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LOL I was just hoping it would be a diff answer


Does anyone know if Predators Pounce and Furious Grab would work?


Can Barbarians while raging cast somatic spells? Ie. Heal. This is assuming without Moment of Clarity.


gesalt wrote:

A sample build though,

Ancient elf - wizard

1) patron's puppet, nimble elf
2) basic lesson - life
3) adopted ancestry - human
4) enhanced familiar
5) natural ambition - cauldron or cackle
6) archetype casting, archetype conceal spell or ceremonial dagger
7) tough
8) spirit familiar or incredible familiar (opens option for a spellslime to ignore boss crits), or see 6)
9) multitalented - psychic
10) doubles double, major lesson (raise dead), or see 8)
11) fleet
12) hex focus, expert archetype casting or see 10)
13) elf step
14) see 12)
15) canny acumen
16) effortless concentration or see 14)
17) unwavering mein
18) master archetype casting or see 16)
19) Incredible Initiative
20) patron's truth

Eh, rough around the edges but it'll do. If wizard isn't your jam, anything else will also work. Rogue and gunslinger can even provide master reflex/perception if you want or you can go alch to nail that brewing witch flavor.

Which arcane school do you recommend here?


Would Replenishment of War apply to Channel Smite? Or does is strictly only apply to Basic Strikes?


Seems to be a good feat IF your able to strike twice in a round no?


Can Divine Infusion be cast on yourself and is the damage doubled on a critical?


Finoan wrote:

Inventor Weapon Innovation: Entangling Form.

I'm also seeing Hooked Rune but that is Rare and from an AP.

Oh wow, I didn't know this existed. The depth of your knowledge runs deep. So I could MCD into Inventor and it would come with it wouldn't it?


Gotcha thanks Hammer. Question, is there any way to put the trip trait on a weapon that doesn't have it?


What if I'm wielding a two handed weapon without the trip trait, could I release my grip on my weapon to attempt to topple foe with my free hand? Then obviously next round on my turn spend an action to regrip my weapon?


Finoan wrote:

That is a PF1 mentality and saying. Back when you could reasonably one-shot enemies.

In PF2 inflicting the Dead condition is still the end goal, but getting there is more challenging and takes more than one action. Inflicting other conditions with one action is quite useful.

And what a saying it was my friend


Can you hold a two handed weapon (ie. Maul) in one hand, then in battle grip the weapon with your second hand by spending an action? Or do you have to carry the two handed weapon with two hands at all times?


That is impressive and a good idea.


Epic nonetheless. It say:

Prerequisites expert in Athletics
You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.

Does this mean you would have to MC into Monk and get FoB first and then FoM? Even though the prerequisites say expert in athletics only


Could you pair Derring-Do with Flurry of Maneuvers so you attempt to grapple roll twice, for example you only end up with a success on the first attempt, then roll grapple again on the second attempt and hopefully Crit. So 4 chances to Crit?


Im envisioning a true grappler on a swashbuckler chassis. Can I get some assistance with an optimized Gymnast build. The primary goal would be to control the enemy, damage would very much be a secondary thing. Starting at level 10 we all know he arrives. MCing into Wrestler would be nice, getting a fist attack that is better than D4 while still being Human or Half-Elf would be nice too but not critical.


Can a gymnast swashbuckler grapple with a Buckler in hand? Can he carry potions with a Buckler in hand?


Hmm good point just not sure if on a barbarian chassis it's worth it however. I remember years ago, a wise man once said "the best condition to conflict is death"


MAP applies to Submission Hold doesn't it?


Ohhh, thanks very helpful! It seems just slightly underpowered, as goes for Spinebreaker. Wouldn't it be better to simply go for the Restrained condition instead of Submission Hold?


Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.

So we have the enemy grappled, then we use this (Submission Hold) to extend the grapple until the end of the enemies next turn. So my question is what does "instead of the usual effects" in the description mean. Isn't this basically just adding Enfeebled on top of Flat footed?

So instead of simply grappling to extend to the next round and possibly it resulting in a crit success to Restrain, the Submission Hold has zero percent chance of that but instead on a crit gets this?

Critical Success The target is enfeebled 2 until the end of its next turn and enfeebled 1 for 1 minute.

Lastly, since it only lasts until the end of the enemies turn, they don't even need to attempt to escape, they will automatically be free from the grapple won't they? Or will they remain "grappled" but free of the Submission Hold?


Ahh ya I think your right actually. Nevermind.


Ya I was just on Foundry and it's programmed like that, where it doesn't involve an attack roll just simply a Fort save. I also thought it was how you and other people interpreted it. But I think this feat just went from 5 star to 2 star real quick.


Is it possible to carry a potion in a hand where I am holding a shield, not Raising the shield.


Silencing Strike doesn't deal damage. No attack roll, it's just a fort save.


Can I use Combat Grab on an enemy I didn't attack for my first attack?


A question here in regards to maintaining the grapple, let's say you initially restrained the target via a Crit success, when maintaining if you only got a success would it just be grappled at that point or does restrained continue on till the end of the next round?


Absolutely


Great, thanks guys! What happens if you crit succeed on the Aerial Piledriver, it says it has no crit success effect, however would your "Unarmed Strike" crit specialization "brawling" take effect here?


Ok let's say you use Aerial Piledriver in that case instead


No I mean I first action Suplex, the enemy is prone from Suplex. Second action I Whirling Throw the enemy, wouldn't he continue to be prone if I threw him?


With this ability after a successful attack roll the enemy falls prone and stays grabbed. My question is how long does the grab remain, is that until the end of the current turn or at the end of the next turn?


Pixel Popper wrote:
Sanityfaerie wrote:
... The only other thing I'd say is that you might want to retrain out of Suplex once you have Whirling Throw. Having two *different* ways of making your opponent prone while dealing damage to them and releasing them from a grab is probably a bit excessive.

I think there's place for both. Suplex targets AC with an attack and makes the target prone on a success with no size limits. Whirling Throw targets Fortitude DC, with size penalties that are not mitigated by Titan Wrestler, but no MAP, and the target lands prone on a critical success rather than a success.

Having the flexibility to target different DC's and to either keep the target there (Suplex) or move the target somewhere else (Throw) is pretty nifty.

Right on. Question, after I Suplex an enemy, if I successfully Whirling Throw him he will automatically land prone correct?


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"Make an unarmed melee Strike against the creature you have grabbed or restrained". It literally says "Make an unarmed Melee strike". For Furious Grab the requirement says "Your last action was a successful Strike".

Devs are probably reading this like "how clearly do we have to write this for these guys to get the idea...."

The hardcores may even say it says "Your last action was a successful Strike, not an Unarmed Strike!"


Can anyone recommend equipment to increase grappling damage (not so interested in attack rolls it's already high). I have a wrestler concept and besides Crushing Grab I'm hoping some equipment exists to increase the damage when an opponent is grabbed.


Question, after I Suplex someone can I Furious Grab them?

I love necro'ing my own threads years later.


That's a dilly of a pickle :(


If I cast Vital Beacon at the beginning of the day then later in the day I used it in combat, would that count as a positive use of the spell in order to trigger D6 Vibrant Thorns?


Kendaan wrote:
Atalius wrote:


Im the second front liner in the party, I wield a two handed weapon, and the main front liner is a Champion.

Champions reaction work on a catch 22 principle were attacking either them or their Allies result in a loss of some sort.

If the second target makes it even less a good idea to attack them, like with vibrant Thorn, the enemies might wither focus more the champion (negating the benefit of their reaction), or even skip both the champion and the warpriest to go focus other characters.

I don't think it is a great focus spell in that specific composition.

(Of course assuming intelligent enemies aware of the abilities of the party)

This is a good point, it's a retribution champion. I am the highest damage dealer (in terms of non spells) in the party, difficult to ignore though.


Captain Morgan wrote:
Atalius wrote:
How is the Vibrant Thorns focus spell for Warpriests? Is it still a good focus spell or do you guys recommend others?
Depends how much aggro you're drawing, doesn't it? It isn't bad but things which require specific enemy action to trigger are always a bit unreliable and prone to table variation.

Im the second front liner in the party, I wield a two handed weapon, and the main front liner is a Champion.


How is the Vibrant Thorns focus spell for Warpriests? Is it still a good focus spell or do you guys recommend others?


Does Splinter Faith still exist with all the changes n all?


Indeed, thank you. In your opinion now with the new remastered which Crit spec ability is best? Clumsy 1 looks appealing, with grievous extending duration looks enticing?


Would you recommend True Striking to ensure the Restorative Strike strikes true? If not, what if I was hasted would it be ok then?


So I could use the Weapon Weird Oil on say a Guisarme and turn it into the Brawling Group? Is there any way to put the Grievous effect onto the Brawling benefit so the enemy suffers a -4 penalty to the saving throw?


Ohh right Evil Eye


shroudb wrote:

Aid for melee attacks will be up to the GM and your justification of "how" you are Aiding them. There's no universal rule of a blanket Aid vs everything outside of specific class feats that do exactly that.

So, while it may be possible, depending on the GM, it is not a question that can be answered since the answer changes from attack to attack.

Also, why waste your actions Aiding, even vs mooks, when Resentment already has a 1 action spammable Sickened.

Keep in mind that since you said for high level, you will have also ample renewable familiar abilities that take no spell slots to spam around in fights without worrying about running out of slots as well.

Which familiar spammable familiar abilities do you recommend here?


In terms of aiding with the resentment Witch in combat, for example fighting vs mooks and I don't want to use valuable spell slots, can I aid of my melee allies from range? And if so which skill should I invest in to do this. With the DC being 15 and bring level 15 this check should be easy. I would need at least a Master in the skill though in order to provide the +3 bonus, +4 legendary would be better but what Skill should I am to go Legendary with?


That's a damn good idea, will be utilizing this for sure, thanks!


So if an enemy rolls a success they start at stage 1 and cannot advance to stage 2, I get that. If I was to not sustain the spell then the entire spell drops off. If I do sustain it, what happens? Does the enemy get a saving throw each round, half damage on a success? Then say third round they fail the save they just take full damage instead while still staying at stage 1? Basically they wouldn't be able to remove the curse as long as I am sustaining for up to 1 minute?

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