Kudaku wrote:
Yes sorry I meant that you could use at a range or take a guarded step back out of range and use stabiliz as a standard and not get a Attack of op against you and the healer class abilities being su do not provoke even if you heal all allies neither dose mystic cure.
Deadmanwalking wrote:
Where can I find info on the ring of fangs?
Ehkrickor wrote:
That is true and a combo of a mystic and envoy (the only class able to heal stamina) would make a great combo while the healer mystic would provide great team healing options with spells, items, and connection it is very much narrowing the options of the mystic when they can be a class devoted to avoiding combat all together with overlord for example.
Nixitur wrote:
I do really hate the idea that I would have to move to an ally and wait an entire round before being able to heal them with a serum it really limits the use of serum during battle. Luckily the stabilize and mystic heal spells do not provoke attack of op.
I had a additional questions for this. I am making a Vesk Mystic. I will either be doing a healer or star shaman. I'm leaning toward star shaman and plan to take improved unarmed feat at level 4. Question: would a Vesk be able to make a attack of opportunity unarmed before taking the feat since Vesk are always considered armed and the attack doesn’t count as archaic? The feat dose specify that normally you can not make AOP while unarmed.
Sorry if someone said this but: The mystic is my favorite class after going through each because I find it has the most versatility role play wise. While the connections don't really give a LOT to the character seems to be most people complaint I feel they forget the spells. But the connections is what give them the playability while you can heal and be in the back glass Canon style I found it just as easy to make a healer unarmed vesk who can tank and heal (could also use druid, mindbreaker or shamen) and since most abilities are (su) they are melee safe and you have spells for range or healing Yet the empath makes a great tracker or ranger type while the overlord offers some amazing out of combat rp, and the akashic would me you knowledgeable for almost any topic. The mystic at a base makes a great healer/_____ that allows them to fill in for any missing role I could even see an all mystic campaign before any other class. That being said I feel the connection could use a little tweeking the mindbreaker first skill just sucks spending 1 resolve to reflect my level or 1 point of damage sucks it will be good after level what 5 by then 5 damage is still little to worry about and not really worth a resolve. And the shamen having two skill that require (outside and can see the stars) will suck for most games and only be useful in very specific cases. If you play a one shot or game where you are on a planet and everyone wants to rest at night you get little use.
Back to the point a little I always invisioned the healing items or any form of potion to be injection their are clear rules for injection weapons and making a needle that you can stab into your vesk tank when he goes down would make most since and is close to modern day fast acting medical items.
That being said there are arguments that could be made against this but I think that they leave it up to us how to flavor these items our own way.
Just wanted to mention
No you never provoke 2 attacks of op from the same creature under reactions pg.248 you get one reaction per round so if player 1 dose a range attack and moved out of a threatened square he can only take on attack of op from hostile 1. Or if player 1 takes a attack of op for a range attack from hostile 1 then player 2 moves out of threat from hostile 1 it can not make another attack of op until after it's next round of combat. This also goes for reaction spells, su, moves, or anything labbeled as reaction (such as steps up feat) However if player 1 moves away from hostile 1 and takes and ranged attack in reach of hostile 2 then each would get it's own attack of op |