jcheung's page

Organized Play Member. 84 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


RSS

1 to 50 of 84 << first < prev | 1 | 2 | next > last >>

Easl wrote:

Break Curse is an exploration activity which requires 8 hours. Even if you allow Fortunate Relief to affect it (and for the record, I agree with the other posters that RAW it doesn't), it's not going to be a viable alternative to a spell in a situation where you are surrounded with/dealing with enemies.

Also, it's counteract rank is 1/2 level round up. So if the issue is a higher ranked curse cast by a high level enemy, you're "relying on critically succeeding on a single roll" with Break Curse exactly the same way you are with a spell. Only it took the party 8 hours of in-game time to find out if you succeeded.

10 minutes. it's a 10 minute exploration activity when legendary, which you can do in hostile territory so long as you're not in active combat. the difference between relying on cleanse affliction is i have to had planned to cast it out of my highest level slot to have the same effect, and i get one, maybe two uses a day. admittedly, when i mentioned critical success i was talking about second highest rank slots but didn't say that specifically. apologies for that part.

your point about it taking so much time when not legendary only makes more sense for RAI to allow it to effect break curse, since you're praying for 8 hours.

that said, the point of this thread isn't to debate the merit of using break curse vs cleanse affliction, but rather interaction between break curse and fortunate relief.


sure it can. it's like saying that if i'm a caster with a minion of some kind, i can't cast fly on myself and carry my flightless minion into the air. or stick my party into a spacious pouch and fly with the spacious pouch.

you are being carried, but inside the creature. the creature surrounding you is doing the burrowing, and it very much can move freely while digesting you. if you were merely grabbed and it started burrowing then i would agree with you, that you had no way to follow. but you have no interaction with the outside from inside.


you know what, i think you might be right on that. i never actually noticed that wounded wasn't supposed to increase when hero points were used.
still, point stands. easy enough to kill off a PC if you really want them dead


Errenor wrote:
jcheung wrote:
No, 'Break Curse' is not a spell. (RAW)

It's very clear.

Just cast spells. You are a 12th level cleric, at this point Cleanse Affliction has been removing curses for 5 levels.

right... you know, why didn't i think of that. just cast spells. there's no restriction to cleanse affliction counteract when it comes to stuff that's higher rank than cleanse affliction. i definately want to tie up one of my two highest rank spell slots each day to deal with curses when i'm legendary in religion. i certainly want to rely on critically succeeding on a single roll when i'm surrounded by enemies later on and dealing with effects from higher level enemies.


i'm fairly sure that you just straight up die if you go from massive damage, or an ability that says "you die" like phantasmal killer/vision of death or disintegrate.

or, if you really need to kill off a PC, kick 'em when they're down. your wounded 2 player takes that crit, auto-stabilizes and increases wounded to 3, and then you just hit them with some splash damage which sets their dying to 4. note that this option will usually make the player upset as well, at whatever the source of the splash was.

or if they're stupid enough to be raised back into the fight at dying 3 and stay there, then just take them out the normal way.


you occupy the inside of the creature's stomach, probably also squeezing. best hope you or your friends are good at digging. or have some way of giving yourself air so you can dig your own way out (like idk, breathing the last breath of the dead creature from its lungs)


unless there's a helpful cliff next to them anyways. or pit of lava. but then they might also be able to use the grab an edge reaction to save themselves.


Would the ability 'Break Curse' fit 'Fortunate Relief' well enough that you would be able to roll twice?

I can see this going multiple ways.

Yes, 'Break Curse' is a healing effect with a counteract check. (RAI?)

Yes, 'Break Curse' is a spell like ability healing effect with a counteract check. (RAW? but i guess SLAs don't have a rules entry in 2e)

No, 'Break Curse' is not a spell. (RAW)

Break Curse

Spoiler:
traits: Concentrate, Exploration, General, Healing, Skill
You spend 8 hours praying or performing occult rites over the target, weakening a curse’s power over them. Attempt to counteract (page 431) the curse, using Occultism or Religion for your counteract check and half your level rounded up for the counteract rank. Break Curse only takes 10 minutes of prayer and rites if you are legendary in Occultism or Religion.

Fortunate Relief
Spoiler:
Your god favors your attempts to remove afflictions and conditions. When you cast a healing spell that attempts to counteract (page 431) an effect, you can roll the counteract check twice and take the higher value.

I would be interested to see some more viewpoints on this matter.


2 people marked this as a favorite.

just to make sure it's clear, when you go down with wounded 1, then come back up... you're wounded 2 now.


breithauptclan wrote:

Looks like no.

The only thing I know of that reduces the number of actions needed to cast a spell is Quickened Casting. But that doesn't have focus spells on the list.

Cantrips can be quickened. Spell slot spells can be quickened as long as they are cast from lower level spell slots.

But Focus spells are auto-heightened to a level where they wouldn't qualify for Quickened Casting. And that is even if you don't consider the mention of spell slot to exclude focus spells and innate spells from just that.

focus cantrips are still cantrip spells. so those would be fine. all like.... what, 3 of them? idk, not checking.


how i understand it is this, but my knowledge of poisons and other afflictions is a little shallow. i may be off.

become poisoned.
fort save. pass? nothing happens. end tree. else...
fail? nothing happens, but...

10 minutes elapse.
stage 1 effects start. dazzled for 10 minutes. dazzle permanent until poison goes away.
10 minutes elapse.

fort save. pass? you're cured. congrats. otherwise...
fail? welcome to stage 2. next 10 minutes you're dazzled and frightened 1. both conditions permanent until poison is cured.
10 minutes elapse.

fort save. pass? back to stage 1 with you. dazzled for 10 minutes, then poison end.
fail? stage 3. frightened 1, confused for 1 minute. conditions permanent until poison cured.
1 minute elapses.

fort save. pass? go back to stage 2. dazzle + frightened 1 for 9 minutes. end poison.
fail? repeat frightened 1 and confused for a minute

if continue to fail,
increment last stage until a total of 30 minutes have elapsed after onset start for total of 40 minutes. then save for confusion.

see also stages and conditions from afflictions


Guntermench wrote:
This is exactly like a discussion I had about Dirge of Doom recently.

how'd that discussion go? because this one seems to have gone about nowhere with no real majority one way or the other


Cilng wrote:
Errenor wrote:
Cilng wrote:
please point me towards any mistakes you see.

There:

...this interval overlaps with the time you spent treating...
Which can be argued belongs to that specific sentence, i.e when the treatment time is 10 minutes, the immunity is one hour. A support for that argument lies in the clarification in brackets.

enter initiative for those 10 minutes with 4 people treating wounds on the same target with continual recovery.

whoever finishes first gets their treat wounds applied. immunity is then applied.
this retroactively applies to when treat wounds was initiated because "this interval overlaps with the time you spent treating".
medic 2, 3, 4 would have then retroactively started their checks while the target was immune, making them an invalid target.
this invalidates their check and therefore no healing is applied.

this is why continual recovery DOESN'T state "there is no temporary immunity" and specifically states that "1 hour" is replaced with "10 minutes" in the treat wound action


1 person marked this as a favorite.

i read yours as "no, you can't because it's not a thrown weapon"
breith's and yurip's are "yes, because the shield has the thrown trait". which i agree with. it's still a ranged thrown weapon as well as a shield


their question was if munitions crafter actually allowed you to craft daily bullets.

their gm says no, since munitions crafter gets you raw black powder instead of ammunition, and that black powder is a craft requirement for ammunition (which it isn't).

at least that's how i read it.

my view on it is here


struggling to understand what you're trying to say.

so...

anyone with 14 str and 14 dex can have AoO at 4th level at the cost of 2 archetype feats if they really wanted it

you can grapple or trip with skill checks

abilities, spells and weapons are... well, they are what they are.


i think technically all the firearm ammunitions are actually unique, but for the most part most people just use them interchangably except for harmona gun, dwarven scattergun, flingflenser which is double cost ammo.

either way, when purchasing or crafting, you're obviously going to be making stuff you can use


why is your ammunition coming in batches of 5? it should be coming as a batch of 10.

additionally, there's no crafting requirement on a firearm round needing black powder as a crafting material. it's either created as part of the crafting, or the raw materials you need to purchase.

crafting skill

Quote:

Consumables And Ammunition

You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in the Ranged Weapons table (typically 10).

which would be 10 for all but 3 guns (guns and gears page 151).

---

firearm ammunition
^ while there's a 5 round version, the only weapons this can be used for are the harmona gun, dwarven scattergun, flingflenser (guns and gears page 151).
additionally, again, the stat block does not include black powder for a crafting requirement. see a staff of water for an example of a craft requirement.
also, while this does not have the alchemical trait,

Quote:
Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.

it still is alchemical in nature due to it being firearm ammunition. especially because it's also just 10 rounds of black powder which DOES have the alchemical trait.

---

as for munitions crafter,

Quote:
You gain infused reagents (a pool of reagents usable to make alchemical items) and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You gain batches of infused reagents per day equal to your level, which you can use to create only bombs or alchemical ammunition. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. If you use a batch of infused reagents to create basic level-0 ammunition such as black powder cartridges or black powder doses, you produce 10 rounds of ammunition.

Black powder (dose or round) is located on page 169 of guns and gears, which is under the section of "ammunition" starting at page 168. This makes it ammunition, and it also contains the alchemical trait. you can use this with munitions crafter to craft ammunition.


you could also trip them to reduce how far they could move, coupled with attack of opportunity gives them a risk.

or you can trip AND grab them, in which case they would have to remove grappled before attempting to stand which means a minimum of 2 actions not moving away.

there's also abilities and spells that create difficult terrain, some that push, some that make obstacles.

there's alchemical bombs, spells and abilities that reduce movement speed.

it's very hard to completely lock down movement. best you can do is make it difficult to move, and if they choose to move anyways, they're doing less damage


excellent, makes me slightly sad i can't avoid bleed more cheaply, but this seems like an overwhelming majority for one side. thanks all.


just wanted to point out that just because it has a duration doesn't mean it's not instantaneous. that being said, i just realized that instantaneous is a PF1 trait, not PF2 so that has no bearing.

i suppose i should also make my personal stance clear, i'm with option 3


1 person marked this as a favorite.

^
https://2e.aonprd.com/Rules.aspx?ID=322

Quote:
Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others

disrupt undead doesn't have a spell attack roll. it's save or die.


1 person marked this as a favorite.

i'd personally have it negate the whole thing as well. that stream of violent wind is going to be surrounded by less violent but fast moving wind after all.


"causes invisible creatures in the area to be concealed rather than undetected"

it doesn't state if the creatures must remain in the area or not, but they do lose invisibility just like all the other anti-invisibility stuff

in the area =/= in the area

you can have creatures in the area affected when used, and this effect can apply to them regardless of if they're in the area while the duration exists

or you can have the area be affected when used, and creatures entering and exiting disturb it


Revealing Mist

Spoiler:
Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.

Spent several minutes debating this in a session last night. Which of these viewpoints seem more correct, or can you offer another viewpoint?

- Creates a cloud of mist in a 15 ft cone that persists for 1 minute, revealing anything within the cloud. The mist then sticks to any invisible creatures and makes them concealed for a minute.

- Creates a cloud of mist in a 15 ft cone that persists for 1 minute, revealing anything that is within the cloud. The creatures return to invisibility on leaving the mist.

- Creates a cloud of mist in a 15 ft cone, sticking to creatures within the mist and revealing them for a minute.

We looked at some similar anti-invisibility stuff and couldn't come to a conclusion based on them.
See Invisibility/Dispel- Not Applicable.
Faerie Fire- Instantaneous, invisible>concealed for 5 minutes on affected creature.
Glitterdust- Instantaneous, invisible>concealed for duration on affected creature.
Powder- Instantaneous, invisible>concealed for duration on affected creature.
Revealing Stab- invisible> effectively concealed while weapon is target


Poracha Fulu

Spoiler:
Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight-legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast-acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take persistent damage, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that persistent damage.

I can kind of read it two ways, and was wondering which one is more correct.

My first reading of it was that each Fulu was a set of 9.

My third reading made me wonder if it was actually just an ability to stack multiples of these Fulus up to 9 times, while counting as a single talisman.

Asking another person, their first thought was stack but could see it being a set of nine as well.

Any insights would be appreciated.


second aid may be used later, so you have to decide which is the more pressing concern... and remember that if the bleed drops them back into dying, their wound is going to keep going up!


The Incorporeal trait states

Quote:
Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.

but says nothing about the inverse.

Is this possible?

What if the creature who's space it wants to occupy is paralyzed? Does that affect anything? I know in 1E helpless creatures didn't provide an obstruction to incorporeal creatures ending their turn there.

If incorporeal creatures are able to end in a corporeal creature's square, what happens during the corporeal creature's end of turn (the room is perfectly sized for the party, there's not much height to the ceiling, and the doors at either end of the room have been secured)? Does it clip repeatedly with the ghost and then rocket off into the next plane?


StarlingSweeter wrote:

Weapons are notoriously fragile, sure when the PC breaks the enemy creature's unstated gill-hook it may be no problem. But when the BBEG destroys the PC's +2 Greater Striking Flaming Holy gill hook with one strike I'm sure the tune will change quickly.

To keep it fair from both sides of the table I don't allow strikes against attended weapons unless you (or the creature) have a special ability that says otherwise.

right, and you usually can't attack attended weapons.

"usually" is lost here because the weapon has been effectively immobilized and can't be pulled out of my attack path.

in case it wasn't clear, all the stuff i have been talking about has been specifically referencing attacking maneufactured weapons with the grapple and reach trait, not normal day to day usage. (monsters grappling you from range have already been addressed)


did you ever actually use sunder in 1e? the hardest part was figuring out the item AC and HP. it was otherwise a normal strike.
which is what i'm telling you. normal strike. circumvents attended clause for targeting because it's been immobilized.


I'm not trying to escape. I'm going to break your gill hook with a strike, and you limited its viable move paths by embedding it into me.


Standard strike, just with a different target. May as well use the wielder AC for brevity, don't see why the item would be allowed a save.

You're grabbing me with a weapon, which restricts your ability to move it out of the way significantly. If it wasn't embedded in my side, you'd just be able to slide it out of the way and be untargetable.


breithauptclan wrote:
If you can find PF2 rules for "sunder" we would all love to see them.

Material Statistics

Quote:
For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable

You would use "thin wood", which has hardness 3, hp 12, break threshold 6.

Sunder, without sunder. same deal just without a combat maneuver and feat.

Just note that if you're a player and you use it too much, be ready for your GM to use it against you too. Don't ask me how i know.

And before you tell me "attended objects can't be targeted", remember that that also comes with "usually". Gill hook grappling me means it's embedded into me to do so, which means it can't easily be moved out of the way.


if you're hit with a gil hook then you could always try to "sunder" the weapon


you have 5ish bulk to play with for additional gear like food, class equipment, and incidentals.

1.4 additional bulk can be ignored by your backpack, then another 3.9 bulk gets your personal weight up to 5.9 bulk. one more light item after that and you'll be encumbered.

also, nice necro


General Rules/Movement

Quote:
Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.

since you got the info, but not the source, here's the bit for movement

as for the variant rule...
well, there's no official variant ruleset for the movement in pathfinder that i can see, but that's a fairly reasonable houserule.
you could easily be thinking of 5e's core movement system which allows you to freely swap back and forth between movement types

---

Lost Ohioian wrote:


If It tripped first +12 then Strike +7/+2 but the AC was reduced by 2 lets just call it +9/+4 (yes I know that's not actually right because it should circumstance negative to AC to the target, due to like effects not stacking it could matter.) In the end the Ogre loses a damaging attack at +12. That hardly seems the sensible thing to do for the ogre, like ever if its a solo monster against the party, as it's designed in Torment and Legacy. Really I'm just making sure I'm not missing a hidden benefit to trip.

there are many weapons with the trip trait, even available to players. that's all this is. a weapon with the trip trait. it doesn't mean the wielder usually uses the weapon to perform trips.


rest? as in 8 hours sleeping, the way you remove drained normally?
if for whatever reason you didn't just patch yourself up before going to bed, i would say yeah, you wake up with full hp... especially because you're in a safe environment where you can do some research on what inflicted drain.


on a related note, if you were not riding a dinosaur, if you started adjacent to an enemy, could you use threatening approach without actually moving?

if yes, why can't it be done mounted?

if no, why not?

looking at it from RAW i don't see why not, since no minimum movement is specified... unless you say you can't perform a stride action while mounted, which, fair, i can't find anything for or against that.


If it helps, the battle flow has the potential to be this:

Ambush + grab
Pull, jaw + grab
Swallow, jaw + grab/tentacle + grab, constrict, two PCs have 25% chance or lower to save or become unconsious, including swallowed PC
Swallow whole damage on PC's end of turn wakes them, they start suffocating.
If PC in jaws, swallow. Else, tentacle and constrict.
-Swallowed PC goes unconsious due to failing constrict save DC
Swallow whole damage on PC's end of turn wakes them, suffocation damage also procs

Basically, a swallowed PC would be stun-locked and suffocating, taking 3 sources of damage a turn (constrict, swallow whole, suffocate) unless they made their saves.


The item itself does have the "magical" trait on it regardless of existence of runes (though they always have at least one)
So assuming you use them to attack the target, yes.
On top of that, anything with a weapon potency rune also gains the magical trait.


The specific creature triggering this question is the Froghemoth.

Can you constrict a creature which has been swallowed whole?

Swallow Whole

Spoiler:
(attack) The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed.

A swallowed creature is grabbed, is slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed. If the victim Escapes this ability’s grabbed condition, it exits through the monster’s mouth. This frees any other creature grabbed in the monster’s mouth or jaws. 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 engulfing creature is flat-footed 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 engulfed 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.

Greater Constrict

Spoiler:
The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Option 1) Greater constrict can not affect those swallowed with greater constrict because it can not attack those who are swallowed.

Option 2) Greater Constrict is not an attack, and thus can be used.

Option 3) The creature is grabbed, and thus can be affected.

Option 4) A combination of 2 and 3


Super Zero wrote:

My position here is pretty simple. It was obviously meant to work that way, since that's the whole point of Negative Healing. Therefore, no matter how "technically right by RAW" it might seem, any reading that it doesn't work that way is obviously wrong and can be disregarded.

So what? We're not computer programs. We know what it means.

breithauptclan wrote:
You could still rule that you choose per target which it does.
Okay, now that's a massive power boost to the spell. Suddenly totally safe to use in mixed crowds--in both senses, as it can never accidentally harm allies or accidentally heal enemies, which is the main reason to be careful with it.

The problem that I'm having though, is that you and I agree. A member of the group I play with disagreed, which is what brought me here in the first place. So we clearly need to make rules as if we WERE computer programs.


that makes an amazing amount of sense. thanks for the info!


Decided to look back at PF1 heal / mass heal / harm / mass harm / channel energy
That appears to simply gets around it by letting you target x creatures for the equivilent 1 and 2 action ones, and you have to chose to either heal or harm with the 3 action version... Granted there's no negative healing, and either it has the undead trait or doesn't...

I wonder if PF2 heal/harm should be revised to just target x creatures instead, and some text that says if the target(s) are unwilling to be affected, they get a basic fort? Remove the bit where it calls for a save only on damage?

Quote:
AND wouldn't make sense because it only does one or the other based on the target. But the 3-action version can target multiple creatures.

For the flavor text, I think "and" makes perfect sense if you're allowed to both heal and deal damage, since both 1 action and 2 action heal can only target one creature at a time-that one creature can either be living, or dead but not both. Because the 3 action version which is in the spell itself can target both living and undead at the same time, that's when the "and" portion gets to shine.


Hello,

I had a disagreement regarding the interaction of the spell heal and living creatures that have the negative healing trait (specific example would be the Dread Wisp)

Heal text:

Targets 1 willing living creature or 1 undead
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

1 action: (somatic) The spell has a range of touch.
2 action: (somatic, verbal) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 action: (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
----

Negative Healing text:

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
----

How I had thought it worked was that healing a creature with negative healing would damage it (with a basic fort save), because it would be hit by positive energy which triggers negative healing.

On the other side of the coin...
By the strictest reading of rules as written reading of the spell heal can only heal willing living creatures and only damage undead.

This means two things.
First, as an unwilling living creature, a Dread Wisp will not be healed (and hence harmed through negative healing).
Second, because it is not undead, it is unaffected by the portion of the spell that affects undead.

Can I get some opinions from other people so I can see how you would treat this interaction?

Maybe even get a clarification of what the RAI is from one of the big guys?
Should Dread Wisps also have the undead tag like their Corpselight brethren?
Should they be treated like Dhampirs since "Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead"?


Was Magic Missile the only force damage spell back then? I'm not familiar with the older rulesets.


I was wondering if someone would be able to help me figure out why of all the force damage spells, only magic missile can damage a wisp-class creature? (excluding corpselight)

For one example, Force Bolt (wizard focus) is basically a single magic missile but can't damage wisp-class creatures.

Then there's the 12 other spells/focus spells that deal force damage-what can magic missile do that those types of force damage can't do?

The rest of the immunities make sense to me, but magic missile bypassing the immunity list confuses the stuffing out of me.


https://2e.aonprd.com/Monsters.aspx?ID=305

Quote:
Great Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian’s despair aura. They can’t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 26 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.

My inquiry has three parts here. First, does the 24 hour immunity apply only to the paralyze, or to the entire aura?

Second, if the immunity applies only to the paralyze, is there any save to the fear or is that just a gimmie for the pharaoh? I ask because each other fear causing aura I've encountered (plus 1e mummy) provided a save of some sort for the fear portion.

Third, does the immunity apply only to the one source, or immunity to the ability, regardless of the source?

Please also let me know how you interpret it RAW, as well as RAI.


15 people marked this as FAQ candidate. 1 person marked this as a favorite.
Character Operations Manual page 87 wrote:

Constellation Blast PHOTON REVELATION

D When you’re fully photon-attuned, as a standard action, you
can create a momentary chain of bursting energy that burns
through the terrain. When you use this ability, you create
three 10-foot-radius bursts within 60 feet of you, each of
which cannot overlap and must be centered no more than
15 feet from the center of one other radius
. You deal 5d6 fire
damage, plus 1d6 for every 2 solarian levels you have beyond
9th, to each creature in each radius. An affected creature can
attempt a Reflex save to take half damage. At 17th level, you
can create three, four, or five bursts when using this ability.

The wording here is difficult to read, at best.

At first glance, myself and several other people immediately thought "this is literally impossible, you can't have two 10ft radius blasts centered within 15 feet without overlap"
The only way to make it work is by really reading and rereading it, and potentially mangling the stuffing out of it by applying the 15 ft outer limit to half the radius, or 5 feet away from the center of a burst, effectively 20 feet away... which also make the lower limit, 20 feet away from the center of the burst due to no overlap. Basically, jump through hoops to even make it work.

Which brings me to...
Is this ability intended to fix the center of a blast 20 feet from the center of another blast, or is there supposed to be some leeway?
Is it supposed to instead be diameter rather than radius?

Apologies if i've rambled a bit.


Toxic Skin wrote:
You have handled so many toxins that they have leached into your skin. Any creature that hits you with a natural attack gains the sickened condition for 1 minute unless it succeeds at a Fortitude save. Any creature that swallows you whole must succeed at a Fortitude save or gain the nauseated condition for 1 round; the creature automatically vomits you back out at the start of its next turn (this takes no action). When expelled, you land prone adjacent to the creature in a square of the creature’s choosing. Once a creature has been affected by your toxic skin, it cannot again be affected by it for 24 hours, although it could be affected by another biohacker’s toxic skin.

Does something which swallows you also gain the sickened condition in addition to the nauseated condition, or does one replace the other?

1 to 50 of 84 << first < prev | 1 | 2 | next > last >>