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My DM IS NOT INVITED TO READ THIS. NOR ARE OTHER PLAYERS IN CAMPAIGN

The title is provocative, I am not looking for advice on killing a specific NPC more for a discussion about the role of the DM. My DM has started another thread called Help Me Save An NPC, which I have not read at his request, but I can see that there are a lot of posts.

In the homebrew campaign we are playing, an alien semi insectoid menace is taking over the world. The enemies are a mix between 40K Tyranids, Aliens from the movie franchise, and aliens from Starship troopers. They adapt to become the worst threat they can be and come in all sorts of shapes and sizes.

There is a NPC in the campaign, she is somehow linked to these creatures. She is a special variant summoner and is as linked to these creatures as a summoner is linked to their Eidolon. She can sense when they are near and her special brand of magic is tied to them. The creatures are using her mind to spawn new specific monsters based on our weaknesses, they are also using her to gather information about the party.

She recently disappeared and it was revealed that the monsters could use her soul to create special vat grown clones of her. We have specifically been told that if we control the soul of the individual they cannot make new clones. The clone with the soul is referred to as the Prime. By Using Trap The Soul we could prevent them from making new clones and close their method of gathering information about us. Another PC has currently taken possession of the soul of another NPC in a similar situation.

We are in the final run of the campaign when an infected Tarrasque is going to attack. We are also in the process of fortifying a town to ward off a full attack from hordes of these monsters. The campaign is about to end and then we can resurrect the NPC, she just needs to be out of the loop for a few months.

My character (Level 17 Rogue) has decided that this NPC is a liability. She is consciously or unconsciously feeding information to our enemies. Worse, during the end stages of this campaign she is likely to be twisted further by the menace and we will be forced to kill her. My plan is to remove her from the campaign until the Alien threat is dealt with then we can restore her to life. I see it as chryo-freezing someone with a parasite in them until we can fix the problem.

The party has a number of tools which I can use to dispose of her. A scroll of Mind Blank, Bag of holding, Lead (Which blocks all divination in this campaign world), Scroll of Trap the soul and suitable gem. All I would need is a scroll of sympathy.

Now the problem: This NPC is in a relationship with another PC who happens to be the DM’s wife. I believe I could convince every other PC, but not the one with an amorous connection. I believe I am doing the right thing for the party, the world, and the NPC in the long run. This is especially true in my opinion as the PCs have already captured the soul of another NPC in the same position as the NPC in question. I don’t want to tell the other PCs because I am a secretive character. I don’t want to tell the other players because I hate meta-gaming and I don’t want them to use out of game information.

The DM believes that if a villain under his control was to kidnap or kill a PC then it would be his responsibility to ensure that enough clues remained for the players to solve the puzzle. As such he believes that if a PC not under his control commits such an Act he is still responsible to ensure that enough clues remain for the players to solve the puzzle. I am playing a rogue with an excellent Charisma, great social skills, Rumour-Mongering, and the tools I need to get away with this. I do not believe that the DM needs to create clues that I have not left.

I am actually really bothered by this as I believe that the DM is there to facilitate PC interactions with other PCs. I have to tell the DM what I am doing, it is his world after all, but him feeding that information to the players through whatever means is meta-gaming. I also believe that the DM plotting against me because I have told him my plans in advance isn’t very fair.

If there was an NPC who had been infected with an aberrant parasite and was making more (better) aberrations, and was revealing information to your enemies which was making the defense of your home impossible: WHAT WOULD YOU DO.


Weapon Snatcher (Ex)
Prerequisite: Advanced talents
Benefit: A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

Now some quick questions. I am trying not to color the answers with my opinions.

* Does this stealing provoke attacks of opportunity?

* Does the difficulty become the CMD of the target, or the DC of stealing something from someone's hand?

* Does this action break invisibility.

* What about if the target is unaware of the thief?

Thanks so much.


3 people marked this as FAQ candidate.

Hello,

I am having some issues with Gang Up and the FAQ language about being your own allie.

GANG UP:

:
Gang Up (Combat)

You are adept at using greater numbers against foes.

Prerequisites: Int 13, Combat Expertise.

Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

Normal: You must be positioned opposite an ally to flank an opponent.

Now I took that as being when two other party members [plus you] for a total of three are attacking an opponent you can get flanking even if you are not across from one of your allies.

However, the FAQ wording confuses matters as it suggests that you count as one of your own allies. Does that mean that if me and another character side by side are attacking a target then I count as flanking?

FAQ EXCERPT:

:
Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

—Sean K Reynolds, 10/12/10


Can a crafter take a +5 bonus to the DC to ignore the caster level requirement of an item??

Thanks.


2 people marked this as FAQ candidate.

Hello,

I am working in a regular campaign, we have just been informed that our sleepy little town may need to suddenly become a fortress.

I have some problems with the description and need a little RAW assistance.

With a Lyre of Building do I need to make a perform stringed instrument check to activate its building protection powers?

With a Lyre of Building do I need to make a perform stringed instrument check to activate the first hour of its construction power?

With its construction power is there a limit to how much work can be completed per week. Assuming ring of sustenance and decent con, and high perform is there any reason I couldn't play the instrument for 10 hours straight? or even longer.

I assume I have to pay for the raw materials? How do we cost that out?

It says 100 humans working for three days. Do we assume unskilled laborers? Do they have some skill? Some understanding of the construction skill?

Item description below for ease of reference:

:
Aura moderate transmutation; CL 6th

Slot —; Price 13,000 gp; Weight 5 lbs.
Description

This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
Construction Requirements

Craft Wondrous Item, fabricate; Cost 6,500 gp


I have no idea how they are costing Racial magic abilities.

Buying a 1/Day ability costs 1 per spell level.

To buy gnome magic as it stands would cost like 4 points. 4 spells plus a Caster level bonus to Illusion.

So Gnomes get a 4 or 5 RP ability for 1 point.

Whats more Racial magic options for races that get them seem to count as one magic purchase. However, for a custom race each purchase counts as a purchase from the magic section.

And don't get me started on Drow Noble or Svirfneblin


Hello,

For a game tomorrow I have to create a Level 12 Eidolon.

I will be sitting down with the books tonight.

This is likely to be a one game visiting Eidolon so I am very willing to look into the most horrendous combinations people have built.

Thanks.


So...

Player one wants to play a human.

Player 2 wants to play a gargoyle.

Player 3 wants to play a elf.

Player 4 wants to play a golem.

Player 5 wants to play a vampire.

How do you balance it without mutilating play or re-writing every class?

I will be unning a campaign soon which will have a layout very similar to this.


I have long been thinking about a "Do no harm" Bounty Hunter/Vigilante.

The Sap Adept and Sap Master feats along with blugenoner or merciful weapons make that a very strong rogue build against anything which takes non-lethal damage.

However, the build would be useless against Undead and Constructs. Glancing through, everything else seems to take non-lethal damage even oozes and elementals. Is this right?

I would be very tempted to build a dungeon with this character.

I would be very interetsed in ways to make myself resistant or immune to non-lethal damage.

I am thinking full human, full rogue, using the rogue talents from favoured class.

Any suggestions??


1 person marked this as a favorite.

hello,

Has anyone had any luck transferring Pratchett's discworld races/classes/gods into Pathfinder?

I have decided I want to run such a campaign, but I haven't had a chance to start looking at the transference.

Thanks


Hello,

I had a situation in a recent game where we were in a throne room and the defender statues were designed to detect evil characters and non-dwarves to kill them. I am playing a non-evil, gnome rogue. I didn't want to kill the statues [they were carved as effigies of ancestor heroes] so I wanted the golems to ignore me or even better to stop attacking everyone. I went defensive, went into the golems square past their reach and rolled a 20 on my UMD. Now I am a 12th level rogue with a decent Charisma so the check was around the 38 mark, all I was trying to do was fool the magical item into thinking I was a dwarf so it wouldn't attack me.

Now I really wanted it to work. Mainly because I was into avoiding combat at that moment and the DM obviously thought the idea was cool but said it couldn't work. His main problem was precedent as I am already a slicer and dicer and giving me a way around golems was too dangerous. [Which I agree with]

I was wondering whether other people think it should work RAI/RAW?

Whether you would have allowed it?

My biggest thing is that a grudgehammer for example won't work for evil non-dwarves, but I can fool that and wield it. I can even fool a sentient magical item. Why can't I fool the golem's sensors??? The bestiary says the golem is mindless which means it is basically a magical item?


*CHEESE WARNING*
I do not think this should work, I am wondering whether it does work RAW.

Hello,

I have been looking at all of the Large Bastard Sword builds designed to wield the weapon in 2 hands and using Exotic Weapon Proficiency.

My logic is this, please point out the problem in my logic.
1) With Exotic Weapon Pro Bastard, you can wield a your sized B-Sword with one hand at no penalty.
2) Without Exotic Wpn Pro Bastard, you can wield a your sized B-sword in one hand at -4 to hit.
3) You can wield a large version of a one handed weapon in two hands.
4) So, as many builds do, you wield a large Bastard sword in two hands to get better damage than a great-sword at -2 to hit.
5) So even without Exotic weapon proficient B-sword this works, and because you are wielding the weapon in 2 hands, it counts as martial and you no longer take the -4 just the -2 for a large weapon.

Please break this loop for me. If I was the referee I wouldn't allow it.


I like the idea of a wizard who has loads of meta-magic rods, but they would be awkward to carry around and switch between.

So how about a meta-magic rod which contains other rods, like a rod of rods.

Lets go:
Metamagic, Enlarge, lesser 3,000 gp
Metamagic, Extend, lesser 3,000 gp
Metamagic, Silent, lesser 3,000 gp\

Could we build a rod which does all three in one item? I still want each one to have the 3 uses per day. How would you price it: 9k? 12k 15k 18k

I would love some input.


Hello All,

I have a 12th Level Rogue with some awesome UMD values.

Whenever I play sorcerers and wizards I am a big fan of permanency.

Therefore I started wondering whether I could pick up scrolls of permanency and scrolls of the other spell in question and cast permanency using UMD.

Logically I think I can, unfortunately, we hit the barrier of the minimum required caster level.

If my level 12 rogue uses a scroll of permanency what is his caster level? Does it come down to the level that the scroll was penned at>????

Thanks.


Hello All,

On Saturday I will be playing a level 12 Druid for a few hours. This is not my regularcharacter, just a character for a few hours.

What wildshapes are worth considering. I do not have any wilding equiptment. My physical stats are pretty good.

Thanks guys.


Hello All,

I have been reading the archives, and have been looking for ways to increase the save DCs of my effects.

Other than Spell-Focus, Greater Spell Focus, Heighten Spell and increasing my CHA/INT/WIS are there any other ways to increase DCs.

Im thinking, traits or character options. I am particularly looking for transmutation, evocation, necromancy effects for a sorcerer.

Any help would be appreciated.


Hello All,

For a game this coming Saturday, myself and my DM are exploring the other characters who have wielded my magic sword through some unique magical effects. Essentially I need to create four other characters, each one is designed to work well with another PC in the party. These characters are only around for one adventure so I am happy with cheesy and so forth.

Pathfinder and APG only.

All variants must use a rapier.

Variants can use my thieves equiptment that does not have command words. Key items as follows.
+4 Mithral Chain shirt of healing. +1 Adamantine Viscious Shortsword Bane Magical beasts. +1 Cold Iron Rapier Shocking Holy [Intellegent]. Vest Resistance +3, Ioun Stone Ac, Am nat armour +2, luck stone.

Characters can have one item of their own equitpment: worth 50k or less.

Lady Emily:
Lady Emily Vandermere was a duchess, she married young at her fathers wishes, unfortunately she grew extremely bored by her possibly homosexual husband and so she craeted for herself an alter ego. She started off by roughing it as many cheap taverns and pubs as she could find. One bad night she got attacked and roughed up by a would be rapist, after that she used her considerable fortune to hire specialists and trainers to teach her how to use a rapier.

Human Fighter: [Weapon Master Variant]: 12
STR 19
DEX 24
CON 12
INT 14
WIS 10
CHA 22

Feats:
1) Wpn Focus Rapier:
2) Gr Weapon Focus Rapier
3) Wpn Spec Rapier
4) Gr Wpn Spec Rapier
5) 2 Wpn Fight
6) Imp 2 Wpn Fight
7) Greater 2 Wpn Fight
8) Imp Critical Rapier
9) Critical Focus
10) Lunge
11) Power Attack
12) Bleeding Critical
13) Wpn Finesse
14) ?

Telefret:
Telefret was born in a storm. The moment he went to breathe his first breath there was a lightning bolt that struck the tower and the air was filled with static energy, the midwife swore that in that moment the child’s eyes flashed with lightning.

Elven Sorceror: [Air Elemental Bloodline]: 12.
STR 19
DEX 16
CON 12
INT 14
WIS 14
CHA 24

Item: Orb of Storms?????

Sir Richard:
Sir Richard is a knight of the Order of the Temple Mount. He was brought from Gyptala to Landsbreak as a slave, however, he was freed by his master in his dying moments. His master had been a great paladin who waged a war against demonic forces, unfortunately, the mercenary army that his master had gathered to fight off the demons would melt away if his masters death was announced, as such, he donned his masters armour and let the army to victory. Afterwards Richard went straight to a temple of Ashanaron there he fell to his knees and begged for the mercy and attention of the diety. He was surrounded by a nimbus of glowing light and rose as a paladin.
Human: Paladin 12. Sacred Servant:
STR 19
DEX 18
CON 12
INT 12
WIS 14
CHA 24

Item: Full Plate: +4 Invulnerability????

Evan Timaeous
Evan came from a small island kingdom which was flooded. He was cast upon the shoreline with nothing to his name and with a distrust of all men.
Human Ranger: [Maybe Witch 1]
Divine Bond:
STR 19
DEX 24
CON 12
INT 12
WIS 18
CHA 14


Hello,

I got into a discussion with my DM the other day about Vow of Poverty. I have always dismissed it as being cheese, but he said he would like to see me play one as my characters are always so item oriented.

What changes do you think are necessary to make Vow Of Poverty playable?


Erm......

I was playing a game today and a character showed up with a drow noble PC.

I can only ask what the hell Paizo was thinking.

How can this race have no disadvantages.

As a DM I would never ever ever allow this, why would anyone ever allow it. And why would Paizo have included it as a PC option.

If these were allowed why would any [non-drow hater] ever not play one????


To be an assassin and have Death Attack and have poison use you must be Evil.

To be a Ninja and have Assassinate and have poison use there is no alignment restriction?


Hello,

I have recently been looking into staves for a sorcerer friend of mine, and I got confused.

Some of the staves have Divine and Arcane spells in them.

So who can use such staves?

These staves have Spell-Trigger activation.

So a Cleric who had one could use: Shield Other, Shield of Faith, and Shield of Law, but they couldn't use Shield.

A Sorcerer who had one could use shield, but couldn't use Shield Other, Shield of Faith, and Shield of Law.

Is that right? It seems stupid? Why wouldn't someone only take a stave where they could use all the abilities they are paying for???


For those that read these boards extensively, you will find a number of threads about how weak the Rogue is compared to everything else. Now I enjoy playing rogues, although the rogue does seem expected to be able to do a lot without much reward. So my first question is, does the Ninja [in your respective opinions] hold its own against other classes?

I don't like taking away trap finding from any rogue archetype. I feel that parties at character creation mentally work out who can cover each area. Someone needs to be able to heal, someone needs to be able to find traps. By stopping the ninja from finding traps as well as a rogue means that for a lot of established groups with a ninja you will still need a rogue to find magic traps. I know groups where a player who wants to play a ninja will be pressured into playing a rogue because of the need for better trap finding because that's what a rogue is for. It would be like making a healer archetype that couldn't heal very well. In your collective opinions, do you feel that the ninja can fill the rogues role in a classic four player party?

I agree that Ninja tricks and Rogues talents should allow cross over one way or neither. Allowing a Ninja to take Rogue Talents and not letting a Rogue take Ninja talents would be a kick to the face to a class that so many see as below par anyway.

I have some sympathy with discussions about changing the name or even adding an alignment restriction. Assassin comes from an ancient sect of killers, so does Ninja. But why should Syrian Ḥashāshīns, be Evil only while Asian Ninjas have no alignment restriction. History is a funny thing. Some things we have no problem trampling, other things people get het up about. I mean ninjas can have death attack and use poison, so why don't they have the evil restriction that assassins do?

In regards to Evasion, many who build rogues believe that a one level dip in Shadowdancer is necessary to bolster Stealth to compete with Invis. All a Ninja needs to do is dip two levels in Shadowdancer to pick up Evasion, Darkvision, Hide in Plain Sight, and Imp Uncanny Dodge.

Many people have discussed the concept that Ninjas cannot dump CHA like rogues can. Well, I love Bluff, Gather Info [diplomacy] and so forth so I never dump CHA anyway.

I think I feel that the ninja is very good, too good in comparison to the rogue as is. I also feel that it makes the assassin Prestige class weaker in comparison. I think I would always take a Ninja over a Rogue [if teh party weren't going to whine too much about traps].


{{All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.}}

So my question is, how do I work out what powers are revealed when different Ioun stones are used?


So, assuming I am using the spell shatter to sunder an object, does that use sunder rules or does the object make a saving throw??

It seems to say objects make a will save, I understand that attended objects use their wielders save, but how the hell does a willful wielder make a shield less likely to break?

What about masterwork items?

Thanks.


I have been asked to tweak an allied Spell-caster and I just noticed that because of his bloodline and his level he no longer needs to breathe.

This made me think Cloudkill in huge capital letters.

However, Cloudkill says:

"A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell."

It says holding your breath doesn't work...

But it doesn't say, creatures who do not breathe are immune/affected.

What does everyone think???


Hello All,

I was looking at Celestial Armour.

I have never bought this for a character before, but my DM had a fit and banned it.

Does everyone else think that Celestial Armour is broken???


Hello All,

I would really like to get in a PFS game either Friday Morning or Thursday Night.

I would love to play Master of the Hidden Fortress, but they may be asking a lot.

I am hoping to get in a first level game or two.

Who else wants to play at those times?


Hey All

I live in Langley. I regularly play in Coquitlam and Abbotsford.

I really want to get in a PFS game or two before Paizocon.

Anyone???


Hello,

I am a relatively experienced role-player, but have not played in an organized play environment. I have played some competitions but will start my Pathfinder Soc games at PaizoCon.

It seems very good. I like the areas which have been simplified and I look forward to playing.

I am a little confused by maximum treasure number. During the course of a game, a rogue pickpocket may lighten the pockets of a merchant or may pick something up that the original writer had not thought of as loot especially when it is something which should logically be in that location. How does that interact with the maximum treasure figure?

Originally I had thought that it was just one of those things that was glossed over to make the game runnable, but then I read a thread in which one DM mentioned enslaving a player and taking away his 5k pile of cash... If a player can lose more than is expected during a game, why can't a player earn more than was expected if they do so with clever role-playing? At the end of a game, do all players end up with equal shares of everything?

Are players allowed to give things to each other? I assume not because of the no-selling trading rule. But if I am playing a wealth character and I want to tip the Cleric for healing me or reward the barbarian for a sterling defense?

The last question, for now, has to do with buying services with prestige points. Can multiple characters (of the same faction) chip in together to pay the PA cost???


So I have got a couple of low ranked picks from the Lottery, both of which I am very excited to play in. But neither of them is a Pathfinder game.

I have seen a couple of posts where people refer to open games, what are these??

Are there people who are going to be running open games into the wee hours??

I really want to play as much as humanly possible.

So what else happens at paizocon?


So, I am playing in a pathfinder campaign that I am really enjoying. However, it recently came to light that my haul of treasure is more than double that of what should be normal for my level and more than triple what the other characters have.

I am playing a thief, no surprise there, and at earlier stages of the campaign was stealing common loot. However, I realized that this was a problem earlier on and curtailed that myself. My character is a thief, I have very good thief skills and when the opportunity arises I rob random NPC types blind, this has lead to me getting a lot of treasure outside of the standard adventures.

I am also a character who has a bunch of craft skills and a profession which I use whenever I get the chance. I am the most mercenary of the group and while other PCs will do things for random NPC 4 because they like them my character will always ask for payment.

I also focus on loot a lot more than the other players. Loot is the reason my character is adventuring, not to save the world or anything like that.

I think the major discrepancies come down to problems or errors caused by the treasurer missing things. Problems or errors stemming from the player not writing it down when they were told they got loot. Players using non-renewable resources like potions, scrolls, wands that cost a lot.

Another thing I think is worth mentioning is that I have not dumped all my wealth into one or three big items, most of my wealth is spread around countless small items of lowish value.

If players are basically held at the wealth level suggested for their level why bother looting at all? If at level nine I will have X treasure regardless of what I do, I can feed the poor, drink potions every second round, and churn through wands at super speed. And there is no point in the thief stealing anything.

Do any DM’s use the level wealth guide other than to create characters at above first level?

How do DMs deal with this kind of disparity?

How much of a problem is wealth disparity?

My wealth is not at a stage where it is turning the campaign into a monty haul mistake and a lot of my most expensive equipment sees use once a game at most like my Rust Bag of Tricks which I only really use to set off traps and my Glove of Storing which I haven’t used for weeks.

I am a player who plays for the love of loot. I am a player who would rather have a character die forever than have a character lose all his stuff forever. Limiting my loot would be limiting my fun. Why can’t a first level character who happens upon an item of high value keep it even though it puts him why out of his GP category?


Hi,

Reading through some of the posts about Paizo Con 2009, they mention a LARP element.

I run a LARP system in Vancouver and would love to hear more.

Will there be any LARP events at Paizocon 2010??

If so, how do LARP weapons interact with Paizo's nothing that looks like a weapon rule???


It might be worth starting a runners up list. So that as more tickets become available they go to people who have been waiting the longest.


Hi,

I have a character with Craft (poison) and just realised that craft (poison) is actually part of craft (alchemy), so I suddenly have a decent ranked craft (alchemy) character.

So my question is this.

Other than the stuff in the PRD CORE, what other alchemical substances are worth suggesting to my DM. We already use alchemists fire etc, but what else is there out there that I should be asking for???

I don't necesarily mean what is the most powerful, but what are the cool little tricks to have up your sleeve.

I know that there will be some in the Adventurers Armoury and probably some when Alchemists becaomes a core class, but I am impatient.

Thanks.


So I am playing in a campaign where I want to turn my character into a business mogul. I want to own a bunch of businesses and make a decent amount of money.

As a caveat, I am not looking to break the game by getting more cash to buy magical items, but I want to use the extra money to live in a higher lifestyle and to buy more businesses. By owning more businesses I am intending to gain some political and social power, but neither; political or social power are particularly important in the campaign.

So....

I hire 3 hirelings, all of them are merchants. I hire each of them an assistant. Assuming Skill focus, One Rank, A Class Skill Bonus and a bonus from Wisdom. +8 and likely +2 from their assistant therefore each one would average a 20 on each roll. That would mean that each merchant would make 10gp a week so 40gp a month. This business plan would earn 120gp per month. The hireling cost would be 3 x3sp plus 3 x1sp = 12sp a day x30 =36gp.

I want to own businesses, but why would each merchant/assistant work for 12gp a month when they could be earning 40gp??

Why doesn't every player do this, in fact why doesn't every player do this with 1000 merchant/assistant pairs?

I am happy to work for my buisnesses, but I do not want to take too much game time away from the combat bunnies in the group.

What do other people think? What advice would other GM's give? What would other GM's require from their players?


Hi.

This is the first time I am posting here.

I am having issues in a campaign with mending and make whole.

I keep finding broken objects and being told that mending and make whole spells are not able to mend them.

I understand why the referee is doing this, it is because his scenes are very descriptive and he wants to be able to describe aged tapestries or rusted disintegrating armour [for example] that we cannot mend so we do not end up with more treasure than he had planned.

So given that I understand the referee’s rulings and I am not trying to break the system I want to understand what other people think Mending and Make Whole are able to do.

Can either spell repair something that is missing a piece? Lets say a mug with a chip in it, the material that made up the chip is missing, so can either spell fix that chip?

Can either spell repair decay/rust/erosion etc.

Can either spell repair burns [chemical or fire]?

Can either spell fix shattered/crushed objects?

Can either spell fix disintegrated objects?

Can either spell restore something turned to rust by the spell rusting grasp or by a rust monster [before the rust monster has eaten the rust]?

My referee feels that almost all of those effects can only really be remedied by the fabricate spell, but fabricate doesn’t do it for me purely because in my opinion fabricate is recreating the item and I don’t want to recreate the item I want to fix the broken thing I have in my hands.

If the character takes some damage, he can be healed with heal spells. If an object takes some damage it can be fixed with med/make whole. If a character is destroyed by acid/fire etc he can be resurrected. How do I fix/restore a destroyed piece of equipment.

I think the problem here is that the Pathfinder game rules provide very little information about Mending, Make Whole, and the Broken condition for equipment. I understand why this is, but it is frustrating in this instance.