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Pathfinder Adventure Path Subscriber. 91 posts. No reviews. No lists. No wishlists.



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Fencing terms:
Bellguard
Octave
Reprise

But I think you've got some pretty good options from the other posters.


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Snapleaf? Immediate action invisibility and feather fall.


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... I didn't say it doesn't need to be brought up, as far as I can tell. My apologies for the lack of clarity. I said every instance of bad behavior doesn't need to be brought up. Someone saying something racist in school, an alcholic binge, all the bad news, etc. At no point did I mean to imply "a racist criminal creating a game system to encourage racism" was below the threshold of discussion.


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I don't know, doesn't that feel like the implication being made here is that a good number of Paizo forum users want to indulge in their racist tendencies, and until now had no means to do so? I'd imagine that any signal boosting on this product would come from whatever congregations there are for racists and supremacists anyway. It's like saying priests and nuns will start engaging in sexual behavior if we try to start conversations on sexuality, sexual practices, and sexual health in churches.

Does every instance of bad behavior need to be brought up and discussed? No, this is a forum, not the news channels. But for my part, I'm glad I know about this, since I peripherally know people who could get introduced to new games including this - and I already had to warn them off FATAL (and the person playing it). Knowing, if someone seriously brings up this game, the likely aspects of their personality will help them avoid getting involved with someone who is toxic, or at least keep their guard up.


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It's a good FAQ question. There hasn't been anything that I can see, but I would houserule by basing stats on the closest core elemental and giving whatever special non-"mastery" abilities the elemental has. So for the lightning elemental, EB4's air elemental with Spark Leap instead of whirlwind. The ice elemental I'd compare to the water elemental, but it gets more traits than the others. While I'd be fine with giving all of them, it would probably be closer with the rules concept to just give them one, most likely Ice Glide.


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Ring of Sustenance because they never eat or sleep in games. Muleback Cord because what weight limit?, Headband of Ponderous Recollection for the Scan spell. Bead of Force or Iron Bands of Binding for catching pokemon.

For general advice, just fluff spells like game effects, and look for spells or items that address the mechanics of the game in some way (like the Status spell, or Contact Other Plane [strategy guide plz], or effects like Monster Lore or the Investigator ability that boost Knowledge checks to identify monsters' abilities and weaknesses). It looks like the ACG's Inspired Chemist archetype can sync with the Preservationist, by the way, so that'd be a way to get some investigator talents for metagaming knowledge, like Eidetic Recollection or Inspirational Expertise.


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"Welcome to Golarion!"
"I like games!"
"Welcome to Golarion!"
"I like games!"
"Welcome to Golarion!"
"I like games!"
"Welcome to Golarion!"
"I like games!"

In othermore words, I enjoy gaming. I like learning rules for games even when troublesome *aims stinkeye towards Arkham Horror*, I like options and splatbooks, and I like roleplaying. I lean towards fantasy, but enjoy horror and sci-fi as well. I like the game world, I know the rules, and while I like Eberron more as a setting the available content for Golarion makes it a richer world, and with more support. That isn't even touching 3rd party support, which I barely scratch the surface of in my gaming. I'm not someone who gets paralyzed by options so "bloat" and all doesn't bother me, it means more people have more chances to find what they like.

Pathfinder has the advantages of building on rules that have been out there for a long time and have percolated through the minds of most of my available player base, so it's faster and more widespread, making it easier to get games started, especially since a good portion of my player base has aged out of the whole "let's use our brains learning entire new systems". Some older players lean towards 2nd/1st Ed., which I'd play if a game started up, but 3.5/Pathfinder is essentially the baseline.

If someone can't stand the game, that's their problem, but finding others willing to play/learn an alternate system (or houserules) is the bigger problem. I have a number of games that I'll likely never to be able to play because of my player pool's lack of time and interest in other systems and settings *aims sadeye towards Eberron and the Leverage RPG*, and that's still fine. Because in the end, I am gaming - with friends. The path matters less than the company, for me.


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Ah, ammo limitation and probably no time to craft alchemical cartridges. Yeah, melee pistols are good then.


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Is the gunslinger's build around here somewhere? Rapid Reload and alchemical cartridges are the key here, and Deadly Aim and Vital Strike are a big help, as is the Dex to damage, and depending on your archetype the weapon you use. With rapid reload and the cartridges, for a pistol it goes down to a free action to reload, which may be worth it despite the higher misfire chance (gunslinger deeds to the rescue).

The touch AC attacks are important, and if you can get a good range (like guns with the Distance enhancement) you can take down most targets before they get to you. If your gunslinger's into the pistols, then use two double-barreled pistols so there are more shots available before having to reload?


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I would classify it as a hazard, with a Perception DC 35 or Survival 25 to notice it before you run into it. I guess considering how it works, it would be best statted as a poison?

Gympie
Type: Contact
Fort DC: 25
Onset: -
Frequency: -
Effect: Nauseated 1d4 weeks
On a save, you are instead sickened for 1d4 weeks (natural 1 you are also blinded for 1d4 weeks?)
Special: Tanglefoot bags or other sticky substances can be used to reduce the duration

Otherwise, I'd say you'd need long-term care to reduce the condition by one step, or spells that suppress or remove poison of course. I'd also be likely to say classes with Poison Use are still at risk of being affected.


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That would increase the likelihood of my starting up 5E. Reading Keith Baker's site, it seems that 5E's rules will require some contortions though if and when that happens. For the moment, reskinning would be the 5E player's friend.


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Hmm, I don't recall a lot of different skin colors in illustrations - just one of the Dragonmarked on the cover, maybe? A lot of cultural variation, I would say, but I don't recall much on physical variation.


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thejeff wrote:
It's possible some people just have different tastes and prefer a more traditional fantasy, at least for a D&D style of gaming. Not because they're afraid of mixing magic and tech or because they're stuck in a immature phase, but just because they like this thing.

It's absolutely possible, and I salute such individuals as yourself and others in this thread. It just hasn't been my personal experience thus far with regards to concepts such as Eberron. Hopefully then, I'm the only one who's seen games degrade to screaming matches over 1. Eberron, 2. airships, 3. guns, 4. warforged and androids, 5. Eastern flavor and Oriental Adventures, and 6. dragonborn? Separately, with different parties?


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I love Eberron. I was too young for Planescape (all I've read of it [and Torment] makes me think I'd love it and Spelljammer too), so I consider this the next iteration of a more inclusive approach. I don't freak out over options. I don't panic at the thought of modern technology (the Apparatus of Kwalish is ridiculous and not optimized, but still, there it is). Guns, genetic tinkering, trains, psionic monks, eldritch machines? Bring it. I love that Baker actually treated the use and development of magic in a way that I consider most beings would actually approach - like technology, a tool to develop society and convenience. Sure, you have arcane gurus (coders, programmers. etc.) locked away in arcane towers, but the common populace still benefits from the advancements (computers, smartphones). Magic as an applied science. And AIRSHIPS!

The geopolitical aspect also interested me - WWI/II in a fantasy world, with countries at conflict and involving consortiums/corporations, not simply racial boundaries. The world had more heritage than just elves and dwarves, then humans eclipsing - orcs, goblinoids, and other actual races actually had a hand in the development of Eberron. The great conflicts of the past involving dragons and fiends, giants and dragons and elves, and orcs and goblinoids against the Daelkyr created a larger world history that had an impact that could be used in your game, or left remote.

In FR, while you had a multitude of regions and countries, I never felt a real dynamic in interpersonal and inter-regional behavior. Oh, the Red Wizards hate whatshername, the CN loony Sister, and vice versa. What about the regular citizens going about their day-to-day? Maybe I don't remember or missed that, though. Here, you could have rabid nationalism, corporate flunkies, Indiana Jones or Three Musketeers swashbuckling, political chessmasters, or noir intrigue. It was all available and felt dynamic. FR always felt static to me, because I seem to remember only an emphasis on the big NPCs and organizations.

I also prefer races to be composed of individuals with free will, so the alignment reworking didn't bother me. I don't need the absolutes of EVIL and GOOD to paint whole races and groups a single color, and I'm fine with the complexity it creates - the motives of an evil cleric of The Silver Flame or a LG cleric of the Mockery would be interesting to explore, and would make for a more intriguing story than a cookie-cutter cleric of evil to be put down. With neutral as the beginning baseline, it becomes a little more important to figure out why the PCs' enemies are enemies, at least behind the screen. Some may not like that ambiguity, and sometimes I can appreciate a simple bash the door and kill 'em all game, too, without agonizing over baby kobolds or that goblin paladin.

The deities were meh for me, but not an issue. It seemed an original approach - the remoteness too, but more the mythology - but didn't catch my interest. I liked that it opened the opportunity for Cardinal Richeliu NPCs though. Loved the idea of dragonmarks, but found some of the mechanics for detective work lacking.

FYI, I'm influenced by the fact that my formative video RPGs were Final Fantasy IV and VI, back when they were marketed as Final Fantasy II and III. I suspect a lot of dislike for Eberron comes from the fact that while organizations and groups could be brought forward or pushed back as desired, the magic-as-applied-science was a constant. Society itself revolved around that concept for Eberron, even if a GM tried to stay in the wilderness of Xen'drik, so those with a very strong notion of "medieval fantasy" or Lord of the Rings couldn't ignore it. I don't share it myself, but I realize people can need specific frames for their games that discount steampunk, magipunk, guns, psionics, monks, Asian flavor, or whatever else doesn't fit their viewpoint. With Golarion you can have an adventure that goes nowhere near the tech hex, but in Eberron it was expected that characters know of the airships, trains, and other applied doohickeys that created a more modern feel. Eberron wasn't designed to be a narrow focus.


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What does the merchant/crime lord deal in, in both sides? That would probably influence what she would consider and/or have available.

What's interesting is that she's willing to make a deal, but so far is underhanded in getting to the position to make that deal - which is the capture of a PC to sell off to a third party. Which is blackmail, not a deal. The fact that she sees this as interchangeable implies she'll stack the deck by any means possible, not just smack them down outright. Plus a third party? She needs to overwhelm their objections in such a way as to make it clear they have no choice, but also that the third party can't or won't object to. Which would be good to know - how will the third party constrain her and the party's behavior? What would the two sides be able to get away with? Outright threats and poisoning, or will they have to be subtle?

She needs to shock and awe. Everything needs to be as ostentatious as she can manage without going past the profitability of the bloodrager's capture. Target their vulnerabilities with subtle threats. So, illusions showing what she is capable of doing to the hostages and to the PCs she knows of. Tapestries showing her victories, statuary of torture or punishment (bonus points if in "classical" styles, linking well-known stories or mythology that looks classy but underlines her ruthlessness). If one PC is afraid of snakes for example, everything is serpentine - decor, food, clothing. Dump every negative effect she can counter onto the hostages - the more the hostages are suffering under, the more likely she can overwhelm objections by pointing out the party can't get rid of them on their own. Drug addictions, curses, cursed items, poisons... Bonus points for debilitating the PCs too if she can manage it.

She doesn't want to push the bloodrager's or paladin's berserk buttons, though. Perhaps a Calm Emotions spell in effect for the bloodrager, obvious items that are sacred to the paladin's god to mess with him, make it seem that she sincerely shares some beliefs, though perverted. That could make him doubt just killing her, make her more of someone to redeem. Iffy to balance with the whole hostage thing and whatever else is going on with her, but mind games are important in negotiations. It'd be good if she can hide the full extent of what she's doing to the hostages, making the reveal dependent on the bloodrager's submission - that will really tick off the party afterwards.


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Would Comprehend Languages work on computer/programming languages and cyphers as well?