Pathfinder Society (second edition) Character Options

Thursday, January 30, 2020

Greetings, Society Members!
Earlier today, we revealed the next round of sanctioning for Starfinder Society—including the Attack of the Swarm! and Threefold Conspiracy Adventure Paths Chronicle Sheets. If you missed that blog, you can catch up here!

Now it’s Pathfinder’s turn. The team finished their review of the products and consulted with our community’s Additional Resource team about what best fit the Organized Play environment. Instead of waiting for an updated web page with formatting, we decided to get everything into our players’ hands. That doesn’t mean a new site with better layout isn’t coming, we just didn’t want to hold things up any longer waiting our turn in the web queue. All the rulebooks and Lost Omens products, up to and including Pathfinder Lost Omens Gods & Magic, appear in this update, so there is plenty to choose from. Apologies for the length—If you want to find a particular section, we suggest using control + F and the name of the book you’re looking for.

We made a few changes to the layout and structure of the character options, as well as how we look at what we include in the campaign. To help players understand what goes into character options, as well as the parameters and criteria in how we address concepts, we included a new section at the top of this document. Some of the items in this section include core assumptions, table policy, and access. This information is being migrated to the guide and will appear there with the next update.

You’ve waited long enough, so without further ado, here is the first batch of Pathfinder Society (Second Edition) character options!

I’ll see you next week for our beginning of the month update on Society!

Until then – Explore, Report, Cooperate!

Tonya Woldridge
Organized Play Manager


Character Options

Legal Sources and Table Policy

Character options from the following books can be used in Pathfinder Society.

  • Rulebooks Line
    • Pathfinder Core Rulebook
    • Pathfinder Bestiary
    • Gamemastery Guide
    • Advanced Player's Guide
  • Lost Omens Line
    • Lost Omens World Guide
    • Lost Omens Character Guide
    • Lost Omens Gods & Magic
    • Lost Omens Legends
    • Lost Omens Pathfinder Society Guide

To use an option from any source other than the Pathfinder Core Rulebook, the Pathfinder Bestiary, or the Lost Omens World Guide in Pathfinder Society play, you must bring any one of the following to your game table:

  • A physical copy of the book you wish to use
  • A name-watermarked PDF copy of the book
  • Name-watermarked printouts of all relevant pages you wish to use from the PDF
  • Access to the rules you wish to use in the form of either electronic access to the Pathfinder Reference Document (paizo.com/prd) or a photocopy of the relevant pages, along with proof of purchase, such as a receipt from a game store or a screenshot of your My Downloads page on paizo.com.

The following do not satisfy this requirement:

  • A photocopy of a physical book with no proof of purchase
  • Printouts from electronic character builders such as Hero Lab
  • Content reproduced in other sources under the Open Gaming License (such as an online reference document or a homemade omnibus)

Family members, significant others, or other members of the same household (such as roommates) can share resources if they are playing at the same table, rather than requiring a separate copy of the same book for each person. A group of friends that always plays together at the same table fulfills this requirement, as long as all the necessary materials for each character's options are present. Members playing at separate tables must each supply their own materials as normal.

In addition to the copy of the rules themselves, you must be able to provide an electronic or physical copy of the below Additional Resources page for that source to show that the options you have selected for your character are legal for play.

Rarity, Access, and Availability

Character options for Pathfinder Society play have one of three levels of availability: standard, limited, or restricted.

Standard: These options follow the standard rules as printed in their respective sourcebooks. If a character wants to take this option, they must meet all its prerequisites as usual. If the option is uncommon or rarer, they must also have access to the option. Characters can gain access in a variety of ways. They can gain access by virtue of their origin, religion, or their membership in certain organizations (see below sections). Selecting certain common character options can give you access to other, rarer ones; for instance, a gnome who takes the Gnome Weapon Familiarity ancestry feat gains access to uncommon gnome weapons. Specific boons—such as from the Achievement Points system or Chronicle Sheets—can also grant access to these options.

Limited: A limited option is rarer in Society play, but not unheard of. A limited option can be selected only if specifically allowed by a boon—whether from the Achievement Points system, a Chronicle Sheet, or another other option from a Pathfinder Society source—even if the option is common or if the character meets the normal prerequisites or access requirements printed in the option’s source.

Restricted: A restricted option is one that is not generally appropriate for all tables or conducive to the Pathfinder Society's shared campaign setting, such as a one-of-a-kind weapon, a horrific spell used by only the most evil magic-users, or player options that require high degrees of GM adjudication. Such options will generally be made available for Society Play in only a very few special cases, such as via boons given out as part of charity events, if at all.

Character Origin

When you create a character, you can choose their origin, including their ethnicity and nationality/region of origin. These choices might allow your character to take certain character options. For instance, humans of Jadwiga ethnicity descend from the witch-queens of Irrisen, and they can take the Irriseni Ice-Witch feat to represent this connection. Similarly, characters from the Broken Lands have access to the Aldori dueling swords that are iconic to that region.

If your character is of mixed ethnicity or comes from multiple regions of origin, then for the purposes of game balance, you choose one ethnicity and one region of origin that your character can use to satisfy prerequisite and access conditions for character options. This affects only the character options you can select, and in no way limits your character’s identity or story.

Certain boons, such as Home Region or Multicultural Training, can allow you to change or expand your character’s origin for the purpose of qualifying for character options, to reflect their life experiences.

Religion

When you create a character, you can choose their religion or philosophy. If your character is of a class that directly interacts with the divine, such as a cleric or a champion, you must make this choice at first level as part of gaining your class abilities. However, characters of any class might be allowed to certain character options based on the deity they follow. For instance, all followers of Abadar gain access to Abadar’s flawless scale, a magic item considered holy by the faith.

Characters can worship and gain mechanical benefits from any deity listed in the table of gods on page 437 of the Core Rulebook or detailed in Lost Omens Gods & Magic, so long as their alignment matches one of the deity’s listed follower alignments. Note that some deities, such as Rovagug or Urgathoa, allow only evil followers; as Society characters cannot be lawful evil, neutral evil, or chaotic evil, these deities cannot be worshiped to gain benefits in Society play. Characters can also be agnostic, atheist, or can follow the tenets of philosophies (Lost Omens Gods & Magic 94–101) rather than deities.

Your character can participate in the rituals and cultural aspects of a deity’s faith without being a worshipper of that deity; for instance, citizens of the diabolic nation of Cheliax might participate in state holidays revering Asmodeus, the Prince of Darkness, but only lawful evil followers are true worshippers of his faith.

If your character worships multiple deities, then for the purposes of game balance, you choose one deity that your character can use to satisfy prerequisite and access conditions for character options. This affects only the character options you can select, and in no way limits your character’s identity or story.

Pantheons

Characters can also follow pantheons (Lost Omens Gods & Magic 92) instead of specific deities, in which case they gain the benefits of the pantheon as a whole. Characters in Society play must choose a patron deity when following a pantheon. They can use both their patron deity and the pantheon as a whole to satisfy access and prerequisites, but not any other deities in the pantheon individually. For instance, a lawful neutral cleric could worship the Godclaw, with Iomedae as her patron deity, in which case she could take options related to both Iomedae and the Godclaw, but this wouldn’t automatically allow her to take options related to Torag, Irori, Abadar, or Asmodeus.

Edicts and Anathema in Society Play

Several characters, such as clerics or champions, must abide by the edicts and anathema of their deity to receive divine powers from that deity. To allow a wide variety of characters in Society play, the rules around edicts and anathema are slightly relaxed. It is generally assumed that all characters can participate in Pathfinder Society adventures without running afoul of their deity’s edicts and anathema—attempting to perform the primary objective of an official Pathfinder Society mission by itself will not cause a character to fall out of favor with their deity. For example, Pharasma prohibits robbing tombs, but a cleric of Pharasma can accept a Society mission to retrieve an artifact from a pyramid, confident that the Society has gone through the proper channels to secure the right to retrieve the artifact.

While edicts are valorous actions praised by a deity, a character does not need to perform their deity’s edicts to the exclusion of other activities, or if doing so would prevent the smooth progression of play at the table. When considering anathema, note that a character must actively and personally commit an anathemic act in Society play to incur consequences with their deity, and is not liable for the actions of their party members. For instance, a champion of Sarenrae could not personally lie to a guard when infiltrating a city, but they do not need to force the party’s rogue to tell the truth (though they might look on disapprovingly)

Remember that edicts and anathema exist to create roleplaying opportunities at the table for your character, and should not be used by the GM to pressure PCs, or by PCs to pressure other members of the table toward specific styles of play.

Uncommon Ancestries

Because your ancestry is the first thing you pick about your character and it is not possible to retrain your ancestry as you might retrain other options, the only way to select uncommon or rarer ancestries is with a boon that allows you to create a new character of this ancestry.

Organization Membership

Through the course of your character’s adventures, you might meet influential members of other organizations and have the opportunity to learn from them. The Secondary Initiation boon can be used to gain membership in an organization and access to its character options.

Books

Pathfinder Core Rulebook

Rarity and Access Adjustments

Please use these rarity and access adjustments in Society Play, instead of the rarity and access printed in the original source.

Languages: Note that the adjustment to regional languages (page 432) detailed in the Rulings and Clarifications section below expands some characters' access to Erutaki and Varki.
Items: All characters have access to the scholarly journal, scholarly journal compendium, survey map, and survey map atlas (page 291).
All characters have access to the wayfinder (page 617).
Spells: All characters have access to raise dead (page 362).
Rituals: All characters have access to atone (page 409) and resurrect (page 415).

Option Availability

Standard

All options are of standard availability unless specifically noted otherwise.

Limited

General Feats: Connections (page 260).

Restricted

None

Rulings and Clarifications

Please follow these rulings and clarifications specific to Pathfinder Society play wherever they conflict with the language printed in the original source.

  • The level 1 version of summon plant or fungus (page 376) can be used to summon a leaf leshy (Pathfinder Bestiary page 218) that has the weak adjustment (Pathfinder Bestiary page 6). This is an exception to the rule that summon spells do not normally allow you to adjust the level of the summoned monsters by applying adjustments or templates to them
  • The Experienced Smuggler skill feat (page 261) allows you to Earn Income using Underworld Lore with tasks of your level –1, instead of the normal level –2.
  • Add the following regional languages to the options listed on page 432. As with other regional languages, a character hailing from the region listed below automatically has access to these languages.
    • Erutaki: Saga Lands
    • Varki: Saga Lands

Gamemastery Guide

As the Gamemastery Guide primarily contains tools for GMs, new subsystems, and rules variants rather than direct player options, all content from this book is of limited availability. However, Organized Play will be drawing from the rules options in this book in creating future adventures, boons, and other content.

Lost Omens World Guide

Note that your ethnicity, area of origin (nationality), or membership in certain factions might grant you access to options in this book. See the Character Origin and Organization Membership sections above.

Rarity and Access Adjustments

Please use these rarity and access adjustments in Society Play, instead of the rarity and access printed in the original source.

Archetypes: [Updated Feb 7] All characters have access to Pathfinder Agent Dedication and all Pathfinder Agent feats (page 21).
Characters with the Living Monolith Dedication feat have access to Ka Stone Ritual (page 59).
Characters from the Mwangi Expanse have access to the Magic Warrior Dedication feat (page 95). This feat should be uncommon (see Rulings and Clarifications, below)
All uncommon organization options are available to members of the associated organization.
Items: All characters have access to the archaic wayfinder (page 17).
Characters from the Broken Lands have access to the Aldori dueling sword (page 28).
All characters of 10th level or higher who are from the High Seas have access to black pearl aeon stones (page 63).
Orcs and half-orcs from the Mwangi Expanse have access to blessed tattoos (page 92).

Option Availability

Standard

All options are of standard availability unless specifically noted otherwise.

Limited

Feats: Eye of the Arclords (page 81)
Items: Golden Legion epaulet (page 124)

Restricted

Archetypes: Red Mantis Assassin Dedication and all Red Mantis assassin archetype feats (page 71).
Items: Pesh (refined) (page 52).

Rulings and Clarifications

The following rulings and clarifications are based on upcoming errata for this product.

  • The Aldori dueling sword’s (page 28) price should be 2 gp, not 20 gp.
  • Magic Warrior Dedication (page 95) should have the uncommon trait.

Additionally, please follow these rulings and clarifications specific to Pathfinder Society play wherever they conflict with the language printed in the original source.

  • The Prerequisites entry for Living Monolith Dedication (page 59) is “Osiriani language, trained in Crafting” rather than “Ancient Osiriani and Sphinx languages, trained in Crafting.”
  • The Prerequisites entry for Ka Stone Ritual (page 59) is “Living Monolith Dedication” rather than “Living Monolith Dedication, a sphinx or living monolith with this feat performs a ritual with you”.

Lost Omens Character Guide

Note that your ethnicity, area of origin (nationality), or membership in certain factions might grant you access to options in this book. See the Character Origin and Organization Membership sections above.

Rarity and Access Adjustments

None

Option Availability

Standard

Ancestries: All ancestry options are of standard availability. As the hobgoblin, leshy, and lizardfolk ancestries are uncommon, this means they are limited to boon access through Chronicle Sheets or the Achievement Point system (See Uncommon Ancestries above).

All options are of standard availability unless specifically noted otherwise.

Limited

None

Restricted

Ancestries: Chosen of Lamashtu (page 38).

Rulings and Clarifications

The following rulings and clarifications are based on upcoming errata for this product.

  • [Updated Mar 05] The design and development teams have clarified that the ancient elf heritage (page 25) requires an elven lifespan (a feature that half-elves do not have) and thus cannot be selected by half-elves using the Elf Atavism feat (Core Rulebook 58), only by full elves. Clarifying text has been added to the errata for this book.
  • Eclectic Obsession (page 33) should be a single action and have the one-action symbol accordingly.
  • Hobgoblin Weapon Familiarity (page 50) should contain fewer weapons. The updated text should read “You are trained with composite longbows, composite shortbows, glaives, longbows, longswords, and shortbows
  • Leshys with the fungus leshy heritage (page 53) do not have the plant trait listed in the leshy base statistics sidebar, but have the fungus trait instead.
  • [Updated Jan 31] The seedpod ranged unarmed attack granted by the Seedpod feat (page 54) has a range increment (not a flat range) of 10 feet.
  • Add Amurrun to the list in the lizardfolk base statistics sidebar (page 57) of additional languages you can choose if you have a positive Intelligence modifier.
  • Impassable Wall Stance (page 90) should have the stance trait.
  • The key spellcasting ability for the spells granted by Invoke the Crimson Oath (page 95) is Charisma.

Lost Omens Gods & Magic

Remember that your religion might grant you access to options in this book, even if you are not a cleric or champion. See the Religion section above for more information.

Rarity and Access Adjustments

Dieties: The Pillars of Knowledge, Prismatic Ray, and Wards of the Pharaoh pantheons that originally appeared in the January 21, 2020 Paizo Blog entry, “Friends in High Places” are available for Society play and can be selected following the normal rules for pantheons.
Items: Characters from Numeria have access to the polytool (page 121).

Option Availability

Standard

All options are of standard availability unless specifically noted otherwise.

Limited

Deities: Achaekek (page 52).
Spells: Time beacon (page 111)

Restricted

Deities: All archdevils (page 124).
All demon lords (page 124).
All outer gods and great old ones (page 130).
Walkena (130).
All queens of the night (page 132).
Feats: Splinter Faith (page 8).

Rulings and Clarifications

Please follow these rulings and clarifications specific to Pathfinder Society play wherever they conflict with the language printed in the original source.

  • GMs cannot enact divine intercessions.
  • Remove the final sentence of Syncretism (page 105) that specifies the feat’s benefit if your cleric doctrine is not cloistered cleric or warpriest. Organized Play will reexamine this feat when additional cleric doctrines are released.
  • For the purposes of Society play, remove the final clause of Evangelize (page 105) that states “at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.”
  • As Mortal Healing (page 105) requires you to specifically use the Treat Wounds action, it does not apply when used with other actions related to medicine or healing, such as Battle Medicine.
  • When using Sanctify Water (page 105) use your proficiency with simple weapons to determine your attack bonus when throwing the blessed container of water. If you give the container to another character for them to throw, they use their proficiency with improvised weapons instead.
  • For the purposes of Society play, remove the Prerequisites of Numb to Death (page 105) that states “you have died at least once.''
  • The temporary tool spell (page 111) can be used to create only simple tools, and therefore cannot create kits, which are complex objects made of multiple pieces, or objects made of any specific precious material.
  • The Targets entry for winter bolt (page 112) should be “1 creature”, not “1 creature or object.” This change is based on upcoming errata for the Pathfinder Core Rulebook
  • The Targets entry for withering grasp (page 112) should be “1 creature or unattended object”, not “1 creature or object.” When used on an unattended object, the object takes persistent damage on your next turn.
  • For the purposes of Society play, remove the final sentence of remember the lost (page 119) which states “A creature that truly knows no one who died with any sort of grievance to that creature is immune to this effect.”

Lost Omens Legends

Note that many of the options in this book are uncommon or rarer, as they represent the signature teachings, items, and ability of legendary figures.

Rarity and Access Adjustments

None.

Option Availability

Standard

All options are of standard availability unless specifically noted otherwise.

Limited

None.

Restricted

Items: All infernal contracts (page 10).
Addiction suppressant (page 72).
Hype, diluted hype, and plasma hype (page 81).
Archetypes: All rare Red Mantis assassin archetype feats (Achaekek’s Grip, Fading, and Vernai Training) (page 58).

Rulings and Clarifications

Please follow these rulings and clarifications specific to Pathfinder Society play wherever they conflict with the language printed in the original source.

  • Spare wax cylinders for a clockwork recorder (page 24) cost 3 gp each and are the same rarity as the recorder itself (rare).
  • Spare bolts for a palm crossbow (page 25) cost 2 sp for 10 bolts and are the same rarity as the crossbow itself (rare).
  • For the purposes of Society play, the Azaersi’s Roads feat (page 28) can be used twice per Society adventure—once to travel from the Material Plane to the Plane of Earth, once to travel from the Plane of Earth to the Material Plane.
  • For the purposes of Society play, the telepathic link created by a deepdread claw (page 28) ends when a Society adventure ends.
  • Per design team clarification, an item animated by the spirit object (page 32) hex uses the spellcaster’s spell DC as its AC. Its Hardness and Hit Points remain unchanged from their normal values as listed on page 577 of the Core Rulebook.
  • If a target of all is one, one is all (page 64) does not consent to the allocation of Hit Points resulting from this spell, they become an unwilling target and they (and their Hit Points) are removed from the spell’s effect. The spell can continue with any remaining targets.

Advanced Player’s Guide

Rarity and Access Adjustments

Ancestries: Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry (page 12).
Archetypes: All characters have access to the vigilante archetype (page 196).

Option Availability

Standard

Ancestries: All ancestry and versatile heritage options, other than kobolds, are of standard availability. As the catfolk, orc, ratfolk, and tengu ancestries and the aasimar, changeling, dhampir, duskwalker, and tiefling versatile heritages are uncommon, this means they are limited to boon access through Chronicle Sheets or the Achievement Point system (See Uncommon Ancestries above). Orc feats can continue to be taken by half-orc characters who meet the prerequisites or access requirements, as normal.

All options are of standard availability unless specifically noted otherwise.

Limited

Ancestries: Defy the Darkness (page 42)
Items: earthsight box (page 260)
Feats: A Home in Every Port (page 202)
Biographical Eye (page 203)
Consult the Spirits (page 204)
Criminal Connections (page 204)
Underground Network (page 209)

Restricted

Classes: Connect the Dots (page 62)
Whodunnit? (page 63)
Plot the Future (page 64)
Spells: ghostly tragedy (page 220)

Rulings and Clarifications

Please follow these rulings and clarifications specific to Pathfinder Society play wherever they conflict with the language printed in the original source.

  • The snares created with the Snare Genius kobold ancestry feat (page 15) are temporary items and become unusable after 24 hours or during your next daily preparations, whichever comes first.
  • The Tusks orc ancestry feat (page 18) requires the character to file down their tusks or perform a similar action to retrain; this is part of the normal retraining process and does not take any additional time.
  • The temporary Hit Points granted by the Spell Devourer orc ancestry feat (page 19) are applied as soon as the character succeeds at their saving throw; for an effect that causes Hit Point damage on a successful save, such as a fireball, this means that the character gains the temporary Hit Points before taking damage.
  • Unless specifically noted otherwise, most wands and scrolls are less than 1 foot long and can fit into a ratfolk’s Cheek Pouches (page 22).
  • Per design team clarification, the Homeward Bound gnome feat (page 44) should be of uncommon rarity.
  • Per design team clarification, the Speed penalty inflicted by the Kneecap feat (page 45) has a duration of 1 round.
  • GMs should provide a character with the That’s Odd investigator feat (page 60) a hint whenever the character enters a room with hidden aspects, specifically with regard to hidden passageways (such as scuff marks near a bookcase that’s actually a swinging door), creatures or hazards (such as drippage on the floor from an unseen fungus growing on the rafters), or valuables (such as bunched carpet over a secret compartment in the floor that contains a bag of coins). The GM does not need to provide clues for rooms that have no significant secret or hidden features. These clues should indicate only that the character should investigate a given section of the room, not let them automatically uncover the hidden element or provide any additional information beyond signaling its presence.
  • GMs should let a character with the Sense the Unseen investigator feat (page 64) know when the trigger for the ability has been met so they can use the feat if they so choose.
  • Given the slightly relaxed rules around edicts and anathema in Society play, a barbarian with the superstition instinct (page 108) can benefit from spells and magic items if they are an unavoidable part of a Society adventure, such as if a scenario assumes the PCs are transported to their mission location via a teleport spell, or if an adventure requires that all PCs participate in a magical ritual.
  • Per design team clarification, when a barbarian uses the Sunder Spell feat (page 111) against a spell like wall of fire that does not have a listed AC, the Strike hits automatically—the barbarian simply rolls the counteract check.
  • A cavalier (page 184) can pledge to a legal deity, religion, or pantheon, an organization they have access to, or the Pathfinder Society. The edicts and anathema of the Pathfinder Society are as follows:
    Edicts: Explore important sites, report and record your discoveries, and cooperate with fellow Pathfinders
    Anathema: Fail to explore, report and cooperate; defy the will of a venture-captain or the Decemvirate
  • A vigilante’s Safe House (page 196), can be located in any city or near any lodge they have received a Pathfinder briefing. A vigilante can use their downtime to relocate their safe house. A vigilante can use their safe house only if it is in the town or location where their current adventure is taking place.
  • The DCs for the Armor Assist feat (page 203) are not subject to GM adjudication. Rather, simply use the default DCs listed in the feat: 15 for common armor, 20 for uncommon armor, and 25 for rare armor.
  • For the purposes of Society play, the Targets entry for the claim undead (page 230) oracle revelation spell is “1 mindless undead creature”, not “1 undead creature.” The intent of this change is to reduce the prevalence of domination magic on sapient creatures in Society play.
  • Strikes made by a malicious shadow (page 238) use the spellcaster’s spell attack roll.

Lost Omens Pathfinder Society Guide

Note that players have automatic access as members of the Pathfinder Society to many of the uncommon options in this book, and they can gain access to several others through free Chronicle Boons, which can be acquired once a character completes a related adventure. See our October 15th blog.

Rarity and Access Adjustments

Items: Characters from the High Seas have access to the boarding pike and combat grapnel (page 81).
All characters have access to the everyneed pack (page 85).
As stated in the section introduction, all characters have access to the magic items in the Magic Items section on page 117.
Feats: As stated in the section introduction, all characters have access to the uncommon (but not rare) options in the Academy Instructors section on pages 118–119.

Option Availability

Standard

All options are of standard availability unless specifically noted otherwise.

Limited

Faction Gear: All faction-specific gear (Envoy’s Alliance, page 26; Horizon Hunters, pages 29–30; Grand Archive, page 34; Vigilant Seal, pages 37–38). Players can gain access to each set of gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.
Items: Razmiri wayfinder (page 72–73)

Restricted

None.

Rulings and Clarifications

Please follow these rulings and clarifications specific to Pathfinder Society play wherever they conflict with the language printed in the original source.

  • The blade within a stiletto pen (page 30) is a simple weapon.
  • All versions of metalmist spheres in this book (page 38) contain either cold iron or silver.
  • The trigger for Master’s Counterspell (page 48) should begin with “A creature Casts a Spell that you have prepared or is in your repertoire...” to provide a trigger for spontaneous spellcasters as well as prepared spellcasters.
  • A character with the Fane’s Fourberie feat (page 118) can etch their deck of cards with weapon runes themself or have this service provided by a third party. The deck can also be targeted by weapon-modifying effects such as a magic weapon spell.
  • The saving throw for the calligraphy wyrm’s Ink Spray ability (page 122) should have a DC equal to the master’s spell DC or class DC, whichever is higher.

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Paizo Employee Organized Play Developer

4 people marked this as a favorite.
Adam Yakaboski wrote:


You might want to rethink that as in at least two cases it's a single line that anyone who has never played Dungeons an Dragons/Pathfinder wouldn't even realize it's a restriction. (Ie. Fire/Air elemental Lord's) There are a few other cases like that too where if the lore hasn't changed they still shouldn't be worshipable despite having mechanics and no restriction in fluff (ie. Water elemental lord?).

None of those are currently restricted. Why is something yet to be specifically addressed in a public-facing venue, but someone who assumed those weren't restricted would be correct.

Grand Lodge 4/5 5/55/5 *** Premier Event Coordinator

5 people marked this as a favorite.

On an unrelated note, for those keeping score at home, it is Sunday and Michael is working.

Grand Lodge 4/5

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Hey, me too! Weekend worker buddies!

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

Michael Sayre wrote:
Adam Yakaboski wrote:


You might want to rethink that as in at least two cases it's a single line that anyone who has never played Dungeons an Dragons/Pathfinder wouldn't even realize it's a restriction. (Ie. Fire/Air elemental Lord's) There are a few other cases like that too where if the lore hasn't changed they still shouldn't be worshipable despite having mechanics and no restriction in fluff (ie. Water elemental lord?).
None of those are currently restricted. Why is something yet to be specifically addressed in a public-facing venue, but someone who assumed those weren't restricted would be correct.

Cool. I'm legitimately excited. Also as pointed out thanks for your quick answer.

4/5 Design Manager

7 people marked this as a favorite.
Steven Schopmeyer wrote:
Hey, me too! Weekend worker buddies!

Huzzah! (and Lyz is here as well)

1/5 ****

Honestly, thanks to all of you for getting this out. I'm especially surprised that LOGM was approved so soon!

Silver Crusade 4/5 5/5 *

Thanks so much for making this available! I particularly appreciate your willingness to drop the document in this format, rather than allowing whatever technical bottlenecks stand in the way of a prettier presentation delay things further. This day, the perfect was not the enemy of the good!

Grand Lodge 4/5 5/55/5 *** Premier Event Coordinator

10 people marked this as a favorite.
Mark Seifter wrote:
Huzzah!

Mark, since you stopped by, can you please clarify the intended functionality of the Battle Medicine feat? There are over 400 posts across at least two threads discussing this.

Our understanding is that the language in the 2E rules is meant to be very deliberate, but there is a lot of confusion as to how many hands are required to use Battle Medicine and if it requires the use of a medicine tool kit. Given that 2E does such a great job giving players healing options so a cleric is not a mandatory add for an adventuring party, it means the Medicine skill and related feats are even more important.

I know you (an the rest of the design team) did not design the game specifically for organized play, but this past weekend, as an example, I played at three consecutive PFS tables at a convention and each GM ruled Battle Medicine to work differently each time. In one case, I was essentially allow to heal an ally by merely standing next to them. No tools, no hands, I didn't even have to touch them. In another case, I had to use two hands and my medicine kit which was so extreme it made the feat virtually useless in combat which is designed purpose. With the addition of the Godless Healing, I expect this to become an even bigger issue.

I know I'm not alone in this. Please provide some insight so we can understand the rules and provide a good play experience. Thanks for your time.

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

For reference:

415 posts

154 posts

And several other mentions scattered through other threads.

The Exchange 4/5

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TwilightKnight wrote:
Mark Seifter wrote:
Huzzah!

Mark, since you stopped by, can you please clarify the intended functionality of the Battle Medicine feat? There are over 400 posts across at least two threads discussing this.

I know you (an the rest of the design team) did not design the game specifically for organized play, but this past weekend, as an example, I played at three consecutive PFS tables at a convention and each GM ruled Battle Medicine to work differently each time. In one case, I was essentially allow to heal an ally by merely standing next to them. No tools, no hands, I didn't even have to touch them. In another case, I had to use two hands and my medicine kit which was so extreme it made the feat virtually useless in combat which is designed purpose. With the addition of the Godless Healing, I expect this to become an even bigger issue.

I know I'm not alone in this. Please provide some insight so we can understand the rules and provide a good play experience. Thanks for your time.

PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE,PLEAS E,PLEASE,PLEASE,PLEASE,PLEASE,PLEASE!!!!!!!!!!!!!!!!!!!


Pretty sure it’s been asked, but is Age of Ashes on the near horizon?

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

Yes.

3/5 **

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

THank you! Have the Age of Ashes AP modules been approved yet for Society play?

Sovereign Court 4/5 * Organized Play Manager

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JASON RODARTE wrote:
THank you! Have the Age of Ashes AP modules been approved yet for Society play?

Your welcome. The answer to your question is two posts up!

We will get Age of Ashes, but have monthly scenarios and a few other hurdles in the way first.

2/5 *

Wait so you can play any of the good elemental lords Clerics?

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Looks that way.

Paizo Employee Organized Play Developer

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Gamerskum wrote:
Wait so you can play any of the good elemental lords Clerics?

Maybe Ranginori is granting spells on his peers' behalf. Maybe his freedom has weakened the seals on the prisons containing the other good elemental lords enough for their power to start leaking out to their most devote followers. Maybe the evil elemental lords are up to something and have started fronting as their good counterparts.

I'm really not sure, but it definitely seems like someone is hearing and answering those prayers, yes.

Scarab Sages

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Thank you so much for getting this sanctioning document put together and shared!!! Looking forward to getting back into PFS2 with the content of the awesome Lost Omen books I purchased! Sanctioning the gods book early was such an awesome decision!

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

Michael Sayre wrote:
Gamerskum wrote:
Wait so you can play any of the good elemental lords Clerics?

Maybe Ranginori is granting spells on his peers' behalf. Maybe his freedom has weakened the seals on the prisons containing the other good elemental lords enough for their power to start leaking out to their most devote followers. Maybe the evil elemental lords are up to something and have started fronting as their good counterparts.

I'm really not sure, but it definitely seems like someone is hearing and answering those prayers, yes.

You know I thought the weird inconsistency with how the elemental lords were written was a space issue but... now not so much. And in case anyone is wondering what that is fire and earth are specifically called out as unable to grant powers. Water conspicuously has that entry missing.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Adam Yakaboski wrote:
Michael Sayre wrote:
Gamerskum wrote:
Wait so you can play any of the good elemental lords Clerics?

Maybe Ranginori is granting spells on his peers' behalf. Maybe his freedom has weakened the seals on the prisons containing the other good elemental lords enough for their power to start leaking out to their most devote followers. Maybe the evil elemental lords are up to something and have started fronting as their good counterparts.

I'm really not sure, but it definitely seems like someone is hearing and answering those prayers, yes.

You know I thought the weird inconsistency with how the elemental lords were written was a space issue but... now not so much. And in case anyone is wondering what that is fire and earth are specifically called out as unable to grant powers. Water conspicuously has that entry missing.

PF1 had the Pearl Seeker paladin archetype devoted to the Lysianissa that got powers...

4/5 Design Manager

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Lau Bannenberg wrote:
Adam Yakaboski wrote:
Michael Sayre wrote:
Gamerskum wrote:
Wait so you can play any of the good elemental lords Clerics?

Maybe Ranginori is granting spells on his peers' behalf. Maybe his freedom has weakened the seals on the prisons containing the other good elemental lords enough for their power to start leaking out to their most devote followers. Maybe the evil elemental lords are up to something and have started fronting as their good counterparts.

I'm really not sure, but it definitely seems like someone is hearing and answering those prayers, yes.

You know I thought the weird inconsistency with how the elemental lords were written was a space issue but... now not so much. And in case anyone is wondering what that is fire and earth are specifically called out as unable to grant powers. Water conspicuously has that entry missing.
PF1 had the Pearl Seeker paladin archetype devoted to the Lysianissa that got powers...

That is correct, though you have to be knowledgeable enough about the canon to read the identity of the "strange but benevolent entity" between the lines I wrote for the archetype. Fortunately the needed info to do so is pretty prominent in several PFS scenarios that came out after Aquatic Adventures, and also in the Gasping Pearl entry.

"Some paladins are called to their faith by strange empathic visions and dreams that beckon them to the oceans and beyond, to right aquatic injustice and search for a glorious gasping and whispering pearl they don’t understand. Their contact with the strange but benevolent entity sending the dreams grants them unusual powers compared to other paladins."

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

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TwilightKnight wrote:
Mark, since you stopped by...

I've never seen a man swim away so fast in my life, and my company engineered the touchpads that timed Michael Phelps!

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

Lau Bannenberg wrote:
Adam Yakaboski wrote:
Michael Sayre wrote:
Gamerskum wrote:
Wait so you can play any of the good elemental lords Clerics?

Maybe Ranginori is granting spells on his peers' behalf. Maybe his freedom has weakened the seals on the prisons containing the other good elemental lords enough for their power to start leaking out to their most devote followers. Maybe the evil elemental lords are up to something and have started fronting as their good counterparts.

I'm really not sure, but it definitely seems like someone is hearing and answering those prayers, yes.

You know I thought the weird inconsistency with how the elemental lords were written was a space issue but... now not so much. And in case anyone is wondering what that is fire and earth are specifically called out as unable to grant powers. Water conspicuously has that entry missing.
PF1 had the Pearl Seeker paladin archetype devoted to the Lysianissa that got powers...

Right but that also coincides with you finding a baby demigod and an artifact crafted by a god. I do also like the implication that the Pathfinder Society single handedly helped make sure that damage to an entire planes ecosystem is currently irreversible. /Pun intended

Scarab Sages 3/5

Man, I really hope either PFS or an AP frees the other lords sooner, rather than later. It's one of the more interesting stories that's been taunting me.

The Concordance 4/5 5/55/55/55/5 ****

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Angel Hunter D wrote:
Man, I really hope either PFS or an AP frees the other lords sooner, rather than later. It's one of the more interesting stories that's been taunting me.

With Elemental Lords Lore being part of one of the PF2E Legacy Backgrounds, local betting is that our shared hope will, in fact, bear fruit. :)

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Adam Yakaboski wrote:
do also like the implication that the Pathfinder Society single handedly helped make sure that damage to an entire planes ecosystem is currently irreversible. /Pun intended

I'm not sure what you mean with that?

From what I read, it's the absence of Lysianissa that's causing the tides in the plane of water to slow.

Grand Lodge 4/5

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Let's not forgetting Ranginori's past behaviour, that almost made me to decide

Spoiler:
screw the mission, the aevarut has a point after all.

Scarab Sages 1/5 ** Venture-Lieutenant, Virginia—Richmond

Philippe Lam wrote:
Let's not forgetting Ranginori's past behaviour, that almost made me to decide ** spoiler omitted **

What past behavior is that? I haven't read that scenario.

Grand Lodge 4/5

From the Pathfinder Wiki :

Spoiler:
In the Age of Creation, Kelizandri struck an alliance with his fellow elemental lords and took advantage of their good rivals' disunity to defeat and imprison them.

It's probably more detailed elsewhere, but none of the good-aligned elemental lords has exhibited adequated behaviour in the past. But Ranginori was slightly worse than the three others. I need to see how they treated that point in the Lost Omens book.

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

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Lau Bannenberg wrote:
Adam Yakaboski wrote:
do also like the implication that the Pathfinder Society single handedly helped make sure that damage to an entire planes ecosystem is currently irreversible. /Pun intended

I'm not sure what you mean with that?

From what I read, it's the absence of Lysianissa that's causing the tides in the plane of water to slow.

It was the absence of Riam and the Breath of Lysianassa. I may be misremembering Unleashing the Untouchable in which case it's the exact opposite and the society saved the plane of water.

Horizon Hunters *

Cheliax, the Order of the Chain, the Cult of Asmodeus, and I thank you for this.

-- Pancratius, poised to be a Hellknight Armiger

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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Philippe Lam wrote:

From the Pathfinder Wiki :

** spoiler omitted **

It's probably more detailed elsewhere, but none of the good-aligned elemental lords has exhibited adequated behaviour in the past. But Ranginori was slightly worse than the three others. I need to see how they treated that point in the Lost Omens book.

You're going to give us a bit more information than this. The only thing I've seen so far was "the evil elemental lords worked together to take down the good lords one by one". That doesn't seem like particularly offensive behavior of the good lords.

Scarab Sages 1/5 ** Venture-Lieutenant, Virginia—Richmond

Lau Bannenberg wrote:
Philippe Lam wrote:

From the Pathfinder Wiki :

** spoiler omitted **

It's probably more detailed elsewhere, but none of the good-aligned elemental lords has exhibited adequated behaviour in the past. But Ranginori was slightly worse than the three others. I need to see how they treated that point in the Lost Omens book.

You're going to give us a bit more information than this. The only thing I've seen so far was "the evil elemental lords worked together to take down the good lords one by one". That doesn't seem like particularly offensive behavior of the good lords.

I vaguely recall a podcast stating the good elemental lords were feuding over granting mortals access to... something. Fire or metalworking, maybe?

One of the hosts pointed out that made little sense, since four demigods weren't the ones calling shots on a cosmic-scale question like that. I'm guessing that info came from an early sourcebook.

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

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There's a joke in there somewhere about waiting millennia for an errata...

Grand Lodge 4/5

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The common point of the four good-aligned elemental lords : they were squabbling with each other about very small problems. This was already a bad point. From Planes of Power :

Spoiler:
As the benevolent four looked on, life evolved and began shaping the elements for malevolent uses. Disgusted, the four despaired and cast blame upon one another. Lysianassa blamed Atreia for enabling arson, Ranginori blamed Sairazul for metal shaped into weapons, and so it went. Meanwhile, Kelizandri, the Brackish Emperor, gathered his three tyrannical cousins. Together they struck at their squabbling rivals one by one, sealing each within nearly indestructible faceted prisons and casting these into the feuding planes they had helped create. Ever since, the four surviving elemental lords have ruled mercilessly on their respective planes. At least,that is how the stories go, and speaking too fondly of the deposed elemental lords can
invite retribution.

They forgot why they decided to band together in the first place, and ended up playing the blame game when good or bad can happen at equal levels, outside of their control. They should have watched over it instead. So it could be argued that they brought their current predicament upon themselves, and that ironically the evil-aligned ones were more mature. The Society trying to free Ranginori plausibly might not make Abadar that happy because of risking doing worse than keeping him imprisoned.

Some of the other details are littered amongst some of the year 8 scenarios, but I won't detail these for possible spoiler purposes (this is different from just taking an extract from a book).

Scarab Sages 1/5 ** Venture-Lieutenant, Virginia—Richmond

Philippe Lam wrote:

The common point of the four good-aligned elemental lords : they were squabbling with each other about very small problems. This was already a bad point. From Planes of Power :

** spoiler omitted **

They forgot why they decided to band together in the first place, and ended up playing the blame game when good or bad can happen at equal levels, outside of their control. They should have watched over it instead. So it could be argued that they brought their current predicament upon themselves, and that ironically the evil-aligned ones were more mature. The Society trying to free Ranginori plausibly might not make Abadar that happy because of risking doing worse than keeping him imprisoned.

Some of the other details are littered amongst some of the year 8 scenarios, but I won't detail these for possible spoiler purposes (this is different from just taking an extract from a book).

Thanks, that's a very interesting take on the good elemental lords. But what does Abadar have to do with anything?

Grand Lodge 4/5

One of Abadar's critical tenets is about making sure order is kept across the universe, no matter how it is done. Reducing it down to the most basic factor, that means freeing a prisoner who has godlike power is, hell no.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber

You could say that the NG elemental lords leaned in toward Chaos while the NE elemental lords leaned in toward Law, allowing them to take on each good elemental lords 4 vs. 1. That doesn't make the good elemental lords particularly destructive or evil or worse for the cosmos than the evil elemental lords.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

For those interested in the Ancient Elf / Half-elf discussion, see this post over in the general 2e section.

5/5 *****

Gary Bush wrote:
For those interested in the Ancient Elf / Half-elf discussion, see this post over in the general 2e section.

It is an interesting discussion but doesnt answer the question about whether or not half elves can take Ancient Elf. Personally I think it is a big bag of table variation and would avoid it for now.

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

(Gary wasn't linking to it to show you the answer, he's linking to it because the discussion doesn't belong in this Forum)

Paizo Employee Organized Play Developer

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Hey everyone,

Just wanted to call out that you should all now see the following update added to the Lost Omens World Guide sanctioning above:

"[Updated Feb 7] All characters have access to Pathfinder Agent Dedication and all Pathfinder Agent feats (page 21)."

Your PFS character does not need to select Absalom as their home region to take the Pathfinder Agent archetype.

*

Is there any way to gain access to the new Favored Weapons in Gods and Magic without being a Cleric or Champion? It seems like it should be possible according to Favored Weapons on Page 9, but it isn't clear how one actually gains access

Paizo Employee Organized Play Developer

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amberlink wrote:
Is there any way to gain access to the new Favored Weapons in Gods and Magic without being a Cleric or Champion? It seems like it should be possible according to Favored Weapons on Page 9, but it isn't clear how one actually gains access

Some of them, like the polytool, have explicit region access, while others will need to obtained through Chronicle sheets or access via the upcoming AcP system.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Michael,

Thanks for the great info on Pathfinder Agent.

But the whole Ancient Elf/ Half-elf discussion needs clarity. It appears that the consensus outside of a PFS settling is that it is the GMs call.

So we need our GM to give us guidance.

Thank you!

Paizo Employee Organized Play Developer

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Gary Bush wrote:

Michael,

Thanks for the great info on Pathfinder Agent.

But the whole Ancient Elf/ Half-elf discussion needs clarity. It appears that the consensus outside of a PFS settling is that it is the GMs call.

So we need our GM to give us guidance.

Thank you!

Per my discussions with the folks who worked on the mechanics in question, it's not a GM interpretation. Where elf atavism says "You typically can’t select a heritage that depends on or improves an elven feature you don’t have", this should be interpreted as a RAW restriction preventing half-elves, who don't have elven lifespans, from taking the Ancient Elf heritage.

Given that this is then a community misunderstanding of what the rules say, my preference has been to let the FAQ and errata process address this so it comes from the appropriate source.

I have a huge problem with the fact that very frequently when org play is the first one to announce a pending FAQ or errata, we start seeing all of these folks across multiple forums claiming that org play is getting things that were fine in home play nerfed into uselessness; that is not now, nor has it ever been, true. We do, however, have the largest and most voracious unified community of gamers playing Pathfinder, and that means we often need answers or uncover issues faster than anyone else, meaning that we need answers faster than anyone else.

So- it would be a really bad idea to start planning your PFS build around half-elves being able to take Ancient Elf using Elf Atavism, as I expect any official clarification on that to clarify that such was not intended to be allowed and you may find yourself with a forced rebuild.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

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I am one of those who feels that Ancient Elf was not available to half-elves.

Thank you for your insight.

Grand Lodge 4/5 5/55/5 *** Premier Event Coordinator

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Michael, since you are taking such an active interest in the message boards of late (thank you for your insight and support btw), can you maybe give some clarity on two significant table variations that are affecting OP?

The first is Battle Medicine. How many hands does it require and is the use of a medicine tool kit required?

The second is more of guidelines rather than specific rules. How does the OP team see the use of Recall Knowledge? I don't know if this subject will be covered in the upcoming Gamemastery Guide. If so, we can wait a bit longer. If not, is there some direction we can get on how to adjudicate this very flexible game rule?

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

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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Bob Jonquet wrote:
The first is Battle Medicine. How many hands does it require and is the use of a medicine tool kit required?

Five, 1 to use the kit and 4 to hold the person down as he is continually poked with sharp objects.

Grand Lodge 4/5 5/55/5 *** Premier Event Coordinator

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I thought that was the answer to how many Pathfinders does it take to screw in a light bulb?

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