Valeros

Thebigham's page

Organized Play Member. 50 posts (51 including aliases). 15 reviews. No lists. No wishlists. 5 Organized Play characters.


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From FVTT Marketplace

"Claws of the Tyrant is currently available for preorder from the Foundry VTT Marketplace, and is expected to release on the 25th of June 2025. Once the module has released, it will also be available for purchase from the Paizo Store. Prices and promotions can vary between stores, but the module itself is the same."


Book 1 theres many chances for crafting. Book 2 I hear there might not be a lot of downtime.

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Noven wrote:
Is there a place where the season meta plot is summarized each season?

I dont think so, and that is why I soon hope to deliver that content through youtube! Hopefully I can find the right balance.


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Any.. update.. on the Foundry module? I would guess its probably months out


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Euan wrote:
Thebigham wrote:

Improving the org play side of things will actually bring more people to Paizo. Improving the forums when discord / reddit etc exist doesn't seem like the best use of resources in my opinion.

Making it easier for new players to engage, and join into Org Play to me would net more benefit than improving forums. It is very challenging to try to onboard new players and tell them about the 3-4 sites they need to use and then say oh yeah btw you need to track your stuff manually as well using some google sheet or similar.

Many bounce right off that and are never to be heard from again.

I don't disagree that the Org side of things needs desperate help, but the forums is where many of us play - it's not just a place to chat. Reddit and Discord are not good choices for that for a variety of reasons, though some do play there.

I'm not opposed to waiting, more, and more, and more, as we have for decades for a better place to play, but it is something Paizo should do and continue to support. So it's a toss up for me as to whether the forums or the Org Play sections are 'next', but both should happen.

True, but the way I see it is SOME play on these forums, but ALL have to interact with the Org Play side. There are many alternatives to the forums for playing and discussions. There are no other alternatives for the Org Play site.

It can be a barrier to entry for new players and even more so for new GMs of ALL formats of play.

Just my view on the situation.


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Jim Butler wrote:
Rheinguard wrote:
Is there also a rework of the Organized Play systems in the works? A more maneuverable boon purchase system would be amazing!

Our plates are running over right now with the current projects, but we know this is an area in need of improvement. Forums are next on the docket.

-Jim

Improving the org play side of things will actually bring more people to Paizo. Improving the forums when discord / reddit etc exist doesn't seem like the best use of resources in my opinion.

Making it easier for new players to engage, and join into Org Play to me would net more benefit than improving forums. It is very challenging to try to onboard new players and tell them about the 3-4 sites they need to use and then say oh yeah btw you need to track your stuff manually as well using some google sheet or similar.

Many bounce right off that and are never to be heard from again.


I am excited for Claws as well, but will have to wait for Foundry Module..

Though NPC Core Foundry module was realized today!! What a great day!


Its here!! Can not wait to use in game. Thank you!


Can't wait for Shades of Blood Foundry module!

I saw Monster Core Foundry module got updated with some new art yall!!

Finally 6-13 was really fun, I will run it again. Woot.

What a day to be a PF2E fan.


Maya Coleman wrote:
Thebigham #1 wrote:

This comes up often, may I suggest that you put up pre launch pages for Foundry modules? With an expected date on them. Maybe even utilize the new Foundry Marketplace?

I understand you might not want to advertise without knowing the exact date but I think for the most part the teams have got this figured out. It will help the community know product is coming without assuming, and even allow them to get "HYPE" for it. You have to create this page anyway, why not a couple weeks early?

I'll let the team know that this is something wanted!

Wonderful!!


Lia Wynn wrote:
Thebigham wrote:

I'm waiting for the Foundry module to drop to be able to read this.

I hope with the new marketplace we could get pre launch pages and even trailers for the content!

Do you mean trailers like this: Shades of Blood

No, I mean a page showing that the Foundry module will be available on such and such date maybe with a screenshot or two. Something that I can stare at for a few weeks lol.


I'm waiting for the Foundry module to drop to be able to read this.

I hope with the new marketplace we could get pre launch pages and even trailers for the content!

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Havent read this one yet but hopefully the infiltration system is better implemented, unlike 6-06 where it was completely broken.


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More communication is always good. When left with the unknown we people tend to go the wrong direction.

It would be worth the effort to post a date for a players guide in the future.

Likewise a page for the upcoming foundry module. It gets a store page eventually, why not have it up with a release date to let everyone know it is happening!

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Mythic points replace hero points.

If they have both the party will steamroll this scenario.

I've run it 3x all 3x times it's run extremely long. Id make the ship encounter 1 round and narrate the rest. Id make sure the giants are a social encounter as well.

2 out of 3 times the party has destroyed the final encounter as well.

I'm not going to run it for a while because it's too long lol.


Maya Coleman wrote:
CULTxicycalm wrote:
Foundry VTT module?
Yes, I can confirm they are working on a Foundry VTT module for this!

Sure would be great if there could be prelaunch pages for those as well. Maybe even on Foundry New marketplace?

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Master E wrote:
The.Vortex wrote:
Phredd wrote:

There's a handout as part of the scenario that lists what abilities you get. That is not on the list.

"Any mythic abilities or properties noted in the full ruleset and not listed below do not apply to this temporary state."

Doesn't that also mean that players will have Hero Points AND Mythic Points in this specific case? The handout doesn't say they lose their hero points, so the "replace hero points" property of Mythic points does not apply?

That would make a pretty significant difference for the difficulty of the adventure!

It seems to me that if you take the reading that the PC's Do not get hero Points because they are mythic characters for the scenario even though them losing hero points is not explicitly written in, it would also be fair by the same logic to have mythic dying rules apply to them, as they are mythic characters even though it is not explicitly stated in the scenario.

Or by the more literal approach they would get hero points and no mythic dying rules as those are not explicitly written into the hand out.

It seems that they wording in the hand out of "Any mythic abilities or properties noted in the full ruleset and not listed below do not apply to this temporary state." Could be taken either way but it might have just been meant to indicate that they players can not chose from callings or mythic feats not listed in the hand out. However the word "properties" feels like a potential sticking point for the other view and the players should get hero points and no mythic dying rules.

I agree with what you said. Luckily the scenario was so easy for my players it didnt matter. I am running it again tonight but I suspect the same given the makeup of the party.


Maya Coleman wrote:
Thebigham wrote:

Maya, best movie you saw in 2025 so far or one you are looking forward to?

I have RU so I too try to see every movie possible lol.

I saw Companion over the weekend and really enjoyed it!! Honestly truly looking forward to Mickey 17 because I love the book series, and Bong Joon Ho is my favorite Director! ^_^

KoolKobold wrote:
I have to commend the Mimikyu crocheted, that is so adorable!
Thank you so much!

Jack Quaid still acts like Huey from the Boys but I did enjoy it. And yes, out of all the trailers Mickey 17 looked like my favorite. No idea it was a book series. And that accent Rob had, wonderful!


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Maya, best movie you saw in 2025 so far or one you are looking forward to?

I have RU so I too try to see every movie possible lol.


I dont know which I want to play first, this or Shades of Blood lol! Assuming they both get FVTT modules.

Very excited!


I dont know which I want to play first, this or Claws of Tyrant lol! Assuming they both get FVTT modules.

Very excited!

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Thebigham wrote:
Phredd wrote:
Thebigham wrote:

Can you really TPK? Don't you get back up at full dying with doom per mythic dying rules?

So youd have to die 3x?

There's a handout as part of the scenario that lists what abilities you get. That is not on the list.

"Any mythic abilities or properties noted in the full ruleset and not listed below do not apply to this temporary state."

It didn't mention hero points either. The dying rules are inherently part of the mythic trait/tag. That's strange that they wouldn't apply.

I ran it with no mythic dying rules. I was convinced lol.

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Phredd wrote:
Thebigham wrote:

Can you really TPK? Don't you get back up at full dying with doom per mythic dying rules?

So youd have to die 3x?

There's a handout as part of the scenario that lists what abilities you get. That is not on the list.

"Any mythic abilities or properties noted in the full ruleset and not listed below do not apply to this temporary state."

It didn't mention hero points either. The dying rules are inherently part of the mythic trait/tag. That's strange that they wouldn't apply.

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Can you really TPK? Don't you get back up at full dying with doom per mythic dying rules?

So youd have to die 3x?

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Jon A wrote:

Prepping this for a con in a couple of weeks.

I don't see this explicitly addressed in the scenario, but I get the impression that the Mythic system replaces the Hero Point system. In other words, we do not hand out Hero Points during play. Is that correct?

It seems that adding Hero Points on top of Mythic Points would skew things too much.

Right, mythic points replace hero points. You don't get both. And mythic points are not handed out the same way either.

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sanwah68 wrote:
Has anyone done a flow chart for this...to be honest, this seems more complex than some of the multi tables I have seen.

Quick or Quite. If you fail you become High.

Just choose the area that labels what you are on.

Quick, Quite, or High. Not too bad I don't think.


Yo! We are so close to release. HYPE!

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I am so hyped for 6-09!

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The.Vortex wrote:

A few things that cropped up in the Foundry VTT for this adventure:

- There is no landing page
- Many NPCs had images linked incorrectly
- There were creatures on one of the map (including some cat that didn't have a corresponding actor)
- The scaling macro doesn't do a whole lot - no enemies on the map, and the journal contains both DCs for most of the checks
- The code for the chronicle listed in the module is incorrect (and even lists it to be for A God Falls Where Magic Fails)
- There is no PDF for the chronicle, either, so unless you have the actual PDF for the adventure, you are out of luck as of right now

None of those issues was particularly large on its own, but they accumulate to be quite annoying.

There is a landing page. It just doesnt have scene nav turn on. And since I turn that off with a macro, I never picked up on it.

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Talon Stormwarden wrote:

Wow that’s a lot, I’m surprised. I haven’t run it online yet.

Have you submitted a report to Metamorphic? I did hear that they were given very little time to get this one out the door.

I caught all those when I ran it and submited. Well except the landing page. I dont exactly remember that. Fairly sure there was though.

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GM Bret wrote:

.

It really isn’t clear about this and doesn’t follow the pattern they established for the other sections but I can see where this makes sense.

I certainly would have organized it differently.

Section C has a similar pattern. C1 quick/high alert. C2 quite.

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GM Bret wrote:

Alright, I keep looking for some adjustment to the battle D1 Zombies About Town on the Quick route for High Alert. There does not appear to be any adjustment for this.

The Quiet Path (D3) has one last check using Stealth and if they make that they rescue everyone and then do the battle D1 (same as Loud route, but no time pressure).

I also don’t see anything modifying battle D2 or D4 for High Alert. Since the boss was hidden that seems somewhat reasonable.

Did I miss something?

If you are high alert you use D3 instead of D1 is my take on it.


This feels like it should be a repeatable with the amount of variety. I bet the players would love it if that were so!


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Agreed, this is going to be great.


Wow way to go!


//Loved the story, felt the mechanics were a little off. I left a review with more details. But it gave me an idea. Maybe you thought of this before and it doesnt work idk but ...

I had a general idea, that could be applied to any PFS/PF2E content. Writers shouldn't have to also do the mechanics and encounters. Writers should focus on the story and intent they want to get across. And then you could have "mechanics" come in and insert the encounters and skill DC stuff.

It could look something like this:

Writer: This is an incredible story, here are the characters the party will meet... story... story..

First encounter: Bandits in an alley. The party will meet bandits that are from X group and will fight to the death. Extra flavor bit for leader of bandits. [ Mechanic will then come in and flesh this out with the right scaling, abilities and monsters]

Second encounter: Party will have to convince NPC to give them widget but as they do the widget is stolen by a BEAR! Party has to navigate the crowded streets and eventually be lead into the forest to catch the BEAR to get their widget back. Any extra flavor bits. [Mechanic comes in and again fleshes this out with skill checks etc.]

Letting the writers write, and someone else really focused on the rules and mechanics seems like itll produce a better product overall. I have no inside information but this seems like itll allow the writers to write more, or richer, and itll allow for the rules/balance/scale to be consistent across all formats by having a group focused on it completely.

Similar to how you have illustrators and writers, now you just add in mechanics!

Just an idea.


Yes!! Season 5 has paid for itself so many times over, can't wait for season 6. This package is include value!!


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Dynamic ring size choices based on style and not function will make me not buy this. Sorry. I am sad too cause I love supporting but this is the only? way to get the message across.


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SpartanCPA wrote:
toby.kind wrote:
Well, it would be appropriate to have that support to have the larger version as an option as part of this premium module, wouldn't it?
They certainly could make a second, thicker ring and include it in an update. A module can include multiple rings, but only one can be used at any time. Like I said above, this was largely just an aesthetic choice, but it's not a forced choice on the end user, since the user can decide whatever token ring they want.

But what if the ring you want is a regular "thin" style you are left with all that white space.


HolyFlamingo! wrote:
I sadly gotta sit out this year. When will these be available to the general public?

oh really? Hmm


keftiu wrote:

Very pleased to hear that the Couatl divinities will be in this one.

Thebigham wrote:
Will this get a sketch cover?
Has any Lost Omens book gotten one? I assumed that was a Rulebooks thing.

I thought I heard or read something else was but maybe not. You could be right.


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Will this get a sketch cover?


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I would just talk to the players. This is an ooc conversation.


Michael Sayre wrote:
Lord Viator wrote:
The only thing that kinda annoys me is that it's difficult to read these as a changelog with the new and old errata being smashed into one entry since we've moved away from printing-based errata for the newer rounds. I think it'd be helpful if maybe there was some dating or something so that a person only interesting in seeing the most recent changes from last time could distinguish them easily.
This is high on our list of desired functionality improvements but will likely need to wait until after the website updates are complete before we can start moving forward with implementation.

Unless that is close on the horizon, could you, as a short term solution, just put a month/year at the beginning?

Example: "Page 30 (4/2024): Add the attack trait to Magnetic Pinions."

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I hope we get the deluxe Foundry module for this too! Please!


Oh wow! I love their work! What about society ?


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Just waiting for release, can't wait to see those sketch covers.

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The Deluxe PFS is amazing. That is all.

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Doug Hahn wrote:
Hilary Moon Murphy wrote:
Oh my gosh, someone did a continuation of that awesome spreadsheet! Thank you William Cheung (and also to Doug for pointing me there!)
It is linked on my Guides at the bottom of the scenario lists. I was originally going to put maps in the table but William is already maintaining a list.

It looks it hasn't been updated. I am trying to find out which maps are used as stand ins for society lodges. I know the museum is used but curious on any others?

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Season 5 Foundry module news??

Full Name

Gandrik Th-kar

Race

Dwarf

Classes/Levels

Bard/Level 3

Gender

Male

Size

Medium

Age

Young

Special Abilities

None

Alignment

Chaotic good

Languages

Common, Dwarven, Undercommon

Occupation

Songsmith

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 12

About Gandrik Th-kar

HP:10

AC:12
Touch AC:12
Flat-Footed AC:10
Fort:+1
Reflex:+4
Will:+2
Base Attack Bonus:0
CMB:3
CMD:
Weapon:Dwarven Waraxe
Attack Bonus: 3
Damage: 1d10 +3 or 1d10+4

Skills: 7 a Level
class skills are
Acrobatics (Dex),
Appraise (Int),
1 Bluff (Cha),
Climb (Str),
Craft (Int),
1 Diplomacy (Cha),
1 Disguise (Cha),
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics (Int)
1 Perception (Wis),
1 Perform (Cha),
Profession (Wis),
Sense Motive (Wis),
Sleight of Hand (Dex),
Spellcraft (Int),
1 Stealth (Dex),
1 Use Magic Device (Cha).

Feats:
Arcane strike

Spells Per day: 1st

Bardic Knowledge (Ex): A bard adds half his class
level (minimum 1) to all Knowledge skill checks and
may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the
Perform skill to create magical effects on those aroundhim, including himself if desired. He can use this
ability for a number of rounds per day equal to 4 + his
Charisma modifier. At each level after 1st a bard can
use bardic performance for 2 additional rounds per day.
Each round, the bard can produce any one of the types of
bardic performance that he has mastered, as indicated by
his level.
Starting a bardic performance is a standard action,
but it can be maintained each round as a free action.
Changing a bardic performance from one effect
to another requires the bard to stop the previous
performance and start a new one as a standard action.
A bardic performance cannot be disrupted, but it ends
immediately if the bard is killed, paralyzed, stunned,
knocked unconscious, or otherwise prevented from
taking a free action to maintain it each round. A bard
cannot have more than one bardic performance in effect
at one time.At 7th level, a bard can start a bardic performance as a
move action instead of a standard action. At 13th level, a
bard can start a bardic performance as a swift action.
Each bardic performance has audible components,
visual components, or both.
If a bardic performance has audible components, the
targets must be able to hear the bard for the performance
to have any effect, and such performances are language
dependent. A deaf bard has a 20% chance to fail when
attempting to use a bardic performance with an audible
component. If he fails this check, the attempt still counts
against his daily limit. Deaf creatures are immune to
bardic performances with audible components.
If a bardic performance has a visual component,
the targets must have line of sight to the bard for the
performance to have any effect. A blind bard has a 50%
chance to fail when attempting to use a bardic performance
with a visual component. If he fails this check, the attempt
still counts against his daily limit. Blind creatures are
immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter
magic effects that depend on sound (but not spells that
have verbal components). Each round of the countersong
he makes a Perform (keyboard, percussion, wind, string,
or sing) skill check. Any creature within 30 feet of the bard
(including the bard himself ) that is affected by a sonic or
language-dependent magical attack may use the bard’s
Perform check result in place of its saving throw if, after
the saving throw is rolled, the Perform check result proves
to be higher. If a creature within range of the countersong
is already under the effect of a noninstantaneous sonic
or language-dependent magical attack, it gains another
saving throw against the effect each round it hears the
countersong, but it must use the bard’s Perform skill
check result for the save. Countersong does not work
on effects that don’t allow saves. Countersong relies on
audible components.

Distraction (Su): At 1st level, a bard can use his performance
to counter magic effects that depend on sight. Each round
of the distraction, he makes a Perform (act, comedy, dance,
or oratory) skill check. Any creature within 30 feet of the
bard (including the bard himself ) that is affected by an
illusion (pattern) or illusion (figment) magical attack may
use the bard’s Perform check result in place of its saving
throw if, after the saving throw is rolled, the Perform
skill check proves to be higher. If a creature within
range of the distraction is already under the effect of a
noninstantaneous illusion (pattern) or illusion (figment)
magical attack, it gains another saving throw against the
effect each round it sees the distraction, but it must use thebard’s Perform skill check result for the save. Distraction
does not work on effects that don’t allow saves. Distraction
relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance
to cause one or more creatures to become fascinated with
him. Each creature to be fascinated must be within 90
feet, able to see and hear the bard, and capable of paying
attention to him. The bard must also be able to see the
creatures affected. The distraction of a nearby combat
or other dangers prevents this ability from working. For
every three levels the bard has attained beyond 1st, he can
target one additional creature with this ability.
Each creature within range receives a Will save (DC 10
+ 1/2 the bard’s level + the bard’s Cha modifier) to negate
the effect. If a creature’s saving throw succeeds, the bard
cannot attempt to fascinate that creature again for 24
hours. If its saving throw fails, the creature sits quietly
and observes the performance for as long as the bard
continues to maintain it. While fascinated, a target takes
a –4 penalty on all skill checks made as reactions, such
as Perception checks. Any potential threat to the target
allows the target to make a new saving throw against the
effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect.
Fascinate is an enchantment (compulsion), mindaffecting
ability. Fascinate relies on audible and visual
components in order to function.

Inspire Courage (Su): A 1st-level bard can use his
performance to inspire courage in his allies (including
himself ), bolstering them against fear and improving
their combat abilities. To be affected, an ally must be
able to perceive the bard’s performance. An affected ally
receives a +1 morale bonus on saving throws against charm
and fear effects and a +1 competence bonus on attack and
weapon damage rolls. At 5th level, and every six bard levels
thereafter, this bonus increases by +1, to a maximum of +4
at 17th level. Inspire courage is a mind-affecting ability.
Inspire courage can use audible or visual components. The
bard must choose which component to use when starting
his performance.

Inspire Competence (Su): A bard of 3rd level or higher
can use his performance to help an ally succeed at a task.
That ally must be within 30 feet and be able to hear the
bard. The ally gets a +2 competence bonus on skill checks
with a particular skill as long as she continues to hear
the bard’s performance. This bonus increases by +1 for
every four levels the bard has attained beyond 3rd (+3 at
7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of
this ability are infeasible, such as Stealth, and may be
disallowed at the GM’s discretion. A bard can’t inspire
competence in himself. Inspire competence relies on
audible components.

0 Level Spells Known:
Resistance: Subject gains +1 on saving throws.
Flare: Dazzles one creature (–1 on attack rolls).
Read Magic: Read scrolls and spellbooks.
Detect Magic

1st level Spells
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Chord of Shards

School evocation; Level bard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell resistance no

DESCRIPTION
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.