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Good discussion. and I have a few ideas to run by the player. I don't think he plans on being a menace to world in his civilian ident, but just having them there is probably provocation enough. This is made worse by his minor impulse control issues, and I think there is a real risk he will get id'eed as a rabble rouser pretty quick. This is not a safe position to be in for this campaign. Doubly so when it could link to the other players. one of the house rules is every player takes levels in vigilante, but that separation of identity's could get shot in the foot pretty easily by being a known chaos summoner in both identity's. I considered offering a liscense that he could buy giving him the right to summon chaotic beings (pending regular 'inspections') but it doesn't do a thing for secrecy bit if he also does it in vigilante mode. its pretty hard to hide such a skill in a thing in a city populated by Hellknights. ![]()
Its a workable idea, but that pulls pretty close to railroading, I think he is of the opinion that such discrimination has no basis. he has asked for me to show him where in the rules it says that entropic creatures are illegal, and I'm a bit at a loss. I could show him loads of contextual stuff of course. but I'm trying to get him to understand that I am not singling him out or inventing policy to limit his option. I did approve the build, but I need him to understand the risk he is taking. I try to run as internally consistent and lore friendly a world as possible, but just cannot grok a situation where a realm Proteans, Quiploth and Azata are welcome (or even legal) in a land who's laws are explicitly based on the (un)holy text of Asmodeous, a being who is more or less 'Harsh Order' incarnate and is known to despise such beings. On the other hand Cheliax does allow the worship of most chaotic deity's (save in the actual city the campaign takes place in, but that's very much a change in routine), at least as long as Asmodeous comes first. In that line of thought, am I going to far in extrapolating how the world works? it is my job to do so after all? does anyone have hard lore or game mechanics that states how such beings are treated there? the closest I can come to a hard line argument is that the laws are explicitly based on the rules of Asmodeous, a summon spell has the descriptor of the beings summoned, Entropic beings are chaotic, and chaotic beings cannot be summoned by clerics of Asmodeous, therefore summoning of entropic beings are illegal in the country of Cheliax. anyone got a better one? arguing either case? ![]()
Hey folks, anyone got any idea on what the rules/laws would be about summoning entropic (chaotic template) outsiders in Cheliax? I imagine the reaction would be less intense than demons or devils in Mendev and Lastwall, but am unsure how much. we are going through hells rebels, and one of my players wants to play a Morphic Savant Summoner/Vigilante. I'm letting him do it because its a cool idea, but am having trouble convincing him that summoning chaotic creatures in his civilian identity (as distinct from the vigilante one where I thought he intended) is a bad idea. thoughts? ![]()
Do Transmuters gain special insight into the nature or type of a creature when applying a transmutation effect? Do they notice anything odd at all? for example, could a transmuter casting polymorph on a halfling disguised as a human child know it wasn't human without beating its disguise check? what about more extreme cases, could a demon under a veil effect accept an ant haul spell? would the caster know it was a demon if it failed its will save to pierce the disguise? how about a conjured creature? would it register any different than a native variant of its type (assuming no special immunities to the particular effect). Would any of these answers change if the transmutation or polymorph effect was a spell like ability instead? I understand that some of this would be GM discretion, but is there any ruling or text I can point to in order to establish a baseline. ![]()
Neriathale wrote:
They do not fit perfectly well, and I do not typically glue them to there bases or anything, does that help? also, they tend to get bent/damaged in travel, I have dedicated places for the more valuable ones, sections of a small tackle box that are just for them, but it doesn't seem to help. ![]()
Suthainn wrote:
Thanks! that will help with some of the larger ones, and i think I may be able to get a friend to help with that. though my favorite miniature is far too thin to drill through, at least in the place it broke. maybe some kind of glue around the pin/splint adjacent to the ankle, then painted over? it wouldn't look very nice, but I can live with it if it gets me my favorite mini back. ![]()
Hi, I both play and host a lot of pathfinder, and routinely provide minis to the group at large; consequently, my Minis see a lot of wear and tear. It isn’t normally a huge issue, most of what I buy is cheap plastic that can take some light bending without issue, but a few of my miniatures are metal with protruding bits, swords, crossbow arms, etc., and my favorite mini has a very breakable (and recently broken) ankle that supports the entire body. After multiple failed attempts to fix it, I am retiring it and buying a duplicate, does anyone have any advice for a player with poor craftsmanship to protect my minis? Is there some epoxy I can buy or a service that will reinforce them? I have some friends with possibly applicable skills, but what do I ask them to do? |