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Pathfinder Society Intro to the Year of Battle’s Spark—Enough is EnoughPaizo Inc.Our Price: $8.99 Add to CartBest intro in years.Certainty the best season intro in years. It thematically fits. It's got some nice replayable variety. Unfortunately the weakest part is a fiery hazard that shows up every time you play rather than being able to skip. Makes a good use of time as a resource as well. Incorrectly described Chase, nonsensical hazards. Weird scaling. Incomplete stat blocks. A useless poorly described handout. In game benefits of questionable usefulness. A boon that's literally useless. (It duplicates an item on the sheet, but with a limit) All the things that make me sad. Barely escapes 1 star due to being technically functional.
Pathfinder Society Scenario #1-16: The Perennial Crown Part 1, Opal of BhopanPaizo Inc.Our Price: $8.99 Add to CartEverything is greatScenario does a great job leaning into it's unfamiliar location. Plays well into the metaplot and into part 2. Accepts that characters can react differently when offered an opportunity to illegally snoop. Encounters make sense, skill challenge is fun and interesting. Fun concept, learning about the trains is neat but then there's a chase that doesn't matter that includes instructions that are impossible to follow. The bit at the beginning with trains is really cool thematically but misuses the research subsystem and has some bonus checks needed before researching some individuals with no real instructions on repeating those checks and the like. If I was solely reviewing from the player perspective it would be a solid 4 but too many issues drop it down to a 3. Feels like 2 adventures smooshed together and cut down into 1. Starts with a skill challenge with no Challenge Point Scaling, but with 6 player scaling. And it's weird scaling that requires 50% more success points. But with the way its set up multiple characters give you more opportunities to have the key skills but not more opportunities to make checks, meaning that if you say had 6 Valeros's you'd need 50% more successes, but you wouldn't actually get any more checks. So 4-5 higher level characters are going to have a much easier time than 6 lower level characters. There's also weird overly wordy/misleading descriptions on how this challenge works. After that is a combat with 9 stat blocks for each tier, (one shared). Depending on Challenge Points you use the following combinations of stat blocks. CFMRV
With Hightier being 1234V
Ugh, such a pain to prep. Also mechanics that care about the class of PCs. WTF. Nothing else in the game works like this and it shouldn't. Giant Frown here. Of course even if you lose the combat it doesn't matter storywise even though it makes no narrative sense, it'd be sad to send everybody home early. Followed by the Optional Encounter(s).
No map or guidance provided on tactics or motivation. Minimal scaling (Basically only at max CP, and it's just HP). Probably didn't want to commit too many words or maybe was a late addition after playtesting revealing that if you skipped any interesting RP with the first challenge you could complete it in about 15 minutes, and these extra encounters are to entertain/punish a table like that? I don't know, the motives are inscrutable to me. Why are there a bunch of different encounters here? Why are we rolling? It's an old school wandering monster table. They have their uses, like when you want to demonstrate an area's unsafe to limit time spent. All that said, the adventure functions. There are no serious errors that make it unplayable. Should quite possibly be 3 stars but the class based mechanics and overly detailed/under detailed scaling, really make me unhappy. Dangerous and varied encounters are good. Custom exploration activities to represent a super dangerous location. Related mechanics that mean you can't sit around indefinitely. Cool bit of metaplot/story at the end. It's basically everything I want out of a high level scenario. Nice follow-up to 4-15. Scenario does a really good job feeling cinematic and engaging with larger interesting Golarion plots. Investigation has good foreshadowing to what's going on, and the final battle feels appropriately cinematic, with just enough extras given to avoid the final boss from getting run over. Scenario flows nicely, plot is appropriate for level 5-8 characters, with the plot unfolding into bigger things in a good way. I'd really like to give this 5 stars, but some particularly poor editing (copy/pasting incorrect instructions from another scenario) reduce it to 4 stars.
Pathfinder Society Scenario #4-16: Dacilane Academy's First Great Prank WarPaizo Inc.Our Price: $8.99 Add to CartHillarious!Great scenario. A nice variety of different problem solving issues with benefits for not needlessly killing things. This is really nice. It's a chill low stakes diplomatic mission with NPCs who have enough description that they are a delight to roleplay. The mission makes sense, the challenges are largely fun and flavorful. (The poetry slam is a bit of a weak spot) 6 different challenges make it a pleasure to replay and allowing players to pick the challenges ensure they are picking something they can have a good time with. The defense mini-game is really nice. Super happy to see that instead of the overused influence system. Battles feel epic and glorious. A suitable adventure for high level characters with cool callbacks and use of existing locations and NPC. Unfortunately the fights are repetitive with only basically 2 sets of enemies (zombies or wights) reused over 4 encounters.
Interesting background that is completely inaccessible to PCs is also a ding against. All that said suitably epic and enjoyable, but the encounters lack variety and the backstory doesn't come out. Well done influence system. Flavorful NPCS. Multiple development/editing issues, references to nonexistent conditions, unclear reward conditions. Weird railroad in the middle of the adventure to a weak encounter that's hours away from the important location you really should be staying at. Cool encounters at the beginning and end but final one has some issues. Also really need some notes on the terrain to keep from being a giant featureless wasteland. Very close to 4 stars but can't quite get there. Introduction to Rain is nice. Happy to have variable foes. Putting 3 of the deadliest low level trap in a row seems cruel (although later errata has fixed this) Transitions from getting to town to heading off blindly into the swamp is awkward too. Also having "Second" in part 1 of a 2 parter drives me nuts.
Pathfinder Society Scenario #4-11: Prisoners of the Electric CastlePaizo Inc.Our Price: $8.99 Add to CartTime!Really good use of limited time in a hostile location. Cool location, memorable NPCs. Great custom exploration activity, although would have preferred if whole party didn't have to do it so that characters that relied on exploration activities weren't just completely locked out. Also too much content, scenario is going to run long. Still really good. 4.5 stars if I could. Creative obstacles. Good/proper use use of low DCs when many checks are required. Really nice variety in encounters/challenges which is needed when their are 8 pieces to collect. Complete lack of time pressure in what feels like should be a tense race against a foe with a significant lead limits it to 4 stars. Still lots of fun. Great use of a notable and dangerous location. Supplies provide a good backstop to where failing isn't horrible death, but instead costs resources/potential treasure. Good use of making outdoor skills valuable and a couple reasonable encounters. Final encounter is a letdown and some oddities in mechanics for a hazard and such limit it to 4 stars. Repeatable Scenarios need variable content. There's virtually none here. I do really appreciate time limitations, gives value. NPCs are fun, although the distract the projected NPC pseudo encounter has bizarre mechanics. The rest is fun. Probably the best of the repeatable without variable content. Funniest scenario ever. Great challenges, great problems, all around amazing. Reasonable Dungeon Crawl. You don't get to fight the cool creature they hint at the whole scenario and all the pay off feels like it's "outside of scope" Map and instructions for which way you choose to go are also quite confusing. Is generally a cool location though with good flavor. Better payoff or better connections could have gotten it to 4 stars. Swap meet is generally great fun. Memorable pirate encounter and great fun overall. Some bits could use a little more clarity though dropping it to 4 stars. Replayable scenarios need variable content. The opening is cute with helping Rain but learning about distant lodges being under attack never had any sort of emotional payoff for me. There's an overuse of concealment in the fights but otherwise creative encounter design heightens it a bit. Barely ekes out a 3rd star. Well executed plot. Compelling Encounters. Meaningful Choices. Memorable NPCs. Makes really good use of Exploration System, letting PCs who have wilderness skills really shine in a way they rarely get to do. Compelling/Challenging combats. Great scenario. Needs more variability as a replayable instead of a 3/pick 2 middle section with the beginning and ends being identical. The 3 middle encounters: 1 is an epic fight 1 has terrain that doesn't make sense and creatures that fail to work as written. 1 has a variable bad guy investigation at least but the party's motivations here need some work. Opening encounter and final encounter are at least interesting fights which gets us up to 3 stars from 2.
About GimrukGimruk SpiritScar Half Orc Male
Background:
Gimruk was born to a nomadic orc tribe, his human blood marking him as an outsider from the start. He showed an early affinity for the spirits, earning him the surname Spiritwhisper. The tribe's shaman, a grizzled elder named Vargok, took him as an apprentice, teaching him to commune with the winds and ancestors. Gimruk thrived in the rituals, brewing potions and invoking wards that protected the tribe during harsh winters. For a time, it was a life of purpose, even if the other orcs mocked his "weak" heritage.
Defense:
Initiative +3 (Dex +3)
Offense:
Speed 30ft (20ft in armor)
Ranged
Statistics:
Str 20 Dex 16 Con 19 Int 12 Wis 12 Cha 10
Stat Building
Feats and Rage Powers:
1F. Power attack
Future 11R. Guarded Life- at 0hp 1hp/lvl of lethal damage->nonlethal
Skills:
Skill Points = 5 (4 class + 1 Int) Acrobatics* 16 (10 rank, 3 class, 3 dex)
Background 5
Languages:
Common, Orc, Class Abilities:
Rage: 4+4CON+2perlvl+1favored class = 21 rds. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. Fast movement: +10’ movement in light or medium armor Invulnerability: DR/5 = ½ Level, DR/ is doubled against nonlethal damage Extreme Endurance: At 3rd level, the invulnerable rager is inured to fire climate effects as if using endure elements. In addition, the barbarian gains 1 point of fire resistance for every three levels beyond 3rd.
Half Orc Racial Traits:
Ability Score Bonus: +2 Str Medium Movement: Half Orcs have a base speed of 30 ft Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race Darkvision 60 feet. Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Traits:
Freed Slave Regional trait:
Lasting Ferociousness (Half-orc)
Gear:
Pathfinder kit* 12gp Belt Pouch* (loose change: gold and silver) .5# Pack* (Caltrops, chalk x10, whetstone, silk rope 50'(10gp), flint and steel, candles x5, rations x3, pitons x3, fish hooks x2, string 50', signal whistle, sewing needle, 50’ thread, water skin, clay mug) 9.5# +1 Furious EarthBreaker 40# (8340)
Bedroll*
Light Load 400, Medium Load 800, Heavy Load 1200
PP 0 GP 653 SP 0
Spells:
O-lvl spells
1-lvl Spells 2spell slots per day
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