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Hello. Recently I was looking at the Android class on the SRD and I saw something that confused me and I wanted some clarification...

This is an Alternate Racial trait, technically its unimportant I'm just wondering about the wording on Hit Dice.

"Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. "

In this case when its referencing Hit Dice, does it mean the Total NUMBER of hit dice, say from your Class. Or do they mean the actual highest number possible to roll on your classes Hit Dice?

So if you have a hit dice of 1d10 but you are level 5 so you have 5d10 hit dice, then does this trait either:

A) Calculate off the 1d10, if she takes Twice her Hit dice (1d10) which would be 20. then she triggers this ability and gains 20 HP.

B) Calculate off the number of Hit dice (5d10) which would mean when taking 10 damage (twice the NUMBER of dice) she heals 10 HP.

Thanks for the clarification! :D


Hello! I need some help designing a puzzle that could be completed by my players. I already have a concept and an idea, but I need advice figuring out the logistics.

First off, I have a party of 4 players, two adults, and two children age 12 and 9. The kids are actually very bright and keep up just fine, but if it gets too complicated they can get boggled. I need help because I need a challenge for BOTH the adults and the kids that doesn't feel way to hard or too easy.

Setting: Its futuristic sci-fi (campaign was before star finder, I home-brew literally everything) they find themselves in a star-ship half submerged in the desert, hundreds of years old and crumbling. The star-ship is massive, and its our campaigns first real "Dungeon" so I want some staples. Currently they have to find away to give an onboard A.I they awoke more power to proceed further into the ship and discover why the star-ship is causing problems for the nearby town.

Players:
Gunslinger (kid), Fighter (kid), Alchemist (adult), and Skald (adult).

Concept: I was a puzzle that requires them to split up along two paths, two to each. Their goal is to get power cores from stations on symmetrical opposite sides of the ship level, then carry them along parallel but separated corridors to a main power room also separated where they can install them into slots, one on either side to give the A.I access. My idea was that there where only 4 usable Cores, 2 on each side, and only two cores are needed to charge the A.I. But the challenge came that removing too many cores at once turned the little power left in the area off, causing doors or obstacles to shut, and the A.I to turn off, meaning unable to get them to their destination. I like the idea that they must communicate to alternate and place power cores in certain stations along the path to open and shut doors on the opposite side, so they must work together to give power to the other side and vise versa until they reach the end and can install them. I was inspired by something like the "Cloister of Trials" type puzzles from Final Fantasy X. Where placement of certain orbs unlocked paths and you had to do it in a particular order. The problem is I have this concept, but I need practical advice on how each corridor should be different, ideas of power core slots along the way and what they open on either side, and how to make it so its actually playable so there is no chance of them getting stuck. It doesn't have to be a straight path, there can be more sections and rooms that are symmetrical on either side, but acting in one affects the other so they have to work together.

Any ideas on how to actually do this type of puzzle, the possible layout and triggers, and in what order cores should be placed to make the path clear would be amazing, because even though I love the concept, I just can't seem to make it reasonable and cool. any help would be wonderful.

BASIC PUZZLE LAYOUT TO BUILD OFF OF:
Green are the cores to pick up
Red doors shut when 2 cores have been removes on either side
Blue is where they should go

https://imgur.com/3QU8jZz

The thing is this same puzzle could be done in which there is a single main "pipeline" to channel the energy from cores down the corridor and into the right one, and players separated could flick switches and have to coordinate because these switches affect and open and close valves or gates blocking or letting the power through, they both have to work to find the right combination and order of switches on both sides to let it flow through completely without obstruction, Either or can work for me, so if you have an easy time with help on this idea I would take that too!


Hello! I need some help designing a puzzle that could be completed by my players. I already have a concept and an idea, but I need advice figuring out the logistics.

First off, I have a party of 4 players, two adults, and two children age 12 and 9. The kids are actually very bright and keep up just fine, but if it gets too complicated they can get boggled. I need help because I need a challenge for BOTH the adults and the kids that doesn't feel way to hard or too easy.

Setting: Its futuristic sci-fi (campaign was before star finder, I home-brew literally everything) they find themselves in a star-ship half submerged in the desert, hundreds of years old and crumbling. The star-ship is massive, and its our campaigns first real "Dungeon" so I want some staples. Currently they have to find away to give an onboard A.I they awoke more power to proceed further into the ship and discover why the star-ship is causing problems for the nearby town.

Players:
Gunslinger (kid), Fighter (kid), Alchemist (adult), and Skald (adult).

Concept: I was a puzzle that requires them to split up along two paths, two to each. Their goal is to get power cores from stations on symmetrical opposite sides of the ship level, then carry them along parallel but separated corridors to a main power room also separated where they can install them into slots, one on either side to give the A.I access. My idea was that there where only 4 usable Cores, 2 on each side, and only two cores are needed to charge the A.I. But the challenge came that removing too many cores at once turned the little power left in the area off, causing doors or obstacles to shut, and the A.I to turn off, meaning unable to get them to their destination. I like the idea that they must communicate to alternate and place power cores in certain stations along the path to open and shut doors on the opposite side, so they must work together to give power to the other side and vise versa until they reach the end and can install them. I was inspired by something like the "Cloister of Trials" type puzzles from Final Fantasy X. Where placement of certain orbs unlocked paths and you had to do it in a particular order. The problem is I have this concept, but I need practical advice on how each corridor should be different, ideas of power core slots along the way and what they open on either side, and how to make it so its actually playable so there is no chance of them getting stuck. It doesn't have to be a straight path, there can be more sections and rooms that are symmetrical on either side, but acting in one affects the other so they have to work together.

Any ideas on how to actually do this type of puzzle, the possible layout and triggers, and in what order cores should be placed to make the path clear would be amazing, because even though I love the concept, I just can't seem to make it reasonable and cool. any help would be wonderful.

BASIC PUZZLE LAYOUT TO BUILD OFF OF:
Green are the cores to pick up
Red doors shut when 2 cores have been removes on either side
Blue is where they should go

https://imgur.com/3QU8jZz

The thing is this same puzzle could be done in which there is a single main "pipeline" to channel the energy from cores down the corridor and into the right one, and players separated could flick switches and have to coordinate because these switches affect and open and close valves or gates blocking or letting the power through, they both have to work to find the right combination and order of switches on both sides to let it flow through completely without obstruction, Either or can work for me, so if you have an easy time with help on this idea I would take that too!


Hello, first off I'm a really new DM, i have never actually played pathfinder myself as a character but I have been DM'ing for my friends and family about 6 months now, one game biweekly. Its been fun for us all to learn together and were pretty lax if we make mistakes and ill often houseful stuff on the fly using common sense if i don't have time to Google something.

My question comes at the fact that one of the players is a Strix character. It fits in my world (all species are actually aliens from their own separate home world, I have come up with entirely new histories and cultures for my universe) its set is the far future technology wise but technology resembles 80's sci-fi cyberpunk and appocolpytic grunge, think Mad Max and Blade Runner.
I made the call that Flying would be too difficult or potentially too OP for me to work with as a new DM, so I made the compromise that the character had to take the Wing-Clipped trait to limit their flying ability, until around level 6 when i have enough experience and they as an alchemist can find a way to regrow them or our base cybernetic wings.
Wing-Clipped says that you get 20ft of Poor fly, so -4 to fly checks. And any upward movement is a DC 30 fly check, so basically impossible at the moment.

My Questions Are: Do multiple movement types stack during a turn? So if they can already have standard movement of 30 ft a turn, and now have 20ft of Fly, does that mean you can combine the two for a total of 50 ft of movement a turn. And if so can you mix and match movement as long as you only spend 30 ft walking and 20ft flying? As in move 15 feet, fly 10 ft, move 15 ft, fly the last 10 ft, adding up to 50 ft total in a turn, 30 ft on land 20ft flying?

My other Question: If Wing-Clipped says you basically can't make upward movement, is it possible to fly without having height in the first place, im sure gliding down for a high place is fine, but say you're on flat ground is it conceivable that during combat you kick off to gain maybe 3 feet off the ground and then glide the other 20 feet for movement during your turn if you don't or can't use normal movement? And im assuming with Poor flight that any maneuvers would be very difficult, so would this glide only be possible in roughly straight or very wide curved lines?


Hello everyone, I'm a pretty new DM and I have a few questions that have come up recently in games.
I have a Skald Half Orc in our party, my universe is set in 80's cyberpunk sci fi appocolyptic. Laser shooting mechanical raptor, neon visors, scrap metal armor, glowing tattoos, alien planets, etc. Its my first real campaign and its full homebrew because I'm a masochist who decided to challenge myself with no experience. Anyhow I commonly use the Knowledge Engineering skill check to have people see how much they understand about ancient elven technology (they ended the world). The Skald was raised in a clan who prides themselves on their skill at understanding and using said technology to advance themselves, they literally run massive interdemensional starship generator that powers the last city, so they know a lot. Anyhow she has like a +8 to knowledge engineering. My question comes in when I have her roll to know if she understands technology the groups come across. Here's the thing, do you make a single knowledge check on a subject and that's permanent (it says no rerolls) and so she just knows that amount about all technology, or am I right in making the character roll over different technologies she has encountered? If so do i need to be literally tracking every knowledge roll she makes and the subject to know what she knows about things? Then allow her to read or study subjects she wants to learn about to grant a reroll with a small bonus? If this is true does that mean i have to track every characters knowledge checks about every single subject they encounter about everything so its set in stone what they know?. To put it more simply, if the skald rolls to understand the mechanics of how the laser raptor function, and say she gets under the DC because its slightly obscure knowledge, then do I need to make a not and even like 10 sessions later if she attempts it again and hasn't gained new knowledge on the subject go "sorry, like 3 months ago you rolled an 11, you don't know how they work". I just need to know how much work i should be putting into this and tracking what the characters know about various subjects. Let me know your advice below, it will really help! Thanks!

EDIT: Also, if someone might explain how Knowledge Checks work a bit more simply it would be appreciated. For awhile I was running them wrong, giving high DC for simple things treating them like any other skill check. Once I understood the DC was based on how easily obtainable the knowledge is i can better change the DC depending on who is making the check and if they would have sufficient chance and ability to know anything on the subject. Had a few times were our Skald that is specially trained in technology happened to know far less than a local scavenger with no training because i gave both the same DC and the Skald failed while the scavenger with no formal training succeeded... Obviously making the skald feel cheated. But I understand better how they work now. Still need help on if i should track every check by each character on every subject to know what they know about various things they have ever made knowledge checks about


Hello, I want to start by saying I'm pretty new to pathfinder and TRPG's, I have been DM'ing for my group who are also new for about 7 months now.

In my group we now have two characters who can sneak attack, an Alchemist Vivisectionist, and a Gunslinger/rogue multiclass. We are all still learning some of the more unique things that can be done in a turn, such as combat maneuvers and special actions. Its been a slow and steady adoption as they graduated from simple move and hit combat. I am printing out a sheet with various actions and maneuvers possible during a turn to have on the opposite side of my DM screen for reference. My question is the players found the "Feint" action and immediately realized how useful that was for getting sneak attacks in combat, so lets say the Alchemist Feints and succeeds, does that mean the gunslinger also gets a sneak attack if her turn comes up within the round? (this is assuming all other prerequisites for the sneak attack to happen are met)
To put it simple, if you have 4 rogues and 1 of them successfully feints, do the other 3 get free sneak attacks as well as the original getting theirs on their turn? I do read it says "the enemy loses their Dex bonus to AC against YOUR next attack..." as in the Feinters, but I just want to be 100% sure before I say yes or no when it will inevitably come up. Any advice would be wonderful! Thanks!


Hello, first of I would like to start by saying I am a fresh off the block DM. I have studied many rukes, but I still have trouble understanding the difference of different actions in a turn (other than move and standard), i constantly have to re find and remind myself of various rules on combat and some things on how the game works. I do my best to interpret the rules as best I can, and I tend to make judgment calls on the fly leaning a little closer to "would it be fun" rather than "do the rules say you can" unless its something i know I should be strict on.

I have been DM'ing my first time for about 6 months now, I decided I would do an entirely homebrewed reality based on 80's sci fi cyberpunk, think Blade Runner and Mad Max-ish... Because im a masochist and didn't understand the massive undertaking of pseudo modernizing pathfinder and fitting things to this setting.

Ok, onto my problem. During a fight with sand pirates on a desert moon, one of my players was a female orc skald in our party and was facing off against the captain of these pirates, a large gnoll barbarian with a cyborg cannonball cannon arm special attack. During the fight up to the boss she managed to retrieve a few magic flaming arrows off some crossbow weilding guards she killed. In my stats for these arrows they did normal damage (1d8) plus 1 point of fire damage a turn until removed, and on a Critical Hit they would ignite the person on fire. The problem came when the orc skald wanted to take the arrows out and use mage hand to lift one and try to stab the gnoll barbarian with it in hopes of setting it on fire. I explained that thematically the arrows always burst into flames while traveling through the air, the friction would spark them. This had already been shown to be the case when they were used against the players 3 times a moment before. She said she would just shake them rapidly then when they ignite hand them off to the mage hand. I explained that even if that would work that mage hand moves 15 feet slowly as a full action (if i remember correctly) and that speed wouldn't allow any sort of puncture through his thick armor. Then she said she just wanted to touch the arrow to his fur to light him on fire. We ended up getting into a little bit of an argument after i said no that wouldn't work and we debated semantics. After it got out of hand I put my fist down and just said "No."

Now I want to say I rarely if ever say "No." I prefer "you can definitely try..." And i encourage creative spell use.

Anyhow she felt it was a reasonable action to attempt, and i gave in and said if she was heart set on trying it she could. This obviously made her not do it assuming i wouldn't allow any attempt and it would be a waste of time. My thoughts were that the boss was 20 feet away, too far for the hand to travel in one turn, then that the fire would need crossbow strength friction to ignite and it wouldn't be like a roaring flame, just a magical fire effect on impact and so just setting it on something flammable wouldn't work because it needed to pierce something to set fire to it. She argues that if it had fire on it it shouldn't matter if it pierces or not. And in my mind i already set that it only actually set fire to people on a CRITICAL HIT. So for me it just seems overly complicated and difficult and wouldn't work. This resulted in bickering between us and caused tension between us the rest of the session in which she continues to ask permission to attempt anything at all to get my "approval" first.

This caused a lot of problems with the other players who tried to jump in and defend me by saying "DM's word is law, its ok come up with another plan..." But then she would argue semantics with them.

Anyhow, this situation felt stupid and its still causing arguments about how we both believed it should or should not have worked. So i have come here to ask if anyone else believed my ruling was sound? Or did i drop the ball and should have her just try it and fail without ever saying why? I was worried that would cause issues in itself. Was I in the wrong? Please let me know your thoughts on this subject below. Thank you for reading all this. I look forward to any advice about how to handle situations like this in the future.

(I'm typing on a phone, apologies for any typos)