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I'm currently playing a Lawful Good Cleric of Kelemvor in a Forgotten Realms Pathfinder game. We just hit level 10 and finished a significant story arch and the consensus is that the group is emotionally drained and just suffered the loss of our Fighter. We have a significant amount of downtime before we start the next story so my Cleric is going through a slight crisis of faith.
How do you think Kelemvor would feel about his Clerics spreading so much death? About raising fallen team mates?
Would this differ for Pharasma?
I'm not all that up-to-date on Kelemvor's faith, frankly.
Pharasma would not mind your cleric spreading death. Death is as important to her as birth, after all, and when it's someone's time to be killed by your character, that's their fate.
That said, a crisis of faith is a fun thing to roleplay. With the loss of the fighter, it might be interesting to talk to your GM about your character retraining as a fighter or ranger or something of the sort?

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James Jacobs wrote:
The game has absolute evils and absolute goods, unlike the real world. It's one of the game's strengths, in my opinion.
Hey James,
why do you think that having absolute goods and evils is one of the game's strengths?
Personally I have mixed feelings about it, and I have also tested playing without alignments (although it is a lot of work, since the concept is embedded into so many powers and spells, which makes sense given the premises), so I would be interested in hearing more about your point of view.
When I say "Absolute goods and evils," what I'm really talking about is the alignment system.
Because the alignment system allows you to do specific things like have weapons that do more damage against specific types of foes (holy, unholy, axiomatic, anarchic), and because it gives the GM hard and fast rules for how to handle things like the detection of evil, or how to handle spells that protect from evil (or good or whatever).
I've run d20 style games before where I've simply removed alignment entirely, and in my experience, that generally results in all the players playing chaotic neutral characters.
In games that DO have alignment, or a similar mechanic, I see players playing a MUCH wider range of characters. Alignment is a really powerful tool to help you keep focused on your character's personality. Furhtermore, it's an INCREDIBLY handy way to sumarize the personality of an NPC, a city, a region, a religion, an intelligent magic item, a monster, or anything by writing down two letters. When I see a city stat block, I don't mind having to read a few lines of text describing how it's a lawless town of scavengers and thugs and thieves who don't really seek to do harm, but aren't interested in being governed... but seeing "CN" listed as the city's alignment lets me know what's going on just as well.
Alignments are a great tool for building things, basically. And once they're built, they're a great way to keep the thing that you built focused.
You can STILL have shades of gray in the game, even with absolute alignments. Lawful neutral, neutral, and chaotic neutral are great alignments for this, since these characters can easily swing to be allies or enemies. To me, the fact that you can still do these kinds of characters while retaining the absolute goods and evils means that you don't HAVE to throw out the proverbial baby with the bathwater—you can have alignments and still have morally questionable characters.
You just have to be comfortable with the fact that your character or NPC or whatever is lawful neutral and not lawful good, DESPITE how good the NPC might think they're being.

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Hey James,
When does Pazio annouces what is coming next during GenCon so I can keep a eye out for it here on the forums?
We're announcing the next AP at about 1:15 or so, eastern time, on Thursday.
We're announcing more stuff (including next year's Gen Con hardcover) on Friday starting at about 3:00 eastern time, more or less.
I'm not sure when the announcements will be populated into our website, officially, but it should be close to then. And certainly folks will start talking about them online as well.

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James Jacobs, I have an incredibly important question! This question has been burning in my mind for months now, I can barely concentrate on my my paladin training! My tutor says that I'm digging a ditch into darkness with my very un-paladin like thoughts. You are my only hope for returning to the purity of Sarenrae's light!
Does cheese taste orange?
No, but oranges do!

Kairos Dawnfury |

Kairos Dawnfury wrote:I'm currently playing a Lawful Good Cleric of Kelemvor in a Forgotten Realms Pathfinder game. We just hit level 10 and finished a significant story arch and the consensus is that the group is emotionally drained and just suffered the loss of our Fighter. We have a significant amount of downtime before we start the next story so my Cleric is going through a slight crisis of faith.
How do you think Kelemvor would feel about his Clerics spreading so much death? About raising fallen team mates?
Would this differ for Pharasma?
I'm not all that up-to-date on Kelemvor's faith, frankly.
Pharasma would not mind your cleric spreading death. Death is as important to her as birth, after all, and when it's someone's time to be killed by your character, that's their fate.
That said, a crisis of faith is a fun thing to roleplay. With the loss of the fighter, it might be interesting to talk to your GM about your character retraining as a fighter or ranger or something of the sort?
I hadn't thought of that, it is a really cool idea... I may toy with that. The plan was to roleplay it out in emails between sessions since we don't get to play as much as we'd like.
I loved Ultimate Campaign by the way. Our Fighter was an NPC run by the wizard to round out our group (which happened to coincidentily be Fighter, Wizard, Cleric, Rogue with no preplanning) so I'm picking up the slack and making a Barbarian who is using the background from UCam of getting a Paladin-like calling and having it manifest with a Righteous Fury for Tempus.
I never would have played a Barbarian before because I was stuck in a Conan mindset for them that just never appealed to my playstyle.
Druid is one class that seems to be stuck in a trope for me, is that by design or am I just unimaginative?

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Rysky wrote:I forgot if you said you still play WoW or not but regardless what are your thoughts on Oondasta ? It's a Loa empowered Devilsaur armed with tesla cannons that serves as an outside raid boss (I.e. 40 man group is recommended)I'm still subscribed to WoW but I haven't played it regularly of late. I just recently hit the new level cap last month. Still haven't gone to Dinosaur Island.
The Oondasta looks pretty cool, though!
Thought you might like it :3
Also what are the chances the we start seeing t-Rex's armed with cannons used as siege weapons nao?
Also also wanted to let you know just got through going over both Mythic Adventures and WoTR 1 and they're both frickin awesome. I iz a very happy subscriber. :3

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Druid is one class that seems to be stuck in a trope for me, is that by design or am I just unimaginative?
The best way I've found to vary up how a druid works is to start with environments. Overwhelmingly, druids seem to be associated with temperate forests. This might be because of the nature of their spells and abilities... but nature exists elsewhere. Once you say your druid's from the desert, or the mountains, or the grasslands, or a swamp, or a river, or the ocean, or the glaciers, or even the city, things start to get different pretty quickly for the druid's themes and personality, I've found.
You can also do a similar thing by focusing on different aspects of nature. You can play a savage and cruel druid by being inspired by nature's arbitrary violence. You can play a beautiful and serene druid inspired by sunsets and natural landscapes of breathtaking wonder. You can play a scrappy fun-loving druid by basing his actions on things like kittens or other baby animals. You can play a mysterious druid by focusing on strange and spooky landscapes like fog-shrouded coastlines or creepy forests. And so on.

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Also what are the chances the we start seeing t-Rex's armed with cannons used as siege weapons nao?
Also also wanted to let you know just got through going over both Mythic Adventures and WoTR 1 and they're both frickin awesome. I iz a very happy subscriber. :3
Chances of a dinosaur fitted with weapons are close to zero. It's cool, but not for Golarion. Pathfinder has a pretty different set of themes and assumptions than Warcraft does.

Kairos Dawnfury |

Kairos Dawnfury wrote:Druid is one class that seems to be stuck in a trope for me, is that by design or am I just unimaginative?The best way I've found to vary up how a druid works is to start with environments. Overwhelmingly, druids seem to be associated with temperate forests. This might be because of the nature of their spells and abilities... but nature exists elsewhere. Once you say your druid's from the desert, or the mountains, or the grasslands, or a swamp, or a river, or the ocean, or the glaciers, or even the city, things start to get different pretty quickly for the druid's themes and personality, I've found.
You can also do a similar thing by focusing on different aspects of nature. You can play a savage and cruel druid by being inspired by nature's arbitrary violence. You can play a beautiful and serene druid inspired by sunsets and natural landscapes of breathtaking wonder. You can play a scrappy fun-loving druid by basing his actions on things like kittens or other baby animals. You can play a mysterious druid by focusing on strange and spooky landscapes like fog-shrouded coastlines or creepy forests. And so on.
I'm a big fan of the idea of the Urban Druid (and enjoyed Blood of the City's take), but they don't allow animal companions. Is there a specific reason it went that route? Or was it just easier than saying "You should probably only choose a dog..."

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James Jacobs wrote:I'm a big fan of the idea of the Urban Druid (and enjoyed Blood of the City's take), but they don't allow animal companions. Is there a specific reason it went that route? Or was it just easier than saying "You should probably only choose a dog..."Kairos Dawnfury wrote:Druid is one class that seems to be stuck in a trope for me, is that by design or am I just unimaginative?The best way I've found to vary up how a druid works is to start with environments. Overwhelmingly, druids seem to be associated with temperate forests. This might be because of the nature of their spells and abilities... but nature exists elsewhere. Once you say your druid's from the desert, or the mountains, or the grasslands, or a swamp, or a river, or the ocean, or the glaciers, or even the city, things start to get different pretty quickly for the druid's themes and personality, I've found.
You can also do a similar thing by focusing on different aspects of nature. You can play a savage and cruel druid by being inspired by nature's arbitrary violence. You can play a beautiful and serene druid inspired by sunsets and natural landscapes of breathtaking wonder. You can play a scrappy fun-loving druid by basing his actions on things like kittens or other baby animals. You can play a mysterious druid by focusing on strange and spooky landscapes like fog-shrouded coastlines or creepy forests. And so on.
Because it's an archetype, and it needs to lose SOMETHING in order to gain something.

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Are you hanging out at Paizo Chat tonight? Or do you have to pack/rest/get ready for GenCon?
I'll be there a little bit. I'm already mostly packed, so that's already pretty much done. My plan for the evening is to take it easy and maybe kill a few zombies. (In a videogame. Not real life. At least, I HOPE not in real life.)

IQuarent |

I've checked all my source books(I have a lot), d20pfsrd, and the paizo website, and I can't seem to find any in depth rules for improvised weapons.
CR: "To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match."
For something anything like PFS that doesn't cut it. Constant on-the-fly rulings for any random object someone picks up are too inconsistent. It can also really slow the game down.
So, my question:
Are there going to be any tables like this one at any point, that expound upon which weapons do which damage, and addresses the fragility that some improvised weapons would realistically have? One example I was wondering about was how using a alchemist fire as an improvised melee weapon would work(smashing it on their face). Would they take 1d2+1d6?(That's tiny weapon damage+fire) What about ruling what the damage type for these objects are? Other questions too... etc

Tels |

I've checked all my source books(I have a lot), d20pfsrd, and the paizo website, and I can't seem to find any in depth rules for improvised weapons.
CR: "To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match."
For something anything like PFS that doesn't cut it. Constant on-the-fly rulings for any random object someone picks up are too inconsistent. It can also really slow the game down.
So, my question:
Are there going to be any tables like this one at any point, that expound upon which weapons do which damage, and addresses the fragility that some improvised weapons would realistically have? One example I was wondering about was how using a alchemist fire as an improvised melee weapon would work(smashing it on their face). Would they take 1d2+1d6?(That's tiny weapon damage+fire) What about ruling what the damage type for these objects are? Other questions too... etc
Wow, those rules are really bad. I've worked with tools a lot in my life, no wrench is going to break apart after hiting someone with it a few times.

IQuarent |

IQuarent wrote:Wow, those rules are really bad. I've worked with tools a lot in my life, no wrench is going to break apart after hitting someone with it a few times.I've checked all my source books(I have a lot), d20pfsrd, and the paizo website, and I can't seem to find any in depth rules for improvised weapons.
CR: "To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match."
For something anything like PFS that doesn't cut it. Constant on-the-fly rulings for any random object someone picks up are too inconsistent. It can also really slow the game down.
So, my question:
Are there going to be any tables like this one at any point, that expound upon which weapons do which damage, and addresses the fragility that some improvised weapons would realistically have? One example I was wondering about was how using a alchemist fire as an improvised melee weapon would work(smashing it on their face). Would they take 1d2+1d6?(That's tiny weapon damage+fire) What about ruling what the damage type for these objects are? Other questions too... etc
Yeah sure, but what about chairs, tree branches, bottles, etc?
EDIT: Tables like that one, not that one. That one definitely isn't perfect, such as how a trash can lid does more damage than a fire extinguisher, which does the same amount as a bottle...

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I've checked all my source books(I have a lot), d20pfsrd, and the paizo website, and I can't seem to find any in depth rules for improvised weapons.
CR: "To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match."
For something anything like PFS that doesn't cut it. Constant on-the-fly rulings for any random object someone picks up are too inconsistent. It can also really slow the game down.
So, my question:
Are there going to be any tables like this one at any point, that expound upon which weapons do which damage, and addresses the fragility that some improvised weapons would realistically have? One example I was wondering about was how using a alchemist fire as an improvised melee weapon would work(smashing it on their face). Would they take 1d2+1d6?(That's tiny weapon damage+fire) What about ruling what the damage type for these objects are? Other questions too... etc
Improvised weapons include "everything that's not meant to be a weapon." That's a pretty enormous amount of potential improvised weapons to cover. And the point at which any combat-oriented rules set spends more time covering improvised weapons than it does actual weapons is the point at which the rules officially become overburdened with distractions.
It doesn't have to slow the game down. The GM just needs to say "That weapon does 1d4 damage" or "1d6 damage" or whatever and go from there. The problem isn't with the rules; it's with players not respecting the GM enough to accept a quick decision from the GM (or perhaps GMs too timid to MAKE those quick decision, perhaps because of a perception of pushy players).

IQuarent |

Improvised weapons include "everything that's not meant to be a weapon." That's a pretty enormous amount of potential improvised weapons to cover. And the point at which any combat-oriented rules set spends more time covering improvised weapons than it does actual weapons is the point at which the rules officially become overburdened with distractions.It doesn't have to slow the game down. The GM just needs to say "That weapon does 1d4 damage" or "1d6 damage" or whatever and go from there. The problem isn't with the rules; it's with players not respecting the GM enough to accept a quick decision from the GM (or perhaps GMs too timid to MAKE those quick decision, perhaps because of a perception of pushy players).
Thanks!
That does make sense. I was thinking it could be set into damage categories, and maybe by size. I hadn't thought of the sheer number of objects is could entail... I think damage type would be pretty obvious, and not a problem. I guess fragility would have to ruled by the GM, if it becomes an issue.There are still a couple things of general things I would like to know.
What about the size of objects? Could my medium sized character bludgeon someone with an entire table? (I'm think like 3-4 foot diameter with 4 legs) What about bigger things, like a desk? Basically, I just want to know where the line is.
Also, I was wondering about using parts of objects. If I want to break a leg off a table and hit somebody with it, do I have to make a sunder attempt?

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This is a case where allowing the GM to use common sense is the best option. Again... improvised weapons are not going to be used that often in the grand scheme of things. They should be less useful and less efficient than actual weapons—and that kinda also means less interesting and less exciting. And one way to do that is to spend less time talking about them.
And if you want to break a leg off a table and hit someone with it... you'd need to do a Strength check to snap the leg off. You don't sunder objects that aren't carried or attended.
And a table leg is just a club anyway.

IQuarent |

This is a case where allowing the GM to use common sense is the best option. Again... improvised weapons are not going to be used that often in the grand scheme of things. They should be less useful and less efficient than actual weapons—and that kinda also means less interesting and less exciting. And one way to do that is to spend less time talking about them.
And if you want to break a leg off a table and hit someone with it... you'd need to do a Strength check to snap the leg off. You don't sunder objects that aren't carried or attended.
And a table leg is just a club anyway.
I agree it's not super relevant, but Catch Off-Guard is a feat in the core, and a monk bonus feat, plus Cad and Monk of the Empty Hand are things that exist. If anyone is going to be playing one of these arch types it's good to have some idea of what to expect developments at the table to be.
Personally I think improvised weapons are more exciting, actually. Beating somebody with random objects has the potential to be very entertaining.
magnuskn |

magnuskn wrote:Honestly... if I were to do one, I wouldn't be surprised to find out you hated it. Our tastes in what makes the game fun seem to clash more often than not, I've learned.James Jacobs wrote:Personally? My desire for a swashbuckler class is pretty well documented on these boards.As is mine, only that I don't have the creative power that you do. :p
Man, I hope your take on the Swashbuckler will be awesome (meaning: no sneak attack, please). I did one myself, but nobody let's me play it, because it's not official. Hurry up! :D
Fair enough. Although that difference in taste seems to extend mostly to adventure design, I can't remember disagreeing with you about class design before. For example, I am quite unhappy with the Summoner, too, and find your idea of rebuilding it to summon specific outsiders to be a very good solution. And to rebalance its skewed spell list, of course. Then again, I vastly dislike the Gunslinger and you are okay with the class.
If you care to, take a short look at what I wrought and say if you think yours would look so differently.
Of course I'll perfectly understand if you don't have the time/don't care/can't look because it's like fan-fiction/other reasons. Take your pick :p

Luthorne |
1) I was looking at the lyrakien entry on the Pathfinder wiki, and it references the Skinsaw Murders book, where they're explicitly linked to Desna and only serve the familiars of worshipers of Desna. Given that was back in the 3.5 era, I was wondering, would you still consider that canonical for the Golarion setting?
2) Do you personally think that non-animal improved familiars should have their intelligence lowered by becoming a familiar if the intelligence a familiar gets would be lower than their normal intelligence?
3) If you could acquire a familiar or an improved familiar in real life somehow, whether a regular familiar or an improved familiar, what familiar would you pick? I'm guessing either a compsognathus or a quasit myself, but I could be wrong!

fuzzyillogic |

For the incoming Worldwound-based campaign, I was considering a cleric + divine scion character.
Reading the description I've now a doubt that maybe you can resolve: in the Divine Wrath power it states that "damaging spells deal +1 point of damage per die against creatures with an alignment subtype that matches the divine scion’s opposition alignment".
If I interpret this correctly, the power should them only work on creatures that have the specific subtype evil, or good, or whatever, so almost exclusively outsiders, not on all creatures of that alignment, like for example characters or humanoid NPC.
In fact, according to the description of the subtypes, it would affect such a creature even if its alignment were different from the subtype.
On the other hand, later, in the True Scion capstone power, the language is different, stating "Her divine wrath ability now deals +2 points of damage per die against creatures of the appropriate alignment.".
So, the intended Divine Wrath effect is:
a) It only ever affect creatures of the subtype <alignment>
b) It affect all creatures with <alignment>
c) It affect both creatures of subtype <alignment> and simply <alignment>
d) At 4th level it affect creatures of the subtype <alignment>, but at 10th level it affect all <alignment> creatures too.

Voltron64 |
James, I have some questions about the iconics I hope you could answer.
1. Does Seltyiel have a gigantic Berserk Button against people who abuse their children and spouses?
2. Is the background for Balthazar, the iconic Summoner still being worked on?
3. Which Iconics would you consider to be Combat Pragmatists?
4. Would you consider Alain different from other arrogant, glory-seeking blowhards due to the fact that he can actually fight? ;)

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Phew! Still playing catch up and I spy that you beat Demons Souls. So questions!
1. Favorite boss?
2. Favorite area?
3. Did you like The Tower of Hope level?
4. What did you think of the Maiden in Black?
5. The Old One?
6. The "truth" about where arcane and divine magic comes from?
7. How many tries did it take you to kill the Vanguard in the tutorial?

Steve Geddes |

Hi James. I wasn't really thinking I'd like it, but yet again you guys have trumped my expectations with wrath of the righteous. The players guide, world wound book and instalment one have really grabbed my imagination. I love the way the APs are "the same but different" - consistent enough that I know what I'm getting but varied enough to keep me interested month after month.. Thanks!