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Dear James Jacobs,
I have a question about inner sea ethnicity and phenotype.
Currently, all described ethnicities in the Inner Sea World Guide are said to have dark hair and dark eyes with the singular exception of the Ulfen (with blond/red hair and blue eyes.) The baseline inner sea inhabitant as described seems overwhelmingly likely to be brown haired with brown eyes.
Does this imply that if a PC were to be described as blond haired, it would follow that they are almost certainly an Ulfen? Or is a broad range of phenotypes possible in the other ethnicities, such that it would be patently unremarkable to find a blond Taldan or a blue eyed Chelaxian?
Thanks for clarification. I have a player who is having a hard time finding the right ethnicity to describe a character who is "Northern European" in conception without channeling a Nordic vibe.
That's up to the PC. The Inner Sea World Guide descriptions of ethnicities are generalized; there's always room for exceptions. There are blonde Chelaxians and blond Taldans for srue.

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James, you mentioned previously that you thought the worst possible group that could come to control Golarion is Rahadoum. How would you deal with a player who wants to play a Rahadoumi character because he "likes the defiance of it?" I just don't think a Rahadoumi atheist fits very well with Rise of the Runelords, which is the campaign I'm trying to run.
I'd ask that player if he's really saying, "I like being the character in the group that derails the adventure and annoys the other characters (and their players)."
Frankly... it really depends on how the GM and the other players feel, though. If you nor the other players care about it, go for it... but be prepared for your players to mock/belittle/estrange/piss off some NPCs that are supposed to be allies of the party.
It sounds to me like you've got a player who's simply trying to be disruptive. I'd tell the player that he can certainly play an atheist, but that being a Rahadoumi wouldn't make much sense, and that the adventure path doesn't have any support for that type of character anyway so that unless you want to adjust things to include elements a Rahadoumi would be interested in... I'd ask him to revise his character to be something that fits the themes of the campaign.
After all... if a player agrees to play Runelords, he's ALSO agreeing to play a character that fits in the game... whether the player realizes it or not.

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How rare are the Koblak Bugbears (from Classic Monsters Revisited) on Golarion?
Very exceptionally rare. Rare enough that they've never been mentioned again in any of our products or message boards until here.

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Any chance it would be possible to get clarification on this thread? I'm not even necessarily looking for an official faq or anything. Just some clarification on how this was intended to work because I can't find anybody who can make heads or tail of it. If so that would be truly amazing. Thank you in advance :)
It's been FAQed, and I know it doesn't seem like it from that side, but on this side, behind the scenes, it and all other FAQed questions ARE being looked over on a weekly basis as the rules team gets time to do so. They've not had much time lately due to the combination of numerous conventions along with the task of getting Advanced Class Guide up and running so they can get freelancers working on it... leaves little time for other stuff. Like FAQ responding.
Nonetheless, Sean in particular is working on getting some of the FAQ cleared up.
So... patience is the key here.
I could offer you my personal take on how to deal with it but I'm not gonna post that on the other thread. It's out of my direct jurisdiction, and I don't want to step on toes.

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Archpaladin Zousha wrote:James, you mentioned previously that you thought the worst possible group that could come to control Golarion is Rahadoum. How would you deal with a player who wants to play a Rahadoumi character because he "likes the defiance of it?" I just don't think a Rahadoumi atheist fits very well with Rise of the Runelords, which is the campaign I'm trying to run.I'd ask that player if he's really saying, "I like being the character in the group that derails the adventure and annoys the other characters (and their players)."
Frankly... it really depends on how the GM and the other players feel, though. If you nor the other players care about it, go for it... but be prepared for your players to mock/belittle/estrange/piss off some NPCs that are supposed to be allies of the party.
It sounds to me like you've got a player who's simply trying to be disruptive. I'd tell the player that he can certainly play an atheist, but that being a Rahadoumi wouldn't make much sense, and that the adventure path doesn't have any support for that type of character anyway so that unless you want to adjust things to include elements a Rahadoumi would be interested in... I'd ask him to revise his character to be something that fits the themes of the campaign.
After all... if a player agrees to play Runelords, he's ALSO agreeing to play a character that fits in the game... whether the player realizes it or not.
I brought these concerns up to him already, and he said that he saw no reason why the character would evangelize his beliefs. When I explained that evangelizing atheism is likely what Rahadoumi in foreign lands DO, that the feats don't represent merely keeping your atheism to yourself but openly rejecting and challenging the gods, his response was that "I should just blindly follow everything in the books because there's no fun allowed!" I've always argued with him on setting details. He just tries to get whatever the hell he wants playable without any regard for the setting or story.

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James Jacobs wrote:That's an interesting choice for Sorshen, I would think that trickster would be a sub-optimal choice for her (although it might fit thematically). Would I be right to assume she took Dual Path to pick up some of the more useful archmage abilities?
Xanderghul and Sorshen certainly both have mythic tiers. Xanderghul has Archmage tiers. Sorshen has Trickster tiers.
First... when someone says something is a sub-optimal choice, my immediate reaction is a strong, burning desire to prove them wrong.
I don't think there's such a thing as a "sub-optimal" choice when you're making choices for a character based on their personality.
And even then, I don't think Trickster's a sub-optimal choice for a wizard at all... ESPECIALLY an enchanter.
1) You only ever get 10 path abilities, so as long as you can pick 10 that work great for your character... it doesn't matter how many path abilities in your chosen path aren't appropriate.
2) Mythic Spellcasting, arguably the most important path ability for any spellcaster, is a universal path ability.
3) So, going back to my initial reaction to prove folks wrong... if I were building Sorshen as a tier 10 trickster RIGHT NOW
Trickster attack: fleet charge
1) Mythic Spellcasting
2) Control the Mindless
3) Enhance Magic Items
4) Path Dabbling (Enduring Armor)
5) Subtle Magic
6) Transfer Magic
7) Enduring Elixir
8) Enhanced Ability (Cha)
9) Mythic Presence
10) Path Dabbling (Sanctum)
And there's plenty more that I could have chosen. Trickster's a pretty strong option for a spellcaster.

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Do technological items have a special feature making them harder to craft or just pump out with fabricate?
At this point... yeah. Technological items, like magic items, require specific crafting feats. And the more powerful tech also require specific rare and hard to find and more or less impossible to craft tech components as well.
Fabricate won't work to make a laser.

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So with Demons Revisited, we got real half-(insert demon) templates, which are awesome. My question is: what about demon lords mating with mortals? What kinds of children would they produce, template wise? For instance, if Nocticula and a human had a child together, what would the result be? What about Pazuzu?
Well.... in Wrath of the Righteous we have exactly that.
A demon lord's child would be, at the very least, a half-fiend nephilim. Likely one with mythic powers. They would CERTAINLY be unique creatures.

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I brought these concerns up to him already, and he said that he saw no reason why the character would evangelize his beliefs. When I explained that evangelizing atheism is likely what Rahadoumi in foreign lands DO, that the feats don't represent merely keeping your atheism to yourself but openly rejecting and challenging the gods, his response was that "I should just blindly follow everything in the books because there's no fun allowed!" I've always argued with him on setting details. He just tries to get whatever the hell he wants playable without any regard for the setting or story.
Not seeing a question there, so I'll just say, "Sorry."

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Archpaladin Zousha wrote:Not seeing a question there, so I'll just say, "Sorry."I brought these concerns up to him already, and he said that he saw no reason why the character would evangelize his beliefs. When I explained that evangelizing atheism is likely what Rahadoumi in foreign lands DO, that the feats don't represent merely keeping your atheism to yourself but openly rejecting and challenging the gods, his response was that "I should just blindly follow everything in the books because there's no fun allowed!" I've always argued with him on setting details. He just tries to get whatever the hell he wants playable without any regard for the setting or story.
Sorry about that. How do I tread a line between accommodating him so he'll actually join the game, and steering him towards something that isn't so "square-peg-round-hole?"

Starsunder |
Starsunder wrote:So with Demons Revisited, we got real half-(insert demon) templates, which are awesome. My question is: what about demon lords mating with mortals? What kinds of children would they produce, template wise? For instance, if Nocticula and a human had a child together, what would the result be? What about Pazuzu?Well.... in Wrath of the Righteous we have exactly that.
A demon lord's child would be, at the very least, a half-fiend nephilim. Likely one with mythic powers. They would CERTAINLY be unique creatures.
Duuuuude, awesome. Can't wait to read up on that.

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James Jacobs wrote:Sorry about that. How do I tread a line between accommodating him so he'll actually join the game, and steering him towards something that isn't so "square-peg-round-hole?"Archpaladin Zousha wrote:Not seeing a question there, so I'll just say, "Sorry."I brought these concerns up to him already, and he said that he saw no reason why the character would evangelize his beliefs. When I explained that evangelizing atheism is likely what Rahadoumi in foreign lands DO, that the feats don't represent merely keeping your atheism to yourself but openly rejecting and challenging the gods, his response was that "I should just blindly follow everything in the books because there's no fun allowed!" I've always argued with him on setting details. He just tries to get whatever the hell he wants playable without any regard for the setting or story.
Is this a situation where you have four players and no opportunity for a fifth? In a case like this, where one of the players doesn't seem interested in the campaign setting, my advice would be to let him go and replace him with another player who would appreciate the game you're running.
I'd tell him, "Okay... since you don't seem to be interested in playing in Golarion and in the adventure path we all decided to play, I think it might be best for you to sit this campaign out, since there's no point in playing a game you're not going to have fun in."
If he's a close/long-term friend, he SHOULD be willing to meet you halfway, though.
All that aside, another option is to let him play his Rahadoumi character anyway, but let him know that it WILL cause conflict with what would normally be friendly NPCs and perhaps even with PCs, and that might result in the character facing difficulties that the other players don't. If he's interested in this as a roleplaying challenge, and understands if he pushes things too far he could well find himself run out of town or worse, then go for it. Not many players are interested in that level of challenge, though...

Luthorne |
1) Given that there's a coffee pot listed in Ultimate Equipment, I was wondering, how common is coffee in the various parts of the Inner Sea, where is it grown, etc.? I would be pretty amused if Geb was the primary supplier of coffee throughout the Inner Sea...
2) Do you have any non-magical items you would never make a character without? If so, which ones?
3) What are some of your favorite alchemical items?

j b 200 |

Atrocious wrote:James Jacobs wrote:That's an interesting choice for Sorshen, I would think that trickster would be a sub-optimal choice for her (although it might fit thematically). Would I be right to assume she took Dual Path to pick up some of the more useful archmage abilities?
Xanderghul and Sorshen certainly both have mythic tiers. Xanderghul has Archmage tiers. Sorshen has Trickster tiers.First... when someone says something is a sub-optimal choice, my immediate reaction is a strong, burning desire to prove them wrong.
I don't think there's such a thing as a "sub-optimal" choice when you're making choices for a character based on their personality.
And even then, I don't think Trickster's a sub-optimal choice for a wizard at all... ESPECIALLY an enchanter.
1) You only ever get 10 path abilities, so as long as you can pick 10 that work great for your character... it doesn't matter how many path abilities in your chosen path aren't appropriate.
2) Mythic Spellcasting, arguably the most important path ability for any spellcaster, is a universal path ability.
3) So, going back to my initial reaction to prove folks wrong... if I were building Sorshen as a tier 10 trickster RIGHT NOW** spoiler omitted **... she'd have these trickster path abilities:
Trickster attack: fleet charge
1) Mythic Spellcasting
2) Control the Mindless
3) Enhance Magic Items
4) Path Dabbling (Enduring Armor)
5) Subtle Magic
6) Transfer Magic
7) Enduring Elixir
8) Enhanced Ability (Cha)
9) Mythic Presence
10) Path Dabbling (Sanctum)And there's plenty more that I could have chosen. Trickster's a pretty strong option for a spellcaster.
Actually I don't think that you can take Path Dabbling twice, since usually an ability has to explicitely say you can take it more than once and Path Dabbling has no such language.

Marthkus |

Atrocious wrote:James Jacobs wrote:That's an interesting choice for Sorshen, I would think that trickster would be a sub-optimal choice for her (although it might fit thematically). Would I be right to assume she took Dual Path to pick up some of the more useful archmage abilities?
Xanderghul and Sorshen certainly both have mythic tiers. Xanderghul has Archmage tiers. Sorshen has Trickster tiers.First... when someone says something is a sub-optimal choice, my immediate reaction is a strong, burning desire to prove them wrong.
I don't think there's such a thing as a "sub-optimal" choice when you're making choices for a character based on their personality.
And even then, I don't think Trickster's a sub-optimal choice for a wizard at all... ESPECIALLY an enchanter.
1) You only ever get 10 path abilities, so as long as you can pick 10 that work great for your character... it doesn't matter how many path abilities in your chosen path aren't appropriate.
2) Mythic Spellcasting, arguably the most important path ability for any spellcaster, is a universal path ability.
3) So, going back to my initial reaction to prove folks wrong... if I were building Sorshen as a tier 10 trickster RIGHT NOW** spoiler omitted **... she'd have these trickster path abilities:
Trickster attack: fleet charge
1) Mythic Spellcasting
2) Control the Mindless
3) Enhance Magic Items
4) Path Dabbling (Enduring Armor)
5) Subtle Magic
6) Transfer Magic
7) Enduring Elixir
8) Enhanced Ability (Cha)
9) Mythic Presence
10) Path Dabbling (Sanctum)And there's plenty more that I could have chosen. Trickster's a pretty strong option for a spellcaster.
Oh! So you can take Path Dabbling multiple times?
Is there anything stopping someone from going trickster rout and picking path dabbling 10 times?

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1) Given that there's a coffee pot listed in Ultimate Equipment, I was wondering, how common is coffee in the various parts of the Inner Sea, where is it grown, etc.? I would be pretty amused if Geb was the primary supplier of coffee throughout the Inner Sea...
2) Do you have any non-magical items you would never make a character without? If so, which ones?
3) What are some of your favorite alchemical items?
1) Rather common. You can get coffee in all big cities, and in most smaller towns. It's available in Sandpoint, for example. As for where it's grown... we actually haven't nailed down a resoruces tracking list for the Inner Sea region yet. My guess would be most coffee is grown on the west coast of Garund, but that can change.
2) Depends entirely on the character. Stat boosting items are obvious choices, though!
3) Don't really have one, I guess. Do mutagens count?

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Actually I don't think that you can take Path Dabbling twice, since usually an ability has to explicitely say you can take it more than once and Path Dabbling has no such language.
If that's the case, then there's PLENTY of other great choices. I'd replace 10) Sancutm with Steal Power or Sardonic Wit or Perfect Mimic or Menacing Whisper or another Enhanced Ability (Con). Point is, still PLENTY of choices for a Trickster wizard to pick.

Joana |

1) Rather common. You can get coffee in all big cities, and in most smaller towns. It's available in Sandpoint, for example. As for where it's grown... we actually haven't nailed down a resoruces tracking list for the Inner Sea region yet. My guess would be most coffee is grown on the west coast of Garund, but that can change.
From Adventurer's Armory:
Coffee is a common part of many cultures in Garund. A very strong brew called Sargavan Red is potent enough to reduce the penalties of the penalties of the fatigued condition from -2 to -1 for one hour.
Sargava's on the west coast of Garund, so that sounds right.

DrDeth |

Archpaladin Zousha wrote:James, you mentioned previously that you thought the worst possible group that could come to control Golarion is Rahadoum. How would you deal with a player who wants to play a Rahadoumi character because he "likes the defiance of it?" I just don't think a Rahadoumi atheist fits very well with Rise of the Runelords, which is the campaign I'm trying to run.I'd ask that player if he's really saying, "I like being the character in the group that derails the adventure and annoys the other characters (and their players)."
Frankly... it really depends on how the GM and the other players feel, though. If you nor the other players care about it, go for it... but be prepared for your players to mock/belittle/estrange/piss off some NPCs that are supposed to be allies of the party.
It sounds to me like you've got a player who's simply trying to be disruptive. I'd tell the player that he can certainly play an atheist, but that being a Rahadoumi wouldn't make much sense, and that the adventure path doesn't have any support for that type of character anyway so that unless you want to adjust things to include elements a Rahadoumi would be interested in... I'd ask him to revise his character to be something that fits the themes of the campaign.
After all... if a player agrees to play Runelords, he's ALSO agreeing to play a character that fits in the game... whether the player realizes it or not.
A similar question came up in the advice forum where a Player said they just found out one of the (generally Good aligned) party openly worships Rovagug. Most of us said the player is possibly trying to be disruptive, but at the very least the PC needs to leave the party. Of course others (who don’t like the alignment system) think that’s being harsh.

Emparawr |
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Emparawr wrote:Any chance it would be possible to get clarification on this thread? I'm not even necessarily looking for an official faq or anything. Just some clarification on how this was intended to work because I can't find anybody who can make heads or tail of it. If so that would be truly amazing. Thank you in advance :)
It's been FAQed, and I know it doesn't seem like it from that side, but on this side, behind the scenes, it and all other FAQed questions ARE being looked over on a weekly basis as the rules team gets time to do so. They've not had much time lately due to the combination of numerous conventions along with the task of getting Advanced Class Guide up and running so they can get freelancers working on it... leaves little time for other stuff. Like FAQ responding.
Nonetheless, Sean in particular is working on getting some of the FAQ cleared up.
So... patience is the key here.
I could offer you my personal take on how to deal with it but I'm not gonna post that on the other thread. It's out of my direct jurisdiction, and I don't want to step on toes.
That's very good to hear. I've only actually been playing and reading up on pathfinder for a few months now and had no idea previous to this as to whether or not most FAQs get looked at. I mean I would assume it would be a priority thing based upon the number of requests but its good to know that the Paizo team does put a solid amount of effort into addressing faqs as much as is possible based on limited staff and time.
I'm more then willing to be patient as far as an actual faq goes. That's not a problem. Realistically i'd love to hear your opinion on this. Or if you were able to ask someone who had a semi direct influence on this particular ability that would be great. Im really not so much concerned with an "official ruling" as I am with just knowing what the intentions were behind its creation. How it was intended to function ya know? I mean this is a pen and paper RPG fueled just as much by imagination as by the rules contained in the books. GMs change things all the time on a whim to enhance the experience :) so I'm really just more interested in hearing a more educated opinion on how it was meant to function, that's all. An official FAQ can come along in its own time. Anyways thank you so much for your attention on this matter. It's so nice to have a line to actually contact someone at Paizo so directly. It makes me love this game even more. Good luck contacting Wizards with an issue lol.

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Looks like my question got missed, so reposting :)
Question on "Hungry Are The Dead":
In that module one of the lesser seals holding Tar-Baphon in place is broken. The adventure is in dwarf ruins in Andoran, and my question is which seal is it? Is it the one entrusted to the dwarfs for safe keeping or the one entrusted to the Taldane Empire?

Blackstorm |
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James, there's a FAq that seems a bit strange to me:
"Touch Spells: If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended?
Yes."
Ok, not so strange, but that FAQ imply that a Magus casting Chill touch or Frostbite would be useless or either will waste a lot of touches. As I can argue, the team designed the Magus to let him cast while attacking. But with this FAQ, a Magus have 2 choices, and none of them is nearly decent:
1) A magus cast Chill Touch, then he does nothing else than attack until he got all the touches given from the spell: this choice is really useless to a magus, because in some way forbid the magus from using his point of strenght, the ability to cast and combat at the same time that seems the signature ability of the magus, and let him to do something that nobody can do(and considering the 3/4 bab of the magus, at 20th lev, he needs something like 7 rounds to totally discharge chill touch, or 5 with haste)
2) the magus cast chill touche, use it 1 or 2 rounds at the most, then cast something else and lose the remaining touches of chill touch. That's a useless choice too: a spell like chill touch is made for lasting long, even an entire encounter. burn it down seems bad.
So, what do you think about that? Obviously I'm thinking of Chill touch and Frostbite as well.
Oh, and a question about the above: if Chill Touch and Frostbite are "holding the charge" spells, does this means that a failed attack do not waste one of your touch/lev?

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If atheists and non-atheists can't adventure together without it being a sign that one or the other player is being disruptive, does that mean that Kyra and Ezren shouldn't be able to adventure together, as they seem to have done for years without PVP or aspersions being cast at their players / designers?

Aramuth |

So my group is gearing up for WoTR and im looking at playing a tiefling.My GM is telling me that tieflings are killed on sight in Kenebras yet the players guide actually mentions that tieflings,while being looked down upon,can be a playable race. I read somewhere that an order of the heralds had curved the inquistion abit but it was from a 3rd party site and not sure its canon or not.
My question is it feasible to play a tiefling on this adventure path or will i be rolling up a new character 5 mins into the campaign?
What is the current state of Kenebras as far as the inquistions go?
Understanding that GM's always have final say about their campaigns any info(other than campaign spoilers)that you can provide is greatly appreciated.

vyshan |

hey James,
some questions!
1.)would the races of Tian xia be able to be found in the inner sea, the tengu, kitsune and so on.
2.) What style of dress does cheliax have? are they mainly medieval european? renassaince? or is it a mix from around the world? I had thought that perhaps people from Sargava, some nobles might have adopted Saris and similar garmets such as Sarongs for men. odd question, but it helps to capture the feel if I can tell how a person dresses
3.) How does Andoran's democracy work? Is it corrupt machine politics? corrupt bankers buying votes? political appointes? I would imagine that it can be corrupt with groups like the lumber consortium around?
4.) Aside from the Lumber consortium what sort of darker things exist in Andorian?
-vyshan

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Archpaladin Zousha wrote:James Jacobs wrote:Sorry about that. How do I tread a line between accommodating him so he'll actually join the game, and steering him towards something that isn't so "square-peg-round-hole?"Archpaladin Zousha wrote:Not seeing a question there, so I'll just say, "Sorry."I brought these concerns up to him already, and he said that he saw no reason why the character would evangelize his beliefs. When I explained that evangelizing atheism is likely what Rahadoumi in foreign lands DO, that the feats don't represent merely keeping your atheism to yourself but openly rejecting and challenging the gods, his response was that "I should just blindly follow everything in the books because there's no fun allowed!" I've always argued with him on setting details. He just tries to get whatever the hell he wants playable without any regard for the setting or story.
Is this a situation where you have four players and no opportunity for a fifth? In a case like this, where one of the players doesn't seem interested in the campaign setting, my advice would be to let him go and replace him with another player who would appreciate the game you're running.
I'd tell him, "Okay... since you don't seem to be interested in playing in Golarion and in the adventure path we all decided to play, I think it might be best for you to sit this campaign out, since there's no point in playing a game you're not going to have fun in."
If he's a close/long-term friend, he SHOULD be willing to meet you halfway, though.
All that aside, another option is to let him play his Rahadoumi character anyway, but let him know that it WILL cause conflict with what would normally be friendly NPCs and perhaps even with PCs, and that might result in the character facing difficulties that the other players don't. If he's interested in this as a roleplaying challenge, and understands if he pushes things too far he could well find himself run out of town or worse, then go for it....
Annnnnd now he's changed his mind and wants to be a half-orc instead. Thanks for the advice, though!
Who on Golarion invented pants?

The Minis Maniac |

The Minis Maniac wrote:Is it true that Cosmos old mustache is now animated and living in the walls of the paizo office, making mysterious scratching noises?It also eats apostrophes and capital letters, ive heard. Its a troublemaker. :-P
I see, very good to know. Is it also responsible for the typos in the pathfinder published material I see every month? >:)

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James, there's a FAq that seems a bit strange to me:
"Touch Spells: If a spell allows multiple touches, are you considered to be holding the charge until all charges are expended?
Yes."Ok, not so strange, but that FAQ imply that a Magus casting Chill touch or Frostbite would be useless or either will waste a lot of touches. As I can argue, the team designed the Magus to let him cast while attacking. But with this FAQ, a Magus have 2 choices, and none of them is nearly decent:
1) A magus cast Chill Touch, then he does nothing else than attack until he got all the touches given from the spell: this choice is really useless to a magus, because in some way forbid the magus from using his point of strenght, the ability to cast and combat at the same time that seems the signature ability of the magus, and let him to do something that nobody can do(and considering the 3/4 bab of the magus, at 20th lev, he needs something like 7 rounds to totally discharge chill touch, or 5 with haste)2) the magus cast chill touche, use it 1 or 2 rounds at the most, then cast something else and lose the remaining touches of chill touch. That's a useless choice too: a spell like chill touch is made for lasting long, even an entire encounter. burn it down seems bad.
So, what do you think about that? Obviously I'm thinking of Chill touch and Frostbite as well.
Oh, and a question about the above: if Chill Touch and Frostbite are "holding the charge" spells, does this means that a failed attack do not waste one of your touch/lev?
My role on the FAQ is to answer questions that relate to Golarion—I'm pretty much not involved in the rulebook questions at all.
That said... as I've said before, not every spell needs to be equally great a choice for every class. Spiritual weapon comes to mind—it uses Wisdom to enhance its attacks, and as such is not as good a choice to cast for an oracle as it is for a cleric. Stands to reason that some spells aren't as great for magi as they might be for wizards, and vice-versa.
In any event, if a FAQ inspires more questions than it resolves... that's something you need to post on the rules board, not here, because I won't be able to help with that.

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If atheists and non-atheists can't adventure together without it being a sign that one or the other player is being disruptive, does that mean that Kyra and Ezren shouldn't be able to adventure together, as they seem to have done for years without PVP or aspersions being cast at their players / designers?
Atheists and religious characters can ABSOLUTELY adventure together. I've had that happen in games I've run for the folks here at Paizo, in fact (check out James Sutter's character Kirin in the NPC Guide for an example).
Not every atheist is a crusader for atheism like those in Rahadoum are. And not every Rahadoumi is a crusader either.
It's absolutely plausible for an atheist character to adventure with others, in the same way it's absolutely plausible for a paladin to adventure with a chaotic good character, or a wizard to adventure with a magic-fearing barbarian. It works best if the players of those characters reign in their roleplaying for the sake of party unity (or at the very least non-PVP) is all.

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So my group is gearing up for WoTR and im looking at playing a tiefling.My GM is telling me that tieflings are killed on sight in Kenebras yet the players guide actually mentions that tieflings,while being looked down upon,can be a playable race. I read somewhere that an order of the heralds had curved the inquistion abit but it was from a 3rd party site and not sure its canon or not.
My question is it feasible to play a tiefling on this adventure path or will i be rolling up a new character 5 mins into the campaign?
What is the current state of Kenebras as far as the inquistions go?
Understanding that GM's always have final say about their campaigns any info(other than campaign spoilers)that you can provide is greatly appreciated.
If your GM is telling you that... then you should listen to him. Regardless of what the player's guide might say, your GM is the one in charge of your game, and if he doesn't want tiefling player characters and/or wants tieflings in his version of Kenabres to be auto-villains, then you shouldn't play a tiefling in this campaign.
If I were running a Wrath of the Righteous game, I would ABSOLUTELY allow a PC tiefling. In fact, that'd be really fun, I think, and would have all sorts of cool story possibilities and would fit perfectly with one of WotR's themes of "Good sometimes looks ugly, and evil sometimes looks beautiful."
The inquisitions in Kenabras are no longer in effect. Their heyday was at the dawn of the 3rd crusade several decades ago, and that period of witchburning is thought of as a low point among the crusaders at this point. It's a stain that the leader of Kenabres, Lord Hulrun, has never been able to wash from his reputation, but it's also in the past. There are still isolated overly-zealous witch/demon-hunting types throughout the borderlands, but it's nowhere NEAR as bad as it was a few decades ago during the 3rd crusade.

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hey James,
some questions!
1.)would the races of Tian xia be able to be found in the inner sea, the tengu, kitsune and so on.
2.) What style of dress does cheliax have? are they mainly medieval european? renassaince? or is it a mix from around the world? I had thought that perhaps people from Sargava, some nobles might have adopted Saris and similar garmets such as Sarongs for men. odd question, but it helps to capture the feel if I can tell how a person dresses
3.) How does Andoran's democracy work? Is it corrupt machine politics? corrupt bankers buying votes? political appointes? I would imagine that it can be corrupt with groups like the lumber consortium around?
4.) Aside from the Lumber consortium what sort of darker things exist in Andorian?
-vyshan
1) Yes. In fact, Tengu are relatively common in western Garund, particularly in the Shackles. The other races can be found in the Inner Sea region as well, but they're pretty rare. No nations or significant presences in cities, though.
2) I've always envisioned Cheliax as being a pre-renaissance look... or even full on renaissance. Lots of ostentatious clothing. Check out the art in the Council of Thieves Adventure Path for lots of examples. Sargava hasn't been under direct control of Cheliax for a long time, and as such Sargava's diverged a lot, with a lot of diversity.
3) Check out the Andoran Player Companion; that's where we've talked about it the most. I'm not super read-up on the subject, frankly—been focusing my interests on many other locations. It's not very corrupt though, for the most part—there is corruption here and there but it's almost entirely limited to rural areas... like the Lumber Consortium you mention.
4) Again... I can't say really. It's not a region I've done much thinking or design for. I'm sure there are plenty of thieves guilds and secret slaver guilds and all the evil cultists and like though. But overall... Andoran is one of the "nicer" places in the Inner Sea region... if you want a nation or region with lots of dark to it... pretty much EVERY other nation is a better choice.

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Who on Golarion invented pants?
I can't currently imagine any situation where the answer to this question would be important... and I'm not going to answer it here so as to not encourage more questions about shirt inventors and cupcacke inventors and ribbon inventors and bag inventors and wick inventors and fence inventors and so on.

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Dear Mr. Jacobs, James:3
There is a chance that we can see a 20 level Necromancer Class?
I love if you can flesh out a GMG 2 with classes uniques for NPC´S and GMs (sort of alter ego base and core classes)... [question? what do you think about this?]
The game already has a full 20 level necromancer class. It's a wizard specialization. SO... yes. The chance of the game seeing a 20 level necromancer is 100%.
I'm not a huge fan of big books of NPC stat blocks, honestly. I understand their value... but for me, I have so many adventures filled with so many NPC stat blocks that that's more than enough for me.
That said... NPC Guide is an award winning and popular book. Chances of us doing more NPC stat books are very very very very high.

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James Jacobs wrote:I see, very good to know. Is it also responsible for the typos in the pathfinder published material I see every month? >:)The Minis Maniac wrote:Is it true that Cosmos old mustache is now animated and living in the walls of the paizo office, making mysterious scratching noises?It also eats apostrophes and capital letters, ive heard. Its a troublemaker. :-P
Nope. You're imagining those. You should see a doctor. You might have ear seekers.