Grim Ranger wrote:
Incorrect. If you only spend 4 days crafting an item, you have to pay full price at the end of those 4 days. It's only if you spend more time crafting after the initial 4 days that you start to get a discount.
The existence of one method of increasing proficiency doesn't invalidate other methods of increasing proficiency; a rogue with Goblin Weapon Familiarity becomes an Expert with a Dogslicer when he gains Weapon Tricks at level 5, and a Master when he gains Master Tricks at level 13. Goblin Weapon Expertise is useful for characters that don't automatically gain Expert proficiency with all simple weapons, which at this point is just the Wizard and the Cleric.
You can also do beak claw claw for +21 3d8, +17 3d6, +13 3d6
Mighty Rage is a free action, so it essentially lets you use one of your class feats which require you to be raging as part of starting your rage.
For example, take a giant instinct barbarian with the Giant's Stature. Normally, you would have to take an action to start raging, then an action to use Giant's Stature and grow large, which only leaves you one action to do anything with on your first turn. With Mighty Rage, you use Rage and Giant's Stature as a single action, starting your rage and growing big, while still having two actions to do something like Sudden Charge.
They do not get the feat for two reasons.
There's only 75 ways for humans to arrange their ancestry boosts.
There's 15 options for arranging two boosts
and there's 20 options for arranging three boosts, each of which has three options for arranging two flaws
+Str +Dex +Con
+Str +Dex +Int
+Str +Dex +Wis
+Str +Dex +Cha
+Str +Con +Int
+Str +Con +Wis
+Str +Con +Cha
+Str +Int +Wis
+Str +Int +Cha
+Str +Wis +Cha
+Dex +Con +Int
+Dex +Con +Wis
+Dex +Con +Cha
+Dex +Int +Wis
+Dex +Int +Cha
+Dex +Wis +Cha
+Con +Int +Wis
+Con +Int +Cha
+Con +Wis +Cha
+Int +Wis +Cha
Are there any higher-level alchemical items? In the playtest, there were absolutely no new items other than poisons from level 4 to 19 (and the level 20 philosopher's stone and elixir of rejuvenation needed a feat to get them), and everything above level 10 were poisons, bombs, mutagens, poisons or elixirs of life.
Alright, just for the sake of having the numbers out there somewhere instead of rattling around in my head, I'm going to compare how the bomber's perpetual infusion bombs compare to cantrips.
Levels 1-6: Casters have cantrips. They do 1 die of damage, adding their casting modifier once they hit level 5. Bombers have nothing. Not a strong start for bombers.
Level 7-8: Bombers finally have at-will bombs. They're minor bombs, so they do 1 die of damage (and maybe +splash damage? I'm going to be nice with them and assume that the target of a bomb takes splash damage on a hit), versus the 1 die + casting modifier that cantrips do, so same amount of damage. And at this level, alchemists have expert proficiency with their bombs, versus the merely trained proficiency casters have, so they're more accurate! A win for bombers!
Level 9-10: Bombers haven't gained anything. Casters, however, gain a die of damage with their cantrips and can now pick up a lesser spell duelist's wand and gain a +1 item bonus to their attack rolls with them. Now cantrips are just as accurate as bombs and outdamaging them.
Level 11: Bombers can now throw lesser bombs at-will, dealing 2 dice + Int damage, putting them on par with cantrips again.
Level 12: Casters become experts with their spells, now giving them the edge in accuracy over the bomber.
Level 13-14: Bombers gain a proficiency boost with their bombs, now putting them at master. However, casters can now grab a standard spell duelist's wand, meaning cantrips are still more accurate than bombs. In addition, bombs get a damage bump at level 13, putting them ahead of bombs at 3 dice + casting modifier damage.
Level 15: Bombers can now throw moderate bombs at-will, dealing 3 dice + Int damage, putting the damage on par with cantrips, but still less accurate.
Level 16: Casters gain another bump in their casting proficiency, making them even more accurate than bombers.
Level 17-18: Bombers can now grab a pair of alchemist goggles, giving them a +2 item bonus to attacks made with their bombs, finally catching up to the caster's cantrips in accuracy. Except not, because casters can now grab a greater spell duelist's wand, making them again more accurate than bombers. In addition, their cantrips go up to 4 dice + casting modifier damage, again pulling ahead of bombs in damage.
Level 19-20: Casters gain legendary proficiency in spellcasting, pulling ahead in accuracy even more.
During the course of level 20: Casters can grab a supreme spell duelist's wand, cementing them at 3 points more accurate than the bomber.
Now for some final thoughts
Is there any way for non-mutagenist alchemists to get access to mutagens? Because if not, it seems bombers have completely lost access to item bonuses for their bombs.
Also, do Perpetual Infusions/Potency/Perfection work with Double Brew/Alchemical Alacrity? Because if not, it looks to me that the Perpetual bombs are still weaker than caster's cantrips.
Stephen Ross wrote:
The blog post that Paul links says that in Core, non-Wizard casters can add spells to their class spell list with scrolls.
Other PCs able to cast spells—spontaneously or from a divine spell list that does not depend on a spellbook—can learn spells they find in scroll form so long as they buy the scroll and expend it to add the spell to her list of legal spells; spontaneous spellcasters must still expend known spell slots in order to learn the spell. These PCs cannot learn non-Core spells from spellbooks.
WEAPON SPECIAL PROPERTY AND CRITICAL HIT DCS wrote:
Some weapons that explode or cause critical hit effects (see page 182) allow the target to attempt a saving throw. The DC of such a saving throw is typically equal to 10 + half the weapon’s item level + one of your ability modifiers. Unless stated otherwise, the ability modifier corresponds to the ability score you’d normally use to make an attack with that weapon (Dexterity for a ranged or thrown weapon, and Strength for a melee weapon). Any penalty you would normally take to your weapon attack roll also applies to this DC, including penalties from the weapon’s range increment.
On page 181. So yes, the penalty to attack rolls applies to the save DC of all explode weapons.
Spell Duelist's Wand/Gloves give you an item bonus to ranged/melee attacks with spells.
Traps which require a certain proficiency to disable are a thing (see the examples on page 343; "disabling" a hidden pit trap doesn't have a proficiency prerequisite, while disabling a spear launcher requires you to be Trained, and disabling a poisoned dart gallery requires Expert proficiency), and page 336 does have a section discussing proficiency-gated tasks.
It's on page 218
Starfinder Core Rulebook wrote:
Items with a specified usage use a battery that comes fully charged when purchased. Such batteries can be recharged as normal using generators or recharging stations (see Professional Services on page 234), or they can be replaced (see Table 7-9: Ammunition for battery prices).
Chia Red wrote:
According to the FAQ, the Promethean Alchemist's homunculus companion falls under Biped [hands], not Plant/Verminous. Additionally, unlike animal/plant/vermin companions, they can activate magic items, which may well include wands.
That's an update added to the end of the existing FAQ. Read the full thing here.
I'm pretty sure Onikokoro was talking about getting a ring for the Xiao (winged monkey)
Wei Ji the Learner wrote:
You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
all it takes is a ninja finding 1 poisons creature in quest.. and then you have the whole party with poison coated weapons..
It still takes time and money to craft poison, and there probably won't be time to craft during a scenario. Plus they'd still be restricted to crafting the poisons allowed by Additional Resources, I see nothing that would suggest otherwise.
Like I said above, no one suggested allowing ninjas the ability to craft any poison they'd like; they'd only be allowed to make poisons listed as legal in Additional Resources, just like alchemists, investigators, poisoner rogues, etc.
is it fair that they get them cheaper than others?
I'd say it's more than fair. Poisons aren't exactly the most useful thing, and a fair number of common enemies (undead, elementals in season 8) are completely immune to them. And unlike alchemists/investigators, there's no archetypes they can take to trade it away, so they're stuck with it.
Its much simpler to have any class ( or archetype) that has " poison use" can buy the poison- from the list
It may be simpler, but the fact of the matter is that other classes that gain Poison Use can craft poisons, and I see no reason to exclude the Ninja.