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Quote:


Implanting a graft is a downtime activity, using the same rules as Crafting an item except as follows. The grafter uses the Medicine skill to affix the foreign organ to the willing subject, who must be present throughout the process. The grafter can implant only one graft at a time. Once the grafting process is complete, the implanted subject can begin using the graft. Grafts can be created from scratch, though they typically require specialized storage conditions, such as a tank of alchemical fluid, to remain viable outside of a host.

Grafts all have the 'graft' trait, which enforces 'invested' and thus 'magical'.

(1) Does this mean that "Magical Crafting" is mandatory to implant grafts, even if one has Graft Technician (which does not specify a Crafting prof. or Magical Crafting feat prerequisite)?

(2) Nothing in the "Implanting a graft" section seems to actually make the "Graft Technician" feat mandatory. If one manages to acquire formula for grafts *without* taking Graft Technician, and has the presumably mandatory "Magical Crafting" feat, can one then implant it, just using Medicine skill without the circumstance bonus that the Graft Technician feat would provide (and using Medicine instead of Crafting for not just the checks, but eligibility based on TEML proficiency vs. item level)?

References -

Implanting a Graft - https://2e.aonprd.com/Rules.aspx?ID=3277
Graft trait - https://2e.aonprd.com/Traits.aspx?ID=790
Crafting - https://2e.aonprd.com/Skills.aspx?ID=37


If Korlok believes that he's under contract to continue to follow the last command issued to him ("wait here and let no one out until I come for you")... wouldn't he believe it to be a breach of his contract to let the adventurers leave in order to find the contract?

How do GMs handle this?