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Ravingdork wrote:
Tels wrote:
Why not just fill a waterskin? Those usually hold about a gallon.
Then where would I put my water? Besides, hip flasks are SO much cooler. :P

The other waterflask, duh.

And I beg to differ, Good Sir! Tis a sign of wealth to be drinking a gallon of water that costs 3,200 gp. Rub it in the face of the peasants. Let them know that your are frivolously spending their tax money on Cure Potions simply to sate your thirst.


Did the Disney movie Aladdin, specifically, The Cave of Wonders, play any part in the inspiration for the City of Golden Death?

Spoiler:
Particularly the bit about a forbidden treasure that triggers hot molten death?


James Jacobs wrote:
AlgaeNymph wrote:
How can I find out who illustrated what in Inner Sea Magic? Not just the list of interior artists but what each one drew.

Apart from having someone from the art team come on here and giving that list out... you can't.

And the art team is probably the most criminally understaffed department in the company right now, so that's unfortunately not gonna happen.

Great...now I have to ask "Who drew Sorshen on p.17?" and look like an obsessed weirdo.

I will figure out if those ioun stones were artistic license or not.


Dear Mr. Jacobs,
A heated discussion has arisen regarding the Madness domain power "Vision of Madness" and its impact (if any) on undead.
My friend mantains that all undead are unaffected since it's supposed to be a mind-affecting power, although that is not clearly stated in the domain entry. I'm not convinced this is the case: I think it should work at least on intelligent undeads.

Which one of us is right?
Thank you very much.


can a mounter archer attack and his mount ready an action to move if somebody try to charge them?


Ravingdork wrote:
So if I bought myself a hip flask (holds 8 oz) for 1gp, I could save 7gp when I buy 8 cure light wounds potions sans vials and have them put into the hip flask?

I know not what James will answer, but I'd drag out the AD&D Potion Miscibility rules if you tried putting more than one potion (even of the same type) in the same container.


see wrote:
Ravingdork wrote:
So if I bought myself a hip flask (holds 8 oz) for 1gp, I could save 7gp when I buy 8 cure light wounds potions sans vials and have them put into the hip flask?
I know not what James will answer, but I'd drag out the AD&D Potion Miscibility rules if you tried putting more than one potion (even of the same type) in the same container.

As the potion supplier, I'd charge at least a five gold piece "decanting fee".

Paizo Employee Creative Director

LearnTheRules wrote:

Thanks for the last answer, even if someone did present an extreme situation of RAW twisting to change your mind :(

On the same topic of unarmed strike and TWF, I would like to create a petition to have potential solutions to the problems which undeniably exist with it. Is it worth my while to do this and if so how would I go about it in order to get the maximum amount of attention from the developers working on the FAQs? Note that I believe the current system works exactly as the "fixes" I'm putting forward so it would really only be wording it better. Link to the proposed changes
here

And secondly, completely unrelated: If a lower level polymorph spell offers assumed abilities (i.e the ones given in the list after "If the form to be assumed has any of the following.....) that are not on the list higher level spell in the chain, yet the higher level spell says it counts as the lower level spell, do you get abilities from both level spells?

I'll link to my original question here for the sake of clarity.

Thanks again, sorry 'bout the wall of text.

Frankly, I don't think there IS a problem with unarmed strikes and TWF. My preference is that two weapon fighting is something you do ONLY with weapons. Unarmed strikes are not weapons. Gauntlets are ways to enhance them, but I'd rather artificially cut off two weapon fighting and say that you get that ability ONLY when you're wielding a weapon in each hand. The way the game should (and currently does) model a person who punches you more than once in a round is by iterative attacks or by the monk class. And the confusion with how things like Flurry of Blows is something that doesn't confuse quite so much if you just simply use the raw rules and ignore that clutter about it being a "type of two weapon fighting" or whatever. As for "proposed changes," the design team IS keeping the whole monk TWF thing in their mind... but they've got a LOT of things on their mind these days.

You get abilities from the spell you use and any spells it mimics. If it makes sense in-game.

Paizo Employee Creative Director

FiddlersGreen wrote:

Dear James,

I was pleased to see that you enjoy martial arts flicks, and especially that you like watching them un-dubbed with sub-titles.

Have you seen/heard of this movie ?

Could I ask you to watch it and give it a rating out of 5? =)

I don't think I've heard of that movie... but fitting it into my pretty tight movie schedule (I've got about 200 movies queued up on Netflix alone) might be... tricky.

Paizo Employee Creative Director

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Tels wrote:

Kind of a dumb question, but I just got off the phone with someone building a character for PFS. He wanted to know if, when using Weapon Finesse, a Rapier, and the feat Fury's Fall, he gets to add his Dexterity twice to the trip attempt. I told him, "No" but he's pretty convinced that, because Weapon Finesse substitutes Dexterity for Strength, and Fury's Fall specifically adds Dexterity, he gets to add it twice on Trip attempts.

If it were just a regular homegame, it'd be pretty easy for the GM to just say no, but the guys kind of new.

My question then, does Fury's Fall allow you to add your Dexterity twice while using Weapon Finesse? Or only once?

** spoiler omitted **

First off, the further you travel from Core, the more often you'll find rules combinations that, for better or worse, we just never thought of having happen. I think this is actually a strength of the game since it encourages folks to try out new things... but when you don't have a GM who feels empowered enough to make rulings (as seems often to be the case with massively multiplayer offline games like PFS), making characters like that is often something you should consider playing for home games.

Not every combo is appropriate for organized play, in other words.

Now, that said, in cases like this I almost ALWAYS skew to the side of the argument that's less advantageous to the player character, because there are SO MANY options out there that saying yes to many tends to result in overpowered characters. As a variant, I'd compare the end result to what you can get with similar methods only from the Core rules. If the increase in power is minor, then that's probalby okay... but if it allows a HUGE increase in power then it's not. And in a case like this one, where you're looking to add a Dexterity bonus (which can be VERY high... remember, if it works for your character, it has to work that way for EVERY character and EVERY monster too), my gut feeling is to say that it doesn't work as well as the player might want it to.

Now... in THIS Particular case... I'd rule the same way as I do in a home game.

Adding your Dexterity bonus to your CMB modifier is something you only get to do once, and only, as a general rule, by replacing your Strength modifier. If you have Weapon Finesse, you get to replace your STR bonus with your DEX bonus on CMB rolls involving that weapon. If you have Fury's Fall, you get to add it when that feet is active. If you have both... you add both, but it's essentially stacking the same bonus and as such... they don't add together.

Think of it this way. Your DEX modifier is how dexterous you are. Simply picking two feats that have overlapping effects doesn't miraculously make you twice as dexterous... it simply means your ability to apply that Dex modifier is increased beyond the norm, and that there is some overlap that "wastes" some of that potential by doubling up when doubling up doesn't count.

Paizo Employee Creative Director

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Ravingdork wrote:
James Jacobs wrote:
Ravingdork wrote:

Are potions, extracts, alchemical items, and similar items (such as oil) assumed to come with their respective containers?

For example, when I buy a potion of cure light wounds, am I paying 50gp for the potion AND the vial? Or is it 51gp (50gp for the potion and 1gp for the vial)?

Same with crafting costs. Do I need to buy the vial/flask/whatever separately?

If not, why are such containers even listed in the Equipment chapter of the core rulebook?

Of course you're paying 50 gp for the vial and the potion. Because if you didn't, the potion would be dripping down onto the ground and be gone. And a vial and whatever you use to put a lid on the vial are included in the crafting costs. Think of it as us giving your character a 1 gp bonus, I guess, for being so honest about tracking just how much gp you spend on vials in the first place.

Vials are listed in the equipment chapter because there are some times you want to put things in them that aren't potions.

So if I bought myself a hip flask (holds 8 oz) for 1gp, I could save 7gp when I buy 8 cure light wounds potions sans vials and have them put into the hip flask?

Cool.

Also means I won't have to spend 7 move actions drawing out each one.

No. Bringing your own flask does not give you a potion discount, nor does it let you combine potions into Megadoses that you can then drink all at once to get the benefits of drinking multiple potions.

A classic example of asking one question to try to trick me into granting you permission to break the rules with the ACTUAL question you wanted to ask ("Can I put multiple potions into one big bucket and drink them all at once?"), it seems to me. Which tends to annoy me.

If you have a question... ask that question. Don't try to trick me into accidentally giving you permission to break the rules.

Paizo Employee Creative Director

Elara wrote:

Random question... the class kits in Ultimate Equipment... the weights don't add up for the Alchemist kit (haven't done the math for the rest yet)... was this done on purpose or is a a typo?

Also, is it wrong that a cackled with glee when the Rune Giant arrived and I set it next to one of my player's miniatures?

From what I've heard, the weights don't add up for 2 reasons:

1) Because we didn't have room to delve into the differences in weight for different sized creatures there, and...
2) Because there's a bit of an "encumbrance discount" at play when you buy some kits.
Now... I'm not sure that those two are the ACTUAL reasons, and I'm not sure why if those WERE reasons and it wasn't just a flat out error that we didn't say so in the text for the kits... I didn't work on Ultimate Equipment so there are elements there I can't really give legitimate insight into, alas.

And no. Glee cackles are perfectly fine when that "miniature" is involved! :-)

Paizo Employee Creative Director

Tels wrote:

Did the Disney movie Aladdin, specifically, The Cave of Wonders, play any part in the inspiration for the City of Golden Death?

** spoiler omitted **

I didn't write or develop that adventure, so I can't say for sure.

All I really know is that I really wish we'd saved that site for an actual high-level adventure... :(


Can Explosive Missile be combined with Fast Bombs?

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
How can I find out who illustrated what in Inner Sea Magic? Not just the list of interior artists but what each one drew.

Apart from having someone from the art team come on here and giving that list out... you can't.

And the art team is probably the most criminally understaffed department in the company right now, so that's unfortunately not gonna happen.

Great...now I have to ask "Who drew Sorshen on p.17?" and look like an obsessed weirdo.

I will figure out if those ioun stones were artistic license or not.

The gemstones embedded in her flesh are not artistic license, but I'm not 100% sure they're actually ioun stones. Like Karzoug and a few other Runelords, Sorshen embedded wealth and magic in her skin.

Paizo Employee Creative Director

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Jaime Sommers wrote:

Dear Mr. Jacobs,

A heated discussion has arisen regarding the Madness domain power "Vision of Madness" and its impact (if any) on undead.
My friend mantains that all undead are unaffected since it's supposed to be a mind-affecting power, although that is not clearly stated in the domain entry. I'm not convinced this is the case: I think it should work at least on intelligent undeads.

Which one of us is right?
Thank you very much.

If something's a mind-affecting power, we say so. Vision of Madness works on any target... even mindless ones.

Adding to the power's flavor by saying it's a mind-affecting effect, or that its modifiers are morale bonuses, kind of lessen its overall power, and a GM should keep that in mind if he wants to do so... and should let the player know that before the player takes the power for his character. Or give the player the option to rebuild his domain choice if that's a deal breaker.

Paizo Employee Creative Director

Nicos wrote:
can a mounter archer attack and his mount ready an action to move if somebody try to charge them?

If the mount is intelligent enough to make rational, tactical decisions (AKA; has an Intelligence score of 3 or higher), then yes... but at that point the mount is acting on its own, not at its rider's command, and as such wouldn't really benefit from any of the rider's mounted combat feats and skills.

Paizo Employee Creative Director

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see wrote:
Ravingdork wrote:
So if I bought myself a hip flask (holds 8 oz) for 1gp, I could save 7gp when I buy 8 cure light wounds potions sans vials and have them put into the hip flask?
I know not what James will answer, but I'd drag out the AD&D Potion Miscibility rules if you tried putting more than one potion (even of the same type) in the same container.

That's a great solution. But it's also one that unintentionally complicates drinking multiple potions in consecutive rounds.

My preference is to say that you can only drink one potion dose per round, and as such there's no reason to put more than one potion in a container. Further, my preference is to say that mixing potions like that, even if they're the same potion effect, ruins both potions.


James Jacobs wrote:
Nicos wrote:
can a mounter archer attack and his mount ready an action to move if somebody try to charge them?
If the mount is intelligent enough to make rational, tactical decisions (AKA; has an Intelligence score of 3 or higher), then yes... but at that point the mount is acting on its own, not at its rider's command, and as such wouldn't really benefit from any of the rider's mounted combat feats and skills.

Interesting. Thanks!.


Pathfinder Rulebook Subscriber
James Jacobs wrote:
Elara wrote:

Random question... the class kits in Ultimate Equipment... the weights don't add up for the Alchemist kit (haven't done the math for the rest yet)... was this done on purpose or is a a typo?

Also, is it wrong that a cackled with glee when the Rune Giant arrived and I set it next to one of my player's miniatures?

From what I've heard, the weights don't add up for 2 reasons:

1) Because we didn't have room to delve into the differences in weight for different sized creatures there, and...
2) Because there's a bit of an "encumbrance discount" at play when you buy some kits.
Now... I'm not sure that those two are the ACTUAL reasons, and I'm not sure why if those WERE reasons and it wasn't just a flat out error that we didn't say so in the text for the kits... I didn't work on Ultimate Equipment so there are elements there I can't really give legitimate insight into, alas.

And no. Glee cackles are perfectly fine when that "miniature" is involved! :-)

That is what I was figuring was the case, so until an errata comes out stating otherwise, it's what I am running with.

Thank you, JJ!


Hiya. Got some questions!

1) I'm a lovely dwarven lass who also happens to be an Oracle of Stone. Any tips for how I can be all I can be? Also,regarding the Tongues curse I am afflicted with,does it only activate in combat? I use it as a..." my danger sense be tingling! Battle imminent!" Kinda tool.

2) What is the deal with Seltyiel and the iconic paladin? Somewhere I read he is considered a pet project for her? To make him less evil?

3) Last and not least,I adore your work. However,Pathfinder setting is more gritty and dangerous than Forgotten Realms and DND but not as horrifically grim as Warhammer. I doubt I would survive with my sanity intact if a Quay Keep situation occurred. Coz if I somehow ended up in the world of Golarion in my PC's body,fully aware of the rules and whatnot...rest assured,sir,I would wreck your creation. Gleefully.

Especially with all the 3rd Party Compatible stuff available to me and no GM to limit me. >:)


James Jacobs wrote:
wouldn't really benefit from any of the rider's mounted combat feats and skills.

How does being smart stop a mount from...

1: having a rider's shield protect it (Mounted Shield)
2: being encouraged to fight (Saddle Shrieker)
3: Being able to turn while charging (Wheeling Charge)

Because those are the only feats that effect the mount instead of the rider (Similarly skill wise, outside of the stuff obsoleted by actual intelligence, only Spur Mount effects the mount and not the rider).


James Jacobs wrote:
That's a great solution. But it's also one that unintentionally complicates drinking multiple potions in consecutive rounds.

Oh, I'd ignore the drinking another when you've already drunk one part of the old rule, for just that reason. I'd just break it out for mixing more than one in the same container.

Having it simply auto-ruined when combined in a container works to explain why they're always sold in one-dose vials, too, but dragging out the percentile dice scratches my "this is magic, it's complicated and unpredictable" itch.

So, to make it officially relevant to the thread -- do you have any house rules where you break out the dice to add unpredictability to things? Or if not anything consistent like a specific house rule, how often do you during a judgment call let the dice decide from several options rather than simply go with the one answer you think most likely/reasonable?


James Jacobs wrote:
Ravingdork wrote:

Are potions, extracts, alchemical items, and similar items (such as oil) assumed to come with their respective containers?

For example, when I buy a potion of cure light wounds, am I paying 50gp for the potion AND the vial? Or is it 51gp (50gp for the potion and 1gp for the vial)?

Same with crafting costs. Do I need to buy the vial/flask/whatever separately?

If not, why are such containers even listed in the Equipment chapter of the core rulebook?

Of course you're paying 50 gp for the vial and the potion. Because if you didn't, the potion would be dripping down onto the ground and be gone. And a vial and whatever you use to put a lid on the vial are included in the crafting costs. Think of it as us giving your character a 1 gp bonus, I guess, for being so honest about tracking just how much gp you spend on vials in the first place.

Vials are listed in the equipment chapter because there are some times you want to put things in them that aren't potions.

I think his question was more in regard that some items, like inks and Antitoxin, have no weight listed, how do you figure how much you can carry? (many firearms ammo have the same problem)

Liberty's Edge

James Jacobs wrote:

Frankly, I don't think there IS a problem with unarmed strikes and TWF. My preference is that two weapon fighting is something you do ONLY with weapons. Unarmed strikes are not weapons. Gauntlets are ways to enhance them, but I'd rather artificially cut off two weapon fighting and say that you get that ability ONLY when you're wielding a weapon in each hand. The way the game should (and currently does) model a person who punches you more than once in a round is by iterative attacks or by the monk class. And the confusion with how things like Flurry of Blows is something that doesn't confuse quite so much if you just simply use the raw rules and ignore that clutter about it being a "type of two weapon fighting" or whatever. As for "proposed changes," the design...

How does this rule fit into your answer?

Bestiary, page 302, Natural Attacks wrote:
Some fey, humanoids, monstrous humanoids, and outsiders do not posses natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands.

I couldn't tell from your answer If you understood unarmed strikes to be able to TWF as raw but don't agree with it, or if unarmed strikes cannot TWF by raw. I'm not trying to be obtuse.

Thanks for your time!


Hey James, is slavery legally practiced in Brevoy? I know that more of Golarian's nations allow slavery than prohibit it, but I can't find anything specific about its status in Brevoy anywhere that I've looked, including on the wiki. I was hoping that you could clear this up for me, because it is likely to have a serious impact on the story in my upcoming campaign set in the Stolen Lands. Thanks!


What classes in pathfinder would be analogous to the classes used in Unspeakable Futures?

Paizo Employee Creative Director

1 person marked this as a favorite.
E-Terah Deepheavy wrote:

Hiya. Got some questions!

1) I'm a lovely dwarven lass who also happens to be an Oracle of Stone. Any tips for how I can be all I can be? Also,regarding the Tongues curse I am afflicted with,does it only activate in combat? I use it as a..." my danger sense be tingling! Battle imminent!" Kinda tool.

2) What is the deal with Seltyiel and the iconic paladin? Somewhere I read he is considered a pet project for her? To make him less evil?

3) Last and not least,I adore your work. However,Pathfinder setting is more gritty and dangerous than Forgotten Realms and DND but not as horrifically grim as Warhammer. I doubt I would survive with my sanity intact if a Quay Keep situation occurred. Coz if I somehow ended up in the world of Golarion in my PC's body,fully aware of the rules and whatnot...rest assured,sir,I would wreck your creation. Gleefully.

Especially with all the 3rd Party Compatible stuff available to me and no GM to limit me. >:)

1) The tongues curse activates once combat's up and running... it doesn't really work well as danger sense. As for tips... my favorite method of building a character is to come up with cool personality quirks and a detailed history, and then build things from there rather than picking powers first.

2) I'm not sure where you read that... we actually don't publish much information about the iconics and their personalities. That said, I'm sure Seelah would like it if Seltyiel were less evil.

3) Thanks! And there are parts of Golarion, trust me, that outdo Warhammer's grimness. We don't publish them really... but Golarion can be as grim and dark as you want to make it. It gets pretty grim in my games, in fact...

Paizo Employee Creative Director

deuxhero wrote:
James Jacobs wrote:
wouldn't really benefit from any of the rider's mounted combat feats and skills.

How does being smart stop a mount from...

1: having a rider's shield protect it (Mounted Shield)
2: being encouraged to fight (Saddle Shrieker)
3: Being able to turn while charging (Wheeling Charge)

Because those are the only feats that effect the mount instead of the rider (Similarly skill wise, outside of the stuff obsoleted by actual intelligence, only Spur Mount effects the mount and not the rider).

Mounted combat is underdetailed in Pathfinder. So, the more you get into it, the more you're going to have to house rule.

Now, for me? The thing is that the mounted combat feats are intended to be used by smart riders on animals. Animals aren't capable of complex tactics, and complex tactics are what the various mounted combat feats are meant to represent. So... once a mount is smart enough to make its own decisions, it shouldn't be able to benefit from a rider's feats.

This is MOSTLY because I don't like the idea of opening up a situation where a wizard's familiar starts taking Mounted Combat and similar feats so that while riding the wizard the familiar gets to help him dodge attacks. That's not what those feats are intended for.

In my games, I generally require mounts to be completely subserviant to the rider, down to and including their actions in combat being tied to the rider's initiative and all that. They're pretty much there to do exactly what the rider wants if they want to gain the benefit of those feats.

Paizo Employee Creative Director

Belle Mythix wrote:
James Jacobs wrote:
Ravingdork wrote:

Are potions, extracts, alchemical items, and similar items (such as oil) assumed to come with their respective containers?

For example, when I buy a potion of cure light wounds, am I paying 50gp for the potion AND the vial? Or is it 51gp (50gp for the potion and 1gp for the vial)?

Same with crafting costs. Do I need to buy the vial/flask/whatever separately?

If not, why are such containers even listed in the Equipment chapter of the core rulebook?

Of course you're paying 50 gp for the vial and the potion. Because if you didn't, the potion would be dripping down onto the ground and be gone. And a vial and whatever you use to put a lid on the vial are included in the crafting costs. Think of it as us giving your character a 1 gp bonus, I guess, for being so honest about tracking just how much gp you spend on vials in the first place.

Vials are listed in the equipment chapter because there are some times you want to put things in them that aren't potions.

I think his question was more in regard that some items, like inks and Antitoxin, have no weight listed, how do you figure how much you can carry? (many firearms ammo have the same problem)

Having seen the nature of a lot of his other questions and how he presents himself on these boards, though, I think not. Posting reputations matter! :P

Paizo Employee Creative Director

see wrote:
So, to make it officially relevant to the thread -- do you have any house rules where you break out the dice to add unpredictability to things? Or if not anything consistent like a specific house rule, how often do you during a judgment call let the dice decide from several options rather than simply go with the one answer you think most likely/reasonable?

Sometimes, I use a kinda wacky method to determine the likelihood of something truly unusual happening when a player asks for something strange. I'll roll 1d100, and the result of that roll tells me the percentage chance of what the player asked for/about happens.

Paizo Employee Creative Director

HangarFlying wrote:
James Jacobs wrote:

Frankly, I don't think there IS a problem with unarmed strikes and TWF. My preference is that two weapon fighting is something you do ONLY with weapons. Unarmed strikes are not weapons. Gauntlets are ways to enhance them, but I'd rather artificially cut off two weapon fighting and say that you get that ability ONLY when you're wielding a weapon in each hand. The way the game should (and currently does) model a person who punches you more than once in a round is by iterative attacks or by the monk class. And the confusion with how things like Flurry of Blows is something that doesn't confuse quite so much if you just simply use the raw rules and ignore that clutter about it being a "type of two weapon fighting" or whatever. As for "proposed changes," the design...

How does this rule fit into your answer?

Bestiary, page 302, Natural Attacks wrote:
Some fey, humanoids, monstrous humanoids, and outsiders do not posses natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands.

I couldn't tell from your answer If you understood unarmed strikes to be able to TWF as raw but don't agree with it, or if unarmed strikes cannot TWF by raw. I'm not trying to be obtuse.

Thanks for your time!

I ignore that bit. That's ridiculous over-complication, frankly. A creature that's capable of making unarmed strikes that has no natural attacks (and I can't actually think of any apart from some zero HD races) treats unarmed strikes like anyone else.

Citing "rules as written" in this particular case doesn't really help, because the rules as written are contradictory and confusing. In cases like this, I prefer just ignoring the rules that are over-complicating things. If you have a monster that has natural attacks, just don't ever have it make unarmed strikes.


James Jacobs wrote:


In my games, I generally require mounts to be completely subserviant to the rider, down to and including their actions in combat being tied to the rider's initiative and all that. They're pretty much there to do exactly what the rider wants if they want to gain the benefit of those feats.

So how do Nightmares (equal partners to the rider rider) work then? Hell, what about Paladins?

Aren't familiars supposed to not be an easy target, especially within their master's reach? The familiar also doesn't get feats to take mounted combat anyways.

Also there's a question (Missiles and quick bombs) between your last set of answers.

Paizo Employee Creative Director

Green Left Eye wrote:
Hey James, is slavery legally practiced in Brevoy? I know that more of Golarian's nations allow slavery than prohibit it, but I can't find anything specific about its status in Brevoy anywhere that I've looked, including on the wiki. I was hoping that you could clear this up for me, because it is likely to have a serious impact on the story in my upcoming campaign set in the Stolen Lands. Thanks!

In a case like this... the choice is as much up to me as it is to the GM. I'd suggest deciding for your home game what works best for you and the stories you want to tell.

Were I to nail the answer down in print, I'd probably side on the "Slavery is illegal in Brevoy, but it still exists" result.

Paizo Employee Creative Director

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The NPC wrote:
What classes in pathfinder would be analogous to the classes used in Unspeakable Futures?

All the classes in Unspeakable Futures have their own powers and abilities that set them apart even from Pathfinder classes that are similar... but most of them have close approximations, in the same way that you could say that the Oracle is a Sorcerer but with divine spells instead of arcane spells.

Cabalist: Kinda like a wizard who specializes in conjuration and necromancy, but with madness elements to it, along with some cleric stuff as well.

Esper: Kind of like a sorcerer who specializes in illusions, physical magic, and mind-affecting magic.

Gunslinger: Like the Pathfinder Gunslinger, but without deeds and with more specific class abilities that focus more sharply on pistols than any old gun.

Mercenary: A sort of cross between barbarian and fighter.

Mystic: Sort of like a druid but without the wildshape or animal companions, and more into healing.

Scavenger: No real compassion to Pathfinder. This class is kind of an artifact/robot/technology skill-based class.

Sniper: A rogue type character who specializes in stealth and long-distance sneak attacks

Wastrel: A melee flavored rogue bandit type thing.

Paizo Employee Creative Director

deuxhero wrote:
James Jacobs wrote:


In my games, I generally require mounts to be completely subserviant to the rider, down to and including their actions in combat being tied to the rider's initiative and all that. They're pretty much there to do exactly what the rider wants if they want to gain the benefit of those feats.

So how do Nightmares (equal partners to the rider rider) work then? Hell, what about Paladins?

Aren't familiars supposed to not be an easy target, especially within their master's reach? The familiar also doesn't get feats to take mounted combat anyways.

Also there's a question (Missiles and quick bombs) between your last set of answers.

Nightmares and Paladin mounts become subservient to their riders... or they act as their own creatures and make their own choices and don't get the benefit of those three feats.

Familiars are as easy a target as the master makes them/lets them be.

Paizo Employee Creative Director

deuxhero wrote:
Can Explosive Missile be combined with Fast Bombs?

Nope. An explosive missile is not a bomb. It's a projectile that's been bomb infused.


Dear Jay Jay, can you help me in finding an answer?
I've been searching, but nothing so far.. Damn my google-fu!

In Pathfinder's "War of the River Kings" you can see the fourth poem of Gorum's Gorumskagat.. (p 69) I'm looking for the other parts, but there doesn't appear to be any trace of them.. /cry

For people wondering:

Spoiler:
"The clash of sword on shield is my song,
I am your armor, your blade.
Strike at your foes and I guide your hand.
For I thirst only for batle."

Contributor

James Jacobs wrote:
see wrote:
So, to make it officially relevant to the thread -- do you have any house rules where you break out the dice to add unpredictability to things? Or if not anything consistent like a specific house rule, how often do you during a judgment call let the dice decide from several options rather than simply go with the one answer you think most likely/reasonable?
Sometimes, I use a kinda wacky method to determine the likelihood of something truly unusual happening when a player asks for something strange. I'll roll 1d100, and the result of that roll tells me the percentage chance of what the player asked for/about happens.

I do something like that occasionally. Only I have a scatter die from Warhammer FB; I like to roll it and use the arrow pointer to determine which player's day I am going to randomly ruin.

Contributor

James Jacobs wrote:
The NPC wrote:
What classes in pathfinder would be analogous to the classes used in Unspeakable Futures?

All the classes in Unspeakable Futures have their own powers and abilities that set them apart even from Pathfinder classes that are similar... but most of them have close approximations, in the same way that you could say that the Oracle is a Sorcerer but with divine spells instead of arcane spells.

Cabalist: Kinda like a wizard who specializes in conjuration and necromancy, but with madness elements to it, along with some cleric stuff as well.

Esper: Kind of like a sorcerer who specializes in illusions, physical magic, and mind-affecting magic.

Gunslinger: Like the Pathfinder Gunslinger, but without deeds and with more specific class abilities that focus more sharply on pistols than any old gun.

Mercenary: A sort of cross between barbarian and fighter.

Mystic: Sort of like a druid but without the wildshape or animal companions, and more into healing.

Scavenger: No real compassion to Pathfinder. This class is kind of an artifact/robot/technology skill-based class.

Sniper: A rogue type character who specializes in stealth and long-distance sneak attacks

Wastrel: A melee flavored rogue bandit type thing.

So does that mean that the REAL reason that this future is unspeakable is that there are no bards in it to inspire anyone?! :-P


Belle Mythix wrote:
Stratagemini wrote:
Under what circumstances might you find a Mythic T-Rex in Golarion? (just mythic, no other templates)
IANJJ, but, Sarusan?

I doubt it - he'd have to fight off the hordes of Mythic Drop-Bears.


James Jacobs wrote:
see wrote:
So, to make it officially relevant to the thread -- do you have any house rules where you break out the dice to add unpredictability to things? Or if not anything consistent like a specific house rule, how often do you during a judgment call let the dice decide from several options rather than simply go with the one answer you think most likely/reasonable?
Sometimes, I use a kinda wacky method to determine the likelihood of something truly unusual happening when a player asks for something strange. I'll roll 1d100, and the result of that roll tells me the percentage chance of what the player asked for/about happens.

Doesn't this just make for a 50% chance? I.e. testing whether the second d100 falls below the first d100? Not that there's anything wrong with that. I have one particular DM who does rock-paper-scissors with himself to determine what happens in these cases, and due to his somewhat uncommon brain wirings, the results do end up pretty random... : )

To get to actual questions...

- Will Mythic rules involve new ways for characters to extend their lifespans, to make for a wider variety of ancient heroes and villains still lurking around the fringes of Golarion today?
- Aside from Irrisen, are there any other major witch traditions active on Golarion?
- Which is the more primal of eldritch abominations, Groetus or Azathoth?
- Less precisely, are the Outer Gods of the Dark Tapestry still within the temporal/spatial/causal domain of the more conventional deities? I.e. do Shub-Niggurath birthing monstrosities fall under the purvey of Lamashtu, will Pharasma eventually get to judge Yog-Sothoth before the universe can end and does Asmodeus hold influence over the machinations of Nyarlathotep? Or do the Lovecraftian elements form some kind of orthogonal set of metaphysics, like an entirely different cosmos just intersecting with the Great Beyond?


Thanks James :) Just keep in mind it needs to be one of the first things FAQ'd when yis get around to making those threads, it's not even funny how often Unarmed Strike threads pop up on the rules questions sub-forum :/

Liberty's Edge

@JJ: thanks for your response.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So! Now that we (are going to) have Mythic... Will we Finally Get The Kaijuu that we always wanted but never knew we wanted until you announced Bestiary 3 and then we didn't get the kaiju which made us sad?

Because I really want to be able to make Kaijuu for a campaign that I wanted to run based, loosely on a merger of Power Rangers and Golarion.

The Mythic rules seem like they might be the perfect solution to issues I didn't realize I had with that camapign, like why are empowered characters different from Normal characters in this campaign. And I have the Rules for Giant Vehicles in the form of Ultimate Combat's Vehigle Section. But I still need Kaijuu!

Please tell me we'll at least get Kaiju eventually?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Analysis wrote:


- Will Mythic rules involve new ways for characters to extend their lifespans, to make for a wider variety of ancient heroes and villains still lurking around the fringes of Golarion today?

If you're describing NPC backgrounds you don't have to have a rule that explains the why of every single one. "They just ARE" is a good enough answer most of the time.

And if Golarion is going to embody the true spirit of Lovecraft. It's Yog-Sothoth who's going to be judging Pharasma... into an unending eternal scream of insanity. Because the true spirit of Lovecraft is that in the end... while they may encounter fleeting temporary setbacks because their full attention is rarely focused, the Old Ones just don't lose.


James Jacobs wrote:
The NPC wrote:
What classes in pathfinder would be analogous to the classes used in Unspeakable Futures?

All the classes in Unspeakable Futures have their own powers and abilities that set them apart even from Pathfinder classes that are similar... but most of them have close approximations, in the same way that you could say that the Oracle is a Sorcerer but with divine spells instead of arcane spells.

Cabalist: Kinda like a wizard who specializes in conjuration and necromancy, but with madness elements to it, along with some cleric stuff as well.

Esper: Kind of like a sorcerer who specializes in illusions, physical magic, and mind-affecting magic.

Gunslinger: Like the Pathfinder Gunslinger, but without deeds and with more specific class abilities that focus more sharply on pistols than any old gun.

Mercenary: A sort of cross between barbarian and fighter.

Mystic: Sort of like a druid but without the wildshape or animal companions, and more into healing.

Scavenger: No real compassion to Pathfinder. This class is kind of an artifact/robot/technology skill-based class.

Sniper: A rogue type character who specializes in stealth and long-distance sneak attacks

Wastrel: A melee flavored rogue bandit type thing.

Is there somewhere we can see the fluff/rules for those classes? (if I had to pick one, it would be Scavenger)


1 person marked this as a favorite.
LazarX wrote:
And if Golarion is going to embody the true spirit of Lovecraft. It's Yog-Sothoth who's going to be judging Pharasma... into an unending eternal scream of insanity. Because the true spirit of Lovecraft is that in the end... while they may encounter fleeting temporary setbacks because their full attention is rarely focused, the Old Ones just don't lose.

The perspective of the elder gods is a rare thing to find, but from what little description exists, I wouldn't be surprised if Lovecraft had the idea that all those vast powers were in just as much undying torment as they inflict on others.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:

No. Bringing your own flask does not give you a potion discount, nor does it let you combine potions into Megadoses that you can then drink all at once to get the benefits of drinking multiple potions.

A classic example of asking one question to try to trick me into granting you permission to break the rules with the ACTUAL question you wanted to ask ("Can I put multiple potions into one big bucket and drink them all at once?"), it seems to me. Which tends to annoy me.

If you have a question... ask that question. Don't try to trick me into accidentally giving you permission to break the rules.

Whoa, whoa, whoa. Hold up there Mr. Jacobs. I never said ANYTHING about drinking multiple potions at once, nor did I mean to imply any such shenanigans. I said I could save a few move actions for not having to draw out multiple potions.

The rules are quite clear in that it takes a standard action to drink a single potion.

The rules are also clear in that it takes a move action to draw out an item, such as a hip flask.

I don't see where I've broken any rules at all. It's not even cheesy or overpowered. Compare this to a (much cheaper) wand of cure light wounds. It's a single move action to bring out FIFTY cure spells, and a standard action to use each one.

It saddens me greatly that you think me so manipulative.

James Jacobs wrote:
Further, my preference is to say that mixing potions like that, even if they're the same potion effect, ruins both potions.

What about all those modules and adventures out there that have fountains that cure those that drink from them (and similar magical devices)? Your preferred house rule would make such spectacularly fun and imaginative things impossible.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Hello Sir Jacobs,

If a wizard starts out with a wand or staff as his arcane bond, does it have the properties of a magical wand or staff? If not, does the wizard choose what sort?

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