| Quandary |
| 2 people marked this as a favorite. |
Lizardfolk claws, fangs, and tail attack don't have any Weapon Group (for CritSpec effect).
Not even the "improved" Razor Claws gives it a group, so it doesn't seem like it's just holding out on CritSpec until you invest more.
This would be general/ Core Rules issue, but maybe if intent is natural/unarmed attacks will generally be Brawling group, that could just be stated as default in rules for Unarmed Attacks, avoiding confusion like this (and even saving space if that becomes assumptin for Unarmed). That can still be over-ridden for any specific "weapons" meant to diverge from norm, so nothing lost...?
| Vlorax |
Page 102 - Tempest Sun Redirection
The Flavour Text states, that the effect could protect my allies. The Crunch has only effects for me.
Is there some Crunch missing, or is the flavour text wrong?
This is incorrect
Select any number of targets of the spell and reduce the spell’s damage to those targets by an amount equal to the spell’s level.
You can cast an aoe spell and reduce the the damage to allies within the spell area, thus protecting them. Just the next part about them doing less damage doesn't apply
| livefromkevin |
Pake 117 - Skills.
What are "primary" and "secondary" Skills in a creature? Can anyone give me a hint where I can read more about this?
I think it just refers to the size of the bonus. The next sentence says that if they have a good ability modifier, it's primary. If it's a bad ability modifier, it's secondary.
The Gamemastery Guide also says this in regard to skills:
Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creature’s proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature’s theme, particularly Lore skills.