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Pathfinder Quizzes, Trivia and Puzzles
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Pathfinder Trivia Quizzes

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27 Pathfinder quizzes and 378 Pathfinder trivia questions.
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Adventure Paths Adventure Paths (24 quizzes)
1.
  All You Need is Dexterity   popular trivia quiz  
Multiple Choice
 10 Qns
In my 'other life', I'm actually Kestrel, a human-born Ranger in a "Pathfinder" role-playing campaign. Skilled in archery, dexterity plays a big role in my character, but what does having a high DEX score mean for me?
Tough, 10 Qns, kyleisalive, Jul 20 22
Tough
kyleisalive editor
Jul 20 22
234 plays
2.
  This is How I Roll   popular trivia quiz  
Multiple Choice
 10 Qns
"Pathfinder" is a tabletop role-playing game, and like many such adventures, your actions ultimately come down to the luck of the dice. Here are some different ways to use and calculate your dice in the game. Good luck!
Average, 10 Qns, kyleisalive, Aug 23 19
Average
kyleisalive editor
Aug 23 19
182 plays
3.
  The Gunslinger    
Multiple Choice
 10 Qns
In my 'other life', I'm actually Fennek, a Drow-born Gunslinger in a "Pathfinder" role-playing campaign. He's a unique character specializing in the use of firearms in an otherwise fantasy-driven world. Do you know about his class? Good luck!
Average, 10 Qns, kyleisalive, Apr 21 14
Average
kyleisalive editor
168 plays
trivia question Quick Question
Tsuto's Journal (and other intel) will lead the adventurers to what Goblin base?

From Quiz ""Burnt Offerings""





Pathfinder Trivia Questions

1. A Gunslinger, when using his firearm, rolls a 1. What happens, provided they aren't a high enough level to protect against it?

From Quiz
The Gunslinger

Answer: It misfires

Rolling a 1 is typically a fumble, regardless of the character, and it usually has some rough ramifications when performed (anything from causing the character to fall over to taking accidental damage). When a firearm is shot, however, it has a misfire value, a value which, when rolled, will start to break the weapon. When this happens, the misfire value increases by four and, if misfired again, it will give the weapon the broken condition and be rendered unusable until fixed. Most pistols have a misfire value of 1 while larger, two-handed firearms have a misfire value of 1 and 2. With Gun Training, a misfire will increase the value by two instead of four and, at a high enough level or with the proper archetype, it will no longer misfire. A Gunslinger can fix a broken firearm with a deed, specifically Quick Clear.

2. As a Ranger it makes sense for me to purchase armor. I wear Studded Leather and I notice that I have a Maximum Dexterity amount. Specifically, what does this mean?

From Quiz All You Need is Dexterity

Answer: The DEX modifier I put towards my armor is limited

Almost all forms of armor, when worn, will result in you needing to work with a Maximum Dexterity. This means that because your armor is bulky or restrictive, your DEX modifier could possibly take a hit if you're used to being speedy. Studded leather is relatively middle-range. While it has a Maximum Dexterity value of +5, it gives +3 armor. If you up your Dexterity modifier beyond that +5, it will not count towards your Armor Class. The heavier the armor, the lower the maximum and the higher the armor bonus. Full Plate armor, for instance, gives +9 armor bonus, but does not allow the wearer to use a Dexterity modifier at all when calculating their Armor Class. Most archers need to be mobile and at a range, so a lighter armor is typically the best.

3. Gunslingers utilize Grit Points to perform specific talents in battle (known as Deeds). What ability score affects the amount of Grit you receive?

From Quiz The Gunslinger

Answer: Wisdom

Every Gunslinger, as part of their class, receives Grit Points equal to their Wisdom Ability Modifier (to a minimum of 1), and even so much as having a Grit Point in your possession can enable your character to use a number of useful Deeds, special abilities only usable by Gunslingers. Wisdom is the only modifier to affect these, but it is possible to up that value by making use of specific feats. Grit Points can be used in battle and can be regained either by resting overnight, performing a critical hit on an enemy, or by performing an attack on an enemy which reduces its health to 0 (unless it's helpless). It is at the Dungeon Master's discretion whether or not there are other ways to earn back Grit Points.

4. The Dexterity modifier is also added into the value needed to determine whether or not a character avoids being grappled, tripped, or held down. What three-letter acronym is used for this value which protects you from these unique combat maneuvers?

From Quiz All You Need is Dexterity

Answer: CMD

Combat Maneuver Defense (CMD) is the counterpart to the Combat Maneuver Bonus (CMB) value, and both involve unique tactics in battle beyond simply hitting with a weapon. A combat maneuver can be anything from grappling and pinning to tripping, disarming, and sundering a weapon. CMD is a value created by adding 10 to your DEX modifier, your Strength modifier, your Base Attack Bonus, and any size modifier. Having a high CMD is quite helpful as it prevents your character from getting hit by any dirty tricks. Who knows-- with too low a CMD you could end up getting sand thrown in your eyes or otherwise. If you're caught flat-footed, you lose out on your Dexterity modifier.

5. What class is the only one in the Pathfinder base game to roll a d12 to determine their new health total every level?

From Quiz This is How I Roll

Answer: Barbarian

In addition to rolling the d12 to determine their health every level, the barbarian typically receives a great deal of defense due to their bulk and a great deal of strength with which they can deal massive amounts of damage. All characters, in determining their health added every level, roll their designated die and add their ability modifier for Constitution. The barbarian rolls a d12; everyone else rolls less. The fighter, paladin, and ranger all roll the d10. The lowest hit die used in "Pathfinder" is the d6. In "Dungeons and Dragons" (3.5), casters like the sorcerer and wizard use a d4.

6. Skill points placed into which Craft allow the Gunslinger to save money on ammunition?

From Quiz The Gunslinger

Answer: Alchemy

Having any points in Craft: Alchemy will give your Gunslinger an important bonus. Since Gunslingers automatically receive the Gunsmithing Class Bonus, they are able to inherently create and maintain weapons and ammunition. As such, it does not become highly necessary to purchase all ammo (just like if a Ranger also had Craft: Fletching for arrows). With powder, bullets, or casing, ammo can go a long way. You will, in addition, end up saving 90% by crafting regular ammo and 50% on crafting cartridges. There are no Crafting checks for this-- provided you have any time during the day you are considered to have used it to create your ammunition.

7. Rolling which number on your d20 would typically indicate a fumble?

From Quiz This is How I Roll

Answer: 1

The d20 is the go-to die for many of the rolls in the game including attacks, Saving Throws, and skills. If you need to hit an enemy you would add your Base Attack Bonus and any relevant modifiers; a Reflex save would be your d20 roll plus your save value; Initiative, at the start of battle, is your d20 plus your modifier. The list goes on. Rolling a 20 on your d20 is considered a critical hit -- it automatically strikes the enemy. This would generally require an additional roll of the d20 to determine whether or not the strike takes a critical bonus, reliant on your weapon and bonuses. Rolling a 1 does the opposite; it means your character fumbles and a negative effect results. Your turn ends immediately on a fumble.

8. With a high Dexterity score, I am often the first person to make a move in battle. This is because my DEX modifier affects what value?

From Quiz All You Need is Dexterity

Answer: Initiative

Initiative can make or break a battle in my opinion. When the battle begins you'll be asked to roll a twenty-sided die and add your Initiative modifier to the total to determine where in the order of attacks you fall. A higher modifier, when coupled with a high roll, can result in your skyrocketing up the list and getting a chance to attack when the enemy is flat-footed. Your Initiative is calculated by adding your DEX modifier to any bonuses you may attain from items, feats, traits, or bonuses. Taking the Improved Initiative feat, for instance, gives +4 to Initiative. Sometimes taking that first shot in battle or orienting yourself before the enemy has a chance to move can set you up for success.

9. What is the minimum number of standard dice you would need to roll for a d100 (assuming you don't reroll any dice)?

From Quiz This is How I Roll

Answer: Two

Although a player would rarely need to roll a d100 at any point during the game, the DM has the option of rolling for a score out of 100 for different reasons. Should a player roll a critical hit or a fumble, for instance, the DM can roll the d100 to create a bonus or penalty (from a list). The d100 can also be used to roll for loot obtained from treasures or at the end of battle. Rolling out 100 is easy; you simply need to roll two d10s, assigning one digit to the first die and the other to the second. Many d10s are sold with their faces in multiples of ten to make this easier. For true role-playing fans, there is actually a real d100 on the market, called a Zocchihedron. It's however quite expensive and not part of a standard dice set.

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