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Ultimate Equipment wrote:

Gold

Typically only used for ceremonial weapons and armor and for display, metal equipment made from gold is fragile, heavy, and expensive.

Often golden armor is gold-plated rather than constructed entirely from gold. Gold-plated items triple the base price of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal price for items of their type. Gold items weigh 50% more than typical weapons or armor of their type.

Gold is often too soft to hold a decent edge, but light weapons that deal piercing or slashing damage can be constructed of gold or some nearly gold alloy. They take a –2 penalty on damage rolls (minimum 1 damage).

Gold weapons have half the hardness of their base weapons and also have the fragile quality.

Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/shield bonus by 2,

It mentions that gold is to soft to hold an edge, and that light weapons that deal piercing or slashing damage can be made of gold, and that they take a -2 penalty on damage rolls. That means, that blunt gold weapons and non-light gold weapons suffer no such damage penalty.


I'm with you on that. Then again when those people come back, they have to try and get rid of the stuff. The books do discuss economies and wealth levels of settlements. Most of that well would be in trade goods rather than cash, so unless they wait and make it to a larger city, or spend a few days or weeks to sell everything they probably won't really be able to get rid of everything anyway.

As for magical items and things, it's not really that ridiculous. I mean if you figure a family has a farm and they make even fairly average checks they can amass a fair amount of coin from selling off a crop or by doing their job using their actually skill checks. Sure a good chunk of that money has to go to support them during the growing season and taxes, but they can still make a alright amount given ok growing conditions.

After all a Profession/craft check would be by week, and you'd add the results together as you go until you finished the project. For many of those, they can take weeks or months to complete. An average DC 10 or 15 check for a single person for a month would be worth 40gp or 60gp respectively, and that's only for minimum rolls, when a large project could have several dozen people working on it and adding all the results together.

Sure the PCs will probably come into wealth incredibly fast, otherwise they probably wouldn't enjoy it as much. "What do you mean, there isn't any treasure in the lair? What was the point in killing it if we don't make any money off it?" And who says that selling vast quantities of items/throwing around gold like it's candy wouldn't earn attention in it's own right, possibly leading to additional hooks and adventures?

Sure the economy isn't really normal, but with a bit of work you can make it actually pretty robust without going crazy. After all, what happens when your PC's start amassing land and wealth and want to start trying to make more money off that? Will ever investment pay off? Will they have to work at some of those deals? Will other competitors and lords get jealous or will they maybe become partners with them instead?

Depending on your players that sort of thing can be up their alley, and it adds a level of depth and reality to the fictional game. And it also helps you world build. Who trades with whom? Why does this area look different than this area? How much money is in the caravan that just got raided by bandits? Would it be more worthwhile for the PCs to hold onto some items to trade in a different area where those items are more valuable? Stuff like that.

Most GM's assume that what you loot from the dungeon will be gold, but wealth can be pretty much anything. Lumber, iron, coal, oil, food, animals, armor, weapons, books, spices, whatever. Lots of PC's though don't really view those things as worth the time or effort to hall back, they prefer what they typically view as treasure. When we played the settlement campaign it turned into a really worth while experience to build up the place, rack up favors, and gain reputation. Sure the individual party members didn't have as much impressive gear, but the experience was very rewarding. Plus we had our occupation skills to fall back in case of emergencies. Plus we had a lot going on politically at the time, even with the news lag from trying to communicate with the mainland across the ocean. When we found magic gear we couldn't easily just sell it, there just wasn't that much wealth in the settlement to buy them. Instead people waited and traded them for items others found or had, and barter became really important. Every system has it's flaws and it's perks.

Who's to say that the next time the PC's hear a rumor about riches, that some noble hasn't heard it to, and they are willing to send people in themselves? Then you also have competition, or the funny moment when they go in and find something else has moved in the now vacant cave/dungeon and gives them a surprise. Or what happens if they get there and encounter other looters? Will they kill them and seize it for themselves? Will they offer assistance for a cut? or will they walk away and go search for someplace else?


Ross Byers wrote:
Generally, a PC crafter doesn't make a profit making magic items: crafting an item costs half its market price, and PCs sell items for half their market price, because they're adventurers, not shopkeepers.

That's run under the assumption that the person you are selling it to are going to buy it on the premise that they are going to sell it again to make a profit. It's mostly used as a quick rule of thumb to hoc off lots of items that the PC's are just trying to get rid of. However if the PC is crafting items for sale then he can ask full price if he/she wants. They also have to find or have someone find them to sell such items to. Then it comes down to reputation, and skill use. Appraise, Diplomacy, Bluff, Sense Motive, certain Knowledge skills, and Profession (Craft is more about creation, less about the business aspect. After all players can have both craft and profession for the same trade. Example: Blacksmithing. There are lots of examples of businesses that had a person who handled the making aspect, and someone else who handled the business end. Ultimately it's up to the GM)

It would be far more difficult for an adventurer to devote as much time in building a solid customer base and/or reputation. After all the local armies/militia/lords are going to want someone they know/trust, not to mention be there on a regular basis that they can rely on. After all would you go down the street and by potions from the guy who just rolled into town? or would you feel safer with the guy who has had his shop set up for years that you can check out his credentials?

After all a smart PC who wants to make a good impression could sell items/services at a low cost to gather customers until their reputation grew enough. It can also be a good way to handle characters for players that aren't able to make games or in campaigns where you have multiple characters and loads of PC's that have to set up missions. I played in a campaign where many of the PC's where also settlers in a new land. We had around 30 players who all had to organize different parties that changed alot to go out explore or search/gather resources for the settlement, and many of the Players had multiple characters to allow for partying when their other characters where in the field. So in that campaign many of our PCs also doubled as NPCs from time to time.


Comes down to house ruling. But I've always viewed it as this, you can pull a punch, but it tends to not be as fast or hit as hard either. So if you want to voluntarily lower your str/dex for an attack you can certainly go ahead and do so. You only get what ever bonuses to your BAB/Damage that your character is willing to commit. You still have to roll the weapon damage but you apply what ever acting str/dex/abilities you are using.


This is from the Piazo site and the same is in my Advanced Players Guide:

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

So in the end it is still Damage Reduction, which as you have stated only works against attacks. So Starvation, Thirst, Exposure to hot/cold from the environment are not reduced from this Damage Reduction. However any cold/fire resist or the endure elements gained from their Extreme Endurance may protect them from those.

I've always viewed falling as an unavoidable attack from the ground that can only be avoided by magic or flight and DR would then apply as normal. So someone with good DR could take small drops without worry. That's my outlook on the falling thing though.

As for Cord of the Stubborn Resolve, it adds damage to whatever effect caused that condition to occur. So you have to look at the source and if it ignores your DR then so does that extra damage, if not then your DR applies against it normally.


I haven't found much regarding temporary hitpoints and nonlethal damage. Normally you have to exceed the creatures current HP to render it unconscious. So if you play by that rule then you'd have to take out the summoner's and the eidolon's total hp before the summoner would fall unconscious, and then his eidilon would disappear. If you had the feat that allowed it to stay active when the summoner falls asleep/is knocked out, then it would stay for that period but would also be unable to act.

Since they are two creatures fused together that seems like how it would have to be played since you haven't actually done any actual damage to the Eidolon to actually kill it. Though to add a sense of realism you might deny access to certain abilities like those that cast spells, deny use of the creatures extra natural attacks past the summoners normal amount. Though it might be much simpler to just give the Summoner the staggered status until the Eidolon recovers from the non-lethal damage.

There isn't much regarding it, but that might be a way to handle it.

Then again I guess you could also rule that once you exceed the Eidolon's HP plus it's Constitution score you would then start doing lethal damage to it till you manage to kill it and then start on the summoner. It's an unusual instance but I have one in my campaign and they wanted to know the same thing.

So in the end till someone posses something better, I'l just make a house rule and go with it.


You are correct that you could use spiked armor, but not all classes are proficient in it's use, though most likely someone using a bardiche would be. However I typically forget the dang things exist since I wouldn't put them on actual armor, and don't see them in use all that much.

So yes, you can use armor spikes, still think it's up to your GM on how they want to rule on if the character would have time to react depending on what sort of combat is going on.


You only get to make them if you take the feat or have the class feature like monks do since you aren't considered to be armed, and without the feat you draw AoO for trying to use them. I said that if you are considered armed with your unarmed strikes then you can at no real problem. Wouldn't be able to make a flurry of blows if you had mad an attack with the bardiche that round but hey thats not bad if you are just looking for an attack of opportunity.

Even using gauntlets or Cestus, you still have to drop or remove a hand from the weapon, meaning you lose the reach for a time till you can get your hands back on it, unless you can make "armed" unarmed strikes with other parts of your body.

Not to mention you have to be considered to be "armed" even with unarmed strikes to make attacks of opportunity with them. Since you have to be able to threaten the area in question. And unless you take the feat or using some sort of hand weapon then you aren't considered to be threatening that area so it wouldn't work.


The only problem you get with using anything but unarmed strikes, is that you would temporarily lose the reach benefit of the bardiche to make those attacks. Also you're GM could also rule that you might have to try and break initiative with the person attacking you or making a reflex save or Dex check to change it that quickly.

The Polearm Master fighter archetype could reduce their reach as well, and might not have to worry as bad but they still have a short period that they wouldn't keep the reach from the Bardiche.

Monks and other unarmed fighters would have it easiest since they can attack with other parts of their body aside from their hands and keep the weapon wielded.

As for Reposition, even with Quick Reposition you can't use an Attack of Opportunity to make a Reposition Check, it says "During your turn" Which normally wouldn't be when your opponent would draw an AoO for going through your reach. A Reposition CM is normally a standard action so unless you had readied it, then you wouldn't be able to make it later when someone goes through your reach.

I'd recommend Stand still or some other feat that lets you stop your opponents movement using your AoO's. Or you could always just stand behind someone or some sort of barrier to prevent movement into that range. It's not perfect but it's not bad.


Also the birthmark counts as a holy symbol for channeling, but you still have to present it. I believe the line is "Physical manifestation of your faith." AKA Holy Symbol, which is a physical manifestation of your faith. You could just as easily make a called shot on that spot and damage it, ruining the birthmark till they restore it with heal or something.

I've had clerics use them, but they have to be easily exposed, so a birthmark of your deity on your buttocks wouldn't do any good if you're wearing pants or covering up, but on your hand/face/arm would be fairly easy to show. Your chest might be harder unless you plan to run around exposing yourself or go shirtless.


Presenting your holy symbol would be what ever action would display it readily. You can make alternate holy symbols, and there used to be a spell to summon one if you needed one and lost yours. Heck shrink item would also hide the item from view, or it could have been invisible or merely out of sight. Hence Perception and readied actions to do it.

Even if you wanted to target the Cleric's holy symbol, they would get a save to protect or prevent it from getting greased if it was in hand. Which the DM could then just roll, not tell you the result and BS it so that the symbol wasn't greased.

I've played a Cleric with a locked gauntlet with a holy symbol locked in place in it just to prevent that sort of thing. You can also create all sorts of holy symbols, they have sections regarding it. They do however have to be Concentrated and Blessed through ritual so clothes typically don't apply but I have had players used engraved holy symbols on the blades of swords as well, though they do have to display it to use it as such, so not just swinging it around will work.

There are also many spells that Clerics get that don't require holy symbols at all, but channel does so it's a good idea. In the end 'Present" means to hold out and draw attention to, AKA Display. After all you are typically invoking your belief or deity for this and are calling his attention to you and bringing your enemy to their attention.

In the end you could just as easily attempt to steal, disarm or sunder it. Some of these you can try with spells, usually those like telekinesis or Mage hand.


Personally though Gentle Repose does mention Raise dead and the like. I am going to have to side with it not working in tandem with Breath of life. The main reason is that Breath of life is specific, in that the character died within the last round. Yes Gentle Repose stops the time to bring someone back to life, however I have always viewed Breath of life as more of a defibrillator type spell than I bring you back from the beyond. I've always viewed it as if the soul hasn't had too much time to depart from the it's vessel.
As for preserving a limb, you could use spells to recreate your body or even locate the rest of it. Or other divination type spells and things. Plus Breath of Life can be used through channeling, with the right feat (Channeled Revival), and it doesn't have costly material components like Resurrection or True Resurrection. Also it helps immediately, with it's short cast time, which is super helpful in combat.
I see no reason you couldn't cast it multiple times in that round to revive them. Though it could bring back a person who was missing parts and pieces too which would stink. On the fair side I might stack the negative levels though if you are going to allow multiple castings to stack in this way.
As for negative hitpoints, always keep track of how far past dead they are not just for this. But I recall they used to include rules for excessive damage back in D&D that after a point your body was destroyed. I don't recall anything mentioning it in PF, but if I can go over 5 times your constitution modifier in the negatives then I just am mutilating your body at that point.


Readying an action be it an attack or what ever is a move equivalent action, so unless the character had quickdraw they wouldn't be able to ready an attack. That would be two move EQ actions and a standard. They are correct in that they could take a five foot step, then ready an attack or draw a weapon but not both.


All I am saying is it largely depends on the campaign world you are in, and the area within that campaign you are at. If you are playing in the Inner Sea campaign world then that shouldn't be a problem.
If you however are playing in a homerun or campaign where they are not considered normal or accepted easily than it makes sense. Not trying to be a jerk about it, just offering my two cents answering what he asked. In the End as I said it comes down to the GM. As for tails, I believe it, cloven hooves, and claws are all alternate racial traits possible for Tieflings.

As for checking my players characters over, I also go over their equipment. However I hardly really go over every item's cost except for the more expensive items to make sure they got the number at least close to what they think. After all many of my players tend to make their characters at home where I don't get to see them or assist them in creating them. Some GM's also have particular rules that govern how much they can spend on a specific individual item, or how much on potions and the like. It never hurts to go over your party's equipment list to see what they have available to use, even more mundane items. After all you can always help them find creative uses for their things, or advise them on uses for items they might not be familiar with.


My roommate runs a online gaming forum, and there are several younger teens that are on it. Most of the base on it is closer to the mid teens to young adults. However they allow anyone to create a roleplay and also provide assistance with new members. There isn't any particular set style of Roleplay, they allow many different types. I have personally seen classic mid-evil all the way up to space faring/sci-fi tech. Seen other fandoms as well on here, including pokemon, and other ones based off shows. The forum allows neither pornography and if she creates the RP she can control what she allows in it, or can join one with more guidelines to keep language and violence out. Some of them prevent PvP while other its allowed. It largely is based on the individual RP, but I know many of the members personally irl and can vouch that they would be constructive rather than dangerous to expose your daughter to.
The site is as follows:
http://www.gatewaytoroleplay.com/

Though I do personally agree you might want to try and help her flesh out a beginner campaign and have friends/family play as it is easier among people you trust than strangers you might want to help her to just help show her you encourage her creativity.


Normally it really comes down to understanding armor design and just how unusual they are compared to the norm of the region. If you are among dwarves, finding human sized armor would be considerably more difficult. Then again a human would have the same problems among elves, unless they where lithe of of thin body build. Normally in these instances I wouldn't charge more than 10-15% more.
Now when you get into Assimars and Tieflings, it really depends on how their body is built. If they are trying to armor horse like legs, or buying gauntlets for clawed hands then sure that's fair to charge more. As for converting armor for wings, that definitely fair to charge twice the cost or more. Converting armor for the movement range necessary for flight is considerably more difficult, I might even charge up to three times the value.
In the end both of them are still humanoid in shape, even a minotaur or satyr are mostly humanoid. Only leg armor would really cost anymore or be any different than normal. So it probably wouldn't be fair to charge the full x2 price for that. However you might also want to consider that going to someone as a person of bizarre build or monstrous appearance would make it considerably difficult to do business unless they wouldn't be inclined to attack/run from you. After all if you look like a demon, I doubt normal people are going to completely comfortable to deal with you.

I still like Righty's idea of divining its alignment and charging more that way too. Might use that with certain church groups in my campaign for a lol.

So in the end it boils down to your gm. The closer to human you are the closer it would be to normal price. The more monstrous you are the closer to x2. Chainshirts and most light armor would be easy to convert for tails if have to at all. Breastplates not much either. Chain hauberks (actual full chainmail) would actually be easy too, you just split it and cover your tail to avoid chain rub. Most of full body armor has layers so it's not that crazy either. If it's just a tail that you're worried about than it shouldn't cost more than 10-25% at most. Though finding a person willing to fit you might be harder. It also depends on if you want the tail to stick out for use, or if it's small/thin you might be able to not have to modify it at all. Like I said it's up to your GM, or you if you are running it.
When they say non-humanoid they mostly mean of human-ish size and shape. Armor for particularly large or huge creatures would off course cost more. But I also see no reason armor for a particularly fat person wouldn't cost a little extra for the extra material.


Personally I have always handled Rings of Sustenance as ridiculously under priced compared to their function. But I do need to point out an important fact I point out to my players about them. They sustain an ordinary person in typical normal activity. Sustaining a person is not the same as maintaining your body weight at what ever it is, it's keeping you from dying. So of course my PC's eat and drink, they tend to be much more active than a normal person. Heck anyone who has fought on and off for prolonged periods of time knows that you require more food/water, heck you're exerting yourself.
As for the sleep reduction thing, if you use those suddenly freed up 6 hours for activity, then off course you get tired mentally and physically more as well. It's not an absolute fix.

As for Currency I have included Steel or Iron Coins in different games as the value of gold, then bumped up gold and platinum to the next tier. Then again you could as easily drop more trade goods/supplies as part of your loot to make it more realistic. It does make parties tend to have to figure out what is worth totting out for their time.

Still had fun with the game where my characters family farmed/harvested troll meat by chaining them down and keeping them alive with collars of sustenance. Though after a point they lose the wild flavor and have to be killed off for new ones.


It makes the feat choice more useful, after all you could just as easily argue that water/fire have aspects that also help nurture or heal as well as harm. Mostly it comes down to making it much more useful, however you could just as easily ask your GM on how they take it.
I think over all since it takes and alters your channel ability to affect something else, it would really come down to how you intend to use it. You are very unlikely to channel against good if you are a good cleric but there are examples in lore that demonstrate the divine essence of deities affecting their minions both for good and bad. I also think it would have been more confusing to have to actually spell out exactly the way you are thinking. In the end it really would come down to how you intend to play the character, and you should talk to your gamemaster about it. After all they might approve the intent behind you taking the feat in that manner, but that's up to them. I find it more useful as it's written.

I have ruled exactly how you have described before to keep a particular person thematically oriented. It would really come down to the cleric and the religion they are following I suppose. After all like I said, your particular theological outlooks could have shades of grey where they aren't just Fire only hurts or whatever. I guess you could also use it to create sort of policing groups within a particular religion to keep their members inline.


Actually I see it as a fairly useful feat, no matter your alignment. After all the feat doesn't specifically state that you can't use it with variant channeling or even the Alignment Channel or Elemental Channel feats. It only gives you a couple examples (Channel Positive/Channel Negative) since it would get to crazy to explain all of them.
Also it should be noted that when the feat originally came out the other options aside from Alignment/Elemental channel where not available. If you consider that even a good cleric might be able to use this against non-undead with the right feat builds then it quickly becomes no problem at all really.
Also considering that it is added into an attack then it has many benefits for the much stated overcoming of DR and the like. Plus if you play with massive damage rules or even Called shots then it would make these much easier to pull off.
Not all clerics are going to want to take selective channeling, and I have seen plenty of players make combat clerics and these would give them options aside from missing a few people with selective channeling (Which may not cover everyone you'd want to exclude). I wouldn't use a feat on guided hand myself, not unless I was getting considerably more attack out of it or as a feat to get something else.
So in the end it really depends on how you make a character, and how you want to play that character.
As for Prone shooter the feat, it's not entirely useless if that is your thing. After all being prone gives you bonuses against ranged combat, and could even arguably improve your chances of getting more effective cover bonuses to stack with that. Not to mention the stealth bonuses you would get if you are engaging from cover/prone from a considerable distance away. Many feats are merely situational or also add to the sense of realism for roleplay. That's just my two cents on that. Would I take Prone shooter? Probably not unless I planned to be doing that often.