Wight

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1 person marked this as FAQ candidate.

Does the rider who summoned the goat have to make a save vs. the fear effect when he rides it into combat?


There is some vagueness in this trait that has come up in a game I'm playing in. The trait reads as: Spirits in the Stone (Human—Mwangi): You have an
almost instinctive ability to sense danger and peril in
ruined structures. Whenever you’re in ruins, you gain a
+2 trait bonus on Initiative checks and a +1 trait bonus
on saving throws against traps and natural hazards.

At one point it says 'in ruined structures', and another point it says 'in ruins'. Does this count in an entire ruined city, such as Kelmarane, or just in structures that are in a state of ruin?


Do both the negative energy and constitution damage multiply on a critical hit?


So, after speaking with Gustav, my players have decided they want to take on the entire defense of the beast, removing Gustav entirely due to the fact that he has been unsuccessful in his last 6 trials. I don't see this as being a major issue, but could there be anything that could make this a major hindrance to my game?


I am playing in a new campaign, in which my DM has intimated that there will be plenty of evil in this game, so I decided to make a paladin, which I have never played before. We are 6th level and the stats I rolled are 18, 16, 15, 13, 13, 11.

With these rolls, should I focus on a TWF build with kukris or go with a sword and a shield? Also, depending on which I have, are there any paladin archetypes that are good for the build?


This has been coming up in game quite a bit. During the night something happens and the party members on watch yell at the sleeping party members to wake up. The DM has ruled (because we can find no other rules otherwise) that it is a DC 0 perception check to be woken, but at the -20 penalty for being unconscious.

Is there an official rule for a check to be woken up?


I made a thread earlier about how my DM was interpreting create pit and grease. In both examples, he wanted to give large creatures who weren't completely in the 10x10 areas a bonus to the save because only one foot was on the affected area. He kept talking about physics when explaining the reasoning for this, and my argument was that physics don't really apply, especially when considering spells.

My question is this: should real world physics apply when it comes to spells?


1 person marked this as FAQ candidate.

When you cast create pit in shared squares with 2 large (10x10) creatures in it, do both of them fall in, or do they take too much space?


Hey guys,

This is going to be the first time I have DM'd a game, and I was wondering if there was any general advice you guys could give to make the first few sessions run smoothly. I have a good grasp on the rules in general, but not sure how well I will convey the story.

Any advice is appreciated.