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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.


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?


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."


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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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!


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?


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.


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?


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.


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!


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?


I wanna run Curse of the Crimson Throne with my group, but seeing as it was originally made for 3.5 and not pathfinder,I was wondering if anyone had made an official or makeshift conversion for everything?

Also,I was wondering if anyone had any advice on Advanced Classes if used? All the other Classes get descriptions in the player's guide but not the advanced. So Im just wondering if there's a basic idea on what would these classes basically be or seen as in Korvosa?


I started a new gaming group at my college and I didnt want to turn away people from such an exciting opportunity (seeign as im the ONLY one who's done so), so I have around 6 or 7 people to play a game meant for about 4-5. For a first group, I decided to go with a published mod (And you really can't do that much better then Runelords ;) )

Can anyone give me general advice on how to best compensate for this? How much more difficult should I make the encounters, how much more loot and XP do I give and anything else I might be missing.

For the record, I have the Anniversary edition of the adventure.


My order's been pending for a week now. Does that mean it hasn't taken the money from my credit card yet? Any idea when it will send? My order number is #2725067


Other then Shattered Star, are any of the other Adventure paths considered "sequels" to past adventures?


I was just wondering how many hardcover Pathfinder books have made so far? You know, the ones that are hundreds of pages long? I tried looking up the products myself, but I can't get a clear answer exactly. The reason I ask is I have several of the books already, but I wanted to know which ones I am missing.


I was looking up the Prestige Classes on the SRD and I noticed, A lot of them have different names then the ones in the "Paths of Prestige" book. I even double checked and saw the ones with similar sounding name between the SRD and the book was in fact the same class!

So I'm just wondering if someone should edit the site accordingly to fix the names?