Kaleb Hesse

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Goblin Squad Member. Pathfinder Lost Omens, Rulebook Subscriber. 20 posts. No reviews. No lists. No wishlists. 1 alias.


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Pathfinder Lost Omens, Rulebook Subscriber

Kingmaker, on ice.


Pathfinder Lost Omens, Rulebook Subscriber

Yesterday the party got some arcane scrolls containing uncommon spells.
None of the party members are arcane casters so we are planning to sell them. What would they sell for as they are uncommon spells and have no price. Seems that they would not be the same as other spells of the same level.


Pathfinder Lost Omens, Rulebook Subscriber

Verbal
A verbal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. The spell gains
the concentrate trait. You must be able to speak to provide this component.
CRB pg. 303


Pathfinder Lost Omens, Rulebook Subscriber

Ah, didn't consider the rerolls, thanks


Pathfinder Lost Omens, Rulebook Subscriber

Kinda seems redundant with Sacred Weapon ability.


Pathfinder Lost Omens, Rulebook Subscriber

Playing a warpriest in friends evil campaign.
He's a warpriest of asmodius.
Trying to make him a one shot pounder, 2 handed weapon style.
Here's what my feats that I am contemplating are.

Power Attack
Furious Focus
Weapon Specialization
Vital Strike
Devastating Strike
Improved Vital Strike
Improved Devastating Strike

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 ...
What you all think?


Pathfinder Lost Omens, 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.
I have been reading through the books and want to use the Silent Devotees (also the corrupted version that are the Sweettalkers) the Therassic order of the Green Feather and many of the sites of ancient Thassalon.

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.
Also, have one party member whos going after the swords of sin and I am working on a weapon thats an amalgamation of them all for after he redeems them/destroys them.

Any ideas and comments would be helpful.


Pathfinder Lost Omens, Rulebook Subscriber
keyafay wrote:

First the Feat description by the Book

Whenever you use vital strike, improved vital strike or Greater vital strike,
multiply all bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat.
Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.

.

In this example lets use a "Double hackbut" thats a 2d12 x4

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)
The vital strike damage is added AFTER the multiplication for critical hit

keyafay wrote:


----------------------------------------------
Questions #1
According to the Mythic Vital Feat you are supposed to "multiply all bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll"

I need clarification on "weapon damage dice".

1- Is it standing for the number of times I add vital strike. (as is x2 for vital strike, x3 for improved vital strike and x4 for greater vital strike.)

or

2- Is it 2d12 = 2 dice so x2, + vital strike would = x4, improved vital strike would = x6 and greater vital strike would = x8 because I am rolling 8d12 for greater vital strike.

It is 1 as stated in the rules for vital strike, those rules are carried over for mythic vital strike.

keyafay wrote:


----------------------------------------------
Questions #2
Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.

1- Its telling you what damage the feat can multiply.

or

2- It is telling me you can't multiply this damage on a critical hit.

Vital Strike is not multiplied on a critical hit, only the original weapon damage.

See above example


Pathfinder Lost Omens, Rulebook Subscriber

Making a Cavalier for friends Worldwound campaign and using the Beast Rider Archetype.
I want to eventually give my mount Combat Reflexes, Bodyguard and In Harm's Way.
Could I then use Mounted combat to negate the attack?

EX:
mob attacks cavalier - mount uses In Harm's Way (as an Immediate Action)(Bodyguard is an AOO) to direct attack to the mount.
Cavalier then uses Mounted Combat (as an Immediate Action) to make a ride check to negate attack on mount. (once per round)

Is this within the rules or not?


Pathfinder Lost Omens, Rulebook Subscriber

Thanks for the info. )


Pathfinder Lost Omens, Rulebook Subscriber

So my character could buy 15 greataxes, have each enchanted with a different bane and carry them all on his waist.


Pathfinder Lost Omens, 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:
2 sawtooth sabres
a great axe
silver shortsword
composite short bow
2 daggers
adamantine dagger
cold iron longsword
adamantine great club
oversized scimitar
mithral rapier
strength bow (composite long bow)
short spear
halberd
And wants to be able to draw any of these as a move action.


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Pathfinder Lost Omens, Rulebook Subscriber

I've looked for a rule about this.
I have a player in my campaign that has 8 different weapons that he uses (and draws them as move actions). I was wondering if there was any ruling about how many weapons a character can have ready to draw in combat as it would be kinda weird to have a character with 8 different weapons on his waist in sheaths (for getting over different DR).
I have a house rule that if you are not carrying a crossbow at the ready in combat you have to spend an action to load it if you draw it (as the bolt would fall out if you don't hold it level.
As a houserule I was thinking maybe 2 medium sized weapons (longswords, axes)on the waist and 2 large ones on the back (spears, bows, greataxes)
and 2 small weapons (daggers) unless they have bandoleers, wrist sheaths or such. All other weapons would be in the backpack or rolled up in a leather weapon carrier roll).


Pathfinder Lost Omens, 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.
And nothing in the description says that the flask is breakable, in fact it needs a special flask just to keep the glue from hardening inside the flask.


Pathfinder Lost Omens, Rulebook Subscriber

I have a decent monk build that's a maneuver master with focus on trip. Love the flurry of trips.


Pathfinder Lost Omens, Rulebook Subscriber

Well, Teleportation spells can be used to escape grapple so I think that Sovereign Glue would not prevent teleportation.
It would prevent movement though.
Still, 1 round to apply and then 1 round to affix means that your surprise round would be over by the time it was applied.
If the golem had glue on his chest it would be a grapple check to attach the demon.


Pathfinder Lost Omens, Rulebook Subscriber

Int 10 is average.

But in the end, it's all about roleplaying and how you want to play the character.


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Pathfinder Lost Omens, 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.
And yes, I named him Thog.

First session:
Cleric: Who do you worship?
Thog: hmmm, who do you worship?
Cleric: Lathander.
Thog: Thog will worship Lathander too.
Thog: Thog Holy Paladin of Lathander
(Cleric dies in next encounter...karma?)

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.
During one quest, the party helped a creature that gave everyone a wish, Thog asked for chicken (he was hungry).
The rest of the party loved him, the campaign became known as Thog's Campaign, and I loved rp'ing him.


Pathfinder Lost Omens, 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).


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Pathfinder Lost Omens, Rulebook Subscriber

When I GM I deal with raise dead by making the diamond a FOCUS.