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Explanation of what I am doing:
I am working on an unusual Wizard build. Right now they are only level 4 and have the monk dedication. In a large bit of the games I play this character in we have not had a true front line fighter. Originally I built him to survive the occasional thing that got past the front line and came up to me thinking I would go down easy only to punch them in the face. However, with the amount of times I had to front line with him I am thinking I may lean into it a bit. I have theory crafted up to level 10 with the build using the several games on this and my other characters to get an idea on where I would take him and came up with a Wizard with Monk and Magus build. Monk will net me Crane Strike, giving me shield AC in a stance and spell strike makes that front line fight a little more ouch to what I punch. Can I use Spellstrike while in Crane Stance, with the understanding the only strike I can make is the xd6B from my fist as described in Crane Stance? ![]()
Over all trying to understand how they work. Emblazoned Armament is what started me down this road, but over all I was not fully understanding the point of foci in PF2e. I play primarily SF, and I did not play PF1. I had to watch a video to fully understand the difference between prepared and spontaneous casters. So, just trying to understand as much about casters as I can, since most parties I am in need one. Rogues are a lot easier. I expect I will have more less than understandable questions, rules clarification, and wtf's in the near future. Thank you for your help, and if you have any other things about spell foci that I may not have known to ask but may need to know please let me know. ![]()
I guess this shows that I had no idea what I was asking because both are what I needed. So a general focus can be used for any spell, and while I did not initially see a spell from my spell list that needed one, I was looking at the cleric, when a spell requires a specific focus it will state that focus. So I guess my question of when can they be pulled can now be more directed. If I am using a general focus, can I only pull it as part of the cast, in the case of cleric or druid, of the spell with a material component or can I pull it with any spell even though I am not using it as a substitution for a component? ![]()
As the title states, when can you pull spell foci and when do you need to pull them. I know in the book it states: Focus
Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell. This sounds like they will be a required component for only certain spells but of the spells I have looked at none specifically state they require a focus. So is this something you can pull on every spell, do you need one for every spell, does the focus do anything special for the spell, is there an advantage to having one in general? ![]()
My questions are simple and yet I can rationalize both yes and no for them so I need a ruling question. For a reference I am going to set this up for a SFS character so answers would need to apply to that purpose.. Under the second level ability "Doctor" it has the following: "• Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature." Would Mystic Cure work with this, would it qualify as an ability? Would Mystic Cure from a spell chip, spell gem, or spell ampule since these are considered "equipment". Would this work with Healing touch and Healing Channel? I would think it would work for the last one since they are abilities. While the spell items are equipment, they do "cast" as spell, I would think they would. Finally I am not too sure about the raw spells. I know in, keep the pitchforks away just using this for clarification, 5e distinctly differentiates abilities and spells and they are two different things and effect that reference one do not reference the other. While I have not seen anything that distinguishes Class Features from spells for things like this, does this fall under that line? ![]()
cavernshark wrote:
That looks like that is it, I missed it on his character sheet: Ancestry: Human (versatile). Thank you. Also Crystal thank you for the errata post link. ![]()
Good day, I my wife and I played PF2 for the first time on Wednesday night and now we want to start playing it come the start of the new year. I am building my first character and I am having an issue with the build. The question I have is about feats. To the point I am building a half elf monk, I took Natural Ambitions to get Wolf Stance and for Class I took Tiger Stance, and for Skill I took Battle Medic. I am using Sajan as a template because I like monks and I played him during Wednesday night. The pregen is a level 1 character and most of the math is working out from what I found in the core book with just one issue. Sajan shows that he has a general feat, Martial Weapons, and I am unsure how he got that because from what I have found in the book general feats don't kick in until level 3. However I am willing to admit I may have looked over the part that says you get a general at level 1 as well.
Ancestry Feat: Natural Ambition: Tiger Stance
Did I miss the general feat at level 1 or are the pregens a bit special and get one additional feat because they are the icons? ![]()
I know weapons and armor have to be purchased and cannot be upgraded to the next version at the price difference between them. I know Personal Upgrades can be upgraded to the next version by paying the price difference between them. I know fusions can be moved from weapon to weapon at a discounted rate based on level you already have and the level you are applying them to at least when going to a higher level weapon. What other things can you upgrade vs. buying the next level up? I.E. can you do that with augmentations, armor upgrades (going from mk1 to mk2), hybrid tech items like the null space chamber, magic (ring of resistance), etc. ![]()
It's not an individual armor like the freebooter set or the d-suit, it is a special material. You can pay an additional cost to the armor you normally buy to have them made from that item to get the benefit of that material. Khefak says: The exoskeleton of mature khefaks with a diet of high-quality composites can be used to create corresponding forms of heavy armor. Khefak-based armor diffuses radiation better than normal composites and offers environmental protections providing immunity to medium radiation and a +6 circumstance bonus to the initial saving throw against radiation exposure (not sickness). This bonus is +2 even when the environmental protections aren’t functional. If the armor’s item level is 7 or higher, its environmental protections work against high radiation, and the saving throw bonus is +9, or +4 when the environmental protections aren’t functioning. Armor crafted with khefak exoskeleton components costs 500 credits more than normal. Thasteron khefak carapaces are even more valuable. Armor of item level 6 or lower that incorporates thasteron khefak carapaces acts as armor of item level 7 or higher composed of normal khefak carapaces. If armor of item level 7 or higher incorporates thasteron khefak carapaces, its environmental protections provide immunity to severe radiation, and the circumstance bonus to saving throws against initial radiation exposure is +12, or +6 when the environmental protections are nonfunctional. Armor crafted of thasteron khefak carapace components costs 2,000 credits more than normal. So in this case to you pay the cost of your armor plus the cost of which carapace you would like to have it made from. ![]()
I find it very hard to get excited for a new AA. The only time I get to play Starfinder is in Society and so far if you want to play one of the new races either need to get a boon that takes 24 games to unlock, gm boon (something not all of us are skilled at doing), or charity boon(don't mind this one as much but still). In other words SFS players are asked to buy books that Paizo specifically will not allow us to use, unless we jump through hoops to do it. What's my incentive to buy them? They don't include many new items and what ones they do they end up putting on the ban list. The new and interesting races are either locked or never offered. I don't mind working for things by playing games, it's what I am going to do. But saying you can't have it for almost a year's worth of playing, step up and ruin others fun by trying to do something you are not good at, or pay more money to get more value out of something you already paid more money for is kinda crap. AA2 has been sitting in my Starfinder folder unused, I look at it and then close it when I realize most of it is useless. I buy digital copies, my wife buys the books but she has not seen a need to buy AA2 because there is no point. Over all I am going to buy it when it comes out in hope we will not have a repeat of the past two AA's but I feel my hopes are a bit higher than Paizo likes to operate. Sorry to complain a bit but I just wish I could feel the hype ever one else does. ![]()
If you are using a small arm with a sight added to it, could you still trick attack with the small arm using the sight if you do use the move to move? You can move as part of the Trick Attack, and the sight states: "As a move action, you can aim through a sight. This
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I would imagine some logical design aspect has to apply, if something goes on the bottom of the gun then only one thing can go there but over all if you can find 7 items that can fit on one weapon in different locations, could you apply them to that one weapon and further more, is there a level requirement for the weapon weapon to apply weapon accessories to them. Could I mount a level 7 mod on a level 1 weapon and as a further point could I put 3 level 7 mods on a level 1 weapon? My first thought is no because they, for the most part are not magical, but did they use the same rule as weapons fusions, you can only apply fusions to a weapon that are less than or equal to the weapon level. Nothing in the book puts a limit on them. ![]()
So my question has to do with Weapon Accessories. Lets say I have a level 1 Tactical Pistol. How many mods could I put on that, i.e. Could I put a Light Bayonet Bracket, Laser sight, and a Nanofiber grip? Is there a limit to the number that can be applied and is there a level requirement that must be met, similar to the weapon fusions? Also how would that interact with the weapon fusions as well? ![]()
Allen Snyder wrote: No, those credits are in addition to your starting money. It's as if you had played enough scenarios to get those benefits, just totaled up into a lump sum. Thank you, It hit me last night as I was looking to build a new PC using that. I thought that would be the case but the wording made it sound like the other so I thought I would ask. ![]()
I have a question on a boon that I got from the Chronicle sheet for playing 1-99 at Origins. My question is on the slotless boon on the sheet. I am putting the rest of my question in a spoiler section since the boon is a small spoiler. Question: My question is on the Scoured Star Veteran Boon, specifically the Rescued Starfinder option.
In it is states that character you apply this boon to goes to level 2 with 3xp, 5 fame and 5 rep in your faction, and finally you get 2160 credits. Worded specifically as "This new PC begins play with 3xp, 2160 Credits, 5 fame, and 5 reputation with the faction that character selects a boon for." Does the 2160 replace the initial 1000 credit you get when you create a character or does this add to the 1000 credit you get when you create a new character? ![]()
That answered most of the questions, thank you but I still have issues, mostly with the point of it. Because at that point why would you craft your own spell gems. The point they go to in the crafting section is to customize the equipment you want to create, that's fine for things like weapons, armor, and other random equipment. However a consumable that cannot be customized past packing more of them into one larger thing seems like a waste of the players time and credits or is there something I missed? Would they intentionally create a crafting system that is useless? ![]()
The end of the Spell gem section goes into crafting a spell gem, however it never completes the process for crafting. I could not find the final steps in the spell section of the book. My over all question is what do you need to do to craft a spell gem, is there a process or ritual? How much time do you need to craft it? How much are the materials? What materials are needed aside from the materials of the spell it self? What is the cost to craft, the book gives the cost to buy but I would think crafting a component would be a little less due to the time it takes to make vs just walking into a shop and saying "that one" or else what is the point? How do you craft the Large spell gem? What proficiency is needed aside from the class, i.e. do you need to roll a dc based on spell level, spell gem size, and you caster level or is there one tied to a skill? PHB on crafting a spell gem:
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