Thoughts and questions about general and skill feats


Skills, Feats, Equipment & Spells

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Battle medic - Since this is a manipulate action, do you need a hand free? Do you need healer’s tools? If so, do you need them in hand, and or need to spend an action to get them out? Since there’s scaling for every proficiency level but one, shouldn’t there be an increase when you’re an expert in medicine? If so, maybe scaling down the die to 1d8, so at legendary gets 5d8 which is similar average to 4d10? Is it correct that the target is bolstered against your use of Battle medic only? So if you had 20 NPC healers trained in Medicine, they each could use it on every PC every day? Would it make more sense to allow a character to be healed no more than X dice, or half of their maximum hp a day with this feat?

Bonded Animal - should indicate you can’t bond with an animal which is someone else’s bonded animal. Also, should expand which animals it won’t work not - even an animal which isn’t a companion, familiar or other special animal shouldn’t be able to be bonded with if it’s someone’s pet. If someone has a pet dog for 6 years, some stranger can’t just hang out with it for 7 days and make it their bonded animal.

Close Match - where are the rules for modifiers for gender, age, or ancestry to impersonate actions using Deception? They aren’t in the skill description.

Connections - what exactly does this feat do? Does it mean that if you don’t have the feat, you couldn’t use social skills to arrange a meeting with an important political figure, or get a favor? Seems like normal uses of the Request Diplomacy action. If Connections is different, it needs to be more clear on what advantage it grants - such as a bonus to rolls for these actions.

Courtly Graces - similar to Connections, what does this feat really do? It seems to explain things you can already do with the Recall Knowledge action for Society.

Cultural Familiarity - Why is this limited to Core book ancestries? Should be worded to work with future ancestries also. Doesn’t need the last sentence that the GM might allow other then.

Lengthy Diversion - provide concrete durations, not “whatever the GM feels like, minimum 1 round”.

Natural Medicine - Does this stack with battle medic? While you can use this to heal a particular creature only once per day, can that creature receive the benefit from an infinite number of natural medics? Please remove the bonus in the wilderness “subject to the GM’s determination”, either have it or don’t. Or provide guidance for when it wouldn’t apply, other than whatever the GM comes up with.

Planar survival - change this to be a bonus to checks on other planes - which presumably would have higher DCs. As written it should be either legendary or not possible at all. You can’t eat negative energy.

Rapid Mantel - do you still need to make an athletics check to pull yourself up, and just not use an action, or is it automatic?

Recognize Spell - Why is this a feat and not part of the basic skills? Also, why a reaction and not a free action? It seems to be odd when the 1st level sorcerer feat Counterspell is triggered by someone casting a spell you have in your repertoire. How would you know if they did without the Recognize Spell feat? Since Counterspell is ALSO a reaction, you’d never really be able to use it, since you’ve already spent your reaction to recognize the spell.

Scare to Death - can you do this in combat? Seems like you would do it every combat, to every target before taking other actions, and it would be super powerful.

Spell Thievery - can you steal the magical writing for an entire spellbook at once? I’m guessing this is supposed to affect only 1 spell per use, but it doesn’t say that. Also, can you steal non-magical writing this way? If not, then do you need to have training in the right skill to know the writing in question is magic? The feat doesn’t explicitly state that a spell stolen in this way can be used as normal - i.e. as a spellbook or a scroll, etc. Can you use it on a symbol, glyph, rune, etc which is a spell effect or magical trap?

Streetwise - how much higher is the DC? Significantly is vague.

Terrain Stalker - reeds doesn’t seem to be used anywhere else in the book. Guessing this should be bog, based on p. 340.

Train Animal - what does this do exactly? Says to pick an action from Command an Animal, but on that page, it says most animals already know the actions listed. Is Train Animal supposed to let you train it to do an action not listed? Or if you train an animal, does it make it better at doing the action? Maybe not needing an action to command to do the trick? Also way too much vague language - don’t say GM picks the time, tell me how much time it takes for different things. Don’t say expert, master, or legendary MIGHT allow you to train more exotic creatures - tell me what those DO allow.

Underwater Marauder - a simple level 1 feat lets you use clubs underwater? Maybe for a legendary skill feat, but physics just don’t work that way.

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