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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.
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?
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?
The feat states it deals 1D4 spirit damage. If your Holy, strikes with the weapon also gain that trait, and the additional damage increases to 2D4 against creatures of the opposing trait. I have two questions, 1) are evil enemies "unholy" like the previous Good damage and Evil dmg? 2) Would this trigger during Restorative Strike? Since you are Healing and then Striking?
Wondering if the Bonus is worth the Drawback. The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour. Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves Anyone use this elixir before and what are your thoughts on it?
Reading Evil Eye it states: Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can't be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. So my reading of this is that only you need to be able to see the enemy, the enemy does not need to see you in order to suffer the effects of Evil Eye. Is this correct?
As the subject line says, however I am not sure how effective they will be. I have heard they will be great debuffers, this is precisely what I want to be, the best at this particular one thing. I have played a Bard a few times and they are simply great, they can debuff great along with buff great, and basically do a little bit of everything else including damage with a weapon. My concern are the Witches feats, at many levels they appear to.... How do you say it? Suck. How do you build a Resentment Witch, do you spend class feats on improving your familiar (on those levels where it appears you have no stellar options or do you spend feats on acquiring Lessons even though the lessons themselves don't appear to be all that great for a FP. Wouldn't Cackle really be the only FP I need? Is this Witch a better debuffer than a Bard? And what are some major weaknesses of this Witch class since I have heard they are not at the same power level as many other classes in this game. Does this rework bring them up to par?
My character heavily relies on short 1min buffs which really need to be cast before entering a room of foes. I'm looking for ways to know whether or not a threat is on the other side of a door so I can prebuff without spending a level 4 spell slot or above. Other than a Perception check could someone recommend somewhat reliable way? Spells with a duration of 8hrs like Tremorsense would be fine, would Tremorsense be one way?
So just looking for advice, we got a LVL 14 Bard who can use the inspire heroics + synesthesia + True target combo via Quickened casting and we have a fighter. The fighter does not have Double Slice but has Power Attack. Is it better to use Power Attack and then a normal attack, or is it better to attack 3 times?
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