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 Just curious about everyone's thoughts on what makes a mechanic work or not. What makes me crazy are disassociated mechanics, those being the ones that don't make any sense from a character's perspective as opposed to the player's. Things like per day limits often fall into this category. Does a cleric have any explanation why his ability to channel the divine power has seemingly arbitrary limits to how many times he can do it per day? Or how does a barbarian describe his capacity to tap into the power of his inner rage, and how that limit at might seems like an absurdly brief time when looked at from outside the frame of reference of combat rounds? We know why these are the way they are for purposes of things like "balance", but how do our characters make sense of them? "Thog can only be angry for 36 seconds?" If anyone is curious, here's an excellent article on the subject I came across a while ago. 
 I don't know how many people are even poking around here at this point, but I figured I'd toss this out there anyway. My group just finished Brinestump Marsh and I'm getting ready for the initial journey to Brinewall. I'm planning to use the caravan rules mostly on my end, letting the players know what they are and how they work, having input on things that affect them, but mostly leaving the mechanical parts in the background on my end as a framework for me to provide description for things that happen along the way, and track the simulationist bits like provisions, travel time, and the like. I'm tweaking a few things to try and counter what feel like some of the shortcomings. Traveler jobs: I'm allowing a bit of overlap here, with NPCs being able to fill more than one position as long as they meet the requirements and they don't have more than one that adds bonuses to the rolls. My Sandru is able to serve as driver, wainwright, and trader, for instance. All three of those jobs take place at different time, so it seems reasonable to allow him to multitask, and it is HIS caravan after all. Damage: I'm having primary combat NPCs add a flat +1 to the caravan's damage (Sandru, Ameiko, and Shalelu at the start), and some upgrades, like the ballista mount, might add an extra d6 or something instead of an attack modifier. Combat Encounters: I'm intending to have all caravan combats split as a normal player combat encounter, with the caravan combat rules letting me figure out how all of the NPCs are doing. Each round I describe how one of the NPCs is doing in the background while the players deal with their own fight. Depending on how each respective part of the battle goes, overlap may occur. Still kind of poking at it, but that's what I've got so far. I overall like the idea of the caravan rules, and think they can potentially be helpful and fun. 
 The AP assumes that the caravan heads north late in the year, somewhere between late fall and mid-winter. I thought something seemed strange with the description of the Bearleg Lakes region talking about salmon runs and whatnot, and unless the fish of Golarion follow a completely different seasonal cycle then they do on Earth (it seems to happen between May and July for the most part), that can't be happening at the time the caravan is arriving in the area. It should be closer to the middle of winter, when most of the local wildlife is buttoned down in survival mode (unless I completely missed something, always possible). Anyone else have thoughts on this? 
 I'm consistently astonished at how many people it seems use 15-20 PT buy for their games, as well as feeling the need to follow estimated wealth by level pretty closely. I'm just curious what others experiences are regarding these sorts of basics, as my games tend to run towards the super-powered end of the spectrum in comparison. For example, average stats tend to be equivalent of 40-50 pt buy, but I prefer it that way, as I like players to feel definitively better than the average joe. I also enjoy tinkering with and boosting encounters a lot though, so maybe that's just me. The more powerful the PCs are, the more I can go nuts with what I try to kill them with. 
 and I'm trying to figure out how hard it would be to use two two-handed weapons (a bow and a spear) at once. I THINK, that if I take multi-weapon fighting I might be able to get away with one extra attack with one of them per round, taking a -2 to hit on all my attacks for the round, as well as splitting up iteratives between the two weapons. So like one attack with the bow and one with the spear at highest BAB - 2, then using whichever is better for the -5 iterative (-2 more). Thoughts? 
 Looking for something that allows for the cannibalization of unwanted magic items. In my current game our party has kind of an unusual composition, and we have trouble using a lot of the standard treasure we come across. We also have very limited access to markets that would let us sell them, so I'm looking for alternate ways of dealing with the issue. I have several item creation feats so far, and the GM is amenable to other options. 
 To quote D20PFSRD.com "The bloody skeleton and burning skeleton variants indicate that they are created by use of the animate dead spell but count as double their normal HD when doing so. The variant zombies listed below did not include any such information. It is left to the GM to determine if this rule is fair when creating the zombies below (unless someone alerts us to some official ruling by a Paizo source that is.)" I'm going to be playing a serious necromancer type in an upcoming game, and was wondering if there was an answer to this. Anybody? 
 I'm thinking of playing a summoner in an upcoming game, and having not really looked at them before had a few questions. Our party doesn't have a full BAB meat shield, so I'm planning on trying to provide that capacity with my eidolon and summoned creatures, while also supplementing the witch's casting. We're starting at 4th level, and I'm playing a half-elf Wild Caller Summoner, for flavor and to max extra evolution points. I'm going for SF: Conj and Augment Summoning right off the bat, and considering one of the moon/star/sunlight summons to enhance my summoned creatures. I'm hard pressed thinking of ways to make myself really combat offensive outside of spellcasting and summoned creatures, so I'm probably just going to wield a ranged weapon and try to get a shot in edgewise, as it were. Any suggestions on how to increase combat efficacy for the actual character? Dex and Con are his highest physical stats at 14 and 15 at the moment. I've noticed that for whatever reason Summoner doesn't have access to what I've always considered the best offensive conjuration spells, stinking cloud and cloudkill; are there any good replacements for these? Or other good suggestions for spell selections to make up for this odd lack? 
 Not sure if there's a more appropriate forum to ask for such resources. I'm tweaking the second Jade Regent book and need a map of somewhere suitable for Thorborg Silverskorr's home/estate in the city of Kalsgard - and admittedly I felt lazy thought I'd see if I can find a nice colored one somewhere. ;p Appreciate any suggestions people can point me at. 
 In the player's guide it mentions "You’ll have opportunities to
 Does this ever actually happen in the AP? I don't remember coming across any instances of this actually occurring in the books. 
 Not sure if this is the best place to ask this, but what the heck. I'm plotting and planning for my upcoming Jade Regent game, and I'm going to have Koya Mvashti bring up the existence of Moonwing Bough and how she would like to visit the shrine if possible, since the caravan will be within a few days travel (even if it is somewhat dangerous). I've already decided that, in the event everyone goes along with the idea and they successfully make it the shrine (sans the bulk of the caravan, left at the forest's edge) Koya will receive the shrine boon in the form of (somewhat) restored youth, shaving about 20 years off and making her more capable of making the upcoming journey. I'm less certain what to do about the other NPC's Ameiko or Shalelu, and could use some general thoughts on possible boons for PCs in a general way. I was pondering something like the Sarenraen boons from Legacy of Fire in the form of possible inherent bonuses to attributes or something similar. 
 I'm prepping to run Jade Regent here in a bit, and was wondering if anyone had a decent idea on where exactly the road from Brinewall to Kalsgard runs. Does it follow the coast or cut east and north along the Summermelt river through the Grungir forest? My gut says probably along the coast, but I can't find any maps with enough detail to say for sure. If nothing cannon says, I'll have to have some fun with it. 
 
 It says in the item crafting rules that you add the cost of a costly material component directly to the cost of the item, multiplied by the number of charges. I was just wanting to ask if that should be to the final cost, or to the cost of crafting the item. As it SEEMS that it would be cost during the creation of the item, as you cast the spell during crafting (I think?), and since you'd only be paying half the spell's component cost if it adds to the final price and not the crafting price. Can someone say for sure which it should be? Just trying to get it nailed down for some things I'm working on. 
 I've been working on some extensive new magic systems for my personal campaign setting. Nothing personal against Vancian, but my world's magic just doesn't work quite like that. Anyway, I recently realized a bit of a problem with Mage, my prepared arcane caster based on Ross's zelazny casting system (which was a godsend when I found it, I'd been fighting with a few different approaches and its elegance made things work for me) The issue I'm having currently lies in the interaction of metamagic and linear progression evocation spells. Normally you spend the difference in points between the spells normal level and its adjusted level to pay for a metamagic feat, but with direct damage spells such as fireball it doesn't work quite as cleanly. For example, as a 9th level mage you could pay 9 points to cast a fireball at your full caster level, giving you a 9d6 fireball. If you pay 9 to cast an empowered fireball though (5+4 for empower)its only 7d6. I've been playing with the idea of having metamagic affect casting time instead, but am not certain if thats a good way to go. Constructive ideas welcome. Here is the link to Ross's original system
 and here is one to a dl for my current build
 
 Does anyone know where I can find something like that? I love Neceros' pfrpg sheets, but I don't have access to indesign to make use of his source file, even though he was nice enough to make it available. I mostly just need a few changes to the skill list, if anyone could point me at something I'd appreciate it. 
 I've not had many opportunities to use traps yest, but I think they can probably be fun/challenging if used right. I've got one that makes me cackle with maniacal glee at the thought, but I suspect it may be pretty close to a TPK if I ever actually use it. The party walks into a 20ft square room. The floor looks like its made of black marble, the rest of the room is regular stone, likely granite or something. Depending on the scenario you can have it triggered several ways. Perhaps in the center of the room is some sort of bait, in the form of a shiny bauble or mysterious glyphed column or something. Or it could just be an empty room with an alarmspell. If someone moves into the room, and meets the triggering requirements (touches the bait, trips the alarm, whathaveyou, then the horizontal wall of force disappears, dropping the party into the Black Pudding that was serving as the room's floor. 
 Not sure where else to post this. Anywho, I'm working on a weapon for a game I plan on running here in a few months, set in the modern day/near future. I'm not immediately concerned with game mechanics, although that what I'm working towards here... hopefully there are some smart people around who can at least give me some ideas here. What would you guys suppose the raw destructive power of a 1kg Iridium slug traveling at 1000m/second to be? 
 So I had this idea the other day that I'm thinking of playing around with somewhat. Basically every character gets a pool of movement they can use while taking the full attack action, equal to 5ft per iterative attack they have (not counting the primary, so 15ft at BA 16). They can use it all at once, break it up into five foot chunks, or any other combination. Two Weapon Fighting attacks would not count, but a monk's flurry attacks would. Any movement would be subject to attacks of opportunity I've been toying with ideas to make combat more dynamic and mobile, curious what everyone thinks of the idea. 
 I like what they did with paladin, but I'm curious what people think about this. What if smite evil worked on a rounds a day system like rage and bardic music? I like the idea of a paladin channeling divine energy when they use it, and perhaps being able to affect any enemy he strikes while smiting. I haven't given it a lot of thought yet. Just thought I'd through it out there. 
 curious what people think Casting from a spellbook: A wizard can spontaneously cast a spell from a spellbook as long as they have an appropriate spell slot open. This takes more time then casting a prepared spell. Spells with a casting time of a standard action take a number of rounds equal to its spell level. Spells that are one or more rounds take that many additional rounds. Spells with casting time measured in minutes or hours are unaffected. While casting a spell in this manner the wizard cannot cast defensively, and is considered to be flatfooted. I've modified wizard and sorcerer somewhat, Sorc gets new spell levels at the same rate as the other casters, and its bonus spells at the first level it learns a new spell level, wizard has the ability to spontaneously cast from their spell book per the above, and their bonus spells work like they did in standard 3.5. 
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