Beginner Questions


Rules Questions


Hello,

I'm looking to play Pathfinder, and while going through the Core Book I've found some of the rules unclear, so here I am, with questions.Sorry if these have been answered before.

1.Does using the Vital Strike feat use up the rest of your attacks during the round?Or is it a standard attack?Can it be used for all attacks with the full attack option?

2.On page 178 it specifies that before you have had a chance to act normally during the first turn, your are flat-footed.Does this mean that if a monster get a total 3 on it's init roll(all combatants are aware of each other), does it mean it's flat-footed against all attacks that come before it acts in the first round?Or is that just the surprise round?

3.Does a Charge Bull Rush receive the -2 AC penalty associated with charge along with the +2 attack bonus?

4.Where can I find the ranges for improvised weapons?

5.Is the masterwork cost included in the magic enhancement cost(aka, does a +1 magic longsword cost 2315=2000(enhancement)+300(mw)+15 or just 2015(without mw))?

6.Is the Hit Die at first level considered maximum, or do I have to roll it?It would suck having a first level wizard with 1 hp.

7.Do necromancy spells count as evil spells for a good cleric(some of them have evil in the description, some of the don't)?

8.Lets say we have a character with
16(+3) STR, +6/+1 BAB
Two Weapon Fighting and Improved Two Weapon Fighting
a one-handed melee weapon in one hand and a light melee weapon in the off-hand.

so he's at -2 for each weapon.

As a full round action, does he get 4 attacks:
a +7 with the main,
a +7 with the off-hand,
a +2 with the off-hand(Improved Two Weapon Fighting)
and a +4 with the main(second BAB value)
?

Thanks in advance!


Doidao wrote:

Hello,

I'm looking to play Pathfinder, and while going through the Core Book I've found some of the rules unclear, so here I am, with questions.Sorry if these have been answered before.

1.Does using the Vital Strike feat use up the rest of your attacks during the round?Or is it a standard attack?Can it be used for all attacks with the full attack option?

2.On page 178 it specifies that before you have had a chance to act normally during the first turn, your are flat-footed.Does this mean that if a monster get a total 3 on it's init roll(all combatants are aware of each other), does it mean it's flat-footed against all attacks that come before it acts in the first round?Or is that just the surprise round?

3.Does a Charge Bull Rush receive the -2 AC penalty associated with charge along with the +2 attack bonus?

4.Where can I find the ranges for improvised weapons?

5.Is the masterwork cost included in the magic enhancement cost(aka, does a +1 magic longsword cost 2315=2000(enhancement)+300(mw)+15 or just 2015(without mw))?

6.Is the Hit Die at first level considered maximum, or do I have to roll it?It would suck having a first level wizard with 1 hp.

7.Do necromancy spells count as evil spells for a good cleric(some of them have evil in the description, some of the don't)?

8.Lets say we have a character with
16(+3) STR, +6/+1 BAB
Two Weapon Fighting and Improved Two Weapon Fighting
a one-handed melee weapon in one hand and a light melee weapon in the off-hand.

so he's at -2 for each weapon.

As a full round action, does he get 4 attacks:
a +7 with the main,
a +7 with the off-hand,
a +2 with the off-hand(Improved Two Weapon Fighting)
and a +2 with the main(second BAB value)
?

Thanks in advance!

1: Vital strike is a standard action.

2: It is flatfooted against every attack before it acts in the first round, surprise or no.
3: Yes, charging always nets a -2 AC unless you have an ability that says otherwise.
4: Page 144, last line of Improvised Weapons
5: 2315, you have to pay for it along with the magical enhancements.
6: DM's choice, max at first level is pretty much standard.
7: Only spells with an alignment descriptor count for clerics, not an entire school of magic.
8: Your example is correct.


1. It's a standard action attack, and can't be used as part of a full attack.

2. It means that until the creature has had a turn, it is flat-footed. If a creature is last in the initiative order, it will be flat-footed throughout everyone else's turns.

3. No, but you get a +2 bonus to your combat maneuver check to perform the bull rush.

4. In the Equipment section, under "Improvised Weapons", it says that improvised weapons that are thrown use a range increment of 10 ft.

5. A magic longsword costs 2315 gp.

6. Yes, you get maximum hit points for your hit die at 1st level.

7. Only those spells that have the (evil) descriptor, or whose description specifies that they are evil, count as evil.

8. Yes, that is correct.


[b wrote:
PRD[/b]] Hit Points (hp): Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature's hit points drop below 0, it becomes unconscious. When a creature's hit points reach a negative total equal to its Constitution score, it dies.

4) So yes, in most situations, player characters get max hp at first level.

And monsters that do not have hit dice, but use character class levels, they get max on first HD. too.

Monster PC's that have monster hit dice or PC's using NPC levels are exceptions that can be houseruled either way.

Hope that clarified and did not make things more confusing.

Greg


Doidao wrote:

8.Lets say we have a character with

16(+3) STR, +6/+1 BAB
Two Weapon Fighting and Improved Two Weapon Fighting
a one-handed melee weapon in one hand and a light melee weapon in the off-hand. so he's at -2 for each weapon.

As a full round action, does he get 4 attacks:
a +7 with the main,
a +7 with the off-hand,
a +2 with the off-hand(Improved Two Weapon Fighting)
and a +4 with the main(second BAB value)?

I don't think that last one is correct. Both weapons should be at +7/+2, the -2 penalty from two-weapon fighting still applies to the 2nd offhand attack granted by ITWF.

This works if you look at the Balor's off-hand, his whip is +30/+25/+20 (GTWF, counts as a light weapon, BAB+20, Str+12, Enhancement+1, Size-1, TWF-2) If the -2 from TWF didn't apply to his second and third offhand attacks, he would be at +30/+27/+22.


Are wrote:


3. No, but you get a +2 bonus to your combat maneuver check to perform the bull rush.

Is there some reason they would not suffer the -2 AC penalty for charging when they do a charging bullrush?


Kalyth wrote:
Is there some reason they would not suffer the -2 AC penalty for charging when they do a charging bullrush?

Here's a good question. And if it does apply, is that separate from the bonus to CMB?

Relevant rules:

PRD wrote:


Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Bull Rush: You can make a bull rush as a standard action or as part of a charge, in place of the melee attack.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.

The +2 to CMB for bull rush is listed in a separate paragraph as the +2 bonus on the attack roll (and the -2 penalty to AC). A bonus to attack will apply to the CMB for the combat maneuver.

So, either everything applies (+2 attack, -2 AC, +2 CMB) or only the CM bonus applies (+2 CMB, no AC penalty, no extra attack bonus).

I'm actually leaning towards the former. Replacing the attack with a combat maneuver shouldn't eliminate the benefits/penalties from the charge. A charging sunder would still have +2/-2 so why wouldn't the bullrush? This just gives a bit extra oomph to the bull rush which kinda makes sense given the running start and movement restrictions.

Anyone else read it differently?

-edit- I made a post in the Rules Questions area for further discussion.


Doidao wrote:


1.Does using the Vital Strike feat use up the rest of your attacks during the round?Or is it a standard attack?Can it be used for all attacks with the full attack option?

Using Vital Strike is a standard action rather than a normal attack which can be used as part of the full round action which is called a full attack.

Doidao wrote:


2.On page 178 it specifies that before you have had a chance to act normally during the first turn, your are flat-footed.Does this mean that if a monster get a total 3 on it's init roll(all combatants are aware of each other), does it mean it's flat-footed against all attacks that come before it acts in the first round?Or is that just the surprise round?

Before its initiative comes up on the first round it is flat-footed. So in the case in question the monster is flatfooted until its initiative comes up in round 1 on that lovely 3 it rolled.

Doidao wrote:


5.Is the masterwork cost included in the magic enhancement cost(aka, does a +1 magic longsword cost 2315=2000(enhancement)+300(mw)+15 or just 2015(without mw))?

The masterwork cost is part of the mundane cost which is separate from enchantment cost.

This can be complicated by special materials, which come into the mundane cost rather than the enchantment cost.

Doidao wrote:


7.Do necromancy spells count as evil spells for a good cleric(some of them have evil in the description, some of the don't)?

Alignment descriptors only matter for clerics. It's not by school but rather by descriptor.

Doidao wrote:


8.Lets say we have a character with
16(+3) STR, +6/+1 BAB
Two Weapon Fighting and Improved Two Weapon Fighting
a one-handed melee weapon in one hand and a light melee weapon in the off-hand.

so he's at -2 for each weapon.

As a full round action, does he get 4 attacks:
a +7 with the main,
a +7 with the off-hand,
a +2 with the off-hand(Improved Two Weapon Fighting)
and a +4 with the main(second BAB value)
?

Thanks in advance!

As others mentioned the iterative attack with the main hand is off. It should be +2.

Please note that you need to take the attacks in BAB order, but you can choose between those at the same BAB base.

To whit in the sequence above:
You could attack first with either the main or the off-hand at +7. Then you would attack with the other.

For your third attack you again can choose between main or off-hand as both are at a +1BAB (modified by +3STR -2TWF to be a +2 net to hit).

Note that it's based off of the modified BAB, not the total to hit. If you had weapon focus in say the offhand weapon you would still have the choices above.

Hope this wasn't too confusing,

James


I agree, a charging bull rush should have all the bennies and penalties of a charge attack.

Quote:

16(+3) STR, +6/+1 BAB

Two Weapon Fighting and Improved Two Weapon Fighting

+7/+7*/+2/+2* is the correct format.

*Off-Hand Attacks


james maissen wrote:
Please note that you need to take the attacks in BAB order, but you can choose between those at the same BAB base.

I'm not certain of this.

Full Attack: If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first.

To me, this reads as Iterative Attacks (only) must be made in BAB order. If you have off-hand attacks in addition to iterative attacks, you can choose which weapon you attack with first. (Extra off hand attacks are not granted by high BAB)

Mr. Balor from earlier could make all four of his longsword attacks, and then whip three times, or else whip first, then use the longsword. But he couldn't alternate whipping and longswording. (IMO)

Paizo Employee Developer

1: Vital Strike is a Standard Action. This also means you cannot vital strike while cleaving or spring attacking... a point of much consternation and complaint for some, but also a point for a different thread.

2: Until a combatant acts, that combatant is flat footed, in addition to some other circumstances. A combatant with uncanny dodge is not flat-footed, though, even if they haven't acted yet, and even if they are surprised.

3: Charging means you have +2 to attacks and -2 to AC. Rules as Written, every charging creature will have these adjustments. They are part of the definition of what it means to charge. Rules as written, creatures get an untyped bonus to CMB if bull rushing. This would stack with the attack bonus. Therefore bull rushing on a charge gives +4 to CMB (+2 attack from charging and +2 CMB), but the combatant will suffer a -2 penalty to AC until its next turn.

4: Page 144, 10ft

5: A Magic weapon must be masterwork. This is a cost that must be paid BEFORE the weapon can be made magical. Some material costs, like mithral armor, already take into account a masterwork component, but magic does not. Thus the +1 longsword is 2,315 gold.

6: First class level HD are maximum. First racial HD are not. Unless your GM is allowing monster characters, you should have max hp at first level.

7: As others have said, no school is entirely good or evil. Unless a spell has the "(evil)" descriptor it is not evil. Cause Fear, for example, is no more evil than charm person, even though the former is necromancy. Even Slay Living is not evil. Though it could be used for evil ends, a death effect is not evil on its own. It can be used in a evil act, though, but nothing about the spell is.

8: You have 3 from STR, 6 from BAB. You choose to fight with 2 weapons as part of a full attack action. Whenever you do that (with a light weapon and the feat) EVERY attack you make in that full attack action suffers a -2 penalty.

Thus your attacks would be at +7 / +7 / +2 / +2. If you were hasted you could make yet another attack with either weapon (not both). That extra attack is also at -2 for a total of +7.

Attacks of opportunity do not suffer this penalty, only attacks made in a sequence where you use both weapons. (I think. The rules are less clear on this, but as far as I can tell the penalty only applies during the full attack)

TLDR:
1: Standard
2: Flat Footed
3: Yes
4: Page 144
5: No
6: Yes
7: No
8: No 7/7/2/2


He changed his number 7, if you check where I quoted it in my post, you'll see he had it right originally.

Paizo Employee Developer

Grick wrote:
james maissen wrote:
Please note that you need to take the attacks in BAB order, but you can choose between those at the same BAB base.

I'm not certain of this.

Full Attack: If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first.

To me, this reads as Iterative Attacks (only) must be made in BAB order. If you have off-hand attacks in addition to iterative attacks, you can choose which weapon you attack with first. (Extra off hand attacks are not granted by high BAB)

Mr. Balor from earlier could make all four of his longsword attacks, and then whip three times, or else whip first, then use the longsword. But he couldn't alternate whipping and longswording. (IMO)

I disagree with your reading of this. As the iterative attacks must occur in BAB order, you cannot use three of one, then three of the other. It has to be High/High/Med/Med/Low/Low. This is highest to lowest. High/Med/Low/High/Med/Low is not. Rules as Written, you can Offhand/Mainhand/Offhand/Mainhand/Offhand/Mainhand, or reverse those, but you cannot Main/Main/Main/Off/Off/Off. I just can't see any other reading of highest to lowest than mine. I've been wrong before, but I don't think this is one of those times.


Alorha wrote:
Grick wrote:
james maissen wrote:
Please note that you need to take the attacks in BAB order, but you can choose between those at the same BAB base.

I'm not certain of this.

Full Attack: If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first.

To me, this reads as Iterative Attacks (only) must be made in BAB order. If you have off-hand attacks in addition to iterative attacks, you can choose which weapon you attack with first. (Extra off hand attacks are not granted by high BAB)

Mr. Balor from earlier could make all four of his longsword attacks, and then whip three times, or else whip first, then use the longsword. But he couldn't alternate whipping and longswording. (IMO)

I disagree with your reading of this. As the iterative attacks must occur in BAB order, you cannot use three of one, then three of the other. It has to be High/High/Med/Med/Low/Low. This is highest to lowest. High/Med/Low/High/Med/Low is not. Rules as Written, you can Offhand/Mainhand/Offhand/Mainhand/Offhand/Mainhand, or reverse those, but you cannot Main/Main/Main/Off/Off/Off. I just can't see any other reading of highest to lowest than mine. I've been wrong before, but I don't think this is one of those times.

I read it just like you do.


Alorha wrote:
As the iterative attacks must occur in BAB order, you cannot use three of one, then three of the other.

Off hand attacks are not iterative.

"If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest." (bold mine)

This does not apply to offhand attacks, because they are not granted by a high BAB.

The only attacks that are gained from high BAB are the main hand attacks, which must be taken in descending-BAB order.

Alorha wrote:
Rules as Written, you can Offhand/Mainhand/Offhand/Mainhand/Offhand/Mainhand, or reverse those, but you cannot Main/Main/Main/Off/Off/Off.

The only rule I see that mentions them says if you are also attacking with an offhand, you can choose which weapon to attack with first.

Side note: Iterative is a badly defined word not used in the rules. I shouldn't have used it, but it's more wordy to say 'Extra attacks granted by a high BAB...'


I've always played it that you can choose. All of one hand first, then the other, or back and forth.


I didn't want to make another topic, so if you good people don't mind I'll simply bump this one with some new questions.Thanks in advance for answering any or all of them!

9.What’s the difference between the campaign types presented on page 16 on table 1-2 and how do I work with that?

10.Do favorite classes apply to NPC classes?

11.How many hours of work/day are necessary while crafting?Can you do overtime?

12.Do I use Perception to search a room, loot, scavenge, etc, and how?

13.Can you combine the Improved Counterspell feat with a Ring of Counterspells?

14.Can you take the Toughness feat multiple times?

15.Does a Cleric need to make a CL check in order to cast a cure spell on an ally with SR?What if he casts it on himself and he has SR?

16.Can divine spellcasters counterspell, and can a counterspell be counterspelled?

17.Can you prepare low level spells in higher level slots(for example, Magic Missle in a level 7 slot)?

18.Are the changes in AC and attack related to size derivated from the modified Str/Dex or do they stand alone and stack with the new modifiers?

19.What is the normal, average falling speed in this game system?

20.What are the turning speeds and general speeds of siege machines?

Again, thanks in advance!


Doidao wrote:

I didn't want to make another topic, so if you good people don't mind I'll simply bump this one with some new questions.Thanks in advance for answering any or all of them!

9.What’s the difference between the campaign types presented on page 16 on table 1-2 and how do I work with that?

The difference is in the power of the PCs. PCs with higher stats are able to deal with challenges more effectively than those with lower stats at the same level, so the game will have to be made more "epic" to compensate. Lower stats result in a more "gritty" or "realistic" game. Keep in mind that basic NPCs (ones with NPC classes) are built with a 3 point buy.

Quote:


10.Do favorite classes apply to NPC classes?

Eh, it doesn't say that they don't...

Quote:


11.How many hours of work/day are necessary while crafting? Can you do overtime?

It doesn't give any time for mundane crafting, but for magic items, it's 8 hours per day.

Quote:


12.Do I use Perception to search a room, loot, scavenge, etc, and how?

Yes. Roll a Perception check, and ask the GM if you find anything.

If you are the GM, set the DC to something reasonable relative the the difficulty of the task at hand, usually a multiple of 5. For example, finding the average concealed door is DC 15, while the average secret door is DC 20.

Quote:


13.Can you combine the Improved Counterspell feat with a Ring of Counterspells?

I'd say you can't, as you're not the one counterspelling, the ring is.

Quote:


14.Can you take the Toughness feat multiple times?

No, you can't take a feat multiple times unless the feat explicitly says so.

Quote:


15.Does a Cleric need to make a CL check in order to cast a cure spell on an ally with SR?What if he casts it on himself and he has SR?

Yes if cast on others, no if he casts on himself, as "A creature's spell resistance never interferes with its own spells, items, or abilities."

Quote:


16.Can divine spellcasters counterspell, and can a counterspell be counterspelled?

Yes, and "Counterspelling works even if one spell is divine and the other arcane." I'm not sure about counterspelling counterspells.

Quote:


17.Can you prepare low level spells in higher level slots(for example, Magic Missle in a level 7 slot)?

Yes, but it doesn't get any power increase (unless using the Heighten Spell metamagic feat).

Quote:


18.Are the changes in AC and attack related to size derivated from the modified Str/Dex or do they stand alone and stack with the new modifiers?

They're separate from and stack with the ability score difference.

Quote:


19.What is the normal, average falling speed in this game system?

Assuming normal (Earth) gravity, it's 32 feet/second^2, which means you fall 16t^2 feet after t rounds, or 576t^2 feet after t rounds.

Quote:


20.What are the turning speeds and general speeds of siege machines?

Again, thanks in advance!

There aren't any rules for siege machines yet, but there will be in Ultimate Combat.

The Exchange Owner - D20 Hobbies

Doidao wrote:

1. Or is it a standard attack?

2. does it mean it's flat-footed against all attacks that come before it acts in the first round?
3. Charge Bull Rush
4.Where can I find the ranges for improvised weapons?
5.Is the masterwork cost included in the magic enhancement cost
6.Is the Hit Die at first level considered maximum
7.Do necromancy spells count as evil spells for a good cleric
8. 16(+3) STR, +6/+1 BAB, TWF, ITWF, one-handed melee weapon in one hand and a light melee weapon in the off-hand.

1) & 2) see above

3) The Bull Rush happens instead of the attack, you get a +2 CMB bonus to the Bull Rush and you take -2 AC.

4) PHB p141 10 ft

5) 2315

6) First PC class level is max, so 6 for Wizards. Don't roll.

7) Only if [evil] tagged.

8) 7/7/2/2

Doidao wrote:

9.What’s the difference between the campaign types presented on page 16

10.Do favorite classes apply to NPC classes?

11.How many hours of work/day are necessary while crafting?Can you do overtime?

12.Do I use Perception to search a room, loot, scavenge, etc, and how?

13.Can you combine the Improved Counterspell feat with a Ring of Counterspells?

14.Can you take the Toughness feat multiple times?

15.Does a Cleric need to make a CL check in order to cast a cure spell on an ally with SR?What if he casts it on himself and he has SR?

16.Can divine spellcasters counterspell, and can a counterspell be counterspelled?

17.Can you prepare low level spells in higher level slots(for example, Magic Missle in a level 7 slot)?

18.Are the changes in AC and attack related to size derivated from the modified Str/Dex or do they stand alone and stack with the new modifiers?

19.What is the normal, average falling speed in this game system?

20.What are the turning speeds and general speeds of siege machines?

Again, thanks in advance!

9) Ask your GM, it changes how many points to spend on abilities the players have.

10) If chosen as favorite, yes.

11) 8 hours, ask your GM about overtime (not in the rules explicitly allowed)

12) GM calls for a roll, tells you results.

13) No way to combine, the ring acts before you get a chance. If you ask can you put a higher level spell in Ring using Improved Counterspell then No. But ask your GM, as this is a grey area.

14) No, look at "Alignment Channel" feat. It has a line "You can gain this feat multiple times" without that you can never take a feat multiple times.

15) Yes, unless the target used a Standard action to lower his SR for 1 round.

16) Yes and No (ask your DM on the No, as that is grey area.)

17) Yes

18) Stand alone, but if your side change comes from a spell/effect it will tell you all the changes.

19) Typically 60 ft for some effects (like Fly expiring) or ask your GM for anything not explicitly mentioned.

20) Not sure a rule exists for this, ask your GM.


Thank you for the replies, they've helped clear the rules up a lot.Unfortunately, I've got another set of questions(should be the last) so I'm going to bump this topic again.Sorry about that.

In any case, thanks again for all the help.

21.Does the Flame Blade Spell get a modified damage roll(1d6) for a small spell caster?Do similar spells change damage type to suit the size of the caster?

22.Does beast shape and similar spells change their ability bonuses if the Caster is of a size other than medium?

23.Are the GMG settlement modifiers standard, or can I adjust them at will before adding the qualities/disadvantages?Should I apply the modifier to the DC directly, or should I just tell the player to add/substract it from his roll?

24.Are undead creatures necessarily evil, and if yes, why?

25.Do items like Headband of charisma/intelligence/wisdom modify the number of bonus spells that bards/wizards/clerics receive?

26.Any good tips for a DM on how to roleplay getting lost?

27.Is there a reference sheet for weather and terrain types?

28.What would be the gp cost of a book in a medieval world with the printing press(lets say, 1 printing press per small or large town, spells can’t be copied, obviously)?


29.My campaign world is built around the old 3.5 gods, is there a table somewhere of them with the new PF domains added?

The Exchange RPG Superstar 2010 Top 16

Doidao wrote:
29.My campaign world is built around the old 3.5 gods, is there a table somewhere of them with the new PF domains added?

There can't be an official table, since Paizo can't reference those characters' names.

I think I rememeber seeing something on the boards a couple of years back.

Dark Archive

Doidao wrote:

Thank you for the replies, they've helped clear the rules up a lot.Unfortunately, I've got another set of questions(should be the last) so I'm going to bump this topic again.Sorry about that.

In any case, thanks again for all the help.

21.Does the Flame Blade Spell get a modified damage roll(1d6) for a small spell caster?Do similar spells change damage type to suit the size of the caster?

22.Does beast shape and similar spells change their ability bonuses if the Caster is of a size other than medium?

23.Are the GMG settlement modifiers standard, or can I adjust them at will before adding the qualities/disadvantages?Should I apply the modifier to the DC directly, or should I just tell the player to add/substract it from his roll?

24.Are undead creatures necessarily evil, and if yes, why?

25.Do items like Headband of charisma/intelligence/wisdom modify the number of bonus spells that bards/wizards/clerics receive?

26.Any good tips for a DM on how to roleplay getting lost?

27.Is there a reference sheet for weather and terrain types?

28.What would be the gp cost of a book in a medieval world with the printing press(lets say, 1 printing press per small or large town, spells can’t be copied, obviously)?

21-spells dont do damage based on size. it does what it says

22-it does what it says. no mention of difference, there isnt one
23-
24-normally. Its basically convention to make them evil. No "good vamps", and mindless zombies devour brains. Thats not ok with people.
25-yes, and headbands of int grant retroactive skills points of sorts (they automaticaly give 1 skill point per level to a skill determined when crafting the headband)


Yar.

21. No, it does exactly what the spell says.

22.

CRB page 212 wrote:
If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell.

This can also be found HERE and HERE along with the table.

23. I don't have the GMG handy atm, but I would assume that anything printed IS the standard. However, the GM is always free to do with this info what he wishes. Adjusting values to better fit your idea of how the world should work is perfectly acceptable and is one of the things a GM is often recommended to do. However, be aware that drastic changes without letting your players know well in advance of those changes can be BRUTALLY DETRIMENTAL to everyone's enjoyment of the game. As for rolls, it is often best to do what is said. If nothing is said, I lean towards adjusting the DC instead of the roll, as sometimes there are circumstances that affect the event but are not, and even should not, be known by the player.

24. No. Most of them are, but there can always be exceptions. Good aligned liches are well known in some worlds. ...unless it has the subtype [evil]. It is a world changing event for something with an alignment subtype to change alignments. For example, some high ranking Devils/Princes of the Nine Hells are thought to be fallen angels (creatures who had the [good] subtype, but fell from grace and became evil.

25. Yes.

26. There are many ways to do this... the key is patience and subtlety. Let it dawn slowly on your players that something is amiss, then calmly explain that they are not where they should be, and there are no signs of anything recognizable nearby.

27. Weather and terrain. Both are technically on the same page, and include a LOT of other info. All this is also in chapter 13 of the CRB.

28. Couldn't tell you. There may be suggestions out there, but nothing RAW as far as I know atm. GM call.

29: Define 3.5 gods. What campaign setting. Each setting had a different list of Gods. Also, I doubt it.

~P

EDIT: added some info to #23.

Grand Lodge

Doidao wrote:
24.Are undead creatures necessarily evil, and if yes, why?

Not necessarily, but mostly. Undeath is an unnatural and unholy state that by its nature implies desecration of the body, breaking of the cycle of human existence, preying upon the living, and despair and alienation from humanity. Spells that create undead recognise this by the [Evil] descriptor.

Undead types that are standard monsters without class levels are transformed horrors without human emotions and have the alignment listed in the Bestiary. Ghosts and undead with class levels have individual personalities that are not always evil, but most earn an evil alignment anyway from the nature of the undead and the acts they perform to exist.

Doidao wrote:
28.What would be the gp cost of a book in a medieval world with the printing press(lets say, 1 printing press per small or large town, spells can’t be copied, obviously)?

I've assumed in the past that, a. the "wizard's spellbook" listed in Equipment is a reasonable base for most empty books, and b. as a rough estimate, mass production typically halves the cost of things. Printing implies bulk paper-making and book-binding, so the paper and covers of a printed book should cost about half the core rulebook listing, say 8gp.

Like a spellbook, most of the value of a printed book is in its contents. If these have a definable game effect, the magic item cost estimates might be a reasonable starting point, divided by as much as a factor of 3 for a non-magical item that grants bonus types that overlap with other effects, then halved for mass production. For example, a printed book that grants its reader a permanent +2 competence bonus to a skill might be worth (2 squared x 100) x 2 (no space limitation) x 2 (usable by more than one member of a typical adventuring party) / 3 / 2, or 267gp, plus the cost of paper and binding, totalling 273gp.

Books with no game effect should nevertheless have a similar scale of values depending on their quality and rarity, maybe costed as a +1 to +5 skill boost (total printed: 73 to 1673gp) for minor works, up to the equivalent of a +6 to +10 skill boost (2408 to 6673gp in print) for works that are as significant, rare and desirable as medium magic items.

Obviously I might round off these results and maybe also introduce a category of truly ordinary and trite works that are not even as valuable as a +1 skill boost, worth 50gp for content if hand-copied (total 65gp hand-copied or 33gp printed).


Thanks for the many helpful replies.Too bad I've got another set of questions(hopefully the last) to bother you guys with.

30.Do caster levels stack?If a Druid 4/Wizard 4 wants to cast a fireball, does it count as a spell casted by a CL 8 caster?

31.Do spells like Lightning Bolt and Fireball require a ranged touch attack to hit their target?

32.Do metamagic rods enhance wands/staves etc?

33.Does the Beast Shape spell grant you skill bonuses with the abilities gained(for example, if it gets a climb speed, does it receive a climb bonus)?

Again, thanks in advance!

Dark Archive

Frostsong wrote:

Thanks for the many helpful replies.Too bad I've got another set of questions(hopefully the last) to bother you guys with.

30.Do caster levels stack?If a Druid 4/Wizard 4 wants to cast a fireball, does it count as a spell casted by a CL 8 caster?

31.Do spells like Lightning Bolt and Fireball require a ranged touch attack to hit their target?

32.Do metamagic rods enhance wands/staves etc?

33.Does the Beast Shape spell grant you skill bonuses with the abilities gained(for example, if it gets a climb speed, does it receive a climb bonus)?

Again, thanks in advance!

30-nope

31-nope, but fireball has a "hit touch ac if shooting threw a small opening" clause

32-dont think so

33- i believe having a climb or swim speed grants a +8 and the ability to take 10 on the check


30 Nope
31 Nope
32 Nope
33 yep

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