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19

Yes, they are attacks. By the book, a touch attack uses an attack roll. Attack rolls, on the other side... Attack Roll An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result ...


16

Although it is not phrased explicitly as a "limitation", I think it is reasonable that the fatigue penalties are waived for sleeping in medium Mithral armour. A few class abilities only work if character is wearing Light or no armour. These seem to be clearly "limitations" and definitely waived for a Mithral Breastplate. I have generally counted the ...


16

Perception is the skill to use here Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. [...] Perception is also used to notice fine details in the environment. Your players are using their senses to find something not unlike a hidden door (albeit ...


15

You are allowed to interpret the treasure score vaguely. The literal approach to awarding monster treasure is to have each monster possess the treasure written in its entry on its person, much as a video game RPG tends to work. However, you do not have to take this literal interpretation. Consider combining the value of multiple monsters worth of ...


14

The suggested mechanic uses similar maths that optimisers use to build combat-focussed characters. Also White Dwarf magazine presented an optional Monster Mark system of experience built around expected damage to a standardised fighter (I think this may even of made it into a TSR product, but I may be mis-remembering). In the unmodified game, there are lots ...


13

How can I make the player happy again, and avoid having to kill the paladin? It seems to be a drastic change, so the best way seems to be to create a new character and play that. I'm not in favor of killing the old one though. There are a million ways to part ways and why would it always be death? As a paladin, he could be ordered to help fighting evil ...


13

The "correct" way to play an alignment is often a mire of opinion and self-contradiction. For me, the key aspects of a Neutral Evil character are: They actively wish to cause harm to others. They will prioritise their own minor needs and desires above the happiness and well-being of anyone else. They may follow a specific agenda on how to do harm (based ...


11

Absolutely. In fact, the duration of the spell is instantaneous, which means that it can't be dispelled once it has taken effect. If a druid is good enough at convincing animals to follow them, they can have as many intelligent followers as they want. This is no different from the rules for getting regular people to follow you. If you have a paladin or a ...


11

To build on the answer from @Southpaw Hare. The old answer for non-sapient monsters is to have a corpse in their lair which has some treasure on/around it. Either a previous adventurer, or a trader are common. Also, as @GMJoe points out, Ghouls specifically eat dead, old flesh, they're likely to drag corpses from where they kill them, or from graveyards ...


10

A Radically Different Idea Your player had fun playing a greedy awesomedwarf? And now isn't having fun playing a Stop Right There! Paladin? Easy. Have him take that shit in-character. Whoa, whoa, what are you talking about? Simple. Have the paladin start to be dissatisfied with the course he's taking. Have him start bucking authority, becoming a ...


10

So here's the thing - the spells used to create a magic item do not have to be identical to the effects of the item. A Cackling Hag's Blouse requires hideous laughter, but the effects of the blouse have nothing to do with the effects of that spell, it's more of an implementation of sympathetic magic. You have a lot of wiggle room and as the GM, with your ...


9

Maybe my interpretation is off, but I never considered flanking to be about "where" you strike a foe, but about the fact that they can't watch both of you at the same time. Making an attack against an opponent that can't see you to react is the source of the bonus. This is consistent with the rule for All-Around Vision. This means it's perfectly reasonable ...


9

Yes, you can. But that doesn't mean you should. I'm not aware of any mechanic in Pathfinder by which a shifter can change classes when they change form, and I'd be very surprised if there was one - it defeats the purpose of a class-based system. However, you're the GM. Your primary responsibility is to make a game that's fun for everyone. You can ...


9

The cure I think the easiest remedy is to let him pick a new character, and make the paladin go with the group while you close all his plots and prepare a transition. You can also make the player control the two characters, or give the paladin to someone else. Talk to your players about the approach and tell them the situation is temporary. The prevention ...


9

"there is no way around that". There probably is a way around it, but it depends exactly what you've set up. The PC could be eaten by a grue next session due to a series of bad decisions and/or dice rolls. The world would continue, even if those NPCs all die due to lack of that particular paladin. Options that might work depending on your plot and your ...


8

Mundane Villainy Is More Interesting than Magical Villainy If the villain uses magic to create problems, then magic is what'll be used to solve those problems. However, if the mundane is used to create problems, magic and the mundane can be used to solve those problems. Further, the players don't feel as though you're cheating if the villain's just ...


8

Your attack bonus with a melee weapon is the following: Base attack bonus + Strength modifier + size modifier With a ranged weapon, your attack bonus is the following: Base attack bonus + Dexterity modifier + size modifier + range penalty In short melee touch attacks use Str because it is an unarmed melee attack. If it is a ranged touch, ...


8

No, It Doesn't But you won't find anything that says activating a magic item doesn't mandate Arcane Spell Failure chances, either. The game usually explains what happens not what doesn't happen. It saves negation for really confusing stuff. Here's Arcane Spell Failure Chance: Armor interferes with the gestures that a spellcaster must make to cast an ...


7

Assuming you want it to be a seventh ability score, here’s an idea. It expands on a mechanic I have used often in my games and find quite useful. The Luck Score Luck is an ability score. It ranges from 0 upwards, and produces a Luck modifier equal to ⌊Luck/2⌋-5, as all ability scores do. Be sure to modify your character generation rules to account ...


7

When referring to a table that describes what bonuses you get at a particular level, each level does not stack with the ones before it. This applies to anything numeric: spells per day, save, BAB, experience, etc. For example, Barbarians get +1 to their BAB each level. At level 5, they have a total of +5 BAB, which is what is listed on the table. For ...


7

Scaling is hard. D&D, and most other RPG systems, are designed for human sized creatures. Get too far away from the average, and weird stuff starts to happen. In D&D, but also in any other system that tries to model scale (except maybe Fudge? I recall that these scale issues were a big part of the inspiration for that). If you really want to handle ...


7

The primary goal for planning out a 3.x character is to ensure that you receive level-appropriate powers at each level. This is complicated by the fact that it’s extremely unclear what is appropriate at each level; the different classes get wildly different levels of power at various levels (especially high levels). Worse, the system uses stringent ...


7

That is indeed correct, you can double-move jump in order to cover longer distances. I would expect the result of the jump distance to be determined in a single skill check. A double-move does not make the result higher, but is required if you happen to have a very high roll, or more often because you have used up a fair amount of your first move action ...


6

I assume you mean 'reach' and not 'range.' Let's go look at the Gorilla entry: Melee 2 slams +3 (1d6+2) Space 10 ft.; Reach 10 ft. So how does reach work? Well, it's explained in the rules, and the PFSRD has some helpful template pictures as well. Short answer is yes, the gorilla is 2x2 and can attack within a 6x6 area.


6

Demoralizing Quickly As Dungeons and Dragons 3.5 wound down, it seemed like designers realized the fighter had very little into which it was worthwhile he sink his 1-3 skill points per level. One option was the Intimidate skill, which--unlike many of the fighter's feats--scaled reasonably well. This made the Intimidate skill something for which late-cycle ...


6

So long as you borrow from 3.5, you're set. You're looking for the Chameleon PrC from Races of Destiny. First, it's fairly easy for a higher-level wizard to impersonate a fighter, all they need to do is cast mages' transformation on themselves. But, in order to do this from a lower level, things become quite interesting. The Chameleon, at sufficiently high ...


6

Address the problem at the source: Retcon1 the story. If your players demand an in-story explanation, remember the origins of the owlbear: "A wizard did it." At the end of the day, all the participants involved are aware that the game that they are playing is a story. The cleanest solution, therefore, to an external (non-narrative) story influence that is ...


6

Many Role-playing Games Reward Specialization The ability to do one thing well is better than the ability to do many things poorly. A character who can do a little bit of everything is only successful in one-on-one play, and he is only successful because there aren't other characters. In group play, characters generally assume... well... roles. Those ...


6

According to the Glossary Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom


5

Not much, save by DM fiat, also beware introducing chaotic evil characters to a non-evil party (or any party at all, for that matter) and expecting that party to continue adventuring. 3.5 Had the blackguard, which allowed high level paladins to swap moral absolutes (purely intentionally though, no accidental falls allowed), and just made low-level fallen ...



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