Hero Lab is a great resource as long as you're willing to drop about $200 on all of the data packages that you need. It makes character creation on the fly an absolute breeze so it's invaluable during a walk up game when new players want to join.
The in-play options for characters and monsters is a great tool to help track their current status as regards to skills, spells, effects, etc.
The differences between playing without Hero Lab and using it during play are like night and day.
That said, Hero Lab is not infallible and you will run across a miscalculation or two so it's always wise to double check against the books when you're uncertain.
I think you're addressing someone else's concerns. In regards to the Strix, they start with Flight 60' not 20'. 20' is only if they take the winged clipped trait.
Starting fly speed of 60' seems WAY OP to me. That is why I want to hear if other GMs have ever found it to be a problem.
If not, then I will let him play it as written because I want my players to play what they like.
Rise rise oh form of man. . .
and let the Strix discussion begin again!
I have a player wanting to play an aasimar with flight from level one but I told him he has to follow the normal progression and would not gain flight until level 10.
After some research, I found the Strix race and suggested that to him.
Has anyone had experience GM'ing for a Strix character before?
Any horror stories that I should be aware of?
Have them run into some devils that were expecting them and make them a few offers they can't refuse to complicate matters.
They could encounter another adventuring party that is in opposition to them. They would have to figure out how to get around them without outright killing them. Imagine a group of lost paladins and the like that see your party as evil.
I would like to ask how much of a backstory you have developed for your character? I find that developing a rich origin for my characters gives direction to everything they do. They need motivations, not just feats or skills to come to life during the game.
If you haven't done it yet, dig through the Inner Sea World Guide and write out some bullet points of where your character comes from, what inspired him and what his long term goals are.
Dwarf Wizard CR 1
Just finished converting this module to PFRPG over the last hour and must say that I love the look of it and can't wait to run it. I am really disappointed in the early reviewers that expect so much hand holding when a resource is first released.
The monsters are covered between Bestiary 1 and 2 so even with the updated PFRPG Tome of Horrors, there is no need for it. It is certainly not a module for a neophyte GM as it takes some prep work and forethought, but as a GM, I enjoy that challenge.
Shame on you early reviewers. You have marred an otherwise excellent product.
I'd like to echo the sentiments above. One high level module per year doesn't seem too much to ask.
That said, the various Campaign Setting guides offer options for high level play for the imaginative GM. Dungeons of Golarion offers a sample level of the Gallowspire. Tar Baphon is statted in the Mythic Realms book, which offers several settings for high level play. Treerazer is in the back of the Inner Sea World Guide. There are bits and pieces out there, but it would be nice to have a kick butt module designed by someone like Colin McComb or Wolfgang Baur to give high level Golarions a chance to continue their story.