Take time to prep, the more you prep the easier a game session will go.
For instance let's say the scenario has some water in it, read swim skill, drowning and fighting under water.
Let's say its under ground figure out what the darkness rules are. How low light and darkness work as well as being blinded.
For Npc's look up feats and spells before hand.
Main thing have fun let others have fun. If an easy question comes up like how does grease work look it up. If it is a hard thing to figure out, bullrushing someone that is standing on banana peels and marbles. Throw out a quick penalaty and move on.
If you live in Indiana and play PFS I would like you to list here where you play at.
If you live near Indianapolis you can find our new warhorn.
We are aiming to cross over to the new Version on the First.
In the past couple month we have had a Southern and Northern Warhorn.
Leslie has one already set up for the Northern Region
Mike has one set up for Laffeyette
Mr. Chapman has one for the Southern Region.
So if you can list areas you play in and if you would like someone to figure out how to list your games on warhorn.
Want to GM at Pre-GenCon Events at Scottie’s or the Arsenal on August 14?
Please follow these 4 easy steps.
Step one, create a user-name on the Precon Warhorn.
Go to Precon warhon.
Step two, figure out which slot would be best for you.
Slot 1 10am-3pm
Choose which venue would be best for you, Scottie’s or the Arsenal.
Step three, compose an Email for the subject please title it Precon. List the slot and the scenario or module you want to run, and the venue.
Step 4, wait as I fill all the scenario data place it up on the correct slot and manually place your user name to the GM spot.
Thanks for your time !
I rembering playing with mike during WYC 2011. It was a great game!.
The Lafeyette players and PFS players in Indiana as well as Paizo are very lucky to have him. Sages Shoppe is great place to game in NW Indiana.
He is a great GM, and using the coolest props I have scene.
He also shares his stuff with others, I had the great pleasure of using his Bonekeep at Origins, unfortunatley my players only got to see 4 rooms of it... It is great, I hope to construct something similar for a scenario in the future.
Just got back home, had a grandson while at Origins.
First well done Michael McNerny.
Some simple highlights of the con for me. Not in any order.
Playing at Kevin's table 2x !!! Both I will remeber "We'll come back for you" and playing with M. Costello M. McNerny and June S.
Running a Midnight Madness table and impregnating a player with a Xill.
Listening to Sheila Heidemark, it was hilarious. I wish I had recorded it on my phone.
Seeing Mr Costello getting his 5th star.
Getting to GM for Chris Mortika, who did some funny stuff with a frog.
I will make it next year it was a fun time.
Congrats on all the hard work McNerny.
Good backstory. A power that he has that he can't come to terms with.
Plus as a dark hero it would be great at high tier if that one abilibity that cost him his paladinhood ended up saving a party.
He could still use the ability but it will cost him an attonement.
Tracy, my most memorable game with you was a We Be Goblins, after a really bad day when a customer stole a very expensive tool from me. I dropped in to Saltire and had an amazing game with you.
Hawkwen, glad to see you organizing games down south hope you have a chance to come up to Incon in July (hasn’t been announced).
Doug, I have the beating stick ready… Covered in duct tape (sadly like my paladin in a my last home game I have a -9 perception check and my party still wants me on watch). Cross eyed staring down the mountain looking for the Dragnmoon yeti.
Mike B (Tall Mike) good job organizing in Bloomington, hope to see you up in Indy this summer.
Kevin, I will definitely make room time to play at one of your tables at InCon.
Michael Y. Thanks allot had fun meeting you the first time at Tino’s game, when he let a couple PFS players crash your home game due to no shows.
Andrew thanks had fun playing with you at GenCon last year.
Thax thanks, glad you are catching up, a good friend and a home game member since the 80’s.
Michael Costello, I had a blast at Sages Con, by the second game my brain was turning to dust. Next time I will offer you a set of lucky dice.
Brian cool seeing you at Sages, look forward to seeing you at Incon.
Thea it took a couple months to catch up with you, I enjoy watching you during your 5th star game. Try to play a table of mine at Gencon… Please.!
Michael Cleland Thanks allot buddy. When you feel all excited, think back to the month of Darkness where you picked me to run every scenario that had darkness in it back... to back... to back. Good times (for a GM).
Everyone else thanks, allot. I am proud to join the 5 star ranks.
It is pretty cool to be a part of a large gaming community. It is pretty fulfilling to be a part of the awesome Indiana community.
On my todo list, convince my GF to play PFS, Run Dawn of the Scarlet Sun and kill her pre-gen. That surprisingly isn’t a joke.
Conventions can be with little cost.
A local convention in Indianapolis has 0$ cost for a badge as well as 0$ cost per gaming slot. Of course they also have a donation of 20$ that gives out a free shirt.
If you have 4 game stores that are willing you could have each sponsor something like a VFW or a Hotel Conference Center. A large public library usually has free rooms to book.
Some stores promote a Convention, by helping pay for room rental. If they also sell product they could possibly make money from the effort.
Local conventions are fun, it also is a great way to build a community.
I have seen some bad ones, I have also seen some good ones.
Sometimes it is 2 bad ones together sometimes 2 good ones together.
Words count a many 290+ plus are bad, seems like allot of the longer word count subission hurt themselves.
I think I have seen some really great 60-90 word count submissions.
Formatting, I pay almost 0% on formatting mistakes. Bold etc, isn't much of a concern compaired writing skill. Describing the item what not. I have seen errors but it usually doesn't change much, when comparing 2 items.
I think character introductions are very important. I have asked for a character introduction 99% of the games I have GM'd. I have heard some great introductions. I have seen great character concept art. Great use of custom Table Tents, as well as great back stories.
I have seen a couple, "Gruff level 6 dwarf". So tell me a little more about Gruff. "2 handed power attacker ac 19". Which is fine. Though some really clever introductions can get fellow players in a good mood or laughing. Some players like the couple minutes to really ham it up... bards...
I usually refrain from asking about classes or + modifiers. Depending on the scenario I may pass out an index card for this info as well as faction's.
Major Spoiler below only for GM'S that have ran Wonders of the Weave I and II Icebound Outpost, Storming the Diamond Gate and Rates I and II
Spoiler for GM's that have ran Wonders of the Weave I and II Icebound Outpost, Storming the Diamond Gate and Rates I and II:
This is an overveiw for all the Aspis Agents the players may have met, I had some feedback about how this scenario really relate to the past scenario's, so this is in depth look at the Aspis members.
I will do a quick side intro as the PC's will likely see a large wall covered with drawings of the Aspis Leaders as well as a series of notes indicators such as a detective may do on a tv show.
Gerban Lanier is a thin, goateed Garundi man with piercing blue eyes and hair pulled back in a short ponytail, leader from the Dog Pharaoh’s tomb expedition.(include picture)
Quince, Relto, and Taris human 3 Aspis agents from the Muckmouth expedition all spoke draconic.
Darrit and Finn twin human archers spoke Draconic, Grandmaster Torch’s enemies likely killed, members of the Muckmouth expefition.
Durra Verthain human female leader of Muckmouth expedition, received a letter to Algorn Desimre about the Portal and the Icebound Outpost, (likely killed or imprisoned Grand Lodge faction mission). (include picture)
The twin Ulfen warriors, Skell Wulfsson male and Hildr Wulfsdottir female and a male Tiefling rogue Drabbin, romantic connection between Hildr and Drabbin found 3 bronze badges. Members of the outpost expedition.
Graestos, the slave driver human Druid he is a leathery-skinned man, short and squat. He is dressed in bulky, bone-studded leather lined with furs, has a bronze badge (connection to slavery, Andoran)member of the out post expedition.
Cathixia Rarikos, Transmuter half-elf, she was the Aspis Consortium’s resident scholar and appraiser, scroll master, silver badge member of the outpost expedition.
Neevindi, Vudrani rogue, Bronze badge, (first stage in a growing alliance between the Consortium and the Golden League of Goka, Shadow Lodge Faction) was also the personal bodyguard to Cathixia) member of the outpost expedition.
The outpost expedition commander, silver agent Leska Valentra Half Orc, (Taldor had Besians wayfinder) as well as a silver badge. (include picture)
Tzizzan, Ratfolk non hostile emissary working with Aspis agents on a diplomatic mission
Fareed-agent, Qadiran man journied to round mountain, 2 human Aspis Rangers went to Round Mountain to attempt an alliance.
6 unnamed aspis agents guarded the diamond gate,
Chelish nobleman and Asmodean conjurer Aglorn Desimire leader of the base expedition, (Silver Badge) (Aspis Cypherbook)(include picture) Duchess the Imp as well as 4 aspis unnamed guards.
Congrats to Tracy Windeknecht on her third star.
I met Tracy March 2011 when she was just a humble player in City of Strangers part one.
Now she is a 3 star GM as well as a VC.
She does a damn fine job, I congratulate her as well as Indiana PFS congratuate her.
Other honorable mention Tim, 3rd star as well as the third star soon to be Greg, Tom and Ankur.
As a GM for the first GC special, my group was not suited for the skill challenges presented. While the group was a great group. Very fine players they had a bad series of rolls.
This was at tier 8-9. So rules. I had no clue if if I should round up to 10-11 with 7 players. I heard was informed not to later was told to do a increase. I followed the 8-9 tier, I think the 10-11 would of resulted in a tpk.
There was echoing sentiment about the morale choices. Shiela had the PC's do. This was not focused soley at my table. I heard it through out GC. Every time she addressed players during introductions od scenarios.
I also think that GC specials should stop stop being competetive and be cooperative like the First GC special. Players have always been expected to cooperate and suddenly it is a team competion.
GC special part two.
I have to saw WOW. The writing in this was perhaps the best I have ever seen in a Paizo product. It is indead special. I am not sure how much of this was my GM, Tim Hitchcock or Kyle Baird but WOW.
The Puzzles and the enviroment was GREAT. The descritive text at the room the paneling the puzzles etc. Was the best I have ever seen as a player.
The combats. Felt deadly
Sadly the time issue was my main concern. At the GM table playing 10-11. It was not clear to me or I assume the table at all there was any sort of time limit or PC death. Or really that time limit was a concern.
We ended facing a Dragon, that was going to face its hellish demise to 2 divine worshippers of Erastil. 2 players at my table had yet to suffer any damage of any kind. The dragon head would sit eternally on the fire place above a manor house in Oppara.
As time was called the session ended. Some players stayed at the table while the GM turned for turn in to explain we failed with Key points.
Then returned later to explain we also were dead and had to have our bodies recovered and raised.
This single aspect of time versus TPK is seriously the most shortsided effect or writing that could ever possibly be wrote. Paizo should take a LONG hard look at this effect. This squarley lies I believe on Tim or Kyle but this circumsatnce should never EVER be placed in any product. At high tier believe it or not PC's have resources at the disposal to escape being stuck, spells or magical abilities to escape.
I know from different players this is feeled by several players. It is Deux Machina complex the should be removed from any and every published content.
For my own comfort.
I envision my Inquistor fighting back to back with Arbitor a fellow Inquistor fueled by divine grace by a fellow cleric of Erastil for eternity pushing holding back the endless tides of demons. I choose a perma death, option rather than. You die time has expired.
Mike report my charcter dead my character number 1500-2.
I cant see how a character can become unplayable, due to stats. You still have the option to rebuild.
The abliity score issue, just think of your character is now independant of your synthesis. Or before there was a synthesis there was really a person behind it.
Think Spiderman loosing Venom.
I would hope players take some time with their rebuilds and think of positive changes that could be used to build on.
On August 15, to help celebrate the close of Season 3, this location will be hosting two tables of the Module – The Ruby Phoenix Tournament, playable with characters in the level range of 10-12.
This location will also be hosting the Module – From Shore to Sea, playable with characters in the level range of 5-7.
These Modules will be hosted in private rooms, and are not scenarios expect 8+ hours of gaming. There will also be 4 tables running traditional scenario’s at different times during the day.
28 Days remaining.
I think this spell needs errata.
I think the hold over effects of 3.5 show when Paizo changed the conditions of these effects. Making these conditions more effective. Making a powerful spell more powerful.
Making a ring that grants these improved conditions even more effective, as well as keeping it nearly unlimited times per day.
So what does this ring do, allot. A gain of an ability greater than evasion. Incorpreal and ethereal and invisible conditons. The ability to fly, the ability to move through objects. A conditional +2 to attack. A 50% miss chance against melee and spells, most are hard hard to overcome.
I am flagging this post FAQ for errata.
Well, my take on this. For every rule I don't like there are about 25+ that I really like. Which I really can live with. The longer I play the more I find myself likeing the rules.
Campaign management listens to player feadback on rules discussions. I think the best thing about PFS is the group dynamic. For me it is meeting new people at different game days and conventions. The idea 5 random people can go on a 4-5 hour adventure is great.
I would suggest running a home game, perhaps the newer AP.
Now all these are my own personal opinions, but I do like clever players. The players that take make decisions that while small can really turn a scenario on it's sides. My favorite games are the ones where simple decisions and roleplaying make the scenario more fun for everyone. Instead of the X damage someone does. I tend to remember the bard wearing a hat of disguise sneaking through an encounter only to discover while he looks the part he can't speak the NPC's languages. Or the player who choose to rush a monster only to find he ends up almost swallowed whole in a couple rounds barely escaping needing a 18-20 suceeding with a 19.
Quintin DeLur wrote:
I am 100% behind this.
I think this encounter was ran fine. This teaches the players a couple lessons. Don't split the party. Respect the enemy, I would bet if you threw at the party the same encounter they function better the second time. I would really keep them guessing.
Likely, if nothing else the party will bond realizing the strengths each character has.
Hmm, I think monks are great, perhaps better than fighters. But I liked skilled and favor fast charaters.
So considering 8th level 2WF fighter vs 8th level monk,pure core from a design perspective for a fighter to recieve all the benfits that are granted flurry from he would need to burn 4(TWF ITWF Double Slice and quickdraw) feats. As well as have high dex. He does get a +1 to hit and damage with weapon training. The monk on the other hand is doing 1d10 damage per hit. So not considering exotice weapon proficiencies he will likely be doing a little more damage from base melee weapon damage. Ranged will damage will go to the fighter.
The monk is ahead 2 bonus feats at this level, these bonus feats are limited compared to general combat feats, with the exception that they need not worry about prequistes which isn't really that big.
At this level a monk can move faster base save allotment is almost doubled 10 vs 18, bravey and still mind are almost equal at +2 each. Monk has evasion, Ki, slow fall, immmune disease and can heal himslef 8 with 2 ki, without wisdom a monk will have 4 at this level. Stunning Fist, can also be a very usefull skill.
So considering a twf or a monk I would choose a monk. I do think that some people undervalue their movement speed, as well as their mobility. They can reach places a fighter would have trouble with base speed alone, not considering ki speed boost. Even something as simple as climbing rope or jumping to avoid a hazard favors a monk.
I hate to disagree with most of the above posts. Really though in my opinion their is one ranger archetype that is useful it is the one for making traps.
Since this is a PFS character build for a rogue.
Agility weapon enchancement in the pathfinder society field guide, Is simply put the most powerful enchantment in game. The only reason to have Str FOR any class is for encumberance and Two handed weapon builds.
Secondly scout archetype at level 8 is a game changer. Auto single sneak attack once a round. Add say 22 dex + 6 to hit finesse and agility with bab 6 and a plus +1 generic weapon your at plus 13 plus 2 more for scout abitlity for an attack at +15 deals 4d6 +7 plus weapon damage.
Is a simple simple build using one feat and zero rogue talents.
I would also advice against two weapon fighting, math dpr show a higher dpr, but PFS wealth by level hurts compared to a home campaign where you can have a dagger as a magic weapon that no one wanted without purchasing.
In higher teirs classes like shadow dancer rocks.
Rogues have their strengths but saves are generally their weakness. In a 5-9 mod I have seen traps that are area save or die in damage.
I have a PFS rogue at level 7 that is a scout. He is two weapon str build (can't reverse build him for agility enchant). He hasn't died yet and when he hits it is allot. I hit pretty often though I would like to hit all the time.
I usually am moving 60ft (expeditous retreat)base as well as acrobatics skill around 20.
Charisma is a good stat for you face skills and UmD
Good luck hope you go rogue.
There is also a PFS forum if you want advice for a legal build.
I like the current policy.
New players can try builds out while experiencing high level play.
More experienced players can gather their PFS friends and play a mod for credit easily.
Sure their they have their promblems, mainly time constraints but more pathfinder products should help grow PFS base.
Last week I ran From Sea to Shore half the players that showed came from the begginers box bash. I think they enjoyed it, for instance one tried a magus another tried a leveled up version of her character while the next tried a collosus styled summoner. I think that build and trial were great.
I don't know what changes could be added to make this situation more balanced, with the exception of making level 12+ mods for retired characters only, that is another issue, I would also think that limiting gold to zero would be a decent change but don't think it is needed. I think the best part(most valuable) of these chronicles is a lengthy equipment selection.
With the exception of one item, I cannot remember an item I bought from a society scenario. While I know the mod sheets have allot of useful equipment.