Dreamstalker and Instigate Psychic Duel


Pathfinder Society

3/5 **** Venture-Agent, Massachusetts—Boston Metro

I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

Grand Lodge 4/5 Venture-Agent, Texas—Houston

MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

Sczarni 5/5 5/55/5 ***

Kelly Youngblood wrote:
The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

ACTUALLY...

The Core Rulebook lets Druids choose Improved Natural Attack from a list, even though it's not legal from its original source, Bestiary I.

If Instigate Psychic Duel is intended to still remain unavailable to Dreamstalkers, that should probably be mentioned somewhere in Additional Resources.

4/5 ****

Actually...

Bestiary AR wrote:
Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source;

Bestiary's 2-5 have the same text, no other sources do.

It's not a general rule, its one specific to the bestiaries.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Kelly Youngblood wrote:
MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

The problem with your logic is that they usually swap out illegal spells for legal ones and that they are entirely inconsistent with what omission means. This wouldn't be the first time they've overlooked something which is understandable.

The Exchange 4/5 5/5

MadScientistWorking wrote:
Kelly Youngblood wrote:
MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

The problem with your logic is that they usually swap out illegal spells for legal ones and that they are entirely inconsistent with what omission means. This wouldn't be the first time they've overlooked something which is understandable.

Additional resources swap out illegal spells for legal ones when the class would normally have no choice but to take the illegal spell.

For example the nature oracle would ordinarily get awaken as a bonus spell at 10th level. That's swapped out for animal growth instead. A time oracle gets permanency. That's swapped for hold monster.

The Dreamstalker isn't required to take instigate psychic duel. That's an option you can get for swapping out mesmerist tricks. You'll never end up in a position where you would get an illegal spell with no choice in the matter.

Sczarni 5/5 5/55/5 ***

2 people marked this as a favorite.
Pirate Rob wrote:

Actually...

Bestiary AR wrote:
Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source;

Bestiary's 2-5 have the same text, no other sources do.

It's not a general rule, its one specific to the bestiaries.

Your "ACTUALLY" was bigger than mine, so I think I lose this round of marbles =|

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Kevin Willis wrote:
MadScientistWorking wrote:
Kelly Youngblood wrote:
MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

The problem with your logic is that they usually swap out illegal spells for legal ones and that they are entirely inconsistent with what omission means. This wouldn't be the first time they've overlooked something which is understandable.

Additional resources swap out illegal spells for legal ones when the class would normally have no choice but to take the illegal spell.

For example the nature oracle would ordinarily get awaken as a bonus spell at 10th level. That's swapped out for animal growth instead. A time oracle gets permanency. That's swapped for hold monster.

The Dreamstalker isn't required to take instigate psychic duel. That's an option you can get for swapping out mesmerist tricks. You'll never end up in a position where you would get an illegal spell with no choice in the matter.

But the problem with your logic as I said is that omission in the Additional Resources both means,"Its allowed and not allowed."

Silver Crusade

MadScientistWorking wrote:
Kevin Willis wrote:
MadScientistWorking wrote:
Kelly Youngblood wrote:
MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

The problem with your logic is that they usually swap out illegal spells for legal ones and that they are entirely inconsistent with what omission means. This wouldn't be the first time they've overlooked something which is understandable.

Additional resources swap out illegal spells for legal ones when the class would normally have no choice but to take the illegal spell.

For example the nature oracle would ordinarily get awaken as a bonus spell at 10th level. That's swapped out for animal growth instead. A time oracle gets permanency. That's swapped for hold monster.

The Dreamstalker isn't required to take instigate psychic duel. That's an option you can get for swapping out mesmerist tricks. You'll never end up in a position where you would get an illegal spell with no choice in the matter.

But the problem with your logic as I said is that omission in the Additional Resources both means,"Its allowed and not allowed."

Not really, no.

Liberty's Edge 3/5

Dreamstalker seems to me to be the perfect example of an archetype that should NOT have been allowed in the additional resources.

The main thrust of the archetype has functions that are not allowed under PFS. So the current situation seems to be that you can take it, but it will be gimped. It seems better not to have the "trap option" and just take it off the list of allowed archetypes.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
MadScientistWorking wrote:
Kevin Willis wrote:
MadScientistWorking wrote:
Kelly Youngblood wrote:
MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

The problem with your logic is that they usually swap out illegal spells for legal ones and that they are entirely inconsistent with what omission means. This wouldn't be the first time they've overlooked something which is understandable.

Additional resources swap out illegal spells for legal ones when the class would normally have no choice but to take the illegal spell.

For example the nature oracle would ordinarily get awaken as a bonus spell at 10th level. That's swapped out for animal growth instead. A time oracle gets permanency. That's swapped for hold monster.

The Dreamstalker isn't required to take instigate psychic duel. That's an option you can get for swapping out mesmerist tricks. You'll never end up in a position where you would get an illegal spell with no choice in the matter.

But the problem with your logic as I said is that omission in the Additional Resources both means,"Its allowed and not allowed."
Not really, no.

Yeah it does. As I pointed out in another thread there is an entire archetype that is useless if you follow the interpretation that probably should be the correct one.

nennafir wrote:

Dreamstalker seems to me to be the perfect example of an archetype that should NOT have been allowed in the additional resources.

The main thrust of the archetype has functions that are not allowed under PFS. So the current situation seems to be that you can take it, but it will be gimped. It seems better not to have the "trap option" and just take it off the list of allowed archetypes.

Actually, its far more powerful than you would imagine which was the other reason why I was think might have been omitted for being banned. It effectively gives you full spellcaster progression with a set of spells that are ridiculously good.

EDIT:
Mind you I could be misreading that archetype so don't quote me on this. Most of the discussion from above is me trying to figure out if I gave my Oracle an illegal mystery which Im ok with.

Silver Crusade

The Dreamstalker can take that option, they don't have to. And they're not allowed.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
The Dreamstalker can take that option, they don't have to. And they're not allowed.

That's what no one said though. Really the only time they can't take that ability is way out of the level range of Pathfinder Society.

Silver Crusade

MadScientistWorking wrote:
Rysky wrote:
The Dreamstalker can take that option, they don't have to. And they're not allowed.
That's what no one said though and Im not even entirely sure that you even read the archetype. The only time they can't take that ability is way out of the level range of Pathfinder Society.

No, they can take it as 2nd level spell option, which, again, they do not have to take.

Somnomancer wrote:

When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep; 2nd—detect mindscape, greater oneiric horror, instigate psychic duel; 3rd—deep slumber, minor dream; 4th—create mindscape, dream, forgetful slumber, mindscape door, sleepwalk, sleepwalking suggestion; 5th—cloak of dreams, dream council, dream scan, symbol of sleep, waves of fatigue; 6th—dream travel, greater create mindscape, waves of exhaustion.

This alters mesmerist tricks and replaces the 1st-level mesmerist trick.

For the second level spells there are 3, so you can take that option and not take instigate psychic duel.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
The Dreamstalker can take that option, they don't have to. And they're not allowed.
That's what no one said though and Im not even entirely sure that you even read the archetype. The only time they can't take that ability is way out of the level range of Pathfinder Society.

No, they can take it as 2nd level spell option, which, again, they do not have to take.

Somnomancer wrote:

When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep; 2nd—detect mindscape, greater oneiric horror, instigate psychic duel; 3rd—deep slumber, minor dream; 4th—create mindscape, dream, forgetful slumber, mindscape door, sleepwalk, sleepwalking suggestion; 5th—cloak of dreams, dream council, dream scan, symbol of sleep, waves of fatigue; 6th—dream travel, greater create mindscape, waves of exhaustion.

This alters mesmerist tricks and replaces the 1st-level mesmerist trick.

For the second level spells there are 3, so you can take that option and not take instigate psychic duel.

Im talking about the fact that RAW the 6th level spells for that class have two illegal spells out of three.

EDIT:
As I said before the Additionial Resources needs to be rewritten because I doubt many people think to actually look at other resources (ie. Oracle needs to look at Rogue rules) to begin building a character.

Silver Crusade

MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
The Dreamstalker can take that option, they don't have to. And they're not allowed.
That's what no one said though and Im not even entirely sure that you even read the archetype. The only time they can't take that ability is way out of the level range of Pathfinder Society.

No, they can take it as 2nd level spell option, which, again, they do not have to take.

Somnomancer wrote:

When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep; 2nd—detect mindscape, greater oneiric horror, instigate psychic duel; 3rd—deep slumber, minor dream; 4th—create mindscape, dream, forgetful slumber, mindscape door, sleepwalk, sleepwalking suggestion; 5th—cloak of dreams, dream council, dream scan, symbol of sleep, waves of fatigue; 6th—dream travel, greater create mindscape, waves of exhaustion.

This alters mesmerist tricks and replaces the 1st-level mesmerist trick.

For the second level spells there are 3, so you can take that option and not take instigate psychic duel.

Im talking about the fact that RAW the 6th level spells for that class have two illegal spells out of three.

EDIT:
As I said before the Additionial Resources needs to be rewritten because I doubt many people think to actually look at other resources (ie. Oracle needs to look at Rogue rules) to begin building a character.

Again, that's a moot point since taking those spells is optional. You do not have to take them.

If you have a choice between option A and option B and option B is not allowed you take option A. Done.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
The Dreamstalker can take that option, they don't have to. And they're not allowed.
That's what no one said though and Im not even entirely sure that you even read the archetype. The only time they can't take that ability is way out of the level range of Pathfinder Society.

No, they can take it as 2nd level spell option, which, again, they do not have to take.

Somnomancer wrote:

When she would normally gain a new mesmerist trick, she can learn additional spells instead. Each time she does so, she adds two of the following spells of a level she can currently cast to her list of spells known: 1st—oneiric horror, sleep; 2nd—detect mindscape, greater oneiric horror, instigate psychic duel; 3rd—deep slumber, minor dream; 4th—create mindscape, dream, forgetful slumber, mindscape door, sleepwalk, sleepwalking suggestion; 5th—cloak of dreams, dream council, dream scan, symbol of sleep, waves of fatigue; 6th—dream travel, greater create mindscape, waves of exhaustion.

This alters mesmerist tricks and replaces the 1st-level mesmerist trick.

For the second level spells there are 3, so you can take that option and not take instigate psychic duel.

Im talking about the fact that RAW the 6th level spells for that class have two illegal spells out of three.

EDIT:
As I said before the Additionial Resources needs to be rewritten because I doubt many people think to actually look at other resources (ie. Oracle needs to look at Rogue rules) to begin building a character.

Again, that's a moot point since taking those spells is optional. You do not have to take them.

If you have a choice between option A and option B and option B is not allowed you take option A. Done.

No its not because once again we run into the issue of whether or not its legal in the first place. Like the fact that this is the second thread where this issue crops up in a week maybe you shouldn't stop trying to interject that its so simple.

Silver Crusade

I wasn't aware of any other threads so chill, and just because you don't like my opinion of what to do doesn't deny me from commenting on what I see as a non-issue. It's optional, and not legal, simple.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
I wasn't aware of any other threads so chill, and just because you don't like my opinion of what to do doesn't deny me from commenting on what I see as a non-issue. It's optional, and not legal, simple.

Im more annoyed at the five star GM and yourself who said its simple. Trying to cross reference things in a document that isn't at all clear as to what is and isn't legal is not simple.

Silver Crusade

MadScientistWorking wrote:
Rysky wrote:
I wasn't aware of any other threads so chill, and just because you don't like my opinion of what to do doesn't deny me from commenting on what I see as a non-issue. It's optional, and not legal, simple.
Im more annoyed at the five star GM and yourself who said its simple. Trying to cross reference things in a document that isn't at all clear as to what is and isn't legal is not simple.

um, yes it is.

Is there a specific call out saying that you can use this spell if your class offers it? No? Then you can't use it.

The spells are not something you have to take, they are 100% optional. Therefore it is simple. You don't have to take them. You can't take them even if you wanted to. That's all there is to it.

The Exchange 4/5 5/5

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.

Silver Crusade

MadScientistWorking wrote:
Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.

?

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
MadScientistWorking wrote:
Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.
?

Yeah there is a revelation that I picked not thinking that class abilities can not do anything or what they are normally supposed to do.

Silver Crusade

MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.
?
Yeah there is a revelation that I picked not thinking that class abilities can not do anything or what they are normally supposed to do.

What's the revelation?

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.
?
Yeah there is a revelation that I picked not thinking that class abilities can not do anything or what they are normally supposed to do.
What's the revelation?

Shadow Mastery as written in the Additional Resources technically doesn't do anything with its second level ability which is not clear because the rules aren't written out anywhere as to how to handle that.

EDIT:
Im sorry because I can't read anything correctly.

Silver Crusade

MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.
?
Yeah there is a revelation that I picked not thinking that class abilities can not do anything or what they are normally supposed to do.
What's the revelation?

Shadow Mastery as written in the Additional Resources technically doesn't do anything with its second level ability which is not clear because the rules aren't written out anywhere as to how to handle that.

EDIT:
Fun fact said Oracle is also a textbook example as to why something technically not legal in the additional resources doesn't mean it isn't legal.
?
Shadow Mastery (Su) wrote:
Whenever you cast an illusion spell from the shadow subschool, increase the strength of such spells by 1% per oracle level you have. You must be at least 7th level to choose this revelation.

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Rysky wrote:
MadScientistWorking wrote:
Kevin Willis wrote:

Permanency is a spell that a 10th level sorcerer could take, but isn't required to. It's not a legal PFS spell but there's no "replacement" spell on the sorcerer/wizard spell because they aren't required to take it.

Similarly the dreamstalker could take the illegal spells you are concerned about but isn't required to do so. Therefore there is no replacement option.

Actually, I'm less annoyed at this and more annoyed at the weirdly hidden and arbitrary rules that basically made a revelation I picked for my Oracle kind of useless.
?
Yeah there is a revelation that I picked not thinking that class abilities can not do anything or what they are normally supposed to do.
What's the revelation?

Shadow Mastery as written in the Additional Resources technically doesn't do anything with its second level ability which is not clear because the rules aren't written out anywhere as to how to handle that.

EDIT:
Fun fact said Oracle is also a textbook example as to why something technically not legal in the additional resources doesn't mean it isn't legal.
?
Shadow Mastery (Su) wrote:
Whenever you cast an illusion spell from the shadow subschool, increase the strength of such spells by 1% per oracle level you have. You must be at least 7th level to choose this revelation.

Sorry. That one is perfectly fine. I meant Stealth Mastery which grants Signature Skill (Stealth) once you hit level 7/8 which if the rules are consistent doesn't do anything.

Silver Crusade

Why wouldn't it? Can you not get Signature Skills in PFS?

3/5 **** Venture-Agent, Massachusetts—Boston Metro

Rysky wrote:
Why wouldn't it? Can you not get Signature Skills in PFS?

Technically speaking its not actually legal through the revelation and as I said earlier while spells are obvious this one kind of wasn't. Especially since I think its the only option like it in the entire game.

Silver Crusade

MadScientistWorking wrote:
Rysky wrote:
Why wouldn't it? Can you not get Signature Skills in PFS?
Technically speaking its not actually legal through the revelation and as I said earlier while spells are obvious this one kind of wasn't. Especially since I think its the only option like it in the entire game.

Ah, then if it's not legal (and I didn't see a call out in addition are sources saying it was) then you can't take it. There's plenty of other Revelations though.

Couldn't hurt making another thread asking about it if you haven't already though.

The Exchange 4/5 5/5

MadScientistWorking wrote:
Rysky wrote:
Why wouldn't it? Can you not get Signature Skills in PFS?
Technically speaking its not actually legal through the revelation and as I said earlier while spells are obvious this one kind of wasn't. Especially since I think its the only option like it in the entire game.
Additional Resources - Pathfinder Unchained wrote:
Skill Unlocks: the skill unlocks and Signature Skill feat are only available through the rogue's edge class ability.

MadScientist, might I suggest you start another thread about that particular conflict in the rules rather than having it buried here in a thread about how a mesmerist archetype's spells work?

Quote:

I really like the Oracle Shadow mystery from Blood of Shadows but I was wondering how the Stealth Mastery revelation functions in PFS. At 8th level the revelation grants Signature Skill (stealth). However Additional Resources says:

Additional Resources - Pathfinder Unchained wrote:
Skill Unlocks: the skill unlocks and Signature Skill feat are only available through the rogue's edge class ability.
Does the Stealth Mastery revelation override the rule that only rogue's edge grants skill unlocks? Or does the 8th level ability of that revelation just do nothing?

Sovereign Court 4/5 5/5 *** Venture-Agent, Nebraska—Omaha

Yeah, Additional Resources should be updated to say that the Signature Skill feat is only available through class abilities that specifically grant the feat.

If you make a thread, I think Compton will even make a temporary ruling while we wait for updates.

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