Official Lost Omens clarification, errata, and FAQ thread


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Grand Bazaar: The Captivator lists level 4 for its dedication. The next archetype feat is also level 4, but it's impossible to take at that level since you can't take two class feats at level 4 (barring free archetype).

Is it save to assume the level on the dedication is a typo and should be level 2?


Pathfinder Roleplaying Game Superscriber
Blave wrote:

Grand Bazaar: The Captivator lists level 4 for its dedication. The next archetype feat is also level 4, but it's impossible to take at that level since you can't take two class feats at level 4 (barring free archetype).

Is it save to assume the level on the dedication is a typo and should be level 2?

You can just take the level 4 one at a later level or instead of the other one. This is a thing in other archetypes as well.


Vlorax wrote:
Blave wrote:

Grand Bazaar: The Captivator lists level 4 for its dedication. The next archetype feat is also level 4, but it's impossible to take at that level since you can't take two class feats at level 4 (barring free archetype).

Is it save to assume the level on the dedication is a typo and should be level 2?

You can just take the level 4 one at a later level or instead of the other one. This is a thing in other archetypes as well.

No, it's not a thing in other archetypes. I can't think of a single one that has a class archetype feat at the same level as the dedication.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Comparing the Captivator dedication and archetypes feats to Runescarred, it seems that it should probably be a level 2 archetype dedication feat.


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Grand Bazaar:

Waverider Barding: what kind of barding is it? Any? If so, that means you could get large heavy barding [50 gp] included in the 130gp cost. Or is it an add-on cost?

Magical Prosthesis [Shifter Prosthesis]: Prosthesis allows for a variant of the prosthesis that fits over the existing body part so my question is what happens when the Shifter Prosthesis' second ability is used, reshaping into the form of a weapon? Does this take up a hand, either in worn over form or limb replacement?

Horizon Hunters

graystone wrote:

Grand Bazaar:

Waverider Barding: what kind of barding is it? Any? If so, that means you could get large heavy barding [50 gp] included in the 130gp cost. Or is it an add-on cost?

My copy states that it is light barding.


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DomHeroEllis wrote:
graystone wrote:

Grand Bazaar:

Waverider Barding: what kind of barding is it? Any? If so, that means you could get large heavy barding [50 gp] included in the 130gp cost. Or is it an add-on cost?

My copy states that it is light barding.

Ah, so it does: missed that. Well that answers 1/2 my question then. You miss a few things when you power through the guns and bazaar books bock to back. ;)

Now we just have to find out if it's 1 size of light or if it's ability to "adjusts to fit your animal companion regardless of its shape" includes shifting from small/medium to large and/or vice versa.


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The Spiral Rapier seems to lack a reason to make it advanced. Compared to the regular rapier, it loses deadly d8 for parry, both of which are comparably powerful traits, but inexplicably becomes an advanced weapon in the process.


More Captivator weirdness:

The Captivating Intensity feat initially does absolutely nothing if taken at its minimum level of 6.

It gives you an extra cast for all spells up to two levels below your current maximum. But your maximum at level 6 are level 2 spells, so the feat does nothing before you hit level 8 and gain third level spells.

Maybe its level should be 8 and that of Heightened Captivation should be 6 instead?

And speaking of Heightened Captivation: That one should probably have Basic Captivator Spellcasting as prerequisite. Otherwise, it doesn't do anything.


(in case this has not been reported - it's fairly time intensive to search to see if an error was previously reported or not in these forums...)

The Grand Bazaar, page 35, in the Elemental Wisp entry for the Elemental ability, it says:

...Air wisps gain flight, ...

I suspect Paizo means Flier?

The Only Sheet


In the rules for prosthetics, the text says - You can attach or remove a prosthesis as an Interact action. Does this mean only the wearer can remove them, or anyone can as an interact action?


Is it possible that the Tonfa weapon listed in Grand Bazaar p. 107 is missing the weapon damage type?

None is listed...

I will assume Bludgeoning.

The Only Sheet


This is only lore so not sure it goes in this thread but:

In Legends it is said that Camilia Drannoch's mother was executed in the Final Blade Silence while in Night of the Gray Death it is said it was in Silent Lemore.


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Karmagator wrote:
The Spiral Rapier seems to lack a reason to make it advanced. Compared to the regular rapier, it loses deadly d8 for parry, both of which are comparably powerful traits, but inexplicably becomes an advanced weapon in the process.
Michael Sayre wrote:
In general, there just shouldn't be one-handed weapons with the parry trait that have a die size higher than d4 unless they're advanced or have some other notable drawback.

This is probably why.


Pathfinder Rulebook Subscriber

Beetle AC doesn't specify if the support ability only works on melee attacks, or if the enemies need to be adjacent to the beetle.

Silver Crusade

Guns & Gears page 32:
"You or an ally can ride your construct companion as long as your construct companion is at least one size larger than the rider."

Since it is not an animal companion, can a Construct Companion use its other movement types like flying and swimming?


Marcus Steelfeather wrote:

Guns & Gears page 32:

"You or an ally can ride your construct companion as long as your construct companion is at least one size larger than the rider."

Since it is not an animal companion, can a Construct Companion use its other movement types like flying and swimming?

Yes it clearly has separate rules from animal companions. I can't see any rule forcing animal companion behaviour on it. It does however count as a minion.


Lost Omens: PFS Guide

If you are holding a deck of playing cards, are you wielding those cards or do you need to spend an action drawing each card?

https://2e.aonprd.com/Equipment.aspx?ID=873
https://2e.aonprd.com/Feats.aspx?ID=2266

Paizo Employee Developer

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Happy Crystalhue, everyone! We have a gift for you in the spirit of wintry holiday gift giving: a new FAQ entry!

This time around we have clarifications and errata for Lost Omens Ancestry Guide. Head on over to our FAQ page and check out the changes.

To make things easier, I'm including everything from the FAQ in my post here. Enjoy!

Lost Omens Ancestry Guide Clarifications and Errata:

Clarifications:

What actions qualify for the requirements of the resonant weapon trait's Conduct Energy action?

You can only use Conduct Energy with actions that have one of the required energy traits. Using an action other than a spell that causes damage with the listed trait does not necessarily qualify unless the action also has the trait.

For example, if you used the ifrit's Scorching Disarm action, you could channel fire energy into your weapon via Conduct Energy, as Scorching Disarm itself has the fire trait.

However, if you made a Strike with a flaming weapon, the Strike action does not have the fire trait, so you couldn't use Conduct Energy. 

Errata:

Pages 6–7: Fixed several uncomon mistakes.

Page 11: Add the "healing" trait to the Purge Sins feat.

Page 38: In the Winglets feat, on the second to last line, change "10 feet higher" to "10 feet longer".

Page 42: Change the last sentence of the fruit leshy to read, "This effect has the healing, necromancy, positive, and primal traits."

Page 51: In the Special line for the Mask of Fear feat, change all instances of "reaction" to "free action".

Page 79: It was unclear which of the beastkin's shape was the natural shape for the purposes of Change Shape. Before the last sentence of the beastkin's heritage entry, add: "A beastkin’s hybrid form is their natural shape."

Page 81: The beastkin's Animal Shape feat was missing options for beastkin with insects as their inherent animal. Make the following changes to the Animal Shape feat:

Change the third sentence to read, "When you gain this feat, choose either aerial form, animal form, dinosaur form, or insect form; after you choose a form, you can’t change the form."

Change the fifth sentence to read, "If your inherent animal isn’t among the animals listed in the form, you default to the statistics and abilities of the bird battle form, cat battle form, deinonychus battle form, or ant battle form for aerial form, animal form, dinosaur form, and insect form, respectively (at the GM’s discretion, you instead default to a different form that is closest to your inherent animal)."

Page 89: The fleshwarp statistics did not fully line up with the flavor presented in the fleshwarp entry. Change the Size entry from "Medium" to "Medium or Small" to allow for Small fleshwarps, which might have originated from existing Small ancestries.

Page 93: Add the following prerequisites to the Eerie Compression feat:

Prerequisites: Medium size

Page 123: The dark fields kitsune heritage did not note how long the temporary Hit Points you gain from Invigorating Fear last. Add the following after the last sentence of Invigorating Fear: "You lose any temporary Hit Points after 1 minute."

Page 124: Kitsune's foxfire should be magical. Change the fifth line of the Foxfire feat to read, "Your foxfire is in the sling weapon group and has the magical trait."

Page 124: Change the last line of the Star Orb feat to read, "It always has the innate surge master ability (Advanced Player’s Guide 147), which counts against your limit for familiar and master abilities. "

Page 137: In the Wing Step feat, change "You Step twice" to "You Step 5 feet twice."

Page 138: Rungus are real-world weapons and their original description ignored their cultural significance. We updated the description to better reflect the weapon's real-world origins and give it a better sense of place in the setting. Change the second sentence of the rungu's description to "Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops."

Page 138: It was unclear if the taw launcher was a crossbow or not and thus function with crossbow-related abilities and effects. The taw launcher is a crossbow. In the first sentence of the taw launcher description, change the word "resembles" to "is".

Page 139: Change the wish knife's versatile P trait to versatile S.

Page 139: Add the conrasu trait to the taw launcher entry in Table 1–2: Ranged Weapons.

Horizon Hunters

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Medium or small fleshwarps!


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Quote:
Page 138: Rungus are real-world weapons and their original description ignored their cultural significance. We updated the description to better reflect the weapon's real-world origins and give it a better sense of place in the setting. Change the second sentence of the rungu's description to "Rungus were invented by Zenj humans of the Mwangi Expanse and are most common among their tribes, though gripplis have also adopted rungus for hunting creatures that hide high in treetops."

I appreciate seeing this sort of thing in the errata, as a consumer ignorant in that area I would have never considered it.


Ayy my point about small fleshwarps made it in


I like that Beastkin options got broadened; that's real nice.


Off-topic:
Luis Loza wrote:
Happy Crystalhue, everyone! We have a gift for you in the spirit of wintry holiday gift giving: a new FAQ entry!

Uh...isn't Crystalhue tomorrow? The solstice is on the 21st.

And hey, my "fruit leshy with no tradition" thing got noticed!


KaiBlob1 wrote:
Ayy my point about small fleshwarps made it in

I guess tiny fleshwarps are out.

Paizo Employee Developer

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KingTreyIII wrote:
Uh...isn't Crystalhue tomorrow? The solstice is on the 21st.

Yeah, technically, but I don't think anyone will mind getting a present a little early! :)


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All my complaining about Rungus was noticed! They really do have real world cultural significance so it's weird that Paizo gave them to the Grippli.

I mean, it probably wasn't me but I'm happy to take credit and happier still to see the injustice righted!


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Gortle wrote:
KaiBlob1 wrote:
Ayy my point about small fleshwarps made it in
I guess tiny fleshwarps are out.

You have to be this tall --> to ride. ;)


:( Fox form kitsune still have broken legs. (Why is it necessary to limit them to 10 foot speed when transformed?)


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Dubious Scholar wrote:
:( Fox form kitsune still have broken legs. (Why is it necessary to limit them to 10 foot speed when transformed?)

That's more of a system-wide issue that we're just stuck with going forward, unfortunately. :/

Contributor

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QuidEst wrote:
Dubious Scholar wrote:
:( Fox form kitsune still have broken legs. (Why is it necessary to limit them to 10 foot speed when transformed?)
That's more of a system-wide issue that we're just stuck with going forward, unfortunately. :/

The rules of a tabletop RPG are more than printed words on a page of a book. They're a prism of endless possibility. Where a single sentence can be struck and replaced at a whim, creating homebrewed systems radically different from the core gameplay experience. Each custom tailored to the individual needs of the people surrounding the table upon which it is played. Some rules will be beloved. Others will be scorned and scoured. But nothing will be the same.

I am the Everyman Gamer. I am your guide through these vast new tabletop experiences. Follow me and dare to dabble in design, and ponder the question... What if (you just house ruled that a kitsune's pest form doesn't adjust their speed)?

Also, shameless plug, I should have Kitsune of Golarion published on Pathfinder Infinite this week, and a tweak to this is something that appears in that PDF! :D


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Until then, lots of foxes riding on shoulders

Liberty's Edge

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Luis Loza wrote:

Happy Crystalhue, everyone! We have a gift for you in the spirit of wintry holiday gift giving: a new FAQ entry!

This time around we have clarifications and errata for Lost Omens Ancestry Guide. Head on over to our FAQ page and check out the changes.

To make things easier, I'm including everything from the FAQ in my post here. Enjoy!

** spoiler omitted **...

Because of the "fixed mistakes", you now need an errata for the errata ;-D


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RexAliquid wrote:
Until then, lots of foxes riding on shoulders

They can just take the Trick Driver archetype: who needs walking speed when you can pilot a Clockwork Hopper?

Liberty's Edge

Gortle wrote:
KaiBlob1 wrote:
Ayy my point about small fleshwarps made it in
I guess tiny fleshwarps are out.

The hopes for a Large ancestry also look much slimmer.

Grand Archive

So a small point about the Taw Launcher, and this is nitpicky but I want to be sure before I have a PFS GM tell me my entire character is invalid - The Taw Launcher uses a specific ammunition called wooden taws. How does this interact with certain gunslinger abilities, in particular I'm looking at Spellshot abilities. The dedication gives you conjure bullet, which reads "You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted". So it doesn't say you can do that with a wooden taw, as a result would a gunslinger be unable to reload their taw launcher with this ability? The same applies to the Recall Ammunition deed at 9th level. Are taws for all intents and purposes bolts, or does this character concept unfortunately not work?


Two things I noticed when going through Monsters of Myth:

The Ulgrem-Lurann animal companion’s Snap and Zap ability scales the electricity damage, saying “1d4…damage (2d4 for a mature Ulgrem-Lurann…)” however animal companions cannot gain their advanced maneuver until they become advanced (e.g. nimble or savage), which can only occur AFTER they are a mature companion, so Snap and Zap will always start out as dealing 2d4, making the first 1d4 statement unneeded.

Ulistul’s and the imperfect automaton’s statblocks list their abilities as [Ability Name] ([ability traits]) [Action Symbol]. The order should be [Ability Name] [Action Symbol] ([ability traits]), meaning that the symbol should come before the traits, not after.

Horizon Hunters

KingTreyIII wrote:


The Ulgrem-Lurann animal companion’s Snap and Zap ability scales the electricity damage, saying “1d4…damage (2d4 for a mature Ulgrem-Lurann…)” however animal companions cannot gain their advanced maneuver until they become advanced (e.g. nimble or savage), which can only occur AFTER they are a mature companion, so Snap and Zap will always start out as dealing 2d4, making the first 1d4 statement unneeded.

Maybe it is there in case someday they let you take advanced abilities early or something.


Alexander Augunas wrote:
QuidEst wrote:
Dubious Scholar wrote:
:( Fox form kitsune still have broken legs. (Why is it necessary to limit them to 10 foot speed when transformed?)
That's more of a system-wide issue that we're just stuck with going forward, unfortunately. :/

The rules of a tabletop RPG are more than printed words on a page of a book. They're a prism of endless possibility. Where a single sentence can be struck and replaced at a whim, creating homebrewed systems radically different from the core gameplay experience. Each custom tailored to the individual needs of the people surrounding the table upon which it is played. Some rules will be beloved. Others will be scorned and scoured. But nothing will be the same.

I am the Everyman Gamer. I am your guide through these vast new tabletop experiences. Follow me and dare to dabble in design, and ponder the question... What if (you just house ruled that a kitsune's pest form doesn't adjust their speed)?

Also, shameless plug, I should have Kitsune of Golarion published on Pathfinder Infinite this week, and a tweak to this is something that appears in that PDF! :D

Yeah. In any of my games, Pest Form heightens for an extra ten feet of movement, and things based on it follow the heighten.

I was speaking more to the fact that I'm not expecting this to be something errata addresses, with the spell doing what it does. A fleet-footed fox form feat fix featuring in the future is feasible, though!


I suppose this isn't really errata and I would be surprised if it got an answer, but I always wonder how (if) a leshy's plant nourishment works when it comes to things like create food or legendary survivalist. I'm not sure if conjuring food would count for something like a leaf leshy, would it conjure the bottles of sunlight? And legendary survivalist says you no longer need food or water, but leshys never needed food in the traditional sense.

I would just like to be able to play a leshy in a place like the darklands, I love them


Gaulin wrote:

I suppose this isn't really errata and I would be surprised if it got an answer, but I always wonder how (if) a leshy's plant nourishment works when it comes to things like create food or legendary survivalist. I'm not sure if conjuring food would count for something like a leaf leshy, would it conjure the bottles of sunlight? And legendary survivalist says you no longer need food or water, but leshys never needed food in the traditional sense.

I would just like to be able to play a leshy in a place like the darklands, I love them

Not exactly an answer, but you can always play a fungus leshy, which already live in dark places and underground.


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Since it wasn't specified in the Ancestry Guide errata: the Conduct Energy action from the Resonant trait seems to have the "Energy" trait on the book, which, to my knowledge, doesn't exist.

In fact, I've noticed that on AoN they even removed it from the Conduct Energy action. Does that mean it's a mistake and the action is supposed to be traitless instead?

Paizo Employee Developer

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Hey, everyone! It's been a sec. I don't have any new errata at the moment, but I'm hoping to get the ball rolling on a new batch in the coming weeks. We appreciate all of the great feedback and information you've been providing in the thread so far. Don't hesitate to share your questions, errata, or requests for clarifications, even if it's a book that's already received an entry in the FAQ. We're always logging these!

I'm here with another request. Since the last batch of FAQ covered the Ancestry Guide, I'm hoping to have the next FAQ update focus on the Pathfinder Society Guide and Mwangi Expanse. If you have any clarifications or errata for those books, let me know! We have an internal list of changes based on existing posts and stuff we've caught internally, but the more you can bring to our attention, the better!

Thanks again for your help and I look forward to getting another update out soon!


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Pathfinder Rulebook Subscriber
Luis Loza wrote:

Hey, everyone! It's been a sec. I don't have any new errata at the moment, but I'm hoping to get the ball rolling on a new batch in the coming weeks. We appreciate all of the great feedback and information you've been providing in the thread so far. Don't hesitate to share your questions, errata, or requests for clarifications, even if it's a book that's already received an entry in the FAQ. We're always logging these!

I'm here with another request. Since the last batch of FAQ covered the Ancestry Guide, I'm hoping to have the next FAQ update focus on the Pathfinder Society Guide and Mwangi Expanse. If you have any clarifications or errata for those books, let me know! We have an internal list of changes based on existing posts and stuff we've caught internally, but the more you can bring to our attention, the better!

Thanks again for your help and I look forward to getting another update out soon!

This isn't really a "mistake" I think, but I thought I should give some thoughts on the Fighting Stick:

The Fighting Stick's traits don't really leave a good place for it. It can't be used with Ancestral Weaponry on Monk because it isn't Agile or Finesse. This is something I found odd because it would have seemed a perfect fit thematically, as the traditions described in the fighting arena almost seemed monastic in a sense, and it certainly fits with many of the combatants not wearing armor.

It's a d6 weapon but is backswing instead of agile, which is mostly a downgrade. As it is, the only benefit is that Barbarians can use these weapons better.

It being Strength-focused makes it hard for any Halflings to actually use.


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Pathfinder Rulebook Subscriber
Luis Loza wrote:

Hey, everyone! It's been a sec. I don't have any new errata at the moment, but I'm hoping to get the ball rolling on a new batch in the coming weeks. We appreciate all of the great feedback and information you've been providing in the thread so far. Don't hesitate to share your questions, errata, or requests for clarifications, even if it's a book that's already received an entry in the FAQ. We're always logging these!

I'm here with another request. Since the last batch of FAQ covered the Ancestry Guide, I'm hoping to have the next FAQ update focus on the Pathfinder Society Guide and Mwangi Expanse. If you have any clarifications or errata for those books, let me know! We have an internal list of changes based on existing posts and stuff we've caught internally, but the more you can bring to our attention, the better!

Thanks again for your help and I look forward to getting another update out soon!

I also have another thing I noticed. Anadi aren't actually really good at climbing until level 9. At level 1, in spiderform they aren't flatfooted while climbing. Not being flatfooted while climbing can be nice, but it doesn't mean your PC can actually climb well.

Halflings are quickly climbing by 1 with Sure Feet and Orcs by 5 with Athletic Might, Anadi have to wait for 9 for their assistance to climb.

It just struck me as odd due to their spidery traits that they would be "behind" in this way.


Combat Grapnel, the description says the rope is 10 feet long but the tethered trait mentions no length requirement and it's a thrown (20 feet) weapon. Some clarity on how far away you can pull back the weapon would be good.

Kreighton's Cognitive Crossover, for the new skill check do you use the previous DC or is it as if you would have rolled an entirely new check? Example: I have Arcana and Occultism as the skills and I fail with Arcana vs a dragon, is it a lost cause if I use the reaction to roll occultism vs it?

Reflexive Grip gets a +2 circumstance bonus when defending to disarm but the prerequisite feat Swordmaster Dedication also grants this bonus.


Pathfinder Lost Omens, Rulebook Subscriber
Onkonk wrote:

Combat Grapnel, the description says the rope is 10 feet long but the tethered trait mentions no length requirement and it's a thrown (20 feet) weapon. Some clarity on how far away you can pull back the weapon would be good.

Kreighton's Cognitive Crossover, for the new skill check do you use the previous DC or is it as if you would have rolled an entirely new check? Example: I have Arcana and Occultism as the skills and I fail with Arcana vs a dragon, is it a lost cause if I use the reaction to roll occultism vs it?

Reflexive Grip gets a +2 circumstance bonus when defending to disarm but the prerequisite feat Swordmaster Dedication also grants this bonus.

Seconded on Cognitive Crossover. Makes the difference between a very useful skill feat and a pretty much useless one.

Liberty's Edge

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I go with useful rather than useless as the RAI myself.

Also I see nothing in the feat that suggests that the DC changes.


Pathfinder Rulebook Subscriber
The Raven Black wrote:

I go with useful rather than useless as the RAI myself.

Also I see nothing in the feat that suggests that the DC changes.

Cognitive Crossover is probably the most OP RK thing if the DC is the same. Especially with stuff like Loremaster.

Liberty's Edge

DemonicDem wrote:
The Raven Black wrote:

I go with useful rather than useless as the RAI myself.

Also I see nothing in the feat that suggests that the DC changes.

Cognitive Crossover is probably the most OP RK thing if the DC is the same. Especially with stuff like Loremaster.

Why would that be ?

It is a 4th level Skill feat after all. And it uses your Reaction. It needs to pack some punch.

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