|Thomas LeBlanc RPG Superstar 2012 Top 32|
Weren Wu Jen wrote:
Strong Jaw only doubles the dice involved in the attack. An ancient blue dragon's bite would become 8d6+18.
1) They're not. There's lots of new feats out there. Now, if thew question REALLY was "How come goblins get feats that seem like they'd be more in character for smarter races?" then I guess my answer is that perhaps that's a combination of goblins being willing to sacrifice lots of their own kind with mistaken and dangerous errors until they finally stumble upon the right combination by accident and then that combination becomes part of their culture, and maybe a little bit of some writers overestimating/getting goblin flavor a bit wrong.
2) Generally, no. Claws don't stack. If you have claws and a class ability gives you claws, you pick the better option and that's the one that works; the other one is lost/wasted.
James Jacobs wrote:
The point of the article wasn't so much Gandalf's literal class or race, or Aragorn's for that matter. But that the abilities of most heroes don't reflect the usual urge to put them at the top of whatever RPG spectrum you're using. But I am in agreement with you on the matter of translation, I've always said that characters were not their stats, those being nothing more than the shadows of the characters viewed through whatever lens you're looking with.
The implied flavor of planar binding is that you're using it to call upon a creature of an oppositional (or nearly oppositional) alignment to you, and the implied flavor of planar ally is that you're using it to call upon a creature of the same (or nearly the same) alignment of you. That's generally how I handle the spells in my games, but there's no actual rules in those spells FORCING them that way. It's a bit of flavor I'd hoped to change with Pathfinder, but we decided not to since in that early day we were really worried about backwards compatibility. Now that we've established Pathfinder AND have established Paizo as capable of doing rules and game design, if and when we do a 2nd edition of Pathfinder, maybe we'll be able to adjust those spells.
For now, using the spells as I mention above is a perfectly fine solution.
Mort the Cleverly Named wrote:
The bit that implies Bonefist was the strongest who won the title is incorrect. He's the strongest Hurricane King yet is what that's talking about. He's also the one who's held the title the longest.
Skull & Shackles has more info, particularly in the last volume, about Bonefist's history and the Hurricane Kings.
Came up tonight and had a huge discussion about it. Does Obscuring Mist burn away from Burning Hands or does it take a Fireball to burn it away?
Burning hands isn't enough to burn away obscuring mist. If it were, the spell would have said something like "any fire spell can burn away the mist." It takes something as potent as a fireball or greater to do this. AKA: A fire spell of 3rd level or higher that has a burst or spread.
Diego Rossi wrote:
That's on purpose. Arcane magic's flavor is that it doesn't play friendly with outsiders. That's divine magic flavor. Similarly to how healing magic is divine magic flavor and not arcane magic flavor. There can certainly be exceptions, but for baseline spells like planar ally and planar binding, that's the way it works.
Using planar binding and apologizing to the djinni and perhaps paying it some gold is one way a wizard can get around that. So is researching a specific and friendlier spell. But so is plane shifting to the genie's plane and seeking it out rather than forcing it to come to you.
Diego Rossi wrote:
Also, like Batman's alignment, it's a topic that no two gamers will ever really see eye to eye on. It's one of the internent's perpetual argument machines.
1) The raw number of sneak attack dice can be modified by things. Once you sacrifice sneak attack dice, the "raw" number of sneak attack dice changes. THAT'S what things like Sap Master modify. You're overthinking things.
I have to agree regarding Planar Binding. It has never made sense to me that for an Evil character to summon a Demon or Devil via Planar Binding he has to cast a good aligned spell (Magic Circle against Evil).
Additionally, it has never made sense to me that a character would use Planar Binding to bring in an oppositely aligned creature. Why would a Good character ever conjure a Demon or Devil unless that character was sliding towards evil. I can see that an evil PC would have an easier time (morally) conjuring a good aligned creature but why would he?
"Devil's Advocate" wrote:
In 3E, having natural Cold or Fire Resistance or Immunity made characters immune to some forms of environmental threat, like Cold and hot climates in all but the extremes. I can't find anything in PF about this, and may just be missing it. Is there such a rule, and if not, what would you suggest?
I suggest using that 3E rule. It's hardly a game breaker. And more to the point, it makes sense.
Hot temperatures should cause fire damage and cold temperatures should cause cold damage. It's illogical that a creature immune to the fire would get heatstroke, or a creature immune to cold should suffer from frostbite.
For things with energy resistance instead, the best solution is to simply apply their resistance to damage caused by hot and cold environments. Which means as soon as you get energy resistance 6, you're pretty much immune. Which means that at energy resistance 5, ruling that you're immune anyway is a nice time-saving device.
Cori Marie wrote:
So half of my group can't make our CotCT game today (just as we were about to start Seven Days :( So instead! October themed one off session fun time! I found a Pathfinderized version of the Tomb of Horrors and will throw that at my group. So my question: Where in Golarion would the ToH be?
I would suggest putting it somewhere super desolate and remote. In a swamp, if possible. Which, to me, would suggest the swamps in the northern section of the Worldwound.
James Jacobs wrote:
it was more disliking race-locked class abilities, and asking for the reason it was decided that a non-goblin wouldn't have be willing or able to craft a mutagen that makes his body stretchy and ragdollish, or to encase his bombs in chunks of scrap, or coat his weapons in fire, etc.
it wouldn't bother me, except everything else the alchemist can do seems to be tailor made to be as disgusting as possible - Parasitic Twin, Vomit Twin, Tentacles, Tumor familiars... why would a non-goblin alchemist draw the line at making a mutagen that makes their bones elastic? or using shrapnel bombs?
I am currently deployed overseas and only just recently heard about PFO and have a very important question. For those like me who are unable to have regular internet access, is there any chance that private server editions will be made available so that it would be possible to play what is now my most anticipated game ever without access to the internet? Also, if this would take a Wish, I will happily provide the components if you can cast it for me. (I'd pay extra for it...)
The Secrets of the Grave ability you get with the Dirge Bard archetype states:
"A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life)."
What exactly does treating them like a living creature actually do?
If I cast Sleep on some zombies, will it put them to sleep or does their immunity to sleep still block it?
I know Color Spray with Secrets of the Grave could blind a zombie, but could it stun them? Knock them unconscious?
Could a mind affecting spell with a Fortitude save (like Phantasmal Killer) still work on an Undead creature with Secrets of the Grave?
How many Undead immunities does this ability bypass?
I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).
I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".
Which of these contradictions is true, please?
it's a specific problem for those PC characters taking a race with no racial hit dice ("wholly defined by class levels") but with a special racial type.For example, across the Bestiaries and the ARG there are now at least 7 Outsider (Native) PC Races: Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling, Undine.
Blood of Angels and Blood of Fiends have about as much on Aasimar/Tieflings as you can reasonably expect and neither says "by the way, you get all Martial Weapons and Medium/Light armour proficiency thrown in for free".
Answered by James Jacobs here.
EDIT: And here. :)
Shawn Murphy wrote:
I asked this Called Shot question in a thread a little over a year ago but didn't get an answer. In short: can you find out if a called shot is a standard action or a full-round action?
James Jacobs wrote:
One thing to keep in mind. Sorshen is not currently awake and mobile and all that. So until she DOES rise, what happens in Korvosa isn't something she can notice.
1. Well of course, but I was curious if she'd consider anything Ileosa did as wasteful or counter to her interests. Sorshen may not have morals or ethics but someone as competent as her has to have standards (polite, efficient, prepared, etc.).
2. Assuming this doesn't veer into "we're saving this for a future product" territory, what would Sorshen do should she wake up and mind-slave that squatter's colony in the ruins of her city?
3. More pertinent to conventional adventuring, what would a Sorshen-based adventure be like? A module? An adventure path? Would it be the standard "slay the evil while it's still waking up/preparing her scheme/alone in an empty room"-sort of adventure or will it be different?
4. Twisting the concept of an adventure, what advice do you have for creating an adventure where a character starts at 20th level? Or is that going to be in the Mythic Adventures playlets?
5. On a tangent, how often do you get questions from people like me who seem more interested in world-building than adventuring?
Ha! There's better things to wish for (such as wishing all of you deployed overseas come home safe!), but thanks anyway! :-)
That said... I'm not sure what the plans are yet for Pathfinder Online regarding private server editions. There's a LOT still left to be decided in the game, but I'll definitely bring that up at work so that the idea's buzzing around heads early in the process.
What it does is let your spells affect them as if they weren't immune to them.
That means sleep puts zombies to sleep. Color spray blinds and stuns them. Phantasmal kill can destroy them.
It bypasses all mind affecting immunities for undead, in other words.
Outsider (native) is a subset of Outsider, and there are thus exceptions from the general Outsider rules for a natvie outsider... but in THIS case, the problem is that if you don't have racial hit dice, like a tiefling or an aasimar, you don't gain the proficiencies and skill ranks and feats that you otherwise would have gained for having that precious 1st racial Hit Die. Instead, you gain feats and proficiencies and skill ranks according to your first class level.
EDIT: And now in the previous post up above.
Shawn Murphy wrote:
Not being the one that wrote or developed those books, I can't say which one for sure is correct, but my preference is to make called shots a full-round action.
1) Hard to say, since it'll probably never come to pass.
2) Stay tuned. We're far from done with the runelords' stories.
3) "Curse of the Lady's Light" is a Sorshen-influenced adventure to a certain extent. As for other things... see #2 above.
4) I would not suggest starting at 20th level, because that robs you of the fun of leveling up. 20th level is the cap. Mythic gives you more to do after 20th level, but it will not raise that level cap.
5) Pretty often.
Here is a question of Intent!
Consider the spell Wind Wall.
Reading through, I'm curious on its effects with bullets. Now I can't tell if it gives a 30% miss chance, or if bullets should be treated like arrows and bolts are!
On the one hand, since arrows and bolts were specifically mentioned, and the 30% miss chance was written as a catchall to everything else, it might seem like bullets should also be subject to the 30% miss chance.
However, that seems a little unfair to arrows and bolts. Understandably, when guns were introduced, stuff like Catch Arrow and Deflect Arrow were retroactively given the power to (nonsensically) catch bullets, just like arrows, sort of establishing the precedent that arrows and bullets are treated similarly, especially for defensive tactics.
I'd like to know, I suppose, given that Wind Wall is a fairly common defensive tactic against archers in Pathfinder. Do bullets get a special pass here, only going against 30%, or should they be treated like arrows?
Bullets have the 30% miss chance. It's unfair to arrows and bolts because the spell's kinda specifically designed to combat that specific type of attack.
Little Skylark wrote:
Are there male nymphs? If not, where do baby's come from? (baby nymphs, that is)
When a horny woodcutter spots an exceptionally attractive tree, sometimes a nymph appears and barters for the trees life. X number of time units later, a baby nymph is delivered by a stork linnorm!
Hi Mr. Jacobs.
I am posting this question at the request of my local VC, as he wanted your oppinion as well.
I am currently playing a level 4, Elven, Treesinger Druid.
Treesingers Wildshape useing Plant Shape I starting at 4th level.
I am useing it to wild shape into a Violet Fungus
Violet Fungus have 4 tentacles.
The only citation of what you can do with a tentacle comes from the alchemist discovery. (Only the bold part matters)
Tentacle Discovery wrote:
Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Ok, so there is the background of the question.
Here is the question.
In your oppinion, what can a Plant Shaped druid in Violet Fungus form do with it's tentacles?
B. Hold a Shield?
C. Wield a shield? (This is actually the real question)
What it all boils down to is this, Does the druid now have 4 "Arms" with wich to hold, wield, manipulate, etc?
Could you for example hold a meta rod, wield a shield and make 2 tentacle attacks?
My VC thinks so, but again we wanted your oppinion.
I finally had the chance to start running my group through RotRL AE. We were able to get through the Glassworks before ending the session. Just wanted to say AWESOME job on Burnt Offerings and on the AP as a whole! Make sure you pass on my thanks to the whole Paizo team!
As part of the introduction for the players, I mentioned the Cathedral fire killed Fr. Tobyn and his daughter Nualia. I didn't play it up or try to draw attention to her (at least I didn't think I did), but just tried to pass it off as though she was just one of the many casualties.
When they were reading through Tsuto's journal, the look on their faces as they realized the possibility that not only could Nualia still be alive, but that she possibly staged, or someone helped her stage, her own death was absolutely priceless. It was also at this very moment that the group realized this adventure wasn't just stopping organized goblin raids, but that there is something much more sinister going on. I think this was probably the greatest GMing moment that I've ever had, and I fully expect this AP to produce many more.
Just wanted to say bully job, sir! Bully job!
I quite liked the recent knights focused players companion, but amidst all the coolness there, it was something of a let down that the rules for paladins/cavaliers wanting any kind of more advanced or non standard mount boiled down to "take leadership to have it as a cohort"
Is there any chance we're going to get a system sometime for having animal companions/bonded mounts that fall under some form of the rules for a paladin's divine bond mount for the likes of pegasi, dragonnes, griffons, hippogriffs, what have you?
Do they already exist somewheres and I just missed them?
Burnt Offerings Spoiler Question:
Reading up on the Catacombs of Wrath, it is mentioned that the PCs gain story award XP for creating sinspawn to deactivate the runewell. Is this XP include the XP for destroying the created sinspawn or is it in addition to the sinspawn?
1)Other then the Lashunta, is there anything mention in Distant Worlds that made it's way into the Innersea Bestiary?
2)What animals do you draw the line when basing a humaniod race on a type of animal? Any chance of dinosaur based races(with or without racial HD)?
3)Favorite old school movie monster: Dracula, The Wolfman, Frankenstein, Dr Jackel/Mr. Hide, The Invisible man, The Blob, The Phantom of the Opera, or the Creature from the Black Lagoon?
4)Will we ever see a product with monster stats for tribes of creatures of variuos levels like Goblins, Nixies, Giants, Catfolk, Lizard Folk, Griplis, Duegar, Centuars, etc.?
5)Any chance of a spell compendium style book one day for Pathfinder? How about a book of feats/traits/archtypes?
6)What is your favorite sci-fi movie from the 50's? the 60's? the 80's? and the 90's? I know which is favorite from the 70's;)
7)Favorite animated disney movie? favorite live action disney movie? favorite pixar movie?
James, you have mentioned several times that bards are your favorite class, or at least one of your favorites. So, as one who is very familiar with bards and very much likes them, I present you this query:
I want to like bards because they have a lot of fun flavor and options, but bardic performance just seems really corny to me. Who would see a monster coming and think "Oh crap! Gotta start playing my flute!"? I would like to hear your own vision for how they think or even get the idea to try that during their first fight. Could you please explain your take on bards, specifically bardic performance?
Little Skylark wrote:
Nymphs age, but they don't look older. They're kinda like elves in that regard, only more so. As for how long they live.. hundreds of years.
There are no male nymphs. New nymphs come from nymphs who get pregnant via other creatures; a nymph's child is generally a nymph if the father is a humanoid, but not always. Sometimes they're fey humanoids (with the fey creature template). Nymphs also likely spontaneously generate in areas of powerful first world magic. We've got "Fey Revisited" coming out later next year, which should cover these questions, I would suspect.
Evil Lincoln wrote:
I know you said you enjoyed Miyazake films. Have you ever read the graphic novel of Nausicaa? The book is much better than the movie, as is often the case.
I have read the graphic novel.
And folks who champion "The book is better than the movie" should read Peter Benchley's "Jaws" to see a good case where the movie is better than the book.
(I'd rank the Lord of the Rings in the same category, honestly.)
The druid should not be able to hold things with its tentacles. It has no hands, and a violet fungi's tentacles are not capable of wielding objects. It IS capable of wreaking some major havoc with those tentacles, though, and doesn't really need shields or wands or rods.
I would probably rule that you COULD use things with the tentacles in a home game, though. In my experience, though, it's best to be very conservative on what you allow players in the Pathfinder Society, because it's super-competitive. In any event, I'm not the one who makes those calls. That's something you'll either need to get Mike's answer on, or just make a decision in your game and run with it, with the player understanding that when he plays with a different GM, it may not work the same way.
mark kay wrote:
We DO have "Animal Archive" coming up in a few months... which includes mount rules, I believe.