Additional Resources updated


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Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I think he means things like Weapon Focus (double hackbut) or whatever.


Todd Morgan wrote:
What feats are unique to gunslingers in this instance?

Weapon Focus (Culverin)?

The Exchange 5/5

Pathfinder Lost Omens, Rulebook Subscriber

John, there is a section in the Guide that specifically talks about these situations on page 24. You would be able to alter the feat to a different weapon of your choice. So if you had Weapon Focus, you could change it to Weapon Focus (pistol), but you could not change it to any other feat (Rapid Shot, etc.).

Grand Lodge 4/5

Kyle Pratt wrote:
John, there is a section in the Guide that specifically talks about these situations on page 24. You would be able to alter the feat to a different weapon of your choice. So if you had Weapon Focus, you could change it to Weapon Focus (pistol), but you could not change it to any other feat (Rapid Shot, etc.).

This^^

Liberty's Edge 4/5 5/5 ****

Human equipment also seems to be left out of Additional Resources. These don't seem overpowered, although explicit costs for different sized creatures' animal harnesses would probably be helpful.


Kyle Pratt wrote:
John, there is a section in the Guide that specifically talks about these situations on page 24. You would be able to alter the feat to a different weapon of your choice. So if you had Weapon Focus, you could change it to Weapon Focus (pistol), but you could not change it to any other feat (Rapid Shot, etc.).

Issue I have with this, and this is my specific character now that I'm talking about, is that he's a Musket Master Gunslinger that has a Double Hackbut. I'm now just going to drop back to a standard musket with the same magical properties that I had on the Double Hackbut. Since, as a Musket Master at the level that I had the character as, I already have Rapid Reload (Musket) as a bonus feat, and took Rapid Reload (Double Hackbut) as an additional feat. So, now I either am forced to buy another weapon to use that feat, or I end up with one less available feat that I'm supposed to, as you can't stack Rapid Reload.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

6 people marked this as a favorite.
Michael Brock wrote:
Please note the new restrictions from the Ultimate Combat regarding firearms. If the new changes affect you, you may refund any firearm at full cost that you purchased and has now adversely affected for your character.

This totally nukes my character with a monkey familiar riding a floating disc firing a double-hackbut. There's no justice.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

I had a question. Spells are only allowed to members of the race whose section they appear in. Equipment is available to everyone (as long as its legal).

1) What about buying potions of spells? I assume those are only legal to members of the race, correct?

2) What about the adopted trait? I know it only gives a Race trait, but would they be eligible for the adopted parent's spells? As an example: Our group has a halfling who was a adopted by dwarves, and tells everyone he's a dwarf (though very few believe it.)

3) I assume that it's illegal to copy a racial spell into a spellbook if you are not of that race, yes?

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Eric Clingenpeel wrote:

I had a question. Spells are only allowed to members of the race whose section they appear in. Equipment is available to everyone (as long as its legal).

1) What about buying potions of spells? I assume those are only legal to members of the race, correct?

2) What about the adopted trait? I know it only gives a Race trait, but would they be eligible for the adopted parent's spells? As an example: Our group has a halfling who was a adopted by dwarves, and tells everyone he's a dwarf (though very few believe it.)

3) I assume that it's illegal to copy a racial spell into a spellbook if you are not of that race, yes?

I imagine I know the answer to #2, and that is that the Adopted trait does only what it says it does. Just as Warrior of Old doesn't let you have special NPC contacts (your former trainers) that you can go to for help, Adopted grants no mechanical benefit besides what it explicitly gives you.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Just got home and took a look at both my gunslingers..

6th level Musket Master is fine, He has enough fame to afford his +1 double-barreled musket, my 2nd level Pistolero on the other hand does not have enough fame to afford his masterworked double-barreled pistol, he is at the least 2 games short of that and will be 3rd level. He is 8 Short of getting, which means at least level 4 until he can get the +1 weapon.

Though I am annoyed by this, since I am not a fan of exceptions of rules for sake of theory-craft builds, I trust Mike has his reasons.

I will say this, it makes taking a Dip in Wizard that more attractive since the new rule does not stop Wizards from getting a free Double-Barreled weapon.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

1 person marked this as FAQ candidate.

I've peeked at the ARG a bit now, and I have to wonder: why are the darkvision-granting options for elves and half-elves banned? Is it a power concern? Canon/setting violation? Just curious.


Jiggy wrote:
I've peeked at the ARG a bit now, and I have to wonder: why are the darkvision-granting options for elves and half-elves banned? Is it a power concern? Canon/setting violation? Just curious.

Somewhat related error on the Additional Resources page: Elves have all racial subtypes listed as legal, yet Arctic and Dusk elf both contain darkvision which is prohibited.

Grand Lodge 4/5

Dragnmoon wrote:


I will say this, it makes taking a Dip in Wizard that more attractive since the new rule does not stop Wizards from getting a free Double-Barreled weapon.

That will be fixed in Guide 4.2. Please don't do it.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Is it bad form to reiterate my question now that I see you're online?

Grand Lodge 4/5

Eric Clingenpeel wrote:

I had a question. Spells are only allowed to members of the race whose section they appear in. Equipment is available to everyone (as long as its legal).

1) What about buying potions of spells? I assume those are only legal to members of the race, correct?

2) What about the adopted trait? I know it only gives a Race trait, but would they be eligible for the adopted parent's spells? As an example: Our group has a halfling who was a adopted by dwarves, and tells everyone he's a dwarf (though very few believe it.)

3) I assume that it's illegal to copy a racial spell into a spellbook if you are not of that race, yes?

1) Correct. Only available to members of the race.

2) Jiggy is correct. See his post four or five up.

3) Correct again. You must be of the race to copy a spell into a spell book *UNLESS* you find it on a Chronicle sheet.

Grand Lodge 4/5

Jiggy wrote:
I've peeked at the ARG a bit now, and I have to wonder: why are the darkvision-granting options for elves and half-elves banned? Is it a power concern? Canon/setting violation? Just curious.

Canon dealing with Drow.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Michael Brock wrote:


That will be fixed in Guide 4.2. Please don't do it.

I was not planning to, I am saving my Wizard Gun toting PC in hoped you open up Spellslinger as a Boon.. ;)

Grand Lodge 4/5

Gnoll Coward wrote:
Jiggy wrote:
I've peeked at the ARG a bit now, and I have to wonder: why are the darkvision-granting options for elves and half-elves banned? Is it a power concern? Canon/setting violation? Just curious.

Somewhat related error on the Additional Resources page: Elves have all racial subtypes listed as legal, yet Arctic and Dusk elf both contain darkvision which is prohibited.

Thanks for pointing this out. It will be fixed on the next iteration of Additional Resources.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Michael Brock wrote:
Jiggy wrote:
I've peeked at the ARG a bit now, and I have to wonder: why are the darkvision-granting options for elves and half-elves banned? Is it a power concern? Canon/setting violation? Just curious.
Canon dealing with Drow.

Ah, okay. Wondered if it might be that. Thanks!

5/5 5/55/55/5

Michael Brock wrote:
Jiggy wrote:
I've peeked at the ARG a bit now, and I have to wonder: why are the darkvision-granting options for elves and half-elves banned? Is it a power concern? Canon/setting violation? Just curious.
Canon dealing with Drow.

Sigh... my options in the Absalom black panther animal companion market just fell 20 points.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

So how does this work?

I sell my Double-Barreled Pistol back at Full Price, Lose the 22gp gained from selling my original Pistol, and get that back?

Grand Lodge 4/5

Dragnmoon wrote:

So how does this work?

I sell my Double-Barreled Pistol back at Full Price, Lose the 22gp gained from selling my original Pistol, and get that back?

Yes

Shadow Lodge 5/5

Ran across this one as well

Pathfinder Player Companion: Blood of Fiends
Inquisitons on pages 26–27 are legal

which directly conflicts with

Pathfinder RPG Ultimate Combat

Inquisitor: Inquisitions are not permitted for any inquisitor.

Also Destroyers Blessing in ARG is a reprint of the one from OoG without the worship prereq ... is this now legal for play


Not all inquisitions are illegal for play. Those in ultimate magic are legal.

Grand Lodge 4/5

Wraith235 wrote:

Ran across this one as well

Pathfinder Player Companion: Blood of Fiends
Inquisitons on pages 26–27 are legal

which directly conflicts with

Pathfinder RPG Ultimate Combat

Inquisitor: Inquisitions are not permitted for any inquisitor.

It doesn't conflict at all. Each entry is specifically for the book it is listed under. So, the inquisitions in Blood of Fiends are legal. The inquisitions in Ultimate Combat are not legal. The inquisitions in ultimate magic are legal. If there are inquisitions in Blood of Angels or future products those will most likely be legal as well after I evaluate them.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I was asked by one of my players to ask this, though I know I am not entitled to an answer (It would get annoying if you had to answer why every time), but going to ask anyway in the hopes it is a simple answer.. ;)

Why was Wild Caller (Summoner) Half-Elf Racial Archetype not authorized for PFS play?

Neither of us see anything in the Archetype that fits the normal reasons something is not allowed in PFS.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Michael Brock wrote:
Wraith235 wrote:

Ran across this one as well

Pathfinder Player Companion: Blood of Fiends
Inquisitons on pages 26–27 are legal

which directly conflicts with

Pathfinder RPG Ultimate Combat

Inquisitor: Inquisitions are not permitted for any inquisitor.

It doesn't conflict at all. Each entry is specifically for the book it is listed under. So, the inquisitions in Blood of Fiends are legal. The inquisitions in Ultimate Combat are not legal. The inquisitions in ultimate magic are legal. If there are inquisitions in Blood of Angels or future products those will most likely be legal as well after I evaluate them.

Twice in three days. I guess this must be a pretty widespread misunderstanding.

Silver Crusade 2/5

Jiggy wrote:
Michael Brock wrote:
Wraith235 wrote:

Ran across this one as well

Pathfinder Player Companion: Blood of Fiends
Inquisitons on pages 26–27 are legal

which directly conflicts with

Pathfinder RPG Ultimate Combat

Inquisitor: Inquisitions are not permitted for any inquisitor.

It doesn't conflict at all. Each entry is specifically for the book it is listed under. So, the inquisitions in Blood of Fiends are legal. The inquisitions in Ultimate Combat are not legal. The inquisitions in ultimate magic are legal. If there are inquisitions in Blood of Angels or future products those will most likely be legal as well after I evaluate them.
Twice in three days. I guess this must be a pretty widespread misunderstanding.

In their defense, "Inquisitions are not permitted for any inquisitor." does sound rather final. It could be interpreted that it meant that PFS will not use the Inquisition feature. I think rewording that portion of the additional resources page to "Inquisitions from Ultimate Combat are not legal for play" would clarify quite a lot, and prevent having that misunderstanding come up in the future.

Grand Lodge 4/5

Already working to change it in the next update.


Michael,

I'm still wondering why I have to pick up another weapon that I'm not going to use because I can't have Rapid Reload (Double Hackbut) when my archetype already includes Rapid Reload (Musket) and I'm not willing to pick up another two-handed firearm.

Silver Crusade 2/5

Michael Brock wrote:
Already working to change it in the next update.

Thank ya, boss! Keep up the good work!

Grand Lodge 4/5

John W Johnson wrote:

Michael,

I'm still wondering why I have to pick up another weapon that I'm not going to use because I can't have Rapid Reload (Double Hackbut) when my archetype already includes Rapid Reload (Musket) and I'm not willing to pick up another two-handed firearm.

Whether you are willing to pick up another two handed firearm or not is your decision. Not directed specifically at you, but the cheesy build of the free reloads utilizing a double hackbut was not healthy for PFS and has been removed. I'm not going to explain every decision in detail, simply because I don't have time, especially in my off time on a weekend. There is a 458 post count thread on the VC message board where the VCs and the VLs and I debated this very topic and I don't have time to transcribe that entire post. It was asked about, the decision was made by me after hearing both sides by the VCs and VLs, and you have your ruling.


Michael,

I'm not arguing against removing the Double Hackbut, but the fact of the matter is that you are telling players that built their characters around the idea of staying in a 30 distance from combat (which my character was, hence taking Musket Master as the archetype) that in order to use a feat that was removed because of the removal of a weapon from the campaign, that they have to take a weapon that goes against their build. Now, if you allowed us to use the other part of the rule from page 23 of the 4.1 guide, that would be completely different.

If you said that the feats that would be affected were also removed, then the first portion of the rule would come into play, and players that got affected by this change could in fact take another feat, since there is no identical feat called "Rapid Reload (Double Hackbut)", "Rapid Reload (Culverin)", "Weapon Focus (Culverin)", etc...

Grand Lodge 4/5

John W Johnson wrote:

Michael,

I'm not arguing against removing the Double Hackbut, but the fact of the matter is that you are telling players that built their characters around the idea of staying in a 30 distance from combat (which my character was, hence taking Musket Master as the archetype) that in order to use a feat that was removed because of the removal of a weapon from the campaign, that they have to take a weapon that goes against their build. Now, if you allowed us to use the other part of the rule from page 23 of the 4.1 guide, that would be completely different.

If you said that the feats that would be affected were also removed, then the first portion of the rule would come into play, and players that got affected by this change could in fact take another feat, since there is no identical feat called "Rapid Reload (Double Hackbut)", "Rapid Reload (Culverin)", "Weapon Focus (Culverin)", etc...

I believe that has already been alluded to that you could change specific feats of the build of your character that were affected by the removal of the firearms in question. You cant rebuild any other parts of your character, but if a feat was directly made null and void due to the removal of the firearms, then replace them. If it hasn't been alluded to, consider it to have been stated now.


Michael Brock wrote:
John W Johnson wrote:

Michael,

I'm not arguing against removing the Double Hackbut, but the fact of the matter is that you are telling players that built their characters around the idea of staying in a 30 distance from combat (which my character was, hence taking Musket Master as the archetype) that in order to use a feat that was removed because of the removal of a weapon from the campaign, that they have to take a weapon that goes against their build. Now, if you allowed us to use the other part of the rule from page 23 of the 4.1 guide, that would be completely different.

If you said that the feats that would be affected were also removed, then the first portion of the rule would come into play, and players that got affected by this change could in fact take another feat, since there is no identical feat called "Rapid Reload (Double Hackbut)", "Rapid Reload (Culverin)", "Weapon Focus (Culverin)", etc...

I believe that has already been alluded to that you could change specific feats of the build of your character that were affected by the removal of the firearms in question. You cant rebuild any other parts of your character, but if a feat was directly made null and void due to the removal of the firearms, then replace them. If it hasn't been alluded to, consider it to have been stated now.

Thank you, Michael. That clears up all my concerns.

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