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According to this article at EN World, Spelljammer "isn't at the front of the line, but it is in line."

That's all. If you need me I'll be in the corner doing my happy dance. :)


Shouldn't monsters be able to summon PCs sometimes and make them fight? Not all monsters, obviously, but the intelligent magic-using ones; especially powerful outsiders.


Does anybody know if there will be rules for firearms big and small? I've been daydreaming about converting all my Spelljammer material, and any part of the setting that I don't have to houserule is a plus.


Is there a rule that preventing a character from being multiclassed into a class they already have? For example, from being a cleric twice (of the same deity) and therefore getting four domains. Or being a specialist wizard in two different specialties.

It seems ridiculous, and I probably wouldn't allow it as a GM, but I was wondering if there's a specific rule that forbids it.


I don't see anything in the ARG Race Builder about aging or lifespan. Is there really no RP difference between a race that lives for 50 years and one that lives for 500? What about a GM created race that stops aging after they reach adulthood and will never die from old age?


How would a powerful necromancer go about creating an undead army? Animate Dead is limited to only 4HD/level. That may be okay in a dungeon, but it's not very impressive when you're trying to conquer a kingdom defended by 10,000 soldiers.

Leaving aside a GM created plot device, is there any way within the rules for an evil overlord to raise an army of the dead?


I was thinking the other day (a dangerous habit, I know) and it occurred to me that it wouldn't be too hard to use PF rules for genres based on full-blown, cinematic fighting instead of generic fantasy. I'm thinking of things like wuxia (kung fu) or chanbara (samurai) movies, or for a more western setting, many of the medieval romances, or pirate/swashbuckling movies. I would probably set it up something like this:

Races: Human only. Those genres don't often include any other races, except occasionally as monsters.

Classes: Any non-caster. In most cases if spell casters exist in the world at all, they serve as opponents not protagonists. Medieval settings would allow Barbarian, Brawler, Cavalier, Fighter, Ranger (Skirmisher archetype only), Rogue, and Slayer. Asian settings also add Monk, Ninja, and Samurai. Pirates add Swashbuckler and possibly Gunslinger (although I don't remember seeing any iconic characters that specialize in firearms). Multiclassing is encouraged in any genre: in wuxia and chanbara settings, for example, nearly everybody seems to have at least a few levels of Monk.

Magic Items: Generally only exist as plot devices - either ancient relics that must be returned to their rightful owners or evil artifacts that need to be destroyed. It would be unusual for a party to have even one magic item that they get to keep. Alchemical items and materials don't exist.

Wealth: Character starting wealth and WBL are thrown out, and party funds are not tracked. In the action genres, characters always seem to have enough money to support whatever lifestyle they're accustomed to, whether that be a castle and full armor or nothing but a begging bowl and a saffron robe. The character's wealth doesn't ever seem to change as a result of adventuring. Even successful pirates never seem to get any richer!

Opponents: Almost all of the enemies the heroes face are human. Without magic and alchemical materials available to the PCs, monsters become truly terrifying opponents that can only be beaten through strategy and careful planning. Therefore, they are reserved for very special circumstances. The Big Bad might be a spellcaster or (rarely) a monster, but nearly everybody else is a martial class.

The lack of magic will also affect the spacing of encounters, although not necessarily the pace of the game. (Time the characters spend healing doesn't have to be played out, although it can sometimes be used for investigation, problem solving, and/or interaction.) Running a gauntlet of low-level minions to get to the Big Bad is much more of a nail-biter if the PCs don't have any healing magic!

The end result is certainly not what D&D/PF has traditionally been, but I think it could be a very interesting change of pace.


For those who aren't familiar with the term, troupe-style play means that the players each have several characters, only one of which they bring on any given adventure. At the beginning of each session, players decide which character to use based on what type of adventure is planned. I've read about this, particularly in connection with Ars Magica, but never actually tried it.

Has anybody here done this in PF (or any other flavor of d20)? How did it work?

One idea that occurs to me is for each player to begin with a level 4 or 5 Aristocrat, with a level 1 character in some PC class as a lieutenant.


A lot of the Bestiary monsters with auras say that a character who successfully saves can't be affected again for 24 hours. If I want to create a one-off variant where a character has to save every time they enter the aura's area of effect, what will that do to the CR? What if they have to save every round that they're in it?


There's nothing in the rules about giving the player false information if they badly fail a Knowledge check, but realistically it should be possible to remember something incorrectly. Perhaps on a failure by 5 or more? (Yes, I know that requires either rolling secretly or letting the player roll but not telling them the DC.) Thoughts?


How would you decide which domains are available for clerics that serve an entire pantheon rather than one specific deity? Could they just pick any two?


In an effort to produce a campaign where the characters don't seem quite so much like comic book superheroes, I'm considering setting limits on attribute scores. What would be the effects, rules wise, of limiting characters to a maximum of 19 on one score, 17 on a second, and no more than 15 on any other?

According to the CRB, a character with a STR of 18 can lift up to 600 lbs and stagger around with it. By way of comparison, the world's record for clean & jerk, according to Wikipedia, is 263 kg, or about 580 lbs. So I figure that somebody with 19 in any attribute is pretty much at the absolute top of what is humanly possible, and maybe even a bit over.

I would allow these limits to be exceeded with magic, but this will be a low-magic setting, where characters can not readily buy and sell magic items, especially permanent ones.


Is there some reason I'm not seeing why a high level paladin's DR is /evil? I should think that if it's going to be limited it should be the exact opposite and ONLY protect against evil attackers.

The same applies even more strongly to good-aligned outsiders; if their DR has any limitations, /evil should not be among them. OTOH, keeping the /good limitation on DR for evil outsiders works very well with the widespread motif in heroic fantasy that the champions of good are more powerful, but far less numerous, than the champions of evil.