FLite Venture-Captain, California—Sacramento |
omnijeff |
Pathfinder Player Companion: Monster Summoner's Handbook
...
Monsters: the codex archon and ember weaver are legal choices for spells of the calling subschool
This is the first time that legal choices for the calling subschool have been explicitly stated. Does this mean that currently only these two monsters are legal to use a calling spell on? Bestiaries only call out using monsters for polymorph spells.
MrRetsej |
A few issues for the AR update in regards to the Inner Sea Monster Codex;
Unless there is going to be some way for players to play as a Girtablilu, no player can take the feat Guardian of Tradition because it has the prerequisite of being a member of the Girtablilu race.
There are no magic items on page 41.
cartmanbeck RPG Superstar 2014 Top 16 |
Mystic Madness |
Woo, everything I wrote in Monster Summoner's Handbook looks to be legal! Time to build me a tattoo-focused summoning Sorcerer or Arcanist!
I would take a look at the nerf to the Arcanist if I were you. I presume you are referring to an Occult Arcanist. This has been majorly limited by the imposition of a Charisma-based limitation to the use of consume spells.
FLite Venture-Captain, California—Sacramento |
FLite wrote:Aww... I can't use summon Eidolon to give my eidolon the giant sized template three times a day for 1500 gp? Life is so unfair... :)Literally the first thing I thought of when this book came out. I am actually glad it's not allowed.
But then I could take a large eidolon, cast evo surge to make it huge, enlarge to get it gargantuan dismiss it and resummon it to make it a Colossal eidolon with +4 STR and CON (from Augment summoning)
:)
(No, I am not seriously proposing this should be doable, I think it is probably a stupid use of resources even if the rod was allowed. But it is an awesome mental image. )
ETA: forgot enlarge
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
Lab_Rat |
1 person marked this as FAQ candidate. 2 people marked this as a favorite. |
Can we get Luthier's Rapier banned until the price is fixed. Although Archives of Nethys has it listed at 25,020gp, that is due to a post by James Jacobs stating that there is a misprint on the price. The actual price in the legal book is 5,020 gp. That is rule breakingly low for a +1 Holy Rapier with extra bonuses on top.
See this thread for PFS reactions. A lot of GMs, myself included, worry about the effects of that kind of weapon 3 levels early (according to fame requirements). Having the item banned until the price is fixed would take the burden off our shoulders in trying to keep it out of the hands of our players.
Flightyay |
1 person marked this as FAQ candidate. |
While reading the Guide to Pathfinder Society Organized Play, I was heartened to see in the Character Creation chapter under Step 2: Race and Class, "You may also select kitsune,
nagaji, tengu and wayang as your character’s race with
access to the proper Additional Resources book. Other
races are not legal unless the character’s Chronicle stack
includes a race boon."
Seeing that Tengu were an option gave me a great character idea, which I could use since I misread the Additional Resources stuff about Chronicle Sheet race boons and assumed Skinwalkers were legal (and designed a whole werebat-kin witch and his backstory before I re-read the rules and noticed my work had been for naught).
However, I just looked at the pdf and the website version of the additional rules... and while kitsune, nagaji, and wayang are listed as being free of boon restrictions under the Advanced Race Guide, Pathfinder Campaign Setting: Dragon Empires Gazetteer, and Pathfinder Player Companion: Dragon Empires Primer, Tengu are not mentioned at all.
Please, please tell me this is a typo on the Additional Resources documents and that I don't have to scrap my tengu character as well as my bloodmarked one!
James Risner Owner - D20 Hobbies |
outshyn |
I just looked at the pdf and the website version of the additional rules... and while kitsune, nagaji, and wayang are listed as being free of boon restrictions under the Advanced Race Guide, Pathfinder Campaign Setting: Dragon Empires Gazetteer, and Pathfinder Player Companion: Dragon Empires Primer, Tengu are not mentioned at all.
Please, please tell me this is a typo on the Additional Resources documents and that I don't have to scrap my tengu character as well as my bloodmarked one!
Well... don't get paranoid. They don't have to be mentioned to be legal. We know this because if we look at the listing for the book under the "Additional Resources" section, we can see that they didn't take it from the approach of "here is a list of what is legal." They took the approach of "here is what is banned." Since tengu is not on the list of banned stuff, it's OK. In addition, since the Player's Guide lists tengu as legal, you don't even need to look at the Additional Resources anyway. The main resource says it's legit, so it's legit. In any case, we can also infer that tengu is legal because of something they did do for tengus:
Tengus: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
They wouldn't make tengu racial archetypes and other goodies legal for play if you couldn't play a tengu at all anyway. So tengu are totally in the clear.
(Also, there would be hue & cry if tengu were dropped; all the players who already have one would be shouting for rebuilds or grandfathering. We aren't seeing that happen, so it's pretty obvious everyone is just continuing on with their tengus and having no problems at all.)
Wei Ji the Learner |
Additional Resources wrote:Tengus: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.They wouldn't make tengu racial archetypes and other goodies legal for play if you couldn't play a tengu at all anyway. So tengu are totally in the clear.
(Also, there would be hue & cry if tengu were dropped; all the players who already have one would be shouting for rebuilds or grandfathering. We aren't seeing that happen, so it's pretty obvious everyone is just continuing on with their tengus and having no problems at all.)
Tengu are what brought my attention to Pathfinder just over a year ago. I've never seen another game give them treatment to allow them to become player characters, nor have I ever seen that support continue over time in other systems.
Not afraid to admit they're my new 'elf'.
BartonOliver |
(Also, there would be hue & cry if tengu were dropped; all the players who already have one would be shouting for rebuilds or grandfathering. We aren't seeing that happen, so it's pretty obvious everyone is just continuing on with their tengus and having no problems at all.)
I think you'll find that there was a pretty significant hue and cry when Aasimar and Tiefling were dropped, that didn't stop it from happening. Same with some archetypes being banned, feats being changed, etc. If it's for the over good/longevity of the campaign they'll be changed. I for one expect that the available races will change again, and when they'll do there'll be some sort of grandfathering (my personal guess is similar to the APG Summoner where they must have been played with at level 2).
Also, while Tengus have been available the longest of any non-core race I don't think they are the most prevalent. (At least in my experience both Aasimar and Tiefling were far more common, and currently Kitsune is)
BartonOliver |
There are a number of races that have either been boon limited or introduced only as NPCs that I could see working. I'm happy either way, though I'm working through making a PC of every available race. (So far I've got 2x Humans, 2x Aasimar, a Tiefling, a Gnome, a Wayang, a Tengu, a Half-Elf, a Skinwalker, a Suli, and a Dwarf of various levels from 1-13.2)
andreww |
Steven Schopmeyer wrote:Having played a halfling rogue with the same climb speed, I don't see how.Encounters and obstacles are not designed for someone who can crawl on the ceiling at will.
Climb speeds don't allow you to travel across the ceiling unless it has handholds which most are going to lack.
Andrew Christian |
Andrew Christian wrote:Climb speeds don't allow you to travel across the ceiling unless it has handholds which most are going to lack.Steven Schopmeyer wrote:Having played a halfling rogue with the same climb speed, I don't see how.Encounters and obstacles are not designed for someone who can crawl on the ceiling at will.
Go check out the climb skill. Ceilings only add 5 to the DC.
FLite Venture-Captain, California—Sacramento |
Andrew Christian wrote:Climb speeds don't allow you to travel across the ceiling unless it has handholds which most are going to lack.Steven Schopmeyer wrote:Having played a halfling rogue with the same climb speed, I don't see how.Encounters and obstacles are not designed for someone who can crawl on the ceiling at will.
Or if you are a gecko, which has an explicit exception.
That said, it can't possibly be more encounter breaking than always on flight, and there are a lot of ways to get that by 16. (The most obvious being size small rider on size medium mount.)
Lab_Rat |
Lab_Rat wrote:I finally decided to break out my grippli. Been sitting on that boon for 2 years. My grippli gonna gunsling it from the ceiling.Gunslingers would be tough to do as a climber. You wouldn't be able to reload.
Gonna go with single double barrel pistol and reload with my prehensile tongue.
Jeff Merola |
andreww wrote:Go check out the climb skill. Ceilings only add 5 to the DC.Andrew Christian wrote:Climb speeds don't allow you to travel across the ceiling unless it has handholds which most are going to lack.Steven Schopmeyer wrote:Having played a halfling rogue with the same climb speed, I don't see how.Encounters and obstacles are not designed for someone who can crawl on the ceiling at will.
You mean this?
Check: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
30: An overhang or ceiling with handholds only.
—: A perfectly smooth, flat vertical (or inverted) surface
cannot be climbed.
nosig |
nosig wrote:blackbloodtroll wrote:I wonder what would replace the current Non-Core Races?Humans?I meant, as an available non-Core race.
They like to rotate, to give players a try.
actually I was just trying to be funny...
you know, like saying, what - Human is CORE? but why don't we see them at the table then...
(My last group I played with had a Sylph, Ifrit, Oread, 2 Aasimars and a Tiefling I think... though one of the Aasimars might have Scion of Humanity maybe).
andreww |
Go check out the climb skill. Ceilings only add 5 to the DC.
Maybe you should read it yourself, which I did before I posted...
With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds)
Nefreet |
outshyn wrote:Tengu are what brought my attention to Pathfinder just over a year ago. I've never seen another game give them treatment to allow them to become player characters, nor have I ever seen that support continue over time in other systems.Additional Resources wrote:Tengus: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.tengu are totally in the clear.
I joined at the start of Season 4 for the same reason. My avatar is this Kenku because that's the figurine I used for my first character (now a 15th level Rogue).
My hope is, just like with this most recent race swap, that Tengu are here for good.
Wei Ji the Learner |
I joined at the start of Season 4 for the same reason. My avatar is this Kenku because that's the figurine I used for my first character (now a 15th level Rogue).My hope is, just like with this most recent race swap, that Tengu are here for good.
My -1 is almost 8th.
They are very much one of those things that gives Pathfinder a *distinct* flavor compared to D&D in any iteration. Sure, Kenku were NPC monsters, but they weren't really available as PCs, if memory serves?
James Risner Owner - D20 Hobbies |
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
Pathfinder Player Companion: Monster Summoner's Handbook
Archetypes: All archetypes on pages 6-8 and 16-17 are legal for play except the monster tactician; Bardic Performance: the performances on page 15 are legal for play Feats: all feats on pages 8-29 are legal for play except Augment Calling and Summon Guardian Spirit; Hex: the disrupt connection hex is legal for play; Magic Items: all items on pages 20-21 are legal for play except rod of giant summoning; Magus Arcana: all arcana on page 9 are legal for play; Monsters: the codex archon and ember weaver are legal choices for spells of the calling subschool; Spells: the spells on pages 22-23 are legal for play except summon laborers; Traits: the traits on pages 10-11 are legal for play except Vile Domain.
The Herald Caller archetype is legal then, and includes the text:
Divine Heralds (Su): A herald caller can use summon
monster spells only to summon creatures particularly
appropriate to her deity. This includes all creatures listed
as summon monster options for priests of her deity (see
Expanded Summoning for Priests on page 30), creatures
whose alignment matches at least one aspect of her deity’s
alignment, and creatures of an elemental subtype that
matches a domain granted by the deity (if any).
There's no mention of this table in the Additional Resources though. Is it reasonable to conclude that it's legality is implied by the legal archetype that uses it?
cartmanbeck RPG Superstar 2014 Top 16 |
Unless it is clarified, it seems likely that the Expanded Summons List is only legal for the Herald Caller for now.
Why wouldn't it also be legal for someone willing to take the Expanded Summon Monster feat, which is also legal?
I don't think it WILL be clarified any further, really, because from what I understand of the intent here, that list is NOT meant to be available to just anyone who can cast summon monster spells... you're supposed to either have the Expanded Summon Monster feat or be a Herald Caller.
UndeadMitch |
UndeadMitch wrote:Unless it is clarified, it seems likely that the Expanded Summons List is only legal for the Herald Caller for now.Why wouldn't it also be legal for someone willing to take the Expanded Summon Monster feat, which is also legal?
I don't think it WILL be clarified any further, really, because from what I understand of the intent here, that list is NOT meant to be available to just anyone who can cast summon monster spells... you're supposed to either have the Expanded Summon Monster feat or be a Herald Caller.
It would likely also be legal for that feat as well, seeing as though I forgot that was a feat that existed until you mentioned it. My point is, it is probably legal only for things that specifically grant access to it, like the feat and the archetype.
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
UndeadMitch wrote:Unless it is clarified, it seems likely that the Expanded Summons List is only legal for the Herald Caller for now.Why wouldn't it also be legal for someone willing to take the Expanded Summon Monster feat, which is also legal?
I don't think it WILL be clarified any further, really, because from what I understand of the intent here, that list is NOT meant to be available to just anyone who can cast summon monster spells... you're supposed to either have the Expanded Summon Monster feat or be a Herald Caller.
Actually there's nothing in the feat linked to the expanded list in table 3;
Expanded Summon Monster
You can summon allies beyond the reach of most conjurers.
Prerequisite: Ability to cast a summon monster spell.
Benefit: For each spell level 1–9, select two creatures
from Table 2 below. You then add these creatures to the
summon monster table of the same level, allowing you to
summon them with the appropriate summon monster spell.
Once made, these choices can’t be changed.
Special: You can take this feat multiple times. Each time
you do, you can select two more monsters from the table
below to add to the summon monster table of the same level.
Followed by table 2.
Priests can use summon monster or summon nature’s ally
spells to summon creatures strongly associated with
their deities (and often unavailable to other spellcasters).
The following creatures are available when a priest of the
listed deity casts a summon monster or summon nature’s
ally spell of the appropriate level, or uses a higher-level
spell to summon multiple creatures from a lower-level
summon monster or summon nature’s ally creature list.
Creatures summoned from these lists are subject to the
same limitation as those summoned from the alternate
summoning tables (see page 28).
Followed by table 3.
It looks to me that it was normally intended that all "priests" can access their gods' parts of table 3. However, Additional Resources is silent on this, while expanded summon lists in APs do get called out.
I dunno if this is an oversight or intentional. If it was intended that this list not be used, it would be clearer if it was written explicitly. Because now the impression from the archetype is that it's legal.
Also, I don't think it's OP or anything. If anything it looks more balanced to me than some of the additional summons from legal AP sources. So I would expect it to be legal, given that PFS tends to allow things unless there's a good reason not to.