It’s a character for actual gameplay. Regarding party synergy and teamwork tactics, it’s quite unpredictable. I’m part of a player community that uses Foundry VTT through a server set up by an association, with voice chat via Discord.
I want to build an archer whose goal is to stay out of reach of enemies’ melee attacks, and if possible, also out of range of spellcasters and creatures with breath weapons or similar area attacks. The idea is to close in, shoot, and then move back out of range—another option could be to attack and then stay hidden. I’d like advice, suggestions, or corrections if needed to make this character work. Improving survival chances against death effects should also be considered.
First, two options for increased Speed:
Elf (Speed 30 feet) (Nimble Elf ancestry feat +5 feet + Fleet general feat +5 feet) Total: 40 feet
Or, you can use an animal companion as a mount (Drawback: Requires feats to improve the animal companion and Command an Animal (costs 1 action), or not with Mature Animal Companion feat). Speed 40 feet or Fly 60 feet (Griffon, Hippogriff). Monk: "Incredible Movement" can grant up to +30-foot status bonus to your Speed.
+5 or +10-foot item bonus to your Speed (Propulsive Boots or Boots of Bounding).
Speed 40 (base) + 30 (status) + 10 (item) = 80 feet
For mounts: Speed 40 or Fly 60 (base) + 30 (status) + 10 (item) = 80 feet or Fly 60 feet Elemental Gift (spell – requires the ability to cast spells and costs two actions: +30 status)
Counteract teleporting effect :
Grievous rune, is it useful ?
Immobilized Bow (Critical Specialization): The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. Advantage: Forces the target to lose an action. Antler Arrow (magical ammunition): Requires a Manipulate action, with a higher Athletics DC and a low Reflex save at high levels. Status Penalties Debilitating Venom (from Vishkanya ancestry, feat 5): Hampering (level 5) Stage 1: –5-foot status penalty to Speed
Drawback: Requires Vishkanya ancestry. Hamstringing Strike [one-action] (rare) (requires Ranger feat 8): –5–10-foot status penalty to Speed. The penalty can be removed using any method that removes persistent bleed damage or offers a flat check to do so, such as Administer First Aid. Drawback: Make a Strike against your hunted prey with a –2 penalty. Shotalashu (animal companion) Advanced Maneuver: Telepathic Pounce [two-actions]: One creature within 30 feet must attempt a Will save. –5–10-foot status penalty to its Speeds or off-guard and immobilized for one round + Leap. Drawback: Requires a Command an Animal action, short duration, short range. Circumstance Penalties Dupe’s Gold Nugget (item 5) (uncommon) (talisman, consumable) (30 gp): For 2 rounds, each time the target Strides, it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that Stride (to a minimum Speed of 5 feet). On a critical success, the Dupe’s Gold Nugget effect ends early. Drawback: Single use, has a cost, low DC at high levels. Staggering Fire [one-action] (uncommon) (requires Archer archetype): –5–10-foot circumstance penalty to its Speed until the end of its turn. Drawback: Short duration. Anchoring Arrow [two-actions]: Make a bow Strike against a demon. In addition to the normal effects of the Strike, the target must attempt a Will save against your class DC. The target takes a –5–10-foot circumstance penalty to all their movement Speeds for 1 round/1 minute/10 minutes. Attempts to counteract any teleportation effect. Advantage: Long duration, can counter teleportation. Drawback: 2 actions, specific to one creature type. Sharpshooter: –5–10-foot circumstance penalty if hit. Drawback: Requires Captain archetype, feat to upgrade follower, and actions to Direct Follower. No-Type Penalties Ooze Ammunition (activated): If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. –5–15-foot penalty to Speed Advantage: Can last a long time, forces the enemy to use an action to reduce the effect. Item Penalties Crackling Bubble Gum: Secondary Effect [two-actions required]: The pop deals sonic damage to all creatures in a 15-foot cone with a basic Fortitude save. A creature that fails its save is also bound with sticky gum, taking a –10-foot item penalty to its Speed for 1 minute. The creature can remove the gum with a total of 3 Interact actions. These actions don’t have to be consecutive, and other creatures can provide the actions as well. Advantage: Long duration, the enemy wastes 3 actions. Drawback: Requires two actions to activate, must be within 15 feet of the target. Total Potential Speed Reduction:
I have questions about which feats to choose and which archetypes might be suitable. Monk: Gakgung as Bow Monastic Archer Stance (1) You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike.
Mystic Strikes, Weapon Specialization, Metal Strikes, Adamantine Strikes, Perfected Form for the arrows?
Archetypes Archer Dedication (2): Critical Specialization
You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
Make a ranged Strike with a weapon in the bow or crossbow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5. Question: More powerful than Focused Shot? Eldritch Archer Dedication (2): Eldritch Shot activity costs 3 actions, Cantrip with spell attack roll Magic Ammunition (8) Transform Ammunition [free-action] (magical) Frequency once per round; Effect: You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. 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. 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. Drawback: Limited in terms of ammunition power? Advantage: Ammunition not normally arrows. Incorporeal Shot [one-action] (16): Only 1/day Fatal Shot [three-actions]: Only 1/day Guerrilla Dedication (2) When you are in this location and undetected by all enemies, you can Sneak without attempting a Stealth check as long as you move no more than half your Speed. During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding Notice, as long as they aren’t actively Searching or on guard. You can change your favored location by spending 1 week of downtime in the new location you would like to set as your favored location. Hit and Run [two-actions] (4) You Stride or Step, then attempt a melee or ranged Strike against a creature. After your Strike, you Sneak away. None of the movement taken as part of this activity triggers reactions. Rally Support (skill) (8) Once per day, you can attempt a check to Request or Coerce against an easy DC for your level when speaking with someone who is a non-hostile, long-term resident of your favored location. On a success, choose one of the following to obtain: A nonmagical item of your level or lower (useful for alchemical ammunition)
Terrain Ghost (skill) (18) Within your favored location, you're permanently under the effect of vanishing tracks, and you're always concealed from all foes unless you choose not to. Ancestry Feats Elf Weapon Familiarity (1): Critical Specialization (Bow)
Heritage: Whisper Elf
Heritage: Ancient Elf Multiclass Dedication: Commander
Centaur Distant Archer (5)
Yaoguai Natural Mutagen (1)
You can Unleash Yaoguai Might any number of times per day. Once per day when you Unleash Yaoguai Might, you can gain one of the following additional benefits, which persists for 1 minute or until you Change Shape again: Your body grows to impossible heights. Your enlarge effect is heightened to 4th rank.
Countering Concentrate Actions (Including Affected Spellcasters) Blister Ammunition (alchemical ammunition) A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to the damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a Concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don’t need to be consecutive. Thanks for your future answer.
Hello, I have question about monastic archer stance and archetypes. Quote: You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike. Does the monastic archer stance function with the feats from the following archetypes ? - Student of Perfection
Thanks for your future answer.
Is it possible to use Recoiling Relocation to disrupt a grabbed/restrained condition ? Quote: Your innovation contains a chamber to store a small amount of compressed exhaust gas from your Launches. You can release this gas coinciding with the recoil to propel your mortar and yourself through the air to reach a better firing position. You and your light mortar move up to the light mortar's Speed in the direction of your choice. You must end this movement adjacent to your innovation. Immobilized condition : Quote: If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place. Should the character a check against fortitude DC ? If yes, what is the check ?
Hello, I have question about dedication obtained from heritage, ancestry feat and class and other archetype. Ancient elf heritage gives multiclass dedication. But the character does not have to take the other feats for its archetype, is it right ? If the character begins to take an other feat from its archetype, the character does not to take an other feat to achieve the archetype (3 feats), is it right ? Same questions for multitalented (ancestry feat from human) and multiclass archetype that has a basic, expert, and master spellcasting feat from the eldritch trickster from racket for the rogue. Social Purview from the archetype vigilante gives archetype's dedication feat. Same question. Cavalier with pledge can take a second dedication feat closely tied to that cause even if you haven’t taken two additional cavalier feats.
Same thing with Magaambyan Attendant that permit to take Halcyon Speaker Dedication, but the second archetype must to complete the second archetype, and also for the other archetypes that permit to obtain a second archeytpe ? Thanks for your future answer.
Hello, I have question about stance and "natural" unarmed attack. For example, if a character with an ancestry has a Tail 1d6 bludgeoning (sweep, trip, unarmed, brawling group) as unarmed attack. And with an archetype thlipit contestant, the character gains a lash melee unarmed attack that is in the flail weapon group, deals 1d4 bludgeoning damage, and has the grapple and reach traits. Is it cumulative or only one of both ? With the Golden Erinys Stance from archetype Sister of the Golden Erinys, you can make fury's fang unarmed attacks. These deal 1d6 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, forceful, nonlethal, and unarmed traits. With its stance, the character can strike with any part of the body, is it right ? If the character uses its tail, the stance replaces the "natural" unarmed attack and the melee unarmed attack from an other archetype ? Thanks for your future answer.
Hello, I don't understand an ability for the vorpal dragon. Quote: Heads Will Roll! [two-actions] Frequency once per minute; Effect The vorpal dragon swoops across the battlefield, [u]sweeping their axe-bladed tail[/u] through their foes. The dragon Flies twice; at any point during this movement, the dragon makes up to two chin blade Strikes, each against a different creature within reach. The dragon's multiple attack penalty doesn't increase until all Strikes are made. Why in the text is there "sweeping their axe-bladed tail" and then "makes up to two chin blade Strikes" ? why is it not "tail Strikes" ? Thanks for your future answer.
For corrosive body :
Quote: 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. Is it only with creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon ? Is it also with the unarmed attacks from the character (with corrosive body) ? With the ammunition, are there also the eroded material ? I need advice about its concept and the choices to upgrade the character. Ancestry : Human Class : Oracle Mystery : Bones Background : Mana Wastes Refugee ? Waste Walker ? Ancestry Feat : Natural ambition (Reach spell)
Class feat :
4 : knowledge of shapes (cursebound) 6 : advanced revelation : armor of bones or gifted power 8 : surging might (spellshape) 10 : roll the bones of fate (cursebound) 12 : epiphany at the crossroads 14 : mysterious repertoire or revelation's focus 16 : conduit of vitality and void (cursebound) or diverse mystery 18 : blaze of revelation 20 : mystery conduit (cursebound/spellshape) or paradoxical mystery Focus spells :
Spells :
class feats :
Hello, I have a question about paradoxical mystery. Quote: Each day during your daily preparations, choose one basic or advanced domain spell from any domain from Player Core, one of the domains granted by your mystery, another domain to which you have access, or any initial or advanced revelation spell from another mystery. You gain that spell as a revelation spell until your next daily preparations. For "another domain to which you have access", how an oracle can have access to an other domain that isn't in its mystery ? Thanks for your future answer.
Hello, I have a question about teleport spell. Quote: Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Does it mean that the spellcaster must already visited the location for the destination ? Or the knowledge of the location on a map is enough ?Does a memory palace permit to know the destination and use teleport from this ? Same question with eidetic potion, potion of shared memories, mnemonic acid. Thanks for your future answer.
Hello, I have a question about Wrapped in Smoke from Munitions Master Archetype. Quote: You ignite a small portion of powder in a rapid, inefficient burn, creating a hazy cloud. You create a cloud of smoke in a 5-foot emanation centered on your innovation, which lasts for 1 minute. All creatures and objects within the smoke become concealed, and those outside the smoke become concealed to those within. The concealed condition don't prevent to use the Aim action to target an area ? The vision is not impaired for this action ? Can a character Hide in the smoke because it is not specified that he cannot do it in the feat ? Thanks for your future answer.
Hello, I have questions about Field Propagandist. Invented Vulnerability [one-action]
Quote: You list off the potential fears and weaknesses of an enemy you can see or hear, speaking with such certainty that they become real. Attempt a Deception check against the enemy's Will DC. No maximum distance ? Is it several ennemies in the same time ? Thanks for your future answer.
Hello, I need advice to build an artilleryman. It's a full suit of heavy plate armour with an artillery piece on one arm and deplorable anchoring spikes to stabilize the wearer from the recoil. It's seal abilities include a Deflector Shield and strength enhancement to allow the wearer to move about with the armor's significant weight. Inventor with Munitions Master with Light Mortar innovation and Artillerist archetypes ? Powered Full plate/Bone Dreadnought Plate ? Thanks for your future answer.
Hello, I have questions about Munitions Masters/Light Mortar Innovation. Is it possible to take the following innovation for the light Mortar ? Blunt Shot (Ranged Only): Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver an attack that can batter as much as pierce, or even knock an opponent right off their feet. Your innovation gains the concussive and ranged trip traits. Segmented Frame: Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon. Advanced Rangefinder (Ranged Only): A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 20 feet. Manifold Alloy: You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.(=Blanching weapons ?) Deadly Strike: Through precise calculation, you’ve found the perfect way for your weapon to deal damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, increase the die by up to two die sizes (d6 to d10, d8 to d12), to a maximum of deadly d12 Omnirange Stabilizers (Ranged only): You've modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more. Rune Capacity: Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon). Which inventor feats are possible with light mortar innovation ?
Thanks for your future answer.
Hello, I have a question about ring of wizardy. Quote: You can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day. Is it possible to use different ring of wizardy ? For example, ring of wizardy III and a ring of wizardry IV. Thanks for your future answer.
Hello, I have questions about Trade items spell. If a wizard character uses a heightened Trade items (5th) with a staff with the runes authorized and shifting can the character change the bulk with the shifting rune to trade against the weapon of the ennemy ? (weapons bulk Light, 2, 3 impossible) shield ? (Bulk L, 1, 2, 4 & 5 impossible) Does the spell function with an item holding in two hands ? can the character exchange its spellbook (Light) against a consumable/potion/alchemical items ? (Bulk L or negligeable if no value ?) Can the character use the Call Wizardly Tools feat (1 Bulk or less) a bonded item or its spellbook if the items are in a hand of an opponent ? A wizard can have staff nexus as arcane thesis. can a makeshift staff have runes on it ? can it be a bonded item ? Quote: Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. But a staff has a bulk 2, so doesn't the Call Wizardly Tools function ? Thanks for your future answer.
Quote: Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can’t heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can’t select a halcyon spell as a signature spell. A character can't choose a halcyon spell as a signature spell but for example, if a character has a halcyon spell heal level 1, the character can take the heightened version of heal 5th level with a a 5th-level halcyon spell slot, is it right ?
Errenor wrote:
For example, Spear Frog Poison has a Bulk L and is an item, no ?
With the feats from nagaji ancestry :
Quote: You’ve trained to use unique nagaji eating habits to your advantage. By manipulating your throat muscles, you can create a pocket of air to store up to four items of light Bulk or less without risk of dissolving. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your throat pocket, your speech is noticeably difficult to understand, and you have a visible bulge in your neck. Placing an item in your throat pocket or retrieving one is an Interact action. You can empty your throat pocket with a single action, causing everything you had stored in it to fall to the ground in your square. Any item that was covered in dirt or grime comes out clean. Venom gulp : Quote: You can store prepared venom in your throat and spit it at your foes in addition to your own toxic spray. You can Interact to store a dose of injury or touch poison in your throat; when using this action, you do not risk envenoming yourself as long as the poison is your level or lower. The next time you attack a target with your venomous spit unarmed attack, the poison is expended. If you successfully hit the target, they are exposed to the poison in addition to the other effects of your spit. As long as you are holding venom in your throat, your speech is noticeably difficult to understand. You can hold only one dose of poison like this at a time. Venom spit : Quote: You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect. Is it possible to use double poison with venom gulp and throat pocket ? For venom gulp, it's an injury or touch poison. Is it contact for touch poison ? Thanks for your future answer.
Hi, I need help.
His goal would be to take revenge on the charlatan, a counterfeiter who used chocolate gold coins. Thank you in advance for your help.
Hello, I have a question about the Infiltration Assassination feat. Quote: Make a melee Strike using your gauntlet bow as a gauntlet. If the Strike is successful, you automatically latch onto the target, giving them the grabbed condition, then make a ranged Strike against them with your gauntlet bow. This Strike does not trigger reactions normally triggered by ranged attacks. If you are holding or wearing an injury poison, you can apply it to the bolt used in the attack as a free action before making the ranged Strike. It gives a grabbed condition automatically if the strike is successful, is it right ? If the characters uses a crescent cross, is it the blade of the crescent cross that suck in the opponent ? DC to Escape is the Athletics skill + 10 from the crossbow infiltrator ? Is the grabbed condition only during its turn of the crossbow infiltrator ? There is a MAP on the ranged strike. Thanks for your future answer.
So the ready action considered as a reaction, the character needed to have tactical reflexes to trigger ready action (an opponent that moves within your reach) and trigger reactive strike (a move action, or leaves a square during a move action it’s using) for example with an opponent on a mount doing a trampling charge, is it right ?
Hello, a character with a weapon with the brace trait (nodachi for example). Quote: When you Ready to Strike an opponent that moves within your reach, until the start of your next turn Strikes with the brace weapon deal an additional 2 precision damage for each weapon damage die it has. For example, a character with nodachi has on opponent on a horse. Round 1 : 1 action : Recall Knowledge on the opponent
Round 1 (opponent) : the mount arrived at reach so the character uses the ready action and strikes (no MAP because no strikes the round before) and the mount go on and trigger a reactive strike. Is there a MAP for the reactive strike ? Thanks for your future help.
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:
Withering grasp Quote:
Mana Wastes Mutant Quote:
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:
Unleash the blight (2 actions) Quote:
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:
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:
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:
1/ How do calculate DC for the saves, damage with the level of the creature ? 2/ Help for abilities and the choices.
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 ?
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 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.
Is it possible for a vizier dragon to use the words abilities with the pact of the herald and host ? Quote:
Hello, I have some questions about Draconic Codex. For PACT OF THE HERALD AND HOST :
Quote:
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:
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 :
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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, 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.
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:
So for the rupture damage, is it the AC from eidolon swarm ?
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