| HumbleGamer |
Hi everybody,
I have a few questions ( I put all inside 1 thread instead of opening plenty of them ).
1) I was wondering if a cleric would hit himself or not by casting a 3 action harm while surrounder by enemies ( without the exclusion feat or the one which changes from aoe to a cone ).
2) Can you forgo your roll to remove a persistant damage? If so, would the damage last forever until removed?
3) Can you target yourself with offensive spells ( I see that all spells refers to "living creatures" or "creature" and not "enemies", while they do ask you to target "allies" or "willingful creatures" for supporting spells )? If so, how would you deal with the outcome? Any offensive spell claims that the target "must" roll a saving throw, so I guess it can't forgo it, and because of that I also think that the spell would require an attack roll even on the caster itself. What do you think?
4) How to deal with uncommon spells you can get through divine or primal spellcasting? Are the available by default since there's no book nor a limit of spells you can know?
5) Do sorcerer "dragon claws" focus spell work with handwraps of mighty blows? If there are already perks for unarmed attacks ( ancestry, class, etc... ) how have I to resolve it?
For example, a lvl 6 Lizardfolk with "razor Claws" feat using a handwraps of mighty blows +1 striking after he cast the dragon claw spell.
6) Talking about sorcerer dedication, can a player select ( I am going to make an example ) as a lvl 5 spell a lvl 5 dimensional door?
| Salamileg |
I can answer a few of these.
1) For emanations, the caster can choose if they want to be included in it or not. So for harm, you can exclude yourself, though if you're a Dhampir or a Bones Oracle you may want to include yourself.
4) No. Casters with full access to their spell list still need to use the Learn a Spell activity to learn it in order to prepare it.
5) Yes, dragon claws work with handwraps. No, the Lizardfolk feat would not increase the damage die because Lizardfolk claws and dragon claws are different attacks.
6) Yes, spontaneous multiclass casters can pick spells in the same way the regular class can.
| HammerJack |
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1. Only if they want to. They can choose not to be part if the emanation area per CRB errata.
Page 457: In the Emanation section, add the following sentence to the end. “An emanation effect includes the target of the emanation, but the creature creating the effect can exclude the target if desired.”
2. Haven't seen a rule. I'd run it situationally. I have a hard time coming up with a type of persistent damage where "forever" is a plausible duration, but probably the rest of your life. Sone persistent damage sources, choosing to let it continue doesn't make sense, as their wearing off may not be reliant on your active participation at all.
3. In most cases I don't see a reason not to let someone hit themselves with a harmful spell, but there's no written rule that I know of about allowing yourself to be hit, foregoing a save, etc. Sounds like the realm if situational table ruling to me.
4. No, they are not available by default. If your GM allows their selection normally, they're allowed. If you come across a way to learn them, you use the Learn a spell activity. It isn't only for casters with spellbooks.
5. Yes, handwraps work with any unarmed attack. Dragon claws provides an unarmed attack. Unarmed atracks that you have before casting the spell do not modify the unarmed attack gained from the spell.
6. Yes, a sorcerer can learn spells at heightened levels. Same for dedication spellcasting.
| HumbleGamer |
Thank you both for the answers!
@Hammerjack: I was thinking about a Damphir being hit by a persistant negative damage effect. Why would the dampir get rid of it?
Same goes with Necrotic Radiation.
Even by lvl 7 you can have a persistant 2d6 fast healing per round 24h/24h
Ps: It could not be worth expending a lvl 4 slot, but I wouldn't dwell on this part of the topic.
| Salamileg |
| 1 person marked this as a favorite. |
Thank you both for the answers!
@Hammerjack: I was thinking about a Damphir being hit by a persistant negative damage effect. Why would the dampir get rid of it?
Same goes with Necrotic Radiation.
Even by lvl 7 you can have a persistant 2d6 fast healing per round 24h/24h
Ps: It could not be worth expending a lvl 4 slot, but I wouldn't dwell on this part of the topic.
Negative damage won't heal undead or dhampirs unless it specifically says it does.
| HumbleGamer |
HumbleGamer wrote:Negative damage won't heal undead or dhampirs unless it specifically says it does.Thank you both for the answers!
@Hammerjack: I was thinking about a Damphir being hit by a persistant negative damage effect. Why would the dampir get rid of it?
Same goes with Necrotic Radiation.
Even by lvl 7 you can have a persistant 2d6 fast healing per round 24h/24h
Ps: It could not be worth expending a lvl 4 slot, but I wouldn't dwell on this part of the topic.
Wonderful, thanks ( I was just reading the "negative healing" description )!
| shroudb |
about the 2. since no one gave a definitive answer:
the closest i can find in rule text is this:
You’ve spent enough time on fire that you know how to use it to your advantage. You can light yourself thoroughly on fire with a held torch, a bottle of alchemist’s fire, or a similar incendiary, dealing yourself 1d6 persistent fire damage. As long as you are suffering persistent fire damage, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes 1d6 fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the persistent fire damage each round, as normal.
so, "as normal" implies that you MUST roll to remove persistent effects (the base check at least)
i'm assuming this covers things like the source of the persistent damage ending naturally, like fire going towards a path it canot progress to, acid spending all it's acidity and etc
| Lightdroplet |
2) Can you forgo your roll to remove a persistant damage? If so, would the damage last forever until removed?
You must still attempt the flat check to remove the persistent fire damage each round, as normal.
The Torch Goblin feat seems to indicate you can't choose not to roll to get rid of persistent damage.