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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.
mofo99
player, 5 posts
Tue 2 Feb 2016
at 19:32
  • msg #26

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.

I guess it's not really as bad as all that; definitely not a problem OOC. The player is fine, just the character's personality. So I am, in fact, exactly looking for an IC solution to an IC problem.

And I have spoken with my own GM already. He said he wasn't sure how to balance such a curse. That's why I'm asking this forum for specific ideas that are balanced in your opinions. I 100% want to 'present a few options to my own GM', I'm just not sure where to start because the wording of the spell is so open-ended.
praguepride
player, 68 posts
He's proud
of Prague
Wed 3 Feb 2016
at 21:00
  • msg #27

Re: [RULES] Ask the DMs

So here is me weighing in as if this was a player in my game. Given these conditions:

quote:
You place a curse on the subject. Choose one of the following.
  • -6 decrease to an ability score (minimum 1).
  • -4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
    You may also invent your own curse, but it should be no more powerful than those described above.


I would say that this isn't an optional thing. This is a permanent "always on" effect so by that nature I would say you could punish a character by making him trip over his own tongue so he has to mumble or stutter (-6 to Charisma) or is always tripping over his own feet (-6 to Dex).

If the player is on board I think an effect that is -6 to charisma would be hilarious if RP'd right. Make him REEK of dead fish or make his voice super high pitched :P

However I would be willing to hear of underpowered curses. In that case I think that, for example, him punching himself in the face whenever you (or anyone) says a certain phrase is fine for no damage, or if you do the "Sit bow" and make him drop prone, that is in line with things. I would make it a constant effect (i.e. no limitation. You could make him sit or punch himself all day long) HOWEVER if it is not an always on effect (like my ideas with the ability scores as per RAW) I would give him a Will save every time to resist it.




To put this into practical terms, I was in a Star Wars game where I played a Hannibal Lector style medical droid. The rest of the crew was terrified of me (I would preform experimental surgeries on them while they slept...for their benefit of course) and so they rigged me with a restraining bolt when I was knocked out.

We had a lot of fun in that I would be trying to talk and they'd just turn me off and on. It was fun for a bit but one of the players took it too far and stopped me from doing ANYTHING, not just the creepy stuff they were trying to shock collar off of me. In the end we modified it so it was more like a dog collar "zap" rather then something that completely removed my ability to do anything.




That being said, something simple like "smacking yourself" would be a fun, mild curse. Mechanically I'd rule slapping yourself as a free or swift action so if it happened in combat he could still do whatever he wanted and while it technically ate up a swift action it wouldn't be a huge problem if people abused it. Making him sit on the ground or bite his tongue might be annoying if abused because that starts interfering with a player's agency.

Also a stat penalty, while severe, would again not prevent him from taking an action, just make life more difficult and THAT would be my goal as a player and a GM: to make it fun and amusing but not removing his ability to play his character.
LivingScarecrow
player, 23 posts
Wed 17 Feb 2016
at 01:05
  • msg #28

Re: [RULES] Ask the DMs

What do y'all think of the following as a moral code for a Lawful Evil character?

1. Respect authority figures as long as they have strength to rule over the weak.
2. Act with discipline.
3. Help only those who help you maintain or improve your status.
4. Punish those who challenge authority unless they are more fit to hold that authority.
austarrowsplitter
player, 5 posts
Wed 17 Feb 2016
at 01:15
  • msg #29

Re: [RULES] Ask the DMs

That could certainly work. Personally, I'm fond of Rich Burlew's work, especially his bit about Emotional Responses in characters.

http://www.giantitp.com/articl...gS9YYu9g3HZBAGE.html

It's something I try to think about in all of my characters, unless they have a reason to be coldly logical (for example, if they're undead). But emotional, possibly irrational responses are a big part of being human. Having a code like that could certainly be handy, but it could also be possible for the character to make exceptions.
Nu_Fenix
player, 3 posts
Wed 17 Feb 2016
at 19:00
  • msg #30

Re: [RULES] Ask the DMs

DMs, how do you handle Knowledge checks, especially in terms of players being given information about weaknesses, strategies, etc?

Do you wait for a player to ask for a Knowledge check when they encounter each and every enemy, or do you roll secretly and give players information based on the results of said roll?

What kind of information are you giving? Is it actual stats, descriptions, do you start with the more commonly known things about them and only give the more exotic qualities with higher results?
mofo99
player, 6 posts
Wed 17 Feb 2016
at 20:22
  • msg #31

Re: [RULES] Ask the DMs

In reply to Nu_Fenix (msg # 30):

I believe that most of the monster entries include information that can be known with an appropriate Knowledge check. Most of the low DCs will give the PCs only very common information such as type. If the PC makes a higher DC, they could know about weaknesses, strategies, etc.

Also, we do not have the GM roll secretly. In fact, we make it a Free action to make the knowledge roll, so a PC can't even do it until their turn to act (and then, only if they remember to ask for it). The GM gives a general description of what the beastie looks like but usually not much more than that until a knowledge check reveals more info. Until then, it's all a mystery.
praguepride
player, 70 posts
He's proud
of Prague
Thu 18 Feb 2016
at 00:03
  • msg #32

Re: [RULES] Ask the DMs

So just as a recap:

quote:
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.


As a general rule of thumb, if it's a "basic D&D staple" monster (i.e. orcs, goblins, skeletons...the kind of monsters that show up EVERYWHERE in EVERY SYSTEM) those I qualify as "common" monsters.

Otherwise by default I use the "uncommon" difficulty of 10+CR. If it's a singular monster, one that isn't native to the plane of existence, or if I'm pulling it out of a 3rd party book that's when I go for the "rare" difficulty of 15+CR.

In general here is how I deliver information:
Special Defenses > Special Attacks > Miscellaneous Information & Abilities
Creature Type > Subtype > Specific Creature


What that means is that if the PC rolls and gets 3 pieces of information, I start with the general creature immunities and work down to the specific creature, prioritizing defenses over attacks over "other".

So take a gelatinous cube. This is a common monster (staple of D&D) so DC is 5+CR3 = 8

For 1 piece of information I reveal all the ooze special traits (mindless, immune to precision damage, blind, immune to mind-affecting spells etc.)

For the second piece I would reveal that gelatinous cubes are immune to electricity

3 pieces = it secretes a poison that paralyzes anything it touches

4 pieces = it engulfs and digests its pray whole

5 pieces (i.e. rolled 28+) I would reveal that its acid doesn't dissolve stone.

On PBP for common monsters it's pretty moot because everyone just looks them up on the d20pfsrd so I usually am fairly creative with descriptions of my "special" monsters so they have to make knowledge checks just to even figure out WHAT they're fighting :P
Pangea
player, 9 posts
Tue 23 Feb 2016
at 19:13
  • msg #33

Re: [RULES] Ask the DMs

I let the players ask the questions they want (number of questions as per the rules, 1 if success + 1 extra per 5 over the DC).

Most ask for DR as first question,  but some like to ask the HD ; or Spec' Abilities etc..

Also, normally, if you succeed, you know "what" it is for 'free' (ie. undead, or plant, or magical beast etc. which can give some extra info' - immunity to mind affecting etc.).
LittleJumbo
player, 13 posts
Wed 24 Feb 2016
at 16:22
  • msg #34

Re: [RULES] Ask the DMs

Anyone have or know of a good/well-made Downtime calculator?

We're venturing into that area with a game and while I would love to complete the task by hand, let's be honest: Who wants to calculate Math by hand?  So, hopefully someone might know of something out there...

Thank you in advance!
praguepride
player, 72 posts
He's proud
of Prague
Thu 25 Feb 2016
at 03:00
  • msg #35

Re: [RULES] Ask the DMs

A what? Like what are you trying to figure out, how much time is spent on activities or how much gold is being spent?
LittleJumbo
player, 14 posts
Fri 26 Feb 2016
at 13:09
  • msg #36

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 35):

Yep!
I've seen a few really nicely built Kingsmaker calculators, while also playing around with the Herolabs version.  However, while those are nice - they're like the TI-85 Graphic Calculators; looking for something a little less complex...

My fear is I'll start using the TI-85 and then want to start a whole Kingsmaker campaign or incorporate it into my current game.


Thought someone might have something...
Otherwise, I'll just give the old Google a spin.
Invulnerability
player, 9 posts
Fri 26 Feb 2016
at 13:18
  • msg #37

Re: [RULES] Ask the DMs

So, specifically, you are looking for something that figures out earned and bought capital costs, and building times, and stuff like that?
LittleJumbo
player, 15 posts
Fri 26 Feb 2016
at 13:33
  • msg #38

Re: [RULES] Ask the DMs

In reply to Invulnerability (msg # 37):

Yep, but I am starting to think: Maybe just go with the Kingmakers calculator and tailor that...
Lekol
player, 8 posts
Sat 5 Mar 2016
at 04:53
  • msg #39

Re: [RULES] Ask the DMs

In a small discussion with a player, I turned down his idea, I'd like to get some other opinions.

Player (who is not a spell caster) wants to use Improved share spells ( http://www.d20pfsrd.com/feats/...mproved-share-spells ) to share potions with his AC beings you are treated as the caster when you drink it, then tried it with cloak of the hedge wizard because it says you use the spells.


Give him props it would be awsome if it was allowed.
bashful_batrean
player, 9 posts
Sat 5 Mar 2016
at 11:44
  • msg #40

Re: [RULES] Ask the DMs

In reply to Lekol (msg # 39):

I think you called it right based on the wording in the d20pfsrd definition of the feat (not spell-like abilities, 10 ranks spellcraft requisite) and the description of the cloak of the hedge wizard in the same document:
quote:
The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to useprestidigitation on command and at will...


I haven't looked at the definition/description of potion effects in the d20pfsrd, but I definitely wouldn't count potion use as casting.

Bearing in mind all the online references are truncated summaries of the data in the actual books/pdfs, some creative interpretation can occur, but sounds like a major reach to me. ;-)
bashful_batrean
player, 10 posts
Sat 5 Mar 2016
at 11:48
  • msg #41

Re: [RULES] Ask the DMs

bashful_batrean:
In reply to Lekol (msg # 39):

I think you called it right based on the wording in the d20pfsrd definition of the feat (not spell-like abilities, 10 ranks spellcraft requisite) and the description of the cloak of the hedge wizard in the same document:
quote:
The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to useprestidigitation on command and at will...


I haven't looked at the definition/description of potion effects in the d20pfsrd, but I definitely wouldn't count potion use as casting.

Bearing in mind all the online references are truncated summaries of the data in the actual books/pdfs, some creative interpretation can occur, but sounds like a major reach to me. ;-)


That being said... if it isn't PFS 'official' play, story trumps rules so if it fits and isn't completely unbalancing to the plot or other party members, then go for it!
LivingScarecrow
player, 25 posts
Thu 17 Mar 2016
at 22:14
  • msg #42

Re: [RULES] Ask the DMs

Question on Human/Non-Human stuff. The Adoptive Parentage human alternate racial trait sacrifices the bonus feat for the weapon familiarity racial trait of the selected race. Now, with elves and dwarves, that's plain and simple. My question is this: does the Tengu "Swordtrained" racial trait count, given it provides weapon proficiency?
Kegdrainer
player, 3 posts
Thu 17 Mar 2016
at 23:09
  • msg #43

Re: [RULES] Ask the DMs

No, swordtrained is not a Weapon Familiarity racial trait like the Dwarves, Gnomes, Elves, etc have.
LittleJumbo
player, 17 posts
Sat 19 Mar 2016
at 15:06
  • msg #44

Re: [RULES] Ask the DMs

In reply to Lekol (msg # 39):

Personally, I enjoy this site:
http://paizo.com/pathfinderRPG/prd/

And from there:  http://paizo.com/pathfinderRPG...mproved-share-spells
quote:
Improved Share Spells
You can share spells with those you have a magical connection with.

Prerequisites:
Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount.
Benefit: Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal companion, eidolon, familiar, or special mount). The creature must be within 5 feet of you at the time of casting to receive the benefit. The spell's duration is halved between you and your bonded creature (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature).
If the spell or effect has a duration other than instantaneous, it stops affecting the creature if it moves farther than 5 feet away from you. It does not affect the creature again if it returns before the duration expires.
You may share spells in this fashion even if the spells normally do not affect creatures of that type.
This feat only applies to animal companions, eidolons, familiars, or special mounts gained through a class feature.


After all that:
http://paizo.com/pathfinderRPG...-of-the-hedge-wizard

Which is:
quote:
CLOAK OF THE HEDGE WIZARD
Price 2,500 gp; Aura faint, school based on cloak type ; CL 1st; Weight 1 lb.
This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.
Abjuration: at will—resistance; 1/day—endure elements, shield
Conjuration: at will—acid splash; 1/day—mage armor, unseen servant
Divination: at will—detect magic; 1/day—detect secret doors, true strike
Enchantment: at will—daze; 1/day—charm person, sleep
Evocation: at will—light; 1/day—floating disk, magic missile
Illusion: at will—ghost sound; 1/day—color spray, silent image
Necromancy: at will—touch of fatigue; 1/day—cause fear, ray of enfeeblement
Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat
CONSTRUCTION REQUIREMENTS

Cost 1,125 gp
Craft Wondrous Item, prestidigitation and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magic


After all of that, I'd say: Yes, but they'd need to have the 10 ranks of Spellcraft.
Personally, your answer is completely fine - we're talking about syntax within English requiring a rather unique 'jump'.  Because the Wearer of the Cloak would-be considered: a Spell Caster.  And the argument of: Drinking the potion would-be channeled through his body.  And then, here's the jump: Utilizing any 'traits', 'flaws', and 'feats' one may have...

However, I have a hard time seeing a non-Spell Caster with 10 Ranks along with starting to call all party-members: "animal companion, eidolon, familiar, or special mount." to fulfill the second requirement of the Feat.  Then again, Warriors/Fighters are not known for their Intelligence and probably would call all party-members: animal companion, eidolon, familiar, or special mount.  Especially if they're a Dwarf...
Halfling Cannonballs, ring a bell for anyone?!?
This message was last edited by the player at 15:17, Sat 19 Mar 2016.
praguepride
player, 81 posts
He's proud
of Prague
Sun 20 Mar 2016
at 00:18
  • msg #45

Re: [RULES] Ask the DMs

To LittleJumbo's point, I would rule that a potion is not "cast" (i.e. you can't counterspell a potion) so potions would not work.

Cloak of the Hedge Wizard would not work because it grants the spell-like ability to cast the spells. Key phrases:

From Improved Share Spell:
quote:
Any non-instantaneous spell (but not any spell-like ability)</quote.

From Cloak of the Hedge Wizard
quote:
The cloak grants its wearer the ability to use a


It's kind of in the grey area but my interpretation is that magic items give you spell-like abilities, they don't allow non-casters to suddenly cast spells...

This bypasses other restrictions like magical failure from armor etc.
This message was last edited by the player at 00:19, Sun 20 Mar 2016.
LittleJumbo
player, 18 posts
Mon 21 Mar 2016
at 12:30
  • msg #46

Re: [RULES] Ask the DMs

Assuming this is the correct thread for this:
Game Design/History Question:
Recently had the opportunity to build a 'new' character and I noticed: all weapons come in all sizes...
When did this change?!?

Working on updating Udo and now I can utilize a two-handed weapon...
At size: Small!  It's awesome!  Yeah, yeah, I do less damage but this was not an option when I first built him.
austarrowsplitter
player, 7 posts
Mon 21 Mar 2016
at 12:47
  • msg #47

Re: [RULES] Ask the DMs

Depends on which edition you were playing in previously... I mean, in 3.0, it's all a matter of relative sizes. A Longsword to a human is a Greatsword to a halfling, and vice-versa. I think 3.5 made it make more sense. You CAN wield things that aren't properly made for someone your size (For example, you can wield a Greatsword sized for a Small user as a Longsword, if you're Medium sized), but you take a -2 penalty because the grips aren't properly proportioned to your hand and such.

Pathfinder, AFAIK, just kept using the same system that 3.5 did. It's one of the reasons why it's called 3.75 by some. To be honest, the biggest differences between Pathfinder and 3.5 seem to be the skill system, which eventually gets the same numbers via a different method (and one that, to me, makes more sense), and the combat maneuver system. Admittedly, I have things I do and don't like about CMB and CMD, but I honestly have yet to see any system in which special maneuvers (grappling especially) isn't a tangled mess.
praguepride
player, 83 posts
He's proud
of Prague
Mon 21 Mar 2016
at 14:33
  • msg #48

Re: [RULES] Ask the DMs

FFG's Star Wars system comes to mind. As part of your rolls you can either gain "successes" or "advantages". Successes actually mean that you hit, deal more damage etc. but advantages can be 'spent' to just straight up inflict status effects, like grappling/tripping an opponent. It's all abstracted so there isn't a huge mini-game around grappling, you just 'do' it. Then your opponent can spend their advantages to unflict those statuses :P

To little Jumbo: Yeah, it's been that way since D&D 3.5.
LittleJumbo
player, 19 posts
Mon 21 Mar 2016
at 15:58
  • msg #49

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 48):

Hmm...
There must've been something wrong within the rule-set for Hero Labs that was recently fixed.  I remember when choosing: Show only Legal Equipment Options - none of the two-handed options were available.

Not complaining, but now: Watch-out!
Wait, you're not in that game so; never mind!
austarrowsplitter
player, 8 posts
Mon 21 Mar 2016
at 16:14
  • msg #50

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 48):
Huh. I haven't played that one. The only Star Wars system I'm familiar with (and even then only vaguely) is a d6-based game.
praguepride
player, 84 posts
He's proud
of Prague
Mon 21 Mar 2016
at 20:05
  • msg #51

Re: [RULES] Ask the DMs

Not to get too far into non-pathfinder stuff but just read this thread for my summary on all the Star Wars game systems

link to a message in another game
mox
player, 1 post
Sat 26 Mar 2016
at 11:27
  • msg #52

Re: [RULES] Ask the DMs

Summon Swarm Spell:
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.


Looking for a survey of how you would play this with a summoned swarm.
Question 1
xx
x32
1
x=swarm
3=creature already in swarm
1 and 2=creatures outside swarm

A)swarm must remain where it is attacking 3
B)swarm may move to engulf/attack 1 and 2 as well as 3

Question 2
xx 3
xx12

A)swarm my only move and engulf 1
B)swarm may move to engulf 1, 2 and 3
Sleeping Darkness
player, 17 posts
Sat 26 Mar 2016
at 11:36
  • msg #53

Re: [RULES] Ask the DMs

Swarm can move to catch more people, yes. I'd actually say it's obligated to do so if not controlled - the swarm spaces with nothing in them want to get at things to gnaw.
austarrowsplitter
player, 9 posts
Sat 26 Mar 2016
at 12:42
  • msg #54

Re: [RULES] Ask the DMs

Ditto what Sleeping Darkness said. If the summoner isn't specifically ordering them to only gnaw on the one person, then the hungry/ornery bugs want to have more things to swarm on and sting/bite/etc.
Gelidus
player, 16 posts
Fri 3 Jun 2016
at 23:15
  • msg #55

Re: [RULES] Ask the DMs

Hey all, I have a question that's been banging around in the back of my head for a while. It pertains to the mythic universal path ability Divine Source.

PRD:
Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains (see the Advanced Player's Guide) to your list each time and adding their spells to the list of those that you can cast.


My question is, when you take the ability the 2nd or 3rd time, can you choose any subdomain, or does it have to be a subdomain for a domain you already picked?
Sleeping Darkness
player, 22 posts
Fri 3 Jun 2016
at 23:22
  • msg #56

Re: [RULES] Ask the DMs

By RAW, any subdomain, but this leads to confusing and unusable results, since subdomains are replacers and you also by RAW have no reason to expect the features that AREN'T replaced, so you're gaining half a domain.

By RAI, subdomains for domains you either have already picked or are picking as part of the feature.
Gelidus
player, 17 posts
Sat 4 Jun 2016
at 15:00
  • msg #57

Re: [RULES] Ask the DMs

Thanks for the quick reply. Sounds right. I had been thinking about it from the PC's perspective, not the worshiper's. Makes much more sense with the RAI method.
ColinBeck
player, 1 post
Wed 15 Jun 2016
at 14:12
  • msg #58

Re: [RULES] Ask the DMs

Okay I'm getting into my first combat in a Pathfinder game as a ruid, and I just wildshaped into a Dire Tiger. We start at level 6 in this campaign, so right now my wild form is effectively Beast Shape II. Given the sheet for a Dire Tiger...

What do I use off of that? Do I use the physical stats of the Tiger or me? What about the attacks? ADo those stay the same or are they changed?

I just need a quick rundown of what off that sheet I need to pay attention to.

Thank you!
Affectedsafe
player, 5 posts
Thu 16 Jun 2016
at 04:00
  • msg #59

Re: [RULES] Ask the DMs

You get the following changes to your physical stats
+4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

And the below as well.

If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

--

All taken from the Beast Shape spell, of which Wild Shape mimics its function of.

A link to the spell itself.

http://www.d20pfsrd.com/magic/all-spells/b/beast-shape
ColinBeck
player, 2 posts
Thu 16 Jun 2016
at 12:09
  • msg #60

Re: [RULES] Ask the DMs

I read that, yeah, but I was wondering how the rest of the sheet is affected. I assume I gain the natural attacks of the tiger, even though those weren't specifically mentioned. Is there anything else the spell does that isn't explicitly mentioned there?
Affectedsafe
player, 6 posts
Thu 16 Jun 2016
at 16:34
  • msg #61

Re: [RULES] Ask the DMs

You take on the natural attacks of the creature and I think you get the base movement speed as well(the non flying, climb, swim or burrow speed)
Lekol
player, 9 posts
Mon 11 Jul 2016
at 13:44
  • msg #62

Re: [RULES] Ask the DMs

Quick question is it only Fatigued and Shaken that stack up to a worse condition?  Dose Sickened become Nauseated or Dazzled to Daze or any of the others stack?
This message was last edited by the player at 14:02, Mon 11 July 2016.
drogeney
player, 8 posts
Mon 11 Jul 2016
at 13:57
  • msg #63

Re: [RULES] Ask the DMs

As far as I can recall conditions always stack into worse ones unless otherwise specified.  I may be mistaken about that though.
Lekol
player, 10 posts
Tue 12 Jul 2016
at 12:50
  • msg #64

Re: [RULES] Ask the DMs

Thats what I thought, but can't find any progression info besides fatigue and shaken.  Reason this came up is a character is wanting to use Dirty tricks which look fun but adds a little debuff execpt shaken progression, it makes sense that sickened a couple time should net you nauseated.
LivingScarecrow
player, 32 posts
Mon 15 Aug 2016
at 20:46
  • msg #65

Re: [RULES] Ask the DMs

Does a Half-Elf with Multi-talented get twice the Favored Class Bonus ranks each level in a Gestalt game in which the half-elf is playing its two favored classes?
PCO.Spvnky
player, 14 posts
Mon 15 Aug 2016
at 20:48
  • msg #66

Re: [RULES] Ask the DMs

In reply to LivingScarecrow (msg # 65):

I would say no.  Gestalt doesn't double anything, it just gives the best of both worlds.
austarrowsplitter
player, 10 posts
Mon 15 Aug 2016
at 20:53
  • msg #67

Re: [RULES] Ask the DMs

If it was my game, I'd let the half-elf choose to use 2 of the options available to them, but they couldn't double up. So, they could choose +1 HP and +1 skill, or +1 skill or HP and whatever one class gives half-elves, or they could get the alternate favored class bonus from both of their classes. After all, it's not like you can't get +1 HP and +1 skill as your Favored Class Bonus by taking a feat.
mox
player, 2 posts
Sat 10 Sep 2016
at 19:04
  • msg #68

Re: [RULES] Ask the DMs

austarrowsplitter:
If it was my game, I'd let the half-elf choose to use 2 of the options available to them, but they couldn't double up. So, they could choose +1 HP and +1 skill, or +1 skill or HP and whatever one class gives half-elves, or they could get the alternate favored class bonus from both of their classes. After all, it's not like you can't get +1 HP and +1 skill as your Favored Class Bonus by taking a feat.

That's what I would do as well.
metulmonkee
player, 17 posts
Mon 24 Oct 2016
at 23:55
  • msg #69

Re: [RULES] Ask the DMs

Heya - One thing I'm never very good at judging is the difficulty / CR / XP awards for traps and puzzles.  Can anyone help me figure out how to do that?
Hunter
player, 4 posts
Thu 4 May 2017
at 07:47
  • msg #70

Re: [RULES] Ask the DMs

I'm looking for a first-level cleric spell that does something similar to Create Food and Water.   While I've found third party spells that seem close, there's nothing that can be used to say: create a reusable wonderous item.
Ventrikel
player, 7 posts
Swedish dude
on the hunt for AP!
Thu 4 May 2017
at 08:10
  • msg #71

Re: [RULES] Ask the DMs

To create something like a sustaining spoon or ring of sustenance, but with CL1 instead of CL5? Seems hard to do!
Hunter
player, 5 posts
Thu 4 May 2017
at 19:45
  • msg #72

Re: [RULES] Ask the DMs

My thoughts are along the lines of this:
It would produce something like a biscuit or bread cake (possibly similar to lembas bread) that would feed one person and would have a duration of 1 hour/level (after which point the food would turn to dust).
praguepride
player, 98 posts
He's proud
of Prague
Sat 6 May 2017
at 03:09
  • msg #73

Re: [RULES] Ask the DMs

The best I can come up with off the top of my head is Dream Feast:

http://www.d20pfsrd.com/magic/...pells/d/dream-feast/
Hunter
player, 6 posts
Sun 7 May 2017
at 20:38
  • msg #74

Re: [RULES] Ask the DMs

I've already checked that list and there's nothing there like I want to use.   I'm probably going to end up making up the spell I want, I just want some feedback on if the general idea is in the right level range.
bashful_batrean
player, 17 posts
Sun 7 May 2017
at 22:01
  • msg #75

Re: [RULES] Ask the DMs

Well if the item can only be used 1x daily, then modelling your spell off Dream Feast but having a physical meal decay as you described could work.  How many people were you wanting it to feed?  For a 1st level spell, I would think only one.

Did you look at Goodberry as a comparison?

http://www.d20pfsrd.com/magic/all-spells/g/goodberry/



I'd want to read the actual item description, not just the d20PFSRD version, but I would say Goodberry but only feeds one person and the created food decays as you described usable 1x Daily would merit the low-level variant.  Maybe a 'jam jar' that turns fruits/berries into a sustaining jelly?
This message was last edited by the player at 22:11, Sun 07 May 2017.
Hunter
player, 7 posts
Mon 8 May 2017
at 06:26
  • msg #76

Re: [RULES] Ask the DMs

I did not look at Goodberry, but it's closer to what I had in mind.    While I'm designing a campaign world that underwent an extended period of large scale warfare (around 300 years), so I'm probably going to need a few custom spells.   I've already determined that there would be some sort of clinic with a Regeneration spell available via wondrous item, so a cheap/easy way to take care of food problems also jumps to mind.   Hence I was thinking about a first-level spell that would take care of that, while biscuits might not be something you'd want to eat every day for the rest of your life, it might make a good fall back source.
praguepride
player, 99 posts
He's proud
of Prague
Mon 8 May 2017
at 16:05
  • msg #77

Re: [RULES] Ask the DMs

Dream feast still sounds like it would work. You enchant that on a sleep mask or pillow or something and anyone who rests there would wake up with a full belly. Given that it only requires a minimum of 1 hour of rest you could feed 24 soldiers off of a single item.

You could almost make it a cultural twist where the galley and barracks are merged together.

Then again no matter what having a first level wonderous item is going to be prohibitively expensive to feed an army. Compared to something dirt cheap like Wandermeals

http://www.d20pfsrd.com/equipm...C-Rations-Wandermeal

Even if you made a magic item like that dirt cheap at 100gp per, you could feed 10,000 troops for a day with wandermeals instead of using this magical item. At the point where you're limiting it to senior officers or elite crews then it still might be easier to just have bags of holding with tons of food inside rather then try to feed each individual soldier magically. That's just my two cents though...
This message was last edited by the player at 16:05, Mon 08 May 2017.
Hunter
player, 9 posts
Fri 7 Jul 2017
at 00:45
  • msg #78

Re: [RULES] Ask the DMs

I came up with this:




Mystic's Loaf
School conjuration (creation); Level cleric 1
Range close (25 ft. + 5 ft./2 levels)
Effect food to sustain one human/level for 24 hours
Duration 1 hour; see text
Saving Throw none; Spell Resistance no
The spell creates a simple biscuit or small loaf – highly nourishing, and just a bit sweet rather than bland.    Food so created turns to dust if not consumed within an hour.
praguepride
player, 102 posts
He's proud
of Prague
Fri 7 Jul 2017
at 03:42
  • msg #79

Re: [RULES] Ask the DMs

Actually that brings up the question about why they let Create Water be a 0-level orison while anything food related is at least a 1st level spell. Anyway seems fine in my book.
Hunter
player, 10 posts
Fri 7 Jul 2017
at 04:03
  • msg #80

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 79):

My biggest "ugh" about Create Food and Water is that you get what basically amounts to as gruel (or porridge).
triggersadness
player, 1 post
Wed 19 Jul 2017
at 14:11
  • msg #81

Re: [RULES] Ask the DMs

If this has been covered elsewhere, I'd love to hear the DM's opinion's here on the use of Save or Die or Save or Suck spells against players? This came up on recent episode of the Glass Cannon Podcast and it was an interesting debate.
praguepride
player, 105 posts
He's proud
of Prague
Wed 19 Jul 2017
at 14:40
  • msg #82

Re: [RULES] Ask the DMs

IMO save or suck spells are kinda poor spell design in general. I get the point of them but in many ways it puts way too much power into the RNG which is GREAT if you want a super-lethal campaign and CRAPPY when you want a 'fun' game. Obviously your definition of fun varies from person to person but personally I don't like them because I don't want a combat encounter to be entirely determined by a single roll of the die (from a player OR gm perspective).

Then again save or suck/die spells have created some of the more iconic moments of my game history like the time that an elder dragon failed every single saving throw against a save or die spell and ended up having a bunch of 9th level characters get a dragon hoarde.

Personally I think the best way to use them is
A) A threat that the PCs can be forewarned about ahead of time and can prepare appropriately. If they know they're going to be facing a lich or a medusa then like the heroes of legend they should be able to take appropriate precautions ahead of time so it becomes less "save or die" and more "prepare or die".

B) THE BIG BAD BOSS FIGHT. I wouldn't put too much stock into them but make a big deal about it narratively. Don't just let a bosses' save or suck spell start and end with a die roll. Really build up the tension that the spirit of death itself is coming forth from his hand and the target feels his soul being ripped from his body. Stop the fight and really make it an epic kind of thing so that when they save there is a real sense of accomplishment and if they die there is at least glory to it. You really don't want it to end up like this:

http://www.giantitp.com/comics/oots0456.html


In my closing thoughts Save vs. Die needs to be taken with careful consideration from a GM perspective because overall the challenge of the PCs tends to be resource management. If the PC chooses save vs. suck spells then they are taking real risks that they are ineffective in combat and burn through resources that might have otherwise been used to aid the combat. From a GM side with unlimited resources it is trivial to throw wave after wave of enemies and just wait for the PC to fail a die roll to 'win'. Ambushing a PC with save vs. suck (without giving them hints or warnings like in A) is crappy, ranging on really really bad GMing if it slides to save vs. die.

THEN AGAIN Save vs. Suck is a great way to beef up lower level enemies. Having zombies or skeletons in the middle of a Stinking Cloud effect helps put a challenging twist on <1 CR opponents but the key is that if the PCs DO save then it is an easy encounter and if they don't it becomes level appropriate. The problem comes when it starts as a challenging encounter and if every PC fails their initial save it becomes a TPK encounter, that's when the GM has done a poor job imo.
Ventrikel
player, 8 posts
Swedish dude
on the hunt for AP!
Wed 19 Jul 2017
at 15:52
  • msg #83

Re: [RULES] Ask the DMs

Never really realized that "save or suck" is a thing, thanks for the discussion here :) I often find it hard playing wizards as a GM, like boss wizards... Feels like they have to be played like a magic the gathering blue control deck, with at least three spells taking effect without interruption and saves before they actually could have any control over the fight - and several effects being entirely up to RNG (either saves, or initiative).

Any advice on this? Also, could you specify further what "save or suck" would be?

From the wizard bosses I've played as a DM, I've many times seen enchantment spells that on a failed save take any potential from the targeted PC (hold person, dominate person)... And tactics like "stay 20 feet above the PCs" that make melee fighters have to switch to tactics where they lack versatility and perhaps cannot be very effective at all. Most of these fights I end up disabling the melee fighters (because they will threaten and interrupt spell casting, deal a lot of damage, and be vulnerable to both magically created distance (e.g. fly) and to will saves (echantments) ). It pretty much ends up in a scenario where if things go my way - one or several PCs will mostly be waiting for others to handle the fight... If they don't go my way, the wizard will be cornered and unable to do much of anything. Sort of an expanded save-or-suck, is my association :)

And I do play mostly pre-written paizo stuff. I'd prefer a fight where there would be waves of damage and effects going back and forth, where everyone could contribute... Something building tension, where every pc turn is very important.
triggersadness
player, 2 posts
Wed 19 Jul 2017
at 16:36
  • msg #84

Re: [RULES] Ask the DMs

By "Save or Suck" I meant any spell that effectively disables one or more members of the PC party from Color Spray to Feeblemind and anywhere in between.
Ventrikel
player, 9 posts
Swedish dude
on the hunt for AP!
Wed 19 Jul 2017
at 16:59
  • msg #85

Re: [RULES] Ask the DMs

That's what I thought... And that's the tactics most paizo wizards seem to be using! Although in the case of flying away or so, it might be more up to PCs to make sure they have several tactical options.
praguepride
player, 106 posts
He's proud
of Prague
Wed 19 Jul 2017
at 19:16
  • msg #86

Re: [RULES] Ask the DMs

A quick rundown of save or suck examples by level (note this is not all inclusive)

Low Level: Sleep and Color Spray. Both of these could result in a TPK if everyone fails their saves. Both are ALSO known as encounter enders from a GM perspective and beware a sorcerer with spell focus enchantment as they can get DC 16-20 sleep spells.

One thing of note that everyone always mistakes is that sleep is a 1 round cast, same as summoning so you can disrupt it.

Honorable Mentions: Charm and Hold spells of various kinds. The difference being these can only hit specific people. Could still be bad if you charm the party tank or hold the party's DPS glass cannon but one spell won't take down the whole party.


Mid Level: Confusion. Again if the whole party fails you're going to have a bad time facing this spell when the fighter starts using the wizard as an impromptu weapon to club your rogue to pieces.

Phantasmal Killer: A bad spell for a player and a mean spell for a GM. Two bad saves and a dead character? No thanks.

Icy Prison: Trap a character and ALSO deal tons of cold damage? Blech...

Stinking Cloud: Ugh..nauseated is an awful condition as it eliminates attacking. A possibly 5 round duration before metamagics means this could take key players out of the battle before it even starts.

High Level: finger of death is a nasty one. Fail your save and you take 90+ pts of damage BAM. Banshee's wail is the same thing except it hits everyone.

Honestly there are so many at this point not going to try and list them all but basically if you look at Illusion or Necromancy there are a bunch of "save or die" or "save or get dealt hundreds of damage" spells. A lot of necromancy is just 10 pts per level which at this level is potentially 90-130+ automatic damage.
Hunter
player, 11 posts
Thu 27 Jul 2017
at 01:45
  • msg #87

Re: [RULES] Ask the DMs

In reply to triggersadness (msg # 84):

I can do much the same thing with negative channeling.   Dice help the NPCs that confront an 8th level death cleric....
Pangea
player, 10 posts
Thu 27 Jul 2017
at 06:56
  • msg #88

Re: [RULES] Ask the DMs

quote:
Mid Level: Confusion. Again if the whole party fails

Confusion can be really tough even if you only have a couple PCs fail and then start attacking their own party.
Nu_Fenix
player, 11 posts
Thu 27 Jul 2017
at 10:39
  • msg #89

Re: [RULES] Ask the DMs

Can you Fight Defensively whilst using Aid Another in combat?

Can you use Combat Expertise whilst using Aid Another in combat?
praguepride
player, 108 posts
He's proud
of Prague
Thu 27 Jul 2017
at 12:40
  • msg #90

Re: [RULES] Ask the DMs

Relavent blurbs:
quote:
Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.


quote:
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.


quote:
Combat Expertise
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.


Seems like the answer is yes. If you use aid another and make a melee combat check you can apply all the normal modifiers you otherwise would to the check. You could power attack although it would be a waste.
Nu_Fenix
player, 12 posts
Thu 27 Jul 2017
at 16:58
  • msg #91

Re: [RULES] Ask the DMs

Huzzah!

Cheers praguepride!
Big Brother
player, 3 posts
Tue 1 Aug 2017
at 13:58
  • msg #92

Re: [RULES] Ask the DMs

I have what may be a stupid question. Are there multiple editions of Pathfinder?
Lord_Johnny
player, 10 posts
Tue 1 Aug 2017
at 14:09
  • msg #93

Re: [RULES] Ask the DMs

In reply to Big Brother (msg # 92):

I suppose that somewhat depends on what you mean by "editions". For instance, I have one of the first printed copies of the Core book, but later copies have some things that are worded a little differently or spelling mistakes corrected, etc. If that is what you mean by editions, then yes, there are multiple editions.


If you mean multiple editions the way, say, that there is AD&D, 3.5, 5th edition then no, there isn't multiple editions. It's just pathfinder, and there are multiple books like Ultimate Equipment, Ultimate Magic, etc, but not different editions.
Big Brother
player, 4 posts
Tue 1 Aug 2017
at 14:23
  • msg #94

Re: [RULES] Ask the DMs

Nope, I meant the latter sense. (Although I wish WoD would do a better job releasing new "editions" in the former sense and correct spelling ;)

Thanks, LJ!
Lord_Johnny
player, 11 posts
Tue 1 Aug 2017
at 14:29
  • msg #95

Re: [RULES] Ask the DMs

No worries! Happy to help!
bottleface
player, 5 posts
Tue 1 Aug 2017
at 17:35
  • msg #96

Re: [RULES] Ask the DMs

One thing I discovered when I started looking deeper into Pathfinder is that their original sourcebooks were for 3.5 before the PF system was fully developed.  A bit of research can tell you where the switch occurred (I don't remember offhand).
LonePaladin
player, 3 posts
Tue 1 Aug 2017
at 18:32
  • msg #97

Re: [RULES] Ask the DMs

The switch happened when WotC announced they were working on a 4th edition, and were effectively discontinuing support for 3.x at that time. (4E was still in development -- not even playtesting -- at the time.) They also stopped the print editions of Dragon and Dungeon Magazines, both of which were being published by Paizo.

The Paizo staff felt that 3.5 was still a perfectly viable system, and thanks to the OGL they had a way to continue support for it -- by making their own variant on it. They took the SRD and expanded on it, changing things they found problematic (like grappling and magic-item creation).

Technically, if there's something in a 3.5 book that doesn't have a Pathfinder conversion, you should still be able to use it as-is. That was the intention. But there are some things that Paizo can't rewrite, because they fall under WotC's intellectual property. That's why you don't see beholders or mind flayers in PF. (Not officially, anyway.)
Big Brother
player, 5 posts
Tue 1 Aug 2017
at 18:41
  • msg #98

Re: [RULES] Ask the DMs

So if I run a game, using my PDF copy of the PF, I can still use the dr20-whatsits?
praguepride
player, 111 posts
He's proud
of Prague
Tue 1 Aug 2017
at 19:47
  • msg #99

Re: [RULES] Ask the DMs

It's mostly compatible although the balance has been tweaked quite a bit. If you play fast and loose then there isn't a lot of thought that has to be done but if you're looking at some big epic fights it might be worthwhile to double check abilities and such to make sure things were eliminated or re-worded.
Big Brother
player, 6 posts
Tue 1 Aug 2017
at 19:52
  • msg #100

Re: [RULES] Ask the DMs

Pfft. If the PCs wanted to live they should have stayed at home. ;)
Lord_Johnny
player, 12 posts
Tue 1 Aug 2017
at 19:57
  • msg #101

Re: [RULES] Ask the DMs

Big Brother:
Pfft. If the PCs wanted to live they should have stayed at home. ;)

LOL I am so tempted to invite you to a game I'm putting together, just so I can use that line on you...
Big Brother
player, 7 posts
Tue 1 Aug 2017
at 20:08
  • msg #102

Re: [RULES] Ask the DMs

I'm game, if you don't me playing a suicidalish character. :) My catch-phrase will probably have to be "If I'd wanted to stay alive I'd have stayed in my village!" :)
mox
player, 7 posts
Sun 6 Aug 2017
at 16:32
  • msg #103

Re: [RULES] Ask the DMs

Big Brother:
Pfft. If the PCs wanted to live they should have stayed at home. ;)

That's funny, I need to remember that line.
praguepride
player, 112 posts
He's proud
of Prague
Mon 7 Aug 2017
at 15:22
  • msg #104

Re: [RULES] Ask the DMs

So joking aside this is the reason why the world isn't full of adventurers. In theory the PC's represent the 1% of the 1% of the world that is actually successful at being murder-hobos.

Putting it into modern perspectives, you could make a lot of money as a for-profit mercenary working in war zones like Afghanistan or Africa. You have these wealthy governments willing to just shower you with money if you can just make their problems go away but my guess is that has very little appeal to most people here.

For every adventuring party that succeeds there are probably 10 that die horrible deaths. 0-level funnel games are a great way of representing this.
Ventrikel
player, 11 posts
Swedish dude
on the hunt for AP!
Mon 7 Aug 2017
at 15:26
  • msg #105

Re: [RULES] Ask the DMs

praguepride:
Putting it into modern perspectives, you could make a lot of money as a for-profit mercenary working in war zones like Afghanistan or Africa. You have these wealthy governments willing to just shower you with money if you can just make their problems go away but my guess is that has very little appeal to most people here.

For every adventuring party that succeeds there are probably 10 that die horrible deaths.


And 10 that get to level two or three, find one magic item, then live out a couple of years of their lives as bandits or cruel leaders of small villages or cults as the temptations of their new powers and easy money/reputation/social power becomes too great :)
bashful_batrean
player, 20 posts
Mon 7 Aug 2017
at 16:03
  • msg #106

Re: [RULES] Ask the DMs

In reply to Ventrikel (msg # 105):

Except for the fact that PFRPG, D&D, and almost any other RPG is more reflective of heroes from fiction (books, folktales, movies) and as such the PCs are more reflective of the extraordinary abilities and accomplishments of heroic individuals from those tales in a world of 'average' folks otherwise.

True, most games just turn into murder-hobo escapades, but that is mostly due to the 'observer' Players not fully investing into the lives of their characters.  Mostly, we jump from action sequence to action sequence for experience and power gains rather than look at the longer term (and possibly more mundane/boring) route of helping build up a village or town, gaining experience by overcoming a problem through wits instead of combat (even OD&D allowed for experience to be gained by outwitting a creature or villain, death or killing it wasn't the only way to level) via adjudicating the disputes of subjects was too much like day to day reality and not the escapism that drives the hobby.

As such, it isn't really a valid comparison to modern mercenaries, as there are many more adventurers in the world by comparison.  (Unless of course, you treat each new party as being in their own unique reality/realm without any impact from previous campaigns or carryover to future ones.  But in that case, there would be no 'retired warriors' as tavern owners, no high-ranking wizards to seek out for training and few if any priests capable of restoring lost limbs or raising the dead, as these were certainly previous seekers of adventure and fortune.)

Just a thought.  :)
Lord_Johnny
player, 13 posts
Mon 7 Aug 2017
at 21:51
  • msg #107

Re: [RULES] Ask the DMs

bashful_batrean:
True, most games just turn into murder-hobo escapades, but that is mostly due to the 'observer' Players not fully investing into the lives of their characters.  Mostly, we jump from action sequence to action sequence for experience and power gains rather than look at the longer term (and possibly more mundane/boring) route of helping build up a village or town, gaining experience by overcoming a problem through wits instead of combat (even OD&D allowed for experience to be gained by outwitting a creature or villain, death or killing it wasn't the only way to level) via adjudicating the disputes of subjects was too much like day to day reality and not the escapism that drives the hobby.



As a bit of a random aside, my wife is actually running a game for me in which the world has just suffered it's "final" great war between the forces of light and darkness, with all of the great arch demons being sealed away in a great battle.

Turns out my character is the decedent of a long line of Dukes and has recently reclaimed his Duchy...after it was abandoned 300 years ago. Its...been interesting trying to rebuild. I've inherited something like 5M gp...and am spending them like water trying to rebuild the duchy in various ways.
All while getting to contend with neighbors who are either locked in 3 way civil wars, traitors to the High King, or who's lands are also abandoned and thus are the refuges of those things less scrupulous. It's definitely an adventure even without the combat!
bashful_batrean
player, 21 posts
Mon 7 Aug 2017
at 22:09
  • msg #108

Re: [RULES] Ask the DMs

In reply to Lord_Johnny (msg # 107):

*applauds*


It's funny, one of my fondest gaming moments was when my naive character wandering from home for the first time was invited to dine at a noble's manor.  The GM gave vivid descriptions of a seven course meal along with all the amenities that would seem commonplace to a noble but extravagant for a villager like my character.  It was a lot of fun and was entirely a social interaction.

Similarly, in the game I'm currently running one of the PC's played right in-character and caught me off-guard when as a noble he called a tribunal in a small village in order to settle disputes that were causing dissension.  It might've gone a bit slow, but overall I thought it was a clever approach to the problem at hand.
Ventrikel
player, 16 posts
Swedish dude.
Tue 22 Aug 2017
at 10:23
  • msg #109

Re: [RULES] Ask the DMs

PCs rarely if ever flee, in my experience.
Probably partly because it's tough with the rules: withdraw, and the enemies will charge you with bonus to hit. Run, and they get AoOs and diminished AC to counteract increased range. But also because few campaigns are built in a way that lets the pcs meet a very high level enemy in a threatening situation that they should not be able to beat. The players in my campaign do think in rational, strategic, and in character ways and for sure don't want to just kill everything...
But I want to make them flee.
They have an obvious enemy with many underlings, the most common of which have already fallen at the axes, swords and fireballs of my players. They have been talking about infiltrating and attacking the organization of this enemy... But they won't make it if they do. Where our story is at now, I want to harass them and make them feel like they have to find safer places, more allies, better strategies. There are many situations this can happen in, many levels in they've built connections and lives. The burial site of a former PC, social gatherings, meeting with their strongest allies - such situations could easily be made unsafe and uncomfortable with the help of this enemy organization. Even their home? One PC just invested in a building to use for living in, researching, and probably to aid others in need. But I'm not sure what the outcome would be of repeated attacks.

My main plan this far is to mount a large scale attack with common enemies led by a leveled up leader, on a large social, festive gathering. They've created allies who may very well join in the defense, commoners against commoners but the odds will be against the good guys. Many casualties, making even a win into a loss. In addition, the constant threat of encountering enemies wherever they go.
I could also prepare an encounter area they will likely visit in many, many levels... In case they want to attack the organization. They'd quite quickly realize the struggle they're up against only to make it inside... But I don't want this to be just "combat is too tough, lets go level up elsewhere".

How would you do this: scare the pcs into fleeing? Ideas for creating a threatening atmosphere as well as for specific encounters and stories, experiences from your own games are welcome.
Hunter
player, 14 posts
Tue 22 Aug 2017
at 11:35
  • msg #110

Re: [RULES] Ask the DMs

In reply to Ventrikel (msg # 109):

I think that a large part of that stems from "XP=Killing stuff."
bashful_batrean
player, 24 posts
Tue 22 Aug 2017
at 11:42
  • msg #111

Re: [RULES] Ask the DMs

First off, increased numbers of opponents rarely scares/drives off PCs.  The players see it as a challenge and look for ways to overcome it.

Unless you wake them up in the middle of the night with a trusted servant or friend trying to usher them out to safety because the region has already fallen to the enemy, they'll want to try to take out the leaders and disorganize the larger band.

A more viable option might be to hit them where it hurts.  Have intelligent adversaries who subvert the PCs' companions.  Have them stage shake downs or unfavorable policies in the name of the PCs.  Frame them or set them up so respectable legal authorities and citizens are looking to lock them up with execution or banishment pending.

Unbeatable odds usually only happen when the PCs are alone and dreadfully outnumbered with limited resources.
This message had punctuation tweaked by the player at 11:43, Tue 22 Aug 2017.
bashful_batrean
player, 25 posts
Tue 22 Aug 2017
at 11:50
  • msg #112

Re: [RULES] Ask the DMs

In reply to Hunter (msg # 110):

I need to go back and verify PF verbiage, but in the original forms the mechanic was XP gained for defeating or overcoming, killing isn't the only option.  Outsmarting a dragon via words and a binding contract or oath should be rewarded the same way a killing it.

Yes, the mentality is "kills = xp", but as GMs we have the ability to alter that perception.

(Not saying mass melees with high body counts can't be rewarding, but that we shouldn't reward only that solution.)
JediMaster007
player, 14 posts
Tue 22 Aug 2017
at 12:26
  • msg #113

Re: [RULES] Ask the DMs

@Ventrikal

Context: Build up and surprise seem to be common for most people as DMs.  I've found it doesn't work so well.  Trying to make PCs play as someone who has to flee goes against the very core of most gamers.  They have to (or would have to) in real life, so why do they want to do it as a character?  How many times have you encountered players getting butthurt because of the dice?  Or because you've told them they can't play something?  I've literally had someone tell me my game wasn't for them because I wouldn't let them play a gnoll pirate with an airship.  And when I said, "No.  Nobody likes Gnolls and you'd probably end up dead and murdered within 30 minutes of game time.  There is no such thing as an airship."  I literally got called a racist.  When someone tried to come at me with a half-halfling/half dragon character, I was like, "No."  Then I had to spell it out because no wasn't an appropriate answer.  Those who play in my games quickly realize that if they play by my rules, and go through my hoops, they will end up with a really sweet character.  The guy playing the Samurai, Sugi, in my current game was all, "Meh" because the class was underpowered to him.  Until he took the time to look at the adjustments I was making to his Kai Smite, the Armor Training, and my House Rules on the Toughness feat tree.  As a 7th level character, he's sitting on a Con of 22 or 24, and has something like 150hps.  He's all like, "Bring the pain bitches, I feel none!  My name is TANK!"

That may not seem relevant to the above.  But it is.  It's the lead in.

1.  It isn't you the DM vs the Players.  It's more like Director + Actors.
2.  Trust.  If your players know you as the DM aren't going to screw them, but make them all sweet and awesome if they follow your path they're much more likely to take their lumps, bruises, and having to run away moments in stride.
3.  Communicate.  You're trying to tell them a good story.  So don't keep your cards so close to your chest.  Feel free to reveal them from time to time.  Not only does it give the players, who are actors on your set an idea of what they are supposed to do, it allows you the DM to gauge their responses ahead of time so you can be prepared for the reactions.  If something is going to bomb, you know to fix it.  If something is going to work out and the PIQ (player in question) likes it, you know you've struck gold and can then take the money and run.

Something like this is how I do it.  "Hey Selenia.  I know you're a bad ass, but I've got this idea on how I want to give you that direct line of communication to your father that you've been wanting.  I also want to introduce you to an awesome, high level potential cohort that will tie you into NPC X, Y, and player Z.  I need you to grit your teeth and bear with this just a few more posts.  Don't worry, I'm not going to wreck your life.  I just need you to have your character drop her guard for a minute.  I'll give you a PM when it's your cue to do it."
Selenia's player responded with something like this.  "Oooh.  Interesting.  Okay."

Soooo much better than a sudden surprise and a you vs me feel to it.  I personally, as a player, work that way too.  Tell me what you want me to do.  Let me know, so I can respond accordingly with my posts (etc).  I'm not worried about being surprised or not.  I'm also not going to call you out on fudging things or giving me the shaft, either, because I already know I'm supposed to get my ass kicked so the three hobgoblins that did it come off as real bad asses under the bigger bad ass boss in the next scene.

Does that make sense or help?
This message was last edited by the player at 12:26, Tue 22 Aug 2017.
Ventrikel
player, 17 posts
Swedish dude.
Tue 22 Aug 2017
at 12:28
  • msg #114

Re: [RULES] Ask the DMs

In reply to bashful_batrean (msg # 111):

Excellent input! Having a trusted ally get them out of there, and if they need to experience the threat themselves, make it a more social threat rather than physical...
Ventrikel
player, 18 posts
Swedish dude.
Tue 22 Aug 2017
at 12:58
  • msg #115

Re: [RULES] Ask the DMs

In reply to JediMaster007 (msg # 113):

Makes sense for sure! Takes me out of my comfort zone too, for sure! :) That is some great stuff to think about, both when it comes to working with the players to make it better for them, and when it comes to working with them to make the story better... And how to translate that into my roll20 game, with mics and all. I don't have too much time to think and respond now, but... Communication with less build up and surprise, to tell a story better - does it work as well if you talk to the whole group and not to individuals? Like, I could post in our play-by-post in between sessions, describe the threat they're experiencing. But that could just build up more of a challenge for the characters to react to. I could tell them outside the roleplaying that the situation is very threatening to their characters, and that that's an important part of the story... But I feel like I should convey that part of the story in the story. Or I could communicate to individuals, with more attention to what their characters do, how it might affect them individually. Takes more work of course, and I would leave it up to them to individually bring it up in the game.
JediMaster007
player, 15 posts
Tue 22 Aug 2017
at 13:07
  • msg #116

Re: [RULES] Ask the DMs

Do both?  I personally find it doesn't matter if the whole group knows about something pertaining to one specific character unless you've got the sort that uses ooc info ic.  That's a permaban offense to me though, so my players are aware of that and don't do it.
Big Brother
player, 11 posts
Tue 22 Aug 2017
at 13:16
  • msg #117

Re: [RULES] Ask the DMs

bashful_batrean:
I need to go back and verify PF verbiage, but in the original forms the mechanic was XP gained for defeating or overcoming, killing isn't the only option.  Outsmarting a dragon via words and a binding contract or oath should be rewarded the same way a killing it.

That's one of the things I always liked about Earthdawn, and I'd treat PF the same way (even if I had to house rule it). A defeat is a defeat; that doesn't require innards all over the floor. Besides, killing a ten thousand year old dragon might be impressive, but it's nothing compared to winning a contest of wits against it.

That doesn't fix the problem of "run away = death from behind" but it does eliminate the players viewing everything as a potential fight by default. IMO, fighting should rarely be the first, and almost never the only, solution (although admittedly there are times - Horrors, in Earthdawn, for example).
praguepride
player, 119 posts
He's proud
of Prague
Tue 22 Aug 2017
at 15:45
  • msg #118

Re: [RULES] Ask the DMs

I often reference other media for how to direct the scene. It is a common story arc for heroes to encounter villains too early for them to defeat so there is a big scene where they have to "escape" from the villain some how. This can be done in a variety of ways and there isn't a "right" answer but these can all go right or wrong based on the writing/tone/foreshadowing etc.

  • The Deus Ex Machina - Ally Edition: The heroes are on the ropes but an ally (known or unknown) jumps in and holds off the enemy allowing them to escape. Very common way to introduce a new ally or have the guards run in.

  • The Deus Ex Machina - Enemy Edition: A twist is that the heroes might not be the ONLY enemies of the big bad. As seen in Baldur's Gate 2 intro where a 3rd party (that is also evil) attacks the big bad at just the right time to cause enough of a distraction to escape. I kind of like this one better just because it helps set up another potential actor and doesn't feel quite as gimmicky as the above option.

  • The Deus Ex Machina - Environmental Edition: An earthquake or a gas explosion or a tunnel collapse creates a physical barrier allowing the group to retreat thanks to the distance or danger the environment itself presents. Could also be a rogue animal attack or something like that.

  • The Deus Ex Machina - Dream Sequence: PSYCHE! It was all a dream or omen. Great if you have an oracle/seer type character but basically you TPK the party, rewind to the beginning of the day and see how they react from there. This usually requires a very good explanation of why you pulled this crap. An oracle/seer is one way, if you're on a divine quest perhaps they give you a glimpse of the future. If a character has divination spells perhaps it went haywire and what the heroes did was all based upon that spell. Can also be done really poorly (see the last Twilight movie) so you'd better have some solid writing behind this one beyond "this is your mulligan"

  • Big Bad's Sadistic Gloating - I could kill you but I think it's better if you live with your failure. This has to be foreshadowed as a personality trait of an arrogant big bad or one who wants a challenge. The heroes are ants in his eyes and he either doesn't want to lower himself to killing them (not as likely) or wants them to spend their lifetime building for revenge only to have him crush them again. I don't like this one very much but if you have a very specific kind of sadist or a 'bored' big bad who wants a challenge this can be an option.

  • Big Bad's Incompetent Underlings - A twist on the above but better suited in most cases. The big bad could kill the players but that would be inconvenient for him for various reasons: He doesn't want to get his hands dirty, he has better places to be, he doesn't actually enjoy watching people die, he wants to give his underlings something to do etc. The underlings then move the PCs to a new location (or the bulk of the Big Bad's forces leave) and then suddenly there is an opportunity for escape. The PC's spot a dropped dagger while the underlings argue about which way to go. This would be more of a cinematic scene rather then a combat scene with lots of bluff and stealth checks rather then trying to attack ropes in combat. I like this if you are up for running a non-combat combat encounter as it can be very tense for PC's to try and free themselves from under the noses of their guardians but "dumb" PCs who just smash everything will struggle with this kind of scenario that requires subtly. This is exemplified in the tropes of the unnecessarily slow and convoluted death trap where the incompetent underling is replaced by an incompetent death chamber.

  • Big Bad's Long Con - Another twist on the gloating one. In this case the Big Bad makes some speech about how he's going to let the heroes live but it's not that he wants them to take revenge but because he secretly needs them for some reason. Maybe he's setting them up to be patsies, maybe there is some barrier or obstacle in his plans that requires the group. Maybe he releases them as a favor to turn the heroes into unwilling agents for his own purpose. This was an exemplified in movies like Ocean's 12 where the big bad has the group dead-to-rights and basically says "you can die now or you can do a job for me and we'll call it even."

This message was last edited by the player at 15:47, Tue 22 Aug 2017.
Toddy Shelfungus
player, 3 posts
Tue 22 Aug 2017
at 21:10
  • msg #119

Re: [RULES] Ask the DMs

Ventrikel:
PCs rarely if ever flee,. . .
Probably partly because it's tough with the rules: withdraw, and the enemies will charge you with bonus to hit. . . . rategic, and in character ways and for sure don't want to just kill everything...


Offer them a "Gift", a way to fall back, and have others take the hit.

Ventrikel:
But I want to make them flee.
They have an obvious enemy with many underlings, the most common of which have already fallen at the axes, swords and fireballs of my players. They have been talking about infiltrating and attacking the organization of. . .


Give them a reason to consider Running.. a Win

They are fighting an organization- give them one.

   A captive's cohort a young gentlewoman with a dueling blade, comes to ask the group to rescue a their grand-duchess.  The grand duchesses servants not (armsmen) are willing to throw up a [sacrificial] blocking action [they.. the servant are not planning on surviving.. arranging not to] the Cohort is planning on leading the counter attack.. but is drugged by the Grand Duchesses Nanny a Five year old girl with 19 Cha and only surviver and holder of the magical Blood Throne [ownership by blood] of a very small very high mountain valley duchy and the magical throne cut into the mountain.  She was gifted one level of Noble class, [yes.. she has field plate it was supposed to be play but the Nanny arranged better], and the throne gives an automatic Leadership Feat and a level bonus to that feat only. plus another such level bonus for NPC class leadership.  actually sitting on the throne gives a plus to diplomacy & ...
  The Nanny [the last and youngest of the Valley's, counter assassins] administers servants their slow-poison draughts and her own, then hands out the poisoned blades, and drugs the Cohort "Our dear Girl can't lose us all" take her with you, also.

Ventrikel:
How would you do this: scare the PCs into fleeing? Ideas for creating a threatening atmosphere as well as for specific encounters and stories, experiences from your own games are welcome.


You make the life of that little girl the treasure, she has the blood that owns the throne [blood throne].  She can hire them as Court Staff giving positions that allow them to run, groups [profession] while she
holds the throne. All that goes away if she is killed, and they just watched ?? people die to get her free.

Just a suggestion.
This message was last edited by the player at 11:55, Wed 23 Aug 2017.
Lord_Johnny
player, 20 posts
Tue 22 Aug 2017
at 21:55
  • msg #120

Re: [RULES] Ask the DMs

You might also consider wave tactics. A hard fight, but one they can win. They have just survived the fight and hear more enemies in route. Let them spot whatever it is they are after, have time to grab it, and get out before the enemy "reinforcements" get there. If they don't choose that option...well stupidity has real world consequences too.
Ventrikel
player, 19 posts
Swedish dude.
Sat 26 Aug 2017
at 09:58
  • msg #121

Re: [RULES] Ask the DMs

praguepride:
  • The Deus Ex Machina - Dream Sequence: PSYCHE! It was all a dream or omen. Great if you have an oracle/seer type character but basically you TPK the party, rewind to the beginning of the day and see how they react from there. This usually requires a very good explanation of why you pulled this crap. An oracle/seer is one way, if you're on a divine quest perhaps they give you a glimpse of the future. If a character has divination spells perhaps it went haywire and what the heroes did was all based upon that spell. Can also be done really poorly (see the last Twilight movie) so you'd better have some solid writing behind this one beyond "this is your mulligan"


Haha, I might just do this! A PC with strong divination magic just entered the story... But yeah, solid writing!
LonePaladin
player, 11 posts
Sun 27 Aug 2017
at 05:19
  • msg #122

Re: [RULES] Ask the DMs

The Dream Sequence can actually be a very good storytelling tool in an RPG if the players come into it knowingly. Make it clear from the onset that they're playing out a dream, or viewing a premonition, or acting out events in the distant past. Describe the situation they're in, and whether or not anything is different -- then see where they go with it.
JediMaster007
player, 18 posts
Sun 27 Aug 2017
at 14:58
  • msg #123

Re: [RULES] Ask the DMs

I am not usually a fan of dream sequences because of the above mentioned poor execution. But I cede a lot of people do like them and they can be used to really get points across. Similar to the dream sequence is the villain's revelation... one in which the villain tells the pc or party what will happen if they do x,y,or z. And they see it too.

But I am a big fan of villains being right, heroes being wrong, and grey moral areas. "Shepard, doesn't the bible have something to say about killing?" "Oh it surely does, but its a might fuzzy on the subject of kneecaps."

"You know what I think of you hero? I think you're a half measure. A coward. A coward who doesn't have the guts to make the tough call. A coward who doesn't have what it takes to finish the job and put this scum six feet underground. I think you're scared. You're scared because you know the truth, paladin. You're one really bad day away from becoming me!" *queue Punisher theme with Thug Life 8-bit shades*

That is the type of stuff I do to my players. I make them defend their positions and beliefs verbally when I don't really want to thrash them in a combat scene.
praguepride
player, 122 posts
He's proud
of Prague
Mon 28 Aug 2017
at 03:10
  • msg #124

Re: [RULES] Ask the DMs

A sneaky tactic I have seen used is to have the GM "cut" to a cutscene that the players get information but their characters don't.

Basically you cut to an interlude and the scene shifts to the other side of the door where there is overwhelming odds. Cut back to the PCs where suddenly everyone is feeling like maybe they should not kick the door in and maybe regroup and plan out an actual attack.

This isn't something that works for all players, some players are very committed to in-game vs. out-of-game knowledge however most players lie somewhere in between and a cutscene can both help set the mood and provide a cinematic way for the GM to say "You really don't want to do that."
JediMaster007
player, 19 posts
Mon 28 Aug 2017
at 05:28
  • msg #125

Re: [RULES] Ask the DMs

Been peeping my cut scene thread have you? ;)
praguepride
player, 123 posts
He's proud
of Prague
Mon 28 Aug 2017
at 16:14
  • msg #126

Re: [RULES] Ask the DMs

Noooo....
>_>
<_<
>_>
/throws smokestick and escapes in the confusion


In all seriousness I remember old, old adventure modules that used this as part of the narration that you read to your players. Shadowy scenes meant to ramp up tension and foreshadow. I think I read some in D&D and AD&D modules but honestly it's all going back 20+ years so I don't recall specifics.

What made me think of it was humorous D&D based comedies like The Gamers or Order of the Stick (like this one: http://www.giantitp.com/comics/oots0036.html) where the reader/viewer is given information that the character's don't have.

This is called dramatic irony.
LonePaladin
player, 12 posts
Mon 28 Aug 2017
at 18:05
  • msg #127

Re: [RULES] Ask the DMs

Here's a way to foreshadow a threat: let the players run some NPCs through a scene, then have the monster brutally murder them.

Explain that you're setting a scene, and give the players cards with descriptions of various NPCs. A couple guards, an innkeeper, a kid, the blacksmith. Each card has a name, the essential stats (class and level, AC, hit points, gear), a few personality traits. Let them do some roleplaying with this for a bit, then have the Monster of the Week turn up and start mauling them.

Let them try to defend themselves, but ultimately lose one by one. Play up the horror, the futility. Then, when the last NPC is dead, give the players a bit to let it soak in.

Then go back to the regular game. Try to time it so that two or three sessions later, the PCs go to the town that got attacked.
LoreGuard
player, 7 posts
Mon 28 Aug 2017
at 18:12
  • msg #128

Re: [RULES] Ask the DMs

Have some distinctive equipment or scene components that would be hart to forget.  You could also potentially provide some psychometric item that causes them as characters to have nightmares portraying the scene that happened to the NPCs.
LonePaladin
player, 13 posts
Mon 28 Aug 2017
at 20:15
  • msg #129

Re: [RULES] Ask the DMs

You shouldn't even have to resort to either of those. Just have the PCs run into the aftermath, and they're likely to recognize some of the elements if you describe it well enough.
Big Brother
player, 13 posts
Fri 22 Sep 2017
at 13:59
  • msg #130

Re: [RULES] Ask the DMs

(This note references this page: http://www.d20pfsrd.com/classe...Combat-Style-Feat-Ex-)

I'm in a game here on RPOL where I'm trying to get something cleared up for me, and I know that the GM there watches here. I'm fine with whatever he rules (it's his game, after all). I'd just like to get some thoughts from the peanut gallery (that's you lot) on how [Ranger] Combat Styles and prerequisites work.

Under normal circumstances prerequisites are just that: things required to be taken before you can take something else. The situation is as follows:

I wanted my dwarven Ranger (leveling up to level 2) to take Precise Shot (Crossbow). However, I noticed it has the prerequisite Point-Black Shot, which is not listed under the Ranger Combat Styles and Feats for crossbow (it is listed for Archery - perhaps a mistake on the web page?). Furthermore, as a result of that, I am essentially required to take Deadly Aim, as either I do not meet the prerequisites or I already have the Feats offered. (I have nothing against Deadly Aim mind, I just find shooting into party members without accidentally hitting them to be both more useful and less likely to get my innocent dwarven behind kicked ;).

Ordinarily, I'd be all, "Well, guess I'm SOL." But then I also read this:

"Underhanded" (italics mine):
The character can choose from the following list whenever he gains a combat style feat. If he chooses Combat Expertise, he counts as having 13 Intelligence for the purpose of selecting that feat and others that have Combat Expertise as a prerequisite:


However, the prerequisite for Combat Expertise is already Int 13. What that says to me is you can take Combat Expertise without having the prerequisite Int 13. (Note that I have no interest in that particular ranger combat style for this character, but it's what caused me to think that maybe the normal rules on prerequisites didn't apply.)

Question is: am I reading it wrong? Are prerequisites overridden by the nature of the Combat Style Feat? That seems weird to me, but the only other explanation I see is that the web site has an error and Point-Blank Shot is missing.
Ventrikel
player, 27 posts
Swedish dude.
Fri 22 Sep 2017
at 14:07
  • msg #131

Re: [RULES] Ask the DMs

Combat Style Feat, Ranger Class:
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

That's the awesome thing about those feats! No need to place PBS there, just take it with a normal feat if you want it or need it later :)
Ventrikel
player, 28 posts
Swedish dude.
Fri 22 Sep 2017
at 14:09
  • msg #132

Re: [RULES] Ask the DMs

Meaning on level 6 you can take Improved Precise Shot as a combat style feat, and that's normally not available until level 11. (to demonstrate an example with a, in my opinion, more extreme prerequisite)
This message was last edited by the player at 14:10, Fri 22 Sept 2017.
JediMaster007
player, 31 posts
Thu 28 Sep 2017
at 16:35
  • msg #133

Re: [RULES] Ask the DMs

How did you not end up taking PBS to begin with?  As a DM I'd have pointed out to you really early on during your character creation that it's a prerequisite for almost every other ranged combat feat, and it's arguably one of the most useful feats you can take at a low level.  It's an instant +1 attack and damage on any ranged attack with any ranged weapon out to 30.  That includes... Scorching Rays, Lesser Orbs of Cold, Crossbows, Throwing Daggers, Javelins, Composite Longbows, Shortspears, etc.
Big Brother
player, 14 posts
Thu 28 Sep 2017
at 18:40
  • msg #134

Re: [RULES] Ask the DMs

All the characters are those pre-created Paizo creations. So for the answer to that you'd have to ask them, alas.
praguepride
player, 133 posts
He's proud
of Prague
Thu 28 Sep 2017
at 19:36
  • msg #135

Re: [RULES] Ask the DMs

For people who BUILT THE GAME it is always surprising when they do weird weird things to their pre-constructed characters.

Just...weird weird things.
Lord_Johnny
player, 26 posts
Fri 29 Sep 2017
at 20:34
  • msg #136

Re: [RULES] Ask the DMs

Yeah, I agree. I'd think that they'd have the best insights to how to get characters specialized. Not saying Min-Maxing, just specialized.
Ventrikel
player, 29 posts
Swedish dude.
Fri 29 Sep 2017
at 21:09
  • msg #137

Re: [RULES] Ask the DMs

Well, I think a ranger can be quite specialized without PBS. With Deadly Aim taken outside of Bonus Style Feats, the ranger could still be an effective archer - while not as effective as one diving deep into the feat tree - with specialized abilites, but also take a couple of feats that are useful in other situations.
praguepride
player, 134 posts
He's proud
of Prague
Fri 29 Sep 2017
at 21:32
  • msg #138

Re: [RULES] Ask the DMs

I'm not saying their choices are bad I just think that for iconic characters published everywhere they should be relatively straightforward to be easy to tweak but also showcase what that class can do.
Ventrikel
player, 30 posts
Swedish dude.
Fri 29 Sep 2017
at 21:46
  • msg #139

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 138):

Haha yeah, I agree :) And PBS is without a doubt on top-5 straightforward feats :P
JediMaster007
player, 32 posts
Sat 30 Sep 2017
at 13:47
  • msg #140

Re: [RULES] Ask the DMs

I take this back to a previous conversation about Fighters. I personally prefer "golf club" style fighters who are good in every fight, regardless of situation. But if you -do- want to specialize in a specific style (that doesn't use magic, of course) a Fighter will still always do it better than the class "that does it."

Take the Archery Ranger... You get how many feats to help you be a boss by... lets say 8th level? As a Fighter (assuming you're using a standard race without an ECL) you have a minimum of 9. 10 if you're a human. You've also got your weapon and armor training, which is a big deal since the Ranger doesn't use heavy armor and has to burn feats for the same effects as weapon training...

Everything you can do with that bow, I can also do. I can probably do even more archery tricks than you since I didn't cough up feats for extra abilities that don't really help me out. But where you fall off is everything without that bow... while I still excel. Ok. Lets drop the bow and draw swords. I'm still going to be better. Axes? Same thing. Bare knuckles? Ha. Please. I bet you didn't even consider taking Improved Unarmed Strike. I had the feat to burn. You didn't. Thus, I do what you do, but I'm even better at it because I can do it in armor, I don't need a pet, and those extra skillpoints don't actually help in (most) combat situations.

"But Roleplaying..."  Ok. I'm with you. I don't need to be kicking something's arse every scene to roleplay. I can swill beer in the tavern, grumble about the cold in transit, and flirt with the Dryad with the best of them... and I don't need abilities on a character sheet to do it. I can do it through dint of personality and real life experience / charisma.

So... I take a "bottom tier" (whatever that is supposed to mean) character and through play proove that I am not bottom tier at all, but rather a showcase character. It has nothing to do with what game designers intended, political statements about violence, or even players who "don't like bullies." Nor is it min/maxed or broken.

In summary, if a player is trying to make a combat character that does a specific thing or follows a specific type of style, you can recommend an archery ranger, but a Fighter is still a better (and easier on the DM) choice.

Those are my ten cents anyway (because my two cents is free).
triggersadness
player, 8 posts
Sat 30 Sep 2017
at 15:51
  • msg #141

Re: [RULES] Ask the DMs

No doubt Jedi, I think the main benefit of the Ranger is actually all the skill ranks. The biggest weakness of a fighter is their lack of class skills and skills per level.

The ranger is a historically complicated class and as far as pure combat goes, is a tier below fighter in my opinion.

As you’ve said before mechanics aren’t as important as how you play the role.
MetalliBear
player, 2 posts
Tue 21 Nov 2017
at 03:40
  • msg #142

Re: [RULES] Ask the DMs

So, I've been trying to find something like this, and it's really hard to find. Is there a legit, RAW way to become an object? Like, Polymorph, but as an object? I want to make a character who can hide as a barrel, or a coat rack, or whatever. Think Prop Hunt in Pathfinder.
Hunter
player, 34 posts
Captain
Oblivous!
Tue 21 Nov 2017
at 04:08
  • msg #143

Re: [RULES] Ask the DMs

MetalliBear:
So, I've been trying to find something like this, and it's really hard to find. Is there a legit, RAW way to become an object? Like, Polymorph, but as an object? I want to make a character who can hide as a barrel, or a coat rack, or whatever. Think Prop Hunt in Pathfinder.


You'd need something like http://www.d20pfsrd.com/magic/...olymorph-any-object/.    I don't recall anything like it in the race guide, but you might convince a really forgiving GM to let you have it as a rogue talent or something.
This message was last edited by the player at 04:17, Tue 21 Nov 2017.
MetalliBear
player, 3 posts
Tue 21 Nov 2017
at 04:16
  • msg #144

Re: [RULES] Ask the DMs

In reply to Hunter (msg # 143):

Yeah, I did find that spell. It's 8th level, and this game starts us at level 1 and ends around level 10. This DM is a friend that I can easily convince to let me do anything, but I don't want to get anything unbalanced. And ideas on how to make that a balanced ability I could get?

Still open to RAW ways, if anyone has one, for a lower level to turn himself into an object temporarily
Hunter
player, 35 posts
Captain
Oblivous!
Tue 21 Nov 2017
at 05:01
  • msg #145

Re: [RULES] Ask the DMs

You could just ask your DM to house rule it, maybe with a limited time of effect and/or as a stealth check to determine how good the transformation is.
Nyoze
player, 17 posts
Tue 21 Nov 2017
at 05:13
  • msg #146

Re: [RULES] Ask the DMs

Very very expensive, but it is possible to craft an item to cast this spell at will.

Maybe you could happen upon a cloak someone created and left laying around where they shouldn't of. you know, in a vault behind locked doors and armed guards?

Check http://www.d20pfsrd.com/Magic-...ating-Wondrous-Items for details, but as a guide, it will be a wonderous item, with command word spell effect.  For an 8th level spell, this will be aprox 250k work of gold.
Jobe00
player, 6 posts
Role-playing
Game Mechanic
Tue 21 Nov 2017
at 08:15
  • msg #147

Re: [RULES] Ask the DMs

Easiest option is to get away from polymorph effects to illusions for a similar effect.
This message had punctuation tweaked by the player at 02:26, Thu 23 Nov 2017.
Lekol
player, 12 posts
Sat 9 Dec 2017
at 20:03
  • msg #148

Re: [RULES] Ask the DMs

quick question rolling a master summoner,  my google/faq foo may be off or I am just over thinking it,  the eidolon's evolutions do they open up on my actual level or the adjusted level used for evo points and the such?

thank you
Crusader
player, 10 posts
Sat 9 Dec 2017
at 20:52
  • msg #149

Re: [RULES] Ask the DMs

Short: The Eidolon evolutions open up at certain Summoner levels (not Eidolon levels).

Example: The Eidolon Table shows how many evolution points you have to spend on your eidolon, using your summoner level divided by 2, rounded down. So a level 9 Master Summoner has a level 4 Eidolon, but it can still take the Large evolution, which requires a level 8 Summoner.
This message was last edited by the player at 20:58, Sat 09 Dec 2017.
Lekol
player, 13 posts
Sat 9 Dec 2017
at 21:05
  • msg #150

Re: [RULES] Ask the DMs

That's what I thought but hate to spend time working a build out just get shot down, any FAQ or is it just common knowledge?
Crusader
player, 11 posts
Sat 9 Dec 2017
at 21:38
  • msg #151

Re: [RULES] Ask the DMs

The text in the evolution specifically mentions the required Summoner level. (As opposed to character level, Eidolon level, etc).
Lekol
player, 14 posts
Sat 9 Dec 2017
at 21:42
  • msg #152

Re: [RULES] Ask the DMs

Thank you
Lekol
player, 15 posts
Fri 15 Dec 2017
at 01:29
  • msg #153

Re: [RULES] Ask the DMs

I need to bother the community again same charracter as above is doing a solo campaign of sorts I plan on taking Leadership to increase the "party size" and just fill out skills and such that need shoring up.  For the cohort I am restricted to NPC classes so of course will be choosing the Adept while building the familiar ran across the Rattling for cheese I think that would be awesome to use but it's ability to use scrolls is not defined well.  Would it use Master's CL? I doubt it would be the SLA CL, animals base HD?

Any ideas or shared knowledge is appreciated.
bottleface
player, 15 posts
Fri 15 Dec 2017
at 05:22
  • msg #154

Re: [RULES] Ask the DMs

Is it a house rule for the game you're in that you have to choose an NPC class?
Lekol
player, 16 posts
Fri 15 Dec 2017
at 06:18
  • msg #155

Re: [RULES] Ask the DMs

Yes
Lekol
player, 17 posts
Sun 17 Dec 2017
at 02:52
  • msg #156

Re: [RULES] Ask the DMs

after reading and rereading Rattling and scroll activation many more times it hit me.  CL would be 0, it is a familiar not supposed to be a game changer and the DC on the scrolls CL check is only scroll CL + 1 so with a D20 roll hitting a 6/7 (Cleric/sorcerer spell of 3rd lvl base CHA is 13) should not be difficult.

is this right or am I barking up the wrong tree?
praguepride
player, 154 posts
He's proud
of Prague
Sun 17 Dec 2017
at 07:54
  • msg #157

Re: [RULES] Ask the DMs

A Ratling is considered CL 6.

quote:
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name.


And on the Ratling stat block:

quote:
Spell-Like Abilities (CL 6th; concentration +7)



As for ability scores, that would depend on the class it is emulating, imo. If it's casting a pure cleric spell then Wisdom, if a Bard spell then Charisma, if a Wizard spell then Intelligence.

It's the same thing if you're a multi-class character. If you're a Wizard 2 / Cleric 2 you don't get to use your wisdom when casting arcane spells.

The ability doesn't specify anything else so that is the cleanest ruling I could think of. Basically it can cast any scroll spell of 3rd level or lower no problem and has to make an appropriate CL check for higher level spells which feels appropriate.
This message was last edited by the player at 07:55, Sun 17 Dec 2017.
Ventrikel
player, 56 posts
Swedish dude.
Sun 4 Mar 2018
at 16:26
  • msg #158

[RULES] Ask the DMs

Grab + Constrict

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).


Now that I read this again, it is quite clearly stated... But, still. Do you guys play it this way? A monster, say a crab, attacks the PC. Hits with the claw, deals big damage cuz high strength. Hits with grab. PC does not succeed on getting away. Next round, roll that CMB with +5 due to already grappling. After this roll, the crab deals BOTH Claw damage AND Constrict damage (which generally is claw damage).

With some creatures, grabbing is penalizing since they then get minus to hit with their other two-three attacks... But for some creatures it's not like that. I'm preparing a creature that will attack with one (1) tentacle. The tentacle will thus, on maintaining grapple, not only hold the enemy but also deal damage as from two attacks! With a couple of these monsters, it could very well be TPK - even though it's paizo material I'm running.

Thoughts, experiences on Grab + Constrict?
Hunter
player, 56 posts
Captain
Oblivous!
Sun 4 Mar 2018
at 20:03
  • msg #159

[RULES] Ask the DMs

Isn't grapple a separate action?
Ventrikel
player, 57 posts
Swedish dude.
Sun 4 Mar 2018
at 21:26
  • msg #160

[RULES] Ask the DMs

Nope, that’s what grab does for you ;)
praguepride
player, 168 posts
He's proud
of Prague
Mon 5 Mar 2018
at 20:37
  • msg #161

[RULES] Ask the DMs

So a grapple is basically like a special form of attack.

Roll "to-hit" (in this case a CMB vs. CMD instead of AB vs. AC) and then if it hits, do damage.

It is an ability that in theory is "easier" to hit so it's on par with things like touch attacks that also bypass "normal" AC.

Constrict is used as a way to simulate things like anaconda's where it's not just grabbing you but it is solely designed to crush you.

quote:
When a creature with constrict grapples a foe, when does it deal constrict damage?

A creature with constrict deals this additional damage every time it makes a successful grapple check against a foe. This includes the first check to establish the grapple (such as when using the grab universal monster rule).



Anyway, from my experience Grab/Constrict monsters are "Save or Suck" encounters. On the one hand if the party is smart and uses ways to avoid being grappled and constricted (coat everyone in oil!) then the monsters are cake walks. If they don't and get a bad roll it can crush and kill someone ASAP. I have had grapple monsters be completely shut down because we Enlarged our raging barbarian and he put the anaconda in a head lock. I have been in on a TPK to a giant praying mantis that crushed our tank in the first round due to a crazy max crit... 30 pts of damage to a 2nd level character...yeesh.

My advice is to treat it like a trap and give them plenty of warning about what they're going to be facing. Giant snake skins or animal bones that look like they've been crushed etc. From my experience these types of monsters tend to REALLY penalize poor party tactics (like if the wizard gets grappled) but tend to be easy street for tightly run parties because they are effectively "gimmick" monsters that can be shut down and don't have a lot of other options to produce tons of damage.
Ventrikel
player, 58 posts
Swedish dude.
Mon 5 Mar 2018
at 20:51
  • msg #162

Re: [RULES] Ask the DMs

praguepride:
My advice is to treat it like a trap and give them plenty of warning about what they're going to be facing. Giant snake skins or animal bones that look like they've been crushed etc.

Awesome! I estimate this is an encounter with about a 10-15% chance of being 2-3-4&cohort-killed, 85% chance of it being a pretty cool and spooky thing but not particularly challenging; now that I've read it all through properly... With some crushed humanoids that can be found by anyone investigating the strange areas, I can relieve my conscience :D

There's a special stealth mechanic, too... The less stealthy they are, without knowing that they have to be stealthy at least to begin with, the worse the encounter gets. I'll have to think of how to hint at that, without giving them the system. "Your arrow flies past the foe, hitting a pile of rocks - all of which fly away, landing some feet away. The noise echoes through the cave..."
praguepride
player, 169 posts
He's proud
of Prague
Tue 6 Mar 2018
at 17:57
  • msg #163

Re: [RULES] Ask the DMs

Yup. I read a lot of blogs and the consensus around "traps" and "environment" stuff is this:

1) You shouldn't expect your players to ALWAYS be stealthy and ALWAYS perceive their environment unless that is something stated up front. In general all this does is just bog down the game as everyone just sits around until they roll a '20' on perception or stealth checks and then they move on.

2) Room descriptions are important but keep them fairly brief. Just a couple of sentences to give flavor for the mind's eye but you don't want to bog them down with too many unnecessary details as some might seize on every single thing and again slow the game down and waste time.

3) That being said, when you do take a bit of time to describe stuff that is out of the ordinary (the large number of crushed ribs and skulls) then that is where it is up to the players to start using their skills and heads to figure out what clues you are providing them for the future.

4) For a more "surprise" style, a great piece of advice for something like a trap is giving them time for a split second reaction. "You step forward and feel the tile move and hear a loud 'CLICK'...what do you guys do!?" and if they respond in a way that would reasonably help them given the unknown nature of the trap it can provide a situational +4 to their AC or saving throw.

5) Stealth is always a tricky situation because there's usually only 1 or 2 people in a party who CAN stealth and everyone else is trotting around with -4's due to ACP. I usually just handle these in the background and just assume everyone is being as stealthy as they can. I like your idea of giving them clues that there is an echoing effect in the caves, that I think is also a fair measure.
bottleface
player, 30 posts
Tue 26 Jun 2018
at 02:10
  • msg #164

Re: [RULES] Ask the DMs

I've been considering creating a PF game here on RPOL for a while now but wanted some opinions.  I ran a freeform X-men game for quite a while but while I've been playing DnD or PF for around 15 years, I've only dm'd a couple sessions.  I figure dming on RPOL would be good practice since it would essentially give me time to prep as things tend to move slower.  I have a real life game I've just started to run but we only meet 3 or 4 times a year so it hardly counts.

What I wanted opinions on was an adventure path that might be good to run.  I was thinking specifically something in Varisia.  Part of my reason for wanting to run an AP is that it gives me some direction to start and get my footing to build up my confidence in gming PF.

Anyways, are there any PF adventure paths that you figure might be good for someone dming their first PF game? (doesn't have to be Varisia, that's just preferable)
Kegdrainer
player, 15 posts
Tue 26 Jun 2018
at 02:32
  • msg #165

Re: [RULES] Ask the DMs

Welcome. Are you planning on running this for Pathfinder Society (PFS) credit? If so, I would suggest that you might want to look into running some of the scenarios first. There are some that are available at no cost, like the Goblin adventures (We be goblins, We be Goblins too, etc) and some of the Evergreen ones. It is a lot tougher to run a game here since it might take a week or two just to do one round of combat.

As for Adventure Paths, Shattered Star is set in Varisia so that might be something to look into. However, I would suggest that you start off with Scenarios-->Modules-->Adventure Path to build up your own GM XP first.
bottleface
player, 32 posts
Tue 26 Jun 2018
at 03:00
  • msg #166

Re: [RULES] Ask the DMs

I've only glanced at PFS stuff once or twice and the hoops you have to jump through seemed about as clear as mud.  It also seemed super restrictive.

I was more thinking of APs because it would build my confidence as a gm.  Not sure if scenarios are basically that but shorter term?  My in person group has always done homebrew stuff so I'm fairly inexperienced with the terminology of Adventure paths, modules, scenarios, etc.
Kegdrainer
player, 16 posts
Tue 26 Jun 2018
at 03:15
  • msg #167

Re: [RULES] Ask the DMs

Scenarios are short adventures that can be run in about 4 hours or so (face to face). Modules take longer, and Adventure paths are about 6 modules.
praguepride
player, 201 posts
He's proud
of Prague
Tue 26 Jun 2018
at 03:33
  • msg #168

Re: [RULES] Ask the DMs

In general a PFS scenario is indeed designed for a single session (~4 hours or a couple of months RPoL time).

A module is a slightly larger adventure, probably good for about 3 in game sessions or about 6 months rPoL

An Adventure Path is a book that combines with 5 others to create a metaplot. Each book is good for 1-2 years.

If you're looking for Adventure Paths, you can look at them here:
https://pathfinderwiki.com/wik...inder_Adventure_Path

If you're looking for modules you can find them here:

https://pathfinderwiki.com/wiki/Pathfinder_Modules

AP's that start in Varisia include:
  • Rise of the Ruin Lords
  • Curse of the Crimson Throne
  • Second Darkness
  • Jade Regent
  • Shattered Star

Lekol
player, 18 posts
Mon 9 Jul 2018
at 03:01
  • msg #169

Re: [RULES] Ask the DMs

Added Summoning (Abyssal Bloodline Power) + [UM] Superior Summoning feat

I was going threw the forums and stumbled across this, as a frequent Summoner, has this been answered officially?  Of course I read it as the added Summoning would proc the superior Summoning giving you three at the highest level instead of one.
praguepride
player, 209 posts
He's proud
of Prague
Mon 9 Jul 2018
at 03:22
  • msg #170

Re: [RULES] Ask the DMs

Relevant text:

Abyssal Bloodline:
quote:
Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.


Superior Summoning:
quote:
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.


There is no official consensus so ultimately it is up to a DM. My opinion is this:

  • Summoning spells can either summon (1) at level monster or (1d3) lower level monsters.
  • "At-level" summoning could also be called "single summoning"
  • lower level summoning could be called "group summoning" even if you roll a one.
  • Added Summoning is intended to be applied when you single summon an at-level monster
  • Superior Summoning is intended to be applied when you group summon lower level monsters (again even if you roll a '1').


Given the above I would say that they do not stack. D&D 3.5 / Pathfinder doesn't have the concept of "order of operations" for simultaneous effects. Instead there is a "trigger" and then an "effect".

So what would happen is if you had both, at the time of the spell you would choose to single summon or group summon. At the time of that choice, either Added Summoning or Superior Summoning would apply. It doesn't matter how many are actually summoned so long as the trigger is satisfied which has to be done before the die roll.

Here is a relevant thread that asks if Superior Summoning applies if you roll a '1' on your group summon:

http://paizo.com/threads/rzs2n...r-Summoning-Question

The general consensus (of like 3 people..) is that Superior Summoning just translates the "1d3 lower" into "1d3+1 lower" and is much easier to interpret from that point of view.
This message was last edited by the player at 03:22, Mon 09 July 2018.
Lekol
player, 19 posts
Mon 9 Jul 2018
at 03:30
  • msg #171

Re: [RULES] Ask the DMs

Hmm I have always gone with the actual number, so if I rolled a 1 only summoned 1 on the 1d3.  I read that as the spell must summon more than one not have the ability to summon more than one.
praguepride
player, 210 posts
He's proud
of Prague
Mon 9 Jul 2018
at 03:40
  • msg #172

Re: [RULES] Ask the DMs

As far as I can tell there has been no official ruling however I feel the spirit of the abilities are both very clear and not intended to be stackable however I also wouldn't argue with a DM that ruled the other way.

I interpret Superior Summoning to instead mean "instead of 1dX, it's 1dX+1" so it would apply on a '1' for a lower summon but wouldn't stack with added summoning.

On the one hand getting 3 spells for the price of one seems a bit powerful for a combination of class ability and a single feat but then again it's 15th level and by then you're at the end game so whatever makes the game the most fun for everyone is ultimately the way to go.
Elerndale
player, 7 posts
Mon 13 Aug 2018
at 11:29
  • msg #173

Re: [RULES] Ask the DMs

I have an interesting question I like your thoughts on.

I have Changelings who has following

Paternal Heritage : The influence of the changeling’s
father is particularly strong. The changeling counts as her
father’s race for any effect related to race
and inherits one
of the following racial traits according to her father’s race.
This racial trait replaces hag racial trait.

I have chosen elf.

Now would that mean she would use the height, weight and age tables for an elf as these are race based or would she stick to normal Changelings ones?

Your thoughts:-
This message was last edited by the player at 11:30, Mon 13 Aug 2018.
Kegdrainer
player, 19 posts
Mon 13 Aug 2018
at 12:47
  • msg #174

Re: [RULES] Ask the DMs

I would say use the Changling one but you might compare it to the Elf table to modify it up or down depending on the difference.
The Chronicler
player, 3 posts
Mon 20 Aug 2018
at 11:56
  • msg #175

Re: [RULES] Ask the DMs

I got asked this question which has stumped me as I can't find anything specific to answering it online.

Q: Regarding my feat, this line has me a bit confused:

"A quickened spell uses up a spell slot four levels higher than the spell’s actual level."

Does that mean it is not usable at this time because I cannot cast a level 4 spell?


My answer and my take on it after reading it is that you'd have to have a 5th level spell slot available to quicken a 1st level spell and it will use up that slot. So, the answer is he cannot use it yet since he can't even cast 4th level spells at his level which is 3rd.


Any clarification is welcome. Thanks in advance!
This message was last edited by the player at 11:58, Mon 20 Aug 2018.
praguepride
player, 223 posts
He's proud
of Prague
Mon 20 Aug 2018
at 19:58
  • msg #176

Re: [RULES] Ask the DMs

What feat are you referring to?

But yes, a quickened spell takes up a slot at X+4, so a quickened Magic Missile takes up a 5th level slot. If you don't have a 5th level slot then you cannot cast it with that metamagic component.

There is a trait that reduce that, Magical Lineage. Basically you pick a spell and metamagic feats applied to it reduce that by 1 so if you pick Magic Missile as your target spell then a Quickened Magic Missile only take up a 4th level slot instead of a 5th level.

This kind of build is common to Magus builds (they typically picking shocking grasp as it is a Core spell that scales to level) and there is also Magic Missile builds that take it to pick up things like Dazing and Toppling to do stupid things. A Dazing Toppling Magic Missile would be a 2nd level spell slot thanks to Magical Lineage and then would potentially knock targets over and stun them so they can't get back up...

Anyway I digress. Taking Quicken Spell is kind of a waste of a slot before 9th level because while you have it, you can't really use it. It's also why Quicken Metamagic Rods are both really expensive and probably the best damn things you could get your hands on :P
The Chronicler
player, 4 posts
Tue 21 Aug 2018
at 11:06
  • msg #177

Re: [RULES] Ask the DMs

It was the Quicken Spell feat. Appreciate the confirmation of what I was thinking.
praguepride
player, 227 posts
He's proud
of Prague
Thu 24 Jan 2019
at 22:15
  • msg #178

Re: [RULES] Ask the DMs

This just came up in one of my games and thought I'd post it here as the answer is buried pretty deep:

Classes that have delayed spellcasting (i.e. rangers and paladins) do NOT count as spellcasters until they get their first spell slot. A first level paladin is not CL 0 or CL -3 or whatever for the purposes of casting scrolls.

As per the director of game design:
quote:
Until a Paladin hits 4th level, he is not considered a spellcaster. He does not yet have the class feature that defines him as such. You cannot infer his caster level backwards because he has not yet gained the feature that gives him a caster level. He has no caster level, not 0, none. Hence, he cannot use scrolls until he reaches 4th.


From this thread:
https://paizo.com/community/bl...-Time-Forgot#discuss

Also has fun things like if you cast a ranged spell while in a threatened square you get hit with 2 AOOs, one for the spell and one for the ranged attack :D
godlearner
player, 1 post
Tue 18 Jun 2019
at 00:36
  • msg #179

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 178):

The other thing to remember on this topic is that both Paladins and Rangers have Cure Light Wounds on their spell lists, even though they do not get to cast spells until level 4, so they can use Wands with that spell (and other spells that are on their lists) starting at level 1.
praguepride
player, 231 posts
He's proud
of Prague
Tue 18 Jun 2019
at 02:04
  • msg #180

Re: [RULES] Ask the DMs

Not according to RAW and FAQs. Until they can cast spells they do not have a spell list. 1st level paladin/rangers cannot use wands except through UMD.
godlearner
player, 2 posts
Tue 18 Jun 2019
at 02:08
  • msg #181

Re: [RULES] Ask the DMs

Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
praguepride
player, 232 posts
He's proud
of Prague
Tue 18 Jun 2019
at 06:13
  • msg #182

Re: [RULES] Ask the DMs

Touche, that was my mistake. I even went back to the core rules to ensure that the definition of spell trigger was correct and it is.

Leave it up to Paizo to have wands and scrolls be activated in different ways /face palm.

So to recap for anyone confused:

A 1st level Paladin can use a wand of [spell on paladin spell list] just fine HOWEVER the same 1st level Paladin cannot use a scroll of that same spell without succeeding at a UMD check.

I love Paizo but sometimes they make things just needlessly complicated.
Lord Arkon
player, 1 post
It all started with the
AD&D Monster Manual
Tue 18 Jun 2019
at 07:38
  • msg #183

Re: [RULES] Ask the DMs

Oh, Paizo didn't make this complicated; WotC did.  Paizo just kept it.  I checked my 3.5 DMG and the wording's very similar, just trimmed a little.  I don't want to dig out my 3.0 books at this time, but I suspect they're the root.

This has been your dose of useless trivia for the day.  I must go and try to remember why I had so many bookmarks in here.
godlearner
player, 3 posts
Tue 18 Jun 2019
at 17:13
  • msg #184

Re: [RULES] Ask the DMs

I been struggling with this for a long time, searching the forums and discussing with various people. Someone please explain to me how the secondary effect on poisons work?
praguepride
player, 234 posts
He's proud
of Prague
Wed 19 Jun 2019
at 16:31
  • msg #185

Re: [RULES] Ask the DMs

Okay so there are two types of Poison stat blocks:

Normal poison just has an effect. Every time the player fails a save the effect just happens.


The ones with multiple effects have two components:

1) An initial effect

2) Secondary effects

When the player FIRST fails the poison save the initial effect happens. Every subsequent time they fail the save the secondary effect happens.

So for example:

Hag Spit
quote:
Initial Effect: blindness for 1d10 rounds

Secondary Effect: 1d4 Wis damage


When the player FIRST fails the save, they go blind. The next round when they fail the save they take 1d4 WIS damage. The next round another 1d4 WIS damage etc. etc.


edit: This is a hold over from 3.5:

quote:
Type
The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.

Initial Damage
The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.

Secondary Damage
The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.

This message was last edited by the player at 16:33, Wed 19 June 2019.
godlearner
player, 6 posts
Wed 19 Jun 2019
at 16:45
  • msg #186

Re: [RULES] Ask the DMs

That makes sense. It seems that in several cases rules did not make it over from 3.5 to Pathfinder, but are implied.

What if a poison does not have a secondary effect? Does that mean the target continues to take primary damage?

Also, if the person, having failed the first save, or even first and second save, gets injected again? Does he continue taking secondary damage, or takes primary damage again and then secondary.
This message was last edited by the player at 18:04, Wed 19 June 2019.
PCO.Spvnky
player, 27 posts
Wed 19 Jun 2019
at 20:11
  • msg #187

Re: [RULES] Ask the DMs

Multiple doses:



Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.

Increased DC: Increase the poison’s DC by +2.
praguepride
player, 235 posts
He's proud
of Prague
Wed 19 Jun 2019
at 20:18
  • msg #188

Re: [RULES] Ask the DMs

godlearner:
What if a poison does not have a secondary effect? Does that mean the target continues to take primary damage?


If you look at the poison profiles it either just lists Effect or Initial/Secondary. If it is just an Effect then that happens every round. I don't believe there are any poisons that only have an initial effect but don't quote me on that.

godlearner:
Does he continue taking secondary damage, or takes primary damage again and then secondary.


As PCO mentioned the DC and duration are increased but he still only takes secondary damage if it has an initial/secondary effect.
godlearner
player, 7 posts
Wed 19 Jun 2019
at 21:55
  • msg #189

Re: [RULES] Ask the DMs

Yes, I am aware of the increased DC and duration of additional doses and there are a lot of poisons listed without secondary effects.

But let a consider this:
quote:
Fire Jackal Saliva
Price 50 gp (liquid)

ABOUT
This poison burns the flesh near the point of injury as well as sickening the victim.

DETAILS
Type poison (injury); Save Fortitude DC 12 (the save DC is Con-based); Frequency 1/round for 6 rounds; Cure 1 save

EFFECT
Initial Effect: 1d6 acid damage plus nausea

Secondary Effect: 1d4 Dex

Let's say the character fails 2 saves and took DEX damage the second round. In round three another dose is injected. So, the new save is vs DC 14 and duration is increased by 2, but he will not take any acid damage from the second dose. Kind off counterintuitive.
praguepride
player, 237 posts
He's proud
of Prague
Wed 19 Jun 2019
at 22:46
  • msg #190

Re: [RULES] Ask the DMs

It's already in his system and Pathfinder doesn't track poisons separately. You're free to houserule it if you want.
godlearner
player, 8 posts
Sat 22 Jun 2019
at 17:14
  • msg #191

Re: [RULES] Ask the DMs

Next question:

Are all animal primary attacks considered light weapons for the purpose of Weapon Finesse feat?
Buck.Davidson
player, 6 posts
Sun 23 Jun 2019
at 07:22
  • msg #192

Re: [RULES] Ask the DMs

Not just Primary; all of them.
d20PDFSRD:
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

This message was last edited by the player at 07:22, Sun 23 June 2019.
praguepride
player, 243 posts
He's proud
of Prague
Mon 29 Jul 2019
at 22:33
  • msg #193

Re: [RULES] Ask the DMs

Not a question but probably an important bit of information:

Active supernatural abilities count as spells for the purposes of Detect Magic. This is from a conversation about the party facing disguised dopplegangers and casting detect magic on them:

James Jacobs:
Detect magic would detect a supernatural ability's aura—it IS magic, after all. The DC to identify the school of magic involved for something like a supernatural ability that's active and ongoing is 15 + 1/2 caster level.

Unfortunatley, that really doesn't help much at all for supernatural abilities, which almost never have specific caster levels listed. In place of a caster level, in this case, I would say the DC is 15 + 1/2 the HD of the creature from which the supernatural ability came from. I'd then say it was a transmutation effect, but nothing else—it's not a spell, so it doesn't have sub-schools like "polymorph".

godlearner
player, 11 posts
Mon 2 Sep 2019
at 18:09
  • msg #194

Re: [RULES] Ask the DMs

How much would a skin of a Magical creature be worth? Lets say Tatzlwyrm or Wyvern?
Hunter
player, 9 posts
Fri 20 Sep 2019
at 03:34
  • msg #195

Re: [RULES] Ask the DMs

Please refresh my memory.   If a character has a skill that isn't a class skill but then multi-classes so that it becomes a class skill, does the class skill bonus apply or do they have to take another rank before said bonus applies?
This message was last edited by the player at 03:36, Fri 20 Sept 2019.
godlearner
player, 12 posts
Fri 20 Sep 2019
at 03:41
  • msg #196

Re: [RULES] Ask the DMs

Bonus applies.
praguepride
player, 248 posts
He's proud
of Prague
Sun 22 Sep 2019
at 13:51
  • msg #197

Re: [RULES] Ask the DMs

godlearner:
How much would a skin of a Magical creature be worth? Lets say Tatzlwyrm or Wyvern?


Rules for this were introduced in Ultimate Wilderness:

1) Identifying a "trophy" is  a Knowledge DC 15+CR of monster check

2) Harvesting is either a Survival (for external features like horns, hides, teeth etc.) or Heal (for internal organs or sweat or blood) at DC 15+CR

3) To turn a component into a trophy is an appropriate Craft check, DC 15+CR

4) Selling it is based on CR:

CRValue
150gp
2100gp
3150gp
4200gp
5300gp
6400gp
7500gp
8650gp
9850gp
101,000gp
111,400gp
121,800gp
132,300gp
143,000gp
153,900gp
165,000gp
176,400gp
188,000gp
1910,500gp
2013,000gp

godlearner
player, 13 posts
Sun 22 Sep 2019
at 21:34
  • msg #198

Re: [RULES] Ask the DMs

Thanks, after you posted I looked and found it on d20PFSRD https://www.d20pfsrd.com/Gamem...ophies_and_Treasures
godlearner
player, 14 posts
Sun 19 Jan 2020
at 03:39
  • msg #199

Re: [RULES] Ask the DMs

How would I go about getting an imp familiar a class level?
praguepride
player, 252 posts
He's proud
of Prague
Wed 22 Jan 2020
at 01:30
  • msg #200

Re: [RULES] Ask the DMs

The short answer is: you don’t. Familiars are specifically references as unmodified so they can’t have pre-existing levels and they level up based on their owners HD, they gain no XP for themselves.

That being said a generous GM can do whatever they want. If you can convince your GM to give your familiar a class level then there is nothing stopping you however you both should be aware that this is breaking the rules heavily in favor of the player and represents power creep. No “companion” gains class levels. Druid/Ranger companions, Summoner Eidolons etc. none of them gain class levels. Their abilities are reflected by the growth and development of their PC and their abilities levels are (usually) carefully aligned to maintain an overall power curve.

That being said many animal companions push the power boundaries or even break them already. Horses are infamous at 1st level so far as to be humorously described as Sherman Tanks. Regular summoners allowed curve breaking abilities at higher levels prompting a correction in the form of the Unchained Summoner creating some restrictions on which enhancements can be taken together.

Familiars are already quite powerful so adding a class levels represents a big powershift.
Buck.Davidson
player, 8 posts
Wed 22 Jan 2020
at 15:55
  • msg #201

Re: [RULES] Ask the DMs

I think the better question is 'how can I arrange for my imp to be able to _____?'

The answer to a lot of those questions are 'if it's a skill, put ranks in it.'  There might be a magic item you can give to a familiar, particularly an imp, that lets it mimic such and such class feature (I'm looking at you, Monk Belt).

If an eidolen can buy such an ability for one evaluation point, a feat can get that for a familiar.

Otherwise, more info would be helpful.
godlearner
player, 15 posts
Wed 22 Jan 2020
at 16:10
  • msg #202

Re: [RULES] Ask the DMs

The answer seems to be YWWV (your world will vary).

There is no question that it's possible, but there is no in game mechanic for it.
praguepride
player, 253 posts
He's proud
of Prague
Wed 22 Jan 2020
at 23:24
  • msg #203

Re: [RULES] Ask the DMs

Bottom line is according to RAW it isn’t allowed. If your GM makes exceptions then you are already breaking the rules so do whatever you want,
godlearner
player, 16 posts
Mon 27 Jan 2020
at 04:06
  • msg #204

Re: [RULES] Ask the DMs

Next questions.

Demons (CE aligned) usually have some sort of DR */ good. Does that mean mean that Lawfully aligned weapon are pretty much nerfed against them?

Does weapon with an Align Weapon spell counts as magical when used to attack a incorporeal creature?
Jobe00
player, 19 posts
Role-playing
Game Mechanic
Mon 27 Jan 2020
at 06:51
  • msg #205

Re: [RULES] Ask the DMs

Lawful weapons don’t bypass Good, Evil, or Chaotic DR.

Align Weapon doesn’t count as Magical, so using an Aligned weapon against incorporeal is the same as using a non-magical weapon.
praguepride
player, 256 posts
He's proud
of Prague
Mon 27 Jan 2020
at 08:58
  • msg #206

Re: [RULES] Ask the DMs

There are monsters that are DR X/lawful but those are few and far between. Most "normal" extraplanars are going to be good or evil DR until you start going to some weird places as illustrated in this Order of the Stick:

http://www.giantitp.com/comics/oots0068.html
Hunter
player, 13 posts
Sun 16 Feb 2020
at 05:11
  • msg #207

Re: [RULES] Ask the DMs

I always get damage reduction mixed up.    Is DR 10/Slashing mean only -10 damage to slashing weapons or -10 damage to non-slashing ones?
Jobe00
player, 20 posts
Role-playing
Game Mechanic
Sun 16 Feb 2020
at 06:02
  • msg #208

Re: [RULES] Ask the DMs

For DR, whatever is after the slash is how to completely bypass the DR.
So Slashing weapons would ignore X/Slashing DR.
praguepride
player, 258 posts
He's proud
of Prague
Tue 18 Feb 2020
at 22:27
  • msg #209

Re: [RULES] Ask the DMs

Correct.

quote:
For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.


Also important to note this is only on "physical" attacks, i.e. ranged or melee weapons.

quote:
Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.


Also keep in mind that high levels of magical enchantment bypass DR.

+3 weapons bypass Cold Iron/Silver DR
+4 weapons bypass Adamantine DR
+5 weapons bypass Alignment DR (like the kinds you find on Outsiders like Angels and Demons)
godlearner
player, 27 posts
Sat 2 May 2020
at 17:02
  • msg #210

Re: [RULES] Ask the DMs

How much would warehouse cost in a large city? Something like this:


praguepride
player, 271 posts
He's proud
of Prague
Sat 2 May 2020
at 20:22
  • msg #211

Re: [RULES] Ask the DMs

Forgive me as I won't be diving into the math but a warehouse is just storage rooms repeated over and over again.

https://www.d20pfsrd.com/gamem...s-and-teams/#Storage

At its maximum you get 8 squares of empty space for 120gp. 8 squares, say 4x2 = 20'x10' space.

The map you show looks to be about 40'x30' so doing some quick maths that would be about 3 storage rooms of space on the first floor so 360gp. Two stories makes that 720gp. An office adds another 120gp

https://www.d20pfsrd.com/gamem...ms-and-teams/#Office

And as for the "watchpost" I would just call it a shack: a chair, a table and a window they can look out of: 100gp

https://www.d20pfsrd.com/gamem...oms-and-teams/#Shack

So to build the final price tag is 940gp. It is up to you if you want to add markup to buy it based on location or other perks but warehouses don't tend to be in high value districts so I would add 10% if it's particularly nice or just round it to a nice even 1000gp and maybe knock off 10-20% if you want it to be run down and make them pay to fix it back up, patch holes in the walls/roof etc.


edit: Because I was curious it's about $300 to 1gp so that's 300,000 for an empty warehouse. A 7k sqft warehousue by me is going for about $1.9mil so dividing that down by 7 is about $270,000 so yeah 1000gp seems to be right around the ballpark for a space that size.
This message was last edited by the player at 20:27, Sat 02 May 2020.
godlearner
player, 28 posts
Sat 2 May 2020
at 20:29
  • msg #212

Re: [RULES] Ask the DMs

Thanks. I was thinking 10,000 gp, but definitely overpriced based on your calculations. Need to think some more.
Zag24
player, 5 posts
Sat 2 May 2020
at 20:50
  • msg #213

Re: [RULES] Ask the DMs

praguepride:
Because I was curious it's about $300 to 1gp so ...

I'm curious where you get this value.  It seems high to me.

A normal longsword is 15gp, so you're saying that one would cost $4500?  That's way too high.  I would find that about right for a masterwork sword, which is 315gp.

At 940gp to build a two-story building (assuming you already own the land), you're saying that it is the same cost as three masterwork longswords.  I assume that the skill to make stairs and an upper floor that you don't fall through is similar to that needed to make masterwork weapons, so I think you need to increase the cost beyond just a calculation of what storage space costs.  I like your 1000gp figure for a one-story building that provides that much storage (with a dirt floor and a reasonably functional roof), but the upper floor space should cost quite a bit more.

Consider the time it takes to make:  On the show Forged in Fire, they make a bladed weapon in 5 days, I think, and they are not masters doing it.  I'm going to guess that a master weaponsmith can make his 15th mastercraft longsword in a week, with one apprentice.  I don't think that a master builder with 1 apprentice could make that building in 3 weeks.

To godlearner, remember that a lot of a cost of every building is the land it is on.  As plaguepride, said, that was the cost to build it.  If it is in a location profitable for a warehouse, such as right near the docks, then that could as much as double it.
This message was last edited by the player at 21:04, Sat 02 May 2020.
godlearner
player, 29 posts
Sat 2 May 2020
at 21:01
  • msg #214

Re: [RULES] Ask the DMs

Lets say a pound of gold is about $15k and there are 50 coins to a pound. So its about $300 per 1 gp as praguepride said.
Zag24
player, 6 posts
Sat 2 May 2020
at 21:19
  • msg #215

Re: [RULES] Ask the DMs

godlearner:
Lets say a pound of gold is about $15k and there are 50 coins to a pound. So its about $300 per 1 gp as praguepride said.

Ahh.  Well, that makes some sense, but pre-electronics, the price of gold is based purely on it's perceived value as a source of beauty, compared to its rarity.  So evaluating simply by weight assumes that the perceived value and rarity are consistent.  I think it makes more sense to compare based on purchasing power of things we can relate to as having a similar value in that world as in ours.
mox
player, 12 posts
Sat 2 May 2020
at 21:19
  • msg #216

Re: [RULES] Ask the DMs

I recall a player of mine prices 1gp = 50$US, based on the price of food or chickens or such items.
praguepride
player, 272 posts
He's proud
of Prague
Sat 2 May 2020
at 21:24
  • msg #217

Re: [RULES] Ask the DMs

There are a lot of ways to estimate gold prices to modern dollars. The point isn't to be 100% accurate but to get yourself in the right ballpark.

$300k for a small warehouse sounds about right.

$4,500 for a masterwork sword sounds...about right.

Keep in mind that modern swords that you can buy for a couple hundred bucks mail order are not real swords. You can't really even purchase real swords anymore, too many fakes or mass produced crap.


https://www.sword-buyers-guide...al-katana-price.html

According to this

quote:
Indeed, the starting real katana price for a bona fide sword made in Japan (called a "Nihonto" or "Shinken", meaning "Japan sword" and "real sword" accordingly) is around US$4,000 - such as the one shown below which was made in 2015 and costs just a tad over $4,000.


So yeah, about what you estimated.
This message was last edited by the player at 21:26, Sat 02 May 2020.
Hunter
player, 17 posts
Sat 2 May 2020
at 21:34
  • msg #218

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 217):

Actually, the rules state that one silver piece is the wage of an unskilled laborer for a day.   Let's assume a minimum wage of $5 and an 8 hour day.    So... 1sp=$40.

Actually, that number sounds about right.   Remember that we've only been able to mass produce steel, and refine aluminum, for about 200 years.   Pre-industrial revolution, metallurgy and other crafts were done by hand.  And from what I've been told, it really does take weeks to make a sword by hand; which explains the cost.
This message was last edited by the player at 21:39, Sat 02 May 2020.
Buck.Davidson
player, 11 posts
Sat 2 May 2020
at 21:38
  • msg #219

Re: [RULES] Ask the DMs

The part where that falls apart is that with one rank in Profession (a level 1 commoner), the averaged expected annual salary is around $375,000.
Zag24
player, 7 posts
Sat 2 May 2020
at 21:45
  • msg #220

Re: [RULES] Ask the DMs

Hunter:
In reply to praguepride (msg # 217):

Actually, the rules state that one silver piece is the wage of an unskilled laborer.   Let's assume a minimum wage of $5 and an 8 hour day.    So... 1sp=$40.

Ummm, there's something about medieval unskilled laborer economy you don't understand.  Unless your world is considerably more enlightened than mine, the wages paid to unskilled laborers are more equivalent to the way people were paid in the late 1800's or early 1900's, basically, economic slavery: required to work 80+ hours per week just to stay on the verge of starving all the time, and child labor laws were non-existent.

praguepride:
$300k for a small warehouse sounds about right.

$4,500 for a masterwork sword sounds...about right.

I agree, though I'd go a little less for the warehouse.  But your numbers make the warehouse cost 21,000 gold.
This message was last edited by the player at 21:47, Sat 02 May 2020.
praguepride
player, 273 posts
He's proud
of Prague
Sat 2 May 2020
at 21:49
  • msg #221

Re: [RULES] Ask the DMs

I can't promise any of my maths but the rules for building a building are laid out. You can adjust them as you see fit but I know if I was a player looking for a small warehouse I would be upset if the GM suggested it costs over 20,000gp.

You can possibly afford 1,000gp at 3-4th level but 20,000gp isn't something you can really afford until double that. In original D&D around 7th level was when you built a castle and attracted an army so I would stick to the 1,000gp.
Hunter
player, 18 posts
Sat 2 May 2020
at 22:43
  • msg #222

Re: [RULES] Ask the DMs

In reply to Zag24 (msg # 220):

I know that we're getting a bit off track, but...
quote:
Untrained: Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.


I didn't pick the number, Pathfinder did.   So, $40/day = $200/week.
praguepride
player, 276 posts
He's proud
of Prague
Mon 4 May 2020
at 20:45
  • msg #223

Re: [RULES] Ask the DMs

A day in medieval society doesn't mean 8 hours of work, it is probably closer to "sun up to sun down" so as many as 14 hours a day. Also they didn't have the concept of "weekends"


BUUUUTTT I don't like to go too deep into "historical accuracy" when talking about D&D. Who knows how magic and monsters would alter society.
Kegdrainer
player, 21 posts
Mon 4 May 2020
at 21:20
  • msg #224

Re: [RULES] Ask the DMs

But that was also balanced by many Holy days during the year.
Zag24
player, 9 posts
Sat 9 May 2020
at 17:21
  • msg #225

Re: [RULES] Ask the DMs

I have a question about the druid's Wild Empathy ability.  https://www.d20pfsrd.com/class...#TOC-Wild-Empathy-Ex-

The rules say that it is just d20 + druid level + charisma bonus, applied as if it were a diplomacy roll.  This seems ridiculously inadequate to me.  A druid who has maxed out Animal Handling will have that skill 3 points higher than that roll, possibly more if he has applied any traits or feats to the ability.  So a 9th level druid with an 8 charisma has only a 50% chance of influencing a normal black bear (CR 3) that he comes across in the woods.  (The bear defaults to unfriendly, which means that DC to affect it is 20 + its Cha modifier, which is -2)  This seems way too low to me:  By 9th level, this roll should be automatic.

The ability also doesn't even mention any possible modifications to roll, such as if the druid has cast a Speak with Animals, if he is offering something tasty, etc.  I could see that the Speak with Animals doesn't affect the roll, only the degree of communication if it succeeds.  (That is, I could see such an interpretation, but I wouldn't agree with it.)  I supposed that the assumption built into its being a Diplomacy-like roll is that it will be modified by circumstances, but a little guideline for the obvious actions might have been helpful.

Anyway, what are your thoughts on this ability?  Am I misinterpreting something there?  Of course, I have no problem just throwing the rules out the window and making up my own, but I don't like to do it lightly and I want to make sure I understand a rule fully before I discard it.
This message was last edited by the player at 19:16, Sat 09 May 2020.
Buck.Davidson
player, 12 posts
Sat 9 May 2020
at 19:44
  • msg #226

Re: [RULES] Ask the DMs

Depending on how you look at it it's either a free cross-classed skill, or it's yet another skill you can replace as often as you would need to with a level 1 spell.  Once upon a time, it WASN'T a free skill.

On the other hand, there are a lot of issues surrounding the simple fact that Diplomacy doesn't really have any possible level-related defense; it's easier to influence that bear as doing the same to a squirrel would be.
godlearner
player, 31 posts
Sat 9 May 2020
at 20:26
  • msg #227

Re: [RULES] Ask the DMs

I look at it this way, all skills are pretty useless above level 6 or so. Why is this one any different? Diplomacy can't be used in combat. The only thing Wild Empathy is good for is making friends with animals so you can train them later with Handle Animal skill.
praguepride
player, 278 posts
He's proud
of Prague
Sun 10 May 2020
at 01:12
  • msg #228

Re: [RULES] Ask the DMs

It says to treat it like a diplomacy rule so why couldn't you use modifiers? As a GM I would definitely give a bonus if they made an offering or used a spell. Just because there isn't an explicit checklist to work off of doesn't mean that you cannot apply conditional bonuses.

It is harder than a typical skill roll because you don't get the free +3 from class skills right off the bat nor can you easily get magical items to boost it however I would argue that the Wild Empathy is a free side perk and not a core feature of the class.

Are druids underpowered? Absolutely not. Would they be underpowered if this was removed? No.

You're right that it feels a little incomplete but honestly, it is. It's a legacy from older D&D that they changed when they upgraded to PF 2e.
Zag24
player, 10 posts
Sun 10 May 2020
at 01:28
  • msg #229

Re: [RULES] Ask the DMs

The problem with it being a "free perk" is that if it didn't exist, I'd be inclined just to use Animal Handling, which the druid probably has at a higher level than it works out to being.  And applying it against Diplomacy rules is tough, because those are intended to be adjudicating against 20 Charisma bards with Diplomacy maxed out and 2 or 3 extra points added to it for this reason or that.

Anyway, I agree that the Diplomacy rules also allow for a lot of leeway for circumstances, which I will apply at need.

Thanks, all, for the input.
praguepride
player, 279 posts
He's proud
of Prague
Mon 11 May 2020
at 00:04
  • msg #230

Re: [RULES] Ask the DMs

Just remember you are free to pick and choose the rules you want to use. Your game? Scrap it. In general though I have not found very many underdeveloped areas of PF. Experienced designers with a lot of play testing. Could be an oversight, could also be that going the way you described broke the game in other ways.
godlearner
player, 36 posts
Tue 2 Jun 2020
at 13:20
  • msg #231

Re: [RULES] Ask the DMs

I wrote up stats for Pink and Blue Horrors of Tzeench. Would this be a good place to post them for a critique?
praguepride
player, 282 posts
He's proud
of Prague
Wed 3 Jun 2020
at 15:53
  • msg #232

Re: [RULES] Ask the DMs

Sure!
godlearner
player, 37 posts
Wed 3 Jun 2020
at 16:03
  • msg #233

Re: [RULES] Ask the DMs

Ok, let me have it.

Pink Horror of Tzeentch
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., see invisibility; Perception +11

DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 56 (7d10 + 21)
Fort +2, Ref +9, Will +8
Defensive Abilities; DR 10/cold iron or magic; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17

OFFENSE
Speed 40 ft.
Melee  : 3 claws +10 (1d4+3), bite +10 (1d8+3)
Ranged : Hurl Flame +7 (3d10 fire; range 60 ft.)
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 7th)
Constant—see invisibility
At will: Vicious Mockery, Misty Step
1/day: Fireball (7d6 DC14)

STATISTICS
STR 16, DEX 18, CON 14, INT 12, WIS 12, CHA 18
Base Atk +7; CMB +10; CMD 24
Feats: Improved Initiative, Iron Will, Toughness, Multiattack,
Skills Knowledge Arcana +11, Intimidation +11, Perception +11, Sense Motive +11, Spellcraft +11, Knowledge (planes) +11, Stealth +14
Languages Abyssal, Common

SPECIAL ABILITIES
Division(Su)
When the demon is reduced to 0 hit points, it divides into a pair of blue horrors. These blue horrors are Small size and have half the Pink demon's HD. Their skills are similar, but are based on their smaller HDs.

If a blue horror is not destroyed, it transforms into a pink horror in 9 days and regains all its HD.

The pink horror and the blue horrors that it divides into are counted as a single creature for the purpose of awarding experience points.

Blue Horror of Tzeentch
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +9; Senses darkvision 60 ft., see invisibility; Perception +8

DEFENSE
AC 20, touch 16, flat-footed 15 (+5 Dex, +4 natural, +1 size)
hp 30 (4d10 + 8)
Fort +1, Ref +4, Will +4
Defensive Abilities; DR 5/cold iron or magic; Immune electricity, poison; Resist acid 5, cold 5, fire 5; SR 14

OFFENSE
Speed 30 ft.
Melee  : 3 claws +7 (1d3+2), bite +7 (1d6+2)
Ranged : Hurl Flame +5 (3d6 fire; range 60 ft.)
Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 4th)
Constant—see invisibility
At will: Vicious Mockery, Misty Step

STATISTICS
STR 14, DEX 20, CON 14, INT 12, WIS 12, CHA 18
Base Atk +4; CMB +6; CMD 21
Feats: Improved Initiative, Iron Will
Skills Knowledge Arcana +8, Intimidation +8, Perception +8, Sense Motive +8, Spellcraft +8, Knowledge (planes) +8, Stealth +12
Languages Abyssal, Common

Vicious Mockery
Casting Time: Standard action
Range: 60 feet
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a DC 11 Will saving throw or take 1d4 psychic damage and have a -2 penalty on the next attack roll it makes before the end of its next turn.

Misty Step
Casting Time: Swift action
Range: Self
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Zag24
player, 14 posts
Wed 3 Jun 2020
at 16:33
  • msg #234

Re: [RULES] Ask the DMs

Sorry, I don't know anything about Tzeentch, so I have no comments there.

I wanted to ask about movement rules.  I don't see anything that prevents this, but it seems like cheating to me.

Standing at a T in a hallway, where halls are only wide enough for one person.  Villain steps back from the T enough that only one PC could reach him at a time.  PC 1 takes his attack, then makes a 5-foot step back and to our right, then PC 2 makes a ranged attack which is not through an occupied square,  finally PC 3 makes a 5-foot step and takes his attack.  Since they are only 5-foot steps, there's no AoO, but they are getting three attacks per round.

==================
        23
======+ 1 +=======
      | V |
      |   |

This seems to conform to the movement rules, to me, but it feels wrong.  What am I missing?
godlearner
player, 38 posts
Wed 3 Jun 2020
at 16:41
  • msg #235

Re: [RULES] Ask the DMs

In reply to Zag24 (msg # 234):

Need a bit better map. Is it like this?



I would say you cannot make a 5 foot step on a diagonal past a corner.
Zag24
player, 15 posts
Wed 3 Jun 2020
at 17:02
  • msg #236

Re: [RULES] Ask the DMs

That is what I was trying to indicate, but this is actually natural cave and not constructed, so the corners are rounded.
godlearner
player, 39 posts
Wed 3 Jun 2020
at 17:09
  • msg #237

Re: [RULES] Ask the DMs

If its like this



Then what they did is legal. I would even let them occupy B2 and D2
Zag24
player, 16 posts
Wed 3 Jun 2020
at 17:22
  • msg #238

Re: [RULES] Ask the DMs

Yeah, that's closer to the case I was thinking of.

You would?  OK, thanks.  My compromise was that two of them could stand in the restricted space of B2, C2, D2, and the archer could stand behind but was still shooting through an occupied space and therefore at -4.
godlearner
player, 40 posts
Wed 3 Jun 2020
at 17:30
  • msg #239

Re: [RULES] Ask the DMs

In reply to Zag24 (msg # 238):

Pathfinder combat is not simultaneous. The archer should not have had a penalty since there was nobody in front of him. You can certainly call row 2 as having 2 squares there, but then Line of Sight gets a bit tricky.
Zag24
player, 17 posts
Thu 4 Jun 2020
at 01:01
  • msg #240

Re: [RULES] Ask the DMs

Another rules question:

A player has a barbarian with Rage power Animal Fury https://www.d20pfsrd.com/class...owers/animal-fury-ex

First, what does the "(Ex)" in its name signify?  I looked all around on the Rage Powers page; a lot of them have the designation but I couldn't find where it was defined.

Second, this player also has the two-weapon fighting feat and is using a double weapon.  If he takes a full-round action, does he get all three attacks, but two from the double weapon at -2, and the bite at -5?  Right now he (a half-orc) is fighting a goblin (who is a 4th level fighter, so it's not over in one round) so I have a hard time picturing how he'd get a bite in.
Kegdrainer
player, 24 posts
Thu 4 Jun 2020
at 02:03
  • msg #241

Re: [RULES] Ask the DMs

Page 554 of the Core Rule Book.

The following special abilities include rules commonly used by a number of creatures, spells, and traps.

Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled but they cannot be counterspelled or used to counterspell.

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.

Hope that helps.
Buck.Davidson
player, 14 posts
Thu 4 Jun 2020
at 21:27
  • msg #242

Re: [RULES] Ask the DMs

Zag24:
Second, this player also has the two-weapon fighting feat and is using a double weapon.  If he takes a full-round action, does he get all three attacks, but two from the double weapon at -2, and the bite at -5?  Right now he (a half-orc) is fighting a goblin (who is a 4th level fighter, so it's not over in one round) so I have a hard time picturing how he'd get a bite in.

Assuming a BAB under +6, yes;
  1. One at full attack bonus -2 that adds full Strength mod to damage
  2. One with the other wise of the double weapon, also at full attack bonus -2, but only adds half the strength mod to damage
  3. One bite at full attack bonus -5, that only adds half the strength mod to damage


The mechanics of how you bite the goblin are less important to the mechanics of the game.  A combat round is supposed to be 6 seconds; there are plenty of other issues with real world physics when you consider that the right Feat selection might give your barbarian more than half a dozen attacks at high level, and if you somehow get Pounce they might come after a 90' sprint.
praguepride
player, 283 posts
He's proud
of Prague
Fri 5 Jun 2020
at 04:42
  • msg #243

Re: [RULES] Ask the DMs

Easy peasy.

Stab normal. Stab dropping to your knee, Bite it in the face.
godlearner
player, 41 posts
Sun 7 Jun 2020
at 15:06
  • msg #244

Re: [RULES] Ask the DMs

Got a question on Wild Empathy, Handle Animals and Charm Animals.

Here is the situation, a Druid wishes to make friends and train a wild Gar he came across. He casts a Charm Animal spell which works. This allows him to maintain a friendly attitude with the creature to use the Wild Empathy (which works like a Diplomacy), but how can he influence the attitude of a creature if it is already charmed so he can use Handle Animals on it?

How would you put all of this together?
karuoun
player, 19 posts
Mon 8 Jun 2020
at 23:04
  • msg #245

Re: [RULES] Ask the DMs

godlearner:
Got a question on Wild Empathy, Handle Animals and Charm Animals.

Here is the situation, a Druid wishes to make friends and train a wild Gar he came across. He casts a Charm Animal spell which works. This allows him to maintain a friendly attitude with the creature to use the Wild Empathy (which works like a Diplomacy), but how can he influence the attitude of a creature if it is already charmed so he can use Handle Animals on it?

How would you put all of this together?


Please note, the creature's attidude hasn't changed, it is mearly being treated as friendly for the duration of the spell.

Thus, to improve its attitude (which is treated as friendly), you roll diplomacy (/diplo stand in skill).

Success improves its actual attitude for 1d4 hours, but it is still treated as friendly for the duration of the spell. (Thus casting charm person on a Helpful creature would actually drop it to treating you as friendly for the duration of the spell.)

Basic run down:
Unfriendly creature gets charmed.
Unfriendly Creature is treated as Friendly
PC succeeds at diplomacy(needing only to beat DC 10, rolls a 20, improving attitude the max of twice) to improved the unfriendly creature's actual attitude to friendly. It is still treated as friendly for the duration of the spell.  Once the spell wears off, the creature's diplomacy attitude of friendly continues out until it wears off and the creature returns to its original unfriendly attitude.

Thus:
Creature is Unfriendly, gets treated as friendly while under the spell, character improves the unfriendly actual attitude with diplomacy, the spell ends, the creature operates under the improved diplomacy attitude up to the rolled duration, then returns to its actual attitude of unfriendly.
godlearner
player, 42 posts
Wed 10 Jun 2020
at 20:42
  • msg #246

Re: [RULES] Ask the DMs

Yes, I can see what you are saying. I would give a Circumstance bonus to the Wild Empathy attempts after the Charm spell wares of (if the creature was not forced to do something against its nature). Anywhere from +1 to +5 seems right.

Without the Charm Animal spell, the way to do it would be to try an Handle Animal Push Down trick (DC25 check), and then if it works you can try the Wild Empathy to change its attitude.

Tough, but doable. Had a Ratfolk Druid get some Dire rats as pets this way and then take some weeks to train them.
Zag24
player, 19 posts
Sat 27 Jun 2020
at 00:59
  • msg #247

Re: [RULES] Ask the DMs

How do you handle identification of magic items?  It seems unnecessarily easy for a relatively easy Spellcraft roll (especially if you're getting the +10 from Identify) to tell you everything about a magic item.  This came up because we have some potions to identify.  In my old-school games way back, Identify cost 100gp to cast, so one never bothered to use it on potions.  You just took a sip, hoped it didn't kill you, and tried to figure it out from what it did to you.  It was fun in the short term, but did get old after a while.

Identify says:
quote:
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.

Curiously, neither Detect Magic nor Spellcraft say anything about command words.

Detect Magic says:
quote:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

All that Spellcraft says is
quote:
Determine Properties of Magic Item
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.

Which doesn't seem like it is saying that you learn any more than Auras and potency, leaving you still to guess, perhaps to take a sip. (The specific question came up re a potion.)  Does the term "properties" refer to any more than that?

How do you do it?  Does anyone know what the rules really intended?
This message was last edited by the player at 01:01, Sat 27 June 2020.
Buck.Davidson
player, 15 posts
Sat 27 Jun 2020
at 15:56
  • msg #248

Re: [RULES] Ask the DMs

Generally?  That the command word is a function of the general properties.  I have also never run or played a Pathfinder game where the whole check was skipped; pretty much any arcane caster, if not any caster, is all but guaranteed to make the check.  Casters without spellbooks might have a little more trouble, but inevitably the only cost is under half a minute.  Assuming taking Spellcraft, a week's worth of downtime should all but guarantee success especially if splurging on Identify (2 silver per casting in Pathfinder, and functionally good for one item per caster level).
Zag24
player, 20 posts
Sat 27 Jun 2020
at 16:21
  • msg #249

Re: [RULES] Ask the DMs

Yeah, that was pretty much the attitude the mage in my game was taking.  She expected that, with just a little downtime, she'd know everything about them.  It seems to take some of the fun out of it, for me, but I can't exactly express why.

The lawyer in me (no, not a lawyer), wants to point out that the phrase "to identify the properties and command words" that appear in the Identify spell's description implies that command words are NOT properties.  But I guess I'm swimming against the flow, here.
Kegdrainer
player, 25 posts
Sat 27 Jun 2020
at 17:17
  • msg #250

Re: [RULES] Ask the DMs

It might also depend on the item they are looking at. You might require the caster to do some research (see a sage) to get some information that will help them determine it. A wand maker that always used the same command word might be easier to determine.
Buck.Davidson
player, 16 posts
Sat 27 Jun 2020
at 18:49
  • msg #251

Re: [RULES] Ask the DMs

So, I found something for the lawyer in you in the 'Using Magic Items' section.

quote:
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.


In terms of rolling to identify, here's some math to consider;

The DC is 15+the item's caster level.  Assuming 1) an elf wizard with an intelligence bonus of +4 identifying 2) an item of the same caster level who 3) didn't skimp on Spellcraft; that's +4 for Int, +3 for class skill, +2 for the racial bonus, and then Spellcraft to cancel out the level variable.  The check succeeds on a roll of 6 if using Detect Magic, which doesn't cost anything and can be repeated every day.  Given that rules as written do not present automatic failure on skill checks on a roll of 1, success is automatic if the PC spends 2 silver to cast identify so long as the item caster level is no lore than 5 higher than the PC.  Six or higher is 5% of failure, and a retry requires the next day and another 2 silver.  That gap starts widening once the wizard's intelligence starts going up or dependent on half a dozen possible items.
Hunter
player, 23 posts
Sat 27 Jun 2020
at 19:00
  • msg #252

Re: [RULES] Ask the DMs

In reply to Buck.Davidson (msg # 251):

quote:
Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.


Assuming that the GM allows you to take 20, you can pretty much be guaranteed to succeed.  That means it takes a total of 6 minutes to complete the examination.
Zag24
player, 21 posts
Sat 27 Jun 2020
at 19:20
  • msg #253

Re: [RULES] Ask the DMs

Hunter:
Assuming that the GM allows you to take 20, you can pretty much be guaranteed to succeed.  That means it takes a total of 6 minutes to complete the examination.

But until the mage is 6th level, the Detect Magic will not last that long.  If you have to cast it again, do you have to reset your 6 minutes of taking a 20?
This message was last edited by the player at 19:21, Sat 27 June 2020.
Hunter
player, 24 posts
Sat 27 Jun 2020
at 20:49
  • msg #254

Re: [RULES] Ask the DMs

In reply to Zag24 (msg # 253):

Identify lasts 3 rounds per caster level, so there's your trade off.   Personally, I wouldn't expect to do much in the way of magic item identification below 6th level.
Buck.Davidson
player, 17 posts
Sat 27 Jun 2020
at 23:20
  • msg #255

Re: [RULES] Ask the DMs

Identifying magic items can only be tried once per item per day, so caster level is a moot point.

Again, it is a GM call to force the roll or not, but I personally find it an unnecessary mechanic.
godlearner
player, 43 posts
Sun 28 Jun 2020
at 02:58
  • msg #256

Re: [RULES] Ask the DMs

For most standard items, I agree with Buck.Davidson.

Potions can be can be sampled to determine the nature of the liquid inside with a Perception check. The DC of this check is equal to 15 + the spell level of the potion

Scrolls can be deciphered with successful Spellcraft check (DC 20 + spell level)

Stuff like +1 items, wands and other low level magic PCs should be able to id pretty easily with a Detect Magic and a Spellcraft.

When things get higher level, if the part has a Wizard it should not be much more difficult either.
praguepride
player, 284 posts
He's proud
of Prague
Sun 28 Jun 2020
at 23:53
  • msg #257

Re: [RULES] Ask the DMs

Not knowing what a magical artifact does or how to use it is part of the fun and is a big sexy adventure hook in and of itself.
godlearner
player, 44 posts
Mon 29 Jun 2020
at 00:29
  • msg #258

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 257):

It can be, but it can also be very frustrating. Know your players.
Zag24
player, 22 posts
Tue 20 Oct 2020
at 22:46
  • msg #259

Re: [RULES] Ask the DMs

Flanking rules.

Two PCs are on opposite sides of an enemy, so they would both get the +2 flanking bonus.  HOWEVER, one of the PCs is invisible (and really quiet, on his big, bare, hairy feet) and the enemy has no idea that he is there.  As far as the enemy is concerned, there is only one PC he is fighting.  So does it make sense for the PC in front of the enemy to get the flanking bonus?

It turns out not to matter, in this case, because the two-weapon-fighting rogue with double sneak attacks killed the guy in one round, but I was curious for if it comes up again.
Kyper
player, 12 posts
Tue 20 Oct 2020
at 22:57
  • msg #260

Re: [RULES] Ask the DMs

Zag24:
Flanking rules.

Two PCs are on opposite sides of an enemy, so they would both get the +2 flanking bonus.  HOWEVER, one of the PCs is invisible (and really quiet, on his big, bare, hairy feet) and the enemy has no idea that he is there.  As far as the enemy is concerned, there is only one PC he is fighting.  So does it make sense for the PC in front of the enemy to get the flanking bonus?

It turns out not to matter, in this case, because the two-weapon-fighting rogue with double sneak attacks killed the guy in one round, but I was curious for if it comes up again.


Whenever I have GM'd in a situation such as this I've not allowed the flanking bonus for the visible PC until the invisible one has struck and thus made himself known.
praguepride
player, 303 posts
He's proud
of Prague
Wed 21 Oct 2020
at 05:54
  • msg #261

Re: [RULES] Ask the DMs

Here are the key phrases when judging this:

Flanking:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.


When you look at Threatened or Stealth or Concealment (all other relevant sections) there are no provisions that would block a hidden character from threatening a square.

RAW is the opponent is threatened even if they aren't aware of the other attacker. You could rule this by saying that they just have this "feeling" that something is there. Air movement, sound, a flicker of the light, anything that would distract them.

Another thing to keep in mind is you can flank mindless creatures so "awareness" is only part of the process.
Knight_Vassal
player, 7 posts
Fri 23 Oct 2020
at 21:12
  • msg #262

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 261):

 In theory the invisible character gets the defender Flat-footed and the other visible one is s.o.l. The defenders attention should be split to get flanking. It's why this works. And why I put my melee fighters with one of two things.

 Back to the wall
 Back to back with another melee character.

  Literally only have to worry about a 180 arc then and that means no flanking bonuses.
Kyper
player, 16 posts
Sat 24 Oct 2020
at 02:39
  • msg #263

Re: [RULES] Ask the DMs

Knight_Vassal:
In reply to praguepride (msg # 261):

 In theory the invisible character gets the defender Flat-footed and the other visible one is s.o.l. The defenders attention should be split to get flanking.


This is pretty much why I run it like I do. Both the person in front, and the defender have to perceive the invisible person. The prickly hair feeling means the person passed a perception check to notice them, in theory, otherwise there would be no reason for the hairs on the back of their necks to be rising.
praguepride
player, 306 posts
He's proud
of Prague
Sun 25 Oct 2020
at 02:38
  • msg #264

Re: [RULES] Ask the DMs

I understand your logic but the RAW as well as comments made by the game designers say otherwise.

Let me flip it around. Have you ever heard a noise or swore you had the feeling of being watched or tripped over something but when you turn and look there's nothing?

That is what I would interpret it as. Just as Person A is striking at Person B, Invisible C blows on their neck or wooshes a dagger close to their ear or just puts their foot out so when Person B dodges they stumble a little bit.

Person B might turn around thinking there is a threat behind him but they see nothing and have to quickly turn back to focus on Person A again.

Invisible C has created an opening for precision striking without breaking their enchantment through direct attack & damage.

Granted this is a REALLY niche ruling and I think it is barely even a house rule to say otherwise.

I will say that to the best of my ability that this is preserved in 2e as well. You can be undetected to an enemy and still cause them to be flanked HOWEVER I believe that the act of flanking might break the invisibility spell. Flanking specifies that you cannot be under any effect that prevents you from attacking and invisibility is broken when you attack so...

It's a good question. I would right now rule that in 2e at least that if you are invisible and undetected you can trigger a flanking situation but that counts as a hostile action and it breaks the invisibility spell.
godlearner
player, 60 posts
Mon 9 Nov 2020
at 03:38
  • msg #265

Re: [RULES] Ask the DMs

So, what do you think would be a fair ransom for a Minor Lord (Human Paladin 4 / Aristocrat 1)?
Kyper
player, 28 posts
Mon 9 Nov 2020
at 05:26
  • msg #266

Re: [RULES] Ask the DMs

That's depends. Even a minor lord can be worth a pretty penny depend on how rich and popular he actually is. If you study medieval Europe there were a few mayors and Baron's that were worth just as much in ransom as any King.
Hunter
player, 31 posts
Mon 9 Nov 2020
at 07:43
  • msg #267

Re: [RULES] Ask the DMs

In reply to godlearner (msg # 265):

Not to be flippant, but the "right" answer is probably along the lines of: Whatever they think they can get for him.
praguepride
player, 313 posts
He's proud
of Prague
Mon 9 Nov 2020
at 18:35
  • msg #268

Re: [RULES] Ask the DMs

The correct answer really depends on local economy and as mentioned what you can get away with.

HOWEVER if you want a baseline here goes.

In the world today the average "kidnapping-for-ransom" ransom request is $1 million dollars. Often a negotiator comes into play and the average actual payout drops down to about $350,000.

According to Game Room Creations, 1gp = $10 so the "average" payout would be something like 35,000gp but that is assuming the noble family is a wealthy one.

One wouldn't kidnap a peasant and expect to get thousands of gold for it.

quote:
After the battle of Agincourt in 1415, an archer William Callowe gained almost £100 from the ransom of a valuable prisoner. This was at a time when an archer would earn about sixpence a day.


So on that exchange it would be worth something like 8,200gp so I think we're narrowing down our range here.

Depending on how minor a noble and how prestigious the family I would guesstimate anywhere from 1,000gp to 50,000gp depending on what they think they can get away with.
godlearner
player, 61 posts
Mon 9 Nov 2020
at 18:51
  • msg #269

Re: [RULES] Ask the DMs

Well, the PCs grabbed him as a result of a random encounter, so I really did not have a background written up for the fellow. They do not have a Know Nobility to find out much about his family. I am thinking of basing the ransom amount equal to the starting cash for a NPC of his level which would be around 2,500 gp.
Kegdrainer
player, 26 posts
Tue 10 Nov 2020
at 00:19
  • msg #270

Re: [RULES] Ask the DMs

It also depends if the family wants him back, big difference if he is the 1st son or the 6th.
The family might also be out for blood for capturing him. Maybe some NPC'S might try to free him if the family has connections or offered a sizable bounty on the party. Could also be a Ransom of Red Chief tale.

You may want to fine tune the family as they could end up being a key part of the campaign. If you have something like Central Casting, Heroes of Legend, that might help.
Jobe00
player, 24 posts
Role-playing
Game Mechanic
Tue 10 Nov 2020
at 01:40
  • msg #271

Re: [RULES] Ask the DMs

godlearner:
Well, the PCs grabbed him as a result of a random encounter, so I really did not have a background written up for the fellow. They do not have a Know Nobility to find out much about his family. I am thinking of basing the ransom amount equal to the starting cash for a NPC of his level which would be around 2,500 gp.

This sounds like a potential plot hook now.
It could also be that he's not worth all that much but perhaps the family knows adventurers of their own that they will ask to retrieve him.
godlearner
player, 62 posts
Tue 10 Nov 2020
at 02:09
  • msg #272

Re: [RULES] Ask the DMs

It possible. What happened was that a party of level 4 Skaven (Ratfolk) consisting of a Barbarian, Druid, Slayer/Rogue, an Alchemist and a NPC Rat Ogre were moving from their home base to a dungeon area they were exploring. On the way a random encounter roll resulted them coming upon a broken down stage coach (2x stage coachman Warriors lvl 2, an Elven Ranger lvl3, Aristocrat lvl 3 and her bodyguard lvl 4 and the Paladin/Noble 4/1).

The PCs attacked with surprise and took down the coachman in the first round, however the Paladin managed to hold off the Rat Ogre long enough for the noblewoman to be dragged away by her bodyguard. He actually managed to take down the Rat Ogre, that Smite Evil and Lay on Hands as swift action really caused a lot of pain, but the Slayer and Barbarian proved too much as they were able to flank him. Once the paladin went down the elf fled as well.

Surprisingly the Skaven have decided not to kill the Paladin outright, which I thought they were going to do initially and they do have contacts with the thieves guild in the near by city, so ransom is a likely possibility. Of course they are also planning to keep all of his equipment. Pretty cool fight altogether

A rescue attempt is unlikely, but the Paladin will surely swear an oath to hunt them and their kin down.
praguepride
player, 314 posts
He's proud
of Prague
Tue 10 Nov 2020
at 05:36
  • msg #273

Re: [RULES] Ask the DMs

I would imagine people are ransomed for far more than the gear they have on them. Probably an order of magnitude more.

Just a thought, what if they ransom him for 25,000gp. Or even 100,000gp. And the family pays up. Congrats, you have a fat sack of gold stamped with the noble's seal and every bard across the land letting everyone know you kidnapped and ransomed a noble who turns out was actually a bit of a celebrity. Now comes the adventure of getting that gold out of that nation so they can actually spend it without the guard and knights and bounty hunters being called in on them :D

You can make the PCs earn it...retroactively. Or you can always do what the Order of the Stick did...


The Chronicler
player, 6 posts
Sun 15 Nov 2020
at 16:58
  • msg #274

Re: [RULES] Ask the DMs

My game just folded abruptly today. Is anyone needing a player?
praguepride
player, 315 posts
He's proud
of Prague
Mon 16 Nov 2020
at 20:45
  • msg #275

Re: [RULES] Ask the DMs

For 1e or 2e?
The Chronicler
player, 7 posts
Tue 17 Nov 2020
at 13:18
  • msg #276

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 275):

I'm can play either version. I played both versions at GenCon, so I'm pretty familiar with the differences. I like to play Investigators, and rogues types, but I can play whatever is needed.
Ventrikel
player, 84 posts
Swedish dude.
Tue 5 Jan 2021
at 10:17
  • msg #277

Re: [RULES] Ask the DMs

I'm going to create a monster, an end boss. A boss for an added-on storyline to an adventure path I'm playing with some friends irl. I've never designed anything so big, and I don't have any experience of combat at levels above 13, this boss will be for level 18 or so. Do you all have any recommendations for where to read about how to do this well? Guidelines?
Do you know of any base creatures or abilities that I could adapt into my boss?

The creature in question will be a highly intelligent Div, a being "spawned from corrupted genies.
quote:
Divs are neutral evil outsiders that sow misfortune and ruin.

The being will have awesome divination powers to be able to tell the future and cause misfortune in the most planned and evil ways. It will have great ice-powers. One of the characters in the party is spawned from the blood of this being, and is being used as a pawn by it. The being strives to become a god, and if it succeeds it probably will surpass and replace Zyphus as the god of accidental deaths... Perhaps I can even involve attempts from Zyphus to get in on this battle in some way...

Any ideas, tips, inspiration or brainstorm you have to share with me is much appreciated!
praguepride
player, 321 posts
He's proud
of Prague
Thu 7 Jan 2021
at 20:44
  • msg #278

Re: [RULES] Ask the DMs

Here are my thoughts

1) Re-skin an existing monster. Find something that is CR 18 that is kind of sort of along the lines of what you're looking for and build using that.

2) Get ready to either number crunch or fudge on the fly. Proper enemy design would involve studying the capabilities of your party, finding out the expected damage output vs. how many rounds you want the fight to last to determine HP but you can also fudge the math and just say "the boss has as many HP as I say it does". The goal is to have a fight that pushes the party and has some cool dramatic moments but also doesn't drag on too long either. Nobody wants to sit for 20 turns just hacking away at a boring HP sponge...

3) Give them some cool cinematic powers. Something unique and flashy. Make sure they survive to do their super cool schtick combo at least once. It is also important that it has cool flashy powers to make combat more exciting so it isn't just "I swing my sword, you swing your sword" for twenty rounds.

4) Consider taking a page from video games and have a layered boss battle. Stage 1 has the players face off against the boss for a few rounds and either at X number of rounds or when the boss reaches 50% health an EXPLOSION happens and the party is separated from the boss and now a bunch of minions rush in. It gives the players a bit of a breather to rebuff/heal but also keeps the pressure and momentum going (and also allows you to have the boss buff and heal as well so when they face off again it is full one-winged angel!)

5) Keep your party, its members and abilities in front of your mind at all times. Whatever you pick as your boss make sure you think about how the PCs would actually conquer it based on their players and play styles. It is probably going to be very disappointing if you make a complex puzzle boss fight but have a group of very straight forward "kick the door, stab the monster" style players.

6) High level gameplay is wildly broken so don't worry if you play more by feel than by the rules. If you prowl the forums you will see infamous level 20 builds that can take on the entire monster manual without ever taking a scratch. At lvl 18 especially you will be facing the "linear fighter, quadratic wizard" problem head on where it is very easy to just completely negate the abilities of half the classes if they are not equipped properly. Kind of going to #5 things like "can the fighter get into range? can the wizard shut everything down turn 1? is the rogue just going to jump on it, pop the portable hole into the bag of holding and blow everything up/suck everything into the astral plane?
Kegdrainer
player, 27 posts
Thu 7 Jan 2021
at 23:58
  • msg #279

Re: [RULES] Ask the DMs

You might also give the monster levels on a character class based on their primary ability.
Toddy Shelfungus
player, 15 posts
Scholar Gnome
Quiet and Studious
Fri 8 Jan 2021
at 15:41
  • msg #280

Re: [RULES] Ask the DMs

Don't know what kind of clerics you might have but if the gods are directly involved I have always thought a cleric's list not coming up as he or she asked.
Can be considered a WARNING about what divine or semi-divine trouble they might be facing.
Ventrikel
player, 85 posts
Swedish dude.
Thu 28 Jan 2021
at 11:53
  • msg #281

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 278):

Thanks all for your input, and I think I will especially pay attention to the point about designing the story & encounter rather than the opponent (damn, I'll make sure to do that several other times with pre-written enemies aswell...). Many times the beauty of this game is how the rules can make the story cool, so I'll have to find a balance between fudging it to create story and having designed the enemy beforehand. I never played rpg with figures and maps before pathfinder, and wouldn't play it with these accessories if not for the fact that by evening out the control over the environment (being able to measure, knowing where the enemy is relative to oneself and not just how the DM describes it) I allow the players to create strategy and design their method of attack in an engaging, exciting and fun way where not just dice and DM fiat decide the outcome. So, now to create enough rules that its a proper pathfinder encounter, but also create the cinematics of the encounter.

@Toddy, I have no clerics in the party, but there is a druid. I'm planning on putting his master into the story, passing by occasionally, and as someone divining the fate of the land and the fate of the individuals in it, making the ley-line archetype his specialization - following the woven strands of fate. Perhaps I can make the druid player start following these strands aswell, only to have them twist and knot up wildly as they approach the encounter with this being which has plotted and twisted its own fate since generations back...
Ventrikel
player, 86 posts
Swedish dude.
Thu 28 Jan 2021
at 11:55
  • msg #282

Re: [RULES] Ask the DMs

In reply to Kegdrainer (msg # 279):

I will for sure give the monster class levels. An issue I have is that the monster is the progeny of a sorcerer in my group, an elemental bloodline sorcerer. Now, how to make their power matching interesting, when by pathfinder logic (and actual class abilities) they're probably both immune to their main elemental damage output at this point..? :P
praguepride
player, 325 posts
He's proud
of Prague
Mon 1 Feb 2021
at 21:07
  • msg #283

Re: [RULES] Ask the DMs

Think of the boss encounters you've faced before in video games and translate those mechanics.

For example, say it has a shifting immunity. Perhaps it is always immune to the last energy type it is hit with, so yeah you can hit him for ice but not two times in a row...
godlearner
player, 67 posts
Mon 1 Feb 2021
at 21:27
  • msg #284

Re: [RULES] Ask the DMs

What are the rules for a human ridding a mule?
praguepride
player, 326 posts
He's proud
of Prague
Mon 1 Feb 2021
at 21:37
  • msg #285

Re: [RULES] Ask the DMs

Not normally possible as per rules. People IRL do use mules but as per online the weight limit is pretty low, only 220lbs according to a grand canyon tour and that is really only a couple days of "light" riding. They basically only go at a slow walk.

I would rule as follows:

- If you can be carried by a mule (i.e. your total weight is less than its carry score) then congrats, you're "riding" a mule but in actuality you're being carried like the world's worst backpack.

- Anything that refers to specifically being mounted (e.g. mounted combat, lance charges etc.) don't apply because you aren't "mounted", you're being "carried".

- Use encumbrance rules to check if movement is reduced.
Zag24
player, 29 posts
Sat 27 Feb 2021
at 23:23
  • msg #286

Re: [RULES] Ask the DMs

I have a question about the rogue talent 'Lethal Acrobatics': https://www.d20pfsrd.com/class...ts/lethal-acrobatics

The effect is leaving the opponent flat-footed, which means they don't get their dex bonus to AC.  This implies that the rogue can make a sneak attack against them.  Right?  That seems a little overpowered to me, compared to some of the other talents.
Jobe00
player, 26 posts
Role-playing
Game Mechanic
Sat 27 Feb 2021
at 23:49
  • msg #287

Re: [RULES] Ask the DMs

Unless they can get an additional Move Action, they can only make one attack which makes it fairly balanced.
praguepride
player, 330 posts
He's proud
of Prague
Mon 1 Mar 2021
at 20:01
  • msg #288

Re: [RULES] Ask the DMs

To clarify there is a lot going on:

1) It takes a move action to use acrobatics in this way so right off the bat the rogue cannot make a full-round attack and thus is typically limited to only a single attack.

2) Moving through an opponents square is difficult. Not impossible if you focus on pumping acrobatics but it is a consideration in leveling that keeps the rogue from focusing on other areas.

3) It specifically says "next attack" so even if the rogue is somehow able to make multiple attacks, only the next one is subject to the sneak attack.
bottleface
player, 51 posts
Tue 2 Mar 2021
at 02:58
  • msg #289

Re: [RULES] Ask the DMs

It would pair well with Vital Strike.
Tom_Clancy's_Ghost_Recon
player, 65 posts
Tue 2 Mar 2021
at 12:21
  • msg #290

Re: [RULES] Ask the DMs

For clarity, how does two weapon fighting work when you're not making a full attack? I would assume you only make a single offhand attack.

Would you consider a darkwood shield to be light for an offhand weapon when used to shield bash with twf?
praguepride
player, 332 posts
He's proud
of Prague
Tue 2 Mar 2021
at 16:32
  • msg #291

Re: [RULES] Ask the DMs

When not making a full-attack you make a single attack with your primary hand.

A light shield is considered a light weapon. A heavy shield is not. Even though it specifies that darkwood is lighter than regular wood it isn't just weight that makes a weapon "light" but also how easy it is to wield. Spears can be quite light but their large size makes them unwieldly to use.

Looking at actual pictures of shields, a buckler is about the size of a large dinner plate, a "light" shield (aka a small round) would be able to cover about hand to shoulder, a "heavy" shield (aka kite or heater) covers chest to knees and a tower covers chin to feet.
Tom_Clancy's_Ghost_Recon
player, 67 posts
Tue 2 Mar 2021
at 19:56
  • msg #292

Re: [RULES] Ask the DMs

I never understood bucklers and small shields. Aside from just looking stupid they provided little to no actual value besides getting your arm broken. :p
vibetrippin
player, 4 posts
Tue 2 Mar 2021
at 21:32
  • msg #293

Re: [RULES] Ask the DMs

In reality a buckler or small shield is ideal for deflecting attacks. You wouldn't want to block a melee attack, just push it to the side to create an opening.
Tom_Clancy's_Ghost_Recon
player, 68 posts
Tue 2 Mar 2021
at 21:42
  • msg #294

Re: [RULES] Ask the DMs

Deflecting attacks...That involves sticking your arm in the way of something determined to cut, smash, puncture, bash, or stab you. It doesn't deflect any better than a larger, heavier shield and blocks even less. :P

So I, uh, would have to disagree that it is ideal. I would say it's only (kinda) useful for deflecting weak attacks.
Siobhan
player, 2 posts
Tue 2 Mar 2021
at 21:54
  • msg #295

Re: [RULES] Ask the DMs

You could say the same and more about a parrying dagger. But without specifying what you're defending against and the situation you expect to do it in, optimal solutions will vary. And the technology and resources available! Pretty sure it wasn't just the in thing to get shot by an arrow. :)
This message was last edited by the player at 22:34, Tue 02 Mar 2021.
Tom_Clancy's_Ghost_Recon
player, 69 posts
Tue 2 Mar 2021
at 22:24
  • msg #296

Re: [RULES] Ask the DMs

Touche!
vibetrippin
player, 5 posts
Tue 2 Mar 2021
at 23:25
  • msg #297

Re: [RULES] Ask the DMs

I was over simplifying when I said deflecting. It not only allows you to deflect but also allows you to control your opponents attack options while at the same time concealing your intent. If you hold an 18" plate out in front of you, you can conceal the setup for your next strike as your opponent cannot see you hand position.
Again holding that plate in front of you, limits your attackers options in that if you hold it to one side then they know that you are going to bat an attack coming from that angle away so they will need to attack from a different angle.
not to mention an edge-on swipe with a metal buckle can break a forearm.

There are lots of reasons to use specific pieces of equipment. Would I want a buckler if I were facing a line of mounted cavalry? Not likely. Against a nimble single opponent? Sure!
Tom_Clancy's_Ghost_Recon
player, 70 posts
Wed 3 Mar 2021
at 00:08
  • msg #298

Re: [RULES] Ask the DMs

I'd pay to see that!
vibetrippin
player, 6 posts
Wed 3 Mar 2021
at 00:22
  • msg #299

Re: [RULES] Ask the DMs

I'd pay to not be in that line
Zag24
player, 30 posts
Wed 3 Mar 2021
at 03:40
  • msg #300

Re: [RULES] Ask the DMs

No opinion on the shield issue.  A new question:

I have this trait.  Blessed Touch:  You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

I also have the Brew Potion feat, with which I fully plan to brew some Cure Light Wounds and Cure Moderate Wounds potions.  I know that you have to cast the spell to create the potion -- it quite specifically says that you have to have the spell memorized, and it is used up as part of the brewing process, which, to me, essentially means you are casting it.  So, does my trait apply to the spell contained in the potion?
Tom_Clancy's_Ghost_Recon
player, 71 posts
Wed 3 Mar 2021
at 06:20
  • msg #301

Re: [RULES] Ask the DMs

I would say no, because you're not actually healing anything. You're crafting a magic item with Brew Potion. It doesn't say you do additional damage to undead, either, so the part that matters is using your hand on another living creature and applying a heal.
Buck.Davidson
player, 18 posts
Wed 3 Mar 2021
at 08:55
  • msg #302

Re: [RULES] Ask the DMs

I've seen a lot of GMs houserule that mithril weapons are also treated as a category lighter in the same way as mithril armor (one-handed becomes light, and so on) which on the house-rules level can be added/adjusted easily enough for special shields.

Regarding item creation, RAW no - you never actually cast the spell; you expend it, as you would any other reagent, but it never actually is treated as cast:
quote:
Material components are consumed when he begins working, but a focus is not. (a focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster’s currently prepared spells, just as if it had been cast.)
Emphasis mine.

On the other hand, the person who uses a potion is treated as the caster...
quote:
The imbiber of the potion is both the caster and the target.
...so theoretically you would get the extra point of healing if you used your own potion, or any other healing potion you drank.
Vatticone
player, 1 post
Wed 3 Mar 2021
at 17:23
  • msg #303

Re: [RULES] Ask the DMs

Buck.Davidson:
On the other hand, the person who uses a potion is treated as the caster...
quote:
The imbiber of the potion is both the caster and the target.
...so theoretically you would get the extra point of healing if you used your own potion, or any other healing potion you drank.

They're treated as both caster and target pertaining to effects of the spell, possibly including dismissing, directing, or suppressing the spell effects when the spell allows, but not for effects decided at casting.
quote:
The character taking the potion doesn’t get to make any decisions about the effect—the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

However, crafting an item is not casting a spell so would not benefit from the trait. Unless there is a feat I am unaware of, the only thing you can control when crafting a CLW potion is adding metamagic or increasing caster level above minimum to a maximum of your own caster level.
praguepride
player, 333 posts
He's proud
of Prague
Wed 3 Mar 2021
at 17:50
  • msg #304

Re: [RULES] Ask the DMs

I would say ultimately this is a fair DM call. I think based on the wording a GM could reasonably argue the following

1) It does not apply because the spell isn't being cast, it is being expended as part of item creation.

2) The spell is treated as if being cast so it does count in all instances.

3) When you drink a potion it applies to yourself because the potion treats you as the caster.


I personally would rule on the second option (does not apply) because when I look at the flavor text around the trait:

quote:
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others.


The part I bolded is the critical part of fluff as to why your heals are slightly better. As a GM I would not rule that this divine channel can be "stored" in a potion or item. It is intrinsically related to the character and that moment of channeling the divine.
praguepride
player, 334 posts
He's proud
of Prague
Thu 11 Mar 2021
at 17:23
  • msg #305

Re: [RULES] Ask the DMs

So not really an "ask" but a "tell" for GMs running 2e games. This took me way too long to figure out.

To award XP first identify what kind of encounter it is going to be (trivial, low, moderate, severe extreme). You get an XP budget ranging from 40 (trivial) to 160 (extreme) and then make adjustments based on party size above/below the standard 4 (10xp per xtra/missing PC on trivial up to 40xp per PC on extreme)

That is encounter building but when you reward XP at the end, you ignore adjustments for party size. So if you had a party of 2 and did a moderate encounter your starting XP budget is 80 but you would -40 for the missing party members so your end result is 40xp for traps/monsters but at the end of the encounter, each PC is awarded 80xp.

On the flipside if you have a party of 8 and want to give them a moderate challenge then you would again start with 80xp +80 for the extra PCs for a total budget of 160xp but again when the encounter is over you only award the base encounter level (80xp) to each character.

I was very confused at first because I thought the way XP was awarded meant that larger parties would level up much faster than smaller ones but somewhere in the rules it mentions that you ignore party size modifiers when you award XP.

Anyway I hope that clears things up for anyone running 2e Pathfinder.
Tom_Clancy's_Ghost_Recon
player, 72 posts
Fri 12 Mar 2021
at 01:37
  • msg #306

Re: [RULES] Ask the DMs

Why would you use books or a system to dictate how much xp to give? Especially in an online game where things move at a crawl and it could take weeks or months to get a new piece of gear or finish a single encounter. I'm not trying to be snide. I'm serious. one of the ways I retain players and keep them happy is by not being stingy. :D
Vatticone
player, 2 posts
Fri 12 Mar 2021
at 03:51
  • msg #307

Re: [RULES] Ask the DMs

If you want to speed up growth and rewards for PbP you can use a multiplier, but the formulae help ensure that the growth and rewards match the challenge. Players would likely be disappointed if slaying the dragon got them comparable rewards to that small band of goblins.

It also helps ensure you aren't giving the players a bigger challenge than they can handle or too little challenge to be interesting. If you're confident you can just wing it; great.

But beware resorting to Deus Ex Machina if you throw too much at them. XD It doesn't feel right if the balrog goes down too easily or the wyvern somehow withstands the high-rolled critical hit from the spear-wielding, raging half-orc. An earned loss is better than a fudged win, so long as the encounter wasn't stacked against the players.
Tom_Clancy's_Ghost_Recon
player, 73 posts
Fri 12 Mar 2021
at 05:33
  • msg #308

Re: [RULES] Ask the DMs

I just wing it.

I dont get the Deus Ex Machina reference. It sounds like an anime thing.

In my games, players don't encounter bands of goblins. They don't join my games for that. They can join any haphazard group of low level randoms in a game that might last 3 months for that. I tailor every encounter, puzzle, and item of value to a specific character or purpose. A favorite encounter that the (at the time) entire party enjoyed was a basilisk that was actually the pet of a teenage medusa druid, who in turn guided them (after chastizing them for trying to kill her pet) away from a haunted grove and set them on the correct path. This encounter was neat because nobody had ever seen it before. Yet it made perfect sense and touched on the combat, puzzle, and social itches of the players.

I level and reward players as I see fit. I do have a system in place to self award experience based on quantity and quality of interaction. I've got an alternate "Storybucks" system that allows them to bend the rules and stack encounters in their favor, like rerolling a d20, assigning a debuff to enemy attacks for the encounter, or making sure the next attack is a crit, etc.

Sometimes it IS sweet when you wreck the enemy mage with a single smash from a maul after a charge. Sometimes that wyvern is tough as nails and can take a beating better than others.

I guess what I am getting at is this: Why slow things down at all when inevitably your players like it better when things move faster? It just seems like using a system designed for tabletop purposes to assist (for lack of better words) unimaginitive DMs is counter productive to good DMing on a PbP game.
Veymundr
player, 5 posts
Fri 12 Mar 2021
at 05:38
  • msg #309

Re: [RULES] Ask the DMs

deus ex machina:
quote:
an unexpected power or event saving a seemingly hopeless situation, especially as a contrived plot device in a play or novel.


I am very curious about this system you speak of, "to self award experience based on quantity and quality of interaction". Could you expound?
This message had punctuation tweaked by the player at 05:39, Fri 12 Mar 2021.
Tom_Clancy's_Ghost_Recon
player, 74 posts
Fri 12 Mar 2021
at 05:44
  • msg #310

Re: [RULES] Ask the DMs

Ahh. Deus Ex Machina is the same think as a Cheese, a McGuffin, and a DM Magic Wand, except it's blatantly obvious. In other words, it's stupid bad storytelling. :P

As to the system I use, yeah.

There are so many of you at this point and besides. This thread is overdue. I made this thread editable so you all can keep it updated yourselves. Here is how it works. You get 50exp for every 25 posts in a thread (round down) x4. Then, you rate yourself on a scale of 1-3.  1 being a tagalong who didn't contribute much, your posts were often short, or you missed a large part of what was going on. 3 is that you smacked it out of the park. You paid careful attention to detail, you sold, positives and negatives, your posts all had substance, and nobody was regularly waiting on you to respond.  2 is obviously somewhere in the middle. Whichever this number is, you multiply your experience for the number of posts in a thread by it. That is your total for the thread.  So lets say a Thread had 72 posts in it. (50x2 = 100, 100x4 = 400) 400exp (round down) x2 because you were around and participated, but you were mostly background, too. So 2.  400 x2 = 800 exp for that completed thread.

Veymundr
player, 6 posts
Fri 12 Mar 2021
at 06:27
  • msg #311

Re: [RULES] Ask the DMs

Cool.

I'm running an exploration sandbox game, and I will be giving out XP for exploring new areas. Really have yet to quantify it yet.
Vatticone
player, 3 posts
Fri 12 Mar 2021
at 07:05
  • msg #312

Re: [RULES] Ask the DMs

quote:
Why slow things down at all when inevitably your players like it better when things move faster? It just seems like using a system designed for tabletop purposes to assist *editing out the completely rude, arrogant, and judgmental comment* DMs is counter productive to good DMing on a PbP game.


The system is meant to help tie reward to challenge and challenge to character abilities. It can be sped up by simply using a multiplier. That is the answer.

If you don't want such a system, don't use it. But don't assume you are the sole arbiter of what 'good DMing' is or what all players want from a game. Not to judge, because maybe your style is loved by other players, but I have specifically chosen to avoid your games despite thirsting for more RPing. To each their own.
Halancar
player, 29 posts
Fri 12 Mar 2021
at 13:19
  • msg #313

Re: [RULES] Ask the DMs

Tom_Clancy's_Ghost_Recon:
Ahh. Deus Ex Machina is the same think as a Cheese, a McGuffin, and a DM Magic Wand, except it's blatantly obvious. In other words, it's stupid bad storytelling. :P


It means "God from the machine" and goes all the way back to ancient Greek tragedies when gods would appear on stage by being lowered from a crane or raised through a trapdoor or some other showy means, so the audience would know they were gods. And then they would do their thing that might help or hinder the hero (and definitely piss off some other god), and depart the same way.

So yes, blatantly obvious. And probably stupid bad storytelling, unless used for their original intent, to set up the adventure, not solve it.
Tom_Clancy's_Ghost_Recon
player, 75 posts
Fri 12 Mar 2021
at 16:06
  • msg #314

Re: [RULES] Ask the DMs

Well I mean, as a player, I would expect more from a DM than to save a pc or npc from certain doom (or cause it) by having random "WTF?!?!" show up out of nowhere. I would think my players expect more out of me too.

Yes, of course, it goes without saying that "out of nowhere" occasionally does happen in legit ways. In my experience it is more common in game like Vampire with 50 cast members and the players were deliverately misdirected by the cast so they don't see what is lurking around the corner waiting to swoop in. But then that is a completely different genre. Part of the game is blindsiding your rivals.
praguepride
player, 335 posts
He's proud
of Prague
Fri 12 Mar 2021
at 16:57
  • msg #315

Re: [RULES] Ask the DMs

Deus Ex Machina has a lot more nuance and isn't always just a cop out.

THAT BEING SAID....



It has a really interesting history. It was very popular (relatively speaking) during the ancient greeks back when gods were center stage of a lot of their tales. Then it went out of vogue for awhile as an unneeded trope but came back in the early 1900s during early film industry because of the Hayes Codes saying evil villains absolutely cannot win.

I think one of the best examples of a "positive" Deus Ex Machina is from Stranger Than Fiction (2006) where "god" saves the life of the main character after he basically earns her sympathy and respect throughout the movie.

Also this is a frequent source of parody. In Dodgeball, the "chest of gold" that saves the day has Deus Ex Machina engraved on it. Monty Python also employs this quite abruptly. For example the Holy Hand Grenade that comes out of nowhere and resolves an obstacle is more akin to a "Machine from God" :D
The Dungeon Master
GM, 42 posts
Facilitator and caretaker
Nothing to see here...
Fri 12 Mar 2021
at 17:02
  • msg #316

Re: [RULES] Ask the DMs

As a general warning/reminder this is not the place to debate about general GM styles or the needs of Play-by-post. This is for asking Pathfinder specific questions.

Also Prague gets a bonk for blabbering on about the history of a trope. Just link whatever wiki you found about it and move on.


This message was last edited by the GM at 17:03, Fri 12 Mar 2021.
Ventrikel
player, 87 posts
Swedish dude.
Tue 23 Mar 2021
at 09:28
  • msg #317

Re: [RULES] Ask the DMs

So I made a mistake. Recently restocked items in the main city in the campaign I’m running. I added a very cool and rather expensive axe to the list, the axe fits the preferences of the Druid in the group very well, he’s now saving up for it. Then I realize, two-three levels down the road, the characters will kill a boss and get access to her weapon - an iconic one, an exotic weapon, also an axe. These two weapons have very similar damage profiles although both are great and interesting. All-in-all the exotic weapon is better than the axe, but the damage output is pretty much the same.

Of course, I want this exotic weapon to make their mouths water. I want someone to use it. Help me think about how to accomplish this.

Party composition: two people fighting in melee, one sorcerer and one gunslinger (so only the first two are relevant).
- one Druid, planning on shapechanging into a giant and such, enlarge self, big attacks. Using a greataxe.
- one magus with a highly planned out, multiclassed character build. The magus is going for bastard swords to be able to use spellstrike sometimes and such, and has made plans to get a large bastard sword in order to stack damage dice with other effects before vital striking.

Exotic weapon: two handed, deals damage as a large greataxe (ie more than a large bastardsword).

Now, to put this in the Druid’s hands, I might not have needed to do anything. With luck, he might’ve just picked up the exotic feat and used the weapon. Now I “gave him” another one, on the market.
To put this in the magus’ hands... he could retrain his exotic proficiency and break even with a new weapon. I could try and make it even more enticing by giving them an ioun stone with the proficiency - essentially giving him a free feat for his progression planning? But, come to think of it, a magus needs a weapon that can be wielded in one hand. So unless I adapt the weapon rules to allow that, it won’t work out for him...

Soooo... my only option is to put the exotic weapon in the hands of the Druid, and I’ve now given the Druid a similar weapon that he might have before finding the exotic one. How do I get out of this? I got a mini-boss on the loose from an earlier encounter, does he make away with the market weapon and attack the PCs later? That would again put the weapon in their hands, however... did I screw up too much?
Ventrikel
player, 88 posts
Swedish dude.
Tue 23 Mar 2021
at 09:40
  • msg #318

Re: [RULES] Ask the DMs

Okay to try and make it a little bit more clear. This takes place in the Iron Gods campaign, which I’m running for the second time - this time irl - after a pbp-campaign with praguepride came to a stop on my account :) iron gods spoilers:


Spoiler text: (Highlight or hover over the text to view)
https://pathfinderwiki.com/wiki/Chainsaw

The exotic weapon in question is a chainsaw. It’s hard to make it match the bastard sword specifics, and unfortunately I made a similar but more expensive axe available in the market, which uses waaaayyy more battery charges.


praguepride
player, 342 posts
He's proud
of Prague
Tue 23 Mar 2021
at 16:56
  • msg #319

Re: [RULES] Ask the DMs

The easiest answer is to repurpose the chainsaw as a Warhammer 40k style Chainsword



Look at the adjustments to go from a regular greataxe to the chainsaw and make the same modification based on the smaller hit die. IIRC from Starfinder you basically just add dice of damage to make it higher tech.

So yeah, reduce the damage die from d12s to d10s and call it a bastard sword.

The other option is to tweak it so that each one is more useful in different situations. The Witcher for example always carries two swords, one for monsters and one for man. Give each one different abilities so like maybe one does a bit more damage but the other is more accurate, or one can punch through DR but the other does a bit more damage. /shrug.

Then give them a little side treat of later on having some wizard or artificer be like "Hey, I can combine those for you" and then they have a super duper cool custom weapon they will remember forever.
Jobe00
player, 28 posts
Role-playing
Game Mechanic
Wed 24 Mar 2021
at 01:26
  • msg #320

Re: [RULES] Ask the DMs

I'd have to dig for it, but there was a third party 3.X supplement that had a Chainsword in it. I think it added 1d6 to the damage.
praguepride
player, 344 posts
He's proud
of Prague
Wed 24 Mar 2021
at 01:32
  • msg #321

Re: [RULES] Ask the DMs

From Starfinder, the Fangblade which is basically an industrial chainsaw with an altered grip, does 1d12 slashing damage and on a critical adds 1d8 bleeding. It is listed as an advanced one-handed weapon so if they have the exotic proficiency feat tax for bastard sword I'd give it to them, personally.

Here is a picture of one:



So the sweet thing about it is it uses the same damage die as your greataxe and looks pretty kick ass to boot.
Ventrikel
player, 89 posts
Swedish dude.
Wed 24 Mar 2021
at 19:47
  • msg #322

Re: [RULES] Ask the DMs

Alright, good input! The pathfinder chainsaw deals 3d6 damage (18-20/x2) which would have its own appeal, not sure how to balance a chainsword given that, something to think about...
godlearner
player, 73 posts
Wed 24 Mar 2021
at 20:44
  • msg #323

Re: [RULES] Ask the DMs

In reply to Ventrikel (msg # 322):

Well, it requires an Exotic weapon proficiency and 2 hands to wield. It also has a limited capacity and costs 2700 gp. I rather use a +1 Greatsword.
Ventrikel
player, 90 posts
Swedish dude.
Wed 24 Mar 2021
at 21:07
  • msg #324

Re: [RULES] Ask the DMs

In reply to godlearner (msg # 323):

I guess you might, but it would deal on average 2,5 less damage and wouldn't be as cool. The chainsaw will be free as its looted, and adding +1 to it is only 2k whereas improving the +1 greatsword would cost 6k if it is at all possible. Besides, a greatsword isn't a good choice for a druid or for a magus. So I'm back to my thinking on how to put this chainsaw in the hands of my players' characters...
godlearner
player, 74 posts
Wed 24 Mar 2021
at 21:16
  • msg #325

Re: [RULES] Ask the DMs

quote:
I guess you might, but it would deal on average 2,5 less damage and wouldn't be as cool.

I give you the coolness factor, but the 2.5 less damage is way offset by the Exotic feat proficiency.
Hunter
player, 33 posts
Wed 24 Mar 2021
at 21:23
  • msg #326

Re: [RULES] Ask the DMs

In reply to godlearner (msg # 323):

If memory serves, chainsaws were (and still are) designed primarily for cutting wood.   While they can be effective at cutting other stuff, it'd probably be more of an intimidation factor.   They're loud and a bit unwieldy.

I';d rather use a laser or plasma cutter.   Less fuss and safer to use.
Jobe00
player, 29 posts
Role-playing
Game Mechanic
Wed 24 Mar 2021
at 21:40
  • msg #327

Re: [RULES] Ask the DMs

Chainsaws are hideously dangerous if used for anything beyond their intended purpose.
godlearner
player, 75 posts
Wed 24 Mar 2021
at 21:46
  • msg #328

Re: [RULES] Ask the DMs

Jobe00:
Chainsaws are hideously dangerous if used for anything beyond their intended purpose.

Agreed, but hardly a factor in an RPG game.
Jobe00
player, 30 posts
Role-playing
Game Mechanic
Wed 24 Mar 2021
at 22:39
  • msg #329

Re: [RULES] Ask the DMs

Rule of Cool trumps such actual dangers unless it's a GURPS game that is not cinematic.
praguepride
player, 345 posts
He's proud
of Prague
Thu 25 Mar 2021
at 03:05
  • msg #330

Re: [RULES] Ask the DMs

lol, GURPS.

“We are using the expanded chainsaw rules so check the hardness of the metal of the chain versus the weighted average hardness of your target which becomes the modifier on the chain effect table. If it is too low it is an automatic mishap so will roll on the chainsaw chain mishap table. If you succeed roll hit location and damage but also roll your strength versus the kickback target listed on the chain effect to see if it bucks out of your hands. If it does buck roll a direction die modified by the difference in strength versus target...”
Jobe00
player, 31 posts
Role-playing
Game Mechanic
Thu 25 Mar 2021
at 03:56
  • msg #331

Re: [RULES] Ask the DMs

That sounds more like Rolemaster. Just add the part where there is a critical fumble table where the results are bad to fatal to the one holding the chainsaw.
praguepride
player, 346 posts
He's proud
of Prague
Thu 25 Mar 2021
at 15:38
  • msg #332

Re: [RULES] Ask the DMs

Fair. GURPS would also have the "chainsaw lite" rules that are just basically roll attack and damage :P
godlearner
player, 76 posts
Tue 20 Apr 2021
at 17:22
  • msg #333

Re: [RULES] Ask the DMs

So, what is the 'Book Price' for a Helm of Opposite Alignment?
Kegdrainer
player, 29 posts
Tue 20 Apr 2021
at 23:55
  • msg #334

Re: [RULES] Ask the DMs

It requires a hat of disguise, helm of comprehend languages and read magic, and a  helm of telepathy, so 1,800 + 5,200 + 27,000 = 34,000 gp just for the materials (Half price if you craft them yourself). Since you are combining the three items into one, it tacks on a 1.5x to the lower item so that is your call if it is for the just the hat of disguise or if you will also add in the helm of comprehend languages and read magic to the total.

As to how to get it to become a Helm of Opposite Alignment, that is you call. Maybe they have to make a spellcraft roll for each item and all three need 1's for it become the helm.
Tom_Clancy's_Ghost_Recon
player, 79 posts
Wed 21 Apr 2021
at 00:44
  • msg #335

Re: [RULES] Ask the DMs

Why would anyone want a Helm of opposite alignment?
Zag24
player, 38 posts
Wed 21 Apr 2021
at 00:57
  • msg #336

Re: [RULES] Ask the DMs

To give it to their buddy, of course.
Siobhan
player, 3 posts
Wed 21 Apr 2021
at 01:00
  • msg #337

Re: [RULES] Ask the DMs

As a weapon. To change their outlook without all the time and struggle of getting there.
godlearner
player, 77 posts
Wed 21 Apr 2021
at 01:02
  • msg #338

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 335):

To make a badass monster into a very cool henchman.
godlearner
player, 78 posts
Wed 21 Apr 2021
at 01:03
  • msg #339

Re: [RULES] Ask the DMs

In reply to Kegdrainer (msg # 334):

Isn't there a 50% discount for it being a cursed item?
Kegdrainer
player, 30 posts
Wed 21 Apr 2021
at 01:38
  • msg #340

Re: [RULES] Ask the DMs

To be more specific,

"When a magic item creation skill check fails by 5 or more, roll on Table 15–27 to determine the type of curse possessed by the item." Pg 536 Core Rule book. On that table 91-100 has you roll on Table 15–28 with 55 being the helm.

Not sure on the 50% discount but you might want to just craft an item that does what you want. Might start off using a Helm of opposite alignment that has already been expended and Wish that it will work one more time.
godlearner
player, 79 posts
Wed 21 Apr 2021
at 01:54
  • msg #341

Re: [RULES] Ask the DMs

Intentionally Crafting Cursed Items
Intentionally crafting cursed items requires the same item creation feats and skill checks as does crafting a normal item of that type, but in addition to such requirements, intentionally cursed items require bestow curse or major curse as a spell prerequisites. Crafting cursed items is generally cheaper than creating fully functional items, depending on the type of curse involved, as detailed below. The table above indicates the price and spell prerequisites of some of the most common deliberately created cursed items.

Drawbacks and Requirements: Cost isn’t reduced for cosmetic drawbacks or requirements with no direct game effects. Cost may be reduced by 10% for minor drawbacks or requirements such as minimum skill ranks or worship of a specific deity; by 30% for harmful or costly drawbacks or requirements such as alignment change,


So, perhaps a 30% discount.
Hunter
player, 34 posts
Wed 21 Apr 2021
at 02:26
  • msg #342

Re: [RULES] Ask the DMs

In reply to godlearner (msg # 341):

Actually, a single use item would cost 1% of the base price.

Special
Charged (50 charges) = 1/2 unlimited use base price
1 charge = 1/100 unlimited use base price
Siobhan
player, 4 posts
Wed 21 Apr 2021
at 02:38
  • msg #343

Re: [RULES] Ask the DMs

Since the "curse" is the point of making the item, I'd say full price.  It's not a drawback.  It's the only effect.
Zag24
player, 39 posts
Wed 21 Apr 2021
at 03:14
  • msg #344

Re: [RULES] Ask the DMs

Siobhan:
Since the "curse" is the point of making the item, I'd say full price.  It's not a drawback.  It's the only effect.

I agree, especially for that item.  How hard would it be just to cast a spell that permanently changes someone else's alignment?

For a lot of cursed items, the item not only carries the curse, but also has some sort of stickiness, that the item is hard to get rid of.  Wouldn't that be an additional enchantment that increases the price further?

I'm not a huge fan of the mundane cursed items -- -2 sword that you can't get rid of -- that sort of thing.  I mean, who would go to the trouble to make such a thing?  You could spend the same resources and make a really effective trap.  I prefer items where some wizard was trying for a positive effect but they screwed up.

For instance, I have an armband that turns you into a dove.  The wizard wanted a bird that was non-threatening.  Unfortunately, it also magnifies another trait of doves, specifically that you look delicious to all predatory birds.  Finally, because it's an armband that is designed to fit whoever or whatever is wearing it, it turns out to be really hard to get off of your wing, you suddenly being without fingers and all.  That was not part of the design, just an oversight.  As long as you have a buddy around to pull it off, then it comes off with little effort, but it's really hard to do yourself, especially as you have to dodge all the owls, hawks, and eagles nearby.
This message was last edited by the player at 03:16, Wed 21 Apr 2021.
Hunter
player, 35 posts
Wed 21 Apr 2021
at 06:40
  • msg #345

Re: [RULES] Ask the DMs

In reply to Zag24 (msg # 344):

quote:
To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).


Hence, I find it implied that most cursed items are created by accident.
bottleface
player, 52 posts
Wed 21 Apr 2021
at 08:05
  • msg #346

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 335):

We had a campaign where one of our characters was turned into a wererat and the rules at the time had you take on the alignment of the lycanthrope after your first change. If I remeber correctly it made him chaotic evil and we were a party of good characters.
This message was last edited by the player at 08:05, Wed 21 Apr 2021.
Buck.Davidson
player, 20 posts
Wed 21 Apr 2021
at 08:23
  • msg #347

Re: [RULES] Ask the DMs

It's all fine and good to make a helm by accident, but in terms of intentional change....

In 3.5 there is a spell to forcibly change an alignment to one you choose (Compel in Oriental Adventures, pp 99-100) that 1: allows you to specify the target alignment and 2: has a duration of Permanent unless using another casting, Wish, or Miracle (and possibly Disjunction depending on GM ruling).  The fact that the cursed helm always switches to the diametrically opposed alignment might be worth shaving off a spell level, but otherwise seems like a decent single-use, user activated item (spell level x caster level x 50) creation.
bottleface
player, 53 posts
Wed 21 Apr 2021
at 09:33
  • msg #348

Re: [RULES] Ask the DMs

Not sure if it matters but I think Oriental adventures may be 3.0.
Angelalex242
player, 3 posts
Wed 21 Apr 2021
at 09:41
  • msg #349

Re: [RULES] Ask the DMs

Not all curses have benevolence in mind.

Consider the case of Angel (Buffy the Vampire Slayer).

The gypsies cursed him, helm of opposite alignment style. However, they added an escape clause, one moment of true happiness, and he goes back to being not just evil, but Book of Vile Darkness Vile Evil.

Could do something like that instead.
Tom_Clancy's_Ghost_Recon
player, 80 posts
Wed 21 Apr 2021
at 12:19
  • msg #350

Re: [RULES] Ask the DMs

I know if somebody hit me with a helm of opposite alignment, it would not go as they intended. For one thing, I play neutral alignments on purpose. But more then that, alignments are not a static thing. They are fluid. Even a Lawful Stupid Pally can be incensed into berserk rage, just as a Chaotic Awesome murder hobo can be protective of children.

But the real reason I have a problem with the opposite alignment comes down to choice. If I wanted to play the opposite alignment I would have picked it from the start. You lured me into thinking I had a choice and then snatched it away when it wasn't the choice you wanted or approved of. There of course is also the notion you're being a silly DM with a comedy element to your game when you do this to someone. That may or may not go over well. I'd still highly suggest against using this as a curse. As an above commenter posted, curses can be quite unique and interesting, Ravenloft is full of them. :D
This message was last edited by the player at 12:48, Wed 21 Apr 2021.
godlearner
player, 80 posts
Wed 21 Apr 2021
at 12:37
  • msg #351

Re: [RULES] Ask the DMs

You guys keep thinking as to how it affects characters, which not the point of the question. BTW Tom, this is how alignment may work in your games and possibly in real life, but that is not how it works in Pathfinder or D&D overall.

So, back to price. What I am hearing is this: If I was a rich as the Queen of England and commissioned to have this item made, I would be looking at somewhere upwards of 40K gp. If I happen to find one of these things and try to sell it, I am looking to get at somewhere around 4k gp. If one happens to become available on the market, it would likely sell from 8k to 10k gp.
Zag24
player, 40 posts
Wed 21 Apr 2021
at 13:05
  • msg #352

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 350):

As a GM, I'd be asking you to think of it as a role-playing challenge.  Can you embody this magical change in your psyche?
Tom_Clancy's_Ghost_Recon
player, 81 posts
Wed 21 Apr 2021
at 13:34
  • msg #353

Re: [RULES] Ask the DMs

I keep looking at it as how it affects characters because the intent is what is really important here. If it is a plot device or an NPC has it to bestow as a "gift" the cost matters very little in the grand scheme. The DM says that person has it, they have it. Its really that simple. But seeing how context is king, it sounds like the cost of crafting is important. If that is the case, somebody the DM isn't going to wave their wand at is building it. So okay. Why? To cicumvent rules bssed on alignment (like a bad ass creature cohort) or to mess with another player.

Seeing as alignments work the esy the DM says they do, be it strictly by the book or simply loose interpretations of personality types, there are, as previously mentioned, far easier ways to curse somebody than altering their alignment by number crunching a cursed magic item.

To the Ninja above: Could I? Probably. Do I want to? No. Why would I? What do I get out of it? Do I grow as a player? Is there some applicable reward? Whats the point besides sating your curiosity?
Angelalex242
player, 4 posts
Wed 21 Apr 2021
at 15:08
  • msg #354

Re: [RULES] Ask the DMs

That depends. The helm of opposite alignment...or the aforementioned gypsy curse...is probably designed to let a player play an 'always evil' race that is somehow good so he can join the party.

In Angel's case, he's an undead vampire, and vampires in his universe are very wicked indeed, and his alter ego Angelus is Vile Darkness level evil.

So, his curse turns him suddenly good, and now he can date good aligned Slayer Buffy.

Watch out for that happiness, however...
praguepride
player, 347 posts
He's proud
of Prague
Wed 21 Apr 2021
at 20:31
  • msg #355

Re: [RULES] Ask the DMs

This is the reason that you don't see those kind of cursed items anymore. Helm of Opposite Alignment, Belt of Masculinity/Femininity etc. They either rob the player of agency OR they do nothing.

If gender doesn't play a huge part in your game than the belt isn't going to do anything. If you're playing "alignment fluid" where you can have good days and evil days and lawful days and chaotic days then the helm isn't going to do anything. You can just declare "I'm fighting my alignment" and unless the GM forces you to murder/rescue orphans, your character does what they're going to do.

OR if the GM does come in and say "okay now I tell you how to play your character" or all the social settings and dynamics are flipped because it is a one gender dominated society then congrats, you've railroaded the player into a situation they probably didn't ask to be in. /slow clap. I'm sure that will go well for everyone's enjoyment.

THAT BEING SAID it is a fun twist to build these items into character creation. Make a big bad villain trapped by the helm as your player character and hope nobody ever knocks it off of them. Play a magically trans character experiencing the world "on the other side". The difference being these are now player choices and not choices thrust upon them.

I know I'm at the end but I feel like that is why you don't see many Geas effects anymore. Robs the player of their agency.
Vatticone
player, 5 posts
Wed 21 Apr 2021
at 20:34
  • msg #356

Re: [RULES] Ask the DMs

praguepride:
This is the reason that you don't see those kind of cursed items anymore. Helm of Opposite Alignment, Belt of Masculinity/Femininity etc.

You know, except for THAT trap... XD
godlearner
player, 81 posts
Wed 21 Apr 2021
at 20:41
  • msg #357

Re: [RULES] Ask the DMs

Well, in our current situation, the party came across a gargoyle and so far managed to outwit him into helping the party. He would make a pretty decent tank for us, but his CE alignment is making it very chancy. He is bound to turn on us sooner rather than later. A Helm would take care of the issue, assuming we keep being nice to him.
Tom_Clancy's_Ghost_Recon
player, 82 posts
Wed 21 Apr 2021
at 21:05
  • msg #358

Re: [RULES] Ask the DMs

And what do you think will happen when he realizes he's been duped? Especially after he becomes familiar with the party, knows their strategies, and their weaknesses? Add to it that along the way said gargoyle amplifies their own personal power with treasure and knowledge found? LG or not, cutting them out of yheir fair share isn't going to last very long.

Congratulations. You've just created an archvillian who can at the very least pick a few of you off, and if handled by a crafty DM will make you wish for a TPK. You don't -KNOW- that you'll be betrayed by a CE alignment. As a side tangent it annoys me when players assume that. Chaotic Evil is just as capable of not betraying someone as Lawful Stupid is of falling to the Dark Side.
godlearner
player, 82 posts
Wed 21 Apr 2021
at 21:08
  • msg #359

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 358):

Please, he has an INT of 6. He is realizing doodly squat.
Tom_Clancy's_Ghost_Recon
player, 83 posts
Wed 21 Apr 2021
at 22:15
  • msg #360

Re: [RULES] Ask the DMs

Are you the DM and absolutely sure of that? :/

All silliness aside, if it's too stupid to consciously realize an alignment, let alone that its being duped, why go through all the effort in the first place? Surely your party has some type of bard or sorcerer who can bluff or diplomacy the party's way into being friends and add a nice bonus thanks to some bribery.

/Face Palm

Spell casters. Always trying to complicate things.
godlearner
player, 83 posts
Wed 21 Apr 2021
at 22:26
  • msg #361

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 360):

Even if do control him with Diplomacy, his chaotic evil impulse will likely make him act out in none dungeon situation and we would be responsible for his actions. The risk is just not worth it in the long run. If we do not find or acquire a helm or something similar to that we will have to put him down, and my LN cleric of Asmodeus is totally ok with that.
Tom_Clancy's_Ghost_Recon
player, 84 posts
Wed 21 Apr 2021
at 23:51
  • msg #362

Re: [RULES] Ask the DMs

Is this the same cleric that was totally okay with evil goblins not being evil? If so, it seems like your DM is okay breaking stereotype, which then suggests you may be able to influence the gargoyle...especially if its too stupid to realize you're doing it.
Hunter
player, 39 posts
Tue 27 Apr 2021
at 03:04
  • msg #363

Re: [RULES] Ask the DMs

I'm mulling over creating a monk or slayer character who uses throwing daggers as a primary weapon.  The catch that I'm having is that I want to use Instant Weapon to create weapons on an as need basis rather than carrying a whole bunch.

The two ways to do this is either to have a magical item enchanted with the spell or a racial trait that does the same.   The latter requires GM approval, so I've put that option aside for later consideration.

The issue I'm wanting a bit of help with is trying to find a way to reduce activation of a magic item from a standard action to a move/free action.   Thoughts?
Halancar
player, 30 posts
Tue 27 Apr 2021
at 03:25
  • msg #364

Re: [RULES] Ask the DMs

Have you looked at the Dagger of Doubling ? It seems pretty close to what you need already.

https://www.d20pfsrd.com/magic.../dagger-of-doubling/
Jobe00
player, 34 posts
Role-playing
Game Mechanic
Tue 27 Apr 2021
at 03:36
  • msg #365

Re: [RULES] Ask the DMs

In reply to Hunter (msg # 363):

Get a couple weapons with Transformative and Called.
praguepride
player, 351 posts
He's proud
of Prague
Tue 27 Apr 2021
at 05:58
  • msg #366

Re: [RULES] Ask the DMs

This is shifting systems a bit but in most builds Jarlaxle, the dark elf mercenary, has bracers that let him draw infinite daggers. Combine that with quick draw and you can just machine gun them out, which is what he does.

https://forgottenrealms.fandom...er_of_flying_daggers

quote:
An attuned wearer could pull two daggers from the bracer simultaneously at any time, which disappeared if not immediately thrown. The thrown daggers remained solid while in flight and when they either hit or missed a target, after which they also immediately disappeared.


I guess the question is what level range are you looking at? The bracers described are at a minimum a mid-tier item (Rare by D&D 5E standards).
Hunter
player, 40 posts
Tue 27 Apr 2021
at 17:12
  • msg #367

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 366):

Well, 12k gold requires the character be at least 6th level.  So, starting there.
tommy2k4
player, 1 post
Tue 18 May 2021
at 16:30
  • msg #368

Re: [RULES] Ask the DMs

QUESTION FOR ALL DMS
Combat on Rpol... it's a pain. By it's very nature it is WAY slower than combat at the tabletop (which there are a myriad of YouTube videos on how to speed up) and while I've run countless games over the years, not one of them has come to a satisfactory conclusion, typically because the game grinds to a halt during combat and most of the time the players lose interest and drop off.

My latest techniques will be:
  • 48 hour "turns"; people who fail to post in that time skip their actions
  • Group Initiative
  • Enemies act as one on the same turn regardless of Initiative order
  • Reveal the stats (AC's, Saves, etc) to the PC's
  • Use Google Slides to create Battlemaps (with tokens) which the players can access at any time
  • Introduction of "Room DC" a static target number for all skill checks in a scene
  • Advantage/Disadvantage mechanic instead of random +2 modifiers

What combat systems, techniques, or alternatives have you found that work for you?
godlearner
player, 95 posts
Tue 18 May 2021
at 16:38
  • msg #369

Re: [RULES] Ask the DMs

In reply to tommy2k4 (msg # 368):

I use the following:
  • 24 hour "turns"
  • Average initiative for each side
  • Reveal the stats (ACs, HPs*) to the PCs. * not HPs for leader types
  • Summary of events at the end of each round

praguepride
player, 356 posts
He's proud
of Prague
Tue 18 May 2021
at 18:38
  • msg #370

Re: [RULES] Ask the DMs

After almost a decade of running combat w/ maps here are my conclusions and reasonings:

- Group initiative

I tried for many years to preserve individual initiatives but I have ultimately given up on it. First of all I hate the idea of posting in initiative order because I want players to always post MORE rather than less and depending on schedules people might not always have their schedules align. It sucks because it takes a lot of stuff out of combat (whoever wins initiative gets to "alpha strike" the enemy) but ultimately it does preserve the flow

On that note I basically decide who goes first during encounter build. If the PCs are going to go first due to planning or sneakiness or situations then I make the enemy side a little beefier to offset the alpha strike. Flipside if the enemies are going to ambush the PCs I make them a little weaker so the PC party isn't crippled. This is a very minor tweak, a few extra HP there or a less than optimized attack there. For example if the PCs are going first I might throw a few extra HP while if the enemies are going first they won't have every buff set so not everyone attacks turn 1...depending on the situation. It's a balancing act.

- Update schedule is "variable"
Turns are not set on a hard timer and instead are set on a "quorum" basis. Once over half the players have gone I NPC the rest. I don't like hard timers because what happens if nobody posts in time? I will bump the combat thread daily and poke people via PMs if getting that 3-4 PCs to post takes longer than a day but that keeps things going without putting hard timers into place. Instead I put myself on a schedule of daily posts so players know it is worth it to check out and stay updated.

- I reveal some stats
AC and basic attack damage and visible weaponry are revealed but I obfuscate HP behind a status. So 100% = Healthy, 90-99% = Bruised etc. I've also taken to including HP bars to give players an approximate idea of how wounded things are without outright displaying HP. The fun thing is this lets me twist it around with undead by completely hiding their HP because they always appear "Dead" :D

- I automatically make passive rolls
When combat starts I make a bunch of mass checks for knowledge checks and shoot private lines to anyone that passes. Same thing if there is any kind of perception check etc. I only ask my players to make "active" rolls that actually require actions. I like in 2E how recalling knowledge takes an action now so I no longer have to do this.

- I list out statuses and resources
It takes awhile to set up but once you get it going it is easy to copy and paste but it details everyone's spells, effects, sometimes even hyperlinks to conditions etc. and I modify the combat tracker so it shows that your AC is 18+2 and your status is "Protection from Good" or whatever. It's not perfect but it helps. In general I've found my players tend to be very good at keeping track of their own numbers so it is more a reminder for me.


- I try to design encounters for faster progress
Instead of one enemy with a million HP I divide it up to have more smaller enemies so there is more action up front and more visible progress as they get beaten down. Ideally a combat only goes about 6 rounds so at 2-3 updates a week it is only 2 weeks for an encounter. I have noticed many APs like to do "speed bumps" where there is one monster in a room that has no chance of doing anything, especially with group initiative so I redesign APs for smaller #s of encounters but higher quality encounters. If I am going to stop the game for several weeks for combat I want to make it actually worthwhile for everyone involved. This isn't ALWAYS the case but it is something I try to keep in mind.




If you want to see this in action here is a spoiler free 5e version that I do:

link to a message in another game

(starts on Msg #21). In general this encounter was 2-3 updates a week.
Halancar
player, 31 posts
Tue 18 May 2021
at 18:45
  • msg #371

Re: [RULES] Ask the DMs

One thing I have seen one of my DM do is cut encounters short once it was obvious the PCs had gained the upper hand. If for instance there were 5 monsters, after the first three had been killed the DM would just cut in with a 'and you finish the other two without problem' (well, he usually wrong at least a paragraph or two of fluff about the rest of the fight, but that's the idea), and move on. It sped up combat quite a bit.
Kegdrainer
player, 31 posts
Tue 18 May 2021
at 23:07
  • msg #372

Re: [RULES] Ask the DMs

You might also have a pool of situations for the players to write in what the characters would do if you have to Bot them.

Combat
1.Attack foe unless below x hp
2.Use wand on self or fallen friend next to me
3.Run away if the party is down to x

Things like that to give you something to work with.
Tom_Clancy's_Ghost_Recon
player, 99 posts
Wed 19 May 2021
at 02:22
  • msg #373

Re: [RULES] Ask the DMs

1. What Kegdrinker said is great if you've got slower posters. I refer to it as "default actions" and it's a very good way to not screw a player (or the party) by making a character act in a way they wouldn't or to take no action (which is detrimental to the party).

2. The biggest thing I can advise is not to waste time on combat. What I mean is, the game ends if all the characters wipe, right? Players bail when things slow down to a crawl, too. I don't challenge them with things that aren't meant to be a challenge. Encounters and scenes are allowed to be easy. If the characters must win, must find a special key, must notice a certain clue, or whatever to advance, there is no reason not to let them have it. Players will be clueless boneheads enough on their own. They don't need DM help.

THAT DOESN'T MEAN THEY SHOULDN'T BE THREATENED!

It's okay to beat up characters, make them use spells or items, and in the event they are particularly obtuse, put'em on ice. If the tiefling warlock thinks his balls are big enough that he can face down an elder red dragon at level 8, incinerate him on the spot.

On the other hand, if the level 8 half-orc barbarian looks at the goblin chief and his 6 bodyguards funny, they can talk trash about coming back another day and leave without a single weapon drawn or point of damage dealt.

An elder red dragon right out of the book is a boss. A goblin chief and 6 bodyguards require tweaking.

Make sense?

TLDR: DMs often make the mistake of thinking everything needs to be an "appropriate" challenge. It doesn't need to be. DMs often buff up wimpy or weak creatures so they don't get total waffled. That also is a mistake. Totally waffling wimps is perfectly acceptable. Players even enjoy the opportunity to show off and obliterate scrubs.
godlearner
player, 96 posts
Wed 19 May 2021
at 12:46
  • msg #374

Re: [RULES] Ask the DMs

quote:
DMs often make the mistake of thinking everything needs to be an "appropriate" challenge. It doesn't need to be. DMs often buff up wimpy or weak creatures so they don't get total waffled. That also is a mistake. Totally waffling wimps is perfectly acceptable. Players even enjoy the opportunity to show off and obliterate scrubs.

Totally agree here. As a very smart DM told me a long time ago "Let the stupid ones die. Character sheets are cheap."
praguepride
player, 357 posts
He's proud
of Prague
Wed 19 May 2021
at 14:15
  • msg #375

Re: [RULES] Ask the DMs

Agreed. This was a big change from Elder Scrolls Oblivion to Skyrim. In Oblivion everything auto-leveled with you so no matter how powerful you got, every encounter was a "challenge" (to an extent) which resulted in ridiculous scenarios where bandits were wearing tens of thousands of gold in glass/daedric armor.

In Skyrim they instead put hard caps on enemies so while enemies might get tougher within a level range at some point you blow past them and can just wade into them and have fun.

This is a big difference between D&D 5E and Pathfinder 2E. In 5E because there is such a hard cap on bonuses low level PCs and high level PCs hit about the same, just higher levels have more HP and more abilities to choose from but at the end of the day you can take on MUCH harder encounter CRs but the flipside is the same where even lower level mobs can hit and hit hard so even those orcs and goblin bands stay a decent threat for a long time.

In Pathfinder 2E because your level itself acts as a flat bonus to so many things when you get to high enough level you can just wipe the floor with them. It is important to note that anything I think 5 levels below you provides 0xp because it is assumed that such a thing is no longer a threat anymore. Meanwhile they don't even provide XP for things +5 levels above you because it is either assumed your party won't be able to handle it OR (more likely) the GM should never never never put something that high level in front of the party and expect them to win :D
Hunter
player, 48 posts
Mon 9 Aug 2021
at 09:22
  • msg #376

Re: [RULES] Ask the DMs

What are people's thoughts on a homebrew world having or not having a small sized player race?  I'm of two minds about it, and like to know what others think on the subject.
godlearner
player, 100 posts
Mon 9 Aug 2021
at 16:37
  • msg #377

Re: [RULES] Ask the DMs

quote:
having a small sized player race

Why is that important?
Vatticone
player, 47 posts
Mon 9 Aug 2021
at 17:22
  • msg #378

Re: [RULES] Ask the DMs

In reply to Hunter (msg # 376):

The question should be what value do they add to the world, or the PC race selection, other than their size? Gnomes have always had this issue. Halflings/kender have the market cornered on being an embodiment of the inner child, and their being small is an extension of that purpose. But gnomes have often been just small dwarves, or friendly, intelligent goblins.
BossMuro
player, 2 posts
Mon 9 Aug 2021
at 17:33
  • msg #379

Re: [RULES] Ask the DMs

In reply to Vatticone (msg # 378):

I really like what pathfinder did with gnomes, making them semi-fey who can literally die from boredom, while halflings are usually defined by being an easily oppressed subgroup of other societies.  It's a shame they're basically identical mechanically, with gnomes just being worse halflings.
This message was last edited by the player at 17:36, Mon 09 Aug 2021.
godlearner
player, 101 posts
Mon 9 Aug 2021
at 18:14
  • msg #380

Re: [RULES] Ask the DMs

My favorite small-sized race are Ratfolk.
Jobe00
player, 50 posts
Role-playing
Game Mechanic
Mon 9 Aug 2021
at 18:55
  • msg #381

Re: [RULES] Ask the DMs

In reply to Vatticone (msg # 378):

Honestly, I would have Gnomes have Int as their mental stat bonus over Cha. This fits the OG Gnome Illusionist stereotype for them as well as the gnome trickster stereotype. They should be clever.
Ventrikel
player, 92 posts
Swedish dude.
Thu 12 Aug 2021
at 19:39
  • msg #382

Re: [RULES] Ask the DMs

I just saw some comments, so I gotta jump in and say: I love gnomes. I always play gnome. They're awesome and need no fixing. They can make good wizards even without the +int, but more than that they make good sorcerers. They're fey-like, the magic is in them, they're tricky and capracious, I just wish they'd have a stronger connection to fey and even copper dragons - or at least to have more good such archetype options etc. But it's all in their nature, hence the charisma rather than int bonus. As for the original question, I'm always disappointed when I can't play gnome, but in a more low-fantasy setting there doesn't have to be gnomes...
Ventrikel
player, 93 posts
Swedish dude.
Thu 12 Aug 2021
at 19:47
  • msg #383

Re: [RULES] Ask the DMs

Now on to my issue. So the player went and died, I mean the character. He did kinda want his character to die, but didn't honestly play very careless, it was just that he was the one who fell for the boss's "Okay everyone, fall back!" trick and chased after them and got an axe in the face as he turned a corner in a narrow corridor. He was a quite damaged sorcerer, the boss crit him for more than his max HP. So he died. This is minutes before the great revelations of the evil mastermind in his family who they're gonna go after the whole next chapter of the AP. Damn, it sucks that he died right now. Anyway.

The group is isolated. It's hard to come up with a way to squeeze in a new player character in the cave they're in. I don't want the players to back out of the cave, I'm gonna have the bad guys assault and murder all their allies if they do. So I'm trying hard to think of how a character could appear. Now, is it awfully unbalanced to have a player play a monster? Like, say, a CR6 monster with several arms and a few special rules? It sounds like a really bad idea, but its also so tempting because this "monster" (a humanoid outsider) pretty much has the motivation to go with the group.
BossMuro
player, 3 posts
Thu 12 Aug 2021
at 20:01
  • msg #384

Re: [RULES] Ask the DMs

So the issue is how to introduce a new character in the middle of dungeon crawl?  The obvious answers that come to mind are: as a prisoner the enemies were holding for some reason, or as someone who heard about what's going on and came to help (possibly sent by allies).

Alternatively, the dead player could just have to stay out of things until the cave is done.  That kind of depends on how long you expect that particular dungeon to go, though.

I'm personally against monster PCs, especially ones with a bunch of HD and special rules.
Kegdrainer
player, 32 posts
Thu 12 Aug 2021
at 21:58
  • msg #385

Re: [RULES] Ask the DMs

Maybe a teleport trap that sent them there?
Prince of Boredom
player, 7 posts
Thu 12 Aug 2021
at 22:58
  • msg #386

Re: [RULES] Ask the DMs

You could also just let the player play the NPC until they get to a better place to bring in a "more traditional" PC. Just make sure to let them know it's temporary. But I agree with BossMuro, the standard is a prisoner, or possibly someone who might be found wandering around in dangerous caves (like a dwarven ranger or really any sort of dwarf).

If it were me, I'd probably put the work on the player to come up with a new PC and tell me a compelling reason for why their new character is in this cave. It gives them more agency, and forces them to think about the type of character that would make the most sense, and then you just have to tweak what they come up with.
Tom_Clancy's_Ghost_Recon
player, 126 posts
Fri 13 Aug 2021
at 20:34
  • msg #387

Re: [RULES] Ask the DMs

^ This. But my 10 cents is that I'd also suggest race and class combos that I'm intetested in DMing for. Maybe even backgrlund bits. This is usually covered in the House Rules, but sometimes what is coming next isnt known to the players, but presents opportunities. For instance, my own game recently had an encounter with a dwarf caravan that was going to be non hostile, allow them to re-equip with mundane gear, and allow for a sidetracking of sorts. It was the perfect excuse to add some dwarf characters. Naturally I encouraged the 10 or so applicants to make things easy for all of us and choose a dwarf character.
Prince of Boredom
player, 8 posts
Fri 13 Aug 2021
at 20:36
  • msg #388

Re: [RULES] Ask the DMs

Except for that one bastard that decided to make a human...
Tom_Clancy's_Ghost_Recon
player, 127 posts
Fri 13 Aug 2021
at 20:49
  • msg #389

Re: [RULES] Ask the DMs

Prince of Boredom:
Except for that one bastard that decided to make a human...


Or twink that wanted to be a succubus and then rage quit because she was sexually objectified as "Cherry Pie" by the Anti Paladin, or told, "I'd hit that" by the stoned elf.
Hunter
player, 49 posts
Fri 13 Aug 2021
at 21:33
  • msg #390

Re: [RULES] Ask the DMs

In reply to BossMuro (msg # 384):

Another not quite so obvious, but similar answer, is that said character is a member of another adventuring group in the same dungeon.

Or the poor sod wandered in and somehow has miraculously survived until now.
This message was last edited by the player at 21:35, Fri 13 Aug 2021.
Vatticone
player, 48 posts
Fri 13 Aug 2021
at 21:41
  • msg #391

Re: [RULES] Ask the DMs

...or he stepped on a teleportation trap ...or is the victim of a failed teleportation spell...

Or Deus Ex Machina, an interested deity resurrects the PC, maybe with an appropriate divine class change. Maybe the PC first has to RP convincing/being tested by the deity.
Ventrikel
player, 94 posts
Swedish dude.
Sat 14 Aug 2021
at 10:22
  • msg #392

Re: [RULES] Ask the DMs

Great ideas Vatticone, sadly the player is dead set on having his character remain dead once dead. The group even had a scroll of raise dead. I often feel similarly, I hate when a GM completely obliterates my character with a trap or an enemy and then miraculously my character just survives anyway, difference is I've put in the work to make the character's backstory an integral part of the campaign... Oh well, anyway :P

The prisoner is an obvious choice, sadly it feels a little bit too obvious. I'm just embarrassed sometimes by presenting such solutions - first thing the group does after losing a teammate is open a door and there's a fully equipped and healthy prisoner sitting there. I also tried to give the player the responsibility of coming up with something fitting, but the initial ideas weren't good enough... Now we've solved it though. He's actually going to ambush the group as they head back to rest from some fight, some time in the future. Gonna be great, he's combat maneuver specialized and will hopefully bull rush a pc down from a lil balcony (unknown to him, straight to another one of my hidden monsters, establishing a common enemy right away).

For the potential monster character, I actually cracked the nut just thinking about it after having posted here. I could easily remake those HD into a unique but pretty standard power level PC race, np! Would've solved it. He didn't want to though ^_^ Love the idea of letting him play an NPC for the time being, could've pulled that one out before he solved the motivation for his new PC but I only read this just now.

Thanks all!
praguepride
player, 360 posts
He's proud
of Prague
Wed 18 Aug 2021
at 21:21
  • msg #393

Re: [RULES] Ask the DMs

For my group when a player died I introduced a new player via "dead adventuring party survivor."

So I came up with a backstory for new PC about how they went dungeon delving, hit a bad trap or something and it TPK'd and he was the only survivor. Give him advanced information of a few rooms of the dungeon and how he was trapped and living off of his rations for the last week or so before new adventuring party stumbles onto him.

Rejigger some of the loot to be "the loot of his dead adventuring party" etc. etc. It requires a bit of rework but overall works out pretty well.
Ventrikel
player, 95 posts
Swedish dude.
Sat 21 Aug 2021
at 07:40
  • msg #394

Re: [RULES] Ask the DMs

This particular situation is in the middle of an enemy base. 90% of the guards are defeated or driven out of there, only a very few rooms and very few lieutenants remain as well as the BBEG... Not much space to change things around for accommodating a new PC, but there were of course a few potential prison rooms.

I know Glass Cannon Podcast introduces a new character at high level at one point, as a famous monster hunter who's been working his way towards the same enemies that the group is after. Helps a lot that the player of the wizard is quick witted, and has his old professor character be a diehard fan of this monster hunter :P
Tom_Clancy's_Ghost_Recon
player, 128 posts
Sat 21 Aug 2021
at 13:09
  • msg #395

Re: [RULES] Ask the DMs

How do you feel about evil characters? Have you ever had them work out well? Do your evil characters occasionally make a better team ir party than the good guys? I'm sure we've all heard horror stories involving evil edgelord characters.

But how do you handle the "Good" player becoming problematic when they learn the evil character is evil? Where is it written down that the evil character MUST betray their party of pawns? Why can't the dark elf anti paladin actually like and respect the human fighter with a brain between his ears and a knack for strategy? What if the thief decides stealing from his party is a stupid tactical move, and besides, the druid is a hell of a drinker? Plus she has all the best drugs. And the chaotic evil Fighter? What if he's only motivated by his personal goal - getting a wedding present for his orc wife to be that imoresses her father, the chief, and cooperating with the party is the only way to do it?

I know alignments as static or fluid things causes debate. This is less about the alignments and their interpretations and more about evil characters in a game and it not being a problem. When? How? What makes the evil character appealing?

I wanna know.
BossMuro
player, 4 posts
Sat 21 Aug 2021
at 15:33
  • msg #396

Re: [RULES] Ask the DMs

@Ventrikel: If it's right at the end of an arc, you could always just wait until the dungeon is over and have them meet the new PC after.

@Tom_Clancy's_Ghost_Recon:  In my real-life game, the party runs the alignment spectrum from a stick-up-the-ass LG monk to a "Chaotic Neutral" Oracle that openly discusses which characters would be more useful as skeletons and occasionally escalates encounters into unnecessary violence through the sheer rudeness she shows towards any NPC she doesn't like.

As to how this situation doesn't explode, I think the main thing is just having players who trust each other and are on the same page.  Having relatively high stakes in an adventure also helps, I think: It's easier to explain a paladin teaming up with an assassin or whatever if the world is at stake.  Also, my game has some Neutral players that usually shut down both the good and evil characters when their moral leanings become impractical.
Tom_Clancy's_Ghost_Recon
player, 129 posts
Sat 21 Aug 2021
at 15:54
  • msg #397

Re: [RULES] Ask the DMs

@Boss: Ah. The good ole, Save the World campaign. That theme is obviously true insofar as unification goes. But what happens after? Where do you go from there? That reason for unity is over once the world / realm / plane / etc is saved?

As a sidenote: Typically I avoid those sorts of scenarios as a GM. There really isn't that much bigger and better to do after, so lets retire. Game over. But also its hard to enforce anything. If the PCs are scrubby, they're not saving the...whatever in any type of way except nonsensical blundering and ironic humor. I want to play no character that accidentally succeeds or fails forward, so I don't subject my players to it. The flip side is that if they are the badasses called upon to use their badassery to save the aforementioned whatever, there is very little stopping them from doing what they want: thus no real authority. If such superior badassery exists; then obviously said superior badassery should be using its amassed badassery to asskick the threat to whatever, and leave the pcs alone.

So setting aside the obvious forced unity, how do you force said unity while maintaining the illusion the players have free will to come into potentially game breaking conflict?
This message was last edited by the player at 15:59, Sat 21 Aug 2021.
Vatticone
player, 49 posts
Sat 21 Aug 2021
at 16:19
  • msg #398

Re: [RULES] Ask the DMs

What holds any group together?

Shared goals, blood or tribe, and necessity. If you or the players don't plan on consistent goals to which all the characters can ascribe, the players don't wish to bond their characters in a tribe, and you don't want the world to railroad them, then you would be better off changing something.

I have an evil character that goes along with the goodly characters because he sees some of himself in, and trusts, the paladin. That respect is enough to voluntarily not do what he knows will cause problems.

The hard truth here is that some character combinations just aren't going to work with an allotted group or campaign. It's the job of GM and players to set expectations and create campaigns, groups, and characters that mesh.
BossMuro
player, 5 posts
Sat 21 Aug 2021
at 17:31
  • msg #399

Re: [RULES] Ask the DMs

Tom_Clancy's_Ghost_Recon:
So setting aside the obvious forced unity, how do you force said unity while maintaining the illusion the players have free will to come into potentially game breaking conflict?

Here's the thing: the players DO have free will.  The characters don't, because they're not real people, but the players can do whatever they want.  And generally, what the players want to do is to take part in a good story, deal with interesting challenges, and have fun.  They generally don't want to get into a big intra-party fight over character motivations, because that's less fun than actually playing the game.

From my experience, the big game-breaking conflicts come up most often when you have players who haven't played together starting a new game, and one or more people decide that blowing everything up would be funner than continuing to play along.  In-character conflicts can definitely play a role in this sort of thing, but in the end it comes down to real people at the table making decisions that hurt the game.

Having an important shared goal helps the players justify cooperation in-character, as does having neutral characters to keep the peace.  But the assumption is that you're not forcing the players themselves to work together, because the players should already want that.
Hunter
player, 50 posts
Sat 21 Aug 2021
at 19:28
  • msg #400

Re: [RULES] Ask the DMs

In reply to BossMuro (msg # 399):

Unfortunately, there are the players that get their fun from ruining other people's fun.   Finding them often involves one or more good campaign ideas trashed; and avoiding having them participate (especially if they're a regular to where you do table top) is typically just as taxing.

I've found about the best philosophy for gaming boils down to: "Work Together or Hang Separately".
godlearner
player, 102 posts
Sat 21 Aug 2021
at 19:33
  • msg #401

Re: [RULES] Ask the DMs

I follow two rules:

1. Let the stupid ones die.
2. Kill the annoying ones.
Tom_Clancy's_Ghost_Recon
player, 130 posts
Sat 21 Aug 2021
at 19:43
  • msg #402

Re: [RULES] Ask the DMs

I dunno. Every group has "The Todd" who will pick the most inopportune moment to play the, "It's what my character would do!' card. People gave egos, too, and a real quick way to bruise that ego is say no in a game of make believe where said player feels like king shit.

But Im getting off track. Im someone who plays evil characters. I prefer it, actually. Im not motivated by being a disturbance, or to be edgy, or to be some kind of, "Gotchya!" I simply prefer the villain's tactics. The end justifies the means. I don't want to have a moral debate over sparing the helpless goblins. If calling the Paladin out on her hypocrisy and zealotry gets me the political support I need to have her company of followers branded as terrorists so I can remove that troublesome church protecting elf squatters stopping my loggers from making use of the forest, so be it.

I'm just curious how other GMs react to that style of play, or if they immediately shoot characters down as disruptive or problematic when they see Chaotic Evil filled in as an alignment. I take it a step farther by wondering how they handle other players balking at it, assuming they've allowed it.

@Hunter: Yes. That. It is even more difficult on rpol.

@Learner: Okay. Great. Now we're cooking with peanut oil. How do you define the stupid or annoying ones? Do you have a conversation before hand about concerns or expectations? How quickly do you pull the trigger?
Vatticone
player, 50 posts
Sat 21 Aug 2021
at 19:49
  • msg #403

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 402):

"This is becoming a problem. Let us hash it out and set expectations."
Prince of Boredom
player, 9 posts
Sun 22 Aug 2021
at 01:58
  • msg #404

Re: [RULES] Ask the DMs

The best example I have seen of characters of differing alignments (ranging from good, neutral, and evil) working well as a party was a Dragonlance campaign I was in IRL 20ish years ago. It worked because we all played wizards who were member of the Towers of High Sorcery, and thus our adventures were generally sanctioned/ordered by our leadership, and we were expected to work together. It also helped that we were all pretty mature roleplayers who had been friends for years and could separate game from life.

So I would say that the best way it works is if there is an overarching "force" forcing you to work together; that could be the impending apocalypse, a hierarchy (like the Towers of High Sorcery, or perhaps the Hellknights), or even just circumstance (the "you all wake up naked in a prison" trope).

As for how to deal with evil players, my thoughts are that there is a "social contract" that all players and the DM sign (generally metaphorically) when they sign up to play a game. This is why I personally love session 0's because that's where the social contract gets nailed down. As an example, if a player at my table says, "I'm gonna make a cleric of the lawful good sun god and specialize in fighting undead," and I didn't tell him that's a bad idea, then I as the DM I'm signing up to make undead a somewhat significant part of the game. Or, if I say the game is about an elite, secretive special ops team that works directly for the king, the players should know not to make a bright and shiny paladin wearing full plate armor and riding a conspicuously large horse.

Alignment should be a similar discussion. Generally when I run games, I tell my players that their part of the social contract is to make characters that will work together within the context of the game concept we have decided to play; it's not my job to force party cohesion. If an evil character can do so, then I'm fine with it. Generally I believe that Lawful Evil characters fit better with non-evil groups than the other alignments, just given the philosophical ideals. But if 5 players want to play good characters and 1 wants to play a moustache-twisting overtly evil character that will obviously be a problem to the character dynamic; well that player is going to be asked to come up with something else, or he can play solo D&D by himself at home.

I am a huge fan of interparty conflict as long as it is interesting and still allows the story to move forward. My basic measuring stick is if you were watching the game as a TV show, would the interparty conflict be interesting or annoying? Would you the viewer be yelling at the screen, "that guy's an ass, just leave him at the bar and go without him?" If so, then it's probably not working. But if the evil character has something to contribute to the party, and their evil actions don't outweigh those contributions, then it's probably cool.
Vatticone
player, 51 posts
Sun 22 Aug 2021
at 02:20
  • msg #405

Re: [RULES] Ask the DMs

In reply to Prince of Boredom (msg # 404):

The brings up a topic I'm interested in:

How has everyone fared trying to Session Zero on RPoL?

Submitting a character concept is the universal expectation in an RTJ, and a player's write-up of a concept tells me a hell of a lot more about them than any sales pitch(If you're submitting a fairy or drow PC we're probably not going to get on well.) But once a player has submitted a concept, that is what they expect to have been chosen on and play.

In the past I have tried to make it exceedingly clear that I was not selecting concepts but selecting players and intended to Session Zero to determine characters and group. I asked that players submit several brief concepts to give me an idea of their style. Maybe two submissions had more than one concept. When I made my selections and tried to introduce Session Zero discussion, everyone just went along with character sheets and very little interaction.
Hunter
player, 51 posts
Sun 22 Aug 2021
at 03:43
  • msg #406

Re: [RULES] Ask the DMs

Vatticone:
In reply to Prince of Boredom (msg # 404):

The brings up a topic I'm interested in:

How has everyone fared trying to Session Zero on RPoL?


I've run into mixed success, mostly because you (as the GM) has to figure out which players might best work within the vision of the story that you're collaborating to create.

As for paladins, most of us have expectations of behavior based primarily on the Renaissance version.  There's an older version which I think fits better (and I use it myself when I play paladins).   If you're interested, dig out a copy of Chivalry by Leon Gautier.   It's quite....enlightening.
praguepride
player, 363 posts
He's proud
of Prague
Tue 24 Aug 2021
at 22:15
  • msg #407

Re: [RULES] Ask the DMs

I'm in a game now where I play an evil character while the rest of the party is good/neutral. I sat down with the GM ahead of time for a session 0 to outline what "evil" meant.

In this case he is just very selfish and self interested. If the orphanage is burning down he won't lift a finger to save it unless someone pays him to. If NPCs are difficult he is quick to pull a knife and give the "let's just kill them all" look.

HOWEVER I basically straight up warn the players out of game what is happening so they can help keep me on a leash. I will say "hey, it looks like Tommy the Knife is reaching for his knife..." and they will know to give me a glare and shake their heads.

Even though he is evil he has a soft spot for his friends so while he won't lift a finger for random NPC, if his friend says "hey Tommy, help us out" he will do so.

Evil doesn't mean you have to sacrifice babies to elder gods. It can be just as simple as greed and a bit of wrath thrown in.

I think the other thing that helps is that I give both the party and the GM veto power over his actions. I will always suggest we kill 'em all but Tommy is NOT the kind of guy who puts his foot down, he isn't a "my way or the highway" kind of guy.

He is evil but the party and GM have every ability to talk him into doing good things and then I work my magic to justify it to his alignment after the fact.
Zag24
player, 42 posts
Wed 25 Aug 2021
at 23:11
  • msg #408

Re: [RULES] Ask the DMs

I agree.  There's no reason an evil character can't do good things, whether because he actually likes someone or because he is expecting recompense in the future.

Remember the game Knights of the Old Republic?  If you played your character as perfectly evil, you got some extra powers.  However, I would frequently kill some jerk NPC who was annoying me, and it gave me 'good' points for killing an evil NPC.  That always bugged me.  I wasn't doing it to help out the person he was extorting, I was doing it to eliminate competition!  I wanted to extort the weakling!  But I got good points all the same.
Tom_Clancy's_Ghost_Recon
player, 131 posts
Thu 26 Aug 2021
at 14:19
  • msg #409

Re: [RULES] Ask the DMs

KOTOR: Carth is annoying. Canderous Ordo and HK-47 FTW.

Also. Bastilla is annoying.

Where Carth remained annoying and became Kaiden Alenko, Bastilla matured into the awesome Fem Shep!

Anyway...

I see that tge general consensus seems to be evil characters are fine so long as they can be motivated into team players. Groovy.
Ventrikel
player, 96 posts
Swedish dude.
Fri 27 Aug 2021
at 07:30
  • msg #410

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 395):

One of my favourite characters ever was an ex-rebel/guerilla type character with pretty much PTSD and such. An arcanist utilizing some scary and powerful magic - forcing enemy undead to fight for him instead of against him etc. But also a character with a strong devotion to Erastil, to the little community, to [Sandpoint], a fiercely loyal warrior. Now, he was pretty much driven out of the group by the lawful stupid paladin, even though my character wasn't evil.

- I think it's the players' responsibility to make sure their character plays with the group. Regardless of alignment, but it's for sure harder with evil to make it work. That doesn't make it impossible.
- I'm for a quite narrow interpretaton of alignment - lawful represents e.g. their devotion to perfection of body and mind, not a devotion to every law ever; evil might represent selfishness or the search for eternal life through undeath and/or lichdom, the devoted seach of power in the name of Asmodeus, etc. Researching to become a lich doesn't have to mean one cannot help fight important enemies, although certain experiments may not be okay with the group. Evil alignment doesn't restrict one from saving the world. But the above point is the most important.

Glass cannon podcast has an evil character in their adventure path, a (by fans) much beloved but also quite disgusting figure. "I will go after the Storm Tyrant, because I have to. But when all of this is over... I will kill you."
Ventrikel
player, 97 posts
Swedish dude.
Fri 27 Aug 2021
at 07:37
  • msg #411

Re: [RULES] Ask the DMs

Separate question - access to big markets in APs/campaigns.

The PCs in my group just came up to level 7 in our campaign, they've been in a little village without a market, fighting bad guys. Their hometown/home base has a good but rather small market. They can't even find an item for 4k there, except for a few available ones. Nearby cities have markets with items up to 5-6k, and just a week or so away there are several metropolises with a near unrestricted access to items up to a price which they won't even afford for another several levels.

How/when do you give access to great markets? On the one hand, I really like whenever they travel and spend time doing things. They're free to retrain, craft etc (which they don't) even during the traveling. It advances the story behind the curtains. It lets them spend time together in game. A campaign can end in 2 weeks in game time if you only count the rested nights ;) So it'd be a benefit to me if they traveled for these markets. But then I'd give them access to almost everything they want. Will I regret giving them this market access? I think they'd hardly look at the shops I offer in small towns, and they'd lose some interest in loot (oh, another belt of strength? noone has a slot open for that...).
bottleface
player, 59 posts
Fri 27 Aug 2021
at 08:07
  • msg #412

Re: [RULES] Ask the DMs

One of the tricky things about PF is that magic items are built so deeply into the system that not having access to them can have significant impact on the players. Some APs may recognize the lack of markets and adjust accordingly but I don't think limiting access to items will be helpful in the long run. Yeah, they will outgrow the small town shops but that is part of adventuring. You could also adjust what's available.

A small town filled with Elves and Gnomes that study magic? It would make sense that you'd have an easier time finding magic items there for example. Or you could just up the item value caps for each level of settlement. One of the small towns could have an eccentric artisan who crafts fine items that are normally shipped to a metropolis but they are willing to deal with the players directly after a side quest or something.

They would also still need those larger markets to sell some of the more valuable loot they find so there is still impetus to travel. The retraining and crafting can occur without travel. In a long running campaign with friends we've travelled but early in the game we adopted a city as our home, my cleric even married into the aristocracy there. Many of the members craft and train and spend time developing businesses or militias or other relevant stuff that really enriches the characters' connections to the city and to each other.

All that said, if the metropolises are just a week away that's an easy enough hurdle to overcome. The concern about another belt of strength etc could be addressed by varying loot. Some items are probably common, the big 7 for example can probably be found just about anywhere in varying degrees of potency (the village might have a ring of protection +1, the town a ring of protection +2, etc). However, give each of those settlements some other magic items that wouldn't just be the same old, same old.
Hunter
player, 52 posts
Fri 27 Aug 2021
at 10:19
  • msg #413

Re: [RULES] Ask the DMs

In reply to Ventrikel (msg # 411):

The gold cost of magic items is one of my pet peeves.  As an example, a +10 weapon costs 2 TONS of gold.    But I digress a bit.

Having the characters do a bit of traveling to dispose and/or trade what they're not using for what they want can provide a bit of variation from the same old, same old.   Especially when word floats around that they're carrying expensive items with them.
Ventrikel
player, 98 posts
Swedish dude.
Fri 27 Aug 2021
at 11:09
  • msg #414

Re: [RULES] Ask the DMs

Well in my case, the players are very good at what they do (melee fighting) and crappy at everything else, so they don't need rings, necklaces, or even belts to actually stay afloat. At all. I'm enjoying adapting the inventory of the cities and villages they're in to what interests them - provide useful ammunition, weapons, armor, wondrous items etc among things I have no clue if they'd ever want. I'm considering throwing in a sleeping, lesser artifact weapon as a strange, somewhat overpriced object on the market, etc. And they'll have no issue selling anything - they don't need a city buy limit of over 15k before they're about level 13.

But sooner or later they'll be in cities where they have access to *all minor items* or such. I suppose I should just let them take the initiative for that...
praguepride
player, 364 posts
He's proud
of Prague
Fri 27 Aug 2021
at 20:57
  • msg #415

Re: [RULES] Ask the DMs

Here is the bottom line, if you're going to make them RP out shopping trips, make it worthwhile to do so. If you're just going to throw crap at them until they give up that isn't fun.

In my games I solved this dilemma by ripping off (cough cough) other DMs I like by saying there isn't a magical SHOP but a magical EXCHANGE. You can buy low level potions etc all you want but if you want that +3 Vorpal Flaming Longsword the current owner isn't interested in money, they want either a service (trigger a side quest) or an item of equal power.

This also lets me add "credit to the magical exchange" as a reward powerful patrons can grant them in place of actual gold that lets them get the next tier of weapon or armor.

It also lets me have a much more interactive prescence because I can say "ooohh, sorry that item is out of stock" or "oooh that item is in high demand right now..." and can adjust prices accordingly.

I balance this out by always giving them a bit more than they were going in for, like a goodie bag with a few useful scrolls and potions so even if they didn't get exactly what they wanted it was technically better than buying out of the book.

I also use it to introduce cool weapons and items I homebrew in from other games. One of my favorite purchases of all time was an AD&D book Volo's Guide to all things magical. It's like 200 pages of just "here are cool magical effects" or "here are cool metals and stones to build items out of" that I can use as inspiration.
Tom_Clancy's_Ghost_Recon
player, 132 posts
Sat 28 Aug 2021
at 03:17
  • msg #416

Re: [RULES] Ask the DMs

My take on powerful items is that they're not for sale. And if there is somehow a market that deals in powerful magic items, they're not for sale to outsiders.

That +3 Flaming Vorpal sword the aging warrior has hanging on his mantle above the fireplace? Why is he going to sell it to you? Or even trade it to you? If he was of a mind to sell or trade it, he'd have dine it decades ago and be living in a castle, kike a Duke, and enjoying retirement.

Even obsolete magical items like the +1 Keen Battle Axe...

Well, I borrow from Zaeed.

"Hey don't touch. Once, about twenty years ago I got trapped on a frigate after the boarding plan went to shit and all I had was that axe. Killed twelve pirates that day. Spent the next 6 days floating on a dingy in the middle of the sea with my mates. It has sentimental value. What I wouldn't give to go on one more mission with that shitty old axe."
Ventrikel
player, 99 posts
Swedish dude.
Sun 29 Aug 2021
at 07:47
  • msg #417

Re: [RULES] Ask the DMs

I like the system with a base value under which the PCs can find any item with 75% probability, plus a specific market. They need a lot of levels before they need much more access than that anyway, like at level 13 they can spend a lot more money probably. One year into this campaign the players have hit level 7, so a restricted system has worked well for a long time and they might right now afford their first 8k-item. During the course of the campaign, the players will visit at least two important cities, so having access to specific markets in those places will help a bit with the flavor etc. But bottom line I really like pathfinders system. Shows a lot about what kind of a town you're in, too. There's one pathfinder AP where a huge city shuts down to various degrees due to tyranny and catastrophes, which affects the market a lot - and bringing the city back to glory opens up the market explosively. Suddenly you can buy anything at below 16k rather than having access to three specific items costing more than 4k.
praguepride
player, 365 posts
He's proud
of Prague
Wed 8 Sep 2021
at 22:25
  • msg #418

Re: [RULES] Ask the DMs

I've opened up a thread in the Wanted - GM section but figured I would ask here if anyone is interested in playing in a solo game either as a player or as a DM. Or both!

I had to shut some games down recently and then some games I was playing in stopped freeing up a bit of time again. I don't have time to run a full game but a one-on-one session should be do-able. If anyone is interested either way shoot me a PM.
Hunter
player, 53 posts
Wed 8 Sep 2021
at 23:48
  • msg #419

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 418):

I can relate.

And while I'm always looking for a game for my frost fairy; I'm not as creative in terms of coming up with stuff as I used to be.  About the only thing I feel up to doing that isn't an AP would end up involving some sort of dungeon crawl; and those aren't really solo player friendly.

Oh, I'd consider running an AP; but I pretty much shut myself down here, with a few exceptions.  Perhaps someone would like to start up a game for exchanges?
Zag24
player, 43 posts
Wed 20 Apr 2022
at 16:11
  • msg #420

Re: [RULES] Ask the DMs

In PF1, I'm trying to find the rules for a strength check.  I've only found this https://www.d20pfsrd.com/equip...cs-break-burst-items which gives the DC for breaking things, but the question is what to roll against it.  Is it really just a d20 + your strength bonus?  That seems stupid to me.  That would mean that the difference between a fighter with STR 18 vs a sorcerer with STR 8 is only 5 points of difference against the luck of a d20?!? Sure, the fighter can lift 300 pounds compared to the sorcerer's 80, but he is only 25% more likely to break this stick than the sorcerer is.
Jobe00
player, 52 posts
Role-playing
Game Mechanic
Wed 20 Apr 2022
at 18:36
  • msg #421

Re: [RULES] Ask the DMs

Except if the DC is 20 or more, the 8 Str Sorcerer has zero chance to break it while the Str 18 Fighter could possibly Take 20 and heave the door open.
praguepride
player, 370 posts
He's proud
of Prague
Wed 4 May 2022
at 04:18
  • msg #422

Re: [RULES] Ask the DMs

Depending on the timing and circumstances Taking a '10' or '20' might be allowable.

And yeah, it is possible that a mighty barbarian fails to muscle open a door while the scrawny wizard gets lucky.

It does remind me of a great scene from one of my favorite D&D movies:

The elf with 6 STR lifts the gate where the Barbarian with 18 fails. As the barbarian nurses his pulled back the elf just goes "Lift with your legs, Rogar, not your back!"


https://youtu.be/oSynJyq2RRo?t=1838
Zag24
player, 48 posts
Sun 8 Jan 2023
at 17:30
  • msg #423

Re: [RULES] Ask the DMs

PF1 rules questions.

A player in my game has a companion of Apollo Dog: https://www.d20pfsrd.com/besti...es/dog/breeds/apollo

For Offense, it says: "Melee Bite +3 (1d6+3 plus trip)"

I have some questions.

1.  Does this mean that it gets to take the melee attack AND perform a trip maneuver in the same standard action?  This seems a little overpowered to me, but it does seem to imply that.

2.  It talks about the dog having a bonus to Trip attacks, but it doesn't specifically say that the dog has the Improved Trip feat.  Does the dog's Trip attempt provoke an AoO?  In the rules for Trip, it says "If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver."  Does the dog's bonus qualify as "a similar ability"?

3.  Does the dog get attacks of opportunity or is that only PCs?  (This is very likely to come up when the opponent tries to stand up again after being tripped.)

Bonus question:  What were they thinking in give all canines an inherent trip ability?  It makes sense if the opponent is fleeing, that the dog just comes behind it and takes the legs out, but that's more of a bull rush than a trip (though the result is more of a trip).  But if you're just standing toe-to-toe fighting, I don't see a canine having any special ability to trip anyone.  Frankly, it makes more sense for a large cat than a large dog, because cats swipe with their paws, whereas a dog can only bite.
This message was last edited by the player at 17:32, Sun 08 Jan 2023.
Vatticone
player, 52 posts
Sun 8 Jan 2023
at 17:41
  • msg #424

Re: [RULES] Ask the DMs

1. Yes, if the attack hits it gets a free trip attempt. (The pfsrd is usually good at linking to the ability, but seems to have failed on that particular entry.)
https://www.d20pfsrd.com/besti...er-rules#TOC-Trip-Ex-

2. The Trip ability, linked above, nullifies the AoO. A normal trip attempt would still provoke.

3. Yes, it has a natural weapon and threatens the nearest squares.

Bonus: Not all canines have it, but it is a common ability among them. It is pretty strong at low levels. A strong dog latching onto your ankle and pulling will probably trip you up. You clearly haven't gotten in to enough fights with dogs. XD

Extra: Note that AoOs happen BEFORE the action which triggers them. So the dog gets an AoO against an enemy standing up from prone, but tripping an already prone enemy is moot.
This message was last edited by the player at 17:49, Sun 08 Jan 2023.
Angelalex242
player, 5 posts
Sun 8 Jan 2023
at 22:40
  • msg #425

Re: [RULES] Ask the DMs

Have you guys considered doing online society games, so we can take characters back and forth between RL and online play?
Big Brother
player, 22 posts
Mon 9 Jan 2023
at 07:13
  • msg #426

Re: [RULES] Ask the DMs

I'm not a big PF player these days, but I could certainly go for that. The problem is, can you find a GM and players that are willing to stick with a game through to the end? RPOL isn't exactly known for long-lasting games, unfortunately; for every game that lasts as long as it needs to, about 10,000 die... :/ That might put the Society to pause.
Angelalex242
player, 6 posts
Mon 9 Jan 2023
at 07:17
  • msg #427

Re: [RULES] Ask the DMs

Admittedly, Discord seems to work infinitely better for that. A game session can actually end in 4 hours over Discord.
Big Brother
player, 23 posts
Mon 9 Jan 2023
at 07:23
  • msg #428

Re: [RULES] Ask the DMs

True, but I, at least, prefer RPOL because I don't have four hours at a time to dedicate to gaming - not to mention, I'm in a weird part of the world, so a live game doesn't usually work with me unless people happen to be in the same weird part of the world.
bottleface
player, 62 posts
Mon 9 Jan 2023
at 13:53
  • msg #429

Re: [RULES] Ask the DMs

I think I have seen a couple attempts at society games but it's been a long time since I was actively looking for new games. I suspect the downside is that it could take months to finish a module so it would be difficult to transfer that in irl society. But, it could probably be done.
pdboddy
player, 3 posts
Mon 9 Jan 2023
at 18:06
  • msg #430

Re: [RULES] Ask the DMs

In reply to Angelalex242 (msg # 427):

Yeah, it would seem that way.

RPoL is a great medium for roleplay, however, where as "live" tabletop is the cup of roleplaying you chug down, RPoL is an IV drip of roleplay.
Ventrikel
player, 109 posts
Swedish dude.
Sat 1 Apr 2023
at 06:10
  • msg #431

Re: [RULES] Ask the DMs

I want to use astronomy as a way to bring gods more into the story, in a campaign I’m starting some time from now. In pathfinder, people pray to the gods and the gods actually exist. So shouldn’t the worshippers get something back? I’m also a bit inspired by the dragonlance, which I read far too many years ago to properly remember, way of dealing with this - stars in one of the god’s constellations having vanished from the sky and such.

Brief concept:
Those knowledgeable about the gods and the stars know when their gods are watching over them, and when the gods are watching - they lend their aid.

Meaning: when the relevant constellations are on the night sky above us, we’ll get strengthened, buffed. A worshipper of Desna will benefit from having Desna’s stars above. This benefit could be eg a +1 bonus to allocate for the night: caster level, dc, to hit bonus, ac.

In practice:
Knowledge: Astronomy check to watch the sky for beneficial signs and constellations. Finding desna’s constellation when it is high in the sky is easy. Even in the months when it is gone, a high knowledge check would help you find maybe minor constellations, servants of your god, or even a different god that is also one you worship.

Rotating schedule based on calendar. E.g. current month’s god + two months backward/forward are clearly visible in the sky. DC15 to find common/well known god’s constellation, +2 dc per month distance from current month (up to DC19, then impossible). DC25 to find minor constellation, possibly increase dc on similar rotating schedule.

The bonus might have to be more than +1. Say a +2 bonus to be allocated between caster level, spell/ability dc, to hit, skill, and AC - maybe both can’t be allocated to the same. This would allow for a “half bonus”.
Worshipper - get full bonus under your constellation, get half if you can find a minor constellation instead.
Polytheist - get half bonus under god’s constellation

I of course want this to be a) inviting and interesting to the players, more bonus than work. B) both precise and easy to use for me so that I can handle the roll and bonus quickly when the players remember it just before the fight.

Thoughts, feedback? Anyone try anything similar? Does it sound useful, does it sound like something you’d use as a player?
Ventrikel
player, 110 posts
Swedish dude.
Sat 1 Apr 2023
at 06:14
  • msg #432

Re: [RULES] Ask the DMs

I should add about the flavor, which is the biggest benefit. This system is for a Serpent’s Skull campaign (probably PF1E). The campaign offers plenty of traveling and sleeping out in nature, under the stars. It also offers ruins and locations used to track and worship stars. And it offers connections to ancient civilizations, who worshipped gods - somewhat similar or the same gods, gods with different names and somewhat different domains but really the same gods with the same constellations. Also tribes worshipping their own versions of gods. Plenty of opportunity to use this layer of religion. And my group will rarely use religion, which I find to be a very useful part of the world building.
praguepride
player, 377 posts
He's proud
of Prague
Mon 3 Apr 2023
at 04:09
  • msg #433

Re: [RULES] Ask the DMs

I really like the idea, I would just worry about having to keep track of constellations in order to make it work.

I am reminded of the Void domain where they had some perks for being under the stars. Given how open to interpretation astrology can be and given that fighting under a night's sky or where the stars are visible is probably going to be fairly uncommon (nope during daylight, nope during indoors or dungeon fights) I think just a successful "Knowledge: Astronomy 1/night gives you a bonus while the stars are visible" works without worrying about tracking constellations.

For the Void cleric the powers were basically being able to spontaneously cast a domain spell which is versatile enough but not game breaking especially for a cleric.

Or maybe you set a flat DC like 10 and if they beat it they can get a single use of a guidance spell for free and every +5 they beat the check they get an additional guidance spell.

So your cleric (while the stars are visible) could get a handful of +1 to an attack roll or +1 to a skill check roll that they can use freely until the sunrise. That would be potent enough to warrant spending a feat on it I think but also could just be fun flavor to a game. Especially if you can let them bestow  that guidance via a move action as well to help boost the rest of the party.
Ventrikel
player, 111 posts
Swedish dude.
Mon 3 Apr 2023
at 06:03
  • msg #434

Re: [RULES] Ask the DMs

Thanks for the feedback! I’d probably only be DMing one campaign like, at all, so i could print out a lil rotating calendar to keep it easy for myself. So I kinda believe in the rotating schedule still, because I feel like it’ll be my work to worry about - but I also worry a little bit that it will be confusing for the players. I should probably show my visual schedule for it, in that case… And I’ve been thinking baseline DC maybe should be 10 - take 10 to find your god’s stars during that god’s month. Example:

In game month: Abadius/january
Abadar: DC 10 (take 10 for everyone that don’t have negative int mod)
Calistria: DC12 (coming up next month)
Zon-Kuthon: DC17 (previous month, though a rare god to learn about due to its rare worship)
Pharasma & Nethys: DC14 (two months forward/back)
Other gods: DC20 to get the bonus, their constellation isn’t visible but it’s not very difficult to find the stars of eg Nightspear, a Star Monarch or other being closely associated with Desna or other god.

On the one hand, I don’t get any more scaling from this knowledge skill. The simple dc 10 and bonus on one more roll per 5 is a good option for that. But I might just go with the flat bonus on all rolls this night anyway. Oh the dream would be having the players plan a nightly assault because it is may in game and that lines up so that three or all four of them get their divine bonus easily.

A benefit would be that players will really have the k:astronomy skill when they get to a ruin temple, where they wouldn’t recognize the war-imagery of this god that hasn’t been worshipped for thousands of years, but the star charts and building design reveal that the place is built for festivals in Shelyn’s honor. For example.

An issue is, as you say, under ground there are no stars. What if 80% of my climactic fights take place underground, what if the final book takes place underground? It’s also an opportunity though. Find a rare artifact, a mirror revealing the sky even when not under open sky? Maybe a scrying ritual is enough to see the sky and get the power. The druids would have to actually care for weather control spells as the sky is full of clouds…
vibetrippin
player, 14 posts
Wed 5 Apr 2023
at 13:42
  • msg #435

Re: [RULES] Ask the DMs

Just a quick question, why would you need to locate the stars in the sky? I don't need to be able to see the sky to know when Orion is visible in my part of the world. I already know when he will be coming back into the sky. Wouldn't any worshiper know when their god is going to be in the sky?
Vatticone
player, 53 posts
Wed 5 Apr 2023
at 14:33
  • msg #436

Re: [RULES] Ask the DMs

In reply to vibetrippin (msg # 435):

IIRC, in Dragonlance the gods' stars would leave the sky when the gods weren't present. Such as after the Cataclysm when the gods abandoned the world and while Paladine would adventure as Fizban.
Ventrikel
player, 112 posts
Swedish dude.
Wed 5 Apr 2023
at 14:35
  • msg #437

Re: [RULES] Ask the DMs

In reply to vibetrippin (msg # 435):

Sure, but supposing a god would be closer to you inside a temple than outside, it might also be closer when you have visual contact.  Receiving aid from the god would need a conscious effort on your part - a prayer or act of worship, finding the god on the sky would be sufficient and a little more than just a “though component” - and a similar effort from the god. Of course, spending a thought-equivalent component to maintain age-old mystical processes in the astral plane is no effort at all for a god. But the connection needs to be there.
Ventrikel
player, 113 posts
Swedish dude.
Wed 5 Apr 2023
at 14:40
  • msg #438

Re: [RULES] Ask the DMs

But yeah, a DC10 to find the god in the sky during that god’s month, when its constellation is the highest in the sky. Anyone with int10+ can do that with take 10. One or two months away and that constellation will be lower in the sky, that makes it more difficult to find. Maybe it would still be no issue taking 20, if you have that time. But as the constellation goes low enough in the sky, it will start to be obscured by more trees and other obstacles.

As a simplification. Not necessarily the most accurate one, but one that would work in a system I guess.
This message was last edited by the player at 14:42, Wed 05 Apr 2023.
praguepride
player, 378 posts
He's proud
of Prague
Fri 7 Apr 2023
at 22:01
  • msg #439

Re: [RULES] Ask the DMs

I have a concern regarding the timing aspect of introducing this idea. I wonder what would happen if the players are not worshiping the particular god when they're in a situation to use this?

I know that there's always a lot to keep track of and not enough time to cover everything. Thus, I'm worried that introducing this with a time-specific requirement might be challenging for players to keep track of, and it may lead to them being unable to interact with this idea if they forget about it or can't meet the requirement at the right time.

In considering possible solutions, I looked at how the Elder Scrolls games use constellations to grant bonuses, but these bonuses are not dependent on a specific time year.

Personally, I think tracking constellations would be a fascinating idea for a video game, where it can be handled automatically, but it may be challenging or time-consuming to interact with in a tabletop game, and players may forget about it.

What if instead of having to worship THAT particular god, just succeeding at a knowledge: astronomy check gives you a bonus dependent on which god is in the sky? So a god of knowledge gives you a buff on knowledge, a god of battle might give you a +1 on initiative rolls etc.

You could also scale the DC so that a novice can get a minor benefit (1/day get +1 on an init check) but a master who is investing heavily in the knowledge might get a more powerful effect (+2 to all init checks for this month).
Hunter
player, 60 posts
Fri 7 Apr 2023
at 22:49
  • msg #440

Re: [RULES] Ask the DMs

I suspect that in addition to the concerns that praguepride already raised; I can guess that the players are going to want you, the GM, to keep track of this for them.  So while it's an interesting sounding idea; all you're probably going to end up doing is making more work for yourself.
Ventrikel
player, 114 posts
Swedish dude.
Sun 9 Apr 2023
at 17:27
  • msg #441

Re: [RULES] Ask the DMs

Ah, interesting suggestions and the concerns about players actually getting into the rhythm of using this, is stuff I recognize myself… I’ve GMed Curse of the Crimson Throne where players get a pool of points to spend on specific bonuses per chapter, but they never once used this. Because they forgot. Now I have no issue keeping track of the calendar, I usually do whether I’m a player or a GM, and I might just print out a simple little rotating visual calendar that will point out the current month and those constellations close to it.

But working with behavioral analysis every day irl I know that to get this behavior (using the stars and constellations) into a recurrent one, I need to reinforce their effort every time to begin with. So yeah, a +1 bonus to x (related to the deity in question) for everyone mapping out the constellation (that should be everyone at dc10 with take 10 and aid another) would do that. That would get them interested in the stars, which would help my storytelling, next I need them more invested in actually having some personal worship or dedication, even though I don’t need them to pray or attend church. Then maybe double the bonus for a worshipper of that god in particular, and some sort of interaction and bonus between high skill, worship and other the current constellation.
Tom_Clancy's_Ghost_Recon
player, 138 posts
Mon 17 Apr 2023
at 02:02
  • msg #442

Re: [RULES] Ask the DMs

Which of the Pathfinder deities would be a God or Goddess of Fear?

I was looking at Death, but the vast majority of them are cartoony evil and bad, or they have that clause about not looting a tomb, which is not exactly conducive to party play.
Hunter
player, 62 posts
Mon 17 Apr 2023
at 05:13
  • msg #443

Re: [RULES] Ask the DMs

In reply to Tom_Clancy's_Ghost_Recon (msg # 442):

When it comes to Gods with the Death Domain, I'm partial to Pharasma.

As for which exact diety, it'll depend.   If you're doing ancient tombs (i.e. Laura Croft), you can probably get away with someone in the neutral alignment grouping.  If you're taking from tombs still in use, you're going to have to turn to an evil god.
This message was last edited by the player at 05:23, Mon 17 Apr 2023.
BossMuro
player, 7 posts
Mon 17 Apr 2023
at 05:34
  • msg #444

Re: [RULES] Ask the DMs

I feel like a pharasmin could justify (or at least tolerate) the kind of graverobbing most nonevil adventuring parties do. But fear doesn't really fit her, since she sees death as natural and inevitable.

Zon-kuthon is probably the best bet for a fear god, though he's also the most cartoonishly evil.  Maybe Calistria fits the bill, as the goddess of passion and revenge?
Zag24
player, 50 posts
Mon 17 Apr 2023
at 13:01
  • msg #445

Re: [RULES] Ask the DMs

I asked ChatGPT:

Which of the Pathfinder deities would be a God or Goddess of Fear?
There are several deities in the Pathfinder universe that are associated with fear, terror, or dread. Here are a few examples:

Norgorber: Norgorber is a deity of secrets, poison, and murder. He is often associated with fear and terror, as his followers are known for their ruthlessness and willingness to do whatever it takes to achieve their goals.

Lamashtu: Lamashtu is a chaotic evil deity associated with monsters, madness, and nightmares. Her followers often seek to spread fear and terror by unleashing her monstrous minions upon the world.

Urgathoa: Urgathoa is a deity of undeath, disease, and gluttony. While she is not explicitly associated with fear, her followers often use fear as a tool to intimidate and control others.

Zon-Kuthon: Zon-Kuthon is a deity of pain, darkness, and torture. He is often associated with fear and terror, as his followers are known for their sadism and love of causing pain.

Rovagug: Rovagug is a chaotic evil deity of destruction and chaos. While he is not explicitly associated with fear, his very existence is a source of terror for many, as his followers seek to unleash him upon the world and bring about the end of all things.
Tom_Clancy's_Ghost_Recon
player, 139 posts
Mon 17 Apr 2023
at 13:48
  • msg #446

Re: [RULES] Ask the DMs

Yeah. Pharasma fit the bill and Anubis too. So did, in a peculiar way, the Boatman. Some of the edicts are just ridiculous though. Like Zon's and that whole ritual scarring junk.

The overall concept or character is a Fetchling, Dhampir, or Half-elf Champion (LN) with the Bounty Hunter background. The mindset of, "It is your time. You've run long enough. You cannot avoid this any longer."

Also.

"There is only one goddess. And she is Death. What do we say to Death?"
"Not today."
praguepride
player, 379 posts
He's proud
of Prague
Tue 18 Apr 2023
at 02:14
  • msg #447

Re: [RULES] Ask the DMs

Pharasma is the goddess of death in terms of it being part of the natural cycle which is why her followers are fanatically anti-undead.

Zon-Kuthon is all about sadism/masochism so probably wouldn't fit a "God of fear" perspective. Just inflicting and receiving pain. ("Life is pain, little one" he whispered to the young child as he pulled his blade from its sheathe...)

Calistria is on the opposite end of fear so wouldn't fit. It is about indulging in pleasures and taking revenge on those who deny you those pleasures. The goddess of whores is a good take on her, both positive and negative.

Looking through the rest of the major deities none really fit the bill and looking for those with the subdomain of Fear that seems to reinforce that you'd be looking for a minor diety or a non-standard pantheon.

<cracks knuckles>

Alright guys and gals, let's go for a deeeep diiiiive



Ah Pook is the god of fear but for the Arcadians (other side of the world as Golarion)

Ahriman is god of Divs so beyond crazy cultists not really worshipped by "people". I also exclude sakhils, asuras, elemental lords etc. as A) not really worshipped by people, B) most are just 1-2 lines and don't really describe anything about anything and C) not really focused on fear per se, it just comes with the territory.

Camazotz is a god whose cult actively tries to spread fear but he is a very obscure god

Nhimbaloth is another obscure goddess who represents oblivion itself and preys on souls in the afterlife. Her followers view the fear right before death as her breath.


So based on all this I think your choices are really Camaztoz (which is about fear you can inflict on others) or Nhimbaloth which is more like existential fear and dread when faced with the meaningless of life and waiting oblivion.
Hunter
player, 63 posts
Tue 18 Apr 2023
at 05:21
  • msg #448

Re: [RULES] Ask the DMs

Another solution that might require less work would be to simply ask the DM to make up a minor deity that fills the role.
praguepride
player, 382 posts
He's proud
of Prague
Wed 19 Apr 2023
at 02:56
  • msg #449

Re: [RULES] Ask the DMs

I vaguely recall a setting where their pantheon is the 1,001 gods. Basically the player could create whatever god they wanted cuz it probably existed there...somewhere.

I want to say it was from the new Torment game but I am drawing a blank other than the idea of an infinite pantheon.

I'd totally worship Bao, the god of dumplings:


Tom_Clancy's_Ghost_Recon
player, 142 posts
Wed 19 Apr 2023
at 13:10
  • msg #450

Re: [RULES] Ask the DMs

My brother actually uses a method like that for his campaign setting. That way he doesn't have to pigeon hole any specific deity for players and he can make up cults or prophecies on the fly.

Me personally, I would be a much more inclined to the goddess of Coffee, Cigarettes, and being cranky without them first thing in the morning.

This is what I inevitably ended up with.

Drow = emo cring. Bounty Hunter = eye roll cringe. Drow with a whip = soooo overdone. Drow using poison = Like Duh. Drow whore = Super cringe. But, a dark elf using a whip as much as a tool (because Indiana Jones) instead of to be all cringy dominatrix (except as an easy to play, predictable performance act), who takes out her frustrations by capturing (or killing) crooks for bank, while defending the freedom of whores (or anyone really) to make their own choices. She'd be a gods awful enemy of pedos, slavers, pimps, and rapists... which is ironically all very anti-drow culture. Suddenly it gets dope.

She is an unintentional Feminist!

Ventrikel
player, 119 posts
Swedish dude.
Thu 20 Apr 2023
at 15:22
  • msg #451

Re: [RULES] Ask the DMs

Wouldn’t lamashtu be maybe the best fit? I don’t know if I’m missing some context, but as the goddess of madness, fear feels right up her alley. Intense, maybe irrational emotion - especially when it makes you do irrational things. Confusion. That’s fear, that’s psychosis. I’m all for a pragmatic use of alignments and gods myself, and using Lamashtu as a tool to utterly defeat enemies through the use of extreme fear, that’s pretty cool. Kinda Batman’s Scarecrow, except being sane yourself. Kinda Batman? (Although it’s debatable how the ‘sane yourself’ criterion fits him)
Tom_Clancy's_Ghost_Recon
player, 143 posts
Thu 20 Apr 2023
at 15:51
  • msg #452

Re: [RULES] Ask the DMs

The Punisher > Batman.

"You know what I think of you hero? I think you're a coward. I think, you're a half measure. I think you don't have the guts to do what needs to be done. Let me ask you something. Did somebody ask you to put on that costume or did you take it upon yourself? Yeah. You go out there. You beat up the bad guys. Knock'em down. Then they get back up. You leave a mess for people like me to clean up. What I do, I just do. When I knock'em down they stay down. They don't get back up."



I actually dropped that whole fear aspect. It was why I switched. I also personally don't like any sort of madness aspect. Madness, Insanity, Mental illness... It has no place in any character I ever make. I refuse to allow it to be afflicted on and affect any character of mine in any way. It is a hard no and an absolute deal breaker. a line that does not get crossed. It isn't even something I joke about. I have known and still continue to know people that have legitimate mental health problems and I see how it wrecks their life. Out of respect, I won't make a game out of it. That is why I didn't go for that deity at all.

I appreciate the input though. Thank you. :)
Vatticone
player, 54 posts
Thu 20 Apr 2023
at 17:30
  • msg #453

Re: [RULES] Ask the DMs

You could also worship some lesser deity more to your liking. One of Pharasma's psychopomps could be more fitting to your concept of exactly which of Pharasma's domains you focus on. There's also Empyreal Lords which might work. Ragathiel is big on vengeance, Arshea would be very anti-sex-abuse and tyranny. There's also Infernal Dukes or even Asmodeus who would be fitting of a death/vengeance-focused bounty hunter(though slavery would be kosher for them in 1E--I've heard maybe not in 2E.)

https://pathfinderwiki.com/wiki/Empyreal_lord
https://pathfinderwiki.com/wiki/Psychopomp_usher
https://pathfinderwiki.com/wiki/Archdevil
https://pathfinderwiki.com/wiki/Infernal_duke
https://pathfinderwiki.com/wiki/Malebranche
https://pathfinderwiki.com/wiki/Asura_rana

The Red Mantis is focused on assassins, but could be fitting of a death-dealing bounty hunter.
https://pathfinderwiki.com/wiki/Achaekek

There's also, of course, worshiping an ideal or cult rather than a specific deity. I had an inquisitor who worshiped both Pharasma and, in a way, Groetus, and believed sending souls to the boneyard was the only way to combat the coming apocalypse. Sure, evil and undead were preferable, but Pharasma would be a better judge of innocence than he could be.
https://pathfinderwiki.com/wiki/Groetus
Edit: I swear I read somewhere that the souls of atheists were fed to Groetus and drew him closer, but I can't find that now. Either it was retconned with 2E or I'm crazy.
This message was last edited by the player at 17:50, Thu 20 Apr 2023.
praguepride
player, 383 posts
He's proud
of Prague
Sat 22 Apr 2023
at 21:51
  • msg #454

Re: [RULES] Ask the DMs

Lamashtu is madness but doesn't actually do the subdomain of fear. She is the mother of monsters, but not really from a fear & chaos perspective. Even those like Ravogug are just about mass destruction and not really "fear".

When I started digging through the entire deity list I figured it had to be there somewhere but....nope. Unlike Forgotten Realms or other D&D settings, Fear seems to have been completely overlooked by the major and minor powers. You really only get

A) Non-humans (see my notes above) that just throw Evil (Fear) on every god in their pantheon that kind of defeats the purpose

B) Waaaay outside of Golarion pantheons

C) Those two very very very minor gods although they both fit the bill however being evil murder cults means not exactly something you put out in the open.

Personally if I'm going for a fun god I'd follow Groetus, the God of the End Times. Basically go super nihilist "well, death comes for us all. Come on then, let's get it over with."
Hunter
player, 66 posts
Sun 7 May 2023
at 21:21
  • msg #455

Re: [RULES] Ask the DMs

Question of the day:

You can use Create Water for all kinds of neat stuff, like filling a bathtub (for example).  I'd imagine you can chill it with Ray of Frost.  But the question is: how do you heat up the water?
Kegdrainer
player, 35 posts
Sun 7 May 2023
at 21:42
  • msg #456

Re: [RULES] Ask the DMs

Heat Metal or summon a small fire elemental should do the trick.
This message was last edited by the player at 21:43, Sun 07 May 2023.
Hunter
player, 67 posts
Sun 7 May 2023
at 22:14
  • msg #457

Re: [RULES] Ask the DMs

In reply to Kegdrainer (msg # 456):

Okay, let me clarify.   Zero-level spell.
BossMuro
player, 8 posts
Sun 7 May 2023
at 22:20
  • msg #458

Re: [RULES] Ask the DMs

Prestidigitation can "Chill, warm, or flavor one pound of nonliving material."  It's reasonable to assume that if you kept using it for a few minutes you could warm up a whole bathtub to a comfortable temperature.

Beyond that, your best bet is the spark cantrip: Cast it on a fireplace, then heat up the water the old fashioned way.
This message was last edited by the player at 22:22, Sun 07 May 2023.
vibetrippin
player, 16 posts
Wed 10 May 2023
at 19:05
  • msg #459

Re: [RULES] Ask the DMs

In PF2 the cantrip Produce Flame would work.
Zag24
player, 52 posts
Wed 10 May 2023
at 19:35
  • msg #460

Re: [RULES] Ask the DMs

I rather doubt it.  Produce Flame is a small, intense bit of heat, able to cause a serious burn on a person.  However, against a tub of water, it would produce a nice burst of steam but wouldn't do much to heat the water that didn't steam away.  It would certainly work, however, to light the flame on some wood below the tub.
vibetrippin
player, 17 posts
Wed 10 May 2023
at 19:57
  • msg #461

Re: [RULES] Ask the DMs

Produce flame does 1d4 + spellcasting modifier and is heightened at +1 by 1d4. It can be either ranged or melee. This means that a 3rd level character with a spellcasting mod of +4 is doing an average of 8hp/round of heating. Given that your average peasant has only a couple hp then you are dishing out more than a burst of steam and you can do it every round. Sure it might take a minute or so to heat up a tub of water but it is probably still faster than using the useless PF2 prestidigitation.
Prestidigitation does 1 lbs/round. Average tub has 30 gallons of water (per Google). Which is 249.87 pounds of water. 10 rounds per minute. You are looking at 25 minutes of heating water with our lovely Prestidigitation. At that rate the water you first heated is probably cold again.
praguepride
player, 385 posts
He's proud
of Prague
Sat 13 May 2023
at 12:57
  • msg #462

Re: [RULES] Ask the DMs

First I would ask for more details because if the idea is to do something simple like eat up a bowl of soup or even a nice warm bathtub, that's one thing. If you're trying to use it to create an elaborate steam trap or some steampunk engine or something, that's another.


Yes produce flames can kill a peasant. So can falling face first into a firepit. Doesn't mean that it can heat up water that fast. The thing to keep in mind about heating water is that it steams and evaporates and loses heat very quickly.

So time for some math. Human skin is "destroyed" at around 160 degrees farenheit but I also want produce flames to set paper and clothes on fire. Paper combusts at around 480 degrees and cloth at much lower so lets say that Produce flame heats up a spot to 500 degrees for a second.

It takes 0.24 BTU of heat to change the temperature of one pound of air by one degree F.

So to go from 60 degrees to 500 degrees = 105 BTUs


Plugging that information into this: https://bloglocation.com/art/w...or-time-energy-power

Means it would take 3 hours for a spell that can ignite paper and severely burn flesh to heat up 1 kg of water to boiling. If you assume say 5kg in a bathtub and even if you double or triple the btus, you're still standing around for hours trying to heat it up. Using that calculator at 315 BTUs you're at 5 hours for a bathtub.

On top of that trying to heat it up is going to be impaired by the fact that it isn't going to be constant heat. It is going to be a burst of heat and then a couple seconds of cooldown for the rest of the round and repeat.

Fireplaces and stoves operate in tens of thousands of BTUs mainly because of surface area. You're not heating up a singular point you're heating up an entire pot or fireplace worth of air.

Water is very slow to heat so you're better off getting a normal fire going. FYI boiling water is a big challenge for survival shows that can't build giant roaring fires. They will often have pots of water boiling/cooling all day and tending the firepit and water situation is basically a half-day affair for a camp of 2-3 people if they can't get a clean source of water. Once boiled the water takes almost an hour to cool back down to drinking I think....


Anyway this has been very crappy math brought to you by me, someone with no background in physics or math or anything :D
Hunter
player, 68 posts
Sat 13 May 2023
at 13:29
  • msg #463

Re: [RULES] Ask the DMs

In reply to praguepride (msg # 462):

Yeah, the whole thing feels like it's something that got overlooked.   I'm sure your PC would appreciate a warm bowl of soup when they're into day 5 up in the mountain peaks (or depths of a dungeon).
vibetrippin
player, 18 posts
Fri 26 May 2023
at 16:47
  • msg #464

Re: [RULES] Ask the DMs

Alright, I concede that Produce Flame is not the cantrip for the job. But I still hold that Prestidigitation, which is the spell that by it's nature should be the one to use, will still not do it. You are totally better off to use a bundle of torches to heat a tub of water than to try to do it with low level magic.

Which, if I were an actual magic user, would piss me off to no end.

A simple fix to this would be to let Prestidigitation be Heightened. An Elminster-type character should be able to wave a finger to warm his bath.
Buck.Davidson
player, 31 posts
Fri 26 May 2023
at 23:10
  • msg #465

Re: [RULES] Ask the DMs

Hunter:
I'd imagine you can chill it with Ray of Frost.

This might well be the first mistake....

Ignoring for a second real world physical laws (water is closer to freezing than boiling, yadda yadda) the assumption is that if we're talking about cantrips, the ability to cool down versus heat up from lukewarm should be largely proportionate to one another.
praguepride
player, 386 posts
He's proud
of Prague
Sat 27 May 2023
at 05:51
  • msg #466

Re: [RULES] Ask the DMs

quote:
An Elminster-type character should be able to wave a finger to warm his bath.


I feel like an Elminster type would have created a custom spell to do it.

Or as you said you use magic to conjure up logs to set down and then more magic to light them on fire.

I also think Heat Metal might do it although that is a 1st level spell.
Jobe00
player, 53 posts
Role-playing
Game Mechanic
Sat 27 May 2023
at 08:46
  • msg #467

Re: [RULES] Ask the DMs

Buck.Davidson:
Hunter:
I'd imagine you can chill it with Ray of Frost.

This might well be the first mistake....

Ignoring for a second real world physical laws (water is closer to freezing than boiling, yadda yadda) the assumption is that if we're talking about cantrips, the ability to cool down versus heat up from lukewarm should be largely proportionate to one another.

Assuming an average of 78F/25.6C as room temperature, it's not that much to make a nice hot bath of 122F/50C because you don't want the water to be boiling if you intend to be in it. The only issue would be the volume of water, 35 gallons/132.5 liters for roughly a large comfortable bath, so that means it won't be a cantrip. It would have to be a significantly higher spell which I would put Level 2 myself.
Zag24
player, 53 posts
Mon 29 May 2023
at 03:15
  • msg #468

Re: [RULES] Ask the DMs

I imagine that Ray of Frost would be more effective in cooling water than Produce Flame would be in heating it.  If fired at a tub of water, it would probably make a column of ice, which then would cool the whole thing, as opposed to Produce Flame which would make a bunch of steam which would float away and not do much to heat the standing water.
vibetrippin
player, 19 posts
Tue 30 May 2023
at 00:09
  • msg #469

Re: [RULES] Ask the DMs

Jobe00, that is a really warm room. My wife would love it!

Zag, why hit the water? Using cantrips you would be better warming the tub itself and letting that heat the water. Just like a wood fire underneath.

Really though, unless you have someone at the table who demands mathematical formula for magic remind your players that it is MAGIC it defies the laws of physics and it just works. I think as a GM it is one of those things that you hand wave. Prestidigitation is designed for this sort of thing. It is intended to be used as MAGIC Comfort. Clean my clothes, warm my coffee/soup/bath, create a crude model of the palace you are about to storm. etc.

The first player that starts to bitch about how much more energy it takes to heat a bowl of soup than it does to warm a bathtub needs to get hit with zone of wild magic for a session.

Then again, I could be over reacting because I'm sick. and tired.

I'm sick and tired of being sick and tired.

  -ozzy
praguepride
player, 387 posts
He's proud
of Prague
Thu 6 Jul 2023
at 00:36
  • msg #470

Re: [RULES] Ask the DMs

So the difference between heating and cooling is degrees.

A typical "room temperature" is going to be like 15 degrees celsius (easier to use for these purposes) so to "freeze" water you have to drop it 15 degrees but to boil it you have to raise it 85 degrees.

For things like lighting things on fire it is even higher. Paper ignites at around 200 degrees C.

The difference is that to catch paper on fire you just have to hit it once at high heat. To actually freeze/boil water you need to sustain it.


On a side note that could be some fun novelty magic items. The bath warming stone, a 1-shot pebble with some kind of custom spell that when dropped into a body of water will heat it up 15 degrees. Drop two and it ups to thirty degrees which will make it a nice hot soup. Then you hard cap it so more than 2 has no effect (to avoid someone saying I'M GOING TO BOIL THE OCEAN").
Tom_Clancy's_Ghost_Recon
player, 144 posts
Thu 13 Jul 2023
at 02:25
  • msg #471

Re: [RULES] Ask the DMs

What are those of us who like drow going to do with their removal? :(
LoreGuard
player, 38 posts
Thu 13 Jul 2023
at 14:28
  • msg #472

Re: [RULES] Ask the DMs

Well as long as it is just a Home game, they will either adapt to any implied changes to their cannon world as a result of the Paizo remaster, or they will simply continue to use the old compattable material that they already own (or were simply accessing from SRDs) and their world will largely remain the same as it was.  (with the potential exception that store-bought adventures won't out-of-the box seem to include them as adversaries any longer)

At one point, it was said they weren't getting rid of the from the world, just that they would no longer be being featured.  I have heard people talking about them being retconned, and perhaps that change was decided by the developers, but I'm not positive if that is the absolute case, or it was the interpretation of the statement that they would no longer be featured (used) in future Paizo products.

I probably won't decide what course I take until I see specifically more what they intend to do with respect to the pieces they had yet to fully reveal that they had originally intended to be occupied with Drow as the element in the story.  If those elements satisfy my worldbuilding I may plan to leave them behind myself (at minimum in Golarion) but if not I will find a way for them to exist in the hidden backgrounds. (like they were originally supposed to be, extremely rare, mostly old superstition that if heard of, people didn't have a firm belief that they actually existed)

So for me, that seems like a Completely viable alternative for honoring their original intent and design.

But lest go a step further.  The bigger question for me is how do I deal with a player who 'really' wants to play a drow.  Well honestly, I'd probably try to take some effort to find a way to work them in if that was what they wanted and it was for actual role-play purposes.

Being honest, early Drow, one of the reasons people wanted to play them was that they were 'cool-looking' elves on magic steroids, and some wanted the excuse to have evil tendencies.

Playing Second edition, tradition is now that you don't get super-powers and unbalanced abilities by way of their ancestry any longer, unless you are already a level that that power you got is not really what you would consider a superpower any longer.  If it seems the player is just trying to 'game' the game to be more powerful, they will find my process isn't likely to quickly give them what they want, and I'll probably pick up what they are wanting is being unbalanced.  If that is the case, I think it would take us down the road of needing to talk to the players to determine if 2nd edition pathfinder is the game to be playing with that group of players, or if that particular group of players want to be playing together.

For the most part, it seems like most of the rules in the Remaster do not do much to leave making conversions seem particularly difficult.  The only piece so far I have wondering about lies more in the removal of spell schools and how magical aura's are supposed to be read after the remaster.  So I don't know that there would be much of an issue using a legacy race(ancestry), or any legacy OGR monster stat blocks and such if I wanted to for a story.

Ok, it sounds like some spells have gotten renamed and/or merged, so one difficulty might be matching a spell in an OGL stat block to the new remastered version.  This could affect monster stat blocks, things like legacy deities/domains, bloodlines, feats, etc.  I'm guessing they will come out with a conversion document using the OGL that will help people identify the names of such things, and what they lead to.

At least that is my guess of what we will see.
Tom_Clancy's_Ghost_Recon
player, 145 posts
Thu 13 Jul 2023
at 15:51
  • msg #473

Re: [RULES] Ask the DMs

Word. I was curious how other people did it. For me, I literally just chose a Cave Elf, and then I took a couple of the elven abilities, and voila. Cosmetically I have a drow. It's very easy to have a DM who knows what they are doing wand wave in a society that functions identically to "typical" drow, so even though they are not a thing, we made them a thing and it was pretty easy to do.

I'm in a P2 game on foundry and we are about to ding 6. I have a CN (Liberator) Champion of Calistria. I'm positive I have things all jacked up, because I am dex based and use a Scorpion whip (looking at the Asp Sword). I have a variety of weapons tho. My ranged attack is a returning javelin. I found a pick axe in an adventure that I use to great effect against larger targets. The idea that a drow wench equips what is essentially a miner's tool and goes to town with it amuses me. So despite there being better options, I'm keeping it.
Hunter
player, 69 posts
Thu 13 Jul 2023
at 21:29
  • msg #474

Re: [RULES] Ask the DMs

I suspect that it's a combination of the "cool factor" and "something different", is why many people eventually turn to playing drow.   Admittedly, the only drow that I've ever played have been paladin; so I'm kinda biased there a bit.  ^_^
Jobe00
player, 54 posts
Role-playing
Game Mechanic
Sat 15 Jul 2023
at 08:30
  • msg #475

Re: [RULES] Ask the DMs

Tom_Clancy's_Ghost_Recon:
What are those of us who like drow going to do with their removal? :(

Seeing as I will continue to use PF1, and if I run games, I set them in the Forgotten Realms in the 1370s or earlier, I just ignore it.
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