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Intellect Devourer

Cat-thulhu's page

Goblin Squad Member. RPG Superstar 2013 Dedicated Voter, 2014 Star Voter. Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber. Pathfinder Society Member. 1,046 posts. 40 reviews. 1 list. No wishlists.


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Shadow Lodge

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Berselius wrote:
Sigh, greeeaaattt...another goblin module for Free RPG Day...(rolls eyes).

Aw c'mon, I like the goblin modules. These are really entertaining. Have you played one of them? I can tell you they are good and the goblin characters are actually very cool.

Shadow Lodge

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I'm not making any judgements. I'll just be curious to see how this little experiment goes, the comment wasn't actually directed at you magnuskn, it was a general expression of feeling toward the experimental APs.

Shadow Lodge

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Eh, I see the evil path in the same light as kingmaker, reign of winter, iron gods etc. it's experimental and it can work, but it will have a fair share of lovers and haters like the others did. I hope they put out some guidelines to playing evil, I think most people miss the mark and that's what creates the friction in an evil group. Evil doesn't have to equate to fractious. One of my best gaming experiences was with an evil party.

Shadow Lodge

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Any word on the pathfinder battles iconics line? And can someone confirm the incentive piece for the next battles set is actually a bar?

Shadow Lodge

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Looks like a wood colossus to me, rather than a golem. I guess by number 5 your going to get a few esoteric monsters. Of course I'm down with that, I love the weird ones.

On the minis front the Rusty Dragon looks like an interesting set, curious to see what monsters make it into this one. Not sure about a Bar as the incentive, if it actually is. Since there's only two sets a year, I think I'd prefer an actual monster, but I'm happy to wait and see.

Any word on the pathfinder iconics line? Sadly quiet on that front. Hope it doesn't stop at three, especially since there was really no new iconics in these sets, I was/am looking forward to the other iconics.

Shadow Lodge

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Daemons, Devils and qlippoth would always be welcome, but we only recently got a demon heavy set. I would certainly love to see a few scattered through sets. Of course we've been getting a lot of giants too, and I'm not tired of them yet - need the female hill and fire! Go grenseldek!

Rakshasa I too would love a leukodaemon, but I'm not certain the art is a great reference for sculpting from. Awesome art though.

Shadow Lodge

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Quick question, probably for you Vic. I would like to get 2 cases, I'm a subscriber, but if both ship I will end up over the allowable limit for not paying import duties. If I leave my sub at one, then later order a second, will I get it at the discounted subscriber rate? Does my question even make sense?

Shadow Lodge

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I don't think any of Nux, Furiosa or Max actually seize the lead role. I came out thinking all of them faired equally well. I would have liked to have seen more dialogue for Max since that's the movie title but I thought Millar had it balanced very well, personally I was astounded at the feminine rights take, it just didn't occur to me. Furiosa saved 5 women from a tyrannical lunatic in a dystopian future - seems like the human thing to do, not feminist. Max came along and offered the ultimate solution to their predicament once his own conscious got the better of him, humanity again. Let's face the real star is millers vision and the stuntmen.

Shadow Lodge

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Just so Steve doesn't feel like he gets all the fun. Here are some of the art pieces I think would make great minis and have enough to actually make good art references.

Ilee, distant worlds, page 46. Out there and difficult but very creepy

Baragara, bestiary 3, p34

Kyton interlocutor, bestiary 3, p174

Troll hound, bestiary 3, p274. Sadly I'm not sure the art is that good for sculpting from

Manacielo gremlin, bestiary 4, p144

Sacristan Kyton, bestiary 4, p177

Tooth fairy, bestiary 4, p262. Creepy, and somewhat oddball fey. Great art.

Bugbear tyrant, NPC codex, p27

Fire giant queen, NPC codex, p32

Pugwampi gremlin, bestiary 2, p144. THE single most annoying creature ever.

Qlippoth cythinigot, bestiary 2, p 221. Seriously creepy

Morgh, bestiary, p208. Give is almost transparent purple innards and I think it would be a winner.

Male drider, the inner sea would guide, p61. Perfect reinvention of the drider and a perfect dark echo of the females already out there.

Knight of abendego, the inner sea world guide, p177

Thin man, inner sea bestiary, p52. It's a fey! Creepy too.

Shadow giant, inner sea bestiary, p15. I know we've had a LOT of giants but these just exude evil and cool in equal measure.

Death whisperer, NPC Codex, p158

God Stealer, NPC codex, p207.

Chaos arrow, NPC codex, p 203.

Red mantis assassin, inner sea NPC codex, p 47

Thanks.

Shadow Lodge

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Erik Mona wrote:


Happily, I just got out of Mad Max a few minutes ago, and I am now cured.

It's damned good isn't it? Way out there but very entertaining. Did you like the Doof Wagon?

As for not doing this. You just wait until you've completed all the minis I desire, although admittedly this set knocks a few of those off, well a lot really. For the next set let me just say two words - Red Mantis. The artwork from inner sea codex is good, at least I think it was that, the one with the fully dressed female standing in the Crimson mist. Now I'll have to go check. Maybe four more words- small and large Spriggan.

Shadow Lodge

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Wow, that is fantastic news. Looks like this set will more than exceed my expectations. That makes Balazar quite impressive then, lot of good detail on a small miniature.

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It is awesome. Paper thin plot, but I just found myself unable to look away, every moment reveals some odd dystopian element that had me thinking how ludicrous it was, yet I just accepted it. Doof Wagon? What the hell? Best vehicle in the whole damn movie. I am so glad to see the MAd Max legacy continue and I hope Millar can pull a sequel to matches it.

I may have missed something here what's the MRAs? Mens rights? I remember hearing something about a bit of a $%$& storm about that.

Oh and Tinkergoth this one was almost filmed in Australia as well, but when they went to film the rain came and all they could film was flowers and bird life - strangely Millar decided that wasn't the direction he wanted.

Shadow Lodge

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I also find it odd to see Balazar and Padrig in this set and the latest iconics set. I assume, as Marco eluded, the decision was made some time back to include them in this set. Of course its only 2 rares in the set so it doesn't have a great impact. On the plus side both look good - I'm assuming these are paint masters though.

As a counterpoint to one of the comments above I find myself liking that Dragon more and more with each reveal, mind you I loved the promise the digital sculpt held anyway. The pose to me looks like the classic "roaring to the heavens before I swat the annoying little folk". What makes it better for me is the uniformity with the small to huge we got in the evolution pack, a set I wish we could have seen more of - still need the blue, green and black.

Marco is right that leaves only one piece of dungeon decor to be revealed, so with that in mind let me say well done on this set. Take pride in the work Erik, this set is exceptional. Now I just have the impatient run to the actual release.

With PaizoCon around the corner are we liekly to hear any word on the future of the battles line. Obviously the next set is a little way off yet but I'm keen to hear about the next iconics or other planned sets - Evolution? Huge? Themed packs?

Shadow Lodge

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Awe, sad face. Thought I'd found something. Now I'm just sad. Seems I got into a bad habit of skimming after reading all the unchained threads.

Shadow Lodge

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Well Apparetly according to comic book news and some leaked images
comicbooknews
Lady thor is:

:
Jane foster

Shadow Lodge

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I still want the gargantuan black dragon. Then I'd have to go neothellid, linnorm, shoggoth, elementals. I'd also be happy with getting a few colossal minis disguised as gargantuans, like Mr Geddes above once I get to that end of the size spectrum it wouldn't bother me too much. In much the same way some of the tiny and diministive minis come disguised as small.

Shadow Lodge

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Could simply be because the iconics sets are made by wizkids not paizo. I think I've encountered a similar thing before.

Shadow Lodge

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But it would allow for class features that would allow 2 reactions that are not AoO, or feats etc.

Shadow Lodge

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Joe Hex wrote:

So how does this sound? The Unchained monk, would get 2 attacks using Flurry of Blows at full BAB using 1 act, then at 11th, they could do 3, using full BAB.

Using a Ki point as an act, would ad 1 addiction attack, at full BAB in the Flurry.

That is a hell of a lot of attacks using a single act, (2 if using Ki), considering that in the old AE, a Flurry is a full round thing.

The alternative, which I'm strongly considering for the UC monk, is considering Flurry, as an "Advanced Action", that would require 2 acts, (3 acts, if you spend the act to add Ki, for an additional attack). The tradeoff, of Flurry being 2 act, is that it's full BAB for all attacks.

EDIT: The more I think of it, that second alternative, seems like it would be defeating the purpose of what Flurry is supposed to be...

I think alternative one better suits the intent and gives a great boost to unchained monk as as Martials. At level 1 flurry means you make 2 attacks at full BAB for first attack action, at level 11 make 3attacks at ful BAB for first attack action. One attack for all others. Means monk has slightly more mobility options at higher levels, can get 2 moves and three attacks if he wants to be particularly mobile. Or he can squeeze out 5 attacks, 6 if hasted, if he stands toe to toe. Or even 4 attacks, 5 if hasted, if he moves in first.

luniasM wrote:
I understand the hesitation behind 1-act VS though, so consider this alteratiom - VS raises your first attack by 1 damage dice, IVS raises your first and second attacks by 1 damage dice, and GVS improves your first 3 attacks by 1 damage dice. A character with all three feats has the equivalent of GVS, IVS, and VS on their 1st, 2nd, and 3rd attacks respectively. While this is still strong it is much more reasonable while making VS usable again and making 2HW builds more competitive again.

LuniasM I really like you take on the VS chain. The feats are pretty cheap, BAB requirement only and this boosts damage without costing anything. Also brings it in line with two weapon potential. So a great sword loon with VS gets to roll 4d6 on first attack, 2d6 on rest, IVS is 4d6 on first 2 then 2d6 and GVS is 4d6 all three for a net gain after three feats of 6d6 damage. Question is does this then make the VS chain a basic set of feats everyone will strive to get in order to get what is effectively no more than an upgrade to damage? How does it stack with two weapon or flurry? Are they mutually exclusively? i feel it needs a rule that prevents stacking with flurry and TWF, of course this need be little more than "vital strike can not be used in conjunction with flurry of blows and two weapon fighting".

Also on the POUNCE front. I think pounce could be covered by simply allowing a free action (movement only) before one attack action in any round. This lets the old pouncer:
Pounce up to its foe (free) and unload all natural attacks
Attack a foes, then move (free) to a second and attack twice
Attack a foe, move (free) attack a foe and move.
This fits with my image of a pouncing foe that' moves rapidly between goes leaping from one to another, or suddenly leaping forward to mail a target, or drops one target, turns and with toothy grin leaps at a second.

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Chemlak wrote:

As an RP-line subscriber who pays for international shipping, I have to say... Oh, well.

I pay a premium (shipping costs) for what I consider to be the benefits of getting the subscriber PDF, as well as not having to actually order the books when they come out, and a marginal increase in price (it's really not that much spread over 3 years, unless there was a price hike 2012 that I just didn't notice) is absolutely no skin off my nose.

Keep up the good work, Paizo!

Same here. Im more concerned about rises in the cost of shipping from the U.S.or the exchange rate. Theyre the two big things that get me rethinking subs, so much more than a relatively small cost in product increase. At the moment I'll stick with My subscriptions as they are and see how it pans out under the new costs.

Shadow Lodge

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I'm still fighting with the spring attack style feats (fly by, ride by, etc). I think I'll trial it as 2 actions. I think while it still costs the same effective number of actions as a move/attack combo, the benefit being able to attack at any point is a worthwhile bonus. Rather then move > attack or attack > move it presents the same option as before, you can move 15', attack and keep moving another 15' (assuming a speed of 30) and still leaves you an action afterwards. I toyed with the idea of the movement not provoking any AoO from anyone, but I'm not sure this is a good idea. It creates cinematic scenes with fighters bouncing through the horde to their target but is it too powerful? Enviably with say ride-by or fly-by which would effectively allow a mount or, say, dragon to duck weave through the hordes, dodging their attacks and striking at its chosen foe. Actually maybe it would be fine? Thoughts?

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Is that something a developer should be saying?

Shadow Lodge

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3 for 3. Love that centipede, the detail is great, pose actually has a. Bit of menace, colour is spot on. Looks like I might be replacing my old ones.

I like the beetle partly because a small beetle is long overdue, but also because I can sub for a tick. Since both are common I stand to get quite a few from a case.

Terror Bird is very cool and the second monster involved in a guessing contest on another site that got bumped from reign of winter. Dang I actually did well in that contest till the set was shortened. The bird is nice, little reminiscent of an old mageknigt bird I have a few of. Got those to proxy for this, now I can use the real deal.

Now that's the third of the iconics sets is about to be released, any work of the future of the line? Have wizkids talked about sales?

Shadow Lodge

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Calth wrote:


That list is redundant. It does not invalidate the base rule that you only get one non-swift spell a round. Pretty sure Mark even confirmed that in this thread.

Yeah it's been pointed out several times in this and other unchained threads, not sure if mark quoted it though, emphasis mine.

Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round.

1standard spell, 1 swift. There was some be ate over whether this was RAI but no one has ever contradicted the rule or changed it, as far as I'm aware, so I assume it's what was intended.

Shadow Lodge

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Under the new AE all classes are affected. To use it players and GMs need to reevaluate the way they see all classes. I am a firm believer the new AE reduces the disparity between caster and non- Casters in the best way possible. It largely leaves the former alone, having minimal effect on their play style save reducing some mobility options. The later gain mobility and variety of actions. For too long we have all heard how fighters, and perhaps several other full BAB classes are underwhelming. Now a system has appeared that closes that gap without radically overhauling the rules system. Certainly some classes appeear reduced in effectiveness, but many of those were unbalanced to begin with, in my opinion that is. After a few sessions I felt the system was balanced better, it just requires people to rethink the old paradigm of tiers of classes. Under the old AE some classes were higher tier than others, under the new one some classes are better off. My favourite classes include inquisitor, witch, fighter, swashbuckler, war priest, which all fair quite well and feel balanced against each other.

technically a 1st level could squeeze 4 attacks at level 1 with two weapon fighting. 2 then 1 and 1.

For a short article in a book I think the system proposes a simple yet thought provoking idea that changes how the biggest aspect of the game, combat, works. This is why I love the unchained book, it promotes rethinking core concepts. The other two systems I think are similarly inspiring are the automatic bonus progression and the poison and diseases. Some I'm less enamoured with.

Shadow Lodge

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Well we're using it in a mythic game, wrath of the righteous. Only 2 sessions so no really lengthy test, characters are 12/5 on book 4.

Rounds were far more dynamic, even with all the option available. The inquisitor, monk/paladin, cleric, witch and paladin/ninja all felt the system worked well. The apparent lost action with having to activate smite was more than balanced by the added bonus it grants, they agree the loss of a potential attack (-5 or -10 more likely) was balanced by the added attack and damage. A feature they felt should have been part of the paladin to start with since smite is actually a very good buff to start with. The witch and cleric initially found the lack of mobility a little disconcerting, but settled well into a differenet routine and behaviour. It balanced out spell casting well, the casters found they could still deal out the death, but needed to be very certain of positioning and movement, especially once swift spells hit the table and the caster effectively just sat in one spot, making him much easier to target.

The cleric actually liked the new system because he felt he had more options. The inquisitor was concerned about the swift action issue, but we all agreed after a few combats that taking an action to use judgement and/or bane was actually a fair trade and a balancing effect. I agree with them since I've played inquisitors before, love the class, and have found both features to be a huge buff. So the use of an action on a class feature designed to equalise the classes effectiveness was no biggy. In reality the inquisitors rounds could be condensed to activate bane>move>attack, same as before, or bane>attack twice if enemy came to him, pretty much same as before. If there was a ranger, barbarian or fighter present would he feel ripped off by the 1 less action? He said no, they should be better at attacking and now they are...a little bit.

The ability to use three swift actions was fantastic for encouraging different strategies and the players loved this.

As for damage, I didn't note a huge reduction for the enemies, but it did actually reduce the player output (except perhaps the flurrying, smiting monk) and allow monsters an extra round or two of actions.

Shadow Lodge

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Perhaps the key is to make all the free action class buffs such as rage take an action. Level the field that way. I can also see it affecting an inquisitor who uses swifts for bane and judgement, although now he can activate both in a round and still have an action.

Question. How does a marilith demon go now? Would she only get 6 attacks a round instead of her normal 10 or so, two per action?

Shadow Lodge

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That analysis is great and Given this I would house rule studied target as a free action under the new system, perfectly legit. We'd probably all agree and go about our game, it's barely a sped bump. Many new introductions to the game require a pause and think moment. Our group have tried out the new AE and it streamlined play a fair bit once we got used to it. I think over time it will level some if the disparities in the game.

I'm curious if anyone can simply list the biggest perceived reductions/losses under the new AE system? Slayer studied target as a swift vs rage as a free is one. Others?

Shadow Lodge

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Since I own the pdf I can tell you Path of the living Saint looks pretty good and the genius and stranger paths are quite cool. Not sure on the psionics since paizo have occult adventures coming soon and I can't see a lot of overlap with that happening, unless by happy chance.

Jason I tend to use herolab for all my characters any idea on who the herolab conversions for this rather mammoth job will be done?

Shadow Lodge

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I'm kind of getting what I wanted in dungeons deep. I got the Shamhazian I always wanted last set. I'm getting my gargantuan red, Mi-go, elder thing, pickled punk, gnolls, a proper mimic.

If I'm wishing I'd say Frogemoth case incentive, aboleth, pit fiend, dark young, female hill giant, female fire giant, gremlins, more hobgoblins, a large and small duergar, a large and small spriggan. Oh hell the list is too long

Shadow Lodge

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Thought that might be the case. Don't get me wrong it a beautiful(?) mini and as I said one I wanted from the moment is saw it's art, I personally think you and wizkids do an amazing job on this line. In fact much in this set is want I really wanted. I seem to have been on good pasture since the last set. I got my Shamhazian, then the mi-go, elder thing, transparent ochre jelly etc.

Would you care to elaborate on the ultra expensive minis? Which ones? I understand this one given size and use of transparent plastic.

Shadow Lodge

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Give me a Hell Yeah! These are magnificent, but then I am a transparent plastic junkie. That Ochre Jelly is as wonderful as I hoped it would be, even better now that I can see the skeletal remains inside. Uncommon as well, so easy to get hold off, especially in light of its ability to split.

I assume the Daughter is rare? I like the design but I'm curiously a little cold on the colour scheme. I'm certain it works better in hand and the transparent effect is great.

Now the Punk. I so wanted this in plastic, form the moment I saw its artwork. As a small I admire the detail and work and understand the rarity. Wish it was uncommon, but I may be alone in that after all how often so you use a pickled foetus in your games? One small thing in my mind; I think the walls of his glass container and the fluid from within should have been a different colour, but overall colour me impressed.

Shadow Lodge

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Soverayne wrote:

No, I mean regular spells. Not quickened.

Each "Cast a Standard Action Spell" takes 2 actions. Just spread 3 spells over 2 turns.

The normal limits on spells still apply

Core page 213 (Magic Chapter) "A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round.

Indicates normal limit of 1 spell per round, with the exception of an additional 1 swift. You can't use 1actionto start a spell, then complete it next round and cast another, that would be 2 spells in the round and violates this core principal.

Shadow Lodge

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"Zaister wrote:


  • The charge action does not include an attack. You must take an attack action after the charge. This also means you cannot—as several posters in this thread surmised—move and then charge. However, if you can, for some reason (such as the haste spell or two weapon-fighting), make additional attacks after a charge, you gain the charge bonus on all these attacks.
  • And no penalty to AC for a charge, just the +2 to hit bonus.

    I think it works really well. Different, but I think once you adjest. I see it enhancing lower level play and reducing some of the issues at higher levels. Also allows for a lot more creativity in what you can do in a single round and across rounds. Now you set up a scene in which a door can be cranked open by using say 10 actions, while combat rages around characters can engage in fighting has and trying to overcome the task, although that's a simple, not very creative example.

    "Zaister wrote:

    The staggered and disabled conditions are no longer defined. They should probably reduce you to 2 acts.

    The nauseated condition also is no longer defined, it should probably reduce you to 1 act that cannot be committed for an attack action.

    I think Nauseated is still defined. It reduced you to a move action per round. 1 action, move actions only (any of them). The other two are trickier since move us a single action, the old standard is two. I think restricting to a single action could work best. Single action. Harsher on spell casters though, since they won't be casting spells.

    Shadow Lodge

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    Steve Geddes wrote:
    Edenwaith wrote:
    Alex Smith 908 wrote:
    I get your concern but just as many people were complaining about the dungeon dressings being a wasted mini slot. Many people claim to no like the idea of non-monsters being in the minis set at all. Similar minis (non-creature objects) went over very poorly in DDM, but very well in heroscape. Hence why I assume they're feeling out the water now.
    Not a problem. Anyone out there that doesn't want their 'wasted' mini slots I'll trade you half a dozen of the crap we'll get too many of like giant hands.

    It's not like the dungeon dressing is replacing half a dozen common figures - they're rares, so what we're missing out on is probably a half dozen rare monsters.

    Also, your solution doesn't take into account shipping costs.

    Actually I kind of suspect they'll replace 8 uncommon and common miniatures. Since they're still trying to grant a complete set in a case I imagine the rares will be distributed as they were in the previous two sets. If you pluck out 8 rares from the case there is very little chance you could redistribute the rares to allow for a full set per case.

    I would also like to reinforce the point that these are not reducing the variety of minis/monsters in the set, they are in addition to what we would normally get, a bonus if you will. As such they are a great idea.

    Can anyone also confirm the presence of the super boosters still? Will we still be getting Irovetti and Feiya in special boosters in each case?

    Shadow Lodge

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    Asked that question myself recently. The incentive will be added to your sub when the order spawns apparently.

    Shadow Lodge

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    Yeah I know but I always have that little hope that I can squeeze out some extra info if I ask. Ever hopeful.

    Shadow Lodge

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    That's the one! Didn't realise I'd read it here, but then again there's a lot here. So with that in mind would haste really offer a lot more if it simply added 1 action? Perhaps it allows for a few combos, spell and hex for instance. Is this OTT?

    Shadow Lodge

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    I see where your coming form M_M, and tend to agree. That was my reaction as well. I always thought spells were limited by the system to one spell per round, plus 1 quickened spell? Is the limit only on the quickened spell?

    I'm not 100% sure of the issue in your last point. Of course I've been at work all day so I may not be at my sharpest.

    My main issue is exactly the point you make in regard to its value. Haste is sadly one of the best spells in the game and I think this would simply make it even more invaluable. Looks like extra action useable for a move or attack is the best option.

    I have no issue with artificial limits on things, vital strike only once per sound etc, so I can see spring attack working if its a once per round action. So for instance:

    Spring attack: Once per round, following an action in which you choose to attack, you may immediately move up to you speed following that attack.

    This can leave rounds like this though:

    attack > use spring attack to move 30' > attack at -5 > attack -10.

    attack > use spring attack to move 30' > move 30' > move 30'.

    attack > use spring attack to move 30' > cast a spell

    attack > use spring attack to move 30' > vital strike at -5 > move 30'.

    Vital strike (an attack action) > use spring attack to move 30' > attack at -5 > attack -10.

    swift buff > Vital strike (an attack action) > use spring attack to move 30' > swift spell.

    You get some interesting options, could make such feats a good choice. Then again perhaps I'm missing something.

    Shadow Lodge

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    Any word on future sets yet? Curious to see how they're doing and whats in store for sets 4 onward

    Shadow Lodge

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    Errant Mercenary wrote:
    Bandw2 wrote:
    make vital strike add a single die instead of doubling, and it's pretty okay and non-expliotable outside some edge cases involving crazy druids.

    I was writing how I hought VS should be, talking about several hits - realised VS is about ONE hit a round.

    No idea how to balance. If you just double weapon die once a round its crap, if you tripple (3,4,5 iterations) it could work but nothing to do with this new system. (and perhaps makes some builds broken with large dmg die).

    Take home message: Vital Strike is about ONE large hit per round.
    New system means we all got free Bestial Leaper rage power for free for VS.

    Rule you can only use VS once per round. I like the system but need to do some thinking about feats and how they'll work under it. As for the nerf. I can't help but think if this was the original default system and unchained suggested a new one in which you only had a move, standard and swift we'd be arguing the same issues - some classes benefit, some don't. It does have some cool benefits, I like the fact that my immediate action no longer uses up my swift in the next round.

    I also think it addresses some of the caster to martial discrepancies inherent in the system. Suddenly we have options to level the playing field and everyone is unhappy. I'll try it out for a while at least, like someone playing for the. First time I'll just need to examine classes under this system, rather than the traditional. Perhaps I'll play a fighter?

    I also think some of the nerf is overrated. Take the apparent loss of attacks for the smiling paladin. You lose 1 attack to smite, but smite still gives you +level on damage. 3 attacks at BAB, -5 k -10, vs smite, BAB, -5 with +lvl damage on both.

    Quick other question- would it make that much difference if haste simply added an action, giving you four for the round?

    Shadow Lodge

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    I would like some idea of how spring attack, ride-by-attack, fly-by-attack etc work in the new system. If they are complex 3 action abilities as suggested then they amount to nothing sine I can now do these anyway with a move, attack, move.

    My idea: perhaps such feats allow you to combine a move and single attack into 2 actions. So you could move-attack-move (2 actions) then have 1 action left. This essentially means the feat reduces actions requirements by one?

    Shadow Lodge

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    Like the idea. Will get my group to try it out. It's good that it's a manoeuvre, fits in well with the idea of these. There is already a feat that lets you give a shield (or armour) the broken condition to negate a critical and turn it into a standard hit, can't recall its name at the moment though.

    Immediate action use limits it a lot. Why not just use an attack of opportunity up? Make it strength based as well. Only issue then with be a mythic character with infinite AoO.

    Shadow Lodge

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    If you alter the treasure to include more healing items they'll be fine. In fact they will tear through many encounters in no time, leaving you to wonder if you'll cope if your one of these GMs who needs every encounter to be a threat.

    They will need some magic item assistance though as you get to higher levels, once the flying, invisible etc start. But some sound tactics should still prevail. In fact without magic some of the easy to bypass areas could become real encounters

    Shadow Lodge

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    All 3 look to be very solid additions to what is already a solid set. Been excited to see better pics of the conjure re since he was 'revealed' in the GAMA trade pics. Like him a lot. I have the same issue as mine all mine, at uncommon I'm sure I'll get more than I need, but it's a nice figure so I'm happy.

    The gibber...mouth horror is incredibly cool. I love the detail in the eyes, the teeth in the mouth may need some picking out in white though. At the uncommon rarity this is simply awesome. The old one from a previous line was too rare to care, now this one at uncommon means you should get 3-4 in a case. Just the right number.

    Correct me if I'm wrong but isn't this also the first LARGE snake in PPM? At first glance I thought wow, a snake. Not very impressed. Then I looked closer.the detailing is great, the pose is cool and it's large. What's more its uncommon, so I can actually get the 3-4 I would want for a higher level encounter.

    Nicely done old man. Enjoy the wisdom they tell me comes with old age, although my wife would say she hasn't seen any.

    Shadow Lodge

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    This may be a dumb question but looking at my future subs I notice in June the dungeons deep case but the red dragon incentive isn't listed. I assume it will ship with the case?

    Shadow Lodge

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    Well after trawling through all the posts here I think the only viable monk has these features:
    Proficiency in weapons of choice
    Full BAB
    Flurry as UC monk
    Three good saves
    Paladins divine grace but based on wisdom or dex (your choice)
    D10 hp
    Unlimited Ki
    Ki abilities that don't use Ki unless you want to by choice
    A bonus on saves vs effects you don't like
    Ability to wear armour without restrictions
    Inquisitors mettle ability (suits him more anyway)
    Lots more skill ranks, because a rogue can Do that so why can't I?
    Feats that are clearly problematic (crane wing for example) but I like them
    Spell resistance because otherwise magic will work against them
    I may have missed a few though.

    personally I like the new monk. It looks balanced and fun, but since the book isn't out and we haven't played around with it yet I can't say what it's really like. Maybe after I've actually PLAYED it for a while I'll make a judgement. Every time a new or variant class is published its just not good enough. It needs to be better, faster and Stronger. Yet somehow it can't add to bloat or restrict options. perhaps they need to publish a book on characters of unlimited power, oh wait that's mythic and I think that was too much based on the responses it garnered. so perhaps they can roll it back and introduce balance.. Oh hold on that won't make my favourite class the best one. Hmmmm.

    Shadow Lodge

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    wraithstrike wrote:
    Cat-thulhu wrote:
    I'm liking a great deal in this book. I really like the new poison and disease rule BUT the DCs are still so unmanageable. They are average to hard at low level, then they are sooooo low that they become totally useless. In my current game, at 12th level, there are maybe 1-2 poisons that might work on the witch, forget about the rest of the party. I'm thinking I might make the save a simple CON check rather than a fort save, certainly need some way to up the ante.
    Are these the same poisons in the CRB, just redone or entirely new poisons?

    I believe they're the same just adjusted to the new system. The DCs are still in the 14-20 range. The idea is so much better than the standard ability damage and is deify steely one of the rules that will become a main stay of our games.

    Shadow Lodge

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    I'm liking a great deal in this book. I really like the new poison and disease rule BUT the DCs are still so unmanageable. They are average to hard at low level, then they are sooooo low that they become totally useless. In my current game, at 12th level, there are maybe 1-2 poisons that might work on the witch, forget about the rest of the party. I'm thinking I might make the save a simple CON check rather than a fort save, certainly need some way to up the ante.

    Shadow Lodge

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    Kalindlara wrote:

    I like the bellows-type thing it has for a waist. I don't mind the wood too much, and it serves to distinguish it from the various clockwork constructs that aren't golems.

    Also, am I the first one to look at the title and think "GOLEMANIA IS RUNNIN' WILD, BROTHER"? Or just the first one to post about it? :)

    What you gonna do when golemania runs wild on you?

    I'm certain that must have been the intent? Surely? Mr MONA?

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