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Paizo Employee Creative Director

Lord Fyre wrote:
James Jacobs wrote:
John Kretzer wrote:
What would the reaction of Mendev and the Iomedae's crusaders be if the church of Asmodeus and Chelix organized a new order of Hellknights to deal with the Worldwound issue?
Legitimate skepticism combined with concern, since it's just as easy to imagine Asmodeus's church joining forces with Mendevian crusaders to fight demons as it is to imagine Asmodeus's church joining forces with the demons to fight Mendevian crusaders. In the end, Iomedae's crusaders would probably resist the "help"... and they'd probably be right to do so, especially since trouble in the Worldwound won't really impact Cheliax much but it WOULD weaken Iomedae's church if things go bad for the Mendevian crusaders which would be much to Asmodeus and Cheliax's good fortune and delight.
Is that a typo?

Yup. Should be Asmodeus. Right? RIGHT?


forgive me if this question has already been asked and answered.

But is hide in plain sight effective again races with darkvision or the spell true sight?

I know the board is split 50/50 on this and while house rule or gm fiat seems a standard answer, it seems to me in this case wholy inadaquate, because this seems like a foundational rule for which allot of rules flow from, much like going with piecemeal armor.

I am about to level into a shadow dance in our curse of crimson throne game and would love an answer. As stated previously we are hesitant to do a GM ruling because of the obvious uninteded consquences and our feeling is that the designers had a specific answer in mind when the whole game was balanced out.

Paizo Employee Creative Director

Astral Wanderer wrote:

1) If I have an eidolon with 4 or more claw attacks (2 Limbs-Arms and 2 Claws evolutions) and take the Reach evolution, do all the claw attacks gain reach or must I spend a Reach evolution for every single claw?

2) If the Eidolon gains the Swim or Climb evolution, does it also automatically gain the +8 racial bonus to the corresponding skills like any other swimming/climbing creature? Or can it only get them through the Skilled evolution?

3) If I have a monk with Power Attack and use Flurry of Blows, should I do the math for Power Attack based on the monk's normal BAB or on his Flurry's BAB?

Pre-Answer Qualifier: If you play an eidolon in my game and you don't come up with an in-world reason why your eidolon is what it is and that reason doesn't sit well with me, you get to refine your eidolon until it does or you don't get to play a summoner.

1) I'd say you have to spend a reach evolution for every claw. Eidolon natural attacks are already QUITE good enough as they stand; enhancing them shouldn't be easy.

2) Yes. Once you gain a swim or a climb speed, the +8 bonus to the corresponding skill is automatic.

3) Do the math based on the flurry's BAB.


James Jacobs wrote:


an in-world reason why your eidolon is what it is

What do you mean exactly/can you provide an example of an "ok eidolon" and a "not ok one" to explain?

James Jacobs wrote:


1) I'd say you have to spend a reach evolution for every claw. Eidolon natural attacks are already QUITE good enough as they stand; enhancing them shouldn't be easy.

Is it the same for the Improved Natural Attack feat? One for each claw? Or one modifies all claws?


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Thanks James!


Have you read Alan Moore's Neonomicon? It's a 4 issue mini-series that will probably take you an hour to read in one sitting.

Paizo Employee Creative Director

Astral Wanderer wrote:
James Jacobs wrote:


an in-world reason why your eidolon is what it is
What do you mean exactly/can you provide an example of an "ok eidolon" and a "not ok one" to explain?

I'm not really satisfied with how the ediolon is such a "grab bag" of shapes and powers. No two eidolons looking or behaving exactly alike is kind of annoying and a role-playing turn-off for me. I much prefer eidolons when they're built to resemble an existing type of outsider—be it an angel or a demon or whatever. So... an eidolon that you can say is an unusual or unique azata or elemental and it feels like and looks like it is is fine with me, and thus an "okay one". One that's just a missmash of powers and stuff lumped together is a not-okay one, especially if I get the vibe that it's numbercrunched without any attempt at all to give it a personality or back-story.

Astral Wanderer wrote:
James Jacobs wrote:


1) I'd say you have to spend a reach evolution for every claw. Eidolon natural attacks are already QUITE good enough as they stand; enhancing them shouldn't be easy.
Is it the same for the Improved Natural Attack feat? One for each claw? Or one modifies all claws?

Improved Natural Attack modifies the damage done to all natural attacks of the same name.

Paizo Employee Creative Director

cibet44 wrote:
Have you read Alan Moore's Neonomicon? It's a 4 issue mini-series that will probably take you an hour to read in one sitting.

I haven't. But I HAVE read some of Alan Moore's Lovecraftian fiction, and while I think he's a brilliant writer in some regards... I'm not really a big fan at all of his fiction that's tried to use Lovecraft elements (or worst of all, use Lovecraft as a character).


I'd catch you if you fell. Would you catch me if I fell?


Pathfinder Rulebook Subscriber
James Jacobs wrote:
Astral Wanderer wrote:
James Jacobs wrote:


an in-world reason why your eidolon is what it is
What do you mean exactly/can you provide an example of an "ok eidolon" and a "not ok one" to explain?

I'm not really satisfied with how the ediolon is such a "grab bag" of shapes and powers. No two eidolons looking or behaving exactly alike is kind of annoying and a role-playing turn-off for me. I much prefer eidolons when they're built to resemble an existing type of outsider—be it an angel or a demon or whatever. So... an eidolon that you can say is an unusual or unique azata or elemental and it feels like and looks like it is is fine with me, and thus an "okay one". One that's just a missmash of powers and stuff lumped together is a not-okay one, especially if I get the vibe that it's numbercrunched without any attempt at all to give it a personality or back-story.

:) Must be hard when you, as the GM, say out loud. "What idiot thought this <insert game element here> was a good idea?" And then, upon reflection, realize....

Silver Crusade

Pathfinder Adventure Path Subscriber

I've decided to add Mass Combat as early as Book 2 in my Kingmaker game:

Details Here.

My one worry is how swingy the damage could be with two CR 1 armies facing off against one another.

What do you think of the following addendum to the Army Rules?

Damage: Difference between OM-DV. For armies smaller than Medium Subtract the CR Penalty for the army's size from the damage dealt.

Second Question:

The Strategy track appears to double up the penalties and bonuses to damage, because OM directly relates to damage dealt. A reckless Assault gives a +10 bonus to damage, for a -4 penalty to defense. I'm not a numbers whiz like many members of the board, but that seems particularly out of whack.

Paizo Employee Creative Director

mdt wrote:
:) Must be hard when you, as the GM, say out loud. "What idiot thought this <insert game element here> was a good idea?" And then, upon reflection, realize....

Just for the record... the alchemist was the only base class in the APG that really qualifies as "my" idea...

So upon reflection, I'm pretty okay with things.


Pathfinder Rulebook Subscriber
James Jacobs wrote:
mdt wrote:
:) Must be hard when you, as the GM, say out loud. "What idiot thought this <insert game element here> was a good idea?" And then, upon reflection, realize....

Just for the record... the alchemist was the only base class in the APG that really qualifies as "my" idea...

So upon reflection, I'm pretty okay with things.

So you've never put something into a game system, and later had something like that happen? Finding yourself wondering what the bleep you were thinking?

Paizo Employee Creative Director

DM_aka_Dudemeister wrote:

I've decided to add Mass Combat as early as Book 2 in my Kingmaker game:

Details Here.

My one worry is how swingy the damage could be with two CR 1 armies facing off against one another.

What do you think of the following addendum to the Army Rules?

Damage: Difference between OM-DV. For armies smaller than Medium Subtract the CR Penalty for the army's size from the damage dealt.

Second Question:

The Strategy track appears to double up the penalties and bonuses to damage, because OM directly relates to damage dealt. A reckless Assault gives a +10 bonus to damage, for a -4 penalty to defense. I'm not a numbers whiz like many members of the board, but that seems particularly out of whack.

Should be interesting to hear about how it all pans out—mass combat always felt to me like something that's more appropriate for climactic stuff at the end of an AP is all.

As for your adjustment to the damage rules... interesting. Although if you're worried about battles lasting too long, it might be simpler to just add some bonus hit points rather than add another calculation to the mix.

And as for the Strategy track... it's been a while since I've actually looked at those rules, honestly, so I'm not really sure what your question is there...

Paizo Employee Creative Director

mdt wrote:
James Jacobs wrote:
mdt wrote:
:) Must be hard when you, as the GM, say out loud. "What idiot thought this <insert game element here> was a good idea?" And then, upon reflection, realize....

Just for the record... the alchemist was the only base class in the APG that really qualifies as "my" idea...

So upon reflection, I'm pretty okay with things.

So you've never put something into a game system, and later had something like that happen? Finding yourself wondering what the bleep you were thinking?

Sure! The summoner wasn't one of them, though. ;-P

Silver Crusade

Shadows.

Do they just manifest like actual shadows in your games, mostly 2-dimensional and sticking to the walls or other surfaces and reach out from them? Or do you have them free-floating in the air as three-dimensional masses of darkness?


James Jacobs wrote:
mdt wrote:
James Jacobs wrote:
mdt wrote:
:) Must be hard when you, as the GM, say out loud. "What idiot thought this <insert game element here> was a good idea?" And then, upon reflection, realize....

Just for the record... the alchemist was the only base class in the APG that really qualifies as "my" idea...

So upon reflection, I'm pretty okay with things.

So you've never put something into a game system, and later had something like that happen? Finding yourself wondering what the bleep you were thinking?
Sure! The summoner wasn't one of them, though. ;-P

I like that you are honest about this. It annoys me when someone toes the company line, just because they are getting paid. I do understand why they do it, since doing otherwise might lead to not getting a promotion or maybe even getting fired, but it still annoys me.

PS:I guess I should be saying I am glad Paizo allows employees to say what they really feel.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ikarinokami wrote:

forgive me if this question has already been asked and answered.

But is hide in plain sight effective again races with darkvision or the spell true sight?

Perhaps a good way to view spells like these is to remember that they are vision enhancers. Stealth and stealthlike abilities don't counter vision they counter perception.

Classic comic book example. When Rom the SpaceKnight left Earth to search for his people he embued Torpedo a local hero's helmet with the ability to register the presence of Dire Wraiths. As it turned out the Torpedo was ambushed and slain by a mob of Dire Wraiths that had been posing with his friends. Just before they killed him they demonstrated what they had done by lifting a mental charm they had placed on his mind... the charm which had prevented him from perceiving his helmet's Wraith warning.

When you're using Hide in Plain Sight you're pulling essentially a "Batman" Where one moment you see him and the next you aren't. It's not that Batman has become invisible... he's just that good in misdirecting you for the fraction of a second he needs. Hide in Plain Sight is a highly abstracted version of this branch of techniques reduced down to minature scale tactics and 5 foot square mechanics.


LazarX wrote:
Quite frankly, while your concern is valid, making such a move is changing the goalposts because you didn't like the result from the initial conditions you set. You really don't have to concoct a ridiculous scenario. How many ambushes or encounters start from ranged after all? Your player now has to choose between giving up actions in order to close (which may have it's own consequences) or making that ranged attack with all of the negatives he imposed on himself.

I would agree with your point, had I not specifically cautioned players against this sort of action prior to character generation. Copying and pasting my instructions from our game group's private Facebook group:

"Hey guys, I just uploaded the list of drawbacks from Tome of Secrets. I left out a few that weren't well suited to our gaming style, and also edited some that frankly didn't carry a sufficient penalty. Pick from this list - but know that if I suspect you have chosen a drawback to "game" the system so that it doesn't impact you - or, even worse, somehow benefits you - I will remove that drawback and assign one of my own choice to you. And NOBODY wants that. =]"

So, he was warned.


Power Word Unzip wrote:
LazarX wrote:
Quite frankly, while your concern is valid, making such a move is changing the goalposts because you didn't like the result from the initial conditions you set. You really don't have to concoct a ridiculous scenario. How many ambushes or encounters start from ranged after all? Your player now has to choose between giving up actions in order to close (which may have it's own consequences) or making that ranged attack with all of the negatives he imposed on himself.

I would agree with your point, had I not specifically cautioned players against this sort of action prior to character generation. Copying and pasting my instructions from our game group's private Facebook group:

"Hey guys, I just uploaded the list of drawbacks from Tome of Secrets. I left out a few that weren't well suited to our gaming style, and also edited some that frankly didn't carry a sufficient penalty. Pick from this list - but know that if I suspect you have chosen a drawback to "game" the system so that it doesn't impact you - or, even worse, somehow benefits you - I will remove that drawback and assign one of my own choice to you. And NOBODY wants that. =]"

So, he was warned.

Well... you may be thinking far too punitively, in my opinion. Be more tactical - as someone else has pointed out, make him close some ground to get into his preferred melee position, or put him into a position where he CAN'T close to do melee; i.e. fighting against a flying opponent, fighting across a raging river or lava flow, or fighting during a chase. It's not his fault if he's not put into a position where his drawback isn't apparent, is it?


Power Word Unzip wrote:


I would agree with your point, had I not specifically cautioned players against this sort of action prior to character generation. Copying and pasting my instructions from our game group's private Facebook group:

"Hey guys, I just uploaded the list of drawbacks from Tome of Secrets. I left out a few that weren't well suited to our gaming style, and also edited some that frankly didn't carry a sufficient penalty. Pick from this list - but know that if I suspect you have chosen a drawback to "game" the system so that it doesn't impact you - or, even worse, somehow benefits you - I will remove that drawback and assign one of my own choice to you. And NOBODY wants that. =]"

So, he was warned.

Not knowing your group or this player its hard to see if he gamed the system, or built a character around this flaw (A thin line to be sure). Did he make a melee only character then had to pick a flaw and chose the range penalty to avoid the flaw or explain why his character was melee only, or was he picking the flaw and making a character who is so bad at ranged so instead sticks with melee? In any case, not being able to attack ranged opponents can certainly be a flaw.


Tangible Delusions wrote:
o see if he gamed the system, or built a character around this flaw (A thin line to be sure). Did he make a melee only character then had to pick a flaw and chose the range penalty to avoid the flaw or explain why his character was melee only, or was he picking the flaw and making a character who is so bad at ranged so instead sticks with melee? In any case, not being able to attack ranged opponents can certainly be a flaw.

I think it's part of a larger problem, which is that this player constantly complains that things are too hard or unfair, no matter who is running the game (so it's not just me being a killer GM). We as a group have come to the consensus that he wants "free lollipops and easy victories", which the rest of us have sort of moved beyond as gamers. The drawback choice by itself isn't a huge deal, but it is symptomatic of an ongoing pattern of behavior on the player's part.

The other players also seem frustrated by it because they've all chosen more character-based drawbacks that lend themselves to role playing opportunities, and those players have self-penalized their characters in deference to the spirit of the game - the guy with Honest doesn't bluff or feint, the guy with Gullible never, ever rolls Sense Motive (and subsequently got caught with his pants down in Ven Vinder's basement...), and the character with Mute communicates with other PCs exclusively through handwritten notes. Meanwhile, Bad Shot Guy shuns bows, yet still has an inordinately high attack roll with a rapier.

I may try to work in some encounters over the course of the next session that will be problematic for anyone unwilling to use a ranged weapon, though, just to see if it balances out. If he's willing to find workarounds that let him participate creatively without pulling a crossbow (or just hanging back and contributing nothing), I won't feel too bad about it. But if he's just gonna stand there and go, "I ARE A BAD SHOT AND CANNOTZ DO NOTHING", then we might need to re-examine his choice of drawback.

Paizo Employee Creative Director

Mikaze wrote:

Shadows.

Do they just manifest like actual shadows in your games, mostly 2-dimensional and sticking to the walls or other surfaces and reach out from them? Or do you have them free-floating in the air as three-dimensional masses of darkness?

They do both, depending on what one's creepier at the time.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Sorta cross-post from the STAP forum, not sure how often you look there.

2 of the STAP Soundtrack iMix tracks aren't listed on iTunes. They're generically enough named that I can't figure out the sources. What are the source soundtracks for these tracks?

09 - Isle of Dread "Main Theme"
20 - The Crimson Fleet "Night Battle"


I just received my copy of the Inner Sea World Guide...

praise me??

PRAISE ME!!...

is it wrong for me to keep sniffin the book for that oh so lovely and intoxicating new book smell???

Paizo Employee Creative Director

Charlie Bell wrote:

Sorta cross-post from the STAP forum, not sure how often you look there.

2 of the STAP Soundtrack iMix tracks aren't listed on iTunes. They're generically enough named that I can't figure out the sources. What are the source soundtracks for these tracks?

09 - Isle of Dread "Main Theme"
20 - The Crimson Fleet "Night Battle"

Hmmm... I've actually lost my Savage Tide playlist so I'm not sure. Can you provide a link to that whole soundtrack list so I can try to rebuild it?

I THINK that the Main Theme for the Isle of Dread, though, is the main theme from "The Omen III."


Dear James,

Do you prefer point buy or dice rolling? If points, how many? If dice, what method?

Just curious!

Jack

Paizo Employee Creative Director

Jack Thorn wrote:

Dear James,

Do you prefer point buy or dice rolling? If points, how many? If dice, what method?

Just curious!

Jack

I actually prefer die rolling for stats for PCs.

But when I do point buy, I prefer the 20 point method.


If a party comes across some magic items that it cant use and would be dangerous for the party to sell (mantis masks for example). What would be your suggestion be if the cleric wanted to sacrifice the items to his god or the wizard wants to break the item down for use in magic item crafting?

Sczarni RPG Superstar 2012 Top 32

I am working on a 20 level crusader campaign into the Worldwound with a modified version of the Kingmaker rules for exploration and conquering. I have a couple questions about the Wardstones:

1. How much BP would a Wardstone cost?

2. How much would the nexovar cost to create a single Wardstone?

3. How far apart can Wardstones be placed and be effective?

4. What would be a good Consumption cost for the Wardstone since it requires constant prayers and rituals?

BONUS: What is the Last Baron designation mean for Paizo modules?

My initial idea was to slowly move existing Wardstones for lower levels. But that can only expand so far. For mid-level play the players would pay to get them created. And for high level play, adventure for a new nexovar deposit within the Worldwound itself and then create their own Wardstones. I was thinking 1 Wardstone per hex with a consumption of 2.

Paizo Employee Creative Director

The 8th Dwarf wrote:
If a party comes across some magic items that it cant use and would be dangerous for the party to sell (mantis masks for example). What would be your suggestion be if the cleric wanted to sacrifice the items to his god or the wizard wants to break the item down for use in magic item crafting?

My suggestion for "evil" magic items is that the PCs should be able to "sell" them to a good temple for destruction. The temple wouldn't be buying the item to sell, but rewarding the PCs with gold equal to its resale value to encourage them to bring more evil items to them for destruction.

Think of it as a bounty on evil magic items.

That said... not all items built and used by evil organizations are themselves evil. A mantis mask, for example, while it has connotations and associations with evil, isn't itself evil.

Anyway... I'd suggest in your case to allow the cleric to sacrifice the items and have his church pay a bounty to the party for the sacrifice and then the wizard can use his share of the bounty to build items.

Paizo Employee Creative Director

Thomas LeBlanc wrote:

1. How much BP would a Wardstone cost?

2. How much would the nexovar cost to create a single Wardstone?

3. How far apart can Wardstones be placed and be effective?

4. What would be a good Consumption cost for the Wardstone since it requires constant prayers and rituals?

BONUS: What is the Last Baron designation mean for Paizo modules?

My initial idea was to slowly move existing Wardstones for lower levels. But that can only expand so far. For mid-level play the players would pay to get them created. And for high level play, adventure for a new nexovar deposit within the Worldwound itself and then create their own Wardstones. I was thinking 1 Wardstone per hex with a consumption of 2.

Well... wardstones are minor artifacts. They're finally detailed for the PFRPG in the new "Inner Sea World Guide." (The version of these things in the module "The Demon Within" was a bit off and way too overwhelmingly powerful.)

As minor artifacts, they don't really have prices associated with them. That's because the GM needs to set those prices. I don't know the economics of your game, nor how common magic items are, so I can't really provide any gp or BP costs for you. My suggestion, though, would be that they can't be bought with gp OR with BP. Instead, the PCs should go on a quest to earn them, either to gather the equipment and raw materials for them or to earn the aid of the church of Iomedae in building them. Alternatively, if the PCs are charged with building a kingdom to help protect the Worldwound border, then the wardstones could already be there—they'd just need to keep control over the hexes the wardstones are in.

Same goes for nexovar... although we've kinda written that stuff out of the game, since it always struck me as unbelievably convenient that there just happened to be anti demon energy in the river surrounding the place that just happened to one day get demon infested. In the "Inner Sea World Guide," the creation of the wardstones was a monumental task accomplished by the church of Iomedae; the methods they used to do this isn't anything that we've detailed, though, allowing you to keep nexovar in your game if you want. If we DO some day develop more about the Worldwound, though, we'll be going in a different direction than nexovar.

Details on how wardstones work, how far they are apart, and how they need to be maintained can be found in the Inner Sea World Guide section near the end on artifacts.

I wouldn't charge a consumption cost at all for upkeeping them, though; consumption's more about feeding folks than it is praying.

BONUS: LB means "Last Baron." We used it to denote the two adventures that took place in that 2-part adventure arc.


CalebTGordan wrote:

This has come up in our games, but only in jest and with no real impact on our games.

Is the world of Golarian like Earth in terms of gravity, number of moons, tides, and everything else tied to its size, shape, axis tilt, and gravitational effects from said moon(s)?

This was brought up a few times in different situations. Like asking how many seconds it took the rock to hit the bottom of a pit so we could calculate how deep it was. The pit was magical and would have given us a false reading, but one of the players playfully stated the the gravity on Golarian was different enough to change terminal velocity.

Or stating that we camped on the North side of some huge rocks so we could have the most shade during the day (we were in the Cinderlands, and decided to camp in the day and travel at night.) The axis tilt of the world was brought up and someone joked we were actually in the sun the entire day because of how different it really was.

Am I right to assume Golarian is the same as Earth in respect to gravity, physics, and all that jazz?

Physics yes for the most part. Magic does not follow physics though. Gravity is assumed to be yes, but I think it is so more due to an ease of reference thing than because the math adds up to make gravity the same. I mention that because gravity is based on size.

Following exact physics by our world determine how creatures evolve. If James comes on here and says the mass and radius of golarion is different then the math interferes with other things, and brings up a lot of other questions.

g = GM/r2

g=acceleration due to force of gravity
G= gravitational constant (6.67*10^-11 Nm^2/kg^2)
M=mass of object
r=radius

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
CalebTGordan wrote:


This was brought up a few times in different situations. Like asking how many seconds it took the rock to hit the bottom of a pit so we could calculate how deep it was. The pit was magical and would have given us a false reading, but one of the players playfully stated the the gravity on Golarian was different enough to change terminal velocity.

The reply is:

How reliable is your clock?

Working in a library with publications from the early XVIII century and with a lot of historical conferences you get a lot of fun trivia.

Golarion technology is similar to that of Earth around the XVI century.
At that time almost all tower clock were regulated on daylight, with twelve hours of daylight and twelve hours of night, so the had to be regulated every few day and an "hour" wasn't a fixed value and a second was the lowest subdivision of the measurement of a angle, not a time measurement. In some location that practice lasted till the early XIX century.

A small hourglass could give you decent measurements for periods around the half minute or up, but you will have no hope to measure something in seconds ina reliable way.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Lord Fyre wrote:
Is there anything that cannot be blamed on Cosmo?

All the stuff I peg on Frank Miller.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:


It's also a bit too complex, in my opinion, for a pen and paper game. It'd certainly need a complete reworking of the armor system in the game to accommodate armor bonuses from all of those piecemeal slots; since you'd want each armor to give no less than +1 to AC and in many cases you'd want it to give more (leather gauntlets should give more AC than plate mail ones)

I'd have to check but it didn't work out that way. Basically the base piece of an armor, the chest is the piece that gives out the most AC, and it's base type, i.e. metal breastplate, chain shirt, leather jack would determine the base AC of the set. Each piece no matter what it's construction would add 1 AC to the set if it added AC, no armor bonus if it did not. like say a Belt. The end result not counting magical enhancements would be the same as the standard one piece armor we use today.

Dark Archive

James Jacobs wrote:
Tanner Nielsen wrote:
If you had a PF Society character, which faction would they be?

One of the new ones I can't talk about yet.

BUT! If I had to choose an existing one, Cheliax.

And swear eternal allegiance to our Glorious Majestrix, hey? I know you already pray to Asmodeus before going to sleep, but let me give you a piece of advice: the Prince of Darkness does not grant frivolous wishes such as your pleas for preventing baldness (because He *loves* baldies!). Also, don't bother sticking those needles to that ragdoll representing Cosmo; it will (at best) only give him heartburn. ;P

Sczarni RPG Superstar 2012 Top 32

James Jacobs wrote:

Details on how wardstones work, how far they are apart, and how they need to be maintained can be found in the Inner Sea World Guide section near the end on artifacts.

I wouldn't charge a consumption cost at all for upkeeping them, though; consumption's more about feeding folks than it is praying.

Thanks again for the feedback. I skipped the artifact section because I usually don't use them. Quite a bit of change I see. Much better, not nearly as strong and getting rid of the nexovar is nice. Will be easier to work into the story.

I didn't see anything about how far apart they could be. ISWG just says there are dozens across the Ustalav, Numeria, and Mendev border, which I estimated at 850-900 miles long. If one is destroyed it creates a variable sized hole from feet to miles wide.

As for consumption, I will just make an increase in consumption for border hexes to the Worldwound to indicate presence of increased patrols.

I didn't make much changes to the economics of the stuff ya'll put out in Kingmaker. Just added more buildings, hex upgrades, and being able to gain faction points for the Protectorate (the territory the party is conquering in the Worldwound) similar to what was detailed in the faction guide.

???
1. Does this mean there is no longer a Demonscope? And if not, what is the purpose for the Order of the Holy Sentinels?

2. What factions are most interested in the Worldwound?

Currently I am using:
Church of Iomedae
Order of the Holy Sentinels
Green Faith (Iobarians)
Low Templars (not a unified organization, more of a philosophy)
demonic cults
Harbingers of Fate (a stretch)
Blackfire Adepts vs. Riftwardens (expand/close the rift)

The Exchange RPG Superstar 2010 Top 16

CalebTGordan wrote:

This has come up in our games, but only in jest and with no real impact on our games.

Is the world of Golarian like Earth in terms of gravity, number of moons, tides, and everything else tied to its size, shape, axis tilt, and gravitational effects from said moon(s)? ...

Am I right to assume Golarian is the same as Earth in respect to gravity, physics, and all that jazz?

Evidence suggests that axial tilt is less than half that of Earth. From the jungles of Mediogalti Island to the tundra of the Mammoth Lords's demesne, it seems that only Brevoy has any notable seasons.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

James Jacobs wrote:
Charlie Bell wrote:

Sorta cross-post from the STAP forum, not sure how often you look there.

2 of the STAP Soundtrack iMix tracks aren't listed on iTunes. They're generically enough named that I can't figure out the sources. What are the source soundtracks for these tracks?

09 - Isle of Dread "Main Theme"
20 - The Crimson Fleet "Night Battle"

Hmmm... I've actually lost my Savage Tide playlist so I'm not sure. Can you provide a link to that whole soundtrack list so I can try to rebuild it?

I THINK that the Main Theme for the Isle of Dread, though, is the main theme from "The Omen III."

Unfortunately, the playlist on iTunes is incomplete--that's the problem. It was published in Dragon 355, though. My Google-fu doesn't turn up a link. I could hand-jam it in here if that doesn't violate any copyrights...?

Paizo Employee Creative Director

CalebTGordan wrote:

This has come up in our games, but only in jest and with no real impact on our games.

Is the world of Golarian like Earth in terms of gravity, number of moons, tides, and everything else tied to its size, shape, axis tilt, and gravitational effects from said moon(s)?

This was brought up a few times in different situations. Like asking how many seconds it took the rock to hit the bottom of a pit so we could calculate how deep it was. The pit was magical and would have given us a false reading, but one of the players playfully stated the the gravity on Golarian was different enough to change terminal velocity.

Or stating that we camped on the North side of some huge rocks so we could have the most shade during the day (we were in the Cinderlands, and decided to camp in the day and travel at night.) The axis tilt of the world was brought up and someone joked we were actually in the sun the entire day because of how different it really was.

Am I right to assume Golarian is the same as Earth in respect to gravity, physics, and all that jazz?

Golarion is pretty much close to identical to Earth in all the sciencey ways it needs to be, mostly because no one at Paizo is smart enough to know what happens to tides or weather or gravity or plants or tectonic activity or volcanism or anything else once you get much different than Earth.

There are some minor exceptions (Golarion's leap year happens less frequently than Earth's, for example, and there's a breathable atmosphere on the moon), but for the most part for things like tides and number of moons and distance from the sun and circumference and mass and all that... it's safe to assume it's identical to Earth.

There's enough different on Golarion as it stands with magic and pugwampis and dragons and elves and wands of fireballs and Cheliax and so on that it's nice to not have to worry about things like what's the length between latitudes or how warm is the ocean at the equator. Just look up those values for Earth and you're good to go.

Paizo Employee Creative Director

Asgetrion wrote:
James Jacobs wrote:
Tanner Nielsen wrote:
If you had a PF Society character, which faction would they be?

One of the new ones I can't talk about yet.

BUT! If I had to choose an existing one, Cheliax.

And swear eternal allegiance to our Glorious Majestrix, hey? I know you already pray to Asmodeus before going to sleep, but let me give you a piece of advice: the Prince of Darkness does not grant frivolous wishes such as your pleas for preventing baldness (because He *loves* baldies!). Also, don't bother sticking those needles to that ragdoll representing Cosmo; it will (at best) only give him heartburn. ;P

Actually, I'd be Cheliax so that I could secretly work as a double agent for Sarenrae to take down the entire corrupt government from within, to be honest. Mwa ha ha.

Paizo Employee Creative Director

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Thomas LeBlanc wrote:

[1. Does this mean there is no longer a Demonscope? And if not, what is the purpose for the Order of the Holy Sentinels?

2. What factions are most interested in the Worldwound?

If you're playing "The Demon Within," then there's a demonscope. If not, then there's not. "The Demon Within," like several early modules, was developed in sort of an unfortunate bubble that didn't really communicate effectively with the Adventure Path and the rest of the Campaign line, and thus sometimes there's stuff in there that doesn't carry over quite right. Indeed, for a few adventures, we were even experimenting with not having them actually on Golarion at all but on a "generic" world.

The purpose of the Order of the Holy Sentinels is to simply serve as one of many factions in the Mendevi crusade to fight demons, in any case. Tending to the activity of the wardstones is a good goal for them if you're looking for something in particular.

The factions most interested in the Worldwound are, on the bad guy side, anyone to do with demons (particularly the worship of Deskari). On the good guy side, anyone to do with Mendev and the church of Iomedae. On the neutral side, the Pathfinders and maybe the Aspis Consortium, who both want stuff lost in there.

Paizo Employee Creative Director

Chris Mortika wrote:
Evidence suggests that axial tilt is less than half that of Earth. From the jungles of Mediogalti Island to the tundra of the Mammoth Lords's demesne, it seems that only Brevoy has any notable seasons.

Nope; the axial tilt = earth's.

The apparent lack of notable seasons has MUCH more to do with us trying to present most of our adventures in a "netural" time setting, so that GMs can place them at any part of the year they wish.

Paizo Employee Creative Director

Charlie Bell wrote:
James Jacobs wrote:
Charlie Bell wrote:

Sorta cross-post from the STAP forum, not sure how often you look there.

2 of the STAP Soundtrack iMix tracks aren't listed on iTunes. They're generically enough named that I can't figure out the sources. What are the source soundtracks for these tracks?

09 - Isle of Dread "Main Theme"
20 - The Crimson Fleet "Night Battle"

Hmmm... I've actually lost my Savage Tide playlist so I'm not sure. Can you provide a link to that whole soundtrack list so I can try to rebuild it?

I THINK that the Main Theme for the Isle of Dread, though, is the main theme from "The Omen III."

Unfortunately, the playlist on iTunes is incomplete--that's the problem. It was published in Dragon 355, though. My Google-fu doesn't turn up a link. I could hand-jam it in here if that doesn't violate any copyrights...?

The missing songs from iTunes were, I believe, due to the fact that a few of the songs we'd picked out were so perfect but weren't on iTunes that we went ahead and did them anyway.

HOWEVER! I managed to track them down.

"Night Battle" is from the soundtrack to "First Knight," from Jerry Goldsmith.

And "Main Theme" is confirmed as the main titles from the Omen III.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
and there's a breathable atmosphere on the moon),

Ahh ha!

Something new in the Inner sea world guide?
Le only information I had was that it is apparently barren even if some people claim that the side opposite to the planed is inhabitated.

Paizo Employee Creative Director

Diego Rossi wrote:
James Jacobs wrote:
and there's a breathable atmosphere on the moon),

Ahh ha!

Something new in the Inner sea world guide?
Le only information I had was that it is apparently barren even if some people claim that the side opposite to the planed is inhabitated.

Nope. I think the first time we mentioned the breathable moon atmosphere was probably in Pathifnder #14. It's certainly implied in "Lords of Chaos," in the section about the Moonscar near the end of the book.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
and there's a breathable atmosphere on the moon),
Diego Rossi wrote:


Ahh ha!

Something new in the Inner sea world guide?
Le only information I had was that it is apparently barren even if some people claim that the side opposite to the planed is inhabitated.

James Jacobs wrote:


Nope. I think the first time we mentioned the breathable moon atmosphere was probably in Pathifnder #14. It's certainly implied in "Lords of Chaos," in the section about the Moonscar near the end of the book.

I was going with the "Into the Black" article (pathfinder 14).

Under Golarion it say:
"It has a single moon, which is tidally locked so as to constantly show the same face to its parent planet. While that face is barren and gray, a world obviously bereft of life, some whisper that its desolation is merely an elaborate ploy, and that life lurks beyond the horizon, avoiding then prying eyes of terrestrial astronomers."

I much liked the "old SF" feel of the Into the black article so I did read it carefully.
It would be interesting to play some adventure in that kind of setting.

I am still waiting for "Lord of Chaos" to my nearby game store. It was ordered two moths ago. Living on the other side of the ocean is a pain sometime. :(


So did you miss posting on the forums during the period of downtime due to maintance or did you sorta view it like a vacation?


Just for the fun of it, found the best substitute picture of a Fiendish Tyrannosaurus Rex on Deviantart, by KaijuSamurai.

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