bdk86 |
Tempest Druid
- Must now be Chaotic Neutral, no listed rules on what happens if the PC ceases to be Chaotic Neutral. I assume it falls under the same consequences as ceasing to be Neutral/Revere Nature. Even more curiously, the Storm Kindler prestige class got no similar alignment restriction, despite a clear CN bent to the Storm Kindlers as an organization. Previously , the archetype had no alignment restrictions beyond those that already existed for Druids.
Hellknight Signifer
- Catechesis text has changed so that Signifers with the Warrior Priest feat treat their Signifer as levels in the appropriate divine spellcasting class for determining Channel Energy effects, DCs, etc. in addition to gaining Alignment Channel (Chaos). Previously, Signifer levels only stacked for purposes of channeling to harm Chaotic subtype creatures w/ Alignment Channel.
EDIT: Adjusted a spelling issue.
Dark Midian |
I'll be going through this as thoroughly as I can and listing the differences one section at a time. Here are the reprints for the Al-Zabriti section.
Al-Zabriti
Qadirian Horselord (Cavalier archetype, Inner Sea Combat): As One: Now increases to 3d6 damage at 17th level, and no longer treats all mounted Spring Attack uses as a charge
Mounted Blade (Feat, Qadira, Gateway to the East): No longer requires BAB +1, Qadiran affinity replaced with Al-Zabriti affiliation, wording about being able to use this feat on a flying item such as a broom of flying has been removed
Mounted Onslaught (Feat, Cities of Golarion): Lastwall affinity replaced with Al-Zabriti affiliation, otherwise unchanged
Kalindlara Contributor |
Dark Midian |
More importantly, As One no longer allows you to treat every mounted Spring Attack as a charge. Because... Lord Almighty, that ability.
Erm... Other than the damage change I mentioned, nothing else in that section of the Adventurer's Guide mentions that bit about the charge. Was there something in there that got cut? Because everything else is exactly the same as the original.
Kalindlara Contributor |
1 person marked this as a favorite. |
From my copy of Inner Sea Combat:
As One (Ex): At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as she remains mounted. The horselord uses her mount’s movement for this action and neither the horselord nor her mount provoke attacks of opportunity from the target. When making a single attack with a one-handed slashing weapon while using the Spring Attack feat, the Qadiran horselord treats her mount as charging. This ability can be used to qualify for other feats that treat Spring Attack as a prerequisite; however, the cavalier can benefit from those feats only while mounted. This ability replaces greater tactician.
And from the Adventurer's Guide:
As One (Ex): At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as he is mounted. He uses his mount’s movement for this action, and neither he nor his mount provokes attacks of opportunity from the target. When he makes a single attack with a one-handed slashing weapon in this way, the attack deals 1d6 additional points of damage. This bonus damage increases to 3d6 at 17th level. This ability counts as the Spring Attack feat for the purpose of meeting feat prerequisites, but only while the Qadiran horselord is mounted.
This replaces greater tactician.
Dark Midian |
1 person marked this as a favorite. |
From my copy of Inner Sea Combat:
Inner Sea Combat wrote:As One (Ex): At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as she remains mounted. The horselord uses her mount’s movement for this action and neither the horselord nor her mount provoke attacks of opportunity from the target. When making a single attack with a one-handed slashing weapon while using the Spring Attack feat, the Qadiran horselord treats her mount as charging. This ability can be used to qualify for other feats that treat Spring Attack as a prerequisite; however, the cavalier can benefit from those feats only while mounted. This ability replaces greater tactician.And from the Adventurer's Guide:
Adventurer's Guide wrote:As One (Ex): At 9th level, a Qadiran horselord gains the benefits of the Spring Attack feat so long as he is mounted. He uses his mount’s movement for this action, and neither he nor his mount provokes attacks of opportunity from the target. When he makes a single attack with a one-handed slashing weapon in this way, the attack deals 1d6 additional points of damage. This bonus damage increases to 3d6 at 17th level. This ability counts as the Spring Attack feat for the purpose of meeting feat prerequisites, but only while the Qadiran horselord is mounted.
This replaces greater tactician.
Wow, yeah. I totally missed that. Let me edit my post real fast if I can.
Dark Midian |
1 person marked this as a favorite. |
Aldori Swordlords
Aldori Swordlord (Prestige class, Paths of Prestige):
- No wording on additional armor or weapon proficiencies
- Gains Quick Draw as a bonus feat; if already possessed, gain Aldori Dueling Mastery as a bonus feat; if already possessed, gain a free combat feat you qualify for
- Deft Strike's wording about no 1.5x Dexterity damage for two-handing has been removed
- Defensive Parry is now a dodge bonus to AC instead of untyped and only increases once at 7th level; also now only stacks with the Aldori defender fighter archetype instead of the Aldori swordlord fighter archetype
- Shatter Confidence now has more clarification that it does not end effects that do not have morale bonuses, such as rage powers, unless the barbarian chooses to end his rage while his bonuses are suppressed
- Dexterous Duelist no longer requires you to hit someone while prone to be able to not provoke attacks of opportunity to stand up next to them
Aldori Defender (Fighter archetype, originally "Aldori swordlord", Inner Sea Primer)
- Defensive Parry now gives up all armor training, is a shield bonus to AC, and stops increasing after +4 at 15th following armor training progression.
- Disarming Strike now gives up the 6th level fighter bonus feat rather than weapon training 1, and is gained at 6th instead of 5th level
- Steel Net now gives up the 8th level fighter bonus feat rather than armor training 2, and is gained at 8th instead of 7th level
- Counterattack can now only be used once a round regardless of the Aldori defender's number of attacks of opportunity, and replaces the fighter's 10th level fighter bonus feat rather than armor training 3, and is gained at 10th instead of 11th
Aldori Dueling Disciple (Feat, Inner Sea Combat)
- No changes
Aldori Dueling Mastery (Feat, Inner Sea World Guide)
- Further clarifies that you cannot use anything in your offhand, such as natural weapons, unarmed strikes, and armor spikes
Duelist of the Roaring Falls (Feat, Inner Sea Combat)
- Clarifies that you don't get 1.5x Dexterity damage for two-handing
Duelist of the Shrouded Lake (Feat, Inner Sea Combat)
- No change
Falling Water Gambit (Feat, Inner Sea Combat)
- No change
Aldori dueling sword (Weapon, Inner Sea World Guide)
- No change
Rostland Edge (Unique Weapon, Inner Sea Combat)
- No change
Dark Midian |
Aspis Consortium
Aspis Agent (Prestige class, Paths of Prestige)
- Agency Secrets: Bonus Feat can be take twice instead of once
- Agency Secrets: Master Caster now extends to mesmerists
- Agency Secrets: Rogue Talent can now be taken twice if the character has at least 1 level in a class that grants rogue talents
- Agency Secrets: Vigilante Talent is a new ability allows you to select vigilante talents
Aspis Partner (Feat, Agents of Evil)
- Associate (Aspis Consortium) prereq removed, replaced with Aspsis Consortium affiliation
Ioun Spite Bracers (Wondrous item, Agents of Evil)
- No changes
Kalindlara Contributor |
Dark Midian |
Bellflower Network
Bellflower Tiller (Prestige class, Paths of Prestige)
- Special prereqs now allow for any 2 vigilante talents to replace the sneak attack +2d6 requirement
- Crop Guardian now stacks with levels of the Bellflower Harvester vigilante archetype for the purposes of their Crop Vigilance ability
- Scarecrow is now a bonus to attack and damage against all creatures that threaten your crop, instead of bonuses to attack and damage on attacks of opportunity against creatures threatening your crop
Applecheek (Alchemical item, Pathfinder Adventure Path #106)
- No changes
Boniface paint (Alchemical item, Pathfinder Adventure Path #106)
- No changes
Cooking powder (Alchemical item, Pathfinder Adventure Path #106)
- No changes
Sparkle smoke (Alchemical item, Pathfinder Adventure Path #106)
- Effect changed to requiring at least dim light for the Perception penalty to function
Tiller's gum (Alchemical item, Pathfinder Adventure Path #106)
- Now costs 100gp, up from 50gp
- Restricted to 3rd level spells or lower, no restriction previously
- Now requires a spell that has a casting time of 1 minute or less and that targets one or more creatures, instead of just a touch spell
- Is now completely ruined after the 1 hour timer
Poison Dusk |
Hellknight
Hellknight Armor (Ex): At 2nd level, a Hellknight earns
the right to wear Hellknight armor (see page 290). While
wearing this armor, the Hellknight reduces the armor
check penalty by 1, increases the maximum Dexterity bonus
allowed by 1, and moves at full speed. At 5th level, these
adjustments increase to 2. At 8th level, these adjustments
increase to 3.
Hellknight Armor (Ex): At 2nd level, a Hellknight earns the right to wear Hellknight plate (see page 97), which does not reduce his speed. While wearing this armor, the Hellknight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.
A pretty nice buff, now I only hope PFS allows it.
The Signifer's armor training remains the same, however they did correct the wording on Arcane Armor Expertise.Luthorne |
Was this just a change of language for clarification purposes? I'm not sure what the change was.
I think it's clarification, yeah. Basically stating that the armor doesn't reduce your speed, instead of allowing you to move at full speed while wearing the armor which some might argue would allow you to ignore reduction of speed from encumbrance, or possibly even things like fatigue...
Dark Midian |
No reprints for Council of Thieves, surprisingly.
Cyphermages
Cyphermage (Prestige class, Inner Sea Magic)
- Language requirements relaxed to include languages related to Varisia and Thassilon, such as Shoanti, Aklo, Draconic, Giant
- Cypher Lore now specifically states that you do not gain a new cypher lore at 10th level
- Two new cypher lore abilities, Thassilonian Focus and Thassilonian Incantation
- Thassilonian Focus: Choose a Thassilonian school of magic (If cyphermage is a Thassilonian specialist, must choose same specialty school), gain a +2 bonus to saving throws against spells and spell-like abilities of that school
-Thassilonian Incantation: +1 to save DCs when speaking Thassilonian on language-dependent spells, but target must understand Thassilonian for the bonus to function; combines with rune trap cypher lore to grant +1 caster level to spells with magic writing, but doubles casting time
Cypher Magic (Feat, Inner Sea World Guide)
- No change
Cypher Script (Feat, Inner Sea World Guide)
- No change
Hidden Knowledge (Spell, Second Darkness Player's Guide)
- Now available to bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
- Now has a duration set at casting, up to 1 day/level
- Check to identify runic tattoo is now DC 20 Linguistics check, instead of DC 15 Decipher Script
Thassilonian Magic (Special, Inner Sea Magic)
- No change
Fromper |
Is the Halfling Opportunist prestige class in here? That one from Halflings of Golarion had great flavor, but the mechanics made it completely useless.
I'd love to see them update it so that using the class's signature ability isn't a combat maneuver (on a 3/4 BAB class that requires you to be a race with a strength penalty and size penalty on combat maneuvers). It would make more sense as an acrobatics check, anyway, still opposed by the enemy's CMD.
I had actually been considering trying that prestige class paired with a Lore Warden, for maximum CMB bonuses, but apparently that idea's been nerfed to uselessness by this book.
Poison Dusk |
Was this just a change of language for clarification purposes? I'm not sure what the change was.
The older version in Inner Sea World Guide allowed you to move at full speed in Hellknight armor at level 8, the new version in this book allows it at 2nd. I never saw why moving at full speed on a (minimum) 13th level character was worth PFS changing it, so I worry that they will change it again.
Edit: I see now that I misread the older version. Color me dumbfounded. So a 7th (minimum) level melee character moving full speed is too strong I guess. Even though you could be flying at the same level. And dwarves can do it from level 1....
Just ignore me here.
Dark Midian |
Garbage-Tier Waifu wrote:Was this just a change of language for clarification purposes? I'm not sure what the change was.The older version in Inner Sea World Guide allowed you to move at full speed in Hellknight armor at level 8, the new version in this book allows it at 2nd. I never saw why moving at full speed on a (minimum) 13th level character was worth PFS changing it, so I worry that they will change it again.
Edit: I see now that I misread the older version. Color me dumbfounded. So a 7th (minimum) level melee character moving full speed is too strong I guess. Even though you could be flying at the same level. And dwarves can do it from level 1....
Just ignore me here.
It's because it emulates fighter's armor training, and fighters don't get to move at full speed in heavy armor until 7th.
Isabelle Lee |
1 person marked this as a favorite. |
Rysky wrote:...Spells? Items? I dunno. :PDark Midian wrote:No reprints for Council of Thieves, surprisingly.Um... what would there have been for them to reprint? :3
Much like the Gray Maidens as they appear in Curse of the Crimson Throne, the original Council has almost nothing mechanical associated with it. They're largely built on CRB options. The only things from the original AP that jump to mind are the quieting needles and the runecurse, neither of which are really Council-specific. (Of course, it's been a while, so I may be missing something.)
(Technically, there's one other thing - it gets its mention in the brazen deceiver archetype, since reprinting it wouldn't make sense for multiple reasons. I don't think it even got reprinted in Artifacts & Legends, although I could easily be wrong there.)
There wasn't much reason to reprint any of those items anyway, since the new Council of Thieves is almost entirely built on new ideas (plus whatever they could cobble together of the old Council).
Good times. ^_^
Dark Midian |
I'm starting to get tired... Someone send me coffee...
Eagle Knights
Golden Legionnaire (Prestige class, Paths of Prestige)
- No changes
Steel Falcon (Prestige class, Andoran, Spirit of Liberty)
- BAB requirement removed
- 5 additional levels added
- Enemy of Slavers: Now increases to +6 at 9th level
- Luck of the Eagle: Now gains an additional use at 6th and 10th, for a total of three uses per day
- Heroic Speech: Obtained at 3rd level, instead of 2nd
- Natural Traps: Now grants the Learn Ranger Trap feat for free, selected from a special list of learnable traps, and follows the rules for that feat; at 6th and 9th they get one additional trap learned
Comrade's Bond: Gains an additional use at 7th and 10th; usable as a swift action at 7th, and a free action at 10th
Superior Aid: Obtained at 4th level, instead of 2nd
Subtle Manipulator: Obtained at 5th level, instead of 3rd; additional clarification that usage resets the one per person per day duration
Talmandor's Blessing: Additional clarification that the feather fall effect can be reactivated if dispelled
Chainbreaker: Obtained at 6th level, instead of 4th; the bonus to escaping binds and ropes now only applies to Escape Artist instead of all checks
Talmandor's Fury: Obtained at 7th level, instead of 5th; clarified to be activated as a standard action
Eagle's Resolve (Feat, Andoran, Birthplace of Freedom)
- "Member of Eagle Knights" prereq removed, replaced with Eagle Knight affiliation
- The bonus to attack, damage, and saving throws is now only against the source of the initial effect
Expert Boarder (Feat, Andoran, Birthplace of Freedom)
- "Member of Gray Corsairs" prereq removed, replaced with Gray Corsair affiliation
Falcon's Cry (Feat, Andoran, Birthplace of Freedom)
- "Member of Steel Falcons" prereq removed, replaced with Steel Falcon affiliation
Legionnaire's Inspiration (Feat, Andoran, Birthplace of Freedom)
- "Member of Golden Legion" prereq removed, replaced with Golden Legion affiliation
- Possible typo, the first line says "As a standard action, pick one creature you can see", and after that the text is the same as the original feat. Most likely the feat was intended to be changed to only work on one creature, and wasn't proofread before print
Twilight Tattoo (Feat, Andoran, Birthplace of Freedom)
- "Member of Twilight Talons" prereq removed, replaced with Twilight Talon affiliation
Eagle Knight's Dress Armor (Unique magic armor, Inner Sea Combat)
- Now costs 18,175 gp to purchase, up from 10,800 gp
- Now costs 9,175 gp to craft, up from 5,488 gp
Golden Eagle Epaulets (Magic item, Andoran, Spirit of Liberty)
- Now costs 4,500 gp to purchase, up from 3,000 gp
- Now costs 2,250 gp to craft, up from 1,500 gp
- Can now cast sanctuary once per day, along with bless
- Additional skill that receives the +2 competence bonus is now static based on what faction of Eagle Knights the item is attuned to (Steel Falcons: Perception, Golden Legion: Ride, Gray Corsairs: Swim, Twilight Talons: Swim)
- Wording about the item automatically casting sanctuary when the wearer falls below 0 HP has been removed
Talonstrike sword [Unique magic weapon, Andoran, Spirit of Liberty)
- Now costs 33,835 gp to purchase, down from 38,715 gp
- Now costs 18,435 gp to craft, down from 19,615 gp
- No longer requires shield other as a construction requirement
- Is now made from mithral instead of alchemical silver, weight is reduced from 6 lbs. to 3 lbs. as a result
- The dimensional anchor effect on a critical hit now only functions once per day
Detect Charm (Spell, Andoran, Spirit of Liberty)
- Is now available to bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, paladin 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
- Further clarifies that although it functions as detect magic, you can only see charm, compulsion, and possession effects
Summon Flight of Eagles (Spell, Andoran, Spirit of Liberty)
- Is now available to bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, summoner 6, witch 6
- Duration increased to 10 minutes/level, up from 1 minute/level
- Summoned eagles now fight as a normal summoned creature, in addition to serving as mounts
Suppress Charms and Compulsions (Spell, Andoran, Spirit of Liberty)
- Is now available to bard 2, cleric 2, mesmerist 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2
- Duration changed to 10 minutes or concentration (Up to 1 round/level)
- No longer functions as remove fear
- You can now only choose to grant a bonus to saving throws against charms and compulsions or to suppress them, not both
- Suppressing charms and compulsions is now concentration-based and suppresses all charm and compulsion effects, both beneficial and harmful
- Suppressed creatures affected by new charms and compulsions have those effects suppressed as well, up to the duration of the spell
- Spell immediately ends if concentration ceases, charms and compulsions resume their remaining duration
Jodokai |
7 people marked this as a favorite. |
I tried to bull rush a bull the other day, and I imagine the Paizo development team would have similar results if they tried it, I'm reasonably certain they're scrawnier than I am.
If combat maneuvers against larger creatures with or without extra legs were easy then it would be pretty reasonable to have a feat with a BAB and Str requirement that lets you fly by flapping your hands really hard. But both seem absurd to me.
I tried casting Fireball the other day, couldn't do that. We should probably just take spells out of the game.
Dark Midian |
1 person marked this as a favorite. |
No reprints from the Gray Maidens, as Isabelle Lee said there wasn't.
Hellknights
Hellknight (Prestige class, Inner Sea World Guide)
- Hellknight Armor: Wording changed from "moves at full speed" to "does not reduce your speed" to avoid confusion and potential rules cheese
Hellknight Signifer (Prestige class, Paths of Prestige)
- Catechesis: Now treats Hellknight levels as cleric levels for all purposes for channel energy
- Assiduous Gaze: Scrutiny power now allows for detection of psychic spellcasting
Gelugon plate (Unique magic armor, Inner Sea Combat)
- No changes
Signifer's Fist (Unique magic weapon, Advanced Class Origins)
- Now requires a move action to activate, rather than a standard action
- Special effect is now usable once per day as a standard action if the user does not have an arcane pool, arcane reservoir, or fervor pool
Dirge of the Victorious Knights (Spell, Inner Sea World Guide)
- Casting time changed to 1 round, from 1 full round
- Knights now appear in an adjacent 10' square, rather than in your square
Ravingdork |
Keep up the good work! And thanks! :D
Isabelle Lee |
1 person marked this as a favorite. |
No reprints from the Gray Maidens, as Isabelle Lee said there wasn't.
This is incorrect, although I see how my statement gives that impression. Sorry for the confusion!
While the Gray Maidens were purely CRB fighters in Curse of the Crimson Throne, there is one item in their section that is reprinted. The Maiden's helm was originally printed in Pathfinder Adventure Path #62: Curse of the Lady's Light.
Dark Midian |
Houses of Perfection
Winding Path Renegade (Brawler archetype, Advanced Class Origins)
- No changes
Perfect Style (Feat, Inner Sea Combat)
- Wording changed to reflect that the feat starts you with 2 ki points immediately, rather than saying "You start at 1 ki point and gain another at every 4 levels thereafter".
Unblinking Flame Feint (Feat, Inner Sea Combat)
- No changes
Unblinking Flame Fist (Feat, Inner Sea Combat)
- No changes
Unfolding Wind Strike (Feat, Inner Sea Combat)
- No changes
Unfolding Wind Rush (Feat, Inner Sea Combat)
- Dodge now formally added as a prerequisite
Untwisting Iron Strength (Feat, Inner Sea Combat)
- No changes
Untwisting Iron Skin (Feat, Inner Sea Combat)
- No changes
Monastic Warden (Unique magic weapon, Inner Sea Combat)
- Wording of initial ability to spend ki points to ignore shield bonuses is changed to include other classes that gain a ki pool
- Secondary ability now clarified as force damage; the additional damage condition now requires a site sacred to the weapon's wielder, rather than a place the weapon is attuned to
Dark Midian |
Lantern Bearers
Lantern Bearer (Prestige class, Paths of Prestige)
- Elf or half-elf race prerequisite removed
- "Numinous Potency" renamed to "Luminous Potency"
- Unbounded Stride: Wording requiring this ability to be activated before it takes effect removed
- Fade from Sight: Clarified to be activated as a swift action, along with the action required to use Stealth to hide
Dark Midian |
Magaambya
Magaambyan Arcanist (Prestige class, Paths of Prestige)
- Altruistic Guardian: Further clarifies that allies are only protected against the damage and conditions they would suffer when the user activates this ability, not from later effects from non-instantaneous spells or effects
Enlightened Bloodrager (Bloodrager archetype, Arcane Anthology)
- No longer gains the medium's spells per day progression, as well as no longer gaining spells from the sorcerer/wizard list
- Gains 0-level spells at 4th level as if they were a bard of their bloodrager level -3; selects these spells from the druid spell list
- Gains one 1st-level druid spell to their spells known at 4th level, one 2nd-level spell at 7th level, one 3rd-level spell at 10th level, and one 4th-level spell at 13th level; all druid spells gained are added to the bloodrager spell list for purposes of class features and abilities
- Ability to swap druid spells out begins at 8th level and every 3 levels thereafter; must select a druid spell of the same level, and any druid spell replaced is removed from that bloodrager's spell list
- Enlightened Bloodrage: No longer removes the penalty to AC for bloodrage; wording of removing the 1st level bloodrager bloodline power removed
- Bloodline Feats: Now only replaces the DR gained at 7th, 13th, and 19th level; DR 1/- at 10th level and DR 2/- at 16th level remain
- Bloodline Powers: Additional clarification that the enlightened bloodrager still uses their full bloodrager level when determining the strength of their bloodline powers, despite the permanently-delayed progression
Magaambyan Initiate (Arcanist archetype, Arcane Anthology)
- No changes
Extra Spontaneous Spell Mastery (Feat, Arcane Anthology)
- No changes
Nameless One (Feat, Arcane Anthology)
- Wording about scrying on your eschewed identities changed slightly; instead of "any attempt to scry on you independent of your eschewed identities", it now reads "any attempt to scry on you in relation to of your eschewed identities", which is both a typo and allows your previous identities to be discovered
Masked Intent (Feat, Arcane Anthology)
- Now increases both the bonus to Bluff and the DC of the skills to find out information about you to +8 if you have 10 or more ranks in the mentioned skills
Mask Focus (Feat, Arcane Anthology)
- Example spell changed from eyeless vision to mask from divination
Masked by Fear (Feat, Arcane Anthology)
- No changes
Ritual Mask (Feat, Arcane Anthology)
- Second benefit updated to include medium in examples of classes with spirit class feature
Scholar (Feat, Inner Sea World Guide)
- Special: This feat is unaffiliated with the Magaambya, and can be taken by anyone
Mask from Divination (Spell, Arcane Anthology)
- No changes
Planar Inquiry (Spell, Arcane Anthology)
- No changes
Dark Midian |
Mammoth Lords
Mammoth Rider (Prestige class, Paths of Prestige)
- Animal companion or mount requirement changed from requiring an effective druid level of 6th or higher to requiring at least 6 Hit Dice
- Steed: Amargasaurus, brontotherium, deinotherium, dire polar bear, elasmotherium, kentrosaurus, moa, styracosaurus, uintatherium, and wooly rhinoceros added to list of available choices
- Mistrust of Magic: Updated to grant the bonus to saving throws against psychic spells as long as the mammoth rider has no levels in a psychic casting class
Mammoth Spirit (Shaman spirit option, Advanced Class Origins)
- Primal Speaker: 10th level ability now specifies Will negates
- Strength of the Beast: Now only progresses at +2 per 6 levels (14th and 20th) for the shaman's spirit, and once at 18th for wandering spirit
- Megafauna Companion: Baluchitherium, brontotherium, chalicotherium, deinotherium, elasmotherium, glyptodon, megatherium, and uintatherium added to available choices
Cold Celerity (Feat, People of the North)
- No changes
Rugged Northerner (Feat, Inner Sea World Guide)
- Special: This feat is unaffiliated with the Mammoth Lords, and can be taken by anyone
Tribal Hunter (Teamwork feat, Heroes of the Wild)
- Wording changed from "when you or an ally are adjacent to a creature larger than you" to "when you and an ally are adjacent to a creature larger than you"
Tribal Scars (Feat, People of the North)
- "Member of a Mammoth Lord tribe" requirement removed, replaced with Mammoth Lord affiliation
- Additional HP upon taking feat removed
Mammoth hide (Unique magic armor, Melee Tactics Toolbox)
- Now costs 14,665 gp to purchase, up from 8,165 gp
- Now costs 7,415 gp to craft, up from 4,165 gp
- No longer has endure elements as a construction requirement
- Is now +3 hide armor, instead of +2
- Functions as rhino hide, except it deals 4d6 points of damage on first successful charge in a round
- Wording clarifying that the charge damage is not multiplied on a critical hit or via feats such as Spirited Charge removed
- No longer protects against cold conditions as endure elements
Mammoth lance (Unique magic weapon, People of the North)
- Aura changed from moderate enchantment to moderate transmutation
Zoic Fetish (Magic item, Inner Sea World Guide)
- No changes
Frost Mammoth (Spell, People of the North)
- Typo: Added to "shaman 7" list, intended to be shaman 6
Poison Dusk |
It's because it emulates fighter's armor training, and fighters don't get to move at full speed in heavy armor until 7th.
So the argument is that my 7th level Fighter/Hellknight should not have access to something a 7th level Fighter does? Since when is it a bad thing for class features to stack? Almost every spellcasting PrC gets it. And if you are not a fighter prior to Hellknight, you are probably taking the PrC at 9th level. But I suppose this is not the place to make this argument.
Ryan Freire |
1 person marked this as a favorite. |
Dark Midian wrote:It's because it emulates fighter's armor training, and fighters don't get to move at full speed in heavy armor until 7th.So the argument is that my 7th level Fighter/Hellknight should not have access to something a 7th level Fighter does? Since when is it a bad thing for class features to stack? Almost every spellcasting PrC gets it. And if you are not a fighter prior to Hellknight, you are probably taking the PrC at 9th level. But I suppose this is not the place to make this argument.
probably not, martials cant have nice things here
Dark Midian |
And now, the one everyone's been waiting for...
Pathfinder Society
Pathfinder Delver (Prestige class, Seekers of Secrets)
- Surefooted: Wording giving examples as to what difficult terrain this ability ignores removed
- Trap Sense: Wording clarifying that the Pathfinder delver gets trap senses bonuses at 2nd level and every 3 levels thereafter added
- Thrilling Escape: Wording allowing the use of this ability on turns other than your own removed, wording granting this ability at 4th level corrected to 3rd level
- Left for Dead: Now specifies that you gain 1 HP after one minute to become conscious
Pathfinder Savant (Prestige class, Seekers of Secrets)
- 3 additional levels added
- Craft and Profession removed from class skill list
- Adept Activation: Wording about the savant not failing a UMD check on a 1 added; possible typo or stealth errata
- Esoteric Magic: Now specifies that the savant's base spellcasting class with the most levels is the class that this ability adds spells to
- Sigil Master: Wording about the savant being affected normally by writing-based traps that are already triggered but retaining his saving throw bonus removed
- Dispelling Master: Now specifies that prepared casters can sacrifice a 3rd level spell for dispel magic or a 6th level spell for dispel magic, greater
- Three new abilities: Symbol Master, Spellcasting Master, and Item Master
- Symbol Master: Increases save DCs, Perception DCs, and Disable Device DCs of symbols the savant casts by 2; immediate action double your sigil master bonus on a saving throw vs a symbol 1/day, must announce before the results are revealed; no automatic failure on a 1 vs saves on symbols
- Spellcasting Master: Swift action focus to not provoke attacks of opportunity from spellcasting for remainder of round 3/day, concentration spells used during this round persist after concentration ends for up to Int/Wis/Cha modifier number of rounds (Whichever's highest)
- Item Master: Spend an hour to attune a non-charged magic item and use your caster level to resolve its effects rather than the item's caster level; only one attunement at a time, doing a new one loses the older one
Student of War (Prestige class, Seekers of Secrets)
- New ability, Additional Skill: At 1st and every 2 levels after, gain a new class skill
- Know Your Enemy: Martial Stance now increases your Critical Focus bonus to +6 if you already have the Critical Focus feat
- Know Your Enemy: Defensive Stance now increases your Mobility bonus to +6 if you already have the Mobility feat
- Telling Blow: Now ignores 5 points of DR, up from 3
Lore Warden (Fighter archetype, Pathfinder Society Field Guide)
- Scholastic: "All Intelligence-based skills are class skills" has been been changed to "All Craft and Knowledge skills are class skills, as are Linguistics and Spellcraft"
- Expertise: Is now Skill Over Strength
- Skill Over Strength: Qualifies for feats and abilities as if possessing Combat Expertise at 2nd level; at 6th gains Combat Expertise or a feat that contains Combat Expertise as a prerequisite if Combat Expertise is already possessed; at 10th level treat BAB as two higher for purposes of Combat Expertise. Replaces bravery and 2nd level fighter bonus feat
- Maneuver Mastery, Know Thy Enemy, Hair's Breadth, Swift Lore, and Know Weakness: These are updated selectable powers from a new ability: Sword Secrets
- Sword Secrets: Gain a new power at 3rd level and every 4 levels thereafter, replaces armor training and armor mastery
- Sword Secrets, Exploit Weakness: Was Know Weakness, add 1/3 class level on attack rolls to confirm critical hits; confirmed crits allow lore warden to ignore first 5 points of DR or hardness against that target until end of next turn at 11th level; at 19th automatically confirm up to one crit a round
- Sword Secrets, Hair's Breadth: Same as original power, except gain additional use at 15th level
- Sword Secrets, Know Thy Enemy: Now specifies that you take the standard action to activate after you make the Knowledge check; +2 bonus to attack and damage is now insight instead of competence; now has a duration of half class level (Minimum 2) or until ability is used on different creature. Gains a +2 bonus to AC against that target (Unknown if meant to be untyped or insight like atk/dmg bonus) at 11th level and at 19th level the insight bonus increases to +3
Sword Secrets: Maneuver Training: Was Maneuver Mastery, now grants brawler's maneuver training class feature, with fighter levels used as brawler levels
Sword Secrets, Swift Assessment: Was Swift Lore, use know thy enemy as move action; at 15th use know thy enemy as a swift action. Must have know thy enemy sword secret before taking
Pathfinder Chronicle (Misc. equipment, Inner Sea World Guide)
- No changes
First Aid Gloves (Magic item, Pathfinder Society Primer)
- No changes
Wayfinder (Magic item, Inner Sea World Guide)
- Clarifies that slotting an ioun stone inside replaces its light spell-like ability until removed
Wayfinder, Ebon (Magic item, Seekers of Secrets)
- No changes
Wayfinder, Shining (Magic item, Pathfinder Society Field Guide)
- No changes
Wayfinder, Vanishing (Magic item, Pathfinder Society Field Guide)
- No changes
Ioun Stone Resonances (Special, Seekers of Secrets)
- Clear Spindle: Changed from permanent protection from possession and mental to control to being able to cast protection from chaos/evil/good/law once a day at CL 12th. Can activate as immediate action, but renders the ioun stone dull gray
- Dark Blue Rhomboid: No change
- Deep Red Sphere: No change
- Dull Gray (Burnt out): No change
- Dusty Rose Prism: Now a +1 insight bonus to combat maneuver checks instead of a +2 insight bonus to CMB and CMD
- Incandescent Blue Sphere: No change
- Iridescent Spindle: Protection from vacuum and underwater pressure clarified to mean half damage from those sources
- Lavender and Green Ellipsoid: No change
- Orange Prism: Wording about spell failure and loss if the new caster level total is lower than the necessary level to cast the spell removed
- Pale Blue Rhomboid: No change
- Pale Green Prism: No change
- Pale Lavender Ellipsoid: No change
- Pearly White Spindle: Is now a +2 sacred bonus on death effects and negative energy effects, instead of a +1 sacred bonus against just negative energy effects
- Pink and Green Sphere: No change
- Pink Rhomboid: No change
- Scarlet and Blue Sphere: No change
- Vibrant Purple Prism: Now allows refreshing up to three spell levels per day, instead of being only able to refresh 1st level spells at will
Chess Pwn |
1 person marked this as a favorite. |
It's enough that it feels like a lot. Also a factor to the feeling is how valuable you view things. Is having 5 pages on spices interesting to you? If not you're likely to skip those pages, and thus forget those 5 pages of new stuff.
This is my guess as to why many people that read the book feel the majority is rework/updates. Cause classes, feats, and magic items are the most interesting for a character and where most the R/U are. Newer spells and mundane items aren't and are forgotten to be included into their perspective.
Kalindlara Contributor |
Torbyne |
2 people marked this as a favorite. |
I am actually bothered by the idea that it is a hard cover release at a hard cover price that has a softback's worth of new information in it. One part of me knows this is not the case but another, saltier part, cant help but think of this as pay per view errata. At least split the new information into its own product for those who might already own the old stuff and dont want to pay for the corrections on it. :(