Green Dragon

Dansome's page

104 posts. No reviews. No lists. No wishlists.




Very excited for the undead content!


3 people marked this as a favorite.

Anything for FoundryVTT?


Please cancel my subscriptions.

Thank you


Chains of Light wrote:
A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells and spell-like abilities. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast.

Recently, I tried to use this spell against a baddie. The DM ruled that they can make a new saving throw as a free action, since it doesn't specify the action type to make a new saving throw. I argued it was like the hold person spell, which is a full-round action.

How does this work?


1) Does flame blade allow iterative attacks?

I've seen a lot of arguments on this one. Is there a definitive answer?

2) Could flame blade benefit from improved critical?

3) If it can benefit from improved critical, presumably an augmented mythic flame blade would have a threat range of 10-20?

4) Would spell perfection increase the threat range from improved critical? (for a ray, if not flame blade)

Since it is not a set bonus, presumably no, but just making sure.


My 11th level arcanist has been stamped by a "Mark of Treachery" given by a Glabrezu.

PFSRD wrote:
Mark of Treachery: The wisher gains a mark of treachery somewhere on her body. This mark appears as a fist-sized tattoo that combines the seven-pointed spiral of the sign of the Abyss (see page 3) and the glabrezu's name (not its true name) written in Abyssal in a circle within the sign. This mark can only be removed by a miracle or wish, and only then if the caster makes a DC 30 caster level check. As long as the wisher is marked, the glabrezu can observe the world through the marked person's senses and can communicate telepathically with her. At any point thereafter, the glabrezu can demand a service of the marked person—this allows the glabrezu to affect that person with a geas/quest to carry out the service if the person agrees to do the service. Agreeing to this causes the mark to fade. If the marked person refuses, she is immediately affected by a destruction spell (CL 14th, DC 22) and the glabrezu can demand the service again 1 round later. A mark of treachery persists through death and any resurrections that follow.

I don't have access or money for a miracle or wish spell. What is the most effective way to remove it?

Alternatively, what is the most effective/cheap way to call and kill the Glabrezu responsible? I have craft wondrous item.


How does one escape a "grappling infusion"? I don't see a CMD. Do they take 1/2 damage or 1/4 damage from the wall each turn?

Quote:

GRAPPLING INFUSION

Element universal; Type substance infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
Your cloud, deadly earth, or wall blast grows tendrils that hold your enemies in place. Whenever a creature takes damage from the infused blast, you can attempt a combat maneuver check to have the blast grapple that opponent. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The blast only grapples opponents; it can’t perform other functions of grapple maneuvers such as pinning or moving the opponent. If the blast is already grappling an opponent, it receives a +5 bonus on its combat maneuver check to maintain the grapple, as normal. You can use this infusion only if you also use the cloud, deadly earth, or wall form infusion.
Quote:

WALL

Element universal; Type form infusion; Level 5; Burn 3
Associated Blasts any
Saving Throw none
You create a wall of churning elements, flensing debris, or roiling energy. The wall appears within 30 feet and can be either up to 10 feet high and up to 120 feet long or up to 20 feet high and up to 60 feet long. All creatures and objects in one of the wall’s squares when you create it take 1/4 the normal damage from your blast with no saving throw (or half the normal damage for an energy blast). Anytime a creature crosses the wall, it takes half the normal damage from your blast (or full damage for an energy blast). The wall is not completely solid, but it does provide cover against attacks from the other side of the wall. The wall lasts for a number of rounds equal to your Constitution modifier or until you use a wall infusion again.