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A) A good GM = a good combination of creativity, ability to improv, and being open to learning and improving the skills.A good player = someone who respects the game the GM is running, respects the other players, and doesn't surf on his/her phone/tablet during the game.
2) Nope. It's using its own rules. Partially because of complications with the rules and OGL and how that interfaces with video games, but also because Pathfinder MMO is focusing on different things and game play elements than the RPG does.
Guess I need to get a 5th Edition DMG and look and see! My guess is something they picked up from something I did for 3rd edition... I didn't actually help work on the book itself.
What's something you're dying to play, but no GM has let you (something crazy, like an Awakened Monkey Gunslinger)? What's your favourite race and class?
Favorite race = three-way tie between human, elf, and tiefling.
Favorite class = three-way tie between cleric, rogue, and bard.
Order of the Amber Die wrote:
My suggestion would be that it's special pech magic that lets her sit on her disk. Monsters can and should be able to do things PCs can't. Perhaps it's powered by the sheer magnitude of her madness?
James, what's your favorite cantrip and why? Have you used it in a novel creative way?
Prestidigitation, because it's very open to application, but mostly because you can use it to clean up after things get messy. I've used it to clean off hazardous spores and slimes. Very handy.
Justin Franklin wrote:
Because I didn't know there was. As we do more and more products, I'm involved in fewer and fewer of them overall. I haven't actually interacted with Lost Treasures much more than to give it a quick look through during the approval phase to ensure that from a view from the mountain top that it did the job.
Electrum is a gold-silver alloy, and the word has a history with D&D, so I would suggest an electrum dragon. :)
We've already done metallic dragons, and when we do true dragons, we do them in groups of 5. Both reasons why "electrum dragon" isn't something I think we should or would ever create.
This is one of the things the half-dragon template is for.
My favorite non-true dragon is the pseudodragon.
1) Nope; I'm not a fan of the Chappelle Show, but knowing that you're quoting that makes me MUCH less annoyed than me thinking you were just implying I was a pimp of anything.
2) Futurama had a GREAT run... and I'd rather see it end strong than linger for ages and become irrelevant or self-mocking or tired. I never even considered the idea or possibility of being a guest star on the show, in any event.
3) Chromatic: Red
4) The concern of folks not buying the APs as they come out because they choose to wait for a compilation is a significant one... but so is the fact that compiling an AP is NOT an easy task. It's not something we can really do every year anyway, and as a result, since we do two APs a year, the laws of time and space pretty much make it a truth that we'll never do compilations of all our APs. We may do a compilation again... time will tell... but we haven't announced any plans to do so yet.
We don't have space to give rules for every possible combination of words, basically. And as a subset of that, we don't have space to present all the various possible hybrid races. We have to pick and choose, and the ones we DO pick and choose are picked and chosen as a result of what's nostalgic and expected of the game's core assumptions (so, half-elves and half-orcs), and what we at Paizo are particularly interested and inspired by (so, things like aasimars, tieflings, changelings, fetchlings, and dhampirs). Half-dwarves have never been a key part of the game, nor is anyone at Paizo all that into them. Furthermore, the muls of Dark Sun are SO closely tied to that (non-open content) setting that we would rather NOT "poach" them from that game. That cheapens them as being unique elements of Athas, and lessens the flavor of Golarion by increasingly making it into a setting where anything and everything is possible. That's not the intent of Golarion.
You can define a setting as much (and sometimes more) by what you DON'T include in the game as by what you do include.
All of that said... part of the reason we created the Advanced Race Guide race builder rules was to enable GMs and players alike with the tools they need to build the races THEY want to play with, even if we have no plans to ever do anything with them.
I always thought the less common TYPE of damage (Cold) might have been a factor as well. I mean, LOTS of things are immune to fire/lightning, less stuff has resistance to cold I think... No real direct mechanical benefit per se, but a potential tactical advantage. Plus, you can make snow in July, just point it up. Fun times.
I've never assumed that. If that were the case, why is there a cold damage cantrip and not a fire damage cantrip? I don't think the energy type matters at all, other than to give the spell one more way to feel different from other area effect damage spells.
Must a Bloodrager with Superstition roll saves against his own spells? Spells he "applies" to himself with greater bloodrage and arcane bloodrage? Would you even allow a Bloodrager to take Superstition from RP standpoint?
I have no idea. I've not read the bloodrager's rules and wasn't involved in its creation or development. If a player wanted to play one... or once one shows up in an adventure... THAT'S when I'll read about it. (I'm unlikely to ever play one since it's not a play style I enjoy as a rule.)
In any event, even if the above wasn't true, I'd answer the same. This is a rules question and it needs to be asked in the Advanced Class Guide forum for a FAQ tag so the design team can take action/note as appropriate.
Yup... both as a PC and as a GM. My favorite was the game in which my character Shensen managed to convert a Red Wizard of Thay merchant/wizard from serving Thay to being under her thumb, so that she gained control of his enclave. That she later lost control of the enclave when another PC went kill-crazy with fire for no good reason is another (very frustrating) story.
But yes... taking down the enemy in a non combat way is perfectly viable, and the fact that the game isn't hard-wired to assume that's the only option is one of the benefits of having the actual game run by a human capable of rolling with the unexpected punches.
All three are in different galaxies. That's all that we're willing to reveal at this point.
1) No. Sending is a relatively high level spell, and as such it's not all that commonly cast. And the small subset of spellcasters who CAN cast it who are likely to be celebrity stalkers are even smaller.
2) Yes. I'm currently playing in a D&D Next game, and have always played Call of Cthulhu... but not as often as I want. I play other systems as well, usually as one-shot games.
3) I know quite a lot, but I don't know what is and isn't public knowledge, so I'm not the person to talk to about it.
4) Lame question.
5) Probably the first of us to hear that they were discontinuing 3.5, be it Lisa or Erik, not sure who.
Dire Mosasaur wrote:
1) The Boneyard is a plane. It's our Neutral outer plane.
2) That's because "Boneyard" isn't a mythological place and we decided to avoid using any of our non-open proper nouns for the PRD. Boneyard and Purgatory are interchangeable synonyms, in other words... but if you use "Boneyard" in a book you publish, we can sue you. ;-)
3) They are called the dead.
4) No. Just as there are several different types of chaotic evil outsider races (demons, demodands, and qlippoth), there are several types of neutral outsider races (aeon, psychopomp, elemental). They don't have any relationship other than a shared alignment.
5) They'd both come from the same petitioner.
6) We talk about this in the Souls article in the last Mummy's Mask, but there's not an exact measurement of devoutness that you need to achieve. It's deliberately vague. The Boneyard isn't crowded with psychopomps though. Part of what makes it what it is is the fact that it's kinda empty overall, like a quiet spooky cemetery that goes on forever.
7) Nope. She wouldn't cut off "reinforcements" like that. That type of mentality requires someone to have an agenda beyond neutrality.
Doubting what Alaznist would and could do is one of the ways she rose to such power over her contemporaries.
You can make a scythe out of bone in the real world. Therefore you can do the same in Golarion. This is a case where the rules are trumped by reality. A bone scythe might not be the most effective weapon in play, and might break easily or do less damage than a metal one, but once you enhance it with magic all bets are off. And even beyond that, it's a major artifact, like Karzoug's Burning Glaive... so anything is allowed anyway.
1) It has been depicted. Multiple times. It's even in miniature form. We first illustrated it in Inner Sea Magic, where the art for Sorshen came in too late to chagne. We then illustrated her again in Shattered Star #2, and she ended up getting a miniature in the Shattered Star minis set.
2) Unrevealed, but she probably did wear armor, yes. She was pretty militaristic. Probably the MOST military minded of all seven runelords at the time of Thassilon's fall. I doubt she wore heavy armor or even medium armor, but she likely wore light armor. Likely with the feats to help augment her spellcasting in said armor, or perhaps even with armor that was magic and allowed her to cast spells easilly in it.
Oooh! Elven bard in western Varisia! My goal would be FAME!
Archpaladin Zousha wrote:
How big would the kingdom of a group of PCs get before it could be legitimately called an empire? Let's use the Kingmaker kingdom as an example. Assuming it encompasses the entirety of The Stolen Lands and has annexed Pitax, how much more territory would the PCs have to claim in order for the GM to decide it has grown beyond being a kingdom to become Golarion's newest empire?
That's not something that is really governed by population as much as it is the ruler calling himself an Emperor or herself an Empress, in my opinion. An "empire" of a dozen people has its own amusing and interesting story connotations, after all!
That said, one dictionary definition of "empire" is "a group of nations," so one kingdom in and of itself is not really something that could ever be called an empire, regardless of it's actual population.
But if the ruler decided to call themselves Emperor or Empress... that's all you'd need.
As the author of the Emerald Root, I can provide answers for these:
Order of the Amber Die wrote:
1) Yup; the CR listed in the encounter area name is in error.
2) There is indeed a five-foot high ledge up on area P9.
3) Indeed, space constraints prevented me from doing up the master shards as full magic items. I did indeed figure that the description in the treasure of area P4 was enough to give GMs what they needed to go on. It absolutely should be possible for characters to determine a master shard's qualities by making a Spellcraft check as if they were studying a magic item—you can assume they're CL 7th, like a spire transport token, for those purposes. Especially since using these things is kind of a prerequisite to navigating the level anyway if the PCs don't have their own solutions.
4) I would describe it like swimming in a tunnel filled with green water, more or less.
5) Eriniell is crazy, and as such it's absolutely up to the GM to determine how she reacts in any given situation. An adventure author can't possibly anticipate every PC action, after all, so the best we can do is describe the NPC's personality and general goals and quirks so that the GM can make educated decisions on how they react to specific situations. She's very much intended to be a roleplaying enabler and not a combat encounter though, so the more you use her to break up the monotony of dungeon crawl fights, the better! :-)
I'm still kinda surprised no one's called me on the fact that she's cheating with that disk... normally you can't use the spell to sit on, but it's too cool an image to be bound by rules! :-)
RHMG Animator wrote:
The intro and music are fine. Not overly remarkable. It's the story that's impressive to me.
1) Magic can make things do all sorts of stuff. Including making ice, bone, or even light into a weapon that is very effective.
2) Accident. Alaznist's ranseur has a different Runelord of Wrath's skull on it, not the first. ALTHOUGH... liches rebuild their bodies once killed, so perhaps she killed him at one point and took his skull and let him rebuild!
3) I do not have the names yet, but will someday.
4) No hints yet.
5) It was originally intended to have two blades at one end, but an artist mix-up turned it into a one blade at each end and made it a double weapon. Which wasn't my intent, but it's the way it is now! ;-)
6) Mix of the two. And magical so that it functions without getting dull.
7) It's absolutely possible. If magic can make all the other things in the game, why cant' it enhance a scythe made of bone? It's not even crazy runelord magic. Just normal magic.
8) She's probably 18th level, but lower CR than Zutha, who's a lich and likely has some other tricks up his sleeve.
The NPC wrote:
There should and would and could be different rituals to allow a mortal to transform into ANY outsider race.
1) Not in detail, but once the last book is out, I'll explain why it's not in detail if folks want, and can answer more questions about it.
2) Probably not until the book's released.
4) We've put the revisited books on pause for now; they're fun to do but sales suggested folks weren't as into them as they were other topics. We may well do more unleashed books but not at the rate we did the revisited books. We might do another revisited book some day in the future, but the more rapid rate of us publishing them is done.
5) The Book of Life (excellent)
Somewhat, but not in detail. That said, once the last book's out, I'll be willing to talk a bit more about Androffa here.
The "DC 20 + double implantation" is an error. That was the original formula I used, but it became apparent that it was too restrictive and instead I switched to an ad hoc method of simply assigning the implantation value as felt appropriate for the device.
The install DCs listed per item are correct.
The newest printing of the Tech Guide omits the error.
Thomas LeBlanc wrote:
James, are all the deity's that gained their power from the Starstone human before ascension? If so, is that a limitation of the Starstone? I was wondering if something about being activated via the God of Humanity has a part to play.
Iomedae and Cayden were. Norgorber might have been, but he keeps secrets. It's not a limitation of the starstone at all. Anything could use it to become a god if they do the right things.
W E Ray wrote:
Part of what made the Starstone Cathedral and the Starstone itself capable of doing what it does is the interaction of magic that resulted when Aroden raised it and the Isle of Kortos from the sea floor. It didn't "activate" until that happened. Until then, it was, essentially, dormant. Powerful magic to be sure, and it could well have caused some nearby denizens of the Darklands or the sea or wherever to perhaps gain the Advanced template or some other boost... but it didn't gain the power to ascend mortals until after it was raised.
There are plenty of other ways for adventures like "Razing of Redshore" to activate, though. And good times! Haven't thought of that adventure for a while! :-)
At what age did you start playing table top RPGs and what was the first system you played? Ever play Mordheim?
I started playing RPGs with the 1977 edition of D&D in 5th grade in 1982; I was 10 years old at the time.
I've never played Mordheim.
The main reason is that the GM already has a lot on his/her plate. Adding new archetypes, or feats, or spells, or items to an NPC from different books makes that NPC more difficult to run. By limiting these options for most NPCs, it makes most NPCs easier to run by not only limiting the number of books the GM has to reference, but by increasing the chances that the GM's familiarity with the rules makes it likely that he/she won't need books open all.
FURTHERMORE: Archetypes are great at making a character unusual, but if EVERY NPC has them, then every NPC is different, and since there's no "norm" to base on... they don't feel unusual or notable at all.
While an archetype can certainly add flavor to a stat block... it's NOT necessary for a flavorful character. You can, in other words, make ANY stat block play the role of a pirate in an adventure without it having the pirate archetype. The players don't get to see the stats, so they won't notice either way.
The demonic armies are attacking other cities along the border, or expanding into the Mammoth Lords territory. Some of this was covered in the Pathfinder Society adventures that came out at that time.
But again... remember that the demons don't want a quick win. For the demons, the more drawn out their win is, the more suffering they cause their mortal foes to endure, and thus the more chances for sin to enter their lives, and thus the better chances there are of dead mortals turning into new demons.
AKA: It's the same reason lumberjacks don't cut down the entire forest at once.
All of our deities have shortcomings and faults; it's part of what makes them interesting. In Sarenrae's case, some might qualify her eagerness to forgive as a weakness, although she and her faith would not. The fact that her church is currently suffering a schism, with a significant number of her worshipers in Qadira having adopted a much more warlike and aggressive stance on her faith than is classically accepted for her is a great example of how this willingness to forgive gets folks angry—how can Sarenrae forgive an entire huge swath of her own worshipers for taking her teachings too far into the arena of war?
As for the wheels? That's just a recurring theme I suspect that was inspired by the presence of wheels in the Bible. Sean would know for sure. In any event, they're not REALLY animated wheels in every case. Sarenrae's "wheel" minion is just a fire elemental that appears in a wheel shape. We could have used the word "ring" or "hoop" or "halo" in that case. It's not really a for-real wheel.
The "slow gains" have been building for about a century. That's long enough for the demons, and the attack on Kenabres was indeed an intentional start of the endgame, set into motion by the discovery of Nahyndrian's uses. Plus, someone wanted to kill a dragon.
Page 7 of "The Worldwound Incursion," in the adventure background, is where it's first mentioned. It comes up many more times as the AP progresses.
Short version: "The demons played humans for fools and lulled them into a deliberate sense of false security, since a long drawn-out war was a much better way to get more humans to fall to sin than simply killing them. Better for sinful humans to die and fuel the Abyss than to kill them before that point and waste the souls going to heaven."
Thanks for the detailed feedback, magnuskn! There's certainly a lot for us to think about in looking over how Mythic Rules interacts with the game, particularly at high level play. I don't really have much more public to say at this time, but I did want to thank you for the review and impressions you had of the campaign and of the Mythic Rules.
David Neilson wrote:
Even better. Though for Breath of life I am surprised you do not call it Cure Lethal Wounds.
Cure Mortal Wounds is another option.
But by calling it Cure Deadly Wounds, it abbreviates to CDW. Which doesn't overlap Light, Moderate, Serious, or Critical. (Which both Deadly and Lethal do.)
David Neilson wrote:
So if we are lucky enough to get the Hollow Mountain done up as a full, all the bells and whistles mega-dungeon. Do you think Lisa Stevens could be convinced to do the first level as in Emerald Spire?
Because Hollow Mountain's one of MY playgrounds. If it happens... it's 'cause I got to write the whole thing.