Search Posts
I think that Minions with a Fly Speed should be able to use the "Arrest a Fall" reaction.
From a "player & DM cognitive load" point of view, the DM doesn't need to engage in any decision making with this - if the Flying Minion gets knocked prone, then yes, it will make that DC 15 acrobatics/reflex check to avoid damage. Done.
This is a question primarily for the players, either directly, or what DMs have noticed about their players:
And I'm particularly asking about things specific to the Darklands:
Off the top of my head, this could be a location to add OSR style concerns to a campaign that doesn't normally care about such things. ...
The Water Sprint skill feat is here:
"Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water. If you don't end your Stride on solid ground, you fall into the water.
Leap is this:
*** The Water Sprint skill feat refers to "Stride" which is a game term, and means a single action to move up to your (land) speed. So for a move speed of X, then Water Sprint (before legendary) requires:
The way it is phrased, the rules apply to each Stride Action, so you can't "Stride 3 times" to cover a wider body of water. Each individual Stride has to start with "at least half over ground" and "end on solid ground". Compared to the basic Leap action that covers that gap, no feat needed. Or someone of level 7 and Master in Athletics doing a 2-action Long Jump, who will cover 13+1d20 feet, with at least 10' of a Stride action beforehand.
...Is it just me, or is this *really* niche? Or perhaps I have I miss-understood how these rules apply, and it works better than this?? (Or is it a gag, they are just doing a long jump and deluding themselves?)
I like the idea of the Wandering Chef archetype, but I suspect I'd be better off just taking the Alchemist archetype and learning the Alchemical Food recipes first? I think it boils down to:
Or are there some other benefits that only the Wandering Chef archetype has?
I've been checking my assumptions about what traits various things have, and what effects they have, and as far as I can tell, the "elemental" trait is actually very limited. E.g. consider a druid with a fire elemental companion, a fire elemental familiar, who summons a fire elemental, and then shifts into elemental form as a fire elemental. All 4 "don't need to breath" but only 2 of these 4 have immunity to "bleed, poison, sleep, paralysis".
Is this correct? Are there any feats that allow companions with the "elemental" trait to have these immunities?
Is this something that would make sense for a future product? Would it be balanced?
(1) The Remastered rules for Multiple Attack penalties are clear that MAP only applies to your own turn, so we don't need to remember it if [for example] making a Reaction Strike.
"As normal". It is not clear to a new player if Hunted Shot is a specific case of Ready Action, or Ready Action a specific case of Hunted Shot. And maybe debating specifc-vs-general priorities isn't the most helpful & clear way to go about this? I'm pretty sure that optimal game design is to apply the MAP penalty to the 2nd shot of a Readied Hunted Shot, even though it's not happening in your turn. [Edit: Hunted Shot is a Flourish action & you can only make one Flourish per turn anyway, so no need to worry about multiple off-turn Hunted Shots.] |