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Paizo Employee Creative Director

Stratagemini wrote:
What would you say the most important part of creating the Golarion setting was?

Making it a place that we at Paizo want to support! :-)


James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
"Lorthact would not do a direct attack. [Sorshen would] crush him."
*checks Lorthact's stats* Is that because he can only really hurt her through greater shadow evocation, horrid wilting, intelligence drain, and maybe polymorph any object if he gets lucky?
That's because Lorthact is only CR 25.

O_o

Just how many mythic tiers does Sorshen have? Just what is her CR? You said in an earlier post she was CR 24-25, but I guess that changed.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Just noticed that Valeros bears a striking resemblance to Mad Mardigan from Willow (specifically thinking of the fight at Tir Asleen). Any intentional design behind this?


AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
"Lorthact would not do a direct attack. [Sorshen would] crush him."
*checks Lorthact's stats* Is that because he can only really hurt her through greater shadow evocation, horrid wilting, intelligence drain, and maybe polymorph any object if he gets lucky?
That's because Lorthact is only CR 25.

O_o

Just how many mythic tiers does Sorshen have? Just what is her CR? You said in an earlier post she was CR 24-25, but I guess that changed.

I'm not JJ, but if Tar-Baphon has 8-10 Mythic tiers (as more or less a King Of Bad Guys who killed a demigod, I like to put him that high or close to it) plus the lich template, and he was said in a previous response to be comparable to Xanderghul, who Sorshen was "close to" in power (maybe a Mythic tier of difference at the most, since Sorshen was also comparable to Tar-Baphon in a rough estimate?), she probably has somewhere around 8-9 mythic tiers.

That's just a ballpark estimate, of course, and discounts Sorshen possessing a nation's worth of magic and treasure to back her up (or at least several hoards/vaults of it if she's just awakened).


AlgaeNymph wrote:
James Jacobs wrote:
That's because Lorthact is only CR 25.
Just how many mythic tiers does Sorshen have? Just what is her CR? You said in an earlier post she was CR 24-25, but I guess that changed.

Speaking of CR, if she is that strong, how strong is the mighty Xanderghul?


Hello Mr. Jacobs.

I’m trying to figure out the Blood Money spell and I would appreciate your help.

This is what I’ve found out so far:

Spoiler:

-Blood Money let’s you create valuable material components for a spell at the cost of 1d6 damage and variable Str-damage.
-Provided you’ve taken enough Str-damage, you can transform your blood into a necessary valuable material component, for a spell cast in the same round as the Blood Money spell.
-If you cast a spell with a casting time of 1 minute or more, for the entirety of that casting time you are considered to be ‘casting a spell as a full round action’.
-The material component in question transforms back into blood, if it has not been used as a material component before the end of the round.
-Material components are destroyed in the casting process.

So I have 2 questions that will help me understand the Blood Money spell.

Question 1: When Blood Money says you can create components for a spell cast in the same round, does that mean the casting must be completed in that same round?

For instance:

Spoiler:
Could you cast Blood Money, begin casting firetrap, and have it count as far as the “When you cast another spell in that same round” clause goes?

Question 2: When exactly is a material component used? Is it used when you start casting the spell, or once the spell takes effect?

For instance:

Spoiler:
If you cast Blood Money and then begin casting firetrap, are you using the gold-dust you created with your Blood Money spell, or does it turn to blood after the first round of a 100 round casting process?

Thank you very much in advance.

-Nearyn

Liberty's Edge

James Jacobs wrote:
smashthedean wrote:

5) Which region of Golarion outside of the Inner Sea are you most excited to expand on next?

5) Arcadia.

Man, I really hope I make an impression in rpg superstar. I want in on this. I have a ton of ideas already.


Dear James Jacobs this may be an obvious question but would like to clarify regarding gestalt archon:-

Pathfinder Roleplaying Game Reference Document

Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Does that include the Air, Elemental and Extraplanar subtypes too?

The text seems to infer using a Large air elemental from the bestiary as base stats but add the archon abilities to it as a template style addition.

Is this interpretation correct to the "Paizo" way?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

You've mentioned several times that Sandpoint is the place on Golarion you'd most like to live. Where would the best "beach vacation spot" on Golarion be, along the lines of Hawaii, etc. on Earth?


You've mention -- durrnit Joel, that's how I was going to start my post.

In the past, you were talking about how you end up making support bards. How do you go about that? Any mainstay feats?

Contributor

James Jacobs wrote:
Blackbot wrote:

The Symbol of Death states that it can only be found and disarmed by rogues.

This raises two questions:
First, this seems *really* strict to me considering there are other classes with the Trapfinding Class Feature. Is it correct that it should read "Only characters with the Trapfinding Feature can use the Perception skill..." instead of "Rogues (only) can use the Perception skill..."

Second: "Magic traps such as symbol of death are hard to detect and disable." sounds like the following sentence "A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death." should go for all magic traps, not only for the Symbol of Death (which of course would contradict everything else about magic traps) - but still, it seems like a leftover from 3.5 and places Symbol of Death slightly apart from all the other magic traps. Is this intentional or an overlooked error?

Thanks and greetings from Germany,
Blackbot

That'd be a question for the Design Team. Personally, I think limiting the ability to disarm traps to rogues is not good for the game. Make rouges the BEST at it, but just as it's no good for only clerics to heal, it's no good for only rogues to disarm magic traps.

Agree 100%. Feels like you either have to force someone in your group to pick up trapfinding or you simply have to omit traps from your game to compensate.


A question from the NPC codex, specifically the eldritch knight examples that use a wizard at the arcane caster. According to this FAQ, a wizard taking a prestige class doesn't get his two spells per level added to his spells known. The eldtrich knights in the NPC codex seem to have a lot of their spells added in there. How much money was used to buy those spells? Was it just enough to fill up all of the slots? Thanks.

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
"Lorthact would not do a direct attack. [Sorshen would] crush him."
*checks Lorthact's stats* Is that because he can only really hurt her through greater shadow evocation, horrid wilting, intelligence drain, and maybe polymorph any object if he gets lucky?
That's because Lorthact is only CR 25.

O_o

Just how many mythic tiers does Sorshen have? Just what is her CR? You said in an earlier post she was CR 24-25, but I guess that changed.

We haven't statted Sorshen up yet, but there are more ways to power someone up than just giving them mythic tiers. And her actual CR isn't set in stone until her stats are printed. AKA: Nothing on the boards is canon until it's printed, and all of it is subject to change.

Paizo Employee Creative Director

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Memento Mortis wrote:
Just noticed that Valeros bears a striking resemblance to Mad Mardigan from Willow (specifically thinking of the fight at Tir Asleen). Any intentional design behind this?

Absolutely.

Paizo Employee Creative Director

Baroth wrote:
AlgaeNymph wrote:
James Jacobs wrote:
That's because Lorthact is only CR 25.
Just how many mythic tiers does Sorshen have? Just what is her CR? You said in an earlier post she was CR 24-25, but I guess that changed.
Speaking of CR, if she is that strong, how strong is the mighty Xanderghul?

Xanderghul is probably one or two CR above Sorshen.

Paizo Employee Creative Director

11 people marked this as a favorite.
Nearyn wrote:

Hello Mr. Jacobs.

I’m trying to figure out the Blood Money spell and I would appreciate your help.

This is what I’ve found out so far:

-Blood Money let’s you create valuable material components for a spell at the cost of 1d6 damage and variable Str-damage.
-Provided you’ve taken enough Str-damage, you can transform your blood into a necessary valuable material component, for a spell cast in the same round as the Blood Money spell.
-If you cast a spell with a casting time of 1 minute or more, for the entirety of that casting time you are considered to be ‘casting a spell as a full round action’.
-The material component in question transforms back into blood, if it has not been used as a material component before the end of the round.
-Material components are destroyed in the casting process.

So I have 2 questions that will help me understand the Blood Money spell.

Question 1: When Blood Money says you can create components for a spell cast in the same round, does that mean the casting must be completed in that same round?

For instance: Could you cast Blood Money, begin casting firetrap, and have it count as far as the “When you cast another spell in that same round” clause goes?

Question 2: When exactly is a material component used? Is it used when you start casting the spell, or once the spell takes effect?

For instance:

If you cast Blood Money and then begin casting firetrap, are you using the gold-dust you created with your Blood Money spell, or does it turn to blood after the first round of a 100 round casting process?

First of all (and this is for everyone who posts here)... unless something you're asking is REALLY a spoiler, please don't use the spoiler tag when you post questions. It does help make your questions look less complex, but it makes replying to them a pain, especially when there's multiple spoilers, since the reply button here omits all the text from a spoiler. If your question looks too much like a wall of text or overwhelming without spoilers, that's an indication you've overwritten and could stand to either trim some of the unnecessary text, or split the post into two different but related questions.

Now... on to this post's question:

When you cast blood money, you do so with a swift action. You create the needed components, and must then IMMEDIATELY (in the same round) cast the spell you want to use those components with. You don't need to finish casting the spell in the same round, though; once you start casting the spell, the components (and the prepared spell itself) are committed and used.

Paizo Employee Creative Director

bodrin wrote:

Dear James Jacobs this may be an obvious question but would like to clarify regarding gestalt archon:-

Pathfinder Roleplaying Game Reference Document

Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Does that include the Air, Elemental and Extraplanar subtypes too?

The text seems to infer using a Large air elemental from the bestiary as base stats but add the archon abilities to it as a template style addition.

Is this interpretation correct to the "Paizo" way?

It does not include the Air or Elemental subtypes. Whether or not the archon has the Extraplanar subtype depends on if it (or the gestalt) is on its home plane or not.

It doesn't transform into an actual real elemental, in other words.

Paizo Employee Creative Director

JoelF847 wrote:
You've mentioned several times that Sandpoint is the place on Golarion you'd most like to live. Where would the best "beach vacation spot" on Golarion be, along the lines of Hawaii, etc. on Earth?

Sandpoint!

Unless you're talking about tropical beaches, in which case I'd probably say somewhere in Sargava. There may be better & nicer beaches on Mediogalti or the Shackles, but the danger of those places knocks them down a few pegs.

Paizo Employee Creative Director

Cheapy wrote:

You've mention -- durrnit Joel, that's how I was going to start my post.

In the past, you were talking about how you end up making support bards. How do you go about that? Any mainstay feats?

Well, not all bards are support bards. My character in Erik's "Kings of Absalom" game is a Dawnflower Dervish bard, which was designed to be an archetype that turns the bard from a support character into a front line fighter character.

That said, when I make the classic bard, I generally go for the support role, since that's what they're designed to do. There's not really any mainstay feats, really... Lingering Performance and Extra Performance are good if you're in a game where you keep running out of rounds of performance. Otherwise, I often look at getting defensive feats, like Dodge or the Combat Expertise, because the longer you stay alive, the longer you can support other PCs. Improved Initiative is great too, since that lets you get your support in earlier in the round, and being able to go before the rest of the party is handy when you're trying to bolster them.

Paizo Employee Creative Director

Odraude wrote:
A question from the NPC codex, specifically the eldritch knight examples that use a wizard at the arcane caster. According to this FAQ, a wizard taking a prestige class doesn't get his two spells per level added to his spells known. The eldtrich knights in the NPC codex seem to have a lot of their spells added in there. How much money was used to buy those spells? Was it just enough to fill up all of the slots? Thanks.

That's a question for the NPC Codex thread. I wasn't involved at all in that book's design, development, layout, or editing.

Dark Archive

Given the current media protreyal of bards (from things like The Gamers) being know it alls who constantly play the lute but have no other skills or uses, what would you do to rectify this view?

Paizo Employee Creative Director

ulgulanoth wrote:
Given the current media protreyal of bards (from things like The Gamers) being know it alls who constantly play the lute but have no other skills or uses, what would you do to rectify this view?

Well, since I'm not a movie maker, my solution is to create cool bard characters who are more than just know-it-all lute players. And I've been doing so for some time, with characters like Illeosa and Ameiko in adventures who are far more than know it alls who play lutes.

In time, if Pathfinder and Golarion continue to grow in popularity, maybe that influence will rub off.


Hey James,

Pazio comes out with 4 hardcovers a year. 3 Being in the the core rulebooks area with the 4th being Golarion directly related. I am wondering what the Golarion related hardcover is going to be this year.

Has that been announced yet and I missed it due to my not being active here? If not when will it be? Unless you can tell us now.

Paizo Employee Creative Director

John Kretzer wrote:

Hey James,

Pazio comes out with 4 hardcovers a year. 3 Being in the the core rulebooks area with the 4th being Golarion directly related. I am wondering what the Golarion related hardcover is going to be this year.

Has that been announced yet and I missed it due to my not being active here? If not when will it be? Unless you can tell us now.

The "4th hardcover" isn't something that's regularly scheduled; it's something that just sort of ends up happening for various reasons.

If the Pathfinder Online kickstarter is successful, that 4th hardcover will likely be the Emerald Spire megadungeon.


Weird question that I hope you can answer. If you grapple a creature with multiple limbs do they get a grapple bonus? Can they break the rules relating the use of 2 arms in a grapple? Ex. Grappling a 4 armed sahuagin, would he be able to use a greatsword while grappling?

Paizo Employee Creative Director

Aunasiel wrote:
Weird question that I hope you can answer. If you grapple a creature with multiple limbs do they get a grapple bonus? Can they break the rules relating the use of 2 arms in a grapple? Ex. Grappling a 4 armed sahuagin, would he be able to use a greatsword while grappling?

The number of limbs doesn't really impact grapple checks, actually. Many creatures with multiple limbs have the grab ability or other grapple-related attacks, but that's not a result of having more arms.

You can always opt to just grapple a target with one limb and take a –20 penalty on grapple checks when doing so. Creatures with multiple limbs who do this have more limbs left non-grappling that they can do other things with.


James Jacobs wrote:
John Kretzer wrote:

Hey James,

Pazio comes out with 4 hardcovers a year. 3 Being in the the core rulebooks area with the 4th being Golarion directly related. I am wondering what the Golarion related hardcover is going to be this year.

Has that been announced yet and I missed it due to my not being active here? If not when will it be? Unless you can tell us now.

The "4th hardcover" isn't something that's regularly scheduled; it's something that just sort of ends up happening for various reasons.

If the Pathfinder Online kickstarter is successful, that 4th hardcover will likely be the Emerald Spire megadungeon.

Ah...ok. I was kinda hoping it would be either a Absalom hard cover or Dragon Empires guide.


How would you run control water in your games, particularly in an area with little to no water?


Would Dweomersinks and Mnemonic crystals occur in the mana wastes?

Paizo Employee Creative Director

Meredith Nerissa wrote:
How would you run control water in your games, particularly in an area with little to no water?

Depends on the situation, to a certain extent. In the adventure I wrote for Shackled City, the city of Cauldron used the spell to moderate the waters of the city's central lake to prevent flooding during particularly rainy seasons. On a less story intense situation, I've seen it used (and used it myself as GM) for traps, as an alternative to exploring a flooded area to water breathing, and against water monsters. It's a fun utility spell, and also one that requires the GM to play along to a certain extent due to its wide range of possibilities.

In an area with little to no water, I'd run it the same. It just wouldn't be useful nearly as often.


Thank you. Another if you will:

When expanded, is an instant fortress a 30-foot tall tower, with an additional 10 feet underground for total dimensions of 20x20x40? Or is it a 20-foot tall tower with an additional 10 feet underground for a total of 20x20x30? It's not really clear in the item's description.


Thanks alot for the quick reply Mr. Jacobs.

Apologies for the spoiler-fiasko. It will not happen again. :)

-Nearyn

Liberty's Edge

James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
James Jacobs wrote:
"Lorthact would not do a direct attack. [Sorshen would] crush him."
*checks Lorthact's stats* Is that because he can only really hurt her through greater shadow evocation, horrid wilting, intelligence drain, and maybe polymorph any object if he gets lucky?
That's because Lorthact is only CR 25.

O_o

Just how many mythic tiers does Sorshen have? Just what is her CR? You said in an earlier post she was CR 24-25, but I guess that changed.

We haven't statted Sorshen up yet, but there are more ways to power someone up than just giving them mythic tiers. And her actual CR isn't set in stone until her stats are printed. AKA: Nothing on the boards is canon until it's printed, and all of it is subject to change.

Hello James. I will repeat here something I have posted in the Mythic playtest general discussion. Sorry for the spamming, but it don't seem to get any attention and it seem important enough to be worth it:

Simulacrum and the mythic tiers.

As the mythic tiers aren't level or HD it is, technically, possible to duplicate a creature with mythic tiers and get all the tiers.
so, as an example, a 13th level wizard could duplicate Sorshen and get a 10-12th level wizard with 8-9 mythic tiers at his command.

It seem a "tiny bit" broken. As usual it can be resolved by GM fiat, but it wouldn't be better to add to the Mythic abilities descriptions something like "mythic tiers and abilities can't be duplicated by any non-deity level magic"?

So far I have got 2 comments and one was them was: "At any rate, this is a 7th level spell. So, at that point in the game this may not be too overpowered."

Dark Archive

Diego Rossi wrote:
Simulacrum and the mythic tiers.

*If* the 'must accomplish feat X to gain Mythic ability Y' scenario remains in place, it's possible that a Simulacra could never qualify for any Mythic trait, since it never did whatever it's template creature did to earn that Mythic trait, and, per it's 'can never increase in power' limitation, could never gain a Mythic trait even if it went out and replicated that qualifying action.

But I could be wildly misunderstanding how one attains Mythic tiers, here. :)


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James Jacobs wrote:
He's been called a wizard AND a rogue before, but one of those is wrong (unless he's multiclassed, which is possible). He could well be a wizard, but my research for Inner Sea Magic suggested that route was not correct and that we actually wanted him to be a rogue. We'll sort it out some day.

Pfft. It's obvious. Gyr is an arcane trickster.


Greetings James Jacobs!

Thanks for all the great work!

I have a few questions about making new spells:

If you were to allow a player to use Independent Research (CRB 219) to create a new spell:

A) How many Kn-Arcana/Spellcraft checks would you require?

and

B) What would you set the DC's for those checks at (including for 0-level spells)?

Sincerely,

Weren Wu Jen

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I'm loving the Androids! So some Android Questions:

1. Do you plan on revisiting them in a ARG style follow up? Perhaps in a future AP, hint, hint, say no more?

2. How knowledgeable do you think the people of Numeria are about them? Barbarian tribes vs Technic League?

3. Can they be made undead?

4. Would one know what his or any of the Android Forges looks like if they found one?

Thanks!

Paizo Employee Creative Director

Meredith Nerissa wrote:

Thank you. Another if you will:

When expanded, is an instant fortress a 30-foot tall tower, with an additional 10 feet underground for total dimensions of 20x20x40? Or is it a 20-foot tall tower with an additional 10 feet underground for a total of 20x20x30? It's not really clear in the item's description.

The 10 feet underground is just foundation to anchor the fortress; there aren't rooms down there. It's 30 feet tall overall, with an additional 10 feet of foundation extending down into the ground.

Paizo Employee Creative Director

Diego Rossi wrote:

Hello James. I will repeat here something I have posted in the Mythic playtest general discussion. Sorry for the spamming, but it don't seem to get any attention and it seem important enough to be worth it:

Simulacrum and the mythic tiers.

As the mythic tiers aren't level or HD it is, technically, possible to duplicate a creature with mythic tiers and get all the tiers.
so, as an example, a 13th level wizard could duplicate Sorshen and get a 10-12th level wizard with 8-9 mythic tiers at his command.

It seem a "tiny bit" broken. As usual it can be resolved by GM fiat, but it wouldn't be better to add to the Mythic abilities descriptions something like "mythic tiers and abilities can't be duplicated by any non-deity level magic"?

So far I have got 2 comments and one was them was: "At any rate, this is a 7th level spell. So, at that point in the game this may not be too overpowered."

I already responded to the simulacrum question in the other thread.

I suspect and hope that one of the things we'll be doing for Mythic Adventure's spell chapter is to go through each and every spell in Core (and maybe the other books, but there's likely to not be enough room for all those other spells) and make notes and decisions about how those spells interact with the mythic rules. What's in the playtest is hardly the extent of that chapter's eventual contents.

Paizo Employee Creative Director

Weren Wu Jen wrote:

Greetings James Jacobs!

Thanks for all the great work!

I have a few questions about making new spells:

If you were to allow a player to use Independent Research (CRB 219) to create a new spell:

A) How many Kn-Arcana/Spellcraft checks would you require?

and

B) What would you set the DC's for those checks at (including for 0-level spells)?

Sincerely,

Weren Wu Jen

We talk quite a bit more about researching new spells in Ultimate Magic, on pages 128–139.

Paizo Employee Creative Director

TheLoneCleric wrote:

I'm loving the Androids! So some Android Questions:

1. Do you plan on revisiting them in a ARG style follow up? Perhaps in a future AP, hint, hint, say no more?

2. How knowledgeable do you think the people of Numeria are about them? Barbarian tribes vs Technic League?

3. Can they be made undead?

4. Would one know what his or any of the Android Forges looks like if they found one?

Thanks!

Cool; glad folks are enjoying the androids!!

1) No plans. There's no need to do an ARG style follow up, since all the Race Point things are there. Unless what you're asking is for us to do an expanded ecology of the android along with new feats and spells and traits and all that? In which case, yes indeed, I plan to some day do so—there's lots more about androids to talk about!

2) The Technic League knows a LOT more about them than Barbarians, but the Technic League doesn't know a lot about them. They've certainly vivisected a lot of androids, but knowing what's inside hasn't helped them figure out how to make them.

3) That's an interesting question, the ramifications of which will be eventually explored, I suspect...

4) It would likely be quite obvious.


Hey James,

When do AoO's "Refresh"? In other words, when exactly can a player/monster make a new one if it's already used up it's allotment of AoO's for the current round? Is it at the start of the initiative order, or is it at the start/end of their next turn?


With the updated rules for Spawn of Rovagug in Inner Sea Bestiary, is there any chance you might make a "Golarionized" version of the Tarrasque if a suitable book for it were to come along?

Paizo Employee Creative Director

Sentack wrote:

Hey James,

When do AoO's "Refresh"? In other words, when exactly can a player/monster make a new one if it's already used up it's allotment of AoO's for the current round? Is it at the start of the initiative order, or is it at the start/end of their next turn?

On your action in a round.

Paizo Employee Creative Director

Kajehase wrote:
With the updated rules for Spawn of Rovagug in Inner Sea Bestiary, is there any chance you might make a "Golarionized" version of the Tarrasque if a suitable book for it were to come along?

If we do present the tarrasque in a Golarion book, we'll definitely bring him in line with the Spawn of Rovagug stuff.


Hey, would Paizo be interested in developing an alternate Unarmed Strike system to represent the various types of martial arts? For instance, there are martial arts that focus more on kicking, than things like punching, so they might get something like a bonus on damage, but a decrease in accuracy (as kicks are generally less accurate than punches). Or styles like Muay Thai (the military version, not the sport) that focus more on killing, might do things like have an increased threat range (19-20) but only when using elbows and knees.

Just an interesting idea I had, and it's not strictly focused on Monks, as anyone who takes Improved Unarmed Strike could choose an Unarmed Strike Style (and take feats to include more).


James Jacobs wrote:
Weren Wu Jen wrote:

Greetings James Jacobs!

Thanks for all the great work!

I have a few questions about making new spells:

If you were to allow a player to use Independent Research (CRB 219) to create a new spell:

A) How many Kn-Arcana/Spellcraft checks would you require?

and

B) What would you set the DC's for those checks at (including for 0-level spells)?

Sincerely,

Weren Wu Jen

We talk quite a bit more about researching new spells in Ultimate Magic, on pages 128–139.

Yes, I looked that up before I posted my questions, because UM only covers the "Out Of Game" mechanics of spell design. I don't need help with that.

In fact, the UM refers to page 219 CRB about Researching the spells.

While I can come up with my own DC's and quantity of checks, I was wondering what you would do in a home game. I'm just looking for a suggestion (not an official ruling).

Sorry for being a pain.

EDIT: For example, I was thinking DC 18 for the checks for a 0-level spell, with the player needing 5 checks each (Kn-Arcana and Spellcraft).

Paizo Employee Creative Director

1 person marked this as a favorite.
Tels wrote:

Hey, would Paizo be interested in developing an alternate Unarmed Strike system to represent the various types of martial arts? For instance, there are martial arts that focus more on kicking, than things like punching, so they might get something like a bonus on damage, but a decrease in accuracy (as kicks are generally less accurate than punches). Or styles like Muay Thai (the military version, not the sport) that focus more on killing, might do things like have an increased threat range (19-20) but only when using elbows and knees.

Just an interesting idea I had, and it's not strictly focused on Monks, as anyone who takes Improved Unarmed Strike could choose an Unarmed Strike Style (and take feats to include more).

Our take on this is pretty much contained in Ultimate Combat, in the form of the various Style feats.

Developing something like that based on real-world martial arts was something we considered for a time, but considering how the internet reacts to things like game stats for katanas, focusing on fantasy versions of fighting styles seemed less incendiary.


James Jacobs wrote:
Sentack wrote:

Hey James,

When do AoO's "Refresh"? In other words, when exactly can a player/monster make a new one if it's already used up it's allotment of AoO's for the current round? Is it at the start of the initiative order, or is it at the start/end of their next turn?

On your action in a round.

Just to verify, that's effectively the start of your next turn, correct? Is that referenced anywhere effectively in the rules? Can the next printing/srd push say that explicitly?

Paizo Employee Creative Director

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Weren Wu Jen wrote:

Yes, I looked that up before I posted my questions, because UM only covers the "Out Of Game" mechanics of spell design. I don't need help with that.

In fact, the UM refers to page 219 CRB about Researching the spells.

While I can come up with my own DC's and quantity of checks, I was wondering what you would do in a home game. I'm just looking for a suggestion (not an official ruling).

Sorry for being a pain.

Ugh. I'd hoped that we'd actually build rules for the in-game mechanics of designing spells by now... it's something I've been requesting of the design team from the start.

Ah well.

I'd set the costs for researching a new spell to be equal to the costs to purchase that spell. And I'd set the DC to craft the spell to be equal to 15 + twice the spell's level. It would be a Spellcraft check, in any event.

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