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Paizo Employee Creative Director

Weren Wu Jen wrote:

If you cast Strong Jaw on a Gargantuan or Colossal creature, it states:

"If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead."

Would this include any modifiers for strength?

For instance, the bite of an Ancient Blue Dragon (Gargantuan) is 4d6+18.

Under the effects of Strong Jaw, would the dragon's damage be:

A) 8d6+36 (doubling the whole amount of damage dealt)

or

B) 8d6+18 (doubling only the damage dice)

Strong Jaw only doubles the dice involved in the attack. An ancient blue dragon's bite would become 8d6+18.

Paizo Employee Creative Director

Demonskunk wrote:

2 questions.

1: Why are all of the badass new feats and stuff race locked to goblins? Goblins don't seem like the type to be smart enough to put fins on a bomb to increase it's range :T

2: If you have claws already, due to a racial trait or something, and a class feature gives you claws... does your claw damage increase? or is it just a waste of a class feature?

1) They're not. There's lots of new feats out there. Now, if thew question REALLY was "How come goblins get feats that seem like they'd be more in character for smarter races?" then I guess my answer is that perhaps that's a combination of goblins being willing to sacrifice lots of their own kind with mistaken and dangerous errors until they finally stumble upon the right combination by accident and then that combination becomes part of their culture, and maybe a little bit of some writers overestimating/getting goblin flavor a bit wrong.

2) Generally, no. Claws don't stack. If you have claws and a class ability gives you claws, you pick the better option and that's the one that works; the other one is lost/wasted.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
LazarX wrote:
James Jacobs wrote:
Here on earth, whether or not anyone's ever reached 20th level... I'd say yes. Bruce Lee might be a 20th level fighter or monk, for example. Maybe 15th. But like assigning alignments to fictional or (worse) real-world people... translating levels over to the real world is kind of a pointless exercise.
Or maybe the problem is that we inflate our expectations too high? Any thoughts on that classic Dragon article "Gandalf was only a fifth level magic-user?" High levels seem to be most appropriate to high entropy chaotic worlds. Earth isn't one of them neither was Middle-Earth. I'd say the Forgotten Realms were very entropic by that measure. You couldn't sneeze without offending some demi-god to be.

That classic article is amusing but kinda goofy, because Gandalf's not a "magic-user." He's not even human.

RPGs are NOT novels. They have different requirements and mediums. Just as a novel and a video game and a movie all have different requirements to be entertaining that do not translate well between them... same for RPGs. Trying to impose the rules of one onto the other is just kinda pointless, I think.

The point of the article wasn't so much Gandalf's literal class or race, or Aragorn's for that matter. But that the abilities of most heroes don't reflect the usual urge to put them at the top of whatever RPG spectrum you're using. But I am in agreement with you on the matter of translation, I've always said that characters were not their stats, those being nothing more than the shadows of the characters viewed through whatever lens you're looking with.

Paizo Employee Creative Director

Mikaze wrote:
James Jacobs wrote:

Planar binding is, essentially, slavery and a bit of torture. They're not evil, but neither are they friendly.

This has always gotten to me when planar binding is used with good outsiders. It automatically tags that spell as [Good], but considering what one is doing to that outsider, it doesn't feel particularly good. And that's before getting into all the things evil casters could use it for.

When planar binding is used in your games, do you use just the chosen outsider to get the alignment descriptor for that instance of the spell or the motive of the caster? Or a combination of both or neither?

It's just hard to see good casters using planar binding on good(or neutral) outsiders without feeling really shady.

(or evil ones really, of course that's already commonly regarded as "playing with fire" at least)

The implied flavor of planar binding is that you're using it to call upon a creature of an oppositional (or nearly oppositional) alignment to you, and the implied flavor of planar ally is that you're using it to call upon a creature of the same (or nearly the same) alignment of you. That's generally how I handle the spells in my games, but there's no actual rules in those spells FORCING them that way. It's a bit of flavor I'd hoped to change with Pathfinder, but we decided not to since in that early day we were really worried about backwards compatibility. Now that we've established Pathfinder AND have established Paizo as capable of doing rules and game design, if and when we do a 2nd edition of Pathfinder, maybe we'll be able to adjust those spells.

For now, using the spells as I mention above is a perfectly fine solution.

Paizo Employee Creative Director

Mort the Cleverly Named wrote:
James Jacobs wrote:
Bonefist is not the first Hurricane King.

Thanks. However, in that case, which bit am I incorrect on? First Hurricane King being elected in 4674, or Bonefist ruling for 38 years? Or did he just found the Pirate Council and bring unity, while the title of Hurricane King predates him? I've put the relevant quotes below, to hopefully illustrate what I am confused about.

** spoiler omitted **

The bit that implies Bonefist was the strongest who won the title is incorrect. He's the strongest Hurricane King yet is what that's talking about. He's also the one who's held the title the longest.

Skull & Shackles has more info, particularly in the last volume, about Bonefist's history and the Hurricane Kings.

Paizo Employee Creative Director

Coraith wrote:
Came up tonight and had a huge discussion about it. Does Obscuring Mist burn away from Burning Hands or does it take a Fireball to burn it away?

Burning hands isn't enough to burn away obscuring mist. If it were, the spell would have said something like "any fire spell can burn away the mist." It takes something as potent as a fireball or greater to do this. AKA: A fire spell of 3rd level or higher that has a burst or spread.

Paizo Employee Creative Director

Diego Rossi wrote:
James Jacobs wrote:
5) Nothing, although you'll need to make lots of Charisma checks. Although if you do something enough, eventually you'll mess up and then the monster you're trying to enslave might get loose and attack you. If you as the GM have a player doing this and you get frustrated with it, feel free to have the PCs' reputation as an akhana slaver spread and get tracked down by its allies. Planar binding is NOT the "I call in a friendly outsider to help" spell—that's the planar ally spells and they have GP costs. Planar binding is, essentially, slavery and a bit of torture. They're not evil, but neither are they friendly.

A wizard lack a "friendly" spell to ask a favour from an outsider.

Let's say I am a wizard that want to consult a Noble Djinni about the best way to use my wish spells without disturbing reality but getting the most from them and that I am willing to pay him and treat him with utmost respect, what way I should do?
Using Planar binding to call the Djinni and promptly apologizing, freeing him and presenting an "excuse me" gift could work but it isn't the best way to start a good relation.
There is a better way?
Or I should research a specific spell to contact the Djinni?

That's on purpose. Arcane magic's flavor is that it doesn't play friendly with outsiders. That's divine magic flavor. Similarly to how healing magic is divine magic flavor and not arcane magic flavor. There can certainly be exceptions, but for baseline spells like planar ally and planar binding, that's the way it works.

Using planar binding and apologizing to the djinni and perhaps paying it some gold is one way a wizard can get around that. So is researching a specific and friendlier spell. But so is plane shifting to the genie's plane and seeking it out rather than forcing it to come to you.

Paizo Employee Creative Director

Diego Rossi wrote:

Short version: what level is a war hero that got hit 37 times in a fight lasting 6 hours and was still acting at the end of the fight?

In Pathfinder terms he seem to be at least a fourteen level fighter.
So our characters are less super hero and more hero than we sometime think.

Your vision of that James?
A 6th level character is a super hero or the equivalent of a well trained and experienced soldier?

Edit: I see you have already replied to that question.
I think that the two examples in the linked post show reasonably well that D&D depiction of our heroes is less outlandish than we sometime think.

Also, like Batman's alignment, it's a topic that no two gamers will ever really see eye to eye on. It's one of the internent's perpetual argument machines.

Paizo Employee Creative Director

kagenotora wrote:

sorry for the confusion the wall of quote was so you wouldn't need to go dig for a month old post to refresh your memory.

the question is about your answer that i quoted and especially the one i re-quoted in bold. To be exact and direct you can resume it like this:

- knockout artist and sap adepts feats text refer to the number on SA damage dice rolled for their bonus.

- sap master modify the number of SA damage dice rolled.

- when asked about how master and sap adept/knockout artist interact you answered that sap adept and knockout artist give a bonus depending on the raw number of SA dice of the char.

the problem is that your answer:
1. - seem strange honestly.

2. - create a ripple of illogical interaction(sacrificed SA dice that still count toward sap adept and knockout artist and sap adept bonus, sniper goggle's bonus SA dices not counting toward sap adept and knockout artist and sap adept bonus being the first two that came to mind)

so in the end what's what? thanks your time as this created quite some drama around my table as one of the PCs is a ninja using this chain of feats.

1) The raw number of sneak attack dice can be modified by things. Once you sacrifice sneak attack dice, the "raw" number of sneak attack dice changes. THAT'S what things like Sap Master modify. You're overthinking things.


I have to agree regarding Planar Binding. It has never made sense to me that for an Evil character to summon a Demon or Devil via Planar Binding he has to cast a good aligned spell (Magic Circle against Evil).

Additionally, it has never made sense to me that a character would use Planar Binding to bring in an oppositely aligned creature. Why would a Good character ever conjure a Demon or Devil unless that character was sliding towards evil. I can see that an evil PC would have an easier time (morally) conjuring a good aligned creature but why would he?

- Gauss

Paizo Employee Creative Director

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"Devil's Advocate" wrote:
In 3E, having natural Cold or Fire Resistance or Immunity made characters immune to some forms of environmental threat, like Cold and hot climates in all but the extremes. I can't find anything in PF about this, and may just be missing it. Is there such a rule, and if not, what would you suggest?

I suggest using that 3E rule. It's hardly a game breaker. And more to the point, it makes sense.

Hot temperatures should cause fire damage and cold temperatures should cause cold damage. It's illogical that a creature immune to the fire would get heatstroke, or a creature immune to cold should suffer from frostbite.

For things with energy resistance instead, the best solution is to simply apply their resistance to damage caused by hot and cold environments. Which means as soon as you get energy resistance 6, you're pretty much immune. Which means that at energy resistance 5, ruling that you're immune anyway is a nice time-saving device.

Paizo Employee Creative Director

Cori Marie wrote:
So half of my group can't make our CotCT game today (just as we were about to start Seven Days :( So instead! October themed one off session fun time! I found a Pathfinderized version of the Tomb of Horrors and will throw that at my group. So my question: Where in Golarion would the ToH be?

I would suggest putting it somewhere super desolate and remote. In a swamp, if possible. Which, to me, would suggest the swamps in the northern section of the Worldwound.

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks! I was thinking either the Worldwound or Ustalov


James Jacobs wrote:
Demonskunk wrote:

2 questions.

1: Why are all of the badass new feats and stuff race locked to goblins? Goblins don't seem like the type to be smart enough to put fins on a bomb to increase it's range :T
1) They're not. There's lots of new feats out there. Now, if thew question REALLY was "How come goblins get feats that seem like they'd be more in character for smarter races?" then I guess my answer is that perhaps that's a combination of goblins being willing to sacrifice lots of their own kind with mistaken and dangerous errors until they finally stumble upon the right combination by accident and then that combination becomes part of their culture, and maybe a little bit of some writers overestimating/getting goblin flavor a bit wrong.

it was more disliking race-locked class abilities, and asking for the reason it was decided that a non-goblin wouldn't have be willing or able to craft a mutagen that makes his body stretchy and ragdollish, or to encase his bombs in chunks of scrap, or coat his weapons in fire, etc.

it wouldn't bother me, except everything else the alchemist can do seems to be tailor made to be as disgusting as possible - Parasitic Twin, Vomit Twin, Tentacles, Tumor familiars... why would a non-goblin alchemist draw the line at making a mutagen that makes their bones elastic? or using shrapnel bombs?

Liberty's Edge

Dear JJ,

I am currently deployed overseas and only just recently heard about PFO and have a very important question. For those like me who are unable to have regular internet access, is there any chance that private server editions will be made available so that it would be possible to play what is now my most anticipated game ever without access to the internet? Also, if this would take a Wish, I will happily provide the components if you can cast it for me. (I'd pay extra for it...)


The Secrets of the Grave ability you get with the Dirge Bard archetype states:

"A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life)."

What exactly does treating them like a living creature actually do?

If I cast Sleep on some zombies, will it put them to sleep or does their immunity to sleep still block it?

I know Color Spray with Secrets of the Grave could blind a zombie, but could it stun them? Knock them unconscious?

Could a mind affecting spell with a Fortitude save (like Phantasmal Killer) still work on an Undead creature with Secrets of the Grave?

How many Undead immunities does this ability bypass?


James Jacobs wrote:
Strong Jaw only doubles the dice involved in the attack. An ancient blue dragon's bite would become 8d6+18.

Thanks! :D


Mr. James Jacobs,

I saw this and thought of you Here you go

Scarab Sages

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?


caribet:

I was wondering when someone was going to bring that up. LOL :)
BTW, if you provide page numbers or (spoilered) quotes for JJ that would probably help him a lot.

- Gauss

Scarab Sages

caribet wrote:

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?

it's a specific problem for those PC characters taking a race with no racial hit dice ("wholly defined by class levels") but with a special racial type.

For example, across the Bestiaries and the ARG there are now at least 7 Outsider (Native) PC Races: Aasimar, Fetchling, Ifrit, Oread, Sylph, Tiefling, Undine.

Blood of Angels and Blood of Fiends have about as much on Aasimar/Tieflings as you can reasonably expect and neither says "by the way, you get all Martial Weapons and Medium/Light armour proficiency thrown in for free".
The Advanced Race Guide goes out of its way to cost up racial weapon proficiencies, but doesn't charge Outsider races for the above benefits - indeed it has no option for so wide a group as "all martial weapons"!


caribet wrote:

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?

Answered by James Jacobs here.

EDIT: And here. :)

Dark Archive

Shawn Murphy wrote:


On page 193 of Ultimate Combat it says that "A called shot is a single attack made as a full-round action."

On page 195 of Ultimate Combat there is the Improved Called Shot and the Greater Called Shot feats. In their "Normal" text it states that it's a standard action to make a called shot.

Is it a full-round action or a standard action to make a called shot? At this point it looks like 2 things point to a standard action and one points to full-round action. Is there an official answer to this?

Hi James,

I asked this Called Shot question in a thread a little over a year ago but didn't get an answer. In short: can you find out if a called shot is a standard action or a full-round action?

Thanks!


James Jacobs wrote:
One thing to keep in mind. Sorshen is not currently awake and mobile and all that. So until she DOES rise, what happens in Korvosa isn't something she can notice.

1. Well of course, but I was curious if she'd consider anything Ileosa did as wasteful or counter to her interests. Sorshen may not have morals or ethics but someone as competent as her has to have standards (polite, efficient, prepared, etc.).

2. Assuming this doesn't veer into "we're saving this for a future product" territory, what would Sorshen do should she wake up and mind-slave that squatter's colony in the ruins of her city?

3. More pertinent to conventional adventuring, what would a Sorshen-based adventure be like? A module? An adventure path? Would it be the standard "slay the evil while it's still waking up/preparing her scheme/alone in an empty room"-sort of adventure or will it be different?

4. Twisting the concept of an adventure, what advice do you have for creating an adventure where a character starts at 20th level? Or is that going to be in the Mythic Adventures playlets?

5. On a tangent, how often do you get questions from people like me who seem more interested in world-building than adventuring?

Paizo Employee Creative Director

Alcomus wrote:

Dear JJ,

I am currently deployed overseas and only just recently heard about PFO and have a very important question. For those like me who are unable to have regular internet access, is there any chance that private server editions will be made available so that it would be possible to play what is now my most anticipated game ever without access to the internet? Also, if this would take a Wish, I will happily provide the components if you can cast it for me. (I'd pay extra for it...)

Ha! There's better things to wish for (such as wishing all of you deployed overseas come home safe!), but thanks anyway! :-)

That said... I'm not sure what the plans are yet for Pathfinder Online regarding private server editions. There's a LOT still left to be decided in the game, but I'll definitely bring that up at work so that the idea's buzzing around heads early in the process.

Paizo Employee Creative Director

The NPC wrote:

Mr. James Jacobs,

I saw this and thought of you Here you go

Aww... why do folks always have to be noticing the small arms? (sniffle)

Paizo Employee Creative Director

1 person marked this as a favorite.
mplindustries wrote:

The Secrets of the Grave ability you get with the Dirge Bard archetype states:

"A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life)."

What exactly does treating them like a living creature actually do?

If I cast Sleep on some zombies, will it put them to sleep or does their immunity to sleep still block it?

I know Color Spray with Secrets of the Grave could blind a zombie, but could it stun them? Knock them unconscious?

Could a mind affecting spell with a Fortitude save (like Phantasmal Killer) still work on an Undead creature with Secrets of the Grave?

How many Undead immunities does this ability bypass?

What it does is let your spells affect them as if they weren't immune to them.

That means sleep puts zombies to sleep. Color spray blinds and stuns them. Phantasmal kill can destroy them.

It bypasses all mind affecting immunities for undead, in other words.

Paizo Employee Creative Director

caribet wrote:

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?

Outsider (native) is a subset of Outsider, and there are thus exceptions from the general Outsider rules for a natvie outsider... but in THIS case, the problem is that if you don't have racial hit dice, like a tiefling or an aasimar, you don't gain the proficiencies and skill ranks and feats that you otherwise would have gained for having that precious 1st racial Hit Die. Instead, you gain feats and proficiencies and skill ranks according to your first class level.

Paizo Employee Creative Director

Joana wrote:
caribet wrote:

I've been under the impression that Native Outsiders just have the special properties of eat/breathe/sleep + darkvision. The Advanced Race Guide agrees; Bestiary 2 and 3 trim that to eat/breathe/sleep (no automatic darkvision).

I've been challenged by someone pointing to the (first) Bestiary definition of Outsider [and hence Outsider (Native)] as having proficiency with Simple and Martial weapons, and with "whatever armour it's described as wearing".

Which of these contradictions is true, please?

Answered by James Jacobs here.

EDIT: And here. :)

EDIT: And now in the previous post up above.

Paizo Employee Creative Director

Shawn Murphy wrote:
Shawn Murphy wrote:


On page 193 of Ultimate Combat it says that "A called shot is a single attack made as a full-round action."

On page 195 of Ultimate Combat there is the Improved Called Shot and the Greater Called Shot feats. In their "Normal" text it states that it's a standard action to make a called shot.

Is it a full-round action or a standard action to make a called shot? At this point it looks like 2 things point to a standard action and one points to full-round action. Is there an official answer to this?

Hi James,

I asked this Called Shot question in a thread a little over a year ago but didn't get an answer. In short: can you find out if a called shot is a standard action or a full-round action?

Thanks!

Not being the one that wrote or developed those books, I can't say which one for sure is correct, but my preference is to make called shots a full-round action.

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
One thing to keep in mind. Sorshen is not currently awake and mobile and all that. So until she DOES rise, what happens in Korvosa isn't something she can notice.

1. Well of course, but I was curious if she'd consider anything Ileosa did as wasteful or counter to her interests. Sorshen may not have morals or ethics but someone as competent as her has to have standards (polite, efficient, prepared, etc.).

2. Assuming this doesn't veer into "we're saving this for a future product" territory, what would Sorshen do should she wake up and mind-slave that squatter's colony in the ruins of her city?

3. More pertinent to conventional adventuring, what would a Sorshen-based adventure be like? A module? An adventure path? Would it be the standard "slay the evil while it's still waking up/preparing her scheme/alone in an empty room"-sort of adventure or will it be different?

4. Twisting the concept of an adventure, what advice do you have for creating an adventure where a character starts at 20th level? Or is that going to be in the Mythic Adventures playlets?

5. On a tangent, how often do you get questions from people like me who seem more interested in world-building than adventuring?

1) Hard to say, since it'll probably never come to pass.

2) Stay tuned. We're far from done with the runelords' stories.

3) "Curse of the Lady's Light" is a Sorshen-influenced adventure to a certain extent. As for other things... see #2 above.

4) I would not suggest starting at 20th level, because that robs you of the fun of leveling up. 20th level is the cap. Mythic gives you more to do after 20th level, but it will not raise that level cap.

5) Pretty often.


Other than the PF ones, do you read any comics? If so, which?

Grand Lodge

Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Here is a question of Intent!

Consider the spell Wind Wall.

Reading through, I'm curious on its effects with bullets. Now I can't tell if it gives a 30% miss chance, or if bullets should be treated like arrows and bolts are!

On the one hand, since arrows and bolts were specifically mentioned, and the 30% miss chance was written as a catchall to everything else, it might seem like bullets should also be subject to the 30% miss chance.

However, that seems a little unfair to arrows and bolts. Understandably, when guns were introduced, stuff like Catch Arrow and Deflect Arrow were retroactively given the power to (nonsensically) catch bullets, just like arrows, sort of establishing the precedent that arrows and bullets are treated similarly, especially for defensive tactics.

I'd like to know, I suppose, given that Wind Wall is a fairly common defensive tactic against archers in Pathfinder. Do bullets get a special pass here, only going against 30%, or should they be treated like arrows?

Paizo Employee Creative Director

Cheapy wrote:
Other than the PF ones, do you read any comics? If so, which?

I don't normally read comics. Although I did just pick up the first two Dark Horse compilations/translations of the Tomie mangas, which are delightfully warped...

Paizo Employee Creative Director

zean wrote:

Here is a question of Intent!

Consider the spell Wind Wall.

Reading through, I'm curious on its effects with bullets. Now I can't tell if it gives a 30% miss chance, or if bullets should be treated like arrows and bolts are!

On the one hand, since arrows and bolts were specifically mentioned, and the 30% miss chance was written as a catchall to everything else, it might seem like bullets should also be subject to the 30% miss chance.

However, that seems a little unfair to arrows and bolts. Understandably, when guns were introduced, stuff like Catch Arrow and Deflect Arrow were retroactively given the power to (nonsensically) catch bullets, just like arrows, sort of establishing the precedent that arrows and bullets are treated similarly, especially for defensive tactics.

I'd like to know, I suppose, given that Wind Wall is a fairly common defensive tactic against archers in Pathfinder. Do bullets get a special pass here, only going against 30%, or should they be treated like arrows?

Bullets have the 30% miss chance. It's unfair to arrows and bolts because the spell's kinda specifically designed to combat that specific type of attack.


I was wondering, do nymphs age? If they do, what does that look like?
Are there male nymphs? If not, where do baby's come from? (baby nymphs, that is)

Sczarni RPG Superstar 2012 Top 32

Little Skylark wrote:
Are there male nymphs? If not, where do baby's come from? (baby nymphs, that is)

When a horny woodcutter spots an exceptionally attractive tree, sometimes a nymph appears and barters for the trees life. X number of time units later, a baby nymph is delivered by a stork linnorm!


I know you said you enjoyed Miyazake films. Have you ever read the graphic novel of Nausicaa? The book is much better than the movie, as is often the case.


Hi Mr. Jacobs.

I am posting this question at the request of my local VC, as he wanted your oppinion as well.

I am currently playing a level 4, Elven, Treesinger Druid.

Treesingers Wildshape useing Plant Shape I starting at 4th level.

I am useing it to wild shape into a Violet Fungus

Violet Fungus have 4 tentacles.

The only citation of what you can do with a tentacle comes from the alchemist discovery. (Only the bold part matters)

Tentacle Discovery wrote:
Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.

Ok, so there is the background of the question.

Here is the question.

In your oppinion, what can a Plant Shaped druid in Violet Fungus form do with it's tentacles?

Can you....
A. Hold a Meta-Magic Rod? (We assume yes)

B. Hold a Shield?

C. Wield a shield? (This is actually the real question)

What it all boils down to is this, Does the druid now have 4 "Arms" with wich to hold, wield, manipulate, etc?

Could you for example hold a meta rod, wield a shield and make 2 tentacle attacks?

My VC thinks so, but again we wanted your oppinion.

Thank you.

Liberty's Edge

Mr. Jacobs,

I finally had the chance to start running my group through RotRL AE. We were able to get through the Glassworks before ending the session. Just wanted to say AWESOME job on Burnt Offerings and on the AP as a whole! Make sure you pass on my thanks to the whole Paizo team!

B.O. stuff:
As part of the introduction for the players, I mentioned the Cathedral fire killed Fr. Tobyn and his daughter Nualia. I didn't play it up or try to draw attention to her (at least I didn't think I did), but just tried to pass it off as though she was just one of the many casualties.

When they were reading through Tsuto's journal, the look on their faces as they realized the possibility that not only could Nualia still be alive, but that she possibly staged, or someone helped her stage, her own death was absolutely priceless. It was also at this very moment that the group realized this adventure wasn't just stopping organized goblin raids, but that there is something much more sinister going on. I think this was probably the greatest GMing moment that I've ever had, and I fully expect this AP to produce many more.

Just wanted to say bully job, sir! Bully job!


I quite liked the recent knights focused players companion, but amidst all the coolness there, it was something of a let down that the rules for paladins/cavaliers wanting any kind of more advanced or non standard mount boiled down to "take leadership to have it as a cohort"

Is there any chance we're going to get a system sometime for having animal companions/bonded mounts that fall under some form of the rules for a paladin's divine bond mount for the likes of pegasi, dragonnes, griffons, hippogriffs, what have you?

Do they already exist somewheres and I just missed them?

Liberty's Edge

Burnt Offerings Spoiler Question:
Reading up on the Catacombs of Wrath, it is mentioned that the PCs gain story award XP for creating sinspawn to deactivate the runewell. Is this XP include the XP for destroying the created sinspawn or is it in addition to the sinspawn?

Thanks!


1)Other then the Lashunta, is there anything mention in Distant Worlds that made it's way into the Innersea Bestiary?

2)What animals do you draw the line when basing a humaniod race on a type of animal? Any chance of dinosaur based races(with or without racial HD)?

3)Favorite old school movie monster: Dracula, The Wolfman, Frankenstein, Dr Jackel/Mr. Hide, The Invisible man, The Blob, The Phantom of the Opera, or the Creature from the Black Lagoon?

4)Will we ever see a product with monster stats for tribes of creatures of variuos levels like Goblins, Nixies, Giants, Catfolk, Lizard Folk, Griplis, Duegar, Centuars, etc.?

5)Any chance of a spell compendium style book one day for Pathfinder? How about a book of feats/traits/archtypes?

6)What is your favorite sci-fi movie from the 50's? the 60's? the 80's? and the 90's? I know which is favorite from the 70's;)

7)Favorite animated disney movie? favorite live action disney movie? favorite pixar movie?


James, you have mentioned several times that bards are your favorite class, or at least one of your favorites. So, as one who is very familiar with bards and very much likes them, I present you this query:

I want to like bards because they have a lot of fun flavor and options, but bardic performance just seems really corny to me. Who would see a monster coming and think "Oh crap! Gotta start playing my flute!"? I would like to hear your own vision for how they think or even get the idea to try that during their first fight. Could you please explain your take on bards, specifically bardic performance?

Paizo Employee Creative Director

Little Skylark wrote:

I was wondering, do nymphs age? If they do, what does that look like?

Are there male nymphs? If not, where do baby's come from? (baby nymphs, that is)

Nymphs age, but they don't look older. They're kinda like elves in that regard, only more so. As for how long they live.. hundreds of years.

There are no male nymphs. New nymphs come from nymphs who get pregnant via other creatures; a nymph's child is generally a nymph if the father is a humanoid, but not always. Sometimes they're fey humanoids (with the fey creature template). Nymphs also likely spontaneously generate in areas of powerful first world magic. We've got "Fey Revisited" coming out later next year, which should cover these questions, I would suspect.

Paizo Employee Creative Director

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Evil Lincoln wrote:
I know you said you enjoyed Miyazake films. Have you ever read the graphic novel of Nausicaa? The book is much better than the movie, as is often the case.

I have read the graphic novel.

And folks who champion "The book is better than the movie" should read Peter Benchley's "Jaws" to see a good case where the movie is better than the book.

(I'd rank the Lord of the Rings in the same category, honestly.)

Paizo Employee Creative Director

Thefurmonger wrote:

Hi Mr. Jacobs.

I am posting this question at the request of my local VC, as he wanted your oppinion as well.

I am currently playing a level 4, Elven, Treesinger Druid.

Treesingers Wildshape useing Plant Shape I starting at 4th level.

I am useing it to wild shape into a Violet Fungus

Violet Fungus have 4 tentacles.

The only citation of what you can do with a tentacle comes from the alchemist discovery. (Only the bold part matters)

Tentacle Discovery wrote:
Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.

Ok, so there is the background of the question.

Here is the question.

In your oppinion, what can a Plant Shaped druid in Violet Fungus form do with it's tentacles?

Can you....
A. Hold a Meta-Magic Rod? (We assume yes)

B. Hold a Shield?

C. Wield a shield? (This is actually the real question)

What it all boils down to is this, Does the druid now have 4 "Arms" with wich to hold, wield, manipulate, etc?

Could you for example hold a meta rod, wield a shield and make 2 tentacle attacks?

My VC thinks so, but again we wanted your oppinion.

Thank you.

The druid should not be able to hold things with its tentacles. It has no hands, and a violet fungi's tentacles are not capable of wielding objects. It IS capable of wreaking some major havoc with those tentacles, though, and doesn't really need shields or wands or rods.

I would probably rule that you COULD use things with the tentacles in a home game, though. In my experience, though, it's best to be very conservative on what you allow players in the Pathfinder Society, because it's super-competitive. In any event, I'm not the one who makes those calls. That's something you'll either need to get Mike's answer on, or just make a decision in your game and run with it, with the player understanding that when he plays with a different GM, it may not work the same way.

Paizo Employee Creative Director

HangarFlying wrote:

Mr. Jacobs,

I finally had the chance to start running my group through RotRL AE. We were able to get through the Glassworks before ending the session. Just wanted to say AWESOME job on Burnt Offerings and on the AP as a whole! Make sure you pass on my thanks to the whole Paizo team!

** spoiler omitted **

Just wanted to say bully job, sir! Bully job!

Yay! Thanks!

Paizo Employee Creative Director

mark kay wrote:

I quite liked the recent knights focused players companion, but amidst all the coolness there, it was something of a let down that the rules for paladins/cavaliers wanting any kind of more advanced or non standard mount boiled down to "take leadership to have it as a cohort"

Is there any chance we're going to get a system sometime for having animal companions/bonded mounts that fall under some form of the rules for a paladin's divine bond mount for the likes of pegasi, dragonnes, griffons, hippogriffs, what have you?

Do they already exist somewheres and I just missed them?

We DO have "Animal Archive" coming up in a few months... which includes mount rules, I believe.

Paizo Employee Creative Director

HangarFlying wrote:

** spoiler omitted **

Thanks!

That extra XP for the story award is just that: extra XP. The PCs gain that XP in addition to the XP for killing the monsters. Assuming they do.

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