Inevitable

Thomas Easley's page

* Pathfinder Society GM. 3 posts. No reviews. No lists. No wishlists. 20 Organized Play characters.


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Dark Archive

HammerJack wrote:
There is no rule that allows for replacing a duplicate skill feat in a case like this. In a normal home game, the GM could obviously make a special allowance, but Pathfinder Society doesn't have any special campaign rule to allow a replacement feat, either.

So I guess the next errata could make one to solve this issue in the future. The background fits the flavor as to why they use explosives as their main weapon of choice even those they are a fighter. We know that there are some elves in the mana wastes given that the pf1 pregen for the gunslinger is a half-elf. So my concept has legs to it and the uniqueness makes them even more tangible. You know that a strategy is workable when there is a meme that represents it.

Dark Archive

I have come across a rare issue while doing a character build and need an official ruling given that the plan was to use the character in organized play. It is similar to the subject of this tread. The two sources that are at odds with one another are the following:

1:the alchemist dedication provides the Alchemical crafting skill feat (here is the link to the dedication for those that need a refresher: https://2e.aonprd.com/Feats.aspx?ID=665)

2: the Alkenstar tinker background also provides the same skill feat (Alchemical crafting)
(here is the link to the background for those who need a refresher: https://2e.aonprd.com/Backgrounds.aspx?ID=88)

I know that this is a rare occurrence but I have been unable to locate a rule that would clear this niche issue. If one of the folks for pfs2/organized play have a ruling for this please let us know. Many people bring up the “skill proficiency overlap” rule as I personally call it but it doesn’t seem to call out this issue under that rule. Would I get a different skill feat that I qualify for or am I just stuck with 2 copies of alchemical crafting?

Dark Archive

I feel that classes for the Bat would be Investigator (maybe 7+ lvl here) as the main class, ranger (3-5 lvl here) as the secondary class, and just a plush of monk (maybe 1-2 lvls here). Let's face the facts here Bat Man is an investigator/detective at the core of his role in the D.C. Comic universe/rich CEO play boy (as Bruce Wayne). The parent classes for the investigator are rouge and alchemist (int, dex as the main stats). The animal aspect of the ranger (aka- bat [dark vision]) and the favored enemy as human/any humanoid race. Plus the ranger has armor available to him via that class. Bruce is human but I feel that half-elf help us out better with the multi-classing we are doing here. The highest stat is a tie between int and dex, with str as the next highest, con will be the next highest after that, but cha and wis will be a min of 12 each. Light armor is best at low lvl and med-heavy armor at upper lvl. As with any rouge base class the thieve's tools (,masterwork) is a must to use disable devise at the best it can be. His top skill checks will be knowledge (local, engineering), intimidate, disable device, and diplomacy bringing up the rear. These are what I will use for my version of the dark knight.