Tag Info

New answers tagged

5

You're in luck, 'cause there are actually rules in Pathfinder for cave-ins and collapses: Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex ...


1

I'm not entirely familiar with Pathfinder, but it seems like the Earthquake spell combined with a spell trigger might be your best bet. Maybe the elemental was placed there by a druid, along with the trigger (If you can make a non verbal trigger, or make it a trigger word that is likely to be spoken by the party). Effect of earthquake Cave, Cavern, or ...


6

“Able to cast” and “Ability to cast” are identical under the rules There is no difference between the wording of these prerequisites. Both refer to the ability to cast a spell of the required level (as in, you can actually cast the spell and have its effect take place), as a spell (Spell-like Abilities don’t usually count), and ...


25

Your GM is correct. Until you are higher level you are not able to cast higher level spells. The entire point of prestige class entry requirements is to gate entry to more experienced characters, and your interpretation basically reduces to just saying "an arcane spellcaster" which if that's what they meant, it's what they'd say. You need to actually be ...


10

I'm not a native English speaker, so downvote me if I'm wrong, but I understand able as something that can be done. A newborn bird has wings, but he is not able to fly until he fully develops them, and learns how to. More complex example: a plane is not able to fly if the fuel tank is empty, until it is refuelled. But as I said, I'm not a native speaker, so ...


0

Okay, in addition to the suggestions that include extraplanar beings having a memory of the uppity cleric forcing them to distasteful tasks (which is my initial impulse), I'm a personal fan of how Pathfinder updated the spell to limit this abuse. It's mostly the same as the 3.5 SRD—i.e. you call so many HD of creatures and can force them to certain ...


11

Another approach: You're calling actual creatures with a gate spell--creatures that are generally quite intelligent and nothing about the spell makes them forget what happened. Sure you can summon that solar and tell him to make you a sandwich--but when he's done and goes home he'll remember the abusive wizard. Don't be surprised if you get a visit from ...


8

[Edit] I was asked to clarify this post and clean it up, this is much more specific. If we look at the 3.5 SRD, there are several features of gate that easily limit your players' abuse of its power. If you want to use the rules as written, then we can't very well have the creature disobey orders. You can call and control several creatures as long as their ...


14

Put it in your players' hands. I had a long-standing explicit arrangement with one of my groups: "Anything you can break, NPCs can break better. But they won't until you do." This put any potential "GM vs player" conflict firmly in the players' hands, gave them agency and responsibility, and made it clear that I was taking my cues from them in terms ...


23

Houserule out the "Control" aspect from the spell. The problem with the spell isn't so much that it calls in powerful monsters, in my experience. It's that it instantly gives you powerful but obedient slaves. Calling in a Solar or similarly powerful creature isn't something I would like to cut from my D&D experience. What I would like to cut out is ...


4

The best (and the least effort-heavy) solution would be a metagame agreement. Because see, NPCs can use tricks, too. So the PC tries to chain-gate solars and BLAM! - gets killed by the Omniscificer right before the invocation. To prevent this double-edged game of rocket tag one can Edit the rules so the undesirable tricks are not longer possible Reach an ...


2

I have limited summon spells in the past (Admittedly this was with Rolemaster, but the principal holds) here are my solutions for limiting summoning type spells such as Gate in 3.5 as well as some suggestions that I have not tried. Used: Require research Make Gate as it stands a useless spell without knowledge of the planes involved, you can therefore ...


3

I think saying "no you can't summon that" kind of goes against the spirit of RPGs, I'd be inclined to mod the rules and build it in to the story instead. Just a few ideas: Implement a usage limitation in the story; use of the spell creates a connection between you and the void that links the planes, each exposure heightens your risk of being permanently ...



Top 50 recent answers are included