
Justin Franklin |

It does make for some confusing clashes between gaming as relaxing hobby and gaming as stressful job, unfortunately.
As a system administrator, I know exactly what you meant after spending all day working on computers, it is hard to come home and have fun on a computer.
If someone doesn't make their save when they hit a project image what happens? How long does it last? Does it take damage? This for an AP encounter.

![]() |

James Jacobs wrote:It does make for some confusing clashes between gaming as relaxing hobby and gaming as stressful job, unfortunately.As a system administrator, I know exactly what you meant after spending all day working on computers, it is hard to come home and have fun on a computer.
If someone doesn't make their save when they hit a project image what happens? How long does it last? Does it take damage? This for an AP encounter.
Also an interesting question for a certain PFS scenario I know...

el cuervo |

What is a good AP for completely novice (I mean, players who don't even know what a d20 is) players?
I know this is a question for JJ but I think Rise of the Runelords is unanimously considered the best AP for beginners. Especially the first chapter, where it seems it's really written to help accustom new players to the systems in the game rules and introduce them to game concepts (an early encounter with a certain quasit comes to mind).
James, can a paralyzed character under the effect of the fly spell fly?

![]() |

James,
Thanks for making the decision for "which AP do I want to run after my current Iron Gods group finishes that AP" difficult! I was 100% ready to run Hell's Rebels on concept alone, and then you guys went and announced Strange Aeons.
Hmmm, question, right. Um, how do I choose between these two awesome concepts? :)

![]() |

If someone doesn't make their save when they hit a project image what happens? How long does it last? Does it take damage? This for an AP encounter.
It reacts in the way the attacker expects it to react. It's a shadow spell, so it's partially real until you make your Will save. Note that even if you DO make your Will save, that doesn't make the spell go away and the user can still funnel spells through the image... but once you make the save you know that you need to go looking elsewhere for the image's source rather than waste time attacking it. And if you have a friend who makes the Will save, there's no compulsion forcing you to keep attacking the image even if you failed your save.
If folks want further clarification on this spell, please take it to the rules forums, not here.

![]() |

Hmm, do your players tend to be more of chaotic than lawful?
I don't play with the same players in every game, nor do I always play games with an alignment system. That all said, there's not really a pattern I've noticed; players play who they want and that changes with every game.

![]() |
4 people marked this as a favorite. |

What is a good AP for completely novice (I mean, players who don't even know what a d20 is) players?
In fact, Rise of the Runelords, and ANY AP, is a bad choice for brand new players. If you've never played an RPG before, don't start with an Adventure Path. Theyr'e too complicated, and require too much of a time commitment to get full value.
Instead, new players should start out with the Beginner Box. It's built and designed and packaged to give new players the best starter experience we could come up with, but also designed to teach players that they can make their own characters or even their own adventures and own games. Once your group's gotten used to the Beginner Box, the next best step is to dive in with the Core Rulebook and the Strategy Guide and AVOID the additional rulebooks.
At this point, try out a longer module that starts at 1st level. Dragon's Demand is a great choice here. If you'd rather take on an Adventure Path, Rise of the Runelords is a great choice since it doesn't utilize a lot of advanced options AND is in a single, convenient book format that'll cost you about half the price of any other six-part Adventure Path.

![]() |
2 people marked this as a favorite. |

The Doomkitten wrote:What is a good AP for completely novice (I mean, players who don't even know what a d20 is) players?I know this is a question for JJ but I think Rise of the Runelords is unanimously considered the best AP for beginners. Especially the first chapter, where it seems it's really written to help accustom new players to the systems in the game rules and introduce them to game concepts (an early encounter with a certain quasit comes to mind).
James, can a paralyzed character under the effect of the fly spell fly?
Runelords is one of the easier to run APs, but it's absolutely NOT intended to be a "introduction to the game" adventure. That first adventure is filled with roleplaying opportunities and other elements that may seem simple but can be VERY non-intuitive or even intimidating to new players. The quasit encounter, for example, is a TERRIBLE early encounter for someone new to the game. It was designed, in fact, to challenge established players and to get them thinking about other tactics and options beyond the standard charge and slash methods that so many folks fall into a rut with.
The rules for how fly works are a bit hazy in my opinion. The spell says that flying with the spell takes as much concentration as walking... but you don't actually grow wings with the spell and thus that suggests to me that you should be able to fly when you can't take physical actions.
I can see it going either way, but whichever way you decide, let your group know ASAP and not, for example, when they try to stop a flying NPC villain with paralysis. Furthermore, if you DO rule that it's a purely mental action and not a physical action, and thus allow paralyzed folks to fly, you should also say that any effect that cramps or stops mental actions would stop flight. I'd include feeblemind in this effect, along with spells that remove your ability to concentrate, like hideous laughter or being distracted by a swarm.
Frankly, the EASIEST solution is to just let it be treated as a physical thing and say that when you're paralyzed you can't move. You won't fall (the fly spell is still in effect, and the maneurvabuility is good so you can hover), but you can't move.
Again... up to you. If you want one of us at Paizo to say for sure which is the "right" decision... I'm not gonna do that for you. That's not the kind of game I want to encourage folks to play. But if you do want that, you'll need to take this question to the rules forums for a ruling there.

el cuervo |

Runelords is one of the easier to run APs, but it's absolutely NOT intended to be a "introduction to the game" adventure. That first adventure is filled with roleplaying opportunities and other elements that may seem simple but can be VERY non-intuitive or even intimidating to new players. The quasit encounter, for example, is a TERRIBLE early encounter for someone new to the game. It was designed, in fact, to challenge established players and to get them thinking about other tactics and options beyond the standard charge and slash methods that so many folks fall into a rut with.
The rules for how fly works are a bit hazy in my opinion. The spell says that flying with the spell takes as much concentration as walking... but you don't actually grow wings with the spell and thus that suggests to me that you should be able to fly when you can't take physical actions.
I can see it going either way, but whichever way you decide, let your group know ASAP and not, for example, when they try to stop a flying NPC villain with paralysis. Furthermore, if you DO rule that it's a purely mental action and not a physical action, and thus allow paralyzed folks to fly, you should also say that any effect that cramps or stops mental actions would stop flight. I'd include feeblemind in this effect, along with spells that remove your ability to concentrate, like hideous laughter or being distracted by a swarm.
Frankly, the EASIEST solution is to just let it be treated as a physical thing and say that when you're paralyzed you can't move. You won't fall (the fly spell is still in effect, and the maneurvabuility is good so you can hover), but you can't move.
Again... up to you. If you want one of us at Paizo to say for sure which is the "right" decision... I'm not gonna do that for you. That's not the kind of game I want to encourage folks to play. But if you do want that, you'll need to take this question to the rules forums for a ruling there.
Thanks for the input. I hadn't really considered Runelords that way. It's certainly been instrumental in teaching me how to GM an adventure, but I can see how the quasit situation would be frustrating for a new group. On the other hand, I also saw it as an opportunity to teach players that they should be prepared for everything, even the things they aren't prepared for.
As for the info on fly, that's where we're at in the rules forum right now. You've only added fuel to the fire! Haha, anyway, thank you for your thoughts on the matter.

![]() |

James,
Thanks for making the decision for "which AP do I want to run after my current Iron Gods group finishes that AP" difficult! I was 100% ready to run Hell's Rebels on concept alone, and then you guys went and announced Strange Aeons.
Hmmm, question, right. Um, how do I choose between these two awesome concepts? :)
Well... Hell's Rebels is out, like, now, or very soon to now. Strange Aeons is a year away. That should make your decision for you! Play Hell's Rebels when you're done with Iron Gods and then do Strange Aeons after that. If you end up having to wait a few months before playing Strange Aeons while your Hell's Rebel's game finishes, that's good too since it's always better to have all (or as many as possible) of an AP's volumes before you start running it.
Also. Hell's Rebels is really really cool.

![]() |
7 people marked this as a favorite. |

As for the info on fly, that's where we're at in the rules forum right now. You've only added fuel to the fire! Haha, anyway, thank you for your thoughts on the matter.
And honestly, that's not my hope or intent. "Adding fuel to the fire" is not good for the community, and that's why I tend to be hesitant about answering rules questions here. I'd rather folks play the game than game the play. It's much better to run a game and make decisions to facilitate game play than it is to get in pointless arguments where there are MULTIPLE correct solutions... because those arguments just cause tempers to flare, cause folks to post things in the heat of passion that insult or make threads toxic, and then you get situations where, for example, the Creative Director loses interest in interacting with posters here because it's just too toxic and unproductive to even show up.
So. I'd prefer you not re-post my answer to that thread if you haven't already, since that's not why I replied to the question, and had I known that you were involved in an ongoing thread/argument on this topic from the start, I would have simply said, "You'll need to wait for a ruling in that thread." I feel kinda tricked/ambushed by this, and that's not cool.

el cuervo |

el cuervo wrote:So. I'd prefer you not re-post my answer to that thread if you haven't already, since that's not why I replied to the question, and had I known that you were involved in an ongoing thread/argument on this topic from the start, I would have simply said, "You'll need to wait for a ruling in that thread." I feel kinda tricked/ambushed by this, and that's not cool.As for the info on fly, that's where we're at in the rules forum right now. You've only added fuel to the fire! Haha, anyway, thank you for your thoughts on the matter.
I'm sorry. :(

Justin Franklin |

Justin Franklin wrote:If someone doesn't make their save when they hit a project image what happens? How long does it last? Does it take damage? This for an AP encounter.It reacts in the way the attacker expects it to react. It's a shadow spell, so it's partially real until you make your Will save. Note that even if you DO make your Will save, that doesn't make the spell go away and the user can still funnel spells through the image... but once you make the save you know that you need to go looking elsewhere for the image's source rather than waste time attacking it. And if you have a friend who makes the Will save, there's no compulsion forcing you to keep attacking the image even if you failed your save.
If folks want further clarification on this spell, please take it to the rules forums, not here.
Excellent that is who I ran it and we were very close to having a TPK brought on by a certain liltu demon.

![]() |
1 person marked this as a favorite. |

Foiled Again wrote:How did the House of Thrune get Thrice-Damned added to its name?That's something that gets covered in the upcoming Cheliax book and/or the Hell's Vengeance AP. Not gonna spoil it yet (especially since it's still not quite set in stone), but by this time next year, folks will know.
Damned if they did not.
Damned for what they did.
QUESTION: With the debut of the mesmerist, here's a quasi-ethical question: Can you use enchantment magic and the mesmerist's controlling abilities on someone "For their own good" or is that (in the divine power's eyes) just another form of enslavement/control?
I know Asmodeus will be all over mesmerists, but I see Iomedae and/or Cayden Cailiean having trouble justifying their use, even if they have the best of intentions.

![]() |
1 person marked this as a favorite. |

QUESTION: With the debut of the mesmerist, here's a quasi-ethical question: Can you use enchantment magic and the mesmerist's controlling abilities on someone "For their own good" or is that (in the divine power's eyes) just another form of enslavement/control?
I know Asmodeus will be all over mesmerists, but I see Iomedae and/or Cayden Cailiean having trouble justifying their use, even if they have the best of intentions.
Mind control magic isn't inherently evil. No more so than fireball. How you use it is what matters.

![]() |

Mr. James Jacobs,
Which of the campaign traits for Hell's Rebels would work best for a slave who was freed during the initial inciting incident in your estimation?
None of them really stand out, frankly. If you were an entertainment-themed slave, I guess Gifted Satarist works best. If you were a manual labor slave, I'd go with Natural Born Leader. If you were a house slave, I guess I'd go with Urban Sleuth.

Cevah |

Back a ways, I posted this thread: Monsters as Cohorts, and had these questions:
1) What others are out there?
2) For monsters not listed, what should their Cohort Level be?
3) How can you get a Stone Giant, since the Leadership table only goes to 17.
4) Any way to get a Hag < 16? I want a lower level Hag, so I can make a Coven.
While I listed the cohorts mentioned in Bestiary I - IV.
I currently have a high leadership score, and can see going over 25 in a few levels. The table does not go that high. There is Epic Leadership from 3.0, but that is not PF.
Any insights/suggestions/answers?
Thanks
/cevah

![]() |

Back a ways, I posted this thread: Monsters as Cohorts, and had these questions:
1) What others are out there?
2) For monsters not listed, what should their Cohort Level be?
3) How can you get a Stone Giant, since the Leadership table only goes to 17.
4) Any way to get a Hag < 16? I want a lower level Hag, so I can make a Coven.
While I listed the cohorts mentioned in Bestiary I - IV.
I currently have a high leadership score, and can see going over 25 in a few levels. The table does not go that high. There is Epic Leadership from 3.0, but that is not PF.
Any insights/suggestions/answers?
Thanks
/cevah
Beyond what we've said in the cohort-themed Player's Companion, I don't really have much more in the way of insights/suggestions/answers, other than to talk to your GM about getting a non-standard cohort. In most cases, where we don't list a monster, it's because that monster simply isn't built/balanced to be a good idea for a cohort, and in others it's not thematically appropriate.

Alleran |
In that spoiler, the word "seed" is absolutely intended to imply "semen/sperm." That is, after all, one of the mythological functions of the real-world succubus, to gather the sperm of those she corrupts for her own insidious use.
I left it as partly implication because I wasn't certain of board rules regarding how explicit one should/can get nowadays.
Anyway, some other questions, following on from the other queries I had: converting particular NPCs away from an alignment. Would you have the same issues regarding any attempts to convert them away from particular deities, assuming the one they switched to wasn't a radical one? To use one as a point of comparison, Ameiko going from Shelyn to Norgorber would be, in my mind, extremely radical. What about, using the same characters:
1) Arueshalae going from Desna to Sarenrae.
2) Merisiel going from Calistria (?) to Sarenrae.
3) Ameiko going from Shelyn to Desna.
(For example, #1 involving redemption themes, #2 involving Merisiel's relationship with Kyra in the comics, #3 involving travel/adventure/new-things-strangel-lands like Jade Regent does.)
Assuming that it wasn't just a roll-play thing, would you see a change of patron deity as similarly difficult to an alignment shift along any axis?

![]() |
1 person marked this as a favorite. |

Hi James
Do any of Golarions deities or Empyrial lords require there clergy to take spicific vows, like chastity, poverty, or celibacy. If so who and which vows? Thanks!
Not really, no. Those types of vows are things that specific worshipers might take to further explore their faith, but none of the religions have overarching requirements like that. One of the main ways we include vows like this is in the various obediances that you can perform for deities (see Inner Sea Gods).

![]() |
3 people marked this as a favorite. |

A completely unrelated question to my previous one:
Have you ever played Exalted? If so, what are your thoughts?
I've been hearing a lot about Strange Aeons and Hell's Vengeance. What are they about?
I've never played Exalted.
Hell's Vengeance is the next Adventure Path after Hell's Rebels; in it the PCs are evil and working for House Thrune to fight back against a rebellion of Iomedan crusaders known as the Glorious Reclamation; it's the first EVIL adventure path, and while you are working for Thrune and Cheliax, it'll allow all three evil alignments to be played.
Strange Aeons is the AP after Hell's Venegeance; it's a Lovecraftian-flavored Adventure Path that starts with your PCs being amnesiacs imprisoned in an insane asylum, and follows their investigation into what caused this situation and their growing fight against an eldritch ancient evil.

![]() |
1 person marked this as a favorite. |

Anyway, some other questions, following on from the other queries I had: converting particular NPCs away from an alignment. Would you have the same issues regarding any attempts to convert them away from particular deities, assuming the one they switched to wasn't a radical one? To use one as a point of comparison, Ameiko going from Shelyn to Norgorber would be, in my mind, extremely radical. What about, using the same characters:
1) Arueshalae going from Desna to Sarenrae.
2) Merisiel going from Calistria (?) to Sarenrae.
3) Ameiko going from Shelyn to Desna.(For example, #1 involving redemption themes, #2 involving Merisiel's relationship with Kyra in the comics, #3 involving travel/adventure/new-things-strangel-lands like Jade Regent does.)
Assuming that it wasn't just a roll-play thing, would you see a change of patron deity as similarly difficult to an alignment shift along any axis?
1) Not that out of character, especially if she wanted to ditch her chaos as well as evil.
2) Not that out of character if it was Kyra who converted/convinced her, but I'd say it's about equally as likely that she would convert Kyra to worshiping Calistria.
3) Not that out of character after Ameiko goes on a long trip and sees all sorts of worldly wonders.
A change of patron deity has to be a roleplay thing unless it's forced conversion (see Iron Gods). And it can go anywhere... there's no limits, but it needs to be logical and warranted by the story and personality.

![]() |

Strange Aeons is the AP after Hell's Venegeance; it's a Lovecraftian-flavored Adventure Path that starts with your PCs being amnesiacs imprisoned in an insane asylum, and follows their investigation into what caused this situation and their growing fight against an eldritch ancient evil.
I SQUEED sooooo hard at this.

![]() |

... PCs are evil and working for House Thrune to fight back against a rebellion of Iomedan crusaders known as the Glorious Reclamation:
While Vengeance will be an Evil AP will there be asides or supplementary products for those that want to work with the crusaders? Either before, during, or after the AP?
Reading about them in Hell's Rebels makes me like them a lot.

![]() |

James Jacobs wrote:... PCs are evil and working for House Thrune to fight back against a rebellion of Iomedan crusaders known as the Glorious Reclamation:While Vengeance will be an Evil AP will there be asides or supplementary products for those that want to work with the crusaders? Either before, during, or after the AP?
Reading about them in Hell's Rebels makes me like them a lot.
Not really, no.
No more so than there were asides in Runelords talking about how to play goblins or rune giants, or no more so than there were asides in Skull & Shackles on how to play paladins (other than to say "don't").
There likely will be some rules text for the Glorious Reclamation, but really... if you want to play an Iomedan crusader, Wrath of the Righteous is your best bet, or barring that, Hell's Rebels, which doesn't hard code "OVERTHROW ALL OF CHELIAX" into its adventures, but certainly supports that plot as part of its Continuing the Campaign suggestions.

![]() |

Rysky wrote:James Jacobs wrote:... PCs are evil and working for House Thrune to fight back against a rebellion of Iomedan crusaders known as the Glorious Reclamation:While Vengeance will be an Evil AP will there be asides or supplementary products for those that want to work with the crusaders? Either before, during, or after the AP?
Reading about them in Hell's Rebels makes me like them a lot.
Not really, no.
No more so than there were asides in Runelords talking about how to play goblins or rune giants, or no more so than there were asides in Skull & Shackles on how to play paladins (other than to say "don't").
There likely will be some rules text for the Glorious Reclamation, but really... if you want to play an Iomedan crusader, Wrath of the Righteous is your best bet, or barring that, Hell's Rebels, which doesn't hard code "OVERTHROW ALL OF CHELIAX" into its adventures, but certainly supports that plot as part of its Continuing the Campaign suggestions.
Phooey.

Joana |

Alleran wrote:2) Merisiel going from Calistria (?) to Sarenrae.2) Not that out of character if it was Kyra who converted/convinced her, but I'd say it's about equally as likely that she would convert Kyra to worshiping Calistria.
What would be the in-game effects of a cleric of one deity converting to a not-altogether-opposed deity? Do the cleric levels just transfer over like college credits, or would she have to start from scratch as, say, an ex-cleric of Sarenrae X/cleric of Calistria 1? And would it make a difference if she started taking, say, bard levels instead of cleric levels?
Would it make a difference if a cleric converted to a deity more than one step away on the alignment chart (probably, of course, changing alignment herself in the process)? Would levels of cleric of Desna transfer seamlessly to cleric of Irori or Lamashtu?

![]() |

James Jacobs wrote:Alleran wrote:2) Merisiel going from Calistria (?) to Sarenrae.2) Not that out of character if it was Kyra who converted/convinced her, but I'd say it's about equally as likely that she would convert Kyra to worshiping Calistria.What would be the in-game effects of a cleric of one deity converting to a not-altogether-opposed deity? Do the cleric levels just transfer over like college credits, or would she have to start from scratch as, say, an ex-cleric of Sarenrae X/cleric of Calistria 1? And would it make a difference if she started taking, say, bard levels instead of cleric levels?
Would it make a difference if a cleric converted to a deity more than one step away on the alignment chart (probably, of course, changing alignment herself in the process)? Would levels of cleric of Desna transfer seamlessly to cleric of Irori or Lamashtu?
The in-game effects would be that the cleric would need an atonement to "retune" to the new faith, or barring that, a fair amount of in-game roleplay to complete the switch-over. Once the transfer works, cleric levels transfer over entirely, and you'd make the choices of new domains and what sorts of energy you channel and all that there and then. You do not get to re-pick feats or re-allocate skill points, with the exception of your deity's favored weapon proficiency granted by your deity; you lose the old one and gain the new one. Feats that depended on that favored weapon should change as well if your GM is lenient.
If your ex-cleric of Sarenrae started taking bard levels, her bard levels (which do not depend at all on deity choice) would not factor into that.
It wouldn't really make a difference how drastic the cleric changes to, game-play wise... but you'd need a bigger set of RP justification, I suspect. And if the cleric started switching faiths over and over... at some point (I'd put this at the second switch) I'd require the cleric to play through a level as an ex-cleric to PROVE they're devout.
Really, switching faiths is not something a cleric should ever do, but if they DO, doing it once can be a really interesting character development. Doing it MORE than once starts to increasingly feel like the player should just retire the character and play an oracle.
Yes, levels of cleric of Desna would transfer seamlessly to levels of cleric of Lamasshtu or Irori... but the deity-specific choices you make or abilities you gain (favored weapon, domain choices, etc.) would need to be re-selected as appropriate.

![]() |

Archpaladin Zousha wrote:Are you able to tell us where in the Inner Sea region the insane asylum Strange Aeons starts in is?Ustalav, of course. Where else could it be?
YES!!! Now I'm even MORE excited for it! Thanks, James! :)
How would one "Elven-ize" a name like Lancelot?

Alundrell |

Hi James
I'm starting a wrath of the righteous game soon and was copying over arushales stats into a character sheet. There are quite a few skills that I can't get to mathematically reconcile. Based on her ability scores a max ranks of 14 ( 8 succubus hit dice and 6 master spy) and other bonuses from class and race there are a bunch that are much higher than I can figure they should be, an I can't figure out where these bonuses came from.
Some examples
Bluff (46 printed). Cha 9 + 14 ranks +6 class +8 race = 37 that's a 9 point bonus
Perception (27 printed). Wis 1 +14+8 racial =23 a +4 bonus
Disguise (38 printed) cha 6 + 14 ranks + 6 class = 26 that's +12 bonus even it that included a plus 10 for her shape change ability it's still a plus 2 which could be a disguise kit but that's not in her gear list( an easy over sight)
I know you did a lot of work on her did you give her a bunch of bonuses just cus she is awesome or am I missing something

![]() |

Hi James
I'm starting a wrath of the righteous game soon and was copying over arushales stats into a character sheet. There are quite a few skills that I can't get to mathematically reconcile. Based on her ability scores a max ranks of 14 ( 8 succubus hit dice and 6 master spy) and other bonuses from class and race there are a bunch that are much higher than I can figure they should be, an I can't figure out where these bonuses came from.
Some examples
Bluff (46 printed). Cha 9 + 14 ranks +6 class +8 race = 37 that's a 9 point bonus
Perception (27 printed). Wis 1 +14+8 racial =23 a +4 bonus
Disguise (38 printed) cha 6 + 14 ranks + 6 class = 26 that's +12 bonus even it that included a plus 10 for her shape change ability it's still a plus 2 which could be a disguise kit but that's not in her gear list( an easy over sight)I know you did a lot of work on her did you give her a bunch of bonuses just cus she is awesome or am I missing something
My advice? Don't bother rebuilding or trying to "reconcile" the stats. Just play the game. A published adventure's job is to produce the numbers and plots and characters and locations for you so that you can focus on running the game and customizing as needed for your group.
That said, I couldn't help but look into it at my end after all... it looks like you're missing the fact that you gain a +3 bonus for class skills (not a +6 bonus), a +4 bonus for Bluff and Disguise from her Deceptive feat, and a +6 bonus to her Bluff and Disguise from her master spy ability Art of Deception. And then theres her magic bracers that give her a blanket +1 luck bonus on all skill checks. As far as I can tell, her skill values are either spot on or varying from what they should be by 1 point or so which may have been something that got adjusted (incorrectly or otherwise) in editing.

![]() |
1 person marked this as a favorite. |

James, can you please not say anything more about Strange Aeons? I am getting WAAAYYYY too excited with each additional ort of information! (Insane asylum! Ustalav!)
Okay, one more: is there a university? Please?
Is this what forbidden knowledge feels like?
There are indeed some universities involved here and there sorta, yes.
And do you feel guilty for knowing this? If so... then yup. FORBIDDEN.

Generic Villain |
Generic Villain wrote:At this point, no. I'm not ready to nail down the power level of the Dominion gods... or in fact limit their "gods" to creatures at all. The idea that they worship things like black holes is really appealing to me.
Question 3: It's been repeatedly stated that the Dominion's masters are not gods like Cthulhu or Azatoth. That said, would you be willing to say what their approximate CR might be? Like in the 20-25 or 26+ range?
Hey James. So the Occult Bestiary was packed with Dominion of the Black goodness, which lead me to revisit this old Q&A from last year.
It's stated that the Dominion is largely secular, except for the chyzaedu (and the as-of-yet not detailed haeshi-shaa). So without re-asking my previous question, could you give any insight into the gods that the chyzaedu propitiate? Specifically, I'm wondering if they still worship the pantheon from before their homeworld was sucked into a black hole, or if that event inspired them to seek out new gods.
Related question: any thoughts on some good domains for a chyzaedu who takes levels in cleric? I was thinking law, evil, void, destruction, and maybe madness?

![]() |
1 person marked this as a favorite. |

James Jacobs wrote:Generic Villain wrote:At this point, no. I'm not ready to nail down the power level of the Dominion gods... or in fact limit their "gods" to creatures at all. The idea that they worship things like black holes is really appealing to me.
Question 3: It's been repeatedly stated that the Dominion's masters are not gods like Cthulhu or Azatoth. That said, would you be willing to say what their approximate CR might be? Like in the 20-25 or 26+ range?
Hey James. So the Occult Bestiary was packed with Dominion of the Black goodness, which lead me to revisit this old Q&A from last year.
It's stated that the Dominion is largely secular, except for the chyzaedu (and the as-of-yet not detailed haeshi-shaa). So without re-asking my previous question, could you give any insight into the gods that the chyzaedu propitiate? Specifically, I'm wondering if they still worship the pantheon from before their homeworld was sucked into a black hole, or if that event inspired them to seek out new gods.
Related question: any thoughts on some good domains for a chyzaedu who takes levels in cleric? I was thinking law, evil, void, destruction, and maybe madness?
I have no insight or advice into that, since specificaly I wasn't involved much at all with that monster. I would point you toward the Dominion article that we did in Iron Gods #4 though, which does talk about Dominion religion.

Generic Villain |
I have no insight or advice into that, since specificaly I wasn't involved much at all with that monster. I would point you toward the Dominion article that we did in Iron Gods #4 though, which does talk about Dominion religion.
Ah, okay. Thanks anyway.
Well as for the article in Valley of the Brain Collectors (one of my favorite things that Paizo has ever done, by the way), in addition to that answer you gave me a year ago, here's my take away:
The Dominion of the Black is mostly secular. That said, they have an obsession with black holes that borders on the fetishistic, and chyzaedu seem to be the most fanatic of them all. They almost remind me of Dark Tapestry druids.
As for the gods that chyzaedu actually worship in addition to propitiating black holes? Who knows. Guess I'll have to wait for that Dominion of the Black AP that I really hope gets greenlit one day to learn the official truth.
I'm not going to ask if my interpretation is the right one, so instead...
-Actual Question: Have you heard of Harbinger Down? It's a sci-fi horror flick done entirely with practical special effects, no cgi whatsoever. It was initially funded by Kickstarter and stars Lance Henriksen (Bishop from Aliens). It's out in theaters now but has a very limited release; they're working on getting Blu Rays out ASAP.
Anyway, from everything I've read it's a cross between Alien and The Thing. It's only at 50% on Rotten Tomatoes, but I think fans of those movies will really like it. Hopefully.

![]() |

-Actual Question: Have you heard of Harbinger Down? It's a sci-fi horror flick done entirely with practical special effects, no cgi whatsoever. It was initially funded by Kickstarter and stars Lance Henriksen (Bishop from Aliens). It's out in theaters now but has a very limited release; they're working on getting Blu Rays out ASAP.
Anyway, from everything I've read it's a cross between Alien and The Thing. It's only at 50% on Rotten Tomatoes, but I think fans of those movies will really like it. Hopefully.
I have; I almost rented it at Amazon, but the reviews are pretty dismal so I'm waiting to see it on Netflix or Prime.

Rune |

Strange Aeons is the AP after Hell's Venegeance; it's a Lovecraftian-flavored Adventure Path that starts with your PCs being amnesiacs imprisoned in an insane asylum, and follows their investigation into what caused this situation and their growing fight against an eldritch ancient evil.
Is there any chance that the campaign traits are going to be different mental disorders, like "Schizophrenic" or "Pyromaniac"?