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Ekubus

SenahBirdR's page

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber. 110 posts. No reviews. 1 list. No wishlists.


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My set is now fully opened up!

Pros:
- The paint apps overall have me wowed. I would mistake a number of commons as uncommons! A few uncommons could be mistaken as rares.
- That assassin vine is massive!
- The large rares in general tend to be quite intimidating. The nightmare dragon and minotaur really stand out.
- One of each rare yet again! My doubles on dressing were the suit and the door.
- Three of every large uncommons. 3-5 for small/medium uncommons. 2-3 for medium uncommons. Collation remains great on these sets.

Middling Points:
- The pretty goblin would have been better as an uncommon in my opinion. Even with no paint apps.
- The halfling butcher was fine but I would have rather he be uncommon with a more interesting look. The most boring figure in the set in my opinion, and it isn't a bad figure. The medium base mistake is funny but thankfully not a terrible issue.
- Good mix on the species appearing. Plants are something under represented. The minotaurs are good though I don't know how many of each I would need. A few that are a little niche but could easily substitute.
- I could have used the fungal and druid pieces a month ago!

Negatives:
- The medium brass dragon is very heavy in the wings. With care it can be stood up, but cannot withstand almost any vibration or graze. I notice most raised up flyers have swept forward wings to balance out their figures. This figure needed more weight nearer the base to make up for the wings. A gorgeous figure though!

- This is probably my own errors, but the sea drakes are a pain to remove. Two of the three snapped where the base meets the stand trying to get them out of the plastic. The problem I feel is they are held at both the top and the base. The one I removed without error I had to carefully shimming alternating between the top and bottom. That was on my second try, and was unable to do it on my third. Maybe I should cut those figures out in the future. Should be an easy glue fix, as I've broken a few stands on flying figures before, but I feel they can be packaged a little better.

- My Portcullis has a pretty severe warp. The two ends have folded in, so they cannot rest flat on a table and the the thinner bars have a wave. In all fairness I live in Texas so it could have been the heat of transport. Did anyone else experience this? I'm trying to decide if I should try for a replacement or if I should attempt a hot water dip to try and straighten out the figure.

Still really enjoying these cases and look forward to the next set!


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My set is now opened and over all I am very impressed! A few issues I'll post over in the product thread though. The paint overall for this set is wonderful. Many of the commons I would mistake as uncommons just based on their appearance.


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Naal wrote:

Eh, economy. How ordinary. Unless...

** spoiler omitted **

If not, I'm happy if there is something neat in the centerfold. I like stuff such as the maps in the People of... series and Faiths & Philosophies.

Spoiler:

That was a Merchant's Guide that definitely blew minds! I remember people being upset that it wasn't ACTUALLY an in depth book on the economics!

I'm still hoping FFG decides to release a 5th edition using R&K but bringing in a few ideas from the Narrative Dice System.


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Cannot wait for that nightmare dragon. My group just finished In Search of Sanity and we plan to continue the horror!


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nosig wrote:
SenahBirdR wrote:
Is it just me or does that golem remind people of a Glitterboy/Chromium Guardsman? I am very much enjoying the aesthetic of the Starfinder art. There is a lot I like about the sci fantasy setting here, but I'm still waiting a bit before jumping in.

Battletech - Hatamoto chi.

really close match... even the "helmet" design...

That does look closer. The helmet mostly so which is what made me think of the Glitterboy.


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Is it just me or does that golem remind people of a Glitterboy/Chromium Guardsman? I am very much enjoying the aesthetic of the Starfinder art. There is a lot I like about the sci fantasy setting here, but I'm still waiting a bit before jumping in.


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Tallow wrote:
Mark Seifter wrote:
Yeah, it looks like the problem is that sea-dwelling mammals like dolphins and whales lack the aquatic subtype since they technically just hold their breath a long time (except a few that erroneously do have it). They are fundamentally aquatic (in the English term rather than the subtype) creatures, and like Adam says, should be fine with it as well. The point is that terrestrial creatures like an elephant or a catfolk wouldn't benefit.
Hopefully we can get this clarification in the Campaign Clarifications for PFS, so GM's don't have to fight with players over whether a dolphin gets a penalty underwater or not.

Maybe this could be a revision of the Hold Breath special quality. I am not certain, but suspect all of the aquatic animals that do not have the aquatic subtype have this special quality. Perhaps creatures like boggards and lizardfolk are edge cases, but I cannot think of any monsters off hand with the SQ that absolutely shouldn't be skilled under water. EDIT: Actually, looking through it looks like the cockroaches have the Hold Breath SQ. I honestly don't know how well they are supposed to be underwater.


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These are all great ideas, everyone! I love the idea of an Undead Mutagen and Necrotic Bomb ideas!


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Amanuensis wrote:

I agree that the reanimator is a bit underwhelming.

What if they gained an undead companion (like a druid's animal companion, except undead)? I always thought that the animate dead spell was a bit cumbersome, because it forces you to create a new stat block whenever you zombifie a new creature.

Basically the Promethean archetype but an Undead companion and Alchemical zombies instead of the craft construct discovery. That is something I also considered. Some like my player would rather keep the bomb and doesn't want a big permanent undead to start with though. It is a good alternative take.


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One of my players is an alchemist of the reanimator archetype. The concept is flavorful and I like some of the fun that can be had in our campaign. After a few sessions my feeling is the archetype gives up too much for and over values the undead creating spells. Giving up a single level of bomb damage for the individual extracts might be worthwhile, but reducing damage to d4's with no other exchange feels harsh.

So here were my thoughts on an alternate. A single new ability that replaces a few others rather than bomb damage. The first four spells overlap to an intentionally great degree. The restriction of touch and a single creature makes animate dead less efficient than a Cleric or Wizard of equal level but does open up variant undead. Even as a 5th level extract Create Undead comes in later than for cleric/wizard. No Greater Create Undead since that was for incorporeal undead which was restricted. Temporry Resurrection seemed like a fun idea for a reanimator to play with.

What do people think?

Reanimate: At 2nd level and every 3 levels after the reanimator adds a specific spell to their alchemist formulae book. When using these spells as extracts, rather than drinking it, the reanimator injects the extract into a single corpse with a range of touch.

2nd Level - Grasping Corpse (1st level extract)
5th Level - Lesser Animate Dead (2nd level extract)
8th Level - Animate Dead (3rd level extract)
11th Level - Torpid Reanimation (4th level extract)
14th Level - Create Undead (5th level extract)
17th Level - Temporary Resurrection (6th level extract)

This replaces Poison Resistance +2, Poison Resistance +4, Poison Resistance +6, and Persistent Mutagen.


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Maybe they decided to delay the singles to give subscribers a chance to receive and open their cases. A good idea if so in my opinion.


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I am happy with the set overall. Bendy sword/lance/spear syndrome is fairly common unfortunately. The mounted large rares are great. Tempting to buy more of them when the singles go live. My case yielded one of each rare again. The collation has been very spot on in these sets. My extras on dungeon dressings were the lectern and the stocks. I might try to sell the extra lectern. That grave monument is spectacular. More totems is very tempting.

I see the special promo dungeon dressings from the Dungeon's Deep and Rusty Dragon Inn sets are still in stock. There wasn't one for Deadly Foes either. I wonder if that means that isn't working out. I want more totems and arcane pillars.


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My set shipped very fast. It left Paizo Monday afternoon and arrived today. The case incentive is shipping with the books and hasn't left yet, but time for me to open my box and see if I need to order any singles. They definitely prioritized the set over other packages, so hopefully everyone else in North America receives theirs this week in time to consider singles.


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Pathfinder Battles usually has a different street date from the standard lines, since it is a WizKids product not a Paizo product. Paizo, while owning the IP and licensing it to WizKids with Paizo maintaining design approval, is effectively acting as a retailer for the miniatures. Albeit one with a special relationship. Unfortunately it looks like Paizo received their shipment late. I recall their preview copy was late this time and it looks like that filtered into the commercial shipment.

I don't like that my shipment won't arrive before singles go live, but I understand they still have to compete with other retailers and be reasonable in their warehouse logistics.


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Agreed with the above. I have four or five copies from the subscription and have all of them in my Skull & Shackles box.


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The thrones have differences. The king's besides being more faded, compared to the queen's vibrant, has tattered cloth. The top piece, I feel their must be a name for this, is bent at an angle. The relief above the head is also different, though that just may be the bending making it look so.


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Anguish wrote:
Swiftbrook wrote:

I think Berk the Black has spotted something. The single curve tentacle is on the left in both views. The curvy "W" tentacle is on the right in both views. Either way, it's still a cool looking mini.

(I could be wrong. There seems to be some blending of colors.)

Look again; both outside tentacles do W-curves.

When looking at the rear image, the (our) left tentacle starts right at the base of the three back-spikes, and is heading back away from its head. It then curves up and to the left, starting roughly at the butt (curve #1). Then it goes up to just beside the back-spikes and curves backwards again (curve #2). It heads back for a while then curves up (curve #3).

When looking at the rear image, the (our) right tentacle starts right at the base of the back-spikes and is heading back away from its head. It then curves mostly away from the main body (curve #1). Then it goes to the side for a while before heading away from the body again (curve #2). It heads away for a while then curves forward somewhat (curve #3).

Again, the creature's left tentacle ends in an upright attitude in both images while the creature's right tentacle ends at a much lower angle in both images.

Okay, I can now see it properly! I was definitely wrong. I suppose my mind doesn't do well with flat views of renders :D


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Swiftbrook wrote:
Anguish wrote:
Berk the Black wrote:
Something bugs me about the otyugh pair of images. Either the forward facing or backward facing image is reversed. Not a big deal, over-all. But just something that annoys my mind when I am looking at the pictures.
I don't think that's true at all. The otyugh is nearly symmetrical. The main difference is that the left tentacle (our left, seen from the front) is lower and pointed at a 45-degree angle relative to the ground while the right tentacle is in high-five position. If you then look at the back-facing picture, that positioning is maintained. The tentacle on the right is at a 45-degree angle and the tentacle on the left is in a high-five.

I think Berk the Black has spotted something. The single curve tentacle is on the left in both views. The curvy "W" tentacle is on the right in both views. Either way, it's still a cool looking mini.

(I could be wrong. There seems to be some blending of colors.)

The central stalk is bending to our right with the end pointed left in both views as well. One image is definitely reversed from the final orientation chosen. Not a big deal. The great thing about renders is it allows for experimenting on which orientation has the better aesthetics.


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Class Deck Witches gain the Arcane skill through the use of Cohort cards that represent familiars. The cohort starts in your hand after drawing the initial hand and can be immediately displayed to grant the Arcane skill. It creates a very different dynamic to other casters in the card game. Familiar cohorts grant a second skill in addition to Arcane, as well as an ability that puts them on top of your deck. There are also a number of staff cards in the Witch deck that let characters burn spell cards for extra effects so even a Witch that is temporarily without the Arcane skill has a chance to use the spells for something.


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With the suggestions others are giving I think Paizo and WizKids could come up with a really nice forest or wilderness theme for a set. I tend to use darker natured fey and have seen others do the same. So even traditionally ally type figures could see some really good use.


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At 52 figures that likely means the 2 announced/rumored huge case incentives, 6 dungeon dressings, and 44 standard figures. With the name of Deadly Foes my current suspicion is a theme of traps for dungeon dressings. Which suits me just fine!


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A vizier archetype for mesmerist. I assume this comes standard with a red parrot familiar. Interesting new niches filled in this book!


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Yesterday and today I finally opened my case and incentive. All around I am very pleased with this set. Rusty Dragon Inn definitely fills a niche we do not commonly see. The collation was very spot on for this set in my box. One each of every rare. My two doubles for dungeon dressings were an extra table and extra crate. The bar is a wonderful incentive and I am very happy with the modular nature of it. Down the line I might pick up another or two as it has good utility for a lot of environments. Many of the figures are good placements for important humanoid characters of all sorts. Great job! Looking forward to the announcement of the next set later today.


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Will the Bunyip character have a power that requires killing another character as a cost?


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That bunyip figure is a creepy masterpiece. The face is perfect. I absolutely love that detail of a little love bite by another bunyip on it's body. Hopefully that detail translates nicely.


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The Unchained Action Economy is a great inspirational system closer to what I want from a tactical combat crunchy RPG. However, the simplicity of a standard action system that modifies mobility for martial combat has an appeal considering how much is already invested into the currently existing action structure.

Here were my thoughts on what I may do:

Attack Action - A standard action with no change.

Full Attack Action - A standard action allowing extra attacks per original full attack rules. If you moved up to half speed since your last turn you take a -4 penalty to all attacks until your next turn. If you moved up to full speed since your last turn you take a -8 penalty to all attacks until your next turn. You may choose to take these penalties when making a Full Attack Action even if they have not yet moved. If you take the -4 penalty you may only move up to half your speed until your next turn. A character who takes no penalty cannot take any movement actions other than a 5' Step until their next turn.

5' Step - Does not confer penalties on full attacks. I am also considering making this a move action, which would have intended negative implications on Full Round Actions like spellcasting. I also kind of wish spellcasting was already a full round action for standard spells, though coming into effect immediately. However that is a much more drastic change to martial/caster balance

Melee Combat while Mounted - If your mount makes only a single move you may take the Full Attack Action at an additional -4 penalty to melee attacks, making your attacks at any point during the mount's movement. If your mount makes a double move or charge action you may not make melee attacks during the Full Attack Action. When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge), and total movement for the round can't exceed double your mounted speed. These penalties and restrictions are instead of the usual penalties for moving during a Full Attack Action. Higher ground bonuses, ride DCs, and mounted ranged attacks works the same as before.

Whirlwind Attack - Prerequisites: Str 13, Power Attack, Cleave, Great Cleave, base attack bonus +4. - As a standard action, you may make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Spring Attack - Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4. - The penalty you take when using a melee weapon while moving before or after a full attack is reduced by 4: no penalty instead of –4 if you move up to half speed, and –4 instead of –8 if you move up to full speed.

Great Mobility - Prequisuites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +4. - You may combine any one move action that includes movement and any one standard action. The individual parts of the standard action (separate attacks, spellcasting, ect) may be taken at any point during the movement allowing you to split your movement. If you move up to half speed you take a -4 penalty on attack rolls, ability checks, skill checks, and caster level until the beginning of your next turn. If you move up to your full speed you take a -8 penalty on attack rolls, ability checks, skill checks, and caster level until the beginning of your next turn. These penalties stack with other movement penalties such as that from using the Full Attack Action.

Ride-By attack - Prerequisites: Ride 1 rank, Mounted Combat. - You may make melee attacks during the Full Attack Action at no penalty if your mount only takes a single move action. You may make melee attacks at a -4 penalty during the Full Attack action if your mount makes a double move. You may make melee attacks at -8 penalty during the Full Attack Action if your mount makes a run.

Remove shot on the run.

Pounce type abilities are still powerful, but not as steeply so. Essentially they take the penalty and turn it into a bonus. The Spring Attack chain, now capped with Great Mobility, now makes mobile melee full attacking easier to pull off without being a mandatory Dex and feat tax on martials. Great Mobility still heavily favors melee but replaces Shot on the Run with some penalty, parts of the old Spring Attack, and brings in a penalized version of combining other actions like spell casting and Vital Strike. I removed the no attacks of opportunity from multiple feats as I feel mobility Acrobatics should stay meaningful in tactical combat. There is very little reason an archer would want to use Greater Mobility on a ranged full attack as that is -16 penalty, but if there is some reason to do so rather than just a standard move and full attack shoot at -8 it is there as an option. Mounted archery is the favored mobility for ranged attacks on purpose. I think these changes would make melee characters much more lethal but without screwing with CRs. I think it brings them closer to ranged attacks and spellcasting as they level.


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Commoners are going to come in really useful for running Hell's Rebels, likely also Hell's Vengeance. On one hand I was considering running this right away, but I might start up Serpent's Skull now and wait for Rusty Dragon Inn. Starting up Serpent's Skull soon would make which of the older sets to pick up with the summer sale an easier choice.


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I usually use three sets of the standard D&D layout. Yes, the d20s are not used and I have more d10s but it works well for many characters. My preference is for a color scheme that matches the character, v t I am usually only partially matched up to that goal. The themed Adventure Path dice sets are too busy for my taste. That is something I have noticed about many themed dice sets. I wish we saw more alternate fonts with a symbol for the high face.


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Gobbo time! I hope the PACG promo for future Free RPG Days remains goblin characters. Eventually I want to run a good sized party of goblins through the game.


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Conflagration seems more perfect, at least from someone else using precise taxonomic terminology. Horde I agree is generic and could be used for goblins as well as others. Pyre is what I would prefer of the three choices given if conflagration isn't going to be tearing through.


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My guess is Hakon will first appear in a Skald class deck, depending on how quickly we shoot to ACG class decks. Doubtful he will be in Mummy's Mask, but you never know. The next adventure base game hasn't been announced yet so that could be an option depending on the theme.


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The dungeon dressing figures took up uncommon slots out of a case, usually 8 of them. Some of those slots were large slots. There is always a chance of not getting a figure, and the rares are the most likely to miss out on.


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Gorgeous! Every preview makes me more excited for the Rusty Dragon Inn.


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Unfortunately all of the dungeon dressing figures are on par with rare figures. That means rare pricing for opened boxes. I am hoping these are popular and we see the chest released as an uncommon or common in a future set. Obviously that would come with a less complex paint job.


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It took a whole week but I finally finished opening my case today. This set is just awesome. The molds and paint for most figures really stand out among prepainted miniatures. It always surprises me how massive for the bases some figures end up being. The packaging still appears very rough on weaponry. Nothing terrible or unfixable, just a note on long thinner pieces. I don't mind asymmetry, I even prefer it, but I want to straighten a few figures. A noted improvement is that none of the figures are bending away from the base with thin feet attachments. I had a few of those with Lost Coast humanoids. The quality tends to improve with each set. The lovecraftian style horrors have a wonderfully creepy look to them. Those figures especially have cross game usability, so I hope to see continued inclusion in future sets. Some stand outs from this set are the cruel conjurer, the mimic, the two rare gnolls, half orc adept, and all four large rares. The dungeon dressing is very fun and useful. I want to see more in future sets. I wouldn't mind the chest, brazier, or idol taking up an uncommon slot even. I pulled two cauldrons when I would have rather have pulled a third chest or double of another dressing. That is just luck, not a complaint. I also only pulled two terror birds and three deinonychus, which I was hoping to get lucky on extra pulls of. Will likely pick up more as singles. No doubles on the rares, which there were few I would want doubles of. Overall a strong distribution even though I hoped for stronger pull on a few figures. Pretty much every figure should be useful for my group.


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Search your local gaming store. I found these at retail around Christmas time last year.


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borodino21 wrote:

I can't believe that no one else has commented yet on the tantalizing hint about non-divine blessings.

I've never read Mummy's Mask because I need to leave some adventure paths for other people to GM. Any ideas?

S&S has a non-divine blessing. Pirate's Favor which is a Loot blessing to boot.I have also never read Mummy's Mask so am uncertain what could be the possibility.


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I do like that! I have no problem it being a further investment. I will mention it to my DM and see if he likes that idea.


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We have a dagger using Rogue in our group that often throws daggers. Next session we intend to convert him over to Unchained Rogue. With his 18 dexterity and no strength he will suddenly find himself an effective TWF dagger fighter. However Rogue's Finesse only applies in melee. Personally I could see it reasonably working well on thrown weapons, perhaps only within 30'? What do other people think? Are there combinations that could make Dexterity to thrown weapon damage overly good?


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Korak The Boisterous wrote:
question as I try to understand it. I am sleepy, so if stupid question forgive me. so, as a first level I get +1/+1?

Correct. There is no penalty associated with the Unchained Flurry. It is merely an extra attack at your highest Base Attack Bonus, which is +1 for a first level Unchained Monk.


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I want to say I am very excited for Dungeon's Deep and the Rusty Dragon Inn. My painting skills are lackluster, and while I am trying to get more practice I found the prepainted miniatures really fill an itch I have to collect little figures with the added bonus of being super useful! Townsfolk figures are something sorely lacking with PPM even if overall interest tends to not be there yet. There is definitely room to a set with that focus in the Battles line. Sometimes opponents are or look like townsfolk. Sometimes townsfolk need be kept alive. There are definite uses, and I think once they hit people's tables they will be more appreciated.

The 'diorama' incentive is also interesting. Currently I am waiting to see how it ends up looking and how much I find it useful. Good on Paizo for taking some risks on new ideas.


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WizKids has full reign on the schedule of Iconic Heroes Sets. However it is Paizo that is designing the promotional Owner cards. I would hazard a guess that Paizo has already worked out the owner cards for most if not all of the Iconic figures they know are going to be used.


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hfm wrote:
Man.. I got the first three sets.. I think my wife has put her foot down now though.. :)

If one foot covered three sets, that means you need three more to cover the other foot coming down. Right?


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Erik Mona wrote:

I hope to share more about upcoming sets in this week's Publisher Preview Blog. They're in the works.

Excitement!


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Yes, Red and Gold wyrmlings were medium in 3.X. It appears in Pathfinder that Dragon sizes are consistent (at least with a quick glance at the younger dragons) with HD unlike 3.0 and 3.5.


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Thank you for the feedback! My apologies for not noticing sooner.

With thought, I do agree about the Dexterity to damage output. Limiting it to the Bolt Ace's Dexterity modifier or level, whichever is less will feel better about the class without needing to push it back as it is with Gunslinger. I really think Gunslinger needs a nice feature beyond Deeds at first level and a +1 bonus to damage is a good compromise, even if at level 1 it is not as good Gunsmith it still is comparable enough in early level to be worthwhile. Most Bolt Aces will have the bonus catch up by level 6, assuming maximum 20 Dexterity and +2 Dexterity item at around level 4 or 5. After that the level should slowly pull ahead.

New wording:

Crossbow Training (Ex) [b]
Starting at 1st level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls with that crossbow equal to her Dexterity modifier or level, whichever is lower. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well.
This ability replaces [b]Gunsmith
and Gun Training.


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Bought these on a whim at my FLGS instead of adding them cheaper to another online order. This is the best set so far! The figures have all been wonderful in this line, yet Set 3 takes it a little further. Our Damiel S&S player has fallen in love with the Alchemy Lab. Rogue Eidolon was a fun monster to encounter. We encountered and briefly used Imrijka's medallion. Encountering the promos for characters we are not playing with does add some fun flavor to the box. Hoping for an announcement on Sets 4 to 6 soon. Still staying loyal to the line.


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Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.
This replaces the weapon and armor proficiency Gunslingers normally receive.

Replacing firearm proficiency with the exotic crossbows gives interesting options for the Bolt Ace. Hand and the Repeaters give a few options, even if the Repeaters are largely unnecessary. Launching, Crank, and Underwater give 'tricks' or overcome terrain. Double Crossbow cannot be abused with Inexplicable Reload since it still takes a swift action to reload both bolts, making the regular Crossbows better DPR options.

Crossbow Training (Ex)
Starting at 1st level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well.
This ability replaces Gunsmith and Gun Training.

I applied the Guns Everywhere option for Gunslingers since having a free firearm and firearm crafting capability does not make sense. Crossbows are still weaker weapons than firearms, so I think this is a good trade off. This is a huge boon for starting Bolt Aces and those taking a dip to be crossbow enthusiasts. A bow archer will in general still have higher damage, but a Bolt Ace will crit more often and be less MAD.

Grit (Ex)
A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. In Grit feats bought apply their effects for crossbows instead of firearms. This ability modifies the grit class feature.

I thought I would make it explicit that Grit feats work for the Bolt Ace, to provide extra options. Most of the feats will work just replacing 'firearms' for 'crossbows.' Deft Shootist is largely covered by new deeds, which I am fine with. Named Bullet still requires Gunsmithing and I am okay losing out on that feat for Bolt Ace usage. Maybe make an alternative feat. Secret Stash Deed would also still not be usable, but doesn't overcome an issue that is as big for crossbows as it is for firearms.

Deeds
A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death's shot, and stunning shot.

The bolt thrower swaps the following deeds.

Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point.

This deed replaces deadeye.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

This deed replaces quick clear.

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

This deed replaces utility shot.

Distracting Shot (Ex): At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.

This deed replaces startling shot.

Vigilant Shooter (Ex): At 11th level, as long as a bolt ace spends 1 grit point when she does so, she does not provoke attacks of opportunity when firing a crossbow.

This deed replaces expert loading.

Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action.

This deed replaces lightning reload.

Pinning Shot (Ex): At 15th level, the bolt ace can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While pinned by the bolt, the target cannot move out of its space until it takes a standard action to free itself from the pinning bolt, except by means of teleportation.

This deed replaces menacing shot.

I made no additional changes to the already changed deeds. Personally, I think Vigilant Loading and Vigilant Shooter could already be covered by Deft Shootist, but it is nice not to need two other feats first. How firearms and the Bolt Ace target touch AC easily is not a big like of mine, but I was keeping this a minor revision as close as possible to what seems to be the intention behind Bolt Ace.


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Cat-thulhu wrote:
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?

Pulse pounding! I ended up buying the OST which I rarely do. A great action film.

Dungeon's Deep will be my third Pathfinder Battles set. I am really looking forward to it.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber; Pathfinder Battles Case Subscriber

Even without the temptation effect, this promo card is already a huge benefit to players. An auto-defeated barrier. I enjoy that this promo barrier is somewhat of a reversal of the previous two. Instead of a risk being in encountering the barrier, the risk is all in using the benefit. Dance With Squealy Nord could be difficult to defeat with a somewhat risky loss effect and decent win effect. Goblin Keelhaulin' was a huge risk, especially to some characters, but came with huge rewards.

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