So as not to Necro an old thread, which didn't answer the question anyway.
Medical Expert wrote:
The problem being that the DC for treat deadly wounds is set by the equipment, not the skill, and while basic and advanced medkits have DCs for Treat Deadly Wounds, medpatch does not and Sprayflesh assumes special circumstances in that they don't receive the healing until a ten minute rest.
My question is what would the DCs for this feat be?
An additional question: how would this feat combine with battlefield medic?
Battlefield Medic wrote:
When you attempt a Medicine check to stop bleed damage or administer first aid to a dying creature, you can choose not to roll your expertise die in order to also automatically treat deadly wounds on that creature if your Medicine check is successful. The DC for the check is based on the medical equipment used, using the DC for treat deadly wounds + 5. This does not count as the treat deadly wounds treatment for the purposes of how many times per day a creature can receive this treatment, though a creature can only benefit from battlefield medic once per day. If you also have the surgeon expertise talent, you can increase the DC of a battlefield medic-related Medicine check by a total of 10 to use battlefield medic to treat deadly wounds on a creature one additional time per day (which does not count as a use of the surgeon expertise talent).
Kevin Willis wrote:
This quote got me really thinking about Archetypes in Society, and I thought it would be enlightening to have a discussion about them. Why some people like them, why some don't, which are considered good, which are considered bad, and why.
I currently have only one character with an archetype, but he is one of my favorites.
Overwatch is a Cyberbor Starfinder Data Jockey Android Operative, Hacker Specialization 5. Should be level 6 by the end of the month. So far he's lost one exploit for Fast Retrieval. I chose Mysticism for the ability.(" I don't bother to learn about inane mystical mumbo jumbo. If I need to know I'll Google it.") At level 6 he will get System Guru instead of another exploit. At level 9 he will get Tactical Analysis and his trick attack will be delayed. He chose Alien Archive as his 4th level exploit.
I haven't really had much opportunity to apply what he's gained from the archetype yet, neither am I really hurting from the loss of exploits. Alien Archive was the only one I really wanted because it complimented the purpose of the archetype extremely well. There are a few others that I like, but none of them really feel like must haves except Uncanny Shooter, and he can pick that up at level 8. Between System Guru from the archetype and Elusive Hacker, he'll have both a 50% chance of a Mulligan on countermeasures, and a roll twice on any computer who's tier is no more than half his level. We'll be playing Data Breach sometime in the next few months and I feel like that Scenario was written for him. A hacking/espionage Dataphile mission? Sign me up!
Probably the only thing that hurts is at level 9 I'm forced to make a choice between Trick attack and Tactical Analysis, and even if I choose to Trick Attack my damage increase is delayed thanks to Tactical Analysis. Makes me wish the envoy improvisation Hurry, or Haste, wasn't so restrictive on the bonus move action. But I still see potential value in making it where my allies can bypass some of the enemy's resistances. Especially at higher levels.
The Steward officer looks like a fun archetype, but I haven't experimented with it.
The Augmented archetype looks really strong, with it's ability to supercharge personal upgrades, cheaper and more augments, if Overwatch wasn't a Data Jockey he would have been an Augmented. I haven't had the chance to play an Augmented yet, but a friend of mine has. He hasn't told me how he's liking it so far though.
What are everyone else's thoughts on Archetypes? Do you have a favorite? Has there ever been a time where an ability granted by an archetype came in clutch? Would love to hear what you think!
I thought I would open discussion on Envoys because I've noticed an odd trend, particularly in the playtest section of the forums. That trend is basically " be careful doing this, or you end up with another Envoy problem."
What exactly is "the envoy problem"? Maybe I'm just not seeing it, but from my experience an Envoy is both fun to play and useful to have. But at the same time, they're not overpowered. Is it the improvisations? The skill expertise? Weapon kit? What about Envoys makes them a problem?
So... Due to a mission that may or may not have happened -depending on how privy you are to confidential Dataphile and Acquisitives material- I have come into possession of a... Thing.
This "thing" is nothing I have seen before. Scouring the Infosphere and digital libraries on topics of catalogued life forms and life science has turned up nothing. I have come to the conclusion this creature is as of yet in catalogued by the Pact Worlds. Given it's physiology I have decided to call the species "Sharktopus" until such a time that a better name is presented. I have named my Sharktopus House Guest for obvious reasons, which I will now abbreviate to HG for simplicity's sake.
My dilemma is that I am an Android who lives in Aballon's industrial district, and this is an organic life form. I already had to pay an alarming sum to have atmosphere scrubbers and oxygen generators installed in my residence for HG's comfort. Local foods don't seem to appease it. Worse still, it exhibits an exhuberant personality that is damaging precious technology of our now shared home, but I don't wish to discourage this behavior lest doing so stunts HG's social development. I worry about HG's safety. Missions are dangerous affairs and exposure to other agents and hostile environments both bring up awkward questions and put HG's safety at risk, but I don't think leaving him at home alone would be good for his health or safety either. Androids don't have children, but if this is what it's like for human parents I don't envy them this experience.
I cannot bring this discovery to Fitch or other Society leadership without begging the question as to where I found it, and so I bring this to you, my fellow agents. HG's species seems to have the ability to self replicate, and so I am hoping there are other Sharktopus owners out there who can give a new Sharktopus owner some advice. Of course, even advice from other pet owners on how to juggle the job and the responsibility would also be appreciated.
I have not seen anything in the guild guide that says a tracking sheet is necessary for tracking a person's inventory. However I do believe that tracking inventory can make keeping track of one's credits and budget a lot easier. However there is no official starfinder tracking sheet. Has there been any talks about making one? I suppose the Pathfinder tracking sheet would be a semi-decent stand in but I feel that I would like a starfinder branded tracking sheet that better matches the unique situation of starfinder and how items in starfinder work. For instance on the Pathfinder tracking sheet for consumable items it has 5 groups of 10 boxes. this is fine for arrows which come in groups of 20 or wands which come with 50 charges, but what about all the different guns in starfinder?
Firstly, the In Defense of Honor encounter for tier 5-6 has listed for tactics of the enemies
Use the tactics for subtier 5-6.
I assume it means tier 3-4?
I also have a lot of questions concerning the Void Hantu boss fight.
During Combat The void Hantu attacks the nearest target with it's tendrils and uses it's gravitic pull attack to pull targets closer so it can make attacks of opportunity with it's tendrils.
And gravitic pull says this:
Gravitic Pull (Su) As a standard action, a void Hantu can alter the gravity between itself and a target. The void Hantu selects a target within 40 feet; that target must succeed at a reflex save (DC 17) or be pulled 20 feet closer to the void Hantu. This movement provokes attacks of opportunity.
So to me this suggests the goal is to attack with tentacles, and use Gravitic pull to yank people through it's reach to provoke attacks of opportunity. But I'm seeing a few issues with that.
For one, I see nothing in the creature's statblock in either subtier stating it's tentacles have reach. If I were to try to act on these tactics using the statblock as written, no attacks of opportunity would be provoked with Gravitic pull. There's is also the issue of the fact that as written a tendrils attack and Gravitic pull are both standard actions, so it can't do both like the tactics seem to indicate. So I find myself wondering if the lack of reach is a mistake in need of errata, and if it's Gravitic pull is supposed to be a move action.
I also have some concerns of the difficulty of this fight as the void Hantu has a perfect fly speed of 30 feet, in a room with a 50 foot cieling. Even with a five reach this seems like a tpk machine, because the Hantu can fly to be 20 feet above a party members and do Gravitic pull. It's a DC 17 even at low tier, which is a challenge for anyone in tier. If they fail, they now get yanked 20 feet into the air to be adjacent to the Hantu, then start to fall. Now they are leaving a threatened space and the core rulebook book says any movement out of a threatened space that is not a guarded step provokes an attack of opportunity. So now it gets it's tendrils attack, which with a +18 to +22 in low and high tier respectively is almost guaranteed to hit. This does either 1d8+11 or 2d6+13, and now they have to make either a DC 17 or 19 will save to halve mental score damage. And then even after all that, they're taking 2d6 additional damage from the 20 foot fall. His tactics say to prioritize casters, and that much damage could drop a caster in just 1 to 2 rounds. Now maybe as a solo boss the party can focus it down, except it's also incorporeal, which means in all likelihood the party is doing half damage, and it's a big bag of hit points at 124 and 174 respectively. By comparison I'm running dead sun's book 5 and my level 9-10 is struggling hard against incorporeal enemies with 105hp. And we're expecting a party Of 3-6 to handle this?
I've been building a lot of characters. Like it's become an addiction. And the more I do it, the more I'm starting to see that Theme bonuses to ability scores at first level... probably have zero impact on how your character grows, mechanically speaking. You could probably role play it maybe, like "oh, I'm con 13, I'm just a little tougher than the guy with Con 12" but ultimately it doesn't reflect in play. The reason for that is how ability bonuses work on level up.
Don't get me wrong, I love the way leveling up ability scores works now. You level 4 scores every 5 levels, and if the score is 16 or lower it goes up 2 instead of 1. if it's 17 or higher, it goes up 1. This has lead to me, and every other player at my LGS, to never build a character with an ability score above a 16. It ultimately gets us more ability score points in the long run, and allows us to build more rounded characters at first level that can grow to become more specialized as we level up and apply personal upgrades.
However, the bonus from Themes is only a +1. since it's a point buy system and penalties/bonuses to ability scores from race are all +2/-2, the +1 is not going to shift anything. You could pick a theme that gives you a +1 to your key ability score and push it all the way up to a 17, but when you hit level 5 that's going to go to 18 still, as if it was a 16. You could put it into a lower score, like maybe a secondary important skill, like say an operative with intelligence bumping it from say a 14 to a 15. However, again, because of how ability score level ups work that 15 will still be an 18 at level 10, just like a 14 could be an 18 by level 10.
In the end, it usually just means we have one floating point that goes wherever. Generally we end up just throwing it into strength for a little extra carriable bulk, but that feels like a disappointed application of one's theme. About the only time the ability bonus matters is if it's in a score you have no intention of improving, and at the same time is not in strength to give you more carry capacity. And other than this Themes are really awesome, because they provide a lot of role play flavor. it determines what you know really well, and what sort of things you are capable of pulling off beyond your class. People don't go "I'm an operative" they go "I'm an Ace Pilot". THey don't go "I'm a soldier" they say "I'm a bounty hunter". My Shirren Envoy Xenoseeker doesn't introduce herself as an envoy, she says "Hi! My name is T'cheknkai, but you can call me Teach. I'm a professor of Xenobiology in Qabara on Castrovel, and I like to go on expeditions to discover new races. Its nice to meet you!"
It just seems disappointing to me that for something that seems to have a huge impact in roleplay, it doesn't necessarily impact you much mechanically at first level besides a bonus class skill/skill point, and improved skill DCs on certain subjects. I feel in the future there should be an errata to make the ability score bonus more impactful. My thought is a +2 bonus to an ability score instead of a +1. My shirren would rather have a 16 in CHA because she's a Xenoseeker instead of a 14 and a random 11 strength because it wasn't worth making the CHA a 15 with that last floating ability point.
Would love to hear other viewpoints on this, but personally I hope I'm not alone in feeling that the ability score bonus from themes is pretty much useless.
For the ruling in question, it's this one.
Can I purchase spellcasting services at higher than the minimum caster level?
posted Mar 13, 2017
I got into a heated debate about this one with my GM after the game, because my third level character spent a prestige point for a Remove Disease, which then didn't work, and then I still ended up having to pay gold to get the disease removed or get marked dead. He mentioned this ruling as justification but initially neither of us could find it. Now that we've found it, I'd like to argue why this ruling is antithetical to the spirit of the game, and why it should be removed.
To home in on the key point here, it's the part of the ruling that states that any Spellcasting service purchased with prestige points is purchased at minimum caster level. However, any other spellcasting purchased you can pay more gold to hire a higher level caster. I think that spending prestige points should either guarantee success, or at least allow you to increase the caster level for things like Remove Disease and Remove Poison, also at a higher caster level. I don't think the prestige cost should be adjusted. And here's why.
In the case of my 3rd level character, he ended up spending nearly all the money he had earned from the scenario to stay alive. At low levels, that money lost hurts more than at higher levels because you're still trying to save up, or purchase essentials. You don't really have any surplus gold just lying around for such things. However, lower level characters especially seem to have more Prestige points available to them because most of the prestige costs eaten up later are in retraining, unfortunate deaths, and prestige awards. So a lower level PC may be better able to handle an unfortunate set back with a prestige cost than a gold cost.
But there's more to it than that. Prestige is a very finite resources that's hard to replace. whereas the amount of gold earned gets exponentially larger as you level, while spellcasting services remain about the same in cost. Prestige point gains however are largely uniform as you level, getting only 3 to 6 prestige per level. This makes it that much more of a precious resources as you go. Now while higher level characters here have the money to throw around to purchase spellcasting services, my attention here is on the respect given to Prestige Points as a resource. Being a very finite, precious resource, things that you spend prestige points on should be worth the point spent. In the case of magical healing, where your magical healing is at minimum caster level, it feels like a huge disrespect to that prestige and what you had to do to earn it when you get a third level caster who has to roll a 12 or better on the caster level check for say a Remove Disease, they fail, and that prestige point was effectively taken from you for nothing. You got zero for that prestige point. At higher levels too where the DCs of poisons and Diseases are typically higher, having that level 3 cleric casting spells for you is borderline useless.
Sure, higher level characters can fall back onto gold reserves, but lower level characters don't typically have that luxury. So when you pay prestige to cure a disease, fail, then still have to pay money to cure that disease or die, It feels like a punch in the gut. Like kicking a man while he's down. And these magical spellcasting services are pretty much the ONLY thing to spend prestige on that's available to those who have only the bare minimum of what they need to play.
Just my thoughts on the matter, and hoping to change a few minds about the subject.
I just recently bought Legacy of dragons and I've been reading through it. And I have some questions about how exactly the archetype works, centered around the Drake companion.
Size Tiny; Alignment any nongood; Speed 20 ft.; Attack bite (1d3), tail* (1d3); Ability Scores Str 8, Dex 17, Con 11, Int 4, Wis 10, Cha 7; Languages Draconic.
*This is a secondary natural attack
The Drake gets size increases at levels 5, 9, 13 and 17. If it's starting size is Tiny, then that means a DrakeRIDER cavalier will never be able to ride his Drake during normal games (levels 1-12). There is nothing in drakerider cavalier that indicates this Drake companion gets a larger starting size.
This ability replaces mount, tactician, expert trainer, banner, greater tactician, greater banner, and master tactician and alters cavalier’s charge.
Approved Order: A drakerider can join only an order approved by its mount. Suitable orders include order of the beast, order of the cockatrice, and order of the dragon, as well as other fitting orders at the GM’s discretion.
So there is nothing there that says this companion starts at a different size. But it does mention cavalier's charge at ninth level.
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.
This to me suggests that the archetype expects you to be able to mount by at least ninth level. But that's only doable if you're a small character. So I find myself wondering if the archetype intended the companion to be of typical mountable size for it's rider and just forgot to mention it? Or is it really as bad as it sounds?
I have a rules question about GMing evergreens, since I feel the rulebook is a bit vague on the subject. I bring it up because one of my GMs had GMed an evergreen, Emerald Spire Superdungeon Floor 1 over the weekend. This was his third time ever GMing the module. We were under the understanding that just like a player, you can always apply the Evergreen Chronicle Sheet to a first level character for credit even as a GM, but when I reported the event it automatically inserted the following note:
Next to his name is marked him as having no Prestige earned for the module.
So I go into the Season 8 Rule book, thinking we may have overlooked something. On Page 18 it reads:
Pathfinder Society Roleplaying Guild Guide version 8.0 wrote:
While this states explicitly that GMs can only apply credit to a second level character once per campaign mode just like players, based on my understanding, it doesn't directly state whether a GM earns credit each time when applied to a first level character. I also don't know if the omission of a direct statement that GMs can always apply credit to a first level character means that GMs can't apply it to as many first level characters they like, or even if they are allowed to apply them to first level characters at all. Some clarification on this would be appreciated, as based on the note in the system I'm not sure our initial interpretation of the rules was correct. Thanks.
So I have a question concerning the Tower Shield Specialist, and how his abilities work together. Particular in terms of the third level ability Tower Shield Training.
Tower Shield Training:
At 3rd level, a tower shield specialist gains armor training as normal, but while he employs a tower shield, the armor penalty is reduced by 3 and the maximum Dexterity bonus allowed by his armor increases by 2. The benefit increases every four levels thereafter as per standard armor training; if the tower shield specialist is not employing a tower shield, the benefits to armor training revert to the normal bonuses.
My question is how it interacts with Armor Training, which reduces Armor check penalty by 1 and increases max dex by 1 for armor. From how I'm reading it Armor Training applies specifically to the armor. Now the way the Tower Shield Training is written, How I'm interpreting it is that I get to reduce the ACP of both my armor and shield by another 3, and increase the max dex of both by 2. so when I'm using a +1 Full Plate and a +1 Darkwood Tower Shield, my check penalty for both items is a -4 for each, and for max dex it's a +3 for the full plate and a +6 for the Tower Shield. (+2 base, +2 for darkwood, +2 for tower shield training) Am I correct on this? I've been building my characters in hero lab and it's telling me my full plate has a Max dex of +2, and my tower shield has a max dex of +4. I don't think that's right but Hero Lab has found interactions I had missed before.
So I just finished the third part of the Quest for Perfection quest line. On the chronicle sheet,
it says that if I have completed all three parts with this character, which I have, "you may gain an axe beak as a loyal mount or companion". Now I use hero lab for building and tracking characters, and Hero Lab says that an Axe Beak costs 1500 GP as a mount. Now the Chronicle sheet does not say I have to buy the mount, but it doesn't explicitely say it's free either. Do I have to pay the 1500 GP?
I read the society rules over and over again, and I don't have access to my GM at hte moment, so I simply must ask: how exactly does fame and purchasing gear work? I understand it says that gear found in the core rule book, mundane items and +! items are all considered generally always available. But then it also says that depending on your fame, there is a limit on the value of items you purchase from your faction. So I have a level one, going on level two Fighter Tower Shield Specialist, and I want to sell his regular tower shield, and then buy a Darkwood Tower Shield. Now a Darkwood Tower Shield costs 630 GP, but since I have only 5 Fame I can only purchase items worth up to 500 GP from my faction. So can I actually purchase this shield between sessions or no? the way it's worded has me confused.