Inner Sea World Guide Update


Pathfinder Society

Liberty's Edge 5/5

I am a little confused about the Inner Sea World Guide update. The additional resources page says:

Quote:
Equipment, feats, and prestige classes already in play remain legal

and

Quote:
Any rules element which has been updated in the Inner Sea World Guide (as denoted with an asterisk below) MUST use the version in the World Guide.

I have a character who took the Fey Foundling feat from the campaign setting at 1st level (which granted DR1/cold iron). The new feat increases the effect of healing magic.

Does my character need to update his feat to the new version in the world guide? Or does his previous version of the feat "remain legal"? If I do not want the new version of the feat, can I choose a new legal feat or am I stuck?

Scarab Sages 2/5

My assumption is that you have to accept the mechanics of the revised feat. If Fey Foundling were a feat that had not been included in the Inner Sea World Guide, you would be able to continue using the original mechanics.

The Exchange 2/5

Tristan Windseeker wrote:

I am a little confused about the Inner Sea World Guide update.

I have a character who took the Fey Foundling feat from the campaign setting at 1st level (which granted DR1/cold iron). The new feat increases the effect of healing magic.
Does my character need to update his feat to the new version in the world guide? Or does his previous version of the feat "remain legal"? If I do not want the new version of the feat, can I choose a new legal feat or am I stuck?

Traditionally this two part question gets this answer:

First, you must update to the current version.
Second, there are no rebuilds allowed, no exceptions. So you are stuck with the feat and its new rules.

That's the way things have been handled in the past. However, I retain the right to be corrected by anyone of authority.

Paizo Employee Director of Brand Strategy

Fey Foundling is one of the feats marked with an asterisk, so you must use the current version of the feat going forward. The only feats that remain legal in their original form are those that do not appear in the Inner Sea World Guide. This update does not grant the ability to rebuild or switch out feats.

Liberty's Edge 5/5

Mark Moreland wrote:
Fey Foundling is one of the feats marked with an asterisk, so you must use the current version of the feat going forward. The only feats that remain legal in their original form are those that do not appear in the Inner Sea World Guide. This update does not grant the ability to rebuild or switch out feats.

Thank you for your reply. I will abide by the ruling and switch my character to the new version of the feat.

In the future however, would it be possible to instead give new feats a slightly different name and then make the old feat illegal? Or to allow old versions of the feat (perhaps with a name change to avoid confusion) to be grandfathered in if the feat's functionality changes?

I would not have chosen the "Fey Foundling" feat if I knew it would later be changed to do something completely different.

Sovereign Court 2/5

Changing what a feat/class/power/trait/etc. does and then telling us we cannot swap it out just seems ridiculously wrong.

I am all for the changes being made to accomodate the World guide, but how they are being done is leaving a bad aftertaste.

Grand Lodge 4/5 5/5

TorbinWren wrote:

Changing what a feat/class/power/trait/etc. does and then telling us we cannot swap it out just seems ridiculously wrong.

I am all for the changes being made to accomodate the World guide, but how they are being done is leaving a bad aftertaste.

In this case I'm with you Torbin.

To completely approach a feat in a way that makes in unrecognizable from the original form should at least earn it a new name.

Paizo Employee Creative Director

A fair amount of the feats in the previous edition of the Campaign Setting were not balanced all that well, so the Inner Sea World Guide gave us a chance to rebuild those feats. It also gave us a chance to rebuild feats that simply didn't accomplish what we wanted them to accomplish, or that went about things in a way that didn't match the intended world flavor.

This DOES mean that some elements of the setting have changed—feats, prestige classes, and other stuff.

Honestly, I think allowing folks to rebuild their characters in light of these changes rather than forcing them to stick with a feat that has changed to something they don't want is not a bad idea at all. I'll see if I can convince the PFS guys of this.

Liberty's Edge 5/5

James Jacobs wrote:

A fair amount of the feats in the previous edition of the Campaign Setting were not balanced all that well, so the Inner Sea World Guide gave us a chance to rebuild those feats. It also gave us a chance to rebuild feats that simply didn't accomplish what we wanted them to accomplish, or that went about things in a way that didn't match the intended world flavor.

This DOES mean that some elements of the setting have changed—feats, prestige classes, and other stuff.

Honestly, I think allowing folks to rebuild their characters in light of these changes rather than forcing them to stick with a feat that has changed to something they don't want is not a bad idea at all. I'll see if I can convince the PFS guys of this.

James, thank you for your reply.

In some cases (such as mine), a complete rebuild would not even be required; all I would have to do is change the feat to another legal feat the character could have selected at the time.

I am not sure if any other feat changes might fundamentally change a character, though. I also did notice the issue with the Hellknight PRC in the other thread; that situation might be a bit more complicated.

Thanks again for your consideration.

Grand Lodge 4/5 *

James Jacobs wrote:
Honestly, I think allowing folks to rebuild their characters in light of these changes rather than forcing them to stick with a feat that has changed to something they don't want is not a bad idea at all. I'll see if I can convince the PFS guys of this.

It's not a bad idea, but it would require a whole bunch of rules to prevent abuse, and personally I'd rather see Mark and Hyrum working on the other items on the PFS to-do list. Maybe just a "swap out that feat"-style fix would be better? Letting characters completely rebuild their characters just because one feat changed seems like it could be ripe for abuse.

Liberty's Edge 5/5

Lamplighter wrote:
James Jacobs wrote:
Honestly, I think allowing folks to rebuild their characters in light of these changes rather than forcing them to stick with a feat that has changed to something they don't want is not a bad idea at all. I'll see if I can convince the PFS guys of this.
It's not a bad idea, but it would require a whole bunch of rules to prevent abuse, and personally I'd rather see Mark and Hyrum working on the other items on the PFS to-do list. Maybe just a "swap out that feat"-style fix would be better? Letting characters completely rebuild their characters just because one feat changed seems like it could be ripe for abuse.

I agree with the potential for abuse. I am not attempting to break the game; I would simply like to switch out a feat that has completely changed from the Campaign Setting to the Inner Sea World Guide. However, some people took prestige classes that are now changed.

What about, instead of a total rebuild, something like the following:
1) If you took a feat that has changed, you can swap it out for another legal feat your character could have taken.
2) If you chose a spell that has changed, you can swap it out for another legal spell your character could have taken.
3) If you took levels in a prestige class that has changed, you can change them to levels of one of your base classes.

Shadow Lodge

In light of player feedback regarding the changes to some rules elements with the release of the Inner Sea World Guide, we have issued guidelines for rebuilding characters in certain situations. Please see the stickied thread here.

That doesn't really help the poor guy who has a 5th level Fighter 5th level hellknight with a 10 charisma and a 16 wisdom when all of his prestige class abilities are now based entirely on his nonexistant charisma and he wants to play a Hellknight or he wouldn't have made the character in the first place.

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