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Matthew

When I listened to the podcast, I heard one action for Battle Medicine and one interact action with your healing kit, which sounded like a one-handed action. As graystone points out, though, you need two hands to use healing tools, so I may have been mistaken about needing one hand free instead of two. (In the context, and with the healing kit saying that "[w]hen you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers", it seemed to make perfect sense that drawing the fewer components you need for Battle Medicine, compared to a 10 minute Treat Wounds, would take a one-handed interact action like drawing a potion out of a pouch.)

However, regardless of whether drawing healing tool supplies from your pouch takes one or two hands, the rules are clear that if you have your healing kit in a bandolier, then drawing them is a free action when using them in the same action that you are using to do Battle Medicine (p. 289 of the CRB):

"A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them."

You would not be taking the interact action with one or two hands to draw your healer tools in this case, you would just draw the healing tools you need from your bandolier as a free action. At that point, it makes sense to me that you would narratively account for the manipulate action of the Battle Medicine by saying what you were doing with the medical supplies -- medicinal pickles, poultices, injection, tablets, etc. (anything that the table agrees makes sense).

Whether you need a hand free to do it, I suppose is not completely clear. I would think yes, but you could make a good argument that you could hold your weapon/staff/etc. in your shield/other hand briefly while using your healer tools, and then put your hand back as a free action since using the tools doesn't take an action. (I think taking your hand off and putting it back on would take a second action if you don't have a free hand, but each table will need to come to its own consensus until/if it is clarified.)

Happy gaming...


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Thorax Toothlicker wrote:
Melfast wrote:

On the Roll for Combat podcast, they relayed a comment from Mark Seifter, one of the lead designers, that the combat medic ability takes one action, and you need a free hand to pull materials from your healing kit out of your pouch as a second action.

If you put your materials in a bandolier, drawing materials to do combat healing is a free action that still needs a free hand.

Might you have a link I can use for Society?

Sure. About 6:50 into the podcast video (a podcast posted on YouTube, so whatever that's called):

https://youtu.be/hVabUZPcqc8

In case the link doesn't work right, search for episode 16 of the roll for combat Fall of Plaguestone campaign.

Some other good stuff in the intro as well.

Happy Gaming...


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On the Roll for Combat podcast, they relayed a comment from Mark Seifter, one of the lead designers, that the combat medic ability takes one action, and you need a free hand to pull materials from your healing kit out of your pouch as a second action.

If you put your materials in a bandolier, drawing materials to do combat healing is a free action that still needs a free hand.

At our table, this fits both the narrative and the rules.

As always, your table should play the way that is fun for your game.

Happy gaming...


Hmm, true. So the application of this rule still needs additional info in the guide. Good point, thanks.


Access requirements in Pathfinder Society Second Edition, during Character Creation and while playing, have been clarified to identify that a player automatically considers an uncommon item from their home region as common:

"Access: Some uncommon options have an entry labeled “Access.” If you satisfy the access condition by being from the specified region, a member of a particular organization, or meeting some similar requirement, that option is common for you."

This is from the Player Basics web document for Pathfinder Second edition.

Hope this helps.

Happy gaming...


Archetypes like the Aldori Duelist remind of the fencing and dueling schools in Renaissance Europe, or the fencing styles mentioned in the fencing scene in the Princess Bride.

Jennifer Roberson has a series of books that revolve around two sword duelists, Tiger, a Sword dancer, and Del, a Sword Singer. He learned his skills at the shodo of Alimat. She learned her skills at Staal-Ysta, where magical swords can be combined with their sword styles. Their styles, training, and culture are all relevant and interesting.

You can't learn the sword styles without going to the respective sword schools.

If you enjoy that kind of lore and mechanics together, archetypes like the Aldori Duelis, and its entry requirements will likely be fun and appealing.

If you just want the mechanics without the lore, than an archetype like that is unlikely to appeal unless your gaming group decides to reflavor it to match your character (as a different dueling style with the same feats) or just does away with the restrictions as not fitting your table.

I like having those kinds of lore and mechanics requirements; I think they add a bit to the story and campaign, but some of the groups I've been in would not find them interesting.

I'm glad they included them, and they are easy enough to houserule out otherwise.

Happy gaming...


The rarity system allows the GM to restrict the availability of spells and items so that their existence, non-existence, or means of acquiring them fits the campaign and game world. It also allows the GM to have better control over material brought into their campaign -- to me it is kinda like the D&D 5e Adventurer's League PHB+1 rule.

"The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren’t more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world."

The Protection spell is uncommon, and so far as I can tell it is not on any of the deities' divine devotee benefits or included in any domain spells. Circle of Protection and Protection are uncommon on both the Divine and Occult spells lists.

I suspect they are uncommon because they interact with alignment, and the way they do may not fit all campaigns.

My two cents, anyway.

Happy gaming...


I think Darksyde has it right -- it only requires one peck to start feeling the affects of calcification, and the effects last until you either make enough saving throws to bring the Slowed condition on you to zero, or you fail enough saving throws to gain the Slowed 3 condition at the beginning of your turn, whereupon you turn to stone.

Calcification is an affliction with no onset time or duration.

"When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster’s spell DC.

On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.

If you fail the initial saving throw, after the affliction’s onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."

The Slowed Condition says:

"You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn."

Once you reach Slowed 3, i.e., you have no actions left at the beginning of your turn, the affliction final effect takes hold: "Once a creature’s actions are reduced to 0 by calcification, that creature becomes petrified."

And once you are petrified, you have to go through the process of resisting being turned to permanently to stone. Succeed your saving throws, and you are unpetrified. Critically fail and you are permanently petrified.

It does not have a duration when it stops affecting you, it lasts until you make or fail enough saves.

Failing one saving throw to a peck makes you afflicted with calcification. It does not require multiple pecks to move you along the line of affliction.

Multiple pecks resulting in overlapping failed saves would have no additional affliction affects as the rules say "Multiple exposures to the same curse or disease currently affecting you have no effect." Your Slowed status caused by the affliction would not change if you are hit by more pecks.

My two cents, anyway.

Happy gaming...


ErichAD wrote:
So with this interpretation, does that mean you can't use the shield block reaction with the shield spell unless you have the shield block feat.

The shield spell is different.

The shield spell specifically says you can use the shield block reaction. After you do, your shield spell ends, and you can't use it again for 10 minutes.

While perhaps inelegantly written, I think the best reading of the ki strike spell is that it works with flurry of blows if you have the ability. It does not grant it to you. The spell was originally written for the monk class, and all monks have that ability.

Happy gaming...


Actually, I don't think that is correct.

I can see why the rules can be read that way.

However, looking at the Encounter Mode section in the CRB on p. 486, it says:

"Step 2: Play a Round: A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn."

This would not seem to allow you to delay into the top of the next round.

Delay (p 470, CRB) says, "You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn."

Delay removes you from the Initiative order, but it does not say that you can go past the end of the round.

Normally, I think they would say that you could delay until the beginning of your next turn if that's what they meant.

I can see the argument to allow it, I don't think it would be necessarily unbalanced to allow it since you still essentially lose your turn in the current round when you delay into the new round and reset your initiative number, but I think the stronger rules interpretation is that you cannot delay outside of the round you are in.

Happy gaming...


Ravingdork wrote:
Captain Morgan wrote:
You can't homebrew items in the system as written. That's intentional.

There's no such thing as a system that you can't homebrew. That's kind of the point of homebrew: to make new things in a system that doesn't have those thing on its own yet.

Captain Morgan wrote:
Custom items created serious balance problems in PF1 that they didn't want to happen again.

Do you have a source, such as a developer quote, for this?

Captain Morgan wrote:
Obviously you can house rule it, and Inventor seems like a good feat for it thematically, but at that point you're playing Calvinball.
Calvinball?

From the Calvin and Hobbes comic strip: https://calvinandhobbes.fandom.com/wiki/Calvinball.


Just my two cents...

To upgrade a +1 weapon to a striking weapon, you need 65 gp for the rune, and someone has to make a craft check to successfully apply the rune to the weapon.

Assuming no one in the party can do it (or wants to spend the time), then the party needs someone else to do it.

If the seller of the rune also has the necessary magical crafting skill, the GM could assume the seller applies it for free as part of the sale.

This does not have to be the case, though.

The seller could be just a merchant without any crafting skills. In which case, you have to find and pay someone to apply it.

The seller could be also have the magical crafting skills, but feel their time to apply the rune is not included in the cost of the rune itself. (Especially if the GM decides to allow a chance of failure on the craft check that the NPC would be responsible for making good at their cost.)

In either of these last two cases, there could be additional time to apply the rune if the magical crafter is busy, and they might charge extra to do it, etc.

Similarly, whether a particular seller has a desired rune already prepared or won't start it until it is ordered can be handled simply -- always available, or more complicated -- usually make on order because of the cost of making them and the risk of them being stolen if you keep a large amount on hand.

Both the simple and complicated ways are within the rules of the game, and really depend on the type of game the group is playing. Want to gloss over the details of getting armor and weapon improvements, keep it simple. Want to have more engagement with the crafter and crafting process, make it more complicated.

Happy gaming...


Another Updated Version of the Residual Mutagen Feat

Ok, reaction feats don't seem to improve in effectiveness by level.

So, options are to play it without escalation (maybe create higher level versions that improve), or increase the times per day you can use it.

This version increases the times per day you can use it.

Residual Mutagen (Reaction) – Alchemist Feat 1 (Draft 5)
Trigger: You are about to take damage
Requirements: You must have consumed a mutagen since your last Rest.
Frequency: Once per day, increases to twice per day at 11th level and to three times per day at 17th level.
Effect: You collect the residual mutagenic energies running through your system and metabolize them to gain 5+ Int Modifier Temporary Hit Points that last for one minute.

I'm happy with that version for now.

Happy gaming...


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Updated version of the Residual Mutagen Feat

Spells and feats that give temporary hit points seem to be pretty stingy.

So, I have gone back and policed up the formatting a little, and added some slight scaling. This is a level 1 feat, so it shouldn't be too strong compared to other feats, and it is already comparable to the level 2 spell False Life (duration is the biggest difference, but this seems about balanced since you are getting to use the temp hit points exactly when you need them). False Life can be heightened to add +3 Temp Hit Points for each +1 level it is cast at. This feat includes scaling to make it a little better, but keeps this spell in mind. The scaling points are set to when the Mutagenist's perpetual mutagens increase at level 11 and 17.

Residual Mutagen (Reaction) – Alchemist Feat 1 (Draft 4)
Trigger: You are about to take damage
Requirements: You must have consumed a mutagen since your last Rest.
Frequency: Once per day
Effect: You collect the residual mutagenic energies running through your system and metabolize them to gain 5+ Int Modifier Temporary Hit Points that last for one minute. (Increases to 8+ int Modifier at 11th level, and 11+ Int Modifier at 17th level).

Happy gaming...


Melfast wrote:
Zwordsman wrote:

As an additional note. Mutagenist + that lv 2 mutagen eating feat. Means they can be pretty good at skill monkey moments. Item bonuses for basically any situation.

Spending 1reagent for 3 typeps. Means you can spend like 2 or 3 reagents on mutagen and have 1 or 2 for every kind of situation you're character is skilled in. (Or all of them if you have pathfinder agent dip)

You can immediately end it after via that lv 2 feat (and net a small hp heal). This workrs rather amusingly with pepetual if you chose one that is widely ueful for skill moments.

Presumably, for the pepetual mutagens (andf or higher level longer lasting mutagens) the bonuses/debuffs would apply during exploratory sequences.

Itemb onuses to s kills aren't impossible to get or anything. But I do think that is worth mentioninng.

So whatever replacement or changes take place shouldn't close off the idea of a "skill mutant"
==================

On that draft from the previous post.
If it something like that, I almost would want it to be reaction ability instead. And not last an hour, instead last 1 min or some factor of the mutagen you consumed's duration.
Instead of being a riding "extra hp" effect. and it wouldn't be worth 1 action in a fight itself.
But as a reaction to taking HP damage, it would be quite unique and useful. Also it fits thematically that once your adrenelaine started kicking up it messes with the left over reagents in your body.

Funny thing, I originally had it as a free action that lasted a minute. I made it longer since it is once per day and the False Life Spell is 8 hours. I ended up taking the action cost and traits from the Revivifying Mutagen Feat. Making it a reaction to taking damage may work, too, and further distinguish it from The Revivifying Mutagen Feat. One minute on a reaction seems right, and the reaction is probably better for the Mutagenist then spending a regular action.

Changing it would look like this:

Residual Mutagen (Draft...

I think I've settled on my suggestion for this feat until I get a chance to playtest it:

Residual Mutagen (Draft 3)
Alchemist Feat 1
Requirements: You must have consumed a mutagen since your last Rest.
Once per day as a reaction to taking damage, you collect the residual mutagenic energies running through your system and metabolize them to gain 5+ Int Modifier Temporary Hit Points that last for one minute.

It is unique to Alchemists, requires you to have used a mutagen that day, is a reaction, has a short duration, and can only be used once per day, so it seems like it is not abusive. Essentially, you burn up all the residual mutagens in your bloodstream in one, big moment of adrenaline.

Happy gaming.


Zwordsman wrote:

I would be pretty happy with that myself. It doesn't block off any specific style of combat (melee, ranged, switch hit, caster).

it is universailly useful. It gives the class a reaction which I don't think it has much of.

One consideration would be. How often? Once per min? Or is it once per mutagen (i.e.you can only do it again if you've had another dose).
Off hand. I would attach it to having another dose in your system.
though that is potentially spammable with pepetuals... but so is revivfying. So I think that is fine.

I don't know, off hand, how the game handles temp hp,a nd which is lost first though.

Reaction abilities/feats seem to generally have immediate effects and very short durations. There are a handful that have one a day limits (i.e., Tricksters Ace (level 18)). None seem to provide Temporary Hit Points, so I think Residual Mutagen would need to be either once per day or not a Reaction feat.

Reusable Temporary Hit Point abilities seem to have higher levels, limited effects, and take an action.

For example, the Renewed Vigor Barbarian 8th level Feat allows the character to take an action while raging to gain Temp Hit Points equal to half their level + Con modifier. These last until they are used or the character takes a Rest. The primary limit is that you have to be raging, but it also has a higher level requirement and an action to use, presumably because it is reusable within the same encounter.

So, if a class feat, Residual Mutagen would probably need additional limits on when it can be re-used, since their is no real penalty for using it outside of the action. Probably the need to have consumed a mutagen since the last time you used the feat, combined with a limited duration such as a minute.

I'll think about it some more...

Happy gaming.


Zwordsman wrote:

As an additional note. Mutagenist + that lv 2 mutagen eating feat. Means they can be pretty good at skill monkey moments. Item bonuses for basically any situation.

Spending 1reagent for 3 typeps. Means you can spend like 2 or 3 reagents on mutagen and have 1 or 2 for every kind of situation you're character is skilled in. (Or all of them if you have pathfinder agent dip)

You can immediately end it after via that lv 2 feat (and net a small hp heal). This workrs rather amusingly with pepetual if you chose one that is widely ueful for skill moments.

Presumably, for the pepetual mutagens (andf or higher level longer lasting mutagens) the bonuses/debuffs would apply during exploratory sequences.

Itemb onuses to s kills aren't impossible to get or anything. But I do think that is worth mentioninng.

So whatever replacement or changes take place shouldn't close off the idea of a "skill mutant"
==================

On that draft from the previous post.
If it something like that, I almost would want it to be reaction ability instead. And not last an hour, instead last 1 min or some factor of the mutagen you consumed's duration.
Instead of being a riding "extra hp" effect. and it wouldn't be worth 1 action in a fight itself.
But as a reaction to taking HP damage, it would be quite unique and useful. Also it fits thematically that once your adrenelaine started kicking up it messes with the left over reagents in your body.

Funny thing, I originally had it as a free action that lasted a minute. I made it longer since it is once per day and the False Life Spell is 8 hours. I ended up taking the action cost and traits from the Revivifying Mutagen Feat. Making it a reaction to taking damage may work, too, and further distinguish it from The Revivifying Mutagen Feat. One minute on a reaction seems right, and the reaction is probably better for the Mutagenist then spending a regular action.

Changing it would look like this:

Residual Mutagen (Draft 2)
Alchemist Feat 1
Requirements: You must have consumed a mutagen since your last Rest.
As a reaction to taking damage, you collect the residual mutagenic energies running through your system and metabolize them to gain 5+ Int Modifier Temporary Hit Points that last for one minute.


Follow-on to my last post...

I realized Residual Mutagen was intended to an action and not be a free action.

Looking at what each Research Filed gives the alchemist, I've reconsidered this as a class ability (unless all of the Research Fields get a new ability in a later class update).

I think Residual Mutagen is a great Level 1 Feat. For a combat Mutagenist, I think it would be better than the other class feats available, and if you are not creating a combat focused Mutagenist, you are not pigeonholed by another ability that pushes you that way.

Also, if this is a level 1 ability/feat, my idea of Item level + ability modifier is too high. By comparison, the 2nd level spell False Life is very similar and grants 6 HP plus spell casting ability mod temp HP for 8 hours.

Given it is level 1, I'd probably change it to 5 + the Mutagenists' Int Mod with a duration of one hour. Thematically, its meant to be a boost that burns some residual alchemical concoctions still in your system (so a shorter duration). You also don't have to provide any reagents.

Also, there would be some overlap between Residual Mutagen ability/feat and the Level 2 Revivifying Mutagen Alchemist Feat:

"While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself. This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen."

If we were to use the original version of Residual Mutagen, the Mutagenist could metabolize a current mutagen for one action, heal, and use Residual Mutagen to immediately restart the mutagen for another action. This is not bad, it takes two actions which could have been use to draw and drink an Elixer, it's just something to think about.

If we were to use the temporary hit points version, then the Mutagenist could metabolize their current mutagen, heal, and then use Residual Mutagen to gain temp HP for another action. Given their general melee weakness, this may end up being a better option for a combat focused Mutagenist then just getting an mutagen back. And, actually they could use it while remaining under the effect of their current mutagen and just slap some temporary HP on themselves with an eye to healing later.

I think I'm leaning toward still using my two replacement abilities for the two original Research abilities that don't work, and adding Residual Mutagen as a feat in its temporary hit points form. Temp hit points don't change the number of items a Mutagenist can create and with a one hour duration it is not an all day ability, so it is useful without being as strong as the second level spell. I like the ability to get back a used mutagen, but on reflection I also like not overlapping with the core Wizard Drain Bonded Item ability, so it stays special to their class. Residual Mutagen would be unique to Alchemists, although not to Mutagenists.

(Note: You could just cook this into the Mutagenist Research Field as a base ability if you want to give them a larger boost, but then I think you would also need to add a similar ability to each of the other Research Fields, which give abilities similar in scope to my revised Research Field abilities and nothing like this, which would likely make the Mutagenist Research Field have better base abilities).

Residual Mutagen (Draft)
Alchemist Feat 1
Requirements You must have consumed a mutagen since your last Rest.
You collect the residual alchemical energies running through your system. You metabolize these residual energies to gain 5+ Int Modifier Temporary Hit Points that last for one hour. This uses a single action, which has the concentrate and manipulate traits.


Ediwir wrote:

Kinda works like an alchemical version of- STOP THE PRESS I GOT IT

Mutagenist:
You gain access to the Residual Mutagen action.

Residual Mutagen [>>]
Frequency once per day
Requirements You haven't acted yet on your turn
You collect the residual energies running through your system. You gain the effects of a mutagen you already drank this day, as if you drank a new dose.

I like this idea. It is similar to the Wizard Drain Bonded item ability that lets them recall a spell they already cast. It is also simple to add, and is pretty well balanced (giving a slight edge in the action economy once per day).

Adding an item bonus is problematic, and ends up allowing Alchemists to break the +4 limit of other crafted items that the system uses to balance items.

The two ideas I submitted above were intended to be direct replacements for abilities that don't work rather than class enhancements. The Mutagenist was built to have better unarmed abilities than the other Alchemists and to be slightly better at using Mutagens than other Alchemists, and that is what my two replacements did. (I did not note, but probably should have, that the replacement of unarmed training with unarmed weapon specialization while under the effect of a Mutagen, makes the Mutagenist better with the Major Bestial Mutagen than the other Alchemists).

I realize my fixes and some of the others strongly lead to one kind of Mutagenist, but each Alchemist was seemingly built to primarily help fill one niche in the Party: Mutagenists for melee, Bombers for ranged, and Chirugeons for healing. This could be changed, but it would be a major revision of the class that would in all likelihood delay us getting an acceptable errata, which will come quickest if it makes the least changes to the overall class and requires the least amount of playtesting to implement.

Temporary hit points seem to be a popular fix as well, and maybe instead of Residual Mutagen letting you get a free action use of a Mutagen you already took, it instead metabolizes a previously drunk mutagen and gives you temporary hit points equal to the item level of the Mutagen plus your Int bonus (Or maybe Con bonus) for one minute.

Happy Gaming...


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I think the better approach is to not try and use an Item bonus. Since they don't stack, there is a chance they will not end up providing any benefit, and they feel like a fiddly patch.

My house rule fix until there is an errata will be:

New wording: "While under the effect of a mutagen you brewed, you gain access to the critical specialization effect for unarmed attacks, and any drawback penalties to saving throws from the mutagen are reduced by one."

This seems to line up with the original intent of enhancing unarmed attacks and making you better at taking mutagens. It reduces only one of the typical penalties. So, it does not lessen the value of the level 20 class ability, and nothing else has to change or interact with it in the game.

My two coppers...


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In Jason's Knights of Everflame Geek and Sundry actual play, he let 2 PCs ride on a phantom steed. If it's good enough for the lead designer, it's good enough for me :)