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James Jacobs wrote:
IQuarent wrote:

** spoiler omitted **

Hmmmm... Let me rephrase my question...

Will an "official" form of Sign Language ever be introduced to Golarion? In particular, one that is availible for use by a PC?

If there is any specific reason it hasn't or never will be, what is it?

We've already done so. Again... Into the Darklands. Now that I'm at work, I can reference the book easier. It's on page 3:

Sakvroth: A secret language of silent hand gestures useful at close range by creatures with prehensile digits. It is most commonly used by individuals with darkvision in order to communicate discreetly without the need for light or noise.

There's two other languages as well that don't use speech in the Darklands; Canto (which is like morse code delivered by chest thumps or rappings on stone walls) and Vegepygmy (which is a similar language of raps and thumps with some use of pheremones for accents.

But Sakvroth is, essentially, sign language. It's free for PCs to pick up, as are any of the languages in the Darklands.

Now... if you're looking for a sign language to be introduced in a hardcover rulebook... that's a different thing than "official to Golarion." Sakvroth is that language already.

Ahhhhh.... OK. That makes sense. I suppose I had felt like that didn't answer my question at first(when it, in fact, did). I think that was because I was expecting that integration of Sign Language to be similar to the real world, which was probably a bad expectation to have for a fantasy setting.

Thank you James!

Paizo Employee Creative Director

Captain Sakhbet "The Sandman" wrote:
Could a half-elf benefit from the human favored class bonuses? I.E. a half-elf sorcerer could gain the bonus spell that human sorcerers could choose to get from favored class bonuses, since they count as human for things like feats and abilities.

Nope.

Paizo Employee Creative Director

Odraude wrote:
How does the process of setting up an AP work? Like, after you have an idea for it, how do you set up what goes in each book? Flowcharts or plot charts?

We write up an outline that covers it all—these outlines are generally about 16,000 to 20,000 words (if it were a print product, an AP outline would be about the size of a 32 page module or player companion).


Hey James :)

I want to design a half-pit fiend template, similar to how the demons got the treatment in Demons Revisited, which is amazing btw. Any suggestions or pointers? Should it just basically be very close to the half-balor template?

Thanks for any suggestions.

P.S, I want a Devils Revisited :D

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Archpaladin Zousha wrote:
James Jacobs wrote:
Kairos Dawnfury wrote:

What is your favorite character in the Inner Sea NPC Codex?

What's your favorite illustration?

I don't have one. I'm not familiar enough with that book to have one.
I don't mean to sound rude, but how does Paizo's creative director not have a copy of EVERY Pathfinder book? Don't you at least get a free copy?

I don't have one = I don't have a favorite character OR a favorite illustration.

We do indeed get copies of the products we make for free. I've got a copy of said book on my shelf at work, but beyond going through it for approvals before it was sent to printer and glancing at it for a few bits of art reference, I've not really looked at it enough to have a favorite anything from it.

Ah. I misunderstood you, then. Sorry! *sweatdrops*

Will we see options for "cyborg" characters once Iron Gods rolls around? So far we've got Androids who are wholly mechanical (at least they SEEM mechanical, I can't remember if they're magitek or just plain old tech), and the various Clockwork entities that seemed to populate Thassilon for opponents and stuff, but there doesn't seem to be much for the character archetype of someone who's organic and machine intertwined, a union of flesh and steel, the strengths of both, the weaknesses of neither!

...to quote Saren Arterius from Mass Effect.


1) What would happen if Cheliax invaded Andoran?

2) I may have a session which features Nyarlathotep and his cultists as the villains. What, in your opinion, would you deem an interesting or effective portrayal of Nyarlathotep (in his humanoid dark-pharaoh form) and his worshipers? Besides having Nyarlathotep rant for seventeen minutes like he does at the end of Dream Quest of Unknown Kadath?

3) I probably shouldn't give him stats, should I? I figure he'd be a sort of "you die if you attack him" kind of entity. Maybe if I absolutely have to stat him, I'll make Nyarlathotep into a CE Dark Tapestry oracle 20/Hierophant 10.

4) Are any other divinities besides The Black Butterfly interested in thwarting the Great Old Ones and Outer Gods? And is she still alive because a) she's just that good or b) they don't care about her?

5) Is Asmodeus concerned or interested in the Great Old Ones or Outer Gods?

6) Devils and efreets are both LE outsiders associated with fire and contracts. How do they get along? Do people confuse one for the other frequently?

7) If efreets are evil outsiders, and ifrits are descended from them, doesn't that *technically* mean that ifrits are tieflings?

8) In Herald of the Ivory Labyrinth, we learn Iomedae's preferred methods of dealing with flippant mortals. But what would Asmodeus, Zon-Kuthon, Norgorber, or Nyarlathotep do to mortals who slighted or insulted them in person? :)

9) Is it remotely possible in WoTR to manufacture a juggernaut dedicated to Iomedae and unleash it on the demons? Maybe during one of the battles of Drezen?

10) Of which country or territory do the Mendev crusaders get most of their volunteers? Lastwall?


Can you apply the skeletal template to things with exoskeletons? Like insects, crustaceans, arachnids, etc...


James Jacobs wrote:
4) Perhaps, but the real question is "would it want to?" They are afraid of it.

1) Would it be likely that in the past, protean lords have tried to attack/destroy Jandelay? (And almost certainly failed, since Jandelay is still around if the Oliphaunt is any clue.)

2) Jandelay is a true plane, yes? Not a (very large) naturally-occurring demiplane?

3) Is it a reasonable guess that Jandelay may have a lawfully-aligned planar trait, given that protean lords dislike/fear it and the Rune of Jandelay spell?


Based on how negatively Iomedae was received in the Wrath of the Righteous
why do people have a set in stone idea of what good is or what a good guy sould be like? to me evil dosen't face these problems


Pathfinder Lost Omens Subscriber

Hi James,
My group loved WotR and we are revved up for Mummy's Mask. I know 20 of the ancient gods and goddesses of Osirion are due to be detailed in part 2 of the Mummy's Mask Adventure Path. However, a number of my players (and judging from comments on the various message boards, quite a few others) would like to play Paladins, Clerics or Inquisitors of these gods and goddesses in the Adventure Path. Clearly that would require any GM to hold off playing the first part until the second part is published......UNLESS......Paizo decides to be very kind and publish (on the paizo blog?) the usual table showing:
1. deity name
2. alignment
3. areas of concern
4. domains (and sub-domains)
5. favoured weapon
Whilst that is the very most basic information, at least it would allow players to commence a character in part 1 of the Mummy's Mask and wait for more details when part 2 is published. Given your all-powerful status, is there any chance we could see that table published on the paizo blog at the time part 1 is released?
Thanks (hopefully)
Tim


1 person marked this as a favorite.

Hi James,
Is the Air Elementals whirlwind attack meant to be like trample (can only effect a creature once per round) or can the elemental move back and forth across a target and force a TON of saving throws and other crazy shenanigans.

Can you think of any other game mechanics that require a ton of saving throws like that?

Sovereign Court

Hey, so I have a question concerning the changes made to Dimensional Step. The 8th level conjurer ability used to be a move action, why was it changed to a standard? Seems it was a hefty nerf considering by the point that you can get it, the range is not incredible, but useful, and with that same standard action I could use Dimension Door or a various amount of other spells that would be more action efficient.


James Jacobs wrote:
The rules for firearms and other WWI era tech in Rasputin Must Die is NOT the same rules as the tech rules from Unspeakable Futures, though.

Given that the Androids and Robots used in Pathfinder are taken from your Unspeakable Futures game, will the tech rules in Iron Gods for firearms and energy weapons be analogous to Unspeakable Futures, be more in line with the tech rules used in Rasputin Must Die, or be something completely unique to Iron Gods?

Also, seeing as bits and pieces of your Unspeakable Futures game have been introduced into Pathfinder over time (i.e. Robots, Androids, energy weapons), will Iron Gods feature much more from Unspeakable Futures than a few Robots and weapons? I ask because it seems as though Iron Gods will be the proving ground for a lot of sci-fi elements, such as those from Unspeakable Futures, that you have been wanting to try out in the mainstream for sometime, which is great!

Paizo Employee Creative Director

Starsunder wrote:

Hey James :)

I want to design a half-pit fiend template, similar to how the demons got the treatment in Demons Revisited, which is amazing btw. Any suggestions or pointers? Should it just basically be very close to the half-balor template?

Thanks for any suggestions.

P.S, I want a Devils Revisited :D

Beyond the suggestions or pointers I give in the foreword to Demons Revisited, nope... nothing more. It shouldn't be close to the half-balor, because pit fiends are different than balors.

Paizo Employee Creative Director

Archpaladin Zousha wrote:

Will we see options for "cyborg" characters once Iron Gods rolls around? So far we've got Androids who are wholly mechanical (at least they SEEM mechanical, I can't remember if they're magitek or just plain old tech), and the various Clockwork entities that seemed to populate Thassilon for opponents and stuff, but there doesn't seem to be much for the character archetype of someone who's organic and machine intertwined, a union of flesh and steel, the strengths of both, the weaknesses of neither!

...to quote Saren Arterius from Mass Effect.

Since we've already got at least one cyborg in Golarion (see "Dungeons of Golarion")... yes, there will be rules for cybernetics.

Paizo Employee Creative Director

1 person marked this as a favorite.
Axial wrote:

1) What would happen if Cheliax invaded Andoran?

2) I may have a session which features Nyarlathotep and his cultists as the villains. What, in your opinion, would you deem an interesting or effective portrayal of Nyarlathotep (in his humanoid dark-pharaoh form) and his worshipers? Besides having Nyarlathotep rant for seventeen minutes like he does at the end of Dream Quest of Unknown Kadath?

3) I probably shouldn't give him stats, should I? I figure he'd be a sort of "you die if you attack him" kind of entity. Maybe if I absolutely have to stat him, I'll make Nyarlathotep into a CE Dark Tapestry oracle 20/Hierophant 10.

4) Are any other divinities besides The Black Butterfly interested in thwarting the Great Old Ones and Outer Gods? And is she still alive because a) she's just that good or b) they don't care about her?

5) Is Asmodeus concerned or interested in the Great Old Ones or Outer Gods?

6) Devils and efreets are both LE outsiders associated with fire and contracts. How do they get along? Do people confuse one for the other frequently?

7) If efreets are evil outsiders, and ifrits are descended from them, doesn't that *technically* mean that ifrits are tieflings?

8) In Herald of the Ivory Labyrinth, we learn Iomedae's preferred methods of dealing with flippant mortals. But what would Asmodeus, Zon-Kuthon, Norgorber, or Nyarlathotep do to mortals who slighted or insulted them in person? :)

9) Is it remotely possible in WoTR to manufacture a juggernaut dedicated to Iomedae and unleash it on the demons? Maybe during one of the battles of Drezen?

10) Of which country or territory do the Mendev crusaders get most of their volunteers? Lastwall?

1) An Adventure Path would happen.

2) Check out "The Shadow from the Steeple" by Robert Bloch, which is a sequel to "The Haunter in the Dark." Or seek inspiration from Stephen King's books where Randall Flagg is a character ("The Stand," "Eyes of the Dragon," The Dark Tower books). Or check out what Chaosium has done with him, particularly in "Masks of Nyarlathotep" or in their fiction lines.

3) Nyarlathotep is an Outer God. As such, he doesn't have stats. Instead, you should stat up his high priest for your game; that lets you customize the end boss to be appropriate for your encounter.

4) Yes, there are. Desna for one. And Black Butterfly is indeed that good at her job.

5) Not really.

6) They tend to get along pretty well, but both think they're superior to the other, so dominance clashes are common.

7) Nope. Tieflings are, technically, descended from fiends, and efreet are not fiends. They're genies.

8) They would probably just wipe them out of existance. No save, you're dead, you need another deity to restore you to life if you want to come back to life.

9) If a player has Craft Construct and can meet the requirements for building a juggernaut and has the time and resources to do so... sure!

10) Those crusaders come from all over. I suspect most of them come from either Taldor or Andoran, but that's mostly because those two nations have larger populations than ones like Lastwall.

Paizo Employee Creative Director

Odraude wrote:
Can you apply the skeletal template to things with exoskeletons? Like insects, crustaceans, arachnids, etc...

Nope. At least, not without cheating or being ignorant of what the word "skeleton" means. :-P

Doesn't mean there can't be an "animated exoskeleton" template that works very similarly.

Paizo Employee Creative Director

Alleran wrote:

1) Would it be likely that in the past, protean lords have tried to attack/destroy Jandelay? (And almost certainly failed, since Jandelay is still around if the Oliphaunt is any clue.)

2) Jandelay is a true plane, yes? Not a (very large) naturally-occurring demiplane?

3) Is it a reasonable guess that Jandelay may have a lawfully-aligned planar trait, given that protean lords dislike/fear it and the Rune of Jandelay spell?

1) I'm pretty sure that proteans have attacked Jandelay and failed to destroy it in the past, and that they've learned to leave it alone and/or fear it as a result.

2) Unrevealed/left deliberately mysterious at this point.

3) I suppose... but note that's not the same as me saying "you are correct."

Paizo Employee Creative Director

xavier c wrote:

Based on how negatively Iomedae was received in the Wrath of the Righteous

why do people have a set in stone idea of what good is or what a good guy sould be like? to me evil dosen't face these problems

People tend to build pretty strong opinions over the course of their lives, and if folks (like me) have lived longer than the internet, by the time the internet came along, it can be difficult for folks (like me) to accept the fact that sometimes other peoples opinions aren't the same as yours.

Also, the anonymity provided by the internet is much better at encouraging bad behavior than it is at encouraging good behavior.

Paizo Employee Creative Director

Timothy Ferdinand wrote:

Hi James,

My group loved WotR and we are revved up for Mummy's Mask. I know 20 of the ancient gods and goddesses of Osirion are due to be detailed in part 2 of the Mummy's Mask Adventure Path. However, a number of my players (and judging from comments on the various message boards, quite a few others) would like to play Paladins, Clerics or Inquisitors of these gods and goddesses in the Adventure Path. Clearly that would require any GM to hold off playing the first part until the second part is published......UNLESS......Paizo decides to be very kind and publish (on the paizo blog?) the usual table showing:
1. deity name
2. alignment
3. areas of concern
4. domains (and sub-domains)
5. favoured weapon
Whilst that is the very most basic information, at least it would allow players to commence a character in part 1 of the Mummy's Mask and wait for more details when part 2 is published. Given your all-powerful status, is there any chance we could see that table published on the paizo blog at the time part 1 is released?
Thanks (hopefully)
Tim

If your players really want to play worshipers of the old gods of Osirion... you'll have to wait for the 2nd adventure to come out, since that's where these deities are detailed. You'll also have to adjust some elements of the adventure path as well since it's written with the assumption that the PCs worship the modern gods and that uncovering and discovering forgotten lore and info about the old gods is part of the fun of the AP. It might make more sense for players to wait until the 2nd or 3rd adventure, after their characters have been exposed to these ancient gods via dungeons and old relics and the like for them to change religions to worship these old gods.

Paizo Employee Creative Director

2 people marked this as a favorite.
hambilton wrote:

Hi James,

Is the Air Elementals whirlwind attack meant to be like trample (can only effect a creature once per round) or can the elemental move back and forth across a target and force a TON of saving throws and other crazy shenanigans.

Can you think of any other game mechanics that require a ton of saving throws like that?

Only once per round does the effect hit a target. It does indeed work like trample. If only because the alternate, making your players roll dozens of saving throws, is not fun and causes game play to crash to a shuddering and unpleasant halt.

Paizo Employee Creative Director

Rhyn wrote:
Hey, so I have a question concerning the changes made to Dimensional Step. The 8th level conjurer ability used to be a move action, why was it changed to a standard? Seems it was a hefty nerf considering by the point that you can get it, the range is not incredible, but useful, and with that same standard action I could use Dimension Door or a various amount of other spells that would be more action efficient.

That's a question for the design team. My suspicion is that it was changed to a standard because it was too good as a move action.

Paizo Employee Creative Director

3 people marked this as a favorite.
Gregory Clark wrote:
James Jacobs wrote:
The rules for firearms and other WWI era tech in Rasputin Must Die is NOT the same rules as the tech rules from Unspeakable Futures, though.

Given that the Androids and Robots used in Pathfinder are taken from your Unspeakable Futures game, will the tech rules in Iron Gods for firearms and energy weapons be analogous to Unspeakable Futures, be more in line with the tech rules used in Rasputin Must Die, or be something completely unique to Iron Gods?

Also, seeing as bits and pieces of your Unspeakable Futures game have been introduced into Pathfinder over time (i.e. Robots, Androids, energy weapons), will Iron Gods feature much more from Unspeakable Futures than a few Robots and weapons? I ask because it seems as though Iron Gods will be the proving ground for a lot of sci-fi elements, such as those from Unspeakable Futures, that you have been wanting to try out in the mainstream for sometime, which is great!

The tech rules in Iron Gods are absolutely taken from Unspeakable Futures. Although some names have changed. In Unspeakable Futures, items that use gravitons use "Jupiter technology" and guns that fire absolute zero beams of cold energy are called "ZK" weapons (short for "Zero Kelvin"), those weapons have different names since the words "Jupiter" and "Kelvin" don't really exist in Golarion.

There will indeed be other elements from Unspeakable Futures in Iron Gods, including some feats, spells, new uses for skills, and environmental rules.


James Jacobs wrote:
If your players really want to play worshipers of the old gods of Osirion... you'll have to wait for the 2nd adventure to come out, since that's where these deities are detailed. You'll also have to adjust some elements of the adventure path as well since it's written with the assumption that the PCs worship the modern gods and that uncovering and discovering forgotten lore and info about the old gods is part of the fun of the AP. It might make more sense for players to wait until the 2nd or 3rd adventure, after their characters have been exposed to these ancient gods via dungeons and old relics and the like for them to change religions to worship these old gods.

How does this square with one of Mummy's Mask's campaign traits being Devotee of the Old Gods?

Quote:
The deities worshiped today are not the same ones revered in ancient times—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however.

Paizo Employee Creative Director

Joana wrote:
James Jacobs wrote:
If your players really want to play worshipers of the old gods of Osirion... you'll have to wait for the 2nd adventure to come out, since that's where these deities are detailed. You'll also have to adjust some elements of the adventure path as well since it's written with the assumption that the PCs worship the modern gods and that uncovering and discovering forgotten lore and info about the old gods is part of the fun of the AP. It might make more sense for players to wait until the 2nd or 3rd adventure, after their characters have been exposed to these ancient gods via dungeons and old relics and the like for them to change religions to worship these old gods.

How does this square with one of Mummy's Mask's campaign traits being Devotee of the Old Gods?

Quote:
The deities worshiped today are not the same ones revered in ancient times—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however.

You don't need to be a cleric to worship a deity, first of all.

But yes... it does mean that a player who takes that trait for a character won't have all the information he/she might want or need for their character right out of the gate.

We can't put everything for the AP out all at once. It's a matter of the laws of physics. Putting all the rules for 20 new deities in print is something that takes a LOT of work and a pretty sizable chunk of pages, and the 2nd adventure in Mummy's Mask is pretty much the fastest we can get that information out.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

In First Edition AD+D, Gary Gygax included crossover rules for Boot Hill, Gamma World, and Metamorphosis Alpha. Do you intend to do the same for Unspeakable Futures?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:


You don't need to be a cleric to worship a deity, first of all.

Unless of course your GM, like Mike Brock, says it's required for the campaign setting. :) I have to confess that I find the concept of godless clerics hard to swallow, I suspect as difficult to me as summoners in their present form are to you. Do you allow them in your campaigns?


James Jacobs wrote:
Rhyn wrote:
Hey, so I have a question concerning the changes made to Dimensional Step. The 8th level conjurer ability used to be a move action, why was it changed to a standard? Seems it was a hefty nerf considering by the point that you can get it, the range is not incredible, but useful, and with that same standard action I could use Dimension Door or a various amount of other spells that would be more action efficient.
That's a question for the design team. My suspicion is that it was changed to a standard because it was too good as a move action.

Mr. Rhyn, IANJ, but I believe you are mixing up the Cleric Travel Domain ability Dimensional hop with the Wizard Conjuration School's Dimensional Steps.

I have one of the first runs of the CRB and it's standard in there. Hop has a much shorter distance and clerics typically don't benefit as much from teleporting as much as wizards.


Do you have a favorite Final Fantasy?


James Jacobs wrote:
Joana wrote:
James Jacobs wrote:
If your players really want to play worshipers of the old gods of Osirion... you'll have to wait for the 2nd adventure to come out, since that's where these deities are detailed. You'll also have to adjust some elements of the adventure path as well since it's written with the assumption that the PCs worship the modern gods and that uncovering and discovering forgotten lore and info about the old gods is part of the fun of the AP. It might make more sense for players to wait until the 2nd or 3rd adventure, after their characters have been exposed to these ancient gods via dungeons and old relics and the like for them to change religions to worship these old gods.

How does this square with one of Mummy's Mask's campaign traits being Devotee of the Old Gods?

Quote:
The deities worshiped today are not the same ones revered in ancient times—deities with names like Anubis, Osiris, Ra, and Set, among others. Your family never lost the faith of your ancestors, however.

You don't need to be a cleric to worship a deity, first of all.

But yes... it does mean that a player who takes that trait for a character won't have all the information he/she might want or need for their character right out of the gate.

We can't put everything for the AP out all at once. It's a matter of the laws of physics. Putting all the rules for 20 new deities in print is something that takes a LOT of work and a pretty sizable chunk of pages, and the 2nd adventure in Mummy's Mask is pretty much the fastest we can get that information out.

I guess my point's more that, if part of the fun of the AP is the discovery of the ancient gods, would you, as a GM, discourage your players from selecting that trait? Will it be as disruptive to the AP as plotted as, say, playing a drow PC in Second Darkness?


LazarX wrote:
James Jacobs wrote:


You don't need to be a cleric to worship a deity, first of all.

Unless of course your GM, like Mike Brock, says it's required for the campaign setting. :) I have to confess that I find the concept of godless clerics hard to swallow, I suspect as difficult to me as summoners in their present form are to you. Do you allow them in your campaigns?

You read the wording wrong.


Pathfinder Lost Omens Subscriber
James Jacobs wrote:
Timothy Ferdinand wrote:

Hi James,

My group loved WotR and we are revved up for Mummy's Mask. I know 20 of the ancient gods and goddesses of Osirion are due to be detailed in part 2 of the Mummy's Mask Adventure Path. However, a number of my players (and judging from comments on the various message boards, quite a few others) would like to play Paladins, Clerics or Inquisitors of these gods and goddesses in the Adventure Path. Clearly that would require any GM to hold off playing the first part until the second part is published......UNLESS......Paizo decides to be very kind and publish (on the paizo blog?) the usual table showing:
1. deity name
2. alignment
3. areas of concern
4. domains (and sub-domains)
5. favoured weapon
Whilst that is the very most basic information, at least it would allow players to commence a character in part 1 of the Mummy's Mask and wait for more details when part 2 is published. Given your all-powerful status, is there any chance we could see that table published on the paizo blog at the time part 1 is released?
Thanks (hopefully)
Tim
If your players really want to play worshipers of the old gods of Osirion... you'll have to wait for the 2nd adventure to come out, since that's where these deities are detailed. You'll also have to adjust some elements of the adventure path as well since it's written with the assumption that the PCs worship the modern gods and that uncovering and discovering forgotten lore and info about the old gods is part of the fun of the AP. It might make more sense for players to wait until the 2nd or 3rd adventure, after their characters have been exposed to these ancient gods via dungeons and old relics and the like for them to change religions to worship these old gods.

Hi James, thanks for your reply and I certainly wouldn't want to be seen to disagree with you, but the Player Companion "People of the Sands" contains a section entitled "Players Guide" for the Mummy's Mask adventure path and amongst the campaign traits for players (on page 30) is one entitled "Devotee of the Old Gods" which seems to imply that some players may start the adventure path as worshippers of the old gods and godesses of Osirion - that's what's got my group excited and has them thinking they would like to play (for example) a paladin of Ra, etc. So publishing just the table in the paizo blog at the time the first part of the AP is published might enable that campaign trait to play out. Anyway, as I said, you are the boss!!


Hi again James.

Regarding harpies... if a captivated character is approaching the singer, should entering enemy threatened areas (and thus being "about to" provoke AoOs) count as entering a dangerous area, and give another save? I have a case where a few harpies are standing between the victim and the singer with the intent of clobbering the victim on his luxuriously orange-haired head as he passes, and one of my other players objects.

My thought is that during that portion of the ability it's basically like command (approach)...

Thoughts?

Paizo Employee Creative Director

LazarX wrote:
In First Edition AD+D, Gary Gygax included crossover rules for Boot Hill, Gamma World, and Metamorphosis Alpha. Do you intend to do the same for Unspeakable Futures?

Nope.

Paizo Employee Creative Director

LazarX wrote:
James Jacobs wrote:


You don't need to be a cleric to worship a deity, first of all.

Unless of course your GM, like Mike Brock, says it's required for the campaign setting. :) I have to confess that I find the concept of godless clerics hard to swallow, I suspect as difficult to me as summoners in their present form are to you. Do you allow them in your campaigns?

That's not what I said.

You HAVE to worship a god if you're a cleric.

But you don't HAVE to be a cleric to worship a god.

Paizo Employee Creative Director

1 person marked this as a favorite.
Kairos Dawnfury wrote:
Do you have a favorite Final Fantasy?

Yes. Final Fantasy X-2.

Paizo Employee Creative Director

1 person marked this as a favorite.
Joana wrote:
I guess my point's more that, if part of the fun of the AP is the discovery of the ancient gods, would you, as a GM, discourage your players from selecting that trait? Will it be as disruptive to the AP as plotted as, say, playing a drow PC in Second Darkness?

I wouldn't. But I would also wait to have all the information before starting the adventure.

Worshiping one of the old gods isn't going to be disruptive at all, with the exception of worshiping...

Spoiler:
...Set, I suppose.

Paizo Employee Creative Director

Timothy Ferdinand wrote:

Hi James, thanks for your reply and I certainly wouldn't want to be seen to disagree with you, but the Player Companion "People of the Sands" contains a section entitled "Players Guide" for the Mummy's Mask adventure path and amongst the campaign traits for players (on page 30) is one entitled "Devotee of the Old Gods" which seems to imply that some players may start the adventure path as worshippers of the old gods and godesses of Osirion - that's what's got my group excited and has them thinking they would like to play (for example) a paladin of Ra, etc. So publishing just the table in the paizo blog at the time the first part of the AP is published might enable that campaign trait to play out. Anyway, as I said, you are the boss!!

I just answered a very similar question above.

Worshiping old gods of Osirion works fine in the AP. It's just not the expectation. And the more into that you and your players are going to get, the more you'll want to wait for the 2nd adventure to be out so you can use the article in it to add more flavor to your game.

Paizo Employee Creative Director

Oladon wrote:

Hi again James.

Regarding harpies... if a captivated character is approaching the singer, should entering enemy threatened areas (and thus being "about to" provoke AoOs) count as entering a dangerous area, and give another save? I have a case where a few harpies are standing between the victim and the singer with the intent of clobbering the victim on his luxuriously orange-haired head as he passes, and one of my other players objects.

My thought is that during that portion of the ability it's basically like command (approach)...

Thoughts?

A "dangerous area" is an area like a pit of lava, a cliff, or a field of razor-sharp spikes. An enemy's threatened area is not obviously a dangerous area, and thus you would wander through and get the AoO.

Now... once that attack hits, if you were still moving through the area, THEN it's obviously a dangerous area and you WOULD get the second save.


James Jacobs wrote:
Oladon wrote:

Hi again James.

Regarding harpies... if a captivated character is approaching the singer, should entering enemy threatened areas (and thus being "about to" provoke AoOs) count as entering a dangerous area, and give another save? I have a case where a few harpies are standing between the victim and the singer with the intent of clobbering the victim on his luxuriously orange-haired head as he passes, and one of my other players objects.

My thought is that during that portion of the ability it's basically like command (approach)...

Thoughts?

A "dangerous area" is an area like a pit of lava, a cliff, or a field of razor-sharp spikes. An enemy's threatened area is not obviously a dangerous area, and thus you would wander through and get the AoO.

Now... once that attack hits, if you were still moving through the area, THEN it's obviously a dangerous area and you WOULD get the second save.

Hmm... that's a bit confusing to me. The wording of the ability is: "If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril."

So they'd get the second save after they get hit with an AoO, even though the creature can't hit them again (barring Combat Reflexes)?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

It may just be coincidence but I think that the reveal of the old gods is meant to come out at the same time Gods of the Inner Sea. And as I usually tell my players, I want to have the entire AP released so I can have all the options available for my players. It's always interesting when you design the characters to fit an AP and see the storytelling shenanigans. :)

Paizo Employee Creative Director

Oladon wrote:

Hmm... that's a bit confusing to me. The wording of the ability is: "If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril."

So they'd get the second save after they get hit with an AoO, even though the creature can't hit them again (barring Combat Reflexes)?

Correct. And barring the possibly more likely possibility that the captivated victim might be lured into walking by more than one potential creature that could provoke an attack of opportunity.

Think of it this way; when you're captivated, you only have eyes and ears for the harpy. You ignore other people and walk toward the harpy... that means you ignore friend and foe alike. If you come to a fire or a cliff, you can't approach your harpy without being put in obvious peril and so get a saving throw to stop being captivated and thus stop before you step into the fire or off the cliff. But until someone you walk by attacks you... you're not really able to tell them apart from friend or foe, nor do you really care. It's not until they attack you that the possibility of self-preservation can kick in. And if it's just one foe, then that's too late to not provoke that first attack, but thereafter it means you have to be re-affected by the harpy's song anyway.

Paizo Employee Creative Director

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zergtitan wrote:
It may just be coincidence but I think that the reveal of the old gods is meant to come out at the same time Gods of the Inner Sea. And as I usually tell my players, I want to have the entire AP released so I can have all the options available for my players. It's always interesting when you design the characters to fit an AP and see the storytelling shenanigans. :)

It's like we've done this before, isn't it? :-P


Why is a raven like a writing desk?


Mirror Image...

PRD wrote:
Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

1. Are the images immune to splash damage? If I target the square the caster is in...rolling an attack, do the images get dispelled when the splash material flies through them and would damage them?

2. The spell also states:

PRD wrote:
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly.

Per the spell, the images are created at specific point in time. After that, the images only duplicate, movement, sounds, and actions. It does not say the images continue to duplicate appearance.

If the caster were to remove their clothes, the images would duplicate the motion but not appear any different from the point in time when they had been created....correct?

Paizo Employee Creative Director

1 person marked this as a favorite.
Tels wrote:
Why is a raven like a writing desk?

Because Poe worked on each.

Paizo Employee Creative Director

N N 959 wrote:

Mirror Image...

PRD wrote:
Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

1. Are the images immune to splash damage? If I target the square the caster is in...rolling an attack, do the images get dispelled when the splash material flies through them and would damage them?

2. The spell also states:

PRD wrote:
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly.

Per the spell, the images are created at specific point in time. After that, the images only duplicate, movement, sounds, and actions. It does not say the images continue to duplicate appearance.

If the caster were to remove their clothes, the images would duplicate the motion but not appear any different from the point in time when they had been created....correct?

1) Yes, they are immune to splash damage.

2) That would kind of make the spell useless, so no, the spell continues to make images of the caster so that it continues to work regardless of what the caster does.


James Jacobs wrote:
N N 959 wrote:

Mirror Image...

PRD wrote:
Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

1. Are the images immune to splash damage? If I target the square the caster is in...rolling an attack, do the images get dispelled when the splash material flies through them and would damage them?

2. The spell also states:

PRD wrote:
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly.

Per the spell, the images are created at specific point in time. After that, the images only duplicate, movement, sounds, and actions. It does not say the images continue to duplicate appearance.

If the caster were to remove their clothes, the images would duplicate the motion but not appear any different from the point in time when they had been created....correct?

1) Yes, they are immune to splash damage.

2) That would kind of make the spell useless, so no, the spell continues to make images of the caster so that it continues to work regardless of what the caster does.

Not sure I follow the rationale on #2. The spell doesn't say it continues to copy image. It specifically says movement, sounds, actions. That's it. While I understand that not continuing to copy image makes the spell less useful, it certainly doesn't make the spell useless.

Oh, and thank you for the response.


Going with the mode of making sure spells are not completely useless...

In pertinent part, Shield Companion states:

If you and the subject of the spell move out of range of each other, the spell ends.

It would seem the use of "and" instead "or" suggest that as along as the six second cycle ends with both creatures within the spell's range of each other, the spell continues to function.

Since the nature of the game prevents two people from moving together, this interpretation would allow the spell to work in the context of the artificial one at time movement that PF imposes. In other words, a druid and her companion who intend to move across the battle field would not lose the spell simply because one is forced to move one at a time.

Yes? No?


Does dust accumulate quicker on dusty or clean surfaces.

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