James Jacobs Creative Director |
Belle Mythix |
1 person marked this as a favorite. |
Believe me... watching so many folks get so many cool projects off the ground with Kickstarter's help has REALLY tempted me to do a Kickstarter for Unspeakable Futures... but I haven't because as it turns out, I already have a full-time job here at Paizo. If I were to do a Kickstarter for Unspeakable Futures... that'd put me in a new position including designer, publisher, and depending on how much money it makes, art director and editor and developer and sales rep and so on for such a project. Making enough money on a kickstarter so that I can start hiring freelance editors and art directors and graphic designers would be nice, but the more money, the bigger the project and the more stretch goals I'd like to do.
In short... I don't have time to do this as a Kickstarter AND be Paizo's Creative Director at the same time. It's not a question of whether or not I'd get it funded (I'd probably ask for a baseline goal of $60,000 or $90,000), because I think that the desire for something like this is out there. It's entirely a question of doing it and then either getting fired from Paizo because I started spending too much time on the Kickstarter that I'm no longer able to do my job here, or on the flip side not being able to deliver the product I want and that the funders deserve in anything resembling an acceptable time frame.
If I ever win millions at the lotery, I will think about this.
ohako |
So, I tried asking these in the rules forum, but I guess I might as well ask them here too. These questions all have to do with the new bard archetype thundercaller presented in Varisia: Birthplace of Legends.
The thundercaller's thunder call bardic performance is a supernatural effect that duplicates (including the saving throw) of sound burst. Now, I might say that most supernatural effects use a standard style of saving throw (10 +1/2 level +some stat mod), but thunder call says it specifically uses the spell-style saving throw (presumably using a 2 for thunder call's level.
1. Can I boost the thunder call's saving throw DC by taking Spell Focus (evocation)? Or use Spell Penetration, or things like that?
2. A bardic performance can be maintained as a free action. I would like to use a standard action for a Dazzling Display in the hopes of reducing my enemies' saving throws before calling the thunder. Can I do that?
3. A common alternate racial trait for a Shoanti might be heart of the wilderness, which gives 1/2 level bonuses to Survival. The thundercaller ability bound to the land does the same thing. Do half-bonuses from different sources stackinto a whole +1?
4. Thunder call is scaling AoE auto-damage, with an extra save-or-stun, for the cost of 1 round of bardic performance. It replaces inspire competence. If I might say so, isn't that a little over the top? Maybe I read the power wrong?
James Jacobs Creative Director |
1 person marked this as a favorite. |
So, I tried asking these in the rules forum, but I guess I might as well ask them here too. These questions all have to do with the new bard archetype thundercaller presented in Varisia: Birthplace of Legends.
The thundercaller's thunder call bardic performance is a supernatural effect that duplicates (including the saving throw) of sound burst. Now, I might say that most supernatural effects use a standard style of saving throw (10 +1/2 level +some stat mod), but thunder call says it specifically uses the spell-style saving throw (presumably using a 2 for thunder call's level.
1. Can I boost the thunder call's saving throw DC by taking Spell Focus (evocation)? Or use Spell Penetration, or things like that?
2. A bardic performance can be maintained as a free action. I would like to use a standard action for a Dazzling Display in the hopes of reducing my enemies' saving throws before calling the thunder. Can I do that?
3. A common alternate racial trait for a Shoanti might be heart of the wilderness, which gives 1/2 level bonuses to Survival. The thundercaller ability bound to the land does the same thing. Do half-bonuses from different sources stackinto a whole +1?
4. Thunder call is scaling AoE auto-damage, with an extra save-or-stun, for the cost of 1 round of bardic performance. It replaces inspire competence. If I might say so, isn't that a little over the top? Maybe I read the power wrong?
1) Nope. It's a supernatural ability, not a spell, even though it mimics a spell effect very closely.
2) Thunder call produces an instantaneous effect, just like the spell, and as such it can't be maintained. You CAN do this as a move or a free action when you get high enough level though.
3) Nope.
4) I'm not sure giving the bard a good sonic attack option now and then is over the top at all.
FiddlersGreen |
FiddlersGreen wrote:James Jacobs wrote:FiddlersGreen wrote:Technically you can put the anchoring special ability on any melee weapon or throne weapon, so if bodywraps of mighty strikes qualify, then yes, you can. But personally, I wouldn't allow it because it's weird... the idea of an anchoring weapon is that it functions sort of like an immovable rod—the weapon stays put and stuck in or lodged against its victim. With a monk, that would mean your fist or foot or whatever you just used on a foe would stick to him... which would mean that unless you lopped that part off... YOU would suffer the effects as well. Which is kinda silly. So, I would say that you can't put this special ability on anything that would enhance an unarmed strike or natural attack. You could certainly do a similar effect... but to me, that's just Stunning Fist by another name.Hey James, need to ask few a questions about a new item property in UE.
** spoiler omitted **
1. Can I put the property on a bodywrap of mighty strikes?
2. If I do and trigger the ability, does it achieve anything since the bodywrap only affects my unarmed strike for the duration of the attack(s).
3. If it does work, is is just the body part that I used for the unarmed strike that is immobilised, or is it my entire body?
4. Does the line "This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat." prevent the agile weapon property from being put on an amulet of mighty fists?
Still playing monks and loving it, despite what others say. =)
I actually thought of it as the monk using one hand to hold the wizard's arm whilst he punched the wizard's lights out with his other hand. With this property, he could 'lock' the hand that was holding the wizard's arm, so that neither of them would be going anywhere. Then unleash a flurry of blows in the wizard's face.
What I needed to know was whether the anchoring property would lock the entire monk instead of just the hand.
Also, question 4?
The anchoring property would hold the monk in place next to the target. Which is why it's a weird thing to put on it.
4) Yes. Especially if that helps folks get a little less bent out of shape about how monks aren't better than fighters.
I looked at the anchoring property again, and I think I get why you say it is wierd. There's no mechanic for de-activating the anchoring effect, so the monk would be stuck until he, well, chopped his hand off. XD
As for question 4, I apologise if the question was clumsily phrased, but as it is, an answer of 'yes' means that the agile property cannot be put on an AoMF. Did you mean to say 'yes' as in it can be put on the amulet?
Also, don't lose faith in us monk players yet. It really is just a vocal minority that is giving us a bad name. If it helps, there are monk players out there who feel annoyed at that vocal minority for their tone, insistence and at times outright rudeness towards the Paizo staff. Alot of us just play the monk as it is and work within the existing rules to have as much fun with out characters as we can. =)
Tels |
FiddlersGreen wrote:4. Does the line "This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat." prevent the agile weapon property from being put on an amulet of mighty fists?4) Yes. Especially if that helps folks get a little less bent out of shape about how monks aren't better than fighters.
This actually wouldn't help the Monk fans at all. Agile property allows you to use your Dexterity for damage if the weapon can be used with Weapon Finesse. He's asking if Agile can be put on an Amulet of Mighty Fist and you're saying, "No".
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Not to try and override James, but Unarmed Strikes and Natural Weapons are considered light weapons, and therefore, finesseable. Since all weapons capable of benefiting from the Amulet of Mighty Fist are considered 'light' weapons, I would have to say that the Agile property can, indeed, be put on an Amulet of Mighty Fist.
But I'm just me and what I say doesn't work for anyone but me an my group.
[Edit] Lol, that's what I get for opening multiple thread tabs then reading them one by one. 9 minute Ninja by FiddlersGreen :P
Scott Andrews |
Odraude wrote:What is this Unspeakable Futures I keep hearing mentioned every so often?It's a (currently still unpublished) game I've been working on for about 12 years.
The game itself is a d20 post-apocalyptic game that mixes Lovecraft's mythos with themes from Fallout, the Dark Tower, Road Warrior, Gamma World, and similar post-apocalyptic storylines. In it, you can play races like humans, androids, deep one hybrids, half-ghouls, and serpentfolk, or play classes like scavengers, wastrels, mystics, espers, gunslingers, snipers, and cabalists. There's magic an technology side by side, and lots of horror themes.
I started working on the game about the time the d20 system came out; I was working at WotC at the time and was intrigued by how the system worked. When WotC put out the d20 Call of Cthulhu rules, I started incorperating some of those rules into the game... same for d20 Modern and 3.5. Currently, the rules are mostly converted all over up to Pathfinder.
I've run a few campaigns and some one-shot games of Unspeakable Futures, and a few of my friends have run campaigns as well... it's gone through a LOT of incarnations and playtesting as a result.
SOME day I'd love to try to get it published, but for now, you can see some of those rules peeking into Pathfinder here and there in the form of the robot rules (debuted in Dungeons of Golarion and further in the upcoming Inner Sea Bestiary) and in Ultimate Combat's gunslinger class (which is a heavily modified and more fantasy-based version of the class).
I'd buy it, even if I wasn't a superscriber.
James Jacobs Creative Director |
James Jacobs Creative Director |
James Jacobs wrote:FiddlersGreen wrote:4. Does the line "This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat." prevent the agile weapon property from being put on an amulet of mighty fists?4) Yes. Especially if that helps folks get a little less bent out of shape about how monks aren't better than fighters.This actually wouldn't help the Monk fans at all. Agile property allows you to use your Dexterity for damage if the weapon can be used with Weapon Finesse. He's asking if Agile can be put on an Amulet of Mighty Fist and you're saying, "No".
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Not to try and override James, but Unarmed Strikes and Natural Weapons are considered light weapons, and therefore, finesseable. Since all weapons capable of benefiting from the Amulet of Mighty Fist are considered 'light' weapons, I would have to say that the Agile property can, indeed, be put on an Amulet of Mighty Fist.
But I'm just me and what I say doesn't work for anyone but me an my group.
[Edit] Lol, that's what I get for opening multiple thread tabs then reading them one by one. 9 minute Ninja by FiddlersGreen :P
Actually, that's me mis-reading a question after being hit by a mountain of them. As I mentioned in my previous clarification post, that's a "Yes you can put it on an amulet of mighty fists."
Alexander Augunas Contributor |
Back in July, you posted a response to someone asking why the sword cane could not be used with Weapon Finesse. You responded that it did not make sense to you that this was not the case. Someone agreed with you, and in August when Ultimate Equipment was released the sword cane was made finessable via a newly added line in its description (much in the same vein as the rapier).
How does this make you feel?
James Jacobs Creative Director |
4 people marked this as a favorite. |
Back in July, you posted a response to someone asking why the sword cane could not be used with Weapon Finesse. You responded that it did not make sense to you that this was not the case. Someone agreed with you, and in August when Ultimate Equipment was released the sword cane was made finessable via a newly added line in its description (much in the same vein as the rapier).
How does this make you feel?
Like someone was finally paying attention to me over on the design team! :P
doc the grey |
doc the grey wrote:Sweet thanks for the quick answers on the last one though I was more wondering for my personal interest especially with some certain articles coming down the pipe for them in shattered star. With that being said will we be seeing any for them in general?
Now second question: Why do you dislike dwarves in particular, I know from what I've heard around Gencon's past that they are definitely not your favorite race and was interested to hear your reasons.
Finally Darklands stuff. What were the Darklands like pre-earthfall before drow and when dwarves were underground, was it all in all a "nicer" place then it was before? Did the Azlanti know they were down there, was their culture and society more advanced then it was now?
Finally finally in your games do you have any pockets of non gillmen azlanti's floating around golarion that survived through earthfall? If not how is it that none of the azlant survived earthfall but humanity managed to make its way on through even though they lacked the power, size, and magical apptitude of the azlanti culture?
Shattered Star focuses more on the adventure and less on the Pathfinder Society. There's a little Pathfinder Society stuff, mostly in parts 1 and 6, but overall that element is pretty minor.
I don't like dwarves because they're loud and noisy and drink beer. Also because in earlier editions of the game, they couldn't be wizards... or really ANYTHING other than fighters or thieves or maybe clerics, and with really low level limits on top of that. Also because they are often associated with grease and oil and smoke and fire, rather than more natural outdoorsy stuff like elves and gnomes and halflings are. Also because they're TOO bound by traditions, and because the typical dwarf fan is a bit too eager to be proud of the fact that they like dwarves and think they're better. And so on.
K think that first question came out wrong, I meant will we be getting new spells, items, etc to bring more interaction between players and qilppoth?
Second thing, agree with you on the dwarves being stuck a bit and there being fans that like them that way but that being said you guys are known for your ability to take creatures and races that feel old hat and breath life back into them, is there anything you would do to punch them up and make them a bit more diverse?
Also on dwarves why does the not nature thing matter so much? Is it a personal thing or do you feel it goes against some other inherent designing ethos?
3.) When does Nemeret Noctori show up in the scheme of things? Was it around during the time of the serpentfolk or did the ghouls show up after their fall?
4.) Back to the Azlant thing I was also wondering how is it that almost none of the normal non gillman azlant with all their technology and magic, not survive in some capacity while the other primitive human cultures not only survived but thrived? Also assume this means there aren't any pockets of azlanti holding out somewhere in the world on their last legs like Arcadia or otherwise?
Adam Daigle Director of Narrative |
1 person marked this as a favorite. |
katherinethegreat wrote:I can't remember for sure... it's either "Irrisen" or "Irriseni." We actually had that discussion last week, but I didn't write down the results. Rob McCreary and the editors did, though.What's the word for "from Irrisen"? (e.g. China is to Chinese as Irrisen is to...)
Do any of the Paizo staff play the iconics in their home games? Have you played Merisiel in a game?
We decided on Irriseni, though Rob wanted Irrisene.
Tensor |
James Jacobs wrote:We decided on Irriseni, though Rob wanted Irrisene.katherinethegreat wrote:I can't remember for sure... it's either "Irrisen" or "Irriseni." We actually had that discussion last week, but I didn't write down the results. Rob McCreary and the editors did, though.What's the word for "from Irrisen"? (e.g. China is to Chinese as Irrisen is to...)
Do any of the Paizo staff play the iconics in their home games? Have you played Merisiel in a game?
You know what they say about dudes who end plural words with an "i", right?
Alan_Beven |
James, in my campaign I would like to have a sufficiently large number of Efretti grant 10,001 wishes to their underlings, all at the same time, to have my PCs sent back in time 3 months before they slayed a particular being so that that being is alive again. Does that sound like enough wishes :-)
Also, I have not found any references to the Archomentals in PF lore, but I may well have missed it. Does Imix or a similar being exist in Golarion?
Umbranus |
James, I got some questions about the halfling staff sling:
1) Does the halfling warslinger alternate racial trait apply to halfling staff slings as well or only to normal slings?
2) If it applys, can a magus (who needs to have a hand free) use spell combat in the same round in which he uses his staff sling and reloads it using a free action. Or does using the offhand for a free action (reloading the sling) stop it from being "free" for the whole turn.
My plan is to build a halfling myrmidarch magus with a staff sling who can use a full attack to cast a spell and make his full number of ranged attacks with his staff sling.
As the staff sling counts as a melee weapon and a ranged weapon at the same time the fact that you need to wield a melee weapon for spell combat would not matter. But the reload problem could kill this nice idea.
Tels |
Hey James, recently taunting a friend on a diet with some of her favorite chips, and I had a thought. Do you have a Game Food that you bring/eat every time you play?
Personally, I always bring Pepsi and Mountain Dew, and Fritos Scoops with Jalapeno Cheese dip. It's become a tradition amongst me and my friends. Do you have anything like that?
Tels |
I have a question about the Rogue Talent Offensive Defense.
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.
1) Is the Dodge bonus only supposed to apply to the victim of the Sneak Attacks or from everyone?
2) If a Rogue gets a full attack with Sneak Attacks, do all the hits add Dodge Bonuses? Take a 9th level Rogue with Two-Weapon Fighting. She has 3 attacks and her Sneak Attack is 5d6. If she lands all 3 attacks, does she gain a +15 Dodge bonus or simply +5?
drumlord |
I have a couple questions about module 5 of the new Runelords edition (which is amazing, by the way). I posted one in the errata thread a few days ago, but here it is in case you'd rather just answer it here:
The DC 43 knowledge check for Runeforge Lore on page 248 is actually just a copy and paste of the DC 40 knowledge check for Xin-Shalast lore found on page 233. Looking back at the original edition, it doesn't appear to have any extra information; its DC 43 check became the DC 50 check in the new edition.
1) Any ideas for replacement knowledge? Or would it be best to knock the DC 50 check back down to DC 43 and simply not have a fifth piece of information?
2) Also, one bonus extra question: the hounds of Lamashtu are listing as having a poison on page 246, but I can't seem to find the stats for it. Do you know where that can be found?
Not a question, but you can add me to the mental list of those wanting the Oliphaunt of Jandelay statted up when mythic comes, even if you don't get rules in place for colossal+ creatures. I'm very tempted to have him menacing the countryside after they beat Karzoug (unless Mhar Massif wakes up in which cases I guess I'd want stats for him). Thanks for the answers.
Abandoned Arts RPG Superstar Season 9 Top 32 |
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Speaking of Karzoug... is Karzoug a "low powered" Runelord?
I ask because you've mentioned that you're considering writing up the Runelords as Mythic NPCs, but Karzoug is already statted out as a plain old 20th-level character.
Daron Woodson
Abandoned Arts
Cheapy |
I have a question about the Rogue Talent Offensive Defense.
Offensive Defense wrote:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.1) Is the Dodge bonus only supposed to apply to the victim of the Sneak Attacks or from everyone?
2) If a Rogue gets a full attack with Sneak Attacks, do all the hits add Dodge Bonuses? Take a 9th level Rogue with Two-Weapon Fighting. She has 3 attacks and her Sneak Attack is 5d6. If she lands all 3 attacks, does she gain a +15 Dodge bonus or simply +5?
LazarX |
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.I ask because you've mentioned that you're considering writing up the Runelords as Mythic NPCs, but Karzoug is already statted out as a plain old 20th-level character.
Something dies inside when you stick the word "plain" in front of "20th level character".
Alexander Augunas Contributor |
Adam Daigle wrote:James Jacobs wrote:We decided on Irriseni, though Rob wanted Irrisene.katherinethegreat wrote:I can't remember for sure... it's either "Irrisen" or "Irriseni." We actually had that discussion last week, but I didn't write down the results. Rob McCreary and the editors did, though.What's the word for "from Irrisen"? (e.g. China is to Chinese as Irrisen is to...)
Do any of the Paizo staff play the iconics in their home games? Have you played Merisiel in a game?
You know what they say about dudes who end plural words with an "i", right?
... they communicate via small, porous openings across their milk-white skin by allowing air to freely flow through them?
Alexander Augunas Contributor |
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.Speaking of Karzoug... is Karzoug a "low powered" Runelord?
I ask because you've mentioned that you're considering writing up the Runelords as Mythic NPCs, but Karzoug is already statted out as a plain old 20th-level character.
Daron Woodson
Abandoned Arts
I think that Jason's sample minotaur from Tuesday shows that "mythic" doesn't always mean "super high CR." That mythic minotaur was CR 6 at best (it even uses the XP values for a CR 6 creature).
Anyway, my response is a solid, "Let's wait and see."
James Jacobs Creative Director |
James Jacobs Creative Director |
K think that first question came out wrong, I meant will we be getting new spells, items, etc to bring more interaction between players and qilppoth?Second thing, agree with you on the dwarves being stuck a bit and there being fans that like them that way but that being said you guys are known for your ability to take creatures and races that feel old hat and breath life back into them, is there anything you would do to punch them up and make them a bit more diverse?
Also on dwarves why does the not nature thing matter so much? Is it a personal thing or do you feel it goes against some other inherent designing ethos?
3.) When does Nemeret Noctori show up in the scheme of things? Was it around during the time of the serpentfolk or did the ghouls show up after their fall?
4.) Back to the Azlant thing I was also wondering how is it that almost none of the normal non gillman azlant with all their technology and magic, not survive in some capacity while the other primitive human cultures not only survived but thrived? Also assume this means there aren't any pockets of azlanti holding out somewhere in the world on their last legs like Arcadia or otherwise?
Eventually, yes. I had one qlippoth spell in Pathfinder #64 that let you summon nyogoths, but I cut it because I ran out of space in the article.
Second: The problem is that dwarves are doing what they're doing. They're ALREADY popular, and any change we made for me to like them more would make the established (and large and vocal) dwarf fans unhappy. Dwarves are a great example of me not having to like everything in Pathfinder. (Frankly... I think one way that we COULD have made them more palatable to me would be to take a cue from Dragon Age and make them more lawful neutral than lawful good, and make them SUPER foul-mouthed... but for better or worse, we didn't go that route). Overall... though... it's pretty much my opinion and a personal thing about dwarves. My first ever character in the game back in 5th grade was a dwarf, and while that didn't bother me... over the next 30+ years, I've grown increasingly annoyed by them.
3) Nemret Noktoria has been a round for a long, long time. PROBABLY didn't show up until after the Age of Darkness got underway...but I'm not gonna say for sure yet.
4) Because the majority of the Azlants were on the continent that the aboleths had their sights on, while the rest of humanity were not. There were certainly other Azlants living elsewhere... such as in Saventh-Yhi in Garund... but over the next few ages... even they all died out. Aroden was the last one, and he only died a 100 years ago... but there are still some out there, I suspect, waiting to pop up now and then like they do in adventures.
James Jacobs Creative Director |
1 person marked this as a favorite. |
If you were to stat out Miskatonic as a college in the pathfinder rules like those in inner sea magic what school would you use as a base to build off of? Would it be more like Korvosa, the Arcanamirium of Absolam?
HA! I'd actually start it from scratch and build it to be a school that caters particularly to alchemists, wizards, and bards, and make it so that the school has strong connections to various eldritch matters, but overall not a bad place. A good place that has too much curiosity for its own good.
James Jacobs Creative Director |
James, in my campaign I would like to have a sufficiently large number of Efretti grant 10,001 wishes to their underlings, all at the same time, to have my PCs sent back in time 3 months before they slayed a particular being so that that being is alive again. Does that sound like enough wishes :-)
Also, I have not found any references to the Archomentals in PF lore, but I may well have missed it. Does Imix or a similar being exist in Golarion?
Wishes are what you make of them. If you want, 1 wish is enough. We've actually talked quite a lot about wishes and genies and their relationships in Legacy of Fire, particularly in the final adventure in that volume where certain plot elements involving using lots of genie wishes come to a head...
Archomentals are the intellectual property of Wizards of the Coast. We DO have elemental lords, though... one of them, the fire elemental lord, plays a big part in the background (but not the actual adventures) of Legacy of Fire. There are 4 elemental lords in our setting, all of them evil. See the Inner Sea World Guide, page 233, for more info... but not MUCH more. We haven't done much with them yet.
And to head off the next question: Nope, there are no good elemental lords. There used to be, but the evil ones killed them.
James Jacobs Creative Director |
James, I got some questions about the halfling staff sling:
1) Does the halfling warslinger alternate racial trait apply to halfling staff slings as well or only to normal slings?
2) If it applys, can a magus (who needs to have a hand free) use spell combat in the same round in which he uses his staff sling and reloads it using a free action. Or does using the offhand for a free action (reloading the sling) stop it from being "free" for the whole turn.
My plan is to build a halfling myrmidarch magus with a staff sling who can use a full attack to cast a spell and make his full number of ranged attacks with his staff sling.
As the staff sling counts as a melee weapon and a ranged weapon at the same time the fact that you need to wield a melee weapon for spell combat would not matter. But the reload problem could kill this nice idea.
1) I don't see a problem with having that trait apply to staff slings.
2) That'd be up to your GM... but in my opinion, the magus is flavored best when the weapon is his primary melee attack and his spells are his primary ranged attack.
James Jacobs Creative Director |
4 people marked this as a favorite. |
Hey James, recently taunting a friend on a diet with some of her favorite chips, and I had a thought. Do you have a Game Food that you bring/eat every time you play?
Personally, I always bring Pepsi and Mountain Dew, and Fritos Scoops with Jalapeno Cheese dip. It's become a tradition amongst me and my friends. Do you have anything like that?
Good thing your friend has such a loving support group for her diet!
I generally do not bring snacks to games... I often bring lunch or dinner though, since my games tend to happen at the start of those events. Snacking during a game is actually something I would kind of call a bad habit, and the more gamers out there who bring fruit or veggies or healthy snack options to their games... the better! STAY ALIVE, GAMERS!!!!
James Jacobs Creative Director |
I have a question about the Rogue Talent Offensive Defense.
Offensive Defense wrote:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.1) Is the Dodge bonus only supposed to apply to the victim of the Sneak Attacks or from everyone?
2) If a Rogue gets a full attack with Sneak Attacks, do all the hits add Dodge Bonuses? Take a 9th level Rogue with Two-Weapon Fighting. She has 3 attacks and her Sneak Attack is 5d6. If she lands all 3 attacks, does she gain a +15 Dodge bonus or simply +5?
1) The Dodge bonus applies to all attacks from all sources.
2) Nope. 3 sneak attacks at 5d6 each results in a +5 dodge bonus.
doc the grey |
doc the grey wrote:If you were to stat out Miskatonic as a college in the pathfinder rules like those in inner sea magic what school would you use as a base to build off of? Would it be more like Korvosa, the Arcanamirium of Absolam?HA! I'd actually start it from scratch and build it to be a school that caters particularly to alchemists, wizards, and bards, and make it so that the school has strong connections to various eldritch matters, but overall not a bad place. A good place that has too much curiosity for its own good.
That's kind of what I figured, it's been kind of a dream pet project of mine to build it as a faction in my home world with the college stuff laid out in inner sea magic but haven't really had a good example to build off of as the arcanimirium is more practical, utility magic while korvosa is more summoning and planar contact which was always something that miskatonic had more as a side effect of their collection of tomes then anything else. This actually leads into another question I have, what rules and build guides do you guys use to craft your factions like those in the faction guide or inner sea magic and will you ever release something that will help guide others in building factions or schools for their own home games?
James Jacobs Creative Director |
About the upcoming titles in the Campaign Setting Line:
1. What is Chronicle of Righteous about?
2. How many castles will Castles of the Inner Sea have?
1) It's about Empyreal Lords. The good guy versions of demon lords and arch devils and the like.
2) I believe the plan is to do 6 castles. The book will be organized similarly to Dungeons of Golarion and Lost Cities and Lost Kingdoms.
James Jacobs Creative Director |
James Jacobs Creative Director |
1 person marked this as a favorite. |
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.Speaking of Karzoug... is Karzoug a "low powered" Runelord?
I ask because you've mentioned that you're considering writing up the Runelords as Mythic NPCs, but Karzoug is already statted out as a plain old 20th-level character.
Daron Woodson
Abandoned Arts
Nope. Karzoug has, from the start, been intended to be the "middle-powered runelord." There are seven runelords. Three are more powerful than Karzoug (Xanderghul, Sorshen, and Alaznist) and three are less powerful (Zutha, Belimarius, and Krune). Karzoug is meant to be the toughest "Core Rulebook" runelord. Only Xanderghul, Sorshen, and Alaznist are/were mythic characters.
James Jacobs Creative Director |
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I have a couple questions about module 5 of the new Runelords edition (which is amazing, by the way). I posted one in the errata thread a few days ago, but here it is in case you'd rather just answer it here:
The DC 43 knowledge check for Runeforge Lore on page 248 is actually just a copy and paste of the DC 40 knowledge check for Xin-Shalast lore found on page 233. Looking back at the original edition, it doesn't appear to have any extra information; its DC 43 check became the DC 50 check in the new edition.
1) Any ideas for replacement knowledge? Or would it be best to knock the DC 50 check back down to DC 43 and simply not have a fifth piece of information?
2) Also, one bonus extra question: the hounds of Lamashtu are listing as having a poison on page 246, but I can't seem to find the stats for it. Do you know where that can be found?
Not a question, but you can add me to the mental list of those wanting the Oliphaunt of Jandelay statted up when mythic comes, even if you don't get rules in place for colossal+ creatures. I'm very tempted to have him menacing the countryside after they beat Karzoug (unless Mhar Massif wakes up in which cases I guess I'd want stats for him). Thanks for the answers.
1) Ugh. That looks to be a copy-paste error introduced, I would guess, at the point during layout where the tables for the book were being built. There should be no DC 43 entry at all on that table. The DC 50 check should stay at a DC 50 check.
2) The hound's poison attack was left off accidentally from its stat block. Here it is:
Poison (Ex): Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Wisdom damage; cure 2 consecutive saves. The save DC is Constitution-based.
James Jacobs Creative Director |
Tels wrote:There's a FAQ for that :)I have a question about the Rogue Talent Offensive Defense.
Offensive Defense wrote:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.1) Is the Dodge bonus only supposed to apply to the victim of the Sneak Attacks or from everyone?
2) If a Rogue gets a full attack with Sneak Attacks, do all the hits add Dodge Bonuses? Take a 9th level Rogue with Two-Weapon Fighting. She has 3 attacks and her Sneak Attack is 5d6. If she lands all 3 attacks, does she gain a +15 Dodge bonus or simply +5?
I hope we decide to let the bonus apply to all attackers, frankly. We'll see.
James Jacobs Creative Director |
James Jacobs Creative Director |
This actually leads into another question I have, what rules and build guides do you guys use to craft your factions like those in the faction guide or inner sea magic and will you ever release something that will help guide others in building factions or schools for their own home games?
We generally look at existing factions and build them to match roughly the same level of power. We don't have an internal "this is how to build a faction" document. We have no plans at this point in creating and/or publishing such a document... mostly because we don't currently have a book line that something like that would comfortably fit into.
doc the grey |
doc the grey wrote:This actually leads into another question I have, what rules and build guides do you guys use to craft your factions like those in the faction guide or inner sea magic and will you ever release something that will help guide others in building factions or schools for their own home games?We generally look at existing factions and build them to match roughly the same level of power. We don't have an internal "this is how to build a faction" document. We have no plans at this point in creating and/or publishing such a document... mostly because we don't currently have a book line that something like that would comfortably fit into.
So this isn't even something we might see more support for in say ultimate campaign?
James Jacobs Creative Director |
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James Jacobs wrote:So this isn't even something we might see more support for in say ultimate campaign?doc the grey wrote:This actually leads into another question I have, what rules and build guides do you guys use to craft your factions like those in the faction guide or inner sea magic and will you ever release something that will help guide others in building factions or schools for their own home games?We generally look at existing factions and build them to match roughly the same level of power. We don't have an internal "this is how to build a faction" document. We have no plans at this point in creating and/or publishing such a document... mostly because we don't currently have a book line that something like that would comfortably fit into.
Nope. Ultimate Campaign is about the things your characters do before or in between or after adventures. Things like how to build up a cool character background, or what retiring from adventuring means, or how to build a city or run a guild or found a temple or the like. All in-game stuff.
Something like "here's how to build factions" is more meta—it doesn't give you rules for how to simulate events in a fantasy setting... it gives you rules on how to WRITE those rules.
Advice on game design isn't something we do in our books for the most part. We do it now and then (such as the rules on how to price magic items or how to build monsters), but not for everything.
Frankly, I think a "how to design RPG rules" book would be VERY helpful, but it's not really a subject that fits well into any of our current book lines. The best line for a book like this would be the rules line, but that line only has 3 books a year, so competition for that line is VERY fierce.
drumlord |
1) Ugh. That looks to be a copy-paste error introduced, I would guess, at the point during layout where the tables for the book were being built. There should be no DC 43 entry at all on that table. The DC 50 check should stay at a DC 50 check.
2) The hound's poison attack was left off accidentally from its stat block. Here it is:
Poison (Ex): Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Wisdom damage; cure 2 consecutive saves. The save DC is Constitution-based.
Awesome, thanks! Both of these will come in handy in my game this very night.
deuxhero |
You are against combining lance/spirited charge bonus damage with pounce, but what about Mounted Skirmisher (ZENLANCEPSEUDOPOUNCE?)? Mounted Skirmisher and multiple targets in a line?
Isn't disallowing RAGELANCEPOUNCE because you aren't making a charge action (you are on a charging mount) in the first place and can't trigger pounce in the first place a much nicer solution to it than saying it doesn't make sense?