Need some clearing up on some spells, healing hp overnight, secret rolls and where do I get an explanation of how city stat blocks work?


Rules Questions


I was a little confused when I went to the mirror image section in the core rulebook. It says that if someone's attack roll hits or exceeds my AC, I roll randomly to determine whether it was myself or an image that got hit. What do I roll? A d20? D10? What's the deciding number?

Also, how much HP do you recover in a good night's sleep? I know that the heal skill can help you recover twice as much.

In addition, I'm planning on having one of my villains plant some poison in some food the PC's, one which has an onset time. The purpose of the onset time is so that they don't get afflicted immediately and try to kill him. Should I roll their initial fortitude saves secretly?

Also, I keep finding all these stat blocks for cities, but I don't understand how to read them. I looked through the game mastery guide and the core rulebook but can't find what I'm looking for. Which section is it under?

Could someone also point me in the direction of how to find out about cover? I want to know what constitutes basic and better cover.

On one small matter, would it be wrong to have an NPC steal my player's spellbook? I DO intend to make it easy for them to find him, I just want to stress how important it is for the group to safeguard their valuables (and on that note, so a person (not an elf) needs about 8 hours of sleep a day, right? How do they sleep AND memorize spells in those 8 hours?). I plan to do this at a low level, maybe even as early as level 1 so that the wizard is still equally as good with a crossbow as he is with a spell. Are there perception checks when they're asleep? I know that there's a -10 to the check if they're sleeping, is this one of those cases where perception is done automatically without prompting?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

A random, equal chance, depending on how many images are up. So for three images and 1 Mage, roll a d4. 4 images and a Mage, roll half a d10.

1hp per character level (though I would house-rule 1hp per HD).

Yes.

No idea, personally. Someone else will chime in, I'm sure.

See "Cover" on p195 of the Core Rules. Essentially, Partial Cover is "has cover, more than half of creature is visible, GMs discretion", Cover is "draw lines from corner of attacker square to corners of target square, if line is blocked or passes along a wall, target has cover" (how many lines depends on the attack), and Total Cover is "has no line of effect".

A wizard (or Cleric, or Druid) can't prepare spells while asleep. All races need 8 hours of rest before preparing spells, and then they can prepare their spells. Most of my parties take 10 hour overnight stops, with the spellcasters who prepare spells taking the morning watch, during which they prepare spells.


Just a quick clarification on preparing spells. This is only for divine casters.

PRD wrote:
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.

I would advise against having an NPC stealing the wizards spell book, I once had a dm steal my book (when I wasn't even at the table mind you) and when we gave chase the thieves got away. I was gestalting cleric/wizard at the time so I wasn't completely screwed...until a tiger at one of my hands along with my holy symbol. So I may be a little biased.


Lots of questions there

1) any randomizer where every outcome has an equal chance, coin toss, names in a hat, dice roll. So long as every outcome has a fair chance of occurring.

2) You heal 1 HP per character level over night using the heal skill this would increase to 2 HP per level.

3) Yes.

4) I thinks its in the game master guide not sure where sorry :(

5) Page 195 of the core rule book will have your answers.

6) It's not wrong to do this so long as you are prepared for the character to not be at his best for future encounters until they retrieve it. It will ensure he makes a back up or protects his current one better. My wizards tend to use their spell books as pillows, very hard to move it without him knowing.

6.5) Everyone needs 8 hours rest, I play it 6 hours sleep 1 hour either side for making camp eating, relaxing etc. casters can use one of these hours for prep time


Most of the questions looked like they would be answered the same way I'd answer them.

City Stat Blocks I don't know much about them, but it also doesn't come up in my games.

I would never steal one of my player's spellbook, because it's there class. Although on the other hand if they memorized there spells, and you are going to make it something they WILL get back. Maybe you put some story in there and it can't hurt. Although if there is a chance they will not retrieve that spellbook I wouldn't do it.

Ishmell wrote:
I would advise against having an NPC stealing the wizards spell book, I once had a dm steal my book (when I wasn't even at the table mind you) and when we gave chase the thieves got away. I was gestalting cleric/wizard at the time so I wasn't completely screwed...until a tiger at one of my hands along with my holy symbol. So I may be a little biased.

When your DM stole your spellbook I understand reason why you'd be upset you just lost half your ability, but when your DM had a tiger eat one of your hands and holy symbol I think your DM hated you and wanted you out of the game. I'm just saying since he removed both of your classes and maimed you.


cmastah wrote:


In addition, I'm planning on having one of my villains plant some poison in some food the PC's, one which has an onset time. The purpose of the onset time is so that they don't get afflicted immediately and try to kill him. Should I roll their initial fortitude saves secretly?

On one small matter, would it be wrong to have an NPC steal my player's spellbook? I DO intend to make it easy for them to find him, I just want to stress how important it is for the group to safeguard their valuables (and on that note, so a person (not an elf) needs about 8 hours of sleep a day, right? How do they sleep AND memorize spells in those 8 hours?).

This depends on your players. Some people will cry foul if they aren't allowed to make saving throws and skill checks. Other players like the mystery associated with not knowing everything that is happening, I think most players are somewhere in the middle of these two so just ask your party if they don't mind you making the saving throws for them in certain cases.

[qoute="cmastah"]
Also, I keep finding all these stat blocks for cities, but I don't understand how to read them. I looked through the game mastery guide and the core rulebook but can't find what I'm looking for. Which section is it under?

GMG Pg. 202-209


Thanks for the info :)

I won't have my player's spellbook taken from him without first consulting with the group and informing them of such possibilities. If they are against this, then I won't have it taken. I'll also make sure that he WILL get it back, for instance the thieves might be a local gang that have no intention of leaving the area, or lesser monsters that even if they leave, they won't take the spellbook with them. I'll also make sure that he can at least have a few scrolls in hand (for instance their innkeeper might give him a scroll or two to make up for the theft).

Liberty's Edge

City Stat Blocks are described on page 204 of the Gamemastery Guide.


As a GM I have thought about having a PC's Spell book be stolen, but most if not all of the players I had that played wizards or others that needed spell books to recover spells would have been very very angry over it. However I do think that any wizard would have the intelagence to know that thier speel book is very valuable, and should think about protecting it from theift as part of the "reality" of the game system/ world.
A caster that uses a spell book to memarized their daily spells is likely to use the book as part of their bedding or slip it down inside their sleeping bag with them. This basic percution would make it more difficult for a theift to get the book, at a guess I would use a -4 or -6 to the slight of hand roll to get the book without waking the PC. Please note I am sticking with cheap ways to protect a spell casters book when they sleep as the OP said was thinking of doing this at low level for the party. Also they might use some twine or light leather cordage to tie it to them as well when they sleep, that would make a theifts job harder as well.


City stat blocks explained here.


WeirdGM66 wrote:

As a GM I have thought about having a PC's Spell book be stolen, but most if not all of the players I had that played wizards or others that needed spell books to recover spells would have been very very angry over it. However I do think that any wizard would have the intelagence to know that thier speel book is very valuable, and should think about protecting it from theift as part of the "reality" of the game system/ world.

A caster that uses a spell book to memarized their daily spells is likely to use the book as part of their bedding or slip it down inside their sleeping bag with them. This basic percution would make it more difficult for a theift to get the book, at a guess I would use a -4 or -6 to the slight of hand roll to get the book without waking the PC. Please note I am sticking with cheap ways to protect a spell casters book when they sleep as the OP said was thinking of doing this at low level for the party. Also they might use some twine or light leather cordage to tie it to them as well when they sleep, that would make a theifts job harder as well.

You haven't lived until you've had your bedroll cut from the bottom. I play a lot of wizards had my spellbook stole a few times. I admit I don't always take the high road, and this is a bad DM move. I stole one of my GM's spellbooks when he was a player. He told me it wasn't fair, because he couldn't cast spells. I just stared at him like he was crazy. While I knew that's how it would turn out I figured the only way he'd understand is if he lost his spellbook.


All answered already. About stealing the spellbook: as long as you play it fair and it will be recovered no problem. Please note however that's pretty difficult to steal if someone is guarding the camp: also get a believable reason to not kill the wizard while stealing the book.
Do not discuss this before, it will ruin the surprise. If you are unsure try to get a feeling of how the group sees this without asking directly.

Sovereign Court

Yeah depending on how many images plus yourself you have roll an appropriate die. At my table 1 is always the caster for simplicity.

--Vrock'em Sock'em Robots

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