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Hunterofthedusk's page
Organized Play Member. 1,143 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.
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Double Slice does provide some good value as Drunkwolf mentioned, as the two attacks are at your current bonus assuming you're wielding an agile weapon and the damage is combined. I do wish that Dual Wielding was opened up beyond class feats, because as it stands if you're anything other than a fighter or ranger, you'll have to take the Fighter Dedication multiclass feat at 2nd level, then Double Slice at 4th level if you want to effectively fight with two weapons
DrunkWolf wrote: Normally you would only have a 3rd attack at a -10. But if you spend a hero point, I guess you can have a 3rd and 4th attack, both at -10. Using two agile weapons would come in handy here as you would be trading the 0/0/-10/-10 penalties for 0/0/-8/-8 when spending your hero points. Too bad these seem to be awarded less frequently. Perhaps there is a more advanced feat that does something similar that I haven’t read yet. Also, Hero Points are awarded per session rather than at level up now, which is something that my group has houseruled for awhile now, so you do get them more frequently than in 1E
Hm... I'm curious as to how this will play out once I can get my group together. Armor Class and To-hit bonuses scaling at the same rate makes it seem like you'll always be looking for the same number to come up on your d20 assuming you're facing an appropriate challenge. It is interesting though, as in 1E, armor class kinda fell apart at higher levels simply because AC couldn't keep up with attack rolls and limiting the number of attacks aimed at you became more important than the dice being rolled.
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Lucid Blue wrote: Talonhawke wrote: Because Lore doesn't require you to have a formula for every thing you are making. I have to have plans to craft anything I know and can do anything under my lore. So, if I bring the formula for a katana to my local master basketweaver... She should be able to forge that katana better than any expert level swordsmith? I think that is one of the problems with Craft, but but crafting in general is pretty bad. This seems to me to be a very intentional generalization to try to make crafting more useful to players

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Lucid Blue wrote: Okay, so since HP are "abstract" and therefore exempt from in-fiction realism... Let's go to the Craft skill. Aka "Craft(Everything)"
Lore requires you to pick a subject to be knowledgeable in. You don't get to take one skill to have knowledge of everything in the universe. Why? Because it's unrealistic that one skill point should make you knowledgeable in every subject ever.
But you CAN take one Craft skill to be able to BUILD everything in the universe. One skill point, and I am skilled in building everything ever.
There are no woodworkers. No bookbinders. No stonemasons. No weaponsmiths. No architects. No glass blowers. No one learns a trade. No one takes time to get better at one thing than another... One skill point. Done. You can make everything.
A couple rank increases. And now you can build everything BETTER than everyone.
Why limit Lore to subjects you need to learn. But let Craft apply to everything?
now crafting uses formula, so you need to gain specific knowledge of the item you wish to craft, and specializing is done via a skill feat to get better at crafting categories of things

Lucid Blue wrote: Hunterofthedusk wrote: If you think about any of the generalized and abstracted part of the game you'll come up with a scenario that will make it not make sense. If a person with 10 health gets hit for 9 damage, they are mutilated and barely alive. If a person with 100 health gets hit for 9 damage, they barely notice. Was that not the same attack? The problem isn't the relative vaguery. The problem is the absolute difference with the rest of the game world.
A handful of naked first level medics can heal more damage than a cleric with magical healing. Period.
You can hand wave and talk about abstraction all you want. The absolute end result is the same.
The naked medics healed all damage. The magical cleric couldn't. and in 99.999999% of situations, the cleric is going to heal way more damage in regular play. Battle Medic works fine for a quick patch up in normal play, and adding additional restrictions would unnecessarily complicate the ability for no meaningful gain to the game
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Corner case rulings don't need to be in the book, because that would be a ridiculous waste of space. Anything that comes up and doesn't feel right can be adjudicated by the GM, depending on the needs of the game and the group

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Lucid Blue wrote: Hunterofthedusk wrote: Lucid Blue wrote: I mean really... Why would anyone field an army without a team of a couple dozen first level medics who could all but make their army immortal? Because they would only have, what, +5 or +6 and need to hit a DC 20? So most of them would fail and then not be able to try again on that person? And feeding that many useless morons would be prohibitive? And it while 5 medics swarmed around a wounded soldier and mostly failed their rolls, the enemy could just attack a couple more times and now that soldier is dead? How are they useless morons? Fielding 10,000 men is okay. But the 20 who stand in the back and make them all immortal aren't worth the extra food?
Put them in the back. Form a soup line. Each wounded soldier walks down the line. Even with +5 or +6, by the end of the soup line, statistically each soldier is now in perfect health and back to the front. Meanwhile the poor clerics mope around and tell the soldiers "sorry, I'm out of heal spells for the day. Head back to the soup line. They'll fix you up."
It's okay if you are on board with the dissociated math blocks. But the whole point is that they're dissociated. There's no in-fiction explanation for why it would or wouldn't work. If you think about any of the generalized and abstracted part of the game you'll come up with a scenario that will make it not make sense. If a person with 10 health gets hit for 9 damage, they are mutilated and barely alive. If a person with 100 health gets hit for 9 damage, they barely notice. Was that not the same attack? None of it stands up to scrutiny, so I ask- why put this much energy into being upset at something that will never come up in the game? No one will try to use battlefield medic to heal a whole army
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PossibleCabbage wrote: I think part of the issue with planar survival is that in any adventure where our plucky heroes visit and unfriendly and alien plane, you have to play up the dangers they are likely to face there while they are planning and in order to set atmosphere. But when they are actually there, having taken appropriate measures, you don't play up the hostile environment at every opportunity- the point is to make the players feel apprehension, not to parade an endless series of unpleasantness in front of your friends.
So Planar Survival is like that- it doesn't seem like it would work until you're actually there and realize "oh, it's not *that* bad here."
You find yourselves on the plane of earth, with no living things in sight. Your stomach grumbles, angry at you for forgetting to bring food. The Ranger licks a crystal, and discovers that it is crystalized sugar! The party is saved!
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Lucid Blue wrote: I mean really... Why would anyone field an army without a team of a couple dozen first level medics who could all but make their army immortal? Because they would only have, what, +5 or +6 and need to hit a DC 20? So most of them would fail and then not be able to try again on that person? And feeding that many useless morons would be prohibitive? And it while 5 medics swarmed around a wounded soldier and mostly failed their rolls, the enemy could just attack a couple more times and now that soldier is dead?
I'm not certain that it would be worth the extra text in the book to add a bunch of other restrictions, when you can just let the GM limit players when they're being unreasonable
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Lucid Blue wrote: I guess I'm genuinely baffled that so many people support the Dissociated Mechanics.
So are you all also in favor of Planar Survival feat allowing people to forage for food on planes of existence that don't have food? Where the act of searching poofs the food into existence?
And if so, are you against letting the DC10 tree be DC10 for everyone? And believe the same tree should have higher DC for higher level characters?
So, the issues you raise feel like corner cases to me, so I don't really care, to be honest. Most planes, including the planes of earth, fire, and whatnot all have creatures on them, and you could hunt them for food. The issues with battlefield medic I've already addressed, and that's really more of a GM dealing with an unreasonable player
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I don't really see a problem with battle medic because you don't have to worry about the logical extreme, just how it's used in your group. One person decided to spend their options on medicine? Each of the other three party members can get patched up just a little bit more that day. If they come to the DM and say "I want to heal this army" you tell them that it'll be considered a fatiguing downtime activity, and that he's limited to a certain amount of work before he's mentally and physically exhausted
kyrt-ryder wrote: I've integrated perception as a funtion of level and wisdom in my games to great effect. I like this solution, so long as you give the class skill bonus to classes that would normally grant it and allow all of the relevant increasing options for those that want to (skill focus, eyes of the eagle, etc.)
Personally, as long as one party member maxes it out, I don't ever see the need to put ANY ranks into it. Currently playing a very high int/high charisma Arcanist that is too self-absorbed to pay attention to what's going on around her. That's what "the help" (the other characters that are less important than her) is for. Once they spot the enemy and point it out to me, I can go about identifying them with all those extra skill points that I dropped into knowledge skills.
Party composition is largly about division of labor. If one person is good at a thing, the rest of the party can be good at other things. If you're playing rocket tag with your GM and winning or losing the perception check at the start of an ambush is the difference between life and death consistently enough that the whole party has to sink 1 rank/level into it, you may want to find a new GM.
I'm currently playing a Witch (well, Unlettered Arcanist) because as the solitary spellcaster of the party, I wanted something that could heal but also didn't want to play a cleric/oracle. Up until I got access to the "Heal" spell (14th level...), every single bit of healing I did was through wands because cure spells are not worth using spell slots (also why I didn't play a White Mage arcanist). Now that I have Heal, that's pretty much all of my 7th level spell slots because I can instantly bring someone back into the fight.
I do have high hopes for this book... It's always bugged me just how inefficient healing is in pathfinder. Even if you focus your entire concept around healing, taking no other options, you're still just "alright" at healing until you can get access to the "Heal" and "Heal, Mass" spells. One spell slot worth of damage takes multiple spell slots worth of healing to get rid of, and that disparity has always turned me off of playing a healer (until I played Dreamscarred Press's Vitalist class with the focus of stealing health from enemies and giving it to allies).
I don't see how this would create infinite wealth, as the players are Adventurers (not merchants) and thus could not move say, 200 vials of anti-toxin without investing some serious time in finding people that want to buy it. As a GM, you can always have the local merchants take exception to someone horning in on their business, and react appropriately through having them arrested for selling without license, hiring goons from the local thieves guild, or whatnot. That, or just tell them that moving that much product will take weeks, and give them an adventuring deadline that doesn't allow for that much down time.
Personally, I've always seen the fabricate spell as being able to create as much of an item as you can fit within the spatial limit of the spell, but that you're not going to be able to just go back and sell that stuff for profit. Only make something that you'll actually need. If they want to game the system to make fake money, tell them to go play Monopoly
Also, just curious, but what was the logic behind the talents like light's disguise self and water's liquid body having reduced durations (minute/level) with an extended duration (10 min/level) if you take a burn? They're at will anyways, so as long as the duration is more than one round it's pretty much permanent anyways since you can always spend a standard action to refresh it.
So, once KOP4 is out, any chance of you guys collecting all four into a compendium for ease of access? At the moment it's kind of a pain to search for a specific talent among the three existing books.
Darn, didn't realize the play test was already over. I'm a big fan of the expansion of the kinetic cover talents. I'm working on a hydrokineticist chirurgen that makes heavy use of the improved/greater kinetic cover. Anyway, can't wait for this one to come out!
Onyx Tanuki wrote: Hunterofthedusk wrote: So, in Viscera's list of wild talents, it lists "body's corruption" as a second level utility talent, but I cannot find it in any of the books. Is this a thing or was it cut and then not removed from the talent list? If it is a thing, WHAT IT DO? You might have an out-of-date version of the second book. That was name-changed to visceral corruption, which provides a -1 penalty to saving throws for 1 round when you hit a creature with any viscera kinetic blast. I don't think www.opengamingstore.com updates then, because I just re-downloaded it again and still has that in the list
So, in Viscera's list of wild talents, it lists "body's corruption" as a second level utility talent, but I cannot find it in any of the books. Is this a thing or was it cut and then not removed from the talent list? If it is a thing, WHAT IT DO?
The one thing I have concern for now is "Iron, Cold Iron". The untyped damage equal to level at the start of the malefex's turn for 1min/level. That ends up being thousands of damage if the duration plays out, and kinda feels like something that should allow additional saves. As it stands, a single failed save spells death for a character, albeit delayed.
So, what was the logic behind giving Bare Knuckle Brawler a competence bonus equal to wis mod on unarmed attacks at level 6? I personally like it as it can make the class less MAD, especially with getting wis mod to damage against cursed targets and the couple of curses that an effect that doesn't allow a save, but it does seem to be a rather large bonus to suddenly start getting, and to me it seems like going bare knuckle brawler is far better than using weapons.
So with Confiscate: Blood, do you gain the temporary hit points when you invoke the malefaction, or every time the target suffers bleed damage from it?
So, I just really love the idea of a Bare-knuckle Brawler Malefex using the Confiscate: Vitality Malediction, especially with the Make Do and Personal Touch knocks being able to get a total of +3 of weapon special abilities. Go with Two-weapon fighting, grab Menacing and Linked Striking with Make Do/Personal Touch, get Gang Up so that you and your allies are always flanking... This can be quite a terror on the battlefield. Bravo
I like it! Swift action debuffs on a character that can reasonably participate in melee at least as much as a rogue. I especially like the theft malefactions, as exhausting an enemy and getting +6 strength and dexterity is pretty bad-ass.
Honestly, in just a quick read-through, the character I'm building in my head has most of it's feats spent on Street Lessons, as the Knocks are flavorful and mechanically beneficial. If something happens to the Witch I'm playing, I'll see if my GM will let me roll one of these up, as it fills my current role in an entirely new way.
You know, I always thought having the basic photokinesis letting you do the Light spell 3 times was pretty... underwhelming. What about an alternate basic that lets them use Dancing Lights? Flare would make sense as well, though I can understand you would want to be a little different than Basic Pyrokinesis. It's just that quite a few of your archetypes give up the basic talent, and while that's almost unthinkable with aether, I find myself easily giving up basic photo.
telekinetic deflection would be really cool, and I imagine that could be a void/gravity power as well, increasing the gravity on a missile attack so that it slams into the ground before hitting you.
Luthorne wrote: Hunterofthedusk wrote: So, I have noticed something odd in my KOP 3 PDF (may be an old problem by now, but thought I'd mention it), is that Heirloom Affinity mentions that Aetheric Tempering is a prerequisite... But that talent doesn't seem to exist, as far as I can tell. Is it in a different product, because I can't find it in any of the KOP books I bought (1, 2, or 3). Aetheric Tempering is from Kineticists of Porphyra II; do you have the latest copy of it? I believe it was included after one of the updates and not in the original copy, if I recall correctly...it's on page 30-31 for me. HRM... I got my copy from www.opengamingstore.com, and it seems like they haven't updated their copy of the PDF as I just redownloaded it, and there is no Aetheric Tempering talent in it.
So, I have noticed something odd in my KOP 3 PDF (may be an old problem by now, but thought I'd mention it), is that Heirloom Affinity mentions that Aetheric Tempering is a prerequisite... But that talent doesn't seem to exist, as far as I can tell. Is it in a different product, because I can't find it in any of the KOP books I bought (1, 2, or 3).

N. Jolly wrote: Actually, this was intentional. The model used for these was the new elements in Occult Origin, and how they scale in level. The benefits of all three new element's defenses would be far too strong to auto scale in level while also allowing burn acceptable boosting, so I took this route to keep them in line with the power level of already established abilities. I mean light's still probably the best by far, but the way that these elements scale was intentional.
Well, to be completely honest, Occult Origins was pretty lackluster, especially the Defenses. Just comparing the base book to Origins, Flesh of Wood grants an AC bonus and doesn't increase by itself, whereas Water grants a choice of two difference AC bonuses (both higher than Flesh of Wood's bonus) that auto scale and can be increased via burn. Flesh of Stone gives you DR equal to half your level and can be increased via burn (I'd say that's rather powerful). Emptiness though, due to it's sloppy wording, can't even be increased more than once since it lacks the "can be used multiple times" line that is present in every other defense. Just saying, I don't think a lot of thought was put into that Occult Origins.
I really don't believe that scaling them with level and allowing for burn would be overpowering on any of your elements, so long as you did the scaling right.
Mostly though, I lament that I can't use Overwhelming Soul to make a Light or sound kineticist, as even though they both lend themselves well to charisma (what with the suggestions and illusions making for an interesting social character), they can never increase their defenses.
Elricaltovilla wrote: If you want to give it a run and let me know what you think, I'm happy for the feedback. But I don't want to repeat the same mistake I made before with this class, so I don't want to add any new verbiage until it's been vetted a bit. If I can get around to playtesting it, I'll let you know. It's honestly one of the best healing classes I've ever seen just from the Triage numbers alone, which is probably why I've been such a thorn in you about it. Even just mocking up a Angel of Mercy Medic with a focus on Silver Crane and Golden Lion ends up being rather impressive, both in offense and support.
I don't know if I'll have a chance to playtest it, but I am playing in 2 campaigns as frail characters in healerless parties, so it's a distinct possibility.
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Yup, that's pretty much how it breaks down. If you grab Ultimate Psionics, you have pretty much everything you need to use DSP's psionics.

Elricaltovilla wrote: Anguish wrote: Maybe as a compromise, apply a pound of flesh; a cool-down. One minute after applying triage, a medic becomes fatigued for ten minutes. Triage used in combat *does not trigger this as the medic channels the adrenaline rush of battle.
So yeah, if you've got time you can heal out of combat. But if you're doing a door-to-door dungeon crawl, you may not be able to.
*Define this this as any time you can't take 10 on skills due to stress, not the usual per-encounter definition that includes one minute after combat. This creates a similar issue to the old text about triage only being able to heal wounds from the current encounter. Mainly, I don't think that there is a problem that requires being resolved anymore. Compromise is all well and good, but only if it actually improves the end result, and I'm not sure that this would. The only thing is that there's never been "per encounter" healing in pathfinder that hasn't required you smack anybody to do it. Every other method of healing makes sense in the world of the game, but the explanation for triage is largely a hand-wave, and so is the reasoning behind not being able to be great at healing outside of battle. If it were in any supernatural then it would make sense, but as an extraordinary ability that heals and can't be used outside of battle, it just begs a lot of questions. Trying to make it like maneuvers but still not infinite per day is just confusing
Another thing that could possibly be solved by my checking but I'll ask anyways since there is a follow-up question- Is there any errata already? I mostly ask because I notice that the elemental defenses of KOP 1 only increase in power when you take burn for them, and not at all by themselves (at least in the PDF that I bought), which is out of line of the core defenses that increase in power by themselves AND have an option to take burn to increase them, but it's mostly an issue for the Overwhelming Soul, that CANNOT take burn at all, and therefor those elements become sub-par choices

Elricaltovilla wrote: It varies from table to table and person to person. I know of people who consider Wands of Infernal Healing cheesy, but in one of the games I play in the GM gave each player a custom teamwork feat that gives DR 5/- and Fast Healing 5 for each ally with the feat within 3 squares. There's a mythic ability for the guardian that just outright gives you Fast healing 5, but at the same time, boots of the earth also exist.
So, y'know, there's some wiggle room and it allows people to form a lot of different opinions.
Since no one other than me ever plays healers in my group, whenever I play anything else, wands of infernal healing become the party's sole source of healing. I don't even play healers that often, cause I'm more of an arcane caster type, so we're usually drowning in those wands.
Anguish wrote: Maybe as a compromise, apply a pound of flesh; a cool-down. One minute after applying triage, a medic becomes fatigued for ten minutes. Triage used in combat *does not trigger this as the medic channels the adrenaline rush of battle.
So yeah, if you've got time you can heal out of combat. But if you're doing a door-to-door dungeon crawl, you may not be able to.
*Define this this as any time you can't take 10 on skills due to stress, not the usual per-encounter definition that includes one minute after combat.
I like the idea of a cooldown when used out of battle, but at the same time that pretty much kills the idea of using the heal skill to heal wounds. At the same time, Triage is so much better than pretty much every other available method of healing that allowing it out of battle at all may be completely unbalancing. Although, as a Sadist Life-leech Vitalist, I would force enemies into the collective, drain all of their health, and then use the extra power points I gained from their death to top off the party, thus ending pretty much every battle with full health without impacting my power points for the day, so...
At this point, I like the idea of a cooldown out-of-combat, and if someone playtests it with such an ability then I would like to know how that worked out
N. Jolly wrote: I'd like to get people's opinions on making Light-Speed Travel and other abilities work with the dimensional agility chain, it seems thematic so I'm basically for it. I'll probably allow it myself, maybe try to figure out if I should errata something or just FAQ it. The only real problem I see with it is that the first feat is a complete waste, since Light-speed Travel doesn't immediately end your turn. Aside from that, I think it could be neat. Not enough classes outside of Synthesist Summoner can really make use of the Dimensional Agility line of feats, tbh
N. Jolly wrote: This is being addressed in KOP 3 now that I am aware of it. I'm introducing a line of 'substitute basics', talents that can be taken in place of basic utility wild talents for their elements.
Things like wood can now control paper instead, water can now use a piercing blast, air gets slashing, aether gets a material specialization, and thanks to this conversation, light will now get slashing and piercing blast!
I hope you mean that light will get an errata rather than having to trade their utility talent, since it really should have had it from the get-go

Tels wrote: Shiroi wrote: Hunterofthedusk wrote: So, I apologize if it's been brought up before, but I don't have the time to look through the other pages for a mention of it, but I was wondering why exactly the Light simple blast is only bludgeoning, even though the other elements (aether, earth) that only have physical blasts lets you choose from bludgeoning, piercing, or5 slashing every time you use them? Air blast is bludgeoning. Not that I don't see a piercing ray of light as being pretty much more sense than bludgeoning, but still. Precedent is available I'd it works for you. I believe gravity as well. Emphasis mine.
Air has both a physical and an energy blast, so precedent isn't set. Gravity, like air, also has a physical and energy blast. My point exactly. Any element that has both an energy and a physical blast has a bludgeoning blast, but if the element has only a physical blast then it lets you choose between the three physical damage types, the presumption is that it lets you bypass a couple of DR types that the other elements can bypass by just switching to their energy blast. By only having a single damage type, it is marginally weaker than aether and earth. Also, I want to be able to do a destructo disc, or throw spears of light
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Air0r wrote: If their is a medic and a vitalist in the party, I would imagine they would never need to worry about healing, lol. Well, a good vitalist already keeps the whole party up. I played in a party as a vitalist when we also had a cleric, and being able to redirect all that channeled energy was AMAZING.
The thing that I like is that even if you have another healer, the Medic won't ever feel superfluous since it has a built-in offense thanks to the Martial Maneuvers.
So, I apologize if it's been brought up before, but I don't have the time to look through the other pages for a mention of it, but I was wondering why exactly the Light simple blast is only bludgeoning, even though the other elements (aether, earth) that only have physical blasts lets you choose from bludgeoning, piercing, or slashing every time you use them?

Elricaltovilla wrote: I think, in approaching the design of this class, it's a mistake to assume the presence of alternative healing methods. Angel of Mercy can assume that Silver Crane is available, and Witch Doctor can assume the presence of wands and scrolls, but the medic class should be able to stand on its own as a healer. The only thing that I can think of that would ameliorate the absence of alternative healing methods would be something that allows you to treat deadly wounds faster, since that 1 hour time slot can be kinda rough. Either that, or something that lets you treat deadly wounds of multiple characters at once. Again, I must resort to suggesting a Medic's Expertise, since that's the obvious method to add in something that is not strictly needed for the class to function, but rather something that a specific player could use to specialize. Perhaps something like:
Battlefield Surgeon (or some better name since that also seems to be a trait):When using the Heal skill to Treat Deadly Wounds, the time required to do so is reduced to 10 minutes (or whatever time frame seems reasonable)

Anguish wrote: Elricaltovilla wrote: The following text was added to Triage, please note:
A medic can only use this class feature to heal injuries gained during the current encounter; hit point damage, conditions, and other effects that the target had before initiative was rolled are unaffected by the triage and medic's expertise abilities.
Clunky.
A PC enters combat unexpectedly, with a mere 3 hit points of his normal 50 total. Surprise! The medic can't heal that PC to anywhere above 3 hitpoints.
Also, in an encounter, the party is badly bloodied, but the medic becomes temporarily incapacitated. A minute after the party ends the fight, the medic wakes up and... can't do anything because 10 rounds have passed. Seconds earlier he could've helped, but... too late. Yeah, but without that line the party could kick a dog, thus prompting it to attack them, and then the medic could go around healing everyone's wounds from a previous encounter.
Personally, I'd say that your uses of triage are useful until they are used up or until you roll for initiative again, and able to be used for any wounds that happened during the encounter that gave you said uses. I'm sure that could be worded more elegantly, but there you have it.
Also, the Medic can still give that party member (and any else in range) a pile of temp HP by spending a full round action getting his maneuvers back, and if he has access to Silver Crane (either through the Angel of Mercy archetype or by becoming a member of the Empyreal Guardians), several of those maneuvers allow them to attack and heal allies at the same time. Otherwise, you'll have to rely on magic items and natural healing.

Elricaltovilla wrote: Don't think I'm disregarding your concern when I say this, but if that's a tactical maneuver your player decides to make, they're leaving themselves open to retaliation and that's something you should take advantage of.
Specifically: Use of a full attack prevents Cura Te Ipsum from activating, which lowers their Reflex and Will saves. Frivolous use of a triage can cost the party healing at the end of combat, which they will likely need, and with the medic out of position, the opportunity to have another monster retaliate on a different PC is ripe for the taking.
It is possible to use Triage offensively, but doing so entails some notable risk on the part of the medic, and can end up causing more harm than good if used irresponsibly against an intelligent opponent.
... I had a player as a Maneuver Master Monk start combat with a flurry of maneuvers, grapple an ally, then grapple to move (which I now like to think of as him grabbing his friend and using him like a snowboard), then dropped the grapple and attacked the monster with his remaining attacks.
But seriously, I'm also just comparing it to Lay On Hands, which, although much weaker than triage, is the closest thing that I could think of to it. Swift on self, standard on other people, can expend two uses to apply it to multiple people by turning it into channel energy. With Triage quickly outpacing the amount of healing it offers versus the various per day abilities (channel energy, lay on hands and transfer wounds, assuming there is more than a single combat per day), making it target another person as a swift action AND providing the movement to get to that person in said swift action seems like a lot of pluses over most other methods of healing. I like the kinds of opportunities that ability offers, but my excitement as a player about how good that ability is (at least compared to other methods of healing) makes the GM in me think twice about it.
On the other hand, in-combat healing in the game is rather underpowered at present, and most builds that are actually good at in combat healing are rather bad at everything else, so I'm not necessarily opposed to having a class that is both good at healing people while they're in battle and actually being able to CONTRIBUTE to the battle. I guess it's just something to think about.
Aside from the little fluff thing I mentioned earlier, about the only criticism I have is that Triage feels a little too powerful with the move plus the heal all in a single swift action. Not game-breakingly powerful, but it feels a little generous in terms of action economy. My impulse would be to take away the movement from the swift action activation, but keep it with the full-round activation. The swift move+heal just strikes me as the kind of thing my players would use to move and get a full attack even if the person getting healed was only down by a few HP.

Elricaltovilla wrote: The following text was added to Triage, please note:
A medic can only use this class feature to heal injuries gained during the current encounter; hit point damage, conditions, and other effects that the target had before initiative was rolled are unaffected by the triage and medic's expertise abilities.
That certainly clears quite a few things up, even if it creates a little more book keeping. Now I just have to come to terms with an extraordinary ability accomplishing more with a swift action than most spells do with a standard action.
Just a thought, but what about an ability (perhaps a Medic's Expertise) that augments the Medic's use of the heal skill? Like the Oracle Of Life's "Healing Hands" revelation that allows them to provide long-term care to twice as many people at once and themselves, or something that improves their ability to "Treat Deadly Wounds", or just speeding up the healing they provide with long term care? Since you're going for non-magical healing, that seems like it would be right up the Medic's alleyway.
Elricaltovilla wrote: It's largely just the infinite healing outside of battle. It's also to present the medic as an in combat healer. They're not doctors, clerics, or alchemists. The job of the medic is to get you up and fighting fit so you survive long enough to get proper treatment. I get it from a mechanical standpoint, you can't just have infinite healing. I was talking more from a fluff perspective. When a battle's going on, he can patch you up better than a lot of healers, but as soon as the fighting stops he suddenly loses his miraculous powers. I could see the whole "patch up until you get proper treatment" thing if Triage granted temp HP, but it's honest to goodness healing, just like you would get from a divine caster. From a suspension-of-disbelief standpoint, this makes no sense
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