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In the Hell's Rebels AP (specifically, book 3 page 62, but that's as spoily as I'll get), a stat block says that the subject is equipped with some bolts that are poisoned with Oil of Taggit. But Oil of Taggit is listed as an ingested poison with an onset time of 1 minute. How would that work when applied to a weapon? The CRB says that contact poisons can be used as injury, but does not say that for ingested. Am I to assume that the intent is to deliver the poison by shooting someone in the stomach and hoping that they suffer quietly for an entire minute before the poison renders them unconscious?


I'm GMing for a party who just completed an encounter that involved defeating a hell hound and now one of the members is asking if he can take the hound to a tanner/leathersmith to have it turned into a leather helm. I have no problem with him doing that, but he's obviously expecting to get a really nice piece of equipment out of it. So I'm trying to decide what benefit the material might give. I could see it conveying something pretty small... like giving resist fire 2 specifically to his head. Of course, I could also imagine that, with the creature dead, it's not much more special than thick leather.

First off, is there a resource that addresses issues like this that I'm missing? If not, what would you rule? The party is only lvl 4, which is obviously a factor.


I'm looking at Azvernathi Raul's block and it lists two melee attacks:
+1 heavy mace +3 (1d8+2) and mwk light mace +3 (1d6).

Both attacks are listed with a +3 attack modifier but, by my calculations, they should both be +5. (BAB +3, STR(12) +1, MWK/Magic +1)
Is there something I'm missing or are they listed incorrectly?


The rules describe crafting with alchemical silver as "a complex process involving metallurgy and alchemy", which makes it sound like there might be additional checks to be made beyond just a simple craft check. But I don't see anything that mentions additional checks or requirements. So then is it just the craft check?

More specifically, I'm a GM with a player who wants to craft some silver arrows using her Craft (bow) skill. Adding silver into the mix seemed like something that would be more complicated than just knowing how to create an arrow, so I went looking in the rules. The description seems to agree with me but, as far as I can see, the rules don't seem to care. I'm fairly new both to Pathfinder and to GM'ing, so I'd be curious to know how other GM's would handle it.


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Thanks for the help!

I forgot to mention that, for simplicity's sake, I had everyone roll their stats instead of buying. I expected (and explained to everyone) that I'd step in and even out any outlying point spreads, but otherwise I let them take what they rolled. Turns out every one of them rolled phenomenal scores (the barbarian's 9 INT is the only attribute in the group under 10), so I figured I'd go with it and have a nice, powerful group. The problem is that the barbarian is showing that power a lot more than anyone else. At least in combat, of course.

If you guys say it's normal for a barbarian to be slaughtering so proficiently in the beginning, then I suppose I can be content with her doing so. I just want to make sure the other five don't get annoyed with it. Pretty much everyone commented about it after the intro session. No one was upset... but I'd like to keep it that way through future sessions. Rkotitan's suggestion of adding a few more targets sounds good, though I also want to make sure the encounters don't drag on with too many turns to take. I was already planning to adjust the AP for the number of players, but I'll try adding in a little extra fodder and we'll see how it goes. :)


I'm about to start a up Hell's Rebels tomorrow, my first experience with Pathfinder and my first significant experience as GM. I've got a group of six players excited about running the AP. Since two of them are completely new to roleplaying, we started with a quick intro session before diving into the AP and I discovered there's a problem with our barbarian... she's way too powerful.

Her setup is legitimate.
19 STR (17 + 2 from half-orc racial)
Power attack feat
Wielding a greataxe (1d12)

Once you add up all the bonuses from the two-handed greataxe, rage, and power attack, she's making attacks at +6 with a damage of 1d12 + 12. That's enough damage to one-shot every single enemy until they reach the Wasp Nest with an attack high enough to ensure it happens regularly!

Since everything's legit, I don't want to tell the player he has to nerf her. But that leaves me trying to figure out how to keep her from single-handedly destroying every single encounter until the enemies can catch up. I've thought about just adding HP to everything, but that seems unfair to the rest of the group who are doing 3-8 dmg per attack. Has anyone else come up with any solutions (especially in Hell's Rebels) to a problem like this?