Hellknight

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Organized Play Member. 776 posts (777 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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Is it possible to use a Collar of the Shifting Spider with a juggernaut mutagen on a bonded animal ? Other alchemical items also ?


Remote trigger is useful only on the snares with an area effect, no ?


Hello, I have questions about handcuffs and fetters.

To obtain the Immobilized effect when a creature locked on a stationary object, a character must grabbed or restrained the opponent (grapple action with attack trait) and then an Athletics check (without penalty because it's without attack trait ?) against the opponent's Fortitude DC and an Interact action to lock on a stationary object, is it right ?

But if the stationary object is too large, does it need to have the opponent always grabbed and an Athletic check against its Fortitude DC to lock on the other wrist and lock on the stationary object ?

To put fetters on an opponent, must the opponent already immobilized ?

Thanks for your future answer.


Snare genius (kodold)

Quote:
Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you're a master in Crafting and five if you're legendary). Snares prepared in this way don't cost you any resources to Craft.

Snarecrafter dedication

Quote:
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment (increasing to six snares if you're a master in Crafting and eight if you're legendary). Snares prepared in this way don't cost you any resources to Craft.

Is it cumulative for quick deployment the number of snares for each day during its daily preparation for a character with snare genius and Snarecrafter dedication ?

For example, 8 + 5 = 13 snares with legendary in crafting ?
16+5= 21 with plentiful of snares ?

Remote trigger is useful only on the snares with an area effect, no ?


Hello, I have question about Snares.

How do you know if a snare normally takes 1 minute to Craft ?

Quote:
It must be a snare that normally takes 1 minute or less to Craft.

In a combat, if you set a trap, do you use the creator's Crafting DC as the snare's Stealth DC or the trap is automatically visible ?

Is it possible for a character to set a trap and is still hidden ?

Thanks for your future answer.


Yes, I search a mean to transfer a mind in a construct companion.

But there are only mental attributes, skill based on mental attributes ?

Not, class ability ?


And with an extract brain ritual ?


Hello, I have a question about condensed mana item.

Quote:
The result affects all creatures within the emanation indiscriminately. For the purpose of determining the effects of the surge, use a spell level of 4 and a DC of 23. The person Striking with this vial is considered to be the caster for the purposes of determining effects on the Mana Surge table. The emanation is centered on the target's space, and both the caster and the target of the wellspring surge are the target of the condensed mana. On a failed Strike, the surge only has an effect if it would normally affect an area; if you roll an effect that depends on a caster or a target, nothing happens.

What is the size of the emanation ? (center=target, radius=distance between the target and the striker ?)

It's dangerous for the striker also, no ?

Thanks for your future answer.


If a construct companion made with body parts from the same ancestry that the character, is it possible to use mind swap ritual or mind-swaping potion between a character and a construct companio]n ?

What means "can control it normally" ?

Because there is a possession trait.

Quote:

While possessing a target, a possessor’s true body is unconscious (and can’t wake up normally), unless the possession effect allows the creature to physically enter the target. Whenever the target takes damage, the possessor takes half that amount of damage as mental damage.

A possessor loses the benefits of any of its active spells or abilities that affect its physical body, though it gains the benefits of the target’s active spells and abilities that affect their body. A possessor can use any of the target’s abilities that are purely physical, and it can’t use any of its own abilities except spells and purely mental abilities. The GM decides whether an ability is purely physical or purely mental. A possessor uses the target’s attack modifier, AC, Fortitude save, Reflex save, Perception, and physical skills, and its own Will save, mental skills, spell attack modifier, and spell DC; benefits of invested items apply where relevant (the possessor’s invested items apply when using its own values, and the target’s invested items apply when using the target’s values). A possessor gains no benefit from casting spells that normally affect only the caster, since it isn’t in its own body. The possessor must use its own actions to make the possessed creature act.

Can the character possessing the construct companion use its skills, skill feat, use items or magic items ... ?


Hello, I have a question about cantrip deck.

Is it possible to have all existing cantrip in a cantrip deck ?

Is it only 1st level and non heightened ?

Thanks for your future answer.


Hello, I have a question about Juggernaut mutagen.

Quote:
Whenever you're at maximum Hit Points for at least 1 minute, you regain the temporary Hit Points.

For example, Juggernaut Mutagen (Moderate) : you gain 10 temporary Hit Points, and the duration is 10 minutes.

For example, after a fighting encounter, if the character is healing at maximum hit points, he regains 10 temporary hit points ?

Numbing tonic : You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

Numbing tonic is more effective, no ?

Thanks for your future answer.


Hello, I have a question about wolf drag feat.

To have fatal d12 trait for this Strike, the character must spend 2 actions, is it right ?

Thanks for your future answer.


Hello, I have a question about archetype inventor.

Inventor Dedication gives an innovation but there isn't a one initial armor modification to apply to its innovation,the character must have the Basic Modification feat to obtain an initial armor modificatio, is it right ?

Thanks for your future answer.


Hello, I have a question about mind swap ritual.

Quote:
Heightened (9th) You can cast the ritual without a duration, leaving no magic to counteract. The effects are reversible only by another mind swap ritual or powerful magic like wish. This increases the cost of the ritual to 10,000 gp and is an evil act unless both targets are willing.
Quote:
f a body dies, the mind and spirit controlling it dies instantly. When the spell ends, the minds and souls snap back to their original bodies. At this time, if the original body is dead, the mind and soul attempting to return to that body die as well.

So a character is in an other body for a unlimited duration, must the character return to it original body if its original body is dead ?

Thanks for your future answer.


hello, I have a question about wish alchemy feat.

Does the wish vial have the elixir trait ? Is it without magical trait ?

Thanks for your future answer.


For a double poison, the target must make only a Will saving throw DC 26? Or a Will saving throw DC 26 and a fortitude saving throw DC 26 ?


Hello, I have a question about waterfowl stance and injury poison.

Quote:
While in Waterfowl Stance, the dandpatta, scimitar, talwar, and zulfikar gain the monk trait for you. When you Tumble Through a creature’s space or Leap over a creature while wielding one of these weapons, you can deal that creature 1d6 slashing damage. This damage is increased to 2d6 if the weapon has a greater striking rune and 3d6 if it has a major striking rune.
Quote:
Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. Only one injury poison can be applied to a weapon or ammunition at a time.
Quote:
An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. Only one injury poison can be applied to a weapon or ammunition at a time.

If a dandpatta/scimitar/talwar/zulikar has an injury poison and a character uses a tumble through or a leap with success being waterfowl stance, must the opponent attempt a saving throw against the poison ?

Thanks for your future answer.


But for other spells, there is a mention with Escape and spell DC for the DC to Escape and here, nothing.

The sustained action is to maintain the ice around the target ?


Hello, I have a question about Frost Pillar.

Quote:
ce crystallizes around a creature, imprisoning it within an icy pillar. On a successful saving throw, the creature is pushed to an adjacent space of its choice; otherwise, it's frozen inside the pillar and becomes restrained as its body can barely move within the ice. The ice has AC 10, Hardness 10, and 60 Hit Point; it's immune to critical hits, cold damage, and precision damage, and it has weakness 15 to fire. If the ice is destroyed, the creature within is freed and the spell immediately ends.

Can't a creature restrained by the frost pillar Escape ?

The only mean is to reduce the Hit Point from pillar to zero, is it right ?

Thanks for your future answer.


Hello, I have a question about Horn of Exorcism.

Horn of Exorcism :

Quote:
Make an Intimidation check to Demoralize against all creatures with the undead or unholy trait in a 30-foot emanation. This can affect even a mindless creature with that trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language.

Is it a creature with undead or unholy trait and mindless trait ? Or does it function also with a creature with only mindless trait ?

For example, can I Demoralize a construct or ooze with a horn of exorcism ?

Thanks for your future answer.


And with a suggestion or telepathic demand, is it possible ?

The target must accept to take 1 piercing damage that inject an alchemical item. The item is expended, and if it was an elixir or ingested poison, the target is affected as though it consumed the item.


Hello, I have a question about the Chrysopoetic Curse and magnetic spells.

Chrysopoetic Curse :

Quote:

You grant the target the gift of riches, giving them the power to turn anything they touch to gold. The target must attempt a Will save.

Critical Success The target is unaffected.
Success The target’s skin turns their armor and clothing partially to gold. If the target is wearing any armor or clothing, they become encumbered.
Failure As success, but the curse extends to the target’s held weapons and other gear. If the target is holding any weapons or other objects, they become clumsy 3, and the objects’ Hardness is reduced by 5.
Critical Failure The curse becomes even stronger, extending to the surrounding terrain. As failure, and if the creature is standing on a solid surface, the ground in their space transmutes itself into a quagmire of liquid gold. The gold is greater difficult terrain. If the creature leaves its square (or when the curse ends), any affected terrain returns to its original shape and substance and the terrain in the new square transmutes to gold. Any objects that were turned to gold return to their previous form and original shape when they leave the target's possession or the spell ends. As long as the target did not critically succeed on their saving throw, 2d6 gp worth of gold flakes and dust are left behind as the curse recedes.

Can a character use the magnetic spells as magnetic attraction/repulsion/dominon on a target affected by a Chrysopoetic Curse ?

Thanks for your future answer.


Hello, I have a question about the number of spell slots for a wizard with the following feats :

School of Unified Magical Theory :

Quote:
instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.

0/ 1st rank to 10 rank ?

Bond conservation (1 action) (8) :

Quote:
You gain an extra use of Drain Bonded Item. You can use it to cast a spell 2 or more ranks lower than the previous spell, and must use it before the end of your next turn or you lose it.

1/ is it an extra use for a single spell or an extra use for each rank of spell ?

superior bond :

Quote:
You can use Drain Bonded Item one additional time per day, but only to cast a spell 2 or more ranks lower than your highest-rank wizard spell slot.

2/ Same question that in 1/.

Spell combination :

Quote:
One slot of each rank of spell you can cast, except 2nd rank and 1st rank, becomes a spell combination slot (this doesn’t apply to cantrips). When you prepare your spells, you can fill a combination slot with a combination of two spells. Each spell in the combination must be 2 or more spell ranks below the slot’s rank, and both must target only one creature or object or have the option to target only one creature or object. Each spell in the combination must also have the same means of determining whether it has an effect—both spells must require a ranged spell attack, require the same type of saving throw, or automatically affect the target.

3/For example, a slot from 8th level rank to prepare 2 spells of 6th rank or lower ?

a spell slot from 4th rank to 10 th rank ?

spell mastery :

Quote:
Select any four spells of 9th rank or lower that are in your spellbook; each spell you select must be of a different rank. These spells are automatically prepared when you make your daily preparations, and you gain an extra spell slot for each spell. You can select a different combination of spells by spending 1 week of downtime studying your spellbook and retraining your mastered spells.

+ 4 spell slots from 9th rank or lower

Spell battery from a master ability for a familiar :
+ 1 slot from 6th or 7th rank maximum ?

Thanks for your future answer.


Hello, a creature charmed or controlled is it a willing target ?

Is it possible to make a creature a willing target with a Request from Diplomacy or other similar means ?

Thanks for your future answer.


Hello, is it possible with a weapon with the parry trait to use the defend exploration ?

Thanks for your future answer.


Hello, is it possible for a Rivethun Emissary to obtain the Glyph domain with Domain Spirit feat ?

Does the creature as a scalescribe or a calligraphy wyrm qualify to obtain the glyph domain ?

What terrains does it qualify to obtain the glyph domain ? A terrain with Dolok tree ?

Thanks for your future answer.


Does the status and circumstances bonus function or not on the construct companion ?


Is it possible for a construct companion to consume a drakeheart mutagen and obtain its effects ?


Moderate or greater tentacle potion permit to hold an item, no ?


Hello, I have a question about Thousand-Blade Thesis.

Quote:

Consulting the thesis grants a +2 item bonus to Warfare Lore checks. Like most scholarly compendiums, this usage requires holding the thesis in one hand.

The thesis also serves as an extradimensional armory for weapons and ammunition. The thesis has a capacity of 5 Bulk, and only weapons and ammunition can be stored within it. You and others can Interact with the thesis to store or retrieve a weapon or piece of ammunition in it, like a mundane container.

Activate [one-action] Interact; Frequency once per day; Effect The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to Interact to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a Disarm check. You can't place weapons back into the thesis until the minute elapses.

0/ This usage requires holding the thesis on one hand, is it only for the item bonus to Warfare Lore checks ?

1/ After activate the thesis, is it possible to use a free action to draw one of the floating weapons and use after a reaction with this weapon ?

Thanks for your future answer.


Quote:
But Sweeping Fan Redirection does a ranged attack roll which is a Check.

There are an other fan in one hand, isn't enough to attempt the check ?


Hello, Is it possible with a greater tentacle potion to hold a fan (a fan in a hand and a free hand) and use the intercepting hands/transcendent deflection from Spirit warrior archetype and sweeping fan block/sweeping fan redirection [You’re wielding two fans, one in each hand] from Fan dancer archetype ?

Thanks for your future answer.


0/Hello, is it possible for a character blowgun poisoner with Avoid Notice before an encounter to use Bon mot without reveal its postion ?

Quote:
You can apply two different infused injury poisons to the same weapon, though not to a piece of ammunition. Each poison's level must be 2 or more levels lower than your level. You have to apply the two poisons individually. Once you've applied both, the poisons merge into a double poison that uses the lower of the two poisons' DCs and number of stages. This double poison is virulent only if both poisons were virulent. Combine the effects of each stage of the poison on any creature affected by it. For each stage of the poison, use the effects of both poisons and the longer interval for that stage among the two poisons.

Warpwobble poison (item 8)

Quote:
Saving Throw DC 26 Will; Maximum Duration 6 rounds; Stage 1 treat all squares as difficult terrain (1 round); Stage 2 treat all squares as greater difficult terrain (1 round); Stage 3 treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)

Pummel-growth toxin (item 13)

Quote:
Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 4d6 poison damage, clumsy 1, and must succeed at a DC 5 flat check to perform an action with the manipulate trait or the action fails and is lost (1 round); Stage 2 4d6 poison damage, clumsy 1, slowed 1, 2d6 bludgeoning damage (1 round); Stage 3 4d6 poison damage, clumsy 2, slowed 2, 4d6 bludgeoning damage (1 round)

1/ 2 saves ? Will and Fortitude ? (Character at 15th level)

2/ For blowgun darts or alchemical ammunition, is it possible to put an injury poison on each ammunition before an adventure ?

Thanks for your future answer.


If a familiar has the following abilites :

Quote:

Lab Assistant : It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.

Toolbearer : Your familiar can carry a toolkit of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.

Item Delivery : If your familiar is adjacent to you, you can Command it to deliver an item. Instead of its normal 2 actions, your familiar Interacts to take an item you’re holding of light Bulk or less, then takes one move action, then finally Interacts to pass off the item to another willing creature. It can instead administer the item to the creature if it can do so with 1 action and has an appropriate type of item (such as alchemical elixir). If your familiar doesn’t reach the target this turn, it holds the item until commanded otherwise. Your familiar must have the manual dexterity ability to select this.

With quick alchemy, you must hold ou wear an alchemist toolkit.

A tanuki can use teakettle form to be an alchemist toolkit, is it right ? The toolbearer permit to a familiar to carry a toolkit.

But it is not possible to create a consumable because a familiar must have also a versatile vial or reagents ?

But :

Quote:
You can store all your versatile vials within your alchemist’s toolkit, with no increase to its Bulk.

If a familiar create a consumable or a vial, a familiar can keep in hand the crafted item ?

If a character is an alchemist and have an alchemical familiar with lab assistant ... abilities, do the familiar know the same formula that the alchemist ? What is the DC ? Class DC from powerful alchemy class feature ?


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colorful coating, green

Quote:

Green colorful coating dries into a low-friction surface. It makes the square slippery, making it both difficult terrain and uneven ground with a DC to Balance of 20. A creature that Steps or Crawls doesn't have to attempt to Balance.

The coating also makes a coated wall or ceiling harder to climb. It imposes a +2 circumstance penalty to checks to Climb the coated surface.

Yellow colorful coating and green colorful coating have opposite effects. If they're both applied to the same surface, they negate one another.

It is an alchemical item.


Quote:
Only if you are playing a lvl 18 alchemist with Improbable Elixirs that will allow you to use your alchemist DC instead due Powerful Alchemy.

Frost breath is not a potion.

Frost breath has the following traits :
Air Bottled Breath Cold Consumable Magical

Player Core 2: (alchemist)

Quote:

Powerful Alchemy 5th

Alchemical items you infuse are particularly potent. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Player Core 2 : Alchemist Archetype

ALCHEMICAL POWER 12th
Quote:
You become an expert in the alchemist class DC. When you create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.


Warpwobble Poison

Quote:
Saving Throw DC 26 Will; Maximum Duration 6 rounds; Stage 1 treat all squares as difficult terrain (1 round); Stage 2 treat all squares as greater difficult terrain (1 round); Stage 3 treat all squares as uneven ground (DC 26), treating a critical success to Balance as a success, and a success as a success but moving on greater difficult terrain (1 round)

4/Is it possible to increase the DC with powerful alchemy feat ?

Frost Breath

Quote:
This bottle of frozen vapors is captured in the frozen peaks of the crown of the world. After inhaling frost breath, you gain resistance 5 to cold. You can exhale the frost breath as a single action to release a spray of frigid air in a 15- foot cone. Each creature in the area takes 4d6 cold damage with a DC 20 basic Reflex save. For 10 minutes, surfaces in the area are covered in ice, becoming difficult terrain and uneven ground (Acrobatics DC 20).

5/Is it possible to increase DC with a feat ? DC = class or spell DC

Snowshoes of the Long Trek

Quote:
The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow.

Artic Vigor (greater)

Quote:
You ignore the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain).
Quote:
A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth.

Sure-Step crampon

Quote:
They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain.

Winterstep elixir

6/A terrain with Ice is it automatically uneven ground ?

Steady on Stone (oread) / Rock runner (dwarf) : made of stone and earth
whitecap (vanara) / uncanny agility (tengu) : rocky field, hilly incline, or rocking ship.
jungle strider (tripkee) : made of plant material
snow may (changeling) : icy terrain
marsh runner (lizardfolk) : marsh ground

Unimpeded step (champion)
determined dash (barbarian)
Steadying Stone (druid)
Pirate Dedication : deck of a ship

Steady balance (skill feat)


Hello, I have questions about Uneven Ground.

Quote:
Uneven ground is an area unsteady enough that you need to Balance or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are off-guard on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

0/ What kind of terrain are Uneven ground ?

1/ Is it all saves (fortitude, Reflex, Will) ?

3/ Is it possible to generate an Uneven Ground ? If yes, how ?

4/ Are there Uneven ground in aquatic environment and air environment ?

Thanks for your future answer.


Is it possible to use the feats from the Unexpected Sharpshooter archetype with a combat fishing pole ? (accidental shot, chain reaction ...)


Hello, I have a question about Drink of my foes transcendance activity from Barrow's Edge ikon.

Quote:
Requirements Your last action was a successful Strike with the barrow’s edge Effect Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.

1/For Hits Points, does it round down or up ?

2/If a creature has a weakness, the creature loses more hit points, is it the damage lost by the creature or the damage dealt before to apply at the creature ?
Same question with a creature that has a resistance for a damage type.

Dominon Epithet - Born of the Bones of the Earth

Quote:
When you critically succeed on a Strike and the target of the critical hit is standing on a surface of earth or stone, the target is driven down and mired in the ground. The target is immobilized and must succeed at an Escape attempt against your class DC to end the immobilization. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), has a burrow speed, or could otherwise escape without effort.

3/ If a creature has an immunity to critical hits, does the immobilization condition apply or not ?

Thanks for your future answer.


Hello, I have a question about Compliant Gold and Flashing Blade.

Compliant Gold :

Quote:
Immanence ... If it already had the reach trait, it instead increases your reach by an additional 10 feet, instead of the usual additional 5 feet.

Nodachi Reach 10 feet

Nodachi with compliant Gold Reach 20 feet ?

Flashblade :

Quote:

+1 striking nodachi.

Activate—Prepare Flash [two-actions] (concentrate); Frequency once per 10 minutes; Effect You concentrate with complete focus on your surroundings, breathing in the flashblade’s magic to make you lighter and faster, and the blade of your sword more flexible. You Ready a melee Strike, increasing the flashblade’s reach for that Strike to 15 feet. If the trigger doesn’t occur, this doesn’t count against the flashblade’s frequency.

Greater :
This is a +2greater striking nodachi, and the activated reach increases to 20 feet.

Major :
This is a +3greater striking nodachi, and the activated reach increases to 25 feet.

Flashblade with compliant Gold Reach 25 feet / Greater Reach 30 feet / Majour Reach 35 feet ?

Is it possible to a add a property weapon rune on a flashblade ?

Thanks for your future answer.


what means "your divine spark is forcefully ejected from that ikon, coming to rest in another ikon of your choice ?

Just a spark in other ikon and no immanence ?


Hello, I have a question about exemplar.

Quote:

when you Spark Transcendence, the force of the act temporarily casts your divine spark out of the ikon.

Immediately after you Spark Transcendence, your divine spark is forcefully ejected from that ikon, coming to rest in another ikon of your choice.

Round 1 : Shift Immanence in Ikon 1, spark transcendence Ikon 1, eject from Ikon 1 to other Ikon (ex : Ikon 2)

Round 2 : Ikon 2 (already Immanence without shift Immanence ?), spark transcendance Ikon 2, eject from Ikon 2 to other ikon

Round 3 : Ikon 1 (is it possible already to return Ikon 1 without eject to ikon 2 ?)

Epithet :

Quote:
You can benefit from no more than one epithet ability each time you Spark Transcendence.

You must choose an ability between root epithet, dominion, sovereigny when you spark transcendence, it is not possible to activate the three at the same time, is it right ?

Reach for Immortality :

Quote:
You reach for your divine spark and seize it in your hand to survive at 0 Hit Points, purging yourself of any negative conditions. Invigorated by this return to life, you then heal yourself for half of your total Hit Points, Stand, instantly summon any held ikons to your hand, and Shift your Immanence to any of your ikons.

Is it all ikons with activated Immanence or one of the ikons with activated Immanence ?

Thanks for your future answer.


Hello, I have questions about riding a construct companion.

Quote:
our construct companion has the minion trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it.
Quote:
You or an ally can ride your construct companion as long as your construct companion is at least one size larger than the rider.

0/ A character riding a construct companion has always 3 actions and a construct companion has always 2 actions if it is riding, is it right ?

1/ Must you spend as many actions on Command an Animal as the activity's number of actions ?

2/ The Rider feat is not necessary, is it right ?

Quote:
These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures.
Quote:
A companion has an investiture limit of two items (instead of the 10-item limit a player character has).

3/ Can a construct companion have companion items ?

Waverider Barding or Barding of the Zephyr or Barding Saddle ?

4/ Is it possible to have a battle saddle on a construct companion ? Weapon runes on the saddle ?

Quote:
When using a battle saddle to parry, you can decide whether the circumstance bonus to AC applies to you or to your mount.

When must the circumstance bonus to AC be decided applies to you or to your "mount" ?

When the attack check throwed or before ?

5/ Is it possible to have a barding saddle with a battle saddle ?

Thanks for your future answer.


Hello, I have a question about Anatomy Lore skill.

Is it possible to Recall Knowledge with Anatomy Lore against all types of creature to find a weakness, immunity, which of the enemy's saving throws has the lowest modifier ... ?

Thanks for your future answer.


I dont understand :"you can move the same distance in the same direction as it, even if you're adjacent to the target"


Hello, I have a question about dragging strike feat ?

Quote:

You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer. Make a melee Strike. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions.

This Strike has the following failure effect.

Failure The target becomes flat-footed until the end of your current turn.

Does it mean that you can enter in the space of the opponent ?

Thanks for your future answer.


Hello, I have a question about combat fishing pole and fishing lure.

1/ Is it possible to use feats with thrown requirement for a fishing lure ?

2/ Does the rune on the combat fishing pole apply on the fishing lure ?

3/

Quote:
A combat fishing pole can be used alongside fishing tackle to fish, and it adds its item bonus from weapon potency runes (if any) as an item bonus on checks to fish when used in this manner.

Is it for Fishing lore or/and Survival ?

4/Fishing Lure is ammunition. Is it possible to use a magical/achemical ... ammuniton as fishing lure if the description indicated "Ammunition : Any" except if specifically described as arrow, bolt, pellet, round ?

5/ Often to activate an ammunition, an action needed, so a character must activate an ammunition with an action and then use an action to strike, is it right ?

Thanks for your future answer.


Hello, I have a question about Spirit or stitched familiar or Patron's presence.

For these feats, the ability needs two actions.

Is it two actions from the familiar or the witch ?

Thanks for your future answer.


A/Is it possible with teakettle form to change in a deck of cards or a dice/ a pair of dice as it is an object with several parts ?

B/Is it possible to cheat during a game with a tanuki changing in a dice to crawl on the correct face ?

C/ If a character has a weapon improviser archetype, is it possible for a tanuki to change in a barrel, crate, hook; box, scale, sign; gavel, goblet, quill, lectern; bottle, mug, serving tray, stool to be an improvised weapon for the other character ?