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A giant fish on 0HP swallowed a PC who was suffering from Confusion, then passed out from taking strenuous action while on 0HP. The only not-confused PC was wild-shaped into an orca. This created a whole bunch of rules questions for me. Do you still take the same bludgeoning damage every round while you're swallowed by an unconscious enemy? Can you try to cut your way out as an 'attack nearest enemy' action while you're confused? Is it easier to cut your way out of a foe while it's unconscious?
How would you handle it?
I'm trying to rewrite Suishen with the following goals in mind:
I'm thinking of making it so that all spells come from a single pool of charges-per-day - that way, you have to consider whether you want protection from cold, air walk, or anti-invisibility, as opposed to casually having all of them. Is this reasonable? Is the choice of new abilities interesting and somewhat balanced? Suishen, Guardian of the Amatatsu (Minor Artifact), +2 Defending katana
I'm looking into running this campaign again for a new group. (Having gone through the work of replacing all the book 3 caravan encounters with regular encounters and so on the last time, I thought it would be easier to do this AP again than try a new one.) One of the aspects that didn't contribute much last time was the caravan NPCs, both the big four and the various others they recruited along the way. I'd introduce them, and then they'd mostly fade into the background and get forgotten about. I could throw in an NPC ally to accompany the party from time to time, but it slowed things down, and they weren't actually needed because most of the enemies were pretty easy for four PCs to handle. And I don't think my players ever once made an effort to start a conversation with these NPCs. NPCs that have worked better for me in the past might have:
I don't think I need them to provide more mechanical benefits. "This person can cast a useful healing spell on you if you return to the caravan," doesn't build much of an emotional bond. Does anyone have any suggestions for how I could modify the NPCs to make them work better for me?
People have lately been violently disagreeing with what the baseline assumptions of the game are in terms of things like the GM lying to the players because it seems like it will make things more fun. I'd like to get an estimate of how common some of these attitudes are. Please favorite the result or results you agree with. (1) I would be offended if I knew a GM tried to lie to me - for example by saying he rolls all dice fairly, but actually changing a dice roll behind to a screen to avoid killing me with a critical hit.
My goal for this experiment is to create a useful resource – gathering together outstanding FAQs but also providing possible answers. A post on this thread should consist of a question, a link to a page where it has been marked as FAQ, and a proposed answer. Try to avoid debating or hitting the FAQ button on this thread – instead go to the linked thread and discuss/FAQ it there. As there are multiple possible answers to any FAQ, each should get its own post. Click the + button to mark your favorite answer to any given question, the one you’d like most as an official ruling. You can rate them on game balance, realism, or consistency with existing rules text – whichever is most important to you. If you don’t like any of the posted answers, post your own. The ideal post here is one that could be copied and pasted into the official FAQs with minimal editing. (Try to resist the temptation to write sarcastic phrasings of answers you disagree with.) It is my theory that the most popular answer is usually the best one, and a good guide for uncertain GMs in the absence of anything more definitive.
So, I'm running one of those campaigns with no magic shops, and intrinsic bonuses removing the need for magic weapons, cloaks of resistance, etc. What magic items would you give a low-level group in such a campaign? I'm looking for the sort of flavorful things that you'd normally just sell because you don't really need them. Since there's nowhere to sell them, the cost doesn't matter - only the impact on the game.
There was a lot of off-topic conversation here about the RAW and RAI of using knowledge skills to know about things like distant cities. I thought I'd make a more appropriate thread. I don't think it's worth FAQing since there isn't going to be a simple rule that can please everyone, but here are some questions for discussion: 'Know local laws, rulers and popular locations' is supposed to be a DC 10 Knowledge Local check. Does this mean 'Know local laws, local rulers and popular local locations' or 'Know rulers (anywhere), popular locations (anywhere) and local laws'? Either way, what does 'local' mean? Local to wherever you happen to be standing? Local to wherever you call home?
How cosmopolitan do you think Pathfinder characters are? Given the existence of magic, there's no intrinsic reason it needs to be harder to go into a bookshop and read about the best places to go shopping in distant cities than it is in our own world. What about monster knowledge skills? There are different DCs for 'Common' and 'Rare' creatures. What defines common and rare? Are they absolute values? If you're from a frozen wasteland, walruses might be common and camels rare - in your experience. Is a GM supposed to impose modifiers to these skill rolls based on whatever seems sensible at the time?
"Flat-Footed: At the start of a battle, before you have had a
Situation: while GMing I like to create situations where the PCs and the enemies can talk before battle ensues. Both sides expect a fight to break out at any moment. I was playing it that when a fight then begins, characters are flat-footed before they have acted.
Proposed new rules: You can choose to fight offensively when attacking in melee. If you do so, you gain a +2 bonus on all attacks in a round but take a -4 penalty to AC until the start of your next turn.
Combat Expertise
You can fight offensively and use offensive Combat Expertise simultaneously; the bonuses and penalties stack. The purpose of these rules: It's very frustrating to fight a melee battle against an opponent who is almost impossible to hit. There are currently very few options for a PC in that situation. It may be especially beneficial to the sort of characters who have trouble hitting (monks, rogues). It's also useful for GMs who want to provide danger without cheating. (I'm running Jade Regent at the moment. I have two PCs with AC in the high thirties, and there are numerous encounters with groups of enemies who attack at around +15.) It also makes Combat Expertise better, for those who don't want to use it but who need it as a prerequisite for another feat. Would these rules help your game? Are there any downsides I haven't thought of?
A sorcerer wants to use cast Transformation on his animal companion. Share Spells says he can cast personal spells on his pet but the spell uses the word 'you' a number of times and I'm trying to work out what that means here. My interpretation of RAW is:
Does that seem fair?
Bite damage is listed as B/S/P. Meaning it's all of those things at once and the attacker cannot choose to do one particular type? If in my group do not read: Suppose a PC uses a bite attack on a Black Pudding that takes no damage from slashing damage but is split into two enemies instead, what happens? Does it take the damage from the bludgeoning and split as well?
A couple of my players wanted to get living steel magic crossbow bolts, shuriken, etc. Since living steel weapons repair themselves from taking damage, they could regenerate after use. This seems overpowered to me - you could get a few +5 arrows and use them repeatedly. Does anyone allow this in their games?
Possibly the wrong place to ask this, but: Indirect spoilers for the first two books: If a character description says:
Similarly, if an intelligent magic item description says:
And this time it isn't 'should you close your eyes when fighting someone with mirror images'...
And does it work the same if you're unconscious?
I was looking at < this list of useful druid spells >. One of the recommended spells is Animal Growth. It looks to me like the animal must fail a Fortitude save for this spell to work. (It says 'Fortitude negates', not 'Fortitude negates (harmless)'.)
How do people deal with the Commune with Nature spell, especially in the context of exploring map hexes in Kingmaker?
My group (at level 8) fought a Great Cyclops in our last play session (and just barely escaped alive).
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