HeshKadesh's page
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I'm starting playing in a non-Free Archetype game soon, and have decided on a Hold-scarred Orc for 12HP with a Plant Eidolon, starting at level 1.
Is it better to invest in Grapple or Trip? I'm still awaiting feedback on what the rest of the party chooses and I'm not overly invested in anyone in particular so if they choose trip I'll go grapple and vice versa.
I'm leaning on a personal level towards Trip; it can be used with Tendril Strike, Reflex tends to be easier to target, and Weighty Impact is available at 10th while the
Grasping Limbs needs 12th, clashing with Towering Size so one will need deferring until 12th. I'll need to choose whether to delay but open to suggestions as to investing instead on Grapple also. If I do go Grapple, I'm assuming Large with Gran is better than simply Huge with Grapple?
Also, I'm not exactly sold on any of the Level 1 or 2 feats; they kinda feel just "there" making up space rather than significantly contributing, but also happy to be proven wrong.
- Alacritous Action is nice I guess to put itself front and centre and earn flanks for the rest of the party.
- I don't know what enemies we're facing to know if Energy Heart is useful.
- Extend Boost, just generically nice for action econ
- Ranged Combatant - I'm going for reach; I'll probably get more out of increased movement, otherwise I'd find a different creature to be a ranged turret.
- Expanded Senses - Being able to see is nice if it's dark, but again, just feels a bit feat taxy when I'm one of the few characters with enough limbs to just carry a torch.
- Magical Understudy - I like that I get more than 5 spells known eventually, but all my feats are largely spoken for until 14th, and I'm not sure if there are primal cantrips to make it worthwhile until then as they have to defensive or utility. Glass Shield and Guidance maybe?
Feat Progression is 2nd (Open), 4th Shrink Down, 6th Eidolon's Opportunity, 8th Hulking Size, 10th (Trip Feat/Open), 12th Towering Size, 14th (Open/Grasping Limbs).
Given I have limited opportunity to expand further than the dedication, are there some decent other feats? Sentinel > Armor Prof, then dump Dex and invest instead in support skills?
Thanks!

Hi guys, hope you can help. Finished a session this evening, where we've been hit by some bad news regarding a friend of the party and quest-giver; an Adult Cloud Dragon aided us about 6 in-game months ago in a battle against a Cairn Linnorm.
He dealt the final blow, and became subject to its Death Curse; as well being Enfeebled 2, it ages supernaturally fast, aging a year for every day that passes. It has been a great source of joy to us and he that this has resulted in him gaining immense power as he is now considered Ancient, although a weakened one, due to the nature of the curse and how quickly it has occured rather than naturally.
We sought out stories on how to reverse the Death Curse of Linnorm's and found ourselves investigating a Dragon Boneyard; where we learned that Dragons are not immortal dying only to battle or illness, that they can die to Old Age; with either Dracolichdom or Ascendancy being the two options if unable to Cure.
Ascendancy is a bit of a non-starter the horde is too small and to the time it would take to get there is too time intensive. Dracolichdom is a no go; this leaves us Remove Curse.
We've worked out that we have to hit +34 on the counteract for Remove Curse to Crit Succeed with an 8th level spell.
I get 8ths next level, but am struggling with the bonus. As a master caster with 20 Wis, I'm at +26.
1. Does Aid work with counteract if I have another Master Caster for +3?
2. Are you aware of any +2 or +3 bonuses for untyped, item or status for Counteract I can make use of?
This can get me to +34, and then as long as I have enough supplies take some weeks out to cure him.
Thanks
I'd like to try and use Expansive Strike to go into melee combat as a tank, attract enemies around me, and then pop off a great big fireball or something, but there doesn't seem to be a way to protect my allies short of;
- Using Spells which Target their Strongest Saves
- Using Spells which they Resist Damage types of
- Asking them to simply stay out of range
- Not using big AoE spells when they are nearby.
Now, while this seems like a fair amount of options available, I'm not sure if I'm missing anything about if there is a way to otherwise protect them? I also not that particularly fond if the answer is "choose a different spell to cast" - in a class with only 4 spell slots and likely a defined theme around said spells, this only punishes them.
Thinking about it (not played a caster, and not played alongside Blaster Casters yet), are there any other ways of including allies in AoE spells without hurting them even if I can't Spellstrike+Metamagic with it?

Just noticed this while trying to make an Elementalist Magus summoning Tornado's with their Expansive Spellstrike.
Now, with Whirlwind being a 3 Action spell it won't work with Spellstrike (sad face), but I spotted that it didn't have any specification as to what kind of area it is, only that is was a 15-food radius, 80-foot tall Cylinder.
Cylinder is not mentioned to my knowledge within the Core Book as an area type on page 456-457 (despite a number of spells, like Flame Strike, Punishing Winds, Reverse Gravity, Volcanic Eruption in the same book having these wordings). The CRB lists these types of areas in a way that makes them appear as the 4 finite ways of describing area, so how are Cylinder's represented, as without being either Burst, Cone, Line or Emanation, it is effectively non-targetable.
For reference, I'd houserule it as a Burst, with the exception of the vertical aspect raising to the height of the cylinder, rather than hemispherically upwards. Am I correct in this, or are there rules I've not got that clarify?
How/When is the highest damage from multiple sources of the same Persistent Damage Calculated?
Do you just roll all of the same damage type persists at the same time? We couldn't get a clear answer last night: our Fighters new Flaming Rune dealt a Crit in the radius of the Flames Oracle's Incendiary Aura against an opponent who had Fire Reisst 5.
Incendiary Aura ignite rolled 9 damage, which was lowered to 4. The Fighter asked if he could roll the 1d10 Flaming Rune Crit, and on double checking couldn't find anything to help us determine it. Table ruled for 'yes' which was beneficial: although he only rolled a 6, the resist bypass meant it dealt more damage.
Hence the question: do you roll damage for each source of Persistent damage, choosing the highest of each unique Persistent damage type, is there another way to determine?
Thanks!
I'm in a game where one of my players is considering a 6th level feat. After a bit of discussion, Mauler dedication came up, but on looking at in more depth, what kind of character is expected to make use of this?
The only really interesting feat is Improved Knockdown, and the dedication benefits duplicate the effects of pretty much every primary martial - only Monk and Ranger don't, and they benefit most from Agile weapons.
For example, a Barbarian Mauler is two thematic names, and yet the only thing it does is give early access for Knockdown (4th) in exchange for a dead feat (2nd; Dedication does nothing until you're Expert - which you get at 5th, except Brutality grants you Crit Spec anyway.

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So, Gunslinger gets access to Bombs and uses them better than Alchemist. It's not a problem they have such effectiveness but why an Alchemist of all classes doesn't have martial proficiency scaling at the least with Bombs is now just embarrassing.
That the Gunslinger muscles in on Fighter's Legendary Proficiency 'niche' is not a bad thing, but it is an unacknowledged change of pace from the typically under-proficient playtest offerings. If it is intended to bring the bell curve closer to fighter, please don't forget to add support for other classes to at least get access to that Legendary Proficiency that Weapon Expertises tease at - the Monk esoecially, who could at least get justification for Legendary Unarmed.
Uncommon Class. I really dislike that that this class is limited to being Uncommon. I get why: it is all about firearms. However, as the Firearms themselves are uncommon, this, and only the feats that relate only to firearms should be uncommon. I inventor, sure. That is something that could definitely be uncommon, but a class that is functional without firearms shouldn't be made uncommon simply for those purposes.
Dual Wielding seems the red headed stepchild. There is no way I can see to reload your pistols with dropping one immediately after firing it. I completely understand the aesthetics of trying to juggle full hands reloads, but Reloading Strike allows this for 1H+Pistol, and a Legendary Pistolier who can't reload his guns without dropping it is just going to feel awful to play.
The Drifter: by far my favourite Deed, and immediately after a playthrough of a Pistol Shooting Katana using Cyberpunk character, that capstone is right up my ally. Small issue is that the capstone doesn't allow you to reload during the action. This limits the support you gain from feats like Sword and Pistol, which are the basis of your Fighting Style: sure, you get to strike 3 opponents, but only one with a pistol. Those 3 opponents (1 Pistol, 2 sword) then trigger sword and pistol: but you can only make use of that effectively with Drifters Wake again, but you can only ever now make melee strikes, so only get one opponent to benefit from it. Drifters Wake at least should reload the firearm, if not allow you to make an interact to reload once or more. It is especially disappointing for Drifters Wake to be left behind by the fan the hammer style gameplay of Dance of Thunder - available the level before - except again, the Dual Wield aspect of the Drifter is outclassed by pistol/Unarmed.
Perfect Readiness - Snipers should get the ability to Interact for Unsteady Weapons.
Tripod: as above for Perfect Readiness, but there needs to be more information on what it takes to change aspects about the tripod. There is nothing that makes it 'not set up', and there are no limitations on its use while set up. You might as well set it up during prep, and never change it.
I hope that there are some runes or at least Talismans which can turn reload 1 into reload 0.
Also, one thing kind of interests me is in make a 'pet class' that makes use of traps and similar. Films like 'Shooter' or 'Day of the Jackal', and numerous other sources of games, ranging from unmanned Warhammer Space Marine Tarantula turrets, Runescape Dwarven Cannons, or Path of Exile various Ballista Totems have been fond memories. I can only hope that some use of this is considered as another Deed, way of the Sentry, or similar, who capstone could end up as being able to release some autonomous Siege Ballista. Hopes and dreams.
There also appears to be a lack of 'Tacticooling' your gun. Yes, I do want a torch that I can blind enemies with, or perhaps I do want a crystalline sight that gives Darkvision and when aimed down increases the range increment distance. Yes, I do want picatinny rails that allow me to attach a bayonet or an underslung bomb launcher/shotgun/flame thrower. Yes, a Silencer would be incredible to allow a weaker/non guaranteed Ghost Shot effect. Yes I do want to tinker, and learn how to make a Magazine so that I can fire 3-6 shots without reloading. Yes, I do want to pick up Mastercrafted Percussion caps which reduces the effect of a misfire to only a failure (e.g with Glancing Shot feat etc)
It would be nice if there was possible interaction for feats outside the class: can a familiar help reload your gun? Are there going to be way to support Swashbuckling Panache: perhaps by using one kf the Deed feats, I'd gain panache. Unfortunately the action economy would curtail my enjoyment of making a Scimitar and Pistol pirate.
I know one of the guys I play with is going to be playing a Fighter and making use of the Firearms.
I have to say that I am much more positive about the Gunslinger than I was either Magus or Summoner. They seem less mechanically broken and none functional (dual wield pistols aside) than those play tests, and I do like that there is an Xbow using variant options - although, I would be very happy to See Uncommon removed from the class as above, and have the firearm only aspects made uncommon.
Are there any Item, Status or other untyped Bonuses Nature and Wisdom? I'm trying to get a guaranteed success for Control Weather (DC43) - potentially even guaranteed Crit (DC53), but I'm currently capping out at (Expectedly - I'm only level 12) +34 at level 18;
Legendary Proficiency
20 Int//22 Wis, including Apex Items
Ritualist Dedication = +2 Circumstance to Primary (Nature)
Druid's Vestments = +2 Item to Nature
Voyager's Pack = +3 Untyped to Survival
Currently, I've got a 35% Chance of Failure, and only a 15% Chance of Critical Success, which I'm not too happy about.
I've taken some roleplay abilities which might help me learn of suitable places on which I can summon my Tornados from (Skill Feats; Terrain Expertise, Consult the Spirits, Influence Nature, and Commune with Nature Ritual), but they may not be reliable or quick (despite the 4hour cast time).
Any help's appreciated :)

1. If Counterspell can only be triggered if a spell you know or have prepared (or in spellbook) is being cast, but this takes the same reaction required to Recognize a spell - if you do not know what spell was being cast, you can never meet the requirements for Counterspell's trigger, and if you use the reaction to Recognize, you will use the reaction you need to trigger Counterspell.
Even with Free Action Recognize's, you cannot take a Free Action when it's not your turn, so that doesn't help unfortunately.
Some have said that you automatically recognize spells that you know/have prepared/are in your spellbook, but I've not seen this rule written, but that may just be me being blind. I have however seen abilities which make it more difficult to recognise spells you are casting (Bizarre Magic etc), but if Bizarre Magic hides the actual spell being cast, it doesn't make sense that someone having a non-bizarre magic spell known can instantly recognise it either.
The below assumes that there is a way for you to recognize and counterspell;
2. What happens if you mis-recognize a spell (as per a Critical Failure), that the DM advises is a different spell?
a - Can you use your reaction to attempt to Counterspell Reaction?
b - If so, do you expend the spell slot?
c - Do you automatically fail even if you have expended the spell slot?
d - Further to c, there is no specific requirement within the Wizard Counterspell to expend a spellslot with the prepared spell within it - is this intentional?
Is this addressed in any faq/errata/other books etc? I only have core and apg, sorry!
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