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Good deal.

Thanks everyone for your help.


ok. It all makes sense except for the natural attacks. I'd like to walk through a scenario and see if I have it right.

In normal form, these are my key stats
Str mod +3
AC w/o armor 11

Before going into battle, I cast Barkskin and raise my natural AC to 13.

I then wild shape into a Deinonychus (dinosaur). This is a medium animal and so I get +2 Strength and +2 natural armor. This brings my stats up to this.

Str mod +4 (the +2 was to the score not the mod right?)
AC 15
HP is the same as my normal shape

Right so far?

So now I go on the attack.

The Bestiary says that the deinonychus has the following melee attacks to choose from.
2 talons +5 (1d8+2), bite +5 (1d6+2), foreclaws +0 (1d4+1)

Do I also get to choose from these natural attacks while I am in this form, but I use my attack & damage bonus instead of what is listed?

So on my turn I decide to make 2 talon attacks. I roll and add my attack bonus of +7 (BAB + Str mod).

If I hit, I roll 1d8 +4 (str mod)

Sound correct?


I am running a druid for the first time and I just got Wild Shape. It is not clear to me what stats I am supposed to use when I choose a shape.

The books says you get a couple bonuses depending on whether you change into a small or medium creature. That seems to imply that these are the only advantages you get. I have also heard that shields carry over into your wild shape. What about other stats?

I guess I get to use the attacks that the creature has because people reference this all the time, but I cannot find in the book where it says this explicitly.

What about HP? Do I still have my same HP?
Armor Class?
Attack Bonus?
Damage?
Do the creatures I use also level up as I level up? Can I only pick animals from the Bestiary that are my level or lower?

Any guidance would be appreciated.


That helps a great deal. I am glad I was wrong about the number of attacks. Some of the creatures could have killed a character with one action.

Thanks


I want to make sure I am reading the Bestiary properly when it comes to multiple attacks.

I think it is easiest to use a couple examples.

Gibbering Mouther
Melee 6 bites +7
I am assuming this means it can make 6 bite attacks on its turn as a standard action. When it makes those 6 attacks, can they be against multiple targets?

Dragons
Most dragons list a couple attacks with one attack bonus and then additional attacks with a lower attack bonus. Am I correct in reading this to mean that as a standard action they get the attacks with the higher bonus and on a full attack then get all of them?


I am GMing the Dragon's Demand adventure module. Part of the adventure is to try to change the disposition of various people in the town. Most everyone is Indifferent and if you can get them to be Friendly then you get a ton of XP.

This is the first time I have GMed this type of quest and I am looking for some help in preparing this part of the adventure.

The module only gives you the name of the person, their current disposition, and their personality (morose, chatty, thrifty, etc...). I am not sure how I take this and prepare for the PCs to interact with these NPCs and change their disposition.

It seems as though I need to go through each person (there are nearly 50 people in the town) and come up with something that they want or something the PCs could say to convert them. That is a daunting task and it seems that there must be an easier way.

I am just looking for some advice from anyone who has done this type of quest before. Ideas on how to prep for it as a GM and/or examples of how such interactions usually go down would be appreciated.

Thanks


I think it is making sense.

For type 4 (wands etc...)
A Wand of Web could be used by anyone as long as they have and pass a UMD check first.

For type 5 (scrolls etc...)
The treasure for a recent encounter included a Scroll of Glitterdust, which is a spell for Bards, Sorcerers, and Wizards. None of my PCs are any of those classes. They could use a UMD check to decipher the scroll, but since they are not the right class, they cannot activate the scroll.


I think I have it now. It is possible for non-casters to use magical items as long as some other conditions are met, but they would not be able to use a scroll unless it matches their class and level and such.


ok. So basically they need a few things.

1) They need to have a rank in 'Use Magic Device'
2) They need to do a Use Magic Device check with the appropriate DC
3) If they pass the check, then they can use the Wand of Web and follow the normal spell resistance and such that goes with the Web spell.

Do I have that about right?


I am running a published adventure (The Dragon's Demand). The treasure listed after a couple of the encounters list a Wand of Web and a Scroll of Glittering.

Can these only be used by people that can cast those spells? In other words, could the fighter use the Wand of Web or read from the scroll to realize its effect?

Along a similar vein, could I give a magic item that is listed as a spell for Druids and Clerics and give it to a Wizard to use?

Thanks


I guess maybe this is not limited to just 10 years old then. :-)

I like the idea of describing every mundane detail if they start to linger. I think they would probably get the hint. Although I could see them picking up the blades of grass and inspecting them further and then questioning whether the dung beetle is actually a spy of the underworld.

A spot check as they enter each area just to provide some initial clues might work as well.

Thanks for the feedback.


I am a GM for a group of 10 year olds -- including my kids. They love the game (particularly the combat) but struggle with some of the RP stuff.

I try to guide them through the interactions with NPCs as best I can, but my bigger concern is the exploration. They seem to go to the extremes. They either go into a room and want to do 100 perception checks over every square foot of ground to be certain there is nothing of interest or they will run through a room without even a second glance -- sometimes tripping a trap in the process or missing out on treasure.

Sometimes I swear their interest in an area is inversely proportional to the amount of time I have spent prepping it and the amount of stuff there is to be found. :-)

So my question is, how can I provide some clues that they might want to spend a little time in a room without coming out and saying that. And on the other side, how best to tell them there is nothing more to see?

I should add that they are fairly new to the game and I am pretty new to GMing. We are also mostly sticking to published adventures.

Any thoughts on how to do some hand-holding without railroading?

Thanks,
John S.


Thank you for the feedback. I will share the map.

With dungeons, I also only share the parts that they have explored.


I am currently GMing The Dragon's Demand. The module came with a map of the town of Belhaim showing all of the buildings.

I am curious when/if you show such maps to the players? It seems to me that since they are new in town they should not have a map and I should just use it myself for reference as they explore. Once they have explored a good part of the town, then they can see the map. At the same time, it seems a waste to have this nice map and I am the only one that gets to see it -- at least until we are well into the adventure.

Is there an accepted practice on this?

Thanks


Ah. Well that makes a pretty big difference. :-)

Thank you for the clarification.


I need to confirm that I am properly understanding the formulae book and the number of extracts per day for my alchemist.

For reference, my Alchemist has an Intelligence of 19 and a modifier of 4.

**Extracts per Day**
According to the Advanced Players Guide, the Alchemist can brew 1 extract per day plus additional extracts equal to their INT modifer. So I would be able to brew and carry up to 5 extracts each day.

**Formulae Book**
The guide says that I can know any number of formulae, but just like a wizard with a spellbook, I only know those that are written in my Formulae Book. For my character at first level I can have 6 formulae written in my formulae book. That is 2 plus my INT mod. So what I do is go to the CRB and the APG and choose 6 level 1 Alchemist spells. Those are my known spells.

**Brewed Extracts**
Each day, I choose 5 extracts from my list of 6 known spells that I wish to brew and carry with me.

**Advancement**
Finally, at each level I can choose an additional spell for a level that I can brew for. I can also add spells that I find along the way during the adventure.

Please let me know if anything sounds wrong.

Thanks


Cool. I will look at that feat as well.

Thank you


I am confused by this note in the Ranger features.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level – 3.

What does it mean by the ranger's effective druid level is equal to his ranger level -3?

I am guessing it has something to do with the fact that the animal companion details are listed under the druid class and you have to subtract 3 from any level references since the Ranger does not get it until level 4. Yes?


My character I am creating is a Druid. I have not created a Wizard, I just had the question based on reading through the book.

For when I do create a Wizard, where does it tell me how many spells I can put in my spellbook at each level? I am sure it is right in front of me, but I am not seeing it. All I seem to see is how many spells I can prepare each day.


ok. Taking your feedback, I did some more digging and I see what you are saying. Wizards actually get a number of spellbook slots at each level that is greater than the spell slots that they can cast each day. So they might choose 2 spells for their spellbook, but they can only cast 1 of them in a day.

The Druid spell book is essentially the Core Rulebook.

Thanks


I am a little confused about the Spells per Day rules.

I am creating a Druid, but I think this question applies to Wizards and such as well.

For my Druid, I get 3 0-level, 2 1st-level, and 1 2nd-level spells per day. My question is, can I choose a completely different set of Druid spells from the Core Rulebook each day or do I need to populate a spell book with some that I want and then choose from that subset each day? If it is the latter, how many can I put in my spell book?

Is it different for a Wizard?


This character is going to be for Pathfinder Society. I will use the average for the HP.

I think I see what the Shamans are now. So instead of choosing, say, Mountain Druid, I could choose to be a Bear Shaman and I would get those features. Yes?

Assuming that is right I see now how I was misreading the book.

Thanks


I am creating a Druid and I am a little confused by a couple things.

1) Animal Shaman
In the Core Rulebook it describes setting up an animal companion. In the Advanced Players guide it talks about Animal Shamans. Are these the same thing or something completely different?

2) Animal Companion Hit Points
The first level animal companion gets 2d8 hit die. So to calculate the HP for it, do I roll both hit die and then add the Con modifier?

As an aside, calculating initial hit points has always confused me. For first level is it the max of your hit die plus the con modifier or do I still have to roll? And then at each level when I do roll for additional hit points, do I again add the con modifier?

Thanks