| Ezekieru |
| 2 people marked this as a favorite. |
I'm especially interested in any highlights for new content for low (1-6) level clerics, or maybe any generally useful new offensive divine spells in the 2nd-3rd spell level range?
Divine's got 2 2nd level spells for damage, 1 for 3rd level.
Agonizing Despair is 3rd level, does 4d6 mental damage. Will save. On anything but a critical success, the target takes the damage and becomes frightened (half damage/F1 on success, full damage/F2 on failure, double damage/F3 on critical failure).
Sudden Blight is 2nd level, goes 2d10 negative damage. Fortitude basic save. Creatures affected by a disease takes a -2 circumstance penalty to the saving throw. It also destroys all non-magical non-creature Tiny or Small plants, difficult terrain and cover. Magical plants attempt to counteract.
Blood Vendetta is 2nd level, 2d6 persistent bleed damage. Reaction, Will save. Triggers on you taking slashing/piercing damage. Basic damage progression on saves, but on a failure you also grant Weakness 1 on slashing/piercing damage until the bleeding stops.
Final Sacrifice is 2nd level. You target a creature with the minion trait that you summoned or control permanently. If they're not mindless, it gains the Evil trait. They instantly die, and creatures adjacent to them take 6d6 fire damage. If the creature has the cold or water traits, it becomes cold damage instead and has the cold trait instead. If you try to use this spell on a undead you temporarily got control over, it doesn't work and breaks the controlling spell.
| KrispyXIV |
| 1 person marked this as a favorite. |
Agonizing Despair is 3rd level, does 4d6 mental damage. Will save. On anything but a critical success, the target takes the damage and becomes frightened (half damage/F1 on success, full damage/F2 on failure, double damage/F3 on critical failure).
Oooooh, baby Phantasmal Killer. Thats the stuff.
| Joe Hex |
Gisher wrote:I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.No prereqs, you get the Monk's Powerful Fist class feature and access to a bunch of stances. But you don't get Flurry of Blows or any ability riding off of that.
The 3 other feats exclusive to the Dedication is a feat that lets you make another strike after a miss at the same MAP as the previous strike; another feat that's basically Power Attack, but it lets you ignore resistances up to your level, and a feat that does this:
Stride, which doesn't provoke reactions. Attack up to 3 times. It doesn't count your MAP increase until after the 3 attacks are made. 3 Actions, can only be used once per minute.
Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!
| coriolis |
I heard the Beastmaster can have multiple Animal Companions. Is there a way to have multiple Familiars? And is it possible to give more than 2 actions to your Familiar the same way Companion's Cry gives 3 actions to your Animal Companion? Is there a way to give free actions to your Familiar the same way Mature Animal Companion gives free actions to your Animal Companion?
No way to get more than one familiar at a time. However, Familiar Masters have the Mutable Familiar feat at 8th level that enable you to spend 10 minutes to swap in burrower, climber, darkvision, fast movement, manual dexterity, resistance and scent instead of the abilities you chose that day.
There are two of the new familiar abilities that help with actions:
- Independent: Your familiar still gains 1 action each round if you don't Command it.
- Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.
| coriolis |
Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!
Follow-Up Strike and Grievous Blow only specify "unarmed melee Strikes", so the witch's special unarmed attacks should qualify.
Path of Iron doesn't specify the type of attack, so it can work with *any* Strike (including ranged weapons) as written currently. I expect this will be errata'ed eventually.
| Joe Hex |
Joe Hex wrote:Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!Follow-Up Strike and Grievous Blow only specify "unarmed melee Strikes", so the witch's special unarmed attacks should qualify.
Path of Iron doesn't specify the type of attack, so it can work with *any* Strike (including ranged weapons) as written currently. I expect this will be errata'ed eventually.
Flurry of Beard!
Edit: Just reread your post. No flurry with that archetype. Darn.
| vagrant-poet |
SuperBidi wrote:I heard the Beastmaster can have multiple Animal Companions. Is there a way to have multiple Familiars? And is it possible to give more than 2 actions to your Familiar the same way Companion's Cry gives 3 actions to your Animal Companion? Is there a way to give free actions to your Familiar the same way Mature Animal Companion gives free actions to your Animal Companion?No way to get more than one familiar at a time. However, Familiar Masters have the Mutable Familiar feat at 8th level that enable you to spend 10 minutes to swap in burrower, climber, darkvision, fast movement, manual dexterity, resistance and scent instead of the abilities you chose that day.
There are two of the new familiar abilities that help with actions:
- Independent: Your familiar still gains 1 action each round if you don't Command it.
- Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.
Is "Independent" available to any familiar?
| SuperBidi |
Thanks!
Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.
May I ask you what is the point. It's one action to retrieve a stored item, using one action for the familiar to get it and one action to take it from him looks like a very bad feat... Or I don't understand how Valet works.
Maybe Valet allows the Familiar to retrieve a potion I have in my Bandolier and feed me with it?| Kyrone |
Thanks!
coriolis wrote:Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.May I ask you what is the point. It's one action to retrieve a stored item, using one action for the familiar to get it and one action to take it from him looks like a very bad feat... Or I don't understand how Valet works.
Maybe Valet allows the Familiar to retrieve a potion I have in my Bandolier and feed me with it?
Valet put the items directly on your hand.
So you command familiar and then you can do something like.
1action - Command Familiar for Valet
2action - Drink a potion from your bandolier because familiar gave it to you.
2action - Throw a bomb that the familiar to you.
| SuperBidi |
SuperBidi wrote:Thanks!
coriolis wrote:Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.May I ask you what is the point. It's one action to retrieve a stored item, using one action for the familiar to get it and one action to take it from him looks like a very bad feat... Or I don't understand how Valet works.
Maybe Valet allows the Familiar to retrieve a potion I have in my Bandolier and feed me with it?Valet put the items directly on your hand.
So you command familiar and then you can do something like.
1action - Command Familiar for Valet
2action - Drink a potion from your bandolier because familiar gave it to you.
2action - Throw a bomb that the familiar to you.
Yes, but why not taking the potion myself? It's also one action.
| coriolis |
Second Question round, if acceptable -
How viable is a Witch as a "primary" healer or Cleric replacement? Are there any class abilities that allow for in combat healing, or infinite out of combat healing like Goodberry or Lay on Hands?
- The Lesson of Life (basic lesson) gives you the life boost hex, a 1st-level focus spell that grants fast healing equal to double the spell level for 4 rounds.
- The Lesson of Renewal (major lesson) gives you the restorative moment hex, a 5th-level focus spell that reduces doomed and drained by 1 and gives you another save for all afflictions affecting the target.- Cauldron (feat 1) enables you to brew oils and potions. Temporary Potions (feat 10, Cauldron prerequisite) enables you to create a batch of two oils or potions of your level -6 during your daily preparations.
| KrispyXIV |
KrispyXIV wrote:Second Question round, if acceptable -
How viable is a Witch as a "primary" healer or Cleric replacement? Are there any class abilities that allow for in combat healing, or infinite out of combat healing like Goodberry or Lay on Hands?
- The Lesson of Life (basic lesson) gives you the life boost hex, a 1st-level focus spell that grants fast healing equal to the spell level for 4 rounds.
- The Lesson of Renewal (major lesson) gives you the restorative moment hex, a 5th-level focus spell that reduces doomed and drained by 1 and gives you another save for all afflictions affecting the target.
- Cauldron (feat 1) enables you to brew oils and potions. Temporary Potions (feat 10, Cauldron prerequisite) enables you to create a batch of two oils or potions of your level -6 during your daily preparations.
An I missing something on Life Boost? That seems like an lower amount of healing than other similar focus spells (4hp per spell level) which is additionally delayed by comparison.
| Kyrone |
Kyrone wrote:Yes, but why not taking the potion myself? It's also one action.SuperBidi wrote:Thanks!
coriolis wrote:Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.May I ask you what is the point. It's one action to retrieve a stored item, using one action for the familiar to get it and one action to take it from him looks like a very bad feat... Or I don't understand how Valet works.
Maybe Valet allows the Familiar to retrieve a potion I have in my Bandolier and feed me with it?Valet put the items directly on your hand.
So you command familiar and then you can do something like.
1action - Command Familiar for Valet
2action - Drink a potion from your bandolier because familiar gave it to you.
2action - Throw a bomb that the familiar to you.
Because it would take 4 actions, so valet saves one.
1 action - Take potion from Bandolier
2 action - Drink potion
3 action - Take bomb from Bandolier
4 action - Throw bomb.
And without Valet the familiar can only take one item from bandolier(1 action) and hand to you.(another action)
| Kyrone |
coriolis wrote:An I missing something on Life Boost? That seems like an lower amount of healing than other similar focus spells (4hp per spell level) which is additionally delayed by comparison.KrispyXIV wrote:Second Question round, if acceptable -
How viable is a Witch as a "primary" healer or Cleric replacement? Are there any class abilities that allow for in combat healing, or infinite out of combat healing like Goodberry or Lay on Hands?
- The Lesson of Life (basic lesson) gives you the life boost hex, a 1st-level focus spell that grants fast healing equal to the spell level for 4 rounds.
- The Lesson of Renewal (major lesson) gives you the restorative moment hex, a 5th-level focus spell that reduces doomed and drained by 1 and gives you another save for all afflictions affecting the target.
- Cauldron (feat 1) enables you to brew oils and potions. Temporary Potions (feat 10, Cauldron prerequisite) enables you to create a batch of two oils or potions of your level -6 during your daily preparations.
It's 2 Fast Healing per spell level during 4 rounds. So 8HP per spell level total. Heals more than Lay on Hands 6HP per spell level but takes longer to do that.
| KrispyXIV |
KrispyXIV wrote:It's 2 Fast Healing per spell level during 4 rounds. So 8HP per spell level total. Heals more than Lay on Hands 6HP per spell level but takes longer to do that.coriolis wrote:An I missing something on Life Boost? That seems like an lower amount of healing than other similar focus spells (4hp per spell level) which is additionally delayed by comparison.KrispyXIV wrote:Second Question round, if acceptable -
How viable is a Witch as a "primary" healer or Cleric replacement? Are there any class abilities that allow for in combat healing, or infinite out of combat healing like Goodberry or Lay on Hands?
- The Lesson of Life (basic lesson) gives you the life boost hex, a 1st-level focus spell that grants fast healing equal to the spell level for 4 rounds.
- The Lesson of Renewal (major lesson) gives you the restorative moment hex, a 5th-level focus spell that reduces doomed and drained by 1 and gives you another save for all afflictions affecting the target.
- Cauldron (feat 1) enables you to brew oils and potions. Temporary Potions (feat 10, Cauldron prerequisite) enables you to create a batch of two oils or potions of your level -6 during your daily preparations.
Ah, Fast Healing equal to DOUBLE spell level is very competitive.
| coriolis |
I totally wasted my one question by not asking if there were more familiar abilities, specifically any more for alchemists, etc... :'D
No worries; I'll allow it. :-)
- Poison Reservoir (exclusive to homunculi): Master spends 2 actions at some point during the day to instill an injury poison in its homunculus. The homunculus can then apply the poison to an adjacent ally's weapon for 1 action.
- Skilled: Your familiar's modifier for a skill becomes equal to your level + your key ability score modifier.
| James Case Organized Play Developer |
| 7 people marked this as a favorite. |
Dansome wrote:Favorite Archetype and why?It's a toss up between Linguist (I'm a translator, so their abilities speak to me on a personal level. They also remind me of Peter Dinklage's character in a favourite sci-fi series from about 10 years ago called Threshold) and Marshal (I'm playing a fighter in Age of Ashes, and he's a *perfect* fit for that archetype).
I'm really glad to hear this! I worked at a translation company for several years, so I had a lot of fun with writing linguist ^_^
| coriolis |
| 3 people marked this as a favorite. |
Are any of the new archetypes really focused on using a shield? (I noticed a Bastion and Sentinel in the list but know nothing about them)
The Bastion is the archetype that focuses on shields. Sentinels focus on armor.
- Bastion Dedication (2, Shield Block): Gain Reactive Shield.
- Gain access to Shielded Stride, Reflexive Shield, Shield Warden, Quick Shield Block and Mirror Shield from the CRB (all 2 levels after fighters).
- 4 exclusive feats:
- Disarming Block (4): [free action] You attempt to Disarm a melee weapon you blocked.
- Nimble Shield Hand (6): The hand you use to wield a shield counts as a free hand.
- Destructive Block (10): You can double your shield's Hardness when blocking, but it takes double damage.
- Shield Salvation (12): You shield remains at 1 hit point instead of being destroyed during a Shield Block.
| coriolis |
| 1 person marked this as a favorite. |
What is the new animal companion specialization chain in Legends like?
It's called Genie-Touched Companion:
- Replace modifiers for nimble or savage with the following: Wis mod +2; Str, Dex, Con mods +1; +3 damage with unarmed attacks; energy resistance 5 based on its associated genie; expert in Acrobatics if djinni or efreet / expert in Athletics if marid or shaitan.- Add an elemental focused option for specialized animal companion (Deep Diver for marid, Steadfast Strider for shaitan, Wildfire Scorcher for efreet and Wind Chaser for djinni).
| Kyrone |
| 2 people marked this as a favorite. |
I... hm. What's the purpose for Destructive Block?
Let's say that you have a shield with 10 hardness and you would take 30 damage.
Normally you would block 10 and both the shield and you take 20.
With Destructive Block you manage to block 20 and now your shield takes 20 damage while yourself takes 10.
| KrispyXIV |
Mustachioed wrote:Are any of the new archetypes really focused on using a shield? (I noticed a Bastion and Sentinel in the list but know nothing about them)The Bastion is the archetype that focuses on shields. Sentinels focus on armor.
- Bastion Dedication (2, Shield Block): Gain Reactive Shield.
- Gain access to Shielded Stride, Reflexive Shield, Shield Warden, Quick Shield Block and Mirror Shield from the CRB (all 2 levels after fighters).
- 4 exclusive feats:
- Disarming Block (4): [free action] You attempt to Disarm a melee weapon you blocked.
- Nimble Shield Hand (6): The hand you use to wield a shield counts as a free hand.
- Destructive Block (10): You can double your shield's Hardness when blocking, but it takes double damage.
- Shield Salvation (12): You shield remains at 1 hit point instead of being destroyed during a Shield Block.
Oof, this feels gross and unkind to poor GMs like me ;) Disarming Block and Destructive Block are both insanely good if I have to run against another Shield Champion...
| Grankless |
Grankless wrote:I... hm. What's the purpose for Destructive Block?Let's say that you have a shield with 10 hardness and you would take 30 damage.
Normally you would block 10 and both the shield and you take 20.
With Destructive Block you manage to block 20 and now your shield takes 20 damage while yourself takes 10.
Aaah, I see!
| coriolis |
| 1 person marked this as a favorite. |
What's one of the coolest higher-level feats that a swashbuckler gets?
Perfect Finisher [1 action] -- Feat 14 -- Finisher, Fortune, Swashbuckler
Make a Strike. Roll the attack twice and use the better result.(That's a sub-theme to swashbucklers: they have a few feats that allow you to "roll with advantage" on certain rolls).
| kaid |
Xasper wrote:Thanks for doing this!
A highly specific one for me; does the Poisoner archetype give you a way to scale poison DCs similar to how the Toxicologist Alchemist does?
No, that seems to be strictly reserved for the toxicology research field. On the other hand, they're in the top rankings in terms of number of feats in their archetype, since they get access to all the Poison Weapon and related feats from the CRB, as well as the poison feats from the toxicologist in this book (all delayed by 2 levels, i.e. Poison Weapon is a level 6 feat for them).
They have 4 feats that are exclusive, including this fun one:
Poisoner's Twist [1 action] -- Feat 4 -- Archetype
Prerequisites: Poisoner Dedication, trained in Medicine
Requirements: Your last action was a successful melee Strike that dealt damage against a target afflicted by poison, and you know which poison
You take advantage of your knowledge of anatomy and poisons to deal 1d6 Strike damage and 1d6 poison damage (2d6 of each type at 18th level) to the target.
The poisoner archetype is both really good and kinda annoying. It does almost everything you would expect it to which is good but if you are a toxicologist alchemist you almost feel mandated to take this archetype as well to give you full access to all the poisoning feats. It is weird that the archetype grabs feats from alchemist but as far as I can tell not visa versa.
| kaid |
Ezekieru wrote:Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!Gisher wrote:I'm curious how Martial Artist differs from Monk Multiclass. Particularly what the prerequisites are and what Monk feats Martial Artist can get.No prereqs, you get the Monk's Powerful Fist class feature and access to a bunch of stances. But you don't get Flurry of Blows or any ability riding off of that.
The 3 other feats exclusive to the Dedication is a feat that lets you make another strike after a miss at the same MAP as the previous strike; another feat that's basically Power Attack, but it lets you ignore resistances up to your level, and a feat that does this:
Stride, which doesn't provoke reactions. Attack up to 3 times. It doesn't count your MAP increase until after the 3 attacks are made. 3 Actions, can only be used once per minute.
Why wouldn't they be.Your hair becomes an unarmed brawling class weapon with a lot of traits. Basically unless your stance locks you out of it they should be able to use the hair fine with their stuff.
| masda_gib |
Grankless wrote:I... hm. What's the purpose for Destructive Block?Let's say that you have a shield with 10 hardness and you would take 30 damage.
Normally you would block 10 and both the shield and you take 20.
With Destructive Block you manage to block 20 and now your shield takes 20 damage while yourself takes 10.
Also, if you have that shield and you would take 20 damage, with Destructive Block you and the shield take no damage since it would have effectively 20 hardness. Or am I mistaken?
| kaid |
| 1 person marked this as a favorite. |
Mustachioed wrote:Are any of the new archetypes really focused on using a shield? (I noticed a Bastion and Sentinel in the list but know nothing about them)Bastion is all about shield stuff. I Know they've got a feat for treating a shielded hand as free sometimes?
Any real shield user is probably going to want it because it gives you feat access to something that lets you turn a blow that would destroy your shield into something that only breaks it so that it can be repaired.
| coriolis |
Also, if you have that shield and you would take 20 damage, with Destructive Block you and the shield take no damage since it would have effectively 20 hardness. Or am I mistaken?
I simplified the wording for this thread, but the full description makes it clear you don't actually double the hardness, just the value of the damage inflicted on the shield bearer.
| kaid |
| 1 person marked this as a favorite. |
Grankless wrote:I... hm. What's the purpose for Destructive Block?You take less damage. :-)
And combined with their shield talent that lets you keep your shield from going straight to destroyed it lets you block one really big shot that may be the difference between life and death at the expense of putting your shield out of commission until you can take 10 and bang it back into shape.
| KrispyXIV |
coriolis wrote:And combined with their shield talent that lets you keep your shield from going straight to destroyed it lets you block one really big shot that may be the difference between life and death at the expense of putting your shield out of commission until you can take 10 and bang it back into shape.Grankless wrote:I... hm. What's the purpose for Destructive Block?You take less damage. :-)
Or you use a Sturdy Shield and get the best of essentially all worlds.
| coriolis |
| 3 people marked this as a favorite. |
I know this is my 3rd question so understand if it's ignored: what are some cool level 1-10 general feats?
Two Investigator feats became general feats!
Prescient Planner -- Feat 3 -- General
You rummage through your backpack for 1 minute and "find" a piece of adventuring gear you hadn't declared in your inventory (in other words, you buy it on the spot). It must be common with a level no higher than half your level.
Prescient Consummable -- Feat 7 -- General
Prerequisites: Prescient Planner
Same as Planner, but with consummables.
(Investigators now get both of these with a single feat, and Prescient Planner is 2-actions for them).
| dpb123 |
dpb123 wrote:I know this is my 3rd question so understand if it's ignored: what are some cool level 1-10 general feats?Two Investigator feats became general feats!
Prescient Planner -- Feat 3 -- General
You rummage through your backpack for 1 minute and "find" a piece of adventuring gear you hadn't declared in your inventory (in other words, you buy it on the spot). It must be common with a level no higher than half your level.Prescient Conummable -- Feat 7 -- General
Prerequisites: Prescient Planner
Same as Planner, but with consummables.(Investigators now get both of these with a single feat, and Prescient Planner is 2-actions for them).
Thanks! Both of those look awesome and incredibly useful!
| kaid |
kaid wrote:Or you use a Sturdy Shield and get the best of essentially all worlds.coriolis wrote:And combined with their shield talent that lets you keep your shield from going straight to destroyed it lets you block one really big shot that may be the difference between life and death at the expense of putting your shield out of commission until you can take 10 and bang it back into shape.Grankless wrote:I... hm. What's the purpose for Destructive Block?You take less damage. :-)
Even with sturdy shield the feat is good because it lets you ride the danger line even closer without worry.
| kaid |
| 1 person marked this as a favorite. |
dpb123 wrote:I know this is my 3rd question so understand if it's ignored: what are some cool level 1-10 general feats?Two Investigator feats became general feats!
Prescient Planner -- Feat 3 -- General
You rummage through your backpack for 1 minute and "find" a piece of adventuring gear you hadn't declared in your inventory (in other words, you buy it on the spot). It must be common with a level no higher than half your level.Prescient Consummable -- Feat 7 -- General
Prerequisites: Prescient Planner
Same as Planner, but with consummables.(Investigators now get both of these with a single feat, and Prescient Planner is 2-actions for them).
I really like these nice for anybody but investigator gets the supped up version which starts allowing you to pull out really nice consumables on the fly. With the alchemist basic training an investigator can get and this at mid levels they are able to produce a pretty solid amount of reasonable quality consumables for the party.
| KrispyXIV |
KrispyXIV wrote:Even with sturdy shield the feat is good because it lets you ride the danger line even closer without worry.kaid wrote:Or you use a Sturdy Shield and get the best of essentially all worlds.coriolis wrote:And combined with their shield talent that lets you keep your shield from going straight to destroyed it lets you block one really big shot that may be the difference between life and death at the expense of putting your shield out of commission until you can take 10 and bang it back into shape.Grankless wrote:I... hm. What's the purpose for Destructive Block?You take less damage. :-)
Yeah, no doubt.
I was more trying to convey that Sturdies have enough hitpoints that theyre likely getting multiple blocks in even taking double damage.
| Ezekieru |
| 2 people marked this as a favorite. |
Kyrone wrote:Yes, but why not taking the potion myself? It's also one action.SuperBidi wrote:Thanks!
coriolis wrote:Valet: Your familiar doesn't immediately use its 2 actions when you Command it. Instead, it can retrieve a small object you're wearing (not stowed) and hand it to you before the end of your turn.May I ask you what is the point. It's one action to retrieve a stored item, using one action for the familiar to get it and one action to take it from him looks like a very bad feat... Or I don't understand how Valet works.
Maybe Valet allows the Familiar to retrieve a potion I have in my Bandolier and feed me with it?Valet put the items directly on your hand.
So you command familiar and then you can do something like.
1action - Command Familiar for Valet
2action - Drink a potion from your bandolier because familiar gave it to you.
2action - Throw a bomb that the familiar to you.
They honestly explained it badly. Valet lets the familiar use EACH of their 2 actions to take out a worn item and place it in your hand. You essentially are taking out 2 items for 1 of your own actions.
If you didn't have Valet, it would take 1 of the familiar's actions to take out the worn item, and another action to place it in your hands.
Hope that helps explain it.