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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.


I am looking to build a level 12 Fighter with the FA rules. The idea is i would like to Trip my enemies with a Scythe, and use Dazing Blow to stun my enemy. Is there any way I can grab my enemy while wielding a scythe? Like maybe an appendage or something with an ancestry or a special item?


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.


So today we had a couple enemies that were paralyzed. Our party cleric than casted Blessed Boundary, the enemies rolled a reflex save as per the spell. I’m just trying to figure out why is there a reflex save if the enemy is paralyzed? How is it avoiding the spell?


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.


Looking for ways to have Heightened Invisibility override See Invisibility and True Seeing. Would attaching Hidden Mind to it do anything?


A couple questions here.

1) Let's say my ally is under the effects of Heightened Invisibility and I cast Courageous Anthem (singing) would he still get the benefit?

2) If I have a level 2 See The Unseen can I see the invisible person as concealed?


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.


The spell states:

Your song moves allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's rank to physical damage.

At level 16 how much resistance would this spell provide?


Is there a skill feat or something that can let me get a better price on goods bought in shops?


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
Range 20-foot (4sq) emanation
Duration sustained (up to 1 minute)
With a quick series of wrist flicks, music fills the air. While the music can be heard as if it were performed normally at a distance, creatures in the spell’s area become affected in more significant ways. When you cast musical shift, select a key signature (to affect enemies) and a time signature (to affect allies) from the options below; all creatures within the area are affected as indicated. You can change the key signature or time signature as part of the action you take when you Sustain the spell.

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.


I'm looking for opinions on the best 5 spells in the game on any last. This is very general, obviously some spells are better in certain campaigns etc.


I am playing a Bard with the FA rules, can I MC into Ranger and at level 16 take Wardens Boom (Flurry edge) to give to my Fighter companion?


Let's say I am the first to act in round 1, can I use Courageous Assault on my ally or does he have to gain his reaction first in order to use it, hence this would only work on the second round of combat?does specific here overrule general?

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