New answers tagged

-1

The drow themselves do not create adamantine weapons. They only buy it from the duergars and enchant it. So the enchantment would be destroyed by sunlight, but the weapon itself wouldn't.


6

It should remain as it was, falling off or not as appropriate. RAW, as far as I'm aware, only discuss equipment when shifting into Wild Shape, and I'm not familiar with any rules that describe anything with respect to the reverse. So from a "things do what they say they do" perspective, nothing special should happen to the beast equipment. A creative DM ...


13

Druids should be able to use magic horseshoes effectively while Wild Shaped Magic horseshoes like the horseshoes of speed specify: While all four shoes are affixed to the hooves of a horse or similar creature... While under the effect of Wild Shape, the druid is in the form of a horse. Even if that does not make the druid an actual horse, it at least ...


0

Their appears to be no specifics for it, if I were you I would come up with an interesting property for it, such as calming monsters for two rounds.


14

There are many items left undefined; they are left up to the GM There are several items in the Player's Handbook which are left undefined, such as the Mess Kit, Grappling Hook, Hammer, and Chain; and others from various modules such as garlic, and salt from Curse of Strahd. Some items we learn their weights or prices, but many we don't. Amongst only the ...


2

While Sean Duggan's answer is very good, and the way I'd handle this in my own games, the other approach is to build the bicycle as a vehicle. Size Medium Strength 1 Speed 2 (3 racer) Toughness 6 Equipment Points: 4 (5 racer)


8

I have typically (working with my GM), built a bicycle as 1 EP Equipment that grants Speed 1 rather than using Vehicle rules. That boosts my speed, and allows for Athletics checks to go faster, and also leaves the implication that I can't necessarily do it all day, that I may have to make Athletics checks to avoid getting worn out biking from place to place. ...


-6

[...] whenever he's conscious inside of a motorized vehicle. Seems like that answers your question. Something not exclusively in RAW can always be negotiated with your storyteller, like reduced stats, reduced cost. As someone who is often a storyteller, the requirement of a motorized vehicle would necessitate it not be a bicycle


1

Mundane Equipment tldr: I allow the spell to create non-magical equipment in my own games (as that seems to follow precedent and eliminates some problems), but many creatures generate magical effects using mundane weapons True Polymorph seems powerful enough to generate equipment, as creating objects is one of its options. Also (as mentioned above): ...


14

There are many items left undefined; they are left up to the GM There are several items in the PHB which are left undefined, such as the Mess Kit, Grappling Hook, Hammer, and Chain; and others are added in Curse of Strahd such as garlic, salt, and vials of holy water. None of these are specifically defined in the rules so how they work would be left up to a ...


0

I think you are overlooking a key part of the description of being covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. It at no point says that this affect disappears the moment it takes fire damage. Rules as written, if you continue to deal fire ...


-2

The oil is consumed after 2 rounds, and deals a maximum of 10 fire damage itself during that time, assuming the fire is not extinguished. The relevant text for this is: If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. ...


5

The backpack is a way to carry items, it does not change your encumbered or maximum bulk values. The Adventurer's Pack lists the total bulk of the items contained within it, how you store them is up to you. If you decide to put the 2 bulk of adventuring items in the backpack, and carry the backpack, you can store up to 2 more bulk worth of items in the ...


1

The fire damage due to burning oil lasts for 2 rounds. before the oil dries (after 1 minute) As per the description, the oil takes 1 minute to dry, which would take much longer than being burned up. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. This is the important ...


-1

After discussion with WeirdFrog I have to reluctantly agree that Option 1 is correct. Items stored in a backpack are just as bulky for you as items carried any other way. This raises the question: why use a backpack? But I think any answer to that question is going to fall into the range of opinion and DM/group preferences at the table.


2

There is a problem that can easily happen when trying to define the use of an item, especially the general use items like manacles, or rope: whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. What you don't want to happen, as the designer of the text, is for the description to be so specific that it allows for ...


3

It's an improvised weapon The pathfinder 1e Core handbook has all the details in the weapons section, you mainly get a -4 penalty when using it. Catch offguard and improvised weapon mastery feats can help you minimize the penalities for using it and even help you get a little edge with them. Deciding how much damage does takes a bit of a subjective ...


1

Rules are rarely that specific You may suggest homebrew mechanics to your DM to do it... Or you could simply add flavor to existing ones. Here are 2 options, using existing rules/mechanics, that may be relevant to your specific scenario. Consider using the Help action You say it "would be an attempt to throw an enemy off balance"; it looks like an ...


10

Anything you could do to an enemy with a grappling hook would probably require a strength check As far as I know, there are no specific rules for using a grappling hook against an enemy in the way you describe, which means that you would be improvising an action, as described in the rule for actions in combat: When you describe an action not detailed ...


-2

It's quite simple... Ask each remaining player if they would give up their hard-earned loot if the rest of the party decided not to accompany them any more, and instead went off adventuring without them. I believe that in most cases, absent any formal agreement between the party members, that the response would be some variation on "Are you kidding? We all ...


24

It's slightly overpowered I think you're completely right in how well it's balanced against other magic items, such as Dust of Disappearance, however due to its relative ease of production, it'd be more appropriate to compare it to common items, such as Alchemist's Fire. When comparing Alchemist's Fire to 1st level spells, Witch's Bolt stands out as an apt ...


13

It’s better than a scroll of Faerie Fire It can be used by anybody, not just bards, druids, artificers, light domain clerics and archfey warlocks It doesn’t require concentration These are both powerful advantages but it’s a single use item that turns a few misses into hits and affects 1 combat. If you could only produce these in limited numbers this ...


2

None of the conditions fit having wrists, ankles, or both bound by manacles. It seems clear that being bound by manacles is intended as a source of frequent Disadvantage, at the DM's discretion.


15

Manacles do not have a mechanical effect as defined by the rules Manacles are defined in the rules as follows: These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a ...


-3

At the end of the day, you and your players are playing to have fun. It sounds like your players are feeling frustrated that they're missing out on the retired PC's items. As the DM, you have full control over how to handle this. You can just give them the old PC's items! I haven't dealt with retiring PCs yet, but I have had situations where my players ...


0

Fair share of the spoils From both an in-game and out-of game perspective it matters how the "loot" was divided before that and whether the split was roughly equal or not. If the leaving character holds something that far outweighs the rest of the loot (e.g. consider Bilbo Baggings leaving the "PC party" with the Arkenstone) then it could be justifiable to ...


0

While he's left for an unspecified purpose it would probably help for you to have an idea of what sort of task he is setting out to do. Given that he's lawful good and carrying two powerful necromantic items, possibly he's leaving to hand them over to an organization that will make sure they don't fall into the wrong hands or to destroy them himself, or ...


8

Throwing a non-weapon item is an interaction, but... The Player's Handbook gives a number of examples of object interactions (p190). Looking at those examples; if you had an already lit torch in your hand, it seems reasonable that you could throw it as an interaction on your turn. However it is also reasonable that the DM might have some limitations ...


13

From the description of the Use an Object action in the PHB: You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. ...


-2

You must now balance the table... Prior to the player leaving you were balancing the game based on the actual strength of the party. This strength is not wholly dictated by the number of players. Inventory accounts for (sometimes a very large) portion of a player's strength. After the player leaves, you, again, have the responsibility of balancing the ...


47

To me the problem seems to be that the other players think that they gained treasure as a team and divided it up according to some measure of 'fairness' and 'need.' So when one player leaves, they think that their joint loot is up for redistribution. That's a very pragmatic approach, and perhaps you should discourage it to encourage in-character gameplay (...


15

I'll try to answer from just a slightly more general perspective, mainly exploring the issues outside of the mere sale for gaining gold, keeping in mind that you don't seem to care much about the fate of the character, rather than that of their items. It entirely depends on you and your players If they think they are being robbed of part of their progress ...


10

A realistic point of view would be that the wizard left with his things, especially if they were worth something to him. However, since RP is mainly about having fun, and if the players genuinely feel like they're being duped out of the item, then maybe the wizard left his things (or got robbed or murdered?). This leads the party to a sub story of ...


1

Strings can be stretched across openings and secured with tape: any physical object that passes through the opening would pull the string loose. A bit of string can be wedged into a doorframe: if the door is open, the string falls to the ground. Screwdrivers are useful for tightening things, loosening things, prying things, and probing things. You could ...


2

It happened to me once via the spell explosive runes It wasn't the act of reading the book, per se, that destroyed the spell book of the magic user we had just defeated. It was the act of reading the book that had been enchanted with explosive runes. My elf, Burnitrol, ended up with 1 HP when the smoke had cleared and the DM ruled that the explosion had ...


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