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Leaves and sticks crackle and crunch under the player's feet as they walk along.
A Survival or Knowledge (Nature) check of DC 15 will note that this area has recently seen localized flooding from rain and may be muddy.
If the party is so forewarned, they gain a +4 insight bonus on Acrobatics checks to avoid stepping in thick mud (DC 10) as they cross. Any characters that fail the check will become stuck in the mud. Until freed, they gain the grabbed condition. Characters can be freed with a Strength check of DC 15 made by them or another party member. If more than one person helps pull, add +2 for each helper to the roll. There is a 25% that a shoe or boot is not freed with the characters. Another strength check of DC 15 is required to rescue any lost footwear. Barefoot characters treat all natural terrain as difficult terrain.
Suddenly, the songs of birds of stop. It is completely silent. You are standing amongst a copse of trees where sunlight shines down in beams onto the ground. You can see dust motes floating in the sunbeams.
A Knowledge (Nature) or Survival check of DC 10 will reveal that it was probably a passing predator. A Perception DC 24 check will spot a hawk above the trees.
Either way, a few minutes later, the bird songs resume and everything is normal again.
Acrid-smelling smoke assaults your nostrils. Up ahead, you see many of the trees are blackened.
When the party arrives, they will find about a square mile of forest has been through a fire. While the flames have died out a few days ago, some embers are still smoldering. If the party takes the time to investigate (about an hour), they can make a Knowledge (Nature) check with DC 10 to find this fire appears to have been started naturally by a lightning strike and is perfectly normal.
(Optional: If the GM desires, the players can find the tree that was struck by lightning with a Perception DC 20. A Knowledge (Nature) check of DC 20 will allow them to harvest enough of the wood to make, or have made, a masterwork wooden weapon or shield from it. For further considerations, treat it as Darkwood.)
You hear howling and thrashing noises behind some trees.
If the party investigates, they will find a wolf has gotten his leg caught into a rabbit snare. He is howling and thrashing about trying to get away. If the party approaches without weapons and speaks softly, the wolf will not attack them. The rope is twisted into knots that can be undone with a Disable Device check (DC 15), broken with a DC 23 STR check, or cut by doing 2 points of damage to it.
Once free, the wolf will run off. If the party gets into a battle elsewhere in this forest, the wolf will jump out of a nearby bush and attack one of their foes. After the battle, the wolf will howl at the party and disappear into the forest. He will help only once.
In the meadow ahead, you see a field full of different colors of wild flowers. With every slight breeze, you see pollen fly off lazily into the air.
Crossing the field is easy but some characters may have allergic reactions. All characters crossing the field must make a Fortitude Save (DC 10) or gain the sickened condition as they start sneezing and dealing with runny noses and watery eyes. Effects will continue as long as they remain in the field and for 1d10 minutes later.
Up ahead, the sound of a river flowing over rocks can be heard. In the distance, you see a young man struggling with a raft full of barrels that has gotten stuck.
If the party approaches, they will see he has no weapons except for a 10' long pole that he is using in an attempt to lever the raft off the rocks. His name is Barnaby and he is just a commoner delivering apple cider to the village down the river. If the party stops to help him, one character will need to make a strength check (DC 18) to get it off the rocks. Using the pole adds a +2 equipment bonus. If other party members help, add +2 for each helper to the strength check. If the party is able to get the raft back in water, Barnaby will offer to either give them a ride to the next village or to the opposite bank of the river.
You come upon what looks like a group of large flying insects that seems to be laughing. Upon closer inspection (Perception DC 10), you see that the insects are tiny flying humanoids. These creatures are sprites and are a type of fey that are generally not hostile [Knowledge (Nature) DC 10].
If the party stops to speak to them, they will behave friendly towards them and give directions or answer questions about the area. They will run and hide if the party is rude or attacks them.
Too hard for the CR
Too easy for the CR
Where is that rule?
What would be stopping you here is putting the pistol away to draw a grenade and then drawing it again to fire are both move actions.
Quickdraw as written would reduce drawing it as a free action, but putting it away would still be a move action.
You can try to convince your GM to house rule Quickdraw to apply to putting a weapon away as well.
With that and Fast Bombs, I think it might be possible.
That's been discussed in depth in several threads. Consensus of the developers is that being flammable was never intended and beyond the scope of a 1st level spell. One of them, Sean K. Reynolds I think, said he would allow it to be ignited only by higher level fire spells and effects that do a significant amount of hit points in damage, but that it would only behave like burning oil for 1 round at best. I think the phrase used was to think of it as magical butter or lard in that it can be flammable but only when it gets very hot.
I have heard an argument from some that there are too many gold pieces in Pathfinder. Supposedly you can get closer to a realistic medieval economy by changing the rarity of gold and platinum coins.
The fix is to make 100 coppers equal to a silver, 100 silver to a gold, and 100 gold to platinum.
What does everybody else think?
You are correct that come and heel will also work and are only DC 15.
Depends on the animal. Horse and lion--yes. Dire Bat--No. Yes, all characters with animal companions are subject to the same rules.
Wizard/Witch familiars are not animals. They are magical beasts and are thus exempt.
Note that the bestiary Horse and Pony have the "docile" special quality which is likely where the CRB gets the "unwilling to enter strange places" thing. The animal companion version does not. Furthermore, Cavalier mounts are always combat trained so unless you train them out of it, they always know the Attack trick.
There is a very good reason why horses are not taken into dungeons and mules and donkeys are.
Yes, the vanilla cavalier mount have Attack by default. I included that for completeness because all animals use the same rules.
"Unlike a horse, a donkey or mule is willing (though not eager) to enter dungeons and other strange or threatening places." -- Core Rulebook, Equipment section
I agree with RuyanVe in that Cavalier mounts are treated as druid animal companions, but they are still just animals. They have strong instincts to avoid such areas.
I would say that unless the mount has the "Attack" trick, making it move underground would be "pushing" the animal (DC 25). If trained to Attack, I would require just a DC 20 handle animal roll to convince the mount to move underground initially and at any other points the environment changes (darker, different ground, smaller spaces, etc).
If the horse can conceivably smell creatures other than humanoids, monstrous humanoids, giants, or other animals (and their sense of smell is very good), then you must have put two points into the "Attack" trick or it would be back to pushing the animal again.
Characters with animal companions get a +4 when using the Handle Animal skill on them.
The bad guys have the advantage of more planning as the PCs are the one who are usually thrust into the adventure unaware of what is going on. Think about how you would plan an escape. Then think of another one. And another one. Bad guys should alway have at least 3 ways already planned out to accomplish anything.
ALso bad guys usually have the advantage of having minions do their dirty work to keep out of the fighting.
I found a mod called Mythicraft that sounds promising and has cool videos and screenshots. It says it featured D&D like stats and some character classes similar to Pathfinder. Unfortunately, I could not get it to work.
Another mod called Hexxit is part of a multi-mod launcher called Technic. It worked fine and has a server pre-configured. Unfortunately, it is more generic fantasy RPG than D&D or Pathfinder.
Here's something that me reach an epiphany: I actually read "The Wealth of Nations" by Adam Smith.
Then I look at the system we have now. I came to realize the United States is no longer capitalist. Maybe a new word like corporatist might fit more appropriately, but not capitalist.
Adam Smith's vision was more like what we call a local farmer's market. You have local producers and sole proprietors directly competing with each other in a local market. Adam Smith hated the idea of corporations.