![]() For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)." Many ways of using items require you to spend multiple actions. Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Stowed items are in a backpack or a similar container, and they are more difficult to access. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Held items are in your hands a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. : We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Make the changes as noted below.Ĥ1, Universal Longevity: Change “Elven Longevity” to “Ancestral Longevity”ĥ7, Adaptive Adept: Change “Adapted Spell” to “Adapted Cantrip”Ħ2, field medic background: Change “Battle Medic” to “Battle Medicine”ħ5, perpetual infusions (bomber option): Change “lesser liquid ice” to “lesser frost vial”ĩ1, Thrash: Change “ferocious specialization” to “weapon specialization”ġ15, Instrument of Zeal: Change “Smite Evil” to “Blade of Justice”ġ39, Primal Wellspring: Change “Wild Focus” to “Primal Focus”ġ56, mystic strikes class feature: Change “ handwraps of mighty fists” to “ handwraps of mighty blows”ġ68, class features: Change “weapon expertise (ranger only)” to “ranger weapon expertise”ġ98 (undead bloodline), 405: Change “ touch of undeath (sorcerer)” to “ undeath’s blessing”Ģ06 sidebar, 349 (magic aura): Change “ study aura” to “ read aura”Ģ12, Clever Counterspell: Change “Quick Recognize” to “Quick Recognition”ģ97, splash of art: Change “sluggish” to “clumsy”ĥ94, greater staff of necromancy (4th level): Change “ enervation” to “ vampiric touch” medium humanoid cr11 mordenkainens-tome-of-foes (p.Several ability names changed slightly between the Pathfinder Playtest and the final Pathfinder Core Rulebook, and while we tried to catch them all, we missed a few. The target regains consciousness if it takes damage or if another creature takes an action to shake it. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Hand Crossbow Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. Shadow Sword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. The drow can dismiss darkness in this way no more than once per turn. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. Multiattack The drow makes two attacks with its shadow sword. ![]() While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. It then has advantage on the first melee attack it makes before the end of the turn. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. ![]() It can innately cast the following spells, requiring no material components:ġ/day each: darkness, faerie fire, levitate (self only) The drow’s innate spellcasting ability is Charisma (spell save DC 13). The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
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