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Then perhaps a MC dedication into Rogue would also be beneficial if we could fit it in. Multitalented at 9 looks nice.


Ohh ok, thank you! Does sneak attack work for bombs?


ottdmk wrote:
The Total Package wrote:
Thanks! I really like this! Then what do you recommend for 12-20 feats?

You're welcome, glad you like it! As for higher level Feats, shroudb and I are of similar mind.

Alchemist Feats:

  • 12th Level: Uncanny Bombs. Shortbow Range, cover mitigation and auto-success on concealed (for throwing Bombs, at least.) Get rid of those Alchemist Goggles; why bother for just a little Splash on a miss?

  • 14th: Dip back for Extend Elixir. 2 hour Quicksilver? Yes please!

  • 16th: I lean more towards Advanced Efficient Alchemy (not Expanded, Efficient, oops), because there's no room in my build for Combine Elixirs but shroudb is right: Eternal Elixir is the stronger choice even so. (Eternal + Combine is really, really strong.)

  • 18th: Improbable Elixirs all the way. Fly when you need it? Advanced Alchemy Haste? Survive forever on Ration Tonics? Yeah, great Feat.

  • 20th: If Core Rulebook is allowed in your campaign, yeah, Perfect Mutagen is fantastic. If not, Mega Bomb is very thematic, and very useful in the right circumstances. While Alchemical Revivication is really cool, I'm not really into a Capstone that may never get used.

As for the Free Archetype stuff: My only really "gotta Take" is Dual Onslaught from Dual Weapon Warrior at 14th. If you miss with both Dual Thrower Bombs... no you didn't! Choose which one actually hit. (Hint: go for the Create Consumable Bomb if you threw one. :) )

Dual Blitz isn't really worth it, IMHO, As you need to use Quick Alchemy to load up your hands, it isn't an action saver Feat. You can just Stride, Quick Bomber, Quick Bomber in any order instead. And for a number of reasons Flensing Strike just doesn't work with Bombs.

I am a fan of Master Spotter (Investigator Archetype 12th) as Alchemists don't get Master Perception without Canny Acumen, later. Also, Skill Mastery (Investigator Archetype...

What about Two-Weapon Flurry at 16? Would that work with two bombs?


ottdmk wrote:

11-20 Bomber Alchemist with Free Archetype? That's an interesting idea.

Attributes:

  • Str +0
  • Dex +4 (partial)
  • Con +3
  • Int +5
  • Wis +3

Alchemist Feats:

  • 1st: Quick Bomber
  • 2nd: Far Lobber
  • 4th: Expanded Alchemy
  • 6th: Directional Bombs
  • 8th: Sticky Bomb
  • 10th: Expanded Splash
If you go Human or Human adjacent, use Natural Ambition to grab Far Lobber at 1st and take Revivifying Mutagen at 2nd.

Free Archetype Feats:

  • 2nd: Investigator Dedication
  • 4th: Investigator's Stratagem
  • 6th: Basic Deduction for Known Weakness
  • 8th: Dual-Weapon Warrior Dedication
  • 10th: Dual Thrower

So, 11th level is a good level for Alchemists. Major Bombs and Major Mutagens are available. Bombers get their Special Materials Versatile Vials at this level. I've gotten a lot of mileage out of stuff like Adamantine Fire or Dawnsilver Cold.

As for damage? Well, at 11th, my favourite opener, Acid Flask, is doing 1 pt Acid on a hit, with 10 points of Splash to everything within 10' or in a 15-20' Cone (I love Directional Bombs.) The Persistent Damage to the primary is 3d6+10, and the odds are good it lasts at least three rounds. Alchemist's Fire? 3d8+10 Splash for an average 23 pts on a hit with 13 pts Persistent. Frost Vial? Make the target off-guard for everybody while doing an average of 20 pts Cold (3d6 + 10 Splash.)

With the Free Archetype feats, you can be doing a Free Action Devise to get a sense of how that first Strike is gonna go. Going to miss? Use a free Quick Vial, get the 10 pts of Splash in anyways. Going to Crit? Pick a Bomb that will take advantage of that like a Dread Ampoule or a Glue Bomb.

And with Dual Thrower, if you don't have to move, you can QA two Bombs into your hands and then take advantage of it, getting to throw the 2nd Bomb (probably a Quick Vial) with a MAP of -2 instead of -5.

Thanks! I really like this! Then what do you recommend for 12-20 feats?


Shoot, was hoping there could be a way to increase the damage of the bombs via a dedication or ancestry.


I have never seen nor played an Alchemist Bomber. I like the idea, but have read since even pre-remaster and beyond that they....... well suck. How do they do from level 11-20 with FA rules in effect. Can they put out damage or are they pretty much el crapo?


I have Shadowdancer dedication, would anyone recommend getting Shadow Power for Shadow Blast for a ranged option?


Tridus wrote:

Ally Orb is a great item in this AP if you don't have a cold iron weapon. It's a talisman so you affix it to the weapon, then when you want cold iron, spend an action to activate it.

You won't need a lot of them, but for key fights it can really help. Astral and Holy are both awesome runes in this AP, and as gesalt mentioned Energy Mutagen for Fire will help and even the dirt cheap base ones will activate weakness which is what you really want it for.

Also, have a ranged weapon that at least has basic runes (like a returning Chakram or something). I won't say why, just trust me, lol. You will want a non-melee option at times and throwing weapons are one handed which is nice.

Do I need a returning Rune on my weapon or can I just get a potion of flying and deal with threats in melee?


Lol, Not Astral and Holy?


I am playing a Rogue currently. I am sure I will be encountering creatures with immunity to precision damage, what should I do? I am a Thief Racket.


Tridus wrote:
The Total Package wrote:
Oh, the campaign we will be playing is Spore War. This was important I think. Still waiting on party composition though.

Spoiler free based on the AP name & players guide: Expect demons and expect diseases. Plan appropriately.

This is also an "Elf" AP, so if you are an Elf or have a strong connection to Kyonin, it's going to help tie you into the plot more easily. Some of the AP backgrounds are quite good.

More info below speaking as a player in this AP right now, skip over if you don't want to learn anything not in the players guide. I won't spoil the plot, but it will spoil the kinds of threats you'll face.

** spoiler omitted **

Thanks very helpful! Would a Wildwood Halfing be a good choice for this AP? Or something else?

"You hail from deep within a jungle or forest, and you've learned how to use your small size to wriggle through undergrowth and other obstacles. You ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth."


If wielding a weapon with an astral rune and a holy rune, will both damages work? Or because they are both spirit damage only the higher one works?


Can I still cast Lay on Hands if I am wielding a two handed weapon?


When starting at level 11 are we allowed to typically buy level 12 equipment as long as we can afford it?


Just one other question, with Ceaseless Shadows would that mean I could hide in plain site without cover from allies?

"You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from a creature, you gain standard cover instead and can Take Cover; if you would have standard cover from a creature, you gain greater cover instead."


"You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action."

Would this work if I was in plain sight of an enemy but next to my ally? Or would it only work if I was directly behind my ally?


Can I benefit from any of the following buffs in Untamed Form?

Tailwind
Vibrant Thorns
Mountain Resilience

Bonus Question:

Boots of Bounding
Fleet (General Feat)


Oh, the campaign we will be playing is Spore War. This was important I think. Still waiting on party composition though.


MrCharisma wrote:
The Total Package wrote:
He appears to be geared towards Intimidation in order to Off-Guard, which isn't great IMO as that can only last 1 round unless there was a FA that could automatically extend the duration of that Frightened by another round. The other issue is that Demoralizing takes an action, Gang Up for a 6th level feat appears to be a must have and would help avoid Intimidation, however if I am ever in the situation where I cant get a flanking buddy then I would be forced to spend an action trying to Denoralize which may have a 50% of succeeding.

I know I'm a little late to the party, but bear with me.

First, the primary method of getting foes Off Guard for ALL Rogue Rackets is flanking. This will be your bread and butter, the other options are just nice backups for when you can't flank. And yes, Gang Up makes this a thousand times easier, so is even better.

Having said that, when you need another option Demoralize and Feint are pretty good options. As a few people have said, you could just trip your opponent and then they're off guard to everyone - as well as taking a -2 to hit, needing to take an action to stand before they can move, and that stand action provoking reactions based on movements - so it's honestly a great action anyway. And honestly, Rogues have so many skills and skill feats that any Rogue can reasonably attempt a trip.

However one thing to note is that the TRIP ACTION, along with all Athletics maneuvers, has the Attaack trait. So if you trip an enemy and then attack them you'll be attacking with the Multiple Attack Penalty. Yes they'll be flat footed, and yes you're probably using an agile weapon so you're only attacking with an effective -2 compared to your first attack, but it's still a penalty.

Meanwhile the FEINT action does NOT have the Attack trait. So when you feint an enemy they're flat footed and your...

I have been waiting for you, and now you have finally arrived.

I think I am set on FA Mauler at the very least for Slamdown, that will work well with my Bladed Scarf. This weapon will also allow me to stand directly behind another martial while being able to hit the enemy. Slamdown is a nice way of avoiding investing heavily in Str. I am just torn between Thief and Ruffian, they both have nice Debilitations.

Foe third actions my options are Prepare, Sneak, Hide. I guess the idea would be to Strike, Prepare, Strike or Hide (while using the martial infront me for Cover via ceaseless shadows).


Very cool, so since im starting at 11, the Thief loses quite a bit of its luster since the Dex to Damage thing is a bigger thing during the first half of the game. Interesting. This would leave Scoundrel or Ruffian now, and I guess the big thing is the choice of which Debilitation I would prefer, either no reactions (this is gold), or Weakness to a type of damage (also quite good). If i went either Ruffian or Scoundrel I would take these three feats regardless - Gangup, Opportune Backstab, Preparation. I am assuming one other martial in the party at a minimum since its the case about 90% of the time in our 5 person party's in the past.

The other methods of making enemies off guard, ie. Faint, I dont think I would use that much at all (due to us starting at 11 we have more options). Could someone recommend a race for each of these two types of Rogues, and which type of Weapon would be ideal, both a one handed option and a two handed option. I think definitely one of the Archetypes Id dip into would provide me with Crashing Slam, the other archetypes I am not sure on.

In terms of what a typical round would look like:

If we are first to act then a Stride, Strike, Preparation?

Second round: Strike, Strike, Preparation OR Crashing Slam (once im level 12), Preparation

Is that about right? I will be next to the enemy, I need to be in order to capitalize off Opportune Backstab so hit and runs are not really an option here.

Obviously if someome in the party has Haste at 13 we are gold and solves a lot of problems. If not, can anyone recommend spending a single action using a potion patch/potion of Quickness for us to gain that extra action each round (i guess this would depend on how many rounds we figure the fight will last)?

Sorry a lot of questions for thought here..


I realized if I really wanted to Trip I dont even need to be a Ruffian or have any STR. Couldn't I just take Slamdown at 12 as a Thief or Scoundrel and be good? Essentially could Trip with my free hand while wielding a Rapier or something?


I have read many a guides, and I can say this may be the very best. Impressive stuff.


The Thief and Ruffian do look like the two best indeed. The debilitation comes down to 2D6 extra sneak damage vs Weakness 5, which ones better?

One Debilitating thing I really like is the one that shuts down reactions however it belongs to the Scoundrel sadly:( I imagine the Scoundrel is subpar overall?

In terms of party composition your definitely right knowing that is very important, sadly I don't know the answer to that. So I guess what I would like the character to do would be excellent burst damage (not persistent damage at all) and have a wide skill set. The Ruffian for me really the biggest draw is the Trip, which is huge yes, however are there any ways to bypass Athletics for Tripping perhaps a Taliman or something? I love the concept of a very sneak Rogue who can come out of the shadows and deal massive damage, on top of Foil Senses should I be taking a wizard/sorcerer/or bard archetype in order to get heightened invisibility or what is the best play here? Action economy is a real premium.

I just realized with FA, I could take Mauler and be able to snag Knockdown if I really wanted to Trip. However thats action intensive.


Hi all,

I typically play casters, and the occasional Barbarian. I am going to be starting a new campaign next week and I'd like to try a Rogue (campaign goes from 11-20). Campaign has free archetype rules. I am kind of confused as to which Racket to play, my goal is to put out damage and I would like to be able to Trip my enemy once in awhile which I think means I must have a high Athletics score?

Would that force me into a Ruffian? I am not sure how well the Ruffian plays, if hes just a weak Fighter or what. He appears to be geared towards Intimidation in order to Off-Guard, which isn't great IMO as that can only last 1 round unless there was a FA that could automatically extend the duration of that Frightened by another round. The other issue is that Demoralizing takes an action, Gang Up for a 6th level feat appears to be a must have and would help avoid Intimidation, however if I am ever in the situation where I cant get a flanking buddy then I would be forced to spend an action trying to Denoralize which may have a 50% of succeeding.

My big questions are, for this type of Rogue (one who can put out damage) and debilitations, which Racket would be ideal? How would I consistently Off-Guard if I have no flanking budddy, and which melee weapon for that type of racket. Based on just reading a few guides I think Preparation, Gang Up, Opportune Backstab are three feats I would take almost certainly.


Anyone?


Does True Sight counter Disappearance?


Can reach spell be used with scrolls?


Can somebody help me out. If i cast Translocate at level 4 can I cast it again within an hour? I noticed the heightened 5th level version says you cannot for one hour, does that also apply to the 4th level version?


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??

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