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Accidentally posted this in the GM Discussions, so moving to rules ( hope this is the right place).

My PF group is about to fight a creature who has been possessed by an intelligent weapon. The weapon has its own name and identity.

One member of my group has the bow (can't recall the name) that allows you to name your enemy and do extra damage etc.

If he calls out the name of the intelligence in the weapon, does the magic work on the possessed creature? Or is the creature just a puppet who would not be affected by the extra damage?

Any help would be appreciated.


My PF group is about to fight a creature who has been possessed by an intelligent weapon. The weapon has its own name and identity.

One member of my group has the bow (can't recall the name) that allows you to name your enemy and do extra damage etc.

If he calls out the name of the intelligence in the weapon, does the magic work on the possessed creature? Or is the creature just a puppet who would not be affected by the extra damage?

Any help would be appreciated.


Running a new campaign, trying to stick with standard Pathfinder ruleset (no homebrew). Wasn't sure how to resolve this issue that came up during gameplay.

The party is in a cornfield, riders with torches are trying to set fire to the field to flush them out into an ambush.

A 2nd lvl Ninja states that she is going to use her ninja trick "Acrobatics Mastery" to leap at one of the horsemen and knock him out of the saddle.

I wasn't sure what the DC should be on something like that, and I felt like she would have to make two rolls, one for the acrobatics check and one to do a grapple or something similar to pull the horseman from the saddle. Much arguing ensued and for the sake of expediting gameplay I allowed her maneuver with just the acro check.

Advice on what the proper disposition of that situation would be?

Thanks
E