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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
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.
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
Success The creature is unaffected.
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?
Sweet Dream
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.
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?
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)
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.
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
Success The creature is unaffected.
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
Critical Success The target is unaffected.
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.
My question is, does the fascinated condition automatically drop-off once you or one of your allies takes a hostile action against the enemy?
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.
I am looking to build a level 17 Cleric. FA rules are in effect. My previous character just died. I would like bring to life a character that walks up to the enemy and can cripple enemies in close range. I like being in the thick of things so I was thinking maybe archetyping into a class that gives heavy armor and would be able to use a Shield and being able to use Shield Block will probably give me some decent survivability. I am hoping for a Domain that can provide something that shines in melee, a nice debuffing Focus Power would be nice, but I'm not sure what. Also investing in Cast Down for 2 action Harm in melee range would be nice, perhaps my third action could be used on a single action Focus Point I'm not sure. Would this character be a Warpriest or a cloistered? I would prefer cloistered for the higher spell DC at this level. Please any help would be greatly appreciated.
The ability says: Your familiar’s spirit exits its body, leaving its empty shell behind, before flying at an enemy within 20 feet (4sq) and dealing 6d6 (21) spirit damage, with a basic Will save against your spell DC. If the familiar dealt damage, it then flies to an ally within 30 feet (6sq) of the enemy, restoring Hit Points equal to half the damage dealt. Your familiar then re-forms in its original square. At 9th level, and every 2 levels thereafter, the attack deals an additional 2d6 (7) damage. I am trying to understand how much damage this spell would be dealing at level 16 and 18.
I tend to struggle putting my feelings on paper. I'm looking to build a Cleric (Warpriest? I think) that can grab enemies and basically force creatures to attack me while benefiting from Vibrant Thorns and put out damage that way. I was also thinking of using low level Harms with Castdown to prone enemies, then when they got back up the party fighter would smack them with his Reactive Strike This would be a Free Archetype character so I envision tripping my enemies via Topple Foe (Marshal) just after they got back up to their feet from the Castdown. Deity would likely be something Like Trudd for the Mountain Resilience so I could stand in the middle of everyone and take boat loads of punishment. Is this a viable character? Does this strategy actually work in real play? I think the Vibrant Thorns would likely be cast round 1 and then round 2 maybe I'd cast a single action heal on myself in order to trigger the many dices of damage from the Thorns. The only way to really entice the GM to want to focus me at that point would be if I had the enemy grappled?
Looking to build a Bard that uses a whip to trip his foes to support party Fighter and Barbarian who smack people hard instead of any combat maneuvers. Starting at level 16 and are playing Free Archetype and ABP. I would like him to be a Halfling despite the -1 to str. I plan to start with 10 Str and never go beyond that, can I still be effective as a Tripper by only taking my Athletics to Legendary while having a -1 Str bonus?
Looking for some opinions on the Drained condition when playing a PC and casting a spell which inflicts it. I know it works very well for NPCs when used against PCs, but how about the other way around. I've had a fee people say the Drained condition doesn't really do much, most other conditions are much worse. So please, sell me on the benefits of inflicting the Drained condition, or is it true that it just isn't very good and I should be trying to inflict a stronger condition.
I am currently level 15 and I want to apply more buffs and debuffs. I currently am providing my barbarian companion a +3 status bonus to attack rolls via Fortissimo, I am also providing an Aid to one of his attacks for +4 circumstance bonus as a reaction. I cast Tempest of Shades on enemies for sometimes a Frightened 3 effect (failure) while our barbarian often flanks with our sword and board Fighter to get the off guard bonus. But I am not satisfied, can I provide more buffs? Vs bosses I do cast True Target for him to give him that reroll with the +4 circumstance bonus but I want more. Please help how I can turn him into more of an indestructible walking mound of muscle.
Can I get people's opinions on this level 8 spell. I am wondering if it has a place in my repertoire as a Bard. I will have Effortless Concentration next level and was seriously considering this spell. Musical Shift Traditions divine, occult
Flat (key signature) Whenever an enemy critically fails at a Strike, saving throw, or skill check, they fall prone in addition to other effects from the critical failure. Natural (key signature) Enemies take a –2 status penalty to attack rolls. Sharp (key signature) Whenever an enemy takes piercing or slashing damage, they also take 2d6 (7) persistent bleed damage. Double (time signature) You and your allies become quickened and can use the extra action each round only for Leap, Stand, Step, or Stride actions. Quadruple (time signature) You and your allies gain a +2 status bonus to attack rolls. Triple (time signature) You and your allies gain a +2 status bonus to Armor Class and Reflex saving throws.
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