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Yotar the Brave's page
Goblinworks Executive Founder. Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber. Organized Play Member. 32 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Whenever you use Mythic Vital Strike you add all of the bonuses that could be multiplied on a critical (basically your static modifier with a few exceptions) to all the dice you get from Vital Strike
Your falcata would do (1d8+3) + (1d8+3) for the Vital Strike.
A critical would be (3d8+9) + (1d8+3) for the Vital Strike.
It gets pretty ugly when you start adding other bonuses like a magic weapon (bonus is multiplied on a crit), and Power Attack (bonus is multiplied on a crit).
The list is pretty long and gets obnoxious. Soon you have your 16th level Two-Handed (Archetype) Fighter with his double strength Power Attack/ Greater Vital Strike Greatsword dishing out 8d6 + 176
And that's just +6 STR, +4 Gr Wpn Spec, Gr Vital Strike, a +4 weapon, Two Handed Archetype, and Power Attack. We haven't talked about Weapon Training, a Bard, the feat that adds damage based on Vital Strike, Mythic Path abilities, other mythic feats.
I built a kobold fighter out to level 20 and Tier 8 with reasonable gear
He did 12d6+ 412 on a standard hit +57 to attack. With Perfect Strike and Maximized Critical, he had the potential to do 1,634 damage in one blow.
Mythic Vital Strike is silly.
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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Skill Focus and Operative's Edge are both Insight bonuses, and therefore don't stack. It's nice to get two 1st level boosts in your chosen specialty, but it means that at 7th level EVERY operative is just as proficient with every skill as every other operative.
I know you still get the special way you use Trick Attack, and the 11th level ability from being a specialist (the 5th level bonus exploit is just a regular exploit any operative can take), but are you really a specialist if you aren't better at a skill than your peers?
I wonder if Skill Focus was meant to be an untyped bonus like it is in Pathfinder.

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Peri-Blooded Aasimar Hex Channel/ Hedge Witch Witch (any N):
You get +2 INT (spell-casting) and +2 CHR (Channel Energy). Trade your (Sp) for extra +2 CHR or INT. Take alternate Scion of Humanity, then take Racial Heritage: Gnome at 1st level. Invest in Hex Vulnerability wands.
You can start play with two 20's (INT & CHR) or an 18 and a 22. Your 1st hex is Healing, and at 2nd level you start channeling negative energy like it's going out of style (9 times a day). A few Extra Hex feats, and the fact that you're a Gnome (1/6 hex per level favored class) means you have plenty of powers to play with while negative channeling as well as an evil cleric. You don't even have to take Selective Channel. With a tiny flying familiar, you can simply strafe the enemy. Birdie lands on a bush 30 ft away, and you drop a bomb.
Hex Vulnerability wand is better than CLW as soon as you hit 2nd level, and crazy better than CMW wand when you hit 5th. A basic CMW wand costs the same as a 6th lvl Hex Vulnerability. Hedge Witch allows you to spontaneously cast "Cure" spells, and the Healing patron grants you access to Restoration(s), Cleanse, Pillar of Life, and True Resurrection. That's a crap ton of healing.
Witches have plenty of stopping power spells, too. Classics like Magic Missile, Sleep, and Burning Hands. Oh yeah, and Snowball. Pound for pound the single most impressive, single target spell up through mid level. Throw on an Intensified Spell, and it's a 2nd level, 10d6, no SR, F save or staggered spell-y goodness.
Will your STR and DEX suck? Most assuredly, but no one can be all things without sacrifice.
I also would like to see multiple characters in Beta, even if that means a second character is added later in the Beta test. Since we will be testing the skill system, a way to reset skills (up to level x or whatnot), would help us experiment with how the skills work together. Thank you!
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I believe Grenadier is the winner. Not quite what I remembered, but definitely what I was trying to remember. Thank you! Should still be potent with a Master Chymist.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Somewhere I remember an Alchemist who specialized in smearing his bombs on melee weapons, but I'll be darned if I can find it back. Anyone remember what book that particular goody lives in?

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I'm pretty sure this has been taken to it's illogical conclusion. The question now is not "Can I/ Can I not allow this by RAW/ RAI", but "Will I allow this". As a GM I can make any freaking decision I want as long as it doesn't detract from the enjoyment of the players.
Personally:
The Flaming property is a very small AoE. The blade is sheathed (covered) in Fire. The reason the wielder is immune is because the hilt is also covered in Fire. The fact that they have to point out that the wielder is immune must mean that simply touching the weapon (and not being the wielder) is damgerous, and causes Fire damage.
If a fly lands on a flaming blade, logically the fly must burst into flame even though no attack roll was made, as only the wielder is immune to the sheath of flame surrounding the weapon.
Is this interpretation supported by RAW...no, but I have a mind and I can use it to figure things out. A Flaming weapon can ignite webs, so it must have an aura (that sheath) of Fire. Therefore, swinging a Flaming weapon through a swarm must deal Fire damage as the Fire aura (sheath) will do damage by proximity, even if the weapon itself will not.
But, that's just my opinion.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
In 3.5 you can't Raise dead or Ressurection anyone whose remains are animated as part of their soul is bound to the undead. I haven't seen anywhere in the PF where it addresses that. That was why it was an Evil spell in previous editions.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Are we really going to bring to afterlife into this? If we assume the cosmology always takes a soul to hid (or her) "just" reward, then any act of animation is a direct defying of the gods' will.
Of course an evil deity won't oppose slavery, and good clerics are always trying to earn favore with their gods by destroying abominations.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
...your co-workers no longer look in to see whats up when you bust out laughing in the middle of the day.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Sorry, I just couldn't resist.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I love a good ole, on the fly, nothing prepared in advance campaign. That said, I much prefer the PF AP's for my current group of 7 players (three are noob's). A linear progression is just what we need, with adding a level here and putting a few more mooks in there. I've really enjoyed the CotCT, and i'm going to love SD.
As a busy working individual, a linear AP helps make up for the time I don't have like I used to put into a campaign. I spent 15 years putting together a game world of my own, with cities and personalities, and places of interest. I just can't do that anymore. With the PF AP's all I need to do is double check someone else's work, and maybe give it a tweak or two (like making it Pathfinder compatible). So I say "Bring me more AP's like you have in the past!" And when something else comes around, you can bet I'll get behind that too.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I'm having a problem in my own "Curse of the Crimson Throne" campaign with an Elven Ranger w/Human as his favored enemy.
I think it was a brilliant choice seeing as the campaign takes place in human dominated lands. The two humans in the party are a little more leery. The human rogue has gone so far as to talk to the half-orc about contingency plans for when the elf "snaps" and has to be put down.
BAck to the question at hand. I think that Shapechanger would be a perfectly acceptable ranger enemy. If a ranger can take Aberration, which has the most discombobulated set of monsters EVER, and get the bonuses, i see no reason that he couldn't hunt a werewolf and a doppleganger and expect to get the bonuses as well. Notice, that a druid is no longer a shapechanger as Pathfinder has changed the spells.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
You mean they weren't even slightly inerested by the unusual "button" they found on the good doctor. If it were up to me, the 15 Varisians are so much meat if the PC's abandoned them. Take them downstairs and bolster the ranks of teh skeletons and zombies in the temple of Urgathoa. If your party is above average size, they're gonna need the challenge.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I would have to disagree with casting ANY touch spell, walking any distance and then discharging said spell. The act of making the touch attack is part of the activation of the spell. That is all inclusive in the standard action. To move inbetween is to essentially say that I can start a standard action, take a move action, and then finish my standard action.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
As a general rule, I'd go with RoE over RoC. You want to reduce damage dealt over AC that you have to overcome. That said, there are some deffinite times to go with RoC, such as the ememy spellcaster peppering your party with Touch and Ranged Touch attacks. Lower his Dex, and you can cut his attack bonus by half or more. Or that Weapon Finesse rogue dancing all over the battlefield, lowering his Dex means he does a lot less damage as well. Why not carry one of each? But if you have to choose, I'd choose RoE.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Ray of Enfeeble never goes out of style. When you've got a couple of levels under your belt, you use the one-two punch of RoE with Ray of Exhaustion. Drop an opponents STR by 12 or 14 points, and watch them collapse under the weight of their own gear. Brings a smile to my face just thinking about it.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Now that I think about it, I'm certain that Death Armor is a 2nd level sor/ wiz spell. Should do something like 1d6 +1/ 2 levels up to +10.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Don't have my Spell Compendium handy. Necromancy spells that provide benefits in combat. Death Armor and Death Dragon spring to mind, but I'm pretty sure Death Dragon is clerical, and Death Armor only deals damage to ememies that hit you.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
With a necromancer, you simply must have Spectral Hand. Due to thee inordinatly large number of touch spells you get, it's nice to deliver them at range. Weapon Finesse is an acceptable option as there are some necromancy armoring spells later on.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
What with the new bonus to Wisdom, a half-orc would make a great cleric or druid. But for cool factor, an iconic feral half-orc druid would be awesome.

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I am, in fact currently running a "low magic" campaign. It was as simple as cutting the amount of treasure I handed out by half, and making magic something you couldn't buy on every street corner. When the best you can buy at the weaponsmith is a MW sword, it quickly cuts down on the magic in a campaign. My party has a couple of magic creation feats (potions and arms/ armor), but with half the cash to spend, fewer magic items have been created. In general the party has been very happy with the changes, and npc's and monsters don't have to be decked to the gills with magic to present a challenge to the PC's. This has had the added benefit of making one shot treasures like potions and scrolls more valuable because they can't be easily replaced.
One last benefit:
We've gotten back to naming our magic items. I might be older school, but I always liked the sense of history and mystique that recieving a named item gave the game
that's my two coppers
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I gotta get a look at this. It's been forever since I used goblins on a party.
2nd ed, Complete humanoids, 3rd level fighters with different mon hum traits.
Good times. The party flinched at the word KOBOLDS for over a year
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I always meant to subscribe, but never did. Having said that, I've got most of the issues after about 100, and a goodly portion of the issues from about 10 on. Not being able to support my local hobby shop for this makes me sad. Perhaps I'll finally have to break down and get the internet at home.
Here's hoping the online stuff is worth a damn.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
If Heathansson is the Martha Stewart of D&D
Who is the Bob Villa of Greyhawk, or
Tim Taylor of Forgotton Realms??
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Luz
a wish adds and Inherent Bonus to your stats, and items generally add Enhancement bonuses.
As for letting a wish add the half dragon template....yeah, why not. there is a prestige class that does the same thing.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Cathazar...that's what that critter was called, the Cathazar.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
I guess that I look at the guidelines of wish less as what the spell can do, that what it can do without the GM having fun twisting it around.
Heck, twisting a poorly thought out wish is one of the best parts of high level campaigning.
And I really like that clerics have their own version now in Miracle.
Best use of a Wish/ Miracle ever: We were running the Bastion of Broken Souls, and that half demon/ half devil marilith thingy had teleported away with the cleric. The party had to go rescue him from her lair. He's unarmed, nekked as a jay, and with no spell components. When he hears the party coming he uses Miracle......to bring him his holy symbol. With that he was back in the fight.

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Long time since I piped up on a board...
Just so I can play devils advocate...
I think that the best answer is to give it a 1 pt of damage per caster level just for creativity. Ya gotta reward the players somehow, and you have to admit it would only be useful in a fight with an elemental (not a fire subtype [can you imagine the red dragon's look when you do that to him????])
And someone will undoubtedly scream about a damage cap, but last week I saw a first level spell deal 17d6 damage to said Red Dragon. The spell: fling object!!! With the dragon making a run from the party to get into long range spell battle.....BOOOOOM, the sorcerer uses fling object to launch a tangle foot bag! Whhhhhaaaaat? The rules are quite clear what happens to a flying creature that fails if save. (I only needed to get better than a 1) Still, a 1 is a 1. 170 ft plummet to bounce twice infront of the dwarven cleric. Imagine my dismay.
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