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So he can't be wounded, but he can be killed. Have it look like instant regeneration. Add up the points till it would go past negative con, allowing for any healing due to magic or time. At some point he just falls apart, all the 'wounds' now visible.


When a player says in response "I know what I'm doing", you say "So what are you doing?" When I've run games and a player presents a potentially disruptive character and I know the player well enough to know what they might be up to I say yes or no based off that. If I'm not sure, I'll ask for details.


Due to roleplaying reasons, my 9th level two weapon fighter is looking to change career paths into something more religious, probably paladin. It seems like both class's abilities will be watered down for a bit. Any build suggestions to make the two classes work well together?


Tinalles wrote:
Ptolmaeus Arvenus wrote:
In many cultures, consumption of a corpse is a perfectly acceptable method of disposing it.
Okay, I'll bite. Which cultures are those? Name some.

Probably greek, Roman through renaissance europe, chinese, arabic.

Note that these uses, excepting for times of starvation, were all medicinal. Look up mellified man and uses for mummies.


1 person marked this as a favorite.

Does wearing multiple rings of ki mastery stack? ie. If you wore two such items, and have them charged up, is all ki use reduced by 2?


Our group has gotten a surprise... We're going to be involved in some underwater combat, possibly prolonged to some extent. Our group has a fighter, fight/rogue, magus, ranger, cleric, and a paladin. All are 12th level except the paladin, who is level 10. We just received a payday of about 11k gold. We have access to the katapesh market, so can buy the vast majority of items out there.

So, what suggestions do you all have for us preparing for this adventure, magic items spells, etc.? We're looking at a few days preparation time at most and we don't have anything useful for under water except for some swimming skill ranks.


I've played 3 monks in pathfinder.
One was an elf who was always running into danger, wanting to test himself. He didn't think things through very often.

Another (well, a pair, but they were twins that kept finishing each other's sentences, so I'm counting them as one) was a pair of zen archers who came from a pirate tradition. They had a strict code of conduct, even if that code was very short. Really, they were pirates.

Last one was a half dwarf / human (mul) that didn't wear robes or much besides pants. He was a very gruff character who philosophically should have been a paladin. As the game drug on, he became a grappling master. He would have used the martial artist archetype if it was available when I made him.


First off, I don't know how the d20pfsrd website is connected with paizo or not. But, I do use that site as a quick reference.

Today when I was trying to look at some charts on there, I came up to the message that I had "insufficient priveleges to access this item" and came up with a google log on. I logged in and it came up with the same.

Does anyone know what's going on with this? Seemed to be working fine yesterday.


There's going to be a half dragon monk flying and running around in our game... We've dealt with most of the details, but fast movement for them seems a bit off with flight involved.

What's the best way to handle monk fast movement for a creature flying with wings?


Tristram wrote:

The necklace doesn't affect scent (tracking the PC or using it to track with) nor would it affect your descent through water. The description is confusing in that "shell of air" bit though, I could see why a DM might consider ruling that it affects scent. The descent speed through water shouldn't be affected either.

As for the swimming via wings, I would have to assume that that is a no-go. The rules don't allow for that to work that way and stepping back and looking at it from a realistic standpoint, wings are not suited for aiding in the water.

The question of flying underwater came up because the wings, like the rest of the body, would be inside that shell of air.


In the game I'm playing in currently, I'm playing one of the characters with wings and we're in the middle of the shackles.

Well, I was looking over the necklace of adaptation and needed to get a handle of how it would work with this character.

First off, how do you deal with the scent ability an the necklace? Never mind if the wearer is the one with the scent ability.

If you're wearing the necklace and jump off a ship, do you fall at a rate as normal for someone sinking through water, or do you reach terminal velocity?

Would a flyer with wings be able to fly underwater with the necklace?


I was looking over the movement rules again and it seems that there would still be a limit on how long one could run... But one could Jog forever, literally, if they didn't have to worry about the food & water I guess.


When a Martial artist gains immunity to fatigue, that brings up some interesting possibilities.

If you stayed up for several days, since you never get fatigued from it, do you ever progress to exhausted?

If you are force marching or running continually, do you ever become exhausted? While I realize with this you're still probably taking that temporary damage and need to rest/heal it somehow later.


How would abundant ammunition effect an arrow with a packet of holy water or liquid ice?


The archer I'm running in our current pathfinder game is finally going to go to a big city and has plenty of coin to spend. He has some alchemical expertise and bow and arrow manufacturing skill, so he wants to come up with just the right kind of variety of arrows to carry around.

So, what are the suggestions for arrow design and mixing those up for different scenarios?

Character is a Lore Warden with a minor in rogue.


Well, everything came together last session. It wasn't a complete railroad, but our characters put themselves back on the tracks of their own volition.

The drow city was attacked by another city and they released all the gladiators, exploded the collars. Of course that knocked out the characters and we were making our way through the city in the aftermath.

We had 4 or 5 medium to major encounters/combats, grabbing weapons off the defeated. It was a mixture of an invading drow/servant army and rebelling slaves and Militia. We used up all our healing resources and while we had acquired some new items, we had to rest and heal. But, we didn't feel like we had 8 hours to lay around anywhere.

We kept moving till we got ambushed by a pair of dryders who became visible and fried everyone in the alleyway we were in with lightning bolts. My character flew up and fired his bow while the minotaur charged forward and scored really well with a huge greataxe we had acquired and along with the help of the magus from behind, dropped one. The gargoyle of the party came up and down and injured the other. Then she surrendered....

We spoke with her about being a mercenary hired by the other drow city, what their plans were, a few secret passageways out of the vault. Unfortunately all those were guarded heavily and we were contemplating waiting and leaving, but that was very risky in some ways. So, the party settled on going back to noble area of the city and trying to hook up with the slavemaster's house and hopefully working as guards of something more promising than what we were in.

Around that time, the slave master, as well as a few of her upper level servants came into view. She explained she had arranged for her apparent death and wanted to take us up to the surface to get away from here and continue her pursuit to acquire lore and knowledge. We'd just have to serve her as endentured servants for one year. We all accepted and up to the lush jungle and sun overhead.

So we're on Raktor Island... Haven't been able to find anything about that place in the material yet, but I'll keep looking. With the roll i got for knowledge:Geography, my character should know the basics of the place.


I'm unsure about how to get around a scenario my current games holds. All the players are gladiators in a drow gladiator pit. We've done a few bouts and did pretty good overall. We have a human fighter who's really good at performing for the crowd, a halfling magus, a half drow cleric, a barbarian minotaur (though might be losing him soon due to player leaving for 4 to 5 months), a gargoyle ranger, and a serpentfolk loremaster/rogue.

We keeping on coming to dead ends for how to get out and it's starting to get frustrating. Sure, we might survive long enough to win our freedom, but the chances are not good for that. We all have collars that are triggered by distance from a place, such as leaving the premises, or triggered in general by the slave master that simply put the character unconscious. Trying to disarm it, remove it, has seemed all but impossible.

The guards are all minotaurs who are veterans of the arena.

The slave master seems to have some special plans for the characters, whatever that might be.

We've had prostitutes come in and gotten absolutely no where with them information wise about the city, the house, the collars, or what the slave master might be wanting.

Even the arena is protected by a magical forcefield for the fans.

Right now my character, the serpentfolk, has asked for a favor and been awarded a chance to go on a tour of the city. He hopes for the master to come along and try to get information or make an ally of them. If that doesn't happen, then we're at another dead end.

Does anyone have any other ideas?


A few topics for discussion...
Haggling, how do you handle it mechanically in your game? So far we've been using opposed diplomacy checks with modifiers being the guideline to modify the base price.

But, how would you handle things as far as pricing for goods in a way that wasn't simply selling at half? Seems awfully odd.


I'll be playing a Minotaur character in an upcoming game. The group will start out as gladiators. But, I happened to roll for max intelligence for the character and with the skill points I have now, the sky has opened up for party role.

Before I rolled up the stats, I was thinking after the racial hit dice he would go onto fighter. But why not be a ranger? Rogue seems a bit too far fetched for something that big. Maybe a barbarian?

So what's the best way, archetype wise or other, to make a Ranger that doesn't focus so much on particular terrains or enemies? Gotta be honest, I don't like the lack of flexibility with those.

Or a barbarian that isn't a raging brute? Never got much into the rage thing.


I think for murder we will go for confiscation of all assets to be applied towards resurrection and lost income. Any left over goes to the state (to prevent pinning murders on rich folks to get all their stuff). The murderer is put to death. If there are not enough funds to perform a resurrection, including that of the deceased and or their survivors, then none is performed.

Thus leading to life insurance with resurrection clauses, but then I already have that in a neighboring empire.

Note of course that many people might not want to come back, and are happy where ever they ended up. One of the reasons why many of the families of victims would not wish a resurrection to be performed.


In the process of creating a new nation in the game world I'm running, I've had to put some thoughts to the laws and punishments of the land. For murder, all possessions acquired, distributed to next of kin of victim/s and death by crucifixion.
But wait, a player character was murdered. They caught the murderer and instead of killing them, they gave the murderers to the authorities and had their companion raised.
Well, he was killed, so that goes under that law, but he was raised, so that makes a little quirk for the law doesn't it?
So how do you think the ability to resurrect someone would effect the laws of the land in general, let alone other magic abilities that would change normal circumstances for consequences of actions and punishments for them?


In the process of creating a new nation in the game world I'm running, I've had to put some thoughts to the laws and punishments of the land. For murder, all possessions acquired, distributed to next of kin of victim/s and death by crucifixion.
But wait, a player character was murdered. They caught the murderer and instead of killing them, they gave the murderers to the authorities and had their companion raised.
Well, he was killed, so that goes under that law, but he was raised, so that makes a little quirk for the law doesn't it?
So how do you think the ability to resurrect someone would effect the laws of the land in general, let alone other magic abilities that would change normal circumstances for consequences of actions and punishments for them?


We had a discussion in our group awhile back that was pretty deep and really ended with the conclusion that all of us had a good idea of what alignments were what. Just a mechanic to represent an aspect of a character that wouldn't be around except for some parts of magic depend on it.
After that discussion, I've changed several character's alignments. The big one was the orc barbarian going from chaotic neutral to neutral good. No one argued it. And, based on actions... There was a cohort that was in the party whom was badly hurt and a holy smite in the middle of the party would be perfect to take out some devils they were fighting. They realized they really didn't know if she was neutral or good and placed the smite in another area that wouldn't possibly wipe out the cohort.
That said, I don't know what this guy is like that you're dealing with. If he's just a jerk in general, you need to figure out if this is fun to continue or not. I was running a scion game before that broke up because it was no longer fun for me to run while having to put up with one of the 3 players that was in the group.


The sorcerous pretender worked great. The party was halfway to the blighted area on a 10x10 carpet with the archer, the gnome bard and the dwarven fighter. The bard realized that something was wrong with the monk and used bluff and sense motive and roleplayed a way to figure out something was very wrong with the monk. Thinking he's under the influence of a charm spell, he secretly looked at the monk with true sight and saw it was a tiefling halfling polymorphed.

The gnome was able to get all the inuendo and clear message to the dwarf, in song, that this wasn't the monk they knew without the archer or the monk realizing it. The dwarf smelled and realized there was a smell of make up coming from the monk and grappled him. The sorcerer used his anklets of translocation to teleport behind the carpet and used the dragon breath spell to hurt everyone on the carpet... Que semi epic battle with large summoned demons and a confused archer and lots of holy water.

It went over rather well, with the party going back to the city and interrogating the sorcerer, investigating the city, leading a mob (the whole party are heros of the community), finding the murderous assistants, getting the monk raised. In the end, the monk gets to tell the party of the heavenly temple he went to and the god who told him it was okay to leave and that the god would be coming down to earth in the city. Now the monk leave's the party to try to replicate that temple.


I think I'll go with the doppleganger idea. Hook it into a larger plot and use it as a way to introduce further adventure. We'd just see how long it takes the party to figure it out.
What I didn't mention in my post is that there's a definite sense of haste about the mission needing to be completed. We're talking end of the world type haste.
I'll just use the "doppleganger" as one of the race of half-devil hobbits that are trying to get blighted area going. If they don't figure it out in time, their first encounter in that area might involve a fireball in the back.
After the mission, the group would probably pursue finding him and possibly routing out any of the other devilish types in the town they thought was free of them.
That way I can bring in the new gmpc right away as an assistant or expert for this situation.

Incidentally, I was thinking about the archer because that's a huge party weakness and while people tend to be specialized, the monk had started to be a better melee fighter than the fighter or barbarian, which is where they should really be the best.


I've come to a cross roads with the GM character I've been running. Basically the heavy strength based monk started outshining the other melee based player characters around level 8 to 9 and at the top of level 10, I need to get rid of him. I never meant for the GM character to be anything more than a support character and a tool to help move plots along.

Well, I'm going to get rid of him and replace him with an archer. That will fill a ranged combat role that is somewhat missing in the party. The problem is, getting him to go away in a plausible manner.

He's lawful good, might as well be a paladin in attitude. He's an oread. He's had doubts recently as he's catching himself edging towards neutrality. The party has recently, after many months of travel, come to a new city where many of them plan on staying. They've been asked to go investigate an unholy area that seems to have devils of different sorts moving around in it. They were told they could use some lent flying carpets to get there in minimal time, (around 24 hours continual flight).

Character's mother is the big priestess who asked the group to do this. Character has a huge martial arts tome that he planned on using to start up a monk temple in this newly declared capitol.

So, what would be a good in character reason or way to remove said monk from the group?


Ended up going with a half fiend mountain dragon. Was rather effective... Until I didn't look up the counterspell rules I haven't used in pathfinder before. So some of those nifty spells, like a perfectly positioned blasphemy that would have effected everyone got countered when it shouldn't have.

Then the monk, who has a belt that can cast enlarge person on him for 10 rounds a day was able to grapple it enough to keep it from flying off and held it in place for a round or two. Unfortunately that perfectly positioned blasphemy now perfectly positioned him to get ganged up on and the rest was history.

So now they're going to investigate an area made unholy by the dragon and maybe go to a supposed dragon's graveyard. The place where dragons from near and far go to die of old age.

Definite stuff to mine from that.


I was looking for some inspiration. My muse doesn't seem to be singing in my ear this week as I play for the weekend's session. My problem is the group of characters (equivalent level 11, pretty well covers areas except for ranged being their weakness) is moving through the tibetan highlands (geographical setting) away from civilization as they know it. They're going to be traveling for around 2 months.

So, what's happening along the way? Winter's coming early.

I could use some ideas, as they do have quite some time to cover in game.


Reminds me of a player who wanted to start making adamantine weapons. Realizing that he'd go through lots of anvils and hammers, he decided to ask about an adamantine anvil. That of course could be cost prohibitive. So, an adamantine anvil with an iron core.

But shortly after that, I had to switch to a cost per pound system as a few players started buying the special materials in bars for later use.


Pirate wrote:

Yar.

Link to the rules for Avalanches

Avalanches are a CR 7 event. They travel as far as you/the GM deems necessary. Everything else (width, PC location relative to it's size, damage, getting buried, etc) is covered by that entry.

Hypothermia is lightly touched upon in the Cold Dangers entry, found here:

LINKY

~P

Thanks. No idea why the search on prd & pfsrd didn't bring it up at first.


How would you handle an avalanche?
Have a party heading through the mountains and want a combat to trigger one. Just not sure how to handle the damage from slabs of ice or possible suffocation or hypothermia or getting trapped or not or digging yourself out or others out.


The idea is that the group is going to meet a very high level female wizard that is seeking her long (a few hundred years) dead lover. The lover was a Lich (very evil) who's philactery was destroyed. But, when they were younger, the soul had a spell of reincarnation bound to it. So when the soul was freed from the phylactery, instead of simply being gone, the soul was reincarnated. She's travelling to the land that the characters are originally from and in the process of moving away from.

The hook is that the lover's name is the exact same name of a hero that's an oracle that is also very high level and is said to have been found, in his early adventuring days, as an adult (of a different race than said wizard or lover) with no memory of his childhood.

I'm working off of the idea that the soul was not tainted from it's earlier good version and acts due to the binding of the reincarnation spell before. What came after that literally isn't a part of the character any longer.

What I'm really hooking this onto is that said high level oracle is basically the founding father of a new nation and the group is already suspecting there's an evil group working within the new political groups to try and take power from the foundation.


I wanted to have a plot hook in my game with a wizard that reincarnated, but with total amnesia. Is there any way to do this with the rules as written?


So one of the characters in my game wants to get a phylactory of change ala arms & equipment guide 3.5, or "Mask of many shapes" as it would be called. The listed market price is 11200. For those not familiar, basically gives polymorph self indefinitely, can change form once per day, and go back to normal form when you take it off.

Does the price seem a bit low to you? I'm not quite sure, mostly for the utilitarian aspect of it, but I was thinking of raising the price to 15000. What do you think?


How do you handle languages in your campaign?

So far I've had common be a small uncomplicated trade language that changes slightly as you span over geographical areas. I still have race languages, including Human. But given a drastic enough area change, even racial languages will be different to some extent. And of course, if one race completely dominates an area, their language pretty much is "common".

What do you think?


Thazar wrote:

On a related note with some thread necromancy. There is this as well.

In case your players want to pick up large object Hulk style to throw at the bad guys.

Throw Anything Damage.

Just occurred to me, the party has access to the enlarge person spell. But then, I can't find any rules as far as being bigger increasing jump distance, thought it seems like it should.

How would you rule that?


I was looking at interesting ways to challenge the gaming group and ran across the 'evil eye' beholder wannabe. I realized that the creature could stay moving around and stay 40 to 50 feet above the party and the group would have a horrible time of it.

The group 9th level and has a barbarian two handed weapon fighter, a two weapon melee fighter, a bard, an oracle healer, a pretty generic rogue with a hand crossbow, a grapple monk. Well, none of them are great with ranged and couple with low savings throws on some characters, we're looking at some very bad off characters pretty quickly.

So how would you suggest the group deals with the threat? I've checked the first thought that the monk can only get to about 29 feet with max rolls and anklets of translocation. So how would you roll for something like the big strong barbarian giving a hand support and helping toss up the monk when he jumped?

Or just the let the encounter be rather long and nasty?


Don't forget to have your favorite bow enchanted with permanent gravity bow spell.


I wanted you thoughts and opinions on alignment. I've heard at alot of d&dish tables, and a bit from mine "My character is (chaotic, lawful, good, evil), so of course he'd do xxxxx.:" That argument for character action has bugged me more than most things in gaming. Maybe that's because I wanted to get into character and play a character, not a statsheet. I've always thought alignment should be more about a representation of the way a character thinks rather than the way a character thinks being a representation of their alignment.

But what does good/evil/lawful/chaotic mean anyway? Obviously sway too far in one direction or another and magic can effect them in certain ways.

So start out with the lawful/chaotic spectrum. I see this as a basic way that the character views the world. On one side, everything is orderly or atleast that would be the best way to have the world. Probably the character has a set sense of honor and does their best to follow it. They want to get things done sure, but see a structured way to do it. For example, those kids that love sorting things for fun at a christmas party, ala Martha Stewart. On the other side is seeing a free universe. Unconstrained by systems and numbers. Personal codes? Why? Honor, what's that? This is not bad or good, just that the character doesn't see a reason why things need to be done certain ways, for themselves or others. Example being the kid who's making chaos of all the ornaments on the tree. No reason to have them in any pattern on there right?

The Evil/Good spectrum can be easier to grasp. It has to do with improving the world, yourself, and taking advantage of the world around you. Another concept to apply is power over and power with. Someone seeking power with someone else is growing themselves and the other person at the same time. Someone seeking power over another is just taking it to grow themselves. A good character wants people/the world to be a happier, better place. An evil character doesn't care how others are doing, sometimes to the extreme of wanting to harm them. But for the most part they'd see others as targets to take advantage of. A good character might give a donation to the red cross hoping another family can get off the streets for a few nights. An evil character character would give a donation to red cross, hoping the tax incentive would knock them down to another tax bracket. A good character does not want to harm innocent children because of their potential for the world. An evil character might want to kill innocent children so they don't grow up and take his place of power.

Now, this is all a spectrum, and neutrality is in there too, but then it's not necessarily seeing everything needing to balance. It might simply be seeing both sides of the spectrum as nutballs and moderation is probably a better course in life.

So, what do yall think?


Peter Stewart wrote:
How are they getting enough experience out of two sessions to level twice? Are you not splitting the award among players?

I've been using the fast progression chart and the players have faced some very challenging competition. Another option is just to switch over to the medium chart and give out the full xp at the end of the arch and that should level them about once.


1. How quickly do the groups out there find the characters leveling?

2. I've run into a small arch of storyline with the group faced with how to deal with a small orc tribe after disposing of some raiders from it. The problem being we ended the session midway through the scenario. And depending on how the group decides to deal with the orcs, we're looking at enough xp when combined with the xp of last session to level up twice.
My initial thought is to only give them enough xp to level up once and go halfway through the second. They're 8th level at the moment. What do you think?


My campaign's gotten to an interesting point. The dwarven empire, who controls the plains associated areas of (using an actual land mass for a map) central and south eastern china, have unwittingly freed the vast majority of the Mule (half dwarves, think humans that are slightly tougher than dwarves and have ant haul permanantly cast on them) slave population.

So, the mules, who did the vast majority of the heavy labor and farming, are getting out while the getting's good and have been "given" an area where the dwarves agreed not to bother them in. This area is mainly the himalayas and tibetan plateau, with some mountainous areas northeast of sichuan province.

So, they're going to be going into and establishing a capitol city already scouted out, which is a rather nice valley with streams and a small lake, but getting there is going to be a problem. I've expanded distances out a bit, so they're going to be traveling through 900 miles (if a straight line) or about 1500 miles of mountainous terrain, much of it high elevation and previously untravelled.

So, with that back ground, the the people realizing what they're facing, what do you think they'd be bringing with them? How would what the families bring be different than the families that ventured forth on the oregon trail? I've already determined that each family will have access for a few thousand gold pieces either worth of equipment already or able to spend.

One other tip here is that much of them know foraging won't work well for them necessarily unless they're one of the first few out, as we're looking at a mass migration of around 12 to 15 million over the course of a year, most of them in the first few months. Many of them will be going to the would be capitol settling around there, but the rest will obviously settle in other areas.

So any advice on how this would play out for families and travelers, and what they'd bring in comparison to real world settler, with minor magic mixed in, would be appreciated.


Jeraa wrote:

Bags of holding. The smallest weighs 15 pounds even when full, holds 250 pounds or 30 cubic feet of material, and costs 2500 gold.

Handy Haversack. Weights 5 pounds, holds 120 pounds total (or 12 cubic feet of material total). Added bonus - the specific item your looking for in the bag is always on top, always takes a move action to retrieve, and doesn't provoke an AoO when retrieving it. Costs 2,000 gold.

Masterwork Backpack (Advanced Players Guide). Non-magical, holds the same as a regular backpack, but treats your strength score as 1 higher then it normally is when determining your carrying capacity. Costs 50 gold.

I was thinking more like a bag of holding that costs less but weighs more. How would you price it?


Running into an issue in the campaign I'm running where a decent number of folks can carry alot, but the loads are getting a bit bulky. Any suggestions on an item that allows for compact storage, even if it doesn't cut down on weight much? I know, portable hole is great for bulk, but it's pretty expensive for a low to mid level group.


I know pathfinder generally tossed out the idea of magic items slots meant for some category of purpose, such as head or eyes or protection. But, I'm finding with some players making really weird magic items just for mechanical reasons, it might be worth using them in my game. Can anyone post or link to where I can find that old list? I can't seem to find it.


In what form do the eyes of doom, as written, come in? Are they spectacles, goggles, contact lenses? And do contact lenses even exist in golarian?


Are these eyes in the form of glasses, goggles, contact lenses, other? Just never imagined contact lenses in a fantasy setting but by the wording, one of my players wants to get crystal contact lenses enchanted.


This is kind of an odd thread. Just wanted to refute a logical step made at the beginning.
You should be able to coup de grace yourself. You said you couldn't because you're not helpless. It would be logical to assume you could make yourself helpless on purpose. So, stab yourself in the heart.
If you really want to, just make a noose, pull it taught and do not relieve yourself of the suffocation hazard.

But really, this is a very odd thread.


Wildebob wrote:

I've been thinking of basing a character concept on the incomprehensible and alien nature of the elves. It says in Elves of Golarion that other races find them "confusing," "contradictory," and "unpredictable." I have gotten some fun ideas from that book, but I thought I'd ask you all what you've tried; what works and what doesn't.

How do I, with a human nature, roleplay an elf who has such a foreign nature? I'd love specific ideas. (I'm going for typical high elf, not Forlorn or wild elf.)

Elves are at a few points obsessive (20 years on a sword) and for many other things, just don't care.

Play a neutral elf. Alternately do good acts, but do things many would consider utterly evil because in your mind there is no good or evil. It's not about balance. It's about a specific thing. Find a small but specific code of honor, maybe a few lines, be lawful and follow those laws to the letter. Be utterly chaotic otherwise.

In one particularly interesting game I played a neutral elf. There was an organization trying to convert all members of the party to the side of evil. Most of the party was "good". Everyone found it ironic that of everyone, the elf was the hardest to turn. Being "evil" or "good" just seemed nuts to him and were just going around with the party for profit. Even offering a ton of platinum to him wouldn't tempt him to go insane.


Ryuko wrote:
I'm uncertain if it made it's way into pathfinder, but in 3.X you got an additional -1 to swim skills per 5 or 10 lbs of weight on you IIRC. Our group plays with that rule and it almost killed our dwarven defender in second darkness twice.

I like this rule. I'll use it, making the 50 pounds of steel for a normal suit of full plate, plus the -6 armor check. Now, for most characters that makes a medium encumberance for an additional -3. So a grand total of -19. It doesn't say adamantine is heavier, but -19 is bad enough.

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