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![]() I have a Paladin PC that is absolutely destroying pretty much everything thing I throw at the party. I am totally fine with this, but I want to throw the party a challenge every now and then. I recall seeing either a spell or feat or that counters or lessens the effect of smite good, but I can't find it. Does this ring a bell for anyone and if so, what book is it located in? ![]()
![]() In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it. If you would like to partake, please post below with: Character name, class, level, and combat/rp role. Include anything I need to know like 'I'm a cleric who refuses to heal, I only hurt people' After, I will add your name to the list and ask you to e-mail more details to me with a token. Current Roster:
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![]() I'm playing Wizard 13/Archmage 1 crafting monkey who normally makes items for the rest of the party, but never for himself. I've finally decided to slowly craft him a variant staff of power/staff of the magi and I'm trying to figure out the pricing on it. This is my first time creating a custom staff and I want make certain I get the cost right. Spells (all CL 11)
With a cost of 41,250 gp Now I want to add an use-activated, no-cost spell, like on a Staff of the Magi. I've seen two different ways of determining the cost. One as use activated spell using the formula for calculating staff power and one a straight-up use-activated magic item, but I'm not sure which is the correct cost. Magic Missile, no cost 8800 (200*1*11*2)
The next question is how to cost out the +2 luck bonus to AC and saves. Do I apply the multiple different abilities rule and increase the cost by 50%? I'm thinking no, as a staff doesn't take up a body slot, but would like confirmation. ![]()
![]() I have a question regarding the minimum damage necessary to inflict a debilitating blow. For a regular, unimproved called shot the minimum damage required is 50 and the the damage has to equal at least the half the target's hit points per UC p.194. Under Greater Called Shot this is reduced to 40, but Greater Called Shot under Normal states that only 50 damage is required for a called shot to be a debilitating blow. So which is it, 50/40 damage and dealing at least half the targets hit points or just 50/40 damage? |