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Nexo's page
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Hi JJ, I'd like to know your opinion on one thing.
Premising that I respect the choice not to make the sheet to the deities.
If a god had a sheet, he would have "only" more than twenty levels and 10 Mythic Rank?
Or would it also have additional special abilities?
I agree with you and your reasoning.
However, how do you explain that "empowered heal"?
Can I cast empowered heal?
I think so
http://prntscr.com/jb8ro1
Forgive me, but maybe I'm just stupid, this is the table.
http://prntscr.com/jb7ydm
What you are saying is that mithral and raw mithral are two different things?

I would like some help in understanding how much a tower shield or full-plate armor in mithral should cost according to the alternative crafting rules in the Pathfinder Unchained manual.
I can build the above objects by myself. However I do not understand how to calculate the price of the object and the resulting cost.
Can anyone help me?
Complete information can be found on page 72 of the Pathfinder Unchained manual.
Below is the part related to special materials:
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Crafting items requires a certain ratio of raw materials to start. Typically, these raw materials are some sort of trade good that is required to make the item. Making a suit of chainmail, for instance, requires 37 gp and 5 sp worth of steel (assuming you are using the alternate Craft skill presented above). But not all raw materials are the same—some raw materials are better suited for crafting. These are special raw materials.
Unlike normal raw materials, special raw materials have both a cost and a crafting cost. The cost of the special raw material is the amount for which it can be purchased and sold. Special raw materials are trade goods, and like all trade goods, they can be bought and sold for the same price. The crafting cost is the amount of gold they are considered to be worth for the purposes of crafting. For example, f lawless steel’s cost is 8 gp per pound, but its crafting cost per pound is 4 gp. It can be bought and sold for 8 gp per pound, but when used as the raw material for crafting items, it is considered to be worth only 4 gp per pound.
While special raw materials can be bought and sold, they work best when handed out as treasure. As the GM, if one of the PCs in your group has invested in the Craft skill, consider giving out these special trade goods in place of coin treasure every so often.
Special raw materials’ crafting costs are always half their actual cost. They also have special traits when used as the raw material for crafting in the alternate Craft skill rules presented above. A special material cannot have more than one of the following special traits.
Easily Worked Raw Materials: This type of raw material makes it
easier to craft items faster. When using this raw material, the item’s base progress per day is doubled. For example, if you are creating a suit of chainmail using easily worked steel, your base progress per day is 4 gp rather than 2 gp.
Flawless Raw Materials: This material is so f lawless that it can be used to create high-quality items with ease. When using flawless raw materials to create either masterwork or special material items, the crafting difficulty doesn’t increase. For example, if you craft a suit of masterwork chainmail using flawless steel, the difficulty of the check remains normal (DC 15) rather than becoming complex (DC 20).
Malleable Raw Materials: This type of special raw material can withstand crafting errors better than other normal materials of the same type. If you fail a Craft check by 5 or more when using malleable raw materials, you don’t lose an amount of raw material equal to the item’s base progress per day.
Pure Raw Materials: This raw material makes it easier to craft an item. When using this raw material, you roll twice when attempting your Craft check and take the better result.
Hi JJ,
is there a particular reason why the possibility of crafting diseases has not been thought?
when is it possible to craft poisons?
Hi, JJ
today as I walked down the street I asked myself, why are there half-elves and half-orcs, but not half-dwarfs or half-gnomes?
James Jacobs wrote: Nexo wrote: Hi JJ,
I wanted to know if anyone on Golarion ever wondered how Golarion was born.
We human beings have made scientific conjectures about how the Earth was formed by concluding with a certain hypothesis.
On Golarion instead?
Are there any theories about the birth of the planet?
Absolutely. And there are multiple ones—each religion has its own spin, as would most philosophies, nations, scholastic traditions, and more. Which one is right? The one your GM prefers.
There IS a "right one" that lurks behind the scenes, but at this point we've not published it. We HAVE published variants here and there that may or may not get kind of close to the truth, or maybe not. Do you know what manual I can find them in?
James Jacobs wrote: Nexo wrote: Hi JJ,
I wanted to know if anyone on Golarion ever wondered how Golarion was born.
We human beings have made scientific conjectures about how the Earth was formed by concluding with a certain hypothesis.
On Golarion instead?
Are there any theories about the birth of the planet?
Absolutely. And there are multiple ones—each religion has its own spin, as would most philosophies, nations, scholastic traditions, and more. Which one is right? The one your GM prefers.
There IS a "right one" that lurks behind the scenes, but at this point we've not published it. We HAVE published variants here and there that may or may not get kind of close to the truth, or maybe not. Honestly, I think Rovagug is imprisoned inside Golarion.
So it is likely that the planet was created by Asmodeus and Sarenrae as its own prison.
In this case, it would be fun to think that all the adventures and the stories take place on the outer walls of the biggest prison ever.
Hi JJ,
I wanted to know if anyone on Golarion ever wondered how Golarion was born.
We human beings have made scientific conjectures about how the Earth was formed by concluding with a certain hypothesis.
On Golarion instead?
Are there any theories about the birth of the planet?
I would like to talk about the maps that I find in the manuals. Those concerning regions and nations, rather than those of cities.
I would like to know what program is used to make them. Also, I would like to know if it was possible to find the individual items, such as the single tree, the single mountain or the single hill, which are used in the maps.
Of course, the maps I would like to make are not for profit.

Hello everyone,
considering that the spell allows the addition of other spells to the list of permanency and keeping in mind that I speak as a master and not as a player.
I wanted to know your opinion about adding other spell to the permanency list.
I think that the duration of the spells affects a lot that I can allow a spell to be made permanent or not.
Spells whose duration is measured in rounds, in my opinion, are meant to be casted during fights. So allowing these spells to be made permanent means that the caster has standard actions that it should not have during the fights.
Spells whose duration is measured in hours surely the caster has already casted them and then will have them already in combat. In the same way we could say regarding spells whose duration is measured in increments of 10 minutes.
These spells in my opinion would have the possibility of being made permanent without too much trouble.
Now. I pose the problem on spells whose duration is measured in increments of 1 minute. As some spells of this type, which are mainly of the school of transmutation and illusion, or are truly game breaking if made permanent or not already allowed (for example, the invisibility spell that you can make permanent only if casted on objects and not on creatures).
This is the other important difference. The fact that the permanent spell is cast on an object or a creature.
In the case of spells cast on objects I have noticed that there are many already in the list of permanency.
Last consideration is that there are many spells that have a duration measured in 1-round increments that can be made permanent in places or areas. Making me think that there are not too many problems regarding spells of such short duration that are made permanent.
In conclusion, I definitely think I can make any spell permanent that has duration measured in 10 minute increments or higher on creatures, any spell that has duration measured in 1 minute increments or higher on objects and any spell that has duration measured in increments of 1 round or above on the areas.
Finally, I could allow any spell that has duration measured in increments of 1 minute or longer on creatures to be made permanent, with the exception of the illusion and transmutation spells.
However, I would add a maximum limit to the permanent spells on the creatures, maybe equal to the creature's HD.
Clearly I do not assume I'm right regardless, however I think I have made good reasoning and I would like to know your opinion.

James Jacobs wrote: Nexo wrote: James Jacobs wrote: Nexo wrote: hi, JJ
In the Shining Crusade the Whispering Tyrant is defeated by the brave Arnisant.
I quote a part of the book "[...] In the climactic battle of that decades-long war, the Whispering Tyrant attempted to transport Arnisant's still-beating heart into his hands by means of a wish spell. The Shield blocked the spell, but was shattered by the power of the lich's magic.[...]".
Given this, if Aroden's shield had not been there, would the Whispering Tyrant have killed Arnisant, ripping his heart from his chest?
Without any chance of saving?
If Arnisant were a PC, he likely would have been allowed a saving throw to resist. But Arnisant was not a PC, so it doesn't matter—in cases like this, where we're telling stories and setting up history and having things happen to set up future plot lines, game mechanics take a back seat and we get to decide the outcomes without rolling a single die. Honestly it was also a way to understand a spell complicated as wish.
Especially if even when the standard limits of the spell are exceeded, asking just the heart of a PC or NPC, which clearly means to kill it, it was thought to be a saving throw.
Wish is only as complicated as a GM makes it. The spell is, in my opinion, far simpler than most others—it's powerful enough that a GM can use it to get away with pretty much anything she/he wants in order to propel the story forward.
That said, it's always best to remember that automatic no-save death things are not good to inflict on player characters. Of course, it is not my intention to kill a PC without the possibility of salvation.
Only I have always thought that cast wish = end game

James Jacobs wrote: Nexo wrote: hi, JJ
In the Shining Crusade the Whispering Tyrant is defeated by the brave Arnisant.
I quote a part of the book "[...] In the climactic battle of that decades-long war, the Whispering Tyrant attempted to transport Arnisant's still-beating heart into his hands by means of a wish spell. The Shield blocked the spell, but was shattered by the power of the lich's magic.[...]".
Given this, if Aroden's shield had not been there, would the Whispering Tyrant have killed Arnisant, ripping his heart from his chest?
Without any chance of saving?
If Arnisant were a PC, he likely would have been allowed a saving throw to resist. But Arnisant was not a PC, so it doesn't matter—in cases like this, where we're telling stories and setting up history and having things happen to set up future plot lines, game mechanics take a back seat and we get to decide the outcomes without rolling a single die. Honestly it was also a way to understand a spell complicated as wish.
Especially if even when the standard limits of the spell are exceeded, asking just the heart of a PC or NPC, which clearly means to kill it, it was thought to be a saving throw.
hi, JJ
In the Shining Crusade the Whispering Tyrant is defeated by the brave Arnisant.
I quote a part of the book "[...] In the climactic battle of that decades-long war, the Whispering Tyrant attempted to transport Arnisant's still-beating heart into his hands by means of a wish spell. The Shield blocked the spell, but was shattered by the power of the lich's magic.[...]".
Given this, if Aroden's shield had not been there, would the Whispering Tyrant have killed Arnisant, ripping his heart from his chest?
Without any chance of saving?
Mathmuse wrote: Nexo wrote: What I wonder is if immediate actions can not be used in response to something, what are they for?
Feather Fall home is an example.
Immediate actions are used in response to something.
However, immediate actions are not allowed to back up time to do something before the thing they respond to.
Sometimes, a GM will rush ahead to the next event before the player can speak up, so backing up time is the fair way to allow a proper response. But if the GM just gave away tactical information about the opponent's abilities or made a random die roll, then backing up time breaks the fairness of the game. Hence, warning the GM before the triggering action, "I might cast Emergency Force Sphere, so pause at the beginning of the attack before rolling to hit, please," is the surest way to handle it. RAW no.
I do not find anywhere written that immediate actions act in response to something, so I ask.
What I wonder is if immediate actions can not be used in response to something, what are they for?
Feather Fall home is an example.
Overlap Pete wrote: Nexo, I'm not James, but respectfully, he has said many times to put rules question in the rules forum. We don't want to piss off James and we want to limit our posts to one non-rule question per post.
Please click here for the rules forum.
James: do all ex-familiars, companions, etc. become unique creatures judged by Pharasma or is there a cosmic highway bypass to say, Elysium for them?
James Jacobs wrote: Nexo wrote: Are immediate actions considered as actions prepared?
Can I use an immediate action in reaction to an event?
For example, can I cast Emergency Force Sphere to block an enemy attack?
http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere/ Rules questions need to be asked in the rules forums so that folks can FAQ them and so that the designers will see them. Forgive me, I always forget this detail.
Are immediate actions considered as actions prepared?
Can I use an immediate action in reaction to an event?
For example, can I cast Emergency Force Sphere to block an enemy attack?
http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere/
I hope in a response from a developer.
Are immediate actions considered as actions prepared?
Can I use an immediate action in reaction to an event?
For example, can I cast Emergency Force Sphere to block an enemy attack?
http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere/
Honestly I did not think anyone took it personally. Thanks to Xenocrat I understand how the FAQ system works. Actually you are right to say that it is not the best way to ask for something from the players and, including the system, not even to the developers.
However, I wanted to understand from who wrote that object if really for 5600 gp created something that allows you to kill someone instantly without escape.
The reasoning I have done, sincerely, is the one that makes the most sense and the best in terms of balancing.

This is the description of the Cyclops Helm item.
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This helm is made from the husk of a cyclops’s shrunken head, and grants a limited version of that creature’s flash of insight ability. Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check.
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Is it really possible that an object that costs so little (5.600 mo), can make 20 natural?
Considering certain builds on critical hits, the special ability of weapons, vorpal, and considering the automatic success on saves?
So I asked myself if it was possible that I misunderstood. I went to look for the written rules.
Now. Considering the definition of 20 natural.
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A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a Critical Threat—a possible critical hit.
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I would like to know if the 20 is considered "natural" only if the die is actually roll and not if there are abilities with which to decide the result. Such as the item mentioned above.
I ask because the sentence in brackets "(the d20 comes up 20)" makes me think that only in the case of a rolling die and with a consequent result of 20 is to be considered a natural 20.
Concluding, only if the die was physically rolled and the result was 20 then we would talk about a natural 20?
Or even the 20 obtained with the Cyclops Helm item is a natural 20?
I am very sincere, I do not care about the opinions of the players or anyone who is not a developer.
I'm interested in the answer of those who write the rules.
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The authors are: Keith Baker, Richard Baker, Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Tim Hitchcock, James Jacobs, Nicolas Logue, Frank Mentzer, Erik Mona, Chris Pramas, Sean K Reynolds, F. Wesley Schneider, Michael A. Stackpole, Lisa Stevens, and James L. Sutter.

James Jacobs wrote: Nexo wrote: ...asked rules questions about the cyclops helm...
I don't answer rules questions here, and I"m not sure where you're getting the Cyclops Helm from in the first place, to be honest—we've published a LOT of books over the years.
In any event, please ask your rules questions in the rules forums or in the product thread, where folks can click the FAQ button and where the design team will see the question and where others can see the result of the question or provide their own advice. The manual I'm talking about is a Pathfinder Module called "The Emerald Spire Superdungeon" of which you are both the creative director and an author. However, it is obvious that over time you may have forgotten you worked on it. :)
The authors are: Keith Baker, Richard Baker, Wolfgang Baur, Jason Bulmahn, Ed Greenwood, Tim Hitchcock, James Jacobs, Nicolas Logue, Frank Mentzer, Erik Mona, Chris Pramas, Sean K Reynolds, F. Wesley Schneider, Michael A. Stackpole, Lisa Stevens, and James L. Sutter.
When I write a thread is there a way to tag them directly?
This is the link where I reported the question I asked you, I hope it is in the correct section:
http://paizo.com/threads/rzs2uz4n?Cyclops-Helm-and-similar-effects#1

This is the description of the Cyclops Helm item.
---------------------------------------------------------------
This helm is made from the husk of a cyclops’s shrunken head, and grants a limited version of that creature’s flash of insight ability. Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check.
---------------------------------------------------------------
Is it really possible that an object that costs so little (5.600 mo), can make 20 natural?
Considering certain builds on critical hits, the special ability of weapons, vorpal, and considering the automatic success on saves?
So I asked myself if it was possible that I misunderstood. I went to look for the written rules.
Now. Considering the definition of 20 natural.
---------------------------------------------------------------
A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a Critical Threat—a possible critical hit.
---------------------------------------------------------------
I would like to know if the 20 is considered "natural" only if the die is actually roll and not if there are abilities with which to decide the result. Such as the item mentioned above.
I ask because the sentence in brackets "(the d20 comes up 20)" makes me think that only in the case of a rolling die and with a consequent result of 20 is to be considered a natural 20.
Concluding, only if the die was physically rolled and the result was 20 then we would talk about a natural 20?
Or even the 20 obtained with the Cyclops Helm item is a natural 20?
Thanks to Toxic Spell (which has a +1 modifier) you can increase the poison's DC by 2, very useful ...
Considering that the poison's DC are really ridiculous and are not a problem for a CR 16 monster, let alone a dragon that has both spell resistance and a high Fortitude bonus.
To all this must be added that the poison costs a lot and forces you to work for a long time if you want to craft it.
In my opinion it is a useless limitation for something that is already limited by itself.
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Hi,
Can I know if there is a specific reason why these two feats are treated differently?
Elemental Focus
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Poison Focus
Benefit(s): The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor increases by 1. This bonus doesn’t stack with the bonus granted by Spell Focus.
The first stack with Spell Focus, while the second no, why?
Also there is Greater Elemental Focus, but there is no Greater Poison Focus, why?
I asked myself if there was any mechanical motivation for which it was possible to increase the DC of a fire spell up to +4 (thanks to Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus), but not the DC of a poison spell.
Thanks in advance

James Jacobs wrote: Nexo wrote: Hi JJ,
Can I know if there is a specific reason why these two feats are treated differently?
Elemental Focus
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Poison Focus
Benefit(s): The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor increases by 1. This bonus doesn’t stack with the bonus granted by Spell Focus.
The first is added with Spell Focus, while the second no, why?
Also there is Greater Elemental Focus, but there is no Greater Poison Focus, why?
Because they're all different feats. Yes, I understood that they are two different feats.
Considering that fire and poison are both spell descriptors and, in my opinion, it makes no sense that in one case the bonus stack Spell Focus while in the other case, no.
So I asked myself if there was any mechanical motivation for which it was possible to increase the DC of a fire spell up to +4 (thanks to Spell Focus, Greater Spell Focus, Elemental Focus and Greater Elemental Focus), but not the DC of a poison spell.
Thanks in advance
Hi JJ,
Can I know if there is a specific reason why these two feats are treated differently?
Elemental Focus
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Poison Focus
Benefit(s): The save DC of any poison you craft with Craft (alchemy) and any spells you cast with the poison descriptor increases by 1. This bonus doesn’t stack with the bonus granted by Spell Focus.
The first is added with Spell Focus, while the second no, why?
Also there is Greater Elemental Focus, but there is no Greater Poison Focus, why?

James Jacobs wrote: Nexo wrote: Hi JJ, I wanted to ask a simple question.
If I cast a spell like Planar Binding, if the outsider were to die, would the body remain?
I ask this question because in the summoning spells it says clearly that if the creature reaches zero it is instantly sent back, while the calling spells do not say anything about the body.
I also ask this to know a necromancer, in case, he could use the corpse to animate it (with animate dead) or cast "create undead" using the corpse of the outside.
Thanks in advance
Yes the body remains. forgive me, but I read about the Mummy's Mask adventure, in the sixth book of the Adventure Path, called "The Pyramid of the Sky Pharaoh" (pag 71), there is a paragraph that questions your answer.
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Upon an outsider's destruction - whether it be a petitioner aturally merging with a plane or the violent destruction of another planar native - its quintessence returns to its home plane. This transference of energies might be an immediate or a gradual process, depending on where the being's existence ended. Beings of specific alignments destroyed away from their home planes have their energy released into the multiverse. While such energy gravitates toward the properly aligned plane, more often then not it becomes lost in the Maelstrom. In the cases of those whose existence as an outsider ends on a plane of matching alignment, its quintessence infuses the plane in a manner similar to corpses on the Material Plane returning their nutrients to the soil. In this way, the plane is supplied with new quintessence, along with new ideas and beliefs from the evolving multiplanar zeitgeist.
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Whereas the outsiders have no duality of body and soul (so it is written on the Bestiary 1).
Taking the quoted paragraph would seem to imply that the body of the exterior does not remain after their death.
Is it just my impression or does the paragraph mentioned question your answer?
Hi JJ, I wanted to ask a simple question.
If I cast a spell like Planar Binding, if the outsider were to die, would the body remain?
I ask this question because in the summoning spells it says clearly that if the creature reaches zero it is instantly sent back, while the calling spells do not say anything about the body.
I also ask this to know a necromancer, in case, he could use the corpse to animate it (with animate dead) or cast "create undead" using the corpse of the outside.
Thanks in advance
James Jacobs wrote: If we publish any item that gives more than a +6 enhancement bonus to an ability score, dollars to donuts that item will be an artifact.
The game itself is written with the assumption that bonuses higher than +6 to an ability score essentially do not exist.
Whether or not you want to exceed that limit in your game is up to you, of course! :-)
I have discoverd Mighty Strength spell (from Dwarves of Golarion).
I asked me why is impossible to craft an item with more than a +6 enhancement bonus to an ability score ?
The spell said: "As bull’s strength, except it grants a +8 enhancement bonus to Strength."
If I craft an item that gives a +8 enhancement bonus to an ability score, what is the problem and why is illegal?
There is fourth level spell which works so.
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