The Total Package's page

267 posts. No reviews. No lists. No wishlists.



1 to 50 of 118 << first < prev | 1 | 2 | 3 | next > last >>

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?


Just had a question I am a Bard with Expert prof with my weapon, I have Helpful Halfling which boosts Fake Outs bonus to +3. My question is I have this harrow card that does the following:

The Publican represents friendship, shelter, and insight. As long as you have The Publican invested, treat critically failed checks made to Aid as regular failures instead. If you are at least 14th level, the circumstance bonus you provide for succeeding or critically succeeding at checks to Aid increases by 1.

Does this mean the +3 would become +4?


i'd love to know what consumable/item/noncasting options for enlarge there are for my Barbarian character. Please does anyone have any suggestions?


A Bard is there any way at all I can use Fake Out to get more than just the +2 bonus for a Crit with Fake Out? Any other feats or items I could possibly get to give me a +3 bonus or +4 to Fake Out? Or would that require being a Fighter?


I just turned level 12 as a Bard and I took the Talisman Dabbler Archetype. I can now make two talismans with an item level of 6 or lower. Could anyone recommend some good ones to make?

Also it says I must know the formula how do I go about knowing the formula?


Hi Friends,

Currently playing a Bard in one of the campaign I am in. I wondering what a strong round for a Bard typically looks like who has the Maestro and Warrior muse. His allies are a Barbarian, a Rogue, a Cleric and a Magus. FA rules are in effect and we are currently level 12. I typically cast Inspire Courage + Heroics on the second round of combat combined with One For All (aiding the barbarians strike) and a Strike in hopes to extend the Heroics (with the orchestral brooch). On round 1 I typically move to get into the right position and then cast a strong level 6 spell (sometimes Slow 6, Roaring Applause 6 or Synaptic Pulse 6, if one enemy then probably a Synesthesia) depending on how many enemies etc. On other rounds when Heroics is not active, I may All for One + Inspire Courage + Courageous Assault thus giving our Barbarian a +5 to his Assault reaction and effectively a +7 if he's flanking with someone. What do people normally recommend, should I be doing something else with my first and second rounds?


I am playing as a Barbarian. Is there a way to MC into another class (using Free Archetype rules) to get a second reaction each round? I'm not referring to a Shield Block or anything, I'm looking for a reactive strike of some sort.


Hi all, currently we are playing in a high level game. I'm looking for various options for one action spells on the occult list. Currently I'm working with Sure Strike, True Target and Time Beacon. I'm looking for other recommendations. Thanks!


If I am wielding a sword and board, can I use a potion patch to drink a potion of Quickness for example, or am I out of hands? Because I am gripping my sword and holding a shield, I don't know how I would have a hand available to drink the potion without dropping my sword to consume the drink?


Would Mountain Resilience stack with a shield block? For example let's say my Shields hardness is 12, and my Mountain Resilience is Resistance 5, would it be a total of 17 vs piercing/slashing/bludgeoning?


I currently have armor that is affixed with two talismen, due to talismanic sage. Can I also affix more talisman to any other areas besides my armor so I can use more per combat? So could I have two on my bow, and two on my armor?


I am having a difficult time deciding which feat to grab between Dirge of Doom and Rallying Anthem. I am a maestro/warrior Bard I also have Fortissimo Composition. On paper it appears Dirge is better than Rallying Anthem. However, the fact that I have Fortissimo IMO puts Anthem quite a bit ahead of Dirge of Doom especially when you bring into play the orchestral brooch. What are people's take on this situation? Which ones better for this particular situation, I would imagine both would be used when your party is outnumbered on the battlefield, meanwhile courageous anthem would be used when your party outnumbers the enemy.


I'm playing a Bard planning to MC into swashbuckler. I'm a ranged support Bard and I'm just wondering which style would be ideal. I am currently thinking Wit. So how does it work, whenever I use the Bon Mot ability I gain panache?


In terms of loading my gauntlet bow, can I load it before battle? Or do I have to spend an action in combat to load it?


Let's say I cast phantom Orchestra first round, on the second round I want to sustain it. So the second round comes around and I want to do a couple actions before, finally for my third action I sustain the spell. Is this allowed? Is there anything that says sustaining a spell must be done at the start of your turn or anything like that?


Can I cast Courageous Anthem + Fortissimo and then second action Courageous Assault?


If I am Grabbed or even worse swallowed whole, can I use this ability to swap places with a willing ally even if I cannot see them but they are within 30ft?

https://2e.aonprd.com/Spells.aspx?ID=1024


My Muse spell is Fear, does this spell just stay at level 1 or does it automatically become a signature spell?


Can I wield a Gauntlet Bow and a short bow on the same arm?

And also if Inspire courage was active would that give me a bonus to the attack roll to aid?


Let's say I have Eternal Composition, can I on the first round of combat Fortissimo, then cast a spell and then stride.or am I not allowed to Fortissimo with eternal Composition on the first round of combat or even second round of combat?


I'm looking for a reaction that will let me fire off my bow each round, something similar to this?

https://2e.aonprd.com/Feats.aspx?ID=6363

Anyone have any good recommendations?


If I enter a fight with a scroll in one hand, can I during combat cast a three action spell ie. wall Of Stone from it?


I am looking for a way to make casting from scrolls more efficient. Is there anything the equivalent of a potion patch for scrolls? I just want to be able to draw and cast from a scroll for two actions.


As a halfling if I use this feat against a larger opponent, would I suffer a penalty for trying to Trip a larger enemy if I used Acrobatics?

https://2e.aonprd.com/Feats.aspx?ID=6245


How many talisman can I affix to my armor?


Quick question regarding the spell Slither. In my reading it appears the spell only takes place if the enemy stays in the radius of the spell at the end of there turn. So say it was cast on round one, on round two an enemy gets pushed into the Slither radius, the spell wouldn't do anything at that moment, then then the enemy's turn comes up and the Slither still does nothing and then enemy just casually walks out of the Slither radius without any effect? Is that right? So essentially the spell only works when at the time of casting and when the enemy ends it's turn in the spells radius?

So if I wanted I could casually walk through these tentacles as the caster if I wanted and as long as I don't end up in the radius I'm completely fine?


Assuming your level 13 and can cast both heightened Synaptic Pulse and Heightened Paralyze, why would you cast Synaptic Pulse? How is it any better? I'm a bit confused here.


We are currently level 12 in our campaign going to level 20. My character just got slayed. I was planning to play a Warrior Muse Bard with a Maestro Muse as well. We are playing FA rules so I will be taking Mauler dedication (for Crashing Slam and was considering Hammer Quake or Unbalancing Sweep) and Rogue dedication for Mobility, Evasiveness and Opportune Backstab. The character will wield a D10 reach weapon, his front line allies are a fighter and a swashbuckler. Backline are two ranged combatants. The plan is to capitalize big on inspire courages big +3 bonus via orchestral brooch and extending it a round by landing a strike. I have three FP's so I may use this twice per fight thus lasting 4 rounds. On that second round of the big bonus I think I would cast a spell and strike. Or maybe I would use Crashing Slam and strike. He would also have vicious Swing at his disposal and courageous opportunity to take advantage of Slam Down. His spells would consist of spells like Slow, Haste, Roaring Applause, Slither, you get the idea, no DMG dealing spells pretty much control only and buffs/debuffs. We have an ally on our team who can soon provide party wide haste. I am certain the spells will be good, I'm unsure if feats like vicious Swing, slam down and Hammer Quake or Unbalancing Sweep (to shove creatures back into the area of the Slither) so our ranged allies can hit the enemy while they are flat footed from the black tentacles.

Can this build be efficient?


Mauler dedication contains Unbalancing Sweep, I was looking at the Rogues Shove down feat https://2e.aonprd.com/Feats.aspx?ID=4945 would it work with Unbalancing Sweep https://2e.aonprd.com/Feats.aspx?ID=5861

After Shoving two people let's say I want to now activate the "Shove Down" free action on the third person who was shoved, when I attempt my Trip roll for "Shove Down" would it be suffering from MAP or no?


Does this ability require a weapon that has the Trip trait? Or is it like Knock down where I can just use any weapon to knock people down?

https://2e.aonprd.com/Feats.aspx?ID=6371

1 to 50 of 118 << first < prev | 1 | 2 | 3 | next > last >>