Meyanda

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Yes, it's another question about bleed, but I haven't seen this one asked before.

There is a clause in the description of the bleed condition that states:

"When two or more bleed effects deal the same kind of damage, take the worse effect."

Let's say the PCs are fighting 2 monsters with a HP bleed effect on their natural attacks (1d6 bleed). If a PC is hit by one of those attacks by each of those enemies, how does it work (I know that they don't stack)?

Do you roll 1d6 twice at the start of the PC's turn and take the higher number? What if there is an enemy rogue with these monsters and hits the PC with a bleeding sneak attack, doing 3 bleed damage? Do I roll the d6s and take that roll, but only if it is >3?

Thanks in advance for any answers.


I have a party with very limited effectiveness vs. flying enemies, and my question is twofold:

1) If my druid wild shapes into a large bird, can one of them ride me into combat while I cast spells? I have natural spell and know I'd have to cast defensively while in melee range.

2) What option(s) is/are there for wild shaping into a large bird?

Alternatively: is there a bird I can summon with summon nature's ally (I can cast up to SNA 5) that could be used to this end?


I have a party with very limited effectiveness vs. flying enemies, and my question is twofold:

1) If my druid wild shapes into a large bird, can one of them ride me into combat while I cast spells? I have natural spell and know I'd have to cast defensively while in melee range.

2) What option(s) is/are there for wild shaping into a large bird?

Alternatively: is there a bird I can summon with summon nature's ally (I can cast up to SNA 5) that could be used to this end?


My players just beat Hellion this week, and I've encountered a dilemma. Hellion has a hardness of 10, and the party consisted of a paladin, bard, gunslinger, and rogue (rogue was killed by hellion, next character will be an unchained monk). The problem is this: the only players that were able to overcome Hellion's hardness were the rogue (and only if sneak attacking) and the paladin. The paladin is able to put out an exorbitant amount of damage per round (especially now that he has Kulgarra's chainsaw), and Hellion was only a threat to the party because he used confusion in round 1 and the paladin failed his will save.
My players do not know that adamantite bypasses up to 20 hardness, I'm thinking of giving them a knowledge: engi check to figure this out. My problem is that the players have barely spent any money so far in the campaign and can easily afford adamantite weapons for everyone. Unfortunately for me, the paladin already easily tears through foes and hardness is a balancing factor to give the foes enough survivability to actually threaten the PCs.
So, when should I let the players try this knowledge check to figure out that adamantite weapons would be really useful for them?


So, I'm GMing my first Pathfinder game in a week or 2. Actually, I've never even played before, just watched a single session of Society, but one of the players has some GM experience and can help me with rules. Anyway, I told the players that they could choose whatever classes/races they want and if there is an obvious deficit I'll give them an NPC rolebot (healer, trap finder, lockpicker, etc.) that they can dump if they want. Here's the classes they picked:

Gunslinger
Skald
Ninja
Occultist

The Occultist wants to be the healer, but in glancing over the class info and spell list I'm not seeing how this is viable unless I give him a healing wand and he just spams it. I have very limited (read: not any) experience with pathfinder, so can you all let me know if an occultist can fill the role of a healer in a party?