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Venture-Agent, Ohio—Dayton 11 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.



* Venture-Agent, Ohio—Dayton

I've got a pretty simple noob GM question, but since the Organized Play site is down, this was the best place I could think to check.

I just ran Second Confirmation at my store. Great group - they got the 4 rep/prestige. I entered it for all of them.

I applied the game to one of my own characters, but his rep/prestige only went up by 2. Should it have been 4? I think I can see where I can change the amount I got, but I'm not sure what I need to change it to. If I remember correctly, I should get the same rewards as my players, do I need to fill out a sheet for myself too?

Thanks.


I looked through the errata posts and couldn't find this. Under the "skills" section of the character creation guide, it says:

Quote:
In the second box to the right of each skill name on your character sheet, there’s an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability’s modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0.

Shouldn't it be +2 for a first level character, since trained gives +2 and most skills in first level are just going to be trained? It has the same thing on the "class dc" step.

Is this a typo, or am I missing an obscure rule somewhere?


Hello everyone,

I have a Hunter that wants to teach his animal companion some skirmisher tricks. This is great. I love it.

He wants to do it using handle animal. There are no clear rules about this. I hate it.

Currently, I've ruled that the player can only teach is skirmisher tricks as an extra trick. Am I missing something? Is there a Handle Animal DC that will allow them to teach this tricks the same way other tricks can be trained?

Thanks for your time.


I've got a player running an archery based fighter. The whole inspiration for this character was the buckler, which he firmly and staunchly believes gives him a +1 to AC even when using his bow. I, the DM, believe he is wrong in his interpretation of the (admittedly poorly worded) buckler rules and has to give up his AC bonus on the turn he fires the bow.

Now, I don't want this thread to be a rules debate. We've played about 5 sessions. I brought up that we've been doing this wrong. He has basically said this ruins the character and the fun for him. I see a few ways to possibly deal with this.

Let him have it - You didn't catch it when he made the character. Let him know I won't rule this any other time, but I'm keeping it for consistency. It won't get too gamebreaking until it becomes magical.

Hard, firm "No" - I'm the DM, so I win. Feels like a jerk move after he's been playing with the character a while, but those are the rules and whether or not to keep playing it is his choice.

Improved Buckler Defense - An old feat from 3.5 that isn't technically in Pathfinder, but it can be shoehorned in, makes the character work. It's a bit of a win-win compromise.

Any thoughts on these or something else I haven't considered?