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Yep, indeed does look broken in the current version. This is how I am running it in my game and it's working pretty well:

Quote:

RESTORATIVE RECOLLECTION [no action/passive]

ANCHORING CONCENTRATE WITCHWARPER

Despite being stunned, there is a part of your mind in another reality still processing your situation.
When you lose actions due to the stunned condition, you lose one less action but reduce the stunned condition as though fully affected.
When you lose actions due to the slowed condition, reduce your slowed condition by 1 after reducing your number of actions.
Additionally, any time you would normally lose actions to stunned or slowed, you may also Recall Knowledge using any skill you are trained in as a free action with the anchoring trait.

This seems to

*keep the intended action balance of the original, while being mechanically usable.
-original reduces stunned by 2, or slowed by 1 but need an action to use the ability, netting you 1 action this turn from stunned and none this turn from slow
-this gets back 1 action from stunned and 0 from slow this turn, still reducing slow for future turns.

*keeps the anchoring effect at the cost of an action
-Original needs you to use an action for the ability and anchor and gives a free knowledge check.
-This gives a free knowledge check and anchor, but recovers one less action.

*Is actually usable
-triggers automatically on loss of actions, rather than needing that action you just lost
-If the original version was actually usable, there is never any reason *not* to use it, since it costs an action to recovery one or more actions. This just codifies that by making it a passive that recovers one less action.


I'm not so sure about the big buff part... Surprised this wasn't addressed in the recent Errata.

As worded RAW, the feat works with "Infused Reagents" so it either either:
A) No longer does anything (grants an ability that no longer exists).
B) Continues to work with the legacy feature as is. Nothing changes.

B is likely how I will play it with my gunslinger in my existing game.

Not RAW, but I expect that the intention would be the following, and hopefully we'll see an errata or clarification for this:
C) It gets the same overhaul as the Alchemist, Herbalist, and Poisoner dedication. The current restrictions and limits get replaced with Advanced Alchemy benefits. I.e.:
- you now get 4 crafts (vs your level in infused reagents)
- those crafts now craft 1 item instead of 2 (4 total vs your level*2)
- you no longer have a restriction on advanced alchemy level since that no longer exists.
- Still restricted to bombs and alchemical ammo
- batch fusing level-0 ammo should still give a batch of 10, since that's outside the normal dedication stuff.
- Munitions Machinist gets changed to "You can create up to 6 munitions items per day with advanced alchemy. Special: At 10th level or higher, you can select this feat a second time to increase the number to 8."

If I was running it with a new gunslinger I would run it with C, and I expect that to be how it works in society when the new playguide drops... but I could be wrong.

Big buff at level 1 (craft 4 items instead of 2), but overall nerf past level 2, less items overall (max 8 instead of 40) plus higher feat investment to get those more limited items (3 instead of 1). Less feat investment if you just want to craft a couple pieces of high powered alchemical ammo so it's better if you want a small splash of alchemy. It's a mixed bag.