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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Yesterday the party got some arcane scrolls containing uncommon spells.
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Verbal
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Playing a warpriest in friends evil campaign.
Power Attack
I figure since he gets the fighter level for feat prerequisites that getting vital strike chain with lower actual base attack is nice. Add some spell bufferage in with the attacks and he might be wicked. Anyways, that's kinda what I have in mind. May also throw in Step Up and Lunge ...
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() I am a Gm running a Shattered Star adventure path (we are just finishing book 4) and am working up ideas for the party for after they defeat Xin. My main idea has to do with the parties interest in the runelords and wishing to find them and defeat them. Now I know the locations and stats of 2 of them and from other threads know the basics so I can create the remaining ones.
Now I have created a big bad for them to fight against who is an Azlanti who is awakened when the Star is put together (along with the awakening of the runelords). Now this Azlanti bad guy is lvl 30 and uses word magic and at some point i will have him appear to the party and take the star from their possession (he intends to use it to power the orb floating above Nal-Vashkin (the sun temple colony) and use it against the Aboleths and he doesn't care who gets in his way. he won't work with the runelords as he considers them outcasts. I'm thinking that Lissala and the Peacock Spirit might be one and the same.
Any ideas and comments would be helpful. ![]()
Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() keyafay wrote:
Vital Strike is not multiplied on a critical hit, only the original weapon damage. double hackbut 2d12 - normal weapon damage vital strike adds 2d12 - vital strike damage so normal hit is 2d12(normal)+2d12(vital)+Str+other bonuses critical hit is 2d12(normal)+Str+other bonuses X 4(critical hit modifier) +2d12(vital strike)
keyafay wrote:
It is 1 as stated in the rules for vital strike, those rules are carried over for mythic vital strike. keyafay wrote:
Vital Strike is not multiplied on a critical hit, only the original weapon damage. See above example![]()
Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Making a Cavalier for friends Worldwound campaign and using the Beast Rider Archetype.
EX:
Is this within the rules or not? ![]()
Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Orfamy Quest - yes, I agree that it should be plausible. This player just adds weapons to his character each time he loots, he currently has:
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() I've looked for a rule about this.
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() I always thought that the 50 pounds of objects was objects in addition to the creatures normal gear. Sovereign Glue is thick and viscous, not really something that can used as a splash weapon, it's more like tar.
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Well, Teleportation spells can be used to escape grapple so I think that Sovereign Glue would not prevent teleportation.
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Back in 3.5 I made a barbarian once that had an Int of 8. He firmly believed he was a paladin (painted his armor and club white cause that's what a paladin would do). Made him because usually I ended up being party leader in whatever campaigns I was in and wanted a char that would not be party leader.
First session:
He had a child-like mentality (he would play with children while the party was gathering info in towns). He would do things that he thought paladins would do, he only accepted 10% of party loot cause that's tithing. his power attacks were his smite evil. Always referred to himself in the third person.
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Pathfinder Lost Omens, Pathfinder Accessories, Rulebook Subscriber
![]() Clone School necromancy; Level sorcerer/wizard 8, witch 8 This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails. To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months. When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well. The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved. --make clones when you are younger and make sure you don't die from natural causes (old age). |