Additional Resources Updates


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The Additional Resources page has been updated with July releases and changes.

Grand Lodge 4/5 5/5

yay Chris!

Liberty's Edge 4/5 5/55/5 **

1 person marked this as a favorite.
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Chris Lambertz wrote:
The Additional Resources page has been updated with July releases and changes.

Chris link is going to the wrong page.

Additional Resources

Edit: And thanks for the update!


Dragnmoon wrote:
Chris Lambertz wrote:
The Additional Resources page has been updated with July releases and changes.

Chris link is going to the wrong page.

Additional Resources

Edit: And thanks for the update!

Curse these robot hands!

Grand Lodge 4/5 5/5

Better than scissors, so you got that going for ya.

Scarab Sages

In the main entry for Chapter Two of the ARG, the heading line says that nothing for the Fetchling is legal ... But a entry was added for the Fetchling to make them currently legal. Fetchling should be removed from the list in the first line.


Additional Resources is now updated with August products, including Ultimate Equipment!

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

*cries* Varisa, I can't play Gambit. *pout*

UE: No living steel, (darn)
All specific armor. Does that mean Dragonskin plate is available? I don't see it on the excluded list.
I see adaptive and conserving being popular for weapons.

Lots of toys to play with. Thank you Chris for the update (and Mike, Mark, and whoever else worked on this.)

Grand Lodge 4/5

Seems to be missing all the links for the module, tales and such PDFs/chronicles.


kinevon wrote:
Seems to be missing all the links for the module, tales and such PDFs/chronicles.

Those are included in the sidebar on that page, rather than at the bottom. :)

Scarab Sages 5/5 **

Chris, the Blood of the City chronicle is not linked correctly. It gives the Paizo sad face page.

Sczarni 5/5

I noticed under URG that it still has Aasimar and Tiefling under the boon only list.


Both of those items are corrected now!

Scarab Sages 5/5 **

Awesome, thanks for the update Chris.

1/5

On the Additional Resources page I don't see anywhere where it excludes Intelligent Items?

Core page 532

Did I miss that somewhere? Obviously we can't craft them.

Grand Lodge 4/5

harmor wrote:

On the Additional Resources page I don't see anywhere where it excludes Intelligent Items?

Core page 532

Did I miss that somewhere? Obviously we can't craft them.

Well, there is at least one Intelligent item available on at least one Chronicle, not to mention that the Bladebound Magus automatically gets an Intelligent item at 3rd level...

1/5

kinevon wrote:
harmor wrote:

On the Additional Resources page I don't see anywhere where it excludes Intelligent Items?

Core page 532

Did I miss that somewhere? Obviously we can't craft them.

Well, there is at least one Intelligent item available on at least one Chronicle, not to mention that the Bladebound Magus automatically gets an Intelligent item at 3rd level...

So that means we can pick and choose an intelligent item provided we have high enough Fame?

Grand Lodge 4/5

No. Intelligent items are not available unless on a Chronicle sheet or you are a certain magus archetype. Its advised in the FAQ HERE.

1/5

Michael Brock wrote:
No. Intelligent items are not available unless on a Chronicle sheet or you are a certain magus archetype. Its advised in the FAQ HERE.

Thanks.

1/5

On the Additional Resources page can you add links to the products?


Additional Resources has been updated with changes and September products.

harmor wrote:
On the Additional Resources page can you add links to the products?

I can certainly look into it.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Chris Lambertz wrote:

Additional Resources has been updated with changes and September products.

harmor wrote:
On the Additional Resources page can you add links to the products?
I can certainly look into it.

Sad to see the Winter Witch and Signifier open (I loved the idea of them being scenario connected)

I might have to start a Magus (well, Kensai) now.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Chris Lambertz wrote:
Additional Resources has been updated with changes and September products.

The entry for "Knights of the Inner Sea" contains an error.

Additional Resources wrote:
Equipment: all equipment on pages 28–29 are legal for play except war lance;

The Equipment listing is on pages 30-31, not 28-29

5/5

I see that Artifacts & Legends isn't even on the list. I didn't expect there to be a lot, but is there nothing from the book that's useful to PFS?

Grand Lodge 4/5

Patrick Harris @ SD wrote:
I see that Artifacts & Legends isn't even on the list. I didn't expect there to be a lot, but is there nothing from the book that's useful to PFS?

Nothing that I saw. If you see something I missed, feel free to email me.

Grand Lodge 4/5

JohnF wrote:
Chris Lambertz wrote:
Additional Resources has been updated with changes and September products.

The entry for "Knights of the Inner Sea" contains an error.

Additional Resources wrote:
Equipment: all equipment on pages 28–29 are legal for play except war lance;

The Equipment listing is on pages 30-31, not 28-29

Thanks. I will fix it in next months update.

5/5

Michael Brock wrote:
Patrick Harris @ SD wrote:
I see that Artifacts & Legends isn't even on the list. I didn't expect there to be a lot, but is there nothing from the book that's useful to PFS?
Nothing that I saw. If you see something I missed, feel free to email me.

Fair enough. Alas.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Artifacts & Legends wrote:
In general, artifacts should be considered unbalancing elements, items with the power to completely change the course of entire campaigns.

If anything from the book turns up in PFS I'd expect it to be as a plot item (and, perhaps, mentioned on a chronicle), not something freely available to be purchased at Ye Olde MagickMart.

5/5 *

Matthew Morris wrote:
Sad to see the Winter Witch and Signifier open (I loved the idea of them being scenario connected)

You never know. Maybe others will come.

5/5

JohnF wrote:


Artifacts & Legends wrote:
In general, artifacts should be considered unbalancing elements, items with the power to completely change the course of entire campaigns.

If anything from the book turns up in PFS I'd expect it to be as a plot item (and, perhaps, mentioned on a chronicle), not something freely available to be purchased at Ye Olde MagickMart.

Granted. But I haven't read the book yet. My inquiry was an oblique way of asking if there was supplemental material that might be useful to someone who isn't currently running a campaign into which artifacts might be inserted.

2/5

Matthew Morris wrote:
Chris Lambertz wrote:

Additional Resources has been updated with changes and September products.

harmor wrote:
On the Additional Resources page can you add links to the products?
I can certainly look into it.

Sad to see the Winter Witch and Signifier open (I loved the idea of them being scenario connected)

I might have to start a Magus (well, Kensai) now.

I'm more interested in if any other classes will be opened up. I would love to play a Daggermark Poisoner for example, as they are one of the few ways to make poisons actually viable for PCs. The crafting part shouldn't be a concern, as Alchemists can already craft their own poisons.

Even if it becomes available through a boon or chronicle, just having the chance to play one would be awesome.

5/5

1 person marked this as FAQ candidate.

Minor fix:
The "Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition" entry needs to be updated to remove the legality of Talons of Leng, given that the same item is non-legal for play as per Ultimate Equipment.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Quick question: Now that Winter Witch is legal, what about the changes done to the PrC earlier this week in the Store Blog?

Dark Archive 4/5

Colin Webster wrote:

Minor fix:

The "Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition" entry needs to be updated to remove the legality of Talons of Leng, given that the same item is non-legal for play as per Ultimate Equipment.

NOOOOOOOOOOO!!!!

You have foiled my plans as the Warmage of Bakrakhan.

I will follow you to the ends of Golarion for your impudence....MUAHAHAHAH

5/5

Gornil wrote:
Quick question: Now that Winter Witch is legal, what about the changes done to the PrC earlier this week in the Store Blog?

Mike said you must use the changes in an earlier comment here.

4/5

odd this is the only Player Companion race book that was worded in such a way....

Pathfinder Player Companion: Goblins of Golarion
To create a goblin character, you must have a Chronicle sheet that opens the race as a legal option at character creation. Only legal goblin PCs are allowed to choose anything from this book.

Gonna have to take a close look in that book. ;)

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

1 person marked this as FAQ candidate.

I like that with this update, bomb launchers from ARG are now legal for everyone. :)

AR wrote:

Note: Alternate racial traits, racial archetypes, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.

Might not seem like much, but I was disappointed it wasn't included in the first round of additions.

Dark Archive

Previously I had thought alternate races were only allowed if you had a chronicle. It looks like some races are allowed without a chronicle, for example the Aasimar and Tiefling are not on the list for requiring a chronicle. Did I read that right?

Liberty's Edge

Nimon wrote:


Previously I had thought alternate races were only allowed if you had a chronicle. It looks like some races are allowed without a chronicle, for example the Aasimar and Tiefling are not on the list for requiring a chronicle. Did I read that right?

You are correct, there are now a few that do not require a chronicle.

Grand Lodge 4/5

Aasimars, tengu and tieflings do not require a Chronicle. It is highlighted in Guide 4.2.

Grand Lodge 5/5

Eric Clingenpeel wrote:

I like that with this update, bomb launchers from ARG are now legal for everyone. :)

AR wrote:

Note: Alternate racial traits, racial archetypes, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.

Might not seem like much, but I was disappointed it wasn't included in the first round of additions.

You means I gets my Horsechopper now!

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Michael Meunier wrote:
You means I gets my Horsechopper now!

Last I knew there was nothing stopping you from using a horsechopper. Its been legal in the Inner Sea World Guide.

Grand Lodge 4/5

I made a post, but the board got done ated it :(

Mike or Mark - Do you know if Keith Baker's level 15 module 'Dragonscar' will have a chronicle sheet added to the additional resources page so it can be PFS approved?

Grand Lodge 2/5

Thanks for the update.

Liberty's Edge 4/5 5/5

KestlerGunner wrote:
Mike or Mark - Do you know if Keith Baker's level 15 module 'Dragonscar' will have a chronicle sheet added to the additional resources page so it can be PFS approved?

I think it's been stated in the past that sanctioning older modules written for v.3.5 is on the to-do list. However, it's a very long to-do list, and I doubt that this is a priority, so I wouldn't hold your breath.

Grand Lodge 1/5

From the Shattered Star Players Guide:

Fame 5, 1 PP: Exchange one character trait taken at character creation for a new Pathfinder Society trait (see page 5). The character must still obey the normal trait system rules (such as not having more than one trait from the same category); however, the new trait does not need
to be from the same category as the trait it replaces.

Will this be making an addition to PFS play?

Scarab Sages 2/5

Where is the listing for poisons available for alchemists and poisoners? I've looked through the PFS guide and the Additional Resources page and can't find it.

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

Sanakht Inaros wrote:
Where is the listing for poisons available for alchemists and poisoners? I've looked through the PFS guide and the Additional Resources page and can't find it.

You can find some HERE and some under the Additional Resources entry for Ultimate Equipment.

Additional Resources wrote:

All items from Chapter 2 are legal for play except as noted below.

Equipment: Only creatures of the animal type of size Large and smaller may be purchased. No eggs are legal for play. Animal-related gear on pages 80–86 is available for purchase. Transports on pages 86–87 are not available for purchase. All alchemical remedies, alchemical tools, alchemical weapons, clothing, entertainment items, and food and drink are legal for play.
Any character with the Poison Use class ability can purchase and use poisons. For now, they are the only classes that have a list of “always available poisons” (those noted below)—no other class may purchase poisons unless they appear on a Chronicle sheet or in another legal source. Alchemists, ninja, and poisoner rogues may only purchase the following poisons: black adder venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom, malyass root paste, Medium spider venom, nitharit, shadow essence, small centipede poison, terinav root.

The Exchange

In rebuilding my now illegal and fully ruined synthasist may i change race when i rebuild?

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

Andrew R wrote:
In rebuilding my now illegal and fully ruined synthasist may i change race when i rebuild?

All info on rebuilding your Synthesist can be found HERE.

Specifically to your question, no the race may not be changed.

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