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if I have HOLY CASTIGATION and CHANNEL SMITE does that let me channel smite with positive energy and hurt fiends? I guess along with this is LIFE SAPPING and negative energy. HOLY CASTIGATION: You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast can damage fiends as though they were undead. LIFE SAPPING: You draw the life force out of your enemies to heal your own wounds.
CHANNEL SMITE: Instead of casting harm or heal, you siphon the destructive
So I'm a little confused now. On page 307 it says the interact action is used to grab a stored object. But on page 175 it says 2 actions to retrieve an item from backpack and if your backpack you need another action to take off your backpack first. What is the difference here? When do you use 1 action to get stuff vs 2 actions? So if I'm wanting a wand or a potion or a backup weapon what actions does it take to get these?
So while playing the game we ran into a fight in the water and we were very unsure how it works. Can I use a weapon and still swim? Does it matter the size of the weapon? Is there any guidance on floating or sinking, like does a person with no armor and only a dagger float or sink? If I'm 10 ft in the water how much do I need to swim up to get to the surface? Normally calm water requires no check to swim, should fighting in calm water make the water not calm? Is casting on the surface difficult or penalized at all? Can you concentrate when under water?
So I kinda really dig these newest dying rules of the wounds. My BIGGEST request though is making regaining consciousness when healed a player's choice.
Curious what people think of this idea.
So an expert rogue trying to athletics to jump is the same along with trying to grapple someone who's an expert at fort, but an athletics to grapple someone that is only trained at fortitude gets like a bonus +2 or +3 to show that they know how to outperform due to their higher specialty.
Do these stack?
can the two of these turn a +1 weapon into a +3 attack?
My gosh Quasits are so OP for lv1 party. We're half way through the first module and that fight was SOOOOO deadly. The quasit having 15 AC made them so hard to damage, and all damage is so low that it's hard to kill them. And then because of lack of AoOs they can turn invisible and then run off to heal up and harass the party non stop. Unlimited healing and invisible is too much. Ugh, we even got lucky and the fighter of the party was able to AoO 1 of them trying to turn invisible and then we got a lucky crit too that round while everyone was attacking it, otherwise it wouldn't have gone down in 1 round, then the other realized to not try next to the fighter and proceeded to last for so flipping long until we finally got some crits and hits to line up on the same time. And the +7 makes it quite accurate especially against some of the lower AC characters and the poison is quite high.
So something I'd really like would be on stat creation to do your class before the 4 free bumps and let those 4 be able to go to the same stat, just still limited to 18. With some classes having the ability to have a different play style by focusing on a different stat like CHA for cleric and paladin. But also allowing a starting 18 in Str or DEX for classes or letting humans qualify for archetypes easier.
I know that we crit if we roll a 20 or 10 over the enemies AC. But when is that going to happen? at lv10 a fighter which seems to be one of the most accurate classes has a +12+5+2 = +19 AC for lv10 enemies are
18 for 5, 19 for 2, 17 for 2 and 16 for 1 This is the most accurate class and that's only some chance to crit on their first hit. This seems to show that classes will hardly be critting on their first attack and can't (outside 20) crit on any other attacks. But I feel like I've been seeing lots of posts saying that crits are happing a lot more often, which would be opposite of what I'm seeing in the math. Am I missing something? Yes I know that bards can give potentially a +3 to this but not all classes have bards and flanking is effectively +2 but flanking is probably a 50/50 of if you have it or not. third attack: This also makes it pretty clear that a third attack is a pretty worthless attack needing such high numbers for the most accurate to hit means for most it's hoping for a nat 20.
Is the mammoth rider restricted to the list or do those just increase the list that the character already has access to?
I'm curious if there are any quick/easy and uncommon ways to boost AC or will saves and I need all will, not certain types. I have armor, shield, natural, and enhancement to natural for AC and of course ring but that's slow and the dodge feat and armor focus and shield focus. Will saves I have Half orc, sacred tattoo, +1 from trait, and iron will, heroism, and wisdom headband, cloak of resist. Obviously levels in classes with a strong save too and paladin.
The venomfist gets Venomous Strike ability. Spoiler:
if she hits with her first unarmed strike in a round, the target must succeed at a Fortitude saving throw (DC = 10 + half the venomfist’s brawler level + her Constitution modifier) or take an additional amount of damage equal to the venomfist’s Constitution modifier.
At 4th level, a target that fails this save must succeed at a second saving throw 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 plus 1 additional round for every 4 brawler levels the venomfist has. Unlike other poisons, multiple doses of a venomfist’s poison never stack; the more recent poison effect replaces the older one. Maybe it's just a tired brain but I can't figure out something. If I am lv4+ and hit and they fail my poison triggers and deals damage instantly and again at the beginning of my next turn right? And then I can punch and poison them again.
So I hope this is possible.
Quote: Whenever you use Weapon Finesse to make a melee attack with your claws or a natural attack augmented by your claws, and you use your Dexterity bonus on attack rolls and your Strength modifier on damage rolls, you also add half your shifter level to the damage. What does it mean by this when wildshaped? If I turn into the raptor with bite, talon(using claw damage), talon(using claw damage), foreclaw, foreclaw do I get the shifter's edge damage on just the talons or on all the attacks?
is the Vindictive Bastard able to cast spells? I'm not sure how these ex-class archetypes work with everything that they don't modify.
Quote:
Is this new ruling/clarification or has this been known already?
So I'm getting rather tired of the wording they are using with style feats and hope to clear something up.
You can do/have X. While using style also do/have Y. Is X always active because of having the feat and only Y needs the style to be active to work or does X and Y need you to be in the style to work? style rules:
As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite. The examples I have off-hand are the Mobile Bulwark Style, Monkey Style, Snake Style, Crane Style, and Boar Style
subsonic hum
Any living creature starting its turn within this aura must succeed at a DC 22 Fortitude save or be stunned for 1 round. A creature that successfully saves cannot be affected by the same carnivorous crystal’s subsonic hum for 24 hours. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Would a Sword Binder wizard be able to select a huge or larger sword as their bonded sword?
For this ability, can you select multiple classes for your spells or do your spells all need to come from the same class? Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
I'm trying to figure out what are some good and action efficient ways to shrink via reduce person for PFS. getting an improved familiar of a pyrausta at lv3 and having it UMD a wand seems the best, but not the most consistent.
are there options I'm missing or ways to make either of these better?
So I have a question about this power. I've heard people say it works 2 different ways and I'm curious which is correct. Necromantic Focus:
The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). one view says that they can create free undead HD when they cast the spell due to the line "he can create an additional number of HD of undead equal to the additional HD the implement allows him to control" An example of this idea is that if you have 5 mental focus in it to control an extra 10 HD that if you cast animate dead and pay just one HP worth of onyx, that you can raise 11 HD of undead, that the additional undead from using the implement as a focus are free for the spell, and that you can do it with paying nothing, cast the spell paying 0HD worth of onyx and get an additional 10HD for free from your implement letting you cast it 5 times and control 50HD of undead, though none having more than 10HD in this example. And if you are lv10 that you can pay 40hd of onyx and raise a 50hd undead with one cast and desecrate. The other view says that the implement is just raising the cap you can raise, aka letting you raise an additional amount than normally possible, with the spell but you'd still need to spend the onyx to raise the undead. an example is a lv10 can control 40HD of undead and with desecrate can raise 40HD of undead with one spell. Now with the implement they raise the cap they can control to 50HD and now they can also raise 50HD from one spell with desecrate, allowing them to raise an additional amount of undead equal to the amount he can control because of the implement. So which is right or are both "right"?
Is there a way, trick or anything to solidly get an animal companion to fight using fighting defensively option?
If you get an animal companion via animal ally would you be able to use your spells on them with the share spells ability? Like if a wizard took them could he share his spells?
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