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Xuttah's page
1,856 posts. 3 reviews. No lists. No wishlists.
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Thehigher cause wrote: I generally also liked the set, I'm not sure
that the first DDM would be best set to look at.
Comparing first set to first set. The big changes in technology might not make it a fair comparison though. Still needs a wash though. :)
I generally like this first run. Compared to the first DDM series (Harbinger), these are very impressive. The sculpts that are based on actual Pathfinder illustrations are very well executed and the number and accuracy of paint steps on each figure are very good.
My three complaints are that the troll is too small (only about 10% bigger than the orc brute), the plastic is more bittle than I am used to and the entire line could have used a hit of brown wash to bring out the details and make them look a little less flat.
So, not bad guys. I'll definitely be buying more.
Thanks for explaining it to me. The KM campaign we're playing in replaced the kobolds with goblins and the other PC's decided to let them live and join the kingdom. When I joined the campaign, I decided to rub their noses in it a bit and play a goblin character (lord mayor of goblintown -royal assassin). As loyal memebers of the kingdom, they will naturally want to lend a hand when war time comes...
1000 goblins on wolves may be a bit much, but at least I have a better handle on the mechanics. Maybe a mob of 1000 goblins on foot with bows...that would be nasty.
Also, does darkvision mean that they can attack at night?
I'm sorry, I just don't get it. My GM gave me a copy of the rules, but I just can't quite wrap my head around building or costing mounted units. Could someone show me an example of how to build a cavalry unit? Let's say normal goblin warriors (level 1-3) on normal wolves. How does that work?
How about human heavy cavalry?
We got the hang of the magic item economy pretty early on too. The Caster's tower was one of our first major projects and we never looked back. It sure beat turnip farming for our small barony. :)
Giant, advanced kobolds.

Thank the gods for a non-spoilers CC thread! Finally, something I can read and comment on!
All I can think of when I ponder xenophobic peasants is...
"Alright you primative screwheads, listen up..."
I strongly recommend reading the PC's campaign primer for the campaign and talking to your GM about what his campaign "Weirdometer TM" is set to.
Our party is mostly nonhuman, and I'm grateful that we have been lucky with our diplomacy checks and GM tolerance levels. We have, in order of most normal to wierdest:
Human Paladin of Iomedae -from the Mwangi Expanse, otherwise standard PC fare
Human Alchemist -nothing weird there except the plague mask, right?
Halfling rogue - like a tiny human, right?
Elf Wizard - a tourist with a spellbook
Half-orc monk -would not be that bad if he were not so confrontational
Changling Oracle (Ancestor, Pharasma) -she's a local and goes out of her way to conceal her nature, so she's the most trusted but the "wierdest" character. Sort of a local guide.
Aasimar Cleric of Iomedae (my PC) -has an echo to his voice, golden eyes and hair. The primary diplomancer and party face.
The half orc is prooving to be a challenge since the character is pretty confrontational. He's had a couple of talking to's about his maladaptive behaviour by the local sherrif and party cleric. He won't be so lucky third time around, I suspect.
The only reason the aasimar is tolerated IMO is are his mad diplomacy skills (as mad as a 15 point build can allow without gimping his other stats) and everything about him screams "GOOD GUY". Heck the only thing he's lacking is a halo and wings. I was sure to run it by the GM before creating him to make sure there would not be too much impediment to the party.
So, to sum up...Primative screw heads, read the book, check with the GM, keep your nose clean. Have fun!
My gaming group used to have a saying: "Welcome to the party. Here's your mithral chain shirt and Handy Haversack."
Thanks folks!
Really? Nobody knows?
Iomedaean Sword Oath, is it a feat? It's worded like a feat, has the same format, but is it a feat? It's pretty weaksauce if it is.
They are both excellent, but there's something about the leg length proportion of the half orc that looks a little off. His knee should be a smidge higher up, IMO. OTT awesome!
Finally getting some love for the kobolds, even if they have to share the book with smelly bigfeet. Merk!
Open playtest? What a novel idea! Glad WotC is leading the charge for community involvement. Oh wait...
VagrantWhisper wrote: Jeff Cope wrote: YES! I'd love to see a dedicated minis ruleset. I just had a thought.
Paizo has no concrete plans.
But what if WizKids does?
Could "Pathfinder Battles" be the next in a line of licensed 3rd party rules?
Let the conspiracy theory begin. Rules set? No, that's just a weather baloon.

pres man wrote: Is it just me, or does it look like the chimera is missing wings? Yes, chimera have a fly speed, so where are the wings? Awesome sculpt still, even with that omission. Vampire is impressive too. Wizkids really brought their game to these models as far as quality goes. Assuming this level of quality is consistant in the rest of the set, I'm starting to become a little less grumpy about the price.
Random thought: There seems to be some discussion about the commons being low-level mooks and the rares being tough challenges. This could be a little frustrating if it spans the whole gamut of CR's. What good is a balor to a GM starting a campaign at first level?
What about releasing sets with monsters targeted for a certain range of CR's? You could have 4 or 5 sets from level character level 1-20 appropriate encounters, and the commons, uncommons and rares would be distributed along that narrower band of creatures. This also works for summoned monsters.
eg. A set for low level encounters (Level 1-4) could include:
Small Common: Kobolds, Goblins, Small Animals and Vermin
Small Uncommon: Small Elementals, Specialist Kobolds and Goblins
Small Rare: Golarion-Specific Monster, BBEG/Iconic Character
Medium Common: Orcs, Bandits, Medium Animals, Skeletons and Zombies
Medium Uncommon: Medium Vermin, Hybrid Lycanthrope, Ghast
Medium Rare: Named BBEG/Iconics, Tatzylwyrm or other Golarion-specific monsters
Large Common: Ogre, Giant Vermin, Horse (with or without rider, perfect for PC's when mounted)
Large Uncommon: Swarms (need to be pretty flat to put characters on top), Specialist Ogre, Owlbear
Large Rare: Gelatinous Cube, Mounted Iconic, Drake.
I'm sure there are more than enough small and medium monsters of each CR band to fill up a set even at higher levels (astal devas and high level BBEG's etc). Some level bands may need to have larger sets than others, or multiple sets. This might even be a good way to re-print models once the original line has been released. A chance to get more use out of the molds.

I know the production run is probably well under way and the packaging made etc... so my 2 cents isn't going to sway you too much, but this is the Interweb and unsolicited opinions are a way of life here. ;)
I love the look and quality of the new Wizkids models, but I don't like the idea of selling single, random minis for the following reasons:
1) Excess Packaging. If you only have one or two minis in a teeny little box, it's going to use up a lot of packaging materials. You could probably fit 4-5 minis in a box twice as tall or wide and generate less waste. There would likely also be some savings in printing costs (less wasted card stock from die cuts, less material used, less ink).
2) Perceived Value. I know that there is no difference between paying $4 for a single mini and $20 for five, but I notice that there is a lot of displeasure about the single mini price point. If minis were sold in a small, still randomized, package people might perceive that they are getting a better deal. I know I would. My grocery store often sells items 2 for $5, but although you can still get the single item for $2.50, they seem to sell a lot of things by two's.
3) Rarity of miniatures not tied to a game system. A big reason that MTG and DDM have had so much success with random packaging is that the highly desirable cards/minis were of more value in a competitive game. People routinely shell out for entire cases of MTG cards at my FLGS in the hopes of getting first crack at those new, powerful cards. The drive to complete a collection for the sake of completing it seems less of an incentive by comparison.
OTT, I think that this miniatures line is long overdue and I look forward to seeing how well it does.
One question though: With the DDM line, a case gave you four of each common, one or two of each uncommon, and about half of the rares ones. does the Paizo line have a similar packaging strategy?

Powerful PC's are often the greatest source of terrorism and genocide; be it by the simple act of adventuring, or throught malice and design.
I played a kobold bard/green dragon disciple in Second Darkness. When he took on the green dragon characteristics, he kinda dipped into the evil pool, then swam to the bottom of LE (he shared his soul with a green dragon as part of the qualification for the PrC).
When we went to a certain underground city for a certain mission, he recognized the significant threat this evil race posed to the surface world, so he made it his mission to commit a really nasty act of terrorism/genocide right under their noses.
Being the magic item making character, he constructed several magical bags and filled them with various kinds of underdark vermin (dead). Disguised as a local, he then placed these bags in the slums of the underground city and waited for a curious/greedy inhabitant to open them.
Once opened, the magical bag reanimated the vermin/rats/lizards as a swarm with the plague zombie template. These uncontrolled undead would go on a rampage and spread their disease to the population. Pretty soon, the city was dealing with a plague zombie infestion worthy of a George A. Romero film.
My character later repented, but the underground city still has zombie trouble.
Being a Pathfinder AP, it needs the signature hordes of tentacle monsters. No AP is complete without one, and there is lots of opportunity in a naval campaign for them to appear.
Qstor wrote: Ninjas vs Pirates :)
I'm looking forward to this one.
Mike
Also robots and monkeys. That way you complete the set.
A ship full of kobold pir...I mean...privateers. With their knack for nasty traps turned into payload for their ship to ship weapons. They get the drop on you at night with a stealthy vessel and sneaky tactics.
"Merk! Merk! I be Captain Redscale. Ye be givin' us yer shiny shiny now! Arrr!"
Merk.
Thank the Maker! I like it a lot. Just need to sculpt a breastplate on him (make it one of those muscled ones and there's very little to do) and put some scales on the skirt (tatzylwyrm hide), and you've got my half-orc ranger.
Love it! Here's hoping there will be some kobold love soon too...
I just want the fig for a head swap. The Bulwinkle Hat is proving problematic to sculpt. Perhaps the same delay is happening on Reaper's end? :)
Just read it. Gonna be fun to run once or twice. I need more PC goblin pregens though. Help a size small reptilian humanoid out?

I've been pointedly ignoring the KM forums until my group got through adventure #1. At this point, I think it would be fun to share how we took down the Stag Lord.
Party (all level 4 at the time of the raid) consisted of:
Caius -LN Human Conjuror and his compsognathus familiar
Elesius -NG Bard/Cleric of the Orlovsky family
Thrumblewary Q. Zinglefubble -CN or CG Gnome Sorcerer
The Wanderer - CG Suli Fighter (finesse type)
Grimwulf Koslovski -NG Half Orc Ranger (switch hitter) and his wolf (me)
We had managed to capture several bandits in our explorations across The Stolen Lands, and were able to extract some very useful information about The Stag Lord's keep (passwords, a few names, general info about the gang), so we had a pretty good idea of what to expect when we got there.
The plan was pretty simple. We used a captured covered wagon and drove up to the front gates. The Wanderer, who is our bluff guy, got us past the guards while the wizard maintained a silent image of the wagon being full of goods, instead of large men with swords. Basically a Taldan Horse.
When we finally sprung the ambush, the ranger rapid shot the bandit goons down to nothing in a few rounds while the arcanists controlled the battlefield with grease and create pit.
We were not expecting an owlbear (!), but it spent most of its time scrabbling to get out of a pit filled with the fallen paladin and goons (all were set on fire thanks to flasks of oil and alchemists fire). By the time the pit spell ended, all of the goons and lesser named bandits were dead or subdued (we had to take one guy alive), and the gnome dropped the badly wounded owlbear with an acid arrow. The DM also admitted to boosting the number of goons to account for our higher numbers and level, so we had a lot to do! :)
The Stag Lord was a lot shootier than we thought and he did some serious harm to us before we got to grips with him. Big hits with power attacking switch hitter and finished off by a small earth elemental. The druid in the basement died before he could act (rapid shot is my friend).
If it had not been for the excellent battlefield control from the casters (to whom I tip my new antler-crown), the fight would not have been so successful. Still a very hard fight with a very exciting final duel with The Stag Lord.
Freehold DM wrote: Xuttah wrote: I don't picture Old Deadeye as being intentionally chauvanistic. He's just a grumpy old farmer who thinks thinks should be done a certain way in order for simple people to live simple lives. He's Archie Bunker with a longbow. Got it, Meathead? Great. Now I'm not going to be able to get this out of my head. Thanks man, you just gave me a GREAT idea for my next Kingmaker game!!!! I live to serve.
I don't picture Old Deadeye as being intentionally chauvanistic. He's just a grumpy old farmer who thinks thinks should be done a certain way in order for simple people to live simple lives. He's Archie Bunker with a longbow. Got it, Meathead?
I had a dragon disciple with blindsense 30 and blindfight. I was able to pinpoint MI/Invis enemies with the blindsense and attack them with my eyes closed with only normal miss chances (50% with re-roll if melee). This is a pretty extreme case since a feat and extrasensory power were involved.
Let's hear it for Chaplains! Woot!

Here are all of Zim's wondrous items of DOOOM!
Artificer’s Astounding Toolkit
Aura: Moderate Conjuration (creation) CL: 7th
Price: 1250 gp Weight: 10 lbs
Description: This battered but sturdy tool box contains a jumbled mess of finely-crafted tools, exotic material components, and lucky charms. On command, it will magically create any masterwork tool required by the craft or disable device skills. The conjured equipment is also sufficient to count as a workshop for item creation feats, but not sufficient to count as a fully equipped forge or smelter.
The items created by the toolbox are themselves non-magical and only the owner of the toolbox may use them (ie. had them in your possession for 24 hours). The tools disappear if left unattended for more than a few minutes or used by another person.
Requirements: Craft Wondrous Item, Minor Creation, 625 gp, 2 days, Craft DC 12
New Item:
Stylus of Rapid Replication
Aura: Faint Transmutation CL: 1st
Price: 2000 gp Weight: -
Description: This finely crafted pen never dulls or seems to run out of ink. Upon command, the pen will magically animate and transcribe any non-magical written work at a rate of one page per minute (a page being loosely defined as a single 8.5x11” sheet of paper, or about 250 words, double spaced) to a maximum of 100 pages per day.
The pen makes exact copies of all visible, non-magical writing and illustrations, and changes the ink colour as needed. It does not translate the text or reveal any coded messages and requires sufficient blank surfaces (loose pages or a book are common choices) to complete its task, otherwise it will stop when it runs out of space.
Requirements: Craft Wondrous Item, Unseen Servant, 1000 gp, 2 days, Craft DC 6
Arcanist’s 3-D Goggles
Aura: Faint Divination; CL: 3rd
Slot: Eyes; Price: 2500 gp; Weight: -
Description: These stylish, dark-tinted brass goggles fit snugly over the wearer's eyes with an adjustable leather strap. They allow the wearer to see the patterns made by magical energy, thereby granting a +5 competance bonus to Spellcraft checks.
Requirements: Craft Wondrous Item, Detect Magic (skill bonus items sometimes list an appropriate spell used to make them) Cost: 1250 gp 3 days (bonus squared times 500gp), Craft DC 8
Zim's Little Sack of Horrors
Aura: Faint Necromancy, Faint Evil CL: 5th
Slot: - Price: 2000 gp Weight: 1/2 lb
Description: This large, rather innocuous-looking burlap sack (can hold about 1 cubic yard) contains a sinister surprise - skittering undead doom!
Once filled with the bodies of several hundred tiny animals (or thousands if Diminutive or smaller) and tied shut, the sack becomes a potent hazard. When opened, whether by untying the knot or simply cutting it open, the sack magically reanimates its contents as a swarm of up to 10 HD with the plague zombie template (Bestiary pg 288, use a swarm of up to 10 HD as base creature). The swarm operates as uncontrolled undead and attacks the nearest living target, seeking out new prey if none is immediately available.
Typically, bats and rats are used for this grisly purpose, but necromancers with a dark sense of humour sometimes craft these items as barrels, filling them with deceased primates.
Requirements: Craft Wondrous Item, Animate Dead, Contagion; Cost: 1000 gp (750 gp + 250 onyx material components); DC 10 Spellcraft to create (DC 20 for Zim due to missing spell requirements)
PAK
Aura: Moderate Transmutation CL: 5th
Slot: - Price: 9500 gp Weight: 2 lbs.
Description: Made from the alchemically preserved carapace of a giant fire beetle, the PAK is a durable and useful item. It functions exactly like a Handy Haversack, but is also waterproof and more durable (Hardness 5 with 30 hit points).
When commanded to do so, the PAK can sprout two pairs of mechanical insectile legs. These extra limbs grant the user a 10’ enhancement bonus to their base land speed and look really f'ing cool. They can also be commanded function like Slippers of Spider climbing (see PRPG, enhancement bonus to movement does not apply to climb speed). Finally, the extra limbs also make the user more stable, granting a +2 competence bonus to CMD against trip and bull rush attempts.
Requirements: Craft Wondrous Item, Spider Climb, Longstrider; Secret Chest; Cost: 4750; DC 10 Spellcraft Check to create (25 for Zim due to missing spell requirements); 10 days to make (5 if adding 5 to DC to craft quickly)
It's the most Mona-ful day of the year!
Another ranger cohort might be very useful, especially an archery specialist. I'll build something and see what the DM says. Thanks!
Nobody? Really?
We're gearing up for the last leg (the tip of the toe, really) of the last module for SD and my cohort has kicked off. As sad as it is, we don't have the time or resources to True Ressurect her ATM. So, I'm looking for a pretty simple and durable filler cohort to take her place.
As far as party goes, my character is a LN kobold Bard/Dragon Disciple and there's a paladin in the party (no evil critters). I can attract an ECL 14 NPC/thing to be my BFFN (Beast Friend for now). We also have an evoker, cleric and duelist who are all CG and pretty easygoing. Any ideas?
CS is one of the best Save or Die/Sucks at low level. After about level 7, I usually dump it in favour of something a little meaner, but still very deadly at low levels.
If you coordinate with the other members of your party, you can reduce your exposure to counter attacks (fighter delays to go just after you cast the spell and move in front of you). Still, it doesn't hurt to have mage armour (maybe shield) and a source of cover to dive behind. :)
Saw Ep 2 of the new season. Is that the new old spice guy as one of the Buymore agents?
Thanks to a *lot* of legwork on the part of our DM, the final chapters of the AP seem to be going pretty smoothly. He's spent quite a bit of time rebuilding monsters and named enemies to fit into PRPG, which has prevented a lot of down time at the table.
Plot-wise, all of the players have noted the passive-agressive BS that the elves put our characters through, but thanks to Elves of Golarion, we're at least able to understand why they act like they do in the later adventures.
All in all, I've really enjoyed the campaign and it's been a fun game. The aftermath should be interesting even if we do manage to save the world. :)
All of those fancy lightning machines and levers probably account for a good portion of the materials cost, as would the chemicals.
I watched the first three episodes last night on demand. Wow! Really enjoyed it. Ian McShane plays villians so well, and it's nice to see Donald Sutherland and Gordon Pincent too!
Ayronis wrote:
This is a great idea, actually. I second this.
Tanks. It would serve to inspire players for character ideas and give the latecomers/lazybones something to play...for free!
Also, I think that each module in the AP should have a 1" grid battlemat of two of the major encounters (front and back of a sheet). I really appreciated it when they did that in Dungeon and think that it would be a great addition to the game and a DM's toolbox (especially if you're going to do any more adventures with elven architecture...I'm lookin' at you Second Darkness!).

Since Pathfinder AP's came out, I have only seen one iconic used in one adventure and that was because someone wanted to sit in on one of our games and needed a character (early in the campaign and it was level 1). Although it was convenient, I doubt that is sufficient reason for them to stick around.
I agree that having some sort of online resourse for the Core iconics is a good idea, but I don't think that you need all 20 levels. Most AP's so far have not gotten to 20th level and I can't see using a pre-gen in a high-level adventure anyways.
Maybe if you put the four featured iconics at first level in the first module of an AP, then have bonus content online with the character plotted out for the expected starting levels of the modules (eg. an adventure for four fourth level characters) that would reduce the amount of required statblocks statblocks significantly (six per iconic instead of twenty). If you're down by a level or two, the player can level up on the fly (allowing some customization), or just apply the simple advanced template or something.
Thanks for asking us for input. This kind of dialogue between publisher and consumer is one of the great things about Paizo. Keep it up!
[edit] Oh! Why not put the four level one iconics at the back of the free player's guides for each AP? This gives the players a chance to look at a sample character, it's a free download already and you don't make print verions of these anymore anyways.
But halflings only? Every Iconic character in the Pathfinder rules looks like they're carrying a corner store bursting from their backpacks and stuffed in their belts. :)
My kobold bard/green dragon disciple is taking Leadership at 15th level and he's recruiting a kobold Oracle 13 as his number two. Does anyone out there have any advice on a build?
I've got the Beta Oracle download and the Flame, Nature and Wind mysteries are looking interesting. 15 point build (she's an NPC and not as powerful as the 25 pt PC's), with double the NPC wealth from the chart.
Any advice would be appreciated. Feats, spells, choice of mystery and curse. Anything really since it's a new class that I don't have a lot of experience with.
Xaaon of Korvosa wrote: Even if it's just the PDF...Keep Paizo in business to keep them making wonderful products! +1
IMO the Spartan is not a different race or specialized class. Their harsh upbringing also weeded out the weak and their formal military training allowed them to outclass the part-time militia and conscript armies of their day.
If I were to make a Spartan, I'd give the average Spartan the elite array and levels in fighter instead of warrior or expert.
d20pfsrd.com wrote: Alternatively, if you haven't already, I strongly recommend purchasing the book :) Always a good start! :)
The PFSRD etc are great resources for quick reference though, and I'm grateful to all involved.
James Jacobs wrote: We've got official deep crow stats for Pathfinder in PF #16, for those interested. It's one of two monsters we've done that aren't open content, so PF #16 is pretty much the only place to get that version of the beastie...
DEEP CROW!
Oh noooooo!
We had the bad fortune of facing it in our Second Darkness campaign. Truly a magnificent, if terrifying, beast.
Jagyr Ebonwood wrote: ...turns on the "fasten seatbelt" light. :D Me too! I thought it was just my car being oversensitive.
You know that INT is your dump stat when you think that Cure Minor Wounds only works if you're holding a pickaxe.
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