From what I can see, Battle Medicine only works with Treat Wounds, which can remove the wounded condition, but not the dying condition.
You would have to use administer aid to remove the dying condition, then use Battle Medicine to heal them and remove wounded, for a total of three actions.
The restriction with Battle Medicine seems to be that you can only use it on each person once per day, so you wouldn't be able to do this often.
I don't think that the gunslinger should be a full class on its own, but rather just a part of a class, like one of the thief's rackets or barbarian instincts.
Instead, I'd love to see a class focused entirely on enhancing ranged combat that could then be separated into something like gunslinger / sniper / skirmisher for mid / long / short range specialties.
This way you wouldn't be forced to use a gun for the class, but there could be gun-related feats for those that want them. It would also give Paizo a reason to balance pistols/rifles/blunderbusses against crossbows/bows/thrown weapons for use with the class.
I'd love to see guns come out in a book alongside large-scale battle rules and siege weaponry. They could be made out to be a weapon of warfare, not small scale skirmishes. For someone to use a gun efficiently in small-scale battle would require specialized feats, as they would just be too inaccurate otherwise.
This would give Paizo a reason to publish them, as a lot of players are probably looking for rules on kingdoms, sieges and warfare.
Here's how I would do it:
Create an arena with a lot of 5 to 10 foot platforms.
Give your sensei decent dex and con, but only 12 or so strength
Give them monastic weaponry at 1st so they can flurry with a bo staff, which can do reached trip.
Have them take dancing leaf at 2nd so they can easily jump on the platforms at will, being able to attack with reach, but causing the player to have to chase them.
Give them flurry of maneuvers at 4th so they can trip+attack each turn with one action and reach or mix up maneuvers close range before running away again.
Quick Jump would be a good skill feat to make the leaps one action instead of 2.
Your NPC monk will play vastly different from the PC and the PC will spend most of their actions chasing the NPC without it being likely that a ton of damage will end the fight too soon.
Having four players use "Search" seems like a waste, though.
If three of them used "Follow the Expert" they would get their search plus get at least a +2 on their checks.
If everyone is always searching, they're not likely to find any clues that would lead them to their goal or tell them where to go next, as that would require "Investigate"
Although for traps, I like "Coerce." That enemy you decided not to kill would make an excellent "trapfinder" by having him go down every hallway first.
After you make an undead with Ghoulish Cravings, you can use Bind Undead each morning to make it a permanent-ish minion.
Or learn the ritual to make undead and have four undead minions at all times (though you could only reliably control one if you want to cast)
Vampire Exsanguination doesn't effect undead, so you could shoot from behind a wall of them. That seems useful.
I wonder if intelligent undead can become expert in religion/occult/arcana? You could potentially have four intelligent undead minions each with their own minions.
Are necromancers better off being bards? They get all the cool necromancy spells plus a better overall spell list. Plus, they can use one action to maintain group buffs while using the other two actions to gain four actions from their minions.
I'm definitely interested in this.
roll a: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Array 2 -I'll take this one.
roll a: 2d6 + 6 ⇒ (6, 5) + 6 = 17
My character, Karlo Graevs, might be a good fit for this campaign.
He's a stealthy brute of a Brawler from outside Gumlat with a habit of choking people out.
He'd be good at dealing damage with his added grapple damage, and while he wont lose his defenses in a grapple, he can leave opponents open to easy damage from allies.
I, too, am looking for a group.
My roommate and I moved to Everett just a few months ago and haven't yet been able to find a group in the area. My experience is mostly with Pathfinder, but I'd also be open to a group playing Cold Steel Wardens, a White Wolf game, BESM, or even learning a new system.
Right now I work on call, but I mostly work weekends, so a set weekday would work best.
If you're looking for couple of people to fill out your table, let me know.
Stat: 5d6 ⇒ (3, 5, 5, 4, 3) = 20 = 14
Going to try out a Sasquatch Druid of some sort.
Heightened Strength: 2d10 ⇒ (8, 2) = 10
Skill Reroll: 1d100 ⇒ 12
Edit: Is unarmed or a fighting style such as boxing, brawling, or wrestling an expertise I can have, or would that require the 61+ expertise?
I've never played this kind of game, but I'm very curious.
I'll go for the non-powered adventurer.
Stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Skills: 1d4 + 2 ⇒ (4) + 2 = 6
Skill: 1d100 ⇒ 62
Device: 1d100 ⇒ 96
Weakness: 1d100 ⇒ 31
I'm very interested in what I have read so far and look forward to working on a character.
I'm thinking of making an Ethengarian monk, one of the Ten Thousand Fists of the Khan. However, Cretia is a Chaotic Immortal, so there may be a conflict with the class.
Would an alignment other than lawful be acceptable in this case?
I'm interested, most likely as a house servant/cook or field worker.
A couple of questions, though.
How do you feel about Craft Cook, or Craft Food / Craft Drink as opposed to Profession Cooking? A Craft skill could be useful for later to craft consumable / un-slotted wondrous items.
Also, is multi-classing allowed with the NPC levels? For example, would a player be able to be a Warrior 2 / Expert 2 to show a character not as physically fit but more knowledgeable about crops and field work than other field workers?
I'm interested in a Sabosan Oracle, mostly focused on the creature stats or possibly doing a Ranger/Oracle mix.
For a Sabosan, they are a CR 5 Monstrous Humanoid, but they have 7 HD like a Humanoid. If I wished to advance a Sabosan in CR by monster creation rules, which advancement would I use?
Sorry, found this one late. Are you still looking for players?
I was curious if you'd allow a monstrous character to advance as a monster instead of a PC class and get monster feats as well as PC feats along the way?
I'm interested in playing a doppelganger, advanced either as a monstrous humanoid or as a ranger. If as a monstrous humanoid in levels, can I use that as my class levels and add two levels of templates?
I'm interested and will work on a character. As for the survey:
What is your posting availability like? What do you like in terms of pace for PbP?
I'm available to post every day and I think every 1-3 days is a good pace for the GM if players keep to it.
How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?
I've been playing homebrew mostly, so I haven't played the modules
How many PbP do you currently participate in? Player or GM?
I'm a player in 1-3 (only one has started) and I'm applying to a couple of others. I'm hoping for 4-5 regular games.
What does "Old School" mean to you?
Umm...ADnD, first edition Black Lotus, Zelda: A Link to the Past, Text based MMORPGs.
Would you have still been interested in this campaign if it was CRB only? Why or why not?
I would have still been interested. However, I do like options that are opened up in later books, such as totems for barbarians, certain combat styles for rangers, and interesting fighter archetypes.