Hellknight

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Organized Play Member. 856 posts (857 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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If the character uses a elemental blast in one action, is it a melee elemental blast or a range elemental blast ?


Hello, I have a question about elemental blast from a kineticist.

Quote:

With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.

The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.

Air 1d6 electricity or slashing, 60 feet
Earth 1d8 bludgeoning or piercing, 30 feet
Fire 1d6 fire, 60 feet
Metal 1d8 piercing or slashing, 30 feet
Water 1d8 bludgeoning or cold, 30 feet
Wood 1d8 bludgeoning or vitality, 30 feet

Foe a melee attack, there is not a reach, the character can make a melee attack with a range 30 or 60 feet following the element ?

Thanks for your future answer.


For example, with mist, all creatures outside the mist stay concealed to the character with safeguard spell feat ?

Or with

Quote:
When you cast obscuring mist, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud.

For the character casting obscuring mist with safeguard spell, is it always terrain difficult for him ?


Hello, I have a question about safeguard spell feat from the sorcerer class.

If a character with its feat cast an offensive spell, as corrosive muck, the character don't take the damage, neither effect as the greater difficult terrain if the character is in the area and stay in place ?

Thanks for your future answer.


Spoiler:
Quote:

The Dead Roads are a network of routes which connect the Boneyard with the Universe, and are employed by the psychopomps, who lack the ability to travel between planes. The Dead Roads are a winding road, 15–20 feet across, devoid of signs. Its exact appearance varies on an individual's perception of the word road. Both sides of the road are surrounded by a mist, and creatures that slide away from it into the mist find themselves back in the Boneyard. The only features are the occasional way stations which vary widely in appearance and hold the road in place.1

Psychopomps are able to freely walk the Dead Roads, but others need stamps of passage, granted by bureaucrats in the way stations, lest they slide off the Dead Roads and return to where they started, or worse, get lost. The whole network is overseen by the psychopomp usher Barzahk.

Can Lucinero have to use the Dead Roads to attain Golarion ?


Hello, I have questions about the adventure path.

Spoiler:
Quote:
Intruders to Bastardhall’s cycle are rarities, and include plane-traveling oddities and explorers like the psychopomp Lucinero...
Quote:
Yet only those who have the capability of planar travel can easily escape once they arrive—those who enter without such capacity might not be doomed to remain in Bastardhall forever, but they may well live out the remainder of their lives within.

A catrina psychopomp named Lucinero :

Quote:
While following up on obscure rumors and minute disturbances in the River of Souls, he did what few catrinas do—he traveled to the world of the living to investigate further. The disturbances he’d sensed were the building energies of Bastardhall; he was there one fateful evening in 4713 when the castle manifested, and sensing the powerful echoes of distraught souls from within, he bravely investigated only to be swiftly overwhelmed by the castle’s defenses.
Quote:
At times he considered simply leaving and wandering the wilds of the Ethereal Plane in hopes of stumbling upon a way back home, but the sheer vastness of this prospect plus the untenable notion that he’d be leaving behind so many trapped souls to their fates ultimately kept him here.

Doesn't a catrina psychopomp have a planar travel ability ? How did Lucinero get here? How did he pass through the Ethereal Plane? He has the ability to depart, and thus he can return to the River of Souls ?

Thanks for your future answer.


Hello, for example, a Bakuwa Lizardfolk has its plates that :

Quote:
are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of +3, and have the aquadynamic and comfort traits. You can never wear other armor or remove your plates. You can etch armor runes onto your plates.

Is it possibile for the bakuwa lizard folk to obtain on the bones plates a rebounding breastplate ?

It is not possible to use feat from guardian as armor break ?

Thanks for your future answer.


Hello, is it possible via a repeat spell as exploration activity with rousing splash cantrip to reduce the category of one step from a heat environmment ?

For example : Severe heat -> Mild heat or Extreme heat -> severe heat or Incredible heat -> extreme heat.

The character uses rousing splash on all the members of the party.

Thanks for your future answer.


Hello, I have questions about Step.

Elf step (1 action) (feat 9) : You Step 5 feet twice.

Wing step (1 action) (feat 9/strix) : You Step 5 feet twice.

A Mobile rune gives : Once per turn, you can move an additional 5 feet when you Step.

So with an Elf/Wing step, you step 10 feet, then step 5 feet.

SERTUM, RUNE OF PREPAREDNESS : Invocation The rune-bearer can Step up to three times as a free action.

1/So with an invocation from rune of preparedness and elf/wing step, can the character step 5 feet six times ?

Skeletal extension (free action) (feat 10/necromancer) : Until the end of the
turn, your reach increases by 10 feet, and you can move 15 feet whenever you Step.

2/So a character with ellf/wing step and mobile rune can step 25 feet and step 20 feet ?

3/ For the feats with a step action in the description, elf/wing step does it apply or not ?
for example, spear dancer (1 action) : You Step and then Strike with a spear or polearm you are wielding, or Strike with the spear or polearm and then Step.
or : dodging roll (reaction) : You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier.

Smoke Through Bamboo (Prerequisites New Moon Sarangay) (feat 5) : When you Step, you can move 10 feet instead of 5. This enables you to Step into and within difficult terrain as long as you can meet the extra movement cost.

4/ Does the elf/wing step apply with a magic item ?
For example :
Boots of Quick Marching (item 3) : Activate—Big Step [one-action] (concentrate); Frequency once per day; Effect The soles on your boots grow even thicker for a moment, proving a bounce to your step. You Step twice.

Pocket Watch of Stethelos :
Activate—Step Between the Ticks [two-actions] (manipulate); Frequency once per day; Effect You gain 3 actions, each of which must be immediately used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can’t speak, and can’t use any actions that would be triggered by your movements. While you’re taking these actions, you can’t take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled.

implacable rune ?

Thanks for your future answer.


Hello, now the creation of automaton discovered.

Is the automaton heritage always rare ?

Thanks for your future answer.


Same if a thrall from bloody tendrils ?


If a thrall can't move.

Is it possible to use sanguine transference on it ?


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Hello, I have a question about necromancer class.

Does a character with WIDESPREAD FASCINATION feat qualify for the prerequisite grim fascination for the feats from the necromancer class ?

For example, if a character takes the widespread fascination : spirit to obtain the grave spell, can the character takes the become a spirit feat ?

Thanks for your future answer.


Hello, Is it possible for a character with a spellcaster class and the spellshiter archetype to use a spellshift on the own spells ?

Thanks for your future answer.


Hello, I have a question about syncretism and splinter faith.

With syncretism, the cleric has a secondary deity, the cleric gains the domain spells from the second deity : initial or advanced, but not the cleric spells from the second deity, is it right ?

Splinter faith is not clear for me. Can you explain me, please ?
With an example ?

Quote:
Any domain spell you cast from a domain that isn't on either of your deity's lists is always heightened to 1 rank lower than usual for a focus spell.

Splinter faith doesn't give access to other cleric spells, is it right ?

Thanks for your future answer.


Hello, I search if there are already an adventure published to obtain a rare spell.

If yes, which ?

Thanks for your future answer.


Hello, I have a question about advanced maneuver for a legchair : careful retreat.

For its advanced maneuver, is it with a command animal action ?

Is it not possible to use a ready action to command a legchair to make a careful retreat if an opponent approach th rider ?

Thanks for your future answer.


Hello, I want to use the Natbakh creature without myhtic trait.

So remove the mythic trait with :
mythic resilience (Ref)
Resistances mythic resistance 14
• Mythic Skill [free-action] (concentrate) Cost 1 Mythic Point; Effect The natbakh attempts its next Athletics or Stealth skill check with a +4 bonus and is considered to have mythic proficiency for that check.• Remove a Condition [one-action] (concentrate) Cost 1 Mythic Point; Effect The natbakh ends one condition affecting them.

What is the new CR for its creature ?

Thanks for your future answer.


Quote:
Ammunition from physical ranged attacks

If the ammunition deal energy damage and not physical damage, is it prevent from wind ocarina ?


Hello, I have a question about spell-woven shot.

If a character uses the slashing gust cantrip with spell-woven shot.

Quote:
Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.

Is t possible to attack two creatures with the spell-woven shot and slashing guts ? two attack rolls with the penalty doesn't increase until after both attacks ?

Thanks for your future answer.


Hello, I have a question about barricade buster.

Quote:
repeating weapon is a type of ranged weapon with a shorter reload time. These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0).

1/Is it possible to use alchemical and magical ammunition with a barricade buster ?

2/An alchemical or magical ammunition needs an activation to function, is it possible with its weapon ?

3/ Is it possible to use Munitions Crafter to create the ammunition in batches 4 (two times) to obtain an 8-Round Magazine ?

4/ Is it possible to use Munitions Machinist to create alchemical ammunition also counts as 1 action toward activating that ammunition for a barricade buster ?

Beast gunner dedication :

Quote:

Spellsling [three-actions] Requirements You’re wielding your bonded beast gun or another magic firearm;

....
Special If you also have the Spell-Woven Shot action you can load and activate a piece of magical ammunition as a free action before making a Spellsling attack once per 10 minutes.

5/Is it possible to activate a magical ammunition with a barricade buster ?

Thanks for your future answer.


If a wind ocarina is active, is it possible to use the following effect to shot an arrow through the emanation of a wind ocarina:

Quote:
Tear Rift [two-actions] (magical, manipulate, teleportation) You carve a rent in space in an adjacent square, choosing another square within 30 feet to connect with your rift. A visible slash appears in both locations, displaying the view from the other side. Until the end of your next turn, these two squares are treated as adjacent to each other; for example, creatures could Stride or be Shoved through the rifts to their other side, and a creature adjacent to one rift can Strike a creature adjacent to the other. When Tearing a Rift, you can choose to Step through the rift as part of the activity.

The character choose a side from the adjacent square in common with the squarte occuped by the character.


An archer that activates a wind ocarina prevents the attacks with ammunition from the opponent, but prevents also to shot with its bow on the opponents, is it right ?


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 ?

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