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>>Ask *James Jacobs* ALL your Questions Here!<<


Off-Topic Discussions

18,551 to 18,600 of 47,742 << first < prev | 367 | 368 | 369 | 370 | 371 | 372 | 373 | 374 | 375 | 376 | 377 | next > last >>

The Drunken Dragon wrote:
In Korvosa, there's a Conjuration-based university (whose name I cannot recall) that hosts the breaching festival. They focus mainly on conjuration, so would they accept Summoners for training, or would they still only allow wizards to join?

Actually James has already answered this. The school is called The Acadamae and it is strictly a wizard only school.


James this guy is asking a question I am posting the thread here.
http://paizo.com/forums/dmtz5tos?Is-this-martial-artist-monk-overpowered

I appreciate both the information and just entertainment you bring to this thread. So thank you again for the help and insight into this world you have created.

The question is since Martial Artist does not have a ki pool how does he still have abundant step? Is this something that was fixed with errata or can be fixed? I just want to know cause I intend to play a monk in the future and was looking at this archetype.

Andoran

Pathfinder Adventure Path Subscriber

Is there a map of pre-earthfall "Inner Sea Region" (I realize it wouldn't have been called the inner sea back then) publicly available?

Spoiler:
When I get around to running Second Darkness, i would like to have such a map available to show them when they "go back in time".

Thanks!


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Subscriber

SPOILERS for Skull & Shackles: The Wormwood Mutiny:
What's supposed to be the rationalization for forcing the crew to drink rum? They're short-handed, but they require everyone to drink a poison which should slowly be killing them all? I'd understand if the upside of the drug made the crew more efficient until they expired (pluses to Str or Dex or effect of rage or whatever), but how does the ship possibly benefit by everyone being more eloquent and witty when they're off-duty and then dying within weeks? Not to mention being worse fighters and workers due to daily Con damage? Is the captain actively trying to kill his own men and scuttle his own ship for the insurance money, or what?

Paizo Employee Creative Director

The Drunken Dragon wrote:
In Korvosa, there's a Conjuration-based university (whose name I cannot recall) that hosts the breaching festival. They focus mainly on conjuration, so would they accept Summoners for training, or would they still only allow wizards to join?

They would not accept summoners at all. They actually don't even accept universalist wizards. The Acadamae is VERY picky on who it accepts into its school.

Paizo Employee Creative Director

Quandary wrote:

This is something that's pretty much unclear in the Rules, but how do you PERSONALLY handle the DC for:

Noticing a Conversation (/words spoken/etc) but NOT any Details? -5 DC?
Noticing an Argument/Yelling/etc? -10 DC? (which could stack with above)

Do you increase the DC to notice specific visual details of a character?

Depends entirely on the situation, and on how quiet the conversation members are trying to be.

If there's a specific visual detail that's important to notice, I wouldn't bother assigning a DC to the other stuff at all. That's automatic.

Paizo Employee Creative Director

SolidHalo wrote:

James this guy is asking a question I am posting the thread here.

http://paizo.com/forums/dmtz5tos?Is-this-martial-artist-monk-overpowered

I appreciate both the information and just entertainment you bring to this thread. So thank you again for the help and insight into this world you have created.

The question is since Martial Artist does not have a ki pool how does he still have abundant step? Is this something that was fixed with errata or can be fixed? I just want to know cause I intend to play a monk in the future and was looking at this archetype.

No ki pool would tell me that he wouldn't have access to any ability that uses ki points to activate. Thus, no abundant step.

Paizo Employee Creative Director

HangarFlying wrote:

Is there a map of pre-earthfall "Inner Sea Region" (I realize it wouldn't have been called the inner sea back then) publicly available?

** spoiler omitted **

Thanks!

No such map exists yet.

Paizo Employee Creative Director

3 people marked this as a favorite.
Joana wrote:
Spoiler:
What's supposed to be the rationalization for forcing the crew to drink rum? They're short-handed, but they require everyone to drink a poison which should slowly be killing them all? I'd understand if the upside of the drug made the crew more efficient until they expired (pluses to Str or Dex or effect of rage or whatever), but how does the ship possibly benefit by everyone being more eloquent and witty when they're off-duty and then dying within weeks? Not to mention being worse fighters and workers due to daily Con damage? Is the captain actively trying to kill his own men and scuttle his own ship for the insurance money, or what?

The rationale is...

Spoiler:
... that if the crew is slightly drunk the whole time when they're not working, they're easier to control and less apt to cause problems. The fact that the rum does Con damage is, in my opinion, unfortunate... and a side effect of some rules in the GameMastery Guide, I believe. The intent of the rum is ABSOLUTELY NOT to kill off the crew, but to keep them off-kilter. My suggestion would be to replace the Con damage effect of the rum with a 1d4 point Wisdom penalty that lasts for 24 hours. Or perhaps limit the damage to a total of 4 points—any damage in excess of that is ignored.

Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Hi James!

I know this doesn't fall under your umbrella, but I was just wondering if you knew any updates as tot he status of Titanic Games? I tried searching around the boards and couldn't really find anything.

As always, thanks for your time!

Silver Crusade

James, who is the best Pony?

Cheliax

which is the scariest machine at Paizo and why?

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
James Jacobs wrote:
Joana wrote:
** spoiler omitted **
The rationale is... ** spoiler omitted **

It is the problem of drugs use and abuse in most games.

If the drug has some relevant in game effect it will generally kill or make useless a character in a very sort time frame. If it don't it become irrelevant (and the publisher of the game could even suffer for some bad press for supporting drugs use).
In real life people could be abusers for a long time while still staying reasonably functional, I have know some alcohol and drug abuser and generally even the worst ones last a few years.

Our situation:
The main problems here are that:
1) independently from your constitution, you get the drug damage even if you save, the save is against addiction, not against the drug effect;

2) In this situation rum is treated as a drug, not as an alcoholic beverage, so the damage is 1d3 point of constitution every day, while you recover 1 point every day. That mean the character is damaged for an average of 1 point of constitution every day. Even the hardiest dwarf would survive only a few weeks.

In this situation I would revert back to the CRB rule for alcoholic beverages:
"Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction."
while treating the rum doled out on board of the ships as strong beverage that require regular ST not to become addicted.

Then I would use this set of homebrew rules to manage the addiction:
The first failed ST would cause a minor addiction that will not be cured until you stop drinking for at least 2 days.
A failed ST while suffering for a minor addiction will increase the addiction level to moderate and require 3 dry days before the addicted person could try a ST to lessen it to a minor addiction.
A failed ST while suffering for a moderate addiction will increase the addiction level to severe and require 3 dry days before the addicted person could try a ST to lessen it to a moderate addiction.
When a person is suffering from a severe addiction he would have to roll a ST every day not to suffer 1d3-1 constitution point of damage.
That way dying out for alcohol abuse will be a long process, not something that will kill you in 3 weeks.

A side note: beside keeping the crew happy, the grog was doled out to keep it healthy. The preservation methods for drinks and food during the sailing age were very questionable and the barrels of water had good chances to develop different kinds of taints. Barrel water with a alcohol content was less dangerous that barrel water alone.

Paizo Employee Chief Technical Officer

Joseph Wilson wrote:

Hi James!

I know this doesn't fall under your umbrella, but I was just wondering if you knew any updates as tot he status of Titanic Games? I tried searching around the boards and couldn't really find anything.

As always, thanks for your time!

I got this one, James!

The history of Titanic is complex; it started as a separate company partly owned by Paizo; Paizo ended up eventually owning all of it, at which point it was just a brand we put on our board and card games for a while. We've quietly retired the Titanic brand; Save Doctor Lucky and the latest edition of Kill Doctor Lucky were published simply as Paizo games.

There will be more Paizo board and card games—we'll probably be announcing the next one in several months—but they won't be branded as Titanic Games.

Grand Lodge

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game, Tales Subscriber
Vic Wertz wrote:
Joseph Wilson wrote:

Hi James!

I know this doesn't fall under your umbrella, but I was just wondering if you knew any updates as tot he status of Titanic Games? I tried searching around the boards and couldn't really find anything.

As always, thanks for your time!

I got this one, James!

The history of Titanic is complex; it started as a separate company partly owned by Paizo; Paizo ended up eventually owning all of it, at which point it was just a brand we put on our board and card games for a while. We've quietly retired the Titanic brand; Save Doctor Lucky and the latest edition of Kill Doctor Lucky were published simply as Paizo games.

There will be more Paizo board and card games—we'll probably be announcing the next one in several months—but they won't be branded as Titanic Games.

Where does Cheapass Games fit into this history? (that's the version of the two Dr. Lucky games I own) For those who haven't heard of the company the philosophy was simple. They did not sell you things in thier games that you'd already have like six sided dice and basically produced their games on the ultra cheap. (My version of Dr. Lucky was like 3 bucks or so)

Osirion

The Worldwound is considered one of (if not THE) biggest threats to Golarion, yet it has gotten minimal attention as of late, as far as I can tell.
When will this inconvenient rip in the space-timey-wimey-continuum be brought back into the spotlight?
It looks like Knights of the Inner Sea would be an excellent (har) companion (har).

Paizo Employee Chief Technical Officer

LazarX wrote:
Where does Cheapass Games fit into this history?

For the beginning of that story, check out today's Paizo Blog! There's a good chance that future Paizo games will come from our relationship with Cheapass founder James Ernest.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Do you guys plan on doing a high heroism AP at some point?

Cheliax

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Vic Wertz wrote:


I got this one, James!

The history of Titanic is complex; it started as a separate company partly owned by Paizo; Paizo ended up eventually owning all of it, at which point it was just a brand we put on our board and card games for a while. We've quietly retired the Titanic brand; Save Doctor Lucky and the latest edition of Kill Doctor Lucky were published simply as Paizo games.

There will be more Paizo board and card games—we'll probably be announcing the next one in several months—but they won't be branded as Titanic Games.

Thanks for the info, Vic! The Doctor Lucky games and Falling are staples among my friends, so the news of another impending game announcement is very exciting!

Paizo Employee Creative Director

Joseph Wilson wrote:

Hi James!

I know this doesn't fall under your umbrella, but I was just wondering if you knew any updates as tot he status of Titanic Games? I tried searching around the boards and couldn't really find anything.

As always, thanks for your time!

What Vic said.

Paizo Employee Creative Director

Mystic_Snowfang wrote:
James, who is the best Pony?

The one who looks the most like the Sandpoint Devil.

Paizo Employee Creative Director

ulgulanoth wrote:
which is the scariest machine at Paizo and why?

Sean K Reynolds.

The reason why should be obvious. Because he's Sean K Reynolds.

Paizo Employee Creative Director

Ulmaxes wrote:

The Worldwound is considered one of (if not THE) biggest threats to Golarion, yet it has gotten minimal attention as of late, as far as I can tell.

When will this inconvenient rip in the space-timey-wimey-continuum be brought back into the spotlight?
It looks like Knights of the Inner Sea would be an excellent (har) companion (har).

There's a LOT of "Biggest Threats" to Golarion. The Worldwound is certainly one of them, and perhaps is the most visible, but it's not the only one and it's not the biggest one.

I do know about the Worldwound though. It's on my radar. Ask me this question again later.

Paizo Employee Creative Director

Cheapy wrote:
Do you guys plan on doing a high heroism AP at some point?

If you mean an AP that caters specifically to good guys, yes.

In fact, Jade Regent works VERY well for that.

Paizo Employee Creative Director

Kevin Mack wrote:
Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?

Spell-like abilities can be used when you're tied up, yes.

The best way to restrain a summoner is to kill him, alas. Alternative but more expensive ways would be to put him in an area that you can't summon things into. Or to put a robe of powerlessness on him.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

I suppose I had meant something more along the lines of a Lawful campaign and/or knights in shining armor against the red dragon.

I've always thought that a Lawful campaign would be harder to pull off than an Evil one for some reason.


James Jacobs wrote:
Kevin Mack wrote:
Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?

Spell-like abilities can be used when you're tied up, yes.

The best way to restrain a summoner is to kill him, alas. Alternative but more expensive ways would be to put him in an area that you can't summon things into. Or to put a robe of powerlessness on him.

Cut his tongue and his hands?


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Void Munchkin wrote:
James Jacobs wrote:
Kevin Mack wrote:
Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?

Spell-like abilities can be used when you're tied up, yes.

The best way to restrain a summoner is to kill him, alas. Alternative but more expensive ways would be to put him in an area that you can't summon things into. Or to put a robe of powerlessness on him.

Cut his tongue and his hands?

Spell-like abilities are purely mental actions.


Cheapy wrote:

I suppose I had meant something more along the lines of a Lawful campaign and/or knights in shining armor against the red dragon.

I've always thought that a Lawful campaign would be harder to pull off than an Evil one for some reason.

Lawful would be harder for the players (depending on the GM)

Evil would be harder for the GM (mainly remembering that the PCs are are Evil not LG and that the Paladins are LG not the CE SOBs the GM usually throws at the party.)


Cheapy wrote:
Void Munchkin wrote:
James Jacobs wrote:
Kevin Mack wrote:
Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?

Spell-like abilities can be used when you're tied up, yes.

The best way to restrain a summoner is to kill him, alas. Alternative but more expensive ways would be to put him in an area that you can't summon things into. Or to put a robe of powerlessness on him.

Cut his tongue and his hands?

Spell-like abilities are purely mental actions.

But not regular spells and Summoning (which require some gesture)


Cheapy wrote:
Void Munchkin wrote:
James Jacobs wrote:
Kevin Mack wrote:
Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?

Spell-like abilities can be used when you're tied up, yes.

The best way to restrain a summoner is to kill him, alas. Alternative but more expensive ways would be to put him in an area that you can't summon things into. Or to put a robe of powerlessness on him.

Cut his tongue and his hands?
Spell-like abilities are purely mental actions.

Turn them to stone


Do summoners have good CON/Fort?

Drug them.

Silver Crusade

Dear James, what do potions of cure wounds taste like?

Silver Crusade

Cheapy wrote:
Void Munchkin wrote:
James Jacobs wrote:
Kevin Mack wrote:
Can a character that is tied up still use spell-like abilities? I'm thinking along the lines of a Summoners summon monster ability? If so would you have any recomendations on how to restrain one without having to kill them?

Spell-like abilities can be used when you're tied up, yes.

The best way to restrain a summoner is to kill him, alas. Alternative but more expensive ways would be to put him in an area that you can't summon things into. Or to put a robe of powerlessness on him.

Cut his tongue and his hands?
Spell-like abilities are purely mental actions.

Bash them over the head and leave them out cold. Repeat every time they stir.

Paizo Employee Creative Director

Mystic_Snowfang wrote:

Dear James, what do potions of cure wounds taste like?

Depends on the recipie. Just as there are multiple flavors of root beer, there are multiple flavors of healing potion.


Mine tastes like stawberries; Kyra's of cinnamon and lemons with a hint of sundried tomatoes; Lini's cure-potions taste like pine and spruce and has a nice, earthy smell; Seelah's are basically indistinguishable from holy water, and Feiya's taste like melted snow smells.


3 people marked this as a favorite.

What's the likelihood of your answers in this thread being published under the name "The New King James Bible"?


1 person marked this as a favorite.
Pathfinder Companion Subscriber

Who wrote the a Beast-Bonded Witch Archetype?

Taldor

James Jacobs wrote:
Tanner Nielsen wrote:

Hi James!

This question has also been asked here and here, but with no answer.

When wielded in melee, is a chakram considered a light weapon or one-handed weapon?

My apologies if this has been clarified elsewhere. Thanks!

My take; a chakram is essentially the same thing as a starknife, but without the stabby parts. And since a starknife is a light weapon, it makes sense that a chakram would be too.

Hello. I was searching the boards for this answer and it looks like Im revisiting the question almost a year later (happy anniversary?). On using chakrams in combat, can someone use the 'Catch Off Guard' feat to avoid the penalties (-1, self damage)? Thanks!

Grand Lodge

So I've been perusing the 2nd volume of the Book of the Damned, and it occurs to me...what are the actual negative consequences of demon worship? From what I can tell, demon worship serves as a sort of...reward, rather than a punishment. Diabolical worship earns you an eternity in perdition, but demon worship earns you...the right to do exactly what you were doing while alive, but faster and with more cool special effects, and semi-immortality to boot. So, what exactly are the negative repercussions of being a demon worshipper or Abyss worshipper in the afterlife? Do they suffer at all for their sins or are they merely rewarded by their prolonging?


James Jacobs wrote:
Saint Bernard wrote:
Given the sucess of Dervish Dance as a feat, nearly every dex build uses a scimitar and this feat, is there any chance we will see a similar feat but for the rapier?

Since Dervish Dance exists mostly to enable a specific type of in-world build associated with a specific deity and type of fighting popularized by her followers... it's unlikely we'll do the same for rapiers or any other weapon.

In fact... if "Every Dex build" is indeed taking the feat, that argues to me that it's too good of a feat in the first place and should probably have tougher prerequisites.

Another way to look at the problem is Dervish Dance is the only PFS legal way to build a character capable of using the dexterity bonus for weapon damage. There are a number of players, myself included, who would love to do the same thing with a rapier. So please don't conclude it is an over powered feat just the only possible build path currently available which doesn't depend on a magical item.

Paizo Employee Creative Director

blackbloodtroll wrote:
Who wrote the a Beast-Bonded Witch Archetype?

I have no idea.

Paizo Employee Creative Director

Aazen wrote:
James Jacobs wrote:
Tanner Nielsen wrote:

Hi James!

This question has also been asked here and here, but with no answer.

When wielded in melee, is a chakram considered a light weapon or one-handed weapon?

My apologies if this has been clarified elsewhere. Thanks!

My take; a chakram is essentially the same thing as a starknife, but without the stabby parts. And since a starknife is a light weapon, it makes sense that a chakram would be too.
Hello. I was searching the boards for this answer and it looks like Im revisiting the question almost a year later (happy anniversary?). On using chakrams in combat, can someone use the 'Catch Off Guard' feat to avoid the penalties (-1, self damage)? Thanks!

Nope. Catch Off Guard only works on improvised melee weapons, and chakrams are not improvised melee weapons.

Paizo Employee Creative Director

The Drunken Dragon wrote:
So I've been perusing the 2nd volume of the Book of the Damned, and it occurs to me...what are the actual negative consequences of demon worship? From what I can tell, demon worship serves as a sort of...reward, rather than a punishment. Diabolical worship earns you an eternity in perdition, but demon worship earns you...the right to do exactly what you were doing while alive, but faster and with more cool special effects, and semi-immortality to boot. So, what exactly are the negative repercussions of being a demon worshipper or Abyss worshipper in the afterlife? Do they suffer at all for their sins or are they merely rewarded by their prolonging?

There are a few negative consequences, but the primary one is that you become Chaotic Evil if you worship a demon too devoutly. For some classes, that means you'd take penalties or lose your class abilities. For most parties, that means you'll be persecuted by the other PCs... you'll CERTAINLY be persecuted by the law and will likely find it difficult to function in most cities.

Now, you can certainly cover up your religion and be sneaky about it, but that can get tricky and disruptive to a campaign that's not prepared for it.

As for the metaphysical stuff... if you don't excel at your worship of your demon (which is IMPOSSIBLE if you don't spend the majority of your life doing chaotic evil stuff), you'll end up a larva petitioner after death and thus be tormented for as long as it takes before you're just eaten or otherwise ruined by a demon. There's a chance you'll transform into a minor demon before that, but that's pretty much it.

It's only if you're really really successful and effective as a demon worshiper that you get the reward in the afterlife of auto-promotion to a demon... and even then, in most cases, you'll not remember your mortal life anyway. (NOTE: Being defeated by adventurers who kill you before your great master plan is realized generally does NOT earn you points with your demonic patron.)

Paizo Employee Creative Director

Saint Bernard wrote:
Another way to look at the problem is Dervish Dance is the only PFS legal way to build a character capable of using the dexterity bonus for weapon damage. There are a number of players, myself included, who would love to do the same thing with a rapier. So please don't conclude it is an over powered feat just the only possible build path currently available which doesn't depend on a magical item.

Frankly... the best way to do lots of rapier damage is to play a rogue with Weapon Finesse and then focus on getting yourself sneak attacks. It's a much harder class to play than a straight-up fighter, since you have to use a LOT more tactics than the fighter does, but it can result in some significant damage output.

In any case... I'm not really the one you need to convince that there should be more ways for Dex to add to melee damage. Note that Dervish Dance is in the Inner Sea World Guide and not a world-generic rulebook...


James Jacobs wrote:

Note that Dervish Dance is in the Inner Sea World Guide and not a world-generic rulebook...

Never stopped anyone who don't publish their stuff.

Andoran

Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
James Jacobs wrote:
The Drunken Dragon wrote:
So I've been perusing the 2nd volume of the Book of the Damned, and it occurs to me...what are the actual negative consequences of demon worship? From what I can tell, demon worship serves as a sort of...reward, rather than a punishment. Diabolical worship earns you an eternity in perdition, but demon worship earns you...the right to do exactly what you were doing while alive, but faster and with more cool special effects, and semi-immortality to boot. So, what exactly are the negative repercussions of being a demon worshipper or Abyss worshipper in the afterlife? Do they suffer at all for their sins or are they merely rewarded by their prolonging?

There are a few negative consequences, but the primary one is that you become Chaotic Evil if you worship a demon too devoutly. For some classes, that means you'd take penalties or lose your class abilities. For most parties, that means you'll be persecuted by the other PCs... you'll CERTAINLY be persecuted by the law and will likely find it difficult to function in most cities.

Now, you can certainly cover up your religion and be sneaky about it, but that can get tricky and disruptive to a campaign that's not prepared for it.

As for the metaphysical stuff... if you don't excel at your worship of your demon (which is IMPOSSIBLE if you don't spend the majority of your life doing chaotic evil stuff), you'll end up a larva petitioner after death and thus be tormented for as long as it takes before you're just eaten or otherwise ruined by a demon. There's a chance you'll transform into a minor demon before that, but that's pretty much it.

It's only if you're really really successful and effective as a demon worshiper that you get the reward in the afterlife of auto-promotion to a demon... and even then, in most cases, you'll not remember your mortal life anyway. (NOTE: Being defeated by adventurers who kill you before your great master plan is realized generally does NOT earn you points with your demonic patron.)

I am pleased to see that we share our vision on how worshipping evil deities or entities work. If you are successful at it you get a reward in the afterlife. If you fail you get a form of punishment. It is not a straight "be evil, be punished in the afterlife". Otherwise in a universe where you actually know that there is a afterlife the number of people doing evil things would be way lower than what we see in Golarion or most fantasy universes.


1 person marked this as a favorite.
Kajehase wrote:
What's the likelihood of your answers in this thread being published under the name "The New King James Bible"?

Alas, that name is copyrighted last I checked. Although just "King James Bible" is public domain.

Paizo Employee Creative Director

Diego Rossi wrote:

I am pleased to see that we share our vision on how worshipping evil deities or entities work. If you are successful at it you get a reward in the afterlife. If you fail you get a form of punishment. It is not a straight "be evil, be punished in the afterlife". Otherwise in a universe where you actually know that there is a afterlife the number of people doing evil things would be way lower than what we see in Golarion or most fantasy universes.

It's also the way things work if you worship a neutral or good or chaotic or lawful deity.

Excel, and you are rewarded. Fail, and you are punished. Whether or not you succeed or not is decided by Pharasma.

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