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![]() I hadn't noticed this part before. Quote: Ancestry and heritage options to play a draconic character of your own, from expansions to the dragonblood and kobold to a brand-new dragonet ancestry! I would love to be able to recreate my pre-remaster dragony kobold character without having to take dragonblood. ![]()
![]() TheDisgaean wrote: Hate to necropost this, but I'd like to know if there are any special conversion rules to use the Ancestry Guide's content in the Remaster properly. Sort of. Go to the FAQ page and scroll down to the section titled "Ancestry Guide Errata (Spring 2024, Remaster Compatibility)." Mainly the changes are that Sprites and Strix now get their flying options earlier than before. That's a pretty big deal for PFS players since Strix will soon be a free choice for players. You also might want to scroll down a bit farther to the section titled "Ancestry Guide Errata (Spring 2024, 1st Printing)" for the errata that isn't remaster specific. ![]()
![]() I'm glad that helped. :) I initially had the same search issues that you did, but then I was able to find mention of the sepulcher in some online gaming session threads for Debt to the Quah that were here on this site. Like this one. You might get some more details from those threads. For example, here is an introductory passage that was given to the players in several of those threads. I'll put it behind a spoiler tag because my OCD is insisting on it, but it's an introductory passage so there isn't actually anything spoilery in it. I'm pretty sure that there are spoilers later in those threads, though. Spoiler:
"Our relations with the quahs have already been somewhat strained, although friendlier than their other connections with outsiders. Fortunately for us, we have some history of goodwill with the Shoanti, so Cousin to All was able to convince the other quahs to send representatives to hear our side of the story. Unfortunately for us, our side of the story is still bad. Lumketul showed no regard or respect in his blind pursuit of discovery, and frankly, the Society doesn’t have much grounds to deserve forgiveness. The Muschkal Sepulcher is an important location for all the quahs, and Lumketul’s disregard has cast the Society as a whole in a bad light. We’ve tried contacting Lumketul, but he has cut contact with the Society, and no one in the Society has heard from him in over a year. This is where you come in. I would like for all of you to travel to the meeting of the councilmembers and represent the Society. I believe excuses will not be received well; rather, please petition the council with utmost earnestness and sincerity.
I’ve had Lumketul’s notes on his expedition dug up in the hopes they’d be of some use. I’ve also included a copy of his Chronicle publication, although his embellishments and obfuscation of truth may have rendered it useless; nevertheless, maybe you’ll glean some helpful information from it.” Ambrus then reaches down beside him and pulls up a large satchel and an egg-shaped rock that emits a warm, red glow. “The bag contains the items Lumketul plundered from the burial site. At the very least, we must return the items to the Shoanti, and I request you try to convince the council to allow you to restore the sepulcher to its proper state. As for the stone, if you touch it to a broken object, it will gradually repair it. It won’t last forever, but it should have enough magic left in it for this mission.” The venture-captain pauses for emphasis. “It’s important to the Society to develop further relations with the quahs, so this could be an opportunity to show that we can be trusted." I have to say that I find the idea of an adventure that is the opposite of tomb raiding very refreshing. ![]()
![]() It is a sacred Shoanti burial ground that was raided by a member of the Pathfinders. In Debt to the Quah, the players are tasked with returning looted items and repairing relations with the Shoanti. ![]()
![]() Mathmuse wrote: ...Lost Omens Character Guide, published two months before the Magic Warrior archetype in Lost Omens World Guide, does not say that the Magic Warriors had to always where their masks. Instead, it says, "Others, such as the Magaambya’s magic warriors, subsume their whole identity into the mask, disguising every other aspect of themselves." I am going to have to remove always wearing the mask to make Noor Khan playable. Technically, I don't see the requirement that they must always wear their mask anywhere in the World Guide, either. What it says is Quote: Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. So you could take the mask off if you are alone, and should be able to take it off around other people so long as doing so wouldn't reveal your "true face." Revealing a "false face" doesn't seem to be an issue here so wearing a really, really good disguise under your mask or being under an illusion spell or polymorph spell that prevents people from seeing your "true face" might be considered sufficient to avoid the problem. ![]()
![]() Mathmuse wrote: The change in my avatar picture above is a glitch. It was this sentence. Quote: Yet Untamed Order druid's morphing abilities appear stronger. "Smorph" is one of the phonetically similar misspellings of "Smurf" that still triggers the Smurf Easter egg. See my posts below for some examples. :) ![]()
![]() Terevalis Unctio of House Mysti wrote:
— William Shakespeare, Julius Caesar Act III Scene 1. ![]()
![]() Tomppa wrote:
That's interesting. Acavna and Amaznen also aren't listed among the dead, missing, or unaccounted for deities in the Divine Mysteries Web Supplement. ![]()
![]() James Jacobs wrote:
I'm confused by the "nope." If you meant to use "irises" then you are agreeing with me that you intended to use the term "irises" rather than "pupils," but your "nope" seems to be indicating disagreement. James Jacobs wrote: The iris is the colorful part of the eye, and the pupil is the dark circle at the center. The sclera is the "white of the eye." In elves, the only part that's visible from afar is the colorful part—the iris. Yes, I'm well aware of the parts of the human eye, but according to Player Core, the colorful portion that makes up the entire visible portion of an Elven eye is the pupils — not the iris. PC, page 46 wrote: Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. Thus Elves have huge, visible (and possibly colorful) pupils, but they don't have visible irises or visible sclera (or whatever analogies to those structures that Elven eyes might have). So your statement that James Jacobs wrote: ...elves don't have visible pupils... would seem to be incorrect. ![]()
![]() Prince Maleus wrote:
The blog posts make me think that we might be getting some Witch options through the Cobyslarni school. I think we might be getting some Bard options through the Kitharodian Academy. We are clearly getting Monk and Magus options from the Monastery of the Unbreaking Waves. ![]()
![]() John R. wrote:
My Guide to Proficiency Bonuses gives you a visual comparison of that progression to that of other classes. You'll see that Rangers with warden spells have the same progression as Magi. (It's a Google doc so it might not display well in a browser. Google doc apps should work fine, though.) ![]()
![]() The Total Package wrote: Or is it not considered an attack roll? Right, it's an athletics check not an attack roll. Here's the clarification from the Pathfinder Core Rulebook Errata on the FAQ page: Quote:
But since the whip has the Trip weapon trait, you would get the item bonus from the potency runes on it. ![]()
![]() keftiu wrote:
Probably not. I'm not really sure how much more change is needed for the SoM pats of the Magus after the errata that we've already gotten. More feats and hybrid studies in other books are always nice, though. ![]()
![]() Magus Tata wrote: I don't suppose there will be any updates on the Magus class in this book...? We will! There's a new hybrid study, Resurgent Maelstrom, from the Monastery of the Unbreaking Waves. Blog wrote: The new approaches can be seen most clearly among those studying the Resurgent Maelstrom. Combining faydhaan spells and techniques with mortal ingenuity, a magus can use the power of water to turn any tool into a weapon and embrace their transience by shattering them against their foes.
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![]() Classes: Magus, Summoner, and Psychic. Issue: Lack of Class DC. Background: Pre-remaster Bards, Clerics, Druids, Magi, Oracles, Psychics, Sorcerers, Summoners, Witches, and Wizards all lacked a Class DC. All of those except Magus, Summoner, and Psychic were given a Class DC in PC1 or PC2 which suggested that those last three spellcasting classes would also be given Class DCs when their books were updated. However, Dark Archive and Secrets of Magic have now each received two post-remaster errata passes without mentioning the addition of those Class DCs. Clarification as to whether this was intentional or just an oversight in the errata would be helpful. ![]()
![]() Luis Loza wrote:
Hmm. So Acavna (dead) and Amaznen (missing) weren't on the "In Memoriam" list because their divine power is technically still accessible through the Starstone? ![]()
![]() Ravingdork wrote:
That player is completely in the right. That's why no matter how many times the GM tells me that my opponent is dead or that the other players beg me to move on, my characters will never stop attacking their first opponent in every adventure. How is my character supposed to know what the dying 4 condition means? None of that metagaming nonsense for me. ![]()
![]() QuidEst wrote:
Yeah, combining Scaly Hide, +3 Dex, and Mystic Armor to give a Wizard, Witch, etc. a 24/7 +6 armor bonus at 1st level really was too good. Keeping the Scaly Hide bonus to +1 until buying actual armor runes is possible makes a lot of sense. So now those spellcasters can still get the equivalent of wearing medium armor but not heavy armor. ![]()
![]() Captain Morgan wrote:
I'll just note that using staves as an example of invested items that aren't worn was a mistake which has already been corrected in the errata. The updated GM Core errata uses walking cauldrons as the example of an invested item which isn't worn. Quote: • Page 219: The text on investing items didn’t allow for items that are invested but not worn, such as walking cauldrons. Change the first two sentences to “Certain magic items convey their magical benefits only when invested using the Invest an Item activity, tying them to the PC’s inner potential. These items have the invested trait, and most are worn items.” So there is no longer any implication that staves in general are invested. ![]()
![]() I don't see how nimble shield hand helps with the Trace Rune action and a bow. Quote: The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. So you don't meet all free hand requirements — just the ones applied due to any interact actions. That would help if the Trace Rune action only required a free hand because it incorporated an interact action, but that's not the case since it doesn't involve any interact actions and has its own free hand requirement anyway. And since bows are Dex-based while shield spikes are Str-based, that's not a great combo anyway. Nimble shield hand would work a little better with a gauntlet bow since you could trace runes with your gauntlet bow hand, fire a bolt (applying Remote Detonation if desired), and then use your shield hand for the interact action needed to reload. But even then shield spikes and the gauntlet's melee function would both be Str-based so they won't mesh well with the Dex-based crossbow. ![]()
![]() James Jacobs wrote:
That makes sense. And Commander is a class that I'm very much looking forward to playing. In fact, I've got a really strong urge to play a fungus leshy commander/wizard MC for this AP. I like the vibes of a "good fungus versus evil fungi" theme. :) ![]()
![]() Perpdepog wrote:
Yeah, it also uses an implement mechanic. But it's Cha-based rather than Int-based, and I only enjoy playing high-Int characters. So Thaumaturge doesn't work for me. ![]()
![]() graystone wrote:
I think I could see a Necromancer using an osteo crossbow to deliver attack spells at long ranges with the Eldritch Archer archetype. I haven't run the numbers yet, though. And the Necromancer wouldn't qualify for Eldritch Archer until 11th level. ![]()
![]() Red Griffyn wrote:
Despite the name, a shield bow isn't a shield. It's just a weapon with the parry trait. So you can't use shield block with it or trace shield runes on it. ![]()
![]() Zero the Nothing wrote:
Unless I've missed something in the errata, the Magus is still one of the classes that doesn't have a Class DC at all. ![]()
![]() Justnobodyfqwl wrote: Do you think that would be feasible as an honest-to-goodness paintball gun in sf2e? Stick in paint, elixirs, or potions and fire away. Like witches do in Kim Harrison's The Hollows series. ![]()
![]() My personal favorite errata is Quote: Page 231: Change the Bulk of moonlit chain from 2 to 1. It was a really minor error where someone confused the chain shirt and chainmail bulks, but I've been mentioning it in errata threads since I noticed the error in the first printing of the CRB. It survived four printings of the CRB and the first printing of the GM Core, but now that bug has finally been squashed! For me it's symbolic of the thoroughness that the Paizo team applied to this first bi-annual errata. -----
I'm sure that it took a lot of work, but it is so much easier to find particular changes and to identify the timing of those changes than it was before. So thank you to the "errata team!" |