Nefreet wrote:
Everything is GM dependent in my experience - in one mission I was told there was no room for my huge creature on the tiny transport ship that we had to take - on another the GM let me ride the goat through a chase scene rather than use the vehicles the mission intended. You are correct about the squeezing rules, but sometimes it still just doesn't work - I can think of a few SFS start locations where the room isn't big enough for a huge creature to be in there with 6 PCs.
"When you hit an enemy with a weapon with the injection weapon special property, you can cause the ammunition (whatever it may be) to lodge painfully in that creature’s body. The target takes an additional amount of damage equal to half your key ability modifier." Does this work with melee injection weapons? If so, do they have to be injecting something (an inhibitor, poison, etc) to get the damage boost or would an 'empty' syringe stick get the bonus damage?
The ability you get at 3rd level of a Warmonger Mystic is "SUMMON REINFORCEMENTS (SU) 3rd
However at level 3 mystic your summon creature spell can only summon one creature at a time - does one count as "multiple creatures" or does this bonus not kick in until you can use the level 2 version of the spell to summon a few tinies?
HammerJack wrote:
Seeing as you can only use certainty with your specialization skill which you get Skill Focus in automatically and once you're a lvl 7 operative you can take 10 in any circumstance... seems like certainty loses a lot of reason for taking it... that said, if I can reroll a trick attack attempt - now that is useful. |