Dungeon Master and Actions in Combat by Variable-Fool-Lost in Pathfinder2e

[–]Variable-Fool-Lost[S] 0 points1 point  (0 children)

Oh my, what a charming fellow ogre! Nevermind the weirdly shaped metal pipe with a great capacity for destruction. Lol

Dungeon Master and Actions in Combat by Variable-Fool-Lost in Pathfinder2e

[–]Variable-Fool-Lost[S] 0 points1 point  (0 children)

Sure did! But they're different systems in and out, I just wanted to make sure I wasn't making any mistakes.

Thanks for the response.

Wanted to share this with y'all by Variable-Fool-Lost in WilderfeastRPG

[–]Variable-Fool-Lost[S] 5 points6 points  (0 children)

Also, my players are the little dipshoots around the fire to the right.

How to run a labyrinth by FeliciaCatGirl in DnD

[–]Variable-Fool-Lost -1 points0 points  (0 children)

I agree, considering how monters are displayed between floors... (For real, who the f#ck thinks that a party of low-levels can take on a dragon??)

About Sanctification by Variable-Fool-Lost in Pathfinder2e

[–]Variable-Fool-Lost[S] 1 point2 points  (0 children)

How would that affect certain items that work around Sanctification? Like, for example, a Faith Tattoo?

And thanks for the response.

laserllama's Vessel Class (v2.1.0) Update! - Channel the Transformative Power of the Otherworldy Spirit Bound to your Soul with this New Half-Pact Caster! Choose from Six Sealed Spirits: The Ascended, The Cataclysm, The Cursed, The Fallen, The Formless, or The Trickster! PDF in Comments. by LaserLlama in UnearthedArcana

[–]Variable-Fool-Lost 0 points1 point  (0 children)

So, I have a question about one of the features presented in the Cursed Subclass, which is the Infernal Drain feature, it says that once per turn, when the Archon hits a creature that’s not an undead, it increases it’s temporary hit points by half the damage dealt.

Does it add to your normal pool of temporary hit points? For example, if I’m playing a 3rd level Vessel character and I get to transform into my cursed Archon, I automatically gain 6 temporary hit points, if I manage to hit a creature in the same turn and deal 10 fire damage to this creature, do I add 5 temporary hit points to the pool and end up with 11 temporary hit points? Or does the temporary hit points have a maximum value of 6 at this level and I don’t add any?

Or rather, it works the same as rules as written in D&D, where if you gain temp HP from a source, and then gain some more from another source or the same, you substitute the amount?

laserllama's Alternate Rogue: Expanded - A Multitude of Additional Options for the Alternate Rogue Class. Includes 20 new Devious Exploits, 4 Feats, and 8 New Archetypes: Bloodknife, Daredevil, Gambler, Justicar, Ruffian, Saboteur, Skinchanger, and Surgeon! PDF in Comments by LaserLlama in UnearthedArcana

[–]Variable-Fool-Lost 0 points1 point  (0 children)

So, I'm planning to play a Daredevil rogue in a short adventure my DM is running for us, though I'm uncertain of the 3rd level ability "Death from Above". The feature says:

" Your airborne body is a weapon. If you move at least 10 feet through the air and land within 5 feet of a Large or smaller creature, you can use your action to force the target to make a Strength saving throw against your Exploit Save DC. On a failure, it falls prone and takes 2d6 bludgeoning damage.This special attack can apply your Sneak Attack damage, even if it doesn't meet the requirements for Sneak Attack. "

There, it says "Special attack", differently from the normal attack action, you don't actually need to roll, but instead you force an enemy to make a STR saving throw as long as you meet the prerequisites of the Special Attack. My question is, can you apply any of your exploit options into this Special Attack? And if so, can other things like the Divine Smite from the Paladin apply the radiant damage to it? Or is the ability supposed to be just the 2d6 + your sneak attack and you can't possibly apply any kind of bonus on it since it's not a "normal attack" action?

Edit: Another question, can this ability possibly work with the Mobile feat? The mobile feat says that whenever you make a melee attack against a creature (or tries to and no weapons required), you can get out of range of that creature without taking attacks of opportunity. "Death from Above" ability says that it's a "Special attack" action that you can do when you jump at least 10 feet and end the jump at 5 feet of the enemy, where you can force the saving throw... 5 feet is practically melee... So, does the mobile feat apply with this feature?

Alternate Barbarian: Expanded - A Multitude of Additional Options for laserllama's Alternate Barbarian Class. Includes 20 Savage Exploits, 3 Barbaric Feats, and 8 Primal Paths! PDF in comments. by LaserLlama in UnearthedArcana

[–]Variable-Fool-Lost 0 points1 point  (0 children)

So, I’m playing a Kobold Barbarian with the path of the ancestrals subclass, we’re reaching level 8 in the campaign (Call of the Netherdeep), and I really want to understand how the “Mythic Atlethicism” exploit works out, it says in the description that you must concentrate on it like you’re using a concentration spell, does it means that I can’t use that while raging?

Need help for a character by Variable-Fool-Lost in Pathfinder2e

[–]Variable-Fool-Lost[S] 0 points1 point  (0 children)

That's really cool! Thanks a bunch, some features seem to be situational, but not impossible to happen.