Tels |
I would like to add a note to the above...
A lot of "peasants" will be little more than tenant farmers or serfs for local nobility. They will farm the land and have to pay fees (crops, etc.) to the landowner in order to do so. There will be little to nothing left after feeding their families and buying basic subsistence items. Any craft skills would be used to keep tools etc in working order and no monetary value would be gained. Plus, they may be working on a debt and thus never get to leave to find better work. That is why they remain peasants and earn little to no money.
For those peasants practicing a skilled trade (shoemaker), reputable ones with a good name in the area may be better off but local nobility may tax them out the wazoo in order to operate a business.
So, I think when trying to determine what peasants actually earn, I don't think the actual craft and profession numbers will do the trick. I believe those numbers may more accurately describe PCs (often operating outside the law), workers for a guild, or perhaps working conditions in a place with some sort of free market akin to rural Andoran (Golarion) or the Dales (Forgotten Realms).
Places with strong nobility tend to keep peasants in the role of being peasants.
Sorry for the post outside of a question directly to James.
*bows out*
The problem comes from the fact that the amount listed is what the person earns period, we don't know if this is pre or post taxes. Either interpretation of taxes is entirely plausible. However, if you read this article by a fairly well-known poster on these forums, actually breaks down the economy of Pathfinder/D&D. A peasant family is likely to produce, net gain, 38 gp in cash, trade, favors or other such methods of payment each month. A village ruler with 300 citizens is going to be making roughly 1,500 gp a month on taxes from the village, this is more than enough to hire a priest to do things like purify the water, or even use create water as necessary. Maybe the local watering hole is used only for crops, while the priest creates large amounts of water each day as part of his daily services.
The idea that a villager or village can't afford to pay for spellcasting isn't that preposterous. I think people spend too much time picturing the dirt poor peasants of the medieval age, instead of the peasants living in a world of magic and dragons.
I think, inherently, D&D/Pathfinder worlds have far more wealth available to everyone, not just nobles, than was available in the medieval ages.
[Edit] Also, there are a number of religions out there that would give up their spell casting, free of charge, to benefit the community. Casting a spell that has no material component, such as Create Water or Purify Food and Drink, would probably be happily cast by any priest of a good, or probably even neutral deity.
Hell, the formula for Spellcasting is CL * SL * 10 gp so Create Water or Purify Food and Drink would cost 1 * 0.5 * 10 = 5 gp. Pretty cheap I think.
blue_the_wolf |
GREAT. thanks for your answers to this. most of it i get but I need a little more clarification on some. I am editing down to the ones i have further questions on.
blue_the_wolf wrote:It works in hazardous terrain, but doesn't protect against it. Difficult terrain still costs double.so... Bladed Dash.
http://www.d20pfsrd.com/magic/all-spells/b/bladed-dash-- can it be used in hazardous terrain like caltrops, rocks or entanglement?
if I understand your saying its 30 feet of movement regardless of the casters normal speed, however, that 30 feet of movement IS affected by terrain so that caltrops would get their attack for passing through their square (unless they are jumped over) and the caster would only get 15 feet of movement in hazardous terrain, is that correct?
can the caster CHOSE to change speed during the movement to move slowly through some squares? as in... can the caster cast bladed dash, move 10 feet at normal speed, 5 feet at 1/2 speed in order to safely navigate an obstacle such as caltrops or ice then another 10 feet at normal speed for a total of 25 feet?
blue_the_wolf wrote:It's regular land movement. No moving through walls. No walking on water or air (unless you're under the effect of water walk or air walk, as appropriate). You can jump as part of the movement if you want, though. You can't swim or fly or climb or burrow though.
-- can the caster move ANY direction including into the air, over a chasm, or through walls and opponents?
fair enough. what about acrobatics?
a major reason for the question has to do with a player attempting to blade dash THROUGH a large creatures square in order to end his movement on the other side in a flanking position.
you mentioned that the caster uses normal movement rules and cannot simply pass through objects but that the caster can jump as a part of the movement but cannot climb or burrow. can they use acrobatics in order to pass through an opponents square?
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
Given the prices of NPC spellcasting and the amount of peasants out there, that's only really an option for the noble and adventuring class.
How much does the average peasant have in income over the year... maybe about 10 gold or so tops? Those spells are luxuries not even in consideration. And even for those who can pay the number of available casters and their time is limited.
Well... both of those spells are free to cast, so I can certainly see some kindly priests doing them for free in some towns, especially if they worship Erastil. Just because the book says spells cost money to cast doesn't mean a spellcaster has to charge for the spells at all. In fact, a town's clerics using these spells to help ensure fresh drinking water is a great way to earn the town's support and trust!
James Jacobs Creative Director |
The antilife shell spell creates a 10-ft.-radius emanation, centered on you that hedges out most living creatures.
First, how does this even work? What does "hedges out" mean exactly? Can a creature with long reach, reach inside the field and attack you? Or does it prevent ALL physical contact?
Second, how can it possibly be centered on you by RAW? Emanations and similar effects are always started at a cross section on the map grid. By default that means it is never truly centered on you. If it was, you would end up covering half squares which, if that's the case, than can an enemy enter the half square or not?
I've seen similar problems with other abjurations such as antimagic field. How are they supposed to be adjudicated?
Hedges out means that affected creatures can't step into the affected squares. A creature with long reach could still reach in there and hit you though, I suspect, but that's a GM call.
As for how it's centered on you... this is a case where an emanation doesn't sit on a point on the grid, but is on a square instead. The game is versatile to handle changes like that. So, something with a 10-foot radius on you basically fills an area the same as 10 foot reach does.
James Jacobs Creative Director |
James Jacobs wrote:mark kay wrote:Only if you do if you lose the AC bonus for doing other things with your shield arm when there's a buckler.Just sort of rules-y, if you're wearing a buckler while using crane style/crane wing from ultimate combat, do you lose its ac bonus in any round you use your buckler arm for your free hand to deflect a melee attack?
And similar question for deflect arrows and buckler use.
Hum, so, as long as you're not otherwise attacking with that hand that round or, I don't know, grabbing something from a pouch, you keep your buckler ac while deflecting?
Sorry, it just read a bit unclearly.
Sounds good to me!
James Jacobs Creative Director |
1 person marked this as a favorite. |
if I understand your saying its 30 feet of movement regardless of the casters normal speed, however, that 30 feet of movement IS affected by terrain so that caltrops would get their attack for passing through their square (unless they are jumped over) and the caster would only get 15 feet of movement in hazardous terrain, is that correct?
can the caster CHOSE to change speed during the movement to move slowly through some squares? as in... can the caster cast bladed dash, move 10 feet at normal speed, 5 feet at 1/2 speed in order to safely navigate an obstacle such as caltrops or ice then another 10 feet at normal speed for a total of 25 feet?
Correct. Caltrops would do thier thing normally. The caster can't choose to change speed when he casts the spell. He moves 30 feet all at once; it's part of the spell, and doesn't interact with the rest of the turn in any way.
It's regular land movement. No moving through walls. No walking on water or air (unless you're under the effect of water walk or air walk, as appropriate). You can jump as part of the movement if you want, though. You can't swim or fly or climb or burrow though.
fair enough. what about acrobatics?
a major reason for the question has to do with a player attempting to blade dash THROUGH a large creatures square in order to end his movement on the other side in a flanking position.
you mentioned that the caster uses normal movement rules and cannot simply pass through objects but that the caster can jump as a part of the movement but cannot climb or burrow. can they use acrobatics in order to pass through an opponents square?
The spell's point isn't to give you extra chances to acrobatics... but if the GM is fine with you doing that... sure. Up to the GM though.
James Jacobs Creative Director |
DM_aka_Dudemeister |
Who should I talk to about converting this bestiary?
Diego Rossi |
LazarX wrote:Well... both of those spells are free to cast, so I can certainly see some kindly priests doing them for free in some towns, especially if they worship Erastil. Just because the book says spells cost money to cast doesn't mean a spellcaster has to charge for the spells at all. In fact, a town's clerics using these spells to help ensure fresh drinking water is a great way to earn the town's support and trust!Given the prices of NPC spellcasting and the amount of peasants out there, that's only really an option for the noble and adventuring class.
How much does the average peasant have in income over the year... maybe about 10 gold or so tops? Those spells are luxuries not even in consideration. And even for those who can pay the number of available casters and their time is limited.
Or make the city dependant on you and your sect is you are LE.
[evil laugh]As I read the rules the "cost of living" includes the standard taxes. Most medieval and renaissance taxes were dues, not income taxes.
You had a shop? you had to pay X gold, independently from your income.
You own a house? You have to pay Y, based on house size and neighbourhood.
In some nation you had to pay a tax to be allowed to bear weapons, till the middle of the 20th century you had to pay a duty to bring merchandise within a city boundary (but you hadn't a VAT tax) and so on.
Note that this kind of taxation generally is more favourable for richer people.
From what I read I think that Golarion work the same way.
So, the question for James:
My impression is that (generally) there are not straight income taxes in Golarion but instead a mix of duties on imported merchandise, levies to bring stuff into a city, ownership taxes an so on, with overbearing government taxing almost everything while more moderate governments using a lighter hand. I am right?
Diego Rossi |
Another question:
it is possible for a Oracle to become an ex-oracle?
I.e. it is possible that the oracle will piss off his otherworldly patron/source of power/whatever and lose his/her powers?
And for a witch?
(I know that a GM can always do that if he feel it is appropriate in his world, what I am asking if you feel it would be appropriate in Golarion)
I think that for both classes the entity or entities giving the character his power can remove some of them (cancelling the familiar powers for the witch for example). At the same time I feel that the characters patrons should sometime give signs about their interests and why they have chosen to give some power to the character.
And now I must start thinking why the witch in my playing groups has her powers and what her patron goals are. Sigh
I should stop reading these boards, they give me strange ideas. :-)
James Jacobs Creative Director |
Who should I talk to about converting this bestiary?
** spoiler omitted **
Depends who you want to hire to do the converting... and what you mean by converting in the first place, I guess.
James Jacobs Creative Director |
My impression is that (generally) there are not straight income taxes in Golarion but instead a mix of duties on imported merchandise, levies to bring stuff into a city, ownership taxes an so on, with overbearing government taxing almost everything while more moderate governments using a lighter hand. I am right?
That depends on the region.
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
DM_aka_Dudemeister |
DM_aka_Dudemeister wrote:Depends who you want to hire to do the converting... and what you mean by converting in the first place, I guess.Who should I talk to about converting this bestiary?
** spoiler omitted **
Well it's clearly written for an obsolete edition, I might have to convert it to the Pathfinder rules set.
Dragon78 |
1)I know in Ultimate Equipment they will have seperate sections for wonderous items based on body slot but what about items that have no body slot type, what will they classifies as tools, misc., other?
2)I noticed in the Ultimate Equipment preview that hoods were listed as examples of magical headgear yet there are no magical hoods listed, what's up with that? also why no magical jester caps?
3)Is the Shattered Star AP basical one dungeon for each AP volume or at least something to that effect?
4)Now that you have seen "Prometheus", do you have ideas/theories about why you think the Engineers were planning to get rid of humanity? Do you think the Engineers were broken into different factions or these guys were just renigades?
5)Hardest creature to kill/defeat you have ever fought as a player character?
6)When/if you play as a ranger what favorite enemies do you usually pic?
7)Is there any music from the 80's that you like?
8)Is there any chance we might see optional rules for summoner's edolons to be like animal companions but outsider themed? So your outsiders might have an angel, protean, or oni template/base for example. So in other words no evolution points just gain various abilities based on what you chose.
9)So will the Blood of the Night book have rules to play as vampires(not just Dhampir versions) or am I just misinteresting what the product description says?
10)Now that we have seen undead specific for witchs, will we see some based specifically on Sorcerers, Oracles, Bards, etc.?
The Drunken Dragon |
How big is the city of Absalom in square feet, give or take? Apparently the Guide to Absalom and Pathfinder Society Field Guide say totally different things, with the more recent listing of Absalom's size being significantly smaller than the original. So, about how big is the City at the Center of the World really?
James Jacobs Creative Director |
1 person marked this as a favorite. |
1)I know in Ultimate Equipment they will have seperate sections for wonderous items based on body slot but what about items that have no body slot type, what will they classifies as tools, misc., other?
2)I noticed in the Ultimate Equipment preview that hoods were listed as examples of magical headgear yet there are no magical hoods listed, what's up with that? also why no magical jester caps?
3)Is the Shattered Star AP basical one dungeon for each AP volume or at least something to that effect?
4)Now that you have seen "Prometheus", do you have ideas/theories about why you think the Engineers were planning to get rid of humanity? Do you think the Engineers were broken into different factions or these guys were just renigades?
5)Hardest creature to kill/defeat you have ever fought as a player character?
6)When/if you play as a ranger what favorite enemies do you usually pic?
7)Is there any music from the 80's that you like?
8)Is there any chance we might see optional rules for summoner's edolons to be like animal companions but outsider themed? So your outsiders might have an angel, protean, or oni template/base for example. So in other words no evolution points just gain various abilities based on what you chose.
9)So will the Blood of the Night book have rules to play as vampires(not just Dhampir versions) or am I just misinteresting what the product description says?
10)Now that we have seen undead specific for witchs, will we see some based specifically on Sorcerers, Oracles, Bards, etc.?
1) Wondrous items that aren't body slot items are called "slotless items" and they're in their own ENORMOUS section of the book.
2) Just because there's no hoods in this book doesn't mean we'll NEVER make magic hoods.
3) Close, but not quite. Some volumes have more dungeon than others, but each adventure DOES feature a big key dungeon.
4) My favorite theory about the engineers:
5) A super-templated howling dragon in Jason Nelson's post-apocalyptic Forgotten Realms campaign. This dragon killed Mike McArtor's character THREE TIMES before we finally defeated it.
6) That depends entirely on the campaign. Last ranger I played was in a game set in Irrisen, and she had as her favored enemies (if I remember correctly) humans, giants, and undead.
7) Yes. Lots of it. Duran Duran's probably my favorite band from the 80s. I was in high school and junior high for most of the 80s, in any case. So that's my excuse if I need one.
8) Probably not. That opportunity has sailed, unfortunately.
9) I suspect it'll have lots of advice on how to play vampire PCs. The rules to do so are already in the game though—just slap the vampire template onto your PCs and you're good to go!
10) Probably.
Joana |
So, Sabriyya Kalmeralm and the Bazaar of Sails: Which of these is more accurate?
1) The Watch used to patrol the Bazaar but didn't have the manpower to cover it adequately. Sabriyya's father started a private security force to complement the Watch's efforts within the Bazaar. The Princess' Court is like mall security. They provide better service within the Bazaar than the Watch itself has the resources to.
2) The Watch used to patrol the Bazaar, but Sabriyya's father saw an opportunity to start a protection racket, driving the Watch out of the Bazaar and persuading the merchants to pay him to fill the void. The Princess' Court is like the mob. The Watch could adequately patrol the Bazaar if the Princess would allow it.
3) Some other interpretation entirely.
James Jacobs Creative Director |
How big is the city of Absalom in square feet, give or take? Apparently the Guide to Absalom and Pathfinder Society Field Guide say totally different things, with the more recent listing of Absalom's size being significantly smaller than the original. So, about how big is the City at the Center of the World really?
The map/size of Absalom is in my top 5 most frustrating topics about Golarion. It might even be in my top 3.
For now, go with what the Guide to Absalom says.
Some day I'd like to do a definitive big book on Absalom. That's not gonna be soon though.
James Jacobs Creative Director |
2 people marked this as a favorite. |
So, Sabriyya Kalmeralm and the Bazaar of Sails: Which of these is more accurate?
1) The Watch used to patrol the Bazaar but didn't have the manpower to cover it adequately. Sabriyya's father started a private security force to complement the Watch's efforts within the Bazaar. The Princess' Court is like mall security. They provide better service within the Bazaar than the Watch itself has the resources to.
2) The Watch used to patrol the Bazaar, but Sabriyya's father saw an opportunity to start a protection racket, driving the Watch out of the Bazaar and persuading the merchants to pay him to fill the void. The Princess' Court is like the mob. The Watch could adequately patrol the Bazaar if the Princess would allow it.
3) Some other interpretation entirely.
2 is more accurate.
Magnimar isn't big on laws. And part of that is that they have a pretty lax deployment of the city guard. The city guard is more into guarding the Summit, where the money and government stuff is, since that's who pays them.
They do keep a presence in the Waterfront, particularly areas of industry and business... but it's not enough. Sabriyya stepped in to pick up the slack. Her court may be thought of as the mob... but they're not evil. Think of them more like a well-trained and well-armed neighborhood watch.
blue_the_wolf |
when have you INTERACTED with an illusion (figment)
for example... is seeing a visual illusion interacting? or do you have to try to touch or carefully observe it?
is HEARING a figment interacting? or do you have to listen carefully, observer the source or some other interaction.
what about smelling an figment of some sort.
James Jacobs Creative Director |
1 person marked this as a favorite. |
Seeing an illusion isn't interacting unless it's something like an illusion of a creature with a gaze attack.
For the most part, interaction means contact or something of the like. For a low level spell like ghost sound, which is only about sound and nothing else, hearing is interaction, but otherwise you have to physically interact with the illusion to get the chance to disbelieve it.
Obvious exceptions would be an illusory harpy song, or an illusory ghast stench. That's interaction as well.
Basically... as soon as you have to roll a d20 roll, be it an attack roll to hit, or a save to resist, or once the illusion "hits" you... you're interacting.
It's something that, to a certain extent, the GM needs to adjudicate each and every time as it comes up.
Danny Kessler |
Seeing an illusion isn't interacting unless it's something like an illusion of a creature with a gaze attack.
For the most part, interaction means contact or something of the like. For a low level spell like ghost sound, which is only about sound and nothing else, hearing is interaction, but otherwise you have to physically interact with the illusion to get the chance to disbelieve it.
Obvious exceptions would be an illusory harpy song, or an illusory ghast stench. That's interaction as well.
Basically... as soon as you have to roll a d20 roll, be it an attack roll to hit, or a save to resist, or once the illusion "hits" you... you're interacting.
It's something that, to a certain extent, the GM needs to adjudicate each and every time as it comes up.
To piggyback on this: how do figments and interaction, uh... interact with spellcraft checks to identify a spell as it is being cast? Suppose I'm fighting an evil wizard and his gnoll minions. I cast major image to create a figment of a big ogre riding a giant boar and wielding a morningstar made of thunderbolts. The wizard easily makes a spellcraft check to determine that I just cast an illusion. Does this count as interaction? Does he even have to save at all? What if he shouts, "It's just an illusion!", do the gnolls count as having interacted with it? Can they likewise bypass a save?
The Drunken Dragon |
The Drunken Dragon wrote:How big is the city of Absalom in square feet, give or take? Apparently the Guide to Absalom and Pathfinder Society Field Guide say totally different things, with the more recent listing of Absalom's size being significantly smaller than the original. So, about how big is the City at the Center of the World really?The map/size of Absalom is in my top 5 most frustrating topics about Golarion. It might even be in my top 3.
For now, go with what the Guide to Absalom says.
Some day I'd like to do a definitive big book on Absalom. That's not gonna be soon though.
Cool. And sorry for bringing up an annoying topic.
Quick other question: Are the Azlanti ethnicity from Humans of Golarion still around in a general sense (not counting the runelords, ancient liches, or time-frozen people in random megadungeons, etc.)? I'm a little confused on that account.
thebwt |
To piggyback on this: how do figments and interaction, uh... interact with spellcraft checks to identify a spell as it is being cast?
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
This came up in our Jade Reagent game. Seeing illusionary wall being cast, then seeing a new wall appear would be proof that an illusion isn't real.
So to take it further does still spell make it impossible to identify a spell?
you must be able to clearly see the spell as it is being cast
Otherwise illusions are terrible against anyone trained in spellcraft.
James Jacobs Creative Director |
To piggyback on this: how do figments and interaction, uh... interact with spellcraft checks to identify a spell as it is being cast? Suppose I'm fighting an evil wizard and his gnoll minions. I cast major image to create a figment of a big ogre riding a giant boar and wielding a morningstar made of thunderbolts. The wizard easily makes a spellcraft check to determine that I just cast an illusion. Does this count as interaction? Does he even have to save at all? What if he shouts, "It's just an illusion!", do the gnolls count as having interacted with it? Can they likewise bypass a save?
When you use Spellcraft to identify a spell, you're interpreting the components to the spell, not so much its effects.
If you know it's an illusion spell then yeah, that'd count as interacting with it once you see it, I would say. Illusions are one of those types of spells that by their nature require GM adjudication.
James Jacobs Creative Director |
Quick other question: Are the Azlanti ethnicity from Humans of Golarion still around in a general sense (not counting the runelords, ancient liches, or time-frozen people in random megadungeons, etc.)? I'm a little confused on that account.
There are actual Azlantis out there... but they're unusual cases. Undead, or immortals, or NPCs who have been in stasis, etc. Always as part of an adventure, never as someone just walking down the street.
James Jacobs Creative Director |
Danny Kessler wrote:
To piggyback on this: how do figments and interaction, uh... interact with spellcraft checks to identify a spell as it is being cast?PRD wrote:
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.This came up in our Jade Reagent game. Seeing illusionary wall being cast, then seeing a new wall appear would be proof that an illusion isn't real.
So to take it further does still spell make it impossible to identify a spell?
more PRD wrote:you must be able to clearly see the spell as it is being castOtherwise illusions are terrible against anyone trained in spellcraft.
Illusions can be tough to use against some foes. Just like how evocation is tough against foes with lots of energy resistance, or enchantment is tough against mind-affecting. Each school has its advantages and disadvantages.
James Jacobs Creative Director |
James Jacobs Creative Director |
As you have not replied to my question in the middle post I will hope it was because you skipped it and I will repeat it:
In Golarion it is possible for a Oracle or Witch to lose some or all of his powers because he pissed off the entities that gave them to him?
Nope. Oracles and witches do have associations with greater powers than themselves, be they patrons or mysteries. While a patron or a mystrey may be tied to a deity or other entity, they themselves are NOT entities. It would have mentioned something similar to the ex-clerics line in the core rulebook for clerics were that not the case.
prototype00 |
Query: The feat Janni Rush states the following:
Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together...
If a monk gains the ability to make a full attack at the end of a charge (by picking up pounce, say) does the benefit apply to every iterative unarmed strike he makes?
As always, many thanks for the answers.
prototype00
Analysis |
Diego Rossi wrote:Nope. Oracles and witches do have associations with greater powers than themselves, be they patrons or mysteries. While a patron or a mystrey may be tied to a deity or other entity, they themselves are NOT entities. It would have mentioned something similar to the ex-clerics line in the core rulebook for clerics were that not the case.As you have not replied to my question in the middle post I will hope it was because you skipped it and I will repeat it:
In Golarion it is possible for a Oracle or Witch to lose some or all of his powers because he pissed off the entities that gave them to him?
Kind of like how watching Yog-Sothoth is your inspiration for how to warp space and time, but Yog-Sothoth does not actually grant you the power to do so? Or someone learning to emulate the fighting style of an animal from observing it, but the actual animal is not required for you to make use of it?
LazarX |
2 people marked this as a favorite. |
The Drunken Dragon wrote:How big is the city of Absalom in square feet, give or take? Apparently the Guide to Absalom and Pathfinder Society Field Guide say totally different things, with the more recent listing of Absalom's size being significantly smaller than the original. So, about how big is the City at the Center of the World really?The map/size of Absalom is in my top 5 most frustrating topics about Golarion. It might even be in my top 3.
For now, go with what the Guide to Absalom says.
Some day I'd like to do a definitive big book on Absalom. That's not gonna be soon though.
Rumor has it the streets of Absalom are purple because they're made of stretchy material that expands when Absalom goes into a rage. So the size of Absalom may well vary according to it's emotional state.
LazarX |
James Jacobs wrote:Kind of like how watching Yog-Sothoth is your inspiration for how to warp space and time, but Yog-Sothoth does not actually grant you the power to do so? Or someone learning to emulate the fighting style of an animal from observing it, but the actual animal is not required for you to make use of it?Diego Rossi wrote:Nope. Oracles and witches do have associations with greater powers than themselves, be they patrons or mysteries. While a patron or a mystrey may be tied to a deity or other entity, they themselves are NOT entities. It would have mentioned something similar to the ex-clerics line in the core rulebook for clerics were that not the case.As you have not replied to my question in the middle post I will hope it was because you skipped it and I will repeat it:
In Golarion it is possible for a Oracle or Witch to lose some or all of his powers because he pissed off the entities that gave them to him?
Or it's more like the only thing the patron that inflicts power on an Oracle expects of said Oracle is to use the power. The Patrons of the Mystery of Flame are fulfilled whenever the Oracle burns something.
James Jacobs Creative Director |
1 person marked this as a favorite. |
Query: The feat Janni Rush states the following:
Quote:Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together...If a monk gains the ability to make a full attack at the end of a charge (by picking up pounce, say) does the benefit apply to every iterative unarmed strike he makes?
As always, many thanks for the answers.
prototype00
Nope. You only get that doubling effect on the first attack, because it needs to be "powered" by a charge. Additional attacks you make after that first attack are not made after a charge—they're made after an attack, and as such they are treated as normal attacks.
This is the same reason the much-ballyhooed but quite incorrect RAGELANCEPOUNCE doesn't work the way some folks hope it does.
James Jacobs Creative Director |
I know you don't like the summoner but i've got a question.
A ghost retains it's class abilities in it's ghostly state. My question: Is a synthesist solid when he fuses with the eidolon essence forming his fused state?
I could see yes or no, but what say you?
Ugh.
I would cut any ghost synthesist that showed up in any adventure I was developing, first of all, because the rules just don't work in that case.
That said... the synthesist would NOT be solid when he fuses with his eidolon. His eidolon would become part of him when it fuses, and thus would become incorporeal.
James Jacobs Creative Director |
Kind of like how watching Yog-Sothoth is your inspiration for how to warp space and time, but Yog-Sothoth does not actually grant you the power to do so? Or someone learning to emulate the fighting style of an animal from observing it, but the actual animal is not required for you to make use of it?
Yup.
Unless you're actually a cleric of Yog-sothoth, in which case he IS granting you that power... whether or not he realizes it or even cares.
James Jacobs Creative Director |
Care to go into your process for creating gods?
That's a big topic and not one I have time to do much detail about. It IS more of a fiction-writing exercise than a game design one though, for the most part, since what makes a deity is the storyline, not the rules (of which there are very few). Picking domians is pretty much the only significant rules element of designing a deity, and there, the only rule is "Pick domains that make sense; if its for a deity, pick 5, if it's a demigod, pick 4."