Additional Resources Updates


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Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

Hey, I'm more curious to know if casting spells like an alchemist is meant to include using wands or not...

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Protoman wrote:
Ascalaphus wrote:
John Compton wrote:

Investigator Crafting

Typically Mike and I discuss these decisions before ruling, so having not had an opportunity to confirm my inclination, I can't give a 100% certified answer; it's just something we didn't cover while going through all of the book's other options during our Additional Resources meeting. That said, I strongly suspect investigators will be able to craft in the same way that alchemists craft.
Any update on this?
This was addressed here (investigators can craft poisons and alchemical items just like an alchemist). No idea when it goes on the FAQ itself.

Thanks, it looks like the right decision has been made. *just got back from using a ridiculous amount of alchemical consumables on Flesh Eaters*

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Darrell Impey UK wrote:
Hey, I'm more curious to know if casting spells like an alchemist is meant to include using wands or not...

I'd like an official clarification on that. I think investigators can use wands like alchemists, but that something went wrong during editing. I've gone into more detail on that here.


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Add another fellow who wants clarification on the status of Investigators and wand usage.

Also, when is the Ranged Tactics Toolbox going to be added to the Additional Resources page?

Grand Lodge

Indeed.

I am curious about Ranged Tactics Toolbox and when it will be added to the Additional Resources.

Grand Lodge 4/5 Global Organized Play Coordinator

blackbloodtroll wrote:

Indeed.

I am curious about Ranged Tactics Toolbox and when it will be added to the Additional Resources.

Likely the first week of December.

1/5

blackbloodtroll wrote:

Indeed.

I am curious about Ranged Tactics Toolbox and when it will be added to the Additional Resources.

While it's nice that we're adding more resources this worries me. Archery is out of control. Adding more options can only further the issue.

Silver Crusade 2/5 RPG Superstar 2014 Top 16

Undone wrote:
blackbloodtroll wrote:

Indeed.

I am curious about Ranged Tactics Toolbox and when it will be added to the Additional Resources.

While it's nice that we're adding more resources this worries me. Archery is out of control. Adding more options can only further the issue.

Ranged Tactics Toolbox isn't all archery. In fact, I found that much of the book is filled with ways to let characters OTHER than archery-focused ones have more ranged options. Definitely check out the book if you haven't yet. :)

Lantern Lodge 5/5

cartmanbeck wrote:
Undone wrote:
blackbloodtroll wrote:

Indeed.

I am curious about Ranged Tactics Toolbox and when it will be added to the Additional Resources.

While it's nice that we're adding more resources this worries me. Archery is out of control. Adding more options can only further the issue.
Ranged Tactics Toolbox isn't all archery. In fact, I found that much of the book is filled with ways to let characters OTHER than archery-focused ones have more ranged options. Definitely check out the book if you haven't yet. :)

I concur. It's more of a push to get thrown weapon users a bit of new tricks. Juggler Bard is awesome.


Westphalian_Musketeer wrote:

Add another fellow who wants clarification on the status of Investigators and wand usage.

Also, when is the Ranged Tactics Toolbox going to be added to the Additional Resources page?

Well, I think the answer to that lies in the Investigator Pre-Gen made up by the one and only, Michael Brock. Quinn's Wand of Scorching Ray specifically calls out requiring a successful UMD to use the wand; however, all the other wands in his possession say nothing at all about requiring a UMD check. To me, that would seem to indicate investigators being able to use wands on their "spell-list".

Grand Lodge 2/5 *

Pathfinder Adventure Path Subscriber

No disrespect to anyone, but I really don't think that the Advanced Class pre-gens are the best things to reference when discussing rule interpretations.


Darrell Impey UK wrote:
No disrespect to anyone, but I really don't think that the Advanced Class pre-gens are the best things to reference when discussing rule interpretations.

None taken, but it's at least something to go on. It's true they have some issues. Unfortunately, the ACG was so rife with problems that Paizo is doing an errata for it rather than simply release FAQs. Given how busy they are currently, I do not foresee that happening anytime soon.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Darrell Impey UK wrote:
No disrespect to anyone, but I really don't think that the Advanced Class pre-gens are the best things to reference when discussing rule interpretations.

I agree that it's only circumstantial evidence. I've gone into it more substantively here.

All the clues we have so far do seem to point in the same direction: that investigators use wands in the same way as alchemists.

Scarab Sages

Juggler Bard, Far Strike Monk, and Bomber Rogues. This book help them far more than Archers.

Grand Lodge

Faelyn wrote:
Westphalian_Musketeer wrote:

Add another fellow who wants clarification on the status of Investigators and wand usage.

Also, when is the Ranged Tactics Toolbox going to be added to the Additional Resources page?

Well, I think the answer to that lies in the Investigator Pre-Gen made up by the one and only, Michael Brock. Quinn's Wand of Scorching Ray specifically calls out requiring a successful UMD to use the wand; however, all the other wands in his possession say nothing at all about requiring a UMD check. To me, that would seem to indicate investigators being able to use wands on their "spell-list".

Even without that, the PFS tables at my usual haunt have allowed my character wand usage for spells specifically in their formula book. Mostly I'm thinking of if/when I go to a convention, and my own personal ease-of-mind. Personally this detail makes me feel guiltless about using a CLW wand to top off my character between fights without a check. I know Paizo has to cram a lot of information in its books, and sometimes it leads to lots of open questions, so for now this'll suffice for me.

4/5 5/55/5 Venture-Lieutenant, Georgia—Atlanta

I saw that the timestamp on the Additional Resources page got updated to yesterday's date. I am assuming that is because of the sanctioning of Wardens of the Reborn Forge. Is there an ETA on the regular Additional Resources update (the last one was 10/29/14). Thanks.

Grand Lodge 4/5 Global Organized Play Coordinator

aeontrin wrote:
I saw that the timestamp on the Additional Resources page got updated to yesterday's date. I am assuming that is because of the sanctioning of Wardens of the Reborn Forge. Is there an ETA on the regular Additional Resources update (the last one was 10/29/14). Thanks.

Hopefully in the next few days.

4/5 5/55/5 Venture-Lieutenant, Georgia—Atlanta

Thanks for the update.

Sczarni

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Hells yes, just about all the languages just got legalized! Now I need to make another Tengu and catch 'em all.

...well, all of them except Flail Snail...

*kicks a rock*

.....le'Sigh.

Sczarni 5/5 5/55/5 ***

1 person marked this as a favorite.

Hooray for Linguistics!

Silver Crusade 5/5

Wait, so do people need to own a Bestiary with a Sphinx in it now to be able to continue playing their Living Monoliths?

Silver Crusade Venture-Agent, Florida–Altamonte Springs

Since the first few books of Iron Gods is now in the Additional Resources will the AP get it's chronicle soon? I have a group wanting to start it in campaign mode by the middle of next month. And when I do run it do I create the event when we start or create an event the week they face the BBEG?

Grand Lodge 4/5

Tamec wrote:
Since the first few books of Iron Gods is now in the Additional Resources will the AP get it's chronicle soon? I have a group wanting to start it in campaign mode by the middle of next month. And when I do run it do I create the event when we start or create an event the week they face the BBEG?

You would need the event to record the completion of the sanctioned portion of the first book, so probably when your PCs are somewhere in the 2-5 range.

Until we see the actual sanctioning, it'll hard to say of the first book will be sanctioned as 1-2, 1-3, 2-4 or, possibly, 3-5.

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Yeah! Additional Resources now comes with Additional Languages!

I don't see a Sign Language yet, but plenty of other languages are available now.

5/5

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Awesome, thanks for clarifying languages! Brb learning Sasquatch.

Grand Lodge 4/5 5/5

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Zak Glade wrote:
Awesome, thanks for clarifying languages! Brb learning Sasquatch.

BE CAREFUL

I've heard Sasquatches dont like being disturbed during hibernation

Sczarni 5/5 5/55/5 ***

UndeadMitch wrote:
Wait, so do people need to own a Bestiary with a Sphinx in it now to be able to continue playing their Living Monoliths?

I'd imagine so.

Just as you'd need to own a copy of the Inner Sea World Guide in order to learn Polyglot.

Grand Lodge

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Still no Drow Sign Language.

Oh, and no other form of sign language.

In Golarion, the Deaf learn to read lips, or they are murdered.

Well, except Drow.

Sczarni 5/5 5/55/5 ***

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Drow are quite often murdered, too.

Shadow Lodge

So, no languages from Rasputin Must Die! are legal, bummer.

Also, with the addition of Iron Gods to the additional resources is there a reason why Brigh's entry was skipped over?

Silver Crusade 5/5

Isn't Brigh's entry the one on pgs. 74-75? I'm guessing that's what the "The obedience, planar allies, spells, and summon list on pages 74–75 are legal for play." was. I don't have my copy of Lords of Rust in front of me, so I don't know if those are the correct pages or not, but AFAIK Brigh's stuff is legal.

Grand Lodge 4/5 Global Organized Play Coordinator

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Dylos wrote:

So, no languages from Rasputin Must Die! are legal, bummer.

Also, with the addition of Iron Gods to the additional resources is there a reason why Brigh's entry was skipped over?

We just missed the languages in it. They will likely be made legal next update once we have a look at them.

And as Mitch said above, the pages covered should be all the mechanical parts of the Brigh article.

Dark Archive

Just out of curiosity, what are the chances of the Shattered Psyche Oracle's Curse from Valley of the Brain Collectors (pg.57) being legalized?

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Michael Brock wrote:
Dylos wrote:

So, no languages from Rasputin Must Die! are legal, bummer.

Also, with the addition of Iron Gods to the additional resources is there a reason why Brigh's entry was skipped over?

We just missed the languages in it. They will likely be made legal next update once we have a look at them.

And as Mitch said above, the pages covered should be all the mechanical parts of the Brigh article.

Does this mean my Irrisen characters might actually learn Russian?

Cool


Michael Brock wrote:
Finally, the rules and design teams are discussing the fixes to make with MoMS. Until that time, we will not make any changes to it for PFS.

Any chance this might mean we can have the old Crane Style feat chain back then? Because the problem with the old Crane Style feat chain was MoMS being able to skip prerequisites and getting feats way too early.

Sovereign Court 5/5 *

Pathfinder Rulebook Subscriber
Azten wrote:
Michael Brock wrote:
Finally, the rules and design teams are discussing the fixes to make with MoMS. Until that time, we will not make any changes to it for PFS.
Any chance this might mean we can have the old Crane Style feat chain back then? Because the problem with the old Crane Style feat chain was MoMS being able to skip prerequisites and getting feats way too early.

That is certainly not the only reason the old style crane wing was too powerful, even following the actual prereqs, it would enable a level 5 monk to eventually solo a tyrannosaur or any other high CR creature that relies on one melee attack, among other problems.

Scarab Sages

Kigvan wrote:
Azten wrote:
Michael Brock wrote:
Finally, the rules and design teams are discussing the fixes to make with MoMS. Until that time, we will not make any changes to it for PFS.
Any chance this might mean we can have the old Crane Style feat chain back then? Because the problem with the old Crane Style feat chain was MoMS being able to skip prerequisites and getting feats way too early.
That is certainly not the only reason the old style crane wing was too powerful, even following the actual prereqs, it would enable a level 5 monk to eventually solo a tyrannosaur or any other high CR creature that relies on one melee attack, among other problems.

And the answer to that would be to limit it to creatures no more than one size category larger than the monk, similar to how deflect arrows is unable to deflect boulders or manticore barbs.

4/5 *

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And that is a rules issue, not a PFS issue. PFS tries not to alter rules for balance in organized play.


The PFS problem with Crane Style seemed to be the low level, single Attack humanoids used as villians. At least when Crane Style got nerfed anyway.

Sovereign Court 5/5 5/55/5

So, unless I'm missing something, none of the magic items from Magical Marketplace are legal for play. Since several items are specifically called out as illegal, it's implied, but not stated, that the other items are ok, though.

Sovereign Court 2/5

They should be interpreted as legal, but I agree that there's ambiguity there that could be solved with the addition of an "all equipment is legal except..." statement.

Grand Lodge 4/5 Global Organized Play Coordinator

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Has been updated today. Yes, I am aware the date at the top is not correct and will get it fixed next week.

Grand Lodge 4/5

Aww, no Effortless Lace? Darn.

Scarab Sages

Well, Goliath Druids are a go, so that's good.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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Yeah, goliath druids are pretty cool. Some of the fun of wildshape, but your equipment doesn't meld away. So you don't need Wild armor anymore. Nor Natural spell. And you can keep using manufactured weapons.

This archetype sidesteps one of the gripes I have with the druid; that any investment you make in gear before level 4 becomes nearly obsolete when you start wildshaping. And druids have quite a few neat things they might be doing with equipment, but wildshape is usually better.

Scarab Sages 5/5 5/55/55/5

Ascalaphus wrote:


This archetype sidesteps one of the gripes I have with the druid; that any investment you make in gear before level 4 becomes nearly obsolete when you start wildshaping. And druids have quite a few neat things they might be doing with equipment, but wildshape is usually better.

Druids local 704 Recommends (cruelty free harvested)pearls of power before that point. They make a lovely necklace that you can hand to a party member and get back once you're all crittered up.

Paizo Glitterati Robot

D'oh. Page date and download link are corrected to reflect last Friday's update.

3/5

Undead Slayer's Handbook says that everything is legal. Which should include Boneshard Bomb. But that requires the Alchemical Zombie discovery from Ultimate Magic as a prerequisite... which is banned.

Sovereign Court 4/5

DrakeRoberts wrote:
Undead Slayer's Handbook says that everything is legal. Which should include Boneshard Bomb. But that requires the Alchemical Zombie discovery from Ultimate Magic as a prerequisite... which is banned.

Google'd the issue and apparently someone noticed it before me, and not too long ago.

Most likely Boneshard Bomb is getting the same banned status for being associated with Alchemical Zombie.

Sovereign Court 1/5

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Any word on what will become of the content in the Familiar Folio in regards to PFS legality?

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