Hellknight

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Organized Play Member. 833 posts (834 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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Hello, I have a question about the creature with a constant effect of Unfetterd Movement.

Is it possible to remove the constanct effect or suppress temporarly its effect ?

If yes, how ? Dispel magic ?

Thanks for your future answer.


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.
The GMs propose scenarios that players can apply for, so the party composition often varies. Players embody characters who are part of a mercenary guild. We don’t always play with the same players or the same characters. Knowledge of other group members’ abilities and skills can be quite limited. Players don’t always have the time to roleplay and clearly communicate their characters’ capabilities or establish strategies due to everyone’s real-life schedules.
The scenarios can take place both indoors and outdoors. I had already considered the difficulty of this playstyle in indoor settings and am trying to think through it as well.


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.
For the base class, I’m hesitating between monk and ranger.

First, two options for increased Speed:
You can start with an ancestry that provides a base land Speed of 30 feet, such as:

Elf (Speed 30 feet) (Nimble Elf ancestry feat +5 feet + Fleet general feat +5 feet) Total: 40 feet
Centaur (Speed 30 feet) (Fleetwind Centaur heritage +5 feet + Fleet general feat +5 feet) Total: 40 feet
Yaoguai (Speed 25 feet) (Born of Animal heritage – Yaoguai Form: If you have both hands free, you can increase your Speed to 30 feet as you run on all fours [Drawback: Holding the bow]) + Fleet general feat +5 feet) Total: 35 feet
Animal awakened (Heritage Running animal) 35 feet as Yaoguai
Goloma 35 feet max

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.
Magical items can provide Speed bonuses:

+5 or +10-foot item bonus to your Speed (Propulsive Boots or Boots of Bounding).
Example:

Speed 40 (base) + 30 (status) + 10 (item) = 80 feet
Are there ways to obtain circumstance bonus or untyped bonus to Speed?

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)
Alacritous Horseshoes: +5–10 foot item

Counteract teleporting effect :
(greater) Anchoring rune on a bow

Grievous rune, is it useful ?
Next, we need to reduce the enemy’s Speed and explore the different types of bonuses that can lower it.

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
Stage 2: –5-foot status penalty to Speed
Stage 3: –10-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:
–5–10 (status) + –5–10 (circumstance) + –10 (item) + –5–15 (no type) = –25 to –45 penalty to Speed

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.
Special: When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.
Questions:

Mystic Strikes, Weapon Specialization, Metal Strikes, Adamantine Strikes, Perfected Form for the arrows?
Qi Spells (1): Inner Upheaval or Qi Rush?
Elemental Fists (2)
Stunning Blows (2): Fortitude DC = class DC, stunned 1 or 3
Deflected Projectile (4)
Harmonizing Self (4)
Advanced Qi Spells (6): Shrink the Pan = teleport distance = Speed
One Inch Punch (6)
Return Fire (6): Only arrows
Pinning Fire (8): 2 hits + Reflex save = Immobilized (better than Critical Specialization (Bow) with a critical hit?)
Knockback Strike (10)
Prevailing Position (10)
Wind Jump (10)
Disrupt Qi (12)
Focused Shot (12): Ignore concealed condition and cover
Improved Knockback (12)
Meditative Focus (12)
Overwhelming Breath (12)
Reflexive Stance (12)
Peerless Form (14)
Master of Many Styles (16)
Master Qi Spells (16): Medusa’s Wrath or Touch of Death
One Millimeter Punch (16)
Diamond Fists (18): Forceful, deadly d10, arrows also?
Grandmaster Qi Spells (18): Embrace Nothingness or Qi Form
Triangle Shot (18): 3 ranged Strikes, same MAP, –2 penalty, persistent bleed damage
Impossible Technique (20)

Archetypes

Archer

Dedication (2): Critical Specialization
Parting Shot [two-actions] (6)

You Step and then make a ranged Strike with the required weapon. Your target is off-guard against the attack.
Archer’s Aim [two-actions]

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)
A safe place to shelter for 24 hours
3 days' worth of food and water for you and up to 5 allies

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)
Elven Instincts (5) or Incredible Initiative
Elf Step (6): Step twice
Anchoring Arrows (13): Useful?

Heritage: Whisper Elf
You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. This benefit doesn’t apply if you can’t hear or if the creature is incapable of making sound (for example, if it’s affected by a silence spell).

Heritage: Ancient Elf

Multiclass Dedication: Commander
Basic Field Training (4): Rapid Assessment [free-action]
Advanced Field Training (16): Unrivaled Analysis

Centaur

Distant Archer (5)
Incredible Sprint (13): Stride three times for 2 actions
Starshot Arrow (17) [1 action]: Force or spirit damage, ghost strike rune. When the arrow Strikes its target, it unravels into a constellation of starlight that wraps around the target's limbs, imposing a –10-foot circumstance penalty to its Speeds for 2d4 rounds or immobilizing it if the Strike was a critical hit. The target can untangle itself by spending an Interact action to break free.

Yaoguai

Natural Mutagen (1)
Polymorph Escape (1)
Awakened Heritage (5)
Signature Weapon (5): 1 action to teleport the weapon into your hand
Brilliant Vision (9)
Unleash Yaoguai Might (9)
Improvised Signature Weapon (13): Duskwood, Peachwood, Dawnsilver
Gentle Death and Rebirth (17)
Legendary Monster (17)

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.
Your spiritual power erupts to punish your enemies. You deal an additional 1d4 spirit damage with all Strikes and attack spells, and your Strikes and attack spells gain the spirit trait.
You can leap off the air itself. You gain the effects of the fly spell.

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
- Jalmeri Heavenseeker
- Martial artist (only the feats with monk traits ? Path of Iron ...)

Thanks for your future answer.


Hello, is it possible to use Library Lore to make a recall knowledge to indentify a creature whatever its type with immunity, resistances, or weakness or the lowest save ?

Thanks for your future answer.


Crafting check ? proficiency rank for your inventor class ?


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 ?


Does Cavalier with pledge give an other dedication at the same level that cavalier dedication ? Or does it permit to take the other dedication feat at the following available class feat ?


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.
But the character must to complete the second archetype, is it right ?

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.


Is it possible to use the archetype iridian choirmaster with an eidolon as student ?

With the Lesson of Unified Elusion and Shared Mind, Shared Heart ?

Is it possible only with manifest eidolon, not meld into eidolon ?


Hello, should a character have a free hand to cast a spell ?

Can you indicate me if there are in the player or GM core a rule (page ?) that mention it ?

Are there exception for this ?

If a spell has the range touch, the character must have a free hand ?

Thanks for your future answer.


I changed to make a player character.


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)
(Reach spell -> Harm (one action) : touch -> 30 feet, withering grasp)

Class feat :
2 : domain acumen: decay (withering grasp)

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 :
withering grasp (need domain acumen)
cry of destruction (need diverse mystery) (optional) -> harm before cry of destruction
winter bolt (need diverse mystery) (optional)
eradicate undeath (need domain acumen and domain fluency) (optional)
remenber the lost (need domain acumen and domain fluency) (optional)

Spells :
1/thunderstrike : arcane primal (need mysterious repertoire) (optional)
2/sudden bolt : arcane primal (need mysterious repertoire) (optional)
3/lightning bolt : arcane primal (need mysterious repertoire) (optional)
5/ lightning storm : primal (need mysterious repertoire) (optional)
6/chain lightning : arcane primal (need mysterious repertoire) (optional)
5/ spellwrack (divine) (optional)
6/ awaken entropy (divine) (optional)
6/ field of life (divine) (optional)
6/ corrosive body (mysterious repertoire or divine access)
7/ ray of corruption (divine) (rare)
8/ hypnopompic terrors (occult) (rare) (need mysterious repertoire)
9/ dimensional excision (divine à (rare)

class feats :
6/ irradiate (rare)
10/ unleash the blight (rare)
4/ awakened power (rare)
10/ greater awakened power (rare)


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.


Magic ammunition p.132 (Battlecry !)

Quote:
Similar innovations in the field of siege ammunition can also give an attacking army an edge in battle.

What means it ?


Is it possible to use alchemical ammunition with Ammunition any access ?
Same question with magical ammunition ?

Quote:
Your innovation fires small cannonballs called carry shot.

Magical siege ammunition :

Miring round (mortar round) ?

Planar shot (cannon ball-cannon) ?


It's not possible to add fundamental weapon runes, property weapon runes on a light mortar, is it right ?


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.

Video

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 ?
Variable core
Searing restoration
Megaton strike (not possible Strike with the Launch from the light mortar ?) /gigaton strike
Clockwork celerity
Megavolt/Gigavolt
Silk Bracelet
Guardian Lion Roar
Distracting explosion
Boost Modulation
Celestial Cacophony
Deep freeze
Explosive Maneuver (not possible strike ?)
Devastating Weaponry (not possible strike ?)
Full Automation (not possible strike ?)

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:

You are trying to break the game again.

No, it's not possible for so many reasons.
First, a dose of poison for Venom gulp is not an item of any bulk anymore and doesn't work with Throat pocket at all. If it's still an item for Throat pocket it doesn't work for Venom gulp. Choose.
Second I absolutely would forbid using Throat pocket and Venom gulp at the same time even if it's not prescribed. You either keep items in your throat or use it to hold and spit poison.
Third you aren't applying "two different infused injury poisons to the same weapon" in this case however you look at other things here. So Double Poison doesn't work.
Yes, they made a typo or were imprecise, "touch" poison is the same as "contact" poison.

For example, Spear Frog Poison has a Bulk L and is an item, no ?


With the feats from nagaji ancestry :
Throat pocket :

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.


Hello, I have a question about access to School of Gates.

Is it available only the kyonin natives, elves, Aiuvarin ?

Or is it common for kyonin natives, elves, Aiuvarin ?

And uncommon for the others ?

Thanks for your future help.


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Hi, I need help.
I would like to use the failed prophet creature as a chocolate failed prophet.
During the ritual, he would have been deceived because the gold coins used were made of chocolate.
I would therefore like to modify failed prophet to include the fact that it is made of chocolate.
In the same way, his servants would be related to chocolate:
- Effigy wax
- Tallow guardian
- Tar ooze
- Tar zombie

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.


Hello, I have a question about the illustration p 42.

Spoiler:
What represents the illustration from page 42 ? Which place ?

Thanks for your future answer.


A character with a magus archetype and the shielded tome, raise a tome feats can have the three implements in the same hand and did it consider as valid to use the implements ? (shield as weapon and a fused tome)


Hello, I have a question about virtuous tanuki heritage.

Quote:
You can't become incapacitated by conventional alcohol if you don't wish to be.

What means "incapacitated by conventional alcohol" ? No off guard, clumsy, stupefied, unconscious from the stage ?

Thanks for your future answer.


Hello, is it possible to use a shield with shield spikes, shield boss, shield pistol or gauntlet shield, dart shield as implement shield and weapon ?

What is damage, range for a dart shield ? As a blow gun ?

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 ?


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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
2 actions Ready : 1 action : Strike the mount when it is at the reach from him (trigger)

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:

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.


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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 ?

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