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[RULES] Ask the DMs.

Posted by The Dungeon MasterFor group 0
The Dungeon Master
GM, 3 posts
THE Dungeon Master
Accept No Substitutes
Thu 9 Jul 2015
at 05:06
  • msg #1

[RULES] Ask the DMs

Got questions about rulings or need clarifications? Here you can post a question to the community and the community can help provide understanding.
Foxstar
player, 5 posts
Tue 29 Dec 2015
at 02:53
  • msg #2

[RULES] Ask the DMs

Hi, I got a question. I got a player running the Malefactor and she has used this Taboo to stun multiple characters at once. If I am reading this right it means she can only use it on one NPC/Monster/Animal not Multiple. This came from the http://www.pathfindersrd.com/ any help with this would be appreciated. The ability in question is listed below:

 Malediction - As a standard action (no Aoo) you can transfer your misfortune on others
within 20ft. A malediction lasts a number of rounds equal to Wis mod, the DC to resist a
malediction is 1/2Malefactor lvl + Wis mod. List of known maledictions:
Taboo - Select 1 creature or unattended object. Creatures that attempt to make
a melee attack against, touch, or pass throughit must make a Will save or become stunned for
1 round. If they resist this malediction they become immune to it for 24 hours. This is a sonic,
mind-affecting effect. Only 1 taboo can be active at a time.
This message was last edited by the player at 02:54, Tue 29 Dec 2015.
Nyoze
player, 12 posts
Tue 29 Dec 2015
at 02:58
  • msg #3

[RULES] Ask the DMs

Break it down a little bit, and it can affect multiple people who attempt to attack the target:

Taboo - Select 1 creature or unattended object. (The Target)
Creatures that attempt to make a melee attack against, touch, or pass through it (The Target) must make a Will save or become stunned for 1 round.

IE:  If you target yourself, anyone who attempts to attack you has to save or get stunned.
Foxstar
player, 6 posts
Tue 29 Dec 2015
at 04:06
  • msg #4

[RULES] Ask the DMs

However this is what the actual thing says:

Taboo (Sp): With an imperious warning, a malefactor can decree a single creature within the range of this malediction to be taboo. Creatures that attempt to make a melee attack against, touch, or pass through the square occupied by a Taboo creature must make a Will save or become stunned for one round. A malefactor can also make a large or smaller unattended object taboo (Malefactors frequently use this malediction to cut off escape routes). Once a creature successfully saves against the Taboo malediction, he cannot be affected by it again for 24 hours. The malefactor can only have one taboo active at a given time. This is a sonic, mind affecting effect.

So with wording like that, I am assuming it no longer means the Malefactor but rather whomever or whatever is in line of sight of the Malefactor.
Nyoze
player, 13 posts
Tue 29 Dec 2015
at 04:12
  • msg #5

[RULES] Ask the DMs

Nothing effects the Malefactor at all.  You set a particular person or place as Taboo, and whoever interacts with it has to save or get stunned.

EG:

The Malefactor(M) sets the fighter as Taboo.
If any Enemy(e), wants to attack the fighter, they have to save.
If e1 wants to use Acrobatics to move through the fighter, he also has to save.

If e1 moves around the fighter and all 3 move towards and attack M, no one has to save and no one gets stunned.

 ABCDE 
1  e1  1
2 e3Fe2 2
3     3
4     4
5  M  5
6     6
 ABCDE 


Hope this helps!
Foxstar
player, 7 posts
Tue 29 Dec 2015
at 06:01
  • msg #6

[RULES] Ask the DMs

Yes, mind if I show this to my player, I will quote you if you allow me to.
Nyoze
player, 14 posts
Tue 29 Dec 2015
at 20:48
  • msg #7

[RULES] Ask the DMs

Works for me, I don't mind.  Just link your player here so he can see lol
Foxstar
player, 8 posts
Wed 30 Dec 2015
at 03:13
  • msg #8

[RULES] Ask the DMs

Oh I won't she is already told me everything is okay. Thank you for your information and the help.
Lekol
player, 5 posts
Wed 30 Dec 2015
at 22:50
  • msg #9

[RULES] Ask the DMs

couple players are having a discusion on Deliquescent Gloves, is it a pair or a single glove?

http://www.d20pfsrd.com/magic-.../gloves-deliquescent

The entry has both single and plural verbage, it hasn't been an issue yet but want to figure it out before it does.  I have looked around and have found good opinions arguing both sides, has anyone seen an official word or know how its ruled in PFS?
Foxstar
player, 9 posts
Wed 30 Dec 2015
at 23:01
  • msg #10

[RULES] Ask the DMs

From my reading it sounds like the Flavor text is wrong and the Game Mechanics text is correct. It should only be one glove. However, that is my interpretation of it.
The Dungeon Master
GM, 12 posts
Facilitator and caretaker
Nothing to see here...
Wed 30 Dec 2015
at 23:04
  • msg #11

[RULES] Ask the DMs

Magical slot items are bought to fill the slots. Boots and gloves are bought in pairs.
This message was last edited by the GM at 23:06, Wed 30 Dec 2015.
Lekol
player, 6 posts
Wed 30 Dec 2015
at 23:15
  • msg #12

[RULES] Ask the DMs

That was my thoughts it was a pair.  I was going by the lack of a line saying that it was bought as a single glove like locking gauntlets and nothing that  says they work as a single glove normally you need both for effects to work.
PCO.Spvnky
player, 9 posts
Wed 30 Dec 2015
at 23:27
  • msg #13

[RULES] Ask the DMs

Gloves of storing are bought singly as is the glowing glove.
praguepride
player, 55 posts
He's proud
of Prague
Thu 31 Dec 2015
at 01:11
  • msg #14

Re: [RULES] Ask the DMs

PCO.Spvnky:
Gloves of storing are bought singly as is the glowing glove.


For the storing glove it explicitly mentions that it is a single glove that takes up your entire magical glove slot.

As for the glowing glove, I would argue that it comes as a pair and is just a bad description.
Lekol
player, 7 posts
Thu 31 Dec 2015
at 09:14
  • msg #15

Re: [RULES] Ask the DMs

Thank you for your answers, definitely will help.
mofo99
player, 3 posts
Sun 31 Jan 2016
at 05:24
  • msg #16

Re: [RULES] Ask the DMs

Fellow Pathfinders, the spell Bestow Curse includes the following statement: "You may also invent your own curse, but it should be no more powerful than those described above."

We have a barbarian in the party that is blunt, stubborn, impulsive and greedy and he doesn't listen to the other party members when we're trying to be tactful. So as our party witch, I've devised a plan to put a curse on our musclebound pain-in-the-neck to keep him in line without crippling our party permanently. My question is this: What is a fair and balanced way to accomplish my task?

I was thinking this: "As long as this curse remains, whenever your name is called out loudly, you suffer the standard '-4 penalty on attack rolls, saves, ability checks, and skill checks' for a duration of 1 minute.

Thoughts?
Kegdrainer
player, 1 post
Sun 31 Jan 2016
at 05:40
  • msg #17

Re: [RULES] Ask the DMs

It might be time to have a chat with the player concerning their behavior. If you are going to risk a player to have a -4 to attack rolls, saves, ability checks, and skill checks, it could backfire and cause the PC to get killed. If the enemy knows the barbarian's name, they could get called out and suffer the curse that you placed on them. Since there is something to go with, it could be that he has to ask 1d4 friends, starting with the party members first, what action he should do and has to do it to the best of his ability. (The curse is that he has to please his friends)
praguepride
player, 67 posts
He's proud
of Prague
Mon 1 Feb 2016
at 20:51
  • msg #18

Re: [RULES] Ask the DMs

I guess it's a question about whether you're trying to teach him a lesson or actually get him killed.

As an example of a funny curse, Goblins has a good one:

http://www.goblinscomic.org/04122015/

Basically whenever the guy says "What" he punches himself in the face. You could work with the GM and the other player to come up with something similar. He doesn't have to actually attack himself but it is a way to shut him up when he punches himself in the chin.

Maybe in battle it makes him lose a standard action or something, or maybe it has no mechanical effect but just is something funny from an RP perspective (if an ally says "Shut up [Insert Name]" he pees his pants (or maybe he doesn't even pee it, his pants just get soaked with urine because of magic!)

When I am GMing I love to give players "RP" curses without actually impacting them from a mechanics perspective unless the player brings it up first. You never know how they're going to take mechanical penalties like that and to Kegsplitter's point you (probably) don't want him to be killed from your curse...
austarrowsplitter
player, 1 post
Tue 2 Feb 2016
at 13:13
  • msg #19

Re: [RULES] Ask the DMs

There's also always the good old Inuyasha-style "Sit, boy!"

Admittedly, making a meatshield go prone on command maybe isn't the best thing, but so long as it's specified who can give the command, you might be able to get away with it without the above mentioned problem of your enemies finding out the command word.
LivingScarecrow
player, 20 posts
Tue 2 Feb 2016
at 14:11
  • msg #20

Re: [RULES] Ask the DMs

You could also make the activation word in some crazy, rarely used language like Sphinx or something.
mofo99
player, 4 posts
Tue 2 Feb 2016
at 15:45
  • msg #21

Re: [RULES] Ask the DMs

Right, all of these suggestions are similar to what I'm intending.

What I'm wondering is, in a GM's opinion, are such curses legal and balanced?

For example, for the "Sit, Boy!" suggestion, should it work 'at will' or only 1 or 5 times per day? Should it cost the cursed character a standard or move or full-round action? What should be the range of the command? Does it require that the cursed character actually hear it? etc.

I feel that my GM is receptive to such an idea in flavor, but we're having trouble with balancing the mechanics.

Again, thanks in advance for the suggestions.
Kegdrainer
player, 2 posts
Tue 2 Feb 2016
at 16:05
  • msg #22

Re: [RULES] Ask the DMs

Write down some ideas and present them to the GM. We can give you many options but the GM have the final decision as to what they feel is balanced. They might also give you another option.

It might also be time to find another group to play with since you are coming to us and not your GM for a problem that you have with one of the players.
LivingScarecrow
player, 21 posts
Tue 2 Feb 2016
at 16:11
  • msg #23

Re: [RULES] Ask the DMs

Kegdrainer:
It might also be time to find another group to play with since you are coming to us and not your GM for a problem that you have with one of the players.


This. This a million times. While I'm no stranger to playing characters that aren't team players, I try to at least make things work on an OOC level. Playing greedy, selfish characters is part of the freedom of games like Pathfinder, but I still feel being able to function as a group is paramount. I hope things work out for you without having to resort to the curse, though.
austarrowsplitter
player, 2 posts
Tue 2 Feb 2016
at 17:24
  • msg #24

Re: [RULES] Ask the DMs

What Scarecrow said. The ultimate most important thing in games like Pathfinder is the ability to work as a group. No matter how much of an evil, backstabbing bastard your character is, you should never go for the other PCs unless it's a specifically PVP game where that's an option that's been on the table since the start of the campaign.
Invulnerability
player, 8 posts
Tue 2 Feb 2016
at 17:44
  • msg #25

Re: [RULES] Ask the DMs

Kill them and take their stuff.


No, but seriously, if I was the GM I would have already brutally punished the barbarian character, and no one else, for this behavior via the plot. IC solutions to OOC problems (which this 100% is) might be satisfying, but rarely work.
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