Lens-Keeper Tiluatchek

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The price increase is nothing considering just how awesome every simple Pathfinder product is. The quality is always there, the original ideas are always flooding onto the pages, and I just can't believe the gift that Pathfinder had become for tabletop RPGs.
Cheers to all the Pathfinder people; users and developers alike.


My group consisting of 3 players usually goes through about one AP per year playing once every two weeks for 4-5 hours. We never use random encounters in order to speed things up and when I give them an encounter and its clear they are breezing through it, I say ``dispatch`` and it ends there. Usually first chapter takes about 5 sessions, and then they tend rest get shorter and shorter as we go along.


Hey Mr. Rielle,
I'll take Class Act: Fighters.
Thank you, and I look forward to your next product.
Cheers,
Chris


I will always put Adventure Paths as Number 1 on my wish list. Even though there are many out there, I love adventure options and it would likly garner more interest. A new campaign world would also be interesting, and could be a great place to jump off of for all the other ideas.

As for the rest of the ideas, they're all great, but are in even greater abundance that the Adventure Paths.

Cheers,
Chris


Hey Mr. Oscar,
Although I don't work for paizo, I can give you one suggestion. Create a character portrait in a game that lets you do so (ex: Skyrim), and press Alt+ PrtSc. After that, go into a word processing program and hit Ctrl + V and it will copy your created portrait. Crop him up a bit and Voila! Your created character is done which you can print out at your leisure.

Cheers,
Chris


I would probably play someone who thinks that whatever he says and does it the "proper" way to do things. And whenever he tries to get someone to do something he wants, and that person doesn't after passing a sense motive check, then your character convinces himself that the NPC's reaction to your character's request was what your character wanted in the first place. So you could play someone who is arogant, but doesn't realize it (or refuses to believe it).


My concern about this and similar products is simply the marketability of the idea, and I'm honestly curious where it is geared towards. From the first few posts, it seems that cost is going to push many people away from the product. Having the minis would be a nice souvenir, assuming RofRL worked out for the group, but that may be the only thing that might appeal to many people. Most people have already played the campaign, so why would they buy the set? The fact that the minis might/are random was one of the big negatives about the old plastic D&D minis. I guess if you need monsters for your campaigns, well then these new minis can fill in for some of the bad guys (although unlikely as monsters constantly change from Adventure Path to Adventure Path). As was pointed out, the ideal thing would be to time a release like this at the same time an Adventure Path releases. I think then sales would likely quintuple and then quintuple again after those buyers said how awesome the minis are and how they have enriched their campaign

So I am legitimetly curious whether this idea for RofRL plastic minis were a spur of the moment idea? Or where it was a carefully thought out and what exactly Wizkids expectations are?


Our group is pretty open to any and all races, even monster classes from 3.5. As for starting level, it would definately be level 1. Since we're pretty new at the Pathfinder thing, we are far from digesting all the resources (and purchasing them), so its difficult even to know where to start

The alive for only 12 hours would indeed be a hasle for the DM and players, and is why I have yet to even attempt it. But as from what I've read from the message boards, you are all very experienced, and I figured I'd pick your brains to see if it could work as I just think it would be interesting.

The reincarnated druid idea sounds pretty good. The undead idea also seems awesome.

The revolving PCs might be something to develope. The party would never know what race/class would show up at their door. If their are any other ideas, keep em comin.

Chears,
Chris


Hey All,
I have always wanted to make a character based on the Manowar song Each Dawn I Die. Basically, I would like to make a character where every dawn, he dies and then is magicaly brought back 12 hours later. First off though, I think it would be a headache for any DM. Second, I would want the event to be clamactic every single time it happens. But I have no idea how I would even begin making a character like this. Thus I'm hoping for suggestions from you all with regards to class, back story, and how my fellow characters might be shocked each and every time. Lastly, is this even a good idea? Please let me know,
Chears,
Chris


For my characters, apart from the many suggestions above, I usually equipe them with a bag of flour to detect invisible people, and a crowbar or portable ram.


My group is a year or two away from this, but I'm really looking forward to it. I haven't bought the first issue yet, but I'm hoping it's similar to the famous Rod of Seven Parts 2nd edition adventure which my group actually asked me to run a second time as they loved it so much. My group doesn't use the Pathfinder Society, but (as I mentioned in another thread), I'm thinking of making their contact Karzoug, since we were TPKed in chapter three of RotRL. Do you think that could work?


blackbloodtroll wrote:

After a player mentioned all the things he would do should his current character die, I have considered killing him. Let me give some depth to the situation. We are playing in a custom campaign. The McGuffin is a god-dragon slaying gun spread throughout the world in pieces. Roughly 70% of our party is "pirates" and no one is a cleric or paladin. We are mostly neutral, with a little CG and one LE. There is currently a war with devilkind within the world and we recently escaped conscription. Now the player in question is playing a Vow of Poverty/Truth(Not exalted) monk Tortle(turtle people), and is one of the most annoying characters ever. He consistently tells enemy NPCs the entirety of our plans, insists on a complicated tier-based loot distribution methods, which includes giving it to random NPCs who happen to be nearby, and talks very, very, very, slowly, and in riddles. He has a habit of pissing off every friendly NPC and advocating doing anything that is not finding the McGuffin. After insulting my character's god and being racist to him, I have decided that I may allow him all he desires, by murdering his character in his sleep.

Any advice?

I haven't read all the posts, but one unique advice I might give you is to show said person this entire thread and the hundreds of responses to it (and counting). Everyone has been in your situation with a player who obviously has issues outside the game and is taking out his frustrations in it. If you've tried everything, then you have to be blunt and tell him his playing style isn't working out. I think I may have read that this is a friend of a friend, which makes it all that much easier. Meaning no worries about destroying a friendship over a game.

Chears man,
Chris


The Gladiator theme was one of the best campaigns that my group has ever done. Essentially we had a travelling gladiator caravan that went from down to town. One of the favorites we had was an event wall "Sh*$ in the Pit" where a gladiator had to survive 8 rounds with a bullete.

The gladiator theme was also done in Age of Worms adventure path to the delight of my players. Even though it has been done though, I think everyone can dive into it. It is familiar, which means it is accessable. Not everyone will enjoy plane travel (although personally I'd love to see that) or dragons left right and center. I think you could easily combine gladiators with the " Guild of Misfits" idea that Mr. McBribe mentioned earlier. The only problem will be expanding that out of the arena which is a must but very much doable. Ultimately, its impossible to find a concept that everyone will go "Wow, that's AMAZING" but I think gladiators would be a good and safe way to go.


That's where wands and scrolls come in. The latter I know is limited, while the former there is a chance of failure. With no magic though, it will just mean the players will have to find alterior ways to accomplish certain task.


For me, its always been about how I imagine my character. I see a man sneaking in the shadows, disabling traps, and sneak attacking at is leisure. Then their is the all the skills he gets as well, including being able to use any wand or scroll (assuming the use magic device roll is high enough). I first character in Advanced D&D was a rogue so there is that history there as well.

I know bards can do most of what a rogue can do, but its that whole singing lalalala image I can't shake. The only bard I ever made didn't sing. He carried around a cart, and on it was a huge gong. Fun times :-)

In all the campaigns I have ever played, the players always look to two people to get them out of a jam: clerics, and rogues. Its fun as a rogue to always have a place in every single situation that comes up. They are very versatile (despite that being disclaimed by another in a recent post) and that's probably what I like the most. No one expect your character to deal out crazy damage. What they do expect is that you'll save their rears when the harrow cards are on the table. And in my experience, that's what all my rogues have ever done.


Sharoth wrote:
There are some pretty cool ideas here. Now I too want to play a DD.

Would be awesome if everyone who posted here could make a Dragon Deciple, and we all fly to Florida or something and have a mega, mega session with our guild of DDs. Don't suppose any of you are millionaires and are prepared to front the bill for a buncha complete strangers? :-)


SmiloDan wrote:

In 3.5, we were once fighting a golem way above our pay grade without any adamantite weapons or supernatural abilities, but we did have a cliff--and a wizard foolhardy enough to be bait.

The gnome cleric/rogue cast stoneshape beneath the golem to make a ramp.
The aristocrat/bard cast grease under the golem and on the ramp.
The paladin bull rushed the golem.
My scout lassoed the golem, drank a potion of enlarge person, and jumped off the cliff, using a 1 time trinket to featherfall.
The wizard spiderclimbed out of the way.

Ta-Da!!!!

1 golem disposed of.

Amazing man. Quite the team effort and a way of thinking outside the box in an encounter.


Coridan wrote:

My homebrew has no pathfinder society, but each nation pretty much has its equivalent. My players will be members of the Sinister Expedition, newly founded by Emperor Xin to recover lost Thassilonian artifacts.

My RotR ended with them restoring the son of Xin to the throne of a new Thassilon after defeating the seven traitorous Runelords and the PCs became the new Runelords =p

The PFS is kinda designed to be easily replaced by the Striders of Farlanghn or whomever you prefer.

I like that Runelords idea. In my group we change DMs sometimes for campaigns and thus for Rise of the Runelords, I was a player. And our group was TPKed when the giants attacked Sandpoint in Chapter 3 (having failed to stop them from forging their armors previously). So with that, the campaign ended and Karzoug awakened.

In the Curse of the Crimson Throne, I was the DM and decided Karzoug was content with just ruling over Sandpoint and the surrounding areas and after Illeosa was defeated, I had him suddenly show up to help the party to destroy the Fangs of Kazavon permanentaly in exchange for allowing his giants to garrison Riddleport in case the Runelord Shorshen awakened.

All that to simply say that having Karzoug make another appearance and have him be a main NPC in the players lives to reforge the Shattered Star would be pretty cool.


Windcaler wrote:

I think the best idea is to turn it into a quest. Maybe Erastil reveals a way to remove it in his dreams or gives him some other kind of vision. Alternatively maybe someone in Erastil's clergy can do it but they need something to do it like a powerful holy item or weapon to metaphorically speaking severe the corruption from his soul.

I dont see a reason why he couldnt remain a paladin if he was a ghoul as long as he was 1. Intelligent and 2. kept his alignment. You could really play up the corruption idea like maybe as he see's a farm boy running by he has a sudden instinctual need to feed but barely fights it off.

I think most paladins and clerics would be constantly watching him so while there might not be any actual penalties to the transformation (although there should be) there should certainly be some social ones like clerics, paladins, and inquisitors looking to put him out of his misery

Or looking to recruit him ;-)


When my group any I switched to excel character sheets and posting all our stuff on a website, we all began planning ahead of time. Like everyone, we love making characters and dreaming of what they will be, and so I find it helps to flesh out the way we play our characters from the beginning.

That is not to say that I enjoy it, but rather it has almost become a requirement.

Just the name of this Thread and the posts that have so far followed have made me think to the good ol days before 3.0. At that time, it was always a tough decision as to what to level up as, but a good one. And I think, for my next character I am going to do what some of have suggested and allow the the campaign to build my character.


This may have already been suggested in one of other hundreds of posts but I personally simply limit certain books.

As my group and I have gone along, whenever something becomes too powerful like the 3.0 Foresaker pretige class, or the vow of peace, vow of poverty monk, we vote on banning it after the campaign is done. And as I am the DM most of the time and can veto any votes, well...

When someone does make a power character though, there is nothing stopping the DM from amping up enemies. A Hill Giant's challenge rating doesn't change if you give him full plate mail and a +5 large tower shield with a huge +5 vorpal sword that he is monkey gripping in his hand. If the players intentionally go out of their way to make a DM's life difficult by using improved invisibity all the time, then I will do the same to them.


Hey All,
I've been playing D&D for many years and now just started Pathfinder. In that time, I've had my characters swinging swords and casting spells. Sometimes however, there have been some spectacular combination attacks and I thought it would be fun to see which are some of your favorites.

My personal favorite in my experience was my goliath who had the Throw Enemy feat. We were facing the boss and I asked the mage in the party cast Prismatic Wall. One thrown boss through the wall and the fight was over. I look forward to reading your crazy combos both ones that worked and ones that were epic fails.

Chears All.


I don't think I can match the greatness already posted above. From experience though it always seems that black dragons are the easiest to defeat. As soon as the players ask the color of the dragons scales, they always sigh in relief if its a black dragon.

One thing you may want to consider is proving to the world, not necessarily how powerful a black dragon can be, but how powerful acid can be. Perhaps carry around vials of acid to poor up your dead (or captured) enemies. Your character could become known as the first ever Acidmancer.

Just a thought.


There really is no right or wrong answer to the question.

In my opinion I have always found the rogue to THE most versatile, particulary if he's of a small race. He can disarm traps, get in a good sneak attack, cast spells from wands and scrolls with use magic device. He is the "jack of all trades" (which I think is a prestige class in 3.5), and scout ahead for threats before the party is surprised by enemies hiding behind the tree in the middle of the field.


I once made a force missile mage which was a prestige class from one of the dragon magazines (328?). Apart from bypassing shield spells, adding energy descriptors, it also gave you 1 extra missile. So with the twin-spell feat, and other meta magic feats, you can do a LOT of damage. Combine that with a few levels in Force Adept, and a MM mage can be a force to be reckonded with.

A player can make any type of mage (or other class) very powerful if you have the character specialize in one type of spell, school, or ability (a grappler, critical hit master, throwing enemies, etc...). The biggest flaw is that you lose the versatility that you could have with other spells.

But who cares? It's fun to make characters that stand out from the croud. Even if magic missile may at times be less powerful in a fight, to YOUR character it is the most powerful spell in existence.


The problem is that it's always difficult for any new person to come into the group if you've been playing with the same people a long time. Even though you make different characters, the faces of those those characters, that being your friends around the table, remains a constant. There will be a great degree of unassuredness your players may have for the new arrival, especially if they don't know him/her.

Ultimately, it has to be a group decision, and people can not be afarid to have feelings hurt. If the new person arrives, and after four sessions or so your other group members aren't happy, then you have say to the new person that its not working out. It is better to lose one new person, than lose two more people.

There is no way the new person should use the old persons character. That in itself is saying to the new player that your other players prefer the other person that left. For them it will be like a doppleganger has taken his/her place.

As for what to do with the character of the person leaving, a simple urgent mission is all it will take for the character to leave the group, while opening the door for a possible return in the future, either as an NPC, or when your friend returns on holidays from college and can't wait to roll dice again.

And lastly, if the new person does not work out then three players works absolutely fine as I can attest to. You are the DM, so there is nothing stopping you from taking away a naga or two, or dropping a bosses hit points to make an encounter less challenging. And of course, you could always make a character yourself to help the party.

Chears man, and good rolling.


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4.5 Stars!

5/5

The implementation of book 1 into Foundry is amazing. Very well done. Some extra great QoL added in that you might not have expected. All in all, the only thing you need to do is read it! The rest is ready for you as you wish to use. Great job! Highly recommend this Foundry Module.

I'd give it 4.5 stars but I can't so I am going to round up to 5 stars!!

Oh! Love the token ring as well!


4/5

I have only read it so far, and prepped it using the premium Foundry module but so far this looks to be a great adventure. Really well done, laid out great, flow fits well, options for different styles of play etc.

Looking forward to running this in a few weeks!


I had fun.

4/5

As a GM this was a fun one. And for those that know the lore I bet will enjoy it as well. (I know very little lore lol)

Now to be fair I'd give this 3.5 stars. I am rounding up cause I had fun lol.

Story felt fresh, the map and notes where well done. I didn't have any questions with the content or flow. It was quick read, gave plenty guidance on optional encounters. The encounters felt varied and balanced.

For the bad there is a considerable amount of difficult terrain and precision immunity. For a 1-4 that might not have a lot of options to deal with that.

Overall I enjoyed it, but maybe next time moderation is in order with some of the encounters and "special features"


Spec-tac-cular!

5/5

Once again this product delivers. I am able to run PFS games more frequently and less time needed to prep than ever before. My enjoyment of the system PF2E and PFS is greatly increased because of this content. The price works out to cheaper than the PDF price and thats not including all the time you save.

Any PFS Foundry GM should get this. Any PFS GM unsure of if Foundry is worth their time, YES! Get this! Foundry can be used in person games as well with some setup.

Love these product lines, keep them coming. Sorry I didnt review it sooner!!


3.5 Stars

3/5

Wish I could do half stars lol.

I ran this to a group of 5 at high tier. Great set pieces, variety of interactions. Call backs are appreciated as well. The build up of the mission was great. Overall the story, great.

It does run long. I don't like when they run long. Its my style. I try to do everything at 4hours and defn under 5 hours. This was 5.5 hours and could have easily been 6 hours if one or two things went a different way. There is one, maybe two, too many combats in my opinion. As well as a potential combat if you dont pass the skill checks. If that triggers this will go well over 6 hours. Wish that was set up as strictly a social encounter and ditched one more, the ship one if I had a call.

The mythic rules just felt like super hero points. The rules were alright. I am not sure it really added anything to the game.

Now to the final boss.. my party absolutely wrecked her. She nat 1 on init and they all used mythic to start first. Over in 2 rounds. I forgot one mythic conditional removal that might have helped a tiny bit but they have the other monsters AOE'D away and she was out actioned at that point. I know thats most likely not going to be the norm but it is possible!

It loses a rating because of the length, I won't be running it much for that reason.


4.5 Stars! Very fun.

4/5

I could see how this can run long, but my game at high tier with 4 players did not.

The subsystems all worked really nicely together. The risk and reward still might be a little easy but thats okay. Same with the combats. The story and RP and interactions. The leads, build up, it was all very fun. The teaser at the end extra so.

Really enjoyed this and will run again soon!


Okay

3/5

Another scenario this season that should have the repeatable tag. A minor tweak here or there and this could easily be repeatable and fun!

Overall it was very enjoyable to GM this one. The final boss could use some work with the way the hazards trigger but other than that I enjoyed it. Great set up.

Make it repeatable.


Needs work

2/5

First this should be a repeatable. All the work you put into this, to potentially only run it once?

Second, overall this has the makings of a really fun scenario but I am afraid I won't run it again unless there is some clarifying discussion around the infiltration part. It is all but impossible to not fail that. I am not sure if the rules were clear when designing or what, but I would love some official errata for this one, so I could feel comfortable running it again.

The paths were not that confusing and the set up was refreshing but a big part of this is broken imo.

Fix that and its 4 stars, easy.


Very Fun!

4/5

:Edit: Sorry mixed up scenarios
GM'd
6-05 I had a blast "Designing" my own adventure in this one. The dungeon crawl was nice to see in PFS scenario that lately too often just present with a map to fight only.

Had a lot of fun with this one.


2.5 Stars.

2/5

GM'd this and wow, did it feel like a mix of many different ideas.

So many NPCs, weird plot discussions, and 2 combat encounters that were fairly easy.

The real pain of this scenario is the final encounter. Had my first PC death and almost the rest of the party as well. To no real fault of their own with playstyle. Hazards were crushing. Clumsy, and blinding, 90ft ranges?! Wow.

Would not run again.


Light-hearted scenario

4/5

GM at high tier.

While there maybe some scaling issues with the final encounter, the overall scenario was a nice change of pace in tone. At least my table had a great time with the setup and premise. As we are from Earth it was very funny to RP characters not. The story device is what made me give this 4 stars instead of 3.

The encounters were simple enough, the maps open enough, the skill challenges varied enough.

Rather simple scenario, I would run again. I also hope to see this storyline again, maybe even in SF2E lol.


4/5

I ran this recently on FVTT.

Story, theme, written content: 5 stars!
The story, characters, theme, and everything related to that were awesome. It really connected with players, they had fun, it was easy to follow. This mission felt important, provided history, added new lore, and felt immersive in the set pieces.

Out of the 3 specials I have ran so far, this was the best story of them all. And really one of the better stories in a scenario imo. Would like the "made for tv" version of this to run as a regular scenario for one table.

Mechanics, setup, time: 3 Stars.
4 acts seems too much. The first two acts went way too quick and had so much exposition that could be missed because of the short duration. The timing needs to really be reworked for future runs of this.

While I really liked the conditions, and bonuses they did kind of fly in and fly out so quick. Again cause of the pacing design.

I think there was too many hazards. They can be confusing to begin with in PF2E and adding that many to a time sensitive special was too much. "Whats the trigger?" "Why couldn't I see it before it triggered" "Do we try to reduce HP or disable" "How many actions, how many disables" "How long does it last" etc etc you get it. Now imagine 4, 5, 6 of them in one scenario.

This is defn a me problem but it was easy to miss {and I did miss} the first two "Events" at the end of act 1 and 2. While Act 3 and 4 were very clear 5 mins until moving on to the next thing.

Overall I really enjoyed the story, can't wait to run it again next weekend as well. Going in Ill be able to warn or steer the group into a more cohesive experience even with the timing. Just by letting them know up front a little.

Thank you for all the hardwork!


3/5

FVTT, 6 player tables.

I feel the TB and Secondary Reputation criteria were unfair, unclear, or not fun. However you want to interpret it. The players didn't have a chance to earn full credit from either or were set up to fail.

Its not fun for players to spend 4 hours only to find out they were shorted rep/gp because of things really outside of their control or bad design.

I liked the setting, lore, and fresh combat enemies. I had fun playing them in combat as GM.


5/5

What a blast! Perfect mix of everything. Great final combat. Great social encounters. Not to spoiler anything but this is a blast top to bottom. Best of Season 5 so far!


Exellent

5/5

Unprecedented idea with a season long release. The journals are nicely done. The scaling macro that automatically knows the parties CP rating and sets encounters accordingly is amazing.

The team behind this product truly care for the source and have made playing PFS that much better. Truly a standard, set the bar.

Thank you!