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Ed Reppert's page

Organized Play Member. 5,308 posts (5,400 including aliases). No reviews. 4 lists. 7 wishlists. 2 aliases.


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Arkat wrote:


The god, Aroden, is dead.

The being that became the god is not.

He's just a man again, living on the island known as The Hermitage.

Not much world-shaking going on there, I'm afraid.

I say leave him alone and move on.

Where/when did we learn this?


This whole question is so much easier in Harnmaster, where you "know" the spells you've researched (including those taught to you by your viran during the pre-game) and don't (yet) know the ones you haven't researched. No "spell slots" either. If you know a spell, you can cast it, until you get so tired that a spell mis-fire is virtually guaranteed.


Again, not sure where best to put this, but on the store page for Myth-Speaker where there should be a link to the Players' Guide and the Sanctioning document, the PG is fine, but the text for the sanctioning doc is not a link.

Same is true for the Spore War page.

No mention of a sanctioning doc for Blood Lords.

The link for the Strength of Thousands sanctioning doc gives an error: "Firefox can’t connect to the server at paizo-inc-store-1.mybigcommerce.com."

No mention of a sanctioning doc for Agents of Edgewatch.

On the Extinction Curse page the text about the sanctioning doc is not a link.


Not sure where best to put this but the link on the Bastions of Blasphemy page for the PFS Sanctioning Document actually goes to the document for Hell's Destiny.


Ravingdork wrote:
You could even have a striking rune without any potency rune at all I suspect.

Yes.


That's not out yet.


There seem to be at least two answers to this question. First "spell list" often refers to all the spells of a given tradition. Second it can refer to all the spells known by a given spell caster. Which just adds another question: what does "known" mean? I don't think you can logically answer this by saying 'if a spell is on the caster's spell list it's a known spell'. :-)

First let's ask what kinds of spellcasters we have: 1) Prepared Casters (Cleric, Druid, Magus, Witch, Wizard), 2) Spontaneous Casters (Bard, Oracle, Psychic, Sorcerer, Summoner), and 3) Hybrid Casters (my term) (Animist)

A Prepared Caster prepares his or her spells every day. A Spontaneous Caster has a Spell Repertoire.

For a wizard or magus it's fairly straightforward: a spell is known if it's in his spell book. It gets in there either through the leveling process or through the "learn a spell" activity.

For a cleric or druid, I'm not sure. These classes get their spells from their deity or from Nature, so it would seem that their personal spell list is the Divine or Primal list in its entirety. Is that right? Basically they "know" all spells of their tradition?

A witch basically doesn't "know" any spells. Instead, her familiar knows spells garnered from the witch's patron through the leveling process, or from "consuming" written spells of their tradition.

Spontaneous casters have a Spell Repertoire. In effect that is their personal spell list (all their spells "known"), and is a subset of their tradition's list.

The Animist I call a hybrid because some of his spells are Prepared from the Divine list in much the same way as Clerics do it, and some are Spontaneous spells you have in a Spell Repertoire that you gain from your attuned apparitions.

Have I got this right? Did I miss any spellcasting classes? I assume that the Multiclass Archetype Casters are the same as their base class in this regard.


Hm. The wiki apparently doesn't count "Kingmaker Second Edition" as a 2E Adventure Path.:-(


Currently it looks to me like we're up to 25 Adventure Paths, with the latest being Bastion of Blasphemies and Waking Tigers and then Vaultlines coming up. Is this correct?

This used to be easy to track even when (as I have lately) I fail to keep up. This time I had to run all over the place trying to figure this out. :-(


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One question: will we be privy to the party's character sheets at some point? I seem to remember the last OAD adventure I followed I had to try to work out the sheets by watching what folks did. That's hard. :-)


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I am so looking forward to this! :-)


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Driftbourne wrote:
…taking time to choose perversions…

You need to have a talk with your spell checker. :-)


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Madhippy3 wrote:
Quote:
Pathfinder Provisions will be removed. After mission briefings, players will receive a bespoke selection of consumable or otherwise useful items, which must be returned upon completion of the adventure. For adventures which take place before year 8, players will each receive a level-appropriate healing potion.
Oof, do not like. I've seen plenty what SFS2 has given instead of provisions. Between nothing and of questionable use. Bad call, just give provisions to SFS2

Interesting. How does one "return" a consumable that one consumed during the adventure?


Tridus wrote:

There's a thread about it here, but the short answer is "they haven't said and we don't know".

Owen answered earlier that they don't actually have to maintain a reference document at all. It's useful. It's not legally required.

By "they" in that last paragraph do you (or did Owen) mean AoN or Paizo?


Tried building Halvor Cade just for fun. Came up with I think two problems: first, a missing attribute increase which I put into Constitution; second, HLO wouldn't let me upgrade the Dragon Turtle Plate's +1 Armor Potency rune to +2, contrary to the rules on such things. Bug report's in. Also he gets Reactive strike from Fighter, which I didn't see on your sheet. Stat block at level 12:

Halvor Cade
Male human fighter 12
Medium, Human, Humanoid
Hair Brown Eyes Blue-Gray Skin Tanned
Age 45 Height 6'4" Weight 220 lbs
Heritage versatile human
Background deckhand
Perception +21
Languages Common, Jotun
Skills Acrobatics +23, Athletics +22, Crafting +14, Medicine +17, Nature +17, Religion +17, Sailing Lore +16, Society +14, Stealth +19, Survival +17, Thievery +19
Str +4, Dex +5, Con +4, Int +0, Wis +3, Cha +0
Items dragon turtle plate[TV], +2 returning swarming striking trident, dagger, backpack, bedroll, chalk (10), climbing kit, crowbar, flint and steel, grappling hook, mirror, rations (1 week) (2), religious symbol of Kurgess (wooden), religious text of kurgess, rope (50 feet), soap, torch (5), wand of bless, wand of create food, wand of create water, wand of heroism, wand of mending, wand of protection, wand of translate, wand of water breathing, waterskin, 2,624 gp, 1 sp
--------------------
AC 33; Fort +23 (Successes are crit successes instead); Ref +22; Will +20 (Successes vs. fear effects are critical successes instead)
HP 176; Resistances slashing 3
Reactive Strike [R] Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using; Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
--------------------
Speed 25 feet
Melee [1] [i]+2 returning swarming striking trident[/i] +24 (magical, thrown 60 ft.), Damage 2d8+7 P
Melee [1] dagger +21 (versatile S, thrown 40 ft., agile, finesse), Damage 1d4+6 P
Ranged [1] [i]+2 returning swarming striking trident[/i] +25 (magical, thrown 60 ft.), Damage 2d8+7 P
Ranged [1] dagger +21 (versatile S, thrown 40 ft., agile, finesse), Damage 1d4+6 P
Divine Cleric Spells DC 27; Cantrips (6th) know the way, light
Focus Spells 1 Focus Point, DC 24; 6th gravity weapon
Ancestry Feats Haughty Obstinacy, Multitalented, Natural Ambition
Class Feats Advanced Hunter's Trick, Advanced Trickery, Basic Hunter's Trick, Basic Trickery, Cleric Dedication, Exacting Strike, Far Shot, Initiate Warden, Mobility, Point Blank Stance, Ranger Dedication, Rogue Dedication, Strong Arm
General Feats Fast Recovery, Feather Step, Fleet, Incredible Scout, Shield Block
Skill Feats Cat Fall, Combat Climber, Kip Up, Pilgrim's Token, Quick Climb, Quick Jump, Rolling Landing, Steady Balance
Other Abilities aquadynamic, battlefield surveyor, bravery, combat flexibility, fighter weapon mastery, hunt prey, shield block, surprise attack
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.


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Everyone seems to have a lot to say about this. Me, I'm gonna wait and see.


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TOZ wrote:
The community changes one obituary at a time.

I'm 79. This hits home.

Okay. I wrote a long addendum to this. Paizo killed it. (Something about backtracking too far, and the text is lost.) Suffice it to say that I think Paizo has made a mistake here, and I'm beginning to wonder if I should bother sticking with them.

The one thing I would add from the deleted stuff is for Jim: if you haven't read Henry Hazlitt's Economics In One Lesson do so. If you have read it, read it again.


Specifically, the party finds a Wand of Heal (1st Rank). The description of this wand includes "The golden caps on the ends of this white wooden wand are adorned with ruby cabochons." This gives a somewhat obvious clue to what it does. Still, best to be sure, so your party wants to Identify Magic on it. What's the DC? "The GM sets the DC" says the description. Okay.

This wand is a common level 3 item. The "DCs by level" table in the GM Core suggests the DC should then be 18. OTOH, the spell is rank 1, which suggests the DC should 15. Which should the GM use? One way to answer this is to look at the spell's traditions, which are divine and primal. So you could say that if you're using Religion or Nature to Identify Magic, you use the spell rank DC of 15, but if you're using Arcana or Occultism you use the item level DC of 18. I kind of like this but I'm not sure I can come up with a logical explanation why it should be this way. Of course, you could get lazy and just pick 15 or 18 for any attempt, but I don't like that much. What say you all?

Added: on the gripping hand, I just took a look at 1st level Ezren, who is trained in all four skills: Arcana (+7), Nature (+4), Occultism (+7), and Religion (+4). So it doesn't matter if he uses Arcana or Occultism against a DC of 18 or Nature or Religion against a DC of 15, the end result is the same. Or I've missed something. Of course, not every magic user will be trained in all four skills, so there's that.


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Condolences, Cal.


Since I seem to be having trouble sleeping (I'm old, it happens) here's one: how do you handle the passage of time in your campaigns? Do you track it (with a calendar, for example)? How do you handle downtime?

Harnworld's (the setting's) maps are amazing -- and they're still making them! :-)


Good to see you bring this AMA back!

On reading, there's a couple of series by John Ringo you might enjoy: Black Tide Rising is a zombie apocalypse series, a dozen volumes or so now; Special Circumstances is hard to describe. There are demons, and Old Ones, and a soccer mom. :-) Two books: Princess of Wands and Queen of Wands.

On games, have you ever looked at Harnmaster? It's quite different from the D20 games. You can find the latest version of the rules, Harnmaster Kethira (Kethira is the name of the setting's planet) at kelestia.com There's a huge amount of fanon at lythia.com, some of it very good. You might enjoy "Dark Rethem". The capital of Rethem is Golotha, of which it is said "in Golotha, the only way to survive the danger is to be the danger". :-)


Good news! Congrats, man. :-)


Fair enough -- though one idea I had is that maybe the fact he's a necromancer is something he conceals from everybody. One of Norgorber's domains is secrecy after all. Wait and see what the class looks like is a good plan though.


Prediction: remastered Eibon Ruiz will be a Necromancer.


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Birthday party for a friend tomorrow. Sunday I dunno. :-)


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Ah.:-)

In my latest iteration, I started adding spells to the Endless Grimoire at about level 19. Soon as I got to 101 spells, it threw an error. I submitted a bug report. Wolf Lair acknowledged it. Suggested that if I want to own all spells up to rank seven I should use Archives of Nethys for my spellbook, and just pay the money for the spells in HLO. I guess that'll work. They know you, by the way. "Oh dear, you're uh, trying to build one of Ravingdork's rule flexing monstrosities, aren't you?" :-)


Upon reflection, the Staff Nexus staff doesn't require a theme the way a Personal Staff would. So Light and Sure Strike would be fine there. And with Light in the staff, you could put some other cantrip in its place. I'd go for Electric Arc or Daze.

Agree on the doubling rings.

I've got him up to level 18 in HLO. No "complexity" problems yet -- and there is a possible way to eliminate such problems -- you can "suspend" items. If you suspend something, you can't use it, but it doesn't count against your complexity rating. Not sure how well that would work with this guy, but I haven't actually tested what happens when he buys lots of spells either.

Speaking of that, how do you prioritize a characters purchases? I suppose if you're just building him at level whatever that's not much of a problem, but I find that building them a level at a time you can't always buy gear when it becomes available (for example +1 weapon potency rune at level 2 is 35 GP, and he doesn't have that much at that point. In Eibon's case, I put gear ahead of spells, only buying spells additional to his free ones when needed. So here we are and he only has a few purchased. :-)


Apparently the "only use one grimoire at a time" thing was an anomaly rather than an error. When I added the grimoire this time and put a spell in it, there was no adverse reaction from HLO.


Found a potential flaw with doubling rings. You have to be wielding both weapons. So staff in one hand, bastard sword in the other. Can't use the sword two-handed unless you drop the staff. Staff loses its bonuses until you pick it up again. Not a big deal, I think.


HLO has its faults. So does pathbuilder. To be fair, I do things in HLO that I very much doubt most people do. The most pertinent of those, I think, is taking one of your high level characters and building him from the ground up. What will he look like at level 1? Level 2? And so on. I have an awful lot of characters in that app. Doesn't seem to bother it any, unless I do something to get that "complexity level" up too high -- and other than trying to fill three spellbooks with spells I haven't seen much that does that. The PITA, frankly, is usually my fault. What's that woodworking rule? Measure twice, cut once. I tend to get to where I should measure once at least -- stop and think about how I want to do whatever and what problems might arise -- and instead of stopping and thinking just jump right in. And get halfway done and find something that I didn't expect happening. Twice now with Eibon I've deleted all the files and started over from scratch. Like I said, my fault. Oh, and two of the last three bug reports I sent in for HLO turned out to be EBKAC. :-(

Pathbuilder is much better for sussing the possible progression out without getting clunky. It doesn't, afaik, have a problem with clicking the "yeah my wizard knows all these spells" buttons all at once. What I don't like is that it sometimes shows you that the character has something -- some spell, some piece of gear -- at level one that he wouldn't actually get until level six.

If you want to build level 18 Eibon in HLO, it's pretty easy. If you want to know how he got to level 18, you pretty much need to use both pathbuilder and HLO. Well, maybe "need" is too strong. I understand the cost problem, but I've spread HLO costs over many years, and I'm retired and have no dependents, so I can pretty much spend my money (though I'm no Elon Musk) where I want to. It's a choice though, and I can't say you're wrong not to spend the money on it.


I just discovered that you're only allowed to use one grimoire at a time. So when you get your endless grimoire you have to transfer any spells in your first spellbook (I was going to just keep the free advancement and curriculum spells in the spellbook) to the grimoire. Not a big deal, doesn't cost anything, though HLO apparently has no mechanism for it, so I have to do it the hard way, deleting the spells from the spellbook (or maybe just deleting the spellbook, I haven't tried that) and then adding them to the grimoire. There's something to be said for the way Pathbuilder does spells, since it doesn't seem to care what kind of spellbook/grimoire you have, it just tracks which ones you say are in it.


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Maya Coleman wrote:
Reminder that swearing is against the forum rules, everyone!

I do solemnly swear that I will not swear in these forums.

:-)


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I got a notice yesterday from Rochester Gas and Electric that my average per day electricity has increased 50% during the last three days over the previous usage. So I turned the thermostat up a notch and the AC shut off.


Hm. How did I miss this? :-)


On further reading, there seems to be no connection in the rules between the Staff Nexus staff and the Personal Staff, even though both were introduced in Secrets of Magic. Also, upgrading your "makeshift" nexus staff only allows you to give it more charges, not add spells to it. You could, of course, merge the nexus staff with a Personal Staff or with any other magical staff, although you should be the magical staff's minimum level (5 for the Personal Staff, 4 for a Staff of Healing, for example).


So it is. :-) I was going to work up a Personal Staff for a "test" wizard in HeroLab (if you look in "Magical and Alchemical Items" under equipment, the Personal Staff is in there) but I ran into a snag: HLO won't let me buy it. Throws an error. So either I'm doing something wrong, or it's bugged. We'll see.

According to da roolz a Personal Staff has the following traits: Unique; Magical (though the staff owner can replace this with one of the magical traditions if he wants); a single trait (like an energy trait or an elemental trait, for example) -- all the spells need this trait; a school trait. Remember this is legacy stuff, so "school" means necromancy or transmutation or whatever -- " Pick the one that best reflects the spells, usually the one most shared among them." So the spells don't all need to have the same school trait. I think school trait should just be ignored as far as we're concerned. Now it occurs to me to wonder how Impossible Magic is going to handle this. I'd hate to see "must have a school trait; only spells from that school's curriculum are allowed".


It occurs to me that "Personal Staves", being described in Secrets of Magic, may be legacy content, but "Staff Nexus", being described in Player Core is not. But Staff Nexus refers to Personal Staves, so maybe we should consider that content "grandfathered", at least until Impossible Magic comes out.


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Kelseus wrote:

Diamond is appealing the termination of the contract because the contract is an asset that can be sold to pay down the debt that Diamond has.

Its the same as the consignment books Diamond has. They want to sell the books, but instead of paying Paizo their share, their creditors are saying that they are entitled to all the money.

IANAL but it seems to me these two positions are contradictory. If Diamond wants the contract to remain in place, I'm pretty sure the contract requires that they pay Paizo when they sell Paizo's product. Not sure what should happen if a judge terminates the contract.

Obviously it would be better for Paizo if they get both a terminated contract and get their stuff back, or at least the amount of money Diamond would have paid on the sale of the consignment. Would Paizo be okay if they just got a confirmed terminated contract and had to eat the ten mil? Only Paizo can answer that one.


Ravingdork wrote:
Ed Reppert wrote:
[Personal staff comments]

I thought you were trying to move away from legacy content with this character?

I like the idea of waiting to see what Impossible Magic has to offer us before finalizing the character.

Your comments did remind me that I had not yet selected his staff nexus spells for his staff. Currently leaning towards light and sure strike at the moment, but I'm open to suggestions. We can replace light on his prepared list with electric arc, giving him a wide array of basic attack cantrips.

Heh. It just didn't occur to me that SoM, and hence Personal Staves, is legacy content. So I'd agree with waiting for Impossible Magic to see what that says.

If you're going to keep it, though, what's your theme? Light and sure strike don't have a common trait. In fact sure strike has no trait that would lend itself to this. You could pick light as your theme, but there's no rank 1 spell with that trait. You could pick electricity, which would give you electric arc and maybe thunderstrike as your rank 1. I thought of picking one of Norgorber's domains, but that only gives focus spells, which I don't think you can use here (you'd be treating them as a regular non-focus spell).


One thing I just noticed I got wrong. I said "if he wants to use the staff he has to expend a spell slot". That's true for ranked spells, but he can cast the cantrip without expending any charges. It may or may not be true that he doesn't have to charge the staff at all if all he wants to use it for is the cantrip.


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Bad news. Hopefully to be followed by good news soon.

Speaking of soon, in our current legal system that word means "some time in the next decade or two". So much for swift justice. :-(


Minor musings:

Wouldn't Eibon's paranoia require him to heighten his "disguise magic" spells to the maximum available level, to make it harder for someone to defeat the spell? Yeah, I know, this would play Hell with his current "spells prepared" list.

Reading the Personal Staff rules, a couple of things occur to me:
1. The idea seems to be that one has a staff with whatever spells one puts in it, which can then be merged, during daily prep, with another staff.

2. Ordinarily, the minimum level for a personal staff is 5, but Staff Nexus overrides this, allowing you to create your staff at 1st level. Okay, fair enough. You would need Crafting but not Magical Crafting. Can you hire someone else to create it for you? I dunno. The basic staff, yes. Staff Nexus though says "Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power." So it seems to me that you have to make it yourself.

3. Upgrading a Personal Staff, for a "Staff Nexus" mage: I would expect that Eibon, for example, could upgrade his personal staff. So at level five, he could pay 160 GP (does he need to pay to upgrade his 'symbiotic partner'?) to get an additional rank 1 spell slot; 250 GP at level seven to give him 2 first and 2 second rank slots, and so on. He could, in theory, end up with a personal staff with one cantrip and 2 spells of each rank up to 7. It would cost 40,000 GP though. He probably can't afford it.

4. Personal staves must have a "theme". By which I mean they must have a single trait that is common to all the spells in it. Looking at the two spells already allocated to Eibon's staff, the only traits they have in common are Concentrate and Manipulate, and both of these IMO fall afoul of the "can't be too broad" rule for the chosen trait. So I would recommend either Vitality or Void. Vitality gives a total of 14 spells to choose from (aggregate of all spell ranks) not including Legacy spells for which AoN doesn't show an equivalent remastered spell. Still it's a nice selection of spells. If you choose Void, there's 12 spells from which to choose, including Void Warp that's currently one of his chosen spells. I'd pick Vitality, I think, given this thing will be merged with a Staff of Healing.

5. The basic staff requires charging via expending spell slots. Once you merge it with another staff, the charging rules for that staff apply.

6. In building Eibon, I didn't give him a staff of healing until level 5, so for his first four levels if he wants to use the staff he has to expend a spell slot. It has to be a wizard slot, as that's all he has at these levels. He gets one charge at levels one and two, and could get two charges at levels three and four.

7. As a magical staff, this thing should have a name, the magical trait or a spell tradition trait (eg, divine), and one other trait, its "theme". Also, SoM says it requires a magical school trait, but those go away in the remaster. Not sure how to add a name or traits in HLO or PB.

5. I note that Impossible Magic, which looks to be Secrets of Magic Remastered, is due out the end of next month. That might well change the available spells list.

6. In HeroLab, you merge the staves in the build process, basically assuming that you will always merge them, so no need to worry about it during prep, and no need to worry about carrying two staves during some part of the prep process. Dunno about Pathbuilder. I'm guessing it's similar. Works for me.


I have a suggestion. In my efforts with Eibon, by the time he will find a bastard sword useful (level 11, when he gets Weapon Proficiency), he already has +1 striking on his staff, and also on his handwraps (I kept the handwraps from a previous build). So he buys the bastard sword, transfers the fundamental runes from the staff to the sword, and buys doubling rings, and now he has +1 striking on both sword and staff, as well as on the handwraps. He can keep the handwraps, or sell the runes and toss the wraps (no resale value). I sold the runes. :-) Now he doesn't have to worry about upgrading two sets of fundamental runes.

BTW, I found that doubling rings don't work with handwraps, probably because they aren't a weapon.

No need to upgrade to greater doubling rings, as all that does is allowing doubling property runes, and you can't put property runes on a staff of healing anyway.


Interesting. I either missed that when I read the module, or forgot it. Probably the latter.


See that little word "should" in what you quoted? It's a opinion. I offered no rules reference in support of it. As for logical reasoning, nothing I said is illogical.

AFAIK there is no feat requirement nor any class choice requirement for acquiring rituals. That's a general statement. There may be specific rituals with such requirements.


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It's actually not nearly as bad as it used to be.


It seems to me that a description of a spell or ritual, including instructions on how to cast it is, in-game, a formula of sorts. Not "formula" as the rules use the word, perhaps, but it's the same concept.


Tridus wrote:
Except that they're explicitly not spells

"A ritual is an esoteric and complex spell that anyone can cast." -- Pathfinder Player Core, page 389.

Apparently Paizo disagrees with you.


You can select which rulebooks you want to allow with Herolab, so including "legacy" content in ostensibly remastered characters does work.

OTOH I've been having some weird problems with the program. I have a habit of taking a high level character sheet and trying to build that character from the ground up, actually starting a new file at each level. It works, but lately... the most recent thing is that some options seem to disappear for no good reason that I can see. I think it's some kind of messed up interaction with the server. For example, I got this one character up to 9th level, and decided he need an Endless Grimoire. Now ordinarily there's a whole submenus under the magic items menu for grimoires, but it wasn't there when I went to do it -- on any of the nine characters, level 1 to level 9. So I quit and closed the tab. The grimoires may or may not come back when next I try it. If not it'll be time for a bug report.


Not really. I was playing around with one of Ravingdork's pre-Remaster characters, and trying to find Remaster spells in the course of updating the character. That's the only one that didn't have a Remaster version. Heh. In one case, two Rank 3 spells on his list were replaced with one Rank 2 spell, which I thought was interesting.

Anyway, this old brain remembers many things, some of which may have actually happened. Like "it's okay to use Legacy content, even for Remastered characters". Not sure Herolab or Pathbuilder agree, though, particularly the latter.

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