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Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Archpaladin Zousha wrote:
Does Yog-Sothoth work as a witch patron? Also, I know Yog-Sothoth is a vast uncaring mind that knows all and sees all, but would he let someone he's given power to (assuming he would do so) fight other Elder beings like Hastur and Xhamen-Dor?

No. Witch patrons are not things; they're ideas. "Time" or "Portals" or "Space" would all work as a witch patron, but not a specific entity like Yog-Sothoth.

The mythos deities pretty much don't care what their worshipers do, and in many cases don't even realize they have worshipers.

So where does the power (bonus spells, etc.) a witch gets through their patron come from? My understanding was that the Witch character class was meant to be like Faust: their power didn't come from study or genetics but through bargaining with otherworldly forces they don't understand for power. Where did I begin misinterpreting it?

Paizo Employee Creative Director

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Archpaladin Zousha wrote:
James Jacobs wrote:
Archpaladin Zousha wrote:
Does Yog-Sothoth work as a witch patron? Also, I know Yog-Sothoth is a vast uncaring mind that knows all and sees all, but would he let someone he's given power to (assuming he would do so) fight other Elder beings like Hastur and Xhamen-Dor?

No. Witch patrons are not things; they're ideas. "Time" or "Portals" or "Space" would all work as a witch patron, but not a specific entity like Yog-Sothoth.

The mythos deities pretty much don't care what their worshipers do, and in many cases don't even realize they have worshipers.

So where does the power (bonus spells, etc.) a witch gets through their patron come from? My understanding was that the Witch character class was meant to be like Faust: their power didn't come from study or genetics but through bargaining with otherworldly forces they don't understand for power. Where did I begin misinterpreting it?

It's unfortunately very poorly defined. A witch's spells are arcane, so she doesn't depend on an outside source; she gains the power and manipulates it through her studies. A witch's patron is more akin to a college student's "major" in that way. It's the focus of her studies. A witch doesn't have to worry about losing her magic because her patron vanishes or dies or because she switches alignment; she always has that same patron.

The problem is that the word "patron" is really not the right word for this concept, and I wish we'd gone with something like "focus" or "inspiration" or a more accurate term.

Alternately, I wish we would have used the idea of a Faustian bargain more accurately, and have a witch's patron be ACTUAL things like Dagon or Nyarlahtotep or Mephistopheles, complete with ramifications if the witch betrays that bargain.

As it stands, it doesn't actually work that way, and the word "patron" is kinda just the wrong word for what it's actually doing.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I see! Thank you for the clarification. I'll keep that in mind when designing witch PCs from now on.


Good evening James!

1) How well do yoou think deities from Greyhawk mix with the Pathfinder campaign setting?

2) Do you still use old Greyhawk or D&D stuff that you like in your own home games?

Paizo Employee Creative Director

Ral' Yareth wrote:

Good evening James!

1) How well do yoou think deities from Greyhawk mix with the Pathfinder campaign setting?

2) Do you still use old Greyhawk or D&D stuff that you like in your own home games?

1) Very well, since they were the primary source of inspiration for me in building my homebrew, and many of the gods of Golarion are exported from that setting.

2) Absolutely. I pretty much use 100% Golarion these days as the setting, but I just finished running Temple of Elemental Evil set on the Isle of Kortos for example.


James Jacobs wrote:
2) Absolutely. I pretty much use 100% Golarion these days as the setting, but I just finished running Temple of Elemental Evil set on the Isle of Kortos for example.

How did it finish up?

That was the 'not-necessarily level appropriate challenges, just take it as it comes' campaign, right?

Dark Archive

James what do you then of this Alien Prologue?

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

What do otyughs sound like when they're not talking? Do they roar? Squeal? If you were hiring a voice actor/actress for an otyugh character, who'd you pick?

Seriously, I think one of Paizo's best qualities is that you take full advantage of otyughs as characters and make every one you encounter quirky and memorable in some way!


Do turned undead get their save at the start or end of the round?

Effects that call for a saving throw at the end of your turn will explicitly say so, such as Glitterdust, Mental Block or Coward's Lament. Those that are at the start of your turn will also say so, such as Greater Command, Web Cloud or Death Knell Aura.
Or will simply say exactly when those creatures get to make a save, such as Entangle saying they must save at the end of the caster's turn.

Other spells, like Hold Person, have a specific mechanic in place (for Hold Person, a full-round action) so the creature can make this save to end the effect.

But for Turn Undead against intelligent undead, it simply says at your turn. So is this saving throw made a the start of their turn, or at the end of their turn. Or the target chooses when to make this save? How would you rule it?

Turn Undead:

Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.

Prerequisites: Channel positive energy class feature.

Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).


James Jacobs wrote:
Ral' Yareth wrote:

Good evening James!

1) How well do yoou think deities from Greyhawk mix with the Pathfinder campaign setting?

2) Do you still use old Greyhawk or D&D stuff that you like in your own home games?

1) Very well, since they were the primary source of inspiration for me in building my homebrew, and many of the gods of Golarion are exported from that setting.

2) Absolutely. I pretty much use 100% Golarion these days as the setting, but I just finished running Temple of Elemental Evil set on the Isle of Kortos for example.

2) Really Cool! Were Iuz and Zuggtmoy still there during your games? Or did you have them replaced by other in-world entities?

Paizo Employee Creative Director

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Steve Geddes wrote:
James Jacobs wrote:
2) Absolutely. I pretty much use 100% Golarion these days as the setting, but I just finished running Temple of Elemental Evil set on the Isle of Kortos for example.

How did it finish up?

That was the 'not-necessarily level appropriate challenges, just take it as it comes' campaign, right?

Yup. Ended up with a total of three PC deaths (one permanent), but they defeated the temple and destroyed the orb and banished Big Z.

Paizo Employee Creative Director

baron arem heshvaun wrote:
James what do you then of this Alien Prologue?

I think it's my most anticipated movie of the year. Can Not Wait.

Paizo Employee Creative Director

Archpaladin Zousha wrote:

What do otyughs sound like when they're not talking? Do they roar? Squeal? If you were hiring a voice actor/actress for an otyugh character, who'd you pick?

Seriously, I think one of Paizo's best qualities is that you take full advantage of otyughs as characters and make every one you encounter quirky and memorable in some way!

They slobber and gurgle and roar and belch and slosh. I'd pick someone who can make those noises.

Paizo Employee Creative Director

shadowkras wrote:

Do turned undead get their save at the start or end of the round?

Effects that call for a saving throw at the end of your turn will explicitly say so, such as Glitterdust, Mental Block or Coward's Lament. Those that are at the start of your turn will also say so, such as Greater Command, Web Cloud or Death Knell Aura.
Or will simply say exactly when those creatures get to make a save, such as Entangle saying they must save at the end of the caster's turn.

Other spells, like Hold Person, have a specific mechanic in place (for Hold Person, a full-round action) so the creature can make this save to end the effect.

But for Turn Undead against intelligent undead, it simply says at your turn. So is this saving throw made a the start of their turn, or at the end of their turn. Or the target chooses when to make this save? How would you rule it?

** spoiler omitted **

Up to your GM. It's easiest for most GMs to make the saves at the start of the undead's turn. That's how I'd do it.

Paizo Employee Creative Director

Ral' Yareth wrote:
James Jacobs wrote:
Ral' Yareth wrote:

Good evening James!

1) How well do yoou think deities from Greyhawk mix with the Pathfinder campaign setting?

2) Do you still use old Greyhawk or D&D stuff that you like in your own home games?

1) Very well, since they were the primary source of inspiration for me in building my homebrew, and many of the gods of Golarion are exported from that setting.

2) Absolutely. I pretty much use 100% Golarion these days as the setting, but I just finished running Temple of Elemental Evil set on the Isle of Kortos for example.

2) Really Cool! Were Iuz and Zuggtmoy still there during your games? Or did you have them replaced by other in-world entities?

Iuz was more or less cut entirely from the adventure. Zuggtmoy stayed in as-is, but they never directly confronted her.

Paizo Employee Developer

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Can we safely say the Z word now?

Paizo Employee Creative Director

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Adam Daigle wrote:
Can we safely say the Z word now?

Give it a try!

That said, I'm not sure I ever said in game other than as a superstitious NPC that there was any bad thing that would happen if you DID say it out loud. Better safe than sorry and riddled with spores, I guess.


Quote:
Up to your GM. It's easiest for most GMs to make the saves at the start of the undead's turn. That's how I'd do it.

Even if that means making two saves before actually running away due to the panicked condition? One when the Turn Undead was used, and another at the start of their turn.

Paizo Employee Creative Director

shadowkras wrote:
Quote:
Up to your GM. It's easiest for most GMs to make the saves at the start of the undead's turn. That's how I'd do it.
Even if that means making two saves before actually running away due to the panicked condition? One when the Turn Undead was used, and another at the start of their turn.

No.


James,

Do you think that in-world a sorcerer could benefit from the guidance of a wizard (perhaps even becoming the wizard's apprentice)? Or are the two classes too inherently different in their backgrounds for that to work?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So my previous questions about Alu-demon aging made me wonder what other non native outsiders age .-. Like, do Shining Children in Iron Cages die if they leave the area? Or are ageless outsiders rarer than aging ones? Is there some sort of general rule which ones age and which doesn't?

So anyhoo, since I'm running Iron Gods for six players, decided to drop hints about the kennels(aka the beyond scope of this adventure gm can design whatever they want area) still being intact so that they would get enough exp to get to level 4 now that they have completed fires of creation before they move on. The problem is that I'm, as always, unconfident in my ideas so asking advice

So umm, I was thinking that since it probably doesn't make sense for there to be animals alive there anymore, but since ship is super science maybe Divinity cloned animals for kasatha to hunt instead of keeping them in their own habitat so maybe when they turned on habitat it started the process again and there are animals from Kasath there mixed with mutated ones from machines that are malfunctioning.(plus maybe some security mannequins) Okay so I got basic idea for the area, but I'm not sure how to proceed from here. Since this is "bonus" thing, should there be some big threat similar to Malfeshnekor from RotR or should it just be neat side trek with them finding more info about alien animals? Kind of a breather thing before moving on to Scrapwall?

Rewards wise I'm also wondering, should there be only timeworn items or at least one intact one for them bothering to spend time on digging?

I'm also considering designing new zoo keeper robot(or maybe some sort of malfunctioning robot that uses mutant clones to build some sort of horrific cyborgs) but I'm not really confident in how to design monsters ._.; Like, umm, I don't think its okay to just take stats directly from table so not sure how to balance monster for cr or something. Or should I just stick with monsters from bestiary

Paizo Employee Creative Director

Ral' Yareth wrote:

James,

Do you think that in-world a sorcerer could benefit from the guidance of a wizard (perhaps even becoming the wizard's apprentice)? Or are the two classes too inherently different in their backgrounds for that to work?

In the same way an in-wordl fighter could benefit from the guidance of a barbarian, or an in-world investigator could benefit from the guidance of an alchemist. AKA: In world, anyone can guide anyone, so I'm not sure what you're talking about. If you're asking "can a sorcerer be an apprentice to a wizard?" then possibly, yes, but that's up to your GM, and in-world it'll probably cause more problems than it solves.

Paizo Employee Creative Director

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CorvusMask wrote:

So my previous questions about Alu-demon aging made me wonder what other non native outsiders age .-. Like, do Shining Children in Iron Cages die if they leave the area? Or are ageless outsiders rarer than aging ones? Is there some sort of general rule which ones age and which doesn't?

So anyhoo, since I'm running Iron Gods for six players, decided to drop hints about the kennels(aka the beyond scope of this adventure gm can design whatever they want area) still being intact so that they would get enough exp to get to level 4 now that they have completed fires of creation before they move on. The problem is that I'm, as always, unconfident in my ideas so asking advice

So umm, I was thinking that since it probably doesn't make sense for there to be animals alive there anymore, but since ship is super science maybe Divinity cloned animals for kasatha to hunt instead of keeping them in their own habitat so maybe when they turned on habitat it started the process again and there are animals from Kasath there mixed with mutated ones from machines that are malfunctioning.(plus maybe some security mannequins) Okay so I got basic idea for the area, but I'm not sure how to proceed from here. Since this is "bonus" thing, should there be some big threat similar to Malfeshnekor from RotR or should it just be neat side trek with them finding more info about alien animals? Kind of a breather thing before moving on to Scrapwall?

Rewards wise I'm also wondering, should there be only timeworn items or at least one intact one for them bothering to spend time on digging?

I'm also considering designing new zoo keeper robot(or maybe some sort of malfunctioning robot that uses mutant clones to build some sort of horrific cyborgs) but I'm not really confident in how to design monsters ._.; Like, umm, I don't think its okay to just take stats directly from table so not sure how to balance monster for cr or something. Or should I just stick with monsters from bestiary

Very few non-native outsiders age. In fact, none of them age in the way mortals age, with the potential exception of those that have mortal "DNA" in them.

An animal cloning device is a cool idea and makes sense.

The meta-game reason why timeworn items are in the game is because the way our game works in balancing out items is via gp values, and for a lot of science fiction tech, those items end up being priced incredibly high. This means that for a campaign, all the tech stuff ends up in the second half of the AP, because no NPC can afford them and the adventure budgets can't give them out. Obviously, that's kind of a lame way to do a whole science fantasy campaign, so I came up with the idea of timeworn items to allow us to put in more tech items early on. If you want to keep to the rules as written and not overload your PCs with high-value gear, then go with timeworn items for now. At the same moment, you don't want to flood them with powerful tech at too low a level, both because that makes them too powerful for the rest of the campaign but makes it weird in-game why no one else has gotten to this "easy for low-level PCs to load up on powerful tech" already.

Designing new monsters is one of my favorite parts of GM prep work. Whether or not you should design new monsters/robots for your game depends on how interesting that is for you.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Thank you for advice as always :D

Hmm ._.; I guess I'm just worried too much about doing it right by the rules since I'm not sure I understand monster building rules right...

Then again, maybe this idea is just too hard for my first designed monster thing :'D Like, how would you go on designing robot that tries to repair itself using organic material or cybernetic monster? I guess it could be something similar to flesh golem, but I'm not sure if that is right analogy since robots and golems are really different..

But yeah, I guess I'll avoid doing monster designing right now until I get easier concept to try out designing stuff. Still, would be interested in hearing how you would go about designing a monster in general if that is possible?

Ah, btw, if I don't go on making my own thing and if I want to use more than mutant template mutants, is there any aberration or ooze you would recommend using to represent horrific mutated clone? I'm wondering if there is monster that looks like The Thing aesthetic wise


Hi James!

Did you see Get Out yet, and if not are you?

And I suppose the obvious follow up is what did you think of the movie, if you did see it?

Paizo Employee Creative Director

CorvusMask wrote:

Thank you for advice as always :D

Hmm ._.; I guess I'm just worried too much about doing it right by the rules since I'm not sure I understand monster building rules right...

Then again, maybe this idea is just too hard for my first designed monster thing :'D Like, how would you go on designing robot that tries to repair itself using organic material or cybernetic monster? I guess it could be something similar to flesh golem, but I'm not sure if that is right analogy since robots and golems are really different..

But yeah, I guess I'll avoid doing monster designing right now until I get easier concept to try out designing stuff. Still, would be interested in hearing how you would go about designing a monster in general if that is possible?

Ah, btw, if I don't go on making my own thing and if I want to use more than mutant template mutants, is there any aberration or ooze you would recommend using to represent horrific mutated clone? I'm wondering if there is monster that looks like The Thing aesthetic wise

A robot that repairs itself using organic material would be something that looks like a creepy cyborg or necromorph or whatever, and that has the ability to "consume" dead organic material to gain healing equal to a CR appropriate cure wounds spell.

A creature like the monster from "The Thing" is more or less impossible to create since it can be anything. Instead, just use existing monster rules to model the stuff it changes into.

Paizo Employee Creative Director

MMCJawa wrote:

Hi James!

Did you see Get Out yet, and if not are you?

And I suppose the obvious follow up is what did you think of the movie, if you did see it?

Movie just came out and I've been at work all day, so no... not yet. I'll probably be seeing it tomorrow morning, and am very much looking forward to it.


1. Is a simulacrum a person?

2. Do they need to eat, sleep, or breathe?

3. What knowledge does a newly-created simulacrum have? I’m not talking about skills, but rather personal information about others.

4. How much do I need to know about whomever I’m making a simulacrum of?

5. Also, do I really not need anything from the subject?

Liberty's Edge

Hi Mr. Jacobs,

I've been researching the relationship between magic enhancement bonuses and overcoming DR.

My question: what is the cosmological reason for why magic bonuses overcome DR for specific materials?

That is:
+3 overcomes cold iron/silver,
+4 overcomes adamantine,
+5 overcomes alignment-based

Why in this order?

Note: I read an article from 1977 (The Dragon Magazine Volume 1, Number 8) by Gary Gygax arguing that there was a relationship between a creature existing on varying planes simultaneously and the magical bonuses needed for cutting through that number of planes (so a +5 would cut through five planes of existence, thus touch all of the creature that exists contemporaneously on 5 planes).

Is any of this true in Pathfinder still?
Thanks!


James Jacobs wrote:
MMCJawa wrote:

Hi James!

Did you see Get Out yet, and if not are you?

And I suppose the obvious follow up is what did you think of the movie, if you did see it?

Movie just came out and I've been at work all day, so no... not yet. I'll probably be seeing it tomorrow morning, and am very much looking forward to it.

Hah! I am used to you automatically beating me to the punch on seeing horror movies that I forgot it JUST opened.

Seen any interesting horror movies lately via the netflix and similar sources?


What is an example for a reason why a neutrally aligned creature (in terms of good and evil) would kill another neutrally aligned creature?

I know alignment is complex and I love that. Trying to get a feel for a good motivation.


Mr. James Jacobs,

We know from the Dunwich Horror and Carrion Hill what a children of Yog-Sothoth in his/it's tentacled glowing orb form and a mortal would look like.

In your estimation what would the child of a mortal and Umr At-Tawil look like?

Paizo Employee Creative Director

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AlgaeNymph wrote:

1. Is a simulacrum a person?

2. Do they need to eat, sleep, or breathe?

3. What knowledge does a newly-created simulacrum have? I’m not talking about skills, but rather personal information about others.

4. How much do I need to know about whomever I’m making a simulacrum of?

5. Also, do I really not need anything from the subject?

1) It doesn't have a soul, but it has a personality. It's as much a person as a robot, in other words. It's also a person for the purposes of spells like hold person.

2) Yes

3) Roughly half the knowledge of its source. How that breaks down is up to the GM, or up to the caster if the GM is okay with that.

4) You have to know about them. How much is up to the GM.

5) Nope; that's a change the design team made to the spell. I think it hurts the spell though, so in my games I still require a portion of the target for the spell to work. It's more flavorful and more interesting.

Simulacrum is perhaps the MOST complicated and strange spell in the game, by the way, challenged only by something like wish or miracle. You MUST work with your GM in using this spell; my words on the subject can and should inform your GM's final decisions but should not be substitutes for your GM.

Paizo Employee Creative Director

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Silverhand wrote:

Hi Mr. Jacobs,

I've been researching the relationship between magic enhancement bonuses and overcoming DR.

My question: what is the cosmological reason for why magic bonuses overcome DR for specific materials?

That is:
+3 overcomes cold iron/silver,
+4 overcomes adamantine,
+5 overcomes alignment-based

Why in this order?

Note: I read an article from 1977 (The Dragon Magazine Volume 1, Number 8) by Gary Gygax arguing that there was a relationship between a creature existing on varying planes simultaneously and the magical bonuses needed for cutting through that number of planes (so a +5 would cut through five planes of existence, thus touch all of the creature that exists contemporaneously on 5 planes).

Is any of this true in Pathfinder still?
Thanks!

There is no cosmological reason for that; it's 100% a game balance issue the design team introduced to the game in an attempt to combat the "golf bag of weapons" situation. If you need an in-world reason, simply assume that the more magic something is, the deeper and more powerful are its cuts against supernatural targets (those being the ones who generally have DR).

As for that order... that roughly matches the power and rarity and difficulty in obtaining those materials, and thus the power level at which those DRs generally start appearing in monsters.

Gygax's notion from Dragon 1 is not part of Pathfinder, and as far as I know never really got picked up by ANY form of D&D. I can't think of a creature that exists on 5 planes at once, for example.

Paizo Employee Creative Director

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MMCJawa wrote:


Seen any interesting horror movies lately via the netflix and similar sources?

Hunting Grounds is pretty good but has some annoying story elements.

Train to Busan is ABSOLUTELY BRILLIANT.

Paizo Employee Creative Director

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MageHunter wrote:

What is an example for a reason why a neutrally aligned creature (in terms of good and evil) would kill another neutrally aligned creature?

I know alignment is complex and I love that. Trying to get a feel for a good motivation.

Food. See the classic "wolf attacking deer" situation.

Paizo Employee Creative Director

The NPC wrote:

Mr. James Jacobs,

We know from the Dunwich Horror and Carrion Hill what a children of Yog-Sothoth in his/it's tentacled glowing orb form and a mortal would look like.

In your estimation what would the child of a mortal and Umr At-Tawil look like?

Whatever you want. I wouldn't have that happen in my game, because it's not in character for Tawil at'Umr (which is the grammatically correct way to say that phrase and is my preference for the character).


James,

1) How powerful is Geb (the necromancer)? Would he be on par with the likes of Xanderghul and Sorshen?

2) Any chance I can convince you to do an Adventure Path located in Geb (the nation)?

3)Is there any chance we can learn more about the Knights of the Ioun Star with the future release of Ruins of Azlant?

4)I know that it doesn't work by RAW, but do you see any issues in allowing and eldritch knight to access wizard arcane discoveries via the diverse training class feature?

diverse training:
Diverse Training

An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.


James Jacobs wrote:
AlgaeNymph wrote:
1. Is a simulacrum a person?
1) It doesn't have a soul, but it has a personality. It's as much a person as a robot, in other words. It's also a person for the purposes of spells like hold person.

Is it a person for purposes of alignment? i.e., what can I do with one before I become evil?


James Jacobs wrote:

...

Train to Busan is ABSOLUTELY BRILLIANT.

Speaking of which:

There's an animated prequel to Train to Busan called Seoul Station (2016), if you're interested.

Keeping with the 'zombie genre':
Have you seen The Girl with All the Gifts (2016)?
If so, what are your thoughts on it?

Please & thank you.

--C.

Paizo Employee Creative Director

Ral' Yareth wrote:

James,

1) How powerful is Geb (the necromancer)? Would he be on par with the likes of Xanderghul and Sorshen?

2) Any chance I can convince you to do an Adventure Path located in Geb (the nation)?

3)Is there any chance we can learn more about the Knights of the Ioun Star with the future release of Ruins of Azlant?

4)I know that it doesn't work by RAW, but do you see any issues in allowing and eldritch knight to access wizard arcane discoveries via the diverse training class feature?

** spoiler omitted **

1) As revealed in Inner Sea Magic, Geb is a 20th level ghost necromancer, probably with some mythic stuff going on. Quite powerful.

2) The adventure paths locations are decided by a wide range of factors. Customer interest is one, but hardly the only one. Furthermore, I'm increasingly not involved in running the Adventure Paths... haven't actually run one since Hell's Rebels a few years ago.

3) Dunno, but I doubt it. That's Adam's gig, but I'm relatively sure the story he's doing has nothing to do at all with the Knights of the Ioun Star.

4) Rules questions should be asked on the rules boards. Or better yet, of your GM.

Paizo Employee Creative Director

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AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
1. Is a simulacrum a person?
1) It doesn't have a soul, but it has a personality. It's as much a person as a robot, in other words. It's also a person for the purposes of spells like hold person.
Is it a person for purposes of alignment? i.e., what can I do with one before I become evil?

It's whatever the source alignment was. And what you can do with one before you become evil is the same as what you can do with any creature. AKA: That's up to your GM.

If I were your GM and you asked those questions int hat manner, I'd probably say your character was already evil, though. Pretty creepy set of questions to ask.

Paizo Employee Creative Director

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Psiphyre wrote:
James Jacobs wrote:

...

Train to Busan is ABSOLUTELY BRILLIANT.

Speaking of which:

There's an animated prequel to Train to Busan called Seoul Station (2016), if you're interested.

Keeping with the 'zombie genre':
Have you seen The Girl with All the Gifts (2016)?
If so, what are your thoughts on it?

Please & thank you.

--C.

I heard about Seoul Station, but not all that interested in it.

I'm probably going to be watching Girl with All The Gifts tonight via Amazon.

And just saw "Get Out" and thought it was brilliant. Two excellent horror movies in a row, with it and "Cure for Wellness." Woo!


James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
1. Is a simulacrum a person?
1) It doesn't have a soul, but it has a personality. It's as much a person as a robot, in other words. It's also a person for the purposes of spells like hold person.
Is it a person for purposes of alignment? i.e., what can I do with one before I become evil?

It's whatever the source alignment was. And what you can do with one before you become evil is the same as what you can do with any creature. AKA: That's up to your GM.

If I were your GM and you asked those questions int hat manner, I'd probably say your character was already evil, though. Pretty creepy set of questions to ask.

Better than not asking at all; an evil person certainly wouldn’t care enough to. Perhaps being more specific might help.

1. I make a simulacrum of myself for use as a minion. Is that evil?

2. I make a simulacrum of someone else, with their permission. What about that?

3. What of cases where I don’t get someone’s permission?

4. Like you said, “It doesn't have a soul, but it has a personality. It's as much a person as a robot, in other words.” At what point does a robot become a person rather than an intelligent tool?


Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
And just saw "Get Out" and thought it was brilliant. Two excellent horror movies in a row, with it and "Cure for Wellness." Woo!

Reminds me of this time last year... great genre outing then, too. Anyway.

Have you seen trailers for The Void yet?

Paizo Employee Creative Director

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AlgaeNymph wrote:


Better than not asking at all; an evil person certainly wouldn’t care enough to. Perhaps being more specific might help.

1. I make a simulacrum of myself for use as a minion. Is that evil?

2. I make a simulacrum of someone else, with their permission. What about that?

3. What of cases where I don’t get someone’s permission?

4. Like you said, “It doesn't have a soul, but it has a personality. It's as much a person as a robot, in other words.” At what point does a robot become a person rather than an intelligent tool?

1) not evil

2) not evil

3) not evil

4) Once they get a soul.

The place it gets creepy and potentially evil is when I take into account your track record of asking sex-related questions, and then starting to ask questions about making simulacrums and being all vague about doing things to them since they can't say no. When you ask lots of questions on this thread, in other words, the nature of those questions flavors everything else you ask here.

Paizo Employee Creative Director

1 person marked this as a favorite.
Cole Deschain wrote:
James Jacobs wrote:
And just saw "Get Out" and thought it was brilliant. Two excellent horror movies in a row, with it and "Cure for Wellness." Woo!

Reminds me of this time last year... great genre outing then, too. Anyway.

Have you seen trailers for The Void yet?

Hadn't heard of it. Just watched it. Looks good!


James Jacobs wrote:
The place it gets creepy and potentially evil is when I take into account your track record of asking sex-related questions, and then starting to ask questions about making simulacrums and being all vague about doing things to them since they can't say no. When you ask lots of questions on this thread, in other words, the nature of those questions flavors everything else you ask here.

Oh. That’s understandable.

Still, you’d have to admit that sort of thing would be something people’d be curious about anyway.

Moving on.

Fiends, particularly ones of deific power, offer bargains to mortals all the time. Why don’t celestials do the same? Or do they, and we just don't see it?

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