Yakmar

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PossibleCabbage wrote:

I'm not sure. I would happily trade a lot of my blasting (most of the AoE stuff honestly) for significantly better defense.

The Kineticist should also be available as "A tank that does okay damage" which is how I built all of mine in PF1.

What do you think of Rebirth in Living Stone? Makes you a great tank by ignoring critical damage *and* gives you good damage on your Elemental Blasts.

The fact you can be AoO'd on your Blasts does kill it a bit for me personally, I wish Impulse didn't have Manipulate in melee.


I might've just missed it when I've gone looking, but is there anything written on the maximum level of items players can purchase in Goka?


Does a level 1 Inventor with the Weapon Innovation have to pay for that weapon during character creation? Sorry if this has been asked before, I haven't spotted it.

Loving the class, players are very happy too. One in particular has their next two characters planned out with it.


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Honestly, I love the Gunslinger but I'm like most people when I don't get the lack of reloading while dual-wielding firearms.

I'm struggling to understand why there's no early level feat for just reloading a single firearm while both hands are full, no extra actions attached, followed by a higher level feat for reloading two held firearms at the same time. Seems like such a quick fix.

We're able to readjust allies' projectiles mid-flight. We can shoot our thrown weapons both into an enemy *and* then have em come back to us with one shot. We can catch bullets out of the air, load them into our gun and blast the proud owner with what's probably going to be a badass crit as a reaction, a show of otherworldy speed and precision, with a level 16 feat. But apparently nowhere between levels 1-20 are we capable of reloading with a pistol in each hand, no matter how fast we are or what personal touches we make to our weapons as we advance. Really took me, and my players interested in the class, by surprise.

We shouldn't have to take Dual-Weapon Warrior for a 4th level feat just to do something I'm sure most of us thought would be pretty easy within the class. I get that not all firearms are shown and there's likely some that can go a few shots before being exhausted, but it's not looking great.


rainzax wrote:

Natural Medicine

You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

When this feat says you can "use Nature instead of Medicine to Treat Wounds" does that include substituting your proficiency in Nature for proficiency in Medicine to attempt higher DCs to heal larger amounts of hit points?:

Treat Wounds
...If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50...

Cheers.

G'day, had this problematic feat rear its head in my campaign last night, has there been an official response yet? And to add on, would it still be necessary to both have a healer's kit and be trained in Medicine to attempt the check?

I'm of the opinion that both would be required, but the player with the feat disagrees. Just asked them to pick another feat until there's an answer.