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Me and my players are having a little confusion on this one aspect of activating higher level scrolls.

Ok, they have a Scroll of Dispel Magic and they want to use it. Problem, they're only level 3 and none of them can cast level 3 magic like Dispel Magic.

So we look into the rules for this and it said this:

"If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. "

What exactly does this mean? The DC is only 6+1 because six is the minimum level to cast level 3 magic? That seems quite low to be able to cast 3rd level magic.

And do they just roll a straight d20? It doesnt say if they get any modifiers in the attempt.

Any clarification would be of great help.


doomman47 wrote:

Well depending on the other's build they might need a solid front liner and this might be your one and only opportunity to play an anti paladin(you could even become a lich or graveknight with dm permission most evil parties try to either become undead or demons/devils so it wouldn't be an odd request).

Even though it would be another divine class in a party with 3 divines already its still pretty unique and you shouldn't be stepping on any toes.

Evil druid could also work filling in the nature caster roll focusing on destructive weather/natural disaster control would be right at home in that party.

Magus could also work but I personally find it less interesting but its a solid class that should also be considered.

Antipaladin was my first choice, but the Inquisitor said it's just his base class to turn into a Hell Knight later. So I thought It'd just be redundant for me at that point.


So this group I'm in is going to play in an Evil-Aligned game and the others have chosen/close to deciding their characters as:

Inquisiter of Asmodeus
Wizard Evoker or Necromancer
Warpriest
Evil Aligned Cleric

The thing is, I'm honestly not sure what to play as. I was honestly really open to playing whatever the group might need to fit in what they needed, even possibly getting to try out a new class in the process. But I'll admit, I'm not entirely sure what to go for.

Do you guys have any class suggestions for me that would fit well with this group? Doesn't matter what, I'm more interested in doing something new then anything else.


So in this game I'm GMing, this one character is playing a Skirmisher/Divine Tracker Ranger and specializes a lot in using their Reach weapon, a Fauchard, to prevent any enemy from getting close and not even doing any AoO's on them due to their Combat Reflexes as well as them constantly using Trip on enemies.

I was just wondering if there's any specific attacks, magic or abilities that can work against such a character? I'm legit having a hard time trying to make a challenge for them.


So I know the Chase rules state that each Card counts for a typical movement speed of 30. But if someone casts Haste on them to double their speed, does that mean they could move 2 cards with one skill check, or 6 cards with both skill checks?


So here's the thing, an enemy has chugged a bottle of Invisibility potion. The Alchemist in the party wants to throw a bomb where he last saw the guy to try to do damage.

This won't break the Invisibility, but does the fact that the bomb does AoE/Splash damage mean the enemy doesn't get a 50% miss chance to avoid the attack all together?


To quote him:

"1. I'm not readying anything--I'm using the Improved Counterspell feat and/or the Counterspell Arcanist exploit , both of which allow me to counterspell as an immediate action, without having any specific spell readied at all. Neither of those are at-will, unfortunately, but a few times per day, just--zzzapp!

2. We get two Metamagic feats out of Sacred Geometry if I can make that ridiculous roll that it requires. If I take Quicken and Heighten then I actually CAN ready an action to counter if I want (and if I can make that absurd roll). Probably a Quickened Heightened Dispel Magic would be the only thing worth doing.

3. (A few minutes later, having thought it over in the meantime.). Or maybe take it twice: Quickened and Dazed early on (say, 5th or 7th level). A Quickened Cantrip is a 4th level spell which swats down anything 3rd or below. That should take care of most level appropriate encounters. Later on, take Heighten and Dazed, so I can use a Heightened Quickened cantrip to slap away Time Stop and/or Meteor Swarm. Or Wish.

4. (And even later, having thought about it again...) Except that I can't cast 4th level spells at 5th or 7th level, so Quickened is useless. Therefore: Heightened and Dazed at that point, Quickened and something else fun and exciting at 11th or so. All in all, I like answer number 1 best. Improved Counterspell and the Counterspell Arcanist exploit means no need to ready an action a few times/day so no need to worry about Quickening spells until later. Heighten does just fine (again, assuming I can make the Sacred Geometry roll. Otherwise, the story has an unhappy ending. If I need to counter with Dispel Magic, I'll do it the old-fashioned way, without any Metamagic trickery."


He says he'd use the feat Sacred Geometry to help mitigate that.

https://www.d20pfsrd.com/feats/general-feats/sacred-geometry/


One of my players came to me with this question and I'll admit I'm not 100% sure what the ruling here should be. Here's the question:

"If I take Heighten Spell and Improved Counterspell, can I then take one cantrip from each school, planning to heighten the appropriate one to counterspell if needed (Imp. Counterspell allows me to counter a spell with any spell from the same school of magic), thus saving my higher-level slots for good spells."


Hendelbolaf wrote:

I guess I am a little confused at the situation.

The character (do we really need A after it if there is only one character and one enemy in this explanation?) attacked the enemy causing the enemy’s readied action to trigger.

At what point did the character cast Windy Escape?

Why would the character attack and cast Windy Escape at the same time? It makes no sense.

If the character attacked and that triggered the enemy’s readied action to attack, then the character could cast Windy Escape as an immediate action in response to the readied action attack by the enemy. I do not see an issue there, but maybe I am missing something in the description of the incident.

He stated that casting Windy Escape was his "Swift Action" for that turn in case anyone attacked him.


Well here's the thing, Character A declared Windy Escape as a Swift Action for his turn, whereas the actual spell states that it's an Immediate Action.


So here's the thing.

Character A attacks Enemy A, which sets off Enemy A's readied action to attack Character A. Character A claims to cast Windy Escape to avoid the attack, but said action was stated to be made before the Readied Action was made, basically as part of the whole package of actions to occur after the attack Character A made.

So doesn't the Readied Action technically interrupt the Immediate Action if it was stated before the Readied action was made?


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They're not exceedingly rare and valuable objects. Just various bits of art or small figurines or jewels each worth about 50-500 GP each.


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What i mean is, the group came across a bit pile of loot via a bunch of valuable items. They can tell right away what each item is, but they want to appraise their gold value. But at the same time, they're asking if they seriously have to roll for each and every one of them.


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I AM the GM.


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My party members just got a big pile of loot with various items. My question is, do we HAVE to roll for appraise for every single individual item? It seems so boring to have to make so many rolls over something we're just turning in for gold anyway.


So here's the dealio: A player who's Magus character utilized spell combat to attack an enemy A in front of her, and then turns around to cast her spell at enemy B behind her a few squares away.

The question is, does this provoke an AoO from enemy A?


So I understand that you'd need to do a skill check to identify what kind of properties a magical item would have, but what about a Composite bow? Is there a check to find out exactly what the modifier for it is, or if picked up as loot would you be told exactly it's a "+2 Composite bow"?


I'm confused on this one part: Spellcraft can Identify a spell on just the skill check alone, but to Identify a Magic Item like a Wand, the person has to cast Detect Magic and make a Spellcraft Check.

So what if someone wants to identify a spell from a wand currently used by an enemy in combat? Does it count as the latter in needing to cast Detect Magic, or can it just be a Spellcraft as the Enemy DID already use the Wand to cast the spell it's loaded with?


So my group is planning on playing in an Urban setting for a game, and the Druid insist on taking the Entangled spell, claiming that people grew stuff on window sills or creeping vines on houses or even grass in between cobblestones on the roads.

I honestly don't know how to counter this as it kinda sorta sounds like it makes sense? But then again it sounds kinda broken, not to mention difficult to keep track of what places would have such plants or wouldn't. But at the same time, I'm afraid of just outright saying "No" and causing some tension over it. Obviously I told the players the game would take place in such a setting, so the player knew full well what they were getting into.

And of course, said Druid is planning on the "Potted Plant" excuse as well.

I honestly don't know how to approach this as this comes off as stretching the rules so far, it's borderline breaking them.


So basically, I want my players to be who they want, but when I saw who they wanted to play as, I felt the need to try to avoid as much overlap as possible. That way, no character feels like they're not useful or two characters feel the same. The classes are all different obviously, but I mean more towards their role both in and out of combat.

I'll admit, I'm new to GMing so obviously I don't know the ins and outs and intricacies of every single class and archetype. Here's what the three players wanted to be that made me a tad worried. If I'm honestly wrong about thinking they would clash or leave one feeling useless, don't hesitate to let me know why.

Archeologist (Bard Archetype)
Magus (Choosing Bladebound and Kensai at the same time because they don't overlap apparently.
Inspired Blade (Swashbuckler Archetype)

Plz help soon!


Java Man wrote:

I played through the first four books of RotRL with a party of 5-6, the GM did not increase loot, and often added a few more minions to encounters. We steamrolled though most of it after we hit our stride part way through book one.

Based on my limited sample, I would think most encounters should be boosted a bit, and bosses definitely need more goons.

So... you recommend adding more goons/boosting... after your experience from steamrolling encounters that had more goons added?


So don't increase enemy sizes/mess with levels?


So for the most part, Adventure Paths tend to be assuming it's a party of 4 PC's. But what if you have a bigger group like 5 or 6? What's the best way to accommodate this when it comes to the adventure without ruining it or making it too easy?


captain yesterday wrote:

The traits are updated in the actual hardcover and they made a blog post to act as an updated player's guide of sorts.

It's a really top notch blog post, one of James Jacobs unsung talents is producing the best player's guides. :-)

Can I get a link please?


RotR AE had a new Player's Guide as well. Is there a new one for Crimson Throne as well, or does the original one still work?


So I was just wondering, having only just now found out they made a hard cover version of Curse of the Crimson Throne, what exactly are the differences between the two, aside from obviously updating everything to Pathfinder rules.


So I was just wondering, having only just now found out they made a hard cover version of this AP, what exactly are the differences between the two, aside from obviously updating everything to Pathfinder rules.


Ok, so I wanna run my players into an encounter that takes place in a rather disgusting room filled with corpses and rotting flesh. So I was thinking the smell is bad enough that they'd have to Con Save against getting the Sickened condition. But it's just a really bad smell not something directly hurting their bodies. So I was thinking of making the DC low at 10. Just something to add a little challenge to those who can't make it.

Is this doable? Cause I can't seem to find something similar in the books or the OGC.


lemeres wrote:

Plus, what are you valuing the coins off of?

I bring this up since coins of premodern era were valued off of the value of the rare metals in them- thus, they are 'gold', 'silver', and 'copper'. It is a fairly modern thing for the value of currency to be divorced from the value of the materials used in making it (typically based off of a government promise that 'this bill is worth X amount of gold').

So I would suppose, withthe mention of weight, you would want to attempt to basically gold plate some cheaper metals. In which case, I would rule that you would need some type of check to make them authentic. Most likely a craft check (in which case I would use crafting rules- 1/3 the price of the finished product; also have the check work for opposing an appraise)

Of course, with wizards with crafting spells that could do such a trick in mere minutes with the raw materials... I would imagine that there would be many that create magical tools to deal with this problem (I particularly imagine that the church of abadar would subsidize such projects- he is a god of cities and trade, after all, and counterfeiting ruins the trust in both). Hell, I would imagine official currency might even have magical watermarks designed just to make it harder to counterfeit an item that is typically considered mundane.

I realize all that, so I'm trying to think of a work around or something more obscure that maybe even governments haven't figured out around yet. Like maybe a certain magic spell that's not easily removed or noticeable.


What I mean is, what skills, spells or magic items could possibly be used to make this a possibility? I'm trying to at least be authentic and trying to use an actual ability from the books and not just make up an ability on the spot as that just sounds like cheating.

Not to mention such a problem in the city would be found by the average merchant who'd have a strong appraise check. That I figure would stop the usual weight check, but something to either replace or supplement that with another meathod would be a big help.

And yeah, the PC's are trying to figure out how to stop them. But I'm just having a hard time figuring out how the counterfeiters are doing it.


Is there anyway to make convincing counterfeit gold coins in the game's rules? I know in real life, it was easy to tell via weight, but with all the magic spells/items/etc. is there any possible way to get around that? This is actually for a plot point for the story I'm trying to make, not for the players to take advantage of mind you.


So a rogue in my game has flanked an enemy and proceed to get a sneak attack... by throwing two daggers right next to the enemy.

Can she do this? I mean, it's technically flanking the enemy so a sneak attack applies. But it's a ranged attack. But it's also within 30 feet. Rather it's in melee range, but she did a ranged attack. I'm honestly not sure how to rule it.


So my players in this game I'm GMing want to use a Knowledge Roll to identify/gain info on an enemy they are fighting currently. But do I make them guess on which type of knowledge to roll, or can I tell them which one?


For the record, I did make an attack roll and It did beat the player's AC.

I'm basically trying to go for the typical corrupt, harsh guards. Where they see no problem with kicking you to the dirt if you're in their way or something. Trying to talk them out of doing what they want will just piss them off more... plus the player did fail the diplomacy roll. :p


VRMH wrote:
Blue Tempest wrote:
do a little damage to a player if their character says the wrong thing

Ah, if only...

Kidding aside, I think the idea is silly. Errors in combat cause physical damage. Errors in conversation cause social damage. Have bystanders guffaw or something, and give that PC a circumstantial penalty to further social interactions for a while. But you don't suddenly get a nosebleed just 'cause you made a faux-pas.

(p.s.: combat is roleplaying too, or at least it can be.)

Now see, I find this a bit not that unrealistic. Like if you piss off a guy enough, he might very well throw a punch at you out of nowhere.


Is it ok, as a GM, to do a little damage to a player if their character says the wrong thing while roleplaying or makes a bad bluff/diplomacy?

Like say the person is being hounded by some overeager city guard, and in saying the wrong thing, the guard bashes them in the face with the pommel of their sword. It's not a combat situation (yet) but it's obviously an attack that comes out of nowhere and it seems kinda silly to do an attack roll for it. And it's more for RP flavor.

It wouldn't do much, like 2-3 damage. But does that make sense? Can this be done? And is there a specific rule for this without having to worry about initiating combat?


Carrying Capacity affects DEX mod to AC, but does it also affect other things involving Dex? Like Reflex Saves or Ranged Weaponry or Weapon Finesse usage, etc. The rules don't say they do or don't, but it makes sense logically as all that weight would make it harder to dodge a Reflex based attack or maneuver with your weapons and such as you'd think would occur with a DEX-Melee character.


Yeah see, that is way too fast and too many people infected in a short amount of time for my uses.

I suppose instead of contact/inhaled, I could make it more harder to catch like Corvino stated and make it a blood-borne disease and most people having a relatively good idea that's what's spreading it. People are instructed basically never to touch blood of infected and there's plague doctors all over the place to better deal with them(The guys with the fully body black leather suits with the bird masks)

Does that sound like that would keep in more under control?


While that does the job a LOT better then what I had in mind, am I reading that write up wrong cause it seems like they could reach level 3 within a single day (8 hours x 3) and that seems way too fast.


Corvino wrote:

This sounds pretty atypical of disease outbreaks. Most don't have people just wandering around as normal then dropping dead suddenly. It might be difficult to evoke the atmosphere you're after using this as originally described. Having some noticable but not gameplay affecting symptom - like a rash, cough, bloodshot eyes etc - could help to show that there are many people infected, and as a reminder to infected players.

Having the disease "cause instant death after a certain amount of time" is also pretty harsh. No-save, no avoidance deaths are the ones that players tend to resent. If you're set on having a fixed time to death you'd better signpost or railroad them toward the cure with frequent reminders that they're running out of time.

Well I was actually rethinking that last part not long after I made the initial post. Instead I was thinking of relegating it to rolling damage every so often. For players who contract it, this wouldn't be a big deal as they'd have plenty of spells and potions to counteract this (Plus at this stage of the disease, they'd be much higher in level). But to the average person who doesn't have regular access to such need, it's more obvious they'd die from it.


That's part of what makes the disease not usual. It's like it's more of a biological weapon being used in precise places to do specific damage. But there's no evidence of how it's being controlled, or even for what reason.

The basic idea in the grand scheme is that it's actually meant to be a Leveling measure. Help keep the population in a constant state of unease at best and paranoia at worst. Especially when richer nobles can have the disease for years and live ok compared to the poor who get it tend to die at around precise time after contact.


So for this homebrewed campaign I was making, I wanted one factor of the story to be this new disease that comes up now and then in the area. It's not epidemic levels of seriousness, but is noticeable enough that it isn't ignored.

Basically, I was thinking it goes through three stages over a period of time, which would be the effects of other diseases in steadily increasing Fortitude Saves. Making the save or having Remove Disease gets rid of the actual Ability Score Damage, but the disease itself persists and by the third stage, one casting of the spell/making the save only mitigates the damage and requires another after a few days. And even then, the disease will cause instant death after a certain amount of time from initial contact, regardless of how "ok" the person seems.

Does this sound like this could work? I simply wanted to create a sickness that seemingly starts harmless but slowly gets worse and worse until it gets deadly serious. The idea that having a good Fortitude or having Remove Disease cast on them is only a "Band-Aid" solution as it were and that the sickness doesn't seem of this world at all.. Does this idea seem workable, or does it sound way too difficult for the players to handle? Are their any suggestions on how I could make this idea more effective?


Hey, I know this is a longshot, but Salmon Arm is a small town so it's often hard to find people to game with. I've got a lot of books, even a few published mods so I'd be willing to DM if necessary. I've just honestly wanna play Pathfinder for the longest time. Anyone who can possibly offer, don't hesitate!


Well Im just trying to be realistic in the Roleplaying ya know? Yeah I;ll give it to her forfree, I just gotta figure out now how to work how she gets a free magic tattoo.


I thought that Spell-Like Abilities didnt count towards prerequisites that require casting magic.


Yeah but I felt like being a bastard and having to make her pay for it. XD


Does Mage Hand as a spell-like ability count toward the prerequisite ability to cast the spell for the Arcane Trickster prestige class?


One of my Players wants to multiclass into Tattooed Sorcerer, so Im just wondering how to go about it. Having her discover her bloodline can easily be done via roleplaying, but should I make her pay for the Magical Tattoo required for it?


Just a question about two items:

What exactly does a Reversable Cloak doing terms of helping in giving "aid a quick appearance change as part of a disguise"

And what exactly does a Gear Maintenance Kit do?

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