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cgrandall2's page
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Battle forms are confusing. The rules seem straight forward but anytime you try and add things to them things get shoddy. I have a couple questions for those of you who have more experience than me and/or just know the rules better then me.
Say I'm a Monk with Clinging Shadows. I use an action and focus point to assume the stance either by item (like Saurian Spike) or spell through a multiclass dedication assuming a battle form through Dinosaur Form.
The Dinosaur Form specifically says I can only make strikes related to the form I choose. Ok. Battle Form rules doesn't say I end effects currently on me so it does not make me leave my stance. Ok. Can I then use the reach grapple granted by Clinging Shadows and strike with a Jaws attack? Does Battle Forms lock me out of Monk class abilities like Flurry of Blows? If not, could I in this example, if I had the Flurry of Maneuvers feat flurry for 1 action to reach grapple with a shadow and bite with an unarmed jaws strike?

I have an Investigator and have access to two spells and I just wanted to clarify how they would work in theory.
Touch Injection says you must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. If you miss, the substance remains in the magical sac for you to use later.
So if I stored an extract of Skinsend since it's a personal infused extract the target should receive a Fortitude save to negate but if they fail I can effectively slap their skin off their body and as per the spell drop their body's hit points to 0. Is this right?
Very noob question that I can't find the answer to. As I understand it Melee Spell Attack rolls are the same as normal Spell Attack rolls with the cavate that they are limited to melee range.
Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties
Question is since it's an unarmed strike if the user was attuned to Handwraps of Mighty Blows would the item bonus apply to the Melee Spell Attack roll?
I'm bouncing between the two feats and can't decide which to take for my level 8 class feat, so I thought I'd float it to the community. We have a Cleric in the group who has done amazing healing the party, the Wizard has Soothe via Psychic archetype, and my Monk has taken the Druid archetype so I too have the ability to heal myself already should I dedicate a spell slot to Heal or by wand or scroll.
The real question I have is, is a 1 action self heal better than a variable action force damage cone? They both look awesome, but I don't know if it's just a case of window shopping and everything just looks amazing across the glass. What are your experiences with each of these ki spells? Any suggestions? Thanks ahead of time.
Little theory crafting question. I was looking at some of the staves rules mainly for a character for an upcoming Kingmaker campaign with my friends, when I came across the rules for making your own staff in Secrets of Magic. It looked pretty neat and as I looked it just says magic staves are also staff weapons and gives you a basic link for stats in case you want to bonk something. So my question is, there are a bunch of different types of staff weapons therefore can any one of them be used as a base for a magic staff. For example, a Bo Staff is a monk type staff weapon, could I take a Bo Staff and craft it in character to make a unique magic staff for say my current Monk character based on his Druid archetype? Or are all staves intended to be vanilla clubs?
I have a question about Flurry of Blows and how it interacts in pertaining to Resistances and Weaknesses. The stock class feature states:
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.
There are a number of feats however that alter the Flurry of Blows feature namely Flurry of Maneuvers, and on top of that there are a number of feats sprinkled through PF2 that add damage to successful grapples (Crushing Grab, Heaven's Thunder, etc.) . So the question is if I Grapple/Strike with my augmented Flurry of Blows against the same opponent will the damage stack or be calculated separately?
As stated above in the title, my question is when can I apply the weapon critical specialization effect? Is it meant for crits on pure strikes? Or can it be applied on top of feats that already have an effect for a critical success?
Example:
A Monk has taken Brawling Focus to give him access to the brawling group critical weapon effect. He has also picked up the Suplex feat from the Wrestler Archetype.
Suplex states: Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
So if the Monk were to critically succeed on the Suplex attack would the creature be subject to just the feat text and/or the brawling critical effect as well?

Here's the scenario, my level 7 Wizard friend has casted the Fly spell on me to deal with some pesky flying monkeys. I fly up to the monkey, then engage in a grapple. I could stop and if the grapple isn't broken on the monkey's turn, and as he cannot make any move actions to continue to fly we assumedly would both plummet to the ground. So instead I have opted to use my wrestler skills and attempt to Suplex the monkey out of the air sparing myself in the shared falling damage. Is this viable? I have listed what I think are the involved traits and actions but again am not sure if they interact the way I think they should.
Fly
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.
Suplex
Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands prone, and on a critical success, the target lands prone and takes an additional 2d6 bludgeoning damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
Prone
You're lying on the ground. You are flat-footed and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, even if you don't have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).
If you would be knocked prone while you're Climbing or Flying, you fall (see Falling for the rules on falling). You can't be knocked prone when Swimming.
Click bait aside, question is can you use a grappled person to utilize the Take Cover action.
Example: My Monk has Flurry of Maneuvers, I stride up to Fred the Hobgoblin and Flurry, first to grapple then to strike. Third action can I take the Take Cover action to boost my AC to those who would target me behind poor Fred?
The description of Take Cover is:
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
My question is simply how many different targets could I feasibly grapple at the same time? Here is the scenario:
I have a level 10 Monk who has access to the Clinging Shadows Initiate, thus Shadow Grasp unarmed attack. Shadow Grasp has the Agile, Grapple, and Reach traits for the unarmed strike.
The Grapple trait states that: You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand.
Since I don't have to have a free hand how many enemies could I target to potentially hold in place assuming they were within my range? And once grappled in this fashion can you perform grapple maneuvers as per normal like Suplex or Aerial Piledriver from the Wrestler Archetype?

Hybridization Funnel states:
This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) has no effect. A mixture cannot be combined with another mixture.
My question is say I mix an alchemist fire and acid flask three times using the hybridization funnel to create 3 vials. Could I use those concoctions in a focusing flask?
Focusing Flask states:
This round, rainbow-hued glass flask allows up to three alchemical splash weapons of the same type to be poured into it, concentrating them such that they never increase its weight noticeably. If multiple types of alchemical items are poured in, all the contents are ruined. The flask can be thrown as a normal splash weapon, and when it breaks, it releases all of the contained splash weapons in the same space, and the focusing flask is destroyed. If the items held within the flask normally allow a saving throw to reduce or negate the effects, the target of a focusing flask needs to succeed at only a single saving throw, regardless of the number of items held within the focusing flask. The DC of the saving throw increases by 2 if the flask contains two alchemical items, or by 4 if it contains three items.
If I'm reading this correctly. I'm assuming I could place all three vials of fire-acid mixture into the flask for a flask of 3d6 fire and 3d6 acid damage with corresponding splash damage? This mixture even in the flask would only work for 24 hours due to the effects of the hybridization funnel but I'd like to think in the hands of a skilled alchemist this combination, though expensive, would be quite effective.

Hello fellow nerds I come to you all with a question about the mechanics of the Cloaking Field exploit.
The books states "You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features."
Now if I understand correctly, you activate Cloaking Field as a Move action for round 1. Remain still and do nothing for round 2. And then roll stealth on round 3 with a +10 bonus to the roll. You remain stealthed with this bonus until you move. At which you lose the ability to hide in plain sight but does not deactivate the Cloaking Field.
My question is more with the flavor text than anything else. It specifically states that even if you move you appear only as an outline with blurry features, I imagine this to be similar to the Predator's cloaking ability in the movies. And it states that this ability while it does not make you invisible it does however make it easier to sneak around. But it does not give any stats or reduced bonuses you may receive while moving in this blurred state. Is there more clarification on this? Or is this ability more like Snake's box in Metal Gear Solid?
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