prototype00 |
Two questions, if I may?
1.) If a character is fighting with an allying weapon:
An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any).
Can he transfer the enhancement bonus to another weapon that he is weilding (since he counts as an ally of himself).
2.) If a monk/druid is wearing a suit of wild armor, and wildshapes, the armor melds with the character but thanks to the wild enhancement, still povides it's armor bonus. Does this melded armor interfere with monk abilities (such as the wisdom AC bonus or flurry of blows)?
prototype00
LazarX |
Cheapy wrote:Do you dislike the idea of a full BAB champion of some alignment ideal other than LG, or is it building it off of the chassis of the Paladin?Not at all... PROVIDED the new class is built fresh and new from the ground up without trying to equal or emulate the paladin.
What do you think of the Champion class Monte Cook created for Arcana Evolved.? Alignment isn't used in that D20 variant so they are more based on causes that range from light, dark, magic, knowledge, nature, race, or even nation, city, etc.
Lucent |
Lucent wrote:
How exactly does the government in Nex work? The Council of Three and Nine seems confusingly laid out. I get that there's a representative from each of the major three Nex cities (the Three) and then there's nine others. But the entry says that there's "two representatives from each tribe."
You've got it mixed up a bit, I'm afraid. The Three are not representatives of Nex's three major cities. They are the archmage Agrellus Kisk of the Arclords, the arcane master Iranez of the Orb (who appeared in my novella "Two Pieces of Tarnished Silver"), and the pech architect Oblosk. All three of these figures dwell in the capital city of Quantium.
Representatives from Oenopion (the alchemist Borume) and Ecanus (the chief fleshforger Dunn Palovar) sit upon the Nine, but this is a lesser council, whose consensuses can be broken by the agreement of any two of the Three.
If it helps, think of the Three as the "high council," and the Nine as the "low council." The Three are figureheads of immense notoriety and political clout, whereas the Nine are more regional or specialized in their area of concern, and might have less influence as a whole than any one of the Three.
Erik! Thank you ever so much! This is an enormous help to an adventure I am working on that will be set in Nex.
Would I be incorrect in picturing the tribes of the Nex wastes as something sort of like a Golarion spin on Road Warrior or The Road? Tribals clad in the salvaged remnants of war-scraps from the Nex/Geb conflict?
I'm picturing tribal shamans with demolished construct heads on the tops of their staves, necklaces of teeth from fallen undead, armor piecemealed from old animated siege engines and the like.
Shaun Hocking Contributor |
ericthecleric |
Hi James,
What are the correct CRs of the following:
Human fighter 10 skeletal champion-
(a) CR 7 (12 skeleton HD= CR 6, +1 for template), or
(b) CR 12 (2 skeleton HD = CR 1, +1 for template, +10 associated levels)
Human wizard 10 skeletal champion-
(a) CR 7 (12 skeleton HD= CR 6, +1 for template), or
(b) CR 11 (2 skeleton HD = CR 1, +1 for template, +2 nonassociated levels = CR +1, +8 associated levels)
Nymph wizard 10 zombie lord-
(a) CR 8 (20 zombie HD= CR 7, +1 for template), or
(b) CR 10 (10 zombie HD = CR 4, +1 for template, +10 nonassociated levels = CR +5)
Stazamos |
There are no plans at this point that I know of to reconcile the differences between settlements and the items in Ultimate Equipment.
How about the next best thing: your opinion? So:
When rolling up magic items from a settlement, to set up a bridge between the Core Rulebook and Ultimate Equipment, how does one decide between lesser and greater for a given "degree" of magic item (minor, medium, major) for UE, when the CRB (or GMG?) doesn't have the lesser/greater division? 50/50? What about the special case of slotless wondrous items? 33% least, 34% lesser, and 33% greater?That's pretty much the only thing one really needs to go from the settlement rules to Ultimate Equipment (I think, have to check my notes). Well, and the patience to roll a lot of times!
James Jacobs Creative Director |
James Jacobs Creative Director |
1 person marked this as a favorite. |
1.) If a character is fighting with an allying weapon:
Quote:An allying weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to one weapon being used by an ally of the wielder. The wielder must have line of sight to the intended ally. As a free action, at the start of her turn before using her weapon, the wielder chooses how to allocate her weapon’s enhancement bonus. The bonus to the ally’s weapon lasts until the allying weapon’s wielder’s next turn. The enhancement bonus from the allying weapon does not stack with the enhancement bonus on the ally’s weapon (if any).
Can he transfer the enhancement bonus to another weapon that he is weilding (since he counts as an ally of himself).
2.) If a monk/druid is wearing a suit of wild armor, and wildshapes, the armor melds with the character but thanks to the wild enhancement, still povides it's armor bonus. Does this melded armor interfere with monk abilities (such as the wisdom AC bonus or flurry of blows)?
1) Yes.
2) Not when melded.
James Jacobs Creative Director |
1 person marked this as a favorite. |
James Jacobs wrote:What do you think of the Champion class Monte Cook created for Arcana Evolved.? Alignment isn't used in that D20 variant so they are more based on causes that range from light, dark, magic, knowledge, nature, race, or even nation, city, etc.Cheapy wrote:Do you dislike the idea of a full BAB champion of some alignment ideal other than LG, or is it building it off of the chassis of the Paladin?Not at all... PROVIDED the new class is built fresh and new from the ground up without trying to equal or emulate the paladin.
Haven't really looked at much from Arcana Evolved. Mostly because the way it was marketed had a "This book is for those of you who have outgrown boring typical RPG fantasy." I had not outgrown it, and was kind of annoyed by the implication that I was doing things wrong by enjoying a game with classic D&D tropes like 9 spell levels and elves and the like. Also... not a fan of animal-headed PC races.
James Jacobs Creative Director |
James Jacobs Creative Director |
So, a bit of an odd question, but I know you answer posts on this thread on weekends, and the store is generally open on weekends, even though there are no blog posts.
What is a typical Weekend at Paizo like?
Typically? The building is empty, although there might be a game going on in the conference room, and during particularly huge and scary deadlines there's a few people downstairs working. But usually, folks aren't in the office on the weekend. Many of us can access our work email from home (I can) and when you see us posting late at night or on a weekend, we're generally doing so remotely.
James Jacobs Creative Director |
1 person marked this as a favorite. |
Hi, JJ!
Is there any connection between the Demon Lord Nurgal and the Infernal Duke Nergal? They both have a connection to war in addition to the name similarity.
They're not the same creature, but they are similar. Likely, the lesser of the two (the infernal duke) was given that name to mock him and shame him by higher ups in the Infernal hierarchy. D&D did something similar with a devil back in 1st edition (I think with Dagon), so it's kind of an easter egg.
James Jacobs Creative Director |
James Jacobs wrote:There are no plans at this point that I know of to reconcile the differences between settlements and the items in Ultimate Equipment.How about the next best thing: your opinion? So:
When rolling up magic items from a settlement, to set up a bridge between the Core Rulebook and Ultimate Equipment, how does one decide between lesser and greater for a given "degree" of magic item (minor, medium, major) for UE, when the CRB (or GMG?) doesn't have the lesser/greater division? 50/50? What about the special case of slotless wondrous items? 33% least, 34% lesser, and 33% greater?That's pretty much the only thing one really needs to go from the settlement rules to Ultimate Equipment (I think, have to check my notes). Well, and the patience to roll a lot of times!
That works too.
James Jacobs Creative Director |
1 person marked this as a favorite. |
Hi James,
What are the correct CRs of the following:
Human fighter 10 skeletal champion-
(a) CR 7 (12 skeleton HD= CR 6, +1 for template), or
(b) CR 12 (2 skeleton HD = CR 1, +1 for template, +10 associated levels)Human wizard 10 skeletal champion-
(a) CR 7 (12 skeleton HD= CR 6, +1 for template), or
(b) CR 11 (2 skeleton HD = CR 1, +1 for template, +2 nonassociated levels = CR +1, +8 associated levels)Nymph wizard 10 zombie lord-
(a) CR 8 (20 zombie HD= CR 7, +1 for template), or
(b) CR 10 (10 zombie HD = CR 4, +1 for template, +10 nonassociated levels = CR +5)
CRs are not exact when you apply templates. The suggested CR adjustment is usualy pretty close, though, but you should ALWAYS look at the final creation and decide if the end result really does fit that CR. For example, putting the young template on a creature normally lowers their CR by 1 point, but when you put the template on an incorporeal creature like a shadow, it actually makes them MORE powerful.
In your first two cases, the bulk of the danger from the monster comes from the fact that they have 10 class levels. At this point, their skeleton hit dice are minor additions. I'd say both of the first two would be CR 10. Effectively, the skeleton stuff offsets the normal "CR = class level –1" for most humanoids.
For the nymph... that's more complex. A nymph is a CR 7 creature on her own. Putting the zombie lord template generally increases her to CR 8, and then adding 10 wizard levels (which are at this point actually nonassociated) increases that CR by +1 for every 2 wizard levels up to level 8, after which it's a one-for-one increase. So this creature would be:
CR 7 (nymph)
CR +1 (template)
CR +4 (first 8 levels of wizard)
CR +2 (last 2 levels of wizard)
For a final of CR 14. And then, once you're there, compare all the Table 1–1 stuff to her stats to see if she actually does fit there after all.
Borthos Brewhammer |
Also... not a fan of animal-headed PC races.
Yeah, they have to have some good flair or I'm in the same boat as you. But my friends and I were having this discussion not too long ago, if you had to choose would you prefer the catfolk art from the bestiary 3 or from the ARG?
It was split down the middle for us.
Lucent |
JJ,
Would it be a fair analogy to compare the imprisoning of Rovagug to the ~65m BC extinction event on Earth? Golarion and Earth obviously have some geographical/cultural parallels, and I like exploring/twisting them. Also would the time be fair to compare, or did you imagine it occurring further back in history than ~65 million years?
The Staff of the Ages has opened up all sorts of new avenues of exploration for me, as a GM :)
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
1 person marked this as a favorite. |
James Jacobs wrote:
Also... not a fan of animal-headed PC races.Yeah, they have to have some good flair or I'm in the same boat as you. But my friends and I were having this discussion not too long ago, if you had to choose would you prefer the catfolk art from the bestiary 3 or from the ARG?
It was split down the middle for us.
I much prefer the artwork in Bestiary 3.
James Jacobs Creative Director |
JJ,
Would it be a fair analogy to compare the imprisoning of Rovagug to the ~65m BC extinction event on Earth? Golarion and Earth obviously have some geographical/cultural parallels, and I like exploring/twisting them. Also would the time be fair to compare, or did you imagine it occurring further back in history than ~65 million years?
The Staff of the Ages has opened up all sorts of new avenues of exploration for me, as a GM :)
That's certainly an interesting parallel. The date at which Rovagug was imprisoned was at some point before intelligent humanoid life appeared on the planet... but how far back is up to the GM at this point.
I didn't imagine it occurring THAT far back, but probably something more like just a million years ago. Maybe less, but not more than 500,000 years ago.
Borthos Brewhammer |
Borthos Brewhammer wrote:I much prefer the artwork in Bestiary 3.James Jacobs wrote:
Also... not a fan of animal-headed PC races.Yeah, they have to have some good flair or I'm in the same boat as you. But my friends and I were having this discussion not too long ago, if you had to choose would you prefer the catfolk art from the bestiary 3 or from the ARG?
It was split down the middle for us.
Ha! Dev post means I win!
Lucent |
Lucent wrote:JJ,
Would it be a fair analogy to compare the imprisoning of Rovagug to the ~65m BC extinction event on Earth? Golarion and Earth obviously have some geographical/cultural parallels, and I like exploring/twisting them. Also would the time be fair to compare, or did you imagine it occurring further back in history than ~65 million years?
The Staff of the Ages has opened up all sorts of new avenues of exploration for me, as a GM :)
That's certainly an interesting parallel. The date at which Rovagug was imprisoned was at some point before intelligent humanoid life appeared on the planet... but how far back is up to the GM at this point.
I didn't imagine it occurring THAT far back, but probably something more like just a million years ago. Maybe less, but not more than 500,000 years ago.
Interesting, I never expected it to be that "close" historically speaking, but I like what that represents from an archaeological standpoint. If we go with another Earth parallel, then the imprisoning of Rovagug could coincide with the last glacial maximum (the ice age!) which began around 200,000 years ago (on Earth).
I envision some sort of catastrophe coinciding from his imprisonment, but obviously with no humanoids around to witness it. Which, I guess, brings me to another question: Are there outsiders (non-deific) who are alive in present-day Golarion who recall the time of imprisonment and the conflict? Obviously that event isn't fully detailed so as to keep it mysterious and as historical theory and myth. But, I could see a passing reference from a Celestial like when speaking to a mortal, "I remember the rage of Rovagug, hear his scream when I close my eyes. You do not know fear; desperation."
DrDeth |
1 person marked this as a favorite. |
DrDeth wrote:Yes. They're supposed to be a choice. Use the claws/tentacles or use a weapon. All monsters with claws and tentacles have to make that choice.MMCJawa wrote:
4. Will we ever get Pathfinder versions of:
a. Sidhe/Tuatha De Danaan
I'd like to see them myself.
James, clarify one thing for me: Alchemist:
Feral Mutagen- gains two claws- but at the cost of using a weapon in those appendages?
Tentacles- can use them INSTEAD OF a weapon attack, not in addition to?
Vestigial Limb- same question?
In other words, as I read it, none of these things give you extra attacks, (well Feral does give a extra Bite attack) just more choices of what attacks to make, things to do?
I hate to go back to this, but some folks just won’t give up.
OK, say you take Feral Mutagen (gives you claws) and then Vestigial Arms. Then, you choose your Vestigial arms for the two claws attacks and use weapons in your normal arms/hands for normal attacks. I say that “The arm does not give the alchemist any extra attacks or actions per round,” still means- you get your CHOICE of weapons or claws. Not both. You still get no extra attacks. Not in a box, not with a fox.
Right?
James Jacobs Creative Director |
Interesting, I never expected it to be that "close" historically speaking, but I like what that represents from an archaeological standpoint. If we go with another Earth parallel, then the imprisoning of Rovagug could coincide with the last glacial maximum (the ice age!) which began around 200,000 years ago (on Earth).
I envision some sort of catastrophe coinciding from his imprisonment, but obviously with no humanoids around to witness it. Which, I guess, brings me to another question: Are there outsiders (non-deific) who are alive in present-day Golarion who recall the time of imprisonment and the conflict? Obviously that event isn't fully detailed so as to keep it mysterious and as historical theory and myth. But, I could see a passing reference from a Celestial like when speaking to a mortal, "I remember the rage of Rovagug, hear his scream when I close my eyes. You do not know fear; desperation."
Well... the hole created by the event still exists as a hole. The Dino-smasher event from 65 million years ago does not. So that's one good reason to set it in the geologically recent past.
There are indeed some non-deific outsiders alive today who could recall that imprisonment and conflict. Those outsiders are immortal, but they get in fights now and then and get killed that way, so the ones who survived for that long will tend to be the more powerful ones of their kind simply through a process of supernatural selection.
James Jacobs Creative Director |
James Jacobs Creative Director |
3 people marked this as a favorite. |
I hate to go back to this, but some folks just won’t give up.
OK, say you take Feral Mutagen (gives you claws) and then Vestigial Arms. Then, you choose your Vestigial arms for the two claws attacks and use weapons in your normal arms/hands for normal attacks. I say that “The arm does not give the alchemist any extra attacks or actions per round,” still means- you get your CHOICE of weapons or claws. Not both. You still get no extra attacks. Not in a box, not with a fox.
Right?
Sometimes, when faced with "folks who just won't give up" the best bet is to give up. Remember, if you don't give up, you're just as frustrating to them as they are to you. It takes two to have a perpetual Internet Argument, in other words.
The Vestigial Arm alchemical discovery is quite clear as to what it does and can do. It does NOT grant additional attacks or actions per round. You can attack with a weapon using it, but you can't put a claw on it.
What you COULD do is put those claws on your regular hands and then wield a weapon in your vestigial arm. Which would make your hand claws secondary attacks, of course.
In the end, how it works is up to the GM, and whether or not it's even allowed in the game is up to the GM.
The fact that it's PERFECTLY FINE for this ability to work differently in different games according to GM preference is something that lots of folks tend to forget or actually not like. But that's the way it is.
For PFS, my preference is to ALWAYS take the more conservative answer, because of the fact that the character building element of a massively multiplayer offline game is SO competitive that, since folks are going to do their best to powergame things, it's best for us the designers of the game to give them the least powerful tools possible. With us enforcing the least-powerful interpretation and players' desire for the most powerful one, in THEORY that results in a happy medium. For PFS, I would rule that a vestigial arm would never increase the total number of attacks you could make in a round as a two-armed creature—extra limbs that are "left out" are good for carrying things or the like, but won't and can't increase the overall attacks per round.
James Jacobs Creative Director |
Lucent |
Lucent wrote:Interesting, I never expected it to be that "close" historically speaking, but I like what that represents from an archaeological standpoint. If we go with another Earth parallel, then the imprisoning of Rovagug could coincide with the last glacial maximum (the ice age!) which began around 200,000 years ago (on Earth).
I envision some sort of catastrophe coinciding from his imprisonment, but obviously with no humanoids around to witness it. Which, I guess, brings me to another question: Are there outsiders (non-deific) who are alive in present-day Golarion who recall the time of imprisonment and the conflict? Obviously that event isn't fully detailed so as to keep it mysterious and as historical theory and myth. But, I could see a passing reference from a Celestial like when speaking to a mortal, "I remember the rage of Rovagug, hear his scream when I close my eyes. You do not know fear; desperation."
Well... the hole created by the event still exists as a hole. The Dino-smasher event from 65 million years ago does not. So that's one good reason to set it in the geologically recent past.
There are indeed some non-deific outsiders alive today who could recall that imprisonment and conflict. Those outsiders are immortal, but they get in fights now and then and get killed that way, so the ones who survived for that long will tend to be the more powerful ones of their kind simply through a process of supernatural selection.
I'd love to see a few ancient celestials (or demons!) maybe make a reference to it in Wrath of the Righteous :)
As for the Pit of Gormuz, that's a part of the world that I'm downright afraid to encroach on in my games. It's so tempting to come up with a concept for what is at the bottom of the pit, what forsaken vault in Orv Rovagug fell into.
I've hypothesized for a while that Golarion's actual core might be hollow, and that Rovagug himself is a burning engine of hatred trapped in the worldheart of Golarion... but it's just that sort of conjecture that is dangerous, because I know I'm going to really enjoy the "canonical" explanation too. While I know whatever I set up in my own Golarion is obviously 'canon' to me and my group, it's still too tempting to not wait and see what rolls out of the pit of James Jacobs.
On the topic of Orv, though, (and I think someone else asked this a while back), are there any plans to delve more into the mystery of the Vault Builders any time soon?
I envision something like the Engineers from the movie Prometheus. Alien world-builders and scientists of unthinkable motivation. But that's another 'I want to see what's behind their version of the curtain' topic.
Tels |
Kind of a nitpick question, but an Awakened Demilich (Bestiary 3) retains full spell-casting abilities of the Lich. It gains Eschew Materials and Still Spell as bonus feats, but when I look at the prepared spells, none of the spells are prepared as though under Still Spell. Should I just assume it meant that the Awakened Demilich prepares all of his spells as though they were Stilled with no increase in spell level?
James Jacobs Creative Director |
It seems to me that the Organization line of a bestiary is the most likely place for a joke in a monster's entry. Since you've seen more monsters than I, is there any truth to that?
Monsters are serious business. We might pick a fun name for a group of monsters, but that'd be no more of a joke I would hope than, say, calling a bunch of crows a murder.
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs Creative Director |
Kind of a nitpick question, but an Awakened Demilich (Bestiary 3) retains full spell-casting abilities of the Lich. It gains Eschew Materials and Still Spell as bonus feats, but when I look at the prepared spells, none of the spells are prepared as though under Still Spell. Should I just assume it meant that the Awakened Demilich prepares all of his spells as though they were Stilled with no increase in spell level?
What awakened demilich are you looking at? The stats in the Bestiary 3 are not for an awakened demilich... but for a normal one.
An awakened demilich does indeed need to prepare spells as Still Spells (or cast spells with Verbal components only, such as dimension door)... but as of right now, I'm pretty sure we've not published any stats for awakened demiliches... that won't stay that way for long, though...
James Jacobs Creative Director |
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How does one calculate the weight of one of the adventurers kits once they start replacing pieces of it with better gear?
For example if I want to replace the back pack with a mwk backpack down the line how does the weight change?
If you're into keeping track of that level of detail for a character, you shouldn't really be taking shortcuts like the adventurer's kits. Buy each component separately and track them separately instead.
The adventurer's kits are meant for folks who aren't that concerned with tracking that level of encumbrance in their games.