>>Ask *James Jacobs* ALL your Questions Here!<<


Off-Topic Discussions

24,001 to 24,050 of 83,732 << first < prev | 476 | 477 | 478 | 479 | 480 | 481 | 482 | 483 | 484 | 485 | 486 | next > last >>
Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
Something I've been thinking about: why would I cast contact other plane when I can cast lesser planar binding and make some advanced familiar-level outsider cast commune?
Because you know contact other plane and don't know lesser planar binding? Or because the idea of getting advice from a demon lord (which is, for example, who you'd be getting advice from if you use a quasit to commune) turns your stomach?
What if I'm an evil wizard? Or I'm nonevil and I call up a nonevil thing like a voidworm, paracletus, or arbiter?

Choose your preference. Just as we give you multiple options for, say, area of effect damage spells, you have options for divination questions.


James Jacobs wrote:
Choose your preference. Just as we give you multiple options for, say, area of effect damage spells, you have options for divination questions.

What I mean to ask is what advantage does contact other plane have over lesser planar binding? The former spell doesn't give much more information (one-word answers vs yes/no), while the latter spell won't blast my mind.

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
Choose your preference. Just as we give you multiple options for, say, area of effect damage spells, you have options for divination questions.
What I mean to ask is what advantage does contact other plane have over lesser planar binding? The former spell doesn't give much more information (one-word answers vs yes/no), while the latter spell won't blast my mind.

Contact other plane is a different school, for one thing, so depending on your character's build, it might be easier for the character to cast a divination spell instead of a conjuration spell.

And while lesser planar binding allows access to commune (and all sorts of other options) via a conjured creature... it's still the conjured creature who does that, not you, and that means you're basically either hiring or enslaving a creature to do your work for you, which may not be to some players' tastes.


Mr. James Jacobs,

It was requested that I ask. Can an inquisitor apply his bane class feature to ray attacks? For example making a disrupt undead bane against undead.

I was of the mind that even though weapon feats can be applied to ray spells this was a no kind of situation. Still your word would be appreciated.


What's your favorite dish to eat when you're ordering chinese? Mine's szechuan pork, but I'm also quite fond of pad thai (which my local chinese restaurant serves, luckily!).


James Jacobs:

The following paragraph is on CRB p209 under Conjuration and before any subschool of Conjuration:

CRB p209 Conjuration wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Question 1) Does this apply to Teleportation magic (example, if I teleport a construct to my location can I place it floating in mid-air).

Question 2) Does this apply to Teleportation magic if I am teleporting a group of people TO a location (example, if I teleport a group of people must I teleport them to a location where they are floating in mid-air)

Question 3) Does this apply to Teleportation magic where I am the sole recipient (example, can I teleport myself into mid-air).

Certain persons are stating that this paragraph does not apply to Teleportation magic. They are also stating that this does not apply to the caster of the spell because of the phrase 'your location'.

My apologies for bringing yet another rule debate in here but you are our only resource for the intent of the rules.

- Gauss

Liberty's Edge

James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
Something I've been thinking about: why would I cast contact other plane when I can cast lesser planar binding and make some advanced familiar-level outsider cast commune?
Because you know contact other plane and don't know lesser planar binding? Or because the idea of getting advice from a demon lord (which is, for example, who you'd be getting advice from if you use a quasit to commune) turns your stomach?
What if I'm an evil wizard? Or I'm nonevil and I call up a nonevil thing like a voidworm, paracletus, or arbiter?
Choose your preference. Just as we give you multiple options for, say, area of effect damage spells, you have options for divination questions.

Also couldnt said bound outsider lie or slip in some misinformation out of spite?


deuxhero wrote:


Does a Paladin's immunity to disease apply to his gear like energy resistance does (while the the gear is generally unable to suffer from disease, it can sure spread it)?

Don't think this one was ever answered.

Also: What do Clerics and Inquisitors of a deity with Unarmed Strike as a favored weapon get? Nothing or IUS?


deuxhero wrote:
deuxhero wrote:


Does a Paladin's immunity to disease apply to his gear like energy resistance does (while the the gear is generally unable to suffer from disease, it can sure spread it)?

Don't think this one was ever answered.

Also: What do Clerics and Inquisitors of a deity with Unarmed Strike as a favored weapon get? Nothing or IUS?

Answered here.

James Jacobs wrote:
deuxhero wrote:

^^ "walking" and wearing a cone or dome effected by shrink item as a hat are the two popular ones for #5

Does a Paladin's immunity to disease apply to his gear like energy resistance does (while the the gear is generally unable to suffer from disease, it can sure spread it)?

No.

Silver Crusade

Super enthusiastic about Kyonin. I know there's not a book announced, but is it one that gets thrown around the bullpen when such ideas are pitched?

Is Kyonin a pet nation of anyone's?

On that note, I've always been interested in the rest of the pet nations, outside if the few well known topics (Sandpoint, Kaer Maga, Geb/Nex, Ustalav)

Could you please let us know who the rest of the "favorites" belong to? It would really help to know what has a lesser chance of being developed based on each creator's busy schedule, as well as who to go to for questions/clarifications as I know you and Wes (and I believe Sutter) sometimes are nice enough to help with.

as always,
cheers, James!


I just started reading through Hook Mountain Massacre so that I'm ready to run it when my players eventually reach it (they're nearing the end of Burnt Offerings and we are LOVING this AP), and I had a few questions about it.

Hook Mountain Massacre Spoilers:

1. I'm pretty sure that my players will accept any help that Shalelu or the Black Arrows offer, including combat assistance. My first question is, should I still divide combat XP by 5 (the number of people in the party) or by 9 (the party + the 4 NPCs)?

2. Also, how exactly is the floor saw trap outside the Graul homestead supposed to work? Does just walking on the porch trigger it and, if so, how am I supposed to slice up the entire party with it, since it requires a manual reset? Wouldn't only the person in front (assuming standard marching order) get hurt?

3. How does the pit trap around the sofa in the Graul family room work? Is it something like this:
XXXXX
XCCCX
XXXXX

Where the X's are the pit, and the C's are the couch, and the pit just kinda opens up around the couch when somebody gets too close?


1)Forgive me if you answered this already (did some searching on thread and didn't see it), but any chance that you'll ever again personally write a module or an adventure for an AP? One of my favorite modules remains "Into the Wormcrawl Fissure", especially its sheer coolness factor and its addressing of high-level play. I don't think I've ever read any threads about Dragotha that didn't reflect one of the hardest and most rewarding fights that the players had. This was certainly true for my groups. (Karzoug in Runelords was pretty close for me, and I've heard that the final module of Kingmaker is awesome for the same reasons. Also, I can't wait to run "Shadows at Gallowspire)

2)Can Dragons on Golarion become Liches? Would the template work the same? Same with the vampire template? I like the Raveners, I'm just a big fan of recurring villains who can come back even after their destruction. (which I don't think the Raveners can, barring powerful magic) Would a dragon affected by the template be a "standard" variety of its kind or have any additional powers?


Concerning the Commune/Contact Other Plane questions...

... could you use those to actually talk to the deities/demigods/what have you?

For example, suppose in an adventure path my wizard discovers a sinister plot against some holy sanctuary of Sarenrae. Could they cast Contact Other Plane to her domain, and instead of asking worthwhile questions, tell her about the threat? Or (if they have a very poor Wisdom score) use it to try to bargain for the information? Or is the spell not so much a communication tool as it is a tool for surfing the divine wiki without any edit rights?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
LazarX wrote:
James Jacobs wrote:
The Golux wrote:
Is it possible, hard, or simple for a Thassilonian specialist wizard to be good-aligned?
Simple. While sin is often associated with evil, Thassilonian magic is as associated with virtue as it is with sin. That's why we call it Thassilonian magic and not "sin magic" or "virtue magic." It's both of those. No alignment requirements at all.
I was under the impression that all of the Runelords, the major players were practioners of sin magic. Isn't the fall of that empire taken as the result of karmic retribution because of the overindulgence of sin magic by those same runelords? If not, was there one or more RuneLords of virtue?

The runelords embraced sins, in the form of the corrupted virtues of rule that Azlant (and Xin) used as guidelines for how to rule.

Xin invented Thassilonian magic, but it was the runelords who really ran with the ideas and possibilities raised by the type of magic and are the ones who in the end are more remembered today for making this kind of magic famous. The fact that the runelords wallowed in sin had the side effect of making their kind of magic SEEM like it's sin magic, but in fact that's more due to the fact that the magic's most famous practitioners embraced the seven sins rather than anything implicit in the type of magic itself.

Interesting. Have you ever run a home campaign that used the theme of arcane corruption, that practitioners of the arcane had to guard themselves against a form of taint? That was a major theme in the Living Gothic campaign set in 1890's Earth save for the difference in that divine magic was just as dangerous to practise thanks to the corruption of Earth's magic by Inhotep.


James Jacobs wrote:


5) Lots of little things. As an example... I think iterative attacks overcomplicate the game, and ditching them in favor of a new mechanic would be nice. As another example, I think giving alignments "skill ranks" would be handy. As a third example, I'd love to lose all the silly double weapons. Etc.

What would be an example of a replacement mechanic for iterative attacks? Something like 4E's one attack per round, unless using a power? Something like Star Wars SAGA's feats that grant an extra attack? If not, what are your thoughts on those mechanics?

With alignment "skill ranks", what would qualify a character to gain/lose those points? Their actions? What would be the benefit of an alignment point system?

What's wrong with silly double weapons?

Thanks, James!


Sellsword2587 wrote:
James Jacobs wrote:


5) Lots of little things. As an example... I think iterative attacks overcomplicate the game, and ditching them in favor of a new mechanic would be nice. As another example, I think giving alignments "skill ranks" would be handy. As a third example, I'd love to lose all the silly double weapons. Etc.

What would be an example of a replacement mechanic for iterative attacks? Something like 4E's one attack per round, unless using a power? Something like Star Wars SAGA's feats that grant an extra attack? If not, what are your thoughts on those mechanics?

In Pathfinder, I see damage rolls being much more of a slow down than the actual iterative attacks. The barbarian in our high-level game eats up a LOT of time calculating the sum of his enhancement bonus, his elemental add-ons such as flaming, his Str bonus from raging, and any other effects such as a bard buff. It's worse if the PC is dual-wielding and has to calculate damage for the off-hand differently than the on-hand (different Str bonus and/or different weapon attributes).

Still, I'd like to see iteratives all being rolled at the same bonus: if you attack one extra time (BAB +6), both attacks are at -2, but if you make three attacks (BAB +11), all attacks are at -4. That, or drop the extra attacks and just give fighters, barbarians, and rangers the benefits of Vital Strike at BAB 6/11/16 for free in lieu of iteratives.

Problem is, every time I try to house rule this, my players scream bloody murder - they feel like they are being cheated out of extra chances to deal damage.

James, do these observation jive with yours?

Sovereign Court

1 person marked this as a favorite.
Detect Magic wrote:
What's your favorite dish to eat when you're ordering chinese? Mine's szechuan pork, but I'm also quite fond of pad thai (which my local chinese restaurant serves, luckily!).

Personally, I find it rude to speak with a full mouth, so I prefer not to eat any dishes while ordering Chinese.


Which of the creatures in the Inner Sea Bestiary are you most excited to see the fan reactions to? If it's the Annihilator, what's the one you're next most excited about? Bonus question: Why that one?

Paizo Employee Creative Director

Detect Magic wrote:
What's your favorite dish to eat when you're ordering chinese? Mine's szechuan pork, but I'm also quite fond of pad thai (which my local chinese restaurant serves, luckily!).

That varies from restaurant to restaurant, since they all do different dishes well... but I'm pretty fond of twice-cooked pork and dan dan hand-shaven noodle spicy chicken soup these days.

Paizo Employee Creative Director

The NPC wrote:

Mr. James Jacobs,

It was requested that I ask. Can an inquisitor apply his bane class feature to ray attacks? For example making a disrupt undead bane against undead.

I was of the mind that even though weapon feats can be applied to ray spells this was a no kind of situation. Still your word would be appreciated.

Bane only applies to weapons.

Paizo Employee Creative Director

Gauss wrote:

James Jacobs:

The following paragraph is on CRB p209 under Conjuration and before any subschool of Conjuration:

CRB p209 Conjuration wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Question 1) Does this apply to Teleportation magic (example, if I teleport a construct to my location can I place it floating in mid-air).

Question 2) Does this apply to Teleportation magic if I am teleporting a group of people TO a location (example, if I teleport a group of people must I teleport them to a location where they are floating in mid-air)

Question 3) Does this apply to Teleportation magic where I am the sole recipient (example, can I teleport myself into mid-air).

Certain persons are stating that this paragraph does not apply to Teleportation magic. They are also stating that this does not apply to the caster of the spell because of the phrase 'your location'.

My apologies for bringing yet another rule debate in here but you are our only resource for the intent of the rules.

- Gauss

1) It absolutely and almost specifically applies to teleportation magic. You can't use teleport as a sneaky trick by teleporting someone a mile into the air, or just over an open pit. A flying creature can be summoned or teleported into air, I suppose, as could an air walking creature.

2) Yes.

3) Yes.

If that paragraph didn't apply to teleportation magic, we would have either said, "This does not apply to teleportation magic" or we would have changed teleportation magic to a different school.

Paizo Employee Creative Director

Coridan wrote:
James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
Something I've been thinking about: why would I cast contact other plane when I can cast lesser planar binding and make some advanced familiar-level outsider cast commune?
Because you know contact other plane and don't know lesser planar binding? Or because the idea of getting advice from a demon lord (which is, for example, who you'd be getting advice from if you use a quasit to commune) turns your stomach?
What if I'm an evil wizard? Or I'm nonevil and I call up a nonevil thing like a voidworm, paracletus, or arbiter?
Choose your preference. Just as we give you multiple options for, say, area of effect damage spells, you have options for divination questions.
Also couldnt said bound outsider lie or slip in some misinformation out of spite?

Absolutely.

Planar binding is not a friendly spell. That's planar ally.

Even if you use planar binding on a creature of your alignment, they'll bristle and be angry that you essentially just kidnapped them and are trying to force them to do things for you.


James Jacobs wrote:
Gauss wrote:

James Jacobs:

The following paragraph is on CRB p209 under Conjuration and before any subschool of Conjuration:

CRB p209 Conjuration wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Question 1) Does this apply to Teleportation magic (example, if I teleport a construct to my location can I place it floating in mid-air).

Question 2) Does this apply to Teleportation magic if I am teleporting a group of people TO a location (example, if I teleport a group of people must I teleport them to a location where they are floating in mid-air)

Question 3) Does this apply to Teleportation magic where I am the sole recipient (example, can I teleport myself into mid-air).

Certain persons are stating that this paragraph does not apply to Teleportation magic. They are also stating that this does not apply to the caster of the spell because of the phrase 'your location'.

My apologies for bringing yet another rule debate in here but you are our only resource for the intent of the rules.

- Gauss

1) It absolutely and almost specifically applies to teleportation magic. You can't use teleport as a sneaky trick by teleporting someone a mile into the air, or just over an open pit. A flying creature can be summoned or teleported into air, I suppose, as could an air walking creature.

2) Yes.

3) Yes.

If that paragraph didn't apply to teleportation magic, we would have either said, "This does not apply to teleportation magic" or we would have changed teleportation magic to a different school.

I'm a little confused here. The Conjuration rules specify that you can't appear in mid-air (i.e. you must appear on a solid surface) while all of the three questions were asking if someone could appear in mid-air.

Are you saying I can teleport straight up into the sky, or that I can't teleport straight up into the sky? I'm not too worried about teleporting enemies, or enemies teleporting me, as teleport requires a willing creature, but it seems odd that you can't do something like... teleport above an enemy fortress that prevents teleportation, only for the party to fall in from above, and use Feather Fall to come in like Navy Seals or something.

Paizo Employee Creative Director

1 person marked this as a favorite.
deuxhero wrote:
deuxhero wrote:


Does a Paladin's immunity to disease apply to his gear like energy resistance does (while the the gear is generally unable to suffer from disease, it can sure spread it)?

Don't think this one was ever answered.

Also: What do Clerics and Inquisitors of a deity with Unarmed Strike as a favored weapon get? Nothing or IUS?

That one did get answered. No. A paladin's gear is not alive, and therefore cannot get sick or contract a disease, so it doesn't NEED to use the paladin's immunity to disease. If a paladin's gear gets encrusted with disease-infested filth, that filth won't make him sick, but his immunity will not prevent the filth from infecting someone else.

Those clerics and inquisitors gain Improved Unarmed Strike.


Pathfinder Rulebook Subscriber

Dear James Jacobs,

I was considering printing out some of the maps in the RotR AP and blowing them up large enough to use miniatures on for our fights (since some of the proportions are rather difficult to draw), or at the very least printing out the maps of Sandpoint and Magnimar. Is this allowed under either OGL or Community Use Policy? The place I plan to go for printing is really strict about copyright laws so I want to make sure I would not be in violation.

Paizo Employee Creative Director

2 people marked this as a favorite.
Winter_Born wrote:

Super enthusiastic about Kyonin. I know there's not a book announced, but is it one that gets thrown around the bullpen when such ideas are pitched?

Is Kyonin a pet nation of anyone's?

On that note, I've always been interested in the rest of the pet nations, outside if the few well known topics (Sandpoint, Kaer Maga, Geb/Nex, Ustalav)

Could you please let us know who the rest of the "favorites" belong to? It would really help to know what has a lesser chance of being developed based on each creator's busy schedule, as well as who to go to for questions/clarifications as I know you and Wes (and I believe Sutter) sometimes are nice enough to help with.

as always,
cheers, James!

Kyonin comes (with a name change) from my homebrew world, and it's a nation I've championed from the start. James Sutter wrote a really cool gazetteer about Kyonin back in Pathfinder #17, and there's more about it in Elves of Golarion. If it's anyone's pet nation, it's probably one of my pets, but it's also one that I've let out into the world for other folks to expand upon. Dave Gross's upcoming novel, Queen of Thorns, is set in Kyonin, I believe, for example.

Looking through the nations... the following ones are of particular interest to certain folks here. Doesn't mean that those folks have put a marker on it as a place that no one else can write about without one person's permission—there's actually very few locations like that, so I'll bold those ones. If a nation or region isn't listed, it doesn't really have someone super vocal in house to champion it.

Absalom: Erik, Jacobs
Hold of Belkzen: Jacobs, Sutter
Cheliax: Erik, Jacobs, Wes
The Darklands: Jacobs
Galt: Erik
Geb: Erik
Irrisen: Rob
Kyonin: Jacobs, Sutter
Lastwall: Jason
Lands of the Linnorm Kings: Erik
Realm of the Mammoth Lords: Jacobs
Mana Wastes: Patrick
Mediogalti Island: Jacobs
Nex: Erik
Nidal: Wes
Numeria: Erik, Jacobs
Osirion: Rob
Rahadoum: Jason, Sutter
Razmiran: Jason
The Shackles: Rob
The Sodden Lands: Adam
The Steaming Sea: Sutter (primarily Hermea)
Taldor: Rob
Thuvia: Jacobs
Ustalav: Wes
Varisia: Jacobs, Sutter, Wes
The Worldwound: Jacobs

Paizo Employee Creative Director

Johnico wrote:

I just started reading through Hook Mountain Massacre so that I'm ready to run it when my players eventually reach it (they're nearing the end of Burnt Offerings and we are LOVING this AP), and I had a few questions about it.

Spoiler:
1. I'm pretty sure that my players will accept any help that Shalelu or the Black Arrows offer, including combat assistance. My first question is, should I still divide combat XP by 5 (the number of people in the party) or by 9 (the party + the 4 NPCs)?
2. Also, how exactly is the floor saw trap outside the Graul homestead supposed to work? Does just walking on the porch trigger it and, if so, how am I supposed to slice up the entire party with it, since it requires a manual reset? Wouldn't only the person in front (assuming standard marching order) get hurt?

3. How does the pit trap around the sofa in the Graul family room work? Is it something like this:
XXXXX
XCCCX
XXXXX

Where the X's are the pit, and the C's are the couch, and the pit just kinda opens up around the couch when somebody gets too close?


Answers:

Spoiler:
1) Divide XP by the number of player characters. Don't award XP to the NPCs. If the NPCs stick with the party long enough, feel free to level them up by 1 level whenever the average party level (PC levels only) increases by 1.

2) The floor saw triggers as soon as anyone steps onto the porch (area A1). The only real way it'll hit an entire party is if several PCs are flying close to the ground or something like that. If you want it to hurt more folks, give it a 1 round delay, but that'll up its CR a bit...

3) The trap triggers as soon as someone steps into a square shared by the sofa.

Paizo Employee Creative Director

Rakshaka wrote:

1)Forgive me if you answered this already (did some searching on thread and didn't see it), but any chance that you'll ever again personally write a module or an adventure for an AP? One of my favorite modules remains "Into the Wormcrawl Fissure", especially its sheer coolness factor and its addressing of high-level play. I don't think I've ever read any threads about Dragotha that didn't reflect one of the hardest and most rewarding fights that the players had. This was certainly true for my groups. (Karzoug in Runelords was pretty close for me, and I've heard that the final module of Kingmaker is awesome for the same reasons. Also, I can't wait to run "Shadows at Gallowspire)

2)Can Dragons on Golarion become Liches? Would the template work the same? Same with the vampire template? I like the Raveners, I'm just a big fan of recurring villains who can come back even after their destruction. (which I don't think the Raveners can, barring powerful magic) Would a dragon affected by the template be a "standard" variety of its kind or have any additional powers?

1) Absolutely, although in the immediate future my writing's more focused on the backmatter for the comics and on two upcoming unannounced projects (neither of which area adventures). I'll write more adventures in the future though, for sure.

2) Yes. The template works exactly the same for anything that uses it, be they humanoid or dragon or demon or monstrous humanoid or whatever. A dragon lich would not necessarily have any unusual lich powers unless you want to make some up for it.

Paizo Employee Creative Director

Analysis wrote:

Concerning the Commune/Contact Other Plane questions...

... could you use those to actually talk to the deities/demigods/what have you?

For example, suppose in an adventure path my wizard discovers a sinister plot against some holy sanctuary of Sarenrae. Could they cast Contact Other Plane to her domain, and instead of asking worthwhile questions, tell her about the threat? Or (if they have a very poor Wisdom score) use it to try to bargain for the information? Or is the spell not so much a communication tool as it is a tool for surfing the divine wiki without any edit rights?

Commune specifically lets you contact deities and demigods.

Contact other Plane just sends out a call for answers but what replies is random.

Think of Commune as asking a specific person for help, and Contact Other Plane as posting a question to a messageboard or yelling the question out in the middle of a crowd.

As for "telling a deity about a threat," chances are pretty much 100% the deity knows already. And attempts to bargain for the information are beyond the scope of the spell anyway.

Paizo Employee Creative Director

LazarX wrote:
Interesting. Have you ever run a home campaign that used the theme of arcane corruption, that practitioners of the arcane had to guard themselves against a form of taint? That was a major theme in the Living Gothic campaign set in 1890's Earth save for the difference in that divine magic was just as dangerous to practise thanks to the corruption of Earth's magic by Inhotep.

Dark Sun does something like this, so ... yup! Also, so does Call of Cthulhu, so, yup! And to a certain extent, some spells in Unspeakable Futures do this also... so yeah, relatively often.

Paizo Employee Creative Director

3 people marked this as a favorite.
Sellsword2587 wrote:
James Jacobs wrote:


5) Lots of little things. As an example... I think iterative attacks overcomplicate the game, and ditching them in favor of a new mechanic would be nice. As another example, I think giving alignments "skill ranks" would be handy. As a third example, I'd love to lose all the silly double weapons. Etc.

What would be an example of a replacement mechanic for iterative attacks? Something like 4E's one attack per round, unless using a power? Something like Star Wars SAGA's feats that grant an extra attack? If not, what are your thoughts on those mechanics?

With alignment "skill ranks", what would qualify a character to gain/lose those points? Their actions? What would be the benefit of an alignment point system?

What's wrong with silly double weapons?

Thanks, James!

My current favorite iterative attack replacement is the Vital Strike feat chain. I'd just make those feats things that everyone gets automatically when they level up.

An alignment "skill rank" system would require a significant bit of game design to codify. I first became interested in this back with the Baldur's Gate video game, which had your alignments on a 100 point scale that slid up or down depending on actions you took in the game.

Double weapons are silly becasue they more or less exist only because Darth Maul seduced some game designers with the way his double light-sabre looked. Had 3rd Edition been designed a year before the trailer for The Phantom Menace came out, or a year after the actual movie came out, I doubt the game would have double weapons. Most of them are just ridiculous in that they just wouldn't work. And if they WOULD work, I would think that the world would have already have had things like the double axe and all that. The fact that several thousands of years of humans being humans hasn't resulted in the invention and popularity of lots of these types of weapons tells me that the design is flawed and unworkable.

Paizo Employee Creative Director

2 people marked this as a favorite.
Power Word Unzip wrote:


In Pathfinder, I see damage rolls being much more of a slow down than the actual iterative attacks. The barbarian in our high-level game eats up a LOT of time calculating the sum of his enhancement bonus, his elemental add-ons such as flaming, his Str bonus from raging, and any other effects such as a bard buff. It's worse if the PC is dual-wielding and has to calculate damage for the off-hand differently than the on-hand (different Str bonus and/or different weapon attributes).

Still, I'd like to see iteratives all being rolled at the same bonus: if you attack one extra time (BAB +6), both attacks are at -2, but if you make three attacks (BAB +11), all attacks are at -4. That, or drop the extra attacks and just give fighters, barbarians, and rangers the benefits of Vital Strike at BAB 6/11/16 for free in lieu of iteratives.

Problem is, every time I try to house rule this, my players scream bloody murder - they feel like they are being cheated out of extra chances to deal damage.

James, do these observation jive with yours?

Not so much... the BIG problem with iterative attacks is that each one of them changes the math. It's the fact that each time you roll, you have to add a different number to the die roll that slows things down.

Once you have all your additions from various buffs in a combat, you can write that total down and BANG you don't have to recalculate it every time you roll. You DO have to recalculate things whenever you make iterative attacks, though.

Having iterative attacks all roll at the same bonus would also solve the problem, but would also not only make full attacks too powerful,but would only further enforce the mindset that if you don't make a full attack you're playing the game wrong. I really REALLY hate the idea that taking a move action is a bad idea—I see this all the time on the boards. "If I move, I waste an action! Monks sux because they have to move to gain advantages on their fast movement, but then don't get their full attack! I wanna ragelancepounce so I can move and not get robbed of my full attacks that are my game-given rights!"

Getting rid of iterative attacks and allowing folks to move about not only makes combat more dynamic, but makes it easier, AND removes one of the internet's favorite things to complain about.

Paizo Employee Creative Director

2 people marked this as a favorite.
Cheapy wrote:
Which of the creatures in the Inner Sea Bestiary are you most excited to see the fan reactions to? If it's the Annihilator, what's the one you're next most excited about? Bonus question: Why that one?

The ones I wrote, of course! Because while I try to be humble about my writing... I still enjoy seeing folks react to it.

Paizo Employee Creative Director

2 people marked this as a favorite.
Tels wrote:

I'm a little confused here. The Conjuration rules specify that you can't appear in mid-air (i.e. you must appear on a solid surface) while all of the three questions were asking if someone could appear in mid-air.

Are you saying I can teleport straight up into the sky, or that I can't teleport straight up into the sky? I'm not too worried about teleporting enemies, or enemies teleporting me, as teleport requires a willing creature, but it seems odd that you can't do something like... teleport above an enemy fortress that prevents teleportation, only for the party to fall in from above, and use Feather Fall to come in like Navy Seals or something.

You must appear on a surface capable of supporting you.

Air can support air walking or flying creatures. It cannot support other creatures, so you cannot summon or teleport them into thin air.

You cannot teleport straight up into the sky, unless you can fly or stand on air.

You cannot do the "teleport above the fortress and then feather fall down to it." You CAN fly a dragon over the top and jump off of it to float down into the fortress.

Paizo Employee Creative Director

2 people marked this as a favorite.
Elara wrote:

Dear James Jacobs,

I was considering printing out some of the maps in the RotR AP and blowing them up large enough to use miniatures on for our fights (since some of the proportions are rather difficult to draw), or at the very least printing out the maps of Sandpoint and Magnimar. Is this allowed under either OGL or Community Use Policy? The place I plan to go for printing is really strict about copyright laws so I want to make sure I would not be in violation.

What you do with the copies of the books and maps you purchase in your home game is 100% up to you. You just can't make them publicly available.

Printing them out at minis scale and using them as battlle maps for your game at home is not only 100% okay... it's cool!

Printing them out at minis scale and then selling those copies to folks, or just passing out copies at a convention is NOT fine.

Putting those maps up on a private network or (I think...) on a private website that's password protected and doesn't make you money is fine. Putting them online for all to see, or trying to use them as a draw to a website to gather attention is not fine.

Basically... if you're using the maps to enhance a private game, you're fine.


Pathfinder Rulebook Subscriber
James Jacobs wrote:
Elara wrote:

Dear James Jacobs,

I was considering printing out some of the maps in the RotR AP and blowing them up large enough to use miniatures on for our fights (since some of the proportions are rather difficult to draw), or at the very least printing out the maps of Sandpoint and Magnimar. Is this allowed under either OGL or Community Use Policy? The place I plan to go for printing is really strict about copyright laws so I want to make sure I would not be in violation.

What you do with the copies of the books and maps you purchase in your home game is 100% up to you. You just can't make them publicly available.

Printing them out at minis scale and using them as battlle maps for your game at home is not only 100% okay... it's cool!

Printing them out at minis scale and then selling those copies to folks, or just passing out copies at a convention is NOT fine.

Putting those maps up on a private network or (I think...) on a private website that's password protected and doesn't make you money is fine. Putting them online for all to see, or trying to use them as a draw to a website to gather attention is not fine.

Basically... if you're using the maps to enhance a private game, you're fine.

*Ultimate glee*


I have a tiny little question about the Morrigna Psychopomp from the Bestiary-section of Pathfinder Adventure Path #48: Shadows of Gallowspire:

The artwork depicts it as having a set of cool spider-web-like wings, but it isn't listed as having a fly speed, nor does it have any other method of flying. Should it have had a fly speed (perhaps as part of the "wrappings" ability)?


James Jacobs wrote:
Cheapy wrote:
Which of the creatures in the Inner Sea Bestiary are you most excited to see the fan reactions to? If it's the Annihilator, what's the one you're next most excited about? Bonus question: Why that one?
The ones I wrote, of course! Because while I try to be humble about my writing... I still enjoy seeing folks react to it.

Is the list of monsters you did top secret?


Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber
James Jacobs wrote:


Looking through the nations... the following ones are of particular interest to certain folks here. Doesn't mean that those folks have put a marker on it as a place that no one else can write about without one person's permission—there's actually very few locations like that, so I'll bold those ones. If a nation or region isn't listed, it doesn't really have someone super vocal in house to champion it.

Absalom: Erik, Jacobs
Hold of Belkzen: Jacobs, Sutter
Cheliax: Erik, Jacobs, Wes
The Darklands: Jacobs
Galt: Erik
Geb: Erik
Irrisen: Rob
Kyonin: Jacobs, Sutter
Lastwall: Jason
Lands of the Linnorm Kings: Erik
Realm of the Mammoth Lords: Jacobs
Mana Wastes: Patrick
Mediogalti Island: Jacobs
Nex: Erik
Nidal: Wes
Numeria: Erik, Jacobs
Osirion: Rob
Rahadoum: Jason, Sutter
Razmiran: Jason
The Shackles: Rob
The Sodden Lands: Adam
The Steaming Sea: Sutter (primarily Hermea)
Taldor: Rob
Thuvia: Jacobs
Ustalav: Wes
Varisia: Jacobs, Sutter, Wes
The Worldwound: Jacobs

I note that very few of Erik's most interested nations have a lot of support outside of the campaign setting. Is this because he spends more time doing the kind of logistic work that being the Publisher requires, and can't spend as much time on the campaign setting end? Makes me a little sad, because some of those countries (I'm looking at you, Nex and Geb) really intrigue me, and I haven't seen a whole lot about them in the last five years.


Pathfinder Rulebook Subscriber

Question about Fortress of the Stone Giants.

Spoiler:

From what I understand, during Stones over Sandpoint, Longtooth's attack is a pretty prominent part of the encounter. I know for a fact that my players are going to try to use Create Water to firefight. At that point they should be level 10, so that's 20 gallons of water per standard action.

How does that stack against spells like Quench? Rules for Quench are detailed in the module but Create Water is not. Is Create Water enough to put out fires?

Can my party save your homebrew town with a 0th level spell?

Thanks, James!

Paizo Employee Creative Director

Are wrote:

I have a tiny little question about the Morrigna Psychopomp from the Bestiary-section of Pathfinder Adventure Path #48: Shadows of Gallowspire:

The artwork depicts it as having a set of cool spider-web-like wings, but it isn't listed as having a fly speed, nor does it have any other method of flying. Should it have had a fly speed (perhaps as part of the "wrappings" ability)?

It probably should have a fly speed, yup.

Paizo Employee Creative Director

3 people marked this as a favorite.
Cheapy wrote:
James Jacobs wrote:
Cheapy wrote:
Which of the creatures in the Inner Sea Bestiary are you most excited to see the fan reactions to? If it's the Annihilator, what's the one you're next most excited about? Bonus question: Why that one?
The ones I wrote, of course! Because while I try to be humble about my writing... I still enjoy seeing folks react to it.
Is the list of monsters you did top secret?

Not sure, but I guess I can say anyway:

android
fungus queen
Nightripper
veiled master

And I did some pretty major reconstructive surgery on the robots.

Paizo Employee Creative Director

deathsausage wrote:
I note that very few of Erik's most interested nations have a lot of support outside of the campaign setting. Is this because he spends more time doing the kind of logistic work that being the Publisher requires, and can't spend as much time on the campaign setting end? Makes me a little sad, because some of those countries (I'm looking at you, Nex and Geb) really intrigue me, and I haven't seen a whole lot about them in the last five years.

Erik's one of the busiest people at Paizo. Not only does he have to do all the things a publisher does... he's also pretty much Paizo's PR guy, Paizo's marketing guy, and is part of the senior management. That does indeed mean that he can't spend much time at all actually writing for Paizo. Which is indeed unfortunate.

Paizo Employee Creative Director

Memento Mortis wrote:

Question about Fortress of the Stone Giants.

Spoiler:
From what I understand, during Stones over Sandpoint, Longtooth's attack is a pretty prominent part of the encounter. I know for a fact that my players are going to try to use Create Water to firefight. At that point they should be level 10, so that's 20 gallons of water per standard action.

How does that stack against spells like Quench? Rules for Quench are detailed in the module but Create Water is not. Is Create Water enough to put out fires?

Can my party save your homebrew town with a 0th level spell?

Create water does not create enough water to put out fires caused by a dragon's breath weapon.

Using create water can certainly HELP to put out a fire, but unlike quench, it can't snuff out a significant fire. It's a zero level spell; it should NOT be able to upstage a higher level spell, and as such should not be able to do what quench, gust of wind, or even pyrotechnics can do.

Unless your GM rules otherwise, I'd say create water should be something that works better than a bucket brigade, but not as good as pyrotechnics.

This IS reason number #21 why I wish we'd errata create water out of being a cantrip, though. It's way too good as a cantrip for one thing, and being able to create water at will just ruins too many storylines. Like, say, the "you're shipwrecked on an island and need to find water" storyline...

Contributor, RPG Superstar 2010 Top 4

Out of curiosity, Boss, what level spell would you make create water? In case somebody wanted to house rule it in their home game.

Spoiler:
I usually GM, but one of my players is running Legacy of Fire (Chapter One) for the group to give me a break. I play a cleric and I use the heck out of create water, so it has been making me wonder if it isn't overpowered as well.

EDIT:

Spoiler:
Come to think of it, they extinguished the street fires in the beginning of Race to Ruin (Serpent Skull) on me pretty easily.. and deftly put City Hall out when the flaming skulls attacked in Harrowstone (Carrion Crown). So I have seen a lot of create water use in many AP's as both GM and player


James Jacobs wrote:
Gauss wrote:

James Jacobs:

The following paragraph is on CRB p209 under Conjuration and before any subschool of Conjuration:

CRB p209 Conjuration wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Question 1) Does this apply to Teleportation magic (example, if I teleport a construct to my location can I place it floating in mid-air).

Question 2) Does this apply to Teleportation magic if I am teleporting a group of people TO a location (example, if I teleport a group of people must I teleport them to a location where they are floating in mid-air)

Question 3) Does this apply to Teleportation magic where I am the sole recipient (example, can I teleport myself into mid-air).

Certain persons are stating that this paragraph does not apply to Teleportation magic. They are also stating that this does not apply to the caster of the spell because of the phrase 'your location'.

My apologies for bringing yet another rule debate in here but you are our only resource for the intent of the rules.

- Gauss

1) It absolutely and almost specifically applies to teleportation magic. You can't use teleport as a sneaky trick by teleporting someone a mile into the air, or just over an open pit. A flying creature can be summoned or teleported into air, I suppose, as could an air walking creature.

2) Yes.

3) Yes.

If that paragraph didn't apply to teleportation magic, we would have either said, "This does not apply to teleportation magic" or we would have changed teleportation magic to a different school.

First, thank you for answering my questions.

Second, I oppsed on the question 2 example. It should have been 'can' and not 'must'.

Unfortunately, it seems most people's interpretation is that 'Your Location' means two things:

1) Teleportation magic does not apply since there are no teleportation effects that teleport a target to 'your location'.

2) 'your location' does not apply to you since you are teleporting away from 'your location' and not to 'your location'.

I believe the intent is to prevent any form of conjuration magic, including teleportation, from creating, summoning, or transporting to a location that does not support the subject. That subject includes yourself. But, people focus on the 'your location' clause and state that it means it does not apply to the caster.

- Gauss

Paizo Employee Creative Director

Jim Groves wrote:

Out of curiosity, Boss, what level spell would you make create water? In case somebody wanted to house rule it in their home game.

** spoiler omitted **

EDIT:
** spoiler omitted **

I would make create water a 1st level spell. And I would probably say it creates 1 gallon per 4 levels (minimum 1 gallon) or something like that. The point of the spell would be to give people drinking water, or perhaps to douse small fires or to splash fire elementals to do minor damage, not to turn deserts into swamps.


James Jacobs wrote:
And while lesser planar binding allows access to commune (and all sorts of other options) via a conjured creature... it's still the conjured creature who does that, not you, and that means you're basically either hiring or enslaving a creature to do your work for you, which may not be to some players' tastes.

1. Well…what if I'm an evil PC like in Way of the Wicked? Or what if an evil NPC wants to make an CR 2 outsider cast commune?

2. Also, couldn't an evil summoner threaten, or mind control, the outsider into not lying?

3. Suppose an evil level 20+ wizard wants some questions answered via divination. Comparing two spells:

Contact other plane: 5th level, 10 questions, one-word answers, ~1-in-5 chance of a lie, risks Int/Cha decrease unless Int is 38+ (for "intermediate deity")

Lesser planar binding: 6th level, 12 questions, yes/no/unclear, completely accurate (assuming outsider doesn't lie), no risk

What would she opt for?

4. Can a one-word answer from contact other plane be the name of a person, place, or thing?

5. Didn't the runelords have the common sense to get a level 5+ cleric minion to cast commune and ask "Is Sorshen's proposed deal going to grant her an advantage over me?"

6. Outside of Razmiran, wouldn't level 5+ clerics in Avistan have the common sense to ask via commune "Is Razmir a god?", "Did Razmir even take the Test of the Starstone?", and "Is Razmir mortal?"

7. Was Xin silly for giving Sorshen a double weapon? Was Sorshen silly for keeping it?

8. What's the story behind Andoran? Also, I can't help notice it's not on the "particular interest" list above


I have an odd question here.

If a creature with the type "animal" but an intelligence of greater than 2 is hit with a bestow curse spell that (permanently, the duration of the spell) lowers the creatures intelligence to 2 or 1, would it then be eligible as a recipient of the "awaken animal" spell? Or, would the fact that the intelligence was artificially lowered by curse and could be restored by remove curse somehow prevent this?

I'm thinking the former but cede some might argue the latter. What is your opinion?


Not to step on JJ's toes, but creatures of the Animal type have an Int of 1 or 2. Nonintelligent animal-like creatures are generally Vermin, and animal-like creatures with an Int of 3 or more are Magical Beasts. See the "Creature Types" section of the PRD.

24,001 to 24,050 of 83,732 << first < prev | 476 | 477 | 478 | 479 | 480 | 481 | 482 | 483 | 484 | 485 | 486 | next > last >>
Community / Forums / Gamer Life / Off-Topic Discussions / >>Ask *James Jacobs* ALL your Questions Here!<< All Messageboards