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The Ragi wrote:
Isn't the point of making the serum of healing only a drinkable to prevent it from being used while in a vacuum, when your armor has environmental protections turned on?

I can't imagine that being a reason. Don't see why they wouldn't want you to be able to do it in a vacuum though dms might be able to use that. It might be to give it the same feel as the old Pathfinder but I think the primary reason would be to force it as a full action to make it less of an option during combat situations just as the mechanic needing 24 hours to rebuild a drone so they have to wait tell between adventures or situations.


Kudaku wrote:
Gary Bush wrote:
Kilusa 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 didn't realize that the mystic heal spell does not provoke. But yep, right there in the spell description.

However, I don't see the same language in the spell description for stabilize.

Where is that language?

I could be wrong, but I think he's referring to the fact that Stabilize can be cast at Close ange. No need to get into the melee to heal your friend :)

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:

They would indeed.

The Ring of Fangs is also a really excellent item for anyone intending to use this strategy, since it jacks up your Weapon Specialization even more than Vesk does already. To the point where a melee character using the Ring and unarmed attacks is a valid primary combat strategy.

Where can I find info on the ring of fangs?


I thought so just wanted to see if I was missing a rule somewhere. i also did the mystic strike feat for overcoming resistances to make it have a lot more versatility


Ehkrickor wrote:

The thing about Magic or Tech Healing in the system is that Tech healing will do anything that Magic healing can... eventually. Whenever the question comes up i fall back on the "convert to money" example.

If you convert healing for a Vesk Frontliner. He needs to regain around 75ish health. You can pay a +35 doctor 75CR/Day (virtually guarenteeing the *3 recover rate) and heal him full in 2 days. (that might be free if they're a fan of your Icon) Or your Mystic can drop 2 spell slots or some of the day's channeling to get him back to 100% right now. But if you had to hire out that same mystic it's around 5000Cr & might not even get the full 75. So the big question then is does your party have time to have a front liner down for 2 days.

That's the big difference between Tech and Magic. Tech is a cheap and effective eventuality, while magic is a Fast and 'expensive' immediate result. Like when you're shopping for a computer. There are three things everyone one wants, They want it cheap, fast, and effective. You get to pick two.

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:

"Serums are vials of magic liquid that you can imbibe as a standard action or carefully trickle down the throat of a helpless or unconscious creature as a full action."

That's the only thing I can find on what Serums physically are. Is there somewhere else I'm missing? Because I'm happy to interpret 'imbibe' as any form of absorption as opposed to drinking (admittedly the more common definition, but not the only one), especially since its magic.

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.
Especially since some races may not have a mouth, a spray works for most wounds but would require a long time to get to the wound and apply and there are already defined items like this that are longer term care such as sprayflesh. On top of that how would you spray a potion of fire breathing (random example)
Injection would work for both defensive and offensive potions as well instead of throwing one you would shoot it with a needle, or use a drug as in the core book. And having a needle is a lot easier to carry then a flask or can.

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.


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Lol your right sorry I must of got linked to the wrong thread didn't notice I was in a Pathfinder thread my bad.


Just wanted to mention
"When you cast a spell that allows you to make a ranged touch attack (such as scorching ray), and an enemy is within reach, do you provoke two attacks of opportunity?"

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