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What is the process for players wanting to buy items from their Kingdom? If the item is below the Base Value, does it not matter if the city has the capabilities of creating it?

I have a player who wants to buy scrolls, but the city has nothing letting them create scrolls - but the current base value of the city is more than enough to purchase scrolls.

Just wondering what the right way to go about this is.


Just wondering what people do for the planned encounters if the party never goes back to the city?


Started running a Kingmaker game a few months ago...

Name: Dran
Race: Half-Orc
Classes/levels: Brawler 6
Adventure: Rivers Run red
Location: Ruined Keep
Catalyst: Bad Positioning, splitting up
The Gory Details: Dran fell into a pit full of rats, as he attempted to climb out he grew disoriented. Wizard cast fireball on the pit full of rats, and toasted Dran.


Just wondering if it's possible to Parry and Riposte an attack of opportunity? I thought it was, just would like to check if anyone has source.


Perhaps this is an oversight... but where does it say the supplies the army is carrying? Food/Water wise, at least? I can't find anything on this.


Say a player rolls a Knowledge (Arcana) in combat to figure something out about a monster, and they succeed and get two questions: how much should one question be worth? Could they ask "What are the monster's special abilities" and get all of the abilities? Or should they only get one ability/useful piece of information per success?


Say a Wizard wanted to prepare some level 1 spells, and didn't have enough spots - could the Wizard use a 2nd level slot to prepare a 1st level spell? If so, is this spell considered to be "cast at 2nd level (for DC)" or what?


Does this allow PCs to tattoo slotless wondrous items onto themselves and other PCs? I'm just trying to figure out how this works - but every thread I've seen has conflicting info from - just scrolls to slotless wondrous items to +4 rings if the PC wants...

Just want to make sure I'm doing it right - I plan on taking a crafting cohort who tattoos his allies - thinking bard or wizard.


Wonderstell wrote:

Nothing wrong here. That's how Magic Item Creation works.

But you know you have to pay the material component, right?

Yes, it just seemed that 30,000 GP is really... inexpensive for Wish


So I was just looking over Inscribe Magic Tattoo - and it says the DC is 5 + CL (lowest CL to cast spell) + 5 per prerequisite you don't meet.

So, say I'm level 5 and I want to create a tattoo of wish;
DC= 5+17+5 ?
17 for Caster Level
Additional 5 for not being able to cast Wish, the spell

Is this correct?
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tatto o-spell

That's the "template", the requirements are:
Inscribe Magical Tattoo, the spell to be inscribed

But DC 27 seems way too low. Am I missing something?


If something says A DC 12 Knowledge (religion or local) check...

Can players with both Knowledge skills roll twice? Or is it a "pick one or the other" scenarios? Couldn't find it mentioned either place.


Kalindlara wrote:

You could take a look at this or this. ^_^

While they're written with Golarion in mind, for the most part, they're generic enough to work in any setting pretty easily.

That's basically exactly what I was looking for! Thank you!


I was just wondering if there was a book that was a number of small dungeons made to throw in to any setting? Just something I figured might be handy if I want to find a good way to throw something at my party (give them clues, direction, XP... etc.)


I have a PC starting at 7th level - and he wants to know if he can take the Craft Wondrous Item feat so that he has to pay the crafting price instead of the full price. Just wondering if other DMs have run into this before, and how it was handled.


Okay, so - long story short it is an Inquisitor of Iomedae, the party is searching for an assassin, and basically decided to wait downstairs at an Inn for someone.

They saw somebody go upstairs, one PC went and got the guard while the Inquisitor and Wizard went upstairs, acid splashed the door, and kicked it down.

At this point, on the GM side - it was a random traveler who was staying overnight, who wasn't in his room - but the bathroom.

The guard showed up, and the Inquisitor demanded that the guards help them search for the assassin. After a failed Diplomacy and Intimidate check, the guards decided to get a drink downstairs before heading back to base.

The Inquisitor drew his dagger and said "If you leave, I will kill you." To the Patrol Sgt., who promptly placed his character under arrest... Inquisitor fought back, ended with both Inquisitor and Wizard in manacles being dragged to the jail.

In this case, would an Inquisitor of Iomedae lose their powers because of the threat (and attacking) to the Patrol Sgt


So, I have an Inquisitor in my game, and I'm just wondering if there's a clear line of when they've gone too far. Also is there any extra reading I can do about them aside from a line or two detailing them at the top of the d20pfsrd page?


I was just wondering if there was somewhere that talked about the difference of the two? I don't think (off the top of my head), that I've seen a Large (Long) creature - just wondering if there's something I can read about it.


So I have a player who wants to play a Catfolk Slayer - Catfolk have a specific Rogue Talent

Vicious Claws (Ex) A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat's claws racial trait before taking this talent.

I was just wondering if anyone has encountered a player wanting to bring race-specific traits to Slayers, and if so, what the DM ruled.


bump?


http://www.d20pfsrd.com/magic/all-spells/s/soothing-word

Just wondering if this drops the "lowest level" debuff off targeted creature.

Example:

If barbarian ends rage and is fatigued, could caster use Soothing Word to drop fatigued off of it - or does not not drop when it's the "lowest" debuff.


Just had my party massacre a den of sleeping goblins and dogs - all unarmed. Would this cause any alignment shifts?


I should clarify, this person has been reading the modules, then when I change something up they'll bring it up with me during/after the game. They'll be like "I checked out X just to see, and it wouldn't have done X, Y, or Z" and stuff like that.

Part of me wants to just tell him "I don't think this is the game for you", but at the same time I don't want to tear apart the group over something like this.

But this isn't PFS or anything of that sort, it's basically a "over the internet" (Virtual Table Top) game and with the number of PDFs available, the actual modules aren't hard to access.


So I was just wondering - how do various DMs (at a table or virtual table) deal with players who have read the book before the session or know what is supposed to happen?

Just wondering if there's some sort of "punishment" or changing around or what?


I was just wondering if there are any rules for summoning monsters that are not in the "Summon Monster" list.

I have a character who wants to summon demons, so I was just wondering if there are any rules or steps he has to take to summon demons?

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/dretch

is one of the demons he wants to summon.


So, I have a Vow of Poverty monk - and his one item is a +2 Transformative Longsword. He is size large, and the Longsword is size medium. So, I have a few questions.

1] Since it is a one-handed melee weapon, when transforming to size Large, could it become a light weapon?

2] If it can become any light weapon "any other melee weapon of the same general shape and handedness", could it become an Aklys - and if it can, because he is size large, would it still have 20 foot reach, or would it double to 40?


I have a player asking me if divine spells have spell failure in heavy armor... I always saw Clerics in heavy armor, so I wasn't 100% sure.

If it depends on the class, I believe he is playing a shaman.


Basically he feels like magic items are "cheating". He's a new D&D player, so I'm not sure - I know he's going to have a rude awakening when it comes to the final boss fight of this module.

He just spent all his money on this grand carnival (a la "Carnival of Tears") that has gone wrong, I try to give him items and he just gives them to other party members. I think I'll pitch that Vow of Asceticism (General) to him, it sounds like what he's aiming for.


So, I was talking to one of my players - his older brother plays a Vow of Poverty Monk, and he wanted to do something like the "Vow of Poverty", but as a Wizard.

I was just wondering if anyone had come up with interesting house rules about a Vow of Poverty for non-monks? I was thinking something like his level / 2 extra spells per day, with some restriction on the level of the spells? Not sure - but for some reason he doesn't like or want the gear from the game, he said it does not make him feel "heroic."


I was just looking this over - I have some various players who have expressed interest in using monster templates to add some flavor to their character. So, it's listed as CR + X - lets use a half-dragon for example, which is CR + 2.

Assume that the party is a group of level 5 adventurers.

1) Am I correct in assuming that the CR of each adventurer is 4?
2) Should the person become a level 2 or level 3 adventurer with the half-dragon template?

I'm just not sure about this, I read some threads in a google search and they all seemed very confusing - I was just wondering if there was an easy way to apply this without letting one character just become grossly overpowered and ruin the game for the rest of the party.


Rerednaw wrote:

I don't have new players sit out entire game sessions while seeking my perfect story point to insert them. That's a good way to make sure they don't come back.

Easiest? Comic book retcon. They were always there acting as support.

Mid dungeon crawl is also pretty easy...lone scout or survivor of another adventuring party.

For an island of monsters, same as above, no reason why the main group is the ONLY adventurers who go there. I mean kind of sad if the monsters were on an adventurer-free diet before the PCs arrived.

That's what I was thinking - I would never want a person to just sit there and not be able to play... just looking at this module I plan to start tonight, it is going to be rough. I figured have a few PCs come out of the woodwork, to make things easier - I just know how some PCs like to interrogate new members to the group before they let them travel with them.


I was just wondering if any DMs had any tips for introducing characters in odd scenarios... mid dungeon crawl, or an an island only inhabited by monsters... do people make them wait until they're somewhere civilized? Or what sort of things would people do?

Just wondering, 'cause I have a feeling that may be coming up in my game.


So, I was wondering exactly how the Barbarian's Rage Power "Spell Sunder" works, what is defined

Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.

What exactly is an "ongoing spell effect", would the effects of Blindness-Deafness be "ongoing", or is it for more immediate spells like a spell that says "takes 1d6 fire damage for 1d4 additional rounds" ?

Just trying to clear this up for my player who is coming up to this point.


Just an odd question, when someone casts a spell from a wand and fails the roll, is the charge used or the spell just doesn't fire? Seems a little over powered if the charge isn't burnt because the party could just buy wands of cure X wounds and take 20s outside of combat.

So, just wondering if anyone here houserule stuff, or what?


Nothin' like a good rock slide.


Malag wrote:

To be honest, the information is lacking. You didn't mention what level are your PCs at the moment. 4x lv10 sorcerers are CR 13 encounter. Check the gamemastery tables and compare with their APL if it's within the limits of challenge. CR +4 ambush is for example pure TPK. TPKs are bad thing in general. Nobody likes them, they slow down your GM plans and plots, delete stories and quests, and include yet more of PCs who gather around at a random tavern to go on some mysterious unknown mission. My current GM went overboard for example with one encounter recently which ended in pure TPK. Not only for us, but he also lost interest in further campaign. So TPK or not to TPK? It's safer not to but depends on your group's playstyle.

Adam

Same thing happened for me. GM went overboard and basically killed the table because "he wanted to have some fun, too" and ended up wiping out a group of 6th level adventurers as a show of "this is what I can do".

So, as everyone else has said... TPK bad, as a GM if a character wanted to re-roll, I'd usually do more of a "cutscene" or have him disappear and re-appear later as some sort of nemesis (or quest giver... or something."


If an allies stands in the way, does he provide the enemy soft cover in pathfinder?


Okay, so last night in our session we had a hang up on the rules, and as the DM I Just want to get things straight.

http://gyazo.com/55b4617ac10b4a90dc30803c86fc8ef5

Alright, so basically there's a 10x15 foot pit to the north, as you can see in that picture.

A character was on the top left-most square you can see, below the pit - big bad guy was a diagonally below them.

Character wanted to roll acrobatics to avoid AoO, and do a long jump across the pit - should they have been allowed two Acrobatics checks (one to avoid AoO, other for jump), or should the BBG been allowed an AoO because of the action?

Or am I missing something completely here?


Sorry- I should clarify, I am indeed running a number of modules that have traps, not something I'm just making up.


RumpinRufus wrote:

4) Let them declare when they're searching for traps, and then roll.

I think 4 is the standard way, as you need a specific rogue talent to get an automatic Perception check when you're near a trap.

Sorry, that's what I meant for the first one - basically it becomes a "roll for every square" because parties get paranoid


Just wondering how other DMs deal with the rogue / party trap finder finding traps in dungeons.

1) Roll for each square: Seems to take too long as the party gets trap paranoia

2) Roll only for traps: Characters / players seem to Metagame when you ask them for a perception check on only the traps, and when they fail they find other means to set said trap off.

3) DM roll for traps behind the screens: Player doesn't want to feel their "character is being played by the DM".

So, I was just wondering - how do you guys deal with it?


So I was wondering if double damage stacked. Say I play a Paladin, and turn one I cast smite evil but don't attack (first attack deals double damage), then my text turn I cast Litany of Righteousness, where said creature takes double damage from all good creatures... would this work? Or would only one or the other apply?