Other than Asmodeus, did non-good gods participate in the fight against Rovagug? Particularly, did Achaekek, the Speakers in the Depths, Groetus, Zon-Kuthon, the Bound Prince, Ghlaunder, Lamashtu, Pazuzu, Nocticula and Socothbenoth fight Rovagug as well? Or did they simply sit idly by and do nothing?
James Jacobs wrote:
Which Outer Gods and Great Old Ones would have been classified as oozes if you had chance to stat them up in First Edition? Which are the first names that come to your mind?
After death, a rakshasa's soul seeks a new host to be reborn in, continuing the vile cycle of fiendish reincarnation over and over again. That means rakshasas are free from the River of Souls and Pharasma's judgement. But I thought that the multiverse will cease to exist once Pharasma judged all souls. Can I assume that the world will never end since Pharasma can never judge rakshasas and thus can never finish her job? Turns out we should thank rakshasas for contributing(albeit unconsciously) to the preservation of the multiverse.
James Jacobs wrote:
I have always thought that those rakshasas who assume human forms would have one reversed element of their anatomy as well, since the art on page 68 of City in the Lion's Eye said so. But you said differently. Now I'm really ocnfused. Then can I assume that the art on page 68 of City in the Lion's Eye is wrong and those rakshasas who assume human forms wouldn't have any "tells" as to their true nature?
Rakshasas always have one reversed element of their anatomy, which gives away their fiendish nature. Common examples include having reversed hands, ears that face backward, elbows that bend outward, toes that go from the smallest on the inside to the big toe on the outside, or even reversed knees. But I honestly cannot find any reversed element from the art on page 61 of City in the Lion's Eye. Can you tell me where it is?
I understand that in Second Edition duergar and kobolds can train vermin without problems. But what about in First Edition? Luckily, I found a relevant feat called vermin heart in Advanced Player's Guide. Can I assume that in First Edition those duergar and kobolds who train and ride vermin did that thanks to this feat?
Duergar train giant spiders and other vermin to serve as mounts and guards. According to Kobolds of Golarion, giant ants serve kobolds as mounts and pack animals. But you have said several times that vermin can't be trained normally unless you have some sort of weird ability to interact with them, like mites. I'm not sure. Then how can duergar and kobolds ride vermin?
Then can I assume that, while the first pechs were indeed created by the Vault Builders, after the First World learned of this new fey race it began to create its own pechs as well? In other words, some pechs nowadays are not related to the Vault Builders at all, because they were created by the First World directly or were born from the descendants of the so called First World born pechs, not created by the pech parents who are the descendants of the first pechs created by the Vault Builders?
At first I thought the Vault Builders created pechs. But then I found out that pechs are fey. That would mean they were not created by the Vault Builders, since fey originate from soul energy in the First World. So I ask you. Were pechs created by the Vault Builders? Or were they created by the First World but later forcefully enslaved by the Vault Builders?
Some spell, such as dispel magic, can be used to eliminate the effects of other spells. In First Edition, supernatural abilities cannot be counterspelled because they are not spells. But since all supernatural abilities are now innate spells in Second Edition, can I counterspell a dragon's breath weapon or a medusa's petrifying gaze with dispel magic?
Your homebrew rules are quite good, but I have some questions.
First, allowing bards and sorcerers to effectively count all their spells as signature spells seems fine, but that makes signature spells meaningless. Maybe allowing bards and sorcerers to heighten their signature spells without spending higher level spell slots would help?
Second, what if reducing all cantrips to one action? Would it make spellcasters too powerful?
Third, according to this page the hand of the apprentice spell is too weak. Do you have a good idea regarding this spell?
Fourth, sorcerers can replace material components with somatic components, which means they effectively have the wizards' eschew materials feat for free. But I really hate the material components and wish to remove them from the game entirely. So I thought that giving sorcerers a 1st level class feat for free and removing their ability to replace material components with somatic components would be a good idea. Do you think it unfairly enhances sorcerers too much?
I have always been frustrated by the fact that while chromatic dragons have one breath weapon, metallic dragons have two. I thought it's really unfair. So I really wished Paizo to remove the secondary breath weaopns of metallic dragons in Second Edition. Did Wizards of the Coast give them two breath weapons because metallic dragons were considered inherently more powerful than chromatic dragons?
To make a dragon spellcaster, I should remove the dragon's Draconic Frenzy and Draconic Momentum abilities. I'm not sure. Why should I do that? I remember in First Edition we didn't have to remove the dragon's abilities to make him a spellcaster. Also, if I give a dragon spells but don't remove Draconic Frenzy and Draconic Momentum abilities, would the dragon's level increase somehow?
It seems that in Second Edition witches still use the word patron. But I remember you said the word patron is a misnomer, and isn't really the right word to use for how their spells work. You also said that a better word would have been focus or area of study or specialization. I'm curious. Are the patrons adjusted greatly in Second Edition that the word patron is not a misnomer anymore?
Some scholars of the divine believe that druidism is older even than the concept of worshiping a deity. Legends hold that the Green Faith grew out of an ancient conflict between four sects of druids that battled for control of a vast wilderness. Did this battle take place in Azlant? Did it take place before Earthfall?
James Jacobs wrote:
I'm curious. Has you or Paizo actually considered to have aeons be called primordials instead?
The word Monad is an English word. It isn't even a proper noun, considering the fact that we put "the" before it, unlike Treerazer, which has no "the" before it. Thus the Monad must be a nickname. Then what would be the true name of it? I really wish Paizo to reveal the true name of the Monad someday.
Demons tempt mortals into committing sins. But qlippoth don't wish mortals to commit sins. All they want is just to take the Abyss back and live a happy and prosperous life. They don't even intend to conquer other planes like devils, daemons or demons do. Thus can I assume that while Rovagug and qlippoth are evil, they are not as evil as Lamashtu or demons, right?
The Echo Wood is my favorite region on Golarion(second only to Azlant). So I really wish to see the important figures in the Echo Wood like Baron Tervin Blackshield, Lady Tyressa Vishov and Lady Commander Audara Drovust in this book. I'm honestly not sure whether the mayors of some backwater towns in the backwater frontier can be included in the list for the 42 of the Inner Sea region's biggest personalities or not, though.
At first I thought that the Seal became Pharasma's Spire, because The Three Fears of Pharasma said that as she walked the spiral, the Seal itself grew outward, forming the Spire. But later the story also said that the Seal had vanished, leaving behind a featureless void. And it seems that even the Watcher himself had no idea where it went. I'm not sure. If the Seal ceased to exist, shouldn't Pharasma's Spire cease to exist as well, since Pharasma transformed the Seal into her spire?