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114

Reward the PCs with attention A group of level 2 PCs with a staff of the magi will soon find that everyone wants it. Many of these will be bad guys, but a few of them will be good guys. The GM can reward the PCs for their superior play by having the good guys contact the PCs and offer to take the staff off their hands for their own safety (instead of, for ...


78

While a lot of the other answers are perfectly valid and good ideas, I'd like to offer an alternative solution that hasn't been mentioned yet which can also work in some situations: deal with the problem out-of-game, not through DM fiat, but rather through admitting you made a mistake. DMs shouldn't be expected to be infallible. If you can explain to your ...


42

The Brinks Job, The Italian Job, Willow, or Charlie Varrick? the players worked their way through a series of fiendish traps into a high security vault, where they recovered a Staff of the Magi. Your low level PC's broke into a secure storage site and stole something extremely valuable. Hollywood is packed with this trope, a big heist and the ... uh ...


41

Make it be cursed. A very powerful item will make many adventuring parties suspicious, but if yours are just happy to go forward using it, they are in for a surprise. I would pick an "interesting" curse that makes them wary of using it but still leaves them (technically) with the option to do so. For example, every charge used could alert some extraplanar ...


24

Malignant poison reads As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset ...


21

I see no more reason to consider this armor anymore as I would a set of Bracers of Armor or a casting of the Mage Armor spell. Just because it grants an Armor bonus to AC, doesn't make it Armor. Only things in the Equipment section under Armor are armor. This item doesn't mention anything about what Proficiency you need to wear it, it's called a "Wondrous ...


20

The typical spell for dealing with implanted eggs is Remove Disease: The spell also kills some hazards and parasites, including green slime and others. An example of a creature very similar to a chest burster is the Lunarma: Implant Eggs (Ex) As a full-round action, a lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 ...


20

Your GM was right... technically... and depending on the details. And he was right for a reason other than the one he gave. Your explanation of the situation could be interpreted in two ways. When you say: "When I affected an enemy with it, my GM succeeded the 1st save" ...if you meant the enemy had already failed a save before the GM made his 1st ...


18

Wands follow the general rules for Saving Throws Against Magic Item Powers on the page on magic items (emphasis mine): Saving Throws Against Magic Item Powers Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability ...


17

Intensified Spell does not improve the damage of a spell per se, but increases the damage cap. Let's look at fireball (emphasis mine): A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Damage is based on your ...


15

The biggest reason I can think of is that Dex, along with Wisdom, is already at least on the border of being "too versatile," in the context of 3.5 and Pathfinder. While it's true that Rogue, for example, is a weak class in the core rules, it isn't due to the reliance on Dexterity. In 3.5e and PF, Dexterity does these things: Determines your initiative. ...


14

A caster level 7 cape of the mountebank has a range of 680 ft., but a level 9 cape of the mountebank has a range of 760 ft. This probably isn't a big deal. What is a big deal is that a cape of the mountebank allows the wearer to use the magic of the dimension door spell once per day. And the spell dimension door says You may also bring one ...


14

Yes, a creature threatens squares it occupies As Hey I Can Chan stated, the section on Attacks of Opportunity says: Threatened Squares You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). However, a section ...


13

Nothing from the description of Uncanny Dodge suggests that it would reduce damage. At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if ...


13

No, the +1/2 is meaning +0.5 damage. This means you need to take it twice in order to get any benefit because of how fractions work.


12

Yes, but no need to do that; read below. If you take a class that has a class skill that you desire, and you put a rank in it, then you gain the +3 bonus. If it is a cross class skill, and you put a rank in it, then you don't get the +3 bonus. If you have Craft, Profession, or Perform as a class skill, and almost all classes do, then you also have ALL ...


12

The DM is in his right to say that, but he should discuss it with you or make it clear that this kind of house rule exists beforehand That said, did he specify why it "doesn't make sense"? The poison having 2 saving throws serves to make it harder to resist, so it actually does make sense that those two dice rolls are in place. To directly answer your ...


12

It is a bit unclear what do you mean by the word "affected". If you just delivered poison, then your DM was right. In this case his NPC's first save would be to not be poisoned at all. He doesn't need to make more than that one save no matter what type of poison you use. Check the bottom of this page for "How Do Poisons Work?" summary. But if his NPC ...


12

The DM's mistaken about how the fire damage works... The DM's correct that damage reduction doesn't reduce damage from non-weapon attacks (e.g. energy damage, falls, poisons), so a creature with damage reduction takes full damage from, for example, fire. (To take less fire damage, the creature needs the special ability resistance to energy.) But a weapon ...


12

The feat Cosmopolitan gives you access to two INT, WIS, or Charisma based skills as class skill, and the Keeper of the Veil regional trait gives you access to Bluff or Disguise as a class skill and also grants a +1 bonus to both of those skills.


11

If I learn a spell, do I add it the number of spells I know, or do I replace a spell I already know with it? You add it to the formulae you “know,” but alchemists don’t really “know” formulae (and wizards don’t “know” spells) the way a sorcerer for example does. The so-called “spontaneous” spellcasters, like sorcerer, gain a very limited number of ...


11

An Alchemist throwing a Confusion Bomb is not the same as a spellcaster actually casting confusion on a target. It's just that the effect is the same. Instead, like every Alchemist Discovery, a confusion bomb is a Supernatural (Su) ability. Therefore, Spell Save DCs do not apply here. The DC is instead given in the description of the Discovery Class Feature: ...


11

They can cast any spells on the appropriate spell list, they do not have a specific number of spells known. Ranger A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Druid A druid may prepare and cast any spell on ...


11

No, it won't apply at all, and your reasoning for why it won't is correct. Charm person and company are certainly not harmless by the rules, and are in fact offensive spells for the purposes of e.g. invisibility. The trait (as you're probably aware) is for casters that routinely buff/heal party members that have class or racial features that require them ...


11

Officially, the druid can't use wild shape to assume such a form... The druid supernatural ability wild shape allows the druid to use an effect duplicating the spell elemental body I at druid level 6, II at level 8, III at level 10, and IV at level 12. The spell elemental body has no provision for elementals other than air, earth, fire, and water. Of the ...


11

Simple weapons require the least training to use correctly and effectively. To use your example, I can hand an eight-year-old with no experience a crossbow, and within 10 minutes they can be reliably hitting a stationary target at close range. It's just point-and-shoot. The other weapons in the simple category include clubs and staves (literally, they're ...


10

No. The favored class bonus increases your bomb damage by +0.5 for each level you take the bonus, So every other level that you take that specific bonus you'll gain 1 bomb damage. This damage stacks with any other bonuses you can get to bomb damage, including whatever intelligence bonus boost you get to the bombs, and any other bomb damage boosts you can ...


10

Officially, ask the GM There's no official answers to these questions beyond a couple of sidelong mentions, so the DM must answer them if they come up, like, for example, if the party expects to be spending a large amount of time within their bag of holding (maybe by using a bottle of air or a necklace of adaptation). Unofficially, here's some speculation ...


10

Raise Dead is a 5th level cleric spell which you'll probably want to raise the townsfolk after you put 'em down the first time. Make sure you preface castings with Purify Food and Drink (an orison) Remove Disease, as @AceCalhoon notes, is the correct spell for easily fixing this at any stage of development pre-death. Restoration Domain gets it as a level ...


10

Have someone powerful show up and trade it with them for multiple other, less powerful items. Make it clear that the powerful person wants to trade because he is a good guy, not because he feels that he and the party are on equal footing. Let him both explain that his trade of the major item for 10 minor ones is fair and better for the party, since they'll ...



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