Inner Sea World Guide & What You Hope Is Still Included!


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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.


Guns I hope the guns are still in the book


Joey Virtue wrote:
Guns I hope the guns are still in the book

James Jacobs recently posted in a thread and said that there still will be guns, Alkenstar just will have recently (like the past 300 years or something) developed them, rather than the thousand year or whatever it is now.

Paizo Employee 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.


Signlanguage, just spend a poing in linguistics and take the skill signlanguage :)


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.

Silver Crusade

Pathfinder Adventure Path Subscriber
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.


Gorbacz wrote:
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.


James Jacobs wrote:

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


Something I hope is in the book, more for the sake of convenience than anything else, is the Demon Hunter and Teleport Sense feats and possibly some new ones that focus on Mendev/the Worldwound.


Fnipernackle wrote:
Gorbacz wrote:


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.

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.


Not to beat any sort of dead horses here, but...

Did anything regarding Harrowing or the prestige class Harrower, make it in?

Paizo Employee Creative Director

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.


Sweet, an updated Harrower Prestige class, 9 monsters, and 40 feats.


James Jacobs wrote:
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.


Fnipernackle wrote:
James Jacobs wrote:
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.

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.


gigglestick wrote:
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.

Paizo Employee 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.

Scarab Sages

Outside of more world fluff (which I'm sure there will be a ton), I do hope the Osirioni blade binder makes an appearance. I'd love to see binding updated to work with the CMB/CMD rules.


James Jacobs wrote:
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. [...]

Nice. Spoilers please? :-)

Paizo Employee Creative Director

Zark wrote:
James Jacobs wrote:
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. [...]

Nice. Spoilers please? :-)

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.

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