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Arnistolientar Popswicker

Gnomezrule's page

1,633 posts (5,736 including aliases). No reviews. No lists. No wishlists. 18 aliases.

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Legacy of the game.

Sure there have been examples of not evil undead in literature but those defy the norm. Because of the overwhelming number of evil examples they make great foils for heroes.

Now you seem to want an ethical argument as to why it ought to be considered evil. I don't think there is a clear answer any more. Now that there are witches and other types of casters that are granted powers in direct ways by various forces it implies that they are different than plain old wizards. Because how necromancy works is never addressed in general it is just generally described as evil.

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Male Human (Taldan) Fighter (Tactician) 2
Vital Stats:
HP: 13/22, - AC: 17/T: 12/FF: 15 – Perception +6 - Initiative: +1 - F: +4/ R: +3/ W: +1 - CMB: +5 - CMD: 17, Speed: 30
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

So would it make more sense for us to go with 1st Mate or Boatswain for Jeireth rather than Quartermaster?

I know when I researched this I found lots of similar but conflicting info.

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Lawless Town- check
Evil person- check
Paladin usually agents of goodly aimed divine wrath- check
RP a good speech and execute as the closest thing to justice in the town.

Now it sounds like the GM has a different view on whether execution can be good or if wandering paladin's can administer it. The above senario of liberating town and finding new leaders is a good fix in this case. It assumes you are keeping the Aspis agent prisoner.

Have an aside with the GM about paladins and expectations. If this is how this GM works then count on the issue coming back in different context.

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Really depends on how narrow you are defining conscription.

Raiding a village killing a bunch of folks and forcing survivors to be expendable foot soldiers. Yeah that's pretty evil.

Living a society that shares a value of mutual defense with an expectation of duty in military service. That is very different.

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Vital Stats:
Gnome Unchained Rogue 3 HP 4/27 | AC 16(18), FF 12, T 13 | F +0 R +6 W -1 | Init. +3 | CMB 0 | CMD 13 | Speed 20ft
Acrobatics 7 | Climb 4 | Diplomacy 7 | Disable Device 8 | Intimidate 6 | Know Local 6 | Linguistics 9 | Perception 6 | Performance 8 | Sense Motive 6 | Slight of Hand 9 | Stealth 9 | Use Magic Device 6

Yeah thieves cant is an artefact of previous additions. I think it has changed like this From the PFSRD:


Common Uses
Convey Secret Message
You can use Bluff to pass hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Sense Motive check against your Bluff result.
Action: Delivering a secret message generally takes twice as long as the message would otherwise take to relay.
Retry? Yes. Secret messages can be relayed again if the first attempt fails.

Suggest Course of Action
Source: Giant Hunter’s Handbook
You can use Bluff and Diplomacy together to make a request of a creature, without it even realizing you have made the request.
Check: You can gradually coax a target into thinking a suggestion is entirely its own idea, making the creature more likely to act on the idea than if you had suggested it outright. You discuss topics subtly relevant to the request, asking leading questions and narrowing the scope of the conversation so that the target eventually decides to take a specific action you have led it to.
You first attempt a Bluff check to convince the target that your request was actually its idea. This is always treated as far-fetched circumstances, resulting in a –10 penalty on the check. If successful, you then attempt a Diplomacy check to make the request of the creature, treating its attitude toward you as indifferent for this single request (regardless of its actual attitude).
Action: Planting the notion and then coaxing a target into suggesting the notion himself each require at least 1 minute of continuous interaction. This can be difficult to arrange with a hostile or unfriendly creature.

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Vital Stats:
Goblin Unchained Rogue 3 HP 18/30 | AC 19, FF 13, T 17 | F +3 R +9 W +1 |Init. +6 | CMB 6 | CMD 17 | Speed 30ft
Acrobatics 12, Appraise 8, Bluff 5, Climb 7, Disable Device 12, Escape Artist 10, Know Dungeon 7, Know Local 7, Linguistics 7, Perception 6, Ride 10, Sense Motive 5, Sleight of Hand 12, Stealth 18, Swim 7, Use Magic Device 4

"What can go wrong?"

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Male Human (Taldan) Fighter (Tactician) 2
Vital Stats:
HP: 13/22, - AC: 17/T: 12/FF: 15 – Perception +6 - Initiative: +1 - F: +4/ R: +3/ W: +1 - CMB: +5 - CMD: 17, Speed: 30
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

They wanted to fight.

We bluffed, intimidated and tried diplomacy. Sometimes that works against groups. We also called them ladies, implied they were unthinking lackeys so we might have asked for it despite our success. LOL.

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Vital Stats:
Halfling Unchained Rogue 2 HP 14/14 | AC 18, FF 15, T 14| F +0 R +6 W +0 |Init. +3 | CMB -1 | CMD 13 | Speed 20ft
Acro 10, Appr 5, Bluff 7, Climb 5, Cr Cook 5, Dip 7, Dis Dev 9, Dis 3, Es Art 7, Intim 3, K Dungeon 5, K Local 5, Ling 1, Perc 6, Perf 3, Sl of Hand 7, Ste10, Swim 6, Use Mag Dev 7
Orono the Black Widow wrote:
Roscoe pockets everything and tells us we only found a handful of copper? :D

Roscoe loves you too.

I think the best items out there we are going to find. There are a few in the keep for sale maybe but I have a feeling we won't get what we want when we want it.

Most groups I have played follow useful sharing items go to optimize a character's role in the party and to increase effectiveness. This works with a healthy dose remembering that someone already got this or that item so not going to get first pick. The non items and money get split even.

Slightly more business like is share buy back everything gets pooled together and everyone gets an equal share but any items they keep comes out of their share.

Naturally there will be some rp shenanigans but I don't think any of us plan on screwing the party.

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Male Human (Taldan) Fighter (Tactician) 2
Vital Stats:
HP: 13/22, - AC: 17/T: 12/FF: 15 – Perception +6 - Initiative: +1 - F: +4/ R: +3/ W: +1 - CMB: +5 - CMD: 17, Speed: 30
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

perception: 1d20 + 5 ⇒ (8) + 5 = 13

Reinald recognizes the bearded man from the tavern but move on no need to make things worse. He holds the whip. For now.

Reinald once on deck straightens himself up tugging on his waist band as military men do to put their uniform back in place.

climb: 1d20 + 8 ⇒ (8) + 8 = 16
climb: 1d20 + 8 ⇒ (13) + 8 = 21
climb: 1d20 + 8 ⇒ (6) + 8 = 14
climb: 1d20 + 8 ⇒ (11) + 8 = 19
climb: 1d20 + 8 ⇒ (17) + 8 = 25
climb: 1d20 + 8 ⇒ (3) + 8 = 11
climb: 1d20 + 8 ⇒ (7) + 8 = 15
climb: 1d20 + 8 ⇒ (18) + 8 = 26
climb: 1d20 + 8 ⇒ (17) + 8 = 25
climb: 1d20 + 8 ⇒ (7) + 8 = 15

Yes we do know;) Jerieth totaled 169 Reinald 187.

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Male Human (Taldan) Fighter (Tactician) 2
Vital Stats:
HP: 13/22, - AC: 17/T: 12/FF: 15 – Perception +6 - Initiative: +1 - F: +4/ R: +3/ W: +1 - CMB: +5 - CMD: 17, Speed: 30
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

I am hunkering down for Hurricane MATTHEW. Will likely lose power. It looks like it will be north of us but still gonna be ablowin.

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Male Human (Taldan) Fighter (Tactician) 2
Vital Stats:
HP: 13/22, - AC: 17/T: 12/FF: 15 – Perception +6 - Initiative: +1 - F: +4/ R: +3/ W: +1 - CMB: +5 - CMD: 17, Speed: 30
Acrobatics +7, Bluff +3, Climb +8, Diplomacy +7, Intimidate +6, Knowledge Geography +5, Perception +6, Sense Motive +6, Swim +10

Hmmm lots of claims for who holds the tiller. Way I see it there are two types of free ships. Those run by tyrants and those run by democracy who elevate by basis of merit one to be the leader in war or have the final say. None of us seems the type to long tolerate a tyrant. I think it stands that the most able sailor and leader will rise to the top in time.

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Is there a deadline?

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Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Looking out for my dwarfies

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You're dead.

LOL sorry couldn't resist.

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Sounds like your crew likes betrayal and inter party intrigue.

If you believe him to be evil in character and find his leaving banditry to be not a sign of repentance. Then lift your hammer announce your intentions and smite. Give him his chance to kill a paladin.

"You are a coward and a liar. Your crimes call out for justice. In the name of Austri the reckoning has come."

I mean its that or he coup de gras you in your sleep.

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Well Talkies considered his stories fairy tales but I understand where you are coming from. I think the real issue would be presentation. I mean Snow Whites dwarves were hard working miners. So the real task is to set the tone of the stories in the trope you want to tell. Gnomes should be something like Christmas elves or the shoemakers elves. Drop halflings make sprites or pixie playable. If you look around for Narnia campaigns you will find a number of people who have already dine some work on animals as playable races as well as satyr and fawns as races. Depending on the type of fairy tale you want.

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Vital Stats:
Goblin Unchained Rogue 3 HP 18/30 | AC 19, FF 13, T 17 | F +3 R +9 W +1 |Init. +6 | CMB 6 | CMD 17 | Speed 30ft
Acrobatics 12, Appraise 8, Bluff 5, Climb 7, Disable Device 12, Escape Artist 10, Know Dungeon 7, Know Local 7, Linguistics 7, Perception 6, Ride 10, Sense Motive 5, Sleight of Hand 12, Stealth 18, Swim 7, Use Magic Device 4

Brand talks loudly as if he wants to be heard beyond the camp conversation, eyes looking around, "Huh umm who are you talking about BLAZE, I know umm I only see TREMOR and THUNDERBEARD here Ahh I." He motions to himself, "I am Sleek . . . and that's Ahh umm our names." Brand whispers, "remember code names."

I think I just channeled Han Solo's "We had a slight weapons malfunction" bluff.

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Congrats all.

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If needs to be said. I picked catfolk because I think they are thematically interesting not because of any furry fetishes.

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Team Family Ties lol. Our caravan was a side show.

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Ammon Knight of Ragathiel wrote:
Characters have no alignment related spell restrictions. There should be the understanding that casting said spells more and more will have an effects. Mwhahahah *cough cough* evil laughter not cool.

That sounds fun.

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All members of the party inherit part ownership of circus. They have the promise of big pay out but have to keep it running and of course be apart of the act.

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I will pump him up.

Card Caster

Basically it lets you throw cards like darts.

Also it adjusts Spellstrike to work only with cards so I could cast it and use it on a card and throw it rather than deliver with a melee weapon.

@gaming ranger thanks.

You too @Kavail Nor

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Well first the biggest thing you need to do is lead by example if you are hoping your players do more RP during a fight have monsters and NPC's do so as well.

Don't run static fight to the death enemies. Fighting a group of mooks have some flee. Have another betray his fellow mooks and offer to help the PCs after all he does not want to be murdered. When the fight turns obviously against the PCs he works to save his skin. Fighting several hungry animals. When one of the party goes unconscious have one of the monsters start to feed. If one of the other monsters are closer to the fallen party than the rest have it turn on the one trying to feed or steal a bite. "Oh crap they are eating the Barbarian."

I was running a group through Skull and Shackles we for a number reasons ended up jumping the rails and I use almost all of another book from Serpent Skull. It was great they went treasure hunting and ended up fighting their way through the city of 7 Spears. I was trying to figure out how to cut down encounters but keep them challenging. So I figured combining a couple of fights might kill 2 birds with one stone. So I pulled to major encounters together. 1 giant monster was being attacked by 3 other monsters when the PCs found them. Separately both fights were challenging. The watched for a minute and the advantage was leaning toward the big monster. The PCs figured they could use the situation and from a safe distance started working against both sides. One of the smaller monsters offered treasure to the PCs if they would help. Together they took down the big monster but not before the last small monster betrayed the PCs. The PCs had to decide to help this thing, and then had to deal with the thing betraying them.

Use the environment. The enemy archer flips over a table in the corner and uses it as cover poping up to take a shot and then ducking. A different enemy hops up on a table and roars barking a challenge at the PCs. If one of your PCs steals your play and hops up on a table for a high ground bonus or just coolness. Have one of the cowardly NPCs attack the table leg.

All of us have had party disagreements about what to do with the enemy survivor. Almost always it happens after the fight. Why? Because that is when GM's pose the dilemma. Why not propose the dilemma right in the middle of the fight. The Paladin is busy fighting and the rogue drops a guy who might just be unconscious. Remind the rogue that last time the Paladin demanded we leave the guy alive despite all the dangers. When the rogue's next turn comes up ask him what he wants to do. Sure you can move on to the next enemy but this guy might be still alive. And Brightarmor Fancybriches won't let you kill him later. Watch how fast the rest of the party asks if they see this.

Introduce some enemies before they actually fight the PCs especially ones you want them to hate. Let them witness the enemy from a distance. You are playing Kingmaker, they see the Staglord and some of his bandits from the other side of river. The Staglord raises the head of one of his victims and tosses it toward the PCs. By the time they get there (crossing the river oooohhh fun skill challenges) they find dead caravan guards, wounded victims and then they get ambushed by mooks the Staglord sent back. No sign of the Staglord.

The PCs fight assassins have them meet an assassin early the assassin grabs and kisses a surprised PC (contact poison lipstick) and then gaseous form out.

Going on a dragonhunt. They see smoke on the horizon, burned out village tons of wounded needing help. The dragon is a red dot in the sky flying away.

In Crimson Throne there are plenty of times to show off powerful political figures in situations the PC's can hope to win. Executions, being rude to peasants while people return necklaces, government proclamations and so on. Anything to give the villain a personality before engagement.

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There are several dice roller apps that can save multiple sets of dice. So he could save a single attack, saves, full round attacks and so on. It allows for bonuses so once he has a standard roll set he has no math to do.

The one or two situational mods can be tacked on.

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The best thing I could say is to rp the enemies. This makes things more diverse. But it puts the onus of responsibility on the villain not you.

For instance if the party fights assassins I will ruthlessly coupe de gras.

If the party fights what basically amounts to an animal it will run when it feels it is beaten. But it will might also FEEd. If the giant alligator drops the rogue unconscious. The beast will bite down and drag the victum away from the party trying to protect its kill.

Thugs will flee.

Enemies who expect to fight or defend their home will have and use tactical advantage and utilize surroundings, call for help, and so on.

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I provided the following to my gang. It included my own take on the code as well as examples of pirate codes both made up and historic. Perhaps this will help.

Pirate Code:
Code of Besmara- The code has undergone many changes over the years to serve different captains and purposes. Longer and more complex versions are known to exist but most agree these are additions of famous captains than from the will of Besmara. While this list is vague it is used in the creation of longer and more complex codes of most pirate vessels. The Code of Besmara often serves as the framework for sometimes lengthy bylaws. It is common for pirates to advise someone to look at the size of a ship’s charter. Too long is the sign of a litigious captain and crew given to loopholes often aimed at cheating sailors of their due. Too short is the sign of a rookie crew and captain who will have a long road of contentiousness ahead till reasonable guidelines are struck.
1. Ye don’t sail or ride for Free
2. Blood and sweat has a price
3. Fortune favors the courageous action but martyrs and fools don’t live to spend the reward
4. One fool can sink a whole crew
5. Keep ye blades sharp and boots ready
6. There is no rule 6
7. Neither soft-hearts or tyrants can keep a ship or crew long
8. If ye fall behind ye gets left behind
9. Keep the peace of the ship
10. The code is more a guideline than actual rules
Common Code Expectations
1. Ye don’t sail or ride for Free
· Ye work not ye eat not- The captain, quartermaster, first mate, boswain or a vote of the crew can deny food, water or grog to any able bodied member of the crew who does not work. Only by captain’s command or vote of the crew can charity be given. If a crewmember wishes to bestow charity on the lazy it comes from their own rations.
· Each crewman gets a wage, and a share in the treasure, that captain gets 3shares, the quartermaster, first mate, and sailing master get 2.
2. Blood and sweat has a price
· Double normal wages (Hazard Pay) will be paid the man or woman who braves a hazard be it battle or daring on behalf of the ship or proper order.
· Any sailor injured in performance of orders shall receive full wages and a share in plunder just as any who is fit until ships doctor finds them able. If they lose a digit they get 200 gold. If they lose a limb 800 gold.
3. Fortune favors the courageous but neither martyrs nor fools live to spend the reward
· Often quoted but rarely additional ship rules attached
4. One fool can sink a whole crew
· Sailors found deficient in their duties will be left in the nearest safe port.
· No open flames below deck, light a lantern. Sailors who court with fire below deck will be marooned.
· If any crewman acts in violation of local law or custom outside of the chain of command risks the whole crew. Such a sailor can be left to his fate.
5. Keep ye blades sharp and your boots ready
· All crew must keep their weapons ready, clean and fit for action failure will result in being left in the nearest safe port
· Cowardice before the enemy or desertion of post is punishable by death (provided the sailor is not under enchantment)
6. There is no rule 6
· Often quoted for things that a crew feel should be self-explanatory. Though it is likely an insult to Asmodeous is often associated with excessive rules and the number six and is one of the principle targets of Besmara’s own efforts.
7. Neither soft-hearts nor tyrants can Captain a ship long
· Like several other items in the code this one results in few rules but is often invoked when a captain is viewed to soft, weak, or alternatively cruel or reckless with the lives of the crew.
8. If ye fall behind ye gets left behind
· Easily the most broken of the code. While it expresses the somewhat callous nature of pirates captains or crews take a measure of pride of rescuing crewmembers or even engaging in revenge. But the flip side is also true. Piracy is a bloody business and it should not be the crews fault that someone unable to the task took the risk.
9. Keep the peace of the ship
· Disputes are to be settled by arbitration of the Captain or First-mate. If that fails any grudge must be set aside till the crew members are off ship and in safe harbor.
· Stealing from crew members is punishable by marooning.
· While a crewman has the right to put issues to a vote no direct order during the course of sailing or in times of danger will be disobeyed. Insubordination will result in a lashing. Grumbling against the captain or officers will result a flogging.
10. The code is more guidelines than actual rules
· While generally no actual law of ship is created with this guideline it is often invoked when exceptions are warranted or defiance of the rules is prudent.

Example Codes

• Every member of the crew gets an equal share of treasure.
Anyone caught taking more than his fair share of loot,
or refusing to report its discovery in a timely manner,
shall be marooned. The captain receives extra shares of
any treasure, as do shipwrights, carpenters, and officers
to lesser degrees.
• Every member of the crew must tend to his own weapons
and keep them ready for battle.
• Anyone who shows cowardice in the face of the enemy or
deserts in battle shall have his throat cut or be marooned.
• No crew member shall hide his abilities from the crew.
A sailor who can perform magic shall use his abilities on
behalf of the ship.
• No crew member shall take a position on a new ship or talk
of leaving until each crew member has acquired at least
1,000 gp worth of treasure through his labors.
• No fighting is allowed between crewmates. Quarrels
shall be set aside until shore leave, at which point
grievances may be settled with violence on shore.
• All crew members must obey the captain and his officers.
• Any pirate found stealing from crewmates shall take 30
lashes and be put ashore at port.
• The person who spots a sail shall have first pick of its loot.
• Any crew member who loses a limb in service to the ship
shall be paid 800 gp for its loss.
• Every sailor has an equal right to vote in decisions put to
the crew by the captain.

Privateer’s Code
Often called a “privateer’s code” or “gentleman’s code,” the
following strictures are usually adhered to only by officers
or those sailors whose captains consider themselves to be
more than simple criminals—most frequently buccaneers
who operate with government approval.
• A privateer shall not engage in one-on-one combat with
an unarmed foe.
• Passengers and prisoners who may be objects of lust to
crew members are not to be imposed upon or harassed.
• A privateer shall never refuse satisfaction to an
honorable opponent.• A privateer shall always accept the surrender of an
honorable foe—such prisoners may later be ransomed
or press-ganged into the crew.
• A privateer shall not beat or mutilate slaves or prisoners.
• A privateer shall never attack from concealment nor
strike down an unsuspecting foe from behind.
• A privateer shall take what she deserves by virtue of her
strength of arms, but shall not plunder the poor.
• A privateer’s word is as strong as her steel. She shall
never break a promise nor renege on an agreement.
• A privateer shows discretion in conversation and does
not pry into matters that don’t concern her.

Shipboard Conduct
Many of the following rules are common sense, and may
be enforced on pirate, military, and merchant vessels.
• Any sailor caught below deck with open flame, magical
or mundane, will suffer 10 lashes. All candles and
lanterns are to be extinguished at sunset.
• No sailor is to play cards or dice for money while onboard,
nor use such things to take advantage of her
crewmates on shore.
• No sailor is to bring aboard a husband, wife,
child, person of ill virtue, or any passenger
unbeknownst to the captain. Both sailor
and passenger face marooning.
• Every sailor must do her fair share of
work, and neither shirk her duty nor pass
off work to another, lest she face 20 lashes.
A ship’s bard may rest 1 day per week, but
must stand ready to entertain on all others.
• Every sailor receives an equal share of food
and drink, and 1 ration of liquor every day.
• Any sailor found drunk on duty shall face
10 lashes. Any sailor too drunk to function
effectively during battle shall be killed.
• A sailor who suspects a hazard, be it storm
cloud, sea monster, or enemy ship, must
raise the alarm immediately. Any sailor
who sees an unfamiliar sea creature must
inform the captain immediately.
• A sailor shall not speak to any creature of the
sea without the captain’s permission.
• A sailor must not speak ill of the
dead lest they summon restless
spirits to the ship.

Real world example

Honor Among Thieves
This charter of conduct drafted by Bartholomew Roberts' crew was preserved in Captain Johnson's General History of the Pirates.

I. Every man has a vote in affairs of the moment; has equal title to the fresh provisions, or strong liquors, at any time seized, and may use them at pleasure, unless a scarcity makes it necessary, for the good of all, to vote a retrenchment.

II. Every man to be called fairly in turn, by list, on board of prizes because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels, or money, they shall be marooned. If any man rob another he shall have his nose and ears slit, and be put ashore where he shall be sure to encounter hardships.

III. None shall game for money, either with dice or cards.

IV. The lights and candles to be put out at eight o'clock at night: if any of the crew, after that hour, still remain inclined for drinking, they shall sit upon the open deck without lights.

V. Each man shall keep his piece, cutlass, and pistols at all times clean and ready for action.

VI. No boy or woman to be allowed amongst them. If any man were to be found seducing any of the latter sex, and carrying her to sea in disguise, he shall suffer death.

VII. He that shall desert the ship or his quarters in time of battle shall be punished by death or marooning.

VIII. None shall strike another aboard the ship, but every man's quarrel shall be ended on shore by sword or pistol in this manner: at the word of command from the Quartermaster, each man being previously placed back to back, shall walk an agreed upon number of paces, turn and fire immediately. If any man do not, the Quartermaster shall knock the piece out of his hand. If both miss their aim, they shall take to their cutlasses, and he that draws first blood shall be declared the victor.

IX. No man to talk of breaking up their way of living, till each had shared £1,000. If in order to do this, any man should lose a limb, or become a cripple in their service, he was to have 800 pieces of eight from the common stock, and for lesser hurts, proportionately.

X. The Captain and Quartermaster shall each receive two shares of a prize: the Master Gunner and Boatswain, one share and a half, and all other officers one and one quarter, and private gentlemen of fortune one share each.

XI. The musicians shall have rest on the Sabbath Day only, by right, on all other days, by favor only.

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I have tried on several occasions to play Kerpca basically a squirrel. One DM I had in 3.5 made a go at the race. He thought it worked best as tiny and allowed it to be pretty fast. I never got to use it cause the campaign fell apart.

One of the other players was a very strong Goliath. My plan was to run around for one round around enemies with rope and then end the round handing the rope to the Goliath and yelling "pull."

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Just as an aside it also cures lycanthropy.

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Thunder . . . Thunder THUNDERCATS HOOOOOO!

That is pretty much it.

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You mean like Queen albums. Flllllaaaaasssssshhhh AHHH ah.

1- Out of time characters- human astronaut in a more ancient time setting.
2- Out of time characters- Alien from ancient time setting on the space ship. Alternity had an alien species that was going through the equivalent of the Renaissance big furry ogre things who would spout poetry, use hand to hand weapons and flintlock pistols. You might still be able to find Alternity source books.
3- Running an airship spelljammer like game in the Diaspora from the Distant Worlds book would be awesome. If I ever redo Skull and Shackles it will be in a space pirate setting.
4- Buck Rogers books are very much in the Flash Gordan vein.
5- Thundercats the 80's TV show is a great example of science fantasy.
6- Voltron cartoon the 80's one with the lions.
7- The movie Treasure Planet
8- The Current Iron Gods AP by Paizo
9- Anything about Numeria
10- The old Planet of the Apes movies.

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No fantasy laguages are English (or any Earth tongue) including common. Hence the words used communicate idiomatically not literal words. Speaking professorial denotes education speaking crassly dentoes colorful metaphors.

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I think the issue should not be formulaic CR -4 or whatever your work is harder.

1- Use monsters that do not have defenses only magic can defeat. Either to not pick them or make it so mundane items that are made of silver, cold iron or whatever material you want effect them.

2- Adjust monsters so that their magical abilities do not overwhelm the reduced magical defenses of the party.

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The Disproportionate Response

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Still less than Waterdeep.

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But you wouldn't be a gnome.

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Elf children after the age of 12 are sent as apprentices to a far off land actually on a whole other plane where they work as slave labor for a degenerate fat elf who uses them to assemble toys. He keeps them in line with psychologically terrifying combination of holiday songs and making them addicted to candy canes and egg nog. After 80 or 90 years of this slavery the elves are returned to their communities where they begin a sort of occupational therapy learning ti chi like sword and bow techniques to forget their troubles.

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1- Explain that it is locked into a robitcs law paradox and must destroy itself.

2- Treat it real nice so that when it falls in love with you it explodes.

3- Trap it in some sort of trash compactor.

4- While in the future reprogram it to go back in time to protect you now.

5- Knowledge Robotics=off switch.

6- If Earth based robots are analogous run up the nearest stairs and laugh.

7- Hack wireless network give it a virus.

8- Hack wireless network self destruct command.

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Also PF is not generally a Points of Light setting but it is a "the wilderness is dangerous" setting. Also depending on where you are there are varying degrees of governing authority with the ability to respond to situations. I mean the River Kingdoms pretty much are a Point of Light situation and when you get there the "light" is held by murderous bandits. Large sections of Varisia are wild, almost all the southern continent, are we calling the shackles government. Certainly Andoran, Nidal, Taldor, Cheliax, Osiri, Absoam and other places will have different resources and responses. However in all of these places you run into squirrely humanoid tribes running amok from time to time. Part of the fun of Gol is that it incorporates from multiple genres. You can play a pirate game in a few places, Points of Light game in the River Kingdoms, nation-state level intrigue around the inner sea oh and high science fantasy in Numeria.

If you want to talk about a world building aspect that breaks down its that all these places co-exist cohesively and separately at the same time.

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Spook I don't think we disagree. I am just saying that I like the PCs to feel special. They do have peers just less than it felt in past editions.

Think about it this way. In Star Wars Leia appealed to Obi Wan as her only hope. This sort of plea adventurers hear a lot. However in some worlds this means the word "only" needs to be redefined. I mean if every city has a team of rapid response troubleshooters of 10th level answering to a wizard who can keep 7th level spells on the table some one walking in and telling the PCs that only they can address the problem is odd.

Don't get me wrong. They still need to get to the higher levels its just that there is a lot less company up there. Also certainly higher level issues like dragons or cadres of giants do from time to time rise up narratively I would suggest that it happens rarely not biannually.

Uncommon but not unheard of is how I try to play things.

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Well I think the gnome obsession (which can be applied to many things) covers the tinkering, crafting, gemcutting of old. Culturally gnomes have the element of being fey touched being from the first world and the aspect of the bleaching.

I would say halflings are more easily lost among humans than gnomes.

It probably my take on things but I really think PF saved gnomes from being a little bit everything that they were in previous generations they were kinda like dwarves but skinny kinda like elves but small, kinda like halflings but more magicy.

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I always aim for as low as possible outside the party. Granted you need governments to not be push overs but I want the PCs to eventually feel special and significant as early as possible and for as long as possible. Even if they are fighting foes that challenge them. I want the players to feel after a while like they are growing into the legendary hero status. In previous additions PC felt like the B team because every hamlet in Forgotten Realms has an epic level caster as their benefactor or ruler. Apparently they cant be troubled with this crisis that might wipe out their beloved city so we must rely on the B team cause Dritzzt is out dancing with snow leopards.

I treat NPC classes differently. I stop dealing with the hit points for most experts commoners or aristocrats after a few levels but allow them to gain skills and or feats. This means I can create a level 16 expert tavern owner as a social challenge and have a built in xp reward for a level 14 party.

I usually treat guard captains, local well known crafts people around 5-8 level. Government officials, regionally known masters at 8-12 level. Beyond that is pretty rare.

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My point was the promotion of gritty realism just for me immersion is broken when people use strategy based on some game mechanics and not real world thinking. My example has flaws. I just prefer it when real world tactics line up with in game tactics. It breaks immersion for me when a math problem that has nothing to do with heroics or reality breaking trumps sound real world tactics.

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I prefer magic as rare and items as special. However I tend to play as RAW. What I found is that there is a huge difference from you can buy what you want when you want and how buy magic items is presented. That alone made it a lot easier on me.

Whenever we get to town. I will actually roll up a few shops from this generator.

Pathfinder Magic Shop Generator

If its a small town I will just to a general store. If it is larger I will do a few shops. When people start asking for who can make what they can but it there is a wait and cost for pushing you way up the wait list.

For me it has worked a good balance. Its not item entitlement syndrome or death by no item.

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John John wrote:

I any case the problems are:

Set prices: Real economy has supply and demand, while dnd has set prices. Set prices unless they are enforced by anyone are pretty insane.
Magic items: Magic items require gold to create but the components required in their creation are never explained. We have no idea what people need to create magic items, just that it costs X amount of gold.
Selling stuff: You can arbitrarely sell stuff ONLY at half price. (gems etc are the exception)
Some people are intrinsically than others(unlike in the real world): A level 20 wizard or even fighter in a metropolis of commoners is beyond the economy, he essentially lives in an alternate world.

So magic items are weird in that they have arbitrary set prices AND in that they have arbitrary set cost AND in that people buy them only at half price AND in that the people interested in them are beyond the normal world.

In any case the only two reasons for magic items to cost gold are so that adventurers have something to do with the gold they find plus incentive to find it (that' s tradition) and the fact that baldurs gate had items which costed gold.

To answer the original post. Money is never an end to itself, adventurers don't have more money than their locality because no commoner or even noble would want a +5 sword in his hands, and their is no money or amount of magic items they should have, wealth by level is drawn from encounters and monsters also are under not deific law to each have its challenge ratings treasure.

I uses the prices as guidelines not set prices. I do this for everything. I am famous for asking my players to find the listed price while I deal with something else. When they tell me the price I always adjust it up or down. Even if I don't want to rp every sale. I will tell them mundane items are available at +10% list price. There is a 75% chance that you can find alchemical gear and after an after noon of gathering info you find these randomly rolled items are available for sale also at +10% list. The next town will be different. I will allow the party face to try to diplomacy a better deal through haggling and gain a 10 or 20% discount one way or the other. Some stuff you just can't fence.

The biggest thing that could say about magics effect on economy is to gauge how common I want magic to feel. One of the things I liked about Golorian is that after a few levels I felt the PCs were major contributors to the city or region rather than just one of several hundred random adventures around many of whom are higher level and every point of interest has an epic level NPC handling the "real problems." I mean after 5th or 6th level in Curse of the Crimson Throne I felt awesome. There was no 24th level Elminster or 23rd level Drizzist to be the real mover and shaker. We were Korvosa's only hope, even the captain of the town guard thought so and the BBEG of the whole campaign was threatened by us.

Don't confuse the fact that every time you play there is magic going on and strange ruins to explore to mean its not special or unique to the world at large. You may not be the only wizard in the world but you might be one of the few people have ever met.

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You can now play an effective rogue in the modern adventure format.

Part of the 3.x change to traps made them easy to implement but they are by in large a single skill check or a hp tax if you don't have the skills or ability to bypass. Elaborate puzzles are not as much a part of the current fluff of games like they were in the 10 pole days. Add to that that much of character contribution is decidedly combat based and other "skilled" classes have spells or other options. This makes the rogues lagging behind the fighter harder to swallow. Enter the Slayer. Full BAB enough skills to hang out with skilled kids at the lunch table and hits often enough to by on the line next to the melee bunch.

The rogue is now pretty much an NPC class.

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DominusMegadeus wrote:
Conspiracy Keanu wrote:

What if goblins are only burning down houses

Because they knew all along that houses are OP and are trying to help us???

99.9% of Goblins are naturally Lawful Good. You heard it here first, folks.

They seem to really hate people who build houses too or dog houses.

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Low magic is about presentation and storytelling far more than the proliferation of things that grant bonuses. Simple house rules like silver or holy water applied to blades bypasses DR handle the incorporeal problems.

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I am loving the irony of people who object to the alignment system (moral rules) when it is applied as rules. Not criticizing its just one of those things that the pastor and philosopher in me finds funny.

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Druid Suburban Glade Archetype grants the aforementioned Gazebo as an animal companion.

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