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"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?
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.
Drowning and Suffocating
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?
Luring Wail
Critical Success The creature is unaffected.
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
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"?
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?
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.
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