Anthropomorphized Rabbit

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Pathfinder Lost Omens, Rulebook Subscriber. **** Venture-Lieutenant, California—San Francisco Bay Area South & West 475 posts (11,519 including aliases). 3 reviews. No lists. No wishlists. 31 Organized Play characters. 69 aliases.



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Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Welcome!

Thanks for your interest in this game. Very excited to GM the special! If you haven't gamed with me on the Paizo boards, take a look at my GM Profile to get a feel for my style and expectations.

— Doug

___________________
SIGNING IN

1. Sign In
2. Add your token & character info on slide 1, and your marching order on slide 2
3. Fill in the character macros sheet. (There is an example tab for reference.)

I'm happy to help if you need assistance with any of this.

Please feel free to use the time between now and Sept 11 to chat about builds, coordination, etc.

This group I’ll be starting with 2 hero points based on known glyphs.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Having made several recent forays into a set of unearthed ruins in the volcanic region of Droskar’s Crag, the Pathfinder Society has uncovered what could be an access point to the lost dwarven city of Raseri Kanton. Pathfinder agents from across Golarion have come to support the Society’s latest large-scale endeavor. However, the Aspis Consortium have also begun exploring the ruins, so it’s a race to see who can reach Raseri Kanton first!


I am taking applications for this game here. Please see my profile regarding post expectations and overall style to ensure a good fit!

As this is the highest-tier scenario currently offered in PFS, I want to try and make it a special experience for everyone involved. To that end I am recruiting a balanced party who can proactively focus on this scenario, keep things positive in the face of challenging encounters, and collaborate successfully.

Please post with the PC you want to bring, tell me something interesting about them, and let me know how many other games you're signing up for in the special. I want people who will be engaged with the material; this means posting at least once a day and checking in on the threads multiple times a day.

I will be choosing applicants based on fit, party balance, and availability to focus on this game. To hold up my end of the bargain I will be GMing fewer scenarios this gameday to focus only on this game and (hopefully) the special. We’ll lock things in as fast as we can.

Let me know if you have any questions.

— Doug


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

I will post RPG Chronicles info here when we're done recruiting. I also have a character macros sheet I ask player to fill out, and a reference slides sheet.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

The scrollmaster Effeflinn Whyst is never seen outside the libraries of the Pathfinder Society’s Grand Lodge. She speaks only in ancient songs and rhymes, and some claim that she has memorized every book in the archives. Kreighton Shaine, the enigmatic Master of Scrolls, avoids her at all costs. The two elves clearly share some history, but no one has ever learned their story.

When Effeflinn suddenly rushes through a portal in the Grand Lodge, and Kreighton goes in after her, the Society organizes an expedition into the mysterious and deadly caverns on the other side of the portal. Where have the scrollmasters gone? What secrets have they kept, and why? The Society is going to need its best agents to face the dangers and solve the mysteries in the Cavern of the Sundered Song.

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

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Seems pretty straightforward overall.

I added some assets on PFS Prep:

- Encrypted / Decrypted letter from the Peddler (I encrypted it according to what the scenario says)
- Letters to minions (Letter to Cole about previous targets, and letter about meeting place) (I made these up)
- Chase handouts with skills listed in order of ascending difficulty

http://pfsprep.com/e107_plugins/forum/forum_viewtopic.php?3580.last

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

Ran this today; the party did just about as well as possible, skipping all the combats they could and it ran in 5.5 hours. This was expected in a high-tier game, but making a note here in case it helps others with scheduling.

I'd also recommend GMs take careful note about fleeing thresholds, as I made a mistake on the first combat and it lasted a bit longer than it should. (I would love to see this on the statblock page somewhere!)

Page 8 wrote:
If the group earns at least as many Truce Points as half the number of PCs (rounded down)

THANK YOU for this!


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

1. Fill in the macros sheet here — each PC has a tab. Check "Send to GM" for all skills you are comfortable with me using for secret checks like recall knowledge.
2. Fill in the character reference here with your PCs' tokens and marching order. We'll hand out extra hero points for PFS glyphs and campaign coins too because I want to recognize everyone's efforts.
3. Sign in here. You must include your exact XP for the PC you are putting the credit on. It will be 8 XP / 20 bundles. You can sign in when we get close to the end.

⚰⚰⚰

Character Building

• Please use Treasure for new Characters (either the item array or lump sum) for your gear; you are level 3.
• I want to use Ancestral Paragon for this as well, essentially giving everyone an extra ancestry feat. Just a little something extra to build with since we won't be leveling during the module!
• Uncommon options from rule or campaign settings books are fine; anything rare or from an AP should be cleared with me first.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Centuries ago, the massive Shining Crusade destroyed the Whispering Tyrant Tar-Baphon, an incredibly powerful lich. Knowing he might someday return, the Whispering Tyrant’s foes sealed his remains away under his old tower, Gallowspire, and formed the nation of Lastwall to guard his crumbling edifice for centuries… until three years ago, when the Tyrant was reborn. In a matter of weeks, the furious lich laid waste to Lastwall. The lost nation, now known as the Gravelands, is a haunted and desolate place overrun with undead. On the edge of the Gravelands, someone from the tiny village of Fiorna’s Faith sends a desperate message…


Pathfinder Lost Omens, Rulebook Subscriber

Building an automaton. I can't find much in current LO offerings beyond what's already on Pathfinderwiki.

Any resources out there on this, as well as the history of that region (Rahadoum and such)? Happy to purchase a 1e AP (no need to worry about spoilers), or other source book.

Thanks.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Sign in
Character reference Slides — add your tokens and shiny snazzy campaign coins (congrats Dennis)! Everyone will start with 2 hero points as there are prolific GMs in this group, and this is already included.
Character macros — grab a tab on the sheet and fill it in Happy to help if you need assistance. This is where I bootstrap secret checks and such.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Heed the call for heroes!


Pathfinder Lost Omens, Rulebook Subscriber

I always wanted to play a puppetmaster magus in 1e and never got a chance. Also, the party needs a Face.

How would you make one in 2e? I’m looking at laughing shadow magus chassis, expansive spellstrike, and all-in on Captivator feats and starting with 16 charisma on an elf (+dex, int, cha).

Witch dedication is probably more efficient to get access to Occult spells, but the captivator feats more closely align with the 1e archetype (and the fast-tracked expert casting track is cool).

----

Build starts at 10 for a module and ends at 13/14:

Abilities: 12 str, 20 dex, 14 con, 18 int, 10 wis, 18 cha

2: Expansive Spellstrike
4: Captivator Dedication
6: Captivating Intensity
8: Heightened Captivation for Heroism
10: Expert Captivatot casting (Gurts losing the 10 laughing shadow feat)
12: Dimensional Disappearance
14: Effortless Captivation (sustain hideous laughter as a free action)

Captivator Spells:

0: Daze, Infections Enthusiasm
1: Lose the Path
2: Hideous Laughter (remove AOOs even on success so I can spells strike!)
3: Heroism (Heightened when I access level 6 spells at 12)
4: Confusion (I wanna just spellstrike to confuse someone)
5: Synesthesia

----

I don’t know if there’s any code to crack other than “just admit your magus will always be sub-optimized if you want to also use charisma."

Thoughts?

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

4 people marked this as a favorite.

A couple of months ago I started a website collecting some player guides that I felt were missing from the community, as well as some excellent docs written by another VO.

Then I started wondering why we were doing all this work alone when there are smart people on these boards already writing awesome guides.

I’d love to collaborate on some open-source docs, specifically designed to help out new players! So, I am sharing this project with the world and inviting anyone to join in.

__________
Current guides:

- Org play 101 (how to set up your account, create an org play characters find/spend AcP, etc)
- Using Warhorn for Players (account management, notifications, finding games, etc)
- Warhorn for organizers (creating & managing events and registrations)
- Paizo Play by Post Basics (Setting up a character profile, PbP conventions, etc)
- Choosing a VTT for your group
- Roll20 Basics for free account users without a vault
- Foundry Basics
- Splitting chronicles for GMs
- A collection of links to other guides

__________
You Can Help!

The guides need editing help all around. They also need fresh ideas from people who are subject matter experts (especially in VTTs like Foundry). Anyone can contribute — either with the writing, editing, or technical details. To make edits you don't even need to know any code, just Markdown. (If you used Reddit before you probably know enough Markdown; it's easier than Paizo forum code!)

It's easy to submit an edit. It's then reviewed before being published, so you don't even have to worry about breaking anything. All you need is a GitHub account and you're a few of mouse clicks away from helping out:

How to make edits:
1. Make a GitHub account.
2. Click on the little pencil tool when you hover over a heading area
3. Click Fork this Repository (basically, make a copy of the site)
4. Edit the document
5. Scroll down to Proposed Changes and add a title for your proposed change, and some text as to why
6. Click Propose Changes
7. Click Create Pull Request (this is just a fancy way of telling the authors to review your changes)
8. I will review and approve or reject your change with a reason why
9. The change will be merged into the master document and published
10. Give yourself a Hero Point for helping the community

Video for visual learners (make sure to view in HD)

I also added a backlog of guides that can be added at some point. Feel free to suggest more.

I would also appreciate any other thoughts or useful guides that would like to be published or linked.

__________
Also, these are Guides

Of course, if you are happy just reading or sharing guides, my hope is that others find this small collection useful.

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

7 people marked this as a favorite.

Tying to bring some positivity to the top of forum

In-person play is picking up in our area, and it's so great to make new friends and reconnect with old friends.

Last week I gamed with someone I hadn't seen in over 2 years. We also have a couple of really awesome new locals coming into the store too. I find myself genuinely happy when I'm on the way to the FLGS, in a way that was missing from online games.

What's something you're enjoying about Org Play lately?

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

3 people marked this as a favorite.

Don't see a thread for this one yet.

page 5 wrote:
Viltydus has a strong knack for assigning tasks that glorify his pupils and allow them to use their strengths to achieve success.

I loved the narrative prompt to choose tasks that the PCs are actually good at, as sometimes GMs do the opposite thing for repeatables. The other advice on choosing the encounters is excellent, too.

Just want to say thanks!

(Also, how do you pronounce "Viltydus"?)


Pathfinder Lost Omens, Rulebook Subscriber

Running this ins a 6-hour session at the FLGS next weekend. Finishing my read-through today and I anticipate needing to run an efficient session.

Has anyone run this yet?

I am actually thinking of removing ALL undead encounters from part 1 except the plague zombie(s) trapped in the room in the inn, and just using it to slowly ramp up the atmosphere. (I personally enjoy the "slow burn" kind of horror movie). Thoughts on that?

How long did it take your group? Any GM tips? How did your players enjoy it?


5 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

Never even opened the box for Book of the Dead. It's just sitting in closet.

I know this topic has been discussed before and the answer was essentially "We won't ever do a PDF-only subscription because then we would't sell hardback books."

That answer is from 2010. Today, I suspect that a significant portion of Paizo's audience prefers PDFs and doesn't even want physical books. I donate all my books to the local gaming community these days, but even then they see little use as everyone seems to prefer PDFs now. In the end, it's a bit of extra work to pretend I'm not wasting a lot of paper.

Every community is different, so this may not be the case everywhere. I think there's also a strong contingent of people who like the hardbacks (perhaps more so in this digital age).

Has Paizo's stance evolved over the last 12 years? "We must give our customers something we don't want, otherwise we will go out of business" may be a flawed business model.

Another idea might be to opt out of physical books. I'd pay the same… I just don't want the hardback books.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

1. Sign in here
2. Please fill in macros here. Those of you who played part 1 already have your macros from that game but you may need to edit if you leveled up.
3. Place your tokens here if you haven't yet.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

When a group of Pathfinders sent to establish a presence at the Society's new lodge in Sedeq, Qadira, failed to report back, the Society sent a second group to investigate. When they arrived, they found the lodge in disrepair. A powerful genie confronted them, demanding that if they ever wanted to see the missing Pathfinders again, the Pathfinders must complete three tasks for the genie's cruel master!

With the tasks completed and the missing Pathfinders safe and sound, it is now time to prepare the lodge for a grand opening celebration. Important figures from all across Qadira have been invited to attend—including some potential allies—and the Society is counting on its agents to ensure the event goes off without a hitch. The Society's future in Qadira may depend on the success, or failure, of this event!

Unfortunately, the Society's hidden enemy is well aware of the celebration's importance. Outraged by the Society's success in reclaiming the lodge, he has once again laid a trap for the Pathfinders and their guests. One way or another, he intends to exact a terrible price.

Fury's Toll is part of the ongoing story of the Year of Shattered Sanctuaries. It is the second scenario in a two-part arc detailing the events befalling a Pathfinder Society lodge in the nation of Qadira. The first part of this arc is Pathfinder Society Scenario #3-08: Foundation's Price. Other arcs explore other locations across the Inner Sea. While the arcs can be played in any order, it is recommended that players experience the scenarios within each individual arc in order.


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I don't know if I fully understand the Independent changes in the APG Errata:

APG Page 146 wrote:
Independent: In an encounter, if you don’t Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations.

So I think this means Independent cannot work if you are capable of riding your familiar — even if you’re not currently riding it. Is this intended?

It seems a bit harsh; I wonder if the intent is instead "while the familiar is being ridden."

I am just looking to fully understand this change before I crush some corgi hearts.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

1. Please sign up on RPG Chronicles
2. Generate your character's macros here — choose a tab for your PC and fill in all the checks you want secretly rolled (and the ones you want your own macros for), as well as initiative and saves. Do not include bonuses for scouting, etc.
3. Fill in the character reference sheet here with your token and other basic info.

Happy to help if you need assistance with any of this.

No hard target for a start date; looking at Monday perhaps.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

A closed game for 3-08.

Following their recent successes in aiding the government of Qadira with apprehending an errant genie-binder, the Pathfinder Society earned the right to establish a new lodge in the port city of Sedeq! With the construction of the site complete, the Society sent a group to formally begin operations from the new edifice.

They never arrived.

With city officials threatening to auction off the new building should the Pathfinder Society neglect to occupy it, the Society sends a backup group of Pathfinders to investigate the lodge…


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Welcome!

If you haven't played with me before, please take a moment to glance at my GM profile and review style and expectations; it's mostly standard stuff.

— Doug

____________________
SIGNING IN

1. Sign in on RPG Chronicles for chronicle generation and reporting.
2. Put your token on the maps & character reference slides.
3. Enter your Perception, default Exploration Activity, and any secret rolls you want me making for you on the macros sheet.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

This is a play-by-post special of PFS2E 3-99 for Nostalgiacon.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Ready to get this party started!

1. Fill in your macros here
2. Sign in here
3. Fill in the Slides here


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

One of the most urgent letters to reach the Grand Lodge in the recent flood of troubling correspondence contained grim news indeed: a renowned Pathfinder Venture-Captain vital to the Society's operations in the oppressive nation of Cheliax has gone missing! Fearing the worst, the Society dispatches experienced agents to the venture-captain's home in search of any clue as to what might have happened.

We will use this gameplay thread for the second part, too.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Please fill out Slide 4 on the handouts with your PC's token art and pronouns, and the macros. If you want different art than what is on the Paizo boards that is fine by me.

We'll aim to officially start Wednesday, but please feel free to explore this scene in-characer if you like! The feelings of going away for school or the first time, being in a city like Nantambu for the first time, or getting interviewed for admission may all be interesting character moments.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Old-Mage Jatembe was the most powerful man in the world. Wherever he went, he spread hope and light to the people around him. All of the good things in the world were awed by Jatembe and came to give him secrets. All of the foul creatures declared war on him, but Jatembe stole their magic and banished them. In this way, Jatembe turned a world of ash into the beautiful land we have today, filled with fish and animals, grains and palm trees, sweet yams and red soil. The foul beasts wailed at their realms of ash and terror being transformed into rich and wonderful lands, but they all feared Jatembe.

One day, a creeping bad-luck spirit inched forth from the grass. It was too young and foolish to know its limits and thought, “I will take vengeance on Jatembe and laugh at his misery.” The spirit crawled into the nearby village and asked where Jatembe was, but no one could answer. It asked then where the riches of Jatembe were, but people said they knew of none. It asked where the spouses of Jatembe were, but the people could not name anyone he had married. It asked where the weapons of Jatembe were, but the old mage’s greatest weapon had always been the knowledge he kept in his head.

Frustrated, the little spirit demanded, “What manner of great man can this Jatembe be, if he has no riches, no wives, no husbands, no weapons, nor any children?”

Yet Jatembe had many children, the people answered, as they showed the little spirit the great city of Nantambu where thousands and thousands of students learned, worked, and helped each other by Jatembe’s words. The little spirit decided that if it couldn’t have vengeance on Jatembe, it would do so upon his children. The spirit listened until it found a voice that told it how to get inside. Following the voice, it crept into the city through the tiny cracks in the buildings’ walls, so small that even an ant would have to squeeze, but Jatembe’s students caught the spirit and tossed it out like a harmless grass snake. The spirit became terribly angry at its treatment but could do nothing on its own, and so it sought out others like itself to creep back inside and strike using the distraction of a celebration...

☀☀☀

This fragment of old legend is written on an illustrated scroll in the Magaambya's archives…


Pathfinder Lost Omens, Rulebook Subscriber

GMing this soon and read Book 1. I'm really excited!

One of my PCs wants to play "goth Harry Potter"; a fetching witch/druid. He asked if I would go along with the idea of a "Shadow Magaambya" (a la Shadow Absalom) as part of his backstory. He will take the mysterious benefactor background, and was supposed to attend the "Shadow Academy" but ran away and landed in the Material-Plane Magaambya instead thanks to being Sponsored by a Stranger.

I was considering that if he becomes a favorite of Koride’s he might find that she has been acquiring supplies from unscrupulous shadow-Magaambyans on the sly, in order to skirt taxes and regulations. Perhaps she can offer him a Practical Research opportunity later on… if he really earns her trust); perhaps there can also be some shadow-research stuff in the "Dubious Research" room.

For those further along, would this bit of homebrew be problematic for later in the AP? I don't want to make it the highlight of the AP, but add in depth and breath that matches his backstory and see where he takes it during downtime and such.

Any other thoughts or fun opportunities I might have missed?


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Hey there!,

Happy to pick his one up. If you haven't played with me before, please take a moment to glance at my GM profile and review style and expectations; it's mostly standard stuff.

— Doug

____________________
SIGNING IN

1. Sign in on RPG Chronicles for chronicle generation and reporting.
2. Put your token on the maps & character reference slides.
3. Enter your Perception, default Exploration Activity, and any secret rolls you want me making for you on the macros sheet.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

In the jungles of the Mwangi Expanse, a large group of Pathfinders stands ready to travel beyond a magical gateway whose mysteries stymied a group of the Pathfinder Society's founders.

What lies beyond the doorway is also the crux of the plot of an ancient evil fey, the Thorned Monarch.
Will the Pathfinders unlock lost fey magic, restore buried secrets from the Society's history, and purge the world of the Monarch's evil — or will they fall before the fey's minions and tricks?


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

WELCOME!

If you haven't played with me before, please take a moment to glance at my GM profile and review style and expectations; it's mostly standard stuff.

This game is run for Gameday X.

When recruitment opens, I will post sign-in instructions.

— Doug


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

An unexpected alliance begins! The masked priest Narsen invites the Pathfinders to the city of Xer in Razmiran, a closed nation dedicated to Razmir, the Living God. Normally insular and isolated, access to Razmiran represents a unique opportunity for the Pathfinder Society. Narsen has even sweetened the pot by offering to fund the repair of an old keep to serve as the Society's new lodge. As the first Pathfinders arrive to oversee repairs on the lodge-to-be, will this mark the historic first moment in an unlikely partnership, or will it trigger a disaster of unmitigated proportions?

Lodge of the Living God is a tier 1-4 scenario written by Alex Greenshields.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

WELCOME!

If you haven't played with me before, please take a moment to glance at my GM profile and review style and expectations; it's mostly standard stuff.

This game is run for Gameday X.

When recruitment opens, I will post sign-in instructions.

— Doug


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

With one of its masked leaders missing, the Pathfinder Society continues a desperate search of the forests in northern Iobaria. Urwal, leader of the Verdant Wheel faction, approaches a group of Pathfinders to assist him in travelling through the forest at the behest of some unknown force that beckons to him through dreams and visions. The end of this fanciful march could reveal where the Society's leader has gone, but it could also lead the Pathfinder Society to uncovering more of the mysteries of distant Iobaria.

The Fanciful March of Urwal is a tier 3-6 scenario written by Hilary Moon Murphy.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

WELCOME!

If you haven't played with me before, please take a moment to glance at my GM profile and review style and expectations; it's mostly standard stuff.

This game is run for Gameday X.

When recruitment opens, I will post sign-in instructions.

— Doug


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

When the grim "local celebrity" of the small village of Anactoria goes missing, its townsfolk reach out to the Pathfinder Society for assistance. A group of heroes arrive just as a band from the rival Aspis Consortium have headed out into the nearby swamps. Is this a coincidence, or is there more going on in Anactoria than meets the eye? Of course, everything is subjective when you visit a town where its celebrity is a mummified bog corpse!

Lost Maid of Anactoria is a tier 3-6 scenario written by Scott D. Young.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Hoping to start this on Monday; we can discuss here!


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Bounty 8.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Hi everyone!,

Some of you may not have played with me on PbP before. Please check my profile for expectations if you want to (standard stuff).

I ask you to fill out a character reference slide with your info, tokens, marching order, etc. It is also where I will track hero points and place battle maps.

Next, I ask you to fill out my macro generation spreadsheet; I use this for perception, initiative, and secret checks. If you choose to fill out any skill on it, I will always roll it secretly where available.

Please dot in and sign in on the slide when ready! Hoping to kick off a bit later this week, but I'm not on a super tight schedule or anything. We can roll earn income (optional) at the end.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Will you find the way?

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

I don't immediately see a thread on this. Other mods note 24 days of downtime and the old guide said adventures grant 24 days downtime.

However, the Otari sanctioning does not note downtime and the guide language has been updated:

The 3.0 guide says wrote:
Other adventures grant the downtime listed in their sanctioning document. For most PCs, Downtime is earned by rolling on Craft, Performance, or Lore, and consulting the table below.

So, no downtime on Otari? That seems wrong to me. But I think that is actually what we have to do.

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

Opening up a thread as I haven't seen one yet. I have a couple of things; one is sort of a nitpick but the other one is more important.

1. Nitpick

Page 4 wrote:

Religion (Recall Knowledge)

A PC who succeeds at a DC 20 Society check to Recall Knowledge might know more about the demon lord Urxehl.

I believe this should be religion.

2. Session Length

I am concerned about session length here due to encounter difficulty (two Severe encounters!), paired with tree mechanics (time must be spent properly learning, deploying, and tracking these resources before back-to-back Moderate and Severe encounters).

In addition to the provided handouts, I have made character sheets for each tree color in each tier in Roll20 (including auras on the tokens so they can see reach/AOE). I also plan on running the RP encounters… efficiently.

Not sure what else to do; I suspect this one is easily a 6-hour session.

For those who've run this, how did your session go? Any other tricks to speed things up?

Thanks!

4/5 **** Venture-Lieutenant, California—San Francisco Bay Area South & West

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Back in the ol’ days, in a realm far, far away called Pathfinder 1E, a player named Painlord posted what was an epic treatise about what he expected other players to be able to do when he sat down with them at the PFS table.

Painlord’s post helped me a lot. I still ask new players to read it. I link it on my GM profile. With more and mroe players moving into mid- and high-tier play, I wanted to articulate some of my own PFS thoughts, goals, and expectations in the same style.

I’m interested in your ideas, too!

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PFS EXPECTATIONS BY LEVEL

Level One:
Grab a potion from your school items and mention where it is on your person. This way your allies can feed it to you while you're Dying. Or buy one and pick something else from your school… just bring a damn potion. This habit will save your bacon at least once in your society career.

Every new character should have at least one of the following: a spare light weapon (often a dagger), a primary weapon, and a ranged weapon (sometimes a dagger). Martial characters should try to buy a couple of types, so they can get through DR or capitalize on Weakness easily.

You should have a way to create light if you don’t have darkvision… even if it’s just a torch. If you are a caster with darkvision, you should strongly consider preparing a Light cantrip just to be a good teammate. Cast it on a rock and drop hand it into your human buddy's pocket.

Level Three:
Here is where most PCs get their first General Feat. I don’t want to digress into build choices, but your pick should be informed by the unpredictable nature of PFS. If you’re a low-con melee type, Fleet might look fun but you should consider the less-flashy Toughness so people aren’t wasting time picking you up when you fall. A caster can choose Canny Acumen to shore up a weak save and retrain it later.

Players are expected to grasp the basics of action economy and to always do something on their turn. At this level, you should know what Stepping, Sustaining, Delaying, and Readying entail. If you aren’t sure what to do with your third action raise a shield, stride, set up an Aid, or make a Recall Knowledge check.

Martial characters should have a magic weapon by now, and a few bombs to deal with swarms and DR or regeneration. Everyone should buy a couple Holy waters.

You should start speaking Pathfinder. Include your DCs when you cast spells (“I cast Fear; DC 21 Basic Will Save for the dire Corgi.”)

At level 3 you’re probably still learning the finer points, but having a foundation in the basics will make you awesome later.

Level Five:
Increase Constitution. I can’t think of a good reason not to on any build, but if you don’t agree then you better have a damn good justification. Again, PFS isn’t a home game where you will always have a healer to pick you up, or the sheltering wing of a Champion to let you go all-out on offense. You need to take care of yourself. It's not your teammates' job.

At this point, martials are expected to have a several magical weapons with which to solve problems. If you use a steel shield, you should have been using the Sturdy shield for about a level now.

You should have your Armor Potency rune soon. Casters should also invest in armor potency and if not use spell slots for mitigation tactics.

Casters should also invest in scrolls for utility — options include resist energy (great against persistent damage), glitterdust/faery fire, spider climb (deal with terrain), Heal/Soothe, Restoration, Water Walk, and other utility scrolls. You probably don’t have all these yet, but you should start a collection that will someday become a library. You might even have a wand or two (for example, Heal or Longstrider to provide utility).

Martials should also have utility, whether that is debuffs (intimidation is common), face skills, crafting, etc. They can also purchase items to contribute in a variety of situations, such as by buying silvertongue mutagens to contribute in a social endeavor or emerald grasshoppers to solve terrain.

Speaking of, you are now expected to more often cope with challenging terrain. It's often baked into the encounter as part of the challenge rating. You should think about how you will get to difficult places like cliffs, bogs, underwater, etc.

Level Seven:
Another general feat. Always a good idea to bump a weak save to Expert here if you took Toughness at 3.

At this level, I expect spell casters to start freely using non-cantrip slots to buff allies or harm enemies.

I expect everyone to have a way to heal themselves for a non-trivial amount, and to have a variety of tools at their disposal such as potions of invisibility, all elements’ bombs, emergency boons, etc. Casters should now have a modest library for utility: Remove Curse, Remove Disease, Air Walk, See Invisibility, and Neutralize Poison can be lifesavers.

The party should be able to cope with invisible enemies.

All players should think about ways to help teammates deal with nastiness, such as persistent damage, spike damage, terrain difficulty, etc.

Level Nine:
Somewhat theoretical as we're not really there yet in PFS. But this is what I anticipate: I will expect you to operate as a team even though you might be playing with strangers, and to formulate strategies TOGETHER against enemies with unique and dangerous abilities. I expect players to have one or more plans against immunities/ DR. I expect PCs to pick each other up when one drops. I expect PCs be prepared to deal with a variety of even more challenging terrains. I expect PCs to use consumables freely.

Everyone should have at least one “break in case of emergency” item.

I expect all players to be the subject matter experts on their abilities.

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ALL LEVELS

Focus Fire:
It’s the easiest thing in the world, yet it fails to happen so often. Why is that? Because people aren’t paying attention. It's hard, sometimes. We all have stuff going on in our homes, our lives, etc.

Make note of whatever enemy is most damaged and focus fire. 2E is an action-economy game; taking even one mook out can have a positive cascade effect.

Help Flank:
Flanking is mission-critical — even if you’re a caster, you can walk around with a whip in hand to threaten at reach. (Also remember everyone is trained in Unarmed, so you always flank anyway, but you might not want to be toe-to-toe with an enemy).

Your wizard is not necessarily off the hook if the only damage dealer in the party needs a flank to hit the high AC big bad severe encounter. Go ahead and pay a few silvers and carry around a whip to threaten from range.

What Will You Do When There's no Healer?:
No Cure Light Wounds spam coupled with the randomized nature of PFS makes this one of the most important AND challenging 2E problems for you to solve.

Don’t look at your sheet before a game and think “Gee, I hope some random person in the party can heal of me.” Instead: “What is my plan without healing in the party?”

Always have at least two healing potions of the highest level available. Your 1d8 minor healing potion you saved since level 1 is just going to hurt more than help at level 8.

At least picking up training in medicine is a strong contender for any character, as well as taking Battle Medicine and walking around with the healer’s tools in your bandolier. It works in a pinch and you'll hit the DCs at mid levels on. Or, grab some healer’s gloves to help an ally in need.

Every striker class should invest in a feat or strategy for dealing with dangerous melee enemies: be it Dueling Parry, Nimble Dodge, Moment of Clarity, Shield Block, etc.

Every caster should know the Shield cantrip and have some other way to bolster themselves against damage or effects (e.g Mirror Images, armor training).

2-handed melee PCs should still buy a shield and one-handed weapon so they can “sword and board” in a group where they will be put at high risk — even the barbarian can do this.

Never forget your dagger. You don't want to be swallowed whole without a light-bulk weapon.

Finally, be DYNAMIC. Stick and move if the enemy's highly dangerous and your group lacks healing. If you end up Dying because you ate a full attack, it causes your teammates to use their actions helping you, and so forth… do you see how things can spiral quickly?

Use It & Lose It.:
PFS gives way more GP per level than you get in an AP. It’s totally crazy how wealthy Pathfinders are versus normal adventurers, and often shocking to go from PFS-land to AP-land.

This is by design, and it’s not so you get cool toys faster, it’s so you have a fighting chance when 6 barbarians show up to play the intrigue scenario.

If class and ancestry features don't cover your bases, invest in items that do. School items aren’t enough. Spend your gold liberally on shoring up your weak points — is your character kind of dumb, and going to a social scenario? Buy a couple cognitive mutagens. Want to be stealthy but you’re clanking around in full plate? Buy an invisibility potion. Scholarly with no charisma? They have a mutagen for that, too.

Budget at least 10% of your wealth on consumables. I actually feel like you could swing even more than that.

Have a Fallback Plan:
”No plan meets contact with the enemy.”

Are you an enchantment-focused caster or precision damager? What are you going to do in a scenario full of oozes?

Do you channel negative energy? What are you going to do in an undead-themed scenario?

When I build or refine characters, I often write a variety of common situations and strategies on notecards. It can be helpful to some of these thought exercises:

• What if the enemy is immune to my main shtick?
• What if I’m underwater?
• What if I’m being shot at from a cliff?
• What if I cannot see the enemy?
• What if the enemy is flying?

And so on. You might not have all the answers, but you can probably patch together a secondary strategy if you think about it ahead of time. These thought exercises can help illuminate what items to buy as well.

Contribute In and Out of Combat:
No matter what you build, you must contribute in and out of combat. PFS scenarios typically have components of intrigue/social encounters as well as combat.

Shield champion? Take craft so you can fix your own busted shield. As a bonus, crafting is ridiculously broad in this system. Barbarian? Raging intimidation will help you in and out of combat.

Sky's the limit, and often these skills and feats serve multiple purposes. Plus, it makes your whole session more enjoyable when you can meaningfully participate in more parts of the narrative.

The awesome news is this is a LOT easier in 2e than it was in 1e.

Stick together — In & Out of Caracter:
Pathfinder is a team effort, and that is the only way to succeed. Don't go off on your own; let the rogue do their trapfinding and position yourselves on a tactical map with intentionality.

Agree on goals together. If there's an optional encounter or hard mode, tally a vote instead of letting the vocal individual decide. Try your best to coordinate tiers because play between subtiers can be very touch-and-go especially with a suboptimal party composition.

Want to Improve Even More?:
Learn to GM!

Talk to your local VA about running some games. It will help a lot.

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THE MOST IMPORTANT THING

Pathfinder Society is a social endeavor. You are often playing with strangers who have different reasons for picking up this hobby and different things they enjoy about it. Respect that.

Your GM is volunteering their time and doing their best. Your fellow players are too. We're often tired after a busy day or have other things going on in our lives that distract us or detract from strategic ability.

Empathize, forgive, and pass on knowledge, and celebrate in a respectful manner. Allow space for everyone to have at least one moment in the spotlight, every single game.

When someone does something that helps the whole party or expends a valuable resource, give them a compliment. Say thanks.

I don't always live up to these expectations, but I strive for them.

What do you expect of yourself, and your teammates, in 2E PFS?


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Hi all!,

Excited to start this one!

Going to post the character creation guidelines soon.


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

This is a closed module for the module Troubles in Otari.


Pathfinder Lost Omens, Rulebook Subscriber

Trample says:

Trample wrote:
The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Seems clear to me. But maybe it’s an artifact left over from 1e? What happens when you choose not to make the save? Just failure?


Welcome!

I will be running this game on a first-come-first-served basis for Outpost IV. Early registration for GMs starts on January 26; normal registration starts on January 29. Information on the convention can be found here.

Please review my player expectations and post/campaign history to get a feel for my style; if you think you will enjoy playing at my table and can meet my posting expectations, please sign up and then dot in with a bit more about about the character you'd like to bring!

As always, I am happy to answer any questions you might have along the way.

— Doug


Strength of Thousands: Handouts, Tactical Maps, Macros, Year 2 Semester 3 | March of the Dead: Macros | Maps & Reference

Will you unlock lost magic or fall to fey trickery?

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