Miscellaneous Rulings: Difference between revisions
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==General Mechanics== | ==General Mechanics== | ||
'''Applying Tattoos/Grafts''' | |||
* If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days. | |||
'''Copying Spells and Formulas''' | '''Copying Spells and Formulas''' | ||
* There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to ''learn'' the spell. | * There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to ''learn'' the spell. | ||
'''Downtime and Hero Points''' | '''Downtime and Hero Points''' | ||
* Hero Points may not be used for downtime rolls, as they take place outside of session, with the exception of; | * Hero Points may not be used for downtime rolls, as they take place outside of session and [https://2e.aonprd.com/Rules.aspx?ID=2260 over an extended period of time], with the exception of; | ||
* Hero Points may be used to reroll saving throws for Afflictions, provided the character had Hero Points remaining at the end of the session where they gained the Affliction. | * Hero Points may be used to reroll saving throws for [https://2e.aonprd.com/Rules.aspx?ID=2389 Afflictions], provided the character had Hero Points remaining at the end of the session where they gained the Affliction. | ||
'''Companion Independent Actions''' | '''Companion Independent Actions''' | ||
* Can be used at any point during the turn, but cannot use Command Animal once complete. | * Can be used at any point during the turn, but cannot use [https://2e.aonprd.com/Actions.aspx?ID=2400 Command an Animal] once complete. | ||
'''Discovering Recipes''' | '''Discovering Recipes''' | ||
* You can learn recipes following the rules for the Inventor feat | * You can learn cooking recipes following the rules for the [https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor] feat | ||
* Crafting them likewise would work like any consumable following the [[Crafting]] rules | * Crafting them likewise would work like any consumable following the [[Crafting]] rules | ||
* Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]]. | * Collecting Ingredients would require the [https://2e.aonprd.com/Actions.aspx?ID=1476 Hunt and Gather] activity against a [[Difficulty Classes|standard DC of your level]]. | ||
'''Duplicate Skills''' | |||
* If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice. | |||
** This does not apply to skill ''increases'', only initial trainings, unless otherwise specified. | |||
* If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s). | |||
'''Level 20+ Permanent Items''' | '''Level 20+ Permanent Items''' | ||
| Line 20: | Line 28: | ||
* May be used at their full strength at level 20, and a modified version before that. | * May be used at their full strength at level 20, and a modified version before that. | ||
* Storytellers determine on a per-item basis what the weaker, usable version of the item looks like. | * Storytellers determine on a per-item basis what the weaker, usable version of the item looks like. | ||
'''Languages''' | |||
* Ancestries that get '''Additional languages equal to your Intelligence modifier (if it's positive).''' will instead receive '''Additional languages equal to 1 + your Intelligence modifier (if it's positive).''' | |||
** This ruling currently affects Kitsune, Poppets, and Fleshwarps. | |||
'''[https://2e.aonprd.com/Traits.aspx?ID=641 Lineages]''' | |||
* At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our [[Creating a Character#Changes_to_Characters|Changes to Characters]] rules. | |||
'''Spells with Multiple AoEs''' | |||
* For abilities or spells that produce multiple areas of effect and do not specifically state they cannot affect the same target with multiple areas (such as Whirling Flames), the target must make multiple saves equal to the number of areas they are affected by, and take the worst result, but only taking damage once. Abilities or spells that produce multiple areas of effect and do specifically state they cannot affect the same target (such as Telekinetic Rend) remain unchanged. | |||
'''[https://2e.aonprd.com/Equipment.aspx?Category=37&Subcategory=40 Specific Magic Weapons]''' | |||
* You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it. | |||
* This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes. | |||
* To upgrade a SMW, you must open a [[Ticket]]. | |||
* Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way. | |||
'''Unarmed Strikes''' | |||
* The following can apply to Unarmed Strikes as well as Weapon Strikes: | |||
** Energy Mutagen | |||
** Silver Salve | |||
'''Uncommon Archetypes''' | '''Uncommon Archetypes''' | ||
* If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype. | * If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype. | ||
''' | '''Undead Healing''' | ||
* | * Any healing that doesn't have the "Vitality" trait (i.e., Healing Potions) or target/affect "a living creature" (i.e., Treat Wounds, Elixirs of Life) can heal undead. | ||
'''Vehicles''' | '''[https://2e.aonprd.com/Actions.aspx?ID=2305 Stride]''' | ||
* Vehicles larger than Large size | * A Stride action can only be done using land Speed, per the [https://2e.aonprd.com/Rules.aspx?ID=2347 Speed rules]. | ||
'''[https://2e.aonprd.com/Vehicles.aspx Vehicles]''' | |||
* Vehicles larger than Large size can be crafted now. Contact [[Siltmean the Craftrat|Siltmean]] for further information. | |||
* Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one. | * Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one. | ||
'''Wands''' | '''[https://2e.aonprd.com/Equipment.aspx?Category=34 Wands]''' | ||
* Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process. | * Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process. | ||
'''[https://2e.aonprd.com/Rules.aspx?ID=2439 Drowning and Suffocating]''' | |||
* When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you're at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian's Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage. | |||
* You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air. | |||
'''Diseases''' | |||
* For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a "stage 0" for progressing disease, which lasts the duration listed in the Onset entry and has no other effects. | |||
'''[https://2e.aonprd.com/Rules.aspx?ID=1694 Basic Undead Benefits]''' | |||
* Undead Vision: If your ancestry has no low-light vision (such as humans) and you possess low-light vision as part of a heritage or ancestry feat, the Basic Undead Benefits will upgrade your vision to darkvision. | |||
==Feats== | ==Feats== | ||
===General/Skill Feats=== | ===General/Skill Feats=== | ||
'''Battle Cry''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5124 Battle Cry]''' | ||
* When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM's discretion). | * When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM's discretion). | ||
* When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM's discretion). | * When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM's discretion). | ||
* Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed. | * Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed. | ||
'''Craft Anything''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5139 Craft Anything]''' | ||
* Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal. | * Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal. | ||
* Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal. | * Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal. | ||
'''Inventor Feat (Remaster)''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5164 Inventor Feat (Remaster)]''' | ||
* Uncommon and Rare formulas | * Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:<br> | ||
# They have the item in their possession.<br> | |||
# They have a Means of Access to the item.<br> | |||
* The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed [[Difficulty Classes#Difficulty_Adjustments|here]] (normally not used for crafting in Kelek). | |||
* Inventing a formula for an item in the character's possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See [[Crafting#Crafting_a_Formula|Crafting a Formula]] for more information on crafting formulas. | |||
* Inventing a formula through Means of Access requires opening a [[Ticket]] for [[Firekeeper]] verification, even if using Assurance. | |||
* Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item. | |||
* Monks have Access to uncommon weapons with the Monk trait | |||
* Inventors have Access to uncommon items with the Gadget trait | |||
* Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1 | |||
* Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats | |||
* Characters can gain Access to organization-specific uncommon items through that organization's dedication feat. | |||
* Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait. | |||
* Per AoN: "Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat)." | |||
'''Impeccable Crafting''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5158 Impeccable Crafting]''' | ||
* Cannot be combined with Assurance- you must roll to gain its effects. | * Cannot be combined with Assurance- you must roll to gain its effects. | ||
'''Risky Surgery''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5171 Legendary Performer]''' | ||
* The effect of the feat has been altered as follows (changes bolded): | |||
* "When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. '''You receive a +1 status bonus to the roll'''." | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=5172 Legendary Professional]''' | |||
* The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=6498 Risky Surgery]''' | |||
* Risky Surgery cannot be used to gain a bonus to Earn Income. | * Risky Surgery cannot be used to gain a bonus to Earn Income. | ||
* Risky Surgery cannot be combined with Assurance- you must roll to gain its effects. | * Risky Surgery cannot be combined with Assurance- you must roll to gain its effects. | ||
'''Scare to Death''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5208 Scare to Death]''' | ||
* Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style. | * Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style. | ||
'''[https://2e.aonprd.com/Feats.aspx?ID=6504 Signature Crafting]''' | |||
* The use of Signature Crafting is optional, one may decide to craft an item as if the character didn't have this feat. | |||
* The [https://2e.aonprd.com/Rules.aspx?ID=1083 d100 table] for item quirks may optionally be used instead of the d10 table included in the feat. | |||
===Ancestry Feats=== | ===Ancestry Feats=== | ||
'''Untrained Improvisation''' | '''[https://2e.aonprd.com/Feats.aspx?ID=5233 Untrained Improvisation]''' | ||
* Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after. | * Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after. | ||
'''"Ancestry Lore"-type feats''' | |||
* With the Player Core series and Howl of the Wild's new ancestries, the trend is that "Ancestry Lore"-type feats (e.g., [https://2e.aonprd.com/Feats.aspx?ID=4388 Dwarven Lore]) now grant [https://2e.aonprd.com/Feats.aspx?ID=5114 Additional Lore] of that Ancestry. Ancestries that have not been reprinted as of Player Core 2's release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in [https://2e.aonprd.com/Feats.aspx?ID=2500 Fetchling Lore]). | |||
===Class/Archetype Feats=== | ===Class/Archetype Feats=== | ||
'''Far Shot''' | '''[https://2e.aonprd.com/Feats.aspx?ID=6391 Efficient Rituals]''' | ||
* Far Shot cannot extend the range of the Monk's Wild Wind stance's Wind Crash Strikes. | * Efficient Rituals will be adjusted as follows (changes bolded): | ||
* Far Shot cannot extend the range of a Kitsune's Foxfire. | * "You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. '''If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour.'''" | ||
'''[https://2e.aonprd.com/Feats.aspx?ID=4873 Far Shot]''' | |||
* Far Shot cannot extend the range of the [https://2e.aonprd.com/Spells.aspx?ID=2062 Monk's Wild Wind stance]'s Wind Crash Strikes. | |||
* Far Shot cannot extend the range of a Kitsune's [https://2e.aonprd.com/Feats.aspx?ID=2617 Foxfire]. | |||
'''Harrow Ritualist''' | '''[https://2e.aonprd.com/Feats.aspx?ID=4158 Harrow Ritualist]''' | ||
* The rituals learned through this feat cannot be taught to others, keeping in line with the language of the Ritualist dedication and the Thaumaturgic Ritualist class feat. | * The rituals learned through this feat cannot be taught to others, keeping in line with the language of the [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication] and the [https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist] class feat. | ||
'''Lunging Stance''' | '''[https://2e.aonprd.com/Feats.aspx?ID=4646 Healing Hands]''' | ||
* A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s. | |||
* A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=3112 Inventor Dedication]''' | |||
* A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor. | |||
* When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=4838 Lunging Stance]''' | |||
* The range for Lunging Stance does not apply flanking. | * The range for Lunging Stance does not apply flanking. | ||
'''Pathfinder Agent''' | '''[https://2e.aonprd.com/Feats.aspx?ID=6741 Majestic Proclamation]''' | ||
* Majestic Proclamation will be adjusted as follows (changes bolded): | |||
* "You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 '''round''' on a successful check ('''dazzled for 1 minute''' on a critical success)." | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=3484 Necromancer's Visage]''' | |||
* The prerequisites for Necromancer's Visage will be adjusted as follows (changes bolded): | |||
* "Ability to create or control undead; '''ability to cast spells from spell slots'''." | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=7635 Operatic Adventurer]''' | |||
* Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat. | |||
* The feat has the additional requirement Expert Performance. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=871 Pathfinder Agent Dedication]''' | |||
* Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2. | * Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2. | ||
'''[https://2e.aonprd.com/Archetypes.aspx?ID=307 Razmiran Priest Dedication]''' | |||
* The basic activation of the Razmiri Mask (Call Upon Razmir's Benevolence) will be adjusted as follows (changes bolded): | |||
* Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend "divine" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. '''The target is then immune to this activation until your next daily preparations.''' If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=3717 Share Weakness]''' | |||
* Share Weakness can be applied to allies within the Thaumaturge's reach. | |||
* Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=5025 Spellbook Prodigy]''' | |||
* Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a [[Ticket]]. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=3714 Sympathetic Vulnerabilities] | |||
* The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=3711 Thaumaturgic Ritualist]''' | |||
* In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered [https://2e.aonprd.com/Feats.aspx?ID=6388 Ritualist dedication]: | |||
* "You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can't teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level." | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=6244 Tumbling Strike]''' | |||
* Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature. | |||
'''[https://2e.aonprd.com/Feats.aspx?ID=4271 Winter Sleet]''' | |||
* The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don't have to balance to move into the aura, just to move within the aura/out of the aura. | |||
'''[https://2e.aonprd.com/Archetypes.aspx?ID=318 Wylderheart Dedication]''' | |||
* Access and prerequisites changed to "member of the [[Holdfasts]]" | |||
* Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat). | |||
'''[https://2e.aonprd.com/Archetypes.aspx?ID=224 Thlipit Contestant Dedication]''' | |||
* Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead. | |||
** Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as [https://2e.aonprd.com/Feats.aspx?ID=4548 Bestial Manifestation] or [https://2e.aonprd.com/Feats.aspx?ID=4557 Skillful Tail] for nephilim), or possessing a [https://2e.aonprd.com/Equipment.aspx?ID=3195 Whip Tail] or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team. | |||
==Classes== | ==Classes== | ||
=== | ===[https://2e.aonprd.com/Classes.aspx?ID=58 Champion]=== | ||
''' | '''Blessed Armament''' | ||
* | * In the absence of an official ruling, the rune granted by Blessed Armament grants an effect ''in addition to'' existing runes or special properties of the weapon, rather than suppressing or replacing them. | ||
===[https://2e.aonprd.com/Classes.aspx?ID=60 Monk]=== | |||
'''[https://2e.aonprd.com/Equipment.aspx?ID=1867 Flurrying Rune]''' | |||
* In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto [https://2e.aonprd.com/Equipment.aspx?ID=3086 Handwraps of Mighty Blows]. | |||
===[https://2e.aonprd.com/Classes.aspx?ID=22 Thaumaturge]=== | |||
'''Exploit Vulnerability''' | |||
* The "target of Exploit Vulnerability" refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities. | |||
'''Free Hand''' | |||
''' | * If a summoning effect, such as a [https://2e.aonprd.com/Equipment.aspx?ID=1032 Retrieval Prism], has a requirement of "You have a free hand.", you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat [https://2e.aonprd.com/Feats.aspx?ID=3703 Scroll Thaumaturgy]. | ||
* | |||
'''[https://2e.aonprd.com/Actions.aspx?ID=1232 Mirror's Reflection]''' | |||
'''Mirror's Reflection''' | |||
* Emanations only extend out of one copy, but which one it is can be changed freely between each action taken. | * Emanations only extend out of one copy, but which one it is can be changed freely between each action taken. | ||
'''[https://2e.aonprd.com/Implements.aspx?ID=5 Mirror Adept Benefit]''' | |||
* The player can choose whether or not the reflection shatters. | |||
===[https://2e.aonprd.com/Classes.aspx?ID=18 Summoner]=== | |||
'''Reaction Spells''' | |||
* Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon. | |||
'''Downtime''' | |||
* Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance. | |||
===[https://2e.aonprd.com/Classes.aspx?ID=67 Guardian]=== | |||
'''Intercept Attack''' | |||
* The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for [https://2e.aonprd.com/Rules.aspx?ID=2379 reach and diagonals]. | |||
* The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc). | |||
==Spells and Rituals== | ==Spells and Rituals== | ||
'''Create Undead''' | '''[https://2e.aonprd.com/Rituals.aspx?ID=170 Butterfly Bender]''' | ||
* The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6. | |||
* For "A convenient opportunity", if the gain/loss is of Earn Income, then the characters will receive as Early Downtime; | |||
** ''Gain:'' Seven (7) days of Earn Income at one level above the character's current level. | |||
** ''Lose:'' Seven (7) days of Earn Income at one level below the character's current level. | |||
'''[https://2e.aonprd.com/Spells.aspx?ID=888 Corrosive Body]''' | |||
* To clarify: the temporary HP granted by this spell's effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect. | |||
'''[https://2e.aonprd.com/Rituals.aspx?ID=117 Create Undead]''' | |||
* Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people. | * Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people. | ||
'''Harrowing''' | '''[https://2e.aonprd.com/Spells.aspx?ID=81 Divine Aura]''' | ||
* The spell will be adjusted as follows to bring it in line with the remaster (changes bolded): | |||
* "Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a '''sanctification''' your deity allows. You can't cast this spell if you don't have a deity or your deity '''does not allow sanctification'''. This spell gains the trait of the '''sanctification''' you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the '''trait''' opposite to the spell '''(unholy if you chose holy, holy if you chose unholy)'''. These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything '''opposite in sanctification''' to your divine aura. When a creature of '''opposite trait''' hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It's then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura's radius grows 10 feet." | |||
'''[https://2e.aonprd.com/Rituals.aspx?ID=100 Harrowing]''' | |||
* The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled. | * The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled. | ||
'''Reincarnate''' | '''[https://2e.aonprd.com/Rituals.aspx?ID=152 Reincarnate]''' | ||
* When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled. | * When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled. | ||
* For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically. | * For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically. | ||
** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits. | ** Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits. | ||
* For Uncommon/Rare ancestries, the options are Azarketi, Catfolk, Fetchling, | * For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically. | ||
** Only unlocked Rare ancestries are included. | ** Only unlocked Rare ancestries are included. | ||
** Automaton has been removed due to being a construct. | ** Automaton has been removed due to being a construct. | ||
* Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification. | * Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to [[Storyteller]] approval, and require story justification. | ||
==Items== | |||
'''[https://2e.aonprd.com/Equipment.aspx?ID=1865 Coating Rune]''' | |||
* [https://2e.aonprd.com/Equipment.aspx?ID=3358 Silver Salves] and [https://2e.aonprd.com/Equipment.aspx?ID=861 Cold Iron Blanches] may also be stored and applied using the Coating rune. | |||
'''[https://2e.aonprd.com/Equipment.aspx?ID=3027 Marvelous Medicines]''' | |||
* You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time. | |||
'''[https://2e.aonprd.com/Equipment.aspx?ID=3117 Shining Wayfinder]''' | |||
* The radius can be increased by 10ft at a time, in accordance with the remastered Bless. | |||
'''[https://2e.aonprd.com/Rules.aspx?ID=1510 Spellhearts]''' | |||
* A spellheart's spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual. | |||
Latest revision as of 17:14, 5 November 2025
General Mechanics
Applying Tattoos/Grafts
- If the crafter elects to reduce cost by spending more days, the customer does not need to be present for those days.
Copying Spells and Formulas
- There is no material cost to copy a formula or spell from one book to another. For spells specifically, there is a material cost to learn the spell.
Downtime and Hero Points
- Hero Points may not be used for downtime rolls, as they take place outside of session and over an extended period of time, with the exception of;
- Hero Points may be used to reroll saving throws for Afflictions, provided the character had Hero Points remaining at the end of the session where they gained the Affliction.
Companion Independent Actions
- Can be used at any point during the turn, but cannot use Command an Animal once complete.
Discovering Recipes
- You can learn cooking recipes following the rules for the Inventor feat
- Crafting them likewise would work like any consumable following the Crafting rules
- Collecting Ingredients would require the Hunt and Gather activity against a standard DC of your level.
Duplicate Skills
- If you become Trained in a non-Lore skill from two separate sources (such as a Background, Class, Dedication, or Ancestry feat), you may replace one of the skills with another of your choice.
- This does not apply to skill increases, only initial trainings, unless otherwise specified.
- If a character gains the same Lore skill from multiple sources (such as their Background, an Animist Apparition, Additional Lore, or [Ancestry] Lore), they may not take an extra lore or skill to replace the duplicate(s).
Level 20+ Permanent Items
- Must be approved by Storytellers prior to rewarding.
- May only be rewarded in Legendary sessions, and may only be used by Legendary characters.
- May be used at their full strength at level 20, and a modified version before that.
- Storytellers determine on a per-item basis what the weaker, usable version of the item looks like.
Languages
- Ancestries that get Additional languages equal to your Intelligence modifier (if it's positive). will instead receive Additional languages equal to 1 + your Intelligence modifier (if it's positive).
- This ruling currently affects Kitsune, Poppets, and Fleshwarps.
- At level 1, you may select a single lineage you have access to and add it to the Biography on your character sheet. You have this lineage for the purpose of gaining other feats specific to that lineage, but you do not gain the other benefits of the lineage/lineage feat unless you take the lineage feat. This lineage cannot be changed past level 3, per our Changes to Characters rules.
Spells with Multiple AoEs
- For abilities or spells that produce multiple areas of effect and do not specifically state they cannot affect the same target with multiple areas (such as Whirling Flames), the target must make multiple saves equal to the number of areas they are affected by, and take the worst result, but only taking damage once. Abilities or spells that produce multiple areas of effect and do specifically state they cannot affect the same target (such as Telekinetic Rend) remain unchanged.
- You may upgrade existing property runes on specific magic weapons with the same requirements as upgrading runes in general: You must provide the difference in cost between what the original rune would be and the upgraded version, and you must have the formula for the rune or otherwise be able to craft it.
- This does not change any of the other specific magic weapon rules, such as allowing etching of runes not already included or removing runes.
- To upgrade a SMW, you must open a Ticket.
- Any weapons with two or more damaging runes (such as the Sky Hammer) are not permitted to be upgraded in this way.
Unarmed Strikes
- The following can apply to Unarmed Strikes as well as Weapon Strikes:
- Energy Mutagen
- Silver Salve
Uncommon Archetypes
- If a character is approved to take an Uncommon Dedication, blanket permission is assumed for subsequent Uncommon feats within that archetype.
Undead Healing
- Any healing that doesn't have the "Vitality" trait (i.e., Healing Potions) or target/affect "a living creature" (i.e., Treat Wounds, Elixirs of Life) can heal undead.
- A Stride action can only be done using land Speed, per the Speed rules.
- Vehicles larger than Large size can be crafted now. Contact Siltmean for further information.
- Vehicles require an amount of downtime to craft equal to the normal Days of Setup times the number of crew required to man the vehicle (pilot+crew). These days can be spread out amongst characters or completed by one.
- Wands can be upgraded to contain a higher rank of the existing spell by paying the difference in cost, as long as the higher rank casting is still provided in the process.
- When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a DC 14 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you take double damage and become Dying. If you are already Dying, you progress the value as you would normally after taking damage. On each check after the first, the DC increases by 3 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious or Dying (unless you're at 0 Hit Points). You do not gain or increase your Wounded condition. If you have a feature that improves critical failures into failures, such as a barbarian's Greater Juggernaut, critically failing will still cause you to become Dying, though you won’t take double damage.
- You begin holding your breath as a free action triggered by losing access to air. Auditory actions, as well as spells with the Concentrate trait (or Verbal components for legacy spells) cause you to lose all air, immediately falling unconscious. Spells with the Subtle trait, including spells that gain it from spellshapes such as Conceal Spell, do not cause you to fall unconscious immediately, but do cause you to lose 2 rounds of air, as described in the Suffocation and Drowning rules. Casting spells without Concentrate or Legacy Verbal components will also cause you to lose 2 rounds of air.
Diseases
- For the purposes of any ability that references diseases, consider any disease with an Onset duration to have a "stage 0" for progressing disease, which lasts the duration listed in the Onset entry and has no other effects.
- Undead Vision: If your ancestry has no low-light vision (such as humans) and you possess low-light vision as part of a heritage or ancestry feat, the Basic Undead Benefits will upgrade your vision to darkvision.
Feats
General/Skill Feats
- When using Battle Cry, ignore the requirement for Demoralize that the enemy be within 30ft (at DM's discretion).
- When using Battle Cry, allow for the character to roll Intimidation for initiative (at DM's discretion).
- Even if the character has Intimidating Glare or Intimidating Prowess, the Demoralize gains the Auditory trait, though the language requirement may still be bypassed.
- Uncommon/rare spell items (scrolls/wands) cannot be crafted without access as normal.
- Formulas cannot be crafted without the Inventor feat, and only Common formulas may be crafted as normal.
- Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:
- They have the item in their possession.
- They have a Means of Access to the item.
- The DCs for inventing Uncommon and Rare formulas follow the DC difficulty adjustments listed here (normally not used for crafting in Kelek).
- Inventing a formula for an item in the character's possession will not require the disassembly of the item nor consume the item, so the character may try again as long as they maintain possession of the item. See Crafting a Formula for more information on crafting formulas.
- Inventing a formula through Means of Access requires opening a Ticket for Firekeeper verification, even if using Assurance.
- Characters are not permitted to invent the formulas for Unique or homebrewed items using this feat, even if they have possession of the item.
- Monks have Access to uncommon weapons with the Monk trait
- Inventors have Access to uncommon items with the Gadget trait
- Gunslingers have Access to uncommon firearms and uncommon firearm attachments up to level 1
- Characters can gain Access to uncommon ancestry weapons through Weapon Familiarity feats
- Characters can gain Access to organization-specific uncommon items through that organization's dedication feat.
- Examples of means of Access are: Gnome Weapon Familiarity for the gnome flickmace, the Hellknight Dedication for Hellknight Half-Plate, or the Inventor class for items with the Gadget trait.
- Per AoN: "Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat)."
- Cannot be combined with Assurance- you must roll to gain its effects.
- The effect of the feat has been altered as follows (changes bolded):
- "When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. You receive a +1 status bonus to the roll."
- The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.
- Risky Surgery cannot be used to gain a bonus to Earn Income.
- Risky Surgery cannot be combined with Assurance- you must roll to gain its effects.
- Feats and abilities that refer specifically to the Demoralize action do not apply to Scare to Death- including Intimidating Glare, Intimidating Prowess, and the Braggart style.
- The use of Signature Crafting is optional, one may decide to craft an item as if the character didn't have this feat.
- The d100 table for item quirks may optionally be used instead of the d10 table included in the feat.
Ancestry Feats
- Instead of adding level to proficiency, instead of -2, the Untrained proficiency becomes -1 until 7th level, and +0 after.
"Ancestry Lore"-type feats
- With the Player Core series and Howl of the Wild's new ancestries, the trend is that "Ancestry Lore"-type feats (e.g., Dwarven Lore) now grant Additional Lore of that Ancestry. Ancestries that have not been reprinted as of Player Core 2's release (e.g., Kitsune) now gain the Additional Lore feat of that Ancestry, receiving an automatically scaling Lore skill. This must match what is granted by the specific Ancestry Lore feat (e.g., Fetchlings gain the Additional Lore feat for Shadow Plane Lore, as listed in Fetchling Lore).
Class/Archetype Feats
- Efficient Rituals will be adjusted as follows (changes bolded):
- "You can perform particularly extensive rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up. At 14th level, if a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual. If a ritual has a casting time of less than 1 day, you can instead cast it in 1 hour."
- Far Shot cannot extend the range of the Monk's Wild Wind stance's Wind Crash Strikes.
- Far Shot cannot extend the range of a Kitsune's Foxfire.
- The rituals learned through this feat cannot be taught to others, keeping in line with the language of the Ritualist dedication and the Thaumaturgic Ritualist class feat.
- A Heal spell cast from a scroll by a cleric with the Healing Hands feat will roll d10s.
- A spell scroll created using a Heal cast by a cleric with the Healing Hands feat will be a normal Heal scroll.
- A character who is not trained in Medium Armor may take the Inventor Dedication and select the Armor Innovation. In this case, they will be considered trained in their Armor Innovation, though not any other Medium Armor.
- When taken as part of the Inventor Dedication, the Subterfuge Suit will be considered either Light Armor or Medium Armor for the sake of proficiency scaling, whichever would be more beneficial to the character. The Power Suit will remain Medium Armor.
- The range for Lunging Stance does not apply flanking.
- Majestic Proclamation will be adjusted as follows (changes bolded):
- "You announce your name to your enemies, bringing your constellation to bear in a blinding display. Attempt to Demoralize all enemies within 30 feet. Demoralize loses the auditory trait and gains the visual trait when used this way. In addition to the regular effects of Demoralize, enemies become dazzled for 1 round on a successful check (dazzled for 1 minute on a critical success)."
- The prerequisites for Necromancer's Visage will be adjusted as follows (changes bolded):
- "Ability to create or control undead; ability to cast spells from spell slots."
- Operatic Adventurer may only be taken as a regular archetype feat, not as a skill feat.
- The feat has the additional requirement Expert Performance.
- Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.
- The basic activation of the Razmiri Mask (Call Upon Razmir's Benevolence) will be adjusted as follows (changes bolded):
- Activate—Call Upon Razmir’s Benevolence (concentrate, manipulate, occult) Frequency once per minute; Effect You bend "divine" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. The target is then immune to this activation until your next daily preparations. If the target was unconscious, it regains consciousness and doesn’t lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining.
- Share Weakness can be applied to allies within the Thaumaturge's reach.
- Share Weakness also applies to enemies under the effect of Sympathetic Vulnerabilities.
- Characters with this feat are expected to succeed at some point during the 90 days of downtime, and thus do not need their rolls witnessed in order to Learn a Spell. They must still log their activity in a Ticket.
- The weaknesses granted by Sympathetic Vulnerabilities persist even after the initial target dies.
- In the absence of an official remaster, the text of this feat has been adjusted to be in line with the remastered Ritualist dedication:
- "You gain a +2 circumstance bonus to all checks to perform a ritual. You learn two uncommon rituals of 2nd rank or lower. You must meet all prerequisites to be the primary caster of a ritual to select it, and you can't teach it to anyone else or allow someone else to serve as primary caster unless they know the ritual as well. At 8th level and every 4 levels thereafter, you learn two more rituals with the same restrictions and with a maximum rank of half that level."
- Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.
- The uneven ground movement restrictions apply when you move while on a square of uneven ground, not when you move onto the square. You don't have to balance to move into the aura, just to move within the aura/out of the aura.
- Access and prerequisites changed to "member of the Holdfasts"
- Due to the change in context for the Wylderheart archetype, you can choose any family of fiends for the Additional Lore granted by this dedication. This can be retrained, but it will cost 30 days of downtime (as it is changing based on the dedication feat).
- Prerequisite reworded: You have a long prehensile tongue or tail. At the GM’s discretion, similar flexible appendages, such as tentacles, can be used to qualify instead.
- Simply possessing a tail is not enough to qualify to take the thlipit contestant. Ancestries who are noted for possessing or being described as having prehensile tongues or tails (such as tripkee or lizardfolk), heritage or ancestry feat selection that grants such an appendage (such as Bestial Manifestation or Skillful Tail for nephilim), or possessing a Whip Tail or other similar graft all satisfy the prerequisite. As normal, if you are unsure, open a ticket to ask the Firekeeper team.
Classes
Champion
Blessed Armament
- In the absence of an official ruling, the rune granted by Blessed Armament grants an effect in addition to existing runes or special properties of the weapon, rather than suppressing or replacing them.
Monk
- In addition to melee weapons with the Monk trait, the Flurrying rune may also be etched onto Handwraps of Mighty Blows.
Thaumaturge
Exploit Vulnerability
- The "target of Exploit Vulnerability" refers only to the initial creature Exploited, not to any under the effect of the weakness by other means, such as Sympathetic Vulnerabilities.
Free Hand
- If a summoning effect, such as a Retrieval Prism, has a requirement of "You have a free hand.", you may use it to summon items that can be used with the same hand in which you are holding your implement. For example, scrolls could be summoned if the character has the feat Scroll Thaumaturgy.
- Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.
- The player can choose whether or not the reflection shatters.
Summoner
Reaction Spells
- Reaction spells (such as Blood Vendetta) that trigger on taking damage can only trigger if the Summoner themselves took the damage, not their Eidolon.
Downtime
- Since Eidolons and Summoners share actions, they cannot perform separate Downtime activities. However, the Eidolon may perform Downtime in lieu of the Summoner, and either may support the other, granting a +1 circumstance bonus to any skill in which they share proficiency. As normal, this cannot modify checks which use Assurance.
Guardian
Intercept Attack
- The Guardian can perform Intercept Attack up to 15 feet away, as long as the Step they take makes them adjacent to their ally, following the rules for reach and diagonals.
- The Guardian takes the attack and all the associated riders. They also serve as the target for follow-ups that require doing damage/attacking a target such as Grab/Knockdown. The reaction does not work when the Guardian would not fulfill a requirement for the initial attack (ie, attacks that require the target be Grabbed, Frightened, Prone, etc).
Spells and Rituals
- The number of beneficiaries is equal to the primary caster + five others (two of whom must be secondary casters), for a total party of 3-6.
- For "A convenient opportunity", if the gain/loss is of Earn Income, then the characters will receive as Early Downtime;
- Gain: Seven (7) days of Earn Income at one level above the character's current level.
- Lose: Seven (7) days of Earn Income at one level below the character's current level.
- To clarify: the temporary HP granted by this spell's effect applies both when performing an unarmed strike and when being struck in the way described by the spell, as long as Acid damage is dealt. Creatures with an acid immunity do not activate the effect.
- Minions created with a critical success on the Create Undead ritual can be assigned to anyone present at least 4 levels higher than the undead. Undead minions can thus be created for other people.
- The spell will be adjusted as follows to bring it in line with the remaster (changes bolded):
- "Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area. Choose a sanctification your deity allows. You can't cast this spell if you don't have a deity or your deity does not allow sanctification. This spell gains the trait of the sanctification you chose. The bonuses granted by the spell increase to +2 against attacks by-and effects created by-creatures with the trait opposite to the spell (unholy if you chose holy, holy if you chose unholy). These bonuses increase to +4 against effects created by such creatures that attempt to impose the @UUID[Compendium.pf2e.conditionitems.Item.9qGBRpbX9NEwtAAr]{Controlled} condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in sanctification to your divine aura. When a creature of opposite trait hits a target with a melee attack, the creature must succeed at a Will save or be @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for 1 minute. It's then temporarily immune for 1 minute. The first time you Sustain the Spell each round, the divine aura's radius grows 10 feet."
- The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.
- When successfully reincarnated, the player rolls a 1d20. On a 1-14, the character reincarnates into a Common ancestry. On a 15-20, the character reincarnates into an Uncommon/Rare ancestry. This roll cannot be adjusted or rerolled.
- For Common ancestries, the options are Dwarf, Elf, Gnome, Goblin, Halfling, Human, and Orc. The player can remove a single ancestry from the pool, then rolls 2d6. The player then selects between the two ancestries rolled, which are numbered alphabetically.
- Leshy has been removed from the Common ancestry pool due to their nature as immortal spirits.
- For Uncommon/Rare ancestries, the options are Athmaru, Azarketi, Catfolk, Centaur, Fetchling, Hobgoblin, Kholo, Kitsune, Kobold, Lizardfolk, Merfolk, Minotaur, Nagaji, Poppet, Ratfolk, Samsaran, Sprite, Tanuki, Tengu, Tripkee, Vanara, and Wayang. The player can remove two ancestries, then rolls 2d20. The player then selects between the two ancestries rolled, which are numbered alphabetically.
- Only unlocked Rare ancestries are included.
- Automaton has been removed due to being a construct.
- Players may select from the Common heritages for their new ancestry. Versatile heritages are subject to Storyteller approval, and require story justification.
Items
- Silver Salves and Cold Iron Blanches may also be stored and applied using the Coating rune.
- You may continue to Treat Poison/Treat Disease using the Marvelous Medicines, but they will only attempt to counteract the first time.
- The radius can be increased by 10ft at a time, in accordance with the remastered Bless.
- A spellheart's spells can be used by any character, regardless of spellcasting ability or tradition, as long as they are of the appropriate level to use the item as usual.