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In the latest version of Additional Resources, the Alchemist Discoveries in Heroes of the High Court are not listed as legal but the latest version of Campaign Clarifications has a clarification for one of the discoveries, implying that it is legal. Since the discoveries aren't called out as illegal in AR, I'm assuming that the intention was for them to be legal and this was just an oversight?
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In the latest version of Additional Resources, the Alchemist Discoveries in Heroes of the High Court are not listed as legal but the latest version of Campaign Clarifications has a clarification for one of the discoveries, implying that it is legal. Since the discoveries aren't called out as illegal in AR, I'm assuming that the intention was for them to be legal and this was just an oversight?
That's curious. It appears that for whatever reason the term "alchemist discovery" did not make it into the Additional Resources entry. After comparing notes with Linda, it appears the intention was to have nostrum and remote bomb made legal (not aromatic extract). I've added that to the list of May updates to make.
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In FAQ. there are
"Alchemists and rogues with the poisoner archetype and the Master Poisoner ability can use Craft (alchemy) to produce poisons"
However in additional resources there are no any kind of mention that alchemists can craft poisons. Did alchemists lose that ability or that faq still works?
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John Francis wrote:I do see Risen from the Sands, but not We B4 Goblins!The list of sanctioned modules on the last page doesn't include We B4 Goblins!
Edit: It's also missing Risen from the Sands
I've just double-checked, and the PDF I downloaded a few hours ago definitely does not have "Risen from the Sands" (in fact it doesn't have the word 'risen' anywhere in the document).
I also noticed that the module "Plunder & Peril" is mis-spelled as "Pluder & Peril"
(I'm using Adobe Reader XI running on Windows 10 Pro 64-bit)
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Gary Bush wrote:John Francis wrote:I do see Risen from the Sands, but not We B4 Goblins!The list of sanctioned modules on the last page doesn't include We B4 Goblins!
Edit: It's also missing Risen from the Sands
I've just double-checked, and the PDF I downloaded a few hours ago definitely does not have "Risen from the Sands" (in fact it doesn't have the word 'risen' anywhere in the document).
I also noticed that the module "Plunder & Peril" is mis-spelled as "Pluder & Peril"
(I'm using Adobe Reader XI running on Windows 10 Pro 64-bit)
The web version of the AR does have Risen from the Sands, in the sidebar listing legal Pathfinder modules. Also, Plunder & Peril is spelled correctly in the web version.
Not the first time they've accidentally had a difference between the web version and the downloadable pdf.
| Kiesman |
Pathfinder Campaign Setting: First World, Realm of the Fey **
Gods: The gods on pages 18-35 are legal for play. Prestige Class: The feysworn prestige class is legal for play. Spells: The spells in this book are legal for play. Monsters: The bulabar, choxani, ekekeh, escorite, and gerbie can be conjured using conjuration (calling) spells. Misc.: Fey map and Fey Obedience and legal for play. A PC who worships one of the Eldest can choose to use the variant summon list on page 57, but he permanently loses the ability to summon creatures with the outsider type using summon monster and summon nature's ally.
Found a typo, not sure if it's supposed to say "are", or if there's something missing that's supposed to be legal.
Edit: I should clarify that this is on the web/html version.
| Junltd |
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In Dirty Tactics Toolbox,
Archetypes: All archetypes on pages 7, 11, and 15-17 are legal for play except the Reaper of Secrets and Toxicant archetype.
The thing is, Toxicant is the ONLY archetype on page 7.
It's called out as being legal and then not legal.
Also page 13 and the waylayer archetype are not mentioned at all, despite all the other pages and archetypes being mentioned.
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In Dirty Tactics Toolbox,
Archetypes: All archetypes on pages 7, 11, and 15-17 are legal for play except the Reaper of Secrets and Toxicant archetype.The thing is, Toxicant is the ONLY archetype on page 7.
It's called out as being legal and then not legal.
It's not called out as legal. If that were the case, then so too would Reaper of Secrets. You have to parse the sentence as a whole unit.
I think it needs to be there. Otherwise the entry looks like this:
Archetypes: All archetypes on pages 11 and 15-17 are legal for play except the Reaper of Secrets archetype.
Then you have people hitting the boards with "What about the Toxicant?"
If you change it, people might think it is an oversight (as you seem to with the waylayer). Here, people have a clear indication that the archetype is not legal.
| Luthorne |
I also note that for Horror Adventures, it now reads...
Archetypes: All archetypes in this book are legal for play except blood alchemist, bloody jake, dark elementalist, devolutionist, elder mythos cultist, experimenter, family hunter, gaslighter, gingerbread witch, hate-monger, life channeler, mad scientist, necrologist, serial killer, and undead master; the experimenter archetype grants Skill Focus (Craft [alchemy], Disguise, or Knowledge [engineering]) at 3rd level and 11th level as bonus feats instead of Brew Potion and Craft Construct.
Is the experimenter archetype meant to be legal now? Or is it still illegal?
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I also note that for Horror Adventures, it now reads...
Additional Resources wrote:Archetypes: All archetypes in this book are legal for play except blood alchemist, bloody jake, dark elementalist, devolutionist, elder mythos cultist, experimenter, family hunter, gaslighter, gingerbread witch, hate-monger, life channeler, mad scientist, necrologist, serial killer, and undead master; the experimenter archetype grants Skill Focus (Craft [alchemy], Disguise, or Knowledge [engineering]) at 3rd level and 11th level as bonus feats instead of Brew Potion and Craft Construct.Is the experimenter archetype meant to be legal now? Or is it still illegal?
*Reviews archetype*
That's puzzling. I know that others had observed that it appeared we had included the wrong archetype name (experimental poisoner from a Player Companion, as I recall), but the replaced feats perfectly lined up with the experimenter vigilante, hence I went in and swapped where one name appeared in the [i]Horror Adventures[/i[ entry with the other. However, I did not notice in the process the apparent contradiction in the entry. Looking back at the archetype, the sudden confusion element of the mutagen seems like something we'd typically not allow in Pathfinder Society, making me assume—I'll need to look back at our sanctioning notes tomorrow—that this was supposed to be banned.
Which makes me wonder about what the "experimental poisoner's" replaced feats entry was about, as that wasn't something I added recently. I'll investigate.
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Elemental Master's Handbook:
There is no spells entry.
...phantom, rogue talents in this book...
I believe that either you're missing an "and" in there, or this is where the spells got dropped from.
Advanced Race Guide:
In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, and orcs entries are currently legal for play.
You've got a lingering "catfolk are illegal" here.
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shaventalz wrote:No spells entry for Armory either. And I'd like to double check - Poisons fall under the equipment and are allowed?Elemental Master's Handbook:
There is no spells entry.
Hruh...we reviewed spells, but I'm not seeing an entry in our working files.
Based on my recollection, all spells from both Adventurer's Armory 2 and Elemental Master's Handbook ended up being marked for addition to the campaign.
As for poisons, my default is to file them under equipment (the general catch-all category for things purchased with gp), but I can see why that might not be clear.