I have seen range increments before in the player’s handbook, but I’m not sure if they are how far the weapon can be used from, or if they are actual increments. can someone tell me?
Two question here. I am currently playing an Investigator in a Pathfinder 2e game. Thinking about going Shadowdancer.
A. How does Shadow Sneak Attack Progress? Is it just 1d6 forever, or does it progress on 11th and 15th levels?
B. Can it stack with Strategic Strike as Strategic Strike is not Sneak Attack?
I’m about to start in on a new campaign with the Roll For Shoes system, but I’m concerned that the characters will swiftly outstrip basic and intermediate challenges as they grow in dice.
In the title I mentioned "longer" campaigns. I’m defining "longer" as at least 72 hours of game time spread out over maybe 18 sessions, with hopes of room to grow.
Here is an example:
Ryan has Do Anything 1, and begins a life of roguishness. He starts breaking into houses and achieves Skulduggery 2, starts using lockpicks for Tools of the Trade 3, then eventually gets to Lockpicking 4 and maybe Safecracking 5.
Meanwhile, the GM needs to provide appropriate challenges for Ryan. When Ryan starts out, he somehow has to break into a house with one die. If he can manage that, the GM will later need to provide an appropriate challenge for Ryan’s 4-die Lockpicking skill.
From a story perspective the GM can always provide stronger locks and reasons, but by my very rough estimations getting a character to a four die skill could easily happen in a 4-hour session if the game is moving smoothly.
Does the RFS advancement system work for longer campaigns?
Does the extra 1d6 fire damage to “grasped” weapons granted by the Gauntlets of Flaming Fury effect the Thunder Gauntlets from the Armorer Artificer subclass if the Gauntlets of Flaming Fury are the Thunder Gauntlets?
Will the feat Spell Sniper work with the Spell Shadow Blade?
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you cast hypnotic pattern in the dark (assuming the caster has dark vision), does the spell work regardless, or does the target have to be able to actually see (with or without dark vision) for the spell to affect them?
Soulseeker can lead you to the location of a soul, and fails if the target soul is still alive or has been destroyed. But what if the soul belongs to an undead creature, such as a vampire, or, of particular interest, a lich, who’s soul resides in a phylactery?
Spare the Dying states:
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Given the Strict interpretation of RAW it would seem that you would have to have exactly 0hp to benefit from Spare the Dying. Is this correct, or does it stabalize creatures with less than 0hp as well?
I am not able to start, captcha breaker yes. Do you have to put something on the host? Thank you
So I’ve looked around and can’t find an answer that quite fits what I’m wondering. For example if I were to already have fire resistance and I get hit with a red dragins fire breath would casting absorb elements halve the damage I take(effectively making it 1/4 damage) or not reduce damage at all because I already have 1 source of resistance