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Speaking of petitioners in the boneyard, do some of them turn into Psychopomp?

Contributor

I asked this on the Rules board, but I feel like you would have some insight as well. For the most part, I understand how to apply the ghost template to a creature, but I have just a few questions.

1. If a ghost had armor and weapons in life, when it becomes a ghost does it continue to use that same equipment?

2. Considering it lacks a strength score what stat does a ghost attack with?


Shadowdancer Summon Shadow(Su)

1. The ability says the the shadow counts as a companion, so if I had Levels is Druid Can I have a druid companion plus the shadow or just one of them?

2. Is this shadow affected by spells such as protection from evil?

3. The Shadow use the base attack and save of the Shadowdancer prestige class or the character's total bab and save.

4. The shadow have half the shadowdancer's hit point. Does this include any non-permanent bonus or modifier the character could have?

Liberty's Edge

Threeshades wrote:

If great A'Tuin and three others of her species got covered in the ooze from Teenage Mutant Ninja Turtles and we called it Ancient Mutant Star Ninja Turtles, would that make an awesome saturday morning cartoon or an amazing saturday morning cartoon?

Also, what would happen to the elephants and the disc's populations on their backs?

I don't know what would happen to the elephants, but that is how flying disk are born.


James Jacobs wrote:

1) Not normally, no. When something becomes a petitioner, most of its previous life is washed away, along with its memories and the like.

2) A larvae would be infused with a specific type of sin, so any creature capable of sensing and interpreting sin would be able to predict what sort of demon a larvae might turn into. Most demons do not have this ability, but there's certainly some who do, and there's probably spells and magic items out there that do so.

Not that this necessarily crosses over to Pathfinder but. . .

Savage Tide Spoiler:
Towards the end of Savage Tide after Vanthus had been dealt with several times, Our Heroes find him in Larvae form in the Abyss, and it's not decades later, and he does have a recollection of his prior life.

Of course, he's described as a "special case" in retaining his memories. He is probably also a "special case" in having been reached Petitioner status without waiting decades.

I just note him here in case the person asking the question is looking for precedent for doing something unusual. Vanthus is precedent.

Paizo Employee Creative Director

Belle Mythix wrote:

Speaking of petitioners in the boneyard, do some of them turn into Psychopomp?

All of them pretty much do. Psychopomps are the primary outsider found in the Boneyard.

Paizo Employee Creative Director

donato wrote:

I asked this on the Rules board, but I feel like you would have some insight as well. For the most part, I understand how to apply the ghost template to a creature, but I have just a few questions.

1. If a ghost had armor and weapons in life, when it becomes a ghost does it continue to use that same equipment?

2. Considering it lacks a strength score what stat does a ghost attack with?

1) If the armor and weapons are ghost touch, then yes. Otherwise it might show up on the ghost but it's not really there—it's a ghostly duplicate of its original gear.

2) Its corrupting touch. If it has a ghost touch weapon, it attacks with the weapon but doesn't do much damage. Ghosts are better when they don't rely on gear.


If a Barbarian were in immune to fatigue by an item, race or ability. Will that prevent him from going fatigue when ending the rage?

Since entering and ending rage is a free action, the he could turn it off and on in the same round, so this will allow him to use any of those rage power that could only be use once per rage right?

Note: Yeah I know this question sounds way too obvious but I asked because this is something any level Barbarian should/must have ^^; and seems way to strong to overcome the rage restriction before Lv17 Tireless rage.

Paizo Employee Creative Director

Karse wrote:

Shadowdancer Summon Shadow(Su)

1. The ability says the the shadow counts as a companion, so if I had Levels is Druid Can I have a druid companion plus the shadow or just one of them?

2. Is this shadow affected by spells such as protection from evil?

3. The Shadow use the base attack and save of the Shadowdancer prestige class or the character's total bab and save.

4. The shadow have half the shadowdancer's hit point. Does this include any non-permanent bonus or modifier the character could have?

1) Nope; shadow companions and animal companions are very different, and those levels don't stack. You can have one of each if you're a druid shadowdancer, though.

2) Yes; not because it's evil, but because it's summoned.

3) Total character base attacks and saves.

4) Nope. Just half the shadowdancer's hit points.

Liberty's Edge

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Do you like the concept of petitioners?

I have always found it a bit off. The hero sent to the Valhalla (or equivalent) losing all the memories of his life, the failed cleric of a good god being punished for something that he don't remember seem somewhat anticlimactic to me.

They don't tell a tale, they are amorphous.

Paizo Employee Creative Director

Diego Rossi wrote:

Do you like the concept of petitioners?

I have always found it a bit off. The hero sent to the Valhalla (or equivalent) losing all the memories of his life, the failed cleric of a good god being punished for something that he don't remember seem somewhat anticlimactic to me.

They don't tell a tale, they are amorphous.

I do like the concept of petitioners. That's kinda why they're in Bestiary 2—I've got enough pull around these parts that if I don't like something, there's usually a good reason for it and that reason's usually good enough to get something booted out of a book entirely.

See, the thing is, if you DID remember yourself and retain your personality upon becoming a petitioner and thence an outsider, death wouldn't be scary. It'd be a transition from being a relatively weak creature into being a much more powerful creature, since if you remember yourself and your memory, you'd retain your experience and knowledge, and thus your character levels. In the game, it's possible to travel to the other planes or talk to deities, and once knowledge of "when you die, you get better and more powerful" spreads, a lot of folks would eagerly seek death, since death would be a portal to power. And that's not the type of world that makes sense to me—if that were the case, then the game should be set in the Outer Planes and the PCs should all be outsiders. That does sound intriguing... but it's not the game that Pathfinder was meant to be.

By having petitioners wipe the soul clean and start over, that gives mortals a reason to fear death and to want to keep on living. And it gives meaning to that life, since it's not something that's an inconvenient stepping stone to a greater power.

A cleric or other devout worshiper of a faith wouldn't think that transcending the physical and spiritual self in a complete transformation that results in something completely new as a punishment, though. That's something to be proud of, but it's also NOT something you'd want to cut your mortal life short to race into accepting.

The petitioner setup gives mortal life an end point, and that's important to the game and the world and all that. But it also allows for a sense of the immortality of a soul, which is ALSO important to the game.

Liberty's Edge

"the failed cleric of a good god", I was referring that to a cleric of a good deity that failed in respecting his god tenets and was actually evil or simply uncaring.
In my vision a successful evil cleric of a evil deity would be rewarded in the afterlife, a cleric that was unable to respect his religion tenets would be punished.

Most people wouldn't be rewarded or punished as they aren't really success or failures in following their faith, philosophy or alignment. That kind of people could easily become petitioners or other "faceless numbers" creature after a time in their new home.

The "faceless numbers" is mostly my problem. A petitioner personality is totally wiped out, so it isn't a form of immortality. It is a form of death were something different is born.
Even reincarnation is better as you new form is affected by the karma of your previous actions.

Some kind of gradual transformation where you ascend or degrade to a new level to me seem the best option. If you had a strong personality and conviction your mind would change slowly while weak willed people will change faster. What and who you where would be the basis for what you would become.

Just to be clear: it was very interesting to read your opinion. simply we have different tastes about this argument.

- * -

Raputin must die!:
Rasputin has only 19 constitution! The guy that was used as the example of 18 constitution in the 1st edition DMG has less than most characters of his level! Sure, the Stitched soul ability is great, but still his constitution is too low. :P


Mr. James Jacobs,

While you have stated that petitioners loose their memories of mortal life barring the occasional exception do any of the outsiders that result regain any base knowledge of their previous life after they have transitioned? Not enough to have class levels but a general idea of how their life went and how they got to where they are now?


Is a petitioner memory lost or destroyed?

Paizo Employee Creative Director

Belle Mythix wrote:

Is a petitioner memory lost or destroyed?

Lost. Certain effects, such as a brush against a dreaming goddess, can awaken those lost memories in an outsider.

Paizo Employee Creative Director

1 person marked this as a favorite.
The NPC wrote:

Mr. James Jacobs,

While you have stated that petitioners loose their memories of mortal life barring the occasional exception do any of the outsiders that result regain any base knowledge of their previous life after they have transitioned? Not enough to have class levels but a general idea of how their life went and how they got to where they are now?

Now and then, yes, an outsider remembers its previous life as a mortal. When they do, they're exceptional and unique creatures. We've got at least one of them coming up in Wrath of the Righteous, and I believe there's at least one more in Demons Revisited.

Shadow Lodge

Not sure if this has been ask of you before Mr. Jacobs but I was wondering.....

When your a player, do you like to play in storys where you and your party are the "good guys/heroes"?


James,

This was a bit inspired by the recent Reign of Winter AP. So if a campaign goes with the much more common and advanced firearms options as a regular thing for its setting, what stops the fighter from ending up hosed by that to a certain extent?

By which I mean, an armor bonus generally seems to be something a fighter (and certainly a paladin and the like thereby) truck in to get by, but in a world of advanced and readily available guns, an armor bonus becomes pretty sweepingly useless.

What would you suggest for compensating for that? Magical bulletproof armor/shields (i.e. that thereby lets its armor bonus still apply vs firearms)? Working up some kind of per every so odd levels ac bonus thing that some d20 games used to do? Just tell the would be fighter to play a gunslinger? Other?


PFS; Animal Companions, Celestial Servant, 3Int, and a Language.

PFS FAQ - Animals

* With reference to the FAQ, what is the benefit of an animal actually knowing a language? It doesn't appear to have any in game use if the animals still require Handle Animal rolls to carry out functions. It doesn't seem to aid fellow party members who could simply ask the animal to carry out a trick/ability it knows, and doesn't really seem to let the animal make its own independent decisions based on external stimulus, such as overhearing a couple of people suggesting they attack the party.

* Under the recent rules in Ultimate Campaign, it appears that 'animals' including Companions, come under the control of the GM, yet Magical Creatures, such as the Paladins warhorse come under the control of the player; if a player took Celestial Servant (which talks about the animal becoming a magical creature) does it return to the control of the player? What if it has 3 Int.

What I am effectively wondering is that with 3 Int, a 'spoken language', and a Magical Creature type - just how independent can this creature be?

(I realise that it also talks about HA rolls, but I'm curious whether the creature could operate at all independently if separated from its handler or the handler was incapacitated - similarly how the party might be able to interact with said creature to get it to co-operate with them in recovering its handler rather than just being a lump)


Karse wrote:

If a Barbarian were in immune to fatigue by an item, race or ability. Will that prevent him from going fatigue when ending the rage?

Since entering and ending rage is a free action, the he could turn it off and on in the same round, so this will allow him to use any of those rage power that could only be use once per rage right?

Note: Yeah I know this question sounds way too obvious but I asked because this is something any level Barbarian should/must have ^^; and seems way to strong to overcome the rage restriction before Lv17 Tireless rage.

Ugh My English is getting worst by the minute lol, sorry. Not a Native I guess.

If a Barbarian is immune to fatigue by an item, race or ability. Will that prevent him from going fatigue when ending the rage?

Since entering and ending rage is a free action, the he could turn it off and on in the same round, so this will allow him to use any of those rage power that could only be use once per rage right? He will even be able to cast spells or do any other Intelligent decision without even need to get Moment of Clarity Rage Power.


James Jacobs wrote:
The NPC wrote:

Mr. James Jacobs,

While you have stated that petitioners loose their memories of mortal life barring the occasional exception do any of the outsiders that result regain any base knowledge of their previous life after they have transitioned? Not enough to have class levels but a general idea of how their life went and how they got to where they are now?

Now and then, yes, an outsider remembers its previous life as a mortal. When they do, they're exceptional and unique creatures. We've got at least one of them coming up in Wrath of the Righteous, and I believe there's at least one more in Demons Revisited.

There is at least one in Inner Sea Bestiary, and I believe there are a few in Jade Regent #6, but those aren't elaborated upon.

Edit: and Szuriel in Rasputin must Die.

Radiant Oath

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

Out of all the threats currently facing Golarion (the Whispering Way, House Thrune, the risen Runelords, the drow, the Worldwound etc.), which do you feel is the most dangerous, barring Rovagug and his Spawn, as basically if they were let loose it's game over? The group that has the greatest likelihood of succeeding in their schemes? What group or entity, that if it was unopposed by PCs, would cause the most serious harm to Golarion and its people short of destroying it? The thing that would unify the peoples of Golarion to try and stop it, a la the Gray Wardens in Dragon Age with the Darkspawn?


Hello James,

Robe of Runes:

Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

Can you recall alchemist extracts with this item? extracts are prepared and are considered spells aren't they?


So this one is kinda rules-y but figured Id ask any way because Id love to hear some intent/how JJ thinks it should work.

At a recent game, a player was playing around with alchemist fires for a swarm with a new GM and he tried to ready an action to toss an alchemist's fire at the swarm. The new GM pointed us to a table in the CRB that states that "preparing" a splash weapon is a full-round action, so you can't ready an alchemist's fire

In the core rule book chart of actions (pg 183 I think) it says to prepare a splash weapon is a full round action. But in the text - the only place it mentions a full round action is for using the item "oil" as a splash weapon. Oil even references alchemist's fire.

PRD wrote:
Oil: ... You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire (see Special Substances and Items on Table: Goods and Services), except that it takes a full-round action to prepare a flask with a fuse.

Was that table a holdover from a previous ruleset? I think "prepare" in our minds is more akin to like getting something that is not usually a splash weapon ready to be so. Like, filling an empty flask with acid from a vat or something. Seems to me alchemist's fire, liquid ice, alkali flasks, etc... come "pre-prepared" and ready to be thrown.


Acrochantosaurus - linked for your pleasure.


what happens if you fire a double barreled firearm and both barrels misfire? is the weapon simply broken or actually destroyed/wrecked?


James, in Cheliax: Empire of Devils, it says on page 9:

Finally, a new movement is emerging, spurred by the
monks of the Third Stone Abbey in the eastern Menador Mountains: the New Ascetic, devoted to stripping out the inessential in art to focus on the bare truth. Asmodean Prelate Astrid Consain calls this a deviation from the complex interweavings of Hell, and is pushing to have the practitioners of the art chastised, but the movement continues to grow.

So... What would this new art form actually look like to be so disapproved by the Church of Asmodeus?

Paizo Employee Creative Director

Jacob Saltband wrote:

Not sure if this has been ask of you before Mr. Jacobs but I was wondering.....

When your a player, do you like to play in storys where you and your party are the "good guys/heroes"?

My favorite alignment is chaotic good—I much prefer the Robin Hood or Batman sort of good to the Superman sort.

Paizo Employee Creative Director

3 people marked this as a favorite.
mark kay wrote:

James,

This was a bit inspired by the recent Reign of Winter AP. So if a campaign goes with the much more common and advanced firearms options as a regular thing for its setting, what stops the fighter from ending up hosed by that to a certain extent?

By which I mean, an armor bonus generally seems to be something a fighter (and certainly a paladin and the like thereby) truck in to get by, but in a world of advanced and readily available guns, an armor bonus becomes pretty sweepingly useless.

What would you suggest for compensating for that? Magical bulletproof armor/shields (i.e. that thereby lets its armor bonus still apply vs firearms)? Working up some kind of per every so odd levels ac bonus thing that some d20 games used to do? Just tell the would be fighter to play a gunslinger? Other?

It doesn't stop at fighter—guns as they currently work are really REALLY strong against most monsters as well.

My original design for firearms was that they had a penetration value, and that value was the number of AC points they ignored against armored (be it armor or natural) foes. So, say a pistol might have a penetration of 2, and thus ignores 2 points of armor class bonus when used against a fighter in armor, but a higher powered rifle might have a penetration of 8. What EXACT numbers those scores were at I can't remember, alas...

Makes it a little more "calculaty" to play, but it also keeps guns from ignoring armor completely.

Paizo Employee Creative Director

1 person marked this as a favorite.
Shifty wrote:

PFS; Animal Companions, Celestial Servant, 3Int, and a Language.

PFS FAQ - Animals

* With reference to the FAQ, what is the benefit of an animal actually knowing a language? It doesn't appear to have any in game use if the animals still require Handle Animal rolls to carry out functions. It doesn't seem to aid fellow party members who could simply ask the animal to carry out a trick/ability it knows, and doesn't really seem to let the animal make its own independent decisions based on external stimulus, such as overhearing a couple of people suggesting they attack the party.

* Under the recent rules in Ultimate Campaign, it appears that 'animals' including Companions, come under the control of the GM, yet Magical Creatures, such as the Paladins warhorse come under the control of the player; if a player took Celestial Servant (which talks about the animal becoming a magical creature) does it return to the control of the player? What if it has 3 Int.

What I am effectively wondering is that with 3 Int, a 'spoken language', and a Magical Creature type - just how independent can this creature be?

(I realise that it also talks about HA rolls, but I'm curious whether the creature could operate at all independently if separated from its handler or the handler was incapacitated - similarly how the party might be able to interact with said creature to get it to co-operate with them in recovering its handler rather than just being a lump)

I'd rather not answer questions about PFS and the implications of rules rulings here, since I'm not really up to speed on what is and isn't allowed in PFS, and I'd rather not say something that folks would then take the wrong way and cause a firestorm of confusion and angst and frustration among PFS plaeyrs. Sorry! You'll need to go to Mike, Mark, or John for these clarifications.

Spoiler:
What I hope they'll say is that the benefit is that if an animal is smart enough to know a language, if you can speak that language you can tell it what to do. Whether or not it does what you tell it is up to the animal, but it would essentially mean that it no longer needs to worry about knowing any tricks since it's smart enough to know how to do all that stuff and you can just tell it to do whatever you want it to do. Or other people, for that matter—an Int 3+ animal companion could follow orders from its druid mistress or from any PC if the druid tells the animal that's okay... or if the animal decides that it's okay.

My honest suggestion? Don't raise an animal companion's Int score ever at all in PFS. Use that resource to raise another ability score instead, and play the animal companion as intended. Save the intelligent animal companions for home games, where the GM has the authority to make decisions on how that works in his/her game without worrying about breaking rules.

Paizo Employee Creative Director

1 person marked this as a favorite.
Karse wrote:
Karse wrote:

If a Barbarian were in immune to fatigue by an item, race or ability. Will that prevent him from going fatigue when ending the rage?

Since entering and ending rage is a free action, the he could turn it off and on in the same round, so this will allow him to use any of those rage power that could only be use once per rage right?

Note: Yeah I know this question sounds way too obvious but I asked because this is something any level Barbarian should/must have ^^; and seems way to strong to overcome the rage restriction before Lv17 Tireless rage.

Ugh My English is getting worst by the minute lol, sorry. Not a Native I guess.

If a Barbarian is immune to fatigue by an item, race or ability. Will that prevent him from going fatigue when ending the rage?

Since entering and ending rage is a free action, the he could turn it off and on in the same round, so this will allow him to use any of those rage power that could only be use once per rage right? He will even be able to cast spells or do any other Intelligent decision without even need to get Moment of Clarity Rage Power.

Yup; if you're immune to fatigue, you don't get fatigued after a rage.

And yes, if you're immune to fatigue, that means you can enter rage and drop out of it multiple times... but each time you enter a rage you use up one of your rage uses for the day. If you entered a rage 5 times in a round, you'd burn through 5 uses of rage in that single round.

Paizo Employee Creative Director

Archpaladin Zousha wrote:
Out of all the threats currently facing Golarion (the Whispering Way, House Thrune, the risen Runelords, the drow, the Worldwound etc.), which do you feel is the most dangerous, barring Rovagug and his Spawn, as basically if they were let loose it's game over? The group that has the greatest likelihood of succeeding in their schemes? What group or entity, that if it was unopposed by PCs, would cause the most serious harm to Golarion and its people short of destroying it? The thing that would unify the peoples of Golarion to try and stop it, a la the Gray Wardens in Dragon Age with the Darkspawn?

There isn't one "most dangerous danger" in Golarion. There's a lot of ties for that position. By making these dangers numerous and more or less equally deadly and dangerous, we can do multiple Adventure Paths and not have to worry about doing one that will make every one that follows anticlimactic.

Paizo Employee Creative Director

Jose Suarez 916 wrote:

Hello James,

Robe of Runes:

Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

Can you recall alchemist extracts with this item? extracts are prepared and are considered spells aren't they?

Nope. Not unless the GM lets it work that way.

Paizo Employee Creative Director

CRobledo wrote:

So this one is kinda rules-y but figured Id ask any way because Id love to hear some intent/how JJ thinks it should work.

At a recent game, a player was playing around with alchemist fires for a swarm with a new GM and he tried to ready an action to toss an alchemist's fire at the swarm. The new GM pointed us to a table in the CRB that states that "preparing" a splash weapon is a full-round action, so you can't ready an alchemist's fire

In the core rule book chart of actions (pg 183 I think) it says to prepare a splash weapon is a full round action. But in the text - the only place it mentions a full round action is for using the item "oil" as a splash weapon. Oil even references alchemist's fire.

PRD wrote:
Oil: ... You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire (see Special Substances and Items on Table: Goods and Services), except that it takes a full-round action to prepare a flask with a fuse.

Was that table a holdover from a previous ruleset? I think "prepare" in our minds is more akin to like getting something that is not usually a splash weapon ready to be so. Like, filling an empty flask with acid from a vat or something. Seems to me alchemist's fire, liquid ice, alkali flasks, etc... come "pre-prepared" and ready to be thrown.

Alchemists can ready an action to throw a bomb. Alchemist bombs use splash weapon rules, but they're not the same thing as alchemist fire. And frankly, I'd say that you should be able to use ALL splash weapons as regular standard actions. That's how I've seen them work in pretty much every game play in and run. Which includes games Jason runs and plays in.

Paizo Employee Creative Director

Kajehase wrote:
Acrochantosaurus - linked for your pleasure.

Yay!

Paizo Employee Creative Director

Mikkel Rugholm wrote:
what happens if you fire a double barreled firearm and both barrels misfire? is the weapon simply broken or actually destroyed/wrecked?

Destroyed.

Paizo Employee Creative Director

Andros Morino wrote:

James, in Cheliax: Empire of Devils, it says on page 9:

Finally, a new movement is emerging, spurred by the
monks of the Third Stone Abbey in the eastern Menador Mountains: the New Ascetic, devoted to stripping out the inessential in art to focus on the bare truth. Asmodean Prelate Astrid Consain calls this a deviation from the complex interweavings of Hell, and is pushing to have the practitioners of the art chastised, but the movement continues to grow.

So... What would this new art form actually look like to be so disapproved by the Church of Asmodeus?

That's not something I've put any thought into at all, but I would assume it's art that treats Asmodeus as a normal human male subject instead of a god. Pictures of Asmodeus tying his shoes, perhaps? Depictions that show him in mundane, boring poses basically. Or perhaps even depictions of him being humiliated or embarrassed or whatever.


When a Sorcerer or any other spontaneous caster use a Metamagic Feat which will increase the casting time of the spell to a full round action.

The question is... if this sorcerer use 2 Metamagic feats such as Empower and Maximize will it still be a full round action or cant use both because it will be more than a full round action?

The Core Book show an exception but its only with quicken spell which seems you can combine it with any other metamagic and will always turn into a swift action.


James Jacobs wrote:
mark kay wrote:

James,

This was a bit inspired by the recent Reign of Winter AP. So if a campaign goes with the much more common and advanced firearms options as a regular thing for its setting, what stops the fighter from ending up hosed by that to a certain extent?

By which I mean, an armor bonus generally seems to be something a fighter (and certainly a paladin and the like thereby) truck in to get by, but in a world of advanced and readily available guns, an armor bonus becomes pretty sweepingly useless.

What would you suggest for compensating for that? Magical bulletproof armor/shields (i.e. that thereby lets its armor bonus still apply vs firearms)? Working up some kind of per every so odd levels ac bonus thing that some d20 games used to do? Just tell the would be fighter to play a gunslinger? Other?

It doesn't stop at fighter—guns as they currently work are really REALLY strong against most monsters as well.

My original design for firearms was that they had a penetration value, and that value was the number of AC points they ignored against armored (be it armor or natural) foes. So, say a pistol might have a penetration of 2, and thus ignores 2 points of armor class bonus when used against a fighter in armor, but a higher powered rifle might have a penetration of 8. What EXACT numbers those scores were at I can't remember, alas...

Makes it a little more "calculaty" to play, but it also keeps guns from ignoring armor completely.

That sounds honestly a lot more workable, yeah. Is there ever any chance of the firearms rules getting some kind of revision? Guns just trumping monsters as well feels somewhat off.

If by some freak turn of events Pathfinder ever does a more technologically advanced setting or set or rules or campaign area or what have you, something in the rules to compensate for how good guns ultimately get once they start to proliferate and become both common and more advanced would be nice.


James Jacobs wrote:
Archpaladin Zousha wrote:
Out of all the threats currently facing Golarion (the Whispering Way, House Thrune, the risen Runelords, the drow, the Worldwound etc.), which do you feel is the most dangerous, barring Rovagug and his Spawn, as basically if they were let loose it's game over? The group that has the greatest likelihood of succeeding in their schemes? What group or entity, that if it was unopposed by PCs, would cause the most serious harm to Golarion and its people short of destroying it? The thing that would unify the peoples of Golarion to try and stop it, a la the Gray Wardens in Dragon Age with the Darkspawn?
There isn't one "most dangerous danger" in Golarion. There's a lot of ties for that position. By making these dangers numerous and more or less equally deadly and dangerous, we can do multiple Adventure Paths and not have to worry about doing one that will make every one that follows anticlimactic.

An (high level?) AP that deal with many of them, one after the others?

Change of subject: I dunno if I missed the memo but, did something happen to Jason?


James Jacobs wrote:
See, the thing is, if you DID remember yourself and retain your personality upon becoming a petitioner and thence an outsider, death wouldn't be scary.

What of the text out of the book of the damned vol 2 where the quip is something along the lines of "I remember my former life, the endless torture I've endured and is why I'm back to my former world and will not have any mercy for any of you?"


I am asking this here since I can't seem to get a good answer on the Rules Questions forum.

My guestion:
Energy Reflection:
(Its listed under the Elemental Knight Archtype for Sulis from the Advanced Race Guide)

Energy Reflection (Su): This functions like the reflection magus arcana, except it only works on spells that deal acid, cold, electricity, or fire damage.

However the Reflection Magus Arcana states it works bacically like Spell Turning. This means no energy based AOE, Ranged Touch, or standard Touch Attacks could be reflected.

I can only think of 3 or 4 spells in total from the basic Pathfinder system that the power (a 12th level requirement for a Magus) could even work on.

What would your call be on a possible fix, or would you just tell a player to forget about it and wait for any offical errata?

I can see where allowing energy AOE spells to be reflected would be too powerful, but energy Ranged Touch attacks could possibly be a good exception IMHO.

Paizo Employee Creative Director

Karse wrote:

When a Sorcerer or any other spontaneous caster use a Metamagic Feat which will increase the casting time of the spell to a full round action.

The question is... if this sorcerer use 2 Metamagic feats such as Empower and Maximize will it still be a full round action or cant use both because it will be more than a full round action?

The Core Book show an exception but its only with quicken spell which seems you can combine it with any other metamagic and will always turn into a swift action.

The number of metamagic feats you apply doesn't affect the adjustment to casting times. It's 1 full round for all metamagic, save quicken.

Paizo Employee Creative Director

mark kay wrote:

That sounds honestly a lot more workable, yeah. Is there ever any chance of the firearms rules getting some kind of revision? Guns just trumping monsters as well feels somewhat off.

If by some freak turn of events Pathfinder ever does a more technologically advanced setting or set or rules or campaign area or what have you, something in the rules to compensate for how good guns ultimately get once they start to proliferate and become both common and more advanced would be nice.

A revision to how guns work in this edition of Pathfinder is highly unlikely... but Jason's in a game I run where Rob's character regularly does over 100 points of damage in a round with guns, so who can say?

If we do a new setting/ruleset for a more modern or sci fi genre, that would be a place to adjust how guns or touch AC or both work as well.

Paizo Employee Creative Director

Belle Mythix wrote:
James Jacobs wrote:
Archpaladin Zousha wrote:
Out of all the threats currently facing Golarion (the Whispering Way, House Thrune, the risen Runelords, the drow, the Worldwound etc.), which do you feel is the most dangerous, barring Rovagug and his Spawn, as basically if they were let loose it's game over? The group that has the greatest likelihood of succeeding in their schemes? What group or entity, that if it was unopposed by PCs, would cause the most serious harm to Golarion and its people short of destroying it? The thing that would unify the peoples of Golarion to try and stop it, a la the Gray Wardens in Dragon Age with the Darkspawn?
There isn't one "most dangerous danger" in Golarion. There's a lot of ties for that position. By making these dangers numerous and more or less equally deadly and dangerous, we can do multiple Adventure Paths and not have to worry about doing one that will make every one that follows anticlimactic.

An (high level?) AP that deal with many of them, one after the others?

Change of subject: I dunno if I missed the memo but, did something happen to Jason?

A high level AP that deals with all/many of them would lack any of the focus I require for an AP to tell a cohesive and compelling story, I'm afraid. Also, we don't do APs that start at high level.

And nothing happened to Jason that I'm aware of... why did you think something did?

Paizo Employee Creative Director

Buri wrote:
James Jacobs wrote:
See, the thing is, if you DID remember yourself and retain your personality upon becoming a petitioner and thence an outsider, death wouldn't be scary.
What of the text out of the book of the damned vol 2 where the quip is something along the lines of "I remember my former life, the endless torture I've endured and is why I'm back to my former world and will not have any mercy for any of you?"

That's Nightripper talking. He's one of the exceptions, as detailed in Inner Sea Bestiary.

Paizo Employee Creative Director

He'sDeadJim wrote:

I am asking this here since I can't seem to get a good answer on the Rules Questions forum.

My guestion:
Energy Reflection:
(Its listed under the Elemental Knight Archtype for Sulis from the Advanced Race Guide)

Energy Reflection (Su): This functions like the reflection magus arcana, except it only works on spells that deal acid, cold, electricity, or fire damage.

However the Reflection Magus Arcana states it works bacically like Spell Turning. This means no energy based AOE, Ranged Touch, or standard Touch Attacks could be reflected.

I can only think of 3 or 4 spells in total from the basic Pathfinder system that the power (a 12th level requirement for a Magus) could even work on.

What would your call be on a possible fix, or would you just tell a player to forget about it and wait for any offical errata?

I can see where allowing energy AOE spells to be reflected would be too powerful, but energy Ranged Touch attacks could possibly be a good exception IMHO.

This shouldn't be the place to go to because the rules questions forum is slow, first of all.

If you're not comfortable making a ruling for your game and want to wait for official errata, my suggestion would be to tell the player to pick a different archetype.


Buri wrote:
James Jacobs wrote:
See, the thing is, if you DID remember yourself and retain your personality upon becoming a petitioner and thence an outsider, death wouldn't be scary.
What of the text out of the book of the damned vol 2 where the quip is something along the lines of "I remember my former life, the endless torture I've endured and is why I'm back to my former world and will not have any mercy for any of you?"

IANJJ, but the quote's attributed to Nightripper, who specifically retained all of his memories after transformation into a larva, and who was promptly sought out and elevated by Lamashtu to nascent demon lord status because of how unusual he was.

Nightripper also apparently had an exceptional memory as a mortal, as he could accurately recall the burial locations of 953 murder victims over a killing spree that presumably spanned decades.

Huh, now that I'm looking at the quote, Nightripper's rant also includes remembering his time as a larva.

And so questions for James!

1) Do demons normally have no memory of what they went through as larva?

2) Are the bestiary stat blocks representative of new born demons? How much time passes between a demon getting spit out of the Abyss's fabric and the demon being fully functional?

3) Are demons actually born with their ranks of knowledge skills, etc., or do they normally need to spend some time learning how to do stuff?

4) If they don't need to spend any time "training" per se, is it correct to assume that the Abyss itself is imparting knowledge to its new born demons?

5) Do demon lords have any real capacity to single out and reward favored servants who've died and passed on to their realm? The Abyss seems to go much further than any other plane in stripping out the individuality of its petitioners.

6) Sifkesh devours the souls those she drives to heresy and suicide. Is she managing to grab the soul and eat it before it ever becomes a petitioner?

7) Do souls have to go through judgment at the Boneyard in order to become petitioners?

8) Do souls normally have to become petitioners before they can become the various exemplar outsider races?

Edit: Mr. Jacobs made 5 posts in the time it took me to write that. Heh.

Extra question:

9) What's your approximate words per minute when typing, if you can estimate?


James Jacobs wrote:

I am asking this here since I can't seem to get a good answer on the Rules Questions forum.

My guestion:
Energy Reflection:
(This shouldn't be the place to go to because the rules questions forum is slow, first of all.

If you're not comfortable making a ruling for your game and want to wait for official errata, my suggestion would be to tell the player to pick a different archetype.

It's not as much about comfort as much as about setting balance. The character in question is already 5th level in the Regin of Winter campaign, and we only noticed this question recently.

Since energy (especially Cold) is a major factor in that game, the Energy Reflection could be a smart choice eventually, but there is no point if I can't make the Arcana work in a balanced manner that makes it useful but not overly powerful.


Hey James,
After reading Dragons Unleashed, I've noticed that there are some dragons in the book who with only a few class levels are almost as powerful as Demigods (one is CR 25). Though they are at their maximum age, there are several ways that these creatures could become even more powerful. Becoming a Ravener seems to be one favorite method for especially evil dragons.

I'm betting this will at least be partly answered in one of the mythic books, but I'm pretty curious about this. At some point should creatures that reach a certain CR simply gain mythic powers through their sheer awesomeness? What I've read about the mythic rules so far makes it seem like it would be odd for anything to be above CR 25 without having some sort of mythic power.

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