Hellknight

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Hello, I want to create a corrosive mutant and I needed help foe the CR of the creature, abilities and balance the creature.

I want to create a character similar to Geiger (comics) or Doctor Phosphorus.

The mutant glows neon green and his skeleton is visible through his skin.

The idea is to obtain similar abilities from the corrosive body spell.

Quote:

Corrosive body :

You exhale corrosive gas, and acidic secretions coat your skin as you transform into a being of living acid. You gain acid immunity. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 3d6 acid damage, and your unarmed attacks deal 1d4 additional acid damage. The first time each round that you deal acid damage to a creature in this way, you gain 3d6 temporary HP as your body digests the eroded material and transforms it into a protective acid. When the spell ends, any remaining temporary HP expires as well. Your acid spells deal one additional die of acid damage (of the same damage die the spell uses). You can cast acid splash as an innate spell; the splash damage affects all creatures within 15 feet instead of the normal 5 feet.

Withering grasp

Quote:

Your touch rots organic material and decays objects. Make a spell attack against the target’s AC. Your touch deals 1d12 void damage plus 1d4 persistent void damage. If a creature uses an item to block withering grasp, such as with the Shield Block reaction, the item is automatically affected, but the creature doesn’t take damage (even if there is damage left over after the shield’s Hardness). Unlike normal void damage, the void damage from withering grasp damages objects, constructs, and the like by eroding away their substance.

Critical Success Your touch deals double damage (both initial and persistent). If you target an object, lower its Hardness by 4 for 1 minute.
Success Your touch deals full damage. If you target an object, lower its Hardness by 2 for 1 minute.

Heightened (+1) The damage increases by 1d12 and the persistent damage increases by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success.

Mana Wastes Mutant

Quote:

All Mana Wastes mutants gain darkvision (replacing low-light vision if the creature had it), and the DC to Recall Knowledge about a mutant increases by 2. The creature gains the mutant trait. They usually have one or two of the following abilities, or potentially three if the mutant is 9th level or higher. If you apply these abilities to an existing creature, either raise the level and adjust the statistics, or remove some of the creature's abilities to make room for the new abilities.

Select two of the following abilities, or potentially three if the Mana Wastes mutant is 9th level or higher.

Caustic Pustules Whenever the mutant takes piercing or slashing damage, creatures adjacent to the mutant take 1d6 acid damage (basic Reflex save). The damage increases to 2d6 if the mutant is at least 8th level and 3d6 if the mutant is at least 15th level.

Chameleon Skin The mutant can change their coloration to match their surroundings. They don't need cover or concealment to attempt to Hide with a Stealth check.

Eldritch Attraction (enchantment, mental) A creature who casts a spell within 30 feet of the mutant must succeed at a Will save or spend its next action to Stride toward the mutant. It can't Delay or take any reactions until it has obeyed the compulsion.

Energy Blast[two-actions] (evocation, primal) Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60-foot line of energy or a 30-foot cone of energy when they activate this ability. The energy deals 1d6 damage per level with a basic Reflex save. The mutant can't use Energy Blast again for 1d4 rounds.

Energy Resistance The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level.

Grasping Tentacle The mutant grows a writhing, serpentine appendage, granting them a tentacle Strike (an agile unarmed attack that deals bludgeoning damage), and the Grab ability with that Strike. If they had any agile attacks, the damage dealt by their tentacle should be roughly the same as the damage dealt by those attacks. If they had only non-agile attacks, their tentacle should deal three-quarters that damage.

Hulking Form Increase the mutant's size by one category. Decrease their AC by 1, increase their HP by 1/10 their normal maximum HP, and increase the reach of all their melee Strikes by 5 feet.

Hungry Maw A mouth full of razor-sharp teeth opens somewhere on the mutant's body. They gain a maw Strike (an unarmed attack that does piercing damage roughly the same as the damage dealt by their most damaging melee attack), and they gain the Vengeful Bite reaction.
Vengeful Bite [reaction] Trigger A creature critically hits the mutant with a melee unarmed Strike or a non-reach melee Strike; Effect The mutant makes a maw Strike against the triggering creature.

Increased Speed The mutant's limbs change, or they grow new limbs to accommodate their mutation. Either one of their existing Speeds increases by 20 feet or they gain a new Speed (such as fly or swim) of 15 feet.

Magic Hunger The mutant gains the ability to detect the source of any magic within 30 feet as an imprecise sense.

Mirror Thing [one-action] (arcane, concentrate, polymorph, transmutation) The mutant takes on the specific appearance of any Small or Medium humanoid they can currently see. This doesn't alter their statistics, but it might change the damage type of their Strikes.

Revolting Appearance (arcane, aura, visual) Details of the mutant's appearance are disturbing and unnatural in the extreme. A non-mutant living creature who begins their turn within 60 feet of the mutant must succeed at a Fortitude save or become sickened 2. A creature who succeeds at its save is then temporarily immune to the aura for 24 hours.

Sprouted Limb The mutant grows an extra leg, increasing their Speed by 10 feet.

Too Many Eyes Countless eyes sprout on the mutant's skin. They gain all-around vision.

Afflicting Strike The mutant must have a jaws, claw, sting, or other melee Strike to gain this ability. That Strike now inflicts a disease, poison, or similar affliction on a hit, with a Fortitude save to resist. You can use the rules for existing monsters of the mutant's level for diseases, poisons, and similar afflictions to give to your mutant, or you can simply say the strike inflicts an additional 1d6 poison damage + an additional 1d6 points per 4 mutant levels on a hit, with a basic Fortitude save. This makes the Strike significantly more deadly, so reduce the damage in other ways to account for this increase.

Energy Resistance The mutant has strangely colored skin or fur and gains resistance to a single type of energy damage. The amount of energy resistance gained depends on the mutant's level:

Energy Blast [two-actions] (evocation, primal) Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to its shape that suggests how it triggers its energy blast, be it numerous pustules on its body, an additional limb, or additional opening in its throat to exhale the blast as a breath weapon. Choose whether the mutant creates a 60- foot line of energy or a 30-foot cone of energy when it activates this ability. The energy deals 1d6 damage per level with a basic Reflex save. The mutant can't use Energy Blast again for 1d4 rounds.

Inoculation The mutant's flesh is distorted with the addition of unexpected fur, scales, warts, or other growths. The creature gains a +2 status bonus to saves against disease and poison. In rare cases, you might choose to grant immunity instead.

Increased Speed The mutant's limbs change, or it grows new limbs to accommodate its mutation. Either one of its existing Speeds increases by 20 feet, or it gains a new Speed (such as fly or swim) of 15 feet.

Creating Mutants
In most cases, it's better to build a new Mana Wastes mutant from the ground up, using the standard rules for monster creation (this is how the mutants presented here were built). An existing creature can be turned into a Mana Wastes mutant by increasing its level (generally by 1 or 2), increasing its statistics accordingly, and giving it one or more of the Mana Wastes mutant abilities on this page.

quirk (deviant abilities)

Quote:
strange biology :

Glows neon green and his skeleton is visible through his skin.

0/ The creature can't hide or sneak, a reduction for the CR ? An existant creature with a similar abillity ?

irradiate (2 actions)

Quote:

You exude an aura of radiation, making everyone around you ill. All creatures in a 15-foot emanation must succeed at a Fortitude save or become sickened 1. On a critical failure, they’re also fatigued for 1 minute. You’re immune to your own radiation. The value of this sickened condition increases by 1 for every 5 levels you have beyond 6th.

Awakening You become more efficient at exuding this aura of radiation. The radius of the emanation becomes 60 feet.
Awakening Your radiation becomes more potent. Creatures in the area take an additional 1d4 poison damage for every 2 levels you have, with a basic Fortitude save (roll this Fortitude save once and apply it to both the damage and the sickened condition).

Unleash the blight (2 actions)

Quote:

You unleash the rot infecting you, spreading the blight to those nearby. All living creatures in a 60-foot emanation take 1d6 void damage for every 2 levels you have, with a basic Fortitude save.

Awakening The blight is infectious. Creatures damaged by your blight take an additional 1d6 persistent void damage, as they begin to decompose.
Awakening The blight is debilitating. Creatures damaged become drained 1 for one round on a success, drained 1 for 1 minute on a failure, and drained 2 for 1 minute on a critical failure.

Fen pudding CR 12

Quote:
Corrosive Mass A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.

Verdurous Ooze CR 7

Quote:

Corrosive Surface A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). Thrown weapons take this damage automatically with no save.

Corrosive Touch When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature.

Empress Bore worm CR 7

Quote:
Painful Bite The bite of an empress bore worm causes excruciating pain. The target must succeed at a DC 25 Fortitude save or become sickened 1 from the pain (sickened 2 on a critical failure).

Ba'aupa Mdoudu CR 13

Quote:

Slime Squirt [reaction] Trigger A creature infiicts slashing or piercing damage on the ba'aupa mdoudu with a melee Strike; Efiect The attacking creature takes 2d10 acid damage.

Caustic Acid Whenever a creature takes acid damage from any of a ba'aupa mdoudu's abilities or Strikes, it must succeed at a DC 30 Fortitude save or become drained 1 (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4.

Fleshforged Dreadnought CR 18

Quote:
Caustic Leak [free-action] (acid, arcane, evocation) Frequency once per turn; Trigger The fleshforged dreadnought is damaged by a non-reach piercing or slashing melee Strike; Effect Corrosive fluid sprays the attacker, dealing 8d6 acid damage (DC 40 basic Reflex save).

Somnalu CR 15

Quote:

Corrosive Wounds The acid that coats the skin of Somnalu eats away at a weapon that Strikes it. As long as Digestive Secretions is active on Somnalu, whenever a creature hits Somnalu with a metal or wooden weapon, the creature must succeed at a DC 33 Reflex save or else the weapon takes 2d8 acid damage (after dealing damage to Somnalu as normal). Thrown weapons and ammunition take this damage automatically with no saving throw.

Baleful Gaze [reaction] Trigger A creature within 100 feet makes a ranged attack or uses an action that has the concentrate trait; Effect Somnalu fixes its central eye upon the triggering creature in an attempt to frighten it, jolting it and disrupting its action. The creature must attempt a DC 36 Will save; on a failure, Somnalu disrupts the triggering action and the creature is frightened 1.

Drain Nutrients [two-actions] Somnalu targets a creature with a claw Strike. On a success, Somnalu drains the creature's life through its skin. The creature must succeed at a DC 36 Fortitude save or become drained 2 (drained 1 on a success, no effect on a critical success). Somnalu gains temporary Hit Points equal to the amount of Hit Points the creature loses from this Strike.

1/ How do calculate DC for the saves, damage with the level of the creature ?

2/ Help for abilities and the choices.
Caustic pustules similar to corrosive mass/surface/touch/wounds ? Caustic leak ?

Optional : sickened, drained condtions from painful bite/caustic acid.

hungry maw similar to slime squirt ?

Afflicting strike similar to drain nutrients ?

Energy blast similar to irradiate, unleash the blight ?

Hungry maw or eldritch attraction similar to baleful gaze ?

Thanks for your future help.


Hello, I have question about several animist feats.

1/Channeler's stance

Quote:
Each time you Cast a Spell that has the vitality or void traits and that restores Hit Points while in this stance, the spells’ targets gain a status bonus to the initial amount of healing received equal to the spell’s rank. This bonus healing does not apply to healing over time effects (such as fast healing or regeneration).

Is it only with an apparition spell or vessel spell for its effect ?

If yes, for heal and harm, the embodiment of the balance is needed, correct ?

2/ a/Is it possible to use the grasping spirits spells on heal/harm with an action and two actions ?
1 action : touch -> 30 feet
2 actions : 30 feet -> 60 feet
b/ Is it possible to drag an ally ? Is it a automatically failure for the ally for the fortitude save ?

3/ Echoing channel :

Quote:
If the next action you use is to cast a 2-action harm or heal to heal or damage a single creature, choose one additional creature in range. Target that creature with a 1-action version of the same spell. This spell is the same rank as the 2-action harm or heal you cast and doesn’t cost another spell slot.

If a heal/harm spell with grasping spirits spell and echoing channel, the grasping spirits spell apply also on the 1-action of the same spell ?

4/Liturgist :

Quote:
9th : When you Leap, Step, or Tumble Through, you also Sustain an apparition spell or vessel spell.

cycle of souls :

Quote:
You Step, then enter an animist stance you know.

Is it possible to sustain a spell casted the round before with a step and enter an animist stance in the same time ?

5/Roaring heart :

Quote:
you and each ally in a 30-foot emanation gain temporary Hit Points equal to half your level if you successfully Shoved at least one enemy, or equal to your level if you succeeded at Shoving both. These temporary Hit Points last until the beginning of your next turn.

Elemental form :

Quote:
Water : ....Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.

If a character is in elemental form (water) and sucess a wave attack and spend an action, is it valid to obtain the temporary hit points ?

6) With the devouring dark form and Avatar Tentacles from the Dark spells casted, is it possible to sustain to grab effect from tentacles from the dark ?

7/Spiritual guardian :

Quote:
The spiritual guardian is translucent and wields a ghostly echo of one weapon you're wielding or wearing.

Is it possible to obtain a ghostly echo from the tentacle of the devouring dark form, avatar tentacles from the dark, Invoke offense (from Rivethun Invoker archetype) ?

Thanks for your future answer.


I search rather a existing template for the appearance of a newspaper.


Hello, I'm searching if there are examples of newspaper, broadsheet, tabloïd, pamphlet in the official books.

If, yes, which ?

Thanks for your future help.


I don't understand the choice for the breath for the draconic bloodline.

The mocking dragon has a breath with laughing gaz or slippery bloodine, and for the bloodline, it is a cone of bludgeoning.
The time dragon has a breath with an slowed effect and the bloddline has a cone of force.
The vorpal has no breath and for the bloodline,it is a cone of void.

Is it possible for a vizier dragon to use the words abilities with the pact of the herald and host ?

Quote:

Once per day, from any distance, your bound dragon can

choose to take control of your voice. They dictate everything you
say (or don’t say) for up to 10 minutes. They can choose to speak
in any language you or they know, though they can’t use your
voice to cast spells or activate items.


1 person marked this as a favorite.

Hello, I have some questions about Draconic Codex.

For PACT OF THE HERALD AND HOST :

Quote:

Activate—Breath of the Dragon [one-action] (concentrate) Frequency once

per day;

Why is there in the description : "You can’t use this ability again for 1d4 rounds." ?

It is no necessary because it is once per day.

For a whisper dragon, it is possible to obtain Draft Contract as alternate abilities.

Quote:

This

contract can grant a single boon or ability, the extent of which is dependent on the power of the dragon, in exchange for one piece of knowledge the mortal possesses.
The mortal must willingly sign their true name to the contract, as well as the knowledge they wish to surrender. Upon signing, the mortal forgets the bartered information, which cannot be
restored by any means short of a wish ritual; if they restore this knowledge, they lose the
boon granted by the contract.

What is the obtained boon or ability (bonus score ?) ?

Is it a minor/major boon as divine intercession from deities ?
Must I choose from the existing boons from deities ?

ENKINDLED QUINTESSENCE :

Quote:

You immediately retrain your class to that of a sorcerer with

the draconic bloodline, with your draconic exemplar matching
your bound dragon. You are able to cast spells immediately
as if you had a full 8 hours of rest and completed your daily
preparations; however, you become drained 2 from the strain
of igniting your soul’s magical potential.

Once the contract invested, the character has all the levels from the ancient class that become levels of the sorcerer ?

Thanks for the future answer.


Hello,

Are there other scenario as Salt of the Ocean with House GM and table GM ?

If yes, which ?

Thanks for your future answer.


Hello, I Have a question about Grim Ring.

Quote:
While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity. This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations.

Is it as the Search exploration activity ?

How does it function ?

Thanks for your future answer.


ok. Is it possible for an eidolon to take an heigthened spell ?


If a summoner takes the Hulking and Towering Size, does the condensed form have a Large and Huge size and the dispersed form a Huge and Gargantuan size ?

With magical understudy/adept/master, can an eidolon choose an uncommon or rare spell ?


If the swarm eidolon has grabbed an opponent in condensed form, and then switched in dispersed form, does the opponent lose the grabbed condition ?

Swallow ability has the attack trait.

Quote:
The monster attempts an Athletics check opposed by the target's Reflex DC.

So, the spell DC for Reflex DC ?

For the Escape DC, is it spell DC or Athletics DC ?

Quote:

A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is off-guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

So for the rupture damage, is it the AC from eidolon swarm ?


When a bloodrager gains spells, can the bloorager take an uncommon spell ?


Hello, I have a question about dead-magic region as certain places in Mana Wastes, Alkenstar, Dongun Hold. (Other places in Golarion ?)

In a dead-magic region, the spells, magic items doesn't function. The construct function.

All feats, items or others with the magical, divine, primal, arcane, occultism, conjuration, ..., teleportation ?

For example with a creature as a green man, the green man can't use :
- green caress (primal, transmutation)
- primal innate spells
- rituals
is it right ?

A horned has jaws, claws, tails that are magical. The dragon loses the trait ?
Poison breath (primal) ?

A grim reaper loses :
aura of misfortune (divine)
lurking death (divine, teleportation)
keen scythe is not magical and keen
divine innate spells
infuse weapon (divine)

Thanks for your future answer.


Hello, I have questions about guerrilla archetype.

For Poisoned Sticks and Stones feat :
simple injury poisons = 1d4 poison damage with no saving throw ? It's not other existing poisons, is it right ?

Lonely Army
The MAP apply for the second and the third attack, is it right ?

Deathblow [Guerrilla Dedication; Poisoned Sticks and Stones]

Quote:
If the Strike is successful and you are hidden from the target, or unnoticed or undetected by them, the target must succeed at a Fortitude save against your class DC or die; this is a death and incapacitation effect.

This death effect applies only on the simple injury poison (see above) but other existing poisons, is it right ?

Thanks for your future answer.


Hello, I have questions about Puppetmaster Extract and Galvasphere.

Puppetmaster Extract :

Quote:
At stage 4, the poison stops causing damage and confusion; instead, it reanimates the corpse as an elite plague zombie without the unholy trait; a larger body instead uses statistics for a zombie brute or zombie hulk, whichever matches its size. The corpse stands as a free action at the beginning of its turn and attacks nearby creatures. When the poison’s duration expires or the poison is cured, the body’s state of animation ends.

Galvasphere :

Quote:
When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a construct instead of an undead, isn't unholy, can't be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your minion and performs the actions you choose when you Command it. If you don't Command it, it takes no action, twitching in place as the electricity that animates it slowly expends itself.

Is it possible to insert the galvasphere in a dead body affected by the puppetmaster extract to control the undead ?

Thanks for your future answer.


Hello, I have a question about Vat-Grown Brain.

Quote:
When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the mental trait, which it does by drawing the negative mental impressions into itself.

Is it the following conditions ?

- Confused
- Controlled
- Fascinated
- Fleeing
- Frightened
- Stunned
- Stupefied

It is an alchemical item.

Quote:
The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll.

Is it possible for an alchemist to improve the counteract level and the modifier on the roll ?

Thanks for your future answer.


Hello, I have questions about Swarm Eidolon from Battle Cry and Meld into Eidolon.

1/For example, a skill check about Knowledge, is it possible for a melded character into eidolon to make a skill check and the eidolon gives the information ?

2/For a swarm eidolon with Magical adept feat and the snake fangs spell, is it possible to use the swallow ability and grabbed a target ? (Is it only in condensed form ?)

3/With the spell, the opponent swallowed is also grabbed, slowed 1 and can suffocate ?

4/For a swarm eidolon, the weakness is only area effect, not splash damage ?

5/ Eidolon's opportunity is useful only in condensed form ?

Thanks for your future answer.


Ok, if a character uses a tome as implement and a lance (one handed) on a mount, the implement's empowerment functions, is it right ?

Quote:

4/ Implements : Tome, Weapon, Regalia

A regalia can be an heraldic banner.

For exemple, there is knight captain's lance.
Quote:

It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge.

Is it possible to have 2 implements in the same item in one hand ? Lance (weapon implement) with a banner (regalia implement) attaced behind the lance point ?

The Captains lance is mainly for the Cavalier archetype so it would need to be a question to ask your GM if you could affix a heraldry to your lance and still count it as you holding the banner.

Other advices for the banner ?


Hello, I have a question about Implement's Empowerment and Jousting weapon.

Implement's Empowerment

Quote:
When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.

Jousting Weapon

Quote:
When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. As a part of your action to Mount a creature, you can switch your grip on a jousting weapon to one-handed.

1/Is it possible to use Implement's Empowerment with a jousting weapon if the character is mounted and so wield the weapon in one hand ?

Harnessed Shield

Quote:

You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield.

While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet.

2/s it a shield in one hand and the weapon in one other hand ?

If the character was mounted and the shield raised, can the character obtain the circumstance bonus to damage for that attack equal to the number of damage dice for the weapon ?
But not the implement's empowerment because he holds a shield who wasn't an implement, is it right ?

Character :
Thaumaturge level 8 Strength (+ 4)
Level 2 : class feat : cavalier dedication

Quote:
If you have pledged yourself to a cause, you can take a second dedication feat closely tied to that cause even if you haven’t taken two additional cavalier feats.

Is it possible to take ranger dedication ?

Level 4 : ranger dedication
Feat skill : quick mount

Level 6 : Basic Hunter's Trik : Initiate Warden (Gravity weapon)

Level 8 : Defend Mount

Young animal companion : horse

Round 1 : Action 1 : Gravity weapon
Round 2 : Action 1 : Exploit Vulnerability : personal antithesis
Action 2 : Command an Animal : 1st action Support Benefit 2nd action Stride 10 feet or more
Action 3 : Strike with a striking Lance

3/If the strike hits :
2d6 (striking lance) + 4 (strength) + 6 (exploit vulnerability 2+1/2 niveau) + 4(Implement's Empowerment 2/weapon damage dice) + 6 circumstance (support benefit + jousting weapon) + 4 status (gravity weapon 2/weapon damage dice) = 2d6 + 24, is it right ?

4/ Implements : Tome, Weapon, Regalia

A regalia can be an heraldic banner.

For exemple, there is knight captain's lance.

Quote:
It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge.

Is it possible to have 2 implements in the same item in one hand ? Lance (weapon implement) with a banner (regalia implement) attaced behind the lance point ?

Thanks for your future answer.


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 ?

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