are worn by the same being they turn gray, the knuckles tarnishing to a dull copper. In addition to the black glove effects, if wielding a ghost touch, force weapon, or using the ghost rager rage power, increase the critical threat range and multiplier of the weapon by 1. Once per round the wearer of two gray phantom slayers' gloves may roll concealment miss chances twice, taking the best result. These effects functions for any manufactured weapons.

If all three gloves are worn by the same being the gloves turn white with golden knuckles. In addition to the black and gray effects, the wearer can cause the gloves to glow with a nimbus of light as the cleric sun domain power using the wearers character level as her effective cleric level. While the nimbus is active the wearer is also protected by a death ward.

Construction
Requirements Craft Wondrous Item, plane shift, true seeing; Cost 6,000 gp

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

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There is a really big difference in using a cell phone in a social situation and casting a spell. The cell phone may be rude, but a spell could kill everyone in the room, and should be treated accordingly. The only way that analogy makes sense is if you are using the new apple iGrenade as your not-so-smart phone.

Magic may be commonplace in Golarion, but magic is well known for being dangerous.

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Conga rats!

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

1 person marked this as a favorite.

Animal Archive for pet classes and familiars, and Chronicle of the Righteous for religious characters are both great.

Varisia, Birthplace of Legends is great background, especially if you're looking into almost half of the APs or Season 4 Scenarios.

Inner Sea Magic and Faction Guide although not terribly PFS friendly have the most crunch/fluff of any books, really filling out many of the organizations mentioned in The Inner Sea World Guide.

Bonus answer:#35 Voice in the Void, #39 Citadel of Flame, #40 Hall of Drunken Heroes, #43 Pallid Plague, #2-03 The Rebel's Ransom, #2-13 The Throaty Mermaid, and #2-21 The Dalsine Affair

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

I would shift either Empyreal Enlightenment or Rise of the Goblin guild after The Quest for Perfection series. If anyone plays all 13 weeks they will level out of QFP before the end, and you REALLY want to get that one all done on the same character. If you are the GM for all of this, you are definitely in danger for leveling out before the end. You might want to take your GM credit on slow progression for a level after hitting 2nd, which will slow you down enough to avoid leveling out of QFP

Liberty's Edge ***** RPG Venture-Captain, Alabama—Birmingham aka Grolloc

Ran,

I'd be happy to help you get started in Montgomery! Send me an email or PM. grolloc@gmail.com

The quick answer is download the Guide to Organized Play and a scenario, grab 3-6 friends and print out the 1st level pregens for them. If you have internet access at the time, have each player go to the Pathfinder Society page and click the "Join the Pathfinder Society and create your character now!" link to create a paizo account and get a membership number. You can create an event on your "my pathfinder society" link at the top of the society homepage and create an event, then it will let you reserve 10 membership numbers which you can print and hand out to your players so they can register after the game.

Have fun! (play the game) Hand out chronicle sheets to the players who participated and survived.

After the game, go back to your event on the webpage to report the player numbers who participated.

Mike Seales
Venture Captain-Alabama-Birmingham

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