Strife2002 |
1 person marked this as a favorite. |
Pg. 18 - Devoted Healer trait
Benefit of this trait says "Whenever you take 20 on a heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid." Emphasis mine. Can you take 20 on a Heal check to do this? Treating deadly wounds expends 2 uses of a healer's kit, and there'd be no way of telling how many times you fail, ruining those uses. Now, true, you can opt to not use healer's kit uses, taking a -4 total to your check (effectively "taking 16"), but this seems a little odd for a character trying to perfect their attempt to NOT use tools at their disposal to do so.
"Hmmm, better not use these salves, ointments, and bandages...I'd hate to run out...I know, I'll just give you A LOT of frontier medical treatment. Quantity over quality, right? Cross your fingers you don't get an infection!"
Strife2002 |
1 person marked this as a favorite. |
Pg. 22 - Envy drawback
The mechanics of this drawback are a little weird. As written, the only way to remove the penalty that one suffers for failing a save after not adhering to this drawback's criteria is to continue to not adhere to the criteria and pass the save. Nothing is mentioned about someone who goes back to following the drawback's criteria.
In other words, as written if I go a day without stealing 10 gp worth of stuff, fail the Will save, take the penalty, and then just go right back to my stick-fingered ways, the penalty remains until I choose to not steal again, and then pass the save.
Strife2002 |
1 person marked this as a favorite. |
Pg. 28 - Business booms spell
All enchantment spells belong to one of two subschools, compulsion or charm. Additionally, all enchantment spells are mind-affecting spells, and need that descriptor.
Honestly, this spell doesn't really seem like it's an enchantment spell (a business doesn't have a mind to enchant). If anything it seems more like a conjuration or transmutation spell.
Strife2002 |
1 person marked this as a favorite. |
Pg. 29 - Prosperous room spell
All enchantment spells belong to one of two subschools, compulsion or charm. Additionally, all enchantment spells are mind-affecting spells, and need that descriptor.
Honestly, just like business booms above, this spell doesn't really seem like it's an enchantment spell (a room doesn't have a mind to enchant). If anything it seems more like a transmutation spell.
Lord of Conflict |
I think this is were this goes.
61-65 is missing from the fallowing list on the inside back cover.
Random Faction
d% Faction Source
01–05 Aspis Consortium ISWG 262
06–10 Bellflower Network FG 10
11–18 Church of a deity
(roll for which)
19–25 Eagle Knights ISWG 264
26–29 Esoteric Order of ISWG 260
the Palatine Eye
30–35 Free Captains ISWG 170
36–42 Hellknights ISWG 266
43–47 Lantern Bearers FG 26
48–51 Lion Blades ISWG 261
52–60 Mendevian Crusaders KOTIS 12
66–70 Ninth Battalion FG 32
71–79 Pathfinder Society ISWG 268
80–84 Red Mantis Assassins ISWG 270
85–89 Riftwardens ISWG 261
90–96 Varisian Wanderers FG 50
97–98 Other racial group Varies
99–100 Other national group Varies