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The above post made me think of a question I should have asked a long time ago...

One thing I've been a bit confused about is how Golarion's planes are connected to the rest of the universe. Could you clear up a few things for me?

1. I think I've read somewhere that the Boneyard is supposed to be the general plane of death/judgement for the whole Golarion universe (including Earth). Are the other major planes (such as the elemental planes) that are also 'universal' planes, or does each world or solar system generally have its own set of planes connected to it?

2. When using the Plane Shift spell, is it theoretically possible to Plane Shift from your home world to a plane and then Plane Shift again to go to another world the plane is connected to? I know this is something that is supposed to be possible only with Interplanetary Teleport, but it seems like planar travel should be a possible workaround.

3. Would the Dark Tapestry become a complication when trying to use the planes to do interplanetary travel, or would this method bypass the Dark Tapestry?


Awhile ago you mentioned that if we wanted to see a new type of class, post it on the forums where the design team / others could see it. Which forum do you have in mind for this, so that it doesn't immediately get moved to the Suggestions forum?

Paizo Employee Creative Director

Alleran wrote:

A while back I had a few questions about Norns and their relation to fate/prophecy (which Aroden's death interrupted). So, some questions, now that I've glanced through Fey Revisited. The book seems to indicate that the Norns may be connected with a "wider sphere" of fate and prophecy in the multiverse that goes beyond the concerns of Golarion alone, since that if too many events occur without predestination, they think entropy will consume the multiverse and existence will fall apart.

1) Does this imply that Aroden's death and the corresponding damage to prophecy is possibly localised to Golarion, or at least Golarion's general "region of space" in the Material Plane?

2) The book actually notes that the Norn prophecies remain eerily accurate even in the Age of Lost Omens, indicating (possibly) some larger cosmic role. It also notes that Norns believe humans in particular are capable of great, foreordained deeds, so they pay close attention to humans (particularly adventurers). Is there a causal link between these two?

3) Norns seem to lose their foresight when on the Material Plane for a great length of time, and travel in groups of 3 to maintain their powers of fate/prophecy. Does this mean that Norns exert some sort of stabilising influence on fate that might allow their prophecies to function as all prophecies may have before Aroden's death?

3) As campaign roles, Norns can be used to introduce elements of fate, destiny and so on, where their presence is a harbinger of milestone events like individuals rising to greatness and so on. Was there increased activity from Norns in events like the ascension of new gods or in Aroden's death?

4) Does the reference to the Norns being present in the Lands of the Linnorm Kings to "preserve some great event" possibly foreshadow any future rise of a king over all the Linnorm Kingdoms or an AP set there?

5) What is it exactly about Baba Yaga that makes the Norns think she is working counter to fate?

6) Nithveil is linked with Golarion possibly through the tidal pull of Golarion's moon. So the moon can exert the kind of metaphysical forces necessary to pull cities to and from the First World? How, exactly?

7) In the Positive Energy Plane, there is a Garden containing giant flowers that represent mortal souls ascended to godhood. Some are destroyed (indicating death). The description makes it sound like there are a lot of flowers, far more than just those ascended gods on Golarion. Is that the case? Does fate/prophecy have anything to do with these?

8) Might there instead be a causal link between the effectiveness of prophecy and the First World, since the Norns are from there, have power over fate/prophecy, and lose some of those powers if they come alone to the Material Plane?

1) Nope.

2) Nope.

3) Nope.

4) Undetermined at this point.

5) That may be a spoiler for "Reign of Winter" so I can't say at this point.

6) It's not a tidal pull that manipulates things, but the mystical presence of the moon itself. How it does this is unrevealed.

7) Unrevealed; this is intentionally mysterious, especially since they're unlikely to be REAL flowers since normal life can't really exist that long on that plane.

8) Nope. Prophecy isn't "linked" to any one plane in particular.

Paizo Employee Creative Director

Cheapy wrote:
Awhile ago you mentioned that if we wanted to see a new type of class, post it on the forums where the design team / others could see it. Which forum do you have in mind for this, so that it doesn't immediately get moved to the Suggestions forum?

If you want to get straight to Jason, you can always post on the "Ask Jason Bulmahn questions" thread. Alternately, any thread that seems on-topic where you've seen a designer post before. Alternately, start a new thread in the rules forums to "petition" for a swashbuckler class or something like that.

Otherwise, why wouldn't it be a Suggestion?

Paizo Employee Creative Director

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Matrix Dragon wrote:

The above post made me think of a question I should have asked a long time ago...

One thing I've been a bit confused about is how Golarion's planes are connected to the rest of the universe. Could you clear up a few things for me?

1. I think I've read somewhere that the Boneyard is supposed to be the general plane of death/judgement for the whole Golarion universe (including Earth). Are the other major planes (such as the elemental planes) that are also 'universal' planes, or does each world or solar system generally have its own set of planes connected to it?

2. When using the Plane Shift spell, is it theoretically possible to Plane Shift from your home world to a plane and then Plane Shift again to go to another world the plane is connected to? I know this is something that is supposed to be possible only with Interplanetary Teleport, but it seems like planar travel should be a possible workaround.

3. Would the Dark Tapestry become a complication when trying to use the planes to do interplanetary travel, or would this method bypass the Dark Tapestry?

1) All of the outer planes are "universal" planes, particularly the Boneyard and the Astral Plane and the Maelstrom and the Abyss.

2) Yes, it's possible, but not doing so accurately, and you still have to know about the planet you want to travel to.

3) Plane shift isn't accurate, but it's not inaccurate enough to put you into the Dark Tapestry unless you want to go there.


I have players that love Pathfinder but some of them avoid arcane and divine classes. They explained that the spells and the rules for those spells were a little daunting so they would just focus on martial. In your opinion, do you think the format of spells are a little complicated for beginners? Were there any ideas during development on the layout of spells?

Paizo Employee Creative Director

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Andru Watkins wrote:
I have players that love Pathfinder but some of them avoid arcane and divine classes. They explained that the spells and the rules for those spells were a little daunting so they would just focus on martial. In your opinion, do you think the format of spells are a little complicated for beginners? Were there any ideas during development on the layout of spells?

It's best when players get to play the character types they enjoy the most, despite any preconcieved notions about what makes a "balanced party." The game CAN work with no one playing a divine spellcaster, arcane spellcaster, or no spellcaster at all. It does create an additional challenge for the GM in such a case, since you'll need to be careful on the types of challenges you make the PCs face, and furthermore it means that some assumptions aren't going to be available—you can't assume that the PCs can fly by 5th level, for example.

This can actually allow you to embrace types of higher level play that you normally can't, though, and is a GREAT way to simulate a "low magic" game. I've always wanted to try this out in a campaign, actually, but haven't ever had a chance.

As for whether or not spells are complicated... they are. That's a type of game play that appeals to some folks but not to others—it's not for everyone, but then nothing in the game is intended to be for everyone.

There are tricks you can do to make spellcasting easier. For one thing, you can truncate the spell selection so that each class gains only a limited number of spells to pick from; you can even hard code the spells into their characters so that they gain them automatically. That way, the overwhelming option paralysis of too many spells goes away, and a new player can get used to only having to learn how a few spells work. As the new player learns his spells (say, for a wizard, you give them mage armor and magic missile), you can have them start learning new spells as treasure or awards, picking for them what kinds of spells make most sense.


Thanks! I'm not sure why I didn't realize I could just ask him.

Grand Lodge

Mythic Adventures easy question (didn't wanna wait):

Will the Mythic Adventures book have any adjustment options for Ability Score point buy? Is it just Levels 21+ or are there other things?

Thanks

Paizo Employee Creative Director

W E Ray wrote:

Mythic Adventures easy question (didn't wanna wait):

Will the Mythic Adventures book have any adjustment options for Ability Score point buy? Is it just Levels 21+ or are there other things?

Thanks

"Level 21+" isn't what Mythic Adventures is about at all. The level cap remains at 20.

Neither will it have new methods of generating initial Ability Scores.


James Jacobs wrote:
Threeshades wrote:

So the party in my campaign has become a little cumbersome. There are 5 players, but thanks to familiars, animal companions, cohorts and (the cohort's) eidolons there are 9 individuals in the party and two of them are usually large (the Roc AC and it's Druid master in his most common Dire Tiger form) so you can imagine, it gets crowded.

Any advice on how to handle such a big lot?

Yeah; if you're not willing to just be patient and accept the fact that you'll be getting less done in a session since everyone's turns take so much longer, you might want to let the PCs know your concerns. If all of THEM are still having fun with the slower paced sessions, maybe there's no problem. If it's still unrewarding for you, though, it might be time for you to ask the players if they wouldn't mind leaving the cohorts at home and having the familiars take a more background role. Not much you can do about animal companions and eidolons and that means players will probably get frustrated at perceptions of favoritism. If it's REALLY bad, consider wrapping up the campaign and then next time limiting pet classes and Leadership if you have more than 4 players.

I had, for a while, a group of 9 players, one of whom was a summoner. It was taking forever to get through sessions, and folks were losing attention due to the crowded table, so at a natural break point in the campaign I split the group in half and now run two different groups of 5 players with no summoner.

That solution might not work for you, alas, with only 5 players.

You can also allow those players that agree to change into a archetype without a companion, etc. Disallowing Leadership in large groups is not uncommon (of course they'd get a new feat in exchange). In general, we allow no more than two combat ‘character” per player at a time, this includes Summoned creatures.

We have also banned the Summoner….

Grand Lodge

James, I'm hoping the answer is "yes", but in D2 Seven Swords of Sin, you guys introduced the blades that represented each of the individual deadly sins (lust, greed, gluttony, etc) but by the end only the Asheia the Sword of Lust was elaborated on. Was just wondering, did you guys ever expand on the other six swords on page 31 of the module besides them being a +1 weapon? If so, where can I find each of these weapons? If not, what would you make Garvok, Shin-tari, Tannaris, Chellan, Baraket, and Ungarato?


I'm enjoying Ultimate Campaign a lot but I have some questions.

1. Why did "brothel" get renamed to "dance hall?" Has Paizo been getting harassed by moral guardians?

2. What's the game-mechanic difference between a room of the smallest size and one of the largest? For example, why isn't one 12-square book repository worth three 4-square book repositories?

3. Is it possible to have 2 or more book repositories for the same skill and have the bonuses stack?

4. In the building descriptions (p.214), does the discount apply to one of each listed building? e.g., The academy discounts caster's tower, library, and magic shop. Will I get the discount for one of each?

While I'm here I have some other questions as well.

5. Does moment of prescience work with any skill rolls I may need when creating something with fabricate?

6. Can fabricate take something apart?

7. When using polymorph any object to change your race, can you customize your cosmetic appearance? For example, if I change into a tiefling am I limited to just one generic appearance?

8. What can't I change beings into with polymorph any object?

9. What Empyreal lords are worshiped in or nearby the Stolen Lands and Brevoy?

10. Where is Arshea generally worshipped?

Lantern Lodge

Not sure if this has been asked before.

But would we ever see an Adventure Path or Module, where the goal is to free the "Good" Elemental Lords?

Would/Are the "Good" Elemental Lords even possible to be set free at all?


My apologies if this is a question of rules more than setting, but I was wondering your opinion on something.

As an illusionist, you do your most effective work if the audience is unaware you are an illusionist.
Silent Image, Ghost Sound, most everything from figments to shadows rely on the idea of your audience/opponents thinking your spells are the real deal, both mechanically and tactically.

What are some ways that an illusionist can hide the fact that he's merely "putting on a show", without being afraid of that one mook who finally makes his spellcraft check, and identifies your spells?


James, for many reasons that I won't bore you with I am more or less completely unable to work in much of any actual game time, even pbp. I like to use the bits and chunks of time that I do have reading Pathfinder books and tinkering with ideas for homebrew campaigns. However, I get kind of discouraged working on my own ideas because I fear that I'll never get the chance to use any of the material that I prepare.
I understand that you are not in my shoes, but just as general advice from a pro, how would you approach campaign design if you thought there was a fair chance that you wouldn't ever get to use it, definitely not in the near future, and you had no idea who your characters would even be?


James Jacobs wrote:

1) Nope.

2) Nope.

3) Nope.

4) Undetermined at this point.

5) That may be a spoiler for "Reign of Winter" so I can't say at this point.

8) Nope. Prophecy isn't "linked" to any one plane in particular.

Hrm. In that case, is there anything further you can elaborate on with regard to the interaction between Norns and fate/prophecy? Avenues of speculation you might encourage? To me, the Norns having prophetic abilities in the First World that fade in the Material Plane unless they're in groups of three for reinforcement seems... well, a bit fishy, and they are called out as uncannily accurate even in an age where prophecy isn't supposed to be working right at all.

Grand Lodge

Just thought of another question that my player and I were very confused on, and enjoyed in 3.5. Why can't unicorns be summoned anymore? Before it was through the Summon Nature's Ally spells. Now you can't seem to get them at all. Why was that changed?

Paizo Employee Creative Director

kevin_video wrote:
James, I'm hoping the answer is "yes", but in D2 Seven Swords of Sin, you guys introduced the blades that represented each of the individual deadly sins (lust, greed, gluttony, etc) but by the end only the Asheia the Sword of Lust was elaborated on. Was just wondering, did you guys ever expand on the other six swords on page 31 of the module besides them being a +1 weapon? If so, where can I find each of these weapons? If not, what would you make Garvok, Shin-tari, Tannaris, Chellan, Baraket, and Ungarato?

They're detailed in Artifacts & Legends. And one of them plays a key role in Rise of the Runelords.

Paizo Employee Creative Director

2 people marked this as a favorite.
AlgaeNymph wrote:

I'm enjoying Ultimate Campaign a lot but I have some questions.

1. Why did "brothel" get renamed to "dance hall?" Has Paizo been getting harassed by moral guardians?

2. What's the game-mechanic difference between a room of the smallest size and one of the largest? For example, why isn't one 12-square book repository worth three 4-square book repositories?

3. Is it possible to have 2 or more book repositories for the same skill and have the bonuses stack?

4. In the building descriptions (p.214), does the discount apply to one of each listed building? e.g., The academy discounts caster's tower, library, and magic shop. Will I get the discount for one of each?

While I'm here I have some other questions as well.

5. Does moment of prescience work with any skill rolls I may need when creating something with fabricate?

6. Can fabricate take something apart?

7. When using polymorph any object to change your race, can you customize your cosmetic appearance? For example, if I change into a tiefling am I limited to just one generic appearance?

8. What can't I change beings into with polymorph any object?

9. What Empyreal lords are worshiped in or nearby the Stolen Lands and Brevoy?

10. Where is Arshea generally worshipped?

1) Because some folks were worried that the word "brothel" would offend folks, so it was changed. I protested the change, for what it's worth... but we did have some folks complain about the mention of a sacred prostitute in the Advance Player's Guide traits section, so there's precedence for us having to watch what we print as far as sex is concerned in the hardcover line, unfortunately. We can, of course, print all the violence and gore we want. (frustrated sigh)

2) Not sure. I wasn't involved in that part of the rules.

3) I'd say no.

4) You get the discount to each, I believe.

5) Sure!

6) No.

7) Yes.

8) No limits; the more outlandish you get, the shorter the duration.

9) None with a significant enough cult worth mentioning.

10) Magnimar and southwest Varisia's a big place for Arshea worship.

Paizo Employee Creative Director

1 person marked this as a favorite.
Secane wrote:

Not sure if this has been asked before.

But would we ever see an Adventure Path or Module, where the goal is to free the "Good" Elemental Lords?

Would/Are the "Good" Elemental Lords even possible to be set free at all?

No. Because the "good" elemental lords are dead, not imprisoned. They were murdered LONG ago by the evil ones.

Paizo Employee Creative Director

draykhar wrote:

My apologies if this is a question of rules more than setting, but I was wondering your opinion on something.

As an illusionist, you do your most effective work if the audience is unaware you are an illusionist.
Silent Image, Ghost Sound, most everything from figments to shadows rely on the idea of your audience/opponents thinking your spells are the real deal, both mechanically and tactically.

What are some ways that an illusionist can hide the fact that he's merely "putting on a show", without being afraid of that one mook who finally makes his spellcraft check, and identifies your spells?

First off... the tradeoff for having such immense versatility with illusion magi is the fact that they can be hard to pull off against large groups.

One way to hide the truth is to be good at Bluffing folks. Another is to bolster the save DCs for the illusions. And keep in mind that you don't AUTOMATICALLY get a save against an illusion in most cases just by looking at it; it has to be interacted with.

Paizo Employee Creative Director

Alleran wrote:
James Jacobs wrote:

1) Nope.

2) Nope.

3) Nope.

4) Undetermined at this point.

5) That may be a spoiler for "Reign of Winter" so I can't say at this point.

8) Nope. Prophecy isn't "linked" to any one plane in particular.

Hrm. In that case, is there anything further you can elaborate on with regard to the interaction between Norns and fate/prophecy? Avenues of speculation you might encourage? To me, the Norns having prophetic abilities in the First World that fade in the Material Plane unless they're in groups of three for reinforcement seems... well, a bit fishy, and they are called out as uncannily accurate even in an age where prophecy isn't supposed to be working right at all.

There's some more norn stuff here and there in Reign of Winter, particularly in the last book, but at this point I don't really have much more to add about them.


Gloves, Poisoner’s:
Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity.

What kind of spells can I use on these gloves?

Only '' range touch'' spells? or can I use a''personal'' infusion for example targeted bomb admixture or true strike?

It doesn't specify it on the item description, it only says ''single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves, the wearer can deliver the dose to a target as a melee touch attack. So I was guessing that you could use anything has long it doesn't damage the gloves.

Paizo Employee Creative Director

Wildebob wrote:

James, for many reasons that I won't bore you with I am more or less completely unable to work in much of any actual game time, even pbp. I like to use the bits and chunks of time that I do have reading Pathfinder books and tinkering with ideas for homebrew campaigns. However, I get kind of discouraged working on my own ideas because I fear that I'll never get the chance to use any of the material that I prepare.

I understand that you are not in my shoes, but just as general advice from a pro, how would you approach campaign design if you thought there was a fair chance that you wouldn't ever get to use it, definitely not in the near future, and you had no idea who your characters would even be?

I've gone through phases where I didn't have a group to game with, either due to time or lack of a group to game with, particularly in the 2-3 years or so after I first moved to Seattle after college back in 1995 and was too busy scrambling to find work from one job to another and rebuilding a new network of friends. During that time, I continued to work on my homebrew stuff and continued to read gaming material–in fact, reading gaming material was a pretty good substitute for not having a game group to play with.

I would absolutely suggest that you keep building your material, even if you're worried that you won't have time for a while to use it. You never know what the future holds, and if some time in the future your circumstances change, you'll be glad you kept at the design stuff.

Paizo Employee Creative Director

kevin_video wrote:
Just thought of another question that my player and I were very confused on, and enjoyed in 3.5. Why can't unicorns be summoned anymore? Before it was through the Summon Nature's Ally spells. Now you can't seem to get them at all. Why was that changed?

Dunno; that's a Jason question.

Grand Lodge

James Jacobs wrote:
kevin_video wrote:
Just thought of another question that my player and I were very confused on, and enjoyed in 3.5. Why can't unicorns be summoned anymore? Before it was through the Summon Nature's Ally spells. Now you can't seem to get them at all. Why was that changed?
Dunno; that's a Jason question.

Fair enough.


James Jacobs wrote:
Secane wrote:

Not sure if this has been asked before.

But would we ever see an Adventure Path or Module, where the goal is to free the "Good" Elemental Lords?

Would/Are the "Good" Elemental Lords even possible to be set free at all?

No. Because the "good" elemental lords are dead, not imprisoned. They were murdered LONG ago by the evil ones.

The Artifacts and Legends book refers to them all being existingly imprisoned, is what I think they're talking about. The Moaning Diamond for instance keeps the essence of Sairazul the Crystalline Queen trapped within it as far as what makes it go, the entry for the Diamond gives the various names of the good elemental lords and such, talks about them like they're still alive but trapped.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
AlgaeNymph wrote:
4. In the building descriptions (p.214), does the discount apply to one of each listed building? e.g., The academy discounts caster's tower, library, and magic shop. Will I get the discount for one of each?
4) You get the discount to each, I believe.

Relevant rules text from UCa (emphasis mine):

Quote:
Discount: Some buildings halve the cost of constructing a related type of building in the same settlement. This cost reduction applies only to the first constructed building of the types listed in this line. For example, an Academy halves the cost of your next Library in that settlement; if you build a second Library in that settlement, you pay the normal cost for it. If 2 buildings give the same discount, only one discount applies per new building, but you may construct 2 buildings at the discounted cost. For example, Market and Theater both halve the cost of an Inn; if your settlement has a Market and a Theater, you may construct 2 Inns at half cost (the Market discounts one, and the Theater discounts the other).

Silver Crusade

Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Does remodeling a building to suit your needs cost the same as building it outright? (Say a manor house to a 'dance hall' for instance?)


Morning James! What's your opinion on completely homebrew d20 systems, or non d20 systems if you feel like answering that too? Any insight from creating your Unspeakable Futures system and how to create workable, fun homebrew rules would be appreciated. Thanks!

Liberty's Edge

James, I'm playing a paladin/cavalier with a griffon mount and this question about the Ride-By Attack feat vs the Flyby Attack feat came up ... is Flyby Attack supposed to be essentially the flying version of Ride-By Attack? Most folks think yes (myself included) BUT the actual text of the feats seem to say the exact opposite thing:

Ride-By Attack (Combat)
While mounted and charging, you can move, strike at a foe, and then continue moving.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Flyby Attack
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.

Ride-By Attack is clearly move-attack-move again

Flyby Attack's wording actually seems to imply attack-move-attack

Thanks!!!


Marc Radle wrote:
James, I'm playing a paladin/cavalier with a griffon mount and this question about the Ride-By Attack feat vs the Flyby Attack feat came up ..

Note that you asked Jason the same question and he has answered it for you.

Liberty's Edge

Thanks!


5 people marked this as a favorite.

What's the Oxford Comma called in Golarion?

Liberty's Edge

DrDeth wrote:
Marc Radle wrote:
James, I'm playing a paladin/cavalier with a griffon mount and this question about the Ride-By Attack feat vs the Flyby Attack feat came up ..
Note that you asked Jason the same question and he has answered it for you.

Quick note - I made a thread HERE about this. Please feel free to go there and click the FAQ button so Jason, Sean and company can get this taken care of officially :)


Alchemist archetype: Beastmorph

Beastform Mutagen:At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.

This beastform mutagen gives me the normal stat bonuses from the original ''Mutagen''?


Umm with postal tracking being a pain into the US have you received a package in the mail yet?

Paizo Employee Creative Director

Cori Marie wrote:
Does remodeling a building to suit your needs cost the same as building it outright? (Say a manor house to a 'dance hall' for instance?)

Yes. The GM is free to give you a discount if she wants, though.

Paizo Employee Creative Director

1 person marked this as a favorite.
Cerberus Seven wrote:
Morning James! What's your opinion on completely homebrew d20 systems, or non d20 systems if you feel like answering that too? Any insight from creating your Unspeakable Futures system and how to create workable, fun homebrew rules would be appreciated. Thanks!

Unspeakable Futures is a d20 system setting. The biggest insight I would have is that you should playtest, playtest, playtest! And don't be afraid to change things, even if you think they're cool ideas, if the entire group hates it or is confused by it. For example, in an early version of the game, I had bullets serve as the currency for the game—if you wanted to buy something, you spent bullets as coins, which added a fun little management thing of keeping bullets super valuable. But the players couldn't seem to wrap their head around it, and one player in particular lost all sight of everything else and decided to make his character be a master bullet builder/crafter who did nothing but game the system to, essentially, print his own money on a torturously slow but in the very long run profitable scheme.

So I changed it—the game now uses a barter system, where all items are assigned barter point values, and when you buy and trade for stuff, you use items. Of course, bullets all have BP values, so you can still use bullets to buy things if you want, but the switch to barter points made the players suddenly understand what was going on.

Beside that, it's also a good idea once you have the game in a playable shape to recruit friends to run games. Both for you to play in as a player (this is VERY important!!! Lets you experience your creation form the view of a player, which ALWAYS brings out flaws in design), and for you to not be present in at all and get reports from afar.

Silver Crusade

Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Also, Kaijitsu Manor in Magnimar a Mansion or a Noble Villa in terms of the buildings in Ultimate Campaign?

Paizo Employee Creative Director

Marc Radle wrote:

James, I'm playing a paladin/cavalier with a griffon mount and this question about the Ride-By Attack feat vs the Flyby Attack feat came up ... is Flyby Attack supposed to be essentially the flying version of Ride-By Attack? Most folks think yes (myself included) BUT the actual text of the feats seem to say the exact opposite thing:

Ride-By Attack (Combat)
While mounted and charging, you can move, strike at a foe, and then continue moving.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Flyby Attack
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.

Ride-By Attack is clearly move-attack-move again

Flyby Attack's wording actually seems to imply attack-move-attack

Thanks!!!

Flyby Attack is a less restrictive version of Spring Attack that trades off the immunity from attacks of opportunity for the ability to make more than an attack action when you use the ability. It also only allows the creature possessing the feat to take an action—someone riding a monster with Flyby Attack isn't flying and thus isn't using Flyby Attack even if they happen to have the feat too, and so cannot benefit from the feat. If you want to do somehting like this on a mount, you need Ride-By Attack.

Paizo Employee Creative Director

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DrDeth wrote:
Marc Radle wrote:
James, I'm playing a paladin/cavalier with a griffon mount and this question about the Ride-By Attack feat vs the Flyby Attack feat came up ..
Note that you asked Jason the same question and he has answered it for you.

If you have questions, please don't ask the same questions of different folks here. We don't have a hivemind at Paizo, and in fact, some of us have pretty significantly different game styles and philosophies. Myself and Jason, for example, do have some pretty large differences in opinion about game design, but since I know he's better at the rules design stuff than I am, I always cede to his rulings in public venues, and try NOT to contradict him. Asking the same questions of him and me is, in my view, an attempt to entrap me into causing problems by giving different answers than Jason, something that's caused several tempests in teapots on these boards before.

So please. Don't spam us with questions; pick your Paizo employee of choice and ask them, not all of them.

Liberty's Edge

My apologies James! I posted here first then figured I probably should have posted in Jason's thread instead ... unfortunately I forgot to come back and delete my question here :( It was definitely NOT an attempt to entrap anyone! Just an over site on my part, I promise!

FYI, Jason clarified that the Flyby Attack feat should not give the creature an additional standard action - that is an error which will get fixed during the next FAQ/errata sweep. The creature still only gets one move action and one standard action - the feat simply allows the creature to take his standard action at any point during his move ...

Paizo Employee Creative Director

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Cheapy wrote:
What's the Oxford Comma called in Golarion?

It's just called a "comma," since in Golarion that's the right way to write regardless. Other versions of the comma are called "bad commas."

Paizo Employee Creative Director

The Minis Maniac wrote:
Umm with postal tracking being a pain into the US have you received a package in the mail yet?

Not yet... Although the mail doesn't normally get delivered in-house until late afternoon, so if it came in the mail late yesterday or today, I won't know for another 3–4 hours or so.

Paizo Employee Creative Director

Jose Suarez 916 wrote:

Alchemist archetype: Beastmorph

Beastform Mutagen:At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.

This beastform mutagen gives me the normal stat bonuses from the original ''Mutagen''?

If it doesn't say otherwise, it doesn't alter your stat mods at all from the original mutagen.

Paizo Employee Creative Director

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Cori Marie wrote:
Also, Kaijitsu Manor in Magnimar a Mansion or a Noble Villa in terms of the buildings in Ultimate Campaign?

Whatever looks like it matches the building better. It wasn't designed to comply to the then-unwritten Ultimate Campaign rules, and Ultimate Campaign wasn't designed to translate directly into existing manors or villas. GM's choice.

If I were said GM, I'd say it was a noble villa, since that's what it's always been referred to as.

Silver Crusade

Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I am the GM, so thank you very much, I'll work on designing it on my flight I'm about to board!

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Cori Marie wrote:
Does remodeling a building to suit your needs cost the same as building it outright? (Say a manor house to a 'dance hall' for instance?)
Yes. The GM is free to give you a discount if she wants, though.

Restoring and remodeling old buildings can be considerably more expensive than simply tearing down and building from scratch.

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