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James Jacobs

James Jacobs's page

Creative Director. Pathfinder Society Member. 42,604 posts (44,507 including aliases). No reviews. 2 lists. No wishlists. 1 Pathfinder Society character. 9 aliases.


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Ashiel wrote:
James Jacobs wrote:
But ignoring the evil aspects of his church is not following the teachings of his church, don't you see? Ignoring half of Asmodeus's teachings is a chaotic act. By remaining good aligned and trying to worship Asmodeus, you are behaving chaotically. You might still be able to call yourself a worshiper of Asmodeus in this case (and you would likely be consigning yourself to punishment in the afterlife, but that's a different story)... but you would NOT be acting in a lawful manner by doing so, and thus would drift away from lawful good toward neutral good or neutral. And when you did, you wouldn't be a paladin.

By this argument you cannot have chaotic followers of deities, because they either A) aren't actually following them, or B) are lawful. Likewise, you'd not be able to be a member of a church unless you 100% matched up with the deity in question.

Meanwhile, in Wrath of the Righteous pt 4, it mentions Nocticula is often worshiped by heretics who aren't into the whole evil stuff, but worship her more positive aspects such as being a patron of outcasts, artistry, and the glories of midnight; suggesting that they even come into conflict with the more mainstream believers; and they still get spells.

Not everyone is going to have the same outlook on faith, and some people are just strait up blind to certain aspects of it. Asmodeous for example is orderly, assisted in the binding of the god of destruction, and even after his vengeance for what he saw as his brother's betrayal, had sympathy and allowed mortals to remain with free will.

A Paladin could very easily cling to towards the positive aspects of Asmodean faith, such as the strength of order and the consistency that it provides, their activities in caring for orphans, or the fact that for an evil god he certain hands out more healing spells to his clerics than they normally have available. He's a bad guy, but not all of his faith revolves around hurting people.

It would be entirely possible, realistic even, for a...

No... it means you can't have chaotic paladins, or paladin followers of chaotic creatures. My comments are about paladins only.

A non-paladin doesn't factor into my comments at all.

OBVIOUSLY you can have worshipers of chaotic deities. We do it all the time. They are not and can not be paladins though... which is what this thread's supposed to be asking about.

Feel free to rule thigns differently in home games, of course... but posting and asking them here in a context of "what's right" comes with an implied "What's right for the rules as written/what's right for Golarion."

Please don't use my words talking about why you can't have a Paladin worshiping an evil deity as anything other than paladins not worshiping evil deities, in other words. ;-)

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Orfamay Quest wrote:

Or, on the gripping hand, if I worshipped Asmodeus, I'd make the best choice for law, and the best choice for good by simply ignoring the evil aspects of Asmodeus. We've already accepted "cafeteria Sarenraeism," where I get to pick and choose the aspects of the deity I like. Why not cafeteria Asmodeanism?

But ignoring the evil aspects of his church is not following the teachings of his church, don't you see? Ignoring half of Asmodeus's teachings is a chaotic act. By remaining good aligned and trying to worship Asmodeus, you are behaving chaotically. You might still be able to call yourself a worshiper of Asmodeus in this case (and you would likely be consigning yourself to punishment in the afterlife, but that's a different story)... but you would NOT be acting in a lawful manner by doing so, and thus would drift away from lawful good toward neutral good or neutral. And when you did, you wouldn't be a paladin.

"Cafeteria Asmodism" woulud be lawful neutral or neutral evil. That's basically the "one step from your deity" situation. Note that neither of those are lawful good.

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Orfamay Quest wrote:
James Jacobs wrote:


Worshiping is itself not an aligned act at all. But when you worship an evil deity, the things you do to honor that worship are evil.

Surely that would depend in part upon the things themselves.

Otherwise how, for example, could a cleric stay one step away from their deity in alignment?

If the things you do to worship Sarenrae are inherently good, where do her neutral worshipers come from?

You're moving the goalposts. This isn't a discussion of how a cleric can be one step away from an alignment and still worship the deity enough to be granted spells. That's a different topic entirely.

If you're a paladin who worships Sarenrae, you're still lawful good, but you're more good than lawful, and you focus primarily on the good in Sarenae's teachings and in the world than on the law. If you have to make a choice, you'd make the best choice for good even if that breaks the law, but you'd try not to do that. On the other hand, if you worshiped Abadar, you'd try to make the best choice for law even if that choice isn't good, but you'd try not to.

But regardless of whether you worship a lawful good, lawful neutral, or neutral good deity, you still have to be lawful good. You don't get the "be within one step of your deity's alignment" because you HAVE to be lawful good.

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Ashiel wrote:
Haladir wrote:
Worshiping an evil god is a voluntary evil act.

Citation, please?

Evil is hurting, oppressing, or killing. Worship is not any of those things.

No citation should be needed. It should be self-evident that admiring, venerating, following, and indeed worshiping an evil deity is an evil act, just as worshiping a lawful one is a lawful act, worshiping a good one is a good act, and so on.

Worshiping is itself not an aligned act at all. But when you worship an evil deity, the things you do to honor that worship are evil.

Paladins cannot worship an evil deity (or a chaotic one, for that matter) and stay paladins. That's the whole point of being a paladin—that you're lawful and good.

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This is a GREAT way to encourage your players to use the treasure they find rather than just sell it. Unless there's a good story reason for an item to be in an NPC's hands, changing it to fit your PCs is a great idea.

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Irnk, Dead-Eye's Prodigal wrote:
What JJ said. If you look at the inside covers of all the AP's they have been different every time. Kingmaker & Shattered Star had Mini Quests. Reign of Winter & Mummy's Mask have 'setting color'. I don't have my copies of the original Rise of the Runelords or Second Darkness, but I'm not sure they had anything; of course, both of those were 3.5...

Rise of the Runelords had a big picture of the Sihedron as a decorative element.

Why such a simple thing?

Because we were paying one way or another to have color printing on the inside covers, and if we didn't put something in there, Erik would have had us put advertisements there. I'm still not sure to this day if he was serious, but the idea of advertisements on the inside covers kinda made me feel yucky inside, so we put a decoration on the cover and immediately began planning for something more robust for Curse of the Crimson Throne.

Crimson Throne used that space to present family trees and NPC organization charts for the various NPCs in the campaign, changing the charts as the AP progressed.

Second Darkness used it to show the relationships between the drow noble houses and the demon lords they worshiped.

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Telling a Paizo employee to "Don't stress too much!" is like telling an actor to not break a leg.

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And yeah... as folks pointed out, this is in the Golarion Campaign Setting Line. It's not world neutral, and therefore it focuses primarily on tech found in Numeria, and within there, focuses primarily on tech that plays a role or COULD play a role in the Iron Gods Adventure Path.

There's still an AWFUL lot of variety in the book though, never fear.

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zergtitan wrote:
In the Item card deck for Iron Gods, there is a card labeled Heavy Weapon, Which volume of the AP will we see that in? what is it? what does it do?

Heavy Weapon is a classification of weapon, similar to "Firearm."

There are several heavy weapons in the Tech Guide and in Iron Gods. A classic example of a heavy weapon would be a rocket launcher. A hopefully soon-to-be classic heavy weapon would be the vortex gun.

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JaC381 wrote:
Can the axiomite Godmind grant cleric spells? The protean Speakers of the Depths? The Oinodaemon?

Godmind probably can. The Speakers of the Depths absolutely can. The Oinodaemon could at one point, but hasn't done so in a long, long, long time.

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AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
Would you be interested in a fantasy setting where almost all the named characters were women?
Yes. It'd be a breath of fresh air to see a setting like this, frankly. Or a setting where all of the main characters were women.

Then would you be interested in giving this a look?

Oh, and I looked at Rat Queens on TV Tropes. Has that comic had any influence on Merisiel's personality?

Interesting! Thanks for the link!

I had Merisiel's personality more or less worked out back around the time we started the Adventure Paths several years ago—she and her personality predate Rat Queens by quite a lot. That said, her personality and Betty's personality are REALLY pretty awesomely close. It could be that some of Merisiel's personality influenced Rat Queens... but I doubt that (as much as the idea that something I've created might have somehow influenced something as awesome as Rat Queens kinda makes me giggle in pride and delight... I don't think the creators of Rat Queens know much about Merisiel... I guess I could be wrong...). More likely, the iconic "feisty stabby flirty rogue" archetype, which has been out there for a long time, simply landed in these two characters.

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Michael Landis wrote:

Something that's been bothering me...

There is no "sleeping" condition but there are several effects that cause a creature to sleep. Now, in general, should all sleep effects follow the rules of the sleep spell, in that slapping or wounding a sleeping creature wakes them up? Or, would some sleep effects be harder to break?

Examples: the sleep poison of a pseudodragon or a homunculus (extraordinary abilities) and the sleep arrow effect of a pixie (supernatural).

They would be pretty weak effects if they can be removed so easily, but perhaps that's intentional. Otherwise, they could be pretty deadly in certain situations.

Sleep is indeed a pretty weak effect since it can be removed easily. You'll note that things that generally cause sleep, like pseudodragons and homunculs and a pixie are low CR foes. The fact that their special attacks are relatively easy to fix even without spells is entirely by design.

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Tels wrote:
Will there be a T-1000 like machine in Iron Gods? If not, do you wish you could go back and add one in now?

No, and no, because we kind of already did something like this in the last Shattered Star.

Iron Gods is about SOME sci-fi elements interacting with fantasy... not ALL sci-fi elements interacting with fantasy. If I'd tried to cram everything into the AP, it would have been a tangled ugly mess. Only the right elements for the story I want to tell go in.

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Alexander Augunas wrote:
Does Vic Wertz have a perfect copy of every Pathfinder product ever published in a secret vault at the Paizo HQ?

Ha.

Not allowed to say what's in that vault, though. Cause you know. Secret.

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MeanDM wrote:

Hi James!

Hope the GenCon crush is treating you at least tolerably… I imagine it's stressful.

To my question: You raised an interesting point a few questions ago about how pen and paper games, for some reason, are treated differently when it comes to being able to explore adult themes.

1. Why do you think that is?

2. Is there a way to stretch those boundaries, and if so, is that a good or a bad thing for the hobby, do you think?

3. I wonder if being on the top gives you guys less leeway? (I'm thinking of some of the themes in Chaosium products as I type this, although I'm not sure they go that much farther than Paizo does).

It is indeed stressful, to the point I don't really associate Gen Con with fun, alas. It's my job to make sure everyone else I interact with has fun. It's VERY much work, not play, and it's much more work than most of what else I do here at Paizo.

1) I think because the game never made the transition into mass market like other entertainment venues have made, and because for too long D&D was the dominant player, and D&D has traditionally avoided that content, so it has to a certain extent "trained" RPG players to be uncomfortable around that content. There are plenty of other RPGs out there that do have adult content, but by and large their success is a shadow of D&D's (or Pathfinder's, now), or they've often been mocked by gamers. Soon as tabletop RPGs break into the territory of something like Game of Thrones or Skyrim's level of mass market success... maybe that'll change.

2) Stretching boundaries is GOOD. We've been doing that with out products for several years, in fact.

3) Being on the top makes one more timid, I think, about rocking the boat. But it also makes it MORE important to buck trends and advance the industry. Which is one reason why you're seeing us tackle mature topics like sexuality in our products more often.

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Nargemn wrote:
I've heard from... somewhere that you're not actually a great fan of dwarves, though I couldn't quote a source to you (count it as a rumor). Is there any truth to this? If so, why?

I'm not a big fan of dwarves, no. Of course, that means the internet thinks I hate dwarves. Not true. I just don't really like them. They feel a bit too cliched and boring to me, but in a weird way, doing things non-dwarf with them seems wrong. I just can't really get that interested in them. Maybe it's the fact that I prefer chaotic aligned things, or I prefer things without all that hair, or I prefer thigns that are more graceful and less squat... but it's also a lot to do with how they're portrayed. Loud boisterous drinkers kind of annoy me in real life, and dwarves do the same, I guess.

Shrug.

The Dragon Age dwarves are awesome though. That's more my kind of dwarf.

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Steve Geddes wrote:
James Jacobs wrote:

an AP that has more roleplaying elements in it is something I've always wanted, and I always punch up the roleplay elements in APs I develop. I'm certainly intrigued in pushing it further... but as someone upthread mentioned... the game's core design is a combat simulator, and the further we drift from that, the further we drift into new areas that, like Mythic, will change the game and how it's played. Perhaps in ways you or I can't predict.

So... it's a tricky thing to do.

Fwiw, i thought the first instalment of Serpent's Skull was brilliantly pitched in terms of the role playing/combat mix. There was enough there with the NPCs for the group to interact with those that caught their eye and ignore those who didn't.

One of the risks with "role playing encounters", in my experience, is when they're a mandatory part of the plot, they can feel quite stilted when the PCs just don't care for the people/scene involved. A detailed set of backgrounds and relationships means that, whoever the PCs decide to latch onto, I will be well placed to flesh out the interaction and progress the plot. That becomes more difficult (or feels more contrived) when the module has a key NPC the players "should" talk to but my group just don't care about them, or miss the cues.

Thanks!

The first Serpent's Skull adventure is something I'm really quite proud of. It's got about the right mix of roleplay and combat and sandbox and dungeon, for my tastes. I could see it (or something like it) having a bit more roleplay and a bit less sandbox, I suspect.

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captain yesterday wrote:
we still haven't learned what Pazuzu has planned for the Lost Coast and varisia;) just saying

The players in my Sandpoint game at PaizoCon learned a little more.

There IS something afoot. Eventually it'll be revealed.

The Red Bishop abides.

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Turns out, I love Varisia too. And being Creative Director and the lead on the APs means that folks will certainly see more of it some day. I'm certainly aware that not everyone wants more, but it does make me happy to see that lots of folks like it too! :)

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Also, once something gets above 96 pages and doesn't have a built-in Adventure Path or hardcover to bolster its sales... the pricing for the book starts to get really really high. I suspect that a 128 page campaign setting would cost folks over 30 bucks, in fact, at which point it should probably be a hardcover, at which point 128 pages is kind of short... and getting bigger than that makes the system break. We're already running at capacity. Adding more hardcovers to the schedule will kill things. And by things, I mean employees. We don't want that.

Doing them half as often isn't a great choice either, frankly, due to cash flow reasons.

In other words... there are a LOT of really really really good reasons we do books the way we've been doing them at the page counts we've been doing them!

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ulgulanoth wrote:
James do you have any advice on how to plan a mega-dugneon campaign?

Stay one level ahead of the PCs' progress if you can.

Make sure to put lots of variety in the encounters—don't forget roleplaying opportunities!

Make sure your megadungeon is varied enough so that the levels can be vaired so they don't start feeling repetitive.

The megadungeon should be located close to a significant city or other place for the PCs to retreat and recover and shop. And there should be lots of stuff to do there too, including quests and sub-plots and hooks to the dungeon itself.

Check out how Erik and Jason and I built the Return to the Ruins of Greyhawk adventure for 3rd edition D&D... that adventure goes back and forth in and out of the dungeon, and has lots of interlinked areas and varied themes.

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Secane wrote:

Some party related questions:

1) Do you feel that synergy among a party's members is important in a game?

1a) And if so. How can a GM encouraged such synergy without making it feel like it is forced upon them.

Edit: By Synergy, I mean having party members that are able to work together to pull of combos like a Paladin build to encourage enemies to engage him, while a Cleric follows up with Holy Smite. Or w Liberation domain Cleric working with a Wizard casting web to lure and trap enemies.

2) Do you ever feel that giving total freedom (other then alignment choices) in character making is a bad ideal?

3) If a party feels "slanted" towards certain classes/roles, aka there are too many casters, there are no blasters or the whole party are martial with no healer whatsoever, etc. What would you do to make the game enjoyable? Encourage players to try out other classes? Adapt the campaign to work with non-typical party? Kill of the extras, until the party "gets it"?

1) Yes. More so synergy among PC personalities and themes than synergy among PC rules and abilities, but all is important. It's a teamwork-based game, after all. The way you mean, with abilities working together, I don't think is super important for the game, but it's nice when it happens.

1a) By offering bonuses and boons to PCs if they choose certain combinations. This is what we do with Campaign Traits—by linking desirable (if minor) boosts to your stats, we suggest players pick story-based rules elements that help tailor their characters to the AP at hand. And beyond that, building a Player's Guide for your players that lays out the "best choices" for your particular game you've got planned helps a lot.

2) Yes, unless you luck out and get a group of players who are more interested in building characters who work together thematically than they are in trying to build a singular hero who happens to be traveling with sidekicks. I really REALLY prefer to run games with a few relatively strict guidelines, like, "You can make whatever character you want, as long as they're humans" or "you can do what you wish, but you all worship Sarenrae" or "Build the characters you want, but you're all from Sandpoint." Giving the players a few shared restrictions helps to keep them cohesive and prevents what I call "Circus Syndrome," where you have a group of adventurers who are so mismatched and ill-suited to traveling together that the group dynamic itself breaks verisimilitude and becomes overwhelming to all else.

3) I adjust the game to compensate. If no one makes a healer, I make sure that there are NPC healers aplenty and throw a lot more potions of healing into the treasure. If there's no strong melee characters, I adjust encounters so that melee isn't required. If there's no arcane spellcasters, I make sure there aren't situations that can only be solved via arcane spells. And in fact, I really REALLY enjoy running games for non-standard "fighter/wizard/thief/cleric" parties.

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rooboy wrote:
James Jacobs wrote:
Geting to the very end and realizign you can't finish the game, either because of a bug that corrupted your saves (as happened to me in Arcanum) or because the end too hard/unplayable because of earlier choices you made in the game that unknowingly to you prevented you from being able to finish (as seen in King's Quest V or Dead Space).
I'm pretty sure I know about the bug in Arcanum (it happened to a friend of mine too, which is a shame, because that was a neat game), but what choice did you make in Dead Space that prevented finishing the game, and, on a related note, what did you think of Dead Space overall?

I thought Dead Space was EXCELLENT. Dead Space 2 was better because it was just better overall. Dead Space 3 was fun, but the microtransactions really soured me on the experience to the extent that I'm unlikely to keep playing the franchise.

The thing that happened in Dead Space to me was the following:

The game gives you several different types of weapons to use, but also relatively limits the amount of ammo you have and tailors the drops to the weapons you decide to carry. The way the final boss battle worked is set up so that if you had one specific type of weapon, the battle was tough but managable. If you happened to spend the game using any other combination of weapons that didn't include the key weapon needed for the boss fight, you simply lacked the right tool for the fight and it became SUPER hard.

It's like I was building a house, and the manual gave me 6 tools to choose to build it, and I picked the hammer and the saw and got real good at it, and the plans allowed me to progress with those tools. But when I got to the last point of the project, it became apparent that to FINISH the house, I needed a wrench. I could TRY to use a hammer or saw for this final task, but it was so insanely hard and annoying that I decided to abandon the 99% finished house and crossed the street to build an new house with an entirely different set of tools.

Weird metaphor complete.

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JaC381 wrote:
James Jacobs wrote:
JaC381 wrote:
ISG says once the Worldwound is dealt with, Iomedae wants to send the crusaders after the devils of Infernal Cheliax. How will the Order of the Godclaw (and the other Hellknight orders) react to this?
Good question! They'd likely end up having a schism and losing their Iomedae members, or the Iomedae members would convert, or the entire organizaiton would go rogue and they'd lose the Asmodeus members, or something along those lines. They would not emerge unscathed in the end.
If those crusaders include the WotR's mythic PCs, would Cheliax have anything that could do more than inconvenience them? It seems like they'd have to summon an archdevil or swarms of dukes just to match them, and I don't think Cheliax has the ability to get that much aid, do they?

Infernal Dukes, archdevils, armies... yes they would and could. And honestly... it might end up worse off for the people of Cheliax if Mythic PCs escalate Cheliax's agenda by forcing them to get desperate enough to pull out the really big guns... which is appropriate, because that makes it even more difficult to pull off.

AKA: If you're running a mythic adventure with mythic heroes, the villains get to be as powerful as you need them to be. That's how the game works.

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eldergod0515 wrote:

Q: If I were to ask you the absolutely most brilliant question - more so than any question you've ever been asked on this thread - what *EXACTLY* would that question be?

Follow-up: And what would be the answer to that question?

This.

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Alexander Augunas wrote:
James Jacobs wrote:
(although I like to think I could be EVERYONE'S friend, the internet's good at reminding me that's probably unlikely).

You can be MY friend, James!

And as friends, will you teach me the eldritch ritual that I need to leap forward through time to the exact moment when my subscriber copy of the Advanced Class Guide will be available for download?

Yup! All you had to do was ask. Alas... its a complex thing, that ritual. I can't really tell you here, but I can give you a link to it.

Clicky for the secrets of time and space!

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thejeff wrote:
James Jacobs wrote:

To a certain extent, the point of Mythic was to "break" the system and to allow mythic characters to do things that non-mythic characters cannot do. It does certainly change the game and how it's played... certainly more so than I'd anticipated with Wrath of the Righteous. But it sounds like there's plenty of folks who are enjoying how those changes work... so it's not a bad thing for everyone.

THAT SAID... an AP that has more roleplaying elements in it is something I've always wanted, and I always punch up the roleplay elements in APs I develop. I'm certainly intrigued in pushing it further... but as someone upthread mentioned... the game's core design is a combat simulator, and the further we drift from that, the further we drift into new areas that, like Mythic, will change the game and how it's played. Perhaps in ways you or I can't predict.

So... it's a tricky thing to do.

On the other hand, if it's done as more of an adventure design push, rather than a rules push, you don't have to drift the rest of the game.

If not an AP, maybe a module? Less risk, more room to explore?

Good to know you're thinking along those lines.

I'm VERY interested in exploring a more roleplay-heavy adventure. And I work most on the Adventure Paths, not the modules. Make of that what you will. ;-)


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Ravingdork wrote:
Why wouldn't he kill him? Don't you know how much XP an experienced paladin is worth!?

Come now... you don't have to kill something to earn it's XP. You just have to "defeat" it! And confronting a foe only to let him live counts as a defeat.

Quit trying to trick GMs into robbing us good Sarenites from our XP, you monster!!!! ;-)

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LazarX wrote:
James Jacobs wrote:
The fact that Razmiran is an evil nation is pretty much all the reason the Church of Sarenrae would take offense and have a beef with it.
But as we've seen, Zadim's masters in the Dawnflower Cult seem to be operating as much as or more from a political agenda than a religious one.

Correct. Which complicates matters, and is the type of flavor element that opens up all sorts of possible avenues of storyline. Interesting, yeah? ;-)

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The fact that Razmiran is an evil nation is pretty much all the reason the Church of Sarenrae would take offense and have a beef with it.

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Yeah... dude became a paladin AFTER the atrocity with the slain Sarenites.

Which is why it's a tough decision. Further complicated by the fact that he's a paladin of a Lawful Neutral deity... does that play into the situation at all?

Ha.

Great story, Erik!

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Tels wrote:
My understanding is you wanted to retcon the 'Taldor hates Sarenrae' bit in Golarion. How do you feel about the Iconic Slayer's backstory since it draws heavily on the very thing you wish to remove?

I think Erik hit the notes exactly perfect, and it's in this way, via fiction and material written by powerful, excellent writers who understand the complexities of the situation, that I want to move forward.

I don't want to retcon the "Taldor hates Sarenrae" thing at all. If I did, I would have removed it from the Inner Sea World Guide entirely and would not be talking about it still today.

I think that it's a FASCINATING example of a religious schism, and one that has a lot of room for exploration... in fact, I'd like to do an entire AP some day focusing on it and why it came to be and where it's going. The fact that the initial introduction to the whole thing was kind of poorly thought out and awkwardly presented and confusing is what I object to... and now, what you're seeing in Zadim's background and in other places (such as the Taldor and Qadira entries in the Inner Sea World Guide) is myself, Erik, and others whom I trust and know can handle the complex subject with the skill needed to carry it through is a further exploration of the situation.

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Okay... let's get back to questions on the thread. It's been going on too long to get derailed.

I probably should have not answered the question at all, honestly, since there was no way for me to do so without folks getting riled up. That said... this is me answering. You ask, and I answer. Not Paizo. Not your GM. Not necessarily even your friend (although I like to think I could be EVERYONE'S friend, the internet's good at reminding me that's probably unlikely).

The fact that folks DO get riled up tells me that it's important to discuss, and that we've got a long way to go to make up for decades of unfair gender bias and the like....

But we already know that.

So.

Let's get back to questions and I'll get back to answers.

In the meantime... be nice to each other!

HUGS!

Now.

More questions!

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Rysky wrote:
What are your thoughts on an Undead created by those killed by a Succubi's Energy Drain?

They absolutely exist.

In fact, having a specific kind of undead created by that specific kind of energy drain is an interesting idea for a new monster... although it would need to contain language like "some, but not all, of those drained to death by a succubus rise as free-willed undead..." because the succbuus doesn't have a create spawn ability, and building a monster that stealth-grants an existing monster new powers is bad design.

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To a certain extent, the point of Mythic was to "break" the system and to allow mythic characters to do things that non-mythic characters cannot do. It does certainly change the game and how it's played... certainly more so than I'd anticipated with Wrath of the Righteous. But it sounds like there's plenty of folks who are enjoying how those changes work... so it's not a bad thing for everyone.

THAT SAID... an AP that has more roleplaying elements in it is something I've always wanted, and I always punch up the roleplay elements in APs I develop. I'm certainly intrigued in pushing it further... but as someone upthread mentioned... the game's core design is a combat simulator, and the further we drift from that, the further we drift into new areas that, like Mythic, will change the game and how it's played. Perhaps in ways you or I can't predict.

So... it's a tricky thing to do.

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LazarX wrote:
xavier c wrote:
I did not say anything about Feminism. james said he would like to see all of the male superheroes be marginalized and to me that is not gender equality

Interesting valuation. James said that he'd like to see all superheroes gender bent, and to you it meant margainalising the males by turning them into women. I guess in your eyes for the women, it'd be a tradeup.

And you'd be right. Female superheros have had it rough. they're typically hostage bait, or pitted against silly opponents until recently. hardly anyone sees them as anything other than objects of tititilation. In other words, hardly characters to be taken seriously.

The fact that this question comes up shows how far we have to go.

That last line sums it up.

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Squeatus wrote:
James Jacobs wrote:
I've lost interest in the "who would win in a fight" questions, especially in cases where the NPCs have or will soon have stats.

Emphasis mine.

What mortal NPC on Golarion would be most likely to survive an encounter with Chun the Unavoidable?

The one who did and would and could.

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Archpaladin Zousha wrote:
How do you get a friend who you know is being deceived to listen to you when he refuses to believe he's being decieved?

Patience and persistence and empathy and luck.

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DaemonAngel wrote:

1) If Aroden is "all" dead, what's his purpose in the Setting? What is his "Legacy"?

2) Could you tell the folks you work with from me how awesome they are? ^_^

1) To set the theme of now, in this new age of lost omens, fate is what mortals make of it. And to symbolize the fact that while humanity is the prominent civilizaiton, their patron deity died and therefore they should be wary. It's a dangerous world.

2) I shall!

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Graeme Lewis wrote:
James Jacobs wrote:
2) Elvanna would kick Kevoth-Kul's ass. She's a LOT more powerful than him. ** spoiler omitted **

The spoiler intrigues me, but for now... I'm going to give each one a different opponent, and ask once more.

Who would win in a fight, Elvanna or Razimir? What if we made it a fistfight?

Who would win in a fight, Kevoth-Kul or Khemet III? What if we made it a drinking contest?

Elvanna would kick Razmir's ass easy. ESPECIALLY if it were a fist fight.

Kevoth-Kul probably would.

And frankly... one of the benefits of doing stats for these characters is that you can run mock battles between them to find out! ;-)

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Luthorne wrote:
James Jacobs wrote:
1) In fact, there is a basic "flail" in the game. It's a martial one-handed melee weapon. The next step up would be the heavy flail. The dire flail is an exotic weapon. There is no such thing as a "light flail" in the game.

Huh? ...oh. I was looking in Ultimate Equipment, which is usually my go-to check for gear...not the Core Rulebook. Now that I look, I see that in the Core Rulebook, there is a flail, which for some reason is called a light flail in Ultimate Equipment. Presumably to slowly drive me insane. Sorry about that!

1) What are three of your favorite weapons to use in Pathfinder?

2) What are your favorite three deities who aren't the main 20 (but not demigods, either)?

3) What are the three spookiest stories/urban legends that you can recall most recently sending a chill down your spine?

Sounds like Ultimate Equipment has an error or something. Weird. And kinda annoying.

1) Rapier, scimitar, starknife.

2) Ghlaunder, Besmara, and Milani (although Yog-Sothoth and Shub-Niggurath and Nyarlathotep are fun too!)

3) I really can't recall, frankly, since I don't really remember the order in which I encountered them... do movies count? How about you-tube videos? Short stories and novels?

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Splode wrote:

We had an android PC just die in our campaign. This raised the question: Do you bring back an android the way you'd bring back any other living character, or can you simply "rebuild" the android by getting all the pieces together and casting Make Whole? (Or could it be both?)

I guess the simpler version of the question would be: Do PFRPG setting androids have souls?

Androids are brought back to life in exactly the same ways as you bring any PC race back to life. Breath of life if you're quick, raise dead or resurrection or reincarnation or true resurrection or miracle or wish if you're not as quick.

They're not constructs. Make whole doesn't affect them any differently than if you cast it on a human.

Androids have souls.

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And it's delightful seeing folks misinterpreting and reading too much into specific words I posted already! Mwa ha ha!

In any case, again... we'll be announcing this one at Gen Con. Only a few weeks away!

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blackbloodtroll wrote:

Do any electricity powered instruments, or thunderstone powered(like the Piston Maul) exist in Golarion?

I ask for my Cixyron-worshiping Numerion Bard.

No.*

*Maybe. If they do exist, they're hidden somewhere in a ruin in Numeria and no one's found them yet... or if they have, no one's shown them off yet.

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Tacticslion wrote:

1) Who would win in a fight: Rovagug, Groetus, or Azathoth?

2) EDIT: Who is your favorite Infernal Duke (not Archduke, but just... duke)?

3) Who is your favorite Infernal Archduke?

4) Who are your three favorite Demon Lords (as I know you like those better)?

5) Who are your three favorite Empyreal Lords?

6) If I lived nearby and invited you to lunch sometime, would you accept?
(I do not live nearby, though if you're ever in Ocala, PM me, and I'll totally invite you to lunch sometime, if you don't mind a toddler along for the experience.)

1) Groetus would get his ass kicked. Whether or not Rovagug or Azathoth won... it would be hard to say, but the rest of creation would likely lose.

2) Lorthact, I guess, since he's the only one we've really done anything at all with other than namedrop.

3) Do you mean Archdevil? We don't have something called an "Infernal Archduke." My favorite archdevil is Mephistopheles.

4) Nocticula, Cyth-V'sug, and Pazuzu, I guess.

5) Sarenrae, Ashava, and Pulura. If you're asking for just the Empyreal Lords who aren't also full deities, swap out Sarenrae and swap in Black Butterfly.

6) I probably would.

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Graeme Lewis wrote:

1) Are there any strongly radioactive areas outside Numeria? Would you be willing to list a couple, if there are?

2) Who would win in a fight, Black Sovereign Kevoth-Kul of Numeria or Witch-Queen Elvanna of Irrisen? Not asking for a stats-based analysis (if I wanted that, I'd just wait 'til December and answer the question myself), but just based on your understanding of the characters, who would win?

3) Where in the Inner Sea region would you be most likely to meet a person named Solomon, David, or Abraham?

1) Absolutely. There's countless strongly radioactive areas outside of Numeria, since that includes the entire universe. Narrowing down on the Inner Sea region, though... I suspect that there are parts of the Red Redoubt outside of Absalom that are radioactive. And there are regions in the Darklands that are radioactive. There absolutely can be more.

2) Elvanna would kick Kevoth-Kul's ass. She's a LOT more powerful than him.

Spoiler:
Keep in mind, Elvanna is tailored to be an Adventure Path boss, while Kevoth-Kul is a mid-Adventure Path NPC who might or might not be an enemy or an ally... he's more in the position that King Irovetti was in Kingmaker, I guess...

3) Anywhere. Those names aren't all that region-bound, but they ARE pretty strongly Earth-flavored with a heavy Biblical theme, so it's unlikely we'd ever use them in world anyway.

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Joshua Goudreau wrote:
zergtitan wrote:
captain yesterday wrote:
Galt, please
Ask James if a Galt AP is in the works, he won't tell you when it will happen but you will know if it will happen within the next four years.
We haven't heard My. Jacobs chime in for a bit. Are any of us close Sir Developer?

There seems to be a lot of interest in Galt... or at the very least a few very vocal Galt cheerleaders.

In any event, and in order to maintain expectations... no, no plans for Galt anytime soon.

It WILL be an AP that touches on themes that have come up time and time again in this and other threads, but so far no one has actually guessed its actual location or specific themes. It's one I've been setting up for a while, though, here and there in other APs and in Campaign Setting books and the like... one that I've had planned for a while.

We're only a few weeks away from announcing it, so patience! ;-)

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Jeven wrote:
I thought the crashed spaceship has been sitting around Numeria for thousands of years. So I don't really get how a group of barbarians manage to contain it from all the other surrounding nations. Not to mention one Numerian with tech once laid siege to Absalom at the other end of the continent - so the locals are not even staying put in Numeria.

For most of those years, they contained it by burying all of the ruins ages ago and being so agressive that folks never really explored into the depths of the region. Now that the Technic League is in charge of the central heartlands, the secret of what was buried is out, but they're established now and are controlling the flow of technology.

The significant spread of technology in the region in an open way as it is now is a relatively recent development when you take the land's history as a whole; the stuff was buried and forgotten for most of those thousands of years.

In fact, until Karamoss attacked Absalom in 3637, I think it's fair to say very few people knew what was buried up in Numeria at all. That was the event that started the slow growing interest in Numeria from the outside world... and a lot of the timing of that exploration is actually entangled pretty deeply with the backstory to the Iron Gods adventure path.

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Pendagast wrote:

except that the technic league are chaotically aligned and sourcebooks specifically state they are NOT organized.

That may be true... but we've not yet definitively talked about the details of the Technic League. That is about to change. Comparing them to a drug cartel isn't that far off the mark. They DO have a hierarchy and do have an internal organization, nor are they really universally drug addicts at all. They're actually QUITE efficient, and are, in large part, the reason why there's not technological items spread throughout the Inner Sea region. They control the trade of those items pretty well.

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Claxon wrote:

Cool, so it's a Cold War/Mutually Assured Destruction scenario.

There was a discussion in another thread as to the reasoning, and this was what we figured was the mostly likely case, but I was interested in seeing if there was something more to it or not. For instance a contractual agreement between the gods not to intervene directly in mortal affairs, but I'm good with it as it. Merely curious if there was more.

More or less, yeah.

We've mentioned a concept of "divine laws" before that enumerate the ways the gods can and cannot interact with mortals, and what is to be done when they do, and that Rovagug breaking these laws is what started the war that ended with his imprisonment, but we'll not be showing those laws off in public. Because they're not actually written down here at Paizo. Because we're not gods and can't do them justice.

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