I've been playing a swashbuckler occasionally at the few cons I can travel to as the only opportunities to play society play, and when I made the char I went all in on the Rascal style as I wanted to try it out. As with most of my chars for PF/PF2, I had a good idea of their backstory as well as their mechanics, or so I thought. I recently played in a multi-table special, and I just couldn't get any Panache, though apparently both I and the table DM totally didn't know about the new changes to the Bravado trait and how it worked with Panache. I decided to try using a whip for range, not knowing about the problems with Finesse and actions that might have the Bravado trait; I also didn't know that Dirty Trick is a maneuver, and therefore *HAS* to be in melee due to the restrictions on the feat itself. What I need help with is this: Is Rascal worth pursuing longer term (levels 2-6), or would I be better off going Gymnast and switching from dex primary with a little strength to full STR? I hesitate because it doesn't feel right with the character, but I also don't want to gimp the char permanently due to RP flavor problems. Any help would be really appreciated. I should probably also add I had planned to go down the throwing route now that they added Brandishing Draw and Twirling Throw as Swash feats and that kind of fighting has intrigued me for a little while. Any advice beyond "this is a horrible mess" would be really appreciated! Oh, and he's about to level to 2 which is why I wanted to address this now with the char before I have to spend resources to retrain.
Hello all
That being said, I wondered how on earth the Trick Magic Item feat works with items if you have a spellcasting archetype? Trick Magic Item:
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack modifier or spell DC and you don’t have proficiency in the relevant statistic, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus; if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
I'm playing a Scroll Thaum who picked up Bard archetype thinking stupidly I could advance my proficiency with a single tradition so I could get away with 3-activity spells on a given turn. It didn't work out, but I kept the archetype as the cantrips were really helpful in some of the battles. I wanted to know how the above feat would work with a wand that has a spell on both the Arcana and Occult traditions? Specifically can I still trick the wand to coax a higher proficiency out of it than "Trained" since I'm now Master in Occultism and will eventually be Legendary before the end of the campaign, thus getting to treat it like "Expert" spellcasters do (assuming I survive as the character's been through the River of Souls a few times like a punching clown)? Stolen Fate is a serious gauntlet sometimes.... Thanks in advance!
Like the label on the tin says, I'm wondering about Eldritch Tricksters. I've seen a lot of people kinda talk up the other rackets as being better at being the same just taking longer. (Usually Scoundrel + Sorc or Mastermind + Wizard, with occasional other CHA/INT casters taking the place of either Sorc or Wizard) What I'm wondering is this: I get the arguments, and on paper they're quite convincing for longer campaigns, but what about shorter ones like Gatewalkers or Alkenstar? I'm about to give Gatewalkers a go after playing in Alkenstar for a few levels - a couple of players can't make it anymore and the DM said they can run Gatewalkers okay instead. I had a concept I want to run for Gatewalkers that is a partial caster with lots of combat tricks, and Eldritch Trickster seemed like a good fit. I then did some research and I'm honestly torn now. Any advice would be really, really, really appreciated. Oh, and just to be clear, the other PCs are currently a Fighter with Martial Artist archetype for maximum tankiness/interference, a Psychic healer using the Empathy conscious mind, and a striker (we're pulling double-duty and I haven't sorted the striker yet, but probably a Thaumaturge) Thanks in advance!
Finoan wrote:
Thanks! I see some of the fuulu (spelled correctly?) were listed on the generic talismans section of 2e.aonprd.com. Would those be the certain ones I could MacGeiver up for free each day?
Quick silly question: Can a Thaumaturge with Talisman Esoterica make Spellhearts with their 2 free talismans per day? Talisman Esoterica:
You know how to assemble the supernatural objects in your esoterica into a number of temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don't need a formula book for them.
Very silly question, but I need to be safe for a barbarian build I'm theory-crafting: The Gnoll's Jaws trait on the Ancestry page reads as follows: "Bite
What I'm wondering is this: What traits does this attack have beyond "Unarmed"? Would it suffer the reduced damage penalty while raging due to being an Agile/Finesse attack since it's not listed anywhere in the entry? Thanks in advance!
Thanks all, for the help with this concept! I think on some level I was pining for the good ol' days of Dirty Trick maneuvers, even if it took WAAAAAAYYYYY too many feats just to get them to decent action sinks for the enemy. Was definitely thinking wrestler at one point, and may do this with a different class; just was kinda torn between the ranger vs. gymnast swash as they seemed the closest to on brand for the concept I wanted. Have a good night all and again thanks for the help!
Finoan wrote:
I mean a char who specializes in returning bounties alive, but isn't a gimp in a combat scenario, hencethe two mains I was originally looking at. That being said, I thought the primary way to do this would be using the athletics attack maneuvers. If there's a better way, please, please, please enlighten me as this is my first attempt at trying this kind of build. Thanks!
Hello
Right now I see Swash gymnast (for the eventual Daring Do combo at 10th) or the Flurry Ranger as the most straight-forward and interesting builds; the first because this would be my second swing at the class, the second because I've never been that attracted in general in the past to rangers and would love an excuse to try the build. (Also, I can see some the potential in the Flurry Edge/Twin Takedown tree). While the above two are the ones Ive been focused on the most, I'm open to other suggestions with the one caveat of "AMMA gonna need a REEEEL good reason to go monk". Doesn't fit the flavor of what I had in my head, but still open if there's a persuasive argument. Any help is super appreciated and hope I'm not asking for retreads of a billion other articles my lack of Google Fu is causing. (P.S. My focus for this is we have like 1.5 meleers in the party, and we could really use a more front-line focused build.) Thanks a ton in advance!
My Kingmaker campaign is getting close to LV20 territory, and I wanted to plot out my feat selections before getting there. As such, I'm seriously considering the Mega Bomb feat for my bomber alchemist, but I have some questions that I haven't been able to find on here. Any help would be deeply appreciated: 1. How many actions does it take to make a Mega Bomb and throw it? The feat as written says it's "1 action" and "if your next action isn't an interact action to throw it, the bomb denatures". So without additional feats, is it 1 action to Quick Alchemy, 1 action to add the additive and 1 action to "throw" the bomb?
For reference, here's the Uncanny Bombs feat text: Prerequisites Far Lobber
here's the Electric Arc's main body of text (I'm leaving out the spell component stuff as it's not relevant to my ask):
And here's the full text of the Mega Bomb feat: Mega Bomb
--- Any help folks can provide would be really helpful. On the damage question, it would also be helpful if anyone can provide links to where I can find more on either Archives of Nethys or dev links from the forums here as all I've found so far are random bits and bobs on the forums under the advice area.
Hopefully what it says on the tin:
"In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons. For the purpose of determining your proficiency, martial orc weapons are simple weapons and advanced orc weapons are martial weapons." My fighter is 15th, and has Weapon Legend among other things, which says: "You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group." Sooo what I'm wondering is this:
My character has axes as Weapon Legend and is wielding a +2 Greater Striking Flaming Necksplitter, so I was wondering how much extra damage I'd get from things like said Weapon Specialization or Greater WS. Thanks in advance!
So a silly question here as I've just now picked up the Impossible Riposte feat: Impossible Riposte:
So what I'm wondering is this: Spellcaster a targets my swashbuckler with a Ray of Frost at 120 ft.
What, if any, range penalties would the ricocheted spell/attack get? Especially if said swash is using a +2 Greater Striking Frost shortsword (+28 for 3d6+7 piercing + 1d6 cold + 5 extra if panache is in play)? Thanks in advance!
breithauptclan wrote:
Thanks for clarifying! I'd gotten this mistaken impression from a guide somewhere on the forums, so I'm glad I asked.
Thanks to everyone for the massive help with the last thread regarding my fumbling with understanding the 2e Swashbuckler. Unfortunately some new questions arise given some of the neat but corner case interactions playing at higher levels have thrown up for my Swash: I have both Reflexive Riposte and Attack of Opportunity now that my char is lv12. Here's the questions I'm pondering and would love help with: 1. Can I use a Finisher on an Attack of Opportunity?
Thanks in advance!
Ah, no worries. I was more just trying to prepare my expectations if I did take that background. I definitely like the flyssa and will probably go ahead and use that. Thanks for the suggestions! breithauptclan wrote:
breithauptclan wrote:
*re-reads OP* Whoops, I didn't mean to imply the style was using fists, rather was just trying to short-cut the AP name. I am currently leaning towards Fencer, which is why I'm struggling over the weapon to use. I could make it work as a Gymnast and not lose too much of the concept I originally had. Would the stuff from Sailor background actually be helpful, or just for flavor? I've never played Fists of the Ruby Phoenix before, so no idea what works well vs. really bad idea. Thanks!
My party just decided to abandon Abomination Vaults in order to fast-forward to Fists of the Ruby Phoenix. I kind of wanted to port over a character from 1e I really enjoyed, which was a swashbuckler who was kind of a river pirate in Avistan when he wasn't forced to work for the Pathfinder Society. I'm okay with that not translating one to one - what I need help with is does a piratey-themed kind of character mesh at all with Fists? I can retheme the character since I have to change enough things to make swashbuckler work in 2e, so I'd love any suggestions. In particular I'm struggling with what weapon to use since I need an Agile or Finesse weapon to use my Precise strike and while I don't really want to use a rapier, the weapon I would have wanted to use doesn't exist in PF 2e yet (cutlass). What would work to re-flavor if this concept isn't completely at odds with the AP? Many thanks in advance!
Thanks all for the help; apologies for the extreme examples in the OP, but the wording on the trait had me utterly scratching my head: Incapacitation trait from Archives of Nethys:
Maybe this is worse with spells than it is with class abilities, as I've mostly used non-spell feats/strikes with this trait, and the whole utterly nerfing or overpowered-ness never seemed to kick in. The "double" or "half" level is what made me me question the negativity towards them so much.
My apologies if this seems like a rant, but I am having some serious issues understanding the community's reaction to effects with the Incapacitation tag: several posts, especially those which include guides to character building, seem to think anything tagged with an Incapacitation effect is automatically one step worse for character consideration. I truly don't get this thinking, as while it could be a problem in some situations, it's not exactly game-breaking. Sure you don't want to toss a 3rd level Paralysis spell or use a Flurry as a 2nd level monk against a 15+ character, but outside of extreme "Kill the PCs dead ASAP" situations like that, it almost seems like the trait doesn't really impact game play. Can someone please explain how often the drawbacks are going to kick in, especially at what levels it's a serious problem for the character/party? Thank you in advance and sorry if this is the wrong area to post this as I wasn't quite sure where to put it.
Re 2: I was worried I'd get choked up deciding which "reaction" to use since I've been experiencing that problem with a Ruffian rogue in Abomination Vaults I was running to try experimenting with since I always wanted to run that kind of concept. Unfortunately I suffered from bad feat choices and focusing too hard on strength over other stats, so I couldn't pick up dedications to smooth out the problems I was having. I wanted to avoid the "well, crap, I have to pic kbetween 4 different reactions this turn" again if I could help it.
I'm trying to put together a swashbuckler for Fists of the Ruby Pheonix when my group gets to it (starting lv11), and I'm having some problems wrapping my head around some feat interactions: 1. Flying Blade vs. just grabbing a bow:
2. How does "After You" interact with the initiative? Is it always on, or do I get to pick at the beginning of combat, assuming I've seen enough of the battle revealed at start to make strategic decisions? I see my char being one of the few melee folks in a party of ranged/castery folks, even if some of the others can melee. I'd like to have the option to benefit from holding init if I have to. 3. What's the "proper balance" of reaction options? I want very much to take Attack of Opportunity, but there are several other good options like Charmed Life that want my reactiopn. Is 2 the right number, or just 1? It feels like having more than 2 is just setting me up for decision paralysis when plotting out my move before I take it. 4. Does Goading Feint replace my ability to gain Panache when messing with opponents? The char is a Fencer Swash, and the Panache option that isn't Tumbling specifically calls out "Feinting" or "Creating diversions":
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Thanks in advance - still trying to wrap my head around this wonderful class!
I'm trying to put together a swashbuckler for Fists of the Ruby Pheonix when my group gets to it (starting lv11), and I'm having some problems wrapping my head around some feat interactions: 1. Flying Blade vs. just grabbing a bow:
2. How does "After You" interact with the initiative? Is it always on, or do I get to pick at the beginning of combat, assuming I've seen enough of the battle revealed at start to make strategic decisions? I see my char being one of the few melee folks in a party of ranged/castery folks, even if some of the others can melee. I'd like to have the option to benefit from holding init if I have to. 3. What's the "proper balance" of reaction options? I want very much to take Attack of Opportunity, but there are several other good options like Charmed Life that want my reactiopn. Is 2 the right number, or just 1? It feels like having more than 2 is just setting me up for decision paralysis when plotting out my move before I take it. 4. Does Goading Feint replace my ability to gain Panache when messing with opponents? The char is a Fencer Swash, and the Panache option that isn't Tumbling specifically calls out "Feinting" or "Creating diversions":
Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.
Thanks in advance - still trying to wrap my head around this wonderful class!
graystone wrote:
I don't quite follow how either of those options would would work?I assume once I toss the main weapon, I'm breaking the parry since I no longer have a single one-handed weapon to parry with. How on earth would juggling another weapon not break the parry? I'm open to the idea as it's quite shenanigans, but my DM would never go for it, I'm afraid - at least without an almost unassailable argument.
I know at first glance these two feats are going to be at cross purposes, but I wanted to double-check something. The text for Dueling Parry says: Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
I had wondered if I can get the quick draw feat at some point or just have to eat the extra action, can I draw the dagger/other thrown weapon, chuck it and then since I have the hand free re-gain the circumstance bonus? Or would I have to spend the action after throwing the weapon? Oh, and before I froget again, Flying Blade's text is:
Thanks in advance!
Apologies if this is quite obvious given the nature of the "Consumable" trait, but the text of the Climbing Bolt magical item is confusing me a bit: "The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check." So does this mean the rope part sticks around, but the bolt itself is expended? If not, can you "reclaim" the bolt ala Thief the Dark Project/Thief 2: the Metal Age? Thanks in advance and happy holidays whatever you're celebrating!
Apologies first off if I'm posting this in the wrong place as it's been some time since I've been on the forums, either 1e or 2e. That being said, how on earth does one make an effective Sword Scion at 1st level? The background says you get access to Aldori dueling swords, but it doesn't say you just get one and it's freaking 30 GP to buy, which is double your starting gold. I would appreciate any and all advice as I'm making a back-up char for a Kingmaker run and I'm still wrapping my head around the fighter class. Are there better classes for Sword Scion while I'm at it? Thanks all and good luck with your campaigns, whether running or playing.
I've been playing in an AP (I don't recall the name) and our party just finished fighting essentially magma elementals. (Thwocks or something like that?) I am playing a nanocyte who uses gear array melee weapons and I looked up the rules for weapon damage - they by-passed hardness entirely - and it says "sturdy items like weapons and armor typically have 15 hitpoints plus 3 times their level". My frosthaft doshko is lv4, so 27 HP? How does the damage interact with the gear array weapons since I typically switch-hit as necessary between two different doshkos and a vortex rifle? Does the 5 total damage my Frosthaft doshko (Chill) took translate over to the other gear arrays? Or does the weapon damage fall off when the form shifts? Thanks all!
I was reading through the entry for Advanced First Aid on Archives of Nethys and I noticed it doesn't include a Critical Failure effect. Does this mean I just lose the actions spent on attempting the AFA since that's what happens with a failure? I only ask because regular First Aid inflicts penalties when you critically fail such as Stablizing attempts increasing dying value by 1 or Persistent damage inflicting immediate bleed damage on a crit fail. Thanks all!
How long do items formed from your gear array last outside combat - if at all - before you have to burn nanite surges to switch/use them? It seems like one of three possibilities: 1. They just don't - this seems silly since minor forms exist at all, but I can see an argument for that interpretation.
Do any of these seem right? I'm still grappling with the concept myself.
I've been playing Extinction curse with a monk since level 1, and I've mostly been ignoring the Reflection of Light(?) you get that gives you darkvision and Searing Light once per day. That being said, I'm getting tired of not being able to contribute to ranged combat and would like to figure out how to use it as I'm not sure if the spell part of the power heightens? My monk is using Occultism for his tradition, as he has a couple of Ki spells. Do I use Occultism + level (15) plus charisma (sadly 10, so mod 0)? What level do I count the spell at for purposes of heightening it (if any at all) since the spell is technically innate? Rules for innate spells here:
I'm having problems because of this section under "Innate spells": "You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell." Thanks in advance!
I'm currently playing a slayer (vanilla, no archetypes) and I picked up Accomplished Sneak Attacker to help off-set the delayed sneak attack progression (1d6 every 3 levels normally). What I'm trying to figure out is does the combination of my normal progression plus that feat let me get additional dice at regular rogue speed, or am I just always +1 extra sneak attack dice? For context, I just hit level 5 and I picked up ASA at 3rd. Here's the text of the feat: Your strikes against a foe’s vital spots are extra deadly. Prerequisite(s): Sneak attack class feature. Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up). Many thanks in advance!
Here goes: Know Thy Enemy (Ex): When the lore warden succeeds at a Knowledge check to identify a creature’s abilities and weaknesses, she can also use a standard action to grant herself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for a number of rounds equal to half her class level (minimum 2 rounds), or until the lore warden uses this ability against a different creature. At 11th level, she also gains a +2 bonus to her AC against the creature when using this ability. At 19th level, the insight bonus increases to +3. So my question is, do you have to do a new Knowledge (whatever) check each time you fight a new monster in combat? Especially if they're multiples of the same monster? If not, how does that work? Example: Ionius, lv 11 Lore Warden is fighting against 5 zombies. He uses Knowledge (Religion) to identify one of the zombies, and gets a total of 25. (10 ranks in Know Religion, 3 from class skill, 2 from INT). He uses a move action to base the first zombie, and converts the standard to a second move and activates KTE. Does that mean he has to make a new KR check for the other 4 zombies? Does this also mean he has to split his 5 rounds of KTE (11/2 = 5.5, rounds down to 5) among all 5 zombies? Thanks!
You can throw more bombs per day. Prerequisites: Bomb class feature. Benefit: You can throw two additional bombs per day. Special: You can gain Extra Bombs multiple times. Its effects stack. It's the second portion that is destroying my mind, especially since apparently there is nothing out there about this feat on the forums... *growls* Does it mean that you get 2 bombs per feat taken, or is it exponential; EB 1 = 2 bombs, EB 2 = 6 (2+4), Eb 3 = 12, etc. Please help!
Cellion wrote:
Thanks very much, it does! So it looks like it is -3 for +6 (-1/+2x3) on the main hand and +3 on the off-hand. I wasn't sure if the wording meant the damage overall was halved or just the bonus. And yes, I think I was confusing terms, so thanks for catching that!
First of all, apologies if this exists somewhere without using the name as I kept trying to find something similar and alls I found were discussions of "MNAAA POWER ATTACK BETTER!!!" What I need help with is what's on the tin, at least for off-hand attacks: Pirahna Strike (Combat):
Prerequisites: Weapon Finesse, base attack bonus +1. Benefit: When wielding a light weapon, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by –1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
So if my BAB is 9/4, my full attack bonus is 16/11 (Alchemist with + to Dex mutagen and agile nonsense), and my damage prior to Pirahna Strike is d4+7, which of the following is accurate for my 2 iterative attacks? A. d20+13 for d4+13 primary, d20+8 for d4+4 (+1 cestus)
I'm asking because my secondary weapon is mithral for dealing with demons/fei, and that's a monster type that is encountered sporadically in large groups so it would be nice to know when I need to bust out the secondary attacks. Thanks in advance!
Hello
Buckler Bash (Ex): At 2nd level, a rondelero swashbuckler can perform a shield bash with a buckler (use the same damage and critical multiplier as for a light shield). He can treat a buckler as a one-handed piercing melee weapon for the purposes of the swashbuckler’s finesse and all feats and class abilities that refer to such a weapon. Precise Strike:
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat). ---- My problem is this: Does the first feature make my buckler count as a second weapon for the purposes of determining if features like Precise Strike which clearly says "no second weapon" turn off, or does Buckler Bash let me ignore that little issue? It's kind of breaking my brain as the archetype clearly is built to work with both a falcata and a buckler alternating as situations and personal flavor dictate. Thanks! P.s. Here's a link to the archetype: https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Swashbuckler%20Rondelero %20Swashbuckler
Mysterious Stranger wrote:
I was using those levels as an example to illustrate my point. Thanks for the clarifications, though.
RAWmonger wrote: The bonus feats class ability is specific to your fighter class level, not character level. You get bonus feats at FIGHTER LEVEL 1, 2, 4, 6, etc... NOT at character level 1,2,4,6... So if I were to go Oracle 3 levels then kick in Cad at level 4, I would get the bonus feat for level 4, and that's it? I only ask because it's a specific class feature, and it refers to specific levels. Thanks!
Apologies if this has already been asked, but my google fu skills are sucking magnificently right now. Since the Fighter Bonus feats is a class feature, do you "back-fill" the combat/bonus feats for 1, 2, 4, etc., etc. if you dip into fighter at a later level? I ask because I'm trying a build for maximum dirty trick shenanigans using Battle Oracle and the Cad fighter archetype. And no, I don't want to go Monk Master of AManeuvers as some of the later features don't work with my vision of the character not to mention the personality is absolutely not "lawful" which I'd have to be. Thank you very much in advance!
avr wrote: It means that purely magical flight isn't affected, yes. Do things that fly from magic at least suffer the dex/attack penalties, or the slowed movement? I'm playing a level 10 alchemist in the Jade Regent campaign and there's a lot of annoying fliers that half the damn party can't deal with, and it'd be nice if I could offer a tool - even if it's very, very limited in scope - to drag some of the fliers down to our level. Thanks!
I'm having some problems understanding parts of the Tanglefoot property the bomb discovery grants: Tanglefoot Bomb (Su)* (Ultimate Magic pg. 17): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Tanglefoot bag says:
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check. ---- So the part I'm having problems with is the section regarding flying creatures. It specifically calls out "if using wings". Does this mean creatures, say like Oni, who fly using at-will SLAs or the actual Fly spell aren't subject to the "knocked out of the sky" portion, let alone the nonsense regarding slowed movement? Thanks for the help!
Ryze Kuja wrote:
Ooooohhh, so they're abilities that are inherently magical and mimic spells, but they're not actually full spells in their own right. Tha'ts what has been confusing me for years. Sad to know about Grounding Goo as I've been playing Jade Regent, and it's chock full of oni among other annoying nasties with the fly spell or a fly SLA. *sigh* Thanks all!
First off, apologies if this is in the wrong area, but I'm never quite sure what goes under "Advice" and what should be asked under "Rules Questions" If this is in the wrong section, please move it to where it belongs, and my thanks in advance! That out of the way, here's my question: The Grounding Goo Alchemical Discovery says it impedes non-magical flying, including a penalty to fly checks. Does this mean creatures with Fly as a spell-like ability are also immune to this penalty? I've always been confused on the difference between spells and SLAs that mimic those spells. Here's the exact wording on the discovery, courtesy of Archives of Nethys: Grounding Goo* (Su) (Ultimate Wilderness pg. 34): The alchemist’s bomb applies a sticky residue after any damage from the bomb is resolved. If a creature damaged by the bomb has a nonmagical fly speed, its flight is severely impaired, and it takes a penalty equal to the alchemist’s level on Fly checks for 1 minute. ---- Thoughts?
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