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So, one player in our group states, think that the "Mastery of Life and Death" class feature (Necromancer, Playtest) makes it impossible to heal allied undead/dhampirs (whatever has negative healing), because "void healing is essencially an immmunity to void damage", so it will automatically switch to dealing vitality damage.

My guess would be, that if a character effectivly choses to heal an undead, he will not have a reflex to use vitality instead. Although the Trait doesn't have a "you may do x" conditioning, your character shouldn't be an imbecile.

Same should go for Sneak Attack. Yes, 99% of the time, I want to use Sneak attack.
But if my buddy is confused, and I want to slap him back to his senses), my character shouldn't automatically rip out the guys lungs, just because he's confused and therefore off-guard.

I guess most would agree that the application of void-damage/sneak attack (+ certainly there's more) should not be mandatory. Is there anything written down that's more specific than "the first rule "(PC1, page 6), that I can refer to, because I don't want to seem like "bending the rules as I please"?


Hi,

this might sound like a stupid question, but english is my second languague, so I am a little bit unsure how the wording of this Ability is meant to be read.

"When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round."

I am unsure if "any negative condition" does mean every negative condition on the target, or just one? I am aware of the limitations (only Conditions with a timed ending), but that could still be a lot.

It feels like "every", but in the back of my head there's a voice that shouts "this is far too strong. You can't extend all conditions that you AND your Mates put on the enemy with a single one-action evil eye" (as far as I understand, Hex Cantrips are still Hexes, so they should trigger the abillity).

Also, this sounds a lot of a "modern" version of PF1's Cackle/Chant... targeting only one creature but extending non-hex-debuffs as well. PF2e's Cackle, on the other hand, was nerfed down significantly, compared to it's PF1 Version (at least at first glance), so I don't think a (more or less) passive abillity shoud just grant this effect.


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Hi,

of course Cackle/Chant doesn't extent all Hexes effecting creatures, just the ones explicitly mentioned in the Hex description, plus most blood hexes, plus hexes that explicitly state "can be extended by cackle or similar hexes" (like protective luck), but does it extend one or all effects?

For Instance, I have a creature that's effected by 2 evil eye effects (let's say AC and Attack Rolls are reduced) and misfortune and the witch uses Cackle, what will happen? Will both evil eye effects and misfortune get extendend, does the witch choose if either misfortune or evil eye is extended, or does the witch even have to choose between individual evil eye effects?


Hi,

might be a stupid question, but maybe you can help me:
In "Player Companion - Magic Tactics Toolbox" it says (regarding blood hexes) "Shamans and witches can take a blood hex feat in place of a regular hex and sometimes gain additional effects when they use a blood hex...", but all blood hex feats have requirements (usually including 5 ranks in perception, spellcraft or use magic device).

Do Witches and Shamans have to meet the requirements or can they just take the hex, even at levels below 5?