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.
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.
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 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.
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.
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.
Liz Courts wrote:
As a parent, how can I be sure my kids are eating a proper breakfast?
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.
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: