| Fnipernackle |
As the release of the Inner Sea World Guide gets closer to its release date, I was wondering if Paizo will be keeping the feat that allowed you to use a sign language with your fellow party members.
What are somethings that you hope will be kept, included, or taken out? I know it may be too late for Paizo to do anything about these, but you never know what miracles Paizo will make happen. That and I'm curious.
James Jacobs
Creative Director
|
Guns are still in the book.
I'm relatively sure that the "you can flash signals to your friends" feat is gone, since that's now something you can do with the Bluff skill. There's about 40 or so feats in the book, though, so it's possible I'm just mis-remembering which ones stayed and which ones left and which ones got added in.
| Fnipernackle |
Signlanguage, just spend a poing in linguistics and take the skill signlanguage :)
the good thing about the feat was that you could take it and you could sign language to anyone in the party and vice versa. with the skill point in linguistics, you had the language but other people had to learn the language for it to be viable.
Gorbacz
|
Shizvestus wrote:Signlanguage, just spend a poing in linguistics and take the skill signlanguage :)the good thing about the feat was that you could take it and you could sign language to anyone in the party and vice versa. with the skill point in linguistics, you had the language but other people had to learn the language for it to be viable.
Not really. That feat didn't allow your allies to communicate with you, they just could understand your sign language.
Secret Signs [Local]
You can communicate with your allies using a secret set of
hand signs forged in the fierce political battles of Absalom.
Prerequisite: Int 13, Absalom affinity.
Benefit: You teach your allies your own set of secret signs,
allowing you to communicate concepts to them quickly,
quietly, and at range. You gain a +5 bonus on Bluff checks
made to pass secret messages as long as your allies can see
you. In addition, you can use the signs to give advice and
warnings, allowing you to use the aid another combat option
even if you are not in a position to attack the opponent
attacking your ally. Also, if you choose to aid another with
a skill check, you grant a +4 bonus with a successful check,
rather than the normal +2.
| Fnipernackle |
Fnipernackle wrote:Shizvestus wrote:Signlanguage, just spend a poing in linguistics and take the skill signlanguage :)the good thing about the feat was that you could take it and you could sign language to anyone in the party and vice versa. with the skill point in linguistics, you had the language but other people had to learn the language for it to be viable.Not really. That feat didn't allow your allies to communicate with you, they just could understand your sign language.
Secret Signs [Local]
You can communicate with your allies using a secret set of
hand signs forged in the fierce political battles of Absalom.
Prerequisite: Int 13, Absalom affinity.
Benefit: You teach your allies your own set of secret signs,
allowing you to communicate concepts to them quickly,
quietly, and at range. You gain a +5 bonus on Bluff checks
made to pass secret messages as long as your allies can see
you. In addition, you can use the signs to give advice and
warnings, allowing you to use the aid another combat option
even if you are not in a position to attack the opponent
attacking your ally. Also, if you choose to aid another with
a skill check, you grant a +4 bonus with a successful check,
rather than the normal +2.
i still think it was a worth while feat.
| Greg Wasson |
Guns are still in the book.
I'm relatively sure that the "you can flash signals to your friends" feat is gone, since that's now something you can do with the Bluff skill. There's about 40 or so feats in the book, though, so it's possible I'm just mis-remembering which ones stayed and which ones left and which ones got added in.
I'm gonna miss that feat where I flash my friends.
Greg
| Enevhar Aldarion |
Gorbacz wrote:i still think it was a worth while feat.
Not really. That feat didn't allow your allies to communicate with you, they just could understand your sign language.Secret Signs [Local]
You can communicate with your allies using a secret set of
hand signs forged in the fierce political battles of Absalom.
Prerequisite: Int 13, Absalom affinity.
Benefit: You teach your allies your own set of secret signs,
allowing you to communicate concepts to them quickly,
quietly, and at range. You gain a +5 bonus on Bluff checks
made to pass secret messages as long as your allies can see
you. In addition, you can use the signs to give advice and
warnings, allowing you to use the aid another combat option
even if you are not in a position to attack the opponent
attacking your ally. Also, if you choose to aid another with
a skill check, you grant a +4 bonus with a successful check,
rather than the normal +2.
I would not let my players take that feat. Rather, if they wanted to be able to do what the feat does, I would require them to sit down and work out a set of signs and signals that their characters would use and roleplay it.
| Fnipernackle |
Berwick wrote:Not to beat any sort of dead horses here, but...
Did anything regarding Harrowing or the prestige class Harrower, make it in?
Yes.
The harrower prestige class is in the book. So is the Secret Signs feat, as well as the Demon Hunter feat.
i am so honored that you have replied to my post James. i never thought id see the day. God bless Paizo.
| gigglestick |
James Jacobs wrote:i am so honored that you have replied to my post James. i never thought id see the day. God bless Paizo.Berwick wrote:Not to beat any sort of dead horses here, but...
Did anything regarding Harrowing or the prestige class Harrower, make it in?
Yes.
The harrower prestige class is in the book. So is the Secret Signs feat, as well as the Demon Hunter feat.
I'm hoping to see the Fighter Variant (I forget what it's called, but you lose your first bonus feat infavor of 4 skill Points/ lvl and some extra class skills). We have one in the campaign I'm running and the party loves him.
| Fnipernackle |
I'm hoping to see the Fighter Variant (I forget what it's called, but you lose your first bonus feat infavor of 4 skill Points/ lvl and some extra class skills). We have one in the campaign I'm running and the party loves him.
That ability from what i heard awhile back wont be in the books. i believe those were put in the old campaign guide as a way to spice up 3.5, but from what i believe James said somewhere is that you can still use that ability more or less. but i will have to agree that i hope that they may make it into the book, but im not gonna hold my breath. i really loved the sorcerer variant ability.
James Jacobs
Creative Director
|
All of the variant class abilities are gone. In some cases, they've been rolled into the core abilities of the class. In others, they've been grandfathered into the APG. In some cases, such as the "fighters getting more skill points," they're just gone. You can, of course, still use those variants in your game, but that type of variant just doesn't fit the flavor for what we want for fighters.
AKA: If you want to play a martial character with more skill points... that's kind of what the ranger or the barbarian are about.
James Jacobs
Creative Director
|
James Jacobs wrote:Nice. Spoilers please? :-)Berwick wrote:Not to beat any sort of dead horses here, but...
Did anything regarding Harrowing or the prestige class Harrower, make it in?
Yes.
The harrower prestige class is in the book. [...]
It pretty much functions the same way the previous version did. Not much to spoil, apart from confirming that we did indeed retain the harrower prestige class in the book.