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![]() Are all battle ribbons illegal, and are plasma ribbons legal? The weapons from the Starfinder Armory that are called out as not being allowed are All garrotes and vibrogarrotes; warclub; elite living staff; advanced core hammer; all vibrogarrotes; and battle ribbon. My assumption is that this means all battle ribbons, since it doesn't specify one, but as can be seen the writing here is a bit unclear (apparently vibrogarrotes are double banned). Since only specific models of the living staff and core hammer are banned, I thought it might be possible that some models of battle ribbons are legal. Even if all battle ribbons are illegal, I don't believe that would include plasma ribbons, or else it would say all ribbons, or all battle ribbons and all plasma ribbons. Is my understanding wrong? ![]()
![]() Magic Plants from Ultimate Wilderness are rather nifty, and I'm glad they were allowed to be purchased for PFS play (cool stuff is always good), but I would have liked a little more guidance. What I'm trying to figure out is how harvesting and seasons interacts with PFS between scenario downtime. For example, the Pawn of Decadent Feasts grows one fruit a year, and that fruit only ripens at the summer solstice. At that point there is one week in which the fruit can stay on the tree, before it smut be harvested or rot into sludge. When harvested, the fruit remains keeps it's magical effects for 24 hours. How exactly would this interact with Society Play? I can see two different interpretations in my head; one that makes Magic Plants still useful, and one that makes them basically worthless. Either the growing period and max amount of fruit on the tree is treated as the 1/scenario use of a magic item with less than daily uses, in which case you have 1 day from the start of a scenario to consume the fruit, or you can only harvest fruit if a scenario specifies you're in the right time-frame. Anyone have any insight or personal experience with these that they can share? ![]()
![]() The title says all I really need to say. In PF1, you counted as your own ally. I swept through the Playtest Rulebook with Control+F, and could find no precise definition that would confirm or deny whether things work the same as before. There are a number of abilities, like a Paladin's Retributive strike, which would be much more powerful if they could proc for yourself instead of just other players. ![]()
![]() I couldn't find anything in my copy of Ultimate Wilderness, so I figured I'd ask here.
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![]() Wrecking mysticism replaces your bonus spells from your mystery with the feat Mystical Tail, giving you a number of 2/day spell likes. However, you can only have the Mystical Tail feat eight times. You get nine bonus spells. What happens once you've gotten the feat eight times? Do you get the rest of your bonus spells? ![]()
![]() Since the description of the vermin animal companions (ultimate magic page 36) states that you can sue their 4HD ability score increase on their Intelligence, can you use the 2 point companion ability score increase from the Human alternate racial feature Eye for Talent (advance players guide page 22) on vermin companions Intelligence score? ![]()
![]() I'm not sure if this is the right place to ask this, as this proabbly is a table variation, based on the DM's opinion sort of thing, as I'm pretty certain that there's no official rules on this. My question is this; for a serpentine creature with working arms, how would you rule their movement on stairs, and would you permit them to use ladders, with or without some form of penalty? ![]()
![]() The House of Green Mothers Pupil from the Distant shores book reads as follows: You studied at Anuli’s center for druidic magic long enough to begin bonding with a familiar. You gain a +1 trait bonus on Handle Animal checks. You may substitute this trait for Iron Will as the prerequisite for the Familiar Bond feat (Pathfinder Player Companion: Familiar Folio). My query is, does it count as Iron Will for the Improved Familiar Bond feat as well? I think it should, but it doesn't specify. ![]()
![]() Does anybody know any good ways to make the Promethean Alchemist's Homunculus more useful, and more sturdy? I did some rough comparison with the eidolon and an animal companion (a horse in this case), and it seems like it's actually very fragile. At level 1: a homunculus gets 15 Hit Points (5.5 per Hit Dice, and 10 for being a Small sized Construct) and has an Armour Class of 15 (+1 from size, +2 from dexterity, and +2 from Natural Armour), a bipedal eidolon has 6 Hit Points (5.5 per it Dice, and 1 from Constitution) and has an Armour Class of 13 (+0 from Medium size, +2 from Natural Armour, and +1 from Dexterity), and a horse has 13 ([4.5 per Hit Dice] times 2, and [2 from Constitution] times 2) with an Armour Class of 14 (-1 from Large size, +4 from Natural Armour, and +1 from Dexterity). At level 5: a homunculus gets 47 Hit Points ([5.5 per Hit Dice] times 5, and 20 for being a Medium sized Construct) and has an Armour Class of 14 (+2 from dexterity, and +2 from Natural Armour), a bipedal eidolon has 32 Hit Points ([5.5 per it Dice] times 5, and [1 from Constitution] times 5) and has an Armour Class of 18 (+0 from Medium size, +6 from Natural Armour, and +2 from Dexterity), and a horse has 37 ([4.5 per Hit Dice] times 5, and [3 from Constitution] times 5) with an Armour Class of 17 (-1 from Large size, +6 from Natural Armour, and +2 from Dexterity). At level 10: a homunculus gets 64 Hit Points ([5.5 per Hit Dice] times 8, and 20 for being a Medium sized Construct) and has an Armour Class of 15 (+3 from dexterity, and +2 from Natural Armour), a bipedal eidolon has 52 Hit Points ([5.5 per it Dice] times 8, and [1 from Constitution] times 8) and has an Armour Class of 23 (+0 from Medium size, +10 from Natural Armour, and +3 from Dexterity), and a horse has 60 ([4.5 per Hit Dice] times 8, and [3 from Constitution] times 8) with an Armour Class of 20 (-1 from Large size, +8 from Natural Armour, and +3 from Dexterity). At level 15: a homunculus gets 86 Hit Points ([5.5 per Hit Dice] times 15, and 20 for being a Medium sized Construct) and has an Armour Class of 16 (+4 from dexterity, and +2 from Natural Armour), a bipedal eidolon has 78 Hit Points ([5.5 per it Dice] times 12, and [1 from Constitution] times 12) and has an Armour Class of 28 (+0 from Medium size, +14 from Natural Armour, and +4 from Dexterity), and a horse has 90 ([4.5 per Hit Dice] times 8, and [3 from Constitution] times 12) with an Armour Class of 23 (-1 from Large size, +10 from Natural Armour, and +4 from Dexterity). At level 20: a homunculus gets 102 Hit Points ([5.5 per Hit Dice] times 12, and 20 for being a Medium sized Construct) and has an Armour Class of 17 (+5 from dexterity, and +2 from Natural Armour), a bipedal eidolon has 97 Hit Points ([5.5 per it Dice] times 15, and [1 from Constitution] times 15) and has an Armour Class of 33 (+0 from Medium size, +18 from Natural Armour, and +5 from Dexterity), and a horse has 120 ([4.5 per Hit Dice] times 16, and [3 from Constitution] times 16) with an Armour Class of 25 (-1 from Large size, +12 from Natural Armour, and +4 from Dexterity). The homunculus, in comparison to the other two, is definitely weaker. It starts off with an initial Hit Point total above the other two, but it loses that advantage due to the bonus not scaling, and it's armour class is pathetic compared to the other two. The eidolon gets a whole bunch of evolution points in addition to it's respectable health and excellent armour, and all the classes with access to an animal companion also have access to ways to buff up their animal companion (meaning animal companion specific feats, gear and spells, not general buffs). Spell resistance at 11+ master's alchemist level is pretty good, as it adds up to almost 50% spell failure chance, and evasion/improved evasion help make up for the homunculi's shitty Reflex saving throw, but neither of those help stave off normal everyday damage, which is the biggest threat to the homunculus with it's dreck armour class and lack of access to healing. I already know how to play a normal alchemist, and the Promethean alchemist itself is actually easier than the standard ones, since they lose access to the two things that most alchemist's choose between, but I don't really have any idea how to get the most of the homonculus. Anyways, so far, the best options I can see for the homunculus (at least at level 1) are the longspear and sling, with bog standard leather armour, although I'm wondering whether it would be worth using up the precious feat slot for Light Armour Proficiency. Any ideas, folks? ![]()
![]() Can they both be taken at once?
The bit that confuses me is that Promethean Alchemist specifies that a Promethean Alchemist cannot take the mutagen or cognatogen discoveries, and the Visionary Researcher's primary ability is
Inner Sea Magic wrote:
I'm not sure how this would work. |