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I'm not sure why Starfinder 2E's errata is in the 1E errata page (https://paizo.com/starfinder/faq), and not the 2E errata page (https://paizo.com/starfinderplaytest/faq). Having to jumble 1e and 2e errata feels like it'll just cause confusion down the line, especially for newer players. Pathfinder 2E's errata page includes no 1E content, and I think that's a proper approach, it keeps things simple and straightforward.
The Guilt of the Grave World Player's Guide does not include a Recommendation table. I'd like to see an inclusion of a Recommendation Table, as Pathfinder Player's Guides have, in future Starfinder Player's Guides. I'm already running into problems where a player unfamiliar with Starfinder has no idea where to start, and the Guilt of the Grave World Player's Guide only giving 4 ancestry suggestions is not doing a lot for me to point them in the right direction. I can forgive this for the Guilt of the Grave World Player's Guide, as it was an impromptu posting, and for Paizo releasing it despite it not being planned, I appreciate it. I just hope that future Player's Guides will carry on with these tables, as they give a lot of useful information, especially for newer players.
So, I was rereading the Call Spirit ritual when reading over the Starfinder Player Core, and it reminded me of a question. Call Spirit lets you bring someone from the afterlife to answer a question, in a way that sounds like it doesn't mean their echo for a typical ghost, but for the actual original spirit. But the thing is, the Petitioner from Bestiary 2 says that in most cases, spirits lose the memory of the mortal life outside of brief hazy fragments and half-remembered dreams, and I recall reading elsewhere that one of Urgathoa's rewards was that she was one of the few gods that'd let you retain all of your mortal memories in her realm. So this brings in the question: How does it work to Call a Spirit, if the spirit as a petitioner lost all memory of its mortal life? I am figuring the intent is not that it is supposed to forget and have little capability to answer questions. Is it imbued with memories relevant to the purpose of its summoning? Does it briefly regain its memories in whole or in part?
My apologies as I know this can be a sensitive issue for some, I'm gonna try to approach this question as respectfully as I can manage. But my apologies in advance if anything comes out as insensitive. So here goes. Ever since I started reading Starfinder 1E in earnest for Starfinder 2E, I started wondering what the condition of pahtra gender is. Dae and Kyyduh both are agendered, and Dae's Meet the Iconics does confirm that many pahtra are agendered. But frankly, I've been puzzling over the question of "Are there male and female pahtra at all? Or are they all androgynous where identity and lifestyle has more sway on their gender expression, and any pahtra can be with any pahtra for the purpose of a litter. Are gendered pahtra just pahtra that happen to to be further along those scales, or is there a dimorphism where if one wants children, they have to find a specific type? I was hoping the Player Core would finally address the question, but it didn't. Much as Androids and Shirren have their situations explained, and Maraquoi have their own blurb in 1E about what their situation is. As an example, when I was barely skimming Starfinder, and brought a Pahtra character into a D&D game allowing some Pathfinder and Starfinder lore, I made a male pahtra, because at the time I assumed it was available, and now that I've got to read more of them, I'm left wondering if that was something I wasn't supposed to do. I wanna be respectful to the lore, and likely would make pahtra more on the agendered expression to be safe. But the question leaves me feeling I just don't have enough information. For those who have read more books in 1E, as 2E won't have as much resources on it yet, are Pahtra entirely agendered? Do any characters appear that identify as male, female, or as another form of gender altogether? Are there other official statements that further illuminate the question?
Offshoot of the Dark Archive Psychic thread, but for all Dark Archive content. Was making an archer animist, that circumstances made me had to switch to a thaumaturge, and it made me realize, would be nice to see Thaumaturge have an avenue toward two-handed weapons. Or at the very least 1+ handed weapons. What sort of things do you predict or hope for in the Dark Archive Remastered Edition?
Was reading Battlecry!, and it explained quite well why Minions don't get to Activate items. The reason makes sense, which is that item activation is balanced around 3 actions, not the effective 4 actions of having a minion. So, I came up with this. For a minion that has the opposable hands to activate an item, I'd propose increasing the activation cost of the item by 1 action for a minion. Which is to say, a 1 action activation requires 2 actions by a minion, and a 2 action activation requires 3 actions by a minion, something that can only be done if you have the ability to spend 2 actions to grant a minion 3 actions. This works out that the action economy is the same (spend 1 action to use a 1 action activation, and spend 2 actions to use a 2 action activation), but allows you to use it from your minion's current position, instead of your own. A follower can eventually be able to use 2 action activations, but both a follower and a familiar with manual dexterity can use a 1 action activation with some setup.
I took a stab at making the Fireworks Technician function in Remaster. Enjoy. o Firework Technician: The following changes were made to the Firework Technician archetype:
Now for the actual abilities: Firework Technician Dedication Archetype Feat 2
You gain the Additional Lore feat for Fireworks Lore; if you were already trained in Fireworks Lore, you also become trained in a Lore skill of your choice. You gain the Advanced Alchemy Benefits, and you can create 4 Fireworks Displays during your daily preparations. Your Fireworks Displays are designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Quick Alchemy Benefits, and you can create 4 Versatile Vials during your daily preparations. These Versatile Vials do fire damage instead of acid damage. For every 10 minutes you spend in exploration mode, you regain 2 Versatile Vials. You can use your Versatile Vials to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). You gain the Launch Fireworks action and learn some basic effects. You can learn additional, more complex displays that use your Fireworks Display resources through other Firework Technician feats. The DC for any display is equal to your Class DC or Spell DC, whichever is higher. Launch Fireworks [1 to 3 Action] (Manipulate) Cost: 1 Versatile Vial; Requirements: You have a free hand; Effect: You set off a firework. You can launch a normal firework to simply create an Auditory or Visual signal within 20 feet or you can choose one of the following special effects. A firework has the listed traits, and if it costs more than 1 Versatile Vial, it is noted in its cost entry. You can expend a Firework Display to provide 3 additional Versatile Vials that can only be used to Launch Fireworks. These items have the Infused trait, but they remain potent only until the end of your current turn.
Coughing Dragon Display Archetype Feat 4
Expert Fireworks Crafter Archetype Feat 6
Jumping Jenny Display Archetype Feat 8
Goblin Jubilee Display Archetype Feat 10
Banshee Cry Display Archetype Feat 12
I just wanted to post a musing. Lately, I started reading through the iconic characters, followed by the iconic encounters. When I was going through the iconic villains files, I ran into Nyctessa's. Hers struck me as odd. As compared to the rest of the iconic villains, she was the most morally open-ended of the villains. Not too different than Seltyiel in the possibility of turning good or evil in the end. It made me imagine, she would not be unlikely to be the actual iconic Necromancer. Though I suppose there is a decent likelihood a new character would come nonetheless. But adding on to this, what sort of characters do you think would make for an interesting iconic Necromancer for next year's book?
So to preface, yes, I know that Beast Gunner is a thing. Do not bring up the Beast Gunner as an alternative. This is not the point of the thread. So, I've been mulling over the thought of allowing the Eldritch Archer to use firearms, with the regards that it can use crossbows, including automatic ones. Three attachment points to the thought was that 1E had an eldritch archer that could use firearms, that a crossbow gunslinger can be an eldritch archer, and that I simply thought it would be interesting to have mystical shooters that experimented with Divine and Occult spells as well as Arcane and Primal. So, the question is this: has anyone experimented or done much theory craft with Eldritch Archers using normal firearms? Are there any pitfalls where it would be overwhelmingly powerful to add firearm functionality in addition to bows and crossbows? Or is it simply a thematic thing. I want to add firearms to the eldritch archer, but I don't necessarily want to do it if it would create an imbalance of power.
This is more of a future-proofing question. But I remember in Galaxy Guide, it was mentioned that the language of Druidic/Wildsong was lost during the Gap, and that Druids no longer exist. During one of the Paizo Con panels, an encouraged example of cross play was being a druid. I am a GM, and I want to brace for the potential of a player asking to be a druid. In a game that might allow Pathfinder entries, if lore was being followed, most every class with the exception of the Druid would be able to exist in the Starfinder timezone in some capacity. Should GMs encourage a player to be a druid if they want to be one? Should they deny it? Could druids exist, but they simply cannot use Wildsong as a language, or is the Wildsong Language key to all druid powers. Of course, Rule 0 will let us homebrew as we wish, but the point still stands, that to allow a druid, we'd have to willfully ignore a principle well established to the 2E version of Starfinder by the Galaxy Guide. And I want to be prepared with how I should go about the request for a druid in Starfinder. What's weirder to me is Starfinder 1E seems to make no mention of the Druidic language being lost to the gap, at least in the core books, and even includes advice for attempting to convert a druid to Starfinder 1E from Pathfinder 1E. I don't know if an adventure or adventure path established this. But assuming it was not mentioned, this seems to be a decision made for 2E, which feels odd as it imposes a pretty notable compatibility restriction by forbidding an entire class that seems to have been soft-allowed even in 1E.
I'm currently watching the PaizoCon 2025 Organized Play panel, and it is mentioned that the Starfinder Society Player's Guide will be including the Ikeshti and the Shobhad ancestries. As far as I knew, Society Guides like the Roleplaying Guide Guides were no longer done in pdf format, and were now hosted on Lorespire. I do not participate in Society games, so I don't know the workings of it that well, so my apologies if the answer is more obvious. But will these races be available via a pdf? Or will they only be hosted on Lorespire (and hopefully AoN)? Would there be a web supplement? Or will this actually be a book akin to the Pathfinder Lost Omens Pathfinder Society Guide book?
NOTE: THIS THREAD IS FOR FINAL RELEASE CONTENT, NOT PLAYTEST CONTENT! This thread is for posting errata suggestions for Starfinder 2E books to be issued in the 2025 Fall Errata cycle. Please do not post entries regarding playtest content in this thread. Try to avoid cluttering this thread with long discussions, for ease of developer review.
Right now the Starfinder general chat is applying to both Starfinder 1E and Starfinder 2E. With Galaxy Guide out, more conversation is going to be made involving Starfinder 2E independent of the playtest. Should a new segment be broken off to divide Starfinder 1E discussion from Starfinder 2E at this point? Or should we wait until the Starfinder Player Core's release?
While allowing a spell database to be a prosthetic eye is really cool, it feels like a superior solution versus it being a datapad or comm unit, as a prosthetic eye is much more difficult to steal or otherwise damage. Allowing your spell database to be an integrated item like this should probably be a feat. The spell database should be exclusive to a worn or held item. Instead of a prosthetic eye. An acceptable alternate to a prosthetic eye it can be a pair of augmented reality goggles instead, or a DBZ-style scouter-like implement instead. Otherwise, the spell database is a great alternative to a spellbook.
Here are my thoughts on the Mechanic: • A clarification that modifications to weapons do not apply to weapons mounted on drones or to turrets within the Modify class feature would be appreciated. This ruling becomes vague until the Modify Drone feat is found, which can result in misunderstandings for new players. Additionally, I’d propose for Modify Drone to be renamed to Modify Exocortex, allowing it to apply weapon mods to drone-mounted weapons and turrets, and allowing it to apply grenade mods to mines.
As for a personal opinion, the term “exocortex” feels vestigial and misleading. The class introduces you to the concept of the exocortex, making you think you’re getting an augmentation that, for a player who is familiar with Starfinder 1E, would be its own suite of personal buffs, but the exocortex itself simply acts as a middleman to your actual subclass. There are very few feats that directly buff your exocortex to boost your body independent of your actual subclass, being the Drone, Mine, and Turret. The term exocortex also feels awkwardly used, as effects often target your exocortex, rather than the controlled tech. An effect says you target your turret exocortex for example, but that sounds more like you're affecting your own self, rather then the target turret, which reads awkwardly. What’s more, your Drone, Mine, and Turret, are features that can be controlled via an augmented reality HUD on an eyepiece or within your helmet, a touch pad on your arm-mounted data pad, or otherwise from your custom rig, in addition to flavoring it as an installed cybernetic. Giving all mechanics an exocortex feels limiting as well, as various characters in media can be fulfilled with the Mechanic class, but do not use cybernetic prosthesis. For example, Dr. Robotnik for a drone, Bomb Voyage for mines, and Borderland’s Axton for turrets. On the one hand, acknowledging the exocortex is limiting to the kind of characters you can make. But also problematically, the exocortex is so ignorable if you don't want that to be a feature of your character unless you get very specific feats that it becomes vestigial until feat choice makes it exist again. And it is at that point that the exocortex should be a flavor option, rather than the canon method that all mechanics use. I feel the exocortex should be renamed to something more freeform, like Controller, Firmware, OS, and so on. Or simply to incorporate it into the custom rig instead, like calling it a Demolitions Rig, a Drone Rig, or a Turret Rig. Alternatively, the Mechanic can refer to them as a unique type of Toolkit that only they can use, incorporated into their custom rig. Drone Toolkit, Turret Toolkit, and Demolitions Toolkit. If the exocortex was to stay, I feel it should do more. Incorporating a free hacker’s toolkit into the exocortex instead of as an option for your personal rig could be a start. To give off the fantasy of using your augmented reality to manipulate the world about you. Feats to give the exocortex enhancement features to improve your vision to low light and darkvision, or feats to give your exocortex benefits against will or reflex saves as the technology gives you a sanity check against illusions and holograms or warns you of danger, or a feat to make your exocortex function as its own integrated computer system that can take the place of a comm unit, these sorts of things. Otherwise, I really like the class. A bit more polish and it will be brilliant. The TLDR is that exocortexes should either be removed, or given more presence that is represented with mechanics.
Was browsing the NPC Core, noticed the Arms Dealer was carrying some revolvers, one not unlike the Colt Walker 1847, which uses ball and powder, ignited by a percussion cap. I wonder if we'll be seeing a Percussion Revolver in the future, or was the inclusion of these weapons just an error on the artist's part?
Pact Worlds Common is said to be developed from several earlier human languages on Golarion. While I was reading a Cosmic Birthday, Old Taldan was briefly mentioned as a dead language. I would assume Old Taldan to be that of Inner Sea Common, or Taldane. This made me curious, what root language from Golarion is the dominant language within Pact Worlds Common. Is there any mentions in any Starfinder books about this? I've only barely started reading Starfinder 1E books early last year, so I've got a lot to learn. And it makes me wonder if Old Taldane is to Pact Worlds Common as Old English is to Modern English. If, for example, Taldane/old Taldan was the dominant language that developed into Pact Worlds Common, would an Inner Sea character who hypothetically got Samurai Jack'd into the Starfinder future be vaguely understandable by locals? Or is it established to be another language entirely as the base. This question is, fully aware that proper English does exist as a completely separate language on Earth.
One of my players asked for the ability to unlock a heritage when using a mixed ancestry. And using the Awakened Animal and the Yaoguai as inspiration, I decided to make this ancestry feat, if it helps anyone. Yes I am aware that Lineage feats can normally only be taken at Level 1, but the intent is that you would not be eligible for the feat if you already have a Lineage feat. Awakened Heritage Feat 5
You have come to exemplify the nature of your forebearers. You gain all the mechanical benefits of 1 heritage from either your ancestry, or your mixed heritage (if any).
In Starfinder 1E, magic has fallen out of favor. Magic items are dispersed among technological replacements. Scrolls are gone, in favor of spell gems, potions for spell amps, Magic casters did not breach the 6th level. The archaic is inferior, objectively. But that is Starfinder 1E. Here, in Starfinder 2E, casters can go up to the 10th rank. A cleric can preach alongside a mystic, and a wizard can work at a corporation, crafting magitech. But the itemization still acts like magic has gone out of favor. A modern derringer is somehow too complex to accept a rune, where a similar weapon, the barricade buster, somehow accepts one readily. A knife made from factory stamped steel slab would not accept a rune, where a masterwork dagger made from an adamantine alloy will. An archaic firearm can be kitted with up to 2 fundamental runes, and up to 3 property runes, and be equipped with a scope, a silencer, a bayonet, a reinforced stock, and a tripod, while this mystical art is somehow lost to the modern day. Yet it’s supposedly superior analog variant can accept at best, 4 upgrades, where some rune equivalent technological analog is competing with something as simple as a scope, a muzzle attachment, a bayonet, a reinforced stock, a tripod, a flashlight, and you have it. The spellcasters got their part. They are stronger, more potent. An archaic weapon by default will now be allowed to stand side by side with an analog or tech weapon, no longer having greatly reduced damage. This was a retcon from Starfinder 1E, where magic is not as lost as we thought, and the old ways are not as obsolete. But the rest of the world has not been adjusted for this change. Should it be adjusted? Should runes and magic items be made more prominent to represent the restoration of potent magic in the average caster? Should magitech companies be competing with magic companies be competing with tech companies for the customer’s credits? Should modern equipment accept magic more readily? Where the tech, the magitech, and the magic, can truly dance among one another?
So, here's an old home rule I developed to allow for additional languages to be learned. It is supposed to work as a long-term subsystem. Learn a Language
Special: As an optional rule: 10 points of Fluency would result in beginner-level communication, 20 points of Fluency would result in intermediate-level communication, and 30 points of Fluency is absolute proficiency with the language. As another optional rule: this activity can be an exploration activity, requiring at least 1 hour with your teacher per day.
So I need to ask, what defines a "gun"? At first, I was coming to TheGentlemanDM's thread to ask the following, incomplete question. I was about to say wrote:
So this raises the question. What is a gun? In Pathfinder, a gun would have been defined as being in the firearm group. But in here, it's probably safe to say that an Arc Pistol is a gun, and a laser rifle is a gun. Of course a Scattergun is a gun. But what about a Needler Pistol? a Crossbolter, a Flamethrower, or a Card Slinger? Are these guns? What defines what is and is not a gun for these purposes, if the weapon group itself is not defining it?
Detect Thoughts wrote:
Mind Reading wrote:
Correct me if I'm wrong, but at a glance, Detect Thoughts seems to do what Mind Reading can do as a Rank 3 spell as a cantrip. I was trying to talk it over with my partner, and they interpreted that perhaps detect thoughts cannot actually read thoughts, just detect whether or not thoughts are happening, as the 1, 2, and 3 action varients do not specifically say that you perceive their surface thoughts, but at the same time, I still see that Detect thoughts says that you "sense the surface thoughts" of creatures. Considering the Starfinder Playtest allows the use of Pathfinder Player Core spells, of which Mind Reading is one, I think Detect Thoughts should be clarified on just how much information you are gleaming in its use, and how powerful it should be compared to mind reading. At a glance, it looks like it is as powerful as an at- will Rank 3 spell without a Will saving throw with one interpretation, but another interpreation would level it out to be much more cantrip-level. On the GM side, the more sane interpretation is to say that Detect Thoughts cannot actually read thoughts, just detect the loudness or general flavor of them as if it was converted to an adult in the Peanuts talking, but I just want to be sure.
The credit being a base unit of currency, of course makes sense, I will not deny that. And in Starfinder 1E, it would not have been needed, based on what I've studied of the Core Rulebook. But the problem is, Pathfinder, and it's economy, which has been tied to the Starfinder Economy. 1 silver piece is supposed to have the same purchasing power as 1 credit. But the problem is, like Pathfinder 1E going into 2E, Starfinder 1E has experienced a price crunch going into 2E. For example, let's look at the Arc Pistol, it went from 750 C to 25 C, and then the Laser Rifle, it went from 425 C to 60 C. What does this mean? It means that the credit is a lot more powerful of a unit of currency in 2E than it is in 1E. But the problem with being more powerful, is that for some services, you are overspending. Look at how you also went from starting with 1000 C to 150 C When we compare the price of a basic service in Pathfinder to Starfinder, for example, a square meal, which would be 0.3 C, now costs 1 C. 3 times it's price. An item of street food that might cost 0.1 C? It is now 1 C. A fighting knife, here, has the same price as two AbadarMart Chocobars would. A single chocobar would have the same price as a burger, fries, and drink from your local Harpies Drive-In. The Starfinder 1E Core Rulebook said that "some credsticks are designed to allow fractional credit purchases," establishing that fractional credits exist. In short, should cheaper services, like food, snacks, rations, room and board, and bits and bobbles on the lower end be considered on a fractional scale of 0.1 to 0.9 credits for consistency with the copper piece? Especially now that 1 credit in Starfinder 2E, can do a lot more than 1 Credit can do in Starfinder 1E?
So, I've been thinking on it. After watching BadluckGamer's video on the Oracle, I see that the Oracle has now become a 4-Slot per Rank caster. Alongside the Sorcerer and the upcoming Mystic, which is also a Spontaneous Spellcaster in the upcoming Starfinder 2E. This leaves Bard alone among the known Spontaneous Spellcasters in this aspect. (The Psychic and Summoner being spontaneous caster exist, but they're also in a weird place as they use variant spellcasting allotments that are far from the norm, and by my opinion, technically do not count for this argument, as they are also Legacy, and this is a question more towards the remastered state of play). I'm trying to think, what makes the Bard worth keeping as a 3-slot class, balance wise? Should it be updated to a 4-slot like the other spontaneous casters? Or is there a balancing point that keeps it to where it needs to remain 3-Slot, while Oracle and Sorcerer have 4-Slot. Badluck Gamer also points out this may be an error. Should it be reserved for Sorcerer? But additionally, what makes the Mystic worth having it?
Player Core - Illusions wrote:
Illusory Disguise wrote:
Trying to future proof here, because one of my players is planning on running a character that will be using Illusory Disguise a lot. And I wanted to determine if I was accurate in my understanding: Can Illusory Disguise be disbelieved, and if yes, what triggers disbelief? My current impression is that an NPC can only uncover the disguise by passing a Perception check against their Deception DC, and is not capable of disbelieving the illusion as the spell does not mention the ability to disbelieve. But I would like to know whether or not I am correct in this assumption. If an Illusory Disguise could be disbelieved, what sort of parameters would the illusion have to have for an NPC to ignore it.
As a home rule, I was considering expanding the Alternate Ancestry Boosts to give players the choice between two free ability boosts, or three free ability boosts and one free flaw, with the stipulation that the player cannot place all three boosts within the physical or mental attribute category (Though the addition of ancestries like the Vesk have been shaking this precedent). I was curious if there were any caveats toward doing this, before I actually implement it.
Thought it would be fun to see what sort of ancestries folk would want for a hypothetical Player Core 3. This thread is not about whether or not there should be a Player Core 3, more in regards to what sort of ancestries people would like to see brought into the Remaster if such a book was made. So I’ll start with my speculative list, assuming 8 ancestries and 3 versatile heritages. Ancestries
Much of these are chosen for a sense of frequency to see around Golarion. Anadi and Kitsune have many reasons to travel from their homelands, and given their ability to blend into cultures, can crop up in unexpected places. Calignis and Serpentfolk being added would give some extra representation from the Darklands, especially if serpentfolk are expected to replace the drow. Versatile Heritages:
I’m curious what ancestries you all would like to see in this situation!
I wanted to allow my players to extract rations from the animals they fought in Kingmaker to gather meat-based rations to add extra benefit. I'm curious what systems other GM's have used for this sort of thing. So far I am considering giving a certain amount of rations appropriate to the size of the animal, with a Trained Survival check, probably appropriate to the Animal's DC by Level. My appreciation for any advice.
I am under the assumption that a scattergun uses a removable box magazine, and is reloaded with with 1 action, using a saiga 12 as an example, as opposed to using a built-in pipe magazine such as in a typical pump shotgun. I would like to propose a notation to apply to both Pathfinder 2E Remastered (for when guns and gears content are eventually brought back), and Starfinder 2E. I'd like to propose modifying the Reload Entry between Pathfinder and Starfinder. Perhaps using terminology like, Reload 1/Capacity, or adding a "/X" to the reload if it reloads more than 1 piece of ammunition at a time, say Reload 1/4 to refill the commercial scattergun. And for other analog weapons that use loading clips, you could even do something like Reload 1/4 on a weapon with a capacity of 8, where each reload half-fills the weapon. Additionally, I think for compatibility reasons, the Pathfinder Capacity Weapon Trait should be renamed. (In personal opinion, removed in favor of Starfinder's Capacity Weapon Trait would be preferable to me, as spending an interact action to cycle to the next ammunition piece feels like it defeats the purpose of having a capacity weapon in Pathfinder when it might consume the same action as a reload).
So I am revving up to use the Influence system for the first time in Kingmaker. And I hit the first "What the" moment when I was plotting which Discover checks I should assign each PC to influence Amiri, for example. I noticed that her Warfare DC was low enough, that it was most efficient for everyone to use Warfare, even if untrained. The Lore entry in the Core Rulebook says that Lore can be used untrained to Recall Knowledge. I technically don't think it counts as a Recall Knowledge, but I am not sure. I am not sure how to approach this, and was curious if I am supposed to let them use untrained Warfare to influence Amiri, or if only trained Lore skills apply to the Influence subsystem.
I've noticed that if you make rations worth 3 sp, and 5 cp per week, they divide in to a clean 5 cp per day. This allows for easy management of ration purchases on a more precise daily scale. A 4 sp per week ration supply does not easily divide, at 5.71... cp per day, making it difficult to log rations in VTT's on a daily level using the vanilla costs. Additionally, when using this metric, all of the items in an adventurer's pack will add up to exactly 1 gp, and 5 sp, equal to the cost of the adventurer's pack itself (vanilla, the a la carte cost of an adventurer's pack is worth 1 gp and 6 sp). Which means that PC's who opt to remove items from their adventurer's pack can simply deduct the price from the adventurer's pack, as if buying the items individually. Ultimately, this price change would be small to the point of having a negligible impact on balance, and provides for easier bookkeeping, gives more versatility in in-game shopping, and allows for easier customization of a starter kit. I know Paizo is winding up for their new core rulebook, so I figured this might be worth putting out, even if it is very minor in the grand scheme.
Eldritch Archer and Beast Gunner, Are Spellcasing Classes Eligible for Archetype Spellcasting Feats?
The Eldritch Archer does not add a cantrip if you are already a spellcaster, and the Beast Gunner gives you a bonus cantrip if you are already a spellcaster, and appear to utilize your existing spells for their respective abilities. Are spellcasting classes eligible to gain the Basic, Expert, and Master Spellcasting Feats for the Eldritch Archer or the Beast Gunner? Or are these feats reserved for martial classes in this case? My gut instinct intuits that it would be allowed, and the eldritch archer would be denied a cantrip, while the beast gunner would grant one cantrip to the original class's spell list, while either archetype would provide a separate spell list, not including a cantrip, of their respective tradition. As an aside, I am also considering home ruling the Eldritch Archer to grant a bonus cantrip like the Beast Gunner.
I was reading over the classes, and was curious about the class feats that grant additional 10th-Level spell slots. Would spontaneous casters who take these feats be granted a third 10th-Level spell? Or does the feat only grant them two casts of their given 10th-Level spells. My gut says no, but I am new to this system, and could not find another thread talking about this question. I was curious how other GM's would interpret this.
In the Core Rulebook, pg. 531, it says that "a suit of +1 resilient armor still gives you its item bonus to AC when not invested, but it doesn't give you its magical bonus to saving throws" The exerpt does not mention whether the it is referring to the armor's original item bonus to AC, or whether it is referring to the armor's item bonus to AC after an Armor Potency. I would be lead to think, rules as written, it sounds like an Armor Potency rune itself does not need investment, while other armor runes do, as it would be important to rephrase the exerpt as "a suit of +1 resilient armor still gives you its original item bonus to AC when not invested, but doesn't give you its magical bonus to saving throws or AC." if that was the case.
For one individual, all nuts, or all fish, or another miscellaneous food might be considered poison if they have a severe allergy. Alternatively, if a rougarou has similar dietary implications to canines, onions might be poisonous to them. If a divine caster with such a weakness were to cast Purify Food and Drink, would the food be made safe for them to eat? Could a divine caster of another race make the food safe for such an individual at their table? Or does Purify Food and Drink only work on a "Common Context," where food could remain poisonous to other unfortunate individuals? |