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128

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 ...


85

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 ...


61

Breadth of Option Unexpected monster rears out of the darkness, clearly well beyond the battered party's ability to handle? Wizard teleports home. Fighter manages to kill the thing half to death before he gets eaten. Ambuscade! The earl's men have the party cornered, and demand they surrender - only execution awaits if they do. Wizard casts ...


58

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 ...


58

For your players Use other solutions Intelligence is only one of 3 mental stats, and the one that refers mostly to book-learning, puzzling, connection-making and thinking stuff through. However, lacking it doesn't make you a bumbling fool; it makes you someone who solves problems in other ways. For example, if it's crucial that the characters know who ...


49

This isn't a rules problem, it's a diva problem. A player who wants the attention of the game focused on him and his awesomeness - by using attacks that let him dominate the battlefield and prevent other players from participating, or by getting upset and hogging your attention (via arguing about the rules) when he can't do so - is a diva, and needs to be ...


49

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 ...


46

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 ...


42

No You apply your character's Constitution modifier to: Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level). Fortitude saving throws, for resisting poison, disease, and similar threats. -d20PFSRD So you get a -2 to the roll, but the ...


41

Strictly speaking, it’s not actually true The terms “linear” and “quadratic” come from mathematics. Linear growth is one in which the rate of change is constant. Notably, this means that no one level can be particularly special, each level would involve the same bonuses as the one before it, and growth only happens because of the accumulation. For ...


33

You should talk with the GM. The GM should kick the player out. The situation is clearly beyond the 'talking to people' point and several intermediate measures have been tried. The person the group unanimously doesn't want to play with is an jerk and you shouldn't play with them. Further intermediate measures will only allow him to damage the game ...


33

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 ...


33

From the text from the Remove Curse spell, emphasis mine: Remove curse can remove all curses on an object or a creature. So barring DM Fiat, you should be fine purchasing one casting of the Remove Curse spell, provided the person you buy the spell from can meet the DC for the curse removal by caster level check about one hundred times. To completely ...


32

There is only one thing scarier than a farmer with her flock of chickens... a sainted farmer, worshiper of the colonel with a flock of undead, flesh-eating chickens, here to sell you delicious chicken flesh. This idead inspired from this thread where: ... you are going to be playing a very different character than the cleric of a death god who has to ...


30

From Sean K Reynolds (After Emailing Him) Absolutely none. At the time the Pathfinder Alpha was being written, I wasn’t an employee at Paizo. I’m not even listed in the credits. The Beta went to print about a month before I started working at Paizo. I’m not listed in the credits for that book, either. When they were working on the final, ...


29

There are two sections to the attack line, a name, and then the stats. I’m going to format the name in bold and the stats in italics: longsword +5 (1d8+2/19-20) Thus, the name of the weapon – which weapon it actually is – is just “longsword.” As in the generic, unmodified, non-masterwork, non-magic longsword (stats in the “One-handed Martial Melee” ...


28

Damage Reduction is not a penalty. Penalties are negative bonuses applied to a roll, e.g. for having low Strength. As such, your quote has nothing to do with the situation where you deal one-or-more damage, but the enemy has DR in excess of that damage (and you don’t overcome it). In that case, you do not deal any damage at all, nonlethal or otherwise. This ...


28

No, Pathfinder actually makes the balance quite a bit worse. The weakest classes got weaker, and the strongest classes got stronger. Changes to combat feats and combat maneuvers mean that the few mundane tricks the system had, are now much more difficult to pull off and are less useful when you do. Changes to magic items disproportionately hurt martial ...


28

The formula is simply: modifier = floor((ability - 10) / 2) Floor meaning to simply round down to the nearest integer.


28

Three reasons, in order of increasing importance: flexibility, narrative agency, and expectations. Flexibility: A well-built fighter can compete with a wizard in pretty much any combat-specific area. Wizards can be very good at grappling, so can fighters. Wizards can deal very large amounts of damage, so can fighters. Wizards can be good at ranged ...


27

No. I was about to answer "Yes", until I noticed this line in Baleful Polymorph: Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. So it is a ...


26

You can go up to 18 by buying, and then add your racial bonus. from d20pfsrd No score can be reduced below 7 or raised above 18 using [the purchase method]. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.


25

The situation you describe is often handled by some form or another of mass combat system, that allows you to convert a large number of creatures into a much smaller number of discrete combat units. I'm sure that such mechanics exist for Pathfinder, but I don't have an experience with them in that system. Here's what I would do. Treat the army as an ...


25

Hell is the alignment plane for LE souls. Abaddon is the alignment plane for NE souls. The Abyss is the alignment plane for CE souls. Pharasma's judging process is not specified in the source material.


25

From the free Skull & Shackles Player's Guide. Repairing a Ship The fastest and easiest way to repair a ship is with spells. Mending is not powerful enough to meaningfully affect an object as large as a ship, but make whole affects a ship as if it were a construct, repairing 1d6 points of damage per level. So there's that. Other than ...


25

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 ...


24

An up-sized Rhinoceros seems pretty fitting. Rhinos are tough and beefy, famously ill-tempered, short sighted and love charging into battle and running over everything that gets in their way.


24

While Pathfinder is great at letting the player know what's on his character's body and how much all of that weighs, it's not so good at measuring freight or determining weight and value of household goods. These are better off abstracted into just gp values and raw weights instead of individual fruits and vegetables. That is, if the players want to spend ...


23

You want to look at http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html which describes how the DM can assign prices to custom-made magic items. Be warned that this generic framework does have some loopholes, so it's important to sanity-check the final result of any calculation. Your DM has the right to adjust prices up or down, or simply ...


22

Luckily, Pathfinder has rules for this already. It is called the troop monster subtype. It's similar to a swarm, but different and designed for exactly this case, where you pit PCs against large groups of soldier types. (It's separate from their mass combat system, which does not incorporate PCs well). They developed it for their Reign of Winter AP, ...



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