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Hi. I was thinking of creating a new item with enlarge person on it, but speaking with the DM, we are not quite sure if the calculations for the price are correct.

I was thinking about a shirt for the chest slot.
The DM said that as a base I should use the "Command Word" price, that is to say Spell level x caster level x 1,800 gp
The rules say that "A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell.". Therefore the caster level could be 1, for an effect duration of 1 minute.
Following the table, it should be possible to limit the number of uses per day, dividing the price by (5 divided by charges per day). Is this IN ADDITION to the base price, or does it REPLACE the base price?

Assuming that it replaces it and that the item has 2 uses per day, the price should be:
(Spell Level (1) x caster level (1) x 1,800 gp) / (5/2) = 720 gp.
This should be multiplied by 2 if I buy the item instead of creating it myself, right? For a total of 1,440 gp.

Assuming that it is IN ADDITION to the base price, it should be:
1,800 gp + 720 gp = 2,520 gp
Multiply by 2 for buying it: 5,040 gp

Are these calculations right?
The prices of the 2 options are quite different. Which one is right?

In the end the item should allow the wearer to use enlarge person on himself 2 times each day, with a duration of 1 minute per cast and with a casting time of 1 full round.

Thanks for the help!


Hi. Last game the DM had a monster use charme monster on the party barbarian. He would have failed the saving throw, if not for the +5 given by the fact that we were threatened by it.
The monster had previously attacked and hit one of the party (NOT the barbarian), after having summoned the illusion of a demon and having threatened us all of death (literally, the first words it said were that we had come there to die, and that if we behaved it would maybe have a little of fun with the barbarian before eating us).
Now, at the moment the party and the DM had misinterpreted the description, and considered the attack the monster had made before using the spell as the threat that granted the bonus to the saving throw. Now the DM, after having read in depth the spell description, is saying that he should not have had the bonus, since the spell states that HE has to be threatened, and the creature attacked another character. He is not planning on replaying the combat, it's just a matter of interpretation.
Does not the fact that the monster threatened us all verbally at the start count as a threat?

P.S. are there any official rulings or FAQs on the matter? The DM is kinda wary of accepting any answer that is not official.


Hi. In our last session my character decided to make a lasso. I thought it would only require a rope and maybe a dexterity check, but our DM ruled that since the lasso is as an exotic weapon, making it would require a craft check with DC 18, as the skill describes. Is it right? It seems to me a little too hard and time consuming for a knot in a rope. Just curious if there is an official ruling on this.
Ty for the help!


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Hi! In my game I decided to flesh out a little some of the bandits, so they could be kinda interesting if the players decided to capture them and make them repent.
Here's how I made them. I hope you will find it helpful!

- Radomira Malenkov, aka Miri "the Angel": this young and extremely attractive girl is kinda misguided. She comes from a rich family affiliated with the Lebedas. Being quite headstrong, she did not take well her parents' decision for an arranged marriage, and decided to flee the city with Garmund, an handsome scoundrel she fell in love with. Even after finding out that the guy was not exactly a good boy, being still strongly infatuated by him, she still decided to follow him in the Green Belt, where they joined Kressle's group. To hide her heritage, she took the name Miri, and the other bandits nicknamed her "The Angel" due to her beauty. Untill now she has managed to avoid the most unconfortable interactions with the other bandits thanks to Garmund, Kressle and another female bandit (Mama Galden) who took her under her protection. The last months were kinda hard, and they took away most of her naivety, forcing her to do things she neved would have dreamed of. Nonetheless, even if she is not exactly thrilled of the situation she is in, she still fully trusts and loves Garmund, and would do anything to avoid going back to her family and a marriage she does not want. Should she discover Garmund's real nature, she might be up for a wake up call.
- Garmund Amanar: this handsome man is actually a good for nothing jerk. Back in Restov, having failed in finding and keeping any kind of job due to his less than stellar intelligence matched with an unwavering arrogance and propensity for violence, he ended up joining a group of street thugs, who after a while managed to convince him that he was their leader and that as such he should take the blame for their crimes. Knowing full well that their alibis would not hold if he was caught, they helped him flee the city, not before he managed to seduce the young Radomira, who fled with him into the Green Belt, joining Kressle's group. Even if he enjoys Miri's company, he actually only values her as a trophy, and will not hesitate to sacrifice her to save his own life.
- Deyan Kudelin: this guy was an aspiring bard, but unfortunately had a lisp, so no one took him seriously. During a fateful evening at a tavern in Restov, after being taunted one time too many by a customer, he attacked him in a drunken rage, killing him by accident. He was forced to flee the city and ended up enrolling with Kressle and Happs Bydon. Imagine his surprise when he found out that the group included Miri, who he recognized as Radomira Malenkov. Knowing full well the girls heritage, he thinks that maybe if he manages to "save" her and bring her back to her family, their influence might help him be pardoned for his crime. He has started getting close to her, but even if Garmund is easily distracted, Mama Galden treats the girl as her own daughter, and never leaves her alone. Moreover, he's actually starting to fall in love with her. Too bad she's barely aware of his existence.
- Triska Galden, aka "Mama" Galden: this matronly woman has always a warm smile and a quick laugh. In truth she's actually a cold hearted snake. With her husband Barnath, she used to own a small inn on the road to Brunderton, where they sometimes poisoned the unwary travellers to steal their belongings. While for her husband this was the only reason, she actually acquired a taste for the killings, and this turned out to be their undoing. A particularly intense killing spree attracted the authorities attention, and they were forced to run. They ended up joining the bandits of the Green Belt, who, after some initial "misunderstandings", learned to respect them and ended up calling her Mama for her motherly ways. She deeply loves her husband, who has always had her back, and while she always shows a smiling and loving face, knows how to defend herself and has got quite a reputation among the other bandits. She is an expert herbalist.
- Valcent Istrati: this ruthless warrior and expert swordsman was the boss of a small bandit gang that worked on the border with Numeria. With his friends Heorstan, Lennor and Kistur, they used to kidnap people and sell them into slavery. After running afoul of the Tiger Lords tribe, they were forced to run south into the Green Belt. Following Lennor advice, they have recently joined Kressle's group, where Valcent hopes to climb the ranks and maybe replace the Stag Lord himself. Unfortunately Kressle does not trust him (it does not help that she caught him badmouthing her more than once and is usually insubordinate), and keeps him separate from his friends as much as possible.
- Heorstan: this huge blond man with biker mustache is usually silent and menacing. He's the right hand of Valcent, who trusts him completely: when he needs something done, Heorstan is ready to do it, no matter how terrible or evil it is. He actually enjoys violence, and is secretly a follower of Norgorber. Even if he always has a strictly controlled behaviour, he's quite irrational and enigmatic in his decisions, which might indicate some kind of madness.
- Lennor: In his youth Lennor was slave of a Pitaxian merchant. He managed to escape only thanks to the help of Kistur, who at the time worked for said merchant and betrayed him. After his escape he wandered north where he joined Valcent's gang, becoming the mind of the group thanks to his smartness. The only people he cares about are his friends, Kistur in particular. The others can burn in a fire.
- Kistur Marshan: he was born in a small village on the border between Brevoy and Numeria. His father, Ostog Tronsen was a muscular ulfen who used to be a gladiator in Tymon. Kistur used to idolize him, until he started drinking and beating him and his mother. When he was 15 years old, his father almost killed him, but he managed to escape with the help of his mother. He fled the town hiding on a merchant caravan for Pitax. On the road he was discovered, and the merchant, a Pitaxian slave trader named Damilio Laserna, took pity on him and decided to keep him as his servant. In the following years Kistur worked for him, witnessing many times the heartless way he treated the slaves. When one day he was ordered to beat a young slave who he had become friend with, he could not do it, it felt too similar to the way he was treated by his father. So he betrayed the merchant, freeing the young slave, named Lennor. Having become a big and strong man, he decided to go back to help his mother, only to discover that his father had killed her shortly after his escape, only to die drunk some years later. Not only could he not save her, he was also deprived of his revenge. He took his mother's last name to honor her, and in the following years went through various unsavory jobs that invariably ended up exposing him to the worst humans could offer, making him cynical, disillusioned and disappointed in people. He had almost hit rock bottom when Lennor found him and asked him to join Valcent's gang. Not having many other options, Kistur accepted, mostly due to his friendship for Lennor. He does not particularly like working with Valcent and Heorstan and being a bandit, but he has become so apathetic that he does not care anymore, he just wants to get by.
- Hewloc "the ferret": this bandit is a pathological liar. He used to be Kressle's right hand, before being replaced by Happs Bydon, a thing that he never forgave him. In fact, he deeply hates the man, but is too coward to confront him face on.
Unbeknownst to the other bandits, he steals from them, and managed to frame the newest arrival, Tobar, for it. He has a twitch on the right eye and has been nicknamed "the ferret" due to his agility and nervous manners.
- Tobar "the Thief": He's barely more than a boy who just joined Kressle's gang. He comes from a poor family in Nivatka's Crossing, and he joined the gang only as an act of rebellion against his father. Little did he know that he would be framed by Hewloc for his thefts. The other bandits now don't trust him (they nicknamed him "the Thief") and he knows he has to be careful since he walks on thin ice, but is still too stubborn to go back home and admit to his father he was wrong.


Story:
After meeting the kobolds in the Radish Patch, the players killed them very quickly, leaving only one of them alive for interrogation. He revealed them the existence of Tartuk and his wonderful powers, and the players, being quite experienced gamers, figured out that the scoundrel was probably using mere tricks to intimidate the other kobolds, and decided to do the same thing, turning one of the other kobold corpses into another color, which scared the prisoner out of his mind and convinced him to guide them towards their lair.
Lucky for him, during the trip the players got distracted and he managed to escape, but to no avail, since a couple of days later they found the lair on their own.
Luckily at the time the gnome paladin of Cayden Cailean (who had quite clearly expressed his hate for the kobolds) was not with them (having stayed behind with some of the captured and repentant brigands to build a makeshift bridge where the rivers meet), so they managed to speak peacefully with the chief and then with Tartuk himself, who asked them to take care of the mites. On the way out, they took with them the corpse of the mite prisoner (the kobold guard misunderstood their instructions and killed him before).
After rejoining with the paladin (but WITHOUT informing him of their agreement with the kobolds), the group reached the Old Sycamore, and sent the gnome paladin (being the smallest it was easier for him to fit in the tunnels) inside to try to speak with the mites and deliver them the dead mite prisoner.
Unfortunately, the gnome did not speak the mite's language, and the mites did not understand the gnome, so the meeting went quite poorly, ending with the mites attacking him quite unsuccessfully, and deciding then to flee in the deeper tunnels.
Instead of pursuing them, the gnome went back on the surface, informing the other pcs. of the situation.
Not looking forward to the idea of going in the narrow tunnels below, the group decided then to try to cut down the sycamore: they needed wood for the bridge, and they figured that it would attract outside the mites.
Being already late afternoon, they had barely started when the sun went down, and having realized that the tree was quite bigger than they thought, and that it would be a long and complicated work to move it to the river, they decided to desist, and camp there for the night.
The mites in the meanwhile were obviously not pleased with the pcs' work on their beloved tree, so during the night they pushed the giant whiptail centipede on the surface, who did quite a number on the players before they managed to wound him and scare him off with fire.
The players then, quite scarred and being almost out of rations, moved back to Olegs, and in the following 3 weeks went on with the exploration of the rest of the Green Belt.
Now they have almost finished, and I think they will probably go back to the Old Sycamore.

Questions:
1) I ruled that most of the bandits they managed to take prisoner were new recruits, and as such they did not know exactly where the fortress was, while the ones that did know were either killed or not forthcoming enough with information before being sentenced to death or sent back to Restov for trial. Therefore the players have not managed to find the Stag Lord fortress yet, and since they are still level 2, they kinda need the xp of the kobolds and mites quests to level up, so I was thinking maybe of somehow linking the fortress location info to the kobold and mites. Any tips about how I could do it?
2) I'm not sure of what they might find at the Old Sycamore after 3 weeks. What could the mites have done in the meanwhile?
3) And what about the kobolds? If the other players take the gnome with them this time, he will probably force their hand into a fight, but I was kinda looking forward to a more peaceful solution, at least until the fight with Tartuk.

Any tips?

Thanks in advance!


Here I am again. Sorry for the late reply, but we finally started the adventure path.
The group decided to keep a secret what character each player would make (except mine, since I had already informed them of what I would do ^^"), while the GM would keep tabs on all and make sure that the ending group would be ok. This because they like the idea of discovering the other characters in game. I can see the appeal, but I personally would have preferred a little more communication.
Luckily, in the end someone decided to make a cleric anyway.
Anyway, the group is made of:

- Dwarven ranger switch hitter with human as favored enemy
- Half elven cleric archer of Erastil (2 sessions in, the player has already said that he's having a hard time with the class...).
- Shoanti barbarian
- Gnome, not sure of his class yet. Some kind of caster, maybe sorcerer, since he seems charisma based. He seems to have a familiar (again, not sure if it's a familiar or simply a pet). A couple of times he cast some kind of low damage electricity sphere that I'm having a hard time identifying.

I hope the group will be balanced enough for the whole adventure path.
At the moment the 2 things that worry me a little is that NONE of us has knowledge (history) or knowledge (local), and it seems we are also kinda low on the social skills (gnome is the only one with charisma bonus and that could plausibly have some kind of diplomacy, but I've not seen him using it yet, so...)
What do you think of the party composition?

Thanks again to everyone for the help!


Hi. I've just made a new ranger pc with Human favored enemy.
In the favored enemy section it says that I have +2 bonus on knowledge against creatures of my selected type,
Then it says that I can make knowledge skill checks untrained when I attempt to identify these creatures.
The knowledge associated with humans is Knowledge (local).

I'm not sure I understand how this works.

Do I have the bonus ONLY when I try to identify these creatures? And that's the only time I can use this skill?
What if I have some ranks in knowledge (local)? Does the bonus apply to any roll as long as it involves humans? Or just when I try to identify them?

Thanks in advance for the help!


Hi! We are going to start a new RotR campaign soon, and I need an advice.
I was going to play a Dwarf ranger, and I'm the only one of the group who had a clear idea of what character to do. However, turns out no one wants to be the healer, and while I know that apparently the game can be played without one (even if I never tried it), the others in my group don't believe it, and absolutely want there to be a dedicated healer.
They are thinking of making a draw to choose someone to make a healer class, and while I don't agree forcing someone to make a character that he does not like, I will abide by the majority.
Just to be prepared in case fate chooses me, I've started checking out the various healing class options (we are limited to core manual and the Advanced Player's Guide), but none really caught my eye. Keep in mind that it's the first time that we have access to the Advanced Player's Guide. We have always been restricted to the Core Manual until now, so I don't have any experience with the classes listed there.

I never liked the cleric class: I REALLY dislike the spell list in particular, and I hate that it has just 2 skill ranks per level.
The oracle looked somewhat more interesting (at least some mysteries give some different spells), but does it perform well if it's not using the life mystery? I don't want to be relegated to be a simple healbot, which the life mystery seems to be. The Lore mystery abilities look like they would be helpful and well suited to this adventure path, but the spells it gives are kinda lackluster, and it feels like it would be too similar to a wizard (and while I LOVE wizards, and I know that they would fare really well in RotR, I just finished playing one, and I wanted a change)
The Paladin could be interesting, but in our last campaign we had one and the group was exasperated by the strict alignment and behaviour it forced on the rest of the party, so it seems it's a no go.
I really like the druid, but I also already played one, and I'd rather change. I also did not find the class particularly effective as a healer when I played it (but then again, we already had a main healer, so I was kinda free to do whatever I wanted, which rarely included healing).
I have absolutely no idea of how an inquisitor or the other advanced classes would work as main healers, and since from what I know RotR was created with just the core classes in mind, I'm afraid I would miss out on many opportunities.
I'd really like a class that can stand out in this adventure path, not just mechanically/combat wise, but one that fits and has moments in which to shine (which the ranger seemed to be).
I know I might be asking a lot, but does anyone have any suggestions please?
We are using a 16 points build, so it's not really a lot.
Thank you in advance for your help!

P.S. Sorry for any mistakes, English is not my native language.


Hi everyone!
First of all, sorry for my English, it's not my native language.
I'm not a very experienced DM, but after playing Kingmaker on PC, I fell in love with this adventure path.
I'm running a game for 5 players, and we are still in the first chapter. However, I've run into an issue and I'm not sure how to proceed: the cleric of the group acted against his alignment and his deity's beliefs, and I'm not sure what to do about it.
In order to contextualize the situation, here are some informations about the character and what happened.

The player I'm talking about is a young cleric of Desna, with a kinda peculiar background.
He's a Kellid barbarian from Numeria. On a very dry summer, while his tribe was camping near the Sellen River, there was an unexpected flood that destroyed the camp and swept him away.
He regained consciousness in the hands of slavers, but (after some weeks) managed to escape when they were attacked by someone (he did not stick around to check who, he just run away with another captive girl). Being far away from his lands, he tried his best to survive, but ran on hard times. Luckily, they were found by an itinerant elven cleric of Desna, who decided to help them.
Back in his tribe, when in a drunken stupor, he already had a vision of the goddess riding a giant elk in the skies, and he had always tried to see her again, but without any luck. Getting to know the elven cleric, he was introduced by him to the official religion, and, in the following months, became a novice cleric (always clinging to his tribal beliefs on the goddess however). After taking home the other captive girl, they went on in search of his tribe. After getting there however, he discovered that his whole family had been wiped out from the flood, and that only his dear sister's corpse was never found, so he decided to leave the tribe in search of her.
After having a dream from the goddess, the Elven cleric brought him to Restov, where he introduced him to his niece (one of the other players) and asked him to look after her: they would have to join an expedition in the Stolen Lands, and he would be unable to go with them, since he had to join another one of the expeditions (the one led by Maegar Varn).

This more or less is his background.
The rest of the group is as follows (all of them are Chaotic Good):
- An elven mage, niece of the cleric who introduced the player to Desna's cult. When she was very young she eloped with a human mage against her family wishes, and had a child with him. However, her husband was later killed, and her child was lost, pushing her in a decades long depression that stunted her will to learn more (that's why she is still first level). Her whole reason to be in the stolen lands is that her uncle has received a dream hinting that the child could still be alive and in the Stolen Lands.
- A gnome paladin of Cayden Cailean (I allowed him to be paladin despite his alignment, we are using a paladin variant specifically created for Cayden Cailean that we found online). He is a happy go lucky soul who just wishes to see the world and experience it. He comes from Jovvox, a gnome town in Mivon, and joined the cleric in his travel to Restov.
- A human warrior, Aldori Swordlord wannabe, loosely related to the Medvyed family. He is a womanizing troublemaker and he has been sent on this mission by his family, who hopes to gain some economic influence in this new frontier. He has a twin
- A human ranger, twin to the warrior. Unlike his brother, he his more dutiful and quiet. He should act as a balance to his brother, but unfortunately the player is not very experienced and does not interact very much outside of combat :\

Here's what happened:
The group arrived at Oleg's, and defeated most of the bandits, taking some as prisoners. They convinced one of them to guide them to their camp on the Thorn River, and they again managed to easily ambush and overwhelm them. Some of the bandits were captured again, but some managed to escape, and regrouped in the following days with the bandits that were not in the camp at the time (however they did not reach out to the Stag Lord, fearing his anger over their failure).
The group decided to show mercy on most of the bandits, giving them a chance to repent: they would be pardoned, on the condition of working at Oleg's for a time, under their scrutiny, being granted just food and lodging.
While they were out adventuring however, the other bandits attacked Oleg's, and despite the presence of Garess and his soldier, managed to break the defences thanks to the betrayal of one of the repentant bandits. A border patrol from Brevoy arrived just in time to repel them, but they did lots of damage, and escaped with most of the player's riches that they had left at the fort.
When they came back to the fort, the players were obviously outraged, and immediately started to pursue the bandits. Thanks to the stellar performance of the group's tracker, they managed to follow them easily, and caught up with them at an isolated farm that the group had already previously visited. Here, the bandits had killed the old couple still living there, and entrenched in the farm as their last defence. After a heated fight, the players managed to defeat them. However, one of the bandits, the falsely repentant one who had opened the doors of Oleg's to the others, tried to escape with the players riches.
The cleric player, being the one in the better position to do it, chased him on horse and finally caught him. He then angrily proceeded to castrate him, carefully healing him in order to be sure that he suffered the whole procedure, and finally killed him.
In hindsight I know the goddess should not have granted him the healing spell, but I was not sure how the situation was panning out at the time, and did not think of it; morover, it was the end of a long session, and we were all kinda tired.
At the start of the following session, having thought about it, I decided that when he requested the goddess' powers to heal the other players, he was anwered by a deafening silence. The player was kinda taken aback, and really worried. He also was suddenly unable to see the stars anymore, where he had always looked for Desna in the past.The situation went on for another couple of days, when finally he received a dream from Desna.
Desna, in the shape of a Mammooth (noob mistake, I brainfarted and was convinced that it was one of the goddess avatars ._.) appeared to him and requested to know if he knew what he did wrong.
The cleric tried to justify himself, saying that it was a common punishment for theft in his barbarian culture, but the goddess answered that it might well be so, but it was not the duty of Desna's clergy to deliver punishment for theft and betrayal, and surely not by using her powers to torture someone before execution. She then stated that the cleric would receive her pardon after showing his repentance.

Now, here's the problem: the player is at a loss about what to do, and I'm not sure what to do either. He is the group's only healer, and they are still first level. I don't want to punish him too hard, but I also don't want to set a precedent for his behaviour.
I thought about giving him another dream from Desna, but I'm not sure what she would want him to do.... It should be something that fits with what they are doing, I don't want them to run off on a side quest that leads them away from the Stolen Lands yet. I also don't want it to be too convenient and obvious (like "go clear these ruins of a Desnan temple that were here all along just waiting for a repentant cleric to free them...). I was thinking about something to do with a Varisian gipsy caravan, but again, I'm not sure about what Desna would really require of him.

Thank you in advance for your precious help, and sorry for the wall of text ^^”


Our knowledge rolls failed, so we don't know what it was. Personally I've never heard of something like this. From the description the DM gave us seems it was some kind of slug/squid, completely transparent (we could see its innards). When it was summoned and then killed, it appeared/disappeared in a puddle in the ground (that was not there before nor after the summoning). The damage it made was not acid related, just crushing (at least while fighting outside it. The only one who was swallowed was already dead when it happened).


@hebitsuikaza
Yes, I fully agree that the DM call is final, I've been a Dm myself so I entirely understand that point.
It's just that from what I know about summoned creatures, what happened did not seem right (assuming a corpse can be treated as an item, if I cast summon monster as a 1st level wizard, and give an item to the summoned creature, when it is dismissed it takes the item with it? Seems too powerful for a first level spell)...

@cardinal chunder
Well, it's kinda the first time we fight against summoned creatures, so we never spoke about what they can and cannot do.
I'm guessing the creature did have the swallow whole ability, since it was quite big, with at least 6 tentacles on its mouth and basically all the attacks it made it tried to grab us with the tentacles and take us to its mouth (some innocent bystanders were eaten the same way).
We did not see the summoner until the end of the fight, so we don't know what he ordered the creature to do.
Thanks about my english ;)


2 people marked this as FAQ candidate.

Hi, first post here :) English is not my native language so sorry if what I write is not entirely correct.

While playing with my friends, the DM sent against us 2 summoned creatures.
One of the summoned creatures killed and swallowed one of our pcs before being killed.
The DM said that the corpse of the pc (along with all his equipment) disappeared with the summoned creature corpse, but that does not sound right. I've tried checking various sources but I haven't found a clear official answer.
Of course the final decision is for the DM to make, but sometimes if we can show him sources that clearly contradict what happens he is willing to change it.

Thanks for the help!