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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 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.


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?


"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)


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.


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?


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?


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?


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 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.


Is there any way to get focus powers from two different sorcerer bloodlines?


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?


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.


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?


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.


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?


Anyone know of any ways I can increase the Burst range of Calm so its at least 15ft?


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?


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?


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?


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.


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.


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?


I have a character who can use the Gunslingers "Into the Fray" ability on the first round of combat, and I also have Eternal composition with Fortissimo composition. Which one of these would happen first?


The ability states:

With a mighty shout, you can stir an ally to attack. If your next action is to cast the courageous anthem composition cantrip, one ally of your choice who gains a status bonus from the spell can immediately use their reaction to make a melee Strike.

My question is, if its the first round of combat and my allies have not acted yet, can I use this ability on them even though they don't have their reaction available yet.


Hi All, we are nearing campaign completion and have just unlocked level 10 spells. I am playing a Bard and was hoping to get some advice on what spells to use with Freeze Time. I also have trick magic item so any scrolls of any tradition work as I am atleast trained in all of them. Our party is composed of a druid, a sword and board fighter, a ligneous barbarian and myself a Bard.

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