D_GENNEXT |
Engineering skill: Craft Tech Item
While the crafting item section on p235 states tech items in this chapter (equipment), is there any reason why crafting a trap cannot be included? Is it possible to expand the skill use to include this?
Organized Play-wise; so long as there is no lasting/carryover (ie: trap carrying over to next scenario), what would be the problem with not including crafting traps using all the same rules of ranks = level of trap to craft it?
jaqattaq |
I hope it's all right to an observation of my own to this post in order to keep the forum a bit tidier!
Page 31, as written for the theme Icon, reads:
"THEME KNOWLEDGE (1ST)
Choose a Profession skill. You are hooked deeply into
the culture of your iconic profession. When attempting a
Profession or Culture check to recall knowledge about other
icons of your profession or details about your profession’s
cultural aspects, increase the DC by 5. You gain a +1 bonus
to checks with your chosen Profession skill. Culture also
becomes a class skill for you, though if it is a class skill from
the class you take at 1st level, you instead gain a +1 bonus to
Culture checks. In addition, you gain an ability adjustment of
+1 to Charisma at character creation."
Every other theme (save Themeless) reduces the DC of related checks by 5, not increases it! Is this just a misprint or is it intended to be written this way - perhaps all Icons can be reasonably assumed to be so self-absorbed that they fail to notice the trends of their own profession?
jaqattaq |
@jaqattaq: Already covered by the FAQ.
Oh awesome, thanks! I went looking through the FAQ yesterday and I'm not sure what I was doing wrong (it kept taking me to the Pathfinder FAQ, with maybe four or five Starfinder-related FAQs) (eta: found the one I was looking at!) but this one looks much more comprehensive :D