Change-Log

I apologize for the unorganized mess this page is, it will be getting worked through and added to the banned/altered/rules pages respectively in it's own right. But for the sake of listing all the actual rules changes it's here in this capacity for now.

**[Mundane Crafting Fix!]**

That way, If you can hit 40 with your craft (armor), you could raise the DC to craft a Full Plate twice, from 19 to 39 (+10 each time) to make it faster. Mind you, that will only slightly increase the crafting time, but it won't be done in a week or anything like that. Only extremely specialized characters will manage to craft a full plate in less than a month. In the above example, someone with skill unlock in Craft (Armor) will still only make about 44.6 GP of progression per week (So it'll take 34 weeks to create a non-masterwork full plate).

**[Nonlethal is Rad]**

Hey you know that thing about nonlethal giving you a -4 to attack? It dun do that no more. We now have granted people the following ability: Nonlethal Damage Nonlethal damage rules have been very slightly tweaked: players no longer take a -4 penalty to attack rolls when inflicting nonlethal damage with a weapon that deals lethal damage, but instead lose the ability to confirm critical hits when doing so. If you would gain an ability that would allow you to normally deal nonlethal damage with no penalty you regain the ability to confirm critical hits.

**[Skalds... Wanna Rock and Roll Like Bards... and Party Everyday]**

Skald's Rage Song counts as Bardic Performance for Prerequisites. Ez Pz.

Similar to how Bard's performance works where it goes through the entire turn a Skald now does the same. (Read up on this one if you want it was stupid) -.-"

**[Magus Staff has requested their armor Prof Back.]**

Staff Magus stupidly does not list that they get Light Armor Proficiency ... when they're clearly supposed to... so they get the Proficiency back.

**[Rooms & Teams go Brrr!]**

Rooms & Teams, You may only own a number of Rooms or Teams to gain a Mechanical Effect from them equal to your Level x 2. - In addition with Rooms & Teams you may not have duplicate rooms or teams to grant the same bonus.

**[Monkey Gobrins go Brrrr!]**

Monkey Goblins are basically Goblins with a few exceptions, the can use racial archetypes and class abilities from base goblins with the exception of so far the Fire Alchemist Archetype, there may be more and if you have specific questions besides this one please ask about them.

**[Learning New Spells! (Also Brrrr)]**

Prepared Casters (Possibly witches as well, this part is currently up for vote and will be listed as a separate announcement once completed) when copying spells from a book (adding them to their book) pay the cost of adding new spells to their book and give the other person who gives them the spells half of the cost of the spell's inscription. I.E. A 1st level spell would normally cost 10 gold to inscribe, you pay that wizard an extra 5 Smackaroos.

**[Durable Bolts absolutely go Brrr!]**

Source Alchemy Manual pg. 20, Elves of Golarion pg. 22 (This is just where durable is from). Price 2 gp; Weight — Category: Alchemical Weapons Description These bolts are tightly wrapped in strands of alchemical glue. Durable bolts don’t break with normal use, whether or not they hit their target; unless a durable bolt goes missing, a crossbowman can retrieve and reuse it again and again. Durable bolts can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). A magical durable bolt with an enhancement bonus or magic weapon special ability applies these magical effects only the first time it is used—afterward, the durable bolt becomes nonmagical, and it can be reused or imbued with magic again. Alchemical Recipe Recipe (1 cold iron + 1 myrrh)/exposure; Craft 25 Time 1 hour; Tools —; Type alchemical weapon

**[Druids go Brrrr (With Potions!)]** Instead of granting access to a domain or an animal companion, a druid's bond with nature can take a third form: access to druidic herbalism. Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice. A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Due to the highly unstable nature of these concoctions, they remain potent only for 1 day before becoming inert, thus a druid must re-prepare his herbal concoctions every day. Inert herbal concoctions grand no benefit. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion (except how long they last). Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. It takes her 20 minutes to prepare a herbal concoction or 10 minutes if she has access to an alchemy crafting kit or an alchemy lab. She cannot create herbal concoctions past this number. Druids may not sell their herbal concoctions as if they were potions (NPCs can tell the unstable nature of the concoctions at a glance). In addition, when creating any herbal concoctions of 4th level or higher (maximum 6th level), a non-druid character drinking it must succeed at a Fortitude saving throw (DC 10 + spell level + druid's wisdom modifier + any other boost to the DC of a druid's spell (like spell focus)) or become nauseated for a number of rounds equal to the spell level of the potion. Creatures immune to Fortitude saving throws are not immune to this effect. Creatures with the Endurance feat gain a +4 bonus to their Fortitude saving throw against this effect. Additionally, at 4th level, the druid may administer (force-feed included) the herbal concoctions as a standard action. Additionally, at 7th level, the druid may administer (force-feed included) the herbal concoctions as a move action.

**[Pillows are now priced items!]**

Straw Pillows are 1 Silver Piece. Feather Pillows are 1 Gold Piece.

**[Witch Familiars are basically spellbooks right?]**

Witches would normally have a tree party and their familiars would get to exchange spells for free... now they exchange spells in a similar manner to a wizard adding spells to their spellbook.

**[Eidolons and Phantom are Special]**

Eidolons and Phantoms are companions that do receive Background Skills Points other companions don't receive background skill points.. (Das it no jokes here).

**[Martial Mastery Go Brrrr]**

So... prior to tonight Martial Mastery didn't work as Elephant in the Room had exactly listed it to, now it's back to working in the manner listed with the only exception being the following list. A. Martial Weapon Proficiency grants you proficiency with all martial weapons in a Fighter Weapon Group\*. B. Exotic Weapon Proficiency grants you proficiency with a singular exotic weapon. C. Other feats may be up to notice for possible changes BUT if such a change occurs to one of those feats a retrain would be given to players.

**[Bonus Feats be Bonus'in]**

If a class would give you a feat that already gain as part of Elephant in the Room's changes (Combat Expertise, Deadly Aim, Power Attack, or Weapon Finesse) you gain a Bonus Feat, this feat must be chosen from the following lists: Skill Focus in any Background Skill or Racial (Non-Combat).

**[When all Outsiders are Human, no one's special]**

Non-Human Aasimar, Tiefling, Genie-kin races, etc. That would be given the ability to become Humanoid (Human) through their listings alternate racial traits now are able to pick other humanoid races that would normally be eligible for play with the information that you gain the subtype and qualify for feats/prereqs as per normal for that race but gain none of the other effects of that race in a manner similar to the usual 'Gain Humanoid (Human)' alterate racial trait. If you would pick a race that is small, you do gain the ability to choose between being Medium or Small. (You can be an Orc Tiefling but not a Giant Tiefling or a Centaur Tiefling I see you Q).

**[Archetypes be bitch'n]**

Twinned Summoner and Soulbound Summoner was requested to be looked at to see if there was a reason these two archetypes couldn't stack with only moderate influences on a feature but no 'Real' changes to them. This means this archetype combination does work. If an Archetype has something similar and you're interested in seeing if it can be worked about, please ask us to take a gander in #suggestions.

**[Full Pouch]**

Items Crafted by Full Pouch no longer have the ability to be sold for profit, these items have a noticeable 'Wear' in quality and are only able to be bought for 1 gold. In addition the spell now has the following phrase added to it. "You may only conjure alchemical Items using this spell with up to a maximum gold cost of 50 GP x your caster level." (Perfect ice be Bitch'n ya know).

in addition, Full Pouch while retaining an Instantaneous Duration it now requires the item be used after the spellcasting. (No more stockpiles of Troll Styptic [Sorry!]).

**[Ioun Stones resonate with thine heart!]**

All Ioun stones sold in Absalom do have resonance no matter their quality.

**[Quality Art Supplies do help...]**

Masterwork tools contrary to the listing for Artistry does actually assist in the creation of Masterpieces.

**[Hiring Mules]**

This is something you can do, though keep in mind it is up to GM discretion for the session in question and the difficulty of the event will have to be addressed to the NPC.

**[ https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Filcher ]**

This archetype is no longer Hafling Locked, I couldn't think of a funny joke or something so I just used the link for the announcement, suckers :3.

**[But- It's my money and I need it now!]**

So... you know how there are those really flavorful traits that just happen to give you some extra money? Those traits don't exist... but the ones that do exist that also give you really cool things... like oh... I don't know... let me just pick one off the top of my head... **Harrow Chosen** Traits like this... that give you really fun flavor? These are now Valid options with the notice that if you pick a trait that would give you something you have to pay the cost and list the item in your inventory as if you'd bought the item. So in this case you'd have to spend the 100 GP for this item.

**[Oozemorph cuts through DR like Butter]**

You know how Morphic Weaponry replaces Shifter's claws? Locking them out of the ability to bypass DR? It doesn't do that anymore, effectively they get the ability improvements from Shifter's Claws as per normal.

In relation to our recent announcement for Oozemorph, the point of clarification is that they gain the DR bypassing part, not the other portions of Shifter's Claws.

**[Artistry has feelings too!]**

Players who take Artistry in a specific skill if that skill would be similar to a Craft skill requirement it qualified for it. Inscribe Magical Tattoo. It requires 5 ranks in craft calligraphy, paintings, or tattoo and Player A has ranks in Artistry: Painting. Meaning they could qualify for Inscribe Magical Tattoos. In addition characters are able to take Masterwork Artistry Items to give them a +2 on their checks with Artistry Skills.

**[Ear Piercing Screm!]**

This only matters in the case of multi-classing characters but... Ear Piercing Scream now reads as... You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (Minimum 1d6, Maximum 5d6). A successful save negates the daze effect and halves the damage.

**[Fencing Grace? More like... Watch me use a Pickaxe a like a Rapier!]**

Fencing grace now instead of being locked to only Rapiers is now useable with all Light or One-Handed Piercing Weapons, this doesn't allow you to use Dex to Attack with those weapons if they wouldn't normally be able to be used in that manner, same as Slashing Grace, basically it's the same thing now, Huzzah, Sword Canes go Brrr *Winkyface.*

**[Caster Levels are Bullshit!]**

Pretty self explanatory here... remember that line in Paladin and Ranger that says they gain their caster level at level - 3? That doesn't exist anymore, they now gain their paladin/ranger level as their caster level as with any other class in Pathfinder. Yay!

**[Shaman Love!]**

Witch Hex (Advanced Class Guide pg. 37): The shaman selects any one hex normally available through the witch’s hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex. This hex may be taken multiple times <= This part is new.

**[INFINITE HOLY WATER!]**

https://www.d20pfsrd.com/feats/general-feats/blessed-waters-technique/ <= This is now a spell-like ability instead of being poorly worded... *Shrug.* Not much more to say about that.

**[Crossblood is Love Crossblood is Life]**

Crossblood Sorcerer no longer precludes archetype stacking... I.E. If someone wanted to say... be a..

https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Sorcerer%20Tattooed%20Sorcerer

https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Sorcerer%20Crossblooded That could work with no issues.

**[Sage Familiars are Smrt!]**

Sage familiars gain Skill Points\* equal to their 'effective' hit dice rather than not getting effective hd skill points.

**[It's my gun and I wanna Masterwork it now!]**

So... this was probably just an oversight but the Steel Hound Investigator Archetype didn't include that little bit about improving a battered firearm to masterwork at cost... it now does as far as the server is concerned.

**[Raging Blood Specifically\*]**

https://aonprd.com/FeatDisplay.aspx?ItemName=Raging%20Blood Raging blood now keys to the closest bloodline within the Bloodrager bloodlines... I.E. Boreal - > Elemental, if you don't understand this or one wouldn't exactly make sense ask about it in Character Help with an @GM accordingly.

**[Downtime Expands!]**

New skills are available for the use of gaining money during downtime new list is as follows. Appraise, Artistry, Craft, Handle Animal, Linguistics, Perform, Profession, Sleight of Hand the change will be reflected in the rules and in the downtime channel accordingly.

**[Racial Trait Retraining BE-GONE~~Thot~~]**

Just no... Paizo makes stupid decisions all the time, this is one of them... even if some case-by-case ones could make sense... but no... you are no longer able to retrain racial traits.

**[Level 1 Feats!]**

You know those feats that require them be taken at level 1? Like... https://aonprd.com/FeatDisplay.aspx?ItemName=Noble%20Scion Yeah... those feats? They can't be retrained anymore... if you take it at 1, you're stuck with it at 1. *Thumbs up.* You also cannot retrain into these feats.

**[Ninjas are probably agile... get it... like the enchantment]**

Ninjas now get Finesse Training as per Unchained Rogue (Nothing more, nothing less.)

**[Tower Shields, have some metal or... something...]**

Tower Shields can be made of metal and accordingly can be made of special materials accordingly as if made of wood or metal.

**[Tian? Like the Triclops guy? OH Skald like the class I get it.]**

As bad as my joke probably was this one is more of a notice of races that gain common as part of it's starting languages or if they gain the ability to take common as one of their bonus languages they now have the ability to select regional languages such as Skald, Varisian, Halit, Tian, ETC. (I know some of you freaks think ETC means more than it does i'm watching you).

**[Metal Cartridges]**

Shadow Post\* But this is just an announcement to say Metal Cartridges can be made for half price (As per gunsmithing).

**[No One Man Should Have All That Power]**

Notifying everyone of a quick addition to the character creation rules! In keeping in line with the server's intended power level, characters will no longer be able to start with any single ability score above 19 *after* racial bonuses are applied.

**[Dinosaur Rhino!]**

Small Cavaliers are able to select Elasmotherium as their animal companions.

**[Oh Ner My Magic Wand Only Has 10 Charges!]**

Well you made it that way... probably... you can craft wants with 10 / 25 / 50 Charges, similarly to how you can buy them with those amounts.

**[Religion Traits are Forced upon you by God.]**

If you swap religions, the trait swaps too, this is one of the few exceptions to the no trait retraining rule.

**[I can still move my hands Dad...]**

Blinding Spittle Glands is stupidly worded and we've made it so if you use the item you just can't cast Verbal Spells while under it's influence.

**[Gnome Only? But... everyone likes Pranking?]**

https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Bard%20Prankster <= Not Gnome Only now. Das it.

**[It's my magic and I need it now!!!]**

Spellcasting Services now Stretch past our prior limits (Kind of). Access to 5th level Healing Spells and Revival spells now is ease of access for players to use. Keeping in mind that while we are in in Absalom we have limited spellcasting services up to 4th level spells and 7th level casters. Another thing to note is that once characters begin to reach higher levels such as... 9th level or 11th level or 13th level, they begin to unlock access to those higher level spellcasting services as needed as well, a 9th level character reaches 5th level spellcasting services [With the Appropriate caster level of course] You also now have the ability to copy 5th level spells if they are in-fact a full caster in need of those spells! Keep in mind digging into and requesting help in relation to using higher spellcasting services is still an option for lower leveled characters.

**[Unchained Nornkith and Shadow Caller]**

No real puns here, these two archetypes worked for their Chained Variants now work for Unchained Variants. Nornkith's Variant works slightly different: Fate Weaver for the ki power at 12th; Snip Thread for the ki power at 16th; Inscrutable for the ki power at 18th. The Summoner Archetype works way easier, it just works. Ez Pz.

**[Vengeful and Unconquerable!]**

Feat: https://www.d20pfsrd.com/feats/combat-feats/unconquerable-resolve-combat/

Deed: https://www.d20pfsrd.com/CLASSES/HYBRID-CLASSES/SWASHBUCKLER/#Deeds\_of\_Renown

These now work together, with Vengeful Heart treating you Swashbuckler Level as Samurai Level for all purposes in relation to the Resolve Class Feature, allowing use of the feat in question.

**[Gun Admixture]**

So this one's a bit of a convoluted mess, but if you take Exploding Bullet as a Gun Chemist you are then able to apply Targeted Bomb Admixture to your gun, That is all.

**[Added Bans and Un-bans!]**

Paragon Surge is Off the Ban List! (Half-Elves lemme hear you say Heeeey-yoooo!) *Cricket Noises.*

Numerian Fluid is now on the Ban List.

Wendifisa Spear is now on the Ban List.

**[Dragon's Breath rounds in my M16?]**

Advanced Firearms have alchemical cartridge variants that cost the normal amount of the alchemical cartridge+the cost of the ammunition for the weapon as default.

**[Spiritual Weapon, the weapon for all!]**

Spiritual Weapon now has the following text added to it in place of "plus your Wisdom modifier as its attack bonus." -> "plus either your Wisdom or Charisma bonus (whichever is higher) as it's attack bonus."

**[Primal Companion's got 3 heads? Why?]**

Pretty straight forward, a primal companion's animal companion does not require taking evolutions for parts it already has, if it has claws it does not need to take the claws evolution for the sake of unlocking further evolutions based on a claw attack.

**[Lizardfolk Languages]**

As Lizardfolks are a Xenophobic race that was made as part of showcasing the race building system they're additional languages from Intelligence are not listed on the race page itself, so we've added the list of additional languages they can take now. Common, Dwarven, Aquan, and Gnome.

**[Gnoll Languages]**

Same vein as the above post. Common, Sylvan, Draconic, and Orcish

**[Tepoztopilli Steel Variant]**

Not typing it again, but that weapon has a Steel Variant, also it belongs to the Polearm and Tribal Weapon Groups. It's Cost is 4x it's default listing and weights twice and much.

**[Efreeti more like... I-freet-reeeee]**

Efreeti Magic alternate racial trait can be used to increase/decrease their own size in addition to other Ifrits.

**[I've got like... 25 of em.]**

Pathstones come in sets of 25 and last for 6 hours.

**[Ranged Feint]**

Ranged Feint allows you to use other feint related abilities and feats with ranged weapons as well as qualifying for feint abilities. https://www.aonprd.com/FeatDisplay.aspx?ItemName=Ranged%20Feint https://www.aonprd.com/FeatDisplay.aspx?ItemName=Two-Weapon%20Feint These work together, you can use ranged weapons with Ranged Feint with Two-Weapon Feint.

**[Spells aren't weapons though...?]**

Spell effects like Magic Fist and Barbed chains are not weapons for the purpose of effects that would only work on weapons such as power attack.

**[Make Fighters Great Again!]**

Fighters get the following new feature at level 2. Fighters gain a pool of combat stamina (as per the combat stamina feat stuff) equal to their CON + their fighter level, for all purposes this is the combat stamina feat, and applies as such. If you take the basic stamina feat it just turns into Extra Stamina for your fighter pool.

**[Firearms shouldn't misfire]**

https://www.d20pfsrd.com/feats/general-feats/create-enhanced-firearm/ ^ This can now be applied to already crafted firearms, using the base price of the firearm.

**[Summoned Animals]**

Animals summoned via Summoning spells gain the following tricks. Attack x2 and Subdue.

**[Gnomes suck, they need to stop hogging the goodies]**

Gnomes aren't the only Sabateurs in the world, so says I. https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Saboteur

**[Constructs are banned]**

Craft Construct has been added to the ban list, enough said.