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No posts. Organized Play character for Justin Fritz 56.




Explanation of what I am doing:
 
I am working on an unusual Wizard build. Right now they are only level 4 and have the monk dedication.

In a large bit of the games I play this character in we have not had a true front line fighter. Originally I built him to survive the occasional thing that got past the front line and came up to me thinking I would go down easy only to punch them in the face. However, with the amount of times I had to front line with him I am thinking I may lean into it a bit.

I have theory crafted up to level 10 with the build using the several games on this and my other characters to get an idea on where I would take him and came up with a Wizard with Monk and Magus build. Monk will net me Crane Strike, giving me shield AC in a stance and spell strike makes that front line fight a little more ouch to what I punch.

Can I use Spellstrike while in Crane Stance, with the understanding the only strike I can make is the xd6B from my fist as described in Crane Stance?


As the title states, when can you pull spell foci and when do you need to pull them.

I know in the book it states:

Focus
Source Core Rulebook pg. 303
A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.

This sounds like they will be a required component for only certain spells but of the spells I have looked at none specifically state they require a focus. So is this something you can pull on every spell, do you need one for every spell, does the focus do anything special for the spell, is there an advantage to having one in general?


My questions are simple and yet I can rationalize both yes and no for them so I need a ruling question. For a reference I am going to set this up for a SFS character so answers would need to apply to that purpose..

Under the second level ability "Doctor" it has the following:

"• Whenever you use equipment or one of your abilities to restore Hit Points to a creature, any surplus healing beyond that required to restore the creature to its maximum Hit Points restores that many Stamina Points to the creature."

Would Mystic Cure work with this, would it qualify as an ability?

Would Mystic Cure from a spell chip, spell gem, or spell ampule since these are considered "equipment".

Would this work with Healing touch and Healing Channel?

I would think it would work for the last one since they are abilities. While the spell items are equipment, they do "cast" as spell, I would think they would. Finally I am not too sure about the raw spells. I know in, keep the pitchforks away just using this for clarification, 5e distinctly differentiates abilities and spells and they are two different things and effect that reference one do not reference the other. While I have not seen anything that distinguishes Class Features from spells for things like this, does this fall under that line?


Good day,

I my wife and I played PF2 for the first time on Wednesday night and now we want to start playing it come the start of the new year.

I am building my first character and I am having an issue with the build. The question I have is about feats. To the point I am building a half elf monk, I took Natural Ambitions to get Wolf Stance and for Class I took Tiger Stance, and for Skill I took Battle Medic. I am using Sajan as a template because I like monks and I played him during Wednesday night. The pregen is a level 1 character and most of the math is working out from what I found in the core book with just one issue.

Sajan shows that he has a general feat, Martial Weapons, and I am unsure how he got that because from what I have found in the book general feats don't kick in until level 3. However I am willing to admit I may have looked over the part that says you get a general at level 1 as well.
To help with this I will list his feats below because there is a human feat that allows him to get a general feat but he did not take it.

Ancestry Feat: Natural Ambition: Tiger Stance
Class Feat: Ki Rush
Skill Feat: Cat Fall
General Feat: Martial Weapon Proficiency

Did I miss the general feat at level 1 or are the pregens a bit special and get one additional feat because they are the icons?


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I know weapons and armor have to be purchased and cannot be upgraded to the next version at the price difference between them.

I know Personal Upgrades can be upgraded to the next version by paying the price difference between them.

I know fusions can be moved from weapon to weapon at a discounted rate based on level you already have and the level you are applying them to at least when going to a higher level weapon.

What other things can you upgrade vs. buying the next level up?

I.E. can you do that with augmentations, armor upgrades (going from mk1 to mk2), hybrid tech items like the null space chamber, magic (ring of resistance), etc.

Wayfinders

I have found a few threads on drone riding and most questions have been answered but there are still a some I still have.

How is damage assigned when targeting drone/rider?

Does shape and riding style of the drone change damage assignment or cover provided if any?

Would this setup also cause some form of disadvantage for the mechanic while shooting?

The situation:

A player in a game uses a bipedal drone, player is a small build and the drone is Medium egg shaped build. The saddle is attached to the back of the drone allowing the rider to see over the top of the drone but is more or less behind the drone, think piggy back style with a saddle instead of hugging on to it. At most the head is visible enough so they mechanic can direct the drone as needed and can lean out to shoot with their pistol during combat as needed.


If you are using a small arm with a sight added to it, could you still trick attack with the small arm using the sight if you do use the move to move?

You can move as part of the Trick Attack, and the sight states:

"As a move action, you can aim through a sight. This
can be done as part of the same move action as is required to
aim a weapon with the sniper weapon special quality, or as part
of a sneak attack where you do not take any movement even
if you also aim a sniper weapon as part of that action." Page 61 of the Armory.


So my question has to do with Weapon Accessories. Lets say I have a level 1 Tactical Pistol. How many mods could I put on that, i.e. Could I put a Light Bayonet Bracket, Laser sight, and a Nanofiber grip?

Is there a limit to the number that can be applied and is there a level requirement that must be met, similar to the weapon fusions?

Also how would that interact with the weapon fusions as well?


I have a question on a boon that I got from the Chronicle sheet for playing 1-99 at Origins. My question is on the slotless boon on the sheet. I am putting the rest of my question in a spoiler section since the boon is a small spoiler.

Question:
My question is on the Scoured Star Veteran Boon, specifically the Rescued Starfinder option.

In it is states that character you apply this boon to goes to level 2 with 3xp, 5 fame and 5 rep in your faction, and finally you get 2160 credits. Worded specifically as "This new PC begins play with 3xp, 2160 Credits, 5 fame, and 5 reputation with the faction that character selects a boon for."

Does the 2160 replace the initial 1000 credit you get when you create a character or does this add to the 1000 credit you get when you create a new character?


The end of the Spell gem section goes into crafting a spell gem, however it never completes the process for crafting. I could not find the final steps in the spell section of the book.

My over all question is what do you need to do to craft a spell gem, is there a process or ritual?

How much time do you need to craft it?

How much are the materials?

What materials are needed aside from the materials of the spell it self?

What is the cost to craft, the book gives the cost to buy but I would think crafting a component would be a little less due to the time it takes to make vs just walking into a shop and saying "that one" or else what is the point?

How do you craft the Large spell gem?

What proficiency is needed aside from the class, i.e. do you need to roll a dc based on spell level, spell gem size, and you caster level or is there one tied to a skill?

PHB on crafting a spell gem:
To craft a spell gem, you have to know the spell
you’re encoding into the gem. If a spell requires
expensive materials as part of its casting (such as raise
dead), you must provide those while crafting the gem, and
the gem’s price is increased by the price of the components.
You can create larger, compound spell gems with multiple
spells in multiple lattices, with a price equal to the total price
of all spells stored within it. Such spell gems can be used to
cast only one spell at a time.