Mask Golem

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What happens, exactly when a regenerating creature is dealt more damage than his HP, but hasn't been hit with his fire or acid? Does he fall unconscious? Can he take damage all the way down to his -Con. Modifier? And is the rest of the damage ignored after that?


So, a discussion arose when one of our players rolled 5 16s and a 17 when making his character. Clearly, a 60 point buy-in value had to be vetoed, but we started talking about a modification of they current system of buy-ins vs. simple rolling.

We thought it would be an interesting idea if everybody rolled their characters up proper, and then depending on either what your point-buy-in total is or what your total among ability modifiers is, you either get extra feats (if you're too low) or you have to take negative feats (if you're too high). Negative feats could be things like "Blind in One Eye" or "Schizophrenic" or "Obscenely Old (and frail)".
Is there precedent for this? And where might I go to find a chart? Or, alternatively, what do you guys think are some good Negative Feats and how much should they cost? Clearly some should cost more than others.


I'm a bit confused by the description of how to create encounters in the CRB. Say I want to create an encounter with 9 level 1 ghouls, what CR is it? And how would I change it to be a lower CR? Or a higher one?
And just by looking at an encounter, what is a good way to determine CR? For example, what would be the CR of dungeon room with 4 shadows?


Thanks for the great info, but I was actually wondering more about Barghests, which have Detect Thoughts. I was wondering if there was something I missed.


Is there a tactical combat reason for having detect thoughts, or is it just for use in RP?


Ok, that makes sense. Although, he doesn't have to attack any that are readied, right?


I'm running the Kingmaker adventure path and we're on book 2: Rivers Run Red. I just want to make sure I'm doing it right, but I don't see how the PCs are supposed to hit Rigg Gargadilly (male quickling rogue 3). Since he moves 120 ft, can't he just hide in a bush, run 12 squares over to the party, hit one of them (1d4+2d6+poison) and run back to his bush in a single action? And if so, what can they really do to stop him and/or not be killed by him?


And that's only if it doesn't involve a melee attack, right? Like a melee touch attack spell does not incur an attack of opportunity?


Thanks. I didn't see anything reiterating this on d20PFSRD, so I thought I'd ask.
I keep forgetting that casting defensively is an option.


If the Magus casts a spell that isn't an attack, does he still incur an attack of opportunity?


I've been reading up on the Magus class.
Am I right in thinking that a magus could cast Stone Fist and Chill Touch to gain very powerful unarmed strikes? Or something like Corrosive Touch or Elemental Touch would also fit the bill, I'd think. Those spells discharge on touch, right, so they don't have to just touch their opponent, they could be striking with their fists?


Thanks everyone for the replies, this helps a lot.

@Iron_Stormhammer Yeah, that's what I was thinking. Oh well, there are lots of other avenues of approach for the rogue in my group, and he's only level 5 right now, so he's got time to plan.


So I've been DMing my first game for about 6 months now, and one of my players (a rogue) just got a sap so he can knock people out. So,

1) Where is 'knocking people out' in the core rulebook?

2) How should I think differently about the rulebook to find other things in the future?

3) I heard something about killing people if you deal half their health in one hit, but I wasn't sure if that was Pathfinder or D&D, and I couldn't find anything about it.

Any advice would be helpful.


That seems fair enough. My problem has been that at level 5, at least 2 and usually 3 of them have +11 to +13 to any important roll, so to beat a DC25 check, all 3 of them have to get less than a 12 or 14, which is statistically unlikely (34% for 3 people to not get at least a 14). So it's statistically unlikely that a party of 5 will not get a DC25 perception (or survival), which is the highest on just about anything at that level. It's fine, I guess, just not sure why they have checks in the first place, at that point.
Also, why DC10? That seems arbitrary. Someone with a skill check of exactly 10 can help someone do something with DC30? Nobody's needed to help anybody else in over a dozen play sessions, but if they did they'd have to crit fail a skill they have a few ranks in to not give the +2. Are we really saying the mage with no wilderness experience can useful off-the-cuff advice to the seasoned tracker? What do you guys think about only giving the +2 if the helpers also make the DC of the check?


There are many times that the whole group will want to do a skill check, like after a battle when they loot the bodies and search the area. So far, we've had each person do his/her own perception check, but that leads to the PCs always finding everything, since of the 5 of them, somebody is bound to get above a 25 with the bonuses, and at level 5 there isn't anything that's harder to find than that (for the most part).

However, I was just reading the Enthrall spell description, and it says that multiple characters can simultaneously heckle and jeer the orator with a Charisma check from the player with the highest Charisma score, the other players only adding the +2 helping bonus to his/her roll if they succeed in their own rolls. Is this how all group skill checks are intended to be conducted?


That's funny. I usually build them the other way around. Seeing their stats, I meka up a personality and a backstory that explains why they have those stats.

I think I was just worried about making up stats or backstory for somebody and then buying the next book only to find they need to be significantly different than I developed them.

I agree with much of what I've read on these forums; my PCs are also killing the encounters without any trouble (within 2 rounds on average). They don't RP the battles much, though, they just go for the most tactically sound strategy. Now, I'm running 5 PCs, but I still have to max out every enemy's hitpoints and fudge some dice rolls just for any of the bad guys to be interesting (let alone intimidating). I wanted to make the Giant Whiptail Centipedes interesting, but even with the randomly rolled encounter, neither of them lasted more than 2 rounds. Am I missing something?

One more thing: despite them defeating everything in their path (all but 3 encounters on the map cleared), I've had to double their XP received from everything just to make them level 3 by the time they got to the Stag Lord. I pushed them up to 4 when they killed him. Just so we're clear: the XP listed on a creature has to be divided amongst the PCs, not that much given to each PC, right?


So, I'm GMing for the Kingmaker campaign, and now that the PCs are starting to build their kingdom I'm finding more and more that it would be immensely useful to have character stats for all of the main NPCs (like Jhod, Oleg, Kesten,etc.) I know they have ability scores in the front of Rivers Run Red, but is there somewhere online that their entire character sheets are listed? Like, what spells does Jhod know? And, does Kesten have any interesting feats? Ultimately, I'm looking for what is provided for Akiros and Auchs, etc.