Cayden Cailean

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***** Pathfinder Society GM. 42,488 posts (67,376 including aliases). 26 reviews. 3 lists. 1 wishlist. 43 Organized Play characters. 42 aliases.



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Great plush

5/5


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5/5


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Antifa for Golarion!

5/5

Huzzah Firebrands!


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Woke dwarves!

5/5

Paizo is here bringing the wokeness and I couldn’t be happier!


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Review bombing accomplishes nothing.

5/5


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All Good Things...

5/5

This scenario is everything that the last 1E adventure should be. No complaints.


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Epic conclusion to the Scarab Sage faction.

5/5

I have run this twice, will be playing it in less than a month via play-by-post, and have discussed it ad nauseum in the product and GM discussion. There isn't much else to be said. You will either hate this for the unfair odds, or love it for the incredible challenge. I choose the latter.


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A wide variety to ensure something suits your needs

5/5

Most of this set is very specific in use. The set list highlights that there are over a hundred 1x1 tiles of various items. I personally have little use for them, and could have used more 2x2 tiles for pits and the like.

However, even the smaller subset of things I feel I will actually use is worth the price to have, and having those 1x1 tiles may come in handy somewhere down the line. The main complaint I have is the small number of certain types of tiles, but given the wide variety, the breadth of items is more important than the depth of each one.


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New class, new race, and some old stuff

5/5

Nice to get some consolidation of books in.


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Beautifully crafted story marred by too many mechanics

3/5

There is so much to this scenario that is right, that it is a darn shame the wrong brings it down. I have played this scenario with my wayang cavalier, and read the scenario to prepare for running it in the future.

The plot is laid out in a sensible, if transparent manner. Each stage gives plenty of chances for interaction with the NPCs and exploration of the themes of wayangs. There is enough combat to suit the tactical players and built in characterization for the fights. (Being directed to be unpredictable and confusing was very enjoyable for my CN cavalier.)

The problems come from the vagueness of the story and the maligned verbal duel rules. There just isn't space to give enough fodder for the players to work with, a fault of writing constraints, and the inclusion of dense mechanics cuts that space down even further. Players need to be prepped for this scenario, a practically unforgivable sin for an adventure that needs to be accessible to players just walking up to the table for the first time. Assault on the Wound benefited slightly from not allowing 1st level characters and was still a black mark. To Seal The Shadow is stained even further by lacking that compensation.

I love this story. I hate the hoops required to enjoy it. This is one of the few scenarios I honestly never want to run.


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5/5


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5/5


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Nice kickoff for Season 6

4/5

Played at subtier 1-2 with a party of 1st, 2nd, and 3rd level PCs. Overall enjoyed the lead-up to the first fight and had a fine time with it. (Opening with a crit on the monster helped.)

The Silver Crusaders were all over the NPC encounter, and having a non-combat resolution was appreciated.

The full complex was smartly designed and fairly challenging overall. Acting out our characters cluelessness at the tech was amusing.

I have yet to get a chance to review the higher subtier or GM it, so more opinions may be forthcoming.


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A Brief Return To Faction Missions

4/5

This scenario felt very much like First Steps: Electric Boogaloo with the interactions with faction leaders. However, most of my entertainment came from the group I was playing with rather than the scenario itself. Each mission seemed to vary in quality and length, making for a rather disjointed progression. (And 15 minute adventuring day.) Overall I would also give it 3.5 stars if I could.

This review may be updated after a replay to experience the other factions.

Update: After using a replay to experience two more of the missions, I find nothing to sway my opinion. There is a wide range that this scenario can play over, and it is quite hefty overall for maybe not as much gain as I would like. I feel like First Steps would have felt like this, had it been done in one scenario rather than three.

I have not yet read the scenario, and cannot comment on the GM side of it for now.


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Dangerous and deadly, abandon all hope ye who enter here...

5/5

I had a grand old time romping through the dungeon with my Seeker Oracle of Flame. This was one of the rare times that I was forced to use all of my resources up by the end.


Glad to see the maps go.

5/5

And the story is pretty good, if maybe a little recycled?


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Chew the scenery and chew some PCs!

4/5

Having played and ran this scenario now, at high and low tier respectively, I can say this is a solid scenario. There are no particularly bad or good points to it, save some weak encounters. However, I feel those weak encounters make a certain amount of sense.

The story has a unique twist that most players will not see coming. It also has the tools available to the GM to ratchet up player paranoia if played right. More importantly, the players will actually learn the tale being told while they are playing, not just while the chronicles are being handed out.

There are also a handful of interesting NPCs to encourage roleplay, for which I am particularly grateful. Slipping into the persona of the big bad was a enjoyable romp, and non-murderhobo PCs are rewarded for once with enemies that aren't set to kill.

Overall an enjoyable if average adventure.


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Great adventure despite showing its age

5/5

Played 1-2 tier with a range of 1st to 4th level characters. Combats ramped from non-threatening to a good warmup thanks to out-of-tier APG classes. Over all a solid scenario with a lot of fun NPC interaction and highly entertaining story the characters actually get to experience rather than being told via epilogue. Play for fun, not a challenge.


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Excellent rewards for service!

5/5

In answer to the previous review, a GM may pay the cost for each individual boon that he qualifies for based on his GM star total.

e.g. A 3 star GM can pay 3PP or 3 day job checks to gain the first three boons. He must then wait until reaching 4 stars to pay the cost again to gain the fourth boon. Note: You do not have to purchase every boon! You may pick and choose from those that you qualify for.


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Smoked Goggles

5/5

10gp. Buy a pair.


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Hot game even on a cold run.

5/5

Picking up this scenario as an emergency session tonight had me hearkening back to The Disappeared. Covert entry, time limits, and skill monkeying galore. This is PFS's 'Ocean's Eleven' to The Disappeared's 'Mission: Impossible'.

The location is evocative, the riddles enjoyable, and the NPCs dripping with flavor and personality. I wish I had had more notice to prep and work out the characters, but even so my players were engaged and having a grand old time working their way through the mission.

Much like The Disappeared and The Stolen Heir, the fights are a little weak (at least at low tier) but they make sense for the setting and certainly draw the players in rather than shunt them out of the scenario.

Would love to run it again to better play up the interactions.


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Four to five hours of getting kicked in the face

3/5

This is not a scenario for the faint of heart. The first encounter is the long drop after the short ride to the top, followed by encounters that build you up to the final twisting and turning rush. Do not come light, do not come unprepared. You will TPK the same as my table did.


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Hard to play, hard to run.

4/5

This is PFS at its most brutal. You are up against impossible odds. You need the right resources to give you a chance. You need teamwork to capitalize on that chance. And you need luck to avoid random chance sending you to quick defeat.

Don't play this unprepared. Know your character. Know your team.

Don't run this unprepared. Know your monsters. Know your spells.

The mission brief sets the scene, direly important. Blindly stepping into the unknown instills fear. Instant crushing force delivers on the dire threat. The scenario is not overly interactive, but the combats have roleplaying underlying the deadly action. GMs should make sure to emphasize this.

Played at RinCon 2013, with a party of 8th to 10th level in the high tier, normal mode. Four character deaths and two companion deaths, with two PCs left standing when it was over. The dwarven barbarian slugged it out toe-to-toe with Krune down to his school powers while the rage prophet cowered from a failed Will save.

This scenario is exactly what it said it would be. Come prepared for battle or stay home.


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I like where this set is going!

5/5

At first I was resisting the urge to purchase this when I saw it at PaizoCon. But every time I walked through the store it called to me. Finally, I mentioned it to my wife, who loves dragons, and we caved.

This is a fine set of minis, at an acceptable price for non-random. If you want to expand your collection of dragon figs, get this set. I hope to see more sets of the other colors coming soon.


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Happy with it.

5/5

Glad to see the maps go. Never had a good time trying to remove them without causing damage. They were fairly useless and took up space.


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Full Name

Skivven Steelwhiskers

Race

Male Ratfolk N UC Rogue 10 - Init +9, Senses: Trap Spotter (Ex), Darkvision, Perception +22 (+27 vs. traps/invisibles), AC 33/ touch 20/ ff 33; CMD 22; hp 63/63; F+6, R+17, W+9, Speed 60 ft., Climb 40 ft.;

Classes/Levels

Buffs*: protection from evil, vanish, camouflage blanket, shield, haste, heroism, antitoxin/plague, armor ointment.

About Skivven Steelwhiskers

Male Ratfolk UC Rogue 10
Alternate Racial Traits:

Cornered Fury:
(replaces Swarming)
When reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class

Cleanliness:
(replaces Rodent Empathy)
+2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws

N small humanoid
Init +9 Senses Darkvision 60 ft., Perception +22 (+27 vs. traps or invisible creatures/objects), Trap Spotter (Ex): within 10 feet of a trap, immediate Perception check to notice the trap.
DEFENSE
AC 32, touch 19, flat-footed 32* (25) (9 armor, 4 shield, 7 dex, 1 size, 1 deflection)
*Improved Uncanny Dodge cannot be caught flat-footed or flanked
Shadow Duplicate immediate action, 3/day
hp 63
Fort 4 Reflex 14 Will 7 || +2 vs. diseases, +3 Ref vs. traps, +2 Will vs. spells/effects from goblinoids, +2 Will vs. fear from creatures speaking Ignan or Kelish, 1/adventure +2 vs. charm / compulsion / fear or +3 knowledge / sleight of hand / stealth or +1 on an attack roll.
OFFENSE
Speed 30 ft; Climb 20 ft.
Melee Claw +15/+15 (1d4+7/x2), Bite +15 (1d4+7/x2), MW Mithral Tailblade (Ratfolk) (Small) +16/+11 (1d2+7/x2) (tailblade is secondary attack if used as part of a full attack action)
Ranged Splintermark, +1 Sniping Light Crossbow +16/+11 (1d6+1/19-20/x2)
Ranged Acid Splash Ranged Touch +15 (1d3/x2)
Special Attacks Sneak Attack +5d6, Debilitating Injury (Ex), Slow Reactions (Ex), Dispelling Attack (Su)
Space 5 Reach 5
STATISTICS
STR 5 DEX 24 CON 12 INT 16 WIS 14 CHA 12
BAB 7 CMB 3 CMD 21 (22 vs. disarm and sunder)
Feats Sharpclaw (1st), Extra Rogue Talent x2 (3rd,5th), Skill Focus (Stealth) (7th), Extra Rogue Talent (9th); Weapon Finesse (b), Expert Sniper (b); Iron Will (boon)
Skills Acrobatics 20 (25 to jump), Appraise 3, Bluff 14, Climb 18, Diplomacy 1, Disable Device 27, Disguise 1, Escape Artist 20, Fly 9, Heal 2, Intimidate 1, Knowledge (dungeoneering) 16, Knowledge (local) 16, Linguistics 16, Perception 22 (+27 vs. traps or invisible creatures/objects), Ride 7, Sense Motive 2, Sleight of Hand 20 (23 day job, 22 to steal or when being frisked; corporate espionage: +200gp/XP; smuggle goods 80% chance: +100% base day job), Stealth 30, Survival 2, Swim -3, Use Magic Device 16
Traits Reactionary, Inspired (1/day reroll skill or ability check)
Class Features Finesse Training (Tailblade), Sneak Attack +5d6, Trapfinding, Evasion, Rogue Talents: [Trap Spotter (Ex), Minor Magic (Su) (Acid Splash at will CL 10th), Major Magic (Su) (Vanish 5/day CL 10th), Wall Climber (Su), Slow Reactions, Superior Sniper, Shadow Duplicate (Sp) (immediate action 3/day 10 rnds duration)], Danger Sense +3, Debilitating Injury, Uncanny Dodge, Rogue's Edge (Stealth, Perception), Improved Uncanny Dodge, Advanced Rogue Talents: [Dispelling Attack (Su)].
Languages Common, Orc, Undercommon, Goblin, Tien, Draconic, Drow Sign Language, Giant, Kelish, Vudrani, Abyssal, Infernal, Ignan, Aquan.
Gear Celestial Armor (Small), +1 Sniping Light Crossbow (Small), Assassin's Sight, Eversmoking Bottle, Agile Amulet of Mighty Fists, Ring of Rat Fangs, Ring of Protection +1, Boots of Striding and Springing, Goz Mask, Belt of Incredible Dexterity +4, Muleback Cords, Handy Haversack, Messenger Wayfinder (message at will, CL 5th; 5 creatures, 50 min, 150 ft.), Masterwork Mithral Tailblade (Ratfolk) (Small), Sap (Small), Backpack - masterwork, Camouflage Blankets (see below), Thieves' tools - masterwork, Wrist Sheath - spring loaded (Small creature) (2), notebook, charcoal, ink, pen; Potions: CLW (4), Touch of the Sea (3); Wand of shield (3 charges), Wand of clw (39 charges), Wand of Protection from Evil (48), Wand of Heroism (48), Wand of Detect Magic (49); Alchemical: antitoxin (4), antiplague (4), armor ointment (3); Bolts: cold iron (16), silver (10).

camouflage blankets:

10 blankets in total, for the environments described below, but 10'x10' coverage per blanket instead
(cost/weight for ten 5'x5' blankets: 120 gp/20lbs; x4 for 10'x10' coverage = 80 lbs and 480 gp)
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

BOTTING Melee, Full-Attack:

[dice=Claw, Flank, Sneak Attack]1d20+15+2[/dice]
[dice=b/s dmg]1d4+7+5d6[/dice] plus Debilitating Injury and Slow Reactions
[dice=Claw, Flank, Sneak Attack]1d20+15+2[/dice]
[dice=b/s dmg]1d4+7+5d6[/dice] plus Debilitating Injury and Slow Reactions
[dice=Bite, Flank, Sneak Attack]1d20+15+2[/dice]
[dice=b/p/s dmg]1d4+7+5d6[/dice] plus Debilitating Injury and Slow Reactions
[dice=Mithral Tailblade, Flank, Sneak Attack, Secondary]1d20+16+2-5[/dice]
[dice=silver slash dmg]1d2+7+5d6[/dice] plus Debilitating Injury and Slow Reactions

BOTTING Ranged, Sniping:

[dice=+1 Sniping Light Crossbow, Sneak Attack 30 to 60 ft.]1d20+16[/dice]
[dice=magic piercing dmg]1d6+1+5d6[/dice] plus Debilitating Injury and (Slow Reactions or Dispelling Attack)
[dice=move action to stealth, sniping, rogue's edge stealth 5 ranks, rogue's edge stealth 10 ranks, superior sniper, sniping weapon]1d20+30-20+10+5+10+5[/dice]
or
[dice=Acid Splash Ranged Touch, Sneak Attack 0 to 30 ft.]1d20+15[/dice]
[dice=acid dmg]1d3+5d6[/dice] plus Debilitating Injury and (Slow Reactions or Dispelling Attack)
[dice=move action to stealth, sniping, rogue's edge stealth 5 ranks, rogue's edge stealth 10 ranks, superior sniper]1d20+30-20+10+5+10[/dice]

Debilitating Injury (Ex):
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Riding Rat:
RIDING RAT, COMBAT TRAINED (75gp)

N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 18 (2d8+9)
Fort +6, Ref +5, Will +1
OFFENSE

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +3 (1d6+3)
STATISTICS

Str 14, Dex 15, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Toughness
Skills Climb +10, Perception +5, Stealth +6, Swim +10
SQ tricks (attack [all creatures], defend, fetch, heel, track, work)

Vanities:
-Thieves' Guild [4PP] --> Sleight of Hand as Day Job; +2 to Sleight of Hand to steal items without getting noticed.
-Messenger [5 PP -1 PP Confirmation = 4 PP] --> This wayfinder functions as normal, except that the user may cast message at will in place of light.

Boons:
* => indicates a one-time boon (cross after use)

~Rodent Heritage: you may play a ratfolk character
~Seen it Once - auto monster knowledge on the following:
---fire elemental (DR 5/—; Immune elemental traits, fire; Weaknesses vulnerability to cold; SA: burn)
---demon, babau (darkvision and constant see invisibility; can ✨cast darkness, dispel magic, greater teleport, summon monster (demon) V, are immune to poison and electricity, and resist acid, cold and fire; a layer of acidic slime coats a babau’s skin, which may affect weapons that strike the demon, natural attacks, and grippli tongues. Saves in descending order of competence/luck: Fort, Reflex, Will; in addition, they enjoy long walks by lava oceans on the 1,243,667th layer of the Abyss, and curling up on a mithral nail mattress to rid the body parts of captive Contracts Devils, while listening to the gentle fall of acid dissolving larval souls outside)
---devil, bearded (DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16)
---devil, bone (DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20)
---devil, imp (DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10)
~Student of Scrolls:
---Diverse Training: 1/scenario untrained skill check at + (3+GMstars)
---Oft-Lectured: Knowledge checks at beginning of adventure are at +(GMstars)
---*Essential Field Agent: wayfinder acts as aegis of recovery and heals 2d8+(2*GMstars) dmg when falling below 0 hp.(Test of Tar Kuata)
~Confirmed Field Agent: cheaper Wayfinder enhancement; acquire Wayfinder for 1 PP
~*Explore, Report, Cooperate: ask GM a question in regards to success conditions.
~Friend of Janira Gavix: +1 on knowledge checks while at the Grand Lodge.
~*Explore, Report, Cooperate: ask GM a question in regards to success conditions.
~*Prized Find: +1 PP down the road if I don't get 2PP for a scenario.(In the Grandmaster's Name)
~Mendevian Commendation: +1 to all Cha-based skills vs. crusaders of Mendev.
~*Skillful Barterer: trade up to 300gp nonmagical gear for other nonmagical gear of same price.
~*Trap Intuition: reroll failed Ref save vs. trap with bonus equal to half character level.
~Rebellion Leader: Guardian (permanent +2 bonus to Perception), Sentinel (Iron Will bonus feat)
~Rebellion Schemes: additional downtime options.
~Goblin Scourge: 1/scenario, +1 morale bonus on atk/dmg and +2 Will saves against spells or effects from goblinoids.
~Lamashtu's Bane: +2 atk/dmg vs. targets displaying unholy symbol of Lamashtu.
~Fire Affinity I
~Fire Affinity II
~Shadow Over Zjarra: +2 bonus on Intimidate and Will saves vs. fear against creatures that can speak Ignan or Kelish. *ONCE: you may forego downtime and instead earn gp equal to 100 times your character level plus 2.
~Zjarran Entrepreneur: +2 bonus on Bluff and Diplomacy with creatures that can speak Ignan or Kelish.
~Brass Tycoon: (3 boxes) roll save twice and take higher vs. fire effects and extend bonus roll to two allies.
~*Efreeti Arcana: cast scorching ray as a SLA at CL 7th.
~*Elixir of Life: 1/2 PP req'd for raise dead, resurrection or true resurrection.
~*Savior of the Acisazi: buy belt that enhances STR, DEX or CON 1,000gp cheaper.
~*Enlightened Ambassador: move action to enter meditative trance that lasts one hour and can end by providing one of the following: +4 insight bonus on saves vs. mind-affecting, or increase speed by 10 ft. for 1 round, or ignore concealment when making attacks for 1 round.
~***Ally of the Exchange: 10% discount on item worth no more than 1,000gp x character level.
~*****Corporate Espionage (Exchange Faction): if Day Job check is 15 + 1/2 character level, check one box; once all 5 boxes are ticked [5/5 COMPLETED], you now earn 200gp extra per XP gained on future scenarios.
~Cyclops Stonecrafting: can buy weapons and armor made out of specially treated hematite, which is as strong as iron and doesn't have the fragile quality, same cost as base items, but weigh only 75% and immune to rust.
~***Fiend-Keeper (Exchange Faction): cast deeper darkness or haste as a spell-like ability, CL = character level.
~Land Rush: +1 to day job checks.
~Celebrated Socialite: +1 PP
~*Wielder of Reprisal: +2 evil-outsider bane weapon that grants +2 sacred bonus on all saves vs. evil outsiders (duration: one entire adventure)
~***Resourceful: gain elixir or feather token worth 500gp or less.
~Unparalleled Supplier: 1/day reroll up to 7 dmg dice (your or your allies')