Miscellaneous Rulings

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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

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.

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 Changes to Characters rules.

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

  • 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.

Stride

  • A Stride action can only be done using land Speed, per the Speed rules.

Vehicles

  • Vehicles larger than Large size cannot yet be crafted.
  • 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

  • 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.

Feats

General/Skill Feats

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, 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.

Craft Anything

  • 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.

Inventor Feat (Remaster)

  • Uncommon and Rare formulas may only be invented using this feat if one of the two conditions are met:
  1. They have the item in their possession.
  2. 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)."

Impeccable Crafting

  • Cannot be combined with Assurance- you must roll to gain its effects.

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."

Legendary Professional

  • The effect of the feat has been altered as Legendary Performer, but when you Earn Income with Lore.

Risky Surgery

  • 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.

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.

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 d100 table for item quirks may optionally be used instead of the d10 table included in the feat.

Ancestry Feats

Untrained Improvisation

  • 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

Far Shot

Harrow Ritualist

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.

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.

Lunging Stance

  • The range for Lunging Stance does not apply flanking.

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)."

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.

Pathfinder Agent Dedication

  • Instead of adding level to proficiency, the Untrained proficiency becomes +0 instead of -2.

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.

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.

Thaumaturgic Ritualist

  • 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."

Tumbling Strike

  • Succeeding at both the Acrobatics check and the Strike will grant Panache to those with the Panache class feature.

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.

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

Flurrying Rune

Thaumaturge

Mirror's Reflection

  • Emanations only extend out of one copy, but which one it is can be changed freely between each action taken.

Mirror Adept Benefit

  • 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.

Spells and Rituals

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.

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.

Harrowing

  • The +4 Status bonus applied on a Critical Success can be applied to flat checks if a Crowns is rolled.

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.
  • 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.

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.