Rolan

FlyJonat's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




3 people marked this as a favorite.

I would like to know people's opinions about how high level PCs are allowed to be powerful.

Recently I argued with my group about what I can do as a level 18 druid with legendary nature and +34.

We needed to catch an animal and the magus in our group decided to transform into a dragon. I wanted to use my legendary nature to try to tame to calm it. The whole group said that it was impossible, that I don't understand how high levels work and that it made no sense, not even a dc 50, because it was afraid of a huge dragon.

My argument was that high level pcs can summon meteors, stop time, jump 150 feet, fall 5 kilometers and take no damage, skyrim stealth to be hidden from everything, break curses in 10 minutes, cure doomed and drained (even from artefacts), be immune to extreme temperatures, create earthquakes, scare people to death, yet calming an animal with legendary nature skills is seen as impossible?

The contradiction makes me frustrated and I don't know how I'm allowed to play high level PCs right now.


I was wondering if creatures with immunity to mental are protected from both mental effects and mental damage like mindless creatures or just mental damage. I'm not too sure of the distinction between the two.

I just gained level 16 in a campaign and I chose the class feat to sustain as a free action. I want to be sure to choose the right creatures to summon in a fight.


I'm currently playing a samsaran druid in the First of Ruby campaign. I use the free archetype rules, our group is about to reach level 14 and the archetypes I'm currently using are medic, wood/water kineticist, acrobat and cosmos oracle. My group also has a magus, rogue and examplar.

For the level 14 I plan to take the sixth pillar archetype to get the dedication and the feat "Maneuvering Spell". The dedication is pretty useless to me but I really need the other feat because almost every creature in this campaign has reactive strike so the cost of always using step is a bit frustrating (especially when my character was stunned during a fight versus Tino's group at level 12, couldn't do anything for the whole fight except run and become unconscious).

I really want this feat (also because my character having studied at some kind of fighting/magical academy at Goka would fit a lot with my second chance champion background) but I feel like the rest of them in the archetype are useless to me.

I wonder if I should still do it or pick a regular class feat with another archetype that I already planned to pick (I already have suggestions on my list like mortal herald or envoy, but if my GM doesn't approve them for obvious reasons, I have imperial sorcerer as a backup).

Thank you for your time.


I'm currently playing a level 12 samsaran and I plan to pick the "water to water" ancestry feat at level 13.

One thing confusing me is the action cost. The feat says 1 action on foundryvtt and the pdf, but it doesn't mention a cost on archives of nethys. The feat allows me to cast translocate twice a day and that spell is 2 actions so I don't know if I need to use the 1 action cost of the feat or the 2 actions cost of the spell.


I have a question concerning the oracle feat "Debilitating Dichotomy". I picked oracle as an archetype for a druid in a high level campaign. For level 16, I plan to pick "Debilitating Dichotomy". My gm says that this feat use the spell dc of the oracle because of the cursebound trait, but when I tested in foundryvtt it used the spell dc of my druid. The cursebound trait doesn't specify which spell dc exactly and foundry might have some problem with "advanced mysteries" so I'm really not sure which dc I need to use.

Edit: By spell DC I meant to use wisdom or charisma because this is what changes the dc in the end.