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prototype00 wrote:

Hi James,

I had a question to ask from the rules forum (people unfortunately were divided on the answer) and I was wondering if you could render some clarity to it:

So say I have a +1 furyborn greataxe. I'm a 12th level caster and I cast greater magic weapon on the greataxe. By all accounts, said greataxe is a +3 furyborn greataxe now (the +3 enhancement bonus from GMW overriding the inherent +1 bonus of the axe).

If I attack with the furyborn greataxe and hit what is the enhancement bonus of my weapon?

...

When you cast greater magic weapon on a magic weapon, you take the higher of the two enhancement bonuses—they don't stack. Nor does greater magic weapon enhance any other effects on the weapon. If you have a furyborn greataxe, the increase to its enhancement bonus does not start at the greater magic weapon level... it starts enhancing the axe's actual enhancement bonus.

Likewise any other similar effect. For example, if you have a +1 dragon bane dagger, and cast greater magic weapon on it to make it a +4 dragon bane dagger, then stab a dragon... the weapon functions as a +4 dragon bane dagger (the extra +2 enhancement bonus that the bane grants against dragons adds on to the baseline +1 of the weapon, resulting in a +3 weapon, which doesn't show since the greater magic weapon is a larger effect—you still get the +2d6 damage in any event). If, on the other hand, you have a +3 dragon bane dagger and have it up to +4 via greater magic weapon, against a dragon it actually DOES surpass the greater magic weapon spell to become a +5 enhancement.

Paizo Employee Creative Director

LazarX wrote:

Isn't the default story background that an Oracle isn't a job you qualify for by going to seminary the way you do a cleric, but more akin to a shamanic calling? In that the Mystery chooses you, not the other way around. That there are Oracles that downright resent said calling (and the curse brought with it)?

Not really. The default story is that oracles gain powers from mysterious sources. They're like sorcerers before bloodlines came along to explain things.

Shadow Lodge

I asked this up thread but haven't been answered so maybe it just got over looked so here it goes again. With the feat versatile channeler must the cleric and the god be straight neutral or can they just have an aspect of their alignment be neutral in order to qualify for the feat?

Paizo Employee Creative Director

Mikkel Rugholm wrote:

A few questions about monks.

1) Can a zen archer monk use his monk level as his BaB for deadly aim when making flurry of blows with a bow?

2) In the Ultimate Magic monk vows are added to the class with the following text (This section introduces monk vows, which any user of
ki can take to increase his ki pool) further it states (A monk who takes a vow never gains the still mind class feature)

so can a ninja or rogue with a ki pool take a vow or is that impossible since they cant loose still mind?

3) if the answer to 2 is yes then what about monk archetypes that has still mind replaced with a new class feature?

Thanks in advance.

DISCLAIMER: Use the following answers from me at your own risk if you're going to arm yourself with them and wade into the monk argument battlefield, taken with the knowledge that I use a fair amount of logical interpretation rather than try to do a strict adherence to all the rules in the game, since doing so causes confusion.

1) The ENTIRE POINT of the zen archer archetype is that it's a monk who uses a bow instead of his body or normal monk weapons to do monk stuff. So... yeah, you can do flurry of blows normally when using a bow if you're a zen archer. This doesn't stack with Rapid Shot or Manyshot. Don't bother thinking of it in terms of two weapon fighting styles. That just needlessly confuses things. The modifiers are flavor-agnostic anyway when you take them simply at face value as modifiers.

2) Ninja and rogues can't take monk vows.

3) Monk archetypes that replace still mind cannot take monk vows.

Paizo Employee Creative Director

Shadar Aman wrote:

Since Aboleths have been brought up, I want to add a couple questions to the topic.

1) I was about to ask if you had read the D&D Lords of Madness book and what you thought of it, but I had a sudden compulsion to go look at the cover of that book and saw your name written there.... So instead I will ask what your favorite part of that book was.

2) Since my favorite part was by far the Aboleths... are there any plans for significant Aboleth related content in Pathfinder's future? Perhaps Abberations Revisited or an Aboleth AP?

3) What is the coolest thing about Aboleths, in your mind?

1) It's weird to me to pick out "favorite" parts of a book I helped write. Feels egotistical, so I generally avoid doing so. Instead, I'll just say that the parts of the book I wrote were the chapters on aboleths and beholders, several of the new monsters, and most of the prestige classes and a chunk of the other rules bits.

2) We've had aboleths as a key part of Golarion from day 1. Those plans for them are slowly coming about, but for now... the info about them in Into the Darklands is the best place to go. There's a bit more about them coming up in Shattered Star's last adventure and in Inner Sea Bestiary, and there was some info about them scattered through Second Darkness as well.

3) How alien they are from humanity. Also, how they touch you and turn you into a monster.

Paizo Employee Creative Director

The Golux wrote:
James Jacobs wrote:
The Golux wrote:
Horacalcum... is that similar to but legally distinct from Orichalcum and its Japanese cousin Orihalcon?
Maybe.
Though I suppose legal distinction can't be the biggest problem for an actual historical/mythological metal. Maybe its special properties, though.

Horacalcum's special properties are made up completely out of my brain and James Sutter's brain. It's not meant to be orichalcum, in fact, but horacalcum, in the same way abysium isn't from the Abyss or the bottom of the sea.

Paizo Employee Creative Director

Stratagemini wrote:

So, Thornkeep's Description was just posted over at Thornkeep. Now, given the description of the enigma vaults includes the phrase "a sinister influence from a dark and distant world", I'm assuming Dark Tapestry Influence.

That said, I recall that there were a couple of different options for your section that you proposed, did you end up getting to write your favorite proposal? Or would you have preferred to write one of the others?

The fact that the proposal that won was the one that let me write Lovecraft stuff delighted me, but I specifically wrote the five proposals so that no matter WHAT one won, I'd enjoy writing them.

Paizo Employee Creative Director

roger Gilbert wrote:
ok I'm looking for a good adventure (preferably a path) to run my younger kids though 6/7 but I'm unsure what to run. so far we ran the the beginners box and it extra 4 mods and we also ran the society quest.. was thinking of running though 1st steps but any ideas what would be good for me to run after those if w don't go the society route?

First off, several of the Adventure Paths contain mature content here and there so if you run one of those, you'll need to decide what elements to share and what ones not to include. Also, several Adventure Paths, like Kingmaker or Serpent's Skull or Skull & Shackles include rather complex elements that aren't really good for new players to get hit with.

I would probably say that our current Adventure Path, Shattered Star, is a good one to start next. It's a pretty simple concept overall (go into the dungeon and find the magic treasures), but it's also got a lot of the old nostalgic element to it that really hooked a lot of the older generation of gamer as well. Plus... dungeons are fun to explore!


Does Fleshwarping reflect some innate nature of the creature placed in the vats?

Paizo Employee Creative Director

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Chris Mortika wrote:

Good morning, James.

Perhaps I'm the last person to figure it out, but I finally noticed that almost all of the lawful deities are male -- the exception, Iomedae, being something of an accidental Core deity -- and most of the chaotic deities are female. (Again, with exceptions.)

How intentional is that? Is this a phenomenon that people in Golarion have noticed -- do some people talk about being Male Good or Female Neutral?

Also, what sort of stories are there of gods (major or minor) having congress with mortals and fathering or bearing children? Are they just stories, or does that sort of thing happen sometimes?

What WAS intentional is that when we built our core 20 deities, I really wanted there to be an even mix of male and female deities. It didn't QUITE work out that way (the deity of magic in my original proposal was female, and Rovagug was initially intended to be aesexual). As for the fact that female deities end up on the chaotic side and men end up on the lawful side... that wasn't really all that intentional. In Golarion, of course, there are FAR more deities than the core 20, and which ones out of the entire gamut of deities are worshiped in any one region is variable, so it's not like most folks in Golarion notice that unless they're religious scholars, at which point they're probably capable of arguing all sorts of philosophical stuff.

I will point out that when Wes and I designed Hell and the Abyss, we very consciously took the tack that Hell is very masculine and the Abyss is very feminine. And looking across the metaphysical fence, I'd say the same holds for Heaven (masculine) and Elysium (feminine). Which does work out to align itself with the fact that that's how our core deities kind of aligned themselves.

And yes... deities do go out and... visit... mortals now and then. In fact, that element (playing the son or daughter of a deity) is going to be something of one of the underlying themes of Mythic Adventures to explain why and how certain PCs are mythical.

It's because mom is Desna.

Paizo Employee Creative Director

Evil Lincoln wrote:
roger Gilbert wrote:
ok I'm looking for a good adventure (preferably a path) to run my younger kids though 6/7 but I'm unsure what to run. so far we ran the the beginners box and it extra 4 mods and we also ran the society quest.. was thinking of running though 1st steps but any ideas what would be good for me to run after those if w don't go the society route?
I am not James, but I suggest Kingmaker, if it's to be an adventure path.

Again... Kingmaker is a TERRIBLE choice, in my opinion, for a brand new fresh to the game group. Kingmaker is very much a complex Adventure Path, not only because it introduces three pretty complicated new rules elements (kingdom management, city construction, and mass combat)... but it also is a Sandbox game and presenting a new group with tons of open choices rather than one single plot to follow is a good way to frustrate and confuse people.

Kingmaker's a GREAT choice for a group that has played a few campaigns and is looking for something new, but it'd be tricky at best to run as someone's first Adventure Path.

Paizo Employee Creative Director

Cheapy wrote:
Does Fleshwarping reflect some innate nature of the creature placed in the vats?

It can, depending on the nature of the fleshwarper. Drow fleshwarping does this a fair amount, for example, but the fleshwarping in Nex doesn't necessarily.

Paizo Employee Creative Director

doc the grey wrote:
I asked this up thread but haven't been answered so maybe it just got over looked so here it goes again. With the feat versatile channeler must the cleric and the god be straight neutral or can they just have an aspect of their alignment be neutral in order to qualify for the feat?

Only the cleric has to be neutral. Which means the deity must be neutral, lawful neutral, neutral good, neutral evil, or chaotic neutral.


James Jacobs wrote:
It's because mom is Desna.

Given some of the things we've been told about Desna's nature prior to her arrival in Golarion that could lead to some interesting situations...


James Jacobs wrote:
prototype00 wrote:

Hi James,

I had a question to ask from the rules forum (people unfortunately were divided on the answer) and I was wondering if you could render some clarity to it:

So say I have a +1 furyborn greataxe. I'm a 12th level caster and I cast greater magic weapon on the greataxe. By all accounts, said greataxe is a +3 furyborn greataxe now (the +3 enhancement bonus from GMW overriding the inherent +1 bonus of the axe).

If I attack with the furyborn greataxe and hit what is the enhancement bonus of my weapon?

...

When you cast greater magic weapon on a magic weapon, you take the higher of the two enhancement bonuses—they don't stack. Nor does greater magic weapon enhance any other effects on the weapon. If you have a furyborn greataxe, the increase to its enhancement bonus does not start at the greater magic weapon level... it starts enhancing the axe's actual enhancement bonus.

Likewise any other similar effect. For example, if you have a +1 dragon bane dagger, and cast greater magic weapon on it to make it a +4 dragon bane dagger, then stab a dragon... the weapon functions as a +4 dragon bane dagger (the extra +2 enhancement bonus that the bane grants against dragons adds on to the baseline +1 of the weapon, resulting in a +3 weapon, which doesn't show since the greater magic weapon is a larger effect—you still get the +2d6 damage in any event). If, on the other hand, you have a +3 dragon bane dagger and have it up to +4 via greater magic weapon, against a dragon it actually DOES surpass the greater magic weapon spell to become a +5 enhancement.

Ah so when you cast Greater magic weapon on a weapon you aren't actually enhancing the weapon? Sounds slightly roundabout but okay.

prototype00


James Jacobs wrote:

Again... Kingmaker is a TERRIBLE choice, in my opinion, for a brand new fresh to the game group. Kingmaker is very much a complex Adventure Path, not only because it introduces three pretty complicated new rules elements (kingdom management, city construction, and mass combat)... but it also is a Sandbox game and presenting a new group with tons of open choices rather than one single plot to follow is a good way to frustrate and confuse people.

Kingmaker's a GREAT choice for a group that has played a few campaigns and is looking for something new, but it'd be tricky at best to run as someone's first Adventure Path.

I guess I hadn't considered the Kingdom building rules; we still haven't reached that point in my campaign. I guess that's why it's the Ask James thread, not the ask Evil Lincoln thread.

WIth the "Kingdom in the background" option, I still think it could be pretty nice. The wide-open sandbox is a good feature to highlight for young kids, I think. It underscores the difference between RPGs and video games.

Grand Lodge

Señor Jacobs, first I apologize for the repost. Second, I would like to draw your attention to an answer you provided in 2010 in the Homebrew forum and a question I have regarding that.

Riding Dog removed from the Summon Monster 1 list in the 5th edition of the CRB.

Paizo Employee Creative Director

prototype00 wrote:

Ah so when you cast Greater magic weapon on a weapon you aren't actually enhancing the weapon? Sounds slightly roundabout but okay.

You are enhancing the weapon. Enhancement bonuses don't stack is all.


What would you think of a Pathfinder fighting game starring the iconic pcs and done in style of Blazblue(heavy plot-based and story mode done like a visual novel)?

Also, is stress the reason Ezren looks twenty years older than he should? (Also, what was his original hair color? Because I was thinking blonde.)


James Jacobs wrote:
prototype00 wrote:

Ah so when you cast Greater magic weapon on a weapon you aren't actually enhancing the weapon? Sounds slightly roundabout but okay.

You are enhancing the weapon. Enhancement bonuses don't stack is all.

I have not been arguing that they don't stack, what I have been curious is why the weapon property calculates based on an enhancement bonus that theoretically doesn't exist anymore?

+1 holy longsword -> +3 holy longsword (Greater Magic Weapon), but the holy property remembers that the sword was originally +1 and calculates based on that when attacking evil creatures? Seems strange to me, is what I was saying.

prototype00

Shadow Lodge

James Jacobs wrote:
doc the grey wrote:
I asked this up thread but haven't been answered so maybe it just got over looked so here it goes again. With the feat versatile channeler must the cleric and the god be straight neutral or can they just have an aspect of their alignment be neutral in order to qualify for the feat?
Only the cleric has to be neutral. Which means the deity must be neutral, lawful neutral, neutral good, neutral evil, or chaotic neutral.

Thank you, you have begrudgingly proven me wrong but at the same time helped my party finish up the emergency add in player my group is gaining.

Paizo Employee Creative Director

1 person marked this as a favorite.
sveden wrote:

Señor Jacobs, first I apologize for the repost. Second, I would like to draw your attention to an answer you provided in 2010 in the Homebrew forum and a question I have regarding that.

Riding Dog removed from the Summon Monster 1 list in the 5th edition of the CRB.

There's not much more I can do about this at this point—posting it there in the other thread and hitting the FAQ button SHOULD do the trick. I hope.

Paizo Employee Creative Director

prototype00 wrote:
James Jacobs wrote:
prototype00 wrote:

Ah so when you cast Greater magic weapon on a weapon you aren't actually enhancing the weapon? Sounds slightly roundabout but okay.

You are enhancing the weapon. Enhancement bonuses don't stack is all.

I have not been arguing that they don't stack, what I have been curious is why the weapon property calculates based on an enhancement bonus that theoretically doesn't exist anymore?

+1 holy longsword -> +3 holy longsword (Greater Magic Weapon), but the holy property remembers that the sword was originally +1 and calculates based on that when attacking evil creatures? Seems strange to me, is what I was saying.

prototype00

Greater Magic Weapon doesn't erase previous qualities. They're still there. They don't stop existing just because something better temporarily comes along.

A holy weapon, like the vast majority of weapons, isn't the problem here. A greater magic weapon cast on a +1 holy longsword would indeed essentially turn it into a +3 holy longsword or whatever.

The problem the original question was asking about ONLY arises when you combine greater magic weapon with a magic weapon that has a special quality that manipulates the enhancement bonus of the weapon. Holy weapons don't do that.

Paizo Employee Creative Director

Voltron64 wrote:

What would you think of a Pathfinder fighting game starring the iconic pcs and done in style of Blazblue(heavy plot-based and story mode done like a visual novel)?

Also, is stress the reason Ezren looks twenty years older than he should? (Also, what was his original hair color? Because I was thinking blonde.)

I'm not really a fan of fighting games, but I would heartily endorse a game where I'd get to play Merisiel stabbing Ezren!

As for Ezren's original hair color... that's unknown. A big secret, even!


Ah, so the special case is for weapon properties that manipulate enhancement bonuses (like furyborn or bane), those use the original (non greater magic weapon) enhancement value of the weapon.

For weapon effects that key off the enhancement value of the weapon (like dueling which gives a bonus to CMB of twice the enhancement bonus of the weapon), the new, spell modified value is what is used to calculate the bonus then?

For example:

+1 dueling longsword ( +2 bonus to CMB) -> +3 dueling longsword (Greater magic weapon, +6 bonus to CMB)

If I am not mistaken?

prototype00


James Jacobs wrote:
Voltron64 wrote:

What would you think of a Pathfinder fighting game starring the iconic pcs and done in style of Blazblue(heavy plot-based and story mode done like a visual novel)?

Also, is stress the reason Ezren looks twenty years older than he should? (Also, what was his original hair color? Because I was thinking blonde.)

I'm not really a fan of fighting games, but I would heartily endorse a game where I'd get to play Merisiel stabbing Ezren!

As for Ezren's original hair color... that's unknown. A big secret, even!

The secret is Ezren is really an alien and his hair is actually very thin tentacles. He's an agent of the Great Old Ones.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
It's because mom is Desna.

I guess that's better than your Mom being Hera. (Cue in the Sam Rami overture!)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Does a Weapon Master's weapon training class ability add its bonus to CMB and CMD checks made with the weapon?

The standard Weapon Training ability of the vanilla fighter clearly says as much, but the Weapon Master fighter archetype seems to reference attack and damage only.

Liberty's Edge

Tels wrote:

... all of the people, with few exceptions, view him as some Evil Necromancer Tyrant, ...

It is part of the problems generated by Grigori, increased by your failures in the public debate and his subsequent killing.

To portrait Grigori in a efficient way the GM should chose a easily exploitable aspect of the characters. for me it was the Summoner/Eidolon relation, with Grigori saying that the rune on the eidolon forehead was a slave rune, something that will make the blood of every true Riverfolk boil.
Even today, a year after Grigori was slain (the public debate was a mixed bag, with Grigori fleeing at the end, but they ended killing him in raid trying to apprehend him) there is people whispering against the summoner.

In your situation: Evil Necromancer. There is something that has convinced the townsfolk that you are a necromancer? Maybe you are a necromancer?
What is your charisma? That matter too, even if you have skills in diplomacy it is not the same thing.

The description of what you do for the kingdom struck me as LN, so no reason for the people to think you are particularly good based on that.

Paizo Employee Creative Director

prototype00 wrote:

Ah, so the special case is for weapon properties that manipulate enhancement bonuses (like furyborn or bane), those use the original (non greater magic weapon) enhancement value of the weapon.

For weapon effects that key off the enhancement value of the weapon (like dueling which gives a bonus to CMB of twice the enhancement bonus of the weapon), the new, spell modified value is what is used to calculate the bonus then?

For example:

+1 dueling longsword ( +2 bonus to CMB) -> +3 dueling longsword (Greater magic weapon, +6 bonus to CMB)

If I am not mistaken?

prototype00

For weapon effects that key off the enhancement value of the weapon (like dueling which gives a bonus to CMB of twice the enhancement bonus of the weapon), the new, spell modified value is NOT used to calculate the bonus then?

Greater magic weapon is intended only to enhance the bonus to hit and damage granted. It doesn't even allow you to ignore damage reduction like a +3, +4, or +5 weapon normally does.

Paizo Employee Creative Director

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Ravingdork wrote:

Does a Weapon Master's weapon training class ability add its bonus to CMB and CMD checks made with the weapon?

The standard Weapon Training ability of the vanilla fighter clearly says as much, but the Weapon Master fighter archetype seems to reference attack and damage only.

Yes, it does. Anything that enhances your atatck roll for a specific weapon also enhances your CMB and CMD checks/scores made as relates to effects that utilize the weapon in question.


James Jacobs wrote:

For weapon effects that key off the enhancement value of the weapon (like dueling which gives a bonus to CMB of twice the enhancement bonus of the weapon), the new, spell modified value is NOT used to calculate the bonus then?

Greater magic weapon is intended only to enhance the bonus to hit and damage granted. It doesn't even allow you to ignore damage reduction like a +3, +4, or +5 weapon normally does.

Sorry I'm not quite understanding you. Is the enhancement bonus granted by greater magic weapon somehow different from the enhancement bonus that is native to a +1 magic item?

Quote:
When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver.
Quote:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

I'm just confused because the language is enhancement bonus on both the descriptions and fine, it does say that it only allows you to bypass magic, but it doesn't say anything about not acting like an enhancement bonus for the purpose of magical weapon properties.

prototype00


Mr. James Jacobs,

Does an eidolon of a summoner of sufficient level follow the summoner into the afterlife upon his/her death? The thought occurred to me because of the line in the class description that states they eventually share a shard of the same soul.

On an unrelated note: What positive or averse effects (In your opinion) would telepathy (Telepathy you can't lie through) have on a budding or long term romance?

Liberty's Edge

prototype00 wrote:

Ah, so the special case is for weapon properties that manipulate enhancement bonuses (like furyborn or bane), those use the original (non greater magic weapon) enhancement value of the weapon.

For weapon effects that key off the enhancement value of the weapon (like dueling which gives a bonus to CMB of twice the enhancement bonus of the weapon), the new, spell modified value is what is used to calculate the bonus then?

For example:

+1 dueling longsword ( +2 bonus to CMB) -> +3 dueling longsword (Greater magic weapon, +6 bonus to CMB)

If I am not mistaken?

prototype00

Greater Magic Weapon wrote:
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

I would say that this is a good indication that the spell enhancement bonus isn't the same thing of a weapon enhancement bonus.

- * -

James, what do you think of the possibility for a Baldebound magus to enchant his Black Blade?

I think it should be allowed, but the cost should be based on the enhancement bonus of the blade at level 17+, i.e. the cost should be that of enchanting a weapon with a +5 enhancement. That way it would not be possible to "game" it adding abilities that have a high enhancement cost at a low level and at a low cost and benefit from them at high level.
The magus powers are great for temporarily enhancing the weapon, but they lack several of the new options and all the fixed price abilities like Dueling.
Another ability that plenty of magus would like to add to a weapon is the Agile property. Without that ability every magus that want to get an high dexterity will end using a scimitar ant taking the dervish dance feat. it is a neat feat, but when it become a mandatory choice it lose most of its appeal.

- * -

Edit, another black blade question:

A blackblade glow, i.e. it is one of the magic weapons that shed light?

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So, there are a number of books about the Inner sea, Inner sea Magic, Knights of the Inner Sea and the like. And don't get me wrong I love the inner sea, but... When are we gonna get something different? When will we see "Horrors of the Dark Tapestry"?

Paizo Employee Creative Director

prototype00 wrote:
James Jacobs wrote:

For weapon effects that key off the enhancement value of the weapon (like dueling which gives a bonus to CMB of twice the enhancement bonus of the weapon), the new, spell modified value is NOT used to calculate the bonus then?

Greater magic weapon is intended only to enhance the bonus to hit and damage granted. It doesn't even allow you to ignore damage reduction like a +3, +4, or +5 weapon normally does.

Sorry I'm not quite understanding you. Is the enhancement bonus granted by greater magic weapon somehow different from the enhancement bonus that is native to a +1 magic item?

Quote:
When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver.
Quote:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

I'm just confused because the language is enhancement bonus on both the descriptions and fine, it does say that it only allows you to bypass magic, but it doesn't say anything about not acting like an enhancement bonus for the purpose of magical weapon properties.

prototype00

Not sure what else I can say, frankly, at this point, except maybe to just not cast greater magic weapon on confusing weapons?

Paizo Employee Creative Director

The NPC wrote:

Mr. James Jacobs,

Does an eidolon of a summoner of sufficient level follow the summoner into the afterlife upon his/her death? The thought occurred to me because of the line in the class description that states they eventually share a shard of the same soul.

On an unrelated note: What positive or averse effects (In your opinion) would telepathy (Telepathy you can't lie through) have on a budding or long term romance?

Nope. The eidolon is a separate entity. If the summoner dies, the eidolon would live out the rest of its life wherever it came from... or maybe it would simply cease existing entirely. I actually kind of like that second option—the eidolon is a physical manifestation of the summoner's will in this case and without the summoner, the eidolon just doesn't exist.

I suspect that type of telepathy would make long-term romance impossible, frankly, because people aren't ready to know what other people REALLY think about them.

Paizo Employee Creative Director

Stratagemini wrote:
So, there are a number of books about the Inner sea, Inner sea Magic, Knights of the Inner Sea and the like. And don't get me wrong I love the inner sea, but... When are we gonna get something different? When will we see "Horrors of the Dark Tapestry"?

A book about the Dark Tapestry is one of those books that I want to write. Just like we'll have to wait for Erik to write about Nex to get a Nex book, or Wes to write about Bastardhall to get a Bastardhall book... we'll have to wait for me to write a Dark Tapestry book for that.

It won't happen in this year or the next. Some day, though, I hope so.

Paizo Employee Creative Director

Diego Rossi wrote:

James, what do you think of the possibility for a Baldebound magus to enchant his Black Blade?

I think it should be allowed, but the cost should be based on the enhancement bonus of the blade at level 17+, i.e. the cost should be that of enchanting a weapon with a +5 enhancement. That way it would not be possible to "game" it adding abilities that have a high enhancement cost at a low level and at a low cost and benefit from them at high level.
The magus powers are great for temporarily enhancing the weapon, but they lack several of the new options and all the fixed price abilities like Dueling.
Another ability that plenty of magus would like to add to a weapon is the Agile property. Without that ability every magus that want to get an high dexterity will end using a scimitar ant taking the dervish dance feat. it is a neat feat, but when it become a mandatory choice it lose most of its appeal.

- * -

Edit, another black blade question:

A blackblade glow, i.e. it is one of the magic weapons that shed light?

If you think it should be allowed, and you're the GM... you don't need my permission.

I'm not familiar enough with the archetype to offer advice... but I suspect that if the archetype specifically says you can't magic up the black blade beyond what the archetype grants you in the first place is a balance thing.

And whether or not ANY weapon created by a PC, be that creation via the classic item creation rules or by something like this archetype, glows, is up to the PC I say. Glowing is a pretty minor effect. If your GM says no, it's just a 100 gp or so payment to have continual flame put on it anyway.


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

Does a Weapon Master's weapon training class ability add its bonus to CMB and CMD checks made with the weapon?

The standard Weapon Training ability of the vanilla fighter clearly says as much, but the Weapon Master fighter archetype seems to reference attack and damage only.

Yes, it does. Anything that enhances your atatck roll for a specific weapon also enhances your CMB and CMD checks/scores made as relates to effects that utilize the weapon in question.

Wait, does that mean that Weapon Focus (rapier) would also add +1 to my CMD to prevent my rapier from being disarmed or sundered?

I thought only Strength/Dexterity modifiers as well as circumstance, deflection, dodge, insight, luck, morale, profane, sacred, and size bonuses to AC could be added to CMD.


doc the grey wrote:
James Jacobs wrote:
doc the grey wrote:
I asked this up thread but haven't been answered so maybe it just got over looked so here it goes again. With the feat versatile channeler must the cleric and the god be straight neutral or can they just have an aspect of their alignment be neutral in order to qualify for the feat?
Only the cleric has to be neutral. Which means the deity must be neutral, lawful neutral, neutral good, neutral evil, or chaotic neutral.
Thank you, you have begrudgingly proven me wrong but at the same time helped my party finish up the emergency add in player my group is gaining.

I think James is wrong on this one. Let's read the last bit of the feat:

------
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.
------

So "neutral" here would mean not good and not evil, as it does in the description of the channel energy power in the Core Rulebook on p.40, since those are the alignments that get to choose between channeling positive and negative energy. So, "neutral clerics who worship neutral deities" in this context means LN, N, or CN clerics who worship LN, N, or CN deities.


see wrote:
doc the grey wrote:
James Jacobs wrote:
doc the grey wrote:
I asked this up thread but haven't been answered so maybe it just got over looked so here it goes again. With the feat versatile channeler must the cleric and the god be straight neutral or can they just have an aspect of their alignment be neutral in order to qualify for the feat?
Only the cleric has to be neutral. Which means the deity must be neutral, lawful neutral, neutral good, neutral evil, or chaotic neutral.
Thank you, you have begrudgingly proven me wrong but at the same time helped my party finish up the emergency add in player my group is gaining.

I think James is wrong on this one. Let's read the last bit of the feat:

------
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.
------

So "neutral" here would mean not good and not evil, as it does in the description of the channel energy power in the Core Rulebook on p.40, since those are the alignments that get to choose between channeling positive and negative energy. So, "neutral clerics who worship neutral deities" in this context means LN, N, or CN clerics who worship LN, N, or CN deities.

This post is in the wrong thread. It needs to go into the "Correct all of James Jacobs' answers" thread.


i have a question about the angel wings in from the arg. It has a prereg of lv 10 while the slyph feat which grants the same bonus just to a differant race is able to be taken at lv 9. The lv 10 seems to be odd sense next to no one could take it at lv 10.


James Jacobs wrote:
I'll just say that the parts of the book I wrote were the chapters on aboleths and beholders, several of the new monsters-

Oo, did you do the Silthilar? Those were my favorite, it made me happy to see fleshshapers with a good alignment. :)


1)Are we getting a new type of Aboleth in the Innersea Bestiary or is it something they created?

2)I know the art pic for the Lashunta will be female but what are the other 0HD races gender for there art in the Innersea Bestiary?

3)Have you seen any new movies lately? If so what and did you like it?

4)Have you guys said a release date for Ultimate Campaign?

5)What are your five favorite creatures from greek myth?

6)Have you ever had to fight the Tarrasque(in game of course)? If so what class(es) were you?

7)If you could pic one creature that was owned by wizards that you could put into Pathfinder what would it be?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

RAW speaking, can I take the Dimensional Agility feat so that when my Teleportation Wizard uses his Shift ability, he's able to take actions afterward?

Grand Lodge

mythic play test is it still coming out in Sept?

Paizo Employee Creative Director

Ravingdork wrote:
James Jacobs wrote:
Ravingdork wrote:

Does a Weapon Master's weapon training class ability add its bonus to CMB and CMD checks made with the weapon?

The standard Weapon Training ability of the vanilla fighter clearly says as much, but the Weapon Master fighter archetype seems to reference attack and damage only.

Yes, it does. Anything that enhances your atatck roll for a specific weapon also enhances your CMB and CMD checks/scores made as relates to effects that utilize the weapon in question.

Wait, does that mean that Weapon Focus (rapier) would also add +1 to my CMD to prevent my rapier from being disarmed or sundered?

I thought only Strength/Dexterity modifiers as well as circumstance, deflection, dodge, insight, luck, morale, profane, sacred, and size bonuses to AC could be added to CMD.

That is indeed what that means. At least, it means that in games I run. Unless I'm taught the error of my ways.

Paizo Employee Creative Director

see wrote:
doc the grey wrote:
James Jacobs wrote:
doc the grey wrote:
I asked this up thread but haven't been answered so maybe it just got over looked so here it goes again. With the feat versatile channeler must the cleric and the god be straight neutral or can they just have an aspect of their alignment be neutral in order to qualify for the feat?
Only the cleric has to be neutral. Which means the deity must be neutral, lawful neutral, neutral good, neutral evil, or chaotic neutral.
Thank you, you have begrudgingly proven me wrong but at the same time helped my party finish up the emergency add in player my group is gaining.

I think James is wrong on this one. Let's read the last bit of the feat:

------
Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity—characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.
------

So "neutral" here would mean not good and not evil, as it does in the description of the channel energy power in the Core Rulebook on p.40, since those are the alignments that get to choose between channeling positive and negative energy. So, "neutral clerics who worship neutral deities" in this context means LN, N, or CN clerics who worship LN, N, or CN deities.

Nope... the cleric has to be neutral. But yeah, reading a bit more clearly, that DOES also mean the deity has to be neutral as well. Not lawful neutral or chaotic neutral, but just neutral.

Paizo Employee Creative Director

lordrathma wrote:
i have a question about the angel wings in from the arg. It has a prereg of lv 10 while the slyph feat which grants the same bonus just to a differant race is able to be taken at lv 9. The lv 10 seems to be odd sense next to no one could take it at lv 10.

Normally folks don't get feats at 10th level... but there are class abilities that DO grant the ability to gain feats at even-numbered levels. If you don't have that handy, you would indeed need to wait to 11th level to get that feat if you're not a sylph.

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