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Furdinand's page

Goblin Squad Member. Pathfinder Battles Case Subscriber. Pathfinder Society Member. 24 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Rogar Valertis wrote:
make him your slave with a limited wish you quickened thanks to your lesser quicken metamagic rod he forged himself for a measly 17500gp).

Wouldn't that be impossible? Limited Wish is a seventh level spell and lesser metamagic rods only work on 3rd level spells and lower.

Plus it'd be a pretty poor use of limited wish if you knew the exact spell you'd want to duplicate with it. Limited Wish has a material component that runs 1.5k gp in order to duplicate the effects of a 4th-6th level spell which makes it about as expensive ... as making a 5th - 6th level scroll outright. You'd get a slightly better Save DC I suppose?

DGMW, Limited Wish is an AMAZING spell if you are in a situation where you really, really could use a specific spell that you never thought you would need but do. But if your plan involves scrying, it probably involves knowing what you are facing. In most cases, it would be cheaper to just prepare the spells you expect to use.

Honestly, these discussions always involve levels I rarely reach in a campaign, in any edition. My gut feeling is that a GM that takes a group from 1st to 13th knows the system well enough to create challenges that aren't easily solved with one assassination attempt.

Edit: Murphry's Law

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There are Tengu in the old D&D Miniatures series.

Pathfinder Battles Case Subscriber
Snowblind wrote:

The succubus energy drain ability.

Energy Drain wrote:
A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 22 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

So the succubus must be grappling an unwilling target to use it's ability, which involves an act of passion. As part of it's ability, it compels the victim to willingly accept another "act of passion"...which makes it a willing victim and thus an inelligible "target" for the effect.

This also means amusingly enough that all a PC has to do to render themselves immune to the energy drain is "get into it" when the succubus goes for a grapple. Not a great solution in private while the succubus spams SLAs, but it is great if the PC can't deal with the grapple and only needs to stay up for 12 seconds before Mr Fighty McFalchionMan gets to the demon and performs his own "act of passion".

Of course, this whole problem goes away if the "Unwilling" bit gets crossed out.

The first sentence establishes that a succubus has the ability to energy drain mortals via an act of passion (General). The second sentence creates an exception to the first, what happens when a target is unwilling, and goes on to establish rules for the exception (Specific).

The existence of a rule for a specific situation does not override rules for general situations not related to the specific situation.

Pathfinder Battles Case Subscriber

I'd like to see something conceptually like the artificer, if not the exact same mechanics.

It's probably true that most concepts could be covered with archtypes, but what's the tipping point? If you swap out enough class abilities and replace them with new mechanics it starts to look a lot like a new class.

If nothing else, I wouldn't be surprised, or terribly disappointed, if they put out more multi-class classes like in ACG. Sure they could be emulated using multi-classing, but it is much easier to have the progression already laid out for you.

Pathfinder Battles Case Subscriber

The old D&D Goliath figures might work as well.

Pathfinder Battles Case Subscriber

In my experience, players running evil characters or the psychopath interpretation of chaotic neutral are bad for gaming group comity. A player can't role-play a good character if one of the character's associates is openly lying, cheating, raising undead, summoning demons, and murdering innocents.

In theory, a player could run an evil character that appears neutral or even good in public and around the other players' characters. However, what always seems to happen is that the player marches around with a horde of zombies, threatens the mayor, murders the sheriff, and kidnaps any female NPC they come across ... operating under the (usually correct) assumption that the other real people at the table with them will do anything to avoid player versus player combat and the GM will avoid bringing the full consequences of their actions because TPKs aren't fun.

If a player came to me with a very clear concept of a character they wanted to play that had motivations that weren't apparent to the rest of the party or they wanted a character arc that builds up with a satisfying payoff while respecting that other players want to run straight up heroes, I think I would be fine with that. I've never had that happen, so I can't say for sure. Usually they just want Animate Dead and the extra actions/hit points.

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LadyIrithyl wrote:
I'm not overly fond of that colour wagon. I think I'll have to paint that wagon.

You should get Clint Eastwood and Lee Marvin to help!

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Going through Jade Regent now, those could be extremely handy for any group running it after these come out.

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I really like the Ghoul cultist. A cool thing I've experienced with Pathfinder is the complexity they've added to ghouls, from RotRL's Skinsaw Man to the write up in Monster Codex. It's interesting to see them portrayed with a variety of motivations rather than as fast zombies.

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Ever since Harbinger came out, it seems like there are one or two posters that will express disappointment that a set didn't include serving girls, barkeeps, and other townsfolk and insist that there is a deep well of untapped demand for such figures.

Now we'll get the chance to see how honest they were. The renderings look pretty good so far.

I'm really interested in seeing the bar. If it works, it will be nice to have a 3-D setting.

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Bruno Kristensen wrote:
I don't think anyone is in favor of a "nuke & start over" new edition, but I for sure would like a Pathfinder 1.5, where all the errata had been taken in, where some of the feats are dropped or amended, where there is perhaps not 40+ base classes with 10+ archetypes per class, etc.

Yeah, it's like this time I went into an ice cream shop and they had more flavors than I wanted. I told them that I don't like Ube or Mexican Chocolate, so they should set fire to their store and rebuild it without those flavors.

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These look awesome!

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Those look great!

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Very Cool!

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Mazra wrote:
Furdinand wrote:

I like Amiri.

Through no fault of its own, I'm not excited about the Hill Giant. I already got a variety of Hill Giants from DDM.

With all do respect, REALLY! You have the Archfiends Hill Giants which looks nothing like Hill Giant Barbarian and Chieftain from Wardrums. And that is it. And none are rock throwers. Finally we will have a rock throwing Hill Giant in PPM.

Like I often say, YMMV, and clearly yours does, but for me this is great and I can't wait to see what other giants will be in the set. The only thing that makes me sad is I will not have this bad boy for my RotR campaign.

Hill Giant Chieftain is a rock thrower.

I also prefer the aesthetics of those three Hill Giants, though this Hill Giant is closer to the pot bellied oaf that earlier editions of D&D portrayed. I also have an old Warhammer Giants that fits that description so I am more than covered in that department. My point is that as I've gotten older, game companies a tougher proposition selling me miniatures because I already have a lot of the basic monsters/player archetypes. Fortunately, there are third parties that sell singles so not every mini has to appeal to me personally.

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I like Amiri.

Through no fault of its own, I'm not excited about the Hill Giant. I already got a variety of Hill Giants from DDM. What really interested my in Rise of the Runelords was all the unique creatures and characters it had compared to Heroes and Monsters. However, I do understand the business reasons for including a lot of popular monsters in the miniatures line and if I was a new player I would probably pick PFM over DDM.

Goblin Squad Member

To be honest, I don't really want it to be high end graphics. They just take to much focus and resources. I'd rather they make the game work well and not make it pretty. I'd be thrilled with UO graphics if it meant that everything else mentioned so far in the blogs were in the game.

Goblin Squad Member

Turin the Mad wrote:


The biggest thing I can think of would be for the big cities to keep records that reflect what you indicated two posts above that can be researched through in-game. Who was the first to carve out a barony in (hex 325)? What is the history of that settlement since (expansion 1: The Settling)? These are the kinds of records that should and would be kept.

Five or ten years from now when (settlment 325) has changed hands 357 times, it would be nice to dig around in the Halls of Records and find those persons' names - maybe we'll see them on the streets or in the deep wilderness carving out another settlement in (hex 767).

This should expand to cover the other elements mentioned as well. A shared experience game is all fine and dandy until you realize that there is no way for newer players to get ahold of that information. This would be a real shame.

What if instead of having the AI keep records, a player or players becomes a historian recording important events he researches and sells tomes/books? If it is really something of value then other players would support it with coin or by providing the historian information. If it isn't something a player would take up or that other players wouldn't support, it probably isn't important enough to code into a game.

Goblin Squad Member

I guess the question would be, how would Pathfinder the PnP game be different if it was designed for 2400 people at the dinner table instead of 4-6? You'd have to account for very divergent player tastes (dungeon crawl vs roleplaying vs empire building) and you would have to decentralize the game mastering or create something where players could act on their own.
I think the intent is to have the players explore the world and create the story instead of having players explore the world and experience the story.
There are so many interesting and ambitious ideas coming out of the dev blogs so far. The institutional imperative will try to push back against those ideas on its own, it doesn't need us to help.

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The only pathfinder mini I've bought so far was the medusa and it arrived with the back half of the snake detached. Gluing piece back together or mailing them back in is a hassle I'm not really interested in.
I used to collect a lot of Heroclix, you had to be careful with them (compared to DDM) but few flat out broke. How do the Pathfinder minis compare?

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MagnusIlluminus wrote:
A minor correction to the OP. There is a Medium Silver Dragon in the Underdark set of DDM.

There is also a medium Red Dragon, "Red Wyrmling". I can't remember what set. Against the Giants?

Goblin Squad Member

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Maybe I'm weird or skittish, I'm actually relieved to see that the rewards aren't in-game, but are more concrete instead. At $50 I'd have only spent slightly more than a regular RPG book. A lot of the other levels look the same way.

The deal closer for me was the RPG wall in the video. It's cool to see so many editions of D&D and other games in Ryan's office. I think he gets "it".

Goblin Squad Member

I thought this game already had funding from Paizo.

Goblin Squad Member

I think the point of a sandbox is that the players set a lot of the rules. If the game is set up in such a way that players can impact other players' gameplay through things like bounties, destroying player buildings, or just plain refusing to deal with them then the game in practice will start to reflect the values of the community. If the community doesn't approve of a single group controlling all the dungeons and charging tolls then they can refuse to pay the tolls, refuse to trade with that group (the design seems to put a lot of importance on the player economy), or ambush them. If the community finds value in a player or group finding dungeons an will pay for it then it isn't griefing, it is division of labor.
The initial population of the game is supposed to be 2400? If a group that small produces enough players to lock out all the dungeons in an area without retaliation then I think that tells you what sort of community the game has attracted and I think the devs should be cautious about intervening in those situations.
One lock out at a time for a player seems logical. The stranger in the tavern doesn't usually offer the party an assortment of treasure maps to choose from. Alternatively, physical locks or maps that can be looted off players could work.

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