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First World Bard wrote:
There is a specific "plant" in that scenario that I'm squealing with delight to see in the card set. And as the author of that scenario, I'm especially stocked to see Vinst and Cecilla get the Adventure Card treatment.
This PaizoCon, the Know Direction podcast wants to talk to Pathfinder people who have something to share but haven’t had a platform on which to share it yet, people we haven’t talked to before or in a while. If you’re a third party publisher, have worked on Pathfinder material (1st, 3rd, or any party in between) or run a tool of use to the Pathfinder community, let us know. We hope to get enough response that we can switch guests every 5 minutes, allowing us to interview 15-20 individuals or groups in rapid succession. Let us know below if you are interested.
Note: This is all dependent on our event submission being accepted.
Erik Mona wrote:
They are $5 each. Do you ask her before you order a grande latte? ;)
For the cost of a cup of coffee, you could adopt a Pathfinder Minimate. For the cost of a cup of coffee a day, you could adopt them all.
Question about Squealy Nord: Will the base just say pig, or will this be the 100% official Squealy Nord Pathinder Battles miniature?
This was my first encounter with a babau ever. My staff magus was the only one in the party with darkvision, but I was having trouble hitting at first. I had to keep spell recalling true strike just to make sure I hit, because we could not afford to miss it two rounds in a row.
When babaus started showing up in multiples and in mooks all season 5, I kept getting flashbacks to Day of the Demon. Even now that my staff magus is close to retirement and has dropped babaus in a single round, I get nervous when one shows up. I know the damage those slimy demons can do.
As for how you handled it, Slacker, I understand your need to justify. I don't like killing PCs, but I also know as a player I don't like when GMs pull punches. I'll only pull punches for a round or two if a player has shown they just don't enjoy the numbers side of the game and wouldn't know how tripped up a character can be if they are unprepared for
Spoiler:; or if they are trying to escape.
darkness, swarms, or DR
Erik Mona announced 12 exclusive Pathfinder Minimates available at GenCon. They're going to be all over the con, and the city, so if Minimates are your thing, you are going to have a lot of leg work ahead of you. There would be one exclusive to Scotty's Brewery, another exclusive to another restaurant, one you would need to score a critical hit at the PFS treasure chest. He also went into a few details about the different exclusive Minimates: there will be a Razmiran priest, a Licktoad tribe goblin, and KonKrud, the sickly goblin that was a con exclusive last PaizoCon.
There seem to be a few season 5 mods where the writers are trying to TPK the players in the first round. "Elven Entanglement" certainly rises to the top of the septic tank.
As the writer of that scenario and a GM who has seen PCs beat that encounter in one round on two occasions, I assure you the goal was not a TPK. The goal was a good time. It's kind of a bummer to hear so many players didn't get past that encounter in the scenario, especially when there are pretty regular "encounters are too easy" threads, like this one.
Not presumptuous, but our mentioning it will have to wait until after the interview. John's time is precious and I predict a lot of questions in the hour or so we have him.
Benjamin Falk wrote:
That´s my experience here, i didn´t have 12 foes often yet though. And if so, they most always were cleaved or AoOéd by a twohander quite fast.
12 foes, no, but I was talking about total combatants. Assuming 6 PCs with at least 1 animal companion, that means you only need 5 NPCs for the combat to reach 12 combatants.
The different ways we've been communicating this actually provides insight into why you might prefer your style and why I prefer mine. If I may, you've been talking like there are two parts to every turn: 1. GM; 2. PC. I see combat as every character for itself. So in the case I was making, with 7 PCs (including an animal companion) and 5 NPCs, I don't see how any one player is waiting any longer for their turn if all 5 NPCs go together or they're mixed erratically amongst the 12 combatants.
Benjamin Falk wrote:
Yeah the thing is, group initiative especially for the GM does make things faster, the GM get´s less talking and ends his "turn" faster, so the players have to wait less and feel like the can do more.
Strange, I don't see how that would work. If there are 12 combatants, Player A still has to wait for 11 other characters to go before getting a turn, regardless of how many of those combatants are NPCs. And like I said earlier, when I've played with GMs who clump initiative, the first player to go after a clump takes so much longer because the battlefield has changed drastically. The more a GM clumps, the harder it is for the player after the GM to be ready their following turn.
I would prefer if I never played at a table with clumped initiative ever again, for two reasons:
1. It makes player turns slower;
2. It hurts the fun:
One of my favourite things about the D20 system is that storytelling and dramatic tropes can go out the window with an unexpected die roll. Take away a die roll, you take away an opportunity for a unique storytelling moment.
I love the idea of an android savant, Iammars. I picture this emotionless machine that can mimic emotions and humanoid flaws by breaking them down into computable equations.
Steve Danials wrote:
Craig Bonham 141 wrote:
I'm a little confused; I have a fellow player playing a Savant in a game we started back several months and it looks to be significantly different than what I'm seeing in this book (a book I enjoy by the way). Why would the class have been so significantly changed between one full publishing (he purchased the class via pdf and it wasn't a playtest version from what I understand) and another?
The savant went on a long from pitch to New Paths Compendium. I pitched it as the coffer, the Pathfinder answer to the transforming everyman type (The Hulk, He-Man, Shazam). After a little back-and-forth over my first draft, I submit a new version called the raconteur, which was a storyteller whose stories came to life on the battlefield, like a war holophonor, or obscure X-villain Tarot. By the time it saw print, it had evolved further into a generalist class called the savant. I think the savant as it appeared in Kobold Quarterly #19 was great merchanically and I know it was popular among readers, I just always felt the flavour had a bit too much raconteur peaking out of the seems. Also, many of the class features' new names were either implicit of another established mechanic through naming conventions (wild talent), or shared a name with another mechanic (role). There were also a lot of areas that needed clarifying, like how long a savant's calming words lasted. When I was approached the savant appearing in the New Paths Companion, I saw it as a great opportunity to clean up the murkier areas of the class. So while the class may read quite differently, most of the mechanics are intact. One change I'll admit is significant is dropping the savant's choice of style. This change came about late in the production process, otherwise I would have thrown together a savant archetype (probably called a raconteur) keyed to Charisma.
Short answer: The old savant still works, the new savant works just as well but looks better.