Additional Resources Updates


Pathfinder Society

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3/5

Nefreet wrote:
...and HERE is the link that I knew existed.

Thanks for the link Nefreet.

I thought they'd be not legal cos they weren't specifically called out as legal in the additional resources.
That line about them being available "to those who associate with Skinwalkers" is the annoying bit.

But then, until there's skinwalkers in PFS, even as NPCs, they don't exist in the PFS campaign, and so therefore, (deep breath) no one can associate with them, therefore no feats.

I get that. Never mind, it was such a nice feat too, and perfect for my PFS pc...

Grand Lodge 1/5

There is an inconsistency between the web page and the pdf.

Under inner sea world guide, harrowing is listed as a disallowed spell on the web version, and is not mentioned in the pdf.

Was it overlooked for one and not the other when harrow stuff was made legal, or removed accidentally in the pdf?

If there are inconsistencies, which should we consider to be "correct"?

Shadow Lodge

The harrowing spell was intentionally removed from the "not legal" list, but because there was nothing to highlight to show the change, the web team missed it; Mike Brock has already stated that it will be corrected on the web page with the next update.

Grand Lodge 1/5

SCPRedMage wrote:
The harrowing spell was intentionally removed from the "not legal" list, but because there was nothing to highlight to show the change, the web team missed it; Mike Brock has already stated that it will be corrected on the web page with the next update.

Cool, thanks.

Dark Archive

When do they usually update the list, at the begining of the month? Am curious about Blood of the Elements.

Shadow Lodge

Usually the list is updated the Wednesday of the street date, they are a little behind due to con season, but there should be an update before Gencon (hopefully).

Shadow Lodge

Dylos wrote:
Usually the list is updated the Wednesday of the street date, they are a little behind due to con season, but there should be an update before Gencon (hopefully).

The last time he updated us on when the chronicles for the Emerald Spire are going to be released, he said they were trying to get the first eight out pre-GenCon (and the last eight shorty after GenCon), so a pre-GenCon update for the Additional Resources list is likely.

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Will they have the ACG content on the Additional Resources List by the time it comes out? Because I plan on using some at GenCon.

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

It seems like last year they updated it saying the new stuff would be legal on X date, but I might be remembering wrong.

Shadow Lodge

Eric Clingenpeel wrote:
It seems like last year they updated it saying the new stuff would be legal on X date, but I might be remembering wrong.

I seem to recall last year's pre-Gencon update including products that were being released at Gencon.

Liberty's Edge 2/5

Hello there. Just thought i would bring up something discussed, but not resolved, a while back. When first talking about improved familiars another user brought up the Tidepool Dragon. From everything i can see in additional resources it is a perfectly legal familiar, its a Spell caster, and has claws like the Faerie Dragon so i would think it could use a wand. Not sure why this little guy does not get the love that other familiars do, he is pretty nice. Anyway. I looked back and the question on the Tidepool was never answered so thought i would bring it up again.

Sczarni 4/5

neferphras wrote:
Hello there. Just thought i would bring up something discussed, but not resolved, a while back. When first talking about improved familiars another user brought up the Tidepool Dragon. From everything i can see in additional resources it is a perfectly legal familiar, its a Spell caster, and has claws like the Faerie Dragon so i would think it could use a wand. Not sure why this little guy does not get the love that other familiars do, he is pretty nice. Anyway. I looked back and the question on the Tidepool was never answered so thought i would bring it up again.

Pathfinder Adventure Path #55: "The Wormwood Mutiny"

Equipment: Besmara's tricorne, boarding pike of repelling, hospitality's hammock, shackles of compliance, steadfast grapple, tidewater cutlass, vindictive harpoon; Familiars: all familiars listed on pages 88–89; Misc: customized summon list are legal for Besmaran clerics and Besmaran familiars are legal for clerics and rangers of Besmara; Spells: advanced scurvy, cloud of seasickness

Tidepool Dragon is not on the on pages 88-89, its on 82 so it is not listed as available. So unless he shows up in another source....


My guess is that they'll post another update after after the ACG is out so they can get the big stuff and the rest all done at once.

Liberty's Edge 2/5

Earl Gendron wrote:
neferphras wrote:
Hello there. Just thought i would bring up something discussed, but not resolved, a while back. When first talking about improved familiars another user brought up the Tidepool Dragon. From everything i can see in additional resources it is a perfectly legal familiar, its a Spell caster, and has claws like the Faerie Dragon so i would think it could use a wand. Not sure why this little guy does not get the love that other familiars do, he is pretty nice. Anyway. I looked back and the question on the Tidepool was never answered so thought i would bring it up again.

Pathfinder Adventure Path #55: "The Wormwood Mutiny"

Equipment: Besmara's tricorne, boarding pike of repelling, hospitality's hammock, shackles of compliance, steadfast grapple, tidewater cutlass, vindictive harpoon; Familiars: all familiars listed on pages 88–89; Misc: customized summon list are legal for Besmaran clerics and Besmaran familiars are legal for clerics and rangers of Besmara; Spells: advanced scurvy, cloud of seasickness

Tidepool Dragon is not on the on pages 88-89, its on 82 so it is not listed as available. So unless he shows up in another source....

Aha... thanks i saw the question earlier in the thread but never an answer to the question. Thanks for that. To bad Tidepool is sorta funny, surfer dragon, i would love to roleplay that.

Shadow Lodge

Dread Knight wrote:
My guess is that they'll post another update after after the ACG is out so they can get the big stuff and the rest all done at once.

They are starting shipping of the August subscription releases today, so the ACG is already in a finished state, meaning they could already have a copy on Mike Brock's desk.

I expect the update will likely be next week on Wednesday, though I would be thoroughly surprised and grateful to see an update prior to that.

3/5 *

Dylos wrote:
Dread Knight wrote:
My guess is that they'll post another update after after the ACG is out so they can get the big stuff and the rest all done at once.

They are starting shipping of the August subscription releases today, so the ACG is already in a finished state, meaning they could already have a copy on Mike Brock's desk.

I expect the update will likely be next week on Wednesday, though I would be thoroughly surprised and grateful to see an update prior to that.

Mike said that the current hope is to have the Additional Resource update come out on Monday, although some circumstances may delay it.

3/5

DrakeRoberts wrote:


Mike said that the current hope is to have the Additional Resource update come out on Monday, although some circumstances may delay it.

Cool, thanks for that.


If they're adding the ACG, what of People of the River?

Dark Archive 4/5 5/55/5 ****

One typo that is in at least the .pdf version is under Pathfinder Player Companion: Blood of Fiends where it says "To create an aasimar, you must have a Chronicle...". It should read "To create a Tiefling..." for Blood of Fiends

Scarab Sages

So no more Pageant of the Peacock. I don't mind to much, but I imagine there are going to be some angry bards.

Shadow Lodge

Typo:

Additional Resources wrote:
Feats: all feats on pages 137–159 are legal for play, except Animal Soul, Divine Protection, Evolved Companion, and Spirited Gift.

This should be Spirit's Gift and not Spirited Gift.

Grammar:

Additional Resources wrote:
Fallback Strategy are not legal from this sourcebook and have been updated to a new version in Pathfinder Campaign Setting: Inner Sea Gods.

Should be "is" and not "are".

5/5

ARG doesn't have the aasimar/Tiefling limitations and still has kitsune/wayang/nagaji as boon only.

4/5 ****

The guide doesn't cover changing masterpieces... What should be done with Pageant of the Peacock, just gain back the feat/spell or get to make other changes instead.


1 person marked this as a favorite.
Neongelion wrote:
If they're adding the ACG, what of People of the River?

Welp question's been answered.

No nanite bloodline? Really?

Balls to that.

Scarab Sages

Neongelion wrote:
Neongelion wrote:
If they're adding the ACG, what of People of the River?

Welp question's been answered.

No nanite bloodline? Really?

Balls to that.

Yeah, I was seriously considering breaking my martial mold to play a nanite bloodline sorcerer. Oh well, I still have the Bolt Ace to play with.

Grand Lodge 4/5 Global Organized Play Coordinator

Pirate Rob wrote:
The guide doesn't cover changing masterpieces... What should be done with Pageant of the Peacock, just gain back the feat/spell or get to make other changes instead.

Just gain back the feat/spell

Sovereign Court 4/5 5/5 ***

2 people marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber
Neongelion wrote:
Neongelion wrote:
If they're adding the ACG, what of People of the River?

Welp question's been answered.

No nanite bloodline? Really?

Balls to that.

That seems like a wonderful thing for Mike & John to give access to on a chronicle sheet this year.

(Note that I don't have any special insight about this, so this is just speculation.)

Sovereign Court 5/5 5/55/5

Out of curiosity, why don't warpriests of non-Core deities get blessings?

4/5 ****

Michael Brock wrote:
Pirate Rob wrote:
The guide doesn't cover changing masterpieces... What should be done with Pageant of the Peacock, just gain back the feat/spell or get to make other changes instead.
Just gain back the feat/spell

Thanks for the quick answer, my bard is now sad though.


James McTeague wrote:
Neongelion wrote:
Neongelion wrote:
If they're adding the ACG, what of People of the River?

Welp question's been answered.

No nanite bloodline? Really?

Balls to that.

That seems like a wonderful thing for Mike & John to give access to on a chronicle sheet this year.

(Note that I don't have any special insight about this, so this is just speculation.)

A man can dream, I guess. Or get really lucky.

Scarab Sages

Hmm... In other news, Pain Taster is finally legal. I may need to actually pick up Occult Mysteries.

1/5

So did Investigators lose their crafting ability in the ACG? I am under the impression that one reason Investigators were not allowed to craft was that they might lose the ability in the official release? Was the Investigator description changed to eliminate this line:

Advanced Class Guide Playtest version wrote:

Alchemy (Ex): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Without crafting, this class takes a kick to the crotch, imo, especially if nothing is given to replace that ability. Would appreciate someone letting me know if the crafting has been removed from the official release so I can just retire both of these characters, and if so, and save myself the expense of buying the new guide.

4/5

Illeist wrote:
Out of curiosity, why don't warpriests of non-Core deities get blessings?

I don't have the final text of the Warpriest, but in the playtest version it reads

Quote:
Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).

I can' tell if the language in the new Guide invalidates that.

4/5

N N 959 wrote:

So did Investigators lose their crafting ability in the ACG? I am under the impression that one reason Investigators were not allowed to craft was that they might lose the ability in the official release? Was the Investigator description changed to eliminate this line:

Advanced Class Guide Playtest version wrote:

Alchemy (Ex): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Without crafting, this class takes a kick to the crotch, imo, especially if nothing is given to replace that ability. Would appreciate someone letting me know if the crafting has been removed from the official release so I can just retire both of these characters, and if so, and save myself the expense of buying the new guide.

From other threads, I believe the Investigator still has Swift Alchemy (since an archetype swaps it out), so I'm pretty sure they still have Alchemy.

What alchemical items are you hoping to craft that make it a dealbreaker for the class?

Sovereign Court 5/5

redward wrote:
Illeist wrote:
Out of curiosity, why don't warpriests of non-Core deities get blessings?

I don't have the final text of the Warpriest, but in the playtest version it reads

Quote:
Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).
I can' tell if the language in the new Guide invalidates that.

Warpriest: To utilize a blessing, a character must be a worshiper of the listed deity.

The only deities listed in the Advanced Class Guide underneath the Blessings are Core Deities.

5/5 *****

I am curious, why was Divine Protection left off the legal feat list for PFS? I mean besides the fact that it is a bonkers feat what about it wasn't appropriate for PFS.

4/5

torrquan wrote:
redward wrote:
Illeist wrote:
Out of curiosity, why don't warpriests of non-Core deities get blessings?

I don't have the final text of the Warpriest, but in the playtest version it reads

Quote:
Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).
I can' tell if the language in the new Guide invalidates that.

Warpriest: To utilize a blessing, a character must be a worshiper of the listed deity.

The only deities listed in the Advanced Class Guide underneath the Blessings are Core Deities.

Then that would indeed be unfortunate if non-core Warpriests lose one of their class features.

1/5

redward wrote:

From other threads, I believe the Investigator still has Swift Alchemy (since an archetype swaps it out), so I'm pretty sure they still have Alchemy.

What alchemical items are you hoping to craft that make it a dealbreaker for the class?

If PFS is going to disallow crafting for the class, what use is Swift Alchemy?

What was I hoping to craft? Anything and Everything.

I've got two version of this class going. One which is well rounded, the other which is focused on intellect. Other than skill checks, the class is underwhelming. Investigators don't get bombs and have to burn class feats to get mutagens or infusions. There's no adding INT to damage. So a big part of what makes the class fun is having the right tool for the job.

The biggest "dealbreaker" is the the efficacy or fairness of the class takes into account the crafting abilities. Consider that one major strength of the Investigator is Poison Use. But poisons are prohibitively expensive given their DC's. I've yet to see any Rogue or Ninaja employ them in a game. If Investigators can't craft, then they'll have to buy poisons at full price. So taking away crafting, is like killing two abilities with one ban hammer.

Crafting is a part of what makes the class work per Paizo. Crafting abilities and feats were given in lieu of something else, so the class is weaker than it should be.

I'd also think with a new book like the Alchemy Manual, you'd want another class that could craft. *shrug*

Silver Crusade

andreww wrote:
I am curious, why was Divine Protection left off the legal feat list for PFS? I mean besides the fact that it is a bonkers feat what about it wasn't appropriate for PFS.

PFS has banned things that were underpriced or just too good before, such as the Quick Runner's Shirt.

Silver Crusade 2/5 RPG Superstar 2014 Top 16

4 people marked this as FAQ candidate. 2 people marked this as a favorite.

Yeah, I've got a warpriest of Nivi Rhombodazzle that will be extremely sad if he has to change to another deity just to be able to use his blessings. The text of this should probably say "A warpriest is limited to choosing Blessings which match the domains of his deity."

4/5

N N 959 wrote:
redward wrote:

From other threads, I believe the Investigator still has Swift Alchemy (since an archetype swaps it out), so I'm pretty sure they still have Alchemy.

What alchemical items are you hoping to craft that make it a dealbreaker for the class?

If PFS is going to disallow crafting for the class, what use is Swift Alchemy?

What was I hoping to craft? Anything and Everything.

...

I'd also think with a new book like the Alchemy Manual, you'd want another class that could craft. *shrug*

It wasn't a leading question, I just honestly don't know of that many alchemical items that I'd bother crafting with my Investigator. I was just asking because I'm curious what specific items are worthwhile (aside from Poison, since I'm planning to swap out Poison use with an Archetype anyway).

5/5 5/55/55/5

1 person marked this as a favorite.

Definitely add me to the "your domains are your blessings" crowd. Mechanically they're the same, but people love their offbeat and quirky deities.

Shadow Lodge

Emerald Spire, where are yooooouuuu?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Copy paste error:

Quote:


Pathfinder Player Companion: Blood of Fiends
To create an aasimar, you must have a Chronicle sheet that opens the race as a legal option at character creation.

*Note: Tieflings may only be half-human. Other races, including but not limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race, are not legal in PFS.

should say tiefling

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

redward wrote:
torrquan wrote:
redward wrote:
Illeist wrote:
Out of curiosity, why don't warpriests of non-Core deities get blessings?

I don't have the final text of the Warpriest, but in the playtest version it reads

Quote:
Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).
I can' tell if the language in the new Guide invalidates that.

Warpriest: To utilize a blessing, a character must be a worshiper of the listed deity.

The only deities listed in the Advanced Class Guide underneath the Blessings are Core Deities.

Then that would indeed be unfortunate if non-core Warpriests lose one of their class features.

Well, there go my plans for playing a war priest.

1/5

redward wrote:
It wasn't a leading question, I just honestly don't know of that many alchemical items that I'd bother crafting with my Investigator. I was just asking because I'm curious what specific items are worthwhile (aside from Poison, since I'm planning to swap out Poison use with an Archetype anyway).

I took your question at face value and was asking one of my own. If Mike & Co. are going to take away crafting, what benefit would Swift Alchemy provide? I'm guessing none, so is PFS going to replace it?

Specific examples of things you could be crafting?

Anti-toxin/Plague
Weapon Blanches
Meditation Tea
Vermin repellant
Alchemist Fire,
Acid Flask,
Bladeguard
Alkaline flask,
Alchemical Solvent

....etc.

There are tons of alchemical items and tools that can be useful in the right situation. More importantly, if you let your party know you've got these things covered, Fighters/Wizards can spend their money on things like Bless Weapon or Protection from Evil potions, or scrolls. Etc.

Silver Crusade 4/5 5/55/55/55/5 *****

cartmanbeck wrote:
Yeah, I've got a warpriest of Nivi Rhombodazzle that will be extremely sad if he has to change to another deity just to be able to use his blessings. The text of this should probably say "A warpriest is limited to choosing Blessings which match the domains of his deity."

Wholeheartedly agreed (and tagged for FAQ)

3/5

I can understand Sacred Geometry being not allowed in PFS, it is way too easy to abuse. But Arithmancy? Seriously? looks like I bought a book for nothing.

3/5

Mike Bramnik wrote:
cartmanbeck wrote:
Yeah, I've got a warpriest of Nivi Rhombodazzle that will be extremely sad if he has to change to another deity just to be able to use his blessings. The text of this should probably say "A warpriest is limited to choosing Blessings which match the domains of his deity."
Wholeheartedly agreed (and tagged for FAQ)

Surely you should be able to play war priests of the non-core deities, or what was the point of making most of Inner Sea Gods PFS legal?

4/5

cartmanbeck wrote:
Yeah, I've got a warpriest of Nivi Rhombodazzle that will be extremely sad if he has to change to another deity just to be able to use his blessings. The text of this should probably say "A warpriest is limited to choosing Blessings which match the domains of his deity."

I'm sure this is the case and will be updated after Gencon as all but two (scalykind and void) of the domains are represented. Which will probably be found in a book coming out soon that will detail the missing domains....like Champions of Corruption perhaps.

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