P34, Half-orc Professional Focus. Making Profession a class skill is meaningless, as there are no classes that do not gain Profession as a class skill, and no way to make it not a class skill. Maybe some attempt at future-proofing, although I can't think of a reason a Starfinder class wouldn't have Profession as a class skill.
It would be nice if the Legacy Background Thassilonian Delver gave Thassilon Lore, rather than Thassilonian History, so it would mesh better with the Runescarred archetype from Lost Omens World Guide. Otherwise characters who are really into Thassilon stuff would end up with two basically identical Lore skills rather than improving one.
I really like the philosophy behind the new sanctioning procedure. For me, the attraction of applying AP credit to PFS characters was the access to neat new items and boons, not the gold and XP that I could pick up anywhere. Since feats, spells and other class abilities are now in the mix for rewards, it makes a lot of sense to have the chronicle be level-agnostic, so my character with the most interest in a unique ability or item can get access to it when I like.
However, while prone you may use the Take Cover action to gain a +4 circumstance bonus to AC against ranged attacks, even without an actual object to hide behind. Still flat-footed, but a net +2 (or better if you have Deny Advantage from rogue or barbarian).
Generally, PFS makes hard rules like the one I mentioned to clarify issues that are intended to be up to GM discretion. Sorry I wasn’t clearer in drawing that connection, which Vlorax made more cogently than I did. The rarity system for such issues just means you need to have a conversation with your GM, not that you can’t be a Lastwall Sentry who undertakes the path of Magic Warrior to better oppose the Whispering Tyrant.
In PFS you can spend Fame for a boon that allows you to be “from” an additional region, thus allowing a character from the Saga Lands who had taken the Runescarred archetype to also be able to take the Pathfinder Agent archetype, for instance.
Once the Lost Omens World Guide is added to additional resources, of course...
Another item to note is that the Assurance skill feat has the Fortune tag, so you can't use it for Earn Income or other downtime activities like Crafting. Everybody rolls! This does make Crafting a bit more risky than I'd originally thought since you can't just Assurance your way to a predictable result.
This strikes me as a little odd, as Assurance seems like the opposite of a Fortune effect (I will take a guaranteed mediocre result instead of trusting to the whims of chance) but seems to be intended.
Bob Jonquet wrote:
Second these thoughts (as well as Kevin Willis' earlier). Also, please think about how people will actually use these resources. Having a giant alphabetical list of the boons doesn't help people who are looking at what a faction has to offer; it is a big headache looking at the faction's list, finding the boon, going back to the list, finding the next one. Please organize the boons by faction, and by tier within the faction, the way that players will actually be looking them up.
As a move action, you can use Life Science or Physical Science to identify a creature. Is this considered a check to recall knowledge, eligible for the +4 bonus from an appropriate library chip? Should the DC be reduced by a relevant theme's knowledge ability?
I'm inclined to say yes to both, anyone have reasons they shouldn't work?
It has been very difficult making a fair assessment of the barbarian as a class when it's class features are so inscrutable. I don't know whether these issues are simple typos, the result of too many cooks, or due to multiple iterations of the class being kludged together, but some clarity and consistency of terms would be greatly appreciated.
I've found a corner case where it actually has some utility: The rogue feat that lets you count Thievery as a rank higher for disarming traps. Take 30 at level 9 lets me crush most traps. There may be some other feats out there that let you pretend to be a rank higher, I just haven't looked too hard for them.
Do computers/comm units have their own actions? Initiative? If you put a control module on an armor-mounted weapon, does the computer just fire it on your turn, or at some other time? What is the computer's ability modifier for save DCs, as for a critical effect or a weapon with the Explode property? How many actions can a computer take in a round; for instance, can a computer turn on a flashlight, fire a weapon, make an Intimidate check, and activate a motion sensor simultaneously?
There are a lot of interesting items and armor upgrades that I'd like to use if they didn't take an action to activate, so being able to have a voice-controlled computer run them with control modules would be nice. There just doesn't seem to be much clarity about what, exactly, computers are able to do.
Dragonblood theme just adds one round. You want to buy a Ferocity Blazon to double the duration, if you're trying to stack up intimidation.
That's right, I knew I was forgetting something. Leveraging Intimidate has gotten quite viable. Don't forget the improvisation that lets you demoralize when you toss a grenade, also.
This combo works well with all the Intimidate-boosting items, themes and such that are available out there, thanks to Knight's Challenge. Grim Trophies armor upgrade to apply a -2 damage penalty to shaken creatures, Cruel weapon fusion to apply sickened, Dragonblood theme double duration of shaken. With the Envoy's ability to get a big bonus to Intimidate, you can pretty reliably throw a pretty solid package of debuffs for several rounds.
Perhaps Natural Medicine could provide a buff to the base Treat Wounds mechanic? Reduce the time to treat wounds, add the d8+Wis to the total, or remove some conditions. I think there should be some design space for skills complementing one another, as breadth of knowledge and varied approaches to a problem can lead to more efficiency.
Regarding 1+Int splash, I wasn't playing the alchemist, so I assumed the feat they were using added their Int mod to the splash damage, rather than replacing it.
In all my years of gaming, through many editions of D&D, including Pathfinder, I have never seen "creatures within 5' of the target" to mean "including the target". In fact, the standard language is usually "the target and creatures within 5' of it" if the intent is to include the target in the effect. Combined with the "on a failure the target also takes the splash damage" part of the bomb description, it is much more reasonable to assume that the target does not take splash damage, except on a miss. That is the way bombs worked in PF1, and the language is pretty much the same in PF2.
There are a lot of Barbarian feats marked with the Action symbol, but which have text implying they should be free actions attached to another action.
L2 Internal Fortitude: 1 action, no keywords: "When you attempt a Fortitude save to recover from being sick..." If Internal Fortitude is its own action, shouldn't it say "Attempt a Fortitude save to recover from being sick?" As currently written, it seems like it should have the Free Action symbol, and the trigger "You attempt a Fortitude save to recover from being sick." Otherwise, as currently presented, it seems like you have to use an action to attempt the Fortitude save, then use the Internal Fortitude save action to gain the improved effect. Is that the intent?
L2 Raging Courage: 1 action; Barbarian, Concentrate, Rage: "When you Rage, reduce your frightened condition by 1." Again, if Raging Courage is supposed to be its own action, shouldn't it just say "Reduce your frightened condition by 1?" As written, it seems like it should be a free action with the trigger "You take the Rage action" and the effect "Reduce your frightened condition by 1". Otherwise, it seems like this power isn't useable at all; it has the Rage keyword, so it is only useable while raging, but the effect only comes into being "when you Rage," so the feat basically does nothing, except maybe in a few rounds when your current rage expires and you enter the next?
Many of the Totem feats have the same conflict between the Action symbol being present, and the actual text which usually says "while you are raging" or "when you Rage". Compare Animal Skin and Animal Rage. Both say "when you Rage" gain the following benefit, but Animal Skin does not have an Action icon, while Animal Rage does. Is it intended that totem powers take up even more of the barbarian's limited rage rounds? As it stands, if you want to use Animal Rage or most of the other totem feats, you pretty much waste a whole round between using the Rage action, activating a totem feat, and moving into position. You're even locked out of using Sudden Charge.
This is the only thread I've found discussing fundamental issues with the barbarian as its stands, rather than proposing various fixes, so if these issues have been addressed elsewhere, I'd appreciate a pointer, thanks!
Good point regarding the Minion trait, I'd misread that as the minion having two actions total, each of which had to be triggered individually. That being said, anyone on a regular horse does have the problem I'd mentioned.
Regarding the Charge trait, my point was that given the choice between a magic weapon that is generally useful, like a longsword, or one that is provisionally useful, like a lance, it makes more sense to go with the former. Thus, a character with a +1 longsword and a mundane lance has no reason at all to use the lance, since 2d8 is better than 1d8+1, and as the rules currently stand, a mounted PC with a lance can't use a shield, and still only has 5' reach (granted, a Small character on a Medium mount does seem able to benefit from the lance's reach).
I would also like to see this corrected. Unless the new standard for the Golarion lance is a two-handed overhand stab like the Sioux used to take down bison, I don't see how the traditionally European-style heavy cavalry of Mendev, or the Hellknights, or the Knights of Ozzem, function with a two-handed lance. Mounted combat is already an uphill battle for even marginal effectiveness, with the actions required to control a mount and the Charge ability's unexciting benefit, why deprive the character of the ability to spend yet another action on raising a shield?
Until a paladin takes Imposing Destrier at level 10, she can't even do a regular ride-by attack without giving up the ability to raise a shield. Assuming the Ride feat (without it, using a lance is pretty much impossible), she can Command her mount to Stride, then make a single lance attack, then Command the mount to Stride again. Its not exactly game-breaking to give the rider the option to raise a shield if they actually decide to stay put.
Considering that a lance is such a specialized weapon already, in the likely event that a cavalry-type character picks up a magical weapon, they will always be better of using a +! longsword, or even a +1 dagger, or a mundane lance because the Charge ability offers absolutely nothing to recommend a lance over literally any other weapon on horseback. Even a mundane glaive is better, as Forceful is probably going to be more generally useful than Charge.
This is how I built her out for Tier 5. We're just about to start Book 5, and haven't had any real challenges in starship combat, even with both our gunners being Str-based melee types (solarian and soldier) with a knack for rolling poorly. At Tier 5, I went ahead and got the basics out of the way, top-line sensors, medical bay, decent computer. My general build philosophy since has been to have two big guns, then max shields as much as possible. We haven't taken a single point of hull damage since the first time I upgraded the ship, due in large part to our tactic of rebalancing shields after final positions are established so they are maxed in the facing toward the enemy ship.
The whole point of these spells is to make others believe that a sound is coming from somewhere else, which is kinda hampered by the caster standing over there spewing mystic babble in a "loud and strong voice". Given that Ventriloquism and unheightened Ghost Sound have ranges of 30', there is no way that a creature capable of hearing the intended effect would miss the verbal component, which pretty much defeats the purpose of the spells.
5th edition just nixed the verbal component of Minor Illusion and several other illusion spells, is there any way that PF2 could replace the verbal components of Ghost Sound and Ventriloquism (and even many other illusion spells) with a Material (focus) component, or a second Somatic component? Illusions rely upon tricking a creature into believing that something it senses is real, which is hard to do when there is obvious spell casting going on.
From what it says under Potency Runes, the attack bonus is an item bonus, but the extra damage dice aren't called out as being typed, or even a bonus at all. Without the item bonus to hit, would +1 hand wraps of mighty fists still make Wild Shape natural attacks count as magic, for the purpose of resistance or similar?
If it is, indeed, possible to get the extra damage dice from handwraps of mighty fists, would it increase all dice, in the case of forms that have multiple dice (such as a bear's 2d8 or a beetle's 2d10), or just one of the component dice?
Without the ability to apply magical enhancements, it seems Wild Shape just keeps falling further and further behind other melee classes.
Can we please stop putting fusion seals into scenarios as if they were a solution to a problem in that scenario? Whenever I am running a table of relatively new players through an adventure where a fusion seal is found that seems perfect for whatever issue they are facing, the game grinds to a halt as I have to explain that it takes 24 hours for the fusion to take effect, which in turn leads to at least 10 minutes of arguing and griping and really drags the players out of the fun.
Both 1-14 Star Sugar Heartlove! and 1-15 Save the Renkrodas! present the PCs with a merciful fusion seal moments after they are asked to avoid dealing lethal damage. I'd thought that 1-14 was just a misapprehension on the part of the author, but seeing the same situation in 1-15 seems to mark a trend
I understand that the fusion seal rules are not the most intuitive, and that authors want to give players the chance to succeed in their adventures, but I always end up feeling like the bad guy when the players get excited about finding the solution to their problem and I have to deny them.
What would the save DC of computer-fired weapons be? I'm inclined to go with the PF rule of "a creature that doesn't have an ability score has a modifier of 0." Any reason that a computer-fired weapon with the Explode property shouldn't have a save DC of 10+half item level+0? Same goes for critical effects that call for a save.
It would be like an Old Spice commercial. "See this? It's a sandwich. Wait, now it's a laser pistol. Wait, NOW it's a dragonglaive!"
And yeah, definitely would have to be in cheapo form to activate, so no Calling back your rocket launcher after you get disarmed unless the baddie turns it back into a pistol.
That being said, would putting a control module for your weapon on your computer allow you to cause it to change forms remotely?
Is maze-core a cheap way to put Called or Glamered on a high-level weapon? If you want to be able to access your Devastation Blade or Plasma Cannon at the fancy dress ball, but don't want to shell out for Called or Glamered at level 7 or 8, just maze-core it with an Azimuth Laser Pistol for 385 credits, and throw the fusion on that.
Anacites are autonomous mechanical artificial intelligences. Several are detailed in Alien Archive, but no rules for PC anacites yet.
No mechanical universal translators, but Comprehend Languages and the Share Language spells exist, which basically do the same thing. Starfinder Society has a mechanical translator, but it only allows for the most basic communication.
When a pilot succeeds on a Flyby maneuver, does the pilot resolve the bonus attack during the subsequent Gunnery phase, or one of the gunners? One the one hand, only gunners act during the gunnery phase, but on the other hand the text of Flyby refers to "you," which seems to be the pilot.
"you can select one arc of your Starship’s weapons to fire at the enemy vessel"
If it is the pilot, is Flyby a way for a single-crew shop to make an attack without the penalty of the Snap Shot minor action?
Yeah, but the low tier Sand Brute has +1 Dex and +1 Init, so unless there are even more secret monster creation rules than those in Alien Archive, it seems likely that the high tier Advanced Sand Brute, which is identical except for higher stats, hit points, attacks and damage, would not have a LOWER initiative bonus. "It's a monster" works great when comparing PCs to NPCs, but on an apples-to-apples comparison, the discrepancy is more likely an error than some secret rule that CR 5 monsters with higher stats should have lower initiative than an otherwise identical CR 3.
IV bag on rolling stand
Pet python (sleeping)
Tray of sausages onna stick
Backpack beer dispenser
Literal monkey on your back
Oversized cooking whisk
Statue of a religious figure
STOP sign (maybe YIELD?)
All-seeing eyestalk of Nyarlathotep
Conjoined twin (sleeping)