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Drowning and Suffocating
Source Player Core pg. 437 2.0
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including Casting a Spell) you lose all remaining air.
When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).
My question is if I am Sustaining a Spell is that basically like Casting a Spell in this instance which will reduce my remaining air by 1?
I am playing a spontaneous occult caster, am I able to swap my Mythic Magic feat spells when I level up or at any other time?
Thats correct in regards to the fascinated condition. The spell explicitly says though "If you attack or take a hostile action, the fascinated condition ends only for the creature that's attacked."
In regards to point #2, the spell on a failed save says "The creature becomes fascinated and compelled to move toward the sound of your cry on its turn." Sounds like they must approach me, then on their next action they can move away and even out of range if they wanted? It almost feels like a reverse Repulsion spell.
In regards to point #3, the spell says "If you attack or take a hostile action, the fascinated condition ends only for the creature that's attacked." This is saying the fascinated creature cannot attack me (the one casting the spell), only if I attack it then it is no longer fascinated with me and can attack me.

Luring Wail
[two-actions]
Spell 4
Auditory Concentrate Incapacitation Manipulate Mental
Source Howl of the Wild pg. 86 2.1
Traditions occult, primal
Area 60-foot emanation
Defense Will; Duration sustained up to 1 minute
You emit a plaintive cry to lure your enemies closer. Each creature in the emanation that can hear you must attempt a Will save. If you speak a creature's name as part of the casting of the spell, that creature takes a –2 circumstance penalty to its saving throw. Each creature that enters the area on its turn must attempt a save. If you attack or take a hostile action, the fascinated condition ends only for the creature that's attacked.
Critical Success The creature is unaffected.
Success The creature is slowed 1 for 1 round.
Failure The creature becomes fascinated and compelled to move toward the sound of your cry on its turn. As long as it is in the emanation and can hear, it must spend at least one of its actions on each of its turns to move closer to you.
Critical Failure As failure, but the creature must spend all its actions moving toward the sound. Additionally, the creature is off-guard.
A few questions here:
1) If the enemy fails, and I have a hazard 10ft infront of it, would it walk through the hazard or would it intelligently go around a 15ft wide hazard?
2) If the enemy fails its saving throw, after it spends its first action moving towards me, can it move away (even say 5ft) in order to target my allies? (I understand it cannot target me at all unless I harm it).
3) That leads me to my last question, once the enemy fails its saving throw once and I keep sustaining the spell, eventually it will be adjacent to me, and lets say it still has two action left, can it essentially do nothing except maybe draw a bow to target one of my allies who is not in melee range of it?
Is there any way to prevent that dazzled from hitting my allies too? Because that seems to be a problem.
Good points, is there a better way to keep them in the cloud?
What would happen if the following round I cast Gravity Well and they fail, do they immediately have to roll the Will Save or when they start their own turn?

I had a question regarding the following spell:
Confusing Colors
Spell 8
Illusion
Incapacitation
Manipulate
Subtle
Visual
Traditions arcane, occult
Range 120 feet; Area 20-foot burst
Defense Will; Duration sustained up to 1 minute
A cloud of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the cloud, as are those within 20 feet of the cloud’s area. A creature must attempt a Will save if it is inside the cloud when you cast it, enters the cloud, ends its turn within the cloud, or uses a Seek or Interact action on the cloud. A creature currently affected by the cloud doesn’t need to attempt new saves.
Success The creature is unaffected.
Failure The creature is confused for 1d4 rounds.
Critical Failure The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.
My question is "A creature currently affected by the cloud doesn’t need to attempt new saves." Now lets say they are in the 20ft dazzled radius, is that still considered "a creature currently affected by the cloud"?
Combat Grab states you must have a hand free. If my hands are occupied however I have a jaws attack that has the Grapple trait, will that suffice?
I am playing a Sorcerer with Oracle dedication. Currently I am level 14, what is the maximum cursebound I can become?
Wow, so I could get Calm, Floating Flame and Tremorsense (for second level optioms), and Paralyze for third level? And all would be heightened to 7th level in this example?

Assuming I am level 14 and an Occult Sorcerer, how does this Feat work?
You convert your mythic power into a magical effect. When you gain this feat, choose up to three spells of 1st or 2nd rank that take no more than 3 actions to cast and that are either instantaneous or have a duration of 10 minutes or less. You can spend a Mythic Point to cast any of those spells for their normal action cost and use mythic proficiency to determine your spell attack rolls and spell DCs, and the spells are automatically heightened to a rank equal to half your level (rounded up). If you don’t normally have the ability to cast spells, you use Charisma as your spellcasting attribute modifier; otherwise, you use the spellcasting ability associated with your spellcasting class. You gain the Cast a Spell activity only for spells cast with this feat; you don’t otherwise gain the typical benefits of being a spellcaster.
Special At 14th level, add one spell of 3rd rank for you to cast using this ability. At 20th level, add one 4th-rank spell.
Can I choose any spells from any tradition?
I just realized I am a Lizardfolk, would I be able to take the ancestry feat Tail Whip to be able to grapple with my tail?
I have a character who wields a scythe, hes got Marshal Dedication for Topple Foe. Im wondering if there is any way I can also somehow be able to Grapple. I dont think their are any weapons that have both the Trip trait and Grappe trait, so is their any way to be able to grapple while wielding a two handed scythe? A talisman, or a long term duration spell that could allow it or anything else?
As a player if I am attacked by an enemy, can I intentionally let him hit me and deal damage. Or do I have to watch him roll to try to land still?
If i am playing an Oracle and I FA into Sorcerer can I benefit from Blood Magic effects, I wanted to get Explosion of Power at level 16.
If I have my enemy Controlled for 1 round, what type of knowledge am I privy to? Would I be able to know what 1 action, two action and three action abilities I can do? Would I know its Athletics modifier for Trip attacks? Intimidation modifier? Thanks.

For the following spell would the duration of the sickened condition persist longer than "until the end of your next turn"?
Final Fate of the Locust Host
Spell 7
Rare
Concentrate
Incarnate
Manipulate
Mythic
Traditions arcane, divine, occult, primal
Range 500 feet
Duration until the end of your next turn
You conjure the rotting corpse of Deskari, previously Lord of the Locust Hosts, to the battlefield. Deskari’s corpse occupies the space of a Gargantuan creature. The corpse is riddled with vermin, including countless locusts, whose collective movement grants the corpse a Speed of 60 feet and a fly Speed of 60 feet.
Arrive Behold the Rotten Lord Deskari’s corpse is unspeakably foul, emitting a putrid stench, and constantly twitches thanks to the movement of the millions of insects and vermin that consume it. A loud, persistent buzzing is created by the clouds of locusts surrounding it like a haze. Each living enemy creature within a 60-foot emanation must attempt a Fortitude save with the following effects.
Critical Success The creature is unaffected.
Success The creature is sickened 2.
Failure The creature is sickened 3 and deafened for the duration.
Critical Failure The creature is sickened 4, stunned 1, and deafened for the duration.
Depart (poison) Feast of the Locust Host The millions of insects and vermin feasting on Deskari pour out of its corpse and surge across the battlefield, consuming your enemies. This swarm deals 5d8 piercing damage and 5d8 poison damage to enemy creatures in a 60-foot emanation with a basic Reflex save. A creature that critically fails is additionally drained 2.
Gortle wrote: Agreed. It is part of what crossblooded means. I'd enable it as a GM if asked. I need you as my GM. Do you run any games over Foundry?
Is there any way to get focus powers from two different sorcerer bloodlines?
Omg, I had no idea, what is mythic resilience??
Lol yes totally agree. Didn't see much myself. I was thinking Electricity for resistance type, any recommendations there?
If I used Time Jump in conjunction with Nymphs Grace, if enemies were in my ten foot emanation radius as I strideed through their spaces, would the enemies roll saving throws?
If an enemy does have a reaction to identify the spell, wouldn't it be exceptionally difficult since it's a bloodline specific spell and nobody would really have it on their list?
I am building a level 12 mythic Hag bloodline sorcerer who focuses on debuffs and Im looking for assistance for which Calling would be good and which mythic Archetype. I have contemplated the Archfiend archetype, however I am unsure with which Realm damage type I would go with?
I had a question regarding Awaken Entropy. When I increase the radius of this spell each round and the damage dice, can I choose not to increase the radius and only increase the damage dice? This spell seems extremely dangerous to both friendly and enemies.

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AceofMoxen wrote: The Total Package wrote: Is it in the rules to speak with the Controlled enemy (whether a free action or even have to spend 1 action to talk) and say something like "This one is the traitor in our ranks!" as it charges its ally to cause further chaos. Again, your effect is not subtle, and mind control is a known thing. As a DM, that's the start of the iceberg of reasons this wouldn't work.
But let's look at the spell.
Quote: failure On the target’s next turn, it’s stunned 1 and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally You cause it to take a single action of your choice. Not a unlimited number of free actions and a single action. You can't make your target drop a weapon as a free action, and stride away from combat as an action.
Also, the target takes the action, not you. So it could make a deception check against his allies' preception DC. You're level 13? Let's look at some level 12 monsters.
https://2e.aonprd.com/Monsters.aspx?ID=2116
A Wight Cultist has a deception of +4 against a Perception DC of 32.
https://2e.aonprd.com/Monsters.aspx?ID=2322
A pitax Warden has a deception of +4 against a perception DC of 32. He does however, have performance +24, if you want him to convey the message via interpretive dance.
https://2e.aonprd.com/NPCs.aspx?ID=3504
A black Belt has a deception of +0 against a perception DC of 35, and will fail on even a natural 20. It is Controlled for all three actions at Heightened 7, I am currently level 13.
Is it in the rules to speak with the Controlled enemy (whether a free action or even have to spend 1 action to talk) and say something like "This one is the traitor in our ranks!" as it charges its ally to cause further chaos.
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Finoan wrote: Pull the lever, Kronk.
A failed save means that you can control one action of its next turn. You only get all three actions if they critically fail the save - which is not something that you should be relying on for planning your turn around.
With only one action under your control, most forms of serious long lasting detriment are not going to work. It isn't enough actions for any sort of self-restraint or restraint of the enemy's allies. They could grab the manacles that you threw at them, but then they come to their senses and throw them back at you. You can have them grapple their (already adjacent) ally, but then they can free-action release them immediately.
I like the idea Ascalaphus has of 'toss a weapon'.
It is Control for all three actions at Heightened 7, I am currently level 13.
Is there a drug or some sort of concoction I could deliver to them, have them drink that knocks them out or something similar?
Throw a pair of superior manacles at the enemy, have them slap them on and throw away the key.
I have the Focus Power Your Mine from the hag Bloodline and am now level 13 so a failed save means I can control his actions for 1 round. I am looking for creative outside the box ways of either creating complete chaos, or rendering the enemy completely useless for multiple rounds.
Now one idea I had to get this started was to cast Your Mine and if the enemy fails throw a rope (which is already in my hands) to the feet of the enemy? On the enemy's turn he spends one action picking up the rope, and two rounds tieing themselves up thus restraining themselves? I imagine they could attempt escape checks the following round, what type of rope would make it so these Escape attempts would be extremely difficult? What else?

Confusing Colors
[two-actions]
Spell 8
Illusion Incapacitation Manipulate Subtle Visual
Source Player Core 2 pg. 243 1.1
Traditions arcane, occult
Deity Nalinivati
Range 120 feet (24sq); Area 20-foot (4sq) burst
Defense Will; Duration sustained up to 1 minute
A cloud of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the cloud, as are those within 20 feet (4sq) of the cloud's area. A creature must attempt a Will save if it is inside the cloud when you cast it, enters the cloud, ends its turn within the cloud, or uses a Seek or Interact action on the cloud. A creature currently affected by the cloud doesn't need to attempt new saves.
Success The creature is unaffected.
Failure The creature is confused for 1d4 (2) rounds.
Critical Failure The creature is stunned for 1d4 (2) rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.
My question is, if the person gets shoved into the area, do they make the saving throw right away once they enter the area, or at the start of their own turn?
Lets say I demoralize my enemy and get a critical success with Terrifing Retreat. I then cast Dominate and I have my enemy Controlled for a round. When its the enemy's turn, do they automatically flee or would the Controlled condition override it?
Lets say I have casted Carrion Mire during the first round of combat, the enemy escapes the second round. On the second round can I cast Gravity Well 30ft above the Carrion Mire in the air and have enemies taking fall damage as they land in the hazardous terrain? How would this work?

SuperBidi wrote: HammerJack wrote: Honestly, calm emotions served me so well in a few situations that I've seriously considered learning it at increased level. My Angelic Sorcerer learns it at each level. It is really one of the most potent incapacitation spell:
- Extreme effect: If the enemy fails its save, it's out of combat (few enemies have support abilities).
- Good AoE: Incapacitation spells target mooks, so you will very easily get the benefit of an AoE. And it can be Widen.
- Long duration: You need to sustain it, which is its main drawback, but you can maintain it during 1 minute.
- Low level: Most good Incapacitation spells are level 7+.
The only problem you can face with this spell is that intelligent enemies may attack their allies to "wake them up" from Calm Emotions. But even that means they lose 1 or 2 actions, which is still a nice effect.
It's the only spell I've found with the good old save or suck vibe. I don't understand, Calm cannot have Widen Spell attached it.
"If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell." Calm has a duration.
Ya if Battlecry has a range of 30ft it is not very good honestly.
Once an enemy has been demoralized in this manner, are they then immune to demoralize for the rest of the fight?
Ohh shoot, interesting, thanks guys!
One question, when im Cursebound 2 that means I have both the first curse and the second correct?
Sorry I was unable to find how the rules work for Cursebound when archetyping into Oracle. I am currently level 11, would that allow me to go up to Cureebound 3? Would level 17 allow me to go to Cursebound 4?
Can Reach spell be used with Focus Spells?
In order to qualify for the feat Whispers of Weakness feat do I need my Mystery to be Lore? Or could I take the feat while having a Bones mystery for example.

Sweet Dream
[two-actions]
Focus 1
Uncommon Auditory Cleric Concentrate Focus Linguistic Manipulate Mental Sleep
Source Player Core pg. 374 2.0
Domain dreams
Range 30 feet; Targets 1 willing creature
Duration 1 hour
With soothing words, you lull the target into an enchanting dream. When you Cast the Spell, the target falls unconscious if it wasn't already. While unconscious, it experiences a dream of your choice, though lucidly enough it can wake when it pleases. If it wakes up before 1 minute of sleep has passed, the spell ends.
Dream of Insight +1 status bonus to Intelligence-based skill checks
Dream of Glamor +1 status bonus to Charisma-based skill checks
Dream of Voyaging +5-foot status bonus to Speed.
If you Cast this Spell again, any previous sweet dream you cast ends.
Heightened (4th) The bonus for a dream of insight or glamor is +2.
Heightened (7th) The bonus for a dream of insight or glamor is +3.
Am I allowed to cast this spell just outside a dungeon on myself, then refocus to get my FP back, then head into the dungeon with my +3 to Cha skill checks? I heavily use Demoralize so I figure this may be quite a good Focus Power since we are level 13. A long duration buff to charisma skills seems to be quite strong.
gesalt wrote: Go to nethys. Go to equipment. Go to filters, traits, and click focused. That'll give you a list of the 1/day bonus focus point items. Perfect! Thanks a lot!
Does anyone know of any items that can provide an extra FP per day?
Are you allowed to apply two aoe effects on the same space. For example I cast Slither, then next round I cast Carrion Mire on part of the Slither area. Is this allowed?
Calm has a duration though
Anyone know of any ways I can increase the Burst range of Calm so its at least 15ft?
When using a blood magic ability when do I decide which one of my three I want to use? When do I have to declare it?
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