New GM needs help!


GM Discussion


I've really just dove into the Pathfinder system. I have no background in RP games but in a odd decision when I came across a comic shop I BOUGHT ALL THE BOOKS. All hard back copies of the Paizo 3.5 OGL w/e Pathfinder books. I have read through the Core Rulebook, partly through Ultimate Magic , Combat and the APG. From there I made a character and found a Pathfinder Society group by chance. Which then turned into I have a 6 man group on Sunday which I GM. I've ran 2 adventures and I feel they've done good. BUT I have concerns as a GM. MY concerns are I don't have a firm grasp on the rules because I haven't played enough to get everything I should.Like when a PC cast a spell does he Roll a D20 or do I roll a Will save for my monster? Then with spells like burning hands it says 5d4 max. But no damage that seems reasonable is it like 1d4 per level? Or the DC's of all the basic spells like bardic spells. Also there is a Gunslinger in the group lvl 2 but I think his character is a bit rigged and am unsure if he is cheating or not. The thing in question is he got a double barrel pistol can he use a full round action to use both barrels to hit? Also the critical threat is x4! Can a gunslinger start with that gun as a battered version? and repair it? Also can Lvl 0s be used as much as they want per day. Also how to figure in bonus spells for each class or what reference to use. Also if any one can give me general monster tips?

Grand Lodge 4/5

Okay, I'll bite:

a. Firm grasp on the rules.
Learn by doing. Is there a more experienced player at your table? Let him know that you're still learning and encourage him to pipe up when the rules aren't followed properly. The best thing about this game is that when the rules aren't being followed to the letter, it can still be great fun, so don't panic about having everything known all at once.

b. Spells.
Familiarise yourself with spellcasters 'caster level' (CL). The caster level determines the power, duration and ability to breach spell resistance of the spell. Even magic items use caster level, so read more about it.
DCs are 10 + spell level (NOT CL)+ primary spellcasting modifier (int, wis or cha)
Cantrips or Orisons can be used as much as you like each day.
There is a table at the beginning of the book outlining bonus spells per primary spellcasting modifier.

c. Gunslinger.
Read the new feat Rapid Reload in Ultimate Combat four times over. If it helps, make a chart of the different gun categories with the actions it takes to reload. To my knowledge, both chambers can be reloaded as one action.

d. Monsters.
ALWAYS, ALWAYS, ALWAYS use their Special Attacks and Special Qualities to their advantage.

Liberty's Edge 4/5 5/5

I'll stick to my specialist subject:

john upton wrote:
Also there is a Gunslinger in the group lvl 2 but I think his character is a bit rigged and am unsure if he is cheating or not. The thing in question is he got a double barrel pistol can he use a full round action to use both barrels to hit?
He can fire both barrels as a standard action, albeit with penalties and restrictions:
PRD wrote:
Pistol, Double-Barreled: This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object, and the pistol becomes wildly inaccurate, imparting a –4 penalty on each shot.

Bear in mind that reloading each barrel is a standard action. Using alchemical charges instead of bullets and black powder reduces each reload to a move action, as does having the rapid reload feat. Using rapid reload AND alchemical charges reduces each reload to a free action.

To fire both barrels at separate targets at 2nd level would need the rapid shot feat, and would take a full-round action. He'd still start the next round with an empty gun unless he had the rapid reload feat and was using alchemical charges.

john upton wrote:
Also the critical threat is x4!

Yes, but it threatens only on a 20, while it misfires on a 1-2 (1-3 if using alchemical charges instead of bullets & black powder).

john upton wrote:
Can a gunslinger start with that gun as a battered version?
No. The rules say:
PRD wrote:
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol.

Not double-barreled pistol.

john upton wrote:
and repair it?

The gunslinger can repair his starting blunderbuss, musket, or pistol for 300 gp; see the last line of the gunsmithing feat.

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