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3 people marked this as FAQ candidate.

Relevant part of Entropic Shot for Vanguards reads:
"When you gain entropic attunement at 5th level, add the weapon properties first arc (dealing acid damage instead of electricity damage) and guided to those you can add to your entropic strike"

How much damage is the First Arc supposed to do?

All of the weapons that have this ability in the book also have a damage value.
It seems like something like 1/2 of your Entropic Strike dice would be about the right scale compared to the rest of the weapons in the book but it's hard to tell.

Thoughts?


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Can hardly believe I'm the first one to ask this but I can't find anything about this rules question anywhere!

Immobile isn't a condition that is defined anywhere as far as I can tell and usually is further defined in whatever ability mentions it, but there's no such detailing in the Vanguard discipline Absolute Zero.

Absolute Zero reads:
One per day as a standard action, you can spend Entropy Points to become immobile for a number of rounds up to the number of Entropy Points spent. For the duration, you can’t be moved by any nonmagical effect and are immune to cold damage.
In addition, during this time, any creature that touches you, hits you with a melee attack with a natural weapon, or starts their turn within 20 feet of you takes 3d6 cold damage per Entropy Point spent. Any creature that takes this damage is affected as though by slow (no save) until the damage is healed. You can dismiss this effect at the end of your turn without taking an action.
Activating absolute zero automatically ends any living effigy discipline you have active.

There's also the Immobilize weapon property which reads:
The target must succeed at a Fortitude saving throw or be knocked prone and gain the pinned condition. The target can escape the pinned condition by succeeding at an Acrobatics check (DC = 20 + 1-1/2 × the weapon’s item level).
The pinned condition ends automatically if the weapon’s wielder either moves or attacks with the weapon again; the penalties from the pinned condition still apply to the target if the wielder uses the weapon to attack the pinned target.

So anyway, what does immobile actually mean in Absolute Zero?
Since it's not a game condition I assume we just go by the word definition means incapable of moving or being moved.
It doesn't say I can't take actions or that I'm flat footed (not that vanguards can be at that level) or that I'm pinned, helpless, etc, so as far as I can tell I just can't leave my square I start it in?

Am I right in ruling that I could potentially still be grabbing people with my whips and repositioning them into my Absolute Zero AoE and slowing them there? Because that's so great lol

This seems like something that needs an official ruling TBH.

Thanks for your help!


Hey rules forum!
I'm making my first Vanguard and wanted to confirm my understanding of two abilities.

Entropic Pool states I can gain an entropy point in a few ways, one being this:

If you take a full action to charge, you gain 1 EP.

At level 4 of Momentum Aspect I gain the following additional trigger:

Once per combat, when you move a distance greater than your normal speed in one turn (using multiple move actions, the run full action, or a bonus to speed that allows you to move beyond your normal maximum), you can gain 1 Entropy Point without taking any additional action.

And I correct in assuming this means as long as I charge at least 35' or more I can gain two EP off the same full action?