Kiroho's page

RPG Superstar 6 Season Star Voter, 8 Season Star Voter. Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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Grand Lodge

I have a whip carrying Magus that I'm playing in the Pathfinder Society. I do a lot in the way of tripping and I was wondering if I can use my Pool Strike or Spellstrike special abilities in conjunction with a trip attack. The way I'm reading it Pool Strike and Spellstrike require a touch attack and Trip is a Combat Maneuver, thus they can't be used together.

However it makes logical sense to me that you can't trip someone without touching them.

Is there an official ruling on this?

Grand Lodge Star Voter Season 6, Star Voter Season 8

Others have said this, but one of my biggest concerns with Cavaliers has always been horses in dungeon crawls. I've never considered playing one, but this just might change that.

I'll be voting for this .

Grand Lodge Star Voter Season 6, Star Voter Season 8

I LOVE this concept. It has me wanting to run a campaign with an evil Evangelist BBEG preaching a false god. He could easily start with a small town in thrall and work his way up to larger and larger communities. Innocent believers willing to die to protect their leader, all being healed while the party tries to get him.

The moral quandary the characters would have to deal with is just delicious.

This definitely has my vote.

Grand Lodge Star Voter Season 6, Star Voter Season 8

I designed this a couple years ago and I've alway loved it. I'm not exactly sure if it would qualify as a Wondrous Item, but here it is.

Stuck Arrow (Bolt): This is a solid iron arrow or bolt that upon impact will act as an Immovable Rod. The arrow/bolt will not move from where it is, even if staying in place defies gravity. This enchantment will last for 60 minutes, at which point, it becomes a non-magical item. The arrow/bolt can support up to 2,000 pounds before falling to the ground. If a creature pushes against it, it must make a DC 25 Strength check to move the arrow/bolt up to 10 feet in a single round.

If the arrow/bolt has dealt any damage to a target any attempted movement deals an additional 2d6 damage. This movement requires a full round action and requires a DC15 strength check to allow the victim to tear free. This allows for a 5-foot movement. A failing check prevents the victim from tearing free. A stuck target does not get any Dex bonus.

This arrow will deal double damage + 2d6 against any charging opponent. The target must then make a DC 30 Strength check or the charge is broken.

Any player making a mounted charge who fails the strength check, or who's mount is hit, must make a DC 30 ride check or be removed from their mount. Any creature suspended in the air by a wound from a stuck arrow, whether in this fashion or not, automatically takes an extra 2d6 subdual pain damage every round they remain suspended. A creature so suspended that is incapable of flight takes a -2 penalty on the strength check to move after being struck.

"I find targets so much easier to hit once they stop moving". William Tell

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, levitate; Price 500 gp.

Grand Lodge

Erik Mona wrote:
noretoc wrote:
Vic Wertz wrote:
And no matter how many times people ask, the answer on when we'll announce subscription details is going to be "soon," right up until we announce it.

You tell em! Btw, any idea when the subscription info is going to be announced?

:)

Soon.

Shouldn't that be "Soon™"