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Tarquin

Mosaic's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Maps, Modules, Pawns, PFS RPG, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 2,302 posts (2,303 including aliases). 18 reviews. 3 lists. 1 wishlist. 5 Pathfinder Society characters.


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Sovereign Court

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I've let magical beast = animals before, just to increase the utility of some "animal" related abilities, like Favored Enemy: Animal or Speak with Animals. Otherwise, those abilities are so limited that they're not worth it.

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This isn't in the rules anywhere, but in my mind, you get 1 XP/day for life. Or, however much abstract experience a regular person accumulates in a day... we'll call that "1." So it would take a Commoner 5-6 years to accumulate enough XP to go to level 2. That seems about right to me, like learning your job. Then it would take another 8 years to get to level 3, and 11 more years to get to level 4. These are the peak years of her career, when she's getting quite good at her job. Depending on how grim and medieval your worlds is, 24 years might be the whole productive life-span of a peasant. If she lives to a ripe old age, maybe she gets to level 5, a true master of her trade. Now, that's just doing her job, day in and day out, for her whole life. That time when she killed a giant rat... extra XP. Was she conscripted into the queen's army for a year? Extra XP. And so on. But, yeah, your average Commoner (or Expert) is probably around level 2-3, depending on her age, and gets pretty close to maxing out around 5, maybe 6 if she's had an eventful life.

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When I think about what "backwards compatibility" means to me... it's mostly about stat blocks. Can I pick up a 1E or 3.5E or Pathfinder 3.5 product and run it pretty much as written? Can I grab a monster out of an old Monster Manual or Bestiary and drop it into my game? I don't care how many skill points a human got relative to a monkey, or how many choices a wizard had for feats or familiars, or what the rules for concealment were back then, or how (or if) the sickened condition was defined. I've got current rules for all that stuff and I can apply those rules to onto any old material I come across. I just don't want to have to re-write a bunch of stat blocks for monsters, and I guess things like traps and magic items.

I, for one, am ready for Pathfinder 2.0, in the sense that I feel like there are rules and other "core" material spread of multiple books at this point, and sometimes the newer rules don't jive well with older rules. And there are some old rules ported over from 3.5 that have never worked that well. I don't think it would be that cataclysmic for Paizo to survey all the products they have out there and pull together a "new" core rule book that consolidates many of the original and newer rules and sub-systems in one place, fixes some of the lingering problems, better defines some of the conditions, standardizes language and word-choice to make descriptions of conditions and effects more consistent, maybe punch up some of the original classes that look a little weak versus newer classes... and call it "2.0." That's really not much more than happened 3.0 to 3.5, Wizards just went with .5 to show how minimal the changes were. Maybe we even call it "Pathfinder 1.5."

Point is, most of these updates and changes wouldn't invalidate any of the old modules or APs. I could still run the same encounters, use the same monsters and their stat blocks would still be valid. It would still be backwards compatible for the folks who don't want to get rid of old mods or even want to stick with the original core rules. Having updated rules for Stealth, or having Darkness and Light work differently, or even the the action economy run a little differently, doesn't make old material unusable. You're not even changing the rules that much, so folks who don't want to update couple probably keep buying new modules and APs and keep using their original CRB to run them. That's forward AND backwards compatibility!

To calls to scrap Vancian spell-casting... sorry, I think that's pretty much hard wired into the game, like hit dice and using d20s. There are things I don't love about Vancian spell-casting, but I would never want or expect that to go away. If I really can't handle it, I'll go play a game like Ars Magica that has a totally different rule set. Otherwise I'm going to be content tinkering, playing spontaneous casters, maybe a Magic Unleashed book with optional alternative casting systems. But if scrapping the core magic system is what folks think of when they talk 2.0, then I guess what I'm in favor of really is a 1.5.

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Consistency of size is a real issue for me as well. The cave giant looks cool, but isn't much bigger than a jumbo orc. Remember how long it took us to get a right-sized troll? I end up re-basing A LOT of my minis onto bases appropriate for their sizes.

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Dungeon Crawler has an old lady beggar. Not exactly what you're looking for, but maybe close enough?

link

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I assume here:

singles page

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I'd like to see something that has a different narrative structure than so many of the other APs. Instead of gradually discovering what the Big Bad is, maybe you start out knowing... because it's your fault.

Chapter 1 would be a party of young would-be adventures exploring a dungeon. Many of the other APs save the dungeon crawl for later chapters, but start there instead. Almost 1E feel, not much back story, rights-of-passage or just met in a tavern. And at the end, PCs accidentally set something loose, something ancient and bad that was locked away or trapped or something.

Then, for the rest of the AP, they're chasing it down, trying to put it back in the bottle, so to speak. It's going around, doing bad things, killing people, destroying villages, getting more powerful, etc. Maybe it even looks like one of the PCs, or has taken one of them captive, or even has possessed one of them (get a player agree to play a PC in Chapter 1, and then switch to a new PC for 2-6).

PC have to learn more about it, gather things to defeat it, try to prevent it from gathering things that it needs to grow more powerful, maybe even revisit deeper levels of the original dungeon looking for clues. And then there is the final showdown. This would also allow the PCs to face the Big Bad a couple of times as it grows in strength along with them.

Kinda' Harry Potter-ish I guess, but I'd like to see something other than the standard "solve a problem, only to discover there is a bigger problem, to discover there is a bigger problem, to discover that the whole world is in danger" story line.

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Auggie's just restocked.

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John Napier 698 wrote:
Lastly, while instantaneous teleportation of starships does have its appeal, I'm unfamiliar with any settings that use it. Could you provide references or novel titles so that I may read up on the concept?

Dune. Guild navigators basically folded space around huge, "stationary" transport ships, and then those ships just appeared at the next destination. That's also why communication was so slow, because it had to travel by regular, non-folded paths. So it either traveled right at light speed, or messages were carried by couriers who traveled on Guild ships. (I seem to recall they did try sub-space communication once, but it called something "Bad."). But travel being faster than communication is a nice set-up for a feudal space opera setting, means that remote corners of the universe can be REALLY remote.

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sanwah68 wrote:
So if you didn't preorder, you don't get the PDF?

Not for free. You'd have to buy it.

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Any word on if/when this year's promo minis from PaizoCon and GenCon will be available to the rest of us?

http://www.pathfinderminis.com/gallery0.htm

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Over the course of several sales, I've bought like 6 Farm map packs. I figure at $3 each (lees with my discount), I can can make lots and lots of fields now. Neither Hellscapes nor Tournaments are my favorites, either, but for $3 I can now make longer River of Souls and Highways of Bones, and I can set up a REALLY long joust with lots and lots of bleachers, plenty of tents, too. At $3, a lot of these sets are worth getting for just a couple of cards you want a lot of.

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brontoceratops (in his review) wrote:

Attractive, but not a single all-forest tile to place between or alongside the path tiles.

This would be fine, if only Paizo put out a flip-mat with pure forest, on which tiles could be laid as points of interest, but alas...

I agree that 1 all-forest tile would be nice, even in a set called Forest Trails.

The other thing that I keep begging for in just about every map pack is paths or corridors or bridges or whatever that are wider than 10'. Everything in the Pathfinder-verse is mysteriously 10' wide. The god of 10' increments is clearly the most powerful deity in the universe. But seriously, some wider sections are great for encounters, ambushes, campsites, or just a change in scenery where players may have to move out of their standard marching order. 10' is great for restricting movement in combat, but, as a GM, I don't want EVERYTHING restricted.

In the end, there is only so much good stuff you can cram into a single Map Pack. I'd be totally okay with a Forest Trails II that had an all-forest tile, some wider trails, some good transitions to other Map Packs, and some other interesting forest trail options.

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I've made peace with having large and huge giants of the same race. Philosophically, I think Huge is a better size for most giants ('cause, you know, they're giants!), but I have a LOT of Large giant minis. I figure that whatever makes them big has some variability and a typical tribe is mostly Large but may have some Huge members. If they're Huge and clever, then they probably lead the tribe, but if they're Huge and dumb, they're more like siege engines or (in the case of those Huge hill giants) pack beasts.

I actually like the cloud giants' look - tall and lanky, a little awkward, almost like someone who grew up on low gravity. WAY better than the mustache-in-the-clouds look of the old WotC cloud giant.

My least favorite is probably the female frost giant. She's green! I could call her a forest giant or a sea giant or something, but all the bones she's wearing are pretty clearly frost/viking. I much prefer the Paizo fur-clad blue-skinned female frost giant. (I'm also happy that we have enough variety of good pre-painted mini's that I can say "I like this female frost giant better than that female frost giant"!)

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Any idea if/when the print edition will be available again?

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Steve Geddes wrote:
One niggle I have is that I've never liked "variant weapon" minis. I find them gimmicky and more trouble than they're worth. I got to crow about being right this time - one of my cloud Giants was missing a hand and a fire giant came with the frost giant weapon, by mistake.

At least they don't try to count them as 2 different minis. They actually do with some of the mediums... one mini with a bow and then the same mini with a sword and different paint job.

I REALLY like the cloud giants. Fills a nice hole in my collection. Fire giants are cool, too, just maybe a little too ornate for rank and file warriors; I feel like I got 4 kings and 4 high priests.

Sprites are great - we've needed that niche filled for a long time. Agree about the giant medium yuan-ti... he'll be getting re-based tomorrow.

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Marco Massoudi wrote:
but NOT spoiler locations like Pier 19.

Totally agree... unless they also include some other red-herring locations like Pier 17, 15, 12, maybe 20, etc.

Maps should be useful, but not a) full of spoilers, or b) so artistic that they lose value as play aides. At some point, giant map-like art posters don't have much utility for me.

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Maybe more of a low chortling? Or a rueful chuckle? Could you use a different sound? Maybe she hums to herself?

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I always thought there could be a Prayercraft or Ritual skill, like the divine parallel of Spellcraft. If you're going with a general Religion skill, you could include that prayer/ritual element as well.

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Agree. I like the idea of a parchment map for players, but I'd rather it look a little more practical, in-game "realistic," and a little less like a work of art. Blank space is okay. Let the player fill in the blanks.

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Agree. A little bummed, but I appreciate the insight and you taking the time, Stephen, to say something. Question - Do you ever cruise the boards looking for ideas or suggestions? There are a couple of good threads down in the Paizo Accessories section, including this one with some ideas about "sequel" map packs with interesting features ... and wider paths!!

Thanks again for taking the time to listen/comment. Your maps are one of my favorite Paizo products. Keep up the fantastic art!

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Was Steven a sci fi fan? Maybe Paizo could name an iconic ship in Starfinder "the Russell" in his honor.

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I don't know... Are found arrows that are shot at NPCs "given" to them (and thus need to be paid for), or are they "consumed" (and thus wouldn't need to be paid for or crossed off)? I'd say the OP's coins, as he's using them, are more like ammo than money being spent.

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linked

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Rune, that's fantastic! So helpful. Thank you.

Also reminds me how under-developed the role of Mivon is in the AP as-written. The PCs kingdom is right on their border, maybe into Mivonese territory. I created some tension and treaties with Mivon, but there's no support for it in the actual AP.

The other one that gets me is that the Castrovel Sea is just off the map on the other side of Varnhold, and there should probably be something about establishing trade with Casmeron.

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It's probably too late to introduce this to Golarion cannon, but I always liked the idea of "high" court languages and "low" regular-people versions. Like "High Taldane" spoken by anyone who is anyone in Oppara, and "Low Taldane," aka "Common" spoken by riffraff around the Inner Sea.

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Project met its funding goal this morning, so Deep Vistas IV map is now guaranteed. Additional pledges will unlock additional new maps. Yay!

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Christopher West is well known for his sci fi and fantasy maps and mini-scale map work, including a lot of work with Paizo. He put out 3 fantastic dungeon/drow-themed maps a few years ago, called Deep Vistas, and currently has a Kickstarter going to produce a 4th map in the series. It'll be $15 when funded and is well worth the money.

Link: Deep Vistas IV

If you're a little leery about getting involved in a Kickstarter campaign, don't be. Christopher has run a bunch of very successful campaigns, has all the artwork done in advance, and always delivers an amazing product within a few months of the project funding. He really just does the Kickstarter to cover production costs so he doesn't have to pay it all himself upfront. Seriously, zero risk.

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Did you have a 10' running start? If not, the long jump should have been DC 40 all by itself. Not sure if one needs a running start to do a high jump, but the rules suggest that you do, so the DC of the 5' rise would be 40 as well (if you didn't have a 10' running start).

On your original question, I agree with doing it the way you did. The other alternatives are too mathy... in order to end 5' higher 20 ' away, you'd need to peak at 10-15'... Just add them.

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We haven't funded yet, but it's also worth mentioning that the stretch goals are pretty cool, too: a "clawed deviant" eye-of-the-deep looking beholder-kin, a huge water elemental, and a 6x6 walking hut mini. In addition to the behemoth, I'd really like to see the other minis funded, so let's go people, throw some money at this thing!

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Damn. I'm starting to get worried. The last couple of Dungeon Crawler Kickstarters haven't funded, unfortunately. It's a great product, and the price is good, awesome mini. I'm not sure if it's not getting the publicity it needs, or there just isn't enough demand for giant minis... It'll be a shame, though, if this one doesn't go off. Can't imagine another Tarrasque, er, Behemoth coming along again any time soon.

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All the Cerulean Seas stuff is fantastic, either as a unique campaign setting or to steal ideas from for another campaign set somewhere else. I highly recommend all the books, there are like 5 - the main one, a polar one, a deep water one, a bestiary, and a Asian/terrestrial adventures one. A psionic one, too, I think, but I don't have that.

Regarding Alluria and money, they ran a Kickstarter several years ago and never fully delivered on the products. I contributed at the hardback book levels, and I got all the pdfs (so the writing/editing/publishing was complete) but never the physical copies. Some of us nagged for a while about in the Kickstarter comments, and the author said she ran out money and wasn't going to be able to fulfill print copies. It was a little weird/annoying because they continued to publish and sell new pdf material, so it's not like they went out of business, they just decided they weren't going to be able to provide the print materials. I ended up paying for the books again print-on-demand. In the big scheme of things, it wasn't that big a deal; I'm cool with it and have moved on. The material is REALLY good and I'd mostly just like to see them continue putting out neat stuff. If they've got a sale going on to raise some money to keep going, good for them and good for anyone who snatches up as much of their old stuff as possible.

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I have (and love) the original version of Kill Dr. Lucky. Can anyone give more detail on the updated rules? Thanks!

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Bearded Devil looks fantastic!

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My favorite part of any of the "Gods of ..." books are the little bits of mythology, stories about the gods and their adventures. I feel like that helps me get the feel of them better than any stats or special trait, etc. One thing I'd really like to see is a book, like an actual novel, with full stories about the gods. No crunch. Almost like a "Bullfinches Guide to Inner Sea Mythology." For whatever reason, I'm not a huge fan of in-world fiction (nothing against it, just not my thing), but a book of mythology would be 100% useful to me as a GM or player in adding depth to my characters. Look how many references we have on a daily bases to Greek and other mythologies. I'd love to be able to drop those kinds of references in games, or even design adventures that echo the Inner Seas's most famous myths.

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Seems like a good mod. We've seen the plot before - locals are trying to drive off colonists, PCs can fight the locals or try to make peace.

But it has a hexploration map!!!! Great coastal/jungle/river area, nothing like the Kingmaker maps. I would LOVE it if Paizo would put out a hexploration map pack some day - desert, mountain, forest, coastal w/ islands. But until then, I think this map is going to get reused several times.

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I love the Map Packs and appreciate the variety of themes that are out there. I'm curious, though, if there is any interest in seeing Paizo revisit and expand on some of the themes they've already created Map Packs for... Basically a "2" series.

For example, for a lot of the standards, Paizo have a nice combo thing going - Cave Chambers/Cave Tunnels, Dungeon Rooms/Dungeon Corridors, Starship Chambers/Starship Corridors, etc. [I'd like to see a few more of these pairs rounded out - Forest Trails (existing) + a new "Forest Clearings," March Trails (existing) + a new "March Clearings," Sea Caves (existing, and more accurately "Sea Cave Tunnels") + a new "Sea Caves Chambers."] But in all the above examples, the tunnels/corridors/trails are all 10' wide. I know, it's the standards, it's a good place to start, but would anyone else like to see "Cave Tunnels 2" with extra wide tunnels and some funky twists? Or "Dungeon Corridors 2" with wide corridors and some more unusual options? Maybe a Cave/Dungeon transition, or an entrance to Forest?

I could easily see:
• Cave Chambers/Cave Tunnels 2
• Dungeon Rooms/Dungeon Corridors 2
• Forest Trails 2 with more interesting variations on the theme
• Urban Sites 2 with more shops, a burned down building, a park, a construction site, an execution block, a cafe, a bank, a bulletin board, a flooded street, etc.
• River System 2 with wider rivers and different angles of turns, shallow, swamp transitions
• Road System 2 with wider roads, some dirt roads, a road-to-city transition
• Evil Ruins 2 (or maybe just call it "Ruins") with some more generic ruins filler to use by itself as stand-alone ruins or to go between the existing "evil" locales
• Ice Caverns 2 with larger chambers and weird pools and lairs
• Jungle Paths/Jungle Clearings 2 that connect to Lost Island and maybe the old Jungle set from 2014 (the styles of Lost Island and Jungle are pretty different, though)
• Desert Paths/Desert Features with some all-sand cars, but also partially buried structures and rocky outcroppings and sink holes
• I know it's not even out yet, but I can imagine a "Perilous Perches" with extra wide ledges or tiers with ledges and hiding spots above other ledges and PCs have to scale cliff faces to get to enemies, or ledges on opposite sides of a gorge (but a real WIDE gorge, not a 10' crack), big bird nests, a small watchtower overlooking a valley below

The other think I really appreciate is when Map Packs play well with Flip-Mats. Like when you have a fairly bland open space on a Flip-Mat but can add features with the Map Packs (like the Shops/City Streets pairing, or Crypts/Necropolis pairing). Or when Map Packs can be use to extend the map off a Flip-Mat. For example, if the edges of the Lost City Flip-Mat blended into the jungle of the Lost Coast, that would be brilliant!

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I've backed several of Dungeon Crawler's Kickstarter campaigns. Not all of them have funded, and they've run into a production snag or two, but they've always delivered and I've always been pleased with the results. You have to give them credit for being willing to try to produce some unusual but really cool sculpts - a kraken! a behemoth! Baba Yaga's hut! They also did a really nice mermaid and some cool giant skeletons. Useful stuff that's not out there anywhere else.

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The Pit

Smokey Mountain (because of constant smoke and fires in the trash)

Gehenna

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Fun idea.

Request: Can you consider making some of them 3 piece images - one side, the other side, and a middle piece with more bridge and maybe some blurry what's-below graphic, but nothing that says it has to go with one side or the other. That way one could connect the two sides with no middle for a short span, add the middle for a longer span, or even get 2 packs (or print a card yourself) and use two middles to make an extra long bridge.

Also, please, don't make them all 10' wide. There have to be some 20" wide bridges somewhere on Golarion!

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AlgaeNymph wrote:
Slithery D wrote:
Side note: I find the use of "they" rather than "it" as a genderless pronoun horribly jarring and confusing. I couldn't even understand what was happening the first time I encountered it and thought there was some mysterious group entity I had missed a reference to or poor editing.
My guess is that Paizo feels that "it" is dehumanizing, or depersonizing in this case. I do understand how using "they" can be a bit confusing, but gender-neutral pronouns like "e" aren't yet popularized in colloquial English.

I assumed it was an editing error, like an accidental find-and-replace. If it's intentional, it's really annoying. I've seen "When someone leaves their light on..." but never "Someone walks into a room. They look around." 3rd-person indefinite, okay; 3rd-person singular, no. Weird, and not weird like saying "she or he," rather than "he or she" (maybe a little jarring at first because it's unusual, but it's still grammatically correct and equivalent) vs. weird because it's wrong.

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1 1/2" circles?

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Is this one ever going public?

Sovereign Court

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Bump.

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So where does magic on Golarion come from? Is it just the ability to bend the laws of physics, or to tap into laws of physics beyond those that we in RL understand? If so, why isn’t there magic everywhere, across the whole universe? We know that Golarion and Earth exist in the same universe, so why is there magic there but not here? Could be that the laws of the universe vary from place to place – and they probably do to a certain extent – but I don’t find that a very satisfying answer, to just say “because that’s the way it works there.”

Instead, let’s think about what else we know about Golarion, what else we know makes it special, unique, in the universe.

Rovag.

That sure as hell makes it unique. (Note: I suppose there could be other “cages” in other corners of the universe, but there can’t be that many of them.) A group of very powerful gods invested some major energy, maybe even some of their divinity, in caging the Rough Beast. There have to be some residual, ambient effects of that.

Like what?

I imagine seeping magic from the bindings, or maybe even from Rovag itself, could cause/explain any of the following:

• Mutations, both magical and mundane. More mutations would result in more freakish creatures, dire beasts, “abominations” even. Many might be unique creatures (probably sterile and/or living short, tortured lives), but some would more stable and recurrent. More mutations would also mean a faster rate of evolution, too, with population-wide changes taking generations rather than millennia. Maybe Lamarkian genetics even work here.

• A faster mutation rate could also mean more diseases and plagues. Some might wipe out whole societies and keep re-setting the clock on civilizations, and some might just leave victims… changed.

• More tolerant DNA (or whatever genetic material exists on Golarion). In RL, sometimes two very closely related species can interbreed, but mostly DNA from two different species is just too different to stick. But anyone who’s ever perused a Monster Manual or Bestiary knows that, on Golarion, there are hybrids everywhere. You can’t throw a rock without hitting a ½-this-½-that. I mean the ½-dragons, the ½-giants, the ½-orcs, the ½-elves and so on. Somehow the magic of Rovag and/or the Cage seems to help hold unlike DNA together, and sometimes even to generate new, viable true-breeding species.

• Chimerics. Maybe all the human-headed lions and bird-headed snakes and goats with wings are the result of magical experiments gone awry or ancient curses, or maybe the emanations of Rovag and the Cage are enough to allow freakish non-blended hybrids (ew!) or for bits of genetic material to jump from one creature to another through close proximity, like super viruses (meaning that tribe of folks living around too many scorpions didn’t have to do it with scorpions, their babies just started being born that way!).

• Sentience. Seems like half the creatures in the Bestiary have near-human-level intelligence, if not higher. How’d that happen? Could be lots of cases of parallel (hastened) evolution, especially if it’s necessary to keep up with your newly self-aware neighbors. Or it could be something almost like a spontaneous Awaken effect – as Rovag stirs and pushes its consciousness out, sometimes dumb beasts are touched and changed, their minds suddenly clear (or crazed).

• Fluctuations in natural laws and physics. Reactions that worked yesterday, or last year, don’t work the same way anymore, or not in certain places (“Wild Physics” zones). Science struggles to advance because of inconsistencies and dead-ends.

• Magic. Normally, altering reality and bending the laws of physics are the providence of the divine, but on Golarion, mere mortals can sometimes learn to shape the world to their will. It’s an inexact science (magic is a fickle thing), and all but the greatest wizards leave nothing more than fleeting marks on the world – what is the power of even an archmage compared to that of a god, after all? – but it’s more accessible to mortals on Golarion than almost anywhere else in the universe. More than wizards, the saturation of magic in the environment leads to men, women and beasts who are naturally plugged into the arcane and use magic as easily as the breathe.

• Weak boundaries between the planes. The Cage traps Rovag in the Material Plane, but it may wreak havoc the walls that separate this dimension from the next. Creatures and manifest zones from elemental planes, outer planes and even the farthest reaches of the universe may leak through, tainting landscapes and adding templates to creature and bloodlines to sorcerers. (I also like the idea that certain kinds of magic – Dimension Door and Teleport – weaken the Cage by tearing little tiny holes in the fabric of Reality.)

• Visitors. Being unique in the universe (and unique in the multiverse), Golarion attracts visitors from across the galaxy and planes, beings who want to study Golarion and the phenomenon of “magic,” who want to tap into its power, guardians who want to make sure Rovag stays in its cage, and madmen (and madwomen… and madcreatures) who want to set it free…

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I never liked the Balance version of True Neutral. I guess it works for an Outsider that really is there to balance the universe, but for a person to go around stepping on a puppy because she saved one yesterday, doing a bad deed for ever good... that's goofy and kinda' psychopath.

For me, for regular mortals, the Good/Evil thing is basically, "Would you go out of your way to help someone?" Would you put yourself at risk? A Good person would. He'd run into a burning building to save a stranger. A Neutral person wouldn't. Doesn't mean she's bad, just not going to stick her neck out for a random dude. Would probably run in for her own kids, or might help a stranger get up who fell in front of her, but isn't really going to go out of her way to help someone else. The crown of lookie-loo's are Neutral. And Evil is more than just the guy who stabs people in the face just to watch them die, it's also the person who steps over the guy who got hit by a wagon and doesn't stop to help (no danger to self, no risk, just not interested, too selfish to be inconvenienced). Not necessarily sexy Evil, but selfish to the point where you're causing harm to others... that's not Neutral anymore, that's a choice and it crosses into Evil in my book.

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Kalindlara wrote:
My preference would be for singles to be available until the release of the next set... but any extension, even a couple of weeks, would be an improvement overall.

That's a great idea, Kalindlara. I mean, ideally single minis would be available for every set forever, like they have been so far, but I understand and accept that it's taking up too much time and space on Paizo's part to make it worth while.

The flip side are the concerns we've seen here - it take folks a while to get their subscriptions, or some folks can't get their cases right away, so a 2 or 3 week window on singles gets people all panicky. Not to mention what's going to happen if some of the rarer singles run out before subscribers even get their cases.

But Kalindlara's suggestion - keep singles from one set available until the next set comes out - seems like a pretty good middle ground. More time/effort on Paizo's part than just maintaining singles for 2-3 weeks, but not infinitely long. With new sets coming out every 3-4 months, that whould give everyone, from subscribers to small-quantity buyers, time evaluate their needs without feeling rushed.

Anyway, like I said, I get Paizo's need, but it's a pain as a customer, and this seemed like a solution that could work for everyone.

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Count me as another one who doesn't like to see the singles available before cases have even shipped to subscribers. :(

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Chess Pwn wrote:
Light Riding Horses and ponies don't have a bite.

For the record, IRL I've been bitten out of me by both ponies and "light riding horses." I suppose it was more of a non-lethal attack, but sure hurt like hell when I was 9.

Sovereign Court

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Cool. I'm in for at least a Hut and some repaints. Hope more folks jump in.

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