Sign in to create or edit a product review. Pathfinder Society Scenario #7–00: The Sky Key Solution (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartSuper FunBlackOuroboros —Without spoiling things, this special had a lot of twists and turns that I really enjoyed. Between the awesome locations to the surprising foe of the scenario taken from the deep lore (I was wondering if they were going to be used), this was a whole lot of fun. Pathfinder Society Scenario #7–02: Six Seconds to Midnight (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartInteresting concept.. Cool mechanics.. Horrible puzzleBlackOuroboros —So, in theory this was a good scenario. The fluff was interesting and there was some great potential with the story. We were also rocking a lot of good role-playing; people stayed in character and there was a ton of laughs. When we did the portal fight, we all agreed that it was pretty awesome. Then we hit the tower puzzle and our table was brought to a screeching halt. At first, we tried to figure out the solution; then, after about fifteen minutes, we got frustrated and resorted to guessing. Finally, in an act of mercy, our GM relented and let us move on. This puzzle made no sense, even after he explained it. Unfortunately, the damage was done by this point and what had been a light-hearted game turned into a slog none of us wanted to finish. It ended with us grumbling about the puzzle and the GM literally apologizing. Sadly, I think this puzzle will taint the last night of Gen Con for more then one Pathfinder. To be blunt, brutal, and honest this book is a turd. There are some good ideas sprinkled through like nuggets of corn, but honestly it's not worth digging through the mess to find them. I think the fundamental flaw of the material is the fact that it treats the GM/Player relationship as an adversarial one and one that the GM can win at as well. Lets take a look at this section by sections: House Rules - Most of these are either game breaking or handled better with systems already in place. The open dice-rolling is not a bad idea on it's own but he forgets the all important advice of having some of the hidden rolls be dummy rolls so the players don't know something is up. The Players Got Too Much Treasure - This is probably the worst section of the book. Instead of having an open and honest discussion with the players about how you screwed up and gave them too much loot (probably because they did something clever and because you followed other bad advice from this book) and what to do with it to preserve game fun, this section advocates deceiving them to strip them of their rightly earned rewards. Situational Advantage - Finally, some actually useful advice. However, some of these are pretty obvious to experienced DMs already but, hey, after shelling out for the hard copy I'll take what I can get. Time Wasters - Hahaha... No. We waste enough time as it is. That being said, I did like the "Extra Heavy Flavor Text" but simply because it adds color to the world. Wolf in Sheep's Clothing - All in all, not to bad. "The Unkillable Monster" can go die in a fire, but the "Beauty is only Skin Deep" section is something every DM should know but, once again, is something that you can get from plenty of other sources. Sheep in Wolf's Clothing - Use illusion and deception... thanks Sun Tzu. I think the best part of this section is that it is obvious that even the book's editor is getting bored of this crap by now, judging from his callout boxes. Trickery - Words words words words. Double trap is useful for when your enemies er.. I mean the players bypass your clever trap too easily and you haven't done enough arbitrary damage to them yet. Honestly, half of this section was banal and the other half was unfair; par for the course. Greed is Bad - I suppose teaching the players to value long term rewards over short term gains is a good idea. However, the "Collapsing Treasure Room" is made of stupid and one of the oldest tropes in the book. First, its demoralizing to players to see all this great stuff and then have it snatched away. Worse, if your players are cleverer than you are and finds a way to tunnel back to the treasure horde then you have a game-breaking problem on your hands; at least if that happens you got advice earlier in the book to badly fix that problem as well. Honestly, I would advise everybody to give this book a pass. I give it two stars because there is SOME useful concepts in there but it's stuff that can be learned from free resources on the web or even good old-fashion shop talk at the hobby store. Also, a great deal of the advice inside is stuff that most older GMs already know (and if they are smart ignore) and it's actively toxic to new GMs.
About Tsin WindscarLevel 16, Herolab:
Tsin Windscar Female human fighter 11/inquisitor of Pharasma 5 (Pathfinder RPG Advanced Player's Guide 38) CN Medium humanoid (human) Init +5; Senses Perception +21 -------------------- Defense -------------------- AC 28, touch 15, flat-footed 26 (+9 armor, +3 deflection, +2 Dex, +4 natural) hp 202 (16 HD; 5d8+11d10+107) Fort +19, Ref +8, Will +14 (+3 vs. fear) Resist cold 2 Spell Resistance 28 -------------------- Offense -------------------- Speed 30 ft. Melee +1 greatsword +23/+18/+13 (2d6+12/19-20) or +1 ranseur +21/+16/+11 (2d4+10/×3) or adamantine warhammer +21/+16/+11 (1d8+6/×3) or dagger +20/+15/+10 (1d4+6/19-20) or eye gouger +20/+15/+10 (1d4+6/19-20) or mwk cold iron longsword +23/+18/+13 (1d8+8/19-20) or sever +25/+20/+15 (2d4+14/15-20 plus 1d6 fire) Ranged cold iron javelin +16 (1d6+6) or mwk composite longbow +18/+13/+8 (1d8+3/×3) Space 5 ft.; Reach 5 ft. (10 ft. with +1 ranseur) Special Attacks bane (13 rounds/day), judgment 2/day, weapon trainings (heavy blades +2, bows +1) Inquisitor Spell-Like Abilities (CL 5th; concentration +8) At will—detect alignment, discern lies (5 rounds/day) Inquisitor Spells Known (CL 5th; concentration +8) 2nd (3/day)—align weapon, flames of the faithful[APG] (DC 15), resist energy 1st (5/day)—divine favor, expeditious retreat, litany of sloth[UC] (DC 14), protection from evil 0 (at will)—acid splash, brand[APG] (DC 13), daze (DC 13), light, resistance, stabilize Domain Justice inquisition[UM] -------------------- Statistics -------------------- Str 22, Dex 14, Con 20, Int 10, Wis 16, Cha 8 Base Atk +14; CMB +20; CMD 35 Feats Cleave, Cleaving Finish[UC], Combat Reflexes, Extra Bane[UC], Great Cleave, Greater Weapon Focus (falchion), Improved Critical (falchion), Improved Iron Will, Iron Will, Lunge, Power Attack, Precise Strike[APG], Strike Back, Toughness, Weapon Focus (falchion), Weapon Specialization (falchion) Traits armor expert, northern ancestry Skills Fly +6, Intimidate +1, Knowledge (arcana) +7, Knowledge (dungeoneering) +5, Knowledge (engineering) +4, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +2, Perception +21, Profession (butcher) +7, Sense Motive +22, Spellcraft +4, Survival +9 Languages Common, Skald, Triaxian SQ armor training 3, judicious force, monster lore +3, snow track erasure, solo tactics, stern gaze +2, track +2 Combat Gear cold iron arrows (50); Other Gear +3 mountain pattern armor[UC], +1 greatsword, +1 ranseur, sever, adamantine warhammer, arrows (20), cold iron javelin, dagger, eye gouger, mwk cold iron longsword, mwk composite longbow (+2 Str), amulet of natural armor +4, bane baldric[UE], belt of physical might +2 (Str, Con), efficient quiver, headband of inspired wisdom +2, hyperboreal robe, ring of protection +3, snowshoes of northern pursuit, cleats[APG], cold weather outfit, fighter's kit[UE], whetstone, 2,829 gp -------------------- Special Abilities -------------------- Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX. Bane (+2 / 2d6, 13 rounds/day) (Su) Make the weapon you are holding a bane weapon. Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC. Cleaving Finish Make additional attack if opponent is knocked out Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Discern Lies (5 rounds/day) (Sp) Discern Lies at will Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Extra Bane May use bane ability 3 additional times per day Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result. Inquisitor Domain (Justice Inquisition) Deities: Iomedae, Pharasma. Granted Powers: Some must learn that to submit to one's fate often means submitting to your form of justice.
Equipment & Wealth:
Combat Gear +1 Falchion(2d4+7, 18-20/x2, Melee +11) Cold Iron Longsword, MW(1d8+6, 19-20/x2, Melee +10) +3 Mountain Pattern Armor(+6, +3 Dex Max, -3 ACP) Amulet of Natural Armor +1 Ring of Protection +3 Dagger(3)(1d4+4, 19-20/x2, Melee +6, Ranged +4) Composite Longbow, +2 Str Adj (12 arrows) (1d8+2, 19-20/x2, Ranged +7) Hyperboreal Robe (+2 to Saves, 1d6 cold damage from touch) Headband of Inspired Wisdom +2 Spriggan's Butcher's Knife, Eye Gouger Efficient Quiver Travel Gear
Current Load Additions
Background:
They couldn’t wrap their heads around it. How much it felt like pity, arranging a marriage for her. Oppara is a big city, and people can find people, her father insisted. The Windscarters have enough means for a name, but the Briganus boy was a bargain for a husband. It was unfortunate, really. Had he not reached up to check her teeth and gums, he’d still have both eyes. It was her form of forgiveness for such an affront to leave him one. Her life would not include dances, recitals, operas. Not now. It was a relief, in its own way. Tsin was far more comfortable amongst the family guard, sweating and training. She should have been practicing her harp, and accepting suitors who were equally uncomfortable sitting with her. Seeking to lift the ignominy from her family's shoulders, and rest it squarely on her own, she departed Oppara. Heldren was a reasonable distance, should she have need to return. It was also far enough away for nary a word to reach the locals. The butcher, Perkin Tarimm, was kind enough to provide her work, and find her a room to lease. At the end of the day, the smell of pig urine on her boots, and the bloodsoak through her smock was tolerated well enough by the old woman Arogail. She must be losing her smell as well as her sight. Tsin hoped the small bits of meats were enough to show her gratitude. A year, and Tsin grows restless. The sides of beef don't dodge. The pigs squeal helplessly. She misses her sparring sessions. Her pulse yearns to quicken again. She promises that should opportunity call, she will answer.
Background 2:
It was all she could do to stay on the horse. She never compared, never tried to compare, to Melisande, who practically slept in the stables when not tending to father's papers. Tsin didn't see the arrow fly, as she adjusted her aching thighs in the saddle, but she did hear the almost human scream as Orwyne downed the doe. Of course she downed it. Even blindfolded, she never missed her mark. Orwyne's laughter quickly became sobs, as she realized that her arrow hadn't killed. It was murder, but of the mood, not the animal. Well, their mood, at least. For Tsin, you can't kill what is already dead, now can you? Tsin welcomed the chance to dismount, welcomed the chance to bring silence once more to the forest. Standing over the doe, she takes a moment to study the placement of the arrow. "Quartering toward. You've struck behind the shoulder, but you've likely pierced through to its stomach." Orwyne's despair made worse, Tsin brings the falchion down, brings her talent to bear. Her mind eases as both creatures quiet down.
Personality & Appearance:
Tsin stands tall for a woman, at 6'1", and is not ashamed of her 160 lb. frame. Black hair and noble white skin, no one really makes the effort to place the color of her eyes, grey, as her brow perpetually lowers against sunlight, day or night. Her voice remains a low pitch, only rising in response to stress and excitement. She often lets her vocal chords begin to sound, prior to formed thoughts, leading to the impression of a growl. Requests to repeat herself are often met with silence. Tsin prefers to spar with sharpened weapons. She grew fond of the scars on her forearms she received, constant reminders of the risk. It kept her respect for the martial art high, and she refused healing from the family's priest so she could keep them. They also spoke for her, keeping the fops from trying to take her arm for midnight strolls. |