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![]() From the My Payment Methods page, clicking Add Payment Method makes the resulting dialog show up in a tiny window. It gets progressively worse if you also try to add a new address. ![]()
![]() Horizon entry on Wikipedia has some handy equations for this. Assuming that Golarion is roughly the size of Earth, being a mile in the air would put the horizon no more than ~89 miles away. (1.22 * sqrt(5280) = 88.64) The farthest point you could see is another question entirely. If there was a mountain 14000 ft high over the horizon, the tip would extend over the horizon if it was no more than ~144 miles away. That means you could, under optimal circumstances and with no atmospheric refraction, see something ~233 miles away from a vantage point 1 mile in the air. Drahliana Moonrunner wrote: How you got up there IS important. You don't ask for a rules based answer, and start by breaking rules in your question. The rules don't permit such levitation by standard means. The fly spell lets you ascend at half speed, or 60 feet per round, with a DC 20 Fly check. Ascending a mile would take 88 rounds, or just under 9 minutes. An unencumbered 9th-level caster could make it to the theorized vantage point with just enough time left to scan the horizon and cast teleport. ![]()
![]() STR: 3d6 ⇒ (5, 4, 3) = 12-2 = 10
Gnome paladin. Lovable but very gullible, he never realizes that he's just a pawn in the church's power struggles. -------------------------------
Str 15: 6d6 ⇒ (6, 2, 1, 3, 1, 6) = 19
Elven inquisitor. He travels Golarion as an agent of Abadar, judging infractions and aggressively securing the safety of far-flung villages. ![]()
![]() claudekennilol wrote: Since the entire black blade progression is based off of the magus level I'd have to say it's however many magus levels you have. This isn't explicitly defined anywhere so it's probably about the best you're going to get. That's how I'd rule it, as well. Since it is an intelligent magic item and not a creature, it lacks HD but has a caster level, so the only row on the detect evil chart that applies is the last one, for Aligned Magic Item. Given that there are numerous other class abilities that key off levels in that class, it's reasonable to follow that trend here. ![]()
![]() BlackDragonWizard wrote: How many shops could afford to buy something that expensive anyway? This, to me, is the compelling argument. Sure it gets you, with MONTHS of forge time, cheap adamantine gear, but you can't just liquidate the doors. Even a metropolis has a purchase limit of 100,000 gp. It would take years to get the full value out of those doors, and that's years the PCs aren't adventuring. For the same time expenditure, they could make far more money other ways. ![]()
![]() There are two main scenarios to a permanent PC death: 1) the player wanted to switch characters for Reasons, 2) the PC's body is unrecoverable or bringing them back isn't possible. For the first case, I would much rather the player come to me and say, "I'm not having fun with this character" or "I really think the party needs a healer" or whatever the reason is. The game's much better when everyone's having fun and continuity of characters' plots helps me as a GM. It's better, IMO, to tweak and adjust an established character (even going so far as to completely rebuild him) and leave his story arc intact than suicide the character, or just decline to be resurrected, for entirely fixable reasons. The story goes on, everyone has fun. Obviously, if a player is steadfastly intent on abusing this and remaking their character every week, I'd have a talk with them. Perhaps they're looking for a different kind of game than what I'm running or there's some other underlying cause. I zealously avoid, as a friend likes to say, "playing with jerks" so it's never been an issue. Permanently dead through in-game events is something else entirely. Sometimes, the dice just hate you. Or the GM rolls 17s all night. While I avoid intentionally putting the PCs in unwinnable, inescapable situations, random chance means terrible things are going to happen. When it does, it's a terrible event, so further compounding the sadness and hard feelings isn't productive. I always bring in replacement characters, regardless of circumstance, at average level and wealth. If possible, the new PCs trades across the dead PC's gear for equivalent items. The dead rogue's +2 shortbow becomes a +2 longbow for the new fighter. The dead ranger's +4 armor becomes +4 bracers of armor for the new sorcerer. And so on. Anything that doesn't have a reasonable analogue gets liquidated and the player can buy something class-appropriate with it. The dead PC's gear then exits stage left in some RP-appropriate manner, assuming it still physically exists. This keeps the new PC at the same wealth and approximate gearing that the old one had. ![]()
![]() There's also Senghor, a metropolis on the edge of the Mwangi Expanse. It's a strong trade hub for the region and one that tacitly sanctions piracy so long as it's not within its waters. The Mwangi Expanse, through Bloodcove and Senghor, exports a wide variety of exotic goods to the Inner Sea region and Avistan. It's mostly art, hardwoods, and other goods ripped from the heart of the jungles by exploitative traders using slaves as hard labor. The northern kingdoms have an near-endless appetite for Mwangi goods, which leads enterprising traders to chance the pirate-laden waters in search of profit. Sargava, similarly, seeks to maintain its independence through trade, though their position is not as strong or established. I would highly encourage you to check out Heart of the Jungle and Sargava: The Lost Colony for more information on the surrounding area. ![]()
![]() I believe in 3.5, a greater barghest that consumed a person's fresh corpse had a 60% chance of destroying their soul. That would certainly be a good method for a professional assassin to ensure job completion. Given that they have a high intelligence themselves, your assassin could even BE the greater barghest. Otherwise, killing the target, turning them into a zombie, stuffing them into some extradimensional object (bag of holding, portable hole, etc) and flinging them deep into some hostile plane would suffice for most purposes. The resources necessary to find and liberate the target would be prohibitive for almost any group. It also sets up an interesting adventure if the PCs should be hired to retrieve the VIP's corpse. A cheaper alternative is a petrification effect. The target's not dead but not alive, can't be resurrected, arguably can't be scried on, and generally are just difficult to pin down. The resulting statue can then be given to a powerful outsides, mired in the Elemental Plane of Earth, or just hidden in plain sight. This works even better if the target already has a statue of themselves somewhere. Just swap the petrified body for the statue and walk away. ![]()
![]() For real horror at the mind-blowing amount of wealth your character carries around, look at the wage for an average unskilled worker: 1 sp per day. At current US federal minimum wage, that's $58 per sp. So, that suit of full plate is about $870,000 and it only goes up from there. Adventurers are the equivalent of rap stars driving gem-encrusted SUVs. ![]()
![]() Drachasor wrote: The most broken thing anyone could come up with was a Rogue 11 using a Wand that cost 16500gp to buy or 8250gp to make. That would do three 10d6 rays for 50 rounds. Or 330gp per round. That might last for an entire experience level. How about a scroll of holy ice at 15th caster level? Sure, it costs 3,375 gp, but with 15 attacks at 7d6+1 (+2 if harmed by holy water), you could easily one-shot just about anything. That's approximately 472 damage, and you can divide it up to obliterate a cluster of enemies if need be or just wipe a BBEG off the map. Even DR 15 just drops the damage to 247, which is likely still fatal. For bonus points, put it in a staff and have the party cleric recharge it. That's 30,000 gp, but it lets you liquify one powerful being per day for all eternity and requires a trivial UMD check to activate. This is why the ruling is what it is. ![]()
![]() Is it really the intention that at 9th level, an aquatic bloodline sorcerer can communicate telepathically with everything? Or is it limited to only aquatic creatures, as it seems to read? Blanket telepathy seems a little too strong for a bloodline ability, especially with everything else that ability grants you. PRD wrote: Aquatic Telepathy (Su): At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using demand or greater planar ally.
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![]() Liz Courts wrote:
As a parent, how can I be sure my kids are eating a proper breakfast? ![]()
![]() Tell me more about this amazing work for free opportunity. ![]()
![]() I would highly suggest tightening up your writing. 34k words per chapter is hard on a reader. Unless you're aspiring to be the next Stephen King or Tad Williams, short, concise writing is a must. Cut the grandiose descriptions, smooth out the dialog, and keep the action moving. Your future editor and readers thank you. ![]()
![]() It saddens me that the metric here is "pages per dollar." Is a map worth more or less than a page of text? If the page has a large image, does that increase or decrease its worth? If the text is riddled with errors and poor writing, should that change its value? What's the value of fiction vs a new class/archetype vs an adventure? X pages of well-written prose with a clean layout and decent art is worth far more than X pages of grammar and spelling mistakes that looks half-assed and slapped together. Removing "quality" from the equation makes any discussion on the topic futile. If you're fine paying $10 for 1000 pages per month, I can crank out a LOT of Lorem Ipsem with stick figures. Sign up now, and I'll tell you where to send the checks. LMPjr007 wrote:
If this is the real aim of your question, I would have hoped that a Third-Party Publisher wouldn't take such a cheap shot at a peer. Jealousy and bitterness does not draw customers. ![]()
![]() I bought 2 of the full "Starter" sets, which gives you a good variety across all 4 metal types, and traditionally have 3-5 players at my table. The key part about using coins like these is to remember that they're a representation of the coins your character has, not the exact items. As such, they work very well for giving you a tactile sense of your character's wealth. When I need to represent a large number of coins, I go with washers. You can get 1" steel washers at a hardware store for next to nothing. You're looking for 1/3 oz weight to get the standard coin weight. You can then put them in a leather/velvet/etc pouch for the players. After the roleplaying, you can give them the Campaign Coins to represent the value and take the prop back. ![]()
![]() Unfortunately, I have no more insight into the state of the server than anyone else. Lilith is the keeper of that domain. I've notified the hosting company the best way I know how and hopefully, they can resolve it. To tide you over, I'll provide the following Link Not To Click:
About Ava LancheStatistics:
Female Oread Warpriestess (Sacred Fist) 8
LN Medium Outsider (Native) Init +1; Senses Perception +12; darkvision 60 ft. ------------------------------ DEFENSE ------------------------------ AC 20, touch 19, flat-footed 19 (+1 armor, +1 dex, +5 wisdom, +3 dodge) hp 75 Fort +10, Ref +4, Will +12 Resist acid 5 ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Unarmed Strike +13 (2d6+8) (+1d6 acid)
Ranged
Languages Common, Terran Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Energy Resistance Oreads have acid resistance 5. Darkvision Half-orcs can see in the dark up to 60 feet. Spell-Like Ability Oread can use magic stone 1/day (caster level equals the oread‘s total level; DC 11 + Charisma modifier). Stone in the Blood Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Bullied You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Heavy Hitter You gain a +1 trait bonus on damage rolls made with unarmed attacks. Aura of Law A wapriest of Irori has a particularly powerful aura of Law. AC Bonus A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Unarmed Strike (1d10) At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. Flurry of Blows At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the unchained monk ability of the same name. Blessings (7/7) Each warpriest can select two blessings from among those granted by his deity. Each blessing grants a minor power at 1st level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level between the two blessings. Healing Blessing Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat. Strength Blessing Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round. Fervor 3d6 (7/9) This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a warpriest can touch a creature to heal 3d6 points of damage. Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way. Blessed Fortitude At 3rd level if a warpriest succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. Channel Energy Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy symbol to use this ability. A good warpriest channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Ki Pool (2/7) The sacred fist gains a ki pool. This functions as the monk class feature, using the sacred fist’s level – 3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike. As long as the sacred fist has at least one point remaining in his ki pool, his unarmed attacks are treated as magic for overcoming damage reduction. By spending 1 point from his ki pool, a monk can do one of the following: - Make one additional attack at his highest attack bonus when making a flurry of blows attack
Spells:
------------------------------ Spells ------------------------------ 0th (at will) Detect Magic Guidance Light Detect Poison Create Water 1st (5/day)
2nd (5/day)
3rd (3/day)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 0gp Belt of Physical Might (Str/Con +2) (10000gp) Amulet of Mighty Fists (Corrosive) (4000gp) Monk's Robe (13000gp) Headband of Inspired Wisdom +2 (4000gp) Bracers of Armor +1 (1000gp) Cloak of Resistance +1 (1000gp) |