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![]() In the impossible Playtest, the Necromancer have this feature: "Mastery of Life and Death
In the Player Core 1, p.452, it states:
So, I was wondering: what exactly qualifies as an "ability" to trigger Mastery of Life and Death?
It's unclear to me what counts as an ability in this context, and I'd like to have an answer for my players if they want to playtest the Necromancer and use this feature. ![]()
![]() In page 6 of the playtest, i see two errors: - Intermediary Boon: At 9th level, your proficiency rank for Fortitude saves increases to master. When you roll a success on a Will save, you get a critical success instead. I don't know if it's will saves who have to be increases to master instead of fortitude or if it's fortitude success who have to becomme critical success, but this is a mistake for me. - Until the start of your next turn, you are immune to control effects and spells that attempt to influence your actions, such as charm or command, unless its spell rank is more than twice your level. Normally, it's half your level and not twice your level, like incapacitation, a small writing error. ![]()
![]() Page 13: SOOTHING BREEZE [three-actions] FEAT 4
It says burst and not emanation. So i guess it should have a range where u can use it, no ? ![]()
![]() It's all in the title. For helping you to get an idea, there is the rules: Flurry of Blows [One-Action] Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn. (Nothing say that we can't use Ranged unarmed attack but i don't know if it's a mistake or not) There is some Ranged Unarmed Attack in the game: - Sprite's Spark who can deal mental or elemental damage
- Foxfire who deal fire damage
- Seedpod who is Bludgeoning
- Energy Beam who is Fire Damage
- And the "funniest", Core Cannon who is ... energy blast from a cannon (yourself) and it's fire + force damage
Don't you think that it's strange that you can flurry with lasers from your body ?
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![]() It have a range to trigger, the same as others (15feet) and you not strike back, like the paladin, you just buff a little your damage for the next round. But evils are evil, so don't need to be too strong. For refocus on the Thaumaturge, it's true it need one hand, i think with your arguments that he can be balance now
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![]() I don't think Paladin should block more, for me they are alreay one of the most powerfull class in the game.
I still believe that it's a bit too powerfull, but we will see in the future ![]()
![]() Hello, Since i discover the Neutral Evil champion, i found that his reaction was very poor compare to Good Champion.
And Thaumaturge come in with his amulet giving what ?
Excuse me but this seems really odd to me. If i want to play a neutral evil champion for his tankyness, it's better to just take Thaumaturge with Sentinel dedication no ? Neutral Evil Champion who is already weak for me compare to others Champions feel weaker with this playtest I think the Thaumaturge reaction does not need to be this powerfull (and the NE champion's one need to be better but i think it's not essential) ![]()
![]() I noticed something wrong for the personal staves price. They have always the same price for wands of same level except for level.11 staff who is 100gold cheaper than a wand: Staff:
Wands:
Plus, i think it would be nice to precise if Personal Staves are unique or not for the DC to craft them since the examples can lead in a way of comprehension or another ![]()
![]() Hello, I recently play a one shot with Aquatic Combat and something feel weird with the Seaweed Leshy in Bestiary 3 This creature is Amphibious and can live underwater and it have a ranged bludgeoning attack called Water Jet
For the Creature Vaspercham from Bestiary 2, it have "Water Blast" ability who is a ranged bludgeoning attack but this time it's magical and have water trait. So, does Seaweed Leshy and Grodair can do their Water Jet attack even underwater and does magical or water trait attack work underwater even if it's deal bludgeoning damage (like Hydraulic push) ? ![]()
![]() Gary Bush wrote:
Wich one please ? I'm interested ![]()
![]() Hello,
1) Can bomb (other than fire) work underwater ?
So, since bombs do not deal bludgeonin or slashing damage, it should work, right ? But bombs explode on contact with something, so it's sort of bludgeoning no ?
2) Do poisons stay on blades / arrows underwater ?
3) Alchemical crossbow underwater:
Thanks for your time and sorry if i made some lingual mistakes, i'm French ;) ![]()
![]() I've a few questions about how Negative Healing works since the Bestiary 2 come out and the Dhampir Heritage preview is here Negative Healing:
Dhampir (Uncommon Heritage):
1) If i have a Dhampir in my PC group and a cleric cast the 3 actions heal spell, does it damage the Dhampir since Heal spell is an healing effect and not a pure positive damage. Negative Healing say that you are heal by negative effects that heal undead but not that you are damage by positive effects that damage undead, right ? 2) The Dhampir is not really an undead, so does spell who need to target Undead creature (like Disrupt Undead) can target Dhampirs ? 3) Does spells with Healing trait works on creature with negative healing traits like Vital Beacon, or more important Stabilize + Breath of life for a Dhampir ? Bonus Questions:
P.S: Thank you for all the reading and once more, sorry if i've made some mistakes in my way of writing, i'm not English. ![]()
![]() Hello, i recently look to the Hydra in 1st Bestiary and i have two questions: 1) When adventurers hit one of the Hydra heads, does it deal damage to the body too ? 2) If Hydra come to 0Hp but still have heads, she come back to life but does she have wounded ? If yes, can we kill and Hydra to bring her directly to dying 4 with her wounded conditions ? P.S: I'm not native English, sorry for the mistakes ![]()
![]() Oh .. didn't see your response Thenobledrake sorry So my question is on a Crit Sticky bomb with Acid Flask, it's 2d6+1, the persistant who come from Sticky doesn't double. And for a Fire crit normal bomb, does the 1 persistant double ? And for Fire Crit Sticky bomb, the splash from Stricky doesn't double either ? Sorry for this questions, i just want to be sure to not misunderstand ![]()
![]() For example, if you threw a lesser acid flask and hit your target, that creature would take 1d6 persistent acid damage and 1 acid splash damage. All other creatures within 5 feet of it would take 1 acid splash damage. On a critical hit, the target would take 2d6 persistent acid damage, but the splash damage would still be 1. If you missed, the target would take 1 splash damage. If you critically failed, no one would take any damage. P.544 Core Rulebook ![]()
![]() So I have a question. In the spell "Sunburst", it say that all the items in the area is damaged and I was wondering if I just didn't saw a thing about magic items or the hardness and HP can't be upgrade ? Sunburst: " A powerful globe of searing sunlight explodes in the area, dealing 8d10 fire damage to creatures and objects in the area, plus 8d10 additional positive damage to undead creatures. Each creature and object in the area must attempt a Reflex save. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect. Critical Success The creature or object is unaffected.
Hp and hardness of things: So with an average damage of 44, the only things that are not broken are the structures, so everyone in the burst of the spell, even if they crit success the saves, are now nudes without any items because the save is too hard for the items ? And I can't find the rules for the reflex of the items, so I assume its juste 1d20+0 ? Sorry for the long post and thanks for the answer ! ![]()
![]() Hello, I have a few questions - Can a player use "Heroic Recovery" when he die by a disintegrate spell ? - Can a general item bonuses stack with a specific item bonuses ? Exemple: If an item give you +2 for all craft check and another one give you +1 but only for repair. Do you have +3 for repair action and +2 for other craft actions ? ![]()
![]() I know that the fundamental runes prices for an upgrade is the difference between the two version.
And if is the case, does it work for magical items ?
P.S: Sorry for my english, i don't know if it's clear |