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 Spook205 wrote: 
 Seems silly if you found the mausoleum just knock it down and help him greet the sun. Really it seem like you aren't weaponizing the weaknesses so much as using them to troll a vampire,  
 
 Best wish backfire ever. A rather immature player had his character wish for the ability to become irresistible to women, now this was actually from a wish granting entity... So when ever the player would say the magic word... I can't recall what it was Shazam maybe? Anyway he'd say the command word and "poof" he'd turn into a baby, or a kitten, maybe a teacup pig.  
 Starbuck_II wrote: 
 In 3.0 fast healing ceased functioning if you were below 0 hp.  
 Kletus Bob wrote: 
 Because his class makes him proficient with the repeating crossbow. If he's human he won't be able to take crossbow master until level 7, and that assumes he skips precise shot(not a good idea) and deadly aim. Picking up a repeating crossbow once he can afford one doesn't prevent him from taking crossbow mastery in the future and it doesn't cost him any additional feats so why not.  
 Have a really really old version of one of the PC's travel back in time, touch his past self before vanishing. This contact gives the player or perhaps the whole party dreams and or visions of the future. 
  
 
 Look at the rules for craft, its based on weekly or daily progress does that make any since when preparing a roasted pheasant with whiskey sauce? No it doesn't. Officially cook is a profession skill, its on the list.
  
 BretI wrote: 
 I never said it was an invention of 3.5. Mithral was indeed in even earlier editions that however isn't relevant because 3.5 is the edition on which Pathfinder is based. Except for ONE LINE about armor proficiency it's copied and pasted out of the 3.5 SRD. So how it worked in 3.5 "armor proficiency" aside is very relevant because paizo didn't change anything else.  
 Look at the actual description of hireling entry and it says the price range is 1gp to 3gp perday. If the table and the entry are in conflict the entry wins.
 Also the weekly money making rules from profession and craft skill are intended for PC's and shouldn't be applied to NPC's. Its not intended as a RL simulation but to at least give the skill profession some contribution other then flavor.  
 
 Lets look at the origins, namely 3.5. The entry in mithral in 3.5 SRD is identical to the one today in Pathfinder except for the line about it not counting towards armor proficiency. Like much of the ported rules it was a copy paste job. But like many things in he 3.5 SRD the printed material actually had more information, they gave a barbarian's fast movement as an example of a limitation. Thus a Barbarian wearing mithral full plate could still use his fast movement.
 So a class ability was called out as an example of a limitation mithral removed. Specific magic items like elven chainmail and the mithral fullplate of speed called out the armors as being treated as one category lighter. These items were later copied and pasted into pathfinder. The Feycraft armor template couldn't be applied to heavy armor, however it called out the exemption for mithral heavy armor which counted as medium. In 3.5 in every way mithral counted as a armor category lighter. But then Paizo comes along and adds two sentences about it not applying to armor proficiency and suddenly people take that ball and run with it. They called out ONE exemption in the paizo rule book. ONE and that was armor proficiency. Thus mithral is counts as a lighter type of armor in all respects.  
 Elementals like all outsiders are are made from the essence of there respective planes. So yes banishment should work on an elemental no matter where it was created unless your on the corresponding elemental plane. Being made from the essence of another plane of existent should exclude the possibility of it being native to anywhere else. Just like having the evil subtype means holy weapons hurt regardless of your actual alignment,  
 Taenia wrote: 
 According to the acrobatics skill by RAW you can you can avoid the AoO from moving [u]through an enemy's square[/u] by making a DC 5 + the opponent's CMD. Moving though an opponents square REQUIRES ENTERING IT. So again I ask how can acrobatics allow you to move through an opponents space without provoking an AoO but suddenly fail when you stop within said space.  
 Scavion wrote: 
 Holding your breath doesn't stop the cloud from touching your skin, or getting into your eyes. The Necklace of Adaptation wraps the wearer in a shell of fresh air not just his head which is why it works on cloudkill which explicitly says
 So would holding your breath work on Stinking Cloud maybe? but as the OP points out it only has a 50% chance of stopping an inhaled poison. Furthermore when the mage first casts the spell the effects are immediate so you wouldn't get to hold your breath until your turn.  
 Quote: What you need to clarify is "What is special about the first round of combat that doesn't apply to latter rounds, in IC terms?" The answer is there is always surprise, initiative decides who acts first so it also decides whose perception check succeeded first. If the Orc has an initiative of 15 and you have an initiative of 10 then the enemy spotted you first and thus has the advantage that round. Even if you both rounded the corner and bumped into each other. The signal enemy attack reached the brain of one combatant first.  
 thorin001 wrote: By RAW there is no way to counter the AOO for entering an occupied square.It is a special trigger that was not listed on the AOO chart, and it is not movement per se. Which is ridiculous because you can move through an occupied square using acrobatics but you can't stop in the occupied square? Where is an AoO listed for staying in an opponents square.  
 I think the item would change possession, a returning weapon "flies" through the air back to the creature that threw it, the following round. It doesn't teleport so it'd have to escape #2's grasp. You can take this further what if character #2 catches the weapon and then teleports away? The weapon won't return until just before #1's next turn but how does it do it over that distance and possibly through solid objects.  
 Eliminating confirmation rolls also eliminates the drama of seeing a critical threat... will it succeed or fail. A lot can depend on the style of the adventure too. You may find that after removing critical confirmation rolls encounters become a bit more difficult.Chances are the PC's face more critical threats then they dish out.  
 For my E6 campaign which has a 1600's era setting. Early firearms are priced at 10%.(advanced do not exist) I also increased the range increment by 50%(scatter shot not effected) However the armor penetration is only six points of armor instead of all. So while guns are much more common they don't completely negate the PC's defenses. Gunslingers also get gun training at level one instead of the gunsmithing feat.  
 The Nagi Appearance and Physiology
 Society
 Standard Racial Traits
 Defense Racial Traits
 Magical Traits
 Senses Racial Traits
 Nagi, male
  
 A walking creature caught in a fireball can still walk fine. Why should a harpies wings burst into flames and prevent her from flying? Its just not how the game works. Severe burns on your legs would preventing someone from walking just as well as burning the feathers of a bird's wings. Is your adventuring group entirely bald because all their hair would burn off every time they were caught in a fireball? If a fireball is going to set a harpies wings on fire its only fair it set a human's head on fire.  
 "GreyWolfLord"You also have to remember...the others that wanted to go back...they had expectations of being able to cart out some treasure as well and utilize it for their own measures...if they can...surely the PC's can as well.[/QUOTE wrote: 
  
 Shae'ura-Drae wrote: Find a safe place in the city and use the Jewel of Everlasting Gold to craft a bunch of magic items. Then leave the city with completely customized loot! That doesn't work, gold isn't transmuted into magic items its used to buy raw materials to make the magic items. The city has been in ruins for centuries there are no shops to buy the raw materials from. The city also sits on an island aptly named the Isle of Terror due to the frequent storms of negative energy.  
 GreyWolfLord wrote: Or do away with the rule that anything taken from the city returns. That's pretty easy to rule on and explains pretty much why people leave rich. Even loaded down with gold, the players are not going to make much of a dent in what's there. Allowing the players to have a couple million gold at level six is an entirely different problem. The city is literally not figuratively PAVED with gold. Ipslore the Red wrote: So remove that problem if you want them to have loot. Do you plan on using the characters in the future? If he wasn't planning on using the characters in the future it wouldn't matter how much treasure they got. Its the conclusion of a three module adventure path that takes characters from level 1 to level 6. Coalford, I'm currently running this adventure path with my group and they are just inside the third ring. The city being filled with wealth that's completely useless is part of the theme. Its an avarice/Orange Lantern kind of message. 
 As I recall from the second module in the adventure path the cultists in the temple had a good deal of treasure in both gear, gems and art objects. Some adventures skimp on treasure some are loaded with it. The fact the city of gold skimps on loot just makes it ironic. If you want to add more treasure allow the PC's to find an armory or some vault containing treasure not made of gold so its obviously lootable. Just remember treasure value doesn't have to escalate every adventure.  
 Secret Wizard wrote: 
 Given that its an archtype couldn't it have an ability to load slings faster? Furthermore the alternate racial trait for Halflings "Warslinger" lets them reload slings as a free action. Just two things to consider when designing the archtype.  
 UnArcaneElection wrote: 
 General Dos still burned the entire city to the ground and executed everyone. There is no way to spin that in a good way to please Uno unless that spin is your welcome to Dos's head. He already knows Dos did it to kill any possible rebels in the town doesn't change the fact a beloved family member is dead. What you purpose is the same spin Palpatine tried that when he blew up Alderaan. It didn't stop tens of thousands of Imperial officers from Alderaan from defecting to the rebellion. Your spin also completely ruins the story why bother with the background if the story didn't actually change anything. Instead of an interesting dynamic you have no dynamic.  
 Archae wrote: I do like some ideas in it actually, it works well with the idea I am using for the class. Its a class called the Harlequinn made by green smashomancer . Part of the idea where there's some force who gave her the power works nicely , but her being controlled by it is a part I most likely won't be using maybe said power more inspired this plan of hers. Point being it gets me think and if you wanna keep throwing ideas out feel free cause I need inspiration for important characters. Oh you misunderstand its not controlling her its manipulating her. It opens up an avenue of "victory" where they simply prove the jewel is in fact a trap that will destroy her. She'd still have her evil empire and could pursue other avenues to godhood. But here's some ideas for other important characters First you have General Uno, a high ranking commander in the army of the Big Bad. Years ago there was a small town population a couple hundred The town was suspect of harboring rebel solders so another commander General Dos decided to handle the problem by simply burning the town to the ground and killing every last woman and child to set an example for anyone else who'd dare oppose the Big Bad. Unfortunately a family member of General Uno was visiting the town at the time. Now this is where you have a choice... did the Big Bad reward General Dos and thus alienate and anger General Uno due to the death of a beloved family member. Or did she order the execution of General Dos labeling him a traitor simply to ensure the loyalty of General Uno. You can change the names or change the ranks but the basics are the same. One gets to be the PC's perhaps amoral ally the other the enemy.  
 
 I have some ideas for the background for your big bad. Feel free to discard Long ago the the land was wracked with turmoil and civil war. Back then Big Bad wasn't so bad. She was a typical person living a normal life. Until the day her village as destroyed by a warlord and she was the only survivor. As she lay in mostly buried the rubble of her house a voice in the back of her mind offered her power. The power to fight, the power to bring order and stability the land. As her power and influence grew so did her ambitions and the whisper in the back of her mind grew stronger.
 And now her final goal is to become a god and turn her empire into a religion with her at the center... but she is deceived. The voice in her head isn't her own inner-self but a God of Tyranny from another world who seeks to gain a strong foot hold in the world. So the Big Bad is in the end a pawn. The jewel will not actually make her a god it will allow the foreign god to enter the world through her. Now here's where things get twisted, you could put a voice in one of the PC's heads that claims to be helpful and at times it does provide them with useful information. This is the same entity that influenced the Big Bad. If the PC's gather all the pieces of the Jewel the voice will insist said player use the jewel to become a god himself in order to end the Big Bad's reign of terror. This has the same end result of the Big Bad using the jewel. However I would presume your players are wise enough NOT to fully trust a mysterious voice in their head. Old journal recovered some some ruined fort belonging to the Big Bad could reveal to the PC's that she has a voice in her head driving her ambitions.  
 Bandw2 wrote: 
 Not actually true Size and Magic Items wrote: When an article of magic clothing or jewelry is discovered, most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items. Its designed that way so the small characters can use the rings, cloaks, boots and other such items when looted from bigger enemies. Or if the party fought an ogre or some other giant enemy the party can actually make use of the loot.  
 
 Ahh yes, Bhaal is back along with Myrkul and much previously Bane. I think its time to kill Cyric, he's pissed of damn near every deity in existence. Several of the gods he killed or was responsible for the demise of have returned to life. I imagine him running through the outer planes being pursued by a horde of angry deities to the tune of "Benny Hill Chase"  
 Claxon wrote: As swarms do not make attack rolls, I would agree that they are unaffected by Sanctuary. Irrelevant. No where under the sanctuary spell does it say "attack roll." It simply says they are unable to "attack" the target. A swarm may not make attack rolls but its damage is still from an attack and it falls under the attack line. The word "swarm attack" is repeated numerous times in the swarm intro. If one thousand goblins attacked a PC protected by sanctuary, the spell would be effective against all of them(with lots of saving throws). The purpose of a swarm is to have a huge number of small creatures function like a single creature. So sanctuary should be fully effective against them.  
 
 I suddenly have an image of an Ogre with a goblin strapped to his shield to help protect him from a brilliant energy weapon... at least the first hit. *Lightsabers are beams of plasma suspended within a force containment field. So they are in essence solid objects but radiate intense heat allowing them to easily cut through most any material.  
 Snorb wrote: 
 Dragons, and other creatures with already high attack rolls, the same would be applied to ranged weapons with deadly aim. It'd also make low ac enemies incredibly vulnerable. Then you have true strike stuff. Drink a potion of true strike then charge the next round for a huge damage bonus.  
 A doctor presuming a non-divine caster would simply have ranks in heal and perhaps 
 What do you mean by a skilled trade? I don't think I quite understand the question. Sailor is a skilled trade, Profession(sailor) allows you to steer the ship, adjust the sails etc etc. Except for the ship's cook ev A Doctor would simply have ranks in heal and profession herbalism.  
 Machaeus wrote: 
 DM's can make appraise more useful by having the results effect the sale price. If you appraise the gem at 150gp but its actually worth 200gp you'd happily sell it for the price you think its worth. So if unsuccessful appraise checks cost you upwards of 20% of the profits from the sale of gems, art and other non-magical goods. It'd make the skill more attractive | 
 
	
 
     
    