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As you pointed out, there are quite a few mythic spell casters in Inner Sea Magic.

What might be some examples of mythic characters of other types in the Inner Sea Region (such as fighters, rogues, barbarians, cavaliers. That sort of thing)?

Paizo Employee Creative Director

Khonger wrote:

As you pointed out, there are quite a few mythic spell casters in Inner Sea Magic.

What might be some examples of mythic characters of other types in the Inner Sea Region (such as fighters, rogues, barbarians, cavaliers. That sort of thing)?

I haven't had a chance in print yet to nail down class levels for non-spellcaster NPCs in Golarion yet, alas, but here's my thinking based on a quick flip-through of the Inner Sea World Guide.

Some of the historical Linnorm Kings would be mythic barbarians.

Some of the more powerful giant jarls are mythic fighters or barbarians, particularly Jarl Gnargorak of the Tusk Mountains.

Lord Gyr of Absalom is a mythic rogue.

There are several mythic fighters, monks, and rogues associated with Jalmeray.

Alkenstar was a mythic characer (probably a multiclass rogue with a few levels of wizard, but who abandoned magic for technology).

Previous gorilla kings were mythic fighters or rangers or barbarians (not the current one... he's pretty brand new and is "only" 14th level).

I'd like to think the Black Sovereign of Numeria is a mythic barbarian.

Some of the above might end up NOT being mythic when we finally get around to statting them up, just as others I've not mentioned might actually be mythic.

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

What are the last names (if any) for the Iconics?


This actually just came up in one of my games:

Do elves in Golarion actually mature at a 7 times slower rate than humans? (110 years vs 15 years starting age)
In other words would a 60 year old elf be the physical and mental equivalent of a 8 year old human?

Or do they age roughly the same (maybe 10/20 years slower) but then it's more a cultural thing till the elven society thinks they're ready?

I actually made another thread about this here:
Would an elf raised by humans be 100+ years when he starts adventuring?

Contributor

Quatar wrote:

This actually just came up in one of my games:

Do elves in Golarion actually mature at a 7 times slower rate than humans? (110 years vs 15 years starting age)
In other words would a 60 year old elf be the physical and mental equivalent of a 8 year old human?

Or do they age roughly the same (maybe 10/20 years slower) but then it's more a cultural thing till the elven society thinks they're ready?

I actually made another thread about this here:
Would an elf raised by humans be 100+ years when he starts adventuring?

Clearly not James Jacobs, but this is sadly the entire background for Forlorn Elves, one of whom is the iconic Rogue.

(If you couldn't tell, I'm really not a fan of that particular aspect of Golarion. I find diapers for 12 years to be incredibly nonsensical.)

Personally, I think the concept of forlorn elves works just as well for an elf who watches their childhood friends, their children, their children's children, and their children's children's children all grow frail and die while remaining in their prime.

Liberty's Edge

Hello James Jacobs. Please clear up an argument between me and my DM.

My DM contends that the ring of major energy resistance would completely protect a wearer from environmental damage while on the Plane of Fire. He says that because the environment only deals 3d10 points of fire damage per round, you would be completely resistant to it and could exist comfortably.

I, however, contend that because of the text in the Damaging Magic Items section, which reads "Magic items, unless otherwise stated, take damage as non-magical items of the same type", the ring itself would melt in a few rounds, and become non-functional.

The DM says that due to the text in the resist energy spell, which is needed to craft the ring, ("The subject's equipment is also protected") the ring is immune to fire damage. But for me, I say that because the resist energy spell is not directly referenced in the effect, it is instead just granting the energy resistance universal monster ability, which does not protect your equipment.

I look forward to your quick and decisive response and hope an FAQ will result.


I'm also obviously not JJ, but usually "attended magic items" (or attended items in general) don't take any kind of damage, unless specifically targeted.

Quote:
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack.

from here


James Jacobs wrote:


I haven't had a chance in print yet to nail down class levels for non-spellcaster NPCs in Golarion yet, alas, but here's my thinking based on a quick flip-through of the Inner Sea World Guide.

Some of the historical Linnorm Kings would be mythic barbarians.

Some of the more powerful giant jarls are mythic fighters or barbarians, particularly Jarl Gnargorak of the Tusk Mountains.

Lord Gyr of Absalom is a mythic rogue.

There are several mythic fighters, monks, and rogues associated with Jalmeray.

Alkenstar was a mythic characer (probably a multiclass rogue with a few levels of wizard, but who abandoned magic for technology).

Previous gorilla kings were mythic fighters or rangers or barbarians (not the current one... he's pretty brand new and is "only" 14th level).

I'd like to think the Black Sovereign of Numeria is a mythic barbarian.

Some of the above might end up NOT being mythic when we finally get around to statting them up, just as others I've not mentioned might actually be mythic.

That fits what I was thinking pretty well for the most part. Except for Lord Gyr, that one hadn't occurred to me as a possibility. Interesting.

Dark Archive

James,
I know you have published plenty of adventure materials regarding the Thassilonian Runelords already in your adventure paths, but has there been any consideration for perhaps writing a stand-alone adventure that focuses on any of the Runelords not fleshed out such as Xanderghul or Zutha? A high level adventure would be nice for this (hint hint).

Liberty's Edge

Quatar wrote:

I'm also obviously not JJ, but usually "attended magic items" (or attended items in general) don't take any kind of damage, unless specifically targeted.

Quote:
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack.
from here

Here's the text from the Planes:

Quote:
Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 3d10 points of fire damage every round they are on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes. Those that are made of water take double damage each round.

If you catch fire, all of your equipment takes 1d6 points of non-magical fire damage per round.

From the text "Catching on Fire"

Quote:
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

A ring is not "flammable", but it can melt, so if you catch on fire, your ring will melt.


James Jacobs wrote:
AlgaeNymph wrote:
Why wouldn't Sorshen want to turn the hapless Academae students into her minions? It's not like she'd be bad at indoctrination.
Because they're not up to her standards. Because they specialize in conjuration mostly. Because she's arrogant enough to not want to wallow in something lesser that someone else built, and because she might be right to have that opinion. Because it's pretty small potatoes compared to most of her other major plans.

1. Ooo, interesting. About the bolded text, could you elaborate on that?

"Sorshen doesn't really have plans for Korvosa. She has plans for Varisia... for Golarion as a whole."

*squee!* /)^3^(\

2. So, will we be seeing Sorshen's plans for Golarion in Pathfinder #66?

3. It seems the only way Lorthact can avoid being screwed by Sorshen (in the bad way) is to attack her directly with his anti-wizard powers. Is there any way he can do this without alerting Eiseth?

4. Would Lorthact prefer being turned over to Eiseth or being incorporated into an infernal engine?

5. Would Sorshen be willing to relocate, or does she have too much invested in southeastern Varisia?


NeoSeraphi, I would now point you to the Magic Items section where it says

Quote:
A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save.

However I'm not sure if the above text would count as "specifically targeted by the effect" so I'll shut up and leave it to JJ to answer from now on.

Liberty's Edge

NeoSeraphi wrote:
Quatar wrote:

I'm also obviously not JJ, but usually "attended magic items" (or attended items in general) don't take any kind of damage, unless specifically targeted.

Quote:
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack.
from here

Here's the text from the Planes:

Quote:
Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 3d10 points of fire damage every round they are on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes. Those that are made of water take double damage each round.

If you catch fire, all of your equipment takes 1d6 points of non-magical fire damage per round.

From the text "Catching on Fire"

Quote:
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
A ring is not "flammable", but it can melt, so if you catch on fire, your ring will melt.

The key word is "unprotected". A ring of resist energy don't protect only the wearer, but his gear too. So it protect itself from the plane effects while protecting its wearer.

Using your interpretation most of a person gear would be destroyed by the first fireball lobbed at him.


Diego Rossi wrote:
NeoSeraphi wrote:
Quatar wrote:

I'm also obviously not JJ, but usually "attended magic items" (or attended items in general) don't take any kind of damage, unless specifically targeted.

Quote:
Attended (Held/Wielded etc.) Items: Unless the descriptive text for a spell (or attack) specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack.
from here

Here's the text from the Planes:

Quote:
Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 3d10 points of fire damage every round they are on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes. Those that are made of water take double damage each round.

If you catch fire, all of your equipment takes 1d6 points of non-magical fire damage per round.

From the text "Catching on Fire"

Quote:
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
A ring is not "flammable", but it can melt, so if you catch on fire, your ring will melt.

The key word is "unprotected". A ring of resist energy don't protect only the wearer, but his gear too. So it protect itself from the plane effects while protecting its wearer.

Using your interpretation most of a person gear would be destroyed by the first fireball lobbed at him.

Not necessarily true. Energy damage is halved vs objects, then the damage has to overcome the items hardness. I don't know what the hardness of the ring would be, but with the average of 3d10 being 16.5, I doubt much damage will be dealt to the ring. Not RAW, but each +1 enhancement modifier adds +2 to Hardness and +10 hp. Just using that, it would take 2 rounds to destroy the ring on average. However, the ring grants energy resistance to the wearer and all his gear.

To think that energy resistance doesn't apply to your gear is rather... odd. Do you play the same as in older editions that, when you save, you have to make a save for every item you carry, every time?

Paizo Employee Creative Director

Cori Marie wrote:
What are the last names (if any) for the Iconics?

We've not officially revealed those in print, as far as I know.

Paizo Employee Creative Director

2 people marked this as a favorite.
Quatar wrote:

This actually just came up in one of my games:

Do elves in Golarion actually mature at a 7 times slower rate than humans? (110 years vs 15 years starting age)
In other words would a 60 year old elf be the physical and mental equivalent of a 8 year old human?

Or do they age roughly the same (maybe 10/20 years slower) but then it's more a cultural thing till the elven society thinks they're ready?

I actually made another thread about this here:
Would an elf raised by humans be 100+ years when he starts adventuring?

I can't recall if we've talked about this in Elves of Golarion or somewhere like that, but if I recall correctly, elves mature to "teenage" years slower than humans, but faster than any other time in their lives, then slow down progressively as they grow older, so that they actually spend several decades as "teens". As they grow older, they don't get all wrinkly; they just grow more thin and fragile looking.

Elves raised in human societies are known as the Forlorn, because it really depresses you to watch your childhood friends grow old and die of old age before you even hit puberty.

Paizo Employee Creative Director

NeoSeraphi wrote:

Hello James Jacobs. Please clear up an argument between me and my DM.

My DM contends that the ring of major energy resistance would completely protect a wearer from environmental damage while on the Plane of Fire. He says that because the environment only deals 3d10 points of fire damage per round, you would be completely resistant to it and could exist comfortably.

I, however, contend that because of the text in the Damaging Magic Items section, which reads "Magic items, unless otherwise stated, take damage as non-magical items of the same type", the ring itself would melt in a few rounds, and become non-functional.

The DM says that due to the text in the resist energy spell, which is needed to craft the ring, ("The subject's equipment is also protected") the ring is immune to fire damage. But for me, I say that because the resist energy spell is not directly referenced in the effect, it is instead just granting the energy resistance universal monster ability, which does not protect your equipment.

I look forward to your quick and decisive response and hope an FAQ will result.

If you're in an environment that deals 3d10 fire damage per round, and you have energy resistance 30, then yes, you're effectively immune to the environmental fire damage of that place and could exist comfortably. Fire resistance granted by magic items extends to the items worn. AKA: If you don't take damage from something, none of your items do. The ring in this situation would not melt at all, even if taken off, I would say, since it's the source of the resistance to fire.

No need for a FAQ, in my opinion, this is a pretty cut and dry case. Your GM is right.

And if that answer's not good enough, then it's time to take the question to the rules forum for some FAQing.

Paizo Employee Creative Director

Oops_I_Crit_My_Pants wrote:

James,

I know you have published plenty of adventure materials regarding the Thassilonian Runelords already in your adventure paths, but has there been any consideration for perhaps writing a stand-alone adventure that focuses on any of the Runelords not fleshed out such as Xanderghul or Zutha? A high level adventure would be nice for this (hint hint).

I do have plans for the runelords. A stand-alone adventure is not big enough for those plans.

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
AlgaeNymph wrote:
Why wouldn't Sorshen want to turn the hapless Academae students into her minions? It's not like she'd be bad at indoctrination.
Because they're not up to her standards. Because they specialize in conjuration mostly. Because she's arrogant enough to not want to wallow in something lesser that someone else built, and because she might be right to have that opinion. Because it's pretty small potatoes compared to most of her other major plans.

1. Ooo, interesting. About the bolded text, could you elaborate on that?

"Sorshen doesn't really have plans for Korvosa. She has plans for Varisia... for Golarion as a whole."

*squee!* /)^3^(\

2. So, will we be seeing Sorshen's plans for Golarion in Pathfinder #66?

3. It seems the only way Lorthact can avoid being screwed by Sorshen (in the bad way) is to attack her directly with his anti-wizard powers. Is there any way he can do this without alerting Eiseth?

4. Would Lorthact prefer being turned over to Eiseth or being incorporated into an infernal engine?

5. Would Sorshen be willing to relocate, or does she have too much invested in southeastern Varisia?

1) She's one of the most powerful spellcasters to ever grace Golarion. Nothing that the Acadamae, or even Lorthact, has done can equal what she did during Thassilon's era, or what she could accomplish if she comes back. Beyond that, I'm not really ready to reveal much more.

2) Nope. Not directly, at least.

3) He could offer his services to her and be all humble and bide his time for an opportunity. He would not do a direct attack. She'd crush him.

4) Pretty much everything is preferable to being used as fuel for thousands of years until you die.

5) Pride is not her sin, so if she thought she'd be able to take over a better place, she might relocate. But she's got a lot of stuff already invested in the region, despite the fact that a lot of time has passed... it'd have to be a REALLY tempting offer to relocate, and I'm not sure what would work in that regard.

ALSO: All of these Sorshen questions are not only not-canon (since most are off the cuff/off the top of the head answers), but the method in which she comes back could fundamentally change a lot of the questions.

Grand Lodge

The Earthenflail, from Ultimate Equipment, is noted as a +1 shattering heavy flail.

What is the Shattering enchantment, and where can I find it?

It is not in Ultimate Equipment.


James Jacobs wrote:
DrDeth wrote:
James Jacobs wrote:
Oozi McOoze wrote:
Anything in the works for an Osirion based, pyramid tromping adventure path.

I dunno.

Would folks like an adventure path like that?

If you guys could get the rights to that old Gary Gygax Egyptian adventure, that'd be super cool.

You mean "Necropolis?" I'm actually running that for several folks here at Paizo every other Thursday. It's pretty deadly... but it's not nearly big enough to be an Adventure Path. Furthermore... we've not yet used an Adventure Path to update a previous company's adventure, so that'd be weird in and of itself.

Yes, that's the one. Yes, it would be a little weird. But it's Gary's last module, and it wasn't done by WoTC, true? Do it in honor of Gary.

And, having played it, I think it could be the capstone of an adventure path, just have a lot of other stuff before.

One more question, and don't break out the calculator or make it official. In my current PF game, my PC got a Rod of "Least" Quicken, which only works on 1st level spells. My Sorc is keeping it no doubt, very useful, I double my MM.

But just for a discussion, how to value it? He's never going to sell it (magic items are hard to buy in this campaign) so the question is only academic.

The Lesser Rod is $35K, so I say a Rod that only does one level, not three is worth maybe 1/3, and even less, as it only doubles the lowest level spells. Other say it's worth about 20K, as after all, quickened MM is THE way to go. Off the cuff, what would your quick answer be?

Grand Lodge

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

If you have both armor and a shield with the Fortification Enhancement, do you roll both, or take the higher one?


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

When will Erik Mona return to doing Pathfinder Battles previews?

(Serious plastic crack addict in major withdrawal!) ;)


James,

The note about Gyr got me to thinking, when was the decision made to change him from a wizard to being a rogue? And what was the reasoning behind it? Does doing so muck with his whole having taken the title of first spell lord for himself?

I don't suppose Paizo might consider at some point some kind of pdf or something of an update on rectonned setting details or what have you?


James Jacobs wrote:
5) Pride is not her sin, so if she thought she'd be able to take over a better place, she might relocate. But she's got a lot of stuff already invested in the region, despite the fact that a lot of time has passed... it'd have to be a REALLY tempting offer to relocate, and I'm not sure what would work in that regard.

Would the Starstone be one of the things that could tempt her? It was basically the catalyst for the Runelords going into the slumber as it is, and for her to wake up and find that there is a rock that, if touched, turns people into gods... not only that, it's located in the largest city in the world, at, basically, the center of the Innersea Region? Sounds to me that such a place would be ripe for the picking in her mind. Of course, it'd be incredibly difficult for her to do so, as there are man powerful and capable people willing to defend the place against any threat.

Sovereign Court Contributor

mark kay wrote:

James,

The note about Gyr got me to thinking, when was the decision made to change him from a wizard to being a rogue? And what was the reasoning behind it? Does doing so muck with his whole having taken the title of first spell lord for himself?

I don't suppose Paizo might consider at some point some kind of pdf or something of an update on rectonned setting details or what have you?

I don't doubt that James was thinking Gyr = Gygax = Gord, hence Gyr's a Rogue.

The First Spell Lord think is a sticking point, but I do think it would more interesting than all the Gygax wizard clones infiltrating the multiverse, ruling over cities.

Paizo Employee Creative Director

blackbloodtroll wrote:

The Earthenflail, from Ultimate Equipment, is noted as a +1 shattering heavy flail.

What is the Shattering enchantment, and where can I find it?

It is not in Ultimate Equipment.

Not sure; looks like a good question for the rules forum!

Paizo Employee Creative Director

DrDeth wrote:

One more question, and don't break out the calculator or make it official. In my current PF game, my PC got a Rod of "Least" Quicken, which only works on 1st level spells. My Sorc is keeping it no doubt, very useful, I double my MM.

But just for a discussion, how to value it? He's never going to sell it (magic items are hard to buy in this campaign) so the question is only academic.

The Lesser Rod is $35K, so I say a Rod that only does one level, not three is worth maybe 1/3, and even less, as it only doubles the lowest level spells. Other say it's worth about 20K, as after all, quickened MM is THE way to go. Off the cuff, what would your quick answer be?

I'd resist the temptation to introduce a Least quicken rod, since quickened spells are really REALLY good. And to me, part of the excitement about being able to use them is that you had to work to get it. Making options for quickened spells that are less expensive than a Rod of Lesser Quicken Spell is, in my opinion, bad for the game because it erodes that anticipation. It also breaks the expected point in the game where those types of effects get into play.

So off the cuff, my quick answer would be that such an item can't exist.

Paizo Employee Creative Director

zean wrote:
If you have both armor and a shield with the Fortification Enhancement, do you roll both, or take the higher one?

Take the higher one.

Paizo Employee Creative Director

Feros wrote:

When will Erik Mona return to doing Pathfinder Battles previews?

(Serious plastic crack addict in major withdrawal!) ;)

Probably next year. The combination of year-end reviews plus vacations/holidays coming up soon plus helping out with the Goblinworks kickstarter plus several other end of the year things have been more important than keeping the previews up, I guess...

Paizo Employee Creative Director

mark kay wrote:

James,

The note about Gyr got me to thinking, when was the decision made to change him from a wizard to being a rogue? And what was the reasoning behind it? Does doing so muck with his whole having taken the title of first spell lord for himself?

I don't suppose Paizo might consider at some point some kind of pdf or something of an update on rectonned setting details or what have you?

He's been called a wizard AND a rogue before, but one of those is wrong (unless he's multiclassed, which is possible). He could well be a wizard, but my research for Inner Sea Magic suggested that route was not correct and that we actually wanted him to be a rogue. We'll sort it out some day.

But this is the main reason I hated the fact that we waited so long to nail down classes (if not levels) for our NPCs. An early decision that I wasn't fond of, but since we launched the campaign at a turbulent time between game systems and all that... a necessary evil.


Is the juxtaposition of Colossal & Gargantuan in Ultimate Combat, p. 167, Table 3-20: Gates, note 1 deliberate or erroneous? If erroneous, has it been added to a forthcoming errata document? Where is the proper board for this kind of question?
Thanks!

Lantern Lodge

James Jacobs wrote:
Oops_I_Crit_My_Pants wrote:

James,

I know you have published plenty of adventure materials regarding the Thassilonian Runelords already in your adventure paths, but has there been any consideration for perhaps writing a stand-alone adventure that focuses on any of the Runelords not fleshed out such as Xanderghul or Zutha? A high level adventure would be nice for this (hint hint).
I do have plans for the runelords. A stand-alone adventure is not big enough for those plans.

It's been announced that starting next May with "A Dragon's Demand", that the Pathfinder Module line will become bi-monthly and expanded to a 64 page adventure. Is that perhaps large enough? If not, what themes would you personally like to explore in the new, larger format, standalone modules?

Also, after 2 years my gaming group finally completed the delightful odyssey that was Rise of the Runelords. We'd like to thank you and the rest of Paizo for a fantastic gaming experience, and look forward to more great products in the future. My wife and I are huge Linnorm King/Irrisen fans, so I guess its time for my players to break out the snowshoes because Reign of Winter is looking positively irresistible right about now.

Happy Holidays,
Duane Choquette

Paizo Employee Creative Director

Jeff Erwin wrote:
mark kay wrote:

James,

The note about Gyr got me to thinking, when was the decision made to change him from a wizard to being a rogue? And what was the reasoning behind it? Does doing so muck with his whole having taken the title of first spell lord for himself?

I don't suppose Paizo might consider at some point some kind of pdf or something of an update on rectonned setting details or what have you?

I don't doubt that James was thinking Gyr = Gygax = Gord, hence Gyr's a Rogue.

The First Spell Lord think is a sticking point, but I do think it would more interesting than all the Gygax wizard clones infiltrating the multiverse, ruling over cities.

Actually, Erik's the one who invented Gyr, and he absolutely invented him as an homage to Gary Gygax. Erik can't write everything about the world, though, and what I suspect happened is that Erik envisioned Gyr as one thing (be it a rogue or a wizard... I think rogue, since Nex is Erik's big wizard character in the world, but I could be wrong), and then someone else misinterpreted things and/or just made something up about Gyr being a different class since there was no actual rules to say otherwise and it slipped through our continuity control in those early days where we didn't really HAVE good continuity control.

Paizo Employee Creative Director

Rook13 wrote:

Is the juxtaposition of Colossal & Gargantuan in Ultimate Combat, p. 167, Table 3-20: Gates, note 1 deliberate or erroneous? If erroneous, has it been added to a forthcoming errata document? Where is the proper board for this kind of question?

Thanks!

It'd be an error. The proper place to note it would be Ultimate Combat's errata thread.

Paizo Employee Creative Director

Tels wrote:
James Jacobs wrote:
5) Pride is not her sin, so if she thought she'd be able to take over a better place, she might relocate. But she's got a lot of stuff already invested in the region, despite the fact that a lot of time has passed... it'd have to be a REALLY tempting offer to relocate, and I'm not sure what would work in that regard.
Would the Starstone be one of the things that could tempt her? It was basically the catalyst for the Runelords going into the slumber as it is, and for her to wake up and find that there is a rock that, if touched, turns people into gods... not only that, it's located in the largest city in the world, at, basically, the center of the Innersea Region? Sounds to me that such a place would be ripe for the picking in her mind. Of course, it'd be incredibly difficult for her to do so, as there are man powerful and capable people willing to defend the place against any threat.

The starstone was not a catalyst for the Runelords going into slumber at all. Earthfall was. The starstone's fall to the Inner Sea region was an accident of fate and chance, and at the time, it was one of countless falling stars and meteors and the like. The ones hitting Azlant (and the tsunamis that caused) and the ones that actually hit Thassilon (fewer in number... but still) were also part of Earthfall, and it's THOSE that helped put down Thassilon and sent the runelords into hibernation.

Once any of the runelords woke up and found out about the Starstone, that'd definately be something of interest to them. Some more than others. But it'd not be an immediate first thing to do upon returning to the world. It'd be something they'd set their sights on later, after they've rebuilt their empire.

Absalom has never fallen to an attack, remember. It's a tough place to take, and ripe for the picking or not, it's not a place that even a runelord can simply just walk in and take.

Paizo Employee Creative Director

Kassegore wrote:
James Jacobs wrote:
Oops_I_Crit_My_Pants wrote:

James,

I know you have published plenty of adventure materials regarding the Thassilonian Runelords already in your adventure paths, but has there been any consideration for perhaps writing a stand-alone adventure that focuses on any of the Runelords not fleshed out such as Xanderghul or Zutha? A high level adventure would be nice for this (hint hint).
I do have plans for the runelords. A stand-alone adventure is not big enough for those plans.

It's been announced that starting next May with "A Dragon's Demand", that the Pathfinder Module line will become bi-monthly and expanded to a 64 page adventure. Is that perhaps large enough? If not, what themes would you personally like to explore in the new, larger format, standalone modules?

Also, after 2 years my gaming group finally completed the delightful odyssey that was Rise of the Runelords. We'd like to thank you and the rest of Paizo for a fantastic gaming experience, and look forward to more great products in the future. My wife and I are huge Linnorm King/Irrisen fans, so I guess its time for my players to break out the snowshoes because Reign of Winter is looking positively irresistible right about now.

Happy Holidays,
Duane Choquette

The Pathfinder line is already bi-monthly. In theory, that is... it's been the "whipping boy" for various scheduling problems for several months, and has been hit with delay after delay as we focus on other parts of the schedule instead.

Once we get to "The Dragon's Demand," the plan is to switch to a 64 page format for the module line and do one a season—four a year. Overall, that's more pages of module each year than if we did 6 32 page ones a year, but it's also less work than 6 32 page ones a year, since the work of outlining and coordinating freelance and printing and all that is pretty significant.

At 64 pages, that's plenty of room to tell larger stories, but that doesn't mean if we decide to do a bigger adventure we won't. There's nothing to say we can't go more than 64 pages now and then, apart from our resources and schedule. At 64 pages, the book has a spine, and that means expanding it to have more pages is a relatively easy logistical thing to do. When a book has 32 pages, it doesn't have a spine, and expanding its page count is a LOT trickier.

AND: Thanks for the kind words! And thanks for playing Pathfinder!


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James Jacobs wrote:
Absalom has never fallen to an attack, remember. It's a tough place to take, and ripe for the picking or not, it's not a place that even a runelord can simply just walk in and take.

One does not simply walk into Absalom.

Liberty's Edge

James Jacobs wrote:
Tels wrote:
James Jacobs wrote:
5) Pride is not her sin, so if she thought she'd be able to take over a better place, she might relocate. But she's got a lot of stuff already invested in the region, despite the fact that a lot of time has passed... it'd have to be a REALLY tempting offer to relocate, and I'm not sure what would work in that regard.
Would the Starstone be one of the things that could tempt her? It was basically the catalyst for the Runelords going into the slumber as it is, and for her to wake up and find that there is a rock that, if touched, turns people into gods... not only that, it's located in the largest city in the world, at, basically, the center of the Innersea Region? Sounds to me that such a place would be ripe for the picking in her mind. Of course, it'd be incredibly difficult for her to do so, as there are man powerful and capable people willing to defend the place against any threat.

The starstone was not a catalyst for the Runelords going into slumber at all. Earthfall was. The starstone's fall to the Inner Sea region was an accident of fate and chance, and at the time, it was one of countless falling stars and meteors and the like. The ones hitting Azlant (and the tsunamis that caused) and the ones that actually hit Thassilon (fewer in number... but still) were also part of Earthfall, and it's THOSE that helped put down Thassilon and sent the runelords into hibernation.

Once any of the runelords woke up and found out about the Starstone, that'd definately be something of interest to them. Some more than others. But it'd not be an immediate first thing to do upon returning to the world. It'd be something they'd set their sights on later, after they've rebuilt their empire.

Absalom has never fallen to an attack, remember. It's a tough place to take, and ripe for the picking or not, it's not a place that even a runelord can simply just walk in and take.

Taking the city would be difficult, but what will stop her from walking nonchalantly into the city as a traveller and taking the Startone test?

True, there is a risk of falling and so, in her shoes, I would study the Starstone for a long time before trying, as she is already very powerful and long lived. But maybe the Rune lord or Pride or Gluttony would do the test as soon as they know that there is the possibility to become a god.

JMD031 wrote:


One does not simply walk into Absalom.

Well, probably she would strut into Absalom. ;-)

Silver Crusade

The Symbol of Death states that it can only be found and disarmed by rogues.
This raises two questions:
First, this seems *really* strict to me considering there are other classes with the Trapfinding Class Feature. Is it correct that it should read "Only characters with the Trapfinding Feature can use the Perception skill..." instead of "Rogues (only) can use the Perception skill..."

Second: "Magic traps such as symbol of death are hard to detect and disable." sounds like the following sentence "A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death." should go for all magic traps, not only for the Symbol of Death (which of course would contradict everything else about magic traps) - but still, it seems like a leftover from 3.5 and places Symbol of Death slightly apart from all the other magic traps. Is this intentional or an overlooked error?

Thanks and greetings from Germany,
Blackbot


1) What is the likelihood of someday getting a 12-part year-long AP covering some sort of major event in Golarion?

2) What sorts of events can you think of that would merit such an AP?

3) What mythic character type are you most excited to play once the rules are finalized?

4) After the mythic rules, what are the chances of seeing some sort of "Mythic Golarion" campaign book that expands on some of the mythic personalities in the world and opportunities for mythic adventures?

5) Which region of Golarion outside of the Inner Sea are you most excited to expand on next?

6) What did you think of The Hobbit? You've surely seen it by now, right?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Feros wrote:

When will Erik Mona return to doing Pathfinder Battles previews?

(Serious plastic crack addict in major withdrawal!) ;)

Probably next year. The combination of year-end reviews plus vacations/holidays coming up soon plus helping out with the Goblinworks kickstarter plus several other end of the year things have been more important than keeping the previews up, I guess...

Perfectly understandable, if sad. :(

Now, on a more serious note: What place in Golarion would you like to live and why?


James Jacobs wrote:
ALSO: All of these Sorshen questions are not only not-canon (since most are off the cuff/off the top of the head answers), but the method in which she comes back could fundamentally change a lot of the questions.

1. Did you mistype and mean to say "answers?"

2. And what do you mean by "the method in which she comes back?" I thought it was described in Pathfinder #12 (p.22).

"Lorthact would not do a direct attack. [Sorshen would] crush him."

3. *checks Lorthact's stats* Is that because he can only really hurt her through greater shadow evocation, intelligence drain, and maybe polymorph any object if he gets lucky?

4. This is assuming they fight 1-on-1. They'd be smart enough to press their minions into the battle if such were to occur, wouldn't they?

And now for something completely different.

5. Why aren't plasma oozes immune to fire? Is that a typo?

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Will there be any plans for Pawn sets for older AP's? A friend of mine running Jade Regent really would like a set for that path...

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

What would you say the most important part of creating the Golarion setting was?

Paizo Employee Creative Director

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Blackbot wrote:

The Symbol of Death states that it can only be found and disarmed by rogues.

This raises two questions:
First, this seems *really* strict to me considering there are other classes with the Trapfinding Class Feature. Is it correct that it should read "Only characters with the Trapfinding Feature can use the Perception skill..." instead of "Rogues (only) can use the Perception skill..."

Second: "Magic traps such as symbol of death are hard to detect and disable." sounds like the following sentence "A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death." should go for all magic traps, not only for the Symbol of Death (which of course would contradict everything else about magic traps) - but still, it seems like a leftover from 3.5 and places Symbol of Death slightly apart from all the other magic traps. Is this intentional or an overlooked error?

Thanks and greetings from Germany,
Blackbot

That'd be a question for the Design Team. Personally, I think limiting the ability to disarm traps to rogues is not good for the game. Make rouges the BEST at it, but just as it's no good for only clerics to heal, it's no good for only rogues to disarm magic traps.

Paizo Employee Creative Director

smashthedean wrote:

1) What is the likelihood of someday getting a 12-part year-long AP covering some sort of major event in Golarion?

2) What sorts of events can you think of that would merit such an AP?

3) What mythic character type are you most excited to play once the rules are finalized?

4) After the mythic rules, what are the chances of seeing some sort of "Mythic Golarion" campaign book that expands on some of the mythic personalities in the world and opportunities for mythic adventures?

5) Which region of Golarion outside of the Inner Sea are you most excited to expand on next?

6) What did you think of The Hobbit? You've surely seen it by now, right?

1) Very very unlikely. The Adventure Path is VERY successful as it is, and we're not really interested in monkeying with that success too much at this point.

2) Anything that merits a 6 part adventure could be stretched out to a 12 part one, frankly. I'd probably switch over to the slow XP track for a 12 parter though.

3) A mythic bard.

4) There will be PLENTY of Mythic books for Golarion.

5) Arcadia.

6) Haven't seen it yet. Paizo's going to see it as a company on Tuesday. I'm not sure I'll have the time to see it before then, what with freelance and Christmas shopping needing to be done before I head home on Thursday...

Paizo Employee Creative Director

Feros wrote:

Now, on a more serious note: What place in Golarion would you like to live and why?

Sandpoint. Because it's the best!

Paizo Employee Creative Director

AlgaeNymph wrote:
James Jacobs wrote:
ALSO: All of these Sorshen questions are not only not-canon (since most are off the cuff/off the top of the head answers), but the method in which she comes back could fundamentally change a lot of the questions.

1. Did you mistype and mean to say "answers?"

2. And what do you mean by "the method in which she comes back?" I thought it was described in Pathfinder #12 (p.22).

"Lorthact would not do a direct attack. [Sorshen would] crush him."

3. *checks Lorthact's stats* Is that because he can only really hurt her through greater shadow evocation, intelligence drain, and maybe polymorph any object if he gets lucky?

4. This is assuming they fight 1-on-1. They'd be smart enough to press their minions into the battle if such were to occur, wouldn't they?

And now for something completely different.

5. Why aren't plasma oozes immune to fire? Is that a typo?

1) Yes.

2) That's one possible method.

3) That's because Lorthact is only CR 25.

4) Yes, but it wouldn't matter.

5) Not a typo. Probably more like an oversight.

Paizo Employee Creative Director

Cori Marie wrote:
Will there be any plans for Pawn sets for older AP's? A friend of mine running Jade Regent really would like a set for that path...

Perhaps!

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