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Enoren's page
Organized Play Member. 43 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Hello everyone!
I'm playing a rogue, currently level 8, and I like throwing weapons. My main option is still a one handed melee weapon and I go in melee, but since I have quick draw, I liked to throw a knife or two during combats until I got my implement with the thaumaturge dedication, which is a mirror that I have to hold. I kinda still continued to use throwing knives (especially because I have 2 free talismans per day with another feat and I put potency crystals on them) at the start of the encounter, when I don't have my main weapon in my hand yet, or at the end, dropping my main weapon knowing that I will likely not need it anymore, but using throwing weapons in the middle of the fight is not worth because of extra actions.
Now at level 8 I have access to 2 free level 4 talismans per day, so I'll start to use bloodseeker's beaks instead of potency crystals, and I still wanted to use throwing knives, so I will invest in a thrower's bandolier, but the "hands" problem is still there.
I did some browsing and I found the weapon harness, which would 100% solve all my problems, but unfortunately my GM bans everything that is not common (unless you gain access to it with class features or common feats), so that is also not an option.
My main weapon does not have the thrown traits and I don't want to change it since it's a family heirloom, I'm aware that it would be another solution to the problem with the bandolier.
Also no familiar or similiars, they don't fit the concept.
Is there something that I can do to not cuck my action economy every time I want to throw a knife? I'm open to class/dedication feats if needed, but if there is a solution involving only gear, spells or skill feats I would much prefer it.
Thank you everyone, if you need to know something else just ask and I'll answer!

Hello everyone, I was noticing today that there are some squares from which, by rules, there is literally no way you can flank an enemy even if there are no obstacles or walls, let me show the example:
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B|_|_|
_|X|_|
_|_|_|
_|_|A|
I hope this is clear enough, but if you copy this configuration in an actual grid you'll notice that if the character A is in position with a reach weapon and threatens the square where the enemy X is standing, there is no square for B, which doesn't have reach, to flak X with A. The current position may look like they are flanking, but if you trace a line between A and B from the center of their squares, it doesn't pass through opposite sides or corners of X square.
Another example:
_|B|_|
_|X|_|
_|_|_|
_|_|A|
this way may actually look even worse, but by rules it's actually closer to flank (but still not quite it), because the line between A and B touches one side and one corner of the opposite side.
So, my first question is: is this correct? Is there really no way for B to flank unless A moves? And if the answer is yes: how does it make any sense? I mean, it makes sense by RAW of course, but if you think about it, it doesn't really make sense that the oppisite side of an enemy in an open space does not exist (unless B also has reach) when that enemy is X and the first character is A. Because in the game world it clearly exists, B just has to position 30cm more right ot left, but it can't because that position it's between 2 squares in the grid.
Isn't the greed supposed to be a tool to support the narration, and not to hamper it?

Hello everyone, I'm in a situation in which I need to place a creature that doesn't leave a corpse when killed.
I would be more exhaustive on the reasons, but my players could read this thread and I don't want them to suspect anything, even if they don't know my username here.
It is better if level 10ish, but I can work with something fairly more powerful or weak.
Incorporeal creatures would be ok, but again (and I'm sorry for it) I can't explain you why they aren't.
Also, I need the encounter to NOT generate any suspects once resolved. For example: summoned creatures are not ok because they will, of course, investigate on who summoned them and why. Same thing for vampires, they will likely search for the coffin.
In short words I need something that looks like a random encounter, it seems stupid, but you have to trust me on this lol.
Any creature that does't drop a body when killed is ok, it doesn't need to literally disappear, it could melt, explode, disperse in a swarm (like a worm that walks)... Anythign works as long as there is no trace after and it doesn't generate suspects or desire to investigate.
Thank you very much. ;)
So, wands in this edition are great. I mean, they have your DC, it's basically like having extra spell slots. The problem is that I like them too much, I'm a wizard and I have "a few", but only 2 hands.
I incidentally have the rogue dedication multiclass archetype, but quick draw doesn't work on wands, and that's the only thing that came to my mind that could help.
I need your brains, can we figure out a way to have wands ready to use with no action required to extract?
It doesn't have to be a fast extraction, everything that works is ok: extra hands (lol), spells, magic items...
I'm level 5, but feel free to suggest solutions for higher levels.
I have a familiar, but I don't think it's relevant in any way.
Thank you!
This might be a stupid question: as a specialist wizard, how many spells do i add to my spellbook each level? The class entry says 2, but also in the arcane school part it says:
"You gain additional spells and spell slots for spells of your school."
Of couse you get an extra spell slot for each level, but it is unclear to me if you also get an extra spell on your spellbook at each level or just at the first level, because it just says "You also add another arcane spell of your chosen school to your spellbook."

Hello everyone, I'm fairly new to the game and I'm currently playing a biohacker, which gives me the proficiency in all injection weapons, so I choosed a Needler Rifle(Tactical) and saw it can hold 14 darts and shoots them one by one.
Great, now I search the darts and I find out that they are sold empty and then you can fill them with poisons, medicines and such.
So what happens if I load my rifle with darts filled with different fluids? Let's say 10 of them are empty, 1 is a drug, 1 is a medicine, 1 is poison A and 1 is poison B.
How do I choose which one I shoot when I use the rifle? I find that the "realistic" answer would be that I have to write down the sequence of the darts in the order i put them in the magazine(?), but I feel like this can't seriously be in the game design, I mean... that would be awful to keep track.
So I don't really know how this works, any help?
Also, the biohacker page states:
Quote: You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. So what if the dart I'm supposed to use (assuming I can't choose) is not empty but filled with something else? I add the biohack effect or it overwrites the poison in the dart?
Thank you.

Hello everyone,
I'm playing as a dwarf shaman, name-keeper archetype, currently at level 5.
I'm focusing on casting, so I don't really feel the need for feats and I don't know what to take.
I want to apologize in advance because my request is at the same time very specific yet so vague.
My shaman spirit is Heavens, my hexes are slumber and heaven's leap.
The concept of the mechanical part of my character is "use slumber when i can and have the right spell prepared when i can't", so i dont want to specialize in anything, versatility is my only request for the feats.
At the moment i have Improved Initiative and Steel Soul.
Also, I don't really like most of the shaman hexes, so I feel like Extra Hex would be a waste because I will have, sooner or later, no more hexes I like to choose from.
It's too early for metamagic feats (unless you want to specialize in something, and I don't) and I know them all anyway, I will pick some in the future, so there's no need to suggest them, thank you.
When I play casters, I usually take Spell Penetration at level 5 and the Greater version at level 7, but hexes are SU (they ignore SR), so maybe it's too early for them too.
Before you ask, Ability Focus is banned by the DM (and I kinda agree with him).
Another option I usually take as a caster is Spell Focus, but I don't want to focus on a particular school, especially when I can change my spirit magic spells every day choosing from every spirit.
I really like Amplified Hex, the 30ft. range increase is very useful on both slumber and heaven's leap, but other than that, the only hex feat i like is Split Hex (and it's way too soon).
In case you need to know (for prerequisites) ability scores are 7 12 16 12 21 6.
Feel free to ask or brainstorm, thank you and have a nice day.
So, my question is simple: is there any point in buying one of these?
I mean, why shouldn't i just carry 6 normal quivers instead (if i only need arrows to be carried)? Just for the weight or am i missing something?
I didn't find any rule that says i can only carry one quiver, so...?

Hello everyone.
So, the gorgon breath weapon says:
"A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC 21 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary—each round, a petrified creature can attempt a new DC 21 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon’s breath weapon a second time while petrified. A creature exposed to the gorgon’s breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally. The save DC is Constitution-based."
But what if two or more gorgons use the breath weapon at the same time? Do the targets get petrified is they fail the DC two times?
In other words: in order to trigger the permanent petrification, do you need to have the SAME gorgon to use the breath weapon 2 times OR just 2 generic gorgon breath weapons work too?
thank you
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3 people marked this as a favorite.
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Hello everyone,
a few months ago i made this guide about Beast Shape and Monstrous Physique with also an overview of the various animals, magical beasts and monstrous humanoids you can choose from. It was in italian until yesterday, when i decided to translate it to english, because why not.
Basically, it's a suggestion of the best forms you can have access to level-by-level and why.
At the bottom of this document you’ll also find two links for the spreadsheets with all the possible forms you can assume sorted by size, alongside every ability the spells grant you.
the main reason why I wrote this guide is because all the other guides online are extremely out of date and incomplete.
I would like to receive feedbacks, thank you. Enjoy.
A polymorph guide: Beast Shape vs Monstrous Physique
Let me know if you find any errors or something missing.
Hello everybody,
i'm trying to make a list of all the magic items that make you add spells from another spell list.
The only one i found for now is the Ring of spell knowledge
I tried to search for other threads before opening a new one, but the most recent i found was from 2014.
Thank you

Hi all,
i'm going to play a full caster bard (I know that you're thinking "bards can't be full casters, they need other options" but that's not the point, i'm going to play it anyway :P ) and i noticed that, compared to other spellcasters, he doesn't have too many spells per day, so, if i want to be useful during fights insted of just mantaining the performance and a cast a spell every few rounds, i should buy a few wands to be more useful without wasting all my slots on the fist encounter.
The problem is that wands/scrolls spells DC, duration and effects are so low to be as near as useless.
The only feat i can remember is the "staff-like wand" arcane discovery, but as a bard i don't meet the requirements, so i'm looking for something similiar.
I know that there are the staves, but they are too expensive for now and they require a downtime period to recharge , so they are not an option for me.
I considered the ring(s) of wizardry too, not a bad option at all.
So, the problem in other words is that i'd like to have more spells per day, and having a few wands with a decend DC would help a lot.
Unfortunately i don't think it would be possible, so i'm here to listen to your advices.
thank you and sorry for my english :)

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1 person marked this as FAQ candidate.
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Hi all,
I have a question about this class feature:
"At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection."
Ok, this is pretty clear, but what if i can see myself (and my enemies) in third person through my animal companion eyes?
I will still be considered to have the blinded condition, but does this make sense if we consider some of the effects?
(i copy/paste the blinded condition here:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.)
For example: is it normal to automatically fail all checks and activities that rely on vision EVEN IF i can actually SEE?
And what if the animal grants me vision on me and the enemy i want to target for a spell? Does the foe still have total concealment against me even if i actually have the line of sight?
I understand that it would be very difficult anyway to act through someone else perspective, so i don't suggest to remove all the effects of the condition, of course, but some of them don't seem to make sense to me if i can actually see.
What do you think? I'd like to have a FAQ on this :)
(p.s. sorry for my english)
Hi all, i'm looking for the easiest and/or cheapest way to deal energy or elemental damage by melee attack.
I know that the are so many effects and weapons that ADD this type of damage, but i'm looking for something the deals ONLY pure energy or elemental damage. Also it should not require to be able to cast spells or a UMD skill check.
Any other way it's ok, including feats, magic items or i don't know.
For example a flame fountain firework (alchemical item) meets this requirements (and it's the only thing i found) but a fire longsword or a shocking grasp spell do not.
The amount of damage is not important, 1 damage is enough. It's better if cheap and doesn't require a competence.
Any suggestion?
Thank you.
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