trik's page

* Pathfinder Society GM. 134 posts. 2 reviews. No lists. No wishlists. 15 Organized Play characters.



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I created a race for an evil campaign I'll soon be participating in and after receiving positive feedback from the other players, I figured I'd share it here for others to use. It's an 11 RP build with advanced racial traits. I attempted to fit it into Golarion as much as possible. Feel free to use it however you'd like. Comments, praise and criticism are always welcome. :)

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Drell (11 RP, Advanced)

Standard Racial Traits

  • Ability Score Racial Traits: Drell gain +2 Str, +2 Dex, +2 Con, +4 Int, and -2 Cha.
  • Type: Drell are humanoids.
  • Size: Drell are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Drell have a base speed of 40 feet.
  • Languages: Drell begin play speaking Undercommon.

Feat and Skill Racial Traits

  • Stalker: Perception and Stealth are always class skills for a Drell.
  • Skill Training: Bluff and Disguise are always considered class skills for Drell.
  • Bonus Feat Drell receive Skill Focus as a bonus feat.

Senses Racial Traits

  • See in Darkness: Drell can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Weakness Racial Traits

  • Light Blindness: Abrupt exposure to bright light blinds a Drell for 1 round; on subsequent rounds, he is dazzled as long as he remains in the affected area.

Physical Description

Drell are hairless humanoids with sharp features. Their nose, chin and ears tend to be pointed to varying degrees. Drellen eyes are catlike in appearance and come in a variety of colors including gold, red, violet and grey. Drell tend to be muscular but lean, although that is likely due to their nomadic lifestyle. The most noteworthy feature of Drell is their skin. Drell have tiger striped skin displaying white, greys and black. While this in itself is not unique, the fact that the tiger like stripes move across the skin, swirl and change shade is. The speed at which colors change and move relates directly to the emotional state of a Drell. An angry, excited or fearful Drell is quite a sight to behold, but is often a source of fear or distrust of Drell in other races. It is certainly not the norm. Drell have a midnight black patch of skin around the eyes. This patch has a unique shape for every member of the race and is the easiest way to identify different individuals. Drell are particularly long lived, assuming their life is not cut short unnaturally, generally living at least 500 years with some particularly hardy and intelligent members earning a death of old age with as many as 800 to 900 years behind them. There are stories of a few elders living past 1,000 years, but none are currently known to exist.

Society

Drell hail from the Darklands and typically do not ever venture to the surface, certainly the cause of their unusually keen sight in darkness and difficulties seeing clearly in areas of bright light. While Drellen settlements have occurred in the past, the majority of their population has been decimated by Drow hunting parties. Drellen flesh continues it's hypnotic movement even when removed from the body, although the speed at which the movement occurs is significantly reduced. This feature has created a demand for Drellen flesh in the upper echelons of Drow society as trophy and symbol of wealth and power. The Drow hunting parties have hunted Drell to near extinction, the remaining members of the species the fastest, most powerful and most intelligent. Drow hunting tactics often relied upon magical darkness to blind the Drell and force them into traps or ambushes. The Drell that survived were often those found they had the ability to see through any darkness the Drow could cast upon them.

Generations of forced selective breeding amongst the survivors, owing to the extermination efforts of the Drow, has led to an extremely versatile race. All have an innate ability to hide and move stealthily, as well as very keen senses. Drell are now solitary creatures and coupling is extremely rare. Their naturally quick minds tend to latch onto a single skill that they almost obsessively develop to pass the time on their lonely journey. They are adept at navigating the Darklands and have learned that the ability to appear as something else through disguise and deception are skills particularly well suited to preserving their own lives.

Drell tend to birth several children from a single pregnancy, typically at least 3 but no more than 6. However, the harsh realities of the Darklands generally take the lives of the majority of offspring before their first 100 years. The 100 years mark is generally when a Drell is considered an adult, although they are capable of reproduction somewhere around 50 years of age. Drellen females are generally responsible for raising children to adulthood, but the males have been known to take on the responsibility of raising orphaned or lone children.

Relations

Drell show little concern for other races outside of their hatred for the Drow. However, Drell will usually avoid Drow rather than directly confront them, even if it appears they have a direct advantage. As all Drell pass along the dangers of Drow traps and ambushes to their offspring, this tendency is likely deeply ingrained in their psyche.

Drell almost never harm other Drell as the dire situation of the species is known to all members of the race. There are rare instances of violence between Drell throughout Drell history, but they will generally work with one another to accomplish short term goals and then part ways. Most violence between Drell occurs when a member's mind has fallen into insanity, but only when peaceful options have been exhausted and there is a real threat to the sane Drell in the encounter.

Alignment and Religion

Owing to the harshness of the Darklands and the particularly difficult history of the Drell, most members of this race are primarily concerned with their own survival and well-being. They tend towards Neutral Evil alignments, willing to do whatever is necessary to ensure their own future. While this may simply result in continued survival in the Darklands, a Drell that finds their way to the surface finds a much safer land and will likely concern themselves with their own prosperity. A comfortable life is something that Drell hardly would consider dreaming about, but separation from the everyday dangers of the Darklands frees considerable time to dream and scheme.

Drell have little need or want for religion and are more concerned with their own ability to deliver themselves from danger than prayers offered to a divine being. Drell do, however, have great respect for their ancestors and have even been known to draw divine powers from the spirits of members of their bloodline that have passed. Most Drell are able to recount tales of their direct ancestors that are passed from generation to generation by word of mouth, although this is considered a very private matter in Drellen society and is closely guarded from anyone not part of the bloodline.

Adventurers

Drell have an innate desire to obtain knowledge of anything and everything and wanderlust that helps facilitate this personal growth. Knowledge and experience are considered particularly valuable to survival, which is always at the forefront of a Drellen mind. Drell make excellent wizards, magus and alchemists, but are extremely versatile and capable of fitting almost any role.

Male Names

D'meer, K'thek, A'theem, V'rand, Z'kuhr

Female Names

K'ayris, S'tahy, L'vaan, P'treen, M'steel

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I love how people in here are saying they just won't allow it RAW at their table. It very clearly states that it bypasses DR when used as an improvised weapon. Two simple checks to meet this condition.

1) Is it being used as an improvised weapon? If yes, then...

2) Is there DR on the target? If yes, it is bypassed.

It doesn't matter if you don't like a rule. If you're not campaign leadership, you can't pick and choose which you want to follow. If there is ANY GM interpretation, it is now RAI. RAI is not PFS legal.

It should also be pointed out that it doesn't matter if you think it's a typo. It doesn't matter if you think something is overpowered. If there is no FAQ or clarification, you follow it exactly as written. This thing has been around for what, 3 years now? More than enough time to clarify if it was intended to be different than what is written.

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While I certainly see the resistance to more open replay policies, I'd be curious to see what would happen if there were some 1-5, 3-7 and 5-9 evergreens made available. It would probably be best to make them available on a trial basis, just in case replays really do have a negative impact on the campaign as a whole. Offering it on a trial basis gives the option of saying "Whoops!" and pulling them from legal PFS material or just removing the replay option from the scenarios/modules. I think this is probably the solution that acknowledges the most positions on the topic and could provide some very valuable insight for continued discussion.

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Drogon wrote:
trik wrote:
stuff
I am sorry, trik, but I will not argue these things with you. I will simply say that I disagree, and there is nothing you will be able to present to me that has more weight behind it than the years of time I have spent doing this and talking to my customers.

I agree to disagree. :)

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I'm not sure I understand how the ability to replay a scenario on each character you have would damage the campaign. Yes, people can point to previous failed campaigns, but I am willing to bet that it was a confluence of circumstances and events that lead to the failure of those campaigns and that the failure was not based solely on replay. Without quantifiable numbers, it is all anecdotal evidence that is just as likely to be incorrect (and colored with opinion) as it is to hold any factual value.

That said, we currently have scenarios that can be replayed called "evergreen" scenarios. I'd be curious how often evergreens are played in comparison to scenarios that can't be replayed. If they are more popular than scenarios that can't be replayed, I think there is some quantifiable conclusions to be drawn. Also, have evergreens damaged the campaign so far? They are exactly what people have spoken out against in this thread as you can replay them with no limit. Do people exhibit the types of behavior that destroyed previous campaigns when playing evergreen scenarios?

I would guess that a small number of scenarios, poor leadership decisions and poor overall campaign planning lead to the failure of previous campaigns more than the ability to replay scenarios. General quality of content is another possible contributor to failure. While I wasn't there to experience previous campaigns firsthand, the ability to replay scenarios smells an awful lot like a scapegoat.


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Ok, so maybe a bit later than expected, but here are the combat prep sheets for Chapter 3. I apologize for the delay, but sometimes things just don't work out the way to expect them to. There's no spell reference document this time and I'm not sure I'll get around to creating one. Anyway, I hope you enjoy them!

RotRL Chap 3 ODT Documents
Part I
Part II
Part III
Part IV
Part V

RotRL Chap 3 PDF Documents
Part I
Part II
Part III
Part IV
Part V

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To all of the "that's how the game is" replies, yes, I think everyone is aware of how the game is. The very fact that the game is currently that way is what leads to conversation surrounding how the game is. Repeating that the game currently is a certain way does nothing to strengthen the position of the "this is how the game *should* be". If you like the game exactly the way it is, great! Saying that you like the game the way it currently is does contribute to the conversation. However, implying that people having differing opinions is a player issue is simply incorrect.

It is entirely possible that there are parts of the game that could be better. Save or dies seem to split people in general, so I'd say there is a strong possibility that there is a better solution that would result in far less divide. Then again, maybe it's easier to simply accept that people enjoy different sorts of things and to gear different play modes at different people. There are people that like punishment in their play. There are others that prefer to play through the story and want to be a powerful hero that doesn't end up dead. Neither is wrong because a personal preference can't really be wrong.


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Any fix for the iPad crashes on startup? I was blown away by the functionality built into this app, then may 30 minutes after purchasing it crashed. I was able to uninstall and reinstall to get it working again, but if that happens in the middle of a game... :/

On a positive note, this is an amazing app. It's exactly what I was looking for!

(and will the new version contain Feats and Spells from the recently released source books? :) )

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These campaign paths are awesome! Thanks for the effort that went into laying these out. We're playing the Season 4 campaign in our CORE campaign and it's been a lot of fun so far.

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All those fancy alchemical items, yeah... not so legal anymore. Core gives up TONS of amazing consumables, which is part of the fun imo.

I was flipping through the Core book and I came across the Feather Token, the Fan variant in particular. That is now on my "must have" list to counter fogs and clouds, as well as other creative uses.

http://paizo.com/pathfinderRPG/prd/magicItems/wondrousItems.html#feather-to ken

That said, what would you consider the new Core-only "must have" items? Additionally, what would you bring into a Core Bonekeep run? The answers to these two questions will probably be the same.

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pauljathome wrote:
trik wrote:
Andrew Christian wrote:
Now that we have acknowledgment, can we get to,"how can I move forward with this character?"
I think that's been addressed a few times. The general consensus is that unless you are willing/able to spend significant prestige on a rebuild, the best option is to throw it in the trash and start up a character you will enjoy. I think everyone can agree that it's not really worth investing large amounts of time into something that you don't think you'll enjoy. There's the possibility that you're wrong, but there's also a good possibility that you're right (as you probably know what you enjoy more than anyone else). May as well put that same time into something you are relatively certain you will enjoy.

For the record, I won't be trashcanning either of my affected characters.

I suspect they'll both end up primarily single classed with a somewhat strange dip class "for flavour". They'll both be a bit weaker than they could have been (weaker than either their prestige class would have been as well as weaker than the single classed version of themselves would have been). But they'll be a little different (which is always fun) and still quite viable at most levels. I'll probably have to be a little careful about playing up with them

That's great! I'm glad you will gain future enjoyment from the time and effort you have already invested in your characters. :)

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Andrew Christian wrote:
Now that we have acknowledgment, can we get to,"how can I move forward with this character?"

I think that's been addressed a few times. The general consensus is that unless you are willing/able to spend significant prestige on a rebuild, the best option is to throw it in the trash and start up a character you will enjoy. I think everyone can agree that it's not really worth investing large amounts of time into something that you don't think you'll enjoy. There's the possibility that you're wrong, but there's also a good possibility that you're right (as you probably know what you enjoy more than anyone else). May as well put that same time into something you are relatively certain you will enjoy.

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Trik Jr, half elf ranger.

A product of one of Trik Sr's many visits to the elvish brothels, he enjoys killing in general, but humans in particular. Likely caused by his daddy issues (absent father) and his childhood spent in a brothel.

He is now seeking fame and fortune (although mostly fortune) with a dream of opening a floating bordello. Early in his career, he found himself in possession of a ship. It's name was hastily altered with fresh paint, as it is told that adding or changing letters on a ship's name confounds even the most clever of NPCs. At that point, Shydra's Bang, the world's most magnificent floating bordello, was born.

He has since been collecting furnishings and recruiting talent for his dream as a personal side mission, using the Pathfinder Society as an instrument to get him where he wants to go. He's even joined Liberty's Edge, primarily due to the fact that he's never seen a poor slave owner. Freeing the slaves is great all, but liberating slavers' wealth in the process is even more gratifying. It's really a win/win situation.

While Trik Jr is absolutely selfish and concerned more with his own well-being than that of others, he's not particularly cruel. In fact, he's often friendly until he needs to be otherwise.

He's been a fun character to play and the entire table (we mostly have a regular group) has been getting into the Shydra's Bang back story. It may flirt with the line, but it always remains tasteful enough. ;)

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David Higaki wrote:

@trik: While this thread hasn't affected the SLA FAQ grandfathering ruling, the ideas and emotions that have been expressed in this thread may prove useful for a future situation when a similar ruling needs to be implemented. I understand that it doesn't help you feel any better right now or cause the immediate resolution you would prefer, but this type of discussion is still valuable input.

This decision actually has zero effect on my characters. The resolution I would prefer is one that doesn't leave a segment of the population in a bad place with their characters they have put many hours into. :)

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At this point, I don't think it even matters if the thread is locked.

The longer this thread goes on (and the previous one), the more I get the impression that this thread is only here to present the illusion that players opinions are important or even considered. I see people toeing the company line, regardless of what that line is. I see well reasoned options presented and dismissed because "I don't agree". I see calls to bury the discussion, likely in an attempt to make it go away (out of sight, out of mind, right?).

I would love to see well reasoned logic behind the disagreement on both sides. I would love to see divergent opinions considered and explored. I would love to see some indication that this is for more than show.

This is simply an observation, but I get the distinct impression that this can be held up as "we value discussion from the community, see?" without any intention of ever reexamining the decision that sparked the debate, even if it resulted in no changes to the original ruling. This really does feel like a case of "you can like it or lump it".

Maybe I'm wrong. I sincerely hope that I am.

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Jeffrey Fox wrote:
And yes the point of games are to have fun, but the goal is to have the most people have fun that's possible. They're people that don't have fun playing with people with early access characters. Some people wouldn't have fun playing at a table with one of the people who abused the grandfather option (if that happened.) They're are so many variables for what people find to be fun that when your trying to make a decision on something that effects 10's of thousand of players whether directly or indirectly you have to look past the fun and try to find what's fair for the most people involved in the campaign. Mike and John made what they feel is the best decision for the health of the campaign that has 10's of thousand of people playing for fun.

If that is the qualifier for banning play options, we should probably ban Gunslingers, Witches, Dual-Cursed Oracles (with Misfortune) and likely a whole bunch of other options that "some people wouldn't have fun playing at a table with".

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Jeffrey Fox wrote:


I think we just had a situation that we had no great solution for and unfortunately I think what we got was the best for the campaign.

Based on all of the discussion, it seems like there are people who do not agree that there are no great solutions and that what we got was the best for the campaign. That seems like the whole point of this entire conversation.

I am still surprised that there are people that find flipping rules on a segment of the player base midway through the life of their characters, potentially creating a character that is no longer fun to play, preferable to accommodating those players in a way that allows them to continue playing and having fun simply because there is the potential for a very small amount players "abuse" (I use quotations because it really depends on your definition of abuse) that route. I just can't imagine ever believing that stopping a player that has not broken any rules from having fun with their character going forward is the best resolution. Then again, I firmly believe that Pathfinder is a game and that games are designed for the sole purpose of providing entertainment.

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I've read every single post in both threads. So far my primary concern hasn't been addressed. My primary concern is that decision making is being done in such a way that it does not promote the most fun for the greatest amount of players playing a game. Yes, Pathfinder is a game that people play for fun. It's not even competitive, it's cooperative. Either everyone at the table wins or everyone loses.

That said, it's amazing that people are so quick to take the stance of "Serves you right for following a FAQ entry that's been ok'ed for over a year but mentions the possibility it may change someday. Maybe you won't exploit explicitly called out legal selections in the future!" This is EXACTLY what you are saying to the people that are higher than level 2 and were working towards a PrC.

I simply can't see this from any angle that makes it fair to those people. I don't think asking for the official Paizo GMs to adjudicate the campaign in a manor that is fair to all of the players is wrong. I would literally walk away from a table if I had a GM do this to me. Telling people to go ahead and walk away from the proverbial "PFS table" over this isn't the right answer. In my opinion, that's a more passive aggressive and baiting answer than some of the responses that have been called out for being inappropriate.

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Andrew Christian wrote:
Jiggy wrote:
thejeff wrote:
They specifically asked people not to abuse the grace period. People openly did so. That's all that really matters.

And if the decision was down to a binary issue of whether to allow a grace period or not, then that would totally settle the matter.

But now people are suggesting an alternative that still honors the lack of a grace period.

This is what has me so befuddled at this dialogue: nobody's asking for a grace period, yet the past abuse of a grace period is being held up as the central issue.

Why is the past abuse of a grace period relevant to discussing an option that doesn't involve a grace period?

Past abuse of a grace period makes sense as a rationale for not offering a grace period. Past abuse of a grace period is nonsense as a rationale for anything else.

I'd wager a guess that this is why the authors of some other solutions don't feel listened to.

Because the current solution is simple and clean.

Any of these other solutions require a certain level of trust that the player base will only take what's given and not more.

Any of these other solutions require calculation of XP vs what the player might be doing, and completely disregards the fact, that they can still build toward the desired outcome, it will just take 2 or 3 levels longer.

I like simple and clean. You may not see it, but whenever some ruling and grandfather period has happened since I've been a venture-officer (October 2011), that seemed to be quite explicit and clear, there were tons, and tons, and tons of questions asking "what about my corner case." And that's frustrating, because now I'm spending all my time answering corner case questions instead of helping to coordinate games for my region.

It strikes me that maybe you don't understand the proposed solution. It's exactly the same as the current solution, just the cut off is a game played at level 2 instead of a game played as the PrC. They are exactly the same difficulty of auditing/enforcing.

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The consequences of a decision are ABSOLUTELY a direct result of the decision and a result of the decision maker making that decision. People have every right to disagree that a decision is best for the campaign. If PFS is larger than all the players, then it's also larger than the leadership. Any player can be replaced, but so can any leader. There's always someone else out there that can do it (play or lead) just as well.

To clarify, I understand that the leadership puts significantly more time and effort into it, but the top level also gets paid for that. Personally, I think the VCs and VLs are the real heart and soul of PFS. They are the ones that keep players involved, organize the daily happenings and they DON'T get paid for it. They dedicate their free time because they love it. However, PFS wouldn't be particularly fun for anyone without the players either. Perspective I guess.

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Andrew Christian wrote:
pauljathome wrote:
Nefreet wrote:

I think the "why" was adequately addressed in the locked thread.

A small subset of players ruined grace periods for the rest of us.

Don't blame Mike or John. Blame those who abused their leniency in the past.

I think the biggest disconnect I have is that I just don't see how creating a bunch of Aasimar/Tieflings was really abusive. It was behavior that Mike explicitly expected to happen, he was just surprised at the scope. But I just don't see it as an issue that I have 5 (unplayed since they were no longer legal) banked Aasimars instead of one.

Granting for the sake of argument that was abuse, that just means that advance notice is a bad idea. It doesn't mean that either more liberal grandfathering (as suggested in a different thread) or more liberal rebuilds is automatically bad.

Its no huge deal. I have 3 characters affected. All are still viable if somewhat less powerful now. But I am mildly irked at the decision, especially since I really don't understand it.

Note: I am not blaming anybody. I know they put a lot if thought into it. I fully understand why they don't want to go into more detail as to their reasons. But I think they made the wrong decision and so I remain curious and mildly irked.

It wasn't that a bunch were made. It was the fact that some folks thought it was ok to get together and play Master of the Fallen Fortress 10 times in 8 hours and brag about how they were able to get the run down to 23 minutes.

I can't think of a single person with a valid opinion that would feel that isn't abusive.

Sounds a little abusive to me personally. However, my questions are: Did they have fun? Did it hurt anyone? Did it break the PFS campaign?

If they had fun, didn't hurt anyone and didn't break the PFS campaign, why are you calling badwrongfun on them?

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BigNorseWolf wrote:
It was explicitly in the FAQ.

Well, that's a pretty bad FAQ entry then and probably should have never existed in the first place. That's someone not doing their job... at least not well.

However, the part that I fundamentally disagree with remains. Not placing fun as the primary objective of a game, including Pathfinder, is my objection. I understand that not everyone will be happy with every decision, but essentially screwing over a segment of the gaming population when other alternatives exist in which no one would feel cheated goes completely against the entire purpose of a game.

That said, it's not exactly this specific decision (it doesn't even affect any of my characters), but the entire philosophy of decision making. If fun isn't held as the absolute most important part of the game, who's to say that future decisions won't stomp all over my fun?

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Nefreet wrote:
trik wrote:
If this were a home game and I came up with a character concept, received an 'ok' from the GM (but he explicitly warned me he reserved the right to reverse that decision) that my character progression was within the rules and acceptable...
Fixed that for you.

I really don't know the answer to this, so take it just as a question.

Did the FAQ entry explicitly state that it may be reversed or was that buried somewhere in the forums that you would have to actively search out?

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If this were a home game and I came up with a character concept, received an 'ok' from the GM that my character progression was within the rules and acceptable, then had the GM change their mind a few levels in and proceed to tell me "tough luck, you don't get to rebuild your character", I would tell them where they could go and I would not play under that GM anymore.

Considering this is essentially what the official Paizo GM did, even though it doesn't specifically have any effect on any of my characters, it doesn't sit right with me. I will likely continue in the Core Campaign of PFS for a bit of entertainment, but I probably won't buy anymore Paizo products going forward. I don't monetarily support things I fundamentally disagree with. I don't expect this to make any difference as far as the decision goes, but I'm not one to hold back on voicing my dissatisfaction.

I'm sure someone will call me out on continuing to play PFS at all. As a preemptive answer to that, I have friends that really enjoy it and I'm not going to bail on them completely. That'd be crappy from a friend perspective, at least in my opinion.

Edit: In case it's not clear, the part that I fundamentally disagree with is not placing fun as the primary purpose of a game. I understand that not everyone will be happy with every decision, but essentially screwing over a segment of the gaming population when other alternatives exist goes completely against the entire purpose of a game.

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Andrew Torgerud wrote:

@Zach - sub-optimized is not a crime. I'm sorry if the 'group two' characters who retrain would not be maximized/optimized on stats. but that does not negate they have the option to finish out the same PrC path via normal entry.

I am looking forward to high tier games with my standard path mystic theurge. I will be happy to tell you about it next February :D

I have to wonder if the other people at the table carrying your MT will be as excited about it as you are?

Not to say you can't contribute at all, just not as much as a straight non-PrC class. This is not a criticism of you or your ability to play Pathfinder, just an analysis based purely on the numbers a straight MT brings to the table.

I guess it really depends on what part of RPG people are there for. Some are there for the RP and any class is fine for that. Others are there for the G and they tend to want to win the game, at least in my experience.

I should probably note that I don't think either play style is wrong, but mixing the two can certainly place a damper on one or the other's fun.

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The question I ask myself is what is the solution that results in the highest level of entertainment for the greatest number of PFS players?

1) Making people rebuild a character isn't particularly an encouragement of fun.

2) Invalidating a character that can no longer be rebuilt (ex: levels in both cleric and sorc?) is lots of not fun.

3) Changing rules going forward will not matter to most, with maybe a few people unhappy about it.

Of the above, 3 sounds like the obvious solution. This is a game that people play because it provides entertainment. If you're not going to encourage fun, why should people want to play under PFS rules?

If the answer is because they don't have anywhere else to play, holding people hostage on their entertainment is a pretty crappy thing to do.

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Any character that has been played at a table as a level 2 or higher prior to the ruling change could be grandfathered in to the old rules. Your character is locked in at that point. You can't change the race or traits.

Unless you were specifically building towards early entry, the vast majority of characters won't qualify simply due to their character choices (such as race).

There may be a very small subset of people that happened to select the right race/class combination and are able to change their build to take advantage of grandfathering.

I honestly do not believe it will make much of a difference.

Again, in the interest of full disclosure, this ruling does not have any effect on any of my characters. In the end, I don't care which way it goes. However, I enjoy PFS and believe the best way to foster it's growth is to make rulings that increase the enjoyment of the maximum number of people, while still holding to the intent of the changes made to the rules. If it's not about fun, why should people even bother playing the game?

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Andrew Torgerud wrote:

@thejeff

that means nearly any second level character can continue under the now illegal options...

2nd level cleric can go to a mystic theurge in the future...
2nd level fighter to a eldritch knight...

Far too vague and grandfathers basically every second level+ character as if paizo didn't change the rules

I don't think this would necessarily be unfair. The original ruling on SLAs was specifically FAQ'ed, saying it was ok. Simply changing it going forward would be fair. It's not like prestige classes are OP and over time all of the grandfathered characters will work their way out of the system.

In the interest of full disclosure, this ruling does not have any effect on any of my characters. I have no horse in this race. I'm simply speaking from the perspective of what resolution would be fair to the largest number of people (in my opinion, of course).


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Here's my GM prep work for Chapter 2 of RotRL. Enjoy!

RotRL Chap 2 ODT Documents
Part I - No Combat
Part II
Part III
Part IV
Part V
Part VI
Part VII
Spell Reference

RotRL Chap 2 PDF Documents
Part I - No Combat
Part II
Part III
Part IV
Part V
Part VI
Part VII
Spell Reference


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Here is Chapter 2, the latest addition to the prep sheets. Once again, enjoy!

RotRL Chap 2 ODT Documents
Part I - No Combat
Part II
Part III
Part IV
Part V
Part VI
Part VII
Spell Reference

RotRL Chap 2 PDF Documents
Part I - No Combat
Part II
Part III
Part IV
Part V
Part VI
Part VII
Spell Reference

I have continued to use the maximized monster health +50% per player above 4 system. I generally have all 6 there, but I give them a little break if 1 can't make it or is going to be late. It has worked very well and the Part VII fights were pretty challenging (and fun for both the GM and the players!). As always, comments, suggestions, criticism and praise are welcome.


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Placing a copy of my prep work here upon request:

I just finished running Chap 1 of RotRL and I figured I'd go ahead and share my prep work. I ended up putting quite a bit of time into the prep, but it really helped keep the pace of the campaign fairly quick and I believe it made it more fun for everyone. I have included links to both the ODT and PDF versions within this post.

The Swallowtail Festival portion contains my own festival games along with the (significant) rewards I provided for my players. I am running a group of 6 with a few experienced players, so these early rewards actually helped individual player wealth without having to tweak combat rewards. The Cure Light Wounds wands also were very appreciated by the group. One of my players was even extremely lucky and ended up winning the grand prize in Gorvi's Goblin Fishing Extravaganza!

I should also note that the combats all maximize the monster health. After seeing this in action, I believe that even a 4 player group with experienced players would benefit from maximized monster health. I then scaled the monster hp up (in my head) by 50% for each player beyond 4, since not everyone always showed up. This was a pretty quick and easy way to scale and worked for everything except the Shadow encounter in part IV (which I just used maximized health for... shadows are really scary at level 3).

I didn't use XP, rather I just told them when they leveled. Level 2 was hit after defeating Tsuto, level 3 after the Catacombs of Wrath (2 and 3 were right on top of each other) and level 4 at the end of the chapter. If I were to do it again, I would award level 4 either after Nualia or just before Nualia after clearing floor 2 of the Thistletop dungeon. The shadows, giant crab and greater barghest encounters would be better with a group of level 4 PCs I think. They dragged a bit with level 3 PCs.

So, here is the prep work. Any comments are welcome.

RotRL Chap 1 ODT Documents
Swallowtail Festival
Part I
Part II
Part III
Part IV
Spell Reference

RotRL Chap 1 PDF Documents
Swallowtail Festival
Part I
Part II
Part III
Part IV
Spell Reference

These should provide just about everything you need to run Chapter 1 of Rise of the Runelords Anniversary Edition. I would still recommend reading the parts (and ideally the whole chapter) before running it, but you probably don't need to do much more than that if you use these prep sheets. Oh, fair warning, it's quite a few pages to print it all out.

I should also take a minute to talk about the Alaznist Anvil, an item that I added to the game. Personally, I don't think finding a piece of magic gear that you can't use and having to sell for 1/2 price is fun. So, in an effort to make the game more fun AND to deal with the wealth per player issue in a 6 player party, the Alaznist Anvil was added, which allows players to transfer the magical enchantments from one piece of gear to another. This means when they find a +1 weapon or +1 piece of armor, they can toss it on a masterwork item they already have. Feel free to use it or not. My players love it. ;)

Some things to keep in mind with the Anvil:

1) The enchantment is moved and the source item is destroyed.
2) The new enchantments overwrite any existing enchantments on the the destination item, so you can't stack a bunch of enchants on your item from different sources.
3) Any enchants that are not possible (such as Keen on a bow) are simply lost in the transfer.

I hope you all find this useful. Enjoy!


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I just finished running Chap 1 of RotRL and I figured I'd go ahead and share my prep work. I ended up putting quite a bit of time into the prep, but it really helped keep the pace of the campaign fairly quick and I believe it made it more fun for everyone. I have included links to both the ODT and PDF versions within this post.

The Swallowtail Festival portion contains my own festival games along with the (significant) rewards I provided for my players. I am running a group of 6 with a few experienced players, so these early rewards actually helped individual player wealth without having to tweak combat rewards. The Cure Light Wounds wands also were very appreciated by the group. One of my players was even extremely lucky and ended up winning the grand prize in Gorvi's Goblin Fishing Extravaganza!

I should also note that the combats all maximize the monster health. After seeing this in action, I believe that even a 4 player group with experienced players would benefit from maximized monster health. I then scaled the monster hp up (in my head) by 50% for each player beyond 4, since not everyone always showed up. This was a pretty quick and easy way to scale and worked for everything except the Shadow encounter in part IV (which I just used maximized health for... shadows are really scary at level 3).

I didn't use XP, rather I just told them when they leveled. Level 2 was hit after defeating Tsuto, level 3 after the Catacombs of Wrath (2 and 3 were right on top of each other) and level 4 at the end of the chapter. If I were to do it again, I would award level 4 either after Nualia or just before Nualia after clearing floor 2 of the Thistletop dungeon. The shadows, giant crab and greater barghest encounters would be better with a group of level 4 PCs I think. They dragged a bit with level 3 PCs.

So, here is the prep work. Any comments are welcome.

RotRL Chap 1 ODT Documents
Swallowtail Festival
Part I
Part II
Part III
Part IV
Spell Reference

RotRL Chap 1 PDF Documents
Swallowtail Festival
Part I
Part II
Part III
Part IV
Spell Reference

These should provide just about everything you need to run Chapter 1 of Rise of the Runelords Anniversary Edition. I would still recommend reading the parts (and ideally the whole chapter) before running it, but you probably don't need to do much more than that if you use these prep sheets. Oh, fair warning, it's quite a few pages to print it all out.

I plan on continuing with the same type of prep work for the rest of the campaign and will post additional chapters in this thread as they are completed.

1/5

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Lets remember that this is a game and people play it to have fun. If they have a chronicle sheet assigned to a character before August 14, that character is eligible for the Tiefling and Aasimar races in any sort of rebuild they want. If they have played as something else after August 14, then I could see that excluding them from the ruling, but anyone could say they rebuilt the character any time prior to August 14 if their only chronicles are from before the cutoff.

Seeing some of the responses here, I can say with 100% certainty that I would not want to play at your table. Nothing kills a game for me faster than a power mongering, fun stomping GM. In fact, I would be happy to walk away from a table like that and would completely honestly share why, if asked. I feel like some people forget the most important, yet unwritten, rule: The only reason anyone plays or GMs is to have fun.

1/5

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Am I the only one that sees this as the removal of 18 play options and the addition of only 3? There will be far fewer options on the table when creating a character. However, I'll make sure I create a nice reserve of outsiders to take advantage of the grandfathering, so my options specifically will not be limited.

However, the point is that all of those heritage and variant options are being removed as well. It's an effective removal of 18 "races" with the addition of 3. I understand why and I agree that there is no reason to select anything outside of an Aasimar or Tiefling, mostly because you can get the stats you want. A net reduction of 15 options to play is a huge reduction in my opinion.