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My group is on part 2 of The Hellfire Compact and have just been asked to swear allegiance. They have questions. Firstly, can they 'quit' their new job at any time, and if they do, can their contract be considered void? Secondly, can the PC who is a Thrune Informant have Fex inform their employer of everything they're asked to do, so they don't end up doing stuff that he just wants them to do personally? Thirdly, can they add something like 'until my employment by the archbaron ceases' in the verbal agreement?

I think they're not trying to avoid swearing loyalty to the crown so much as Fex, who they think could betray the crown or be acting purely in his own interests.

I don't really know how flexible this is or how the archbaron should be reacting to this. I'm not the best GM.


Hi all,

My player wants to build an unchained summoner with a succubus based eidolon; to fit the theme, they want to be able to cast 'Charm Person', which isn't on the summoner spell list. Is there some way for them to get the spell other than multiclassing or GM fiat?


We just started this adventure path today and my players kind of threw a spanner in the works.

Spoiler:

My players decided to just go to the tannery (in the very first bit), without woman hiring them whose name I've forgotten, during the day to 'negotiate a contract' with the owner. The rogue suddenly pulled a crossbow out and aimed it at the guy's face, made him tell where all his money and key was, then killed him. The players, on seeing exactly how much money there was, decided to keep the money for themselves, went to the NPC lady and told her (using successful bluff checks) they found him dead and money stolen. I didn't think she would see much point in taking them to see the Devil upstairs, so...

I'm really stuck on where to go from here :/


My husband and I have decided we're not happy with how long combat takes and would prefer a grittier feel in general. We're considering lowering everyone's hit points - PCs, NPCs, monsters, everyone - in addition to using the rules in Unchained for wound modifiers etc. Has anyone else tried this and how did it work out?


A shark's bite deals 1d8+4 points of damage (http://paizo.com/pathfinderRPG/prd/bestiary/shark.html#shark) - since its strength bonus is only +3, where does the extra point come from?


I posted this in 'Advice' yesterday and just realised it's more of a rules question, so sorry about double-posting.

A Mud Elemental has the entrap ability which lists (for Small) a Hardness of 5 and HP 5. Do the listed values change when applying the Augment Summoning feat? I can't find what they're actually based off.


A Mud Elemental has the entrap ability which lists (for Small) a Hardness of 5 and HP 5. Do the listed values change when applying the Augment Summoning feat? I can't find what they're actually based off.


This character is a GM-PC who I've been playing with for a long time but I feel she doesn't contribute much to combat. As I'm still relatively new to roleplaying I'm unsure about whether the character is poorly designed or I'm not using her effectively. Stats etc are below. Also, a lot of choices regarding skills and feats were made because of flavour reasons.

House rules in use that may be relevant:
. Anyone can just use Weapon Finesse without the feat
. Dodge feat is combined with Mobility
. Spontaneous casters can Undercast

Sorcerer (Abyssal bloodline) level 6
Human
Stats:
Str - 8
Dex - 15
Con - 10
Int - 13
Wis - 15
Cha - 17

Feats:
Deceitful
Combat Casting
Dodge/mobility
Augment Summoning

Background traits:
Dangerously curious

Relevant items:
Bracers of armour +1

Skill ranks in:
3 Bluff
1 Diplomacy
1 handle animal
1 intimidate
2 knowledge arcana
1 knowledge dungeoneering
4 knowledge planes
2 linguistics
2 sense motive
1 sleight of hand
3 spellcraft
1 stealth
2 use magic device

Spells (have been using the Human favoured class bonus of 1 extra spell known):
0th - Read magic, detect magic, ray of frost, message, light, ghost sound, prestidigitation
1st - magic missile, shocking grasp, cause fear, aphasia, mount, charm person
2nd - apport object, bull's strength, create pit, stone call
3rd - summon monster 3


It seems like the moment a character possesses some rope, climbing isn't hard at all. "A rope with a wall to brace against, or a knotted rope," is DC 5.

Additionally, I can't remember any rules about fatigue when climbing.

So in effect, my Str 8 (human) character can take 10 to climb a slippery(!) cliff-face 110ft high and get to the top in around 45 seconds.

I don't know about most people, but I don't think I could do that. Why is climbing equipment even a thing if it's that easy?

Maybe I've miscalculated or am misunderstanding how tall 110ft actually is...


If a character casts Detect Magic inside a Hallowed or Unhallowed area, what skill/DC is used to understand the spell effect?

I initially thought Spellcraft should be used, but the table only lists 'Identify a spell as it is being cast'.

The Knowledge skill table has both:

Identify auras while using detect magic Arcana 15 + spell level

Identify a spell effect that is in place Arcana 20 + spell level

I think it's implying that if you're not using Detect Magic, you can otherwise still tell there is a magic effect with the second DC?

Am I right in thinking you cannot use Spellcraft to identify the Hallow/Unhallow spell and must use Knowledge Arcana in this situation?


A party of four is soon going to fight one guard (a Barbarian). The guard knows the area - one floor of a tower - and it's likely he'll have a few minutes to prepare. I want this to be at least a little challenging, and without just adding class levels. What kind of tactics can I use? There aren't really any chokepoints he can use.


If you fly up in the area where a Hallow spell is cast, are you no longer protected?


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I've heard many times that walls lined with lead can stop attempts at Divination. Does this method require you to have no windows? Can the spell 'find its way in' via those?


If we have a sorcerer with the Abyssal bloodline and Summon Evil Monster feat, who Summons a Pugwampi, how does the Pugwampi's new damage reduction read/work?

Abyssal bloodline grants half level DR/good, so a level 6 sorcerer's Summons' get DR 3/good.

A Pugwampi gets DR 2/cold iron.

So is this now: DR 3/good or cold iron? Or just DR 3/good? Or... DR 3/good and cold iron?

On a similar note, I just ran an adventure in the Dimension of Dreams and added Nightmare creatures.

In particular, I used a Moss Troll which gets Regeneration 5 (fire). The nightmare template which I added also grants Regeneration 5 but

Quote:
Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature’s regeneration to stop functioning for 1 round.

So does the Nightmare Moss Troll have Regeneration 5 (fire, good, silver)?


This PC started with a Con score of 9 (-1 penalty) and HD 6.

They got into a fight with a night hag and went from 25HP to 6HP, at which point they got bitten and took a further 4 HP damage and also contracted Demon Fever (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo- inc/demon-fever/)

They took a full 6 points of Con damage, bringing their Con to 3 (-4 penalty). 1 is drain because they didn't make an extra save.

So I'm unsure as to how their HP should be adjusted. In the CRB regarding constitution damage it says 'multiply your total Hit Dice by this penalty and subtract that amount...'. Not sure what 'this penalty' refers to - the number of constitution points lost (which is 6) or their current constitution penalty (4)?

If it's the points lost, 6, then that's a loss of 36 hit points. Now, in regards to dying, is HP compared to current Con score (3) or their usual score (9, or 8 with the one point of drain)? Obviously in the case of 36HP this doesn't really make a difference...
The alternative is a 24HP loss. Still not much better, I suppose.

I can't see anywhere I'm misunderstanding the rules and the character should actually be alive. Is this right?

Additionally, hypothetically, does the 1d6 Con damage/drain happen every day until the character makes two saves/dies?


Is there a class or archetype that focuses on dreams? One that would get spells similar to 'dream travel' at a lower level, or class abilities which allow them to enter dreams?


I'm looking for a monster with a lower CR but otherwise similar to a night hag, that would invade dreams. The PCs are level 6 so CR10 is a smidge too high... :)


I'm making a haunt that was caused by a group of hunters being lured out away from safety and then attacked/eaten alive by an evil creature (thinking some kind of fey or a hag, maybe?) - just trying to pick a spell effect for it. Given the nature of the haunt, I thought something involving nausea would be suitable but all I can find is Stinking Cloud. I don't think this quite works as it's a poison effect. Can anyone think of anything off the top of their head?


So I'm a bit confused about how the Synthesist moves when merged with their Eidolon. Say you have an Eidolon which looks like a snake, so no limbs. When merged, can the Synthesist still walk around and wave their arms about? Can they attack with those arms even though the snake Eidolon couldn't? I realise they wouldn't be able to cast spells due to the specific point made about that (that's why I'm wondering about the other stuff).

On the other hand, if the Eidolon has multiple limbs that the Summoner doesn't have, like extra arms, presumably they can still be used? It's just this bit that sounds like it casts doubt:

Quote:
The synthesist wears the eidolon like translucent, living armor.


My GM has said I could play a Summoner with the Synthesist archetype. Having briefly looked into it a bit as I have some confusion over how bits of it work, I came across some people saying it's broken, outshines the Fighter, that sort of thing.

I don't want to tread on toes or break the game. I don't do optimizing, my feat choices etc are for fun and specifically to fit character concepts. So bearing this in mind, will using this class/archetype still cause problems?

I really like the flavour of the class - if anybody has suggestions on how to, well, make it weaker, I could discuss those with the GM too.

We haven't had the first session yet and aren't making characters until then, so I might end up going with something else entirely to fit with the party, so this might be irrelevant, but I'm kind of slow when it comes to making decisions so I want to prepare.


So, there's a long story behind this, but basically a Succubus has agreed to depose the leader of a small kingdom and instate another character as the leader (who has no current connections with/presence in the region).

I can think of ways to force a change of leadership, but am stuck with how to specifically get this character to be in charge with no efforts from them themselves. Politics and subterfuge tend to be a bit beyond me :/ (But I'm trying to get better!)

Any ideas would be very much appreciated. Thanks :)


So we have 9 5ft squares like so:

1 2 3
4 5 6
7 8 9

The PC is on 3 and NPC on 7. PC wants to throw a dagger at NPC.

We're suddenly very confused over how much space there is inbetween the two characters - I say 5ft and the PC's player says 15ft. We've been playing the game for a year now and can't seem to decide :p Can anyone help?


In combat with, say, a dire rat, where their bite attack can inflict disease - must the Fortitude save be made every single time, or just once?

I've always assumed it was every time, but having a player roll a fortitude save over and over again actually seems quite annoying.


My player wants to create a voodoo doll that he can use to deliver touch spells to a specific person (in particular, inflict light wounds).

The doll would require something from the person, like hair or nails, and could not be used to deliver touch spells to anyone else. The target would receive a Fortitude save to negate damage, and damage dealt would be half the normal amount.

He would use it to slowly hurt his enemies who most likely have no magical healing available, so the damage would accumulate over time.

Barriers between him and the target would be of no consequence, not sure what kind of distance limit to impose yet. He would be casting the spells as normal and so would use up spell slots.

At this point I should probably mention we have a house rule where anyone can create magic items, without the feat.

The character is currently level 1 (Oracle with the Seer archetype). Is this something they should be able to create? I'm not sure there's anything like it in the books to compare it to. Would it just be a CL1 item?

I think it sounds okay in terms of game balance, as it would take a long time to kill anyone with it, and if they did receive healing he'd have to start over, but would like opinions on this.

As he is, in fact, the only player, I don't have to worry about fairness on anyone else either.


My husband asked if I could implement this house rule, based on something he read in Occult Adventures.

Basically, spells like Cure Light, Moderate and Serious (?) Wounds would be 'Cure Wounds', which is then cast at the appropriate spell level.

So, for example, an Oracle would have 'Cure Wounds' as a level 3 spell known, but could cast that as Cure Light Wounds using a level 1 spell slot, or as Cure Serious wounds in a level 3 slot, without having to know all three levels of the spell as separate spells. But they would have to know the spell at the highest level they wish to cast.

I do like the idea, as the spells are essentially doing the same thing. It would apply to Inflict Wounds, Summon Monster, and other stuff along the same lines. As a new GM, though, I'd like to check it's not game breaking or anything. I can see how it's a pretty big thing for spontaneous casters, but doesn't sound like it should really cause any problems.


I'm making a Storm Druid for Skull & Shackles. Equipment so far:
Leather armour - 10gp
Scimitar - 15gp
Sling + 10 bullets - 1sp
Backpack - 2gp
Waterproof belt pouch - 1.5gp
Compass - 10gp
Fishing kit - 5sp
Flint/steel - 1gp
Hip flask - 1gp

Any suggestions for the last 29gp, other than something to fill the hip flask with? ;)


I'm thinking about making my 1st level Storm Druid a Wordcaster, mostly because it would be really cool thematically with the type of person my character is, but also because I haven't tried it out before.

Has anyone else tried the system with a Druid and how was it?


A sorcerer needs 8 hours of rest to regain their spell slots. Am I right in thinking 'rest' is not exactly the same as sleep? Also, does it actually have to be a consecutive 8 hours since the CRB doesn't seem to specify?


Which knowledge skill would allow you to determine which culture/region a name is from - geography or local?


I removed material components for spells from the game I GM for my husband - it's just us two and neither of us liked them. This is excepting expensive components. So it's like everyone has 'Eschew Materials'.

Therefore I wasn't sure if I should do anything about the Eschew Materials bonus feat Sorcerers get now being redundant. Should I give them a different one, or does it not really matter?


If a creature casts detect magic and there is an area protected by a (permanent) alarm spell, does the creature see the 20ft radius it has been cast on?


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Would attacking a Rust Monster with a sword damage the weapon?

Quote:
Any metal touched by the rust monster's delicate antennae or armored hide corrodes and falls to dust within seconds,


I'm trying to model a group of about 10-15 people as an army to simplify things like resource usage, using the rules in Ultimate Campaign.

The ACR for a diminutive army (10 people) is the CR of an individual creature -6. So if they're typically around level 2, that would make the ACR -4. It says if the ACR would be lower than 1/8th, it isn't an army - I'm not sure how to compare -4 to 1/8th, basically. :/


So my husband's character has a +1 longsword we'd like to turn into a +1 humanoid-bane longsword, but lack experience with magical item creation.

Here's what I understand (or maybe don't) so far:

The price for a +1 humanoid-bane longsword is that of a masterwork longsword + +1 enhancement bonus twice, so 4315gp.

Caster level for magic weapons is supposed to be 3 x enhancement bonus or the Caster Level requirement for the special ability. For the 'Bane' ability (looking at Ultimate Equipment) the construction requirements list summon monster 1/cost +1 bonus. The caster level for the +2 enhancement would therefore be 6, except it actually states CL 8th here - so clearly I'm misunderstanding something at this point?

Another question I have is that if it requires Summon Monster 1, can Summon Monster 2 be used instead?

Am I right in thinking the price to add this ability would be 2000gp?

And who needs to meet the Caster Level requirement - the crafter, or the person providing the spell?


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So my player (Rogue 3/Sorcerer 3) is performing assassinations for badly-needed money at the moment, and so far they've mostly been too easy. The last one was difficult because his target was two levels higher than him and heard him hiding under his bed when he came home. Generally (obviously) the formula is wait until they're asleep and kill them.

His next target is an alchemist/merchant who probably shouldn't be high level. His shop will have a guard, but I'm not sure how realistic it is for him to have guards at his home too?

Other than that I'm looking for mundane ways (not alarm spells, etc) to make getting into/around his house a challenge and would appreciate any ideas.


I GM for my husband and am running a campaign where he's in the process of taking over the area his parents ruled when he was a child, which was then conquered. To this end, he has been gathering followers, several of which are occasional party members. There are a total of about... 12 or so, I think.

He and four party members went off to Ustalav on a quest, leaving his followers behind with some provisions and directions to gather resources/people/etc.

I'm not sure how to decide how well they've done, whether they've lost people, starved, etc :/


I'm looking for a trap that could be placed on a door - with a workaround for non-intruders - that restricts movement of the intruder. Is there any reason a snare trap can't be used indoors? (I don't really have any idea how most traps actually physically work, so apologies if this is a stupid question)


The text for Hateful Attack says:

Quote:
Hateful Attack (Ex): The Ranger can use this trick as a free action when he makes an attack against one of his favored enemies. The Ranger doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon’s threat range.

So, is this for melee or ranged weapons? Sorry if it's a stupid question. I'm not quite sure how it works?


Has anyone created a low level version of dispel magic? I found a third party one but it only worked on magic items, whereas my player wants one for counterspelling.

I'm not sure whether or not to give it to him. If I did, I suppose reduce the range to close and impose a -4 penalty to the dispel check? Would that work?


When a character retrains a level in one class to another, what happens to their skill ranks and HP?

I'm assuming they remove/add the difference in ranks, between the two classes? Players aren't expected to know what skills they put ranks into when they took that level, are they?

I can see re-rolling the new level's die for hit points, but again, the question of how many hit points were gained at the level comes up, so I'm stuck on what to do with that.


Other than being summoned there, what are the other ways a demon could get to the material plane? Specifically, I'm thinking of a succubus.


A player wants to retrain a class level (into Sorcerer) during travel time. Travel obviously sometimes includes attacks on the camp, bandits, etc. Note he's traveling in a carriage.

Quote:
Retraining takes all your attention for 8 hours per day for a number of days based on what you’re retraining. You can’t perform any other strenuous activities while retraining, such as marching, adventuring, or crafting magic items.

He is also currently in a city taking on criminal work taking variable amounts of time (so not exactly safe) - he did wonder if he could actually do it in that situation. We thought probably not, but I wanted to check.


I GM for my husband and we both like the idea of Craft Wondrous Item including weapons/armour, rings, rods and staves rather than having to have seperate feats.

Are there any major problems that could arise from this decision?


The core rulebook says, regarding spellcasting services, that if the total cost of the spell would be over 3000gp, it's generally not available. I'm not sure what to do with that. I don't want to actually make this particular spell, Raise Dead, unavailable, because half the party is dead. Do you make it more expensive than it should be? Require something of the PCs? How do others handle this?


My husband's character just gained a level, making him a level 2 Sorcerer. He has a familiar from the Arcane bloodline with the Sage (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-arch etypes/sage-familiar-archetype/) archetype. Does the familiar gain new skill ranks now? Anything else that needs changing? The familiar table with abilities on it doesn't mention skills ranks or feats or anything on the master leveling up, so I'm a bit lost...


I'm using a Hangman Tree as a 'boss' for a party of 4: Rogue 4/Sorcerer 2, Cleric 6, Barbarian 5 and Sorcerer 5.

Just looked at the 'Hallucinatory Spores' ability which requires a DC20 Will Save. The only party member I see with a good chance of resisting this is the Cleric who has a +12 Will save - the others are +5, +6 and +3.

With this leaving most of the party out of combat (if not dead), I'm not sure if/when to use it. Can anyone help? A CR 6 monster shouldn't technically be ridiculously difficult for them, but I can't see them surviving the encounter :/


So I created a sorceress with the Abyssal bloodline with a focus on Conjuration spells, thinking she'd be able to do all this cool summoning stuff with demons and the like - just realised she can't even cast Lesser Planar Binding until level 10. So is she stuck with summoning eagles and maybe the occasional weak elemental until then? She's just getting close to level 6...

I'm sure I read somewhere you can start using Planar Binding at level 8, but it doesn't look like that's actually the case.


Is there any reason (for the record, I'm kind of both player and GM here - a bit confusing, I know...) I can't swap out the Cavalier's Mount feature for the Huntmaster's Hunting Pack, without changing any other class features? Would it cause balance problems?

This is the Huntmaster archetype I'm referring to:
http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo---ca valier-archetypes/huntmaster/

Our campaign rarely involves actually riding horses.


So there are rules for finding the true name of an outsider, and the bonuses it provides, but has anyone created guidelines of some sort in regards to finding the true name of a mortal? I'd quite like to make this a part of my game world.


If you make a lot of noise at night in a swamp, what creatures might be alerted to the presence of prey (preferably low-fantasy)? :)

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