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57

The problem The problem I had was: What do I do with all the "useless" rolls? Other answers on this question attempt to give these useless rolls a not-so-useless purpose. My answer attempts to help you reduce the rolls which you think are useless. The useless rolls are a result of the players picking up the dice and start rolling for checks that ...


32

One of the most important things for a DM to remember is to make failure interesting. Your players (and you) are there to have fun. Dying because you had a couple bad rolls isn't fun, it's just frustrating. And as you suggest, it's likely to discourage players. That said, that doesn't mean that there should never be a risk of failure in your game. If ...


21

There is ALWAYS something to be found!* What the players find, of course, may not be at all relevant or useful to the story or to the characters' progress. But in fact, a high roll when searching or observing an area is a great chance to use some creativity to both enhance the overall experience, and also to make the players think more carefully about their ...


19

According to the traditional summoner's eidolon class feature, this isn't a problem unless the GM says it is... The traditional Pathfinder summoner's eidolon class feature says that A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons ...


17

Picking one archetype grants that one archetype's features; picking more than one compatible archetype grants all archetypes' features Archetypes are picked when a character first takes a level in the class and persist throughout the character's career, forever altering that class for that character (barring, for example, retraining). When a character ...


15

(Let me preface my answer by noting (as per Good/Bad Subjective) that it draws more extensively upon my experience playing D&D 3.5 than Pathfinder (which I have only played one serious campaign of, plus a few one-shots), but that I feel the games are similar enough in design philosophy that for the purpose of this question they are equivalent) It almost ...


15

This will get gimmicky and old pretty fast if you're not careful, and you run the risk of burnout. That said, there are some ways to make it work. Pre-plan a few lines you know will get used. Prepare some fairly generic rhyming words you can use in a pinch to put a few lines together. Do not solely use couplets! Mix up your rhyme scheme with limericks ...


15

they were in an area of magical darkness and were blind. This is correct; the vision rules state that being inside darkness without a way to see through it is equivalent to being blind. we ruled that he was attacking an invisible creature. Technically incorrect; based on the rules for the Blinded condition, the creature had Total Concealment from ...


14

A while back, I spent some time GMing Paranoia. Players aren't supposed to know the rules for Paranoia (mine definitely didn't) so there was little temptation for them to describe their actions using rules terminology, and the mode of play we used occasionally involved taking players at their word and declaring that their stated actions resulted in hilarious ...


13

These are, indeed, dracotaurs. They were published in D&D 3.5's Monster Manual 3. An excerpt from it with their description can be found here. They're also present in D&D 4e's MM2 as drakkoths.


13

Don't worry about it The Pathfinder Unchained summoner, like the original summoner, has the following text describing the class feature eidolon: The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Unless an effect's severed the link the eidolon forms with the summoner, the summoner brings forth only an ...


13

From my knowledge there is no such language. Angels have this ability, but the languages they speak (Celestian and a few others) are just ordinary languages with no special properties. It's a supernatural ability of theirs which gives them a cheat mode: In 3.5e, it's called Tongues. In Pathfinder, it's called Truespeech. In both games, that ability takes ...


12

This cannot be balanced The power you suggest would be immense. It would open a wealth of exceedingly powerful options to the already-most-powerful classes. The ability to act more than you are supposed to, à la Quicken, is one of the most powerful abilities in the game – but it falls well short of being able to act when you shouldn’t be able to act ...


10

You're going to have to work it out with your GM. The only place that I'm aware of in the Pathfinder rules that ever mentions time travel on a scale greater than rounds is the Scepter of Ages that you mentioned, and I only know about that because of your post. Time travel isn't really a thing that's standard to PF, and so the rules, and how precisely time ...


10

Additional attacks made using the full-attack action from a high attack bonus are determined only by your Base Attack Bonus. The rules for Base Attack Bonus say: Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, his base attack bonus improves. When a creature's base attack bonus reaches ...


10

There is no good way to have what the book calls a scimitar that is a light weapon. Burning feats or taking −2 attack penalties for wielding an undersized scimitar are ridiculously painful for something that should be very simple. Instead, take the stats of a kukri, call it a “light scimitar,” and you’re good to go.1 The rules of the game never define ...


10

Paper alchemical cartridges reload faster than a standard bullet. They reload one step faster than a regular bullet.


9

"Overlaps" means "only the highest applies". Whenever the rules say that something overlaps something else, it means that only the highest thing applies. For example: if you get 5 temporary HP from one casting of false life, and 10 from a subsequent casting before you take damage, then you only have 10 temporary hit points. If you take 10 damage, you ...


9

In 3.5e The only gear gods have listed in their possessions line in the 3.5e Deities and Demigods is zero or one iconic items, often a weapon but sometimes something else (like the crown of Thoth) that is either an artifact or a real powerful mash-up item. The rest of gear doesn't matter, and you'll note stat lines are pretty full of "+12 divine" or whatnot ...


9

The phrase itself appears in the errata documents for various D&D 3.5 publications, including those books which were included in the System Reference Document that forms the basis for Pathfinder. In that context, it is referring to contradictions between different D&D 3.5 products. However, the phrase is used more generally to refer to the d20 ...


8

Yes in D&D 3.5e In D&D 3.5e, a 5-foot step is not a miscellaneous action — it is not action type at all. What it is, is an option you may exercise as a consequence of not moving. The trigger to be permitted a 5-foot step is: If you move no actual distance in a round If that is true, you can make a 5-foot step (barring other restrictions that ...


8

A creature knows when it succeeds on a saving throw against a hostile spell possessing no physical effects that targeted the creature, but the creature can't identify the spell without a Knowledge (arcana) skill check A creature that succeeds on its saving throw against a spell that targets it feels "a hostile force or a tingle, [yet it] cannot deduce the ...


8

The answer is up to your GM. There isn't any specific RAW on whether or not not having a class is "0 levels" or "NULL levels," so this is a situation where the GM has to make a ruling. There are several items in Pathfinder that do this sort of thing, and the The Sash of the War Champion is, sadly, the odd one out in wording: Robe of Arcane Heritage: "When ...


7

Yes. Pathfinder itself poses no limits as to the amount of different weapons you can use for your full attack (all references to weapons in that text refer to Two-Weapon Fighting or double weapons), as long as you have enough attacks, and your action economy allows for switching weapons. In your case, switching weapons is as simple as re-grabbing the bow ...


7

There is not. Don’t really know what else to say here; I can’t prove a negative. But as a generic, “pick anything” feat, no, there is not and never will be. Certain class features are available as feats, usually in a somewhat modified (often limited) form.


7

The Familiarity Question is a tricky thing in both Pathfinder and 3.5e. It is one of the worst problems: it can be interpreted in a variety of ways that can help both the DM and the Player. But there are a few ways to handle this. Note: Regardless of your solution, it is a good practice to have the Druid have the stats of the creature on hand. If they can't ...


6

Spells that have one or more targets can't be cast through the sheet created by the power energy wall The power energy wall creates an effect that is An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels; either form 20 ft. high Reading on, while the sheet deals damage, the sheet possesses neither ...


6

Combat maneuvers can't score threats In the discussion of the Paizo Blog post Combat Maneuvers and Weapon Special Features Pathfinder designer Sean K. Reynolds in Oct. 2011 posted this question-and-answer: If you have Tripping Strike and attempt to disarm someone, can you "crit" the disarm attempt and thereby trigger your Tripping Strike? ...


6

You don't need to visit a plane to go there. The only thing that the description of plane shift says about where you arrive is: you appear 5 to 500 miles (5d%) from your intended destination Compare this with teleport, which says: You must have some clear idea of the location and layout of the destination. Teleport also has a bunch of other ...


6

From the PFSRD entry on Magic, Under Aiming A Spell: When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area. and later, under Line of Effect You must ...



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