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             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? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             When controlling an enemy are you able to use free actions to speak? For example ive controlled an orc guard, can I on his turn free action tell his guard companions to surrender? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Well those are spells and limited resources, could I just keep spamming it before entering any room? Or is this abuse? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             I have been finding in my adventure my GM tends to take the damage from Iron Command almost always. How can I have him more likely to fall Prone? Would Iron Repurcussions help with that? Or do you still see the GM just eating the dmg? I should clarify I am playing a Sorcerer and also have this effect at times: Blood Magic—Retributive SpiteMalice and acrimony take physical form around you. You deal 4 mental damage per spell rank (basic Will save) to the first creature that deals damage to you before the end of your next turn; if no creature damages you in that time, you consume that spite to gain temporary Hit Points at the beginning of your next turn equal to the spell's rank. These temporary Hit Points last until the beginning of your following turn. So effectively if he attacked me he would take not only Iron Command damage but ALSO Retributive Spite damage on the first attack. Perhaps this would be enough for him to choose to Fall Prone? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Am I able to use this Sorcerer feat on my ally before entering any door in a dungeon therefore not having to spend an action in combat. Is this reasonable? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Ive never had a Familiar before so pardon my noobery here ladies and gentlemen. I plan to play a Sorcerer and get the Familiar feat. The two abilities I plan to take are Independant and Manual Dexterity.Does this mean I could get my Familiar to feed me a potion of Quickness lets say on my turn? I guess he would be holding the potion in hand prior to combat, then at the start of each combat in Round 1 he would feed me it. Is this legal? And can I decide what my Familiar is, I guess he would need hands to perhaps an Imp? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             In terms of keeping them on me will it work? In the past when I played Warpriest and had Vibrant Thorns up typically enemies would just avoid me as they took a tremendous amount of damage everytime they hit me. Are their better guardian feats I could take to lock them down? Please note I am wielding a nonreach weapon to ensure they cant move far away from me whej using Lockdown. What weapon should I be wielding, would a Maul work? Lastly what class would you recommend for Multitalented. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             Lia Wynn wrote:  I think that you have a very interesting basis for a fun character. However, I don't think we can help very much because a /lot/ of what you are asking for/planning on is GM dependent. We can start with Syncreism. I am actually playing a cloistered cleric right now in a game on the boards who took that at level 2. The mechanical reason for it was the fire domain, but it also made a ton of sense with my RP. (My first deity is Tlehar, and I took Syncretism with her brother Chohar). It made mechanical, thematic, and RP sense, so the GM allowed it. Will your GM allow it if the only reason you do it is to get a new weapon? I don't think any of us can answer that question. Now, Splitner Faith is very problematic, from both an RP and mechanical viewpoint. From an RP perspective, you are worshiping your deity from a viewpoint that most see as heretical, and then you plan on spreading it out even further. This could lead to significant RP issues. On top of that, there are two mechanical aspects that are worth noting: the first is that *any* domain spell you cast that is not on your specifically selected domains list is Heightened to one level lower thn your max, and second, if you do not take this Feat at level 1, you can *only* take it via Retraining, meaning you have to give up one of your earlier feats to get it. While I can't say what your GM would do, I would likely say no to Splinter Faith in this case. One of Suncretism/Spinter Faith if RP supported it, yes, absolutely. They're both very fun and nice things to explore. Both, probably not. Finally, will your GM ignore your Taunts? None of us can answer that. That is something I would urge you to discuss with your GM before making the character. Some GMs do not like anything like tanks or taunts, which I've never understood. If yours is that sort of GM, then this concept - which, again, feels very interesting - will fall flat. 
 Right, I will take Splinter Faith as my level 1 feat via Natural Ambition. And yes hes ok with me taking both Syncretism and Splinter Faith.  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             We are starting a 11-20 campaign this weekend, and I always wanted to build a Wwrpriest who would make a great tank. In the past enemies would just avoid me when using the Nature Domain for Vibrant Thorns, but now I feel like with Guardian dedication we have hope! We are playing FA rules and heres what I have. I am looking for something both very effective and fun.  1- Healing Hands (Natural Ambition)
2- Domain Initiate (Earth)
 2- Guardian Dedication
 4- Splinter Faith
 4- Taunting Strike
 6- Syncretism
 6- Hampering Stance
 8- Advanced Domain (Earth)
 8- Long Distance Taunt
 9- Multitalented (not sure which class)
 10- (Im not sure which feat here)
 10- Proud Nail
 12- Domain Initiate (Nature)
 12- Lockdown
 14-
 14-
 16- Eternal Blessing
 16- Group Taunt
 The idea here with the Earth Domain is use the Emanation (or if the cone is better at times) from Localized Quake to attempt to prone enemies around me. Also Vibrant Thorns is there to of course punish anyone who attacks me. Syncretism to cherry pick a weapon however I wanted an opinion on which weapon to go with, I would prefer a two-handed weapon so I can atleast hit people decent hard and not just have people ignore me which I have found in the past can happen if you dont deal decent damage.
Splinter Faith is so I can take Nature Domaim because there is no Deity that offers Nature and Earth while having a Healing font and Mountain Resilience as a spell on there list (selected Deity is Vavaalrav). We are half elf, adopted ancestry Dwarf so we have Mountain Stoutness. We can take any class with Multitalented due to half elf.
 So my question is can this build work? Can I keep the attention of my enemies on me or will they just pass me by like in the past? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             And are you allowed to move the cloud each round? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             Looking for some clarification on how this spell works. I assume while its being sustained each round you can force new saves each round so if someone may have successfully saved on round 1, you could force another one on round 2 and subsequent rounds? On the failure effect when the enemy is confused are they confused with a new save each round to free themselves or are they confused for the duration (1D4 rounds)? 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.
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Squiggit wrote:  I think it's pretty good. Short duration, but some potentially really nice effects. The combination of good range + huge area + no target cap + no incap + ally safe is really  nice. Short duration sucks, and the success effect is a little rough. Unless you're leveraging the range and area heightened fear does the same thing two spell levels earlier.  This spell definitely seems like a great candidate for a combat utility spell on a high level caster who's past relying on 5th rank spell slots, but frighten 1 for 1 round is going to be a common enough outcome I probably wouldn't rely on it much at levels where 5th rank slots are my main drivers. 
 Very good points! Thanks  
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Im looking for some items that can assist with counteract checks, whether giving bonuses against them or allowing rerolls against them. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             I am trying to counter a level 8 enemy Truesight. I have Dissapearance active and Hiddenmind. How would this work, what would the enemy need to roll in order to counteract the Hiddenmind and see me. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             I think you can still use reactions while stunned. For example failure effect for Spirit Song states:  Failure: The creature takes full damage, can't use reactions until the beginning of its turn, and is stunned 1. If Stunned automatically prevented no reactions they wouldn't have explicitly stated it in this failure effect. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             Deriven Firelion wrote:  YuriP wrote: The no incap is good for a stun. Could be used as a control spell, so your allies can move in without causing reaction attacks or abilities. Looks like a good spell for group coordination. It's basically a mix of Heightened Fear with Synaptic Pulse. Pros:
Have a good range
 Have a good AoE
 Doesn't have an incapacitation trait
 Only affects enemies (no FF).
 Merges frightened and stunned effects
 Cons:
It's 3-actions
 It has a 1 round duration (so yes this means that the frightened ends in the beginning of the caster turn, not matter how much it's its value).
 No fleeing on critical failure.
 This spell action cost and duration discourage me to use it. It looks good if you have to fear troops or wants to disable multiple enemies reactions, but outside this specific use I probably won't use it. 
 "Could be used as a control spell, so your allies can move in without causing reaction attacks or abilities."
 How does the spell prevent reaction attacks? 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
  
        
        
 
          
          
            
              
              
                
                    
                
                
              
            
             YuriP wrote:  It's basically a mix of Heightened Fear with Synaptic Pulse. Pros:
Have a good range
 Have a good AoE
 Doesn't have an incapacitation trait
 Only affects enemies (no FF).
 Merges frightened and stunned effects
 Cons:
It's 3-actions
 It has a 1 round duration (so yes this means that the frightened ends in the beginning of the caster turn, not matter how much it's its value).
 No fleeing on critical failure.
 This spell action cost and duration discourage me to use it. It looks good if you have to fear troops or wants to disable multiple enemies reactions, but outside this specific use I probably won't use it. 
 "It has a 1 round duration (so yes this means that the frightened ends in the beginning of the caster turn, not matter how much it's its value)."
 Oh jeez I didn't know that, I thought Frightened always ticks down, thanks for this. 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             Hi All, I am looking for feedback on this spell. I came across is very recently and wanted to get people's opinions on it. First my own I will share. It appears to be similar to a heightened Fear but with a stun rider on the failure effect and a stunned 2 instead of a fleeing on a Crit failure. The big downside I see is that it's 3 actions thus I'm not sure this spell is worth it? I would love to hear from everyone. Shock and Awe
[three-actions]
 Spell 5
 Auditory Concentrate Emotion Fear Illusion Manipulate Mental Visual
 Source Battlecry! pg. 89
 Traditions arcane, occult
 Range 100 feet; Area 50-foot burst
 Defense Will; Duration 1 round
 You create the illusion of cannons exploding, bullets and arrows flying, and magical ballistics firing, as an overwhelming torrent of information, both visual and auditory. Enemies in the area must attempt a Will save.
 Critical Success The target is unaffected.
Success The target is frightened 1.
 Failure The enemy is frightened 2 and stunned 1.
 Critical Failure The enemy is frightened 3 and stunned 2.
 
	
		
	
	
		
			
        
          
            
            
              
            
          
            
            
              
                
  
    
      
        
  
 
          
          
            
              
              
                
                    
                
                
              
            
             The spell states:  You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being, with an appearance, regalia, and iconography of your choice. Targets must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute. Critical Success The target is unaffected.
Success The target must pay tribute to you two times. Paying tribute requires that the target spend a single action, which has either the move trait (as they bow) or manipulate trait (as they offer up a token in their hands). They must pay tribute at least once on each of their turns, if possible. While affected, the target is fascinated by you and can't use hostile actions against you.
 Failure As success, but the target must pay tribute a total of six times.
 Critical Failure As failure, but the target must spend all its actions paying tribute, and they cannot take other actions until the tribute is fully paid.
 My question is, does the fascinated condition automatically drop-off once you or one of your allies takes a hostile action against the enemy? |