Hellknight

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Organized Play Member. 466 posts (468 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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Hello,
is it possible to remove the petrified condition avec psychic spellcasting ?

Quote:
Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you're casting.

Thanks for your future answer.


Hello, if a character want to play a character from the Order of the Torrent.

Which lesser/greater order benefit does the character gain for the Order of the Torrent with (advanced) order training feat ?

Thanks for your future help.


Hello, I have some questions about the tentacular limbs spell.

Can the sorcerer from the aberrant bloodline only to obtain this spell ?

For the effect :
first action to cast the spell : reach 10 feet
2nd action : reach 20 feet

heightened (+2) : 2nd action : reach 30 feet

heightened (+4) : 2nd action : reach 40 feet
...

heightened (+9) : 2nd action : reach 60 feet

Is it right ?

Is it possible to grapple with this spell ?

Thanks for your future answer.


Hello, is it possible to create and control a brainchild ?

With a psychic ? A captivator archetype ? Sow rumor feat ?


Monk : mystic strike(magical), metal strikes (cold iron, silver), adamantine strikes ?

Dragon disciple : scales of the dragon : When you're unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor.

Barbarian : Animal skin (feat 6) : You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor. (only in rage)

Oozemorph archetype ?

Mind smith archetype : ghost blade (4) : a ghost touch property rune for 1 minute

Mental Forge (4) : 2 traits : grapple, modular (B, P, S), nonlethal, shove, or trip [Malleable Mental Forge (8)]

Mind projectiles (8)

Runic Mind Smithing (10) : During your daily preparations, choose one rune from the following list of weapon property runes: corrosive, disrupting, flaming, frost, shock, and thundering. You enhance your weapon with the chosen rune until your next daily preparations.

Metallic Envisionment (12) : Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.

Advanced Runic Mind-Smithing (16) : ou can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the anarchic, axiomatic, holy, or unholy runes.

In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.

Crystal Keeper archetype :
Armor Rune Shifter (10)
You can temporarily alter the rune to function as one of the following runes: energy-resistant, fortification, glamered, invisibility, shadow, or slick. The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed.

Weapon-Rune Shifter (10) :
You can temporarily alter the rune to function as one of the following runes: corrosive, flaming, frost, ghost touch, grievous, returning, shock, thundering, or wounding. The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed.

Undead slayer archetype :
Slayer's Blessing (8) : When you use Slayer's Strike, before making the Strike, you can choose either the ghost touch property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra positive damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material.

At 14th level, add adamantine and mithral to the list of materials you can choose from.

Ghost eater archetype : Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune.

Disrupting Strikes (6) : Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn.

If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher.

Eldritch archer :
Echanting arrow (8)
Magical arrow (8) You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower from the Core Rulebook or this book. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.

When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.

Special You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.

Precious Arrow (8) : Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.

seeker arrow, phase arrow, arrow of death ...

Runescarred archetype :
Living Rune (6)
Your body can hold a single property rune; you can’t etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune’s effects in addition to any effects of that armor.

Ancestry : Shisk ?
Quillcoat Shisk ?

Quote:

Barbed Quills

Source The Mwangi Expanse pg. 123 2.0
Frequency once per day
Trigger You are hit with an unarmed strike or a strike with a non-reach melee weapon.You break off quills in your attacker's flesh. You deal 1d8 piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes 1d4 persistent bleed damage as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by 1d8 and the persistent piercing damage increases by 1.

Level 20 : 10d8 + 1d4+9 persistent bleed damage on a critical failure ?

Spine Stabber (1)

Quote:
You gain a quills unarmed attack that deals 1d6 piercing damage. Your quills are in the knife weapon group and have the finesse and unarmed traits.

Bristle (5)

Quote:

You curl into a posture that splays out your bone spines. You gain a +1 circumstance to AC until the start of your next turn.

Special If you have the Barbed Quills reaction or a quills unarmed attack, each gains a +1 circumstance bonus to damage rolls until the start of your next turn.

Renewing Quills (5)

Quote:
Your quills unarmed attack deals 1d4 persistent bleed damage on a critical hit.You can use the Barbed Quills reaction once every 10 minutes.

Piercing Quills (9)

Quote:
Your quills unarmed attack deals 1d4 persistent bleed damage on a critical hit.

Quill Spray (9) Frequency once per day

Quote:
You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing 5d8 piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 persistent bleed damage. At 11th level and every even level thereafter, the piercing damage increases by 1d8 and the persistent bleed damage increases by 1.

11d8 piercing damage and 11 persistent bleed damage on a critical failure ?


Hello, is it possible to create a character without the materialistic concept ?

I want to create a character and level up without bought or found magic item.

No downtime to gain money.

What would you advise for this creation ?

Are there a philosophy in Golarion that rejects the materialistic concept ?


Hello,

Do a character learn other spells with the arcane weaving from other spellcaster ?

Or it's just that the character can cast other spells that aren't in class list ?

Thanks for your future answer.


Hello, I have questions about sleepwalker, dreamlands and immersive mindscape.

Quote:

Created and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Dimension of Dreams) overlays the Ethereal Plane. When a creature dreams, regardless of the location of their physical body, they interact directly with the Dreamlands. Sleeping creatures cast themselves into the plane in idealized avatars known as lucid bodies, and their dreamscapes are immune to outside entry by standard magic such as plane shift, requiring obscure, more specialized spells to access. The dreamers of each mortal world generate a cluster of dreamscapes, like drifting bubbles atop a deeper ocean of permanent dreams formed from the collective mass of slumbering desires, dreams of especially powerful dreamers, and the dreams of ancient, obscure entities—including the gods of the Elder Mythos. While most dreamscapes are safe, travelers in the deep, permanent Dreamlands face living, animate dreams and the predation of night hags from the Ethereal Plane, as well as stranger beings spawned within the core itself.

Some scholars postulate a distinct region within the dimension for nightmares, much as the more stable inner portions of the dimension exist separately from the transient, ever-forming and evaporating mortal dreamscapes at its edges. Others conflate this nightmare region with the demiplane of Leng, while still others dismiss this notion but speculate that Leng is somehow accessible to dreamers who intentionally seek it out.

Dream Magic :

Quote:
You learn dream-related magic to aid your studies. Choose dream message or sleep upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.

Can a character cast these spells several times ?

Same question with shared dream.

Immersive mindscape :

Quote:

An immersive mindscape forms in the Astral Plane and is shaped purely from the thoughts of its creator. Created of powerful psychic magic, it brings creatures fully into it in their astral forms. Their bodies might remain behind, inactive, or be totally drawn in, depending on the nature of the mindscape. Typically, the mindscape appears to the senses to be a real place, and the inhabitants believe they're physically there.

Though a mindscape is always mutable with subjective gravity, its nature can be veiled, causing inhabitants to be unaware of these properties. Veiled mindscapes typically appear to have normal gravity and morphic traits. Overcoming this appearance to alter the mindscape's structure or use subjective gravity requires realizing it's false.

Can their bodies enter also in immersive mindscape ?

There is a construct mindscape (rare) ritual. How can a character use the ritual ? because the ritualist archeptype gives only uncommun rituals.

Is it possible to increase the size of a existing mindscape using several the same ritual ?

Mindscape door :

Quote:
Your bodies typically remain behind in stasis when you enter a mindscape, though some mindscapes pull you entirely into them upon entrance. If you enter a mindscape, you can leave only by using another mindscape door ritual, finding an exit within the nature of the mindscape, or when the mindscape ceases to exist. When exiting a mindscape, you typically return to your bodies or to the location where you entered the mindscape.

Is it possible to use the dreams of a creature to enter an other world ? For example, the characters from Golarion travel for a world as greyhawk, forgotten realms ? ....

Thanks for your future answer.
Thanks for your future answer.


Hello, I have a question about Warp Reality ability from Seugathi Reality Warper.

Quote:
Warp Reality (concentrate, occult, transmutation) The seugathi bends reality in their choice of a 10-foot emanation or a 60-foot line, altering the terrain of the area. The terrain becomes a different type of terrain (such as aquatic, arctic, or desert) and becomes normal or difficult terrain, as the seugathi chooses. Structures, general geographic features, and creatures in the area aren't transformed, but creatures in the area take 5d6 chaotic damage (DC 28 basic Fortitude save) as reality tries to bend them along with the terrain. Though changes to the area are permanent, the natural environment might eventually revert the land back to its original state (aquatic areas drain, arctic areas thaw, and so on).

For example, with this ability, a room can become a flooded room (aquatic) ?

Thanks for your future answer.


Hello, I search to create an adventure with dreams.

Quote:

Midnight milk is an ingested drug created by the intellect devourers of High Ilvarandin – in fact by Lens-Keeper Tiluatchek, with the assistance of the ghast alchemist Bereshkhani.

The drug is created from the waste products of the mu spores which float above the Midnight Mountains in Orv. It is highly addictive, but is (relatively) harmless in itself. Those who drink it experience strange and vivid dreams of exploring the Darklands.

The dreamers are drawn deeper and deeper by an intellect devourer artifact known as the dream lens. The more that is taken, the further the exploration takes them, until eventually they visit Ilvarandin itself. At this point, the dreamer's psyche inhabits the body of one of Ilvarandim's creatures and experiences that creature's life.

At some point, the dreamer will inhabit the body of a creature which is already serving as the host of an intellect devourer. The intellect devourer instantly recognises the dreamer's presence, and heads for the physical location of the dream lens itself. If it can reach there before the dreamer awakens, it can use the power of the artifact to try and eat the dreamer's brain, transporting itself inside the victim's skull if it succeeds.

The poet Vumeshki was one of the first to fall under the influence of midnight milk, and wrote the poem Ilvarandin, and possibly other parts of his poetry collection Songs at Sun's Ebb, whilst under its effect.

The Midnight Dawn is a secret criminal organization run by the intellect devourer Tiluatchek. Utilizing dominated human slaves, along with wererats, ghouls, drug dealers, and charmed monsters for defense, the Midnight Dawn spreads a drug known as "midnight milk" through Magnimar's underworld.

Perhaps a sleepwalker character with living vessel ?

There is an corps tender archetype that can permit to control the ghast alchemist Bereshkhani.

I search ideas to create a campaign around this to obtain the creation of midnignt milk drug and something similar to dream lens artifact.


Quote:

There, she has a final task for the PCs: restore the nymph Nyrissa to life. Apparently the whimsical Eldest known as the Lantern King somehow

managed to snatch up Nyrissa’s fading life energy and spirit it back to the First World. Yet, rather than allowing it to restore the nymph in her homeland, he’s bottled it in a weird parody of the sword Briar and set it at the heart of the restored House at the Edge of Time.

Is it possible to restore Nyrissa to life with Sword of Briar ? (Because it was created out of the emotions of the nymph queen Nyrissa.)

With a resurrect ritual (heightened 9th) or a wish ?


Did a creature with the aquatic or amphibious trait still slow 1 when engulfed by an elemental vessel ?


Hello, I have a question about bodies of water.

What is the minimum size for bodies of water ?

For example, a medium creature is in the size of a 5-foot cube of water, is it considered as a body of water ?


My question was'not that the immortality is a terrible fate but What would be considered as a terrible fate for a fey ?


Is it possible to use reverse engineering on a contract ?


Quote:
Is it possible to use House at the Edge of Time in the Kingmaker adventure path [Sound of a Thousand Screams] ? Does it still functional ?


Hello, can't a creature with the fey trait die from the old age, is it right ?

What is a terrible fate for a fey ?

Thanks for your future answer.


And for this ?

Quote:
Can an eidolon use a reaction for a specific feat from the archetype as targeted redirection ? vantage shot ? tag team ?


Hello,
if a summoner has trick driver archetype, is it possible for the eidolon to use your Driving Lore proficiency instead to pilot any vehicle ?

Is it possible to use sniping duo archetype with our eidolon as our spotter ?

Can an eidolon use a reaction for a specific feat from the archetype as targeted redirection ? vantage shot ? tag team ?

Thanks for your answer


Hello,
is it possible to store smaller vehicles in a bigger vehicle ?

Is it with capacity (carrying cargo) ?

Thanks for your future answer.


Is it possible to use reverse engineering on a vehicle ?

If yes, with the formula and raw materials equal to half the item's value; is it possible to create the vehicle for an half price ?


Hello, I search informations, places, magic items, inventions about the Time.

For example, there is the Adventure Path Return of the Runelords about the Dimension of Time.

Is it possible to use House at the Edge of Time in the Kingmaker adventure path [Sound of a Thousand Screams] ? Does it still functional ?

There is a machine,an excavator Graveraker in Agents of the Edgewatch adventure path [Ruins of the Radiant Siege ]. I would like some explanation about its excavator.

Other books to search other informations, places, ... ?

Thanks for your future answer.


What is the key ability for the innate spells for an elemental vessel ?

Charisma ?


Hello, I have a question about the number spell slots.

With the following feats :
- Wizard dedication
- Basic wizard spellcasting : a 1st-level spell slot, a 2nd-level spell slot, and a 3rd-level spell
slot
- Expert Wizard spellcasting : a 4th-level spell slot, a 5th-level spell slot, and a 6th-level spell slot
- Master Wizard spellcasting : a 7th-level spell slot and an 8th-level spell slot
- Arcane Breadth : a spell slot from 1st-level to 6th level spell

- Halcyon speaker dedication : a 1st-level halcyon spell slot
- Halcyon spellcaster initiate : a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot
- Halcyon spellcaster adept :a 4th-level halcyon spell slot and a 5th-level halcyon spell slot
- Halcyon spellcaster sage : a 6th-level halcyon spell slot and a 7th-level halcyon spell slot
- Flexible halcyon spellcasting : a spell slot from 1st-level to 6th level spell

So at total :
- 4 1st-level "spell slot"
- 4 2nd-level "spell slot"
- 4 3rd-level "spell slot"
- 4 4th-level "spell slot"
- 4 5th-level "spell slot"
- 4 6th-level "spell slot"
- 2 7th-level "spell slot"
- 1 8th-level "spell slot"

Is it right ?

Thanks for your future answer.


Hello, I have a question about Multitalented feat.

For example, I have a human character with shadowdancer dedication feat at level 8.

If at level 9, the character obtains Multitalented feat : wizard dedication.

At level 10, which feat must the character at level 10 ? wizard multiclass or shadowdancer ?

Thanks for your future answer.


Hello, I have a question about this :

Quote:
Born of a blood hag, a fiery blood drinker hidden behind a false skin, you have one blood-red eye and the ability to slough off your appearance in an instant. You gain the Lie to Me skill feat, and you can shed a disguise quickly by peeling off the outer layer of your skin. Changing from a disguise used to Impersonate back to your true appearance is a 3-action activity for you; if you're an expert in Deception, it's a 2-action activity, and if you're legendary in Deception, it takes only a single action. This doesn't allow you to don or remove armor or other equipment any faster, but your physical appearance otherwise returns to its normal state.

What are the exact possibilities with this feat ?

Thanks for your future answer.


What about the choice of ancestry, and the ancestries feats ?

Quote:
The biggest problem that I see is that there is no way for you to reload your firearm while using Sword and Pistol.

Gunner's Bandolier ?

Persistent Lodestone ?

Instead Hoot Foot and Phenom's verve :
- dual warrior dedication -> dual weapon reload

- unexpected sharpshooter-> risky reload

- gunslinger dedication (way of the drifter) ->Practiced reload [Slinger's Reload Reloading Strike]

- Bullet Dancer Dedication ->Bullet Dancer Reload


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Hello, I want to create a character to use sidestep feat.

1)Overextending Feint (rogue 1)

Quote:

Critical Success The target takes a –2 circumstance penalty to all attack rolls against you before the end of its next turn.

Success The target takes a –2 circumstance penalty to its next attack roll against you before the end of its next turn.

2) Pistol Phenom Dedication [trained in at least one type of one-handed firearm] (general feat : proficiency weapon simple firearms ?)

Quote:
You gain the Pistol Twirl gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment.

4) Sword and Pistol

6) Gunpowder Gaunlet

Quote:

Critical Success The target takes a –2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

Success The target takes a –1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.

8) Sidestep (rogue)

10/ Tactical Debilitations [Scoundrel Racket]

Quote:

Debilitation The target can’t use reactions.

Debilitation The target can’t flank or contribute to allies’ flanking.

12/ Preparation (rogue)

14/ Reach for the Sky

Quote:
You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.

16/ Showstopper

Quote:
When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.

18/ Hot Foot

Quote:

You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.

Critical Success The creature can't use reactions, is flat-footed, and takes a –2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.
Success The creature can't use reactions until the start of its next turn.

20/ Phenom's Verve

Quote:
If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.

Ancestry : kobold, gnome ???

Kobold

Grovel (5)

Quote:
Unlike a normal Feint, the creature can be within 30 feet instead of in your melee reach, and you make your check against its Will DC instead of its Perception DC.

Ally's Shelter (5) 1/day [reaction]

Quote:
Roll the save using an adjacent ally's modifier for that type of saving throw instead of your own.

Chameleon Gnome

Empathetic Plea (1) [Reaction]

Theoretical Acumen (1) 1/day

Quote:
Once before the end of your next turn, you can use the skill modifier from the triggering check in place of your saving throw modifier against one of the creature’s abilities, in place of your Perception modifier to Seek the creature, in place of your Deception modifier to Feint against the creature, or in place of your Intimidation modifier to Demoralize the creature. Alternatively, against one of the creature’s attacks, you can use your DC for the skill used in the triggering check in place of your AC.

Vibrant display (1) 1/10 mn

Quote:
Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target.

Vivacious conduit (9)

unexpected shift (1)

fortuitous shift (9)

What do you think about the choice of the feats ?

How do the AC maximize ?

Thanks for your future answer.


Hello, I have a question about noqual weapons.

Quote:
In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.

Is it disrupt concentrate action on a hit and stupefied on a critical hit ?

Thanks for your future answer.


There are the following ancestries feats :
Shinstabber and Overcrowd, close quarters.


Hello,

are there an advantage to be in the same square as an ally ?

Is it similar to Daredevil's Gambit ?

Quote:
You gain a +2 circumstance bonus to AC, .... If any creature other than your target hits you with an attack roll while you are sharing your target’s space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you.

Thanks to your answer.


Quote:
You deal normal melee damage for your weapon, including all appropriate bonuses, penalties, modifiers, and properties, to each creature in the spell’s area; they must each attempt a basic Fortitude save.

If the weapon has the grapple trait, is it possible to grapple opponents with the crimson oath spell ?


So a witch with divine spells from fervor patron function although the character uses his/her Intelligence modifier for theses spells ?


Quote:
Spellcasters create elemental vessels by harvesting raw elemental energy and then binding it within a specially enchanted magic circle to grant it life.

How create an elemental vessel ?

With rituals : Elemental sentinel, arcane weaving, planar binding, geas ?

When a character inhabit the vessel, could the character use these own spells, not the innate spell from the vessel ?

For example, if a character use the elemental motion focus spell, does the vessel gain a fly Speed equal to the Swim Speed from the vessel ?


Hello, I have a question about Leech-Clipper feat.

Quote:
If you critically hit a foe with a weapon from the flail weapon group, you can wrap the weapon around the target’s legs and then drop it, causing the foe to take a –10-foot circumstance penalty to their Speeds until they or their allies disentangle the weapon, which takes a total of 2 Interact actions.

If a character holds the weapon and the target entangled, is it possible to prevent to disentangle the weapon ? Trip ? Drag the target towards the character ?

Thanks for your future answer.


Hello, I have a question about different worlds feat.

Quote:
Prerequisites ability to select ancestry feats from multiple ancestries

Is it only with versatile heritages ? Or adopted ancestry give access to different worlds feat ?

Thanks for your future answer.


Hello, I have a question about the angel of vindication feat.

Quote:
If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity.

How can I determine the counteract level ?

Is it this ?

Quote:
If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level.

Ghost mage (creature 10), so 5 for the effect's counteract level, then the character must be at level 10, is it right ?

Thanks for your future answer.


Quote:
Shredskin?

I'm asking as a GM.

For Undead Master, the undead are mindless, no ?

Quote:
Most undead companions are uncommon, typically only available to those with the undead master archetype or an intrinsic connection to the realm of the dead.

How can I know if an undead are uncommon or not ?

What is the support benefit with an undead ?


Hello, is it possible to improve shredkin, to increase Athletics skills ? with feats, magic items, ... ?

Thanks for your future answer.


Hello, I have a question about golem.

Quote:
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

For example : Adamantine golem

Golem Antimagic harmed by acid (9d10, 2d10 from areas or persistent damage)

so 2d10 for persistent damage ?
And 9d10 from areas, is it right ?

What is an area of magic of this type ? A (focus) spell with a cone effect ?

Thanks for your future answer.


Hello, I have a question about this :

Quote:

Other Halves

By default, half-elves and half-orcs descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the half-elf or half-orc heritage as the heritage for this other ancestry. The most likely other parent of a half-elf are gnomes and halflings, and the most likely parents of a half-orc are goblins, halflings, and dwarves.

So, a half-elf heritage with access to gnomes or halflings feats ?

Or an half-orc heritage with access to goblins, haflings, dwarves feats ? Hobgobin, is it possible ?

Thanks for your future answer.


Quote:
when you gain this feat, you become trained in divine spell attacks and spell DCs. Your key spellcasting ability for these spells is Charisma.

Crimson oath devotion :

Quote:
You become an expert in divine spell attacks and spell DCs.

Is it possible to become master or legendary in divine spell attacks and spell DCs regardless source for the proficiency ?

The prerequisites for reclaimant plea is : ability to cast divine spells.

Does a focus spell as invoke the crimson oath match to the prerequisites "abilty to cast divine spells" ?

Quote:
You can select this feat a third time at 18th level, gaining either a third spell from the list above, death ward, flame strike, or sunburst, which you can cast once per day; additionally, all three spells from this feat heighten to 7th level, and you become a master of divine spell attacks and spell DCs.

Does the master proficiency apply itself on "invoke the crimson oath" spell ?


Hello, is it possible to a character to create an hazard ?

For example, if a character want to create a subduing gas chamber ? (Inventor, Alchemist, or feats ?)
I yes, how ?

Thanks for your answer.


Hello, I have a question about the Invoke the Crimson Oath spell.

Quote:
You can convert all the physical damage from this spell into positive damage against all undead creatures in the area.

If there are living creature in the area of the spell, does they take the physical damage or postive damage ?

Basic Fortitude save :
Critical Success You take no damage from the spell, hazard, or effect that caused you to attempt the save.
Success You take half the listed damage from the effect.
Failure You take the full damage listed from the effect.
Critical Failure You take double the listed damage from the effect plus specialization effect from the weapon
Is it right ?

Thanks for your future answer.


Hello, I have a question about Aegis of Arnisant feat.

Quote:

Absorb into the Aegis

Source Character Guide pg. 94 2.0
Trigger An enemy casts a spell that targets you or an ally within 15 feet of youYou interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell’s level.[/quote}

Does it function against all spells ? (Area also ?)

Thanks for your future answer.


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Hello, I have a question about Aegis of Arnisant feat.

Quote:

Absorb into the Aegis

Source Character Guide pg. 94 2.0
Trigger An enemy casts a spell that targets you or an ally within 15 feet of youYou interpose your shield’s ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell’s level.

Does it function against all spells ? (Area also ?)

Thanks for your future answer.


Hello, is it possible to obtain total cover with a shield ?

For example, with shield wall, there are a standard cover and if the characters take the take cover action, there are a greater cover, is it right ?

With Knight vigilant dedication, an ally obtains a standard cover instead lesser cover.

So with a shinning shield :

Quote:
While raised, a shining shield moves itself to provide cover for your allies. If you have this shield raised and would provide cover to an ally against a foe by standing between them, the cover you provide increases one step. Thus, if you were to grant lesser cover, you grant standard cover instead; if you were to grant standard cover, you instead grant greater cover.

An ally will obtain from a character with Knight vigilant dedication and a raised shinning shield a greater cover, is it right ?

Thanks for your future answer.


Quote:
As for the second part, the question is unclear.

The creature is exposed to the liquid's effects, and it can't breathe or speak until the start of its turn. After this, did the creature considered as grappled or not ?

Quote:
Beer, ale, and their many variants are the liquids most commonly contained inside the tanks of Alkenstar's clockwork brewers.

So, it is possible to have an other alcohol, no ?

Is it possible to ise Cordelia's construct key to reprogramming the clockwork brewer as a minion ?

Quote:
While you're wearing the key, if your attack reduces a construct to 0 Hit Points, instead of destroying it completely, you can send it into a dormant state, from which you can study its inner workings and possibly (at the GM's discretion) spend time and money to reprogram or repurpose it.

It isn't possible to create a clockwork brewer as a construction innovation with Inventor class ?


Is it possible to craft a clockwork brewer with a specific alcohol ?

Quote:
Bottoms Up Requirements The clockwork brewer has a creature grappled; Effect The clockwork brewer forcefeeds the grappled creature 1 serving of whatever liquid is in the clockwork brewer's tank (typically beer such as Smokeside Sour; see sidebar). The creature is exposed to the liquid's effects, and it can't breathe or speak until the start of its turn.

Didn't the victim grapple by the clockwork brewer after exposed to the liquid's effects ?


Quote:
but areas’ distances are never reduced or affected by difficult terrain (page 475) or lesser cover (page 476)

Does the standard/total cover reduce the distances ?

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