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Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, i'm looking through Ultimate equipment and there are two items that seem to stack, but i'm not sure how.

Muleback cords let you count your effective strength for your carrying capacity as 8 points higher than usual.

the Heavyload belt gives you a permanent Ant Haul spell, which triples your carrying capacity.

My question is, Do they stack, and how do they stack (do you count the cords first?)


James Jacobs wrote:
Abandoned Arts wrote:

James,

Who would win:

Superman vs. Runelord Karzoug?

The Hulk vs. the Jabberwocky?

Cthulu vs. Asmodeus?

Batman vs. Razmir?

Godzilla vs. Treerazer?

Doctor Manhattan vs. the Iathavos Qlippoth?

Daron Woodson
Abandoned Arts

Karzoug

Jabberwock
Cthulhu
Batman
Tie
The Iathavos

Karzoug is obvious because Supermans greatest weakness besides kryptonite... is magic.

but a TIE between Godzilla and treerazer!?!?!

I call shenanigans!! shame on you for copping out like that. how can we trust you if you so obviously tip the scales in the direction of your fellow dinosaur like entity.

Does this same bias effect your hulk - jabberwock decision? do you chose Cthulhu only based on similar scaly skin?

shame on you James... SHAME!!

^_^

Silver Crusade

James Jacobs wrote:
blue_the_wolf wrote:

I dont want to get all Pathfinder 2.0 on you...

but im gonna any way ^_^

but its a light question to which "I have no idea" is a valid answer.

if and when a second edition comes, and I am not saying one is needed, but if and when it comes is it likely to be a Paizo original re-imagining of the game mechanics, or is it more likely to be essentially another minor evolution of the original 3.0 > 3.5 > 3.5e > PF chain with an emphasis on backward comparability?

for some reason that question is keeping me up at 2am.

I'd like to think we'd make choices to make Pathfinder as great a game as possible, and that we'll have built up the goodwill and trust with our customers to do so in ways that may end up taking us further from D&D in some ways. We'll see.

In Paizo, I've learned to trust, but please zero rush on that. The game is fine, and as long as profit margins permit, long live OG Pathfinder!

Paizo Employee Creative Director

Stratagemini wrote:

So, i'm looking through Ultimate equipment and there are two items that seem to stack, but i'm not sure how.

Muleback cords let you count your effective strength for your carrying capacity as 8 points higher than usual.

the Heavyload belt gives you a permanent Ant Haul spell, which triples your carrying capacity.

My question is, Do they stack, and how do they stack (do you count the cords first?)

I'd not let them stack, simply because that starts to veer into the unnecessarily comical for my tastes.

Paizo Employee Creative Director

blue_the_wolf wrote:


but a TIE between Godzilla and treerazer!?!?!

I call shenanigans!! shame on you for copping out like that. how can we trust you if you so obviously tip the scales in the direction of your fellow dinosaur like entity.

Does this same bias effect your hulk - jabberwock decision? do you chose Cthulhu only based on similar scaly skin?

shame on you James... SHAME!!

^_^

Treerazer can cast greater teleport at will, can conjure in balors, can stop time, can do lots of damage with spells and more, and has an entire nation of demons and minions to throw at Godzilla. While it's true that he doesn't have an oxygen destroyer... he's got an Intelligence score about 19 points higher than Godzilla. And can regenerate, so Godzilla can't permanently kill him in the first place.

Godzilla has damage and size on his side, but that doesn't make for an autowin with all the stuff Treerazer has going for him.

Hence: Tie.


Falling wrote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.

Kind of annoying, but per the rules, even Feather Fall requires a concentration check. It's dumb that the one spell who's sole existence is to prevent falling damage, can be bungled in a fall. With a Concentration DC of 21, that can be pretty hard to make at lower levels when you need it most as 500 ft falls are pretty hard to come by in most campaigns, but something like 50 isn't unheard of.


What would be some good guidelines for modifying Shattered Star for 5 players? Would just adding +25% more XP worth of stuff to the encounters work ok? Same with treasure?


James Jacobs wrote:


1) He probably wouldn't care. Since he had no role in Serpent's Skull, for example, and that's entirely what that AP was about, I'd say he doesn't care at all.

*rereads the wiki on Achaekek* Ahh, seems like I had a misunderstanding about the Mantis God's role. Thanks :)


Would you require a concentration check for the wizard to cast a spell if they used a polymorph spell (into a form that could still cast) and were no longer technically holding their bonded weapon?


Tels wrote:
Falling wrote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
James Jacobs wrote:
Karlgamer wrote:

Does Feather Fall require a concentration check if your falling?

I would and have assumed not, but the rules don't seem to list this as an exception.

Nope. Does falling normally require a concentration check? I'd say probably not, since as a general rule, you fall too fast to have a chance to cast most spells.

Given the above(from the SRD), is Feather Fall in specific exempt from this rule?

Do you need to make a concentration check for all spells while falling, or are immediate actions(like Feather Fall) exempt from the check?

Liberty's Edge

What are the gods worshiped by the Garuda and Plumekith? I know they were originally Vudran, but Janasini has not been detailed. I can't see Erastil or Irori fitting.


Is it possible, hard, or simple for a Thassilonian specialist wizard to be good-aligned?

The Exchange

On the topic of the Muleback cords... could these be fitted to a riding dog to allow her to carry more?

Paizo Employee Creative Director

2 people marked this as a favorite.
Tels wrote:
Falling wrote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
Kind of annoying, but per the rules, even Feather Fall requires a concentration check. It's dumb that the one spell who's sole existence is to prevent falling damage, can be bungled in a fall. With a Concentration DC of 21, that can be pretty hard to make at lower levels when you need it most as 500 ft falls are pretty hard to come by in most campaigns, but something like 50 isn't unheard of.

Actually, the thing that's REALLY annoying about that is how it's squirreled away in the falling rules but not mentioned at all in the concentrate rules. It SHOULD be mentioned in both places.

Now, as for feather fall... it's a swift action so it happens immediately. That means you can cast it the instant before you start falling but know you're going to BE falling, and that means you don't have to cast the spell during a fall. Also, I can guarantee that the rules for having to concentrate while falling were written late in the game's development and without regard to how that would impact the spell feather fall, or else we would have mentioned something about that in the spell as well.

Paizo Employee Creative Director

Scott Andrews wrote:
What would be some good guidelines for modifying Shattered Star for 5 players? Would just adding +25% more XP worth of stuff to the encounters work ok? Same with treasure?

Honestly, the difference between running for 4 players and 5 players is pretty slight in my experience. You should probably keep an eye on the flow of the game, and as you get a feel for how your players handle things, add a couple additional enemies to each encounter now and then and a couple of pricy treasures or stashes of money here and there as seems appropriate. Against single foes, once you know the party, feel free to slap on the Advanced template now and then to foes as well.


A question regarding your possible actions in a game of mine.

Situation: a pair of high level characters got teleported for error from Golarion to our Earth and they are on a quest to find how to return. It's 2014 on Earth.

Reasoning. Golarion really DOES exists. The fact that on our planet you, at paizo, are writing about Golarion can only means a thing. That YOU are from Golarion! Maybe even from the future, since you know sooo much about it.

Then, a day, a news from China, a militar helicopter got crashed from a black dragon ridden by a human. An HD video on youtube shows it very clearly.

Don't know what you are. Maybe you are a high level adventurer, a mythic time-traveler wizard, a god of some kind.. don't know, just be what you like.

What do you do?

Crash us under your mighty tyrannousaurus feet It's not an option D:

And sorry for my bad english.

Paizo Employee Creative Director

Matrix Dragon wrote:
James Jacobs wrote:


1) He probably wouldn't care. Since he had no role in Serpent's Skull, for example, and that's entirely what that AP was about, I'd say he doesn't care at all.
*rereads the wiki on Achaekek* Ahh, seems like I had a misunderstanding about the Mantis God's role. Thanks :)

And also, while the wiki is handy... it should be noted that the wiki sometimes makes mistakes or retains stuff that we've moved away from supporting or even retains stuff we've actively ret-conned out of the game. Not saying that's what's happening here at all, but as with ALL wikis, Wikipedia included, it should be considered a starting point for research and not the only point.

Pathfinder #9 is the best place to go for Achaekek info.

Paizo Employee Creative Director

Oterisk wrote:
Would you require a concentration check for the wizard to cast a spell if they used a polymorph spell (into a form that could still cast) and were no longer technically holding their bonded weapon?

Absolutely. One of the disadvantages of making your arcane bond a weapon, in fact.

Paizo Employee Creative Director

2 people marked this as a favorite.
Darth Grall wrote:
Tels wrote:
Falling wrote:
A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.
James Jacobs wrote:
Karlgamer wrote:

Does Feather Fall require a concentration check if your falling?

I would and have assumed not, but the rules don't seem to list this as an exception.

Nope. Does falling normally require a concentration check? I'd say probably not, since as a general rule, you fall too fast to have a chance to cast most spells.

Given the above(from the SRD), is Feather Fall in specific exempt from this rule?

Do you need to make a concentration check for all spells while falling, or are immediate actions(like Feather Fall) exempt from the check?

Nope; no concentration check is necessary to cast feather fall if you cast it the instant before you are falling.

Paizo Employee Creative Director

Max Sharpe wrote:
What are the gods worshiped by the Garuda and Plumekith? I know they were originally Vudran, but Janasini has not been detailed. I can't see Erastil or Irori fitting.

Those gods are not yet revealed. They're likely empyreal lords though.

Paizo Employee Creative Director

The Golux wrote:
Is it possible, hard, or simple for a Thassilonian specialist wizard to be good-aligned?

Simple. While sin is often associated with evil, Thassilonian magic is as associated with virtue as it is with sin. That's why we call it Thassilonian magic and not "sin magic" or "virtue magic." It's both of those. No alignment requirements at all.

Paizo Employee Creative Director

Ash_Gazn wrote:
On the topic of the Muleback cords... could these be fitted to a riding dog to allow her to carry more?

If your GM wants. I'm not sure what a Muleback cord is though.


Someone mentioned metamagic rods a couple pages back, and it reminded me of a question:

Rise of the Runelords Spoiler:
Karzoug is depicted in art as wearing his metamagic rod in his belt, holding a glaive, and has one hand free, but with talons of Leng (which shouldn't interfere with anything, but I'm listing them for completeness). Now, his tactics call for using that rod early on, but it seems like he can't really do that easily. Even allowing for the rod to be stored tucked under the belt (which is at least mildly problematic on its own, but I'll set that aside), he needs a free hand to cast, a hand to hold the rod, and a hand to hold the glaive. So, the task seems impossible under my usual assumptions, so I gather I might be making an incorrect one. Is it pretty much taken as read that he briefly tucks his glaive under his arm, grasps the rod with that hand, and uses his taloned hand to cast, then lets go of the rod and takes hold of the glaive again? How can I make this a little less "iffy"? Maybe grant the glaive a fly speed rather than it having the dancing property, allowing him to release the glaive as a free action?

Thank you!

(Edit, to assist the inquiry to which the previous post is a reply: muleback cords are a shoulder slot item that treat the wearer's strength as being 8 points higher for carrying capacity)

The Exchange

James Jacobs wrote:
Ash_Gazn wrote:
On the topic of the Muleback cords... could these be fitted to a riding dog to allow her to carry more?
If your GM wants. I'm not sure what a Muleback cord is though.

Muleback Cords from Ultimate Equipment:

These thick leather cords wrap around the wearer’s biceps and
shoulders. When worn, they make the wearer’s muscles appear
larger than normal. The wearer treats his Strength score as 8
higher than normal when determining his carrying capacity.
This bonus does not apply to combat, breaking items, or any
other Strength-related rolls, it only contributes to the amount of
equipment or material the wearer can carry.


James Jacobs wrote:
Nope; no concentration check is necessary to cast feather fall if you cast it the instant before you are falling.

Unfortunately, some people state that is not possible for one of two reasons.

First reason: They believe (incorrectly) that the moment you have no surface to support you you are now falling and thus you cannot use an immediate action between the time you have no surface to support you and the time you start your falling movement.

First reason variation 2: Since the Feather Fall spell states that the target has to be free falling people state that you cannot cast it upon yourself until you are actually free falling. Thus, you cannot cast it until you actually start your fall. At that point you must also make a concentration check.

Second reason: They use the immediate action-flat-footed rule which states that you cannot us an immediate action until your first turn. So they then say that if you run into a hazard (Such as a pit) and the pit 'catches you flat-footed' you cannot then use feather fall because of that rule. They state you cannot cast it before you actually begin falling.

One other thing some people want to apply incorrectly: The concentration rules regarding vigorous or violent motion. Somehow they believe that falling qualifies as vigorous or violent motion and so want to force players to make two concentration checks while falling.

*sighs*

There is no question here, just a bit of a vent.

- Gauss

Paizo Employee Creative Director

Stazamos wrote:

Someone mentioned metamagic rods a couple pages back, and it reminded me of a question:

** spoiler omitted **

Thank you!

(Edit, to assist the inquiry to which the previous post is a reply: muleback cords are a shoulder slot item that treat the wearer's strength as being 8 points higher for carrying capacity)

Regarding the spoiler...

Spoiler:
That's why we made his glaive a dancing weapon. And even if it weren't, the game makes no distinction about the difference between sheathing a dagger and sheathing a glave—both are move actions.

For his tactics, he begins seated in his throne, his glaive "stowed."

Round 1: Meteor swarm and then uses the rod to quicken time stop.

Time Stop rounds: Casts spells.

Round 2+: More spells, still seated in the throne. The glaive still doesn't come into play at this point, and he's likely used up the rod of quicken metamagic during the time stop rounds so that gets either put away or just dropped. During this time, he can carry the glaive in one hand and cast with the other hand; the glaive can do its spells without having to be wielded in both hands.

Melee: Once he starts fighting in melee, his first standard action is to release his glaive to dance, giving him several rounds to attack with it and cast spells.

SO: His tactics as written never really have him needing to wield or even carry his glaive for the first few rounds of combat (which include several time stop rounds), which means he uses up his 3 uses per day before the 2nd round of battle even starts.

Paizo Employee Creative Director

Shirokitsune wrote:

A question regarding your possible actions in a game of mine.

Situation: a pair of high level characters got teleported for error from Golarion to our Earth and they are on a quest to find how to return. It's 2014 on Earth.

Reasoning. Golarion really DOES exists. The fact that on our planet you, at paizo, are writing about Golarion can only means a thing. That YOU are from Golarion! Maybe even from the future, since you know sooo much about it.

Then, a day, a news from China, a militar helicopter got crashed from a black dragon ridden by a human. An HD video on youtube shows it very clearly.

Don't know what you are. Maybe you are a high level adventurer, a mythic time-traveler wizard, a god of some kind.. don't know, just be what you like.

What do you do?

Crash us under your mighty tyrannousaurus feet It's not an option D:

And sorry for my bad english.

Ha!

This sort of meta-fiction, where the creator ends up inside the world he creates, is always fascinating. Stephen King did this in his Dark Tower books to pretty good effect.

As for what I would be in a game like this... that's something you'd need to decide for the needs of the game. If it were left to me, I'd probably end up stating myself up as a mid-level expert. But if you want to stat me up as a 20th level bard or something, I won't stop you! :-)

Paizo Employee Creative Director

Ash_Gazn wrote:
On the topic of the Muleback cords... could these be fitted to a riding dog to allow her to carry more?

Okay then.

Since this is a shoulder slot item, it depends if your GM allows dogs to wear shoulder slot items. If he is okay with letting them wear muleback cords, he has to be okay with letting them wear capes and cloaks. To me... that takes the game in a too-comedic "Underdog" sort of world that I don't enjoy in a serious game, so I would not allow dogs to wear muleback cords if I were the GM.

Paizo Employee Creative Director

8 people marked this as a favorite.
Gauss wrote:
James Jacobs wrote:
Nope; no concentration check is necessary to cast feather fall if you cast it the instant before you are falling.

Unfortunately, some people state that is not possible for one of two reasons.

First reason: They believe (incorrectly) that the moment you have no surface to support you you are now falling and thus you cannot use an immediate action between the time you have no surface to support you and the time you start your falling movement.

First reason variation 2: Since the Feather Fall spell states that the target has to be free falling people state that you cannot cast it upon yourself until you are actually free falling. Thus, you cannot cast it until you actually start your fall. At that point you must also make a concentration check.

Second reason: They use the immediate action-flat-footed rule which states that you cannot us an immediate action until your first turn. So they then say that if you run into a hazard (Such as a pit) and the pit 'catches you flat-footed' you cannot then use feather fall because of that rule. They state you cannot cast it before you actually begin falling.

One other thing some people want to apply incorrectly: The concentration rules regarding vigorous or violent motion. Somehow they believe that falling qualifies as vigorous or violent motion and so want to force players to make two concentration checks while falling.

*sighs*

There is no question here, just a bit of a vent.

- Gauss

Sounds like, to some people, the game is not about having fun but about finding ways to make the game NOT be fun. I don't like gaming with those types of gamers.


James Jacobs wrote:
Stazamos wrote:

Someone mentioned metamagic rods a couple pages back, and it reminded me of a question:

** spoiler omitted **

Thank you!

<snip>

Regarding the spoiler...

** spoiler omitted **

Ah, I had it pictured differently.

Spoiler:
I didn't even think of the weapon being sheathed. Or not sheathed, even, it can just be leaning next to the throne - move action either way.

While I'm at it: it has Fireball as a dedicated power, but it could have a 4th level spell. I'm thinking Flame Strike, particularly since the caster level is above 10 -- do you endorse this as an upgrade? If the divine nature of that is not appropriate, I guess an Intensified Fireball (or other metamagic) could work as well.

Paizo Employee Creative Director

Stazamos wrote:
James Jacobs wrote:
Stazamos wrote:

Someone mentioned metamagic rods a couple pages back, and it reminded me of a question:

** spoiler omitted **

Thank you!

<snip>

Regarding the spoiler...

** spoiler omitted **

Ah, I had it pictured differently.

** spoiler omitted **

Fireball is a classic wizard spell, and changing it would rob the flavor of the weapon as one that belongs to a wizard. I wouldn't even replace it with an Intensified one. Karzoug and his gear doesn't have to be completely min-maxed to the highest potential. He's already tough enough.


I agree with James.

Feather fall exists for one reason: to stop a character from taking falling damage. If these people want to do away with that, why not just do away with the spell altogether?

As an aside, I think these people mentioned are afflicted by the "Legalistic" oracle curse :]


James, what's your opinion of the "mythic" rules? Have you had any part in their development or had a chance to playtest them at all?

I was thinking of running an ancient-Greece setting for one of my players (a solo game), and the idea of "mythic" minotaurs and hydras makes me giddy. Do you think the rules would fit such a setting?


James Jacobs wrote:
Karzoug and his gear doesn't have to be completely min-maxed to the highest potential. He's already tough enough.

Are you sure? Unless it's been changed for the Anniversary Edition, he doesn't have prismatic wall or sphere memorized. Couldn't he be taken out with antimagic field followed by meele-rushing him?


I've heard that ol' Capital K has some friends with him in the anniversary edition. A mage with antimagic field centered on himself will likely become wizardly gumbo if he isn't able to defend against them. Among other changes!

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
Karzoug and his gear doesn't have to be completely min-maxed to the highest potential. He's already tough enough.
Are you sure? Unless it's been changed for the Anniversary Edition, he doesn't have prismatic wall or sphere memorized. Couldn't he be taken out with antimagic field followed by meele-rushing him?

That tactic could work, but one of the big changes I made to the final battle in the Anniversary edition was to put some terrain in the way of melee rushers, and to give him several minions who actually get a LOT more dangerous in antimagic against PCs—since they're dragons and giants.

And he does have prismatic wall prepared now, in any event.


James Jacobs wrote:
Fireball is a classic wizard spell, and changing it would rob the flavor of the weapon as one that belongs to a wizard. I wouldn't even replace it with an Intensified one. Karzoug and his gear doesn't have to be completely min-maxed to the highest potential. He's already tough enough.

True, he is indeed, especially considering the environmental factors. However, I may have 5 PCs, which I should have mentioned, so I want to be prepared to run the encounter for a larger party (if, for some reason, we can only get 4 for the final battle, it'll go as written in the book). The party has been doing fantastic so far, and I want to make sure they feel adequately challenged. Still, you're right - it's good to maintain perspective.

Thanks again for answering my questions!

Paizo Employee Chief Technical Officer

The ichthyosaur and the plesiosaur were discovered within miles of one another, in a place where "it’s incredibly easy to walk along the coast and find something no one has ever seen before," and "everyone is free to collect fossils from loose rocks on the beach."

Does this perhaps encourage you to take a real vacation someday?

Paizo Employee Creative Director

Vic Wertz wrote:

The ichthyosaur and the plesiosaur were discovered within miles of one another, in a place where "it’s incredibly easy to walk along the coast and find something no one has ever seen before," and "everyone is free to collect fossils from loose rocks on the beach."

Does this perhaps encourage you to take a real vacation someday?

Hmmmmmm... It does indeed!


Detect Magic wrote:

I agree with James.

Feather fall exists for one reason: to stop a character from taking falling damage. If these people want to do away with that, why not just do away with the spell altogether?

As an aside, I think these people mentioned are afflicted by the "Legalistic" oracle curse :]

I was following that discussion and I think nearly everyone making that argument said something like "I wouldn't run it that way in a home game, but that does appear to be the RAW."

It only appears to be an issue for PFS, where RAW is king unless officially FAQ'd.


I have a wild and crazy idea. Look, before 3rd ed, a new edition was more or less optional. A 1st Ed PC could happily play in a 2nd ed game with a few penciled changes.

Instead of a SECOND Edition PF, why not a Pathfinder 1.5? Take the current rules, and edit them adding every FAQ, revision and errata. Put the Classes, basic rules, spells & feats in one book, leaving magic items for others. In other words, a true PHB.

Now, I know that several printings of PF have been updated for errata, but I’d like to see all the changes and clarifications.

Combining all the classes, archetypes, spells and feats would also be a boon.

Paizo Employee Creative Director

4 people marked this as a favorite.
thejeff wrote:
Detect Magic wrote:

I agree with James.

Feather fall exists for one reason: to stop a character from taking falling damage. If these people want to do away with that, why not just do away with the spell altogether?

As an aside, I think these people mentioned are afflicted by the "Legalistic" oracle curse :]

I was following that discussion and I think nearly everyone making that argument said something like "I wouldn't run it that way in a home game, but that does appear to be the RAW."

It only appears to be an issue for PFS, where RAW is king unless officially FAQ'd.

Feather fall does not require a concentration check to cast if cast while falling.

If that's not good enough to serve, then take the concern elsewhere, I guess, since this thread in that case obviously lacks the power to solve the problem.

Paizo Employee Creative Director

DrDeth wrote:

I have a wild and crazy idea. Look, before 3rd ed, a new edition was more or less optional. A 1st Ed PC could happily play in a 2nd ed game with a few penciled changes.

Instead of a SECOND Edition PF, why not a Pathfinder 1.5? Take the current rules, and edit them adding every FAQ, revision and errata. Put the Classes, basic rules, spells & feats in one book, leaving magic items for others. In other words, a true PHB.

Now, I know that several printings of PF have been updated for errata, but I’d like to see all the changes and clarifications.

Combining all the classes, archetypes, spells and feats would also be a boon.

If we DO do something new with the game, regardless of what we call it, folks will regard it as a 2nd edition. So, I see no value in shying away from embracing that fact.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Can we have some details Sarusan soon? I want access Platypus familiars.

Paizo Employee Creative Director

5 people marked this as a favorite.
Stratagemini wrote:
Can we have some details Sarusan soon? I want access Platypus familiars.

While we have no plans on lifting the veil of secrecy about Sarusan anytime soon...

...it won't be much longer before you'll have platypus stats.


1 person marked this as a favorite.
James Jacobs wrote:
Stratagemini wrote:
Can we have some details Sarusan soon? I want access Platypus familiars.

While we have no plans on lifting the veil of secrecy about Sarusan anytime soon...

...it won't be much longer before you'll have platypus stats.

Oh god, time to trade out for my new Platypus familiar named Perry.


On the subject of board games from the previous page, the description mentions Siege, a strategy game, chaotic tavern favorites Wyvern's Race and Doppel, and then a Taldan favorite, Pits and Perils.

I figure, Siege could be similar to Risk, Chess, Checkers, or similar games, but what would Wybern's Race and Doppel be similar to? Or was that idea never fleshed out?

I've got a character who likes bringing board games, and other items of entertainment on adventures to use come time to camp. I'd simply like a better description of what the game is like, but if nothing exists, I'll go ahead and make something up.


Pathfinder Adventure Subscriber

Have you ever played the Fiasco RPG?


Kajehase wrote:
Have you ever played the Fiasco RPG?

.

That game rules


Did you ever play old World of Darkness? If so, what did you think of it as a player and as a designer?

(i enjoyed it a lot in my youth.)

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