Valeros

Jarrod the Outcast's page

Organized Play Member. 26 posts. 1 review. 1 list. 1 wishlist. 3 Organized Play characters.


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Congratulations! I learned a lot from reading over all your items. I can't wait to see whether I made it in the top 100 and I'm looking forward to judging everyone's mosnters.

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http://www.youtube.com/watch?v=WgzD3qMZIWs

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WHY YOU DO

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Thanks once again for your criticisms! I have updated the Telepathic Playtest. Version 0.2 changes are marked in yellow. For your convenience, the changes are as follows:

1) Telepathic Potential's prerequisite stats now require a 15 in those stats.

2) Telepathic Potential no longer refers to itself as a spell.

3) High-Frequency Telepathy now specifies that you must still have line of sight in order to establish the telepathic link.

4) Balance Telepathy has been completely replaced by Confident Telepathy, which allows characters to establish telepathic links without line of sight.

5) Lesser Telepathic Manipulation, Telepathic Manipulation, Greater Telepathic Manipulation and Empathic Dampening are considered to be mind-affecting effects. Lesser Telepathic Manipulation is considered to be a charm effect. Telepathic Manipulation, Greater Telepathic Manipulation and Empathic Dampening are considered to be compulsion effects. Telepathic Manipulation is now considered language dependant.

6) Removed the boosted DCs from Lesser Telepathic Manipulation, Telepathic Manipulation, Greater Telepathic Manipulation and Empathic Dampening.

7) The Sense Motive bonus from empathy is now equal to half your character level.

8) Empathy no longer grants immunity to being caught flat-footed.

8) Changed one of the possible prerequisites for Vast Mind from Balanced Telepathy to Confident Telepathy.

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Mr. Andrew Ellingsworth, Gentleman of the Vidava Slums and Renowned Scholar of the Art of Skullduggery, was standing in a deep pool of shadow just beyond the light of a gas lamp. The streets were mostly empty, as most had already retired to their abodes. Only a few were wandering the dim streets at this hour, and none of them took notice of Mr. Ellingsworth. If they had been able to penetrate the shadows where he stood, they would have shied away from him, for his ragged top-hat, patched vest and dirty shirt bespoke someone who, despite his posture and bearing, was altogether ungentlemanly. He could have reassured them however. He was no common cutpurse. Tonight he was after a very specific target. His mind roamed up and down the street, searching for his mark.

And then he found her. In his mind she glowed with a silver sheen of confidence and her thoughts raced like a battalion of pistons. She was down the street and around the corner, approaching from behind an abandoned rail-station. In response to her arrival, Andrew sent his psyche racing ahead to touch the mind of his companion.

She’s here. Grab her and take her into the alley across from the old Millinery. I’ll be along shortly.

Mr. Ellingsworth plucked the response from the surface of his companion’s mind

Yes, Mr. Ellingsworth. The usual, right? Purse, jewelery and so forth?

No, you brute. This is for a client. The client wants a nice, long, career of extortion and blackmail from this lady. Intimidate, but do not touch.

Right you are, Mr. Ellingsworth.

His hired muscle scuttled out of the alley that he had been lurking in just as the lady turned the corner. The thug “gently” invited the lady to come have a chat with him in the indicated alley. Mr. Ellingsworth smiled as he strolled out of his puddle of shadow. Very few people can say 'no' to an eight foot Half-Orc, no matter how nicely dressed.

The lady turned as Mr. Ellingsworth entered the Alley. There was no sign of the hired muscle, and as Mr. Ellingsworth approached the lady spoke to him. Her voice was distinguished and controlled. Definitely a member of the gentry.

“Ah, Mr. Ellingsworth. I’ve been informed by a rather imposing gentleman that you are here to blackmail me on behalf of a cowardly cur. Do you perhaps know the secret that said cur threatens to expose?”

“My dear Madam, you wound me. I am simply a business man, here to fulfill a contract for a distinguished member of society.” Where had the idiot gone? He was d*mn good at hiding for a Half-Orc, but now wasn’t the time for subtlety.

“I would be all to happy to inform you. You see, Mr. Ellingsworth...”

Strong hands grabbed his throat, squeezed the light out of his eyes. His mind desperately sought to reach the brain of the his Companion, but he only felt the cold silver confidence of the lady where the pulsating soul of the half-orc should have been. Her parting words echoed, reverberated in his mind as his sight faded.

I, too, am a telepath.

* * *

Thank you for showing interest in the Terah Project!

Help us playtest the Telepathy feat line!

The Telepathy feat line is a sister to the Telekinesis feat line. Join the Telekinetics Playtest!

A glutton for punishment, eh? Check out the Runeworker feats playtest!

Interested in hearing more about the Terah project? Read our blog!

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Quick update: The Telepathic Feat Line is being put up for playtest later tonight. As a side note, I have updated the Telekinesis Playtes to version 0.3 with the changes highlighted in red.

Basically, Shattered Focus and Unbreakable Focus are now compatible with the upcoming Telepathy feats! I hope that we can count on the communities continued support for the Terah project.

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Sorry. There was an error when I copied the old version to the new version. It ought to be fixed.

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Thank you for your feedback again, Cheapy! As always it has been very imformative and constructive.

The new version with the changes highlighted in yellow can be found here: Telekinetic Playtest 0.2

The issues addressed are as follows:

1) Changed the amount of force exherted by Telekinetic Potential to 10 x psychic ability modifier.

2) Changed the ability requirement for the Telekinetic Potential feat to 15+ in Charisma, Wisdom or Intelligence.

3) Fixed the potentially fatal and squishy mistake in Lesser Arcane Kinesis. Emulating Feather Fall is now an immediate action.

4) Capitalized Will save in Concussive Kinesis.

Which brings me to the fourth point:

The way Concussive Kinesis (and all other psychic abilities) is that you can use them a certain number of times equal to your psychic ability modifier, and these uses per day act much like a sorcerer's spells per day. So Concussive Kinesis does have a number of uses per day. I wrote about it in the section about the psychic ability modifier section of Telekinetic Potential, but if you missed it, it obviously isn't clear enough. What can I do to make it clearer?

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Tokoz wrote:
Is it safe to assume that this is just the first round of psionic feats?

You are absolutely correct. This is simply the telekinetic line of feats. The telepathic line will be released at the beginning of next week.

And I have decided that they are not "psionic" feats. That word is a word that was invented in the current era specifically so that all sorts of effects could be lumped under a single descriptor. We're using Psychic because it is a classical word, one that was certainly around during the Victorian Era.

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I remember my first manifestation very clearly. I was, as you probably know, the first Psychologist to graduate from the University at Vidava, the first to establish an office for the mentally unwell in that fair city. I thought so highly of myself in those days... and why shouldn’t I? A young graduate at the forefront of a new science, a dapper young gentleman always dressed in fine vests with silk bow-ties and golden chains... Ah, what a dashing figure I must have cut! I was on top of the world, with my ideas published in scientific journals across the span of the world!

But alas, the world is not a simple place where happiness is nothing more than velvet hats and beautiful possessions. As I went through life I discovered that life is ultimately failure. I failed over and over and over. I failed at courting, failed as a father, failed as a son, failed as a brother, failed, failed, failed. Within a year I was a broken man. I was mean and ill-content despite my wealth. Ah, the wealth I had. You see, the only thing that didn’t fail was my business. My business was veritably exploding with activity and vitality. I took refuge in my business. It became my solace and my sanctuary.

The day of the manifestation I was treating a man suffering from Depressive Hysteria. I recall very distinctly the words he said to me before he left. “Doctor,” he said “I suppose really what it comes down to is that, for all my wealth and achievement, I feel like a stranger to myself.” The words could have been my own! I was flabbergasted! Astounded! Suddenly, everything became clear in my mind! And just like that, I had the answer that I had to give him, that I had to give myself. “Well,” said I “Then you must look deep within your psyche, and really get to know yourself. Find some secluded spot and search your soul for who you are and in that moment, decide who you want to be.”

As soon as he left I immediately acted on my own advice. I told my assistant to close the office for the day and then sat down behind my great mahogany desk, that mahogany desk which for me was a great monolith of my hollow success, covered in books filled with empty words and bound by false promises. There behind that terrible memoriam of my failure, I closed my eyes and went to find myself.

I was not pleased by what I saw. Not in the least. I struggled for an unmeasurable time, until at last I came to terms with who I was. In that moment I decided that I would no longer be an observer in my own life. I would always strive to be the person I wanted to be, no matter the obstacles.

And then I opened my eyes. Oh, the wonder and astonishment! To see the paraphernalia of my occupation floating in the air around me! And the surprise when I realized that it was I who was lifting them! Not some specter or sorcerer, but me! Myself! And I could move them, throw them, juggle them, control them! All with the power of my mind! It was wonderful, so freeing, like I was seeing myself in the mirror of life for the first time! Since then I have never turned back.

I have reached out to my heart and soul, and power has reached back.

Help Playtest the new Telekinetic Feat Line - First Version!

Don't forget to check out the Runeworker Playtest!

Interested in learning more about the Terah Project? Visit our blog!

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I remember my first manifestation very clearly. I was, as you probably know, the first Psychologist to graduate from the University at Vidava, the first to establish an office for the mentally unwell in that fair city. I thought so highly of myself in those days... and why shouldn’t I? A young graduate at the forefront of a new science, a dapper young gentleman always dressed in fine vests with silk bow-ties and golden chains... Ah, what a dashing figure I must have cut! I was on top of the world, with my ideas published in scientific journals across the span of the world!

But alas, the world is not a simple place where happiness is nothing more than velvet hats and beautiful possessions. As I went through life I discovered that life is ultimately failure. I failed over and over and over. I failed at courting, failed as a father, failed as a son, failed as a brother, failed, failed, failed. Within a year I was a broken man. I was mean and ill-content despite my wealth. Ah, the wealth I had. You see, the only thing that didn’t fail was my business. My business was veritably exploding with activity and vitality. I took refuge in my business. It became my solace and my sanctuary.

The day of the manifestation I was treating a man suffering from Depressive Hysteria. I recall very distinctly the words he said to me before he left. “Doctor,” he said “I suppose really what it comes down to is that, for all my wealth and achievement, I feel like a stranger to myself.” The words could have been my own! I was flabbergasted! Astounded! Suddenly, everything became clear in my mind! And just like that, I had the answer that I had to give him, that I had to give myself. “Well,” said I “Then you must look deep within your psyche, and really get to know yourself. Find some secluded spot and search your soul for who you are and in that moment, decide who you want to be.”

As soon as he left I immediately acted on my own advice. I told my assistant to close the office for the day and then sat down behind my great mahogany desk, that mahogany desk which for me was a great monolith of my hollow success, covered in books filled with empty words and bound by false promises. There behind that terrible memoriam of my failure, I closed my eyes and went to find myself.

I was not pleased by what I saw. Not in the least. I struggled for an unmeasurable time, until at last I came to terms with who I was. In that moment I decided that I would no longer be an observer in my own life. I would always strive to be the person I wanted to be, no matter the obstacles.

And then I opened my eyes. Oh, the wonder and astonishment! To see the paraphernalia of my occupation floating in the air around me! And the surprise when I realized that it was I who was lifting them! Not some specter or sorcerer, but me! Myself! And I could move them, throw them, juggle them, control them! All with the power of my mind! It was wonderful, so freeing, like I was seeing myself in the mirror of life for the first time! Since then I have never turned back.

I have reached out to my heart and soul, and power has reached back.

Help Playtest the new Telekinetic Feat Line - First Version!

Don't forget to check out the Runeworker Playtest!

Interested in learning more about the Terah Project? Visit our blog!

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I'll probably have more to say on this tonight, but I wanted to say thanks for posting this! Our current project (Which is about to start its second phase of playtests, first phase found here.) Will include the Spark, a mad scientist who breaks and bends the laws of science and magic to create wonders unheard of! Although the two classes look like they play completely differently (hard to say at this point) I'm already seeing many of the criticisms that the Spark will undoubtedly face. When I get the chance I will look into the class some more and offer some insight into it, and ask advice on my own project. Thanks!

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New update:Runeworking 0.4 is up, with changes marked in blue.

Added a section to Runeworking, Rune of Protection, Rune Weapon and Rune of Retaliation that says that Runes can be counterspelled normally and are affected by spells like Dispel Magic.

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I'm glad that you're interested, ShadowcatX! Hopefully you will get an opportunity to play test it soon!

Here is version 0.3 of the feat track, with changes from 0.2 marked in red. For the PDF, here are the changes in the order that they were brought up.

1) Noticed that what Cheapy said about spells like Haste applied for Runeworker, Rune Weapon, and Rune of Retaliation as well. Added a clause forbidding spells that have multiple targets without having an area of affect for all these feats.

2) Bumped the DC down to 15 + caster level + casting attribute. Hopefully this is a good compromise between the original base 10 and the second base 20.

3) Added Runeworker as a prerequisite for Rune Science. Added phrases to all the runes forbidding the inscription of meta-magic spells without Rune Science. I'm thinking of bumping the number of times Rune science can be used up to 3, or even a number derived from the caster's casting stat. Any thoughts?

4) While working on Rune Science, noticed that Rune of Retaliation still had Rune of Immediate Protection as a prerequisite, despite Rune of Immediate Protection being higher level now. Removed both Rune of Immediate Protection and Rune of Protection as prerequisites to make the feat more flexible.

5) As much as it pained me to do so, I simplified the prerequisites for all Runeworking feats to minimize word count. My paycheck weeps, but now the feats look much more elegant. ;)

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Adamantine Dragon wrote:


I almost automatically reject any spell that has both an attack roll and a save against it's main or most powerful effect. Two chances for the spell to fail is one too many.

Fair enough, but really it's one chance to fail, and one chance to be less effective. What my players see is that if they hit with a touch attack their target will lose strength. No matter what. And strength is such an important stat in combat. To my players perception, that is a minus to hit, a minus to damage, and the possibility of a medium encumbered oponent.

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I'm surprised that Ray of Enfeeblement has only been mentioned in passing. For the longest times Ray of Enfeeblement had a place of obscurity in my games, but lately it has become a must-have for low levels in PFS games in my area.

It only makes sense. Since lower level boss-type monsters tend towards physical damage in low level PFS scenarios, a good roll with Ray of Enfeeblement can really hamstring tougher monsters, whether or not they make the saving throw.

Interestingly enough, it's also started making an appearance in my home games ever since it's effectiveness was proved during PFS.

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Cheapy wrote:
You need to give access to others for that document :)

Thanks! Fixed now.

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Thank you for your input, Cheapy! I found it immensely helpful. Here's a modified set with proposed changes in yellow:
Playtest 0.2

Also, a PDF of the original file, with a list of corrections and questions in the order that Cheapy addressed them:

Original Playtest PDF

1) At the top I think I do mention that the Rune domain replaces Scribe Scroll with Runeworker. Do you think I should reword it so that the player can choose to replace Scribe Scroll with Runeworker?

2) Put in a line under the Runeworker feat that states that a character that has detected a hidden rune knows whether the rune is proximity or remote. A detected proximity rune can be approached safely with a move action. I changed the DC's for both finding and disarming runes to 20 + caster level + casting stat, making it more in - line for the starting DC for the blast rune. Does this seem reasonable for higher level spells?

3) Added a line to the effect of "Line of Sight doesn't matter," to the Runeworker feat.

4) Restricted the spell schools that can be used as Runes of Protection to Abjuration, Divination, Illusion and Transmutation. Removed the ability to use area of affect spells or spells that target more than one character. Does this and the fact that it must be activated with a move action make it better balanced with contingency?

5) Changed Rune Mastery's text to read "Spells that have the words Rune, Sigil, Symbol, Glyph or Powerword in their name receive a +2 to their DC."

6) Added an Exhaust effect to Rune of Immediate Protection. In addition, it now prevents exhausted or fatigued character from activating runes of protection as an immediate action. In addition, it only works for 3rd level spells or below. I also increased the number of ranks in linguistics required to take Rune of Immediate protection by 4. To match this, I also increased the number of ranks in linguistics required for Rune Science and Rune Weapon by 2, which nicely smooths out the 5 rank hiccup there was with Rune Science and Rune Mastery. Do those factors, combined with the shorter duration and the restrictions imposed on Rune of Protection, balance out better with Contingency? Should I increase or decrease the level cap? Are there any changes in the order of the feats that you feel should be made?

7) Got rid of the "offensive" modifier in Rune of Retaliation. Any spell that meets the regular criteria can be used as a Rune of Retaliation, whether or not it is harmful. This actually makes Rune of Retaliation more versatile and interesting to use. Also added the following to the description: "Should the spell have multiple touch attacks the second touch attack uses the second attack roll of the person wielding the rune weapon, the third attack uses the third roll and so on. If a spell has more touch attacks than the person wielding the weapon can make in the turn of activation, then the excess attacks are lost at the end of that character’s turn."

Once again, thank you Cleary for pointing out the close resemblance to Contingency. Hopefully the Runes of Protection are now lot more focused on defense as I originally intended them to be, keeping Contingency as the premier Utility Emergency Spell.

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We are assured by the elves that the world that they lived in was more incredible even than the one we live in today.

The High Elves say that their technology was unparelled, and that they had created magnificent artifacts that could do everything our "magic" could do and more, all at the press of a button. Any who seek to verify this only have to read about the Conquest of Steel and Lightning in the annals of history, or poke about the wreckage of one of the High Elven Behemoths that stand their silent vigil at the gates of their ancient refuge.

The Dark Elves claim that they were once the greatest scientists of the arcane that the universe had ever seen. The spells they wove were powerful beyond belief. It was their mages and sorcerers that opened the gates that allowed the gnomes to cross into Terah. And it was they that taught the dwarves the secret of the runes, the runes which the children of the stone forge into their automatons and work into their gardens of iron.

Ah, indeed. The runes. They are what makes our world wondrous, I would argue more wondrous than the world of the Elves, no matter what they say. After all, our world was not torn asunder by the conflict between the arcane and the technological. We have not raped the earth in search of tar and gold. We have not torn the fabric of reality with our meddling. No, indeed. In Terah, steam and spells come together to create something truly magnificent.

Ladies and gentleman, I stand before you today to talk about that powerful synergy. I wish to talk to you about the runes: the bridge between the arcane and the technological.

One of the great secrets of magic that was brought over by the Dark Elves was the idea that a single word can have a great deal of power. Runes are the realization of that idea, the power of a single spell streamlined and concentrated into a single sigil. In our society, runes are an important part of the bond between technology and magic. Although some steam engines still use primitive coal-fueled boilers, most simply have a water tank with a rune of heating engraved onto their surface. Our weapons often have runes of force etched into the barrel, and zeppelins use powerful runes of flight to help reduce the size of the envelope.

But the usefulness of runes does not end outside the purview of craft and industry. For the discerning adventurer, runes also offer a degree of flexibility in planning and strategy. Cautious scientists of the arcane often use them to prepare the field of conflict. Protective wardens of divine mystery may use holy sigils as safeguards or contingencies.

I have compiled here a list of the many rune techniques that can be used “in the field,” so to speak. Please, look over them. You are all fellows of taste and refinement, knowledgeable in your professions and skilled in adventuring. Examine them. Experiment with them. Push them to their very limit and come back to me with your results!

Also, if you like what you see there, please consider donating to support my research! I hope to someday soon release a compiled compendium of my experiments and histories. Even the smallest amount of money you can donate will be a great step forward for the publication of my notes and the spread of knowledge in general.

Thank you for your time, Ladies and Gentlemen. I am Antion Dreggleworth and this is the Terah Project.

The Terah Project: Runeworking Playtest

Donate to the Project on Kickstart

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I just ran this for a group of six, four of whom were new to Pathfinder in general and PFS in specific. They played the fun new Ultimate Combat pregens and Merisiel. All four of them enjoyed the game immensely and immediately decided they'd come back next week, so the module was a success in every way. I especially liked the roleplaying, and everyone loved the goblins. I think there's a reason Pathfinder goblins have become iconic, and that's because they are just so wickedly fun and interesting.

On the subject of the Sczarni quest, here's how it went down for our group:

Spoiler:

Our two players with the quest were beautiful. When everyone scattered to do their faction quests in Harvest's End the two Sczarni players asked Rimetusk for an audience and were exactly what two members of the Gypsy-Mafia of Golarion should be. They were suave and slick and oily, and they talked up their deal beautifully. The really fun part though was the intimidation.

Now, one of the things I love most about DMing is making an idiot of myself by acting out the NPCs. The entire conversation I was knuckling around the table, pounding my chest and talking in a gritty gravelly troll voice. It was more fun than should be allowed at a gaming table, really... And when I described to the players how Rimetusk ran his thumb along the blade of his axe, spread the blood across his cheeks, and then showed them the (now unwounded) digit, I leaned in real close and said in a low rumble "Puny humans are insolent for trying to deal with Rimetusk. Puny humans had better run or die."

The player's faces were priceless! They were actually scared of the troll! They were talking out of character along the lines of, "Do we run now or what?" The characters that weren't playing pregens were already berating them for causing trouble. "It's easy for you to say, you're not the one losing 3 levels when you die!"

So I added 2 to his intimidation roll to reflect the way the characters had been roleplayed. This is something I do often. When people roleplay really well in a certain situation or flub their lines completely and say something stupid, I love applying modifiers like that because I think it puts a little more control into the hands of the player. This is why after the gnome bard called Rimetusk stupid and ugly I gave everyone a -10 to their diplomacy checks to get Rimetusk to strangling the idiot. Fortunately, some shiny gold made their modifier go up a few points and they were able to keep the gnome from dying.

Anyways, buried in there is my solution to the problem of the intimidate check. Giving Rimetusk a penalty to his roll depending on how well the players do does three things:

1) When you tell the players about it, they see that they are rewarded for playing their character well.
2) The players are given more control over the situation.
3) This control is given in such a way that a character with no charisma or social skills cannot suddenly develop amazing powers of public speaking just because their player happens to be a bit of a diva and/or a spotlight hog.

PS: I'm surprised they were scared by my Rimetusk impression, really. I'm just a little guy and I must have looked utterly ridiculous. It really is too bad he rolled a three.


Anyways, a great module. It works best, of course, if the GM has a talent for atmosphere, so that the cold weather really bites and the goblins really rock.

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Perhaps it is just my own frustration as a fledgling coordinator, but I think that point number seven is a big deal and perhaps needs a sub point:

Don't make more work for the coordinators and GMs by neglecting your paperwork. Yes, we try to be flexible, but if your paperwork is sloppy or missing it is no fun for everyone. I as a coordinator need the GMs to fill out the session sheets so that I can report them. Players Need GMs to fill out chronicle sheets promptly, and GMs need players to keep track of their chronicle sheets.

I've been having a lot of trouble with this. I understand that the players may not enjoy paperwork as much as I do, but it's very frustrating.

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Jason S wrote:

I've been GMing a long time (33 years). I used to give out rewards, both in-game and out-of-game. In the end, I think they're completely unnecessary.

Everyone knows who the best roleplayer is. There's no need to identify them. It rarely changes from session to session.

Do rewards promote better or more roleplaying? In my experience, no. Maybe it even promotes less. And sometimes it promotes a kind of spotlight hogging "look at me" roleplaying, which annoys me.

Roleplaying should be done for roleplayings sake, FOR FUN, not because you're getting a certificate, getting more XP, getting a boon, or getting some other recognition. Roleplaying is not supposed to be a competition.

The only reward for playing should be fun.

I certainly understand that point of view, but I find that some players respond best to the acknowledgement of an in-game or out-of-game reward. They enjoy the roleplaying, but since roleplaying is ultimately a social experience they want to be recognized by their peers but lack the pure charisma to be noticed without an outside influence. I see this all the time in my home games: One or two people are hailed constantly as the best roleplayers, even though they are just the loudest, most obvious and grandstand-y of the players. In order for quieter but equally skilled players to get the attention they deserve the DM should point it out via a tangible reward. This not only lets these players know that their more subtle efforts have been noticed, but it also draws the other players' attention to these efforts.

And besides, these certificates don't necessarily go to the "best roleplayers" They go to people who deserve the recognition. The first award I gave out was a consolation prize to the group that got a TPK first in our area. This month I'm giving an award to one person because they got a lucky yet memorable roll (they confirmed a critical on Chalfon Dalsine with a holy stone by rolling two 20's in a row, rolling max damage, and killing him outright) and another person because they have unquestioningly given rides to those that somehow slipped between the cracks, even when they had to go an hour out of their way to do so.

Stepping away from Jason's comment, I like Mark Garringer's suggestion the best. In fact, I had already considered it, but decided against it because I simply had no clue what the details should be and I didn't want to offend the store owners.

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I recently decided that one way to make people enthusiastic about PFS is to offer special rewards for people who role-play well, play skillfully and serve outside of the game itself. I had a friend make up three certificates for some players that had performed exceptionally and printed them out and presented them at a PFS barbeque. Everyone enjoyed them, but with a few exceptions they were stuffed into the backs of folders and forgotten.

I want the awards to be more than just a piece of paper. I was thinking of giving the people who won this award a boon, a one time ability that they could use that would be a little more substantial than the re-roll offered by the faction shirts, but not as hefty as those granted as rewards for actual PFS modules.

What do you guys think about this idea? Is it something I should push for? At least in my area with the permission of local DMs? And what suggestions would you have for awards?

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Wow. Thanks for all the advice. I'm glad that so many people are willing to help me with this issue.

The good news is that I found one person that I can trust on some this, and I handed off the project of making sure that my DMs have all of their stuff printed out and prepared before the game. Many of these people are just out of high school and don't have jobs and homes, much less printers, so I find that this is absolutely necessary. Unfortunately, I find that because many of them are young they are unwilling to buy books, which means that for the 30 of us that are regulars, we have 4 core rule books... I'm having a really hard time getting new characters written up for everyone.

I'm glad that people seem to agree that the DMs are responsible for chronicle sheets, not me. I still feel like, as the coordinator, I am in the best position to fix the missing chronicle sheets problem. Not worrying about carpools has also made things a great deal less stressful, even though one of my core players feels that it should be my responsibility and constantly bothers me about organizing it.

I like the idea of making the list and prioritizing the tasks. I'll probably do that, and as I find people who are really willing to work on this I'll spread those tasks out.

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I've been coordinating PFS tables at a game store in Salt Lake City for 5 weeks now. In general we have somewhere between two and four tables a week, and we've been seeing a lot of growth. Unfortunately, it sometimes seems like I'm the only one doing any of the work for these sessions.

I recruit the GMs, inform the players, talk with the store employees, recruit new players, prepare the hand outs and chronicle sheets, help new players write characters, create the events online, report the events online, finish the chronicle sheets, hunt down GMs that haven't finished their paperwork, get missing chronicle sheets to players that never got them from their GM, put together folders for all the GMs, work the facebook page, do faction charts to show which factions are most successful in our area, and handle the logistics for getting everyone to the store on time if they don't have cars/licensees.

I love doing all this, but it takes a lot of my time and the amount of effort I put into this is only increasing. It's not sustainable, and the way things are going it looks like if I try to take a week off the whole thing will collapse. I need to get the project self sufficient before next semester, and that means I need to delegate some of this stuff.

The question is, what do I delegate? All of these seem like things only I can do, so I think I need somebody outside of the situation to tell me what I need to re-assign.

Dark Archive

I finally made an account for this site just for this deal. I haven't really looked at anything from Super Genius, but I decided to go ahead and take a look through your PDFs and see if there was anything.

I was amazed to find that one of your guides is exactly the sort of thing I was looking for. For my current module I was planning on the villain trapping the PCs in a dream world, and I was worried about how I was going to write it.

I need worry no more.

I would love it if I could have a copy of the "The Genius Guide to Dream Magic."

I love the community for Pathfinder, and I'm so glad to see good 3rd party content being released. Thank you!