The Crying Angel pendant only works for First Aid, not for other uses of Medicine.
I'm not so sure that Combat Medicine doesn't need two hands and Healer's Tools: it could be argued that since Treat Wounds automatically fails without them, the DC for one-handed Combat Medicine is also "automatically fails". (If you put the Healer's Tools in a bandolier, you don't need any extra actions to use them.)
Tim Schneider wrote:
I read "task level + 1" as meaning use the level 1 income (2 SP) + 2 for rank would be 4 SP per day. However, (5+1+2=8) CP per day is also a reasonable interpretation of that text. Argh, now I'm not sure. I'm flagging it for FAQ.
I made an elf thief-racket rogue who can cast the Shield cantrip. At level 5, it will have 40' speed.
I also made an elf paladin. He has Ancestral Longevity which gives him a floating trained skill. I am hoping this will reduce the pain of not having a lot of skills. EDIT: At level 1, he has speed 30 in medium armor.
From the Player Basics section of the Guide:
The Task Level for Table 4-2 on CRB page 236 is your level minus 2 (minimum 0), so 0 for a first-or-second level character.
From table 10-5 on CRB page 503, the DC for a level 0 task is 14.
The proficiency rank for a Trained skill is 2. The amounts below assume the money-making skill is Trained (not Untrained or Expert).
Table 4-2 gives daily income, but the amounts below are the total for all 8 days. Roll once and use the same check result for all 8 days:
* critical fail (natural 1 or 4-or-less on the craft/perform/lore skill check): 0 income.
Continuing to look at Barbarian for a sec, the quintessential Barbarian is probably Conan, a character who commonly used a sword and shield in his stories. Yet the Barbarian class doesn't have Shield feats, so you can't even play the barbarian without MCing.
Shield Block is a general feat. A human Barbarian can take it at first level.
You're fighting a large creature in a doorway or a 10x10 corridor. Are 4 fighters going to do more damage than 2 fighters and 2 wizards?
A pirate ship attacks and there are a few rounds at range before the ships connect. Is a fighter still going to do more damage than a wizard?
The enemy flies and has a ranged attack. Is a fighter still better? (This one may have a different answer at high levels when the fighter can fly.)
Underwater? The fighter is probably better at swimming, but is he still just as much better at damage?
In conclusion: how much does a max-strength fighter's damage decrease when using a ranged weapon? Does he still do more damage than a wizard?
In PF2, the action cost for debuffing is much less: characters can do a debuff instead of taking a third attack at -10 or for free with a crit.
"Guide with Knees" looks like it should also count as directing the mount. However, it is very much the horse-emulator-interface part that I think you should be able to bypass by using the remote controls. The same for "leap".
"Spur" doesn't or shouldn't work with drones.
"Cover", "Fast Mount/Dismount", "Soft Fall", and "Stay Mounted" should use survival checks.
EDIT: added "also"
Nerdy Canuck wrote:
"Fight" is the one that has "direct a mount" in its text.
Nerdy Canuck wrote:
What I'm unclear on is whether you need to roll the check to Fight from a Combat Trained Mount.
That's the check that the riding saddle says you don't have to make. However, some people interpret that as meaning you automatically make the check, but still have to spend the action.
Nerdy Canuck wrote:
I agree that you still use survival to stay mounted when hit. Since it takes a reaction to do so, if a mechanic gets hit twice in a turn, they automatically fall off!
If you really want to, you can program your drone to behave like a temperamental bucking bronco. However, there is no rule that a drone loses its remote controls when a riding saddle is installed, so many mechanics ignore the optional horse-emulator interface which just isn't as efficient as using voice commands or a datalink.
I flagged you: I am offended by the "homebrew" part.
EDIT: Unflagged: You interpretation is more homebrew than mine, as it depends on declaring rules to be "fluff".
This forum is quick to point out that there is a difference between the "fluff" and the rules.
No. Just, No. You can't just ignore any rules you don't like by declaring them to be "fluff".
still listed in the One Handed Basic Melee Weapon table
That's the general rule. Exceptions can (and to me, clearly do) exist.
I'm not seeing where you can swap a mod on level up
DRONES (CRB page 74) wrote:
A collective uses their Rewrite Genetic Code power to build a designer-genes baby. All of the participants count as parents, but I doubt the experience is really "sexy".
I'd say they don't have a sex but also count as "mutable": they can use their Adjust Shape power to create body parts as needed.
Liavarans don't form collective consciousnesses, so maybe a single barathu can bud asexually.
Lest you feel sorry for them for not knowing the joys of sex as other creatures do, even early-stage barathu should be able to Adjust Chemistry to self-medicate with mind-altering drugs every 1d4 rounds.
Alien Archive 2 says the maximum age for an early stage barathu is 500+3d% years. Is that when an adult barathu dies of old age, or is it the age when the young barathu finally becomes an adult?
Do I have to keep the pet? Can I at least get it spayed or neutered?
Apologies for overthinking something that is supposed to be cute and fun, but I feel that the adventure is forcing my character to be, at best, an irresponsible pet owner, and at worst, genocidally criminally negligent. I can see that the beasts need to breed fast so every PC can have one, but invasive species can be really bad news even when they aren't genetically engineered to be WMDs.
If this is the prelude to a tribble-apocalypse adventure, then it was really unfair to give us the pets with no chance to respond in character.
I could play my character as paranoid about this as his player, but I suspect that would not be fun for the other players.
I'm not sure if this is the right sub-forum for this, but it seems too spoiler-ish to put anywhere else.
Both the Shirts and the wands only take one day to craft. So instead of a shop with a huge inventory (that must be guarded and can be robbed), they just need to find a crafter.
Doh! I apologize for my previous post.
"Scoured Stars Veteran" boon: Rescued Starfinder: ... This new PC begins play with 3 XP, 2,160 credits ...
Is that 2,160 credits supposed to be in addition to the 1,000 starting credits that a new character usually gets, or is this character assumed to have spent 1,000 credits on consumables or not gotten full cash on their earlier missions?
That Fighter/Barbarian with heightened Invisibility ... takes less damage
My playtest experience: the invisible wizard cast heightened Invisibility on the melee fighter, and the fighter took NO damage, because the monsters promptly
spoiler:the archer and the cleric instead. To be fair, we were outdoors - there was a fight in a doorway later where it could have worked well.
It would be nice to have good guidelines for mundanely guessing what is likely to be magic:
* permanent items must be at least expert quality
Of course, there should also be ways to try to conceal the magic, but that should cost and be
Is there a skill check to know if an item is expert quality?
You put the items you want to check into a square where there is no other nearby magic and cast Detect Magic. If something is magic, then split the items into 2 equal-sized piles (where only 1 pile is in range) and repeat the Detect as needed. That should go faster than checking the items one at a time, and way faster than Read Aura.
Although I can see how to get by with just Detect Magic as written, I think it will be a pain to explain my sorting techniques at every PFS table, and I also hope they change it.
Sure, any martial character should pick a magic weapon instead of the bag. However, not everyone plays martial characters. Spell casters can sporadically get more DPR with a magic weapon, but it may not be very much:
Ancestry feat: Otherworldly Magic to get Electric Arc cantrip (2x 1d6+4) so never have to roll to hit
With this character, I think the party might be better off having 10x more loot-carrying capacity and not having to forage when going overland.
if you wish to put anything into the bag, or take anything out of it, you must spend a resonance point for each thing.
Just put sacks of stuff into the bag instead of single items. (5 sacks = 0.1 bulk.) This also helps protect the bag from pointy things, although a chest might be better.
keep bag open all day?
When the bag is open, the contents should weigh their true bulk? This might require putting the bag on the ground to use it.
Yes, I find the constant "refer to section X" entries terribly unintuitive, especially since I'm waiting for my hard copy. It's much less annoying to do stuff like that with a real book.
I make a copy of the PDF file. Then I open them both up at the same time, so I can have one set to the list of cleric cantrips (for example) and use the other to look up what they do.
(I'm not saying that the book layout isn't annoying.)