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Paizo Employee Creative Director

Ninja in the Rye wrote:
James Jacobs wrote:
Danubus wrote:
hey James, do you think you will ever truly say what happened to Aroden? Is he truly dead, missing, ceased to care for humanity and remains silent, etc. I think it would be a very interesting story to find out what truly happened.

No. That's not a secret we plan to ever reveal. At this point, no matter how awesome I made that revelation (and yes, I do know what happened to him, so that things we CAN talk about remain consistent), it'll be not only disappointing to plenty of folks who prefer their own ideas and explanations, but it'll remove the single biggest mystery of the setting. It's more important that folks are talking about and trying to solve the mystery than knowing the solution. People don't actually WANT solutions.

That's all what I learned from Lost, in any event.

Were you a fan/regular viewer of Lost yourself or is this an third party perspective on the fan reaction to the end of the series?

I was, and still am, a huge fan of Lost. I think it's one of the best TV shows I've ever seen. But I think the writers kinda lost their way... partially due to the fact that the writer's strike really REALLY disrupted their stride right when they were getting things going, but also because they strung things out for about a season too long and because they set up too many questions that LOOKED like they were going to have a certain number of answers, but then the writers deliberately went for other answers in order to try to surprise folks even up to the end.

Still liked the show quite a lot. The journey was much more satisfying than the destination though.


James Jacobs wrote:

1) CR 15.

2) Not really, no. We've limited heralds to full deities so far.

3) Not sure why they have more immunities than other angels.

4) In pretty much all cases, I prefer unique creatures designed from the ground up for heralds.

Is there a reason why all heralds of deities are CR 15? It seems that this is the case regardless of the age or power of the deity in question, so why don't stronger deities have stronger heralds? Asmodeus as compared to Milani, for example.

Was Arazni CR 15 when she was Aroden's herald? Does that, if true, explain in part why Tar-Baphon was able to kill her? Or was she an exception to the rules/guidelines there?

Sczarni RPG Superstar 2012 Top 32

From whom did you hear of Cthulhu Wars?


James, in regards to the Elemental Affinity that Ifrit, Oread, Sylph, and Undine have, I was hoping to get some clarification. I apologize if I am rehashing old information but I have not found anything regarding this elsewhere.

1. In the first sentence it reads "... sorcerers with the elemental (...) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities."

In the case of a Sorcerer with the corresponding required bloodline to the race with a CHA of 17 (which would normally limit them to Level 7 spells) be treated as if they had a 19 and therefore providing them with access to the Level 8 and 9 spells?

2. The second sentence reads "... spellcasters with the ... domain use their domain powers and spells at +1 caster level."

Is this just the Domain Powers and Domain Spells, or does it apply to all spells for that caster?


James Jacobs wrote:
Ral' Yareth wrote:

Hello Most Exalted Tyrant Lizard!

I have few questions for you this night:

1) What would be an appropriate CR range for a deity's herald?

2)Can demigod-like creatures (such as demon lords and empyreal lords)have heralds as well?

3)I've noticed that both the monadic and the movanic devas (from bestiary II) have a lot more immunities than the other (more powerful) angels.

both of those devas in question are immune to fire and eletricity, as opposed to being just resistant to those energies. I imagine those immunities make sense to the monadic deva, since it travels a lot to the inner planes, but wonder if in the case of movanic it was a mistake to include all of those.

What do you think?

4)Assuming empyreal lords are allowed to have heralds, and I was to create a movanic deva that wields arcane magic to serve Soralyon in that capacity, what would you recommend:

Adding wizard levels to the base creature or just making a unique deva-like servant that has unique arcane abilities?

1) CR 15.

2) Not really, no. We've limited heralds to full deities so far.

3) Not sure why they have more immunities than other angels.

4) In pretty much all cases, I prefer unique creatures designed from the ground up for heralds.

2)Okay. Can they have unique creatures as servants? Even if not technically heralds? If yes, what is the difference between unique servants and full-on heralds?

thanks!


James mentioned elsewhere that heralds are limited to 18 HD max so they can be summoned with greater planar ally.

Paizo Employee Creative Director

Alleran wrote:
James Jacobs wrote:

1) CR 15.

2) Not really, no. We've limited heralds to full deities so far.

3) Not sure why they have more immunities than other angels.

4) In pretty much all cases, I prefer unique creatures designed from the ground up for heralds.

Is there a reason why all heralds of deities are CR 15? It seems that this is the case regardless of the age or power of the deity in question, so why don't stronger deities have stronger heralds? Asmodeus as compared to Milani, for example.

Was Arazni CR 15 when she was Aroden's herald? Does that, if true, explain in part why Tar-Baphon was able to kill her? Or was she an exception to the rules/guidelines there?

They're all CR 15 because that's about right where they need to be. They are all meant to be specific creatures that clerics can call in with a greater planar ally spell, and that means that it's more important that they have 18 HD... the math just kind of suggested CR 15 for that, and that's where it stuck.

Arazni was a special case; she wasn't a unique outsider herald, but a more powerful herald. We'll have more to say about that later.

Paizo Employee Creative Director

Thomas LeBlanc wrote:
From whom did you hear of Cthulhu Wars?

Jason Bulmahn found out about it somehow and then made the rounds, stopping by everyone's office at Paizo to individually make sure they knew it had gone live. Not sure where Jason found out about it.

Paizo Employee Creative Director

ealdwulf wrote:

James, in regards to the Elemental Affinity that Ifrit, Oread, Sylph, and Undine have, I was hoping to get some clarification. I apologize if I am rehashing old information but I have not found anything regarding this elsewhere.

1. In the first sentence it reads "... sorcerers with the elemental (...) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities."

In the case of a Sorcerer with the corresponding required bloodline to the race with a CHA of 17 (which would normally limit them to Level 7 spells) be treated as if they had a 19 and therefore providing them with access to the Level 8 and 9 spells?

2. The second sentence reads "... spellcasters with the ... domain use their domain powers and spells at +1 caster level."

Is this just the Domain Powers and Domain Spells, or does it apply to all spells for that caster?

1) Yes.

2) Just the domain powers and spells.

Paizo Employee Creative Director

Ral' Yareth wrote:

2)Okay. Can they have unique creatures as servants? Even if not technically heralds? If yes, what is the difference between unique servants and full-on heralds?

thanks!

Absolutely. A deity and/or demigod can have as many unique creature servants as they (aka you) want. "Herald" is something of a position; like "President" or "General." It doesn't actually grant any specific game effects, but it does grant, in world, lots of benefits and responsibilities.


Mr Jacobs

I'm a relatively new GM and I'm currently running a game with a 15th level wizard and a 15th level fighter. The fighter would like the wizard to use the ploymorph any object spell to turn him into a storm giant. I'm not sure how to adjudicate on this spell (stats, abilities etc.)

How do you and the designers at paizo use this spell?

How would you use it in the case I listed above?

Here is the relevant information for your convenience.

:
http://paizo.com/pathfinderRPG/prd/spells/polymorphAnyObject.html#_polymorp h-any-object.

http://paizo.com/pathfinderRPG/prd/spells/polymorph.html#_polymorph-greater .

Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.

Thank you for your time.


James Jacobs wrote:
Steve Geddes wrote:
Is there any entity in the multiverse as powerful as Pharasma? More powerful?
Yes. Age is not the only factor in determining a deity's power.

Cheers. I was surprised so many deities feared her.

Paizo Employee Creative Director

Stoo wrote:

Mr Jacobs

I'm a relatively new GM and I'm currently running a game with a 15th level wizard and a 15th level fighter. The fighter would like the wizard to use the ploymorph any object spell to turn him into a storm giant. I'm not sure how to adjudicate on this spell (stats, abilities etc.)

How do you and the designers at paizo use this spell?

How would you use it in the case I listed above?

Here is the relevant information for your convenience.

** spoiler omitted **...

Polymorph any object can't really do this. You're trying to emulate giant form II in this case, and giatn form II isn't an option for polymorph any object, which functions as greater polymorph for the purposes of what it can do, unfortunately.


I have heard somewhere that Lamashtu is based on the Mesopotamian Mythology, and one of my personal campaign settings is based on that mythology, so I'm interested.
- How much similar /different is the Pathfinder Lamashtu respect the ancient one? How is the mythological one?
- I don't have all the information I would like on that particular Mythology, and I would like to have a bit more. Some interesting web out there, from a RPG perspective?

Thanks for all the work with us fans. Greatly appreciated.


James Jacobs wrote:
Ral' Yareth wrote:

2)Okay. Can they have unique creatures as servants? Even if not technically heralds? If yes, what is the difference between unique servants and full-on heralds?

thanks!

Absolutely. A deity and/or demigod can have as many unique creature servants as they (aka you) want. "Herald" is something of a position; like "President" or "General." It doesn't actually grant any specific game effects, but it does grant, in world, lots of benefits and responsibilities.

Got it!


James Jacobs wrote:

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)

This...both saddens and intrigues me. I don't wish to finger-point, and I would not ask fora ny manner of calling-out because team strife etc., but this leads to me having to ask;

Are you more often than not the one on the 'risque-er' end of the spectrum of the team, and correspondingly having to concede on that front? And, by extension, what can we, the consumer forces, do to reinforce your position and encourage the fight against the 'sanitation' of the sexual axis in relation to the violence/gore axis?

(AKA what can be bought that will make it clear that WE STAND WITH THE TYRANNOSAUR?)


Please explain how the spell Damnation Stride, from the Advanced Races Guide is suppose to work?

Damnation Stride

School conjuration (teleportation) [fire]; Level sorcerer/wizard 5, summoner 4, witch 5

Casting Time 1 standard action

Target self and creatures within a 10-foot-radius burst (see below)

Duration 1 minutes/level

Saving Throw Reflex half, see text; Spell Resistance no

This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).


James Jacobs wrote:
ealdwulf wrote:

James, in regards to the Elemental Affinity that Ifrit, Oread, Sylph, and Undine have, I was hoping to get some clarification. I apologize if I am rehashing old information but I have not found anything regarding this elsewhere.

1. In the first sentence it reads "... sorcerers with the elemental (...) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities."

In the case of a Sorcerer with the corresponding required bloodline to the race with a CHA of 17 (which would normally limit them to Level 7 spells) be treated as if they had a 19 and therefore providing them with access to the Level 8 and 9 spells?

1) Yes.

1) Are you sure? Shouldn't it be for higher spell DC... or did you mean 8 and 9 level spells for the bloodline spells only?

Paizo Employee Creative Director

Alaryth wrote:

I have heard somewhere that Lamashtu is based on the Mesopotamian Mythology, and one of my personal campaign settings is based on that mythology, so I'm interested.

- How much similar /different is the Pathfinder Lamashtu respect the ancient one? How is the mythological one?
- I don't have all the information I would like on that particular Mythology, and I would like to have a bit more. Some interesting web out there, from a RPG perspective?

Thanks for all the work with us fans. Greatly appreciated.

Pretty different, but there's a fair number of similarities. We took things from real-world culture, such as hints of her relationship with Pazuzu and her association with birth and jackals, but much of the rest is made up. The best place to go for more information about topics like these is Wikipedia... but use that as a starting place, not as the ONLY place you go to do research.

Paizo Employee Creative Director

TheAntiElite wrote:
James Jacobs wrote:

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)

This...both saddens and intrigues me. I don't wish to finger-point, and I would not ask fora ny manner of calling-out because team strife etc., but this leads to me having to ask;

Are you more often than not the one on the 'risque-er' end of the spectrum of the team, and correspondingly having to concede on that front? And, by extension, what can we, the consumer forces, do to reinforce your position and encourage the fight against the 'sanitation' of the sexual axis in relation to the violence/gore axis?

(AKA what can be bought that will make it clear that WE STAND WITH THE TYRANNOSAUR?)

I do tend to push things further as far as violence and sex and profanity and the like go—I understand that Pathfinder should appeal to all ages, but I also understand that our primary audience is composed of adults. Further, I was reading Stephen King at the age of 10, and I feel like I turned out okay—I'd rather not censor RPG materials and let parents decide how far they want to go with presenting material for their children... but I'm not the one who makes those decisions. The rulebook line goes out to a LOT more people, and so as a general rule, that line gets less edgy, while the other products are able to drift into the R-rated territory now and then.

As for what you can do as consumers? Let us know what you're interested in, for one thing, and that you don't mind edgier content. But at the same time, don't attack those who don't want that content. There's room for everyone.

Paizo Employee Creative Director

Belle Mythix wrote:
James Jacobs wrote:
ealdwulf wrote:

James, in regards to the Elemental Affinity that Ifrit, Oread, Sylph, and Undine have, I was hoping to get some clarification. I apologize if I am rehashing old information but I have not found anything regarding this elsewhere.

1. In the first sentence it reads "... sorcerers with the elemental (...) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities."

In the case of a Sorcerer with the corresponding required bloodline to the race with a CHA of 17 (which would normally limit them to Level 7 spells) be treated as if they had a 19 and therefore providing them with access to the Level 8 and 9 spells?

1) Yes.

1) Are you sure? Shouldn't it be for higher spell DC... or did you mean 8 and 9 level spells for the bloodline spells only?

I'm sure (since the ability to cast spells based on your ability score is a spell, and thus falls under the category of "all sorcerer spells"), but if you want a more "official" answer, you should ask on the rules forum.

Paizo Employee Creative Director

jesterle wrote:

Please explain how the spell Damnation Stride, from the Advanced Races Guide is suppose to work?

Damnation Stride

School conjuration (teleportation) [fire]; Level sorcerer/wizard 5, summoner 4, witch 5

Casting Time 1 standard action

Target self and creatures within a 10-foot-radius burst (see below)

Duration 1 minutes/level

Saving Throw Reflex half, see text; Spell Resistance no

This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).

Like dimension door, except that you leave behind fire that damages folks in a spot near where you teleported away from. The spell seems pretty clear to me... not sure what part is confusing, frankly.


I need to relearn how to read...


James Jacobs wrote:
jesterle wrote:

Please explain how the spell Damnation Stride, from the Advanced Races Guide is suppose to work?

Damnation Stride

School conjuration (teleportation) [fire]; Level sorcerer/wizard 5, summoner 4, witch 5

Casting Time 1 standard action

Target self and creatures within a 10-foot-radius burst (see below)

Duration 1 minutes/level

Saving Throw Reflex half, see text; Spell Resistance no

This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).

Like dimension door, except that you leave behind fire that damages folks in a spot near where you teleported away from. The spell seems pretty clear to me... not sure what part is confusing, frankly. [/QUOTE

Specific questions:

1: What does the duration of 1 minute/level mean?

Do you use the dim door power once in the stated time frame or use the dim door power once a round for the stated time frame?

2: What action is required to active the dim door power after the round of casting the spell,a standard action, a move action, or a free action?

3: The saving throw does it negate the damage or reduce the damage in half if successful?

4: There are no components listed in the spell description. Does mean the spell has no verbal, somatic, material, or focus components required?

Dark Archive

James, are there any evil and/or intelligent books featured in Pathfinder/Golarion besides the Book of the Damned? Is the Necronomicon floating around there somewhere?

Paizo Employee Creative Director

jesterle wrote:
James Jacobs wrote:
jesterle wrote:

Please explain how the spell Damnation Stride, from the Advanced Races Guide is suppose to work?

Damnation Stride

School conjuration (teleportation) [fire]; Level sorcerer/wizard 5, summoner 4, witch 5

Casting Time 1 standard action

Target self and creatures within a 10-foot-radius burst (see below)

Duration 1 minutes/level

Saving Throw Reflex half, see text; Spell Resistance no

This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).

Like dimension door, except that you leave behind fire that damages folks in a spot near where you teleported away from. The spell seems pretty clear to me... not sure what part is confusing, frankly. [/QUOTE

Specific questions:

1: What does the duration of 1 minute/level mean?

Do you use the dim door power once in the stated time frame or use the dim door power once a round for the stated time frame?

2: What action is required to active the dim door power after the round of casting the spell,a standard action, a move action, or a free action?

3: The saving throw does it negate the damage or reduce the damage in half if successful?

4: There are no components listed in the spell description. Does mean the spell has no verbal, somatic, material, or focus components required?

1) Dunno. Looks like an error to me.

2) See #1 above. I think it's an error.

3) Negates the damage.

4) This is definitely an error.

So yeah... the question was "Why does the spell's text not match its stats?" and the answer is "good question; it's probably an error." In any event, it needs to be posted to the rules forum for an FAQ so the design team can check it out.

Paizo Employee Creative Director

Atrocious wrote:
James, are there any evil and/or intelligent books featured in Pathfinder/Golarion besides the Book of the Damned? Is the Necronomicon floating around there somewhere?

Yes; the Necromnomicon is out there. There are several other forbidden books as well, some of which have to do with the Lovecraft mythos. We've mentioned several in print, in fact; one plays a big role in Carrion Hill, while another plays a role in the upcoming Dragon's Demand.

Grand Archive

Pathfinder Rulebook Subscriber

I have always liked the idea of epic /mythic characters being in the universe. I don't play such high level play usually but always like having things defined for lore purposes.

As I like to think of it: Since it was said Epic is not Mythic.

21+ would done by you and you alone and is even more rare than mythic as this going ascending beyond the realms of mortal power completely by ones own skill.

Mythic still requires great peril and quests to advance its power as well. Though it usually comes form some source outside ones self and can be taken away or was not really your own power to begin with. Artifacts, gods, passed on, fate ext. This would be more common as your actual level does not go past normal mortal bounds.

What are your thoughts/comments on epic and mythic from a in game perspective, if both occupying similar yet different places in Golarion would be OK, do you think of any of the big movers and shakers of Golarion's past and present could have possibly been epic rather than mythic ?

Though i think most who get stats in the future will use mythic rules it would be nice to see what your thoughts may be.

Also, I like to think of Irori as having been epic level since he ascended to godhood by his own power alone.


Mr Jacobs

If one of the iconics have to meet a swift death to save the others... wich one would you prefer to be?


My first guess is Balazar. I know he doesn't like summoners.

Second is Alain, because everybody hates Alain.

Paizo Employee Creative Director

Dexter Coffee wrote:

I have always liked the idea of epic /mythic characters being in the universe. I don't play such high level play usually but always like having things defined for lore purposes.

As I like to think of it: Since it was said Epic is not Mythic.

21+ would done by you and you alone and is even more rare than mythic as this going ascending beyond the realms of mortal power completely by ones own skill.

Mythic still requires great peril and quests to advance its power as well. Though it usually comes form some source outside ones self and can be taken away or was not really your own power to begin with. Artifacts, gods, passed on, fate ext. This would be more common as your actual level does not go past normal mortal bounds.

What are your thoughts/comments on epic and mythic from a in game perspective, if both occupying similar yet different places in Golarion would be OK, do you think of any of the big movers and shakers of Golarion's past and present could have possibly been epic rather than mythic ?

Though i think most who get stats in the future will use mythic rules it would be nice to see what your thoughts may be.

Also, I like to think of Irori as having been epic level since he ascended to godhood by his own power alone.

The 3.5 epic rules are more or less officially not a part of Pathfinder at this point; Mythic is our solution for things beyond what a core character can accomplish up to the demigod level. We have no plans at this point to extend the level cap beyond 20th or the mythic tiers beyond 10.

Paizo Employee Creative Director

Nicos wrote:

Mr Jacobs

If one of the iconics have to meet a swift death to save the others... wich one would you prefer to be?

Ezren!


James Jacobs wrote:
jesterle wrote:
James Jacobs wrote:
jesterle wrote:

Please explain how the spell Damnation Stride, from the Advanced Races Guide is suppose to work?

Damnation Stride

School conjuration (teleportation) [fire]; Level sorcerer/wizard 5, summoner 4, witch 5

Casting Time 1 standard action

Target self and creatures within a 10-foot-radius burst (see below)

Duration 1 minutes/level

Saving Throw Reflex half, see text; Spell Resistance no

This spell functions like dimension door, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage (Reflex negates).

Like dimension door, except that you leave behind fire that damages folks in a spot near where you teleported away from. The spell seems pretty clear to me... not sure what part is confusing, frankly. [/QUOTE

Specific questions:

1: What does the duration of 1 minute/level mean?

Do you use the dim door power once in the stated time frame or use the dim door power once a round for the stated time frame?

2: What action is required to active the dim door power after the round of casting the spell,a standard action, a move action, or a free action?

3: The saving throw does it negate the damage or reduce the damage in half if successful?

4: There are no components listed in the spell description. Does mean the spell has no verbal, somatic, material, or focus components required?

1) Dunno. Looks like an error to me.

2) See #1 above. I think it's an error.

3) Negates the damage.

4) This is definitely an error.

So yeah... the question was "Why does the spell's text not match its stats?" and the answer is "good question; it's probably an error." In any event, it needs to be posted to the rules forum for an FAQ so the design team can check it out.

Thanks for taking the time to reply.

The question has been posted to the rules forum but no answer or clarification has been presented.


Hi james...iv'e been working on my own campaign world that i hope to someday publish and im having trouble with a name..with your permission i would love to have a james jacob little stamp on the lands
i need a name for a volcano..largely surrounded by wasteland, its near a coast giving the sea the name the sea of smoke because the volcano never stops erupting great billows of black smoke..the volcano and the lands around have been magiclly devastated so physics has no bearing...can ya help a brother out


Do you think it's ok for PCs to have a hand in the creation of the BBEG for a campaign? I've been working on a plot for a while now that involves a split personality Mystic Theurge (MT). I recently had an idea for the MT to have the "good" personality dominant, but that they would unknowingly make the "bad" personality dominant, through their actions. The MT already has a good/bad side, but the Bad side is heavily restricted by only rarely getting to act on his plans. With the swap of dominancy, things will escalate far quicker.

I spoilered the scenario in case you'd rather not read it for legal reasons, just in case.

:
It involves them finding out that the MT's daughter is a Simulacrum of his actual daughter who died in an accident and he's living in delusion. I plan on that plot ark culminating in a fight with the Simulacrum (that has been heavily modified to be far more dangerous than his daughter ever was) which forces the MT out of his delusion, allowing the "bad" side to take over.

Paizo Employee Creative Director

jesterle wrote:
The question has been posted to the rules forum but no answer or clarification has been presented.

If a question is posted there, and enough FAQ hits bring it to the attention of the design team, they'll eventually answer it if it needs to be answered. Might take time is all.

Paizo Employee Creative Director

watchmanx wrote:

Hi james...iv'e been working on my own campaign world that i hope to someday publish and im having trouble with a name..with your permission i would love to have a james jacob little stamp on the lands

i need a name for a volcano..largely surrounded by wasteland, its near a coast giving the sea the name the sea of smoke because the volcano never stops erupting great billows of black smoke..the volcano and the lands around have been magiclly devastated so physics has no bearing...can ya help a brother out

Alas... I prefer to avoid doing this type of thing since there's weird legal ramifications and other awkwardness that can arise as a result. And in the end... you'll be more proud of the volcano if you name it yourself.

Paizo Employee Creative Director

Tels wrote:

Do you think it's ok for PCs to have a hand in the creation of the BBEG for a campaign? I've been working on a plot for a while now that involves a split personality Mystic Theurge (MT). I recently had an idea for the MT to have the "good" personality dominant, but that they would unknowingly make the "bad" personality dominant, through their actions. The MT already has a good/bad side, but the Bad side is heavily restricted by only rarely getting to act on his plans. With the swap of dominancy, things will escalate far quicker.

I spoilered the scenario in case you'd rather not read it for legal reasons, just in case.
** spoiler omitted **

As long as your players trust you and are okay with this type of thing, it's fine.


Hello James,

Can I use Improved familiar feat with an alchemist that has the Tumor familiar discovery?

The Improved familiar chart requires ''arcane spell caster level'' to choose the specific improved familiar and it is why we have doubts that it would work with the alchemist tumor familiar discovery, on APG page27 says that the alchemists uses his level as the caster level to determine any effect based on caster level and the tumor familiar discovery says that the familiar abilities are based on the alchemist’s caster level.


James Jacobs wrote:
As for what you can do as consumers? Let us know what you're interested in, for one thing, and that you don't mind edgier content. But at the same time, don't attack those who don't want that content. There's room for everyone.

FWIW, I think it's fine where you guys have it now. Enough of either that those who want it get it, and small enough of either (primarily the sex, in my case) that those who don't can skim over it without damaging the intended story.


What is your favorite and least favorite of the planetouched races?


Hello James!

As an experienced DM, would you classify the following acts as evil, neutral or good actions?

1)Binding a good outsider, to ask (bargain)for a good deed.

2)Binding neutral and/or evil creatures, to bargain for a good deed.

Basically I am wondering how viable is a LG wizard, who uses calling and summoning spells.

Paizo Employee Creative Director

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Jose Suarez 916 wrote:

Hello James,

Can I use Improved familiar feat with an alchemist that has the Tumor familiar discovery?

The Improved familiar chart requires ''arcane spell caster level'' to choose the specific improved familiar and it is why we have doubts that it would work with the alchemist tumor familiar discovery, on APG page27 says that the alchemists uses his level as the caster level to determine any effect based on caster level and the tumor familiar discovery says that the familiar abilities are based on the alchemist’s caster level.

I would say no; the whole point of the Tumor Familiar feat is that you have a tumor familiar. It's not intended to be a steppingstone feat. More to the point, it doesn't grant you the ability to acquire any familiar, which is what Improved Familiar needs.

Paizo Employee Creative Director

Voyd211 wrote:
What is your favorite and least favorite of the planetouched races?

Do you mean the 3.5 planetouched races? Or the Pathfinder ones? Because we don't call them "planetouched" in Pathfinder.

My favorite in 3.5 is the tiefling; least favorite are the non-aasimar/tiefling also-rans whose names I can't even remember.

My favorite in Pathfinder remains the tiefling. I don't have a least favorite.

Paizo Employee Creative Director

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Ral' Yareth wrote:

Hello James!

As an experienced DM, would you classify the following acts as evil, neutral or good actions?

1)Binding a good outsider, to ask (bargain)for a good deed.

2)Binding neutral and/or evil creatures, to bargain for a good deed.

Basically I am wondering how viable is a LG wizard, who uses calling and summoning spells.

1) Depends on how you bargain and reward the outsider.

2) Same.

If you're a lawful good wizard and you use planar binding to try to get help, don't use the spell's options to force or cajole or torment the outsider, basically. Offer it a reward, and make diplomacy checks to ask nicely, and if the outsider refuses, let it go and try a different one.

The Exchange RPG Superstar 2010 Top 16

James Jacobs wrote:


My favorite in Pathfinder remains the tiefling. I don't have a least favorite.

I have a question about one of them ...

Most of my time at the Pathfinder gaming table these days is through Pathfinder Society. I have the opportunity to play a Wayang.

I have no idea how.

I mean, they're "miniature magical humanoids" who've been in Tian Xai since the Age of Darkness, where they migrated from the Plane of Shadow. That's all I know. What do females look like? Do they all have enormous bulbous heads? (They are a race that cannot kiss and hug at the same time.) Do females have those ridiculous moustaches, too? How do they survive childbirth? How old do they live?

In general, how do wayangs get along with fetchlings? Or anybody else? What gods do they worship?

At this point, I'm planning to play her sort of like a bleachling gnome, with the plane of shadow standing in for the First World.


Frost Bomb

Benefit: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

--------------------------------------------------------------------------

If a creature is immune to cold.... it shouldnt need to roll a saving throw to see if got staggered? Its like throwing something that didnt even make a dent.


James Jacobs wrote:

Using a spell to get a higher level spell is, in a word, lame.

This is a good example of two similar rules elements that might work fine on their own but when combined together are greater than the sum of their parts.

so I think that the spell paragon surge basically needs to be erattaed. I'll be sending Jason an email suggesting this right after I post this message, in fact.

It has been over six months since this post with no errata that I can find. Can we assume that Jason is OK with how it works.

Just to add to the original query this not only allows half elven sorcerers to access all arcane spells (and Humans with the Racial Heritage feat), it also allows Half Elven Oracles to access all Cleric spells and, via Improved Eldritch Heritage (Arcane) all Wizard spells as well for the cost of a single level 3 spell slot.

It also allows prepared casters to become semi spontaneous ones by picking Preferred Spell, assuming they have Heighten.

Now yes you can simply change it in your home game but that's a pretty lame answer. It also doesn't address PFS play at all.

Contributor

Chris Mortika wrote:

Most of my time at the Pathfinder gaming table these days is through Pathfinder Society. I have the opportunity to play a Wayang.

I have no idea how.

I mean, they're "miniature magical humanoids" who've been in Tian Xai since the Age of Darkness, where they migrated from the Plane of Shadow. That's all I know. What do females look like? Do they all have enormous bulbous heads? (They are a race that cannot kiss and hug at the same time.) Do females have those ridiculous moustaches, too? How do they survive childbirth? How old do they live?

In general, how do wayangs get along with fetchlings? Or anybody else? What gods do they worship?

At this point, I'm planning to play her sort of like a bleachling gnome, with the plane of shadow standing in for the First World.

I don't know if this will help you for PFS, but the Dragon Empires Primer states that wayang vex the nagaji because they lack a proud national heritage. The Advanced Race Guide enforces this by stating that wayang live in small villages whose members are shy towards outsiders. It also references a religious philosophy called "The Dissolution."

Dissolution is literally another word for "dissolve" for all of you non-English speaking people out there, and since the wayang descend from the plane of shadows, I personally took that philosophy at face value. I run wayang as world-weary individuals who dislike the bright colors and lights of the mortal realm and believe that when they die, they dissolve back into the shadows of their ancestors. They undergo all of their ritual scaring, piercing, and bleaching in order to personally look more like how they would upon the plane of shadows, because all they really want is to return to the land of their forefathers. Even if its posthumously.

Hope this sparks some creative juice in your noggin. ;-P

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