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James Jacobs

James Jacobs's page

Creative Director. Pathfinder Society Member. 50,023 posts (52,347 including aliases). No reviews. 2 lists. No wishlists. 1 Pathfinder Society character. 9 aliases.


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Alundrell wrote:

Hi James

Can a paladin or another divine caster ( let's assume good alignment) pray to a got other than his patron for assistance( good alignment also) in a situation that is beyond the scope of his God? Would that violate any codes or just piss off his patron deity to the point where the characters powers would be taken away? For example a paladin of an empyreal lord calling out to regathial for help seeking vengeance on someone who wronged him or a friend (what about our of anger of anger),or to desna for a safe journey or good dreams?

Nope. Nor would they want to if they were properly faithful; they'd have no reason to pray to a different deity unless they were drifting from their faith an looking to convert to a new religion. Alignment doesn't play into it at all. Part of being a divine spellcaster is the devotion to your faith, not being wishy-washy and praying to whoever or whatever you want.

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Ckorik wrote:

James - given the new campaign focus on evil - I've thought about giving a character concept I've wanted to try for quite a while but didn't fit in to a good campaign - that is a necromancer (thinking a cleric from Nidal).

What are the chelish feelings on necromancy and how difficult would you make it on a person trying to play one given the theme of the campaign?

Cheliax is pro-necromancy, more or less, as long as the necromancer stays in control of the undead and the undead are used for the glory and betterment of Thrune.

As with any evil character (regardless of alignment) this would be an excellent idea for Hell's Vengeance.

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Rysky wrote:
James Jacobs wrote:
Rysky wrote:
Have you ever played the Stanley Parable?
Yup.

What did you think of it?

To me from a video gaming perspective it was interesting, but from a player/GM it was even more so :3

It was interesting for about 30 minutes and then that was that.

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wertyou2 wrote:
What are your favorite kinds of questions to answer in this thread?

Any question that doesn't feel like a player trying to fish an answer out of me regarding rules for the game so he/she can use that answer as leverage against the GM or the PFS rules.

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nogoodscallywag wrote:
...wrote a wall of text...

It's best to use links instead of walls of text here... but even better to actually ask questions.

Yes, the goo would go with if they went incorporeal.

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Pauper Princess wrote:

Thank you, James, for answering my question about the Wizard using Teleport with the Construct.

Here's an odd question my group faced... our Ranger was fighting Gray Goo and they attempted to Infest him. He succeeded his save and the Infest did not happen. He was in the process of putting on his Spectral Shroud to become incorporeal to get away when the Fighter in the group reminded him that he had Boots of Teleport and that he could just get away from the swarm.

Since it didn't occur, we didn't get a chance to find out if it would work or not.. but if the Gray Goo infested the Ranger, would he have been able to use Teleport and leave the Gray Goo behind? If not, would using the Spectral Shroud to turn incorporeal have worked to effectively stop him from being Infested?

Sorry for the wall of text, but this was a very interesting scenario and I'm dying to know what would have happened if the Infest would have occurred and those escape methods were attempted.

You can teleport out of a swallow whole or engulf situation. I don't have the gray goo rules right here in front of me, so I can't say for sure, but if it works similarly, then yes, you could teleport away from an infestation. But if it doesn't... I would have to consider what makes for the most interesting plot development I guess at the time to make the call.

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Alundrell wrote:

Hi James,

I was looking through "Faiths of Purity" earlier today and saw the section on Paladin codes for individual gods on page 26. i that that was really cool and was wondering if there was anything like that for some of the empyreal lords, Specifically Arqueros And Ragathiel?

if there isn't what would there codes of conduct look like? i plan on making a paladin character in the future and i really like both of those lords and I'm having a lot of trouble picking between them.

Not yet. Paladin codes take up a fair bit of space and as such, they generally aren't things we do unless we're focusing on a single deity. For the empyreal lords, we haven't really done them yet in a format where we can focus on paladin codes. I suspect we'll get to them one at a time eventually.

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wertyou2 wrote:

I was told you'd be a person to ask about this.

In Runelords Anniversary Edition, is there any specific reason why Jordimandus doesn't have augment summoning? It seems weird to me that a conjuration wizard with a strategy revolving around summoning monsters doesn't have augment summoning.

Not really. That's kinda spitting in the proverbial eye of what a contract is for, and kinda chaotic, and is sort of against the spirit of the whole thing. Devils aren't really into that sort of cheesing-the-system tomfoolery.

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wertyou2 wrote:

I was told you'd be a person to ask about this.

In Runelords Anniversary Edition, is there any specific reason why Jordimandus doesn't have augment summoning? It seems weird to me that a conjuration wizard with a strategy revolving around summoning monsters doesn't have augment summoning.

Because he has all those other feats, basically. Not every conjurer should be identical. Some of them have other things they want to spend their feats on instead of Augment Summoning.

(And the meta reason: Augment Summoning makes summon spells more complicated, because it means you can't just run the stat block out of the book. For a PC, this isn't a huge deal, because you're only playing your one character the whole game, and you can thus prepare before hand if you want some pre-augmented stats for summoned monsters. When you're the GM you have to play all the rest, and running that many NPCs and monsters can get complicated. Feats and abilities that make you have to do on-the-fly stat block math in game are not good for the game's speed of play from a GM viewpoint, and thus I generally tend to avoid giving already complex NPCs feats like Augment Summoning or spells like enlarge person that make you have to rebuild stats in the heat of combat.)

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Pauper Princess wrote:
Can a wizard with enough strength to carry a construct pick it up and teleport away with it?

Constructs are creatures, so as long as they fall into the minimum number of allies you can teleport with, and as long as they're not immune to teleport, then it works like teleporting with anyone as a group.

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Rysky wrote:
Have you ever played the Stanley Parable?

Yup.

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Paladin of Baha-who? wrote:
James, have you seen Deadpool yet?

Nope. I generally don't go see movies in theaters these days UNLESS...

1) It's playing at iPic, which is a premium style theater that costs more but helps weed out chuckleheads, or...

2) The movie is in a limited release and is one that I both REALLY want to see and won't be playing at iPic.

At this point, Deadpool is playing at iPic, but the good seats are sold out all weekend, so I'm waiting. I'll see it during the week or on the weekend. I WILL see it, though.

In the meantime, no spoilers!

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Armenius wrote:
I have a player how wants to play a Drow Anti-paladin in Hell's Vengeance. If he goes the full demon-worshiping mile, how would lawful evil Cheliax react to that? I've read the Hellfire Compact and I fear that a chaotic evil character would be almost as out of play as a lawful good one.

The AP will provide advice, but look at it this way. Did the lawful good crusaders in Wrath of the Righteous freak out if chaotic good PCs wanted to help? Nope, they did not.

Hell's Vengeance is the "evil" adventure path first and foremost, not the "Lawful Evil only" AP. Any of the three evil alignments will work quite well in the AP. As long as the PLAYERS want to work for Thrune, and as long as they are okay with their characters working for Thrune (be it patriotism, mercenary loyalty, curiosity, devotion to an ally who works for Thrune, or whatever), Cheliax is fine with all three evil alignments.

And that means you GMs should be too!

And you players should remember that playing a disruptive character who won't work for Thrune and fights against the other PCs isn't a "evil player character problem" but a plain old "player problem." It's no different than playing a lawful character in Skull & Shackles and being a stick in the mud that makes it difficult for the other players to play pirates, or no different than a group playing a bunch of stealth characters and you building a deliberately noisy klutz.

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Jareth Elirae wrote:
I know I run the risk of the obscure "unrevealed at this time" answer, but I would like to ask- is the "evil" adventure path a "one and done" we expect more in the future? It certainly seems like the mythic was that way. I know you have mentioned that mythic rules were not well received, but my group that played through Wrath of the Righteous quite enjoyed the rules and felt it really "leveled the playing field" quite nicely between our one power gamer and the rest of the characters who were concept oriented. I also recall one of the core philosophies of Paizo was not to obsolete books consumers bought like Dungeons & Dragons had done time and again (which I appreciate by the way). As a spin off question, how much of your consumer base would have to be interested in a concept for it to be a viable launch for an adventure path (I know you are getting blowback for the evil concept- but I suspect a LOT of people will like it)?

If folks like the evil AP a lot, we'll do more. There's LOTS more evil PC stories that we could tell. We got blowback from lots of our APs, including Iron Gods ("I don't like Sci-fi!") and Skull & Shackles ("I don't like pirates!") and Mummy's Mask ("I'm tired of dungeons!") and so on. That's why we do APs twice a year. If we do one folks don't like, they don't have to wait a whole year for another one.

As for "interested in a concept," for APs, it's as much about what excites us and intrigues us as it is customer demand. In some cases, we trust our taste and interests enough along with our experience at building things Pathfinder customers like to take risks without any indication from the customers that they want something as well. That was sort of what we did with Hell's Vengeance and Hell's Rebels; two simultaneous APs that tell different sides of a similar story.

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Jareth Elirae wrote:

In Cheliax tieflings are looked down upon and treated as second class citizens, but in Nidal kyton spawned tieflings are looked upon highly. Nidal and Cheliax have an alliance. How would a kyton spawned tiefling emissary from Nidal be received by the "powers" that be in Cheliax? Sneered at, accepted with reservation, embraced a "mover and shaker" in their home country? Could a Chelaxians predisposition to look down upon tieflings cause an "international incident" with a Nidalese emissary from the Umbral Court?

A Kyton tiefling would be taken less seriously and would be faced with more prejudice, and as such would put diplomacy at risk, and as a result, Nidal wouldn't send one as an emissary.

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Steve Geddes wrote:

I think I remember you saying you like the alignment system (is that right?)

If so, are you able to articulate any specific reasons why you like it?

** spoiler omitted **

I like it because it allows me to use two letters to sum up a LOT about a creature, deity, spell, NPC, faith, nation, philosophy, planet, or anything else. And I like it because of its tradition. I really don't care that it doesn't model reality; that's not it's job, and applying it to reality is, I think, as silly as trying to decide how many Hit Dice the Hulk has or how many ranks in Knowledge (nature) Les "Surviviorman" Stroud has and so on.

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Archpaladin Zousha wrote:
But what about AFTER the end?!

Why would that change? It wouldn't. The "continuing the campaign" for Hell's Vengeance is all about "continuing to be evil."

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Erik Mona wrote:

One of the funniest aspects of this thread, to me, is that even a lot of Paizo employees probably don't know the correct answer(s).

I hope I'm not one of those who don't know those answers!!!

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Archpaladin Zousha wrote:
James Jacobs wrote:
Archpaladin Zousha wrote:
That makes sense, if you're looking to play an evil character who ENJOYS being evil. I'm more interested in characters like Darth Vader or Teyrn Loghain, people who had heroic qualities but fell to evil due to trusting the wrong people and making bad choices and hate themselves for it but keep doing evil because they feel like it's too late for them and they're trapped. Is that doable in Hell's Vengeance at all?
Those types of characters aren't really appropriate for Hell's Vengeance. Those types of characters ARE appropriate for most every other AP we do, since all of those feature stories that can help to serve as an evil character's redemption.
So what you're saying is Hell's Vengeance really isn't an AP for me?

Sounds like it. Hell's Vengeance is for playing evil characters who are unrepentantly evil and want to STAY evil from start to end. There is no built in "redemption element" and in fact, a PC who goes good in this AP is likely going to be in trouble in the same way a PC who goes evil in a typical good-guy party ends up.

The whole POINT of Hell's Vengeance is to play the bad guy. From start to end.

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Gark the Goblin wrote:
Which cultures of Golarion have conducted tests like Eratosthenes' (finding the planet's circumference)?

Lots of them. Garundis and Keleshites and Tiens for sure, though.

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Archpaladin Zousha wrote:
That makes sense, if you're looking to play an evil character who ENJOYS being evil. I'm more interested in characters like Darth Vader or Teyrn Loghain, people who had heroic qualities but fell to evil due to trusting the wrong people and making bad choices and hate themselves for it but keep doing evil because they feel like it's too late for them and they're trapped. Is that doable in Hell's Vengeance at all?

Those types of characters aren't really appropriate for Hell's Vengeance. Those types of characters ARE appropriate for most every other AP we do, since all of those feature stories that can help to serve as an evil character's redemption.

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Bellona wrote:
Does anyone have an explanation for why, in the revised Kintargo city stat block (p. 3), Lictor Octavio Sabinus is listed as being in the Order of the Rack? Did I miss something in my read-through of the previous four adventures?!?

Typo. He remains the Lictor of the Torrent.

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Wildebob wrote:
James, I'm going to be running Wrath of the Righteous for my group when we finish our current campaign. I'm guessing in about a year. I love the AP and I have a ton of enthusiasm for the campaign right now...but I've got a year before we start it. What kids of things would you suggest I could do as preparation to run it when it's still such a long way off?

Assuming you're going to be running the mythic version of the rules, I have two big bits of advice:

1) Make sure you are more familiar and more comfortable with the mythic rules than your players. They're complex (both the mythic rules AND players) and it's easy to mess things up or forget things, particularly when it comes to managing swift action usages. Use your comfort and skill with the mythic rules to address issues in play (the adventures, particularly at the higher levels, had little to no playtest feedback on how to balance high level mythic characters with encounters, so I was increasingly taking shots in the dark there as the development went on); one way to help there is to enforce time limits and don't let the PCs abuse their opportunities to rest and thus gain back mythic powers (or worse, build the expectation that they'll be able to regain mythic powers whenever they want just by resting). You might even consider a recharge mechanic for mythic powers that doesn't use resting, but instead uses adventure progress. Say, the PCs don't regain their mythic power uses until they finish a part in the adventure or the like, thus forcing them to ration and plan ahead more than just use every single mythic option on the first encounter and then rest and repeat.

2) Make sure you're comfortable with a different style of game play. Non-mythic Pathfinder does great at evoking a gritty swords-and-sorcery fantasy genre. Mythic does not seek to evoke that same feel. Mythic is more like a superhero movie. So if you go into a Mythic game with the idea that your players are going to be more like the Avengers or the Guardians of the Galaxy or the Justice League than they are the Fellowship of the Ring or House Stark, the better off your mindset and emotions will be when the game play of the sessions feel more like a superhero movie that happens to take place in a fantasy setting.

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Rysky wrote:

Hmm, something that I've been wandering about.

Don't knew if you worked on it when 3rd edition came around, but regarding the Ranger's Favored Enemy ability and that it gives it a bonus to Bluff, but not to Intimidate.

Why do think that is?

More to the why they don't get a bonus to Intimidate rather than why they get one to Bluff (I figure being specifically trained to kill a certain creature would help with the whole intimidating thing but that's just me :3).

I have no idea. Sounds like either a mistake or an arbitrary call. Maybe Intimidate was a late addition to the game and no one noticed it got ignored by the ranger? Not sure.

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Archpaladin Zousha wrote:
Well, largely because from the adventure synopses at the back of the first book, the things the PCs are tasked with doing would render them as KILL-ON-SIGHT to Iomedae and her church, even if the Glorious Reclamation is an extremist fringe. And wouldn't Iomedaeans talk to Sarenites if a character came to them seeking redemption, saying "Don't forgive this monster, he's butchered our faithful, consorted with Devils and doomed Cheliax!"

An evil person who excels at being evil isn't consigning his/her soul to damnation; if you do well enough you CAN earn a place in the afterlife at your deitiy's side or in their domain as a devil or demon or whatever. An evil soul doesn't WANT to be in heaven in paradise, it wants to continue being evil in Hell/the Abyss/Abaddon/wherever.

On top of that, it's important to keep in mind the context. We as readers of Pathfinder rules and content are privy to all sorts of things those who live in the world are not, including what happens after death. Sure, folks have come back from death or explored the outer planes, but their testimony is often contradictory (sometimes deliberately so) and the information isn't well distributed to the masses.

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Varisian Wanderer wrote:

Hey, James!

Out of the seven deadly sins, which one would you say is Graz'zt most guilty of?

Hmmm... he does pretty good at all of them, so I'd say pride, since that's usually held as the original and most serious of the sins, the one from which all others flow.

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Gratz is pretty much right. You can allow your PC Millani minions to either know about Hetamon if you want, or you can have them belong to a cell that doesn't know who he is. It's pretty flexible.

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Nutcase Entertainment wrote:
James Jacobs wrote:
Ched Greyfell wrote:
James Jacobs wrote:
I get it that folks are eager, but we're talking about a difference of a few weeks at most. Please stay patient, and try to be understanding that not everything will always be perfect.

James, let me just say, you've been doing an incredible job keeping me entertained for the past, oh, 15 years or so. Folks say things because it's the internet, and they can post stuff behind a keyboard.

You've set the bar too high with your fantastic(al) imagination and dedication. That's why folks get impatient. Keep up the great work. In my opinion, you, Erik, and your crew have ushered in a golden age of gaming.
Take a breath, take a vacation, and keep up the unparalleled work.

Thanks for the kind words.

That said... you do realize "take a vacation" is also a way to say "delay the products you're working on even more" yeah? ;-P

... You are kinda saying you need to learn how to delegate more. 8P

Hence me not doing Adventure Paths and delegating them to Adam and Crystal, yeah?

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Kintargo's not the place to do a slave uprising plot, because Kintargo is more or less the one place in Cheliax where the citizens generally don't keep slaves. It's legal there, but it's NOT popular, and those who DO have slaves are pretty quiet about it and keep their slaves as happy as possible. There certainly are slave involved in the revolution, but the numbers are small enough to be more or less inconsequential.

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Archpaladin Zousha wrote:
So a Hell's Vengeance PC who becomes worried about the state of their immortal soul when the dust settles is pretty much screwed?

Why do you think that?

In fact, this is not the case at all. As the AP will describe in detail, particularly at the end of the 4th adventure. Not gonna go into the details here because it's kinda a spoiler and because it's Rob's AP, not mine.

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Lord Fyre wrote:

Taldor - Counterwise, Joshua J. Frost created this realm, and he has moved on from Paizo.

Not quite true.

Taldor was created by Erik and/or Jason during their initial work on Golarion, and first expanded upon in the first hardcover by Rob McCreary.

Josh wrote the 32 page book that expanded on the book (and added some elements that we've later decided don't fit with Golarion's thematics), but is hardly the "creator" of Taldor. Him no longer working at Paizo has absolutely no bearing on whether or not we do a Taldor AP in the future... but Rob McCreary being one of the main people who's worked with the AP line over the past decade certainly does!

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Archpaladin Zousha wrote:
We all know that Sarenrae, as goddess of redemption, and Shelyn, who is all-loving, are pretty tolerant towards penitent evil-doers. Where does Iomedae sit on that scale? How much of a "dark past," so to speak is she willing to forgive before she decides the person's irredeemable scum fit only for smiting?

Iomedae is not super tolerant of this type of thing, as I had assumed Wrath of the Righteous (particularly the start of book 5) made pretty clear. Erastil is the most tolerant of forgiveness among the lawful good deities, but even then... it's my take that the capacity to forgive is a purely good trait and as such is lessened by the influence of law or chaos. And thus, that's my reasoning for setting up the two most forgiving deities as neutral good deities.

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Slithery D wrote:

What happens to the soul of a humanoid who worships one of the Eldest after death? Dissolve into First World energy? Get reincarnated as some sort of fey? Go the outer plane of his alignment and disregard his mortal worship? I guess a similar question applies to Elemental Lords, Outer Gods, and any other material plane or inner plane based deity options.

James Jacobs wrote:


I don't need to reconcile this at all. Infernal contracts can cover the entire range of possibility of boons, from relatively minor boosts like some of the minor contracts we give as examples, up to granting a wish or multiple wishes. An infernal contract that grants a creature the devilbound template is absolutely possible; nothing in the article says otherwise.

The devilbound template is a really fun archetype (as evidenced by the fact I had it used twice in this AP, and have been dropping it into Adventure Paths since Crimson Throne). Power has nothing to do with it. Infernal contracts aren't about giving player characters "game balanced options." They're about tempting mortals (be they PC or NPC) into falling from grace and damning themselves to Hell.

Given the existence of the devilbound template, the contracts in The Kintargo Contract read like, "sure, for the price of your soul we could give you $50,000,000, an adoring supermodel wife, and make you healthy, more handsome, stronger, and smarter, but wouldn't you rather have this brand new Camaro, with an exclusive "Devil Red" paint job that you can't buy anywhere on Earth?" No, I wouldn't, and I can't imagine anyone else would. I suppose there's a place in the world for devils to trick people with obviously inferior options for the same price, it just seems out of place given GM knowledge and the publication order. Anyway, I really like the rules for contracts presented, the rewards just had me wondering WTF in many cases.

As with all who worship deities, someone who worshiped one of the Eldest and is judged worthy to go on to an afterlife in service to their deity would end up on the First World in that deity's realm. In this case, the soul's fate is currently unrevealed in our game—it's unrevealed what happens when a soul becomes a "petitioner" on a plane other than the outer planes, but rest assured, they DO go there. Those who go to the elemental planes I suspect become elementals. Those who go to the First World probably reincarnate as fey, I would guess. And so on.

And not every reward has to appeal to every person, and that holds true for infernal contracts.

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MythicFox wrote:

Curious about your take on a hypothetical scenario:

A good friend of yours wants to run a Pathfinder game and invites you to the group. They insist on having a GMPC in the group (not a non-player character, but their own personal player character as a party member), even though the group doesn't really have any gaps that need to be compensated for (like healing) nor is the group hurting for players. Their insistence is such that if they have to make a choice between having the GMPC or having you, they'd rather have the GMPC.

What is your response?

I'd still play. Some GMs are very talented at running GM PCs, and done right, a GM PC can be a VERY valuable and useful link between the GM and the players that creates for opportunities for much more immersive plots and storylines.

Of course, done badly, it's lame.

I'd still play, but as soon as it became apparent the GM was only running the game for his own character and treating the rest of the group as co-stars at best or henchfolk at worst... I'd find something else to do with my time.

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Slithery D wrote:
How do you reconcile the Devilbound template available from swearing an infernal contract with the generally much less powerful boons available from infernal contracts listed in The Kintargo Contract? Is your view that the Devilbound template is too powerful and should most be deemphasized (despite it being used by Nox in the first volume), or is there something special about the Devilbound template that it is only offered to a select few?

I don't need to reconcile this at all. Infernal contracts can cover the entire range of possibility of boons, from relatively minor boosts like some of the minor contracts we give as examples, up to granting a wish or multiple wishes. An infernal contract that grants a creature the devilbound template is absolutely possible; nothing in the article says otherwise.

The devilbound template is a really fun archetype (as evidenced by the fact I had it used twice in this AP, and have been dropping it into Adventure Paths since Crimson Throne). Power has nothing to do with it. Infernal contracts aren't about giving player characters "game balanced options." They're about tempting mortals (be they PC or NPC) into falling from grace and damning themselves to Hell.

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Cool! I do love seeing how GMs make the APs their own. (That said, "Queensmen" seems unnecessarily gendered in my opinion since the split between men and women in that group is about 50/50... and also weird in that the Kintargan dottari increasingly work for Barzillai, not the queen...)

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Ched Greyfell wrote:
James Jacobs wrote:
I get it that folks are eager, but we're talking about a difference of a few weeks at most. Please stay patient, and try to be understanding that not everything will always be perfect.

James, let me just say, you've been doing an incredible job keeping me entertained for the past, oh, 15 years or so. Folks say things because it's the internet, and they can post stuff behind a keyboard.

You've set the bar too high with your fantastic(al) imagination and dedication. That's why folks get impatient. Keep up the great work. In my opinion, you, Erik, and your crew have ushered in a golden age of gaming.
Take a breath, take a vacation, and keep up the unparalleled work.

Thanks for the kind words.

That said... you do realize "take a vacation" is also a way to say "delay the products you're working on even more" yeah? ;-P

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Frankly, if we were to do a Red Mantis AP, I'd push hard for it to be one where the PCs play Red Mantis agents.

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Flynn Greywalker wrote:
James Jacobs wrote:
Neither direction is interesting to me. We didn't put 10-some years of work into a campaign setting to not use it.
What about an alternate reality Path? One that takes the party into a parallel time cycle possibility for Golarion? But, it wouldn't wreck or alter the current setting. It might bring interesting fun.

Nope. Even less of a possibility than doing one set on another continent. Not really interested in doing an AP that has no impact on Golarion at all.

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Flynn Greywalker wrote:

James, Adam and Liz:

Is there any plans for an off-Innersea adventure path? I am looking at Casmaron, Iobaria, Azlanti or Arcadia based path. Or a mix of all of these above. I know you guys have to be mulling it, since so many of us have brought it up. I know you can't reveal secrets, but I also know you can hint that it is somewhere in a near timeline to do. Inquiring and hopeful minds want to know:)

No plans.

Adventure Paths are a lot of work, but one of the things that makes them easier and doable is being able to use an established setting as a common starting point and support structure. The Inner Sea region is an Adventure Path's skeleton AND it's skin. Doing an Adventure Path set in another setting that doesn't have a lot of support would be like a person who had a few arm bones and a patch of skin on the belly, but was otherwise a shapeless pile of muscle and guts. That type of person needs a LOT of work to not die, and an AP set entirely off of the Inner Sea region would require a similar amount of work. At this point, we could PROBABLY do one set entirely in Tian Xia, but given the numbers we've seen on our Tian Xia products, that's a risky move.

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The Minis Maniac wrote:
Ok I am going to use conjecture. Since he used the term epic in his secret project announcement in the latest AP volume, I suspect it is an AP that goes up to level 20. I remember him saying recently he would like to do an up to 20 AP. So my conjecture is an AP that goes to level 20, I may even hazard a guess at mythic even though he said it caused a little grar among some of the contrarians last time a mythic AP came about. That is all I can conjecture with the limited info I have. Said AP must be something of supreme interest to James to do such a move. Like a continuation of the runelords story or something super elven. But not lovecrafty as Adam is doing that one with Strange Aeons.

I do want to do some expectation management and point out we don't use the word "epic" in Pathfinder to denote "above 20th level." It's really only in the game as a type of damage reduction, and that's only becasue of a holdover from 3.5's SRD kinda.

When I use the word "epic" these days, it's not a game term. It's the classic adjective version of the word.

Of course, I now suspect this post will start folks going in entirely different predictive directions...

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Jayson MF Kip wrote:
Was one of the secret projects announced today?

Nope. Folks will notice, I suspect, when one of those projects is let out of the bag.

Paizo Employee Creative Director

Marco Massoudi wrote:

I'm glad about more 1st level adventures as i don't have the time to GM a campaign at the moment.

Is it possible to play all three included adventures with the same characters or do i have to adjust the number of adversaries?
Is there advice for that kind of play included?
That would be helpful.
Thx James.

While the primary purpose of the adventure is to present three separate 1st level adventures that all take place in the same vicinity and have linked themes, you can indeed play all three adventures as a connected story; advice for how to run all three will be included in the adventure. I believe the goal is that if you play 1 adventure you'll not QUITE get enough XP to hit 2nd level, but if you play 2 you will hit 2nd level, and if you play all three you'll hit 3rd level. We're still working out the details.

If you do choose to play all three, they're playable in any order, and there'll be advice in each adventure on how that affects their individual storylines. There'll also be several NPCs that have multi-adventure roles that can interact across the three stories as well.

And I just stole Amanda's thunder by answering this. Sorry, Amanda! Don't cut me off from the jelly beans!

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Samy wrote:
Are you the one who made up the Golarion year number?

Nope. I'm relatively sure that the current year and the super-long history were numbers that came from Erik, but that was like a decade ago so I can't say for 100% sure WHO came up with them. Other than to confirm it wasn't me.

Paizo Employee Creative Director

skyshark wrote:
James Jacobs wrote:
the Haunted Jester wrote:
From what the product descriptions suggests, will this be a hybrid of Dragons Demand and Plunder & Peril with regards to how the information of the module is laid out?

Closer to Plunder & Peril.

It's not really about bringing a group of PCs from 1st to 7th level or thereabouts in one mini campaign; it's more about presenting a situation that spreads out into 3 different 1st level adventures to give a GM one of 3 options for an introductory game into Pathfinder, but that can also serve, if you play all three adventures, as an overall story that'll likely bring you to 3rd level at the end.

It's got a much less "epic" scope than Dragon's Demand and a much less frantic pace than that one as a result.

It's been awhile since we've seen a 32 page module that only advances you one level. Most modules lately have been 64 pages with multiple advancements in level.

Will we see any smaller modules in the near the future? The 64 pages are nice, but would like to see some 32 page modules back in the mix that can be run over the course of a single day.

I doubt it. Turns out that 32 page books, which don't have spines, are VERY difficult to get into bookstores. Sales data for the 64 page adventures bears this out—they're easier and more profitable to sell than are 32 page adventures.

That said, you can expect us to do more anthology style 64 page adventures in the future, similar to this one or the previous Plundery one we did a while back. These three individual adventures are more or less meant to be single session adventures that give you a fun one-shot game to play in precisely the way you request.

Paizo Employee Creative Director

Samy wrote:
Apparently we've just passed into Chinese year 4714. Is it purely a coincidence that the Chinese calendar is so close to Golarion year, or is it an intentional easter egg?

100% coincidence, since this is the first I've made that connection. If it was intended to be an easter egg, it would have made more sense for this year in Golarion to be 4714, regardless of the fact that a tie to Chinese years makes no real sense anyway in this context.

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Rob McCreary wrote:
You're dead to me, James.

Awwww!

Paizo Employee Creative Director

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Bag of Kittens
Price 100 gp
Weight 8 lbs.
As a standard action, you can open a bag of kittens to let out the cute little bundles of joy. All creatures within a 60 foot radius must make a DC 30 Will save or be unable to take any violent action for as long as the kittens remain cute and adorable. Any character who DOES take a violent action immediately functions as an enemy for all other creatures in the area, and if that violent action was perpetrated on the kittens, all creatures gain a +10 bonus on attack and weapon damage rolls and checks made to overcome spell resistance against the perpetrator of the violent action. A creature who takes violent action against a kitten who is killed is judged immediately by Pharasma and cannot be restored to life. As a move action, a person can pet an adjacent kitten to receive a +6 morale bonus to all saving throws.

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D'Shay wrote:
James Jacobs wrote:
D'Shay wrote:
Several images of androids have a silvery grey skin tone. Could you please make this a trait. Muchas gracias!
We generally don't make skin color a trait. If you want an android (or ANY character) with that color skin, or any other skin, you just get to choose to have that color skin.
But, if they're supposed to be able to blend in with humans other than the reflective eyes and white blood, silver skin seems to be a drawback.

Frankly, since an android is meant to look human, giving them a non-human skin tone goes against that goal. Androids who have silvery gray skin (or any other obviously non-human skin color) were not intended to "blend in" with human society.

I'm not really interested in creating ANY feat that basically gets summed up as "Your skin color is different, and thus you have a disadvantage." I would hope that the reasons why I'm not willing to create a trait or feat like that would be obvious.

If you want to have an android with unusual skin color, go for it! There's no inherent advantage or disadvantage to it.

Paizo Employee Creative Director

Thomas LeBlanc wrote:

James, who is the best person to ask how the army statistics math works for Ultimate Campaign?

I am trying to figure how the hobgoblin army has a recruitment cost of 8, when the listed resources add up to 10.

And also if the total resource cost is added together before alterations are made due to army size, or if each resource is figured independently?

I was the original designer for the narrative army rules that first appeared in the 5th volume of Kingmaker, but when it was picked up for Ultimate Campaign, the design team did all the revision and expansion work. So they would be the ones to ask about it. My guess is that the recruitment cost is merely a typo.

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