(Public) Update Log (PGB 0.9+)

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PGB 0.9.

0 UPDATE

CHAPTER 1: RACES
● HUMAN
○ Survivor’s Luck (Pilgrim) now once per brief rest.
● VEX
○ Removed Resistant Design, since the Vex are technically biological organisms that made robot bodies
for themselves.
○ Added a flat +2 ASI.

CHAPTER 2: CLASSES
● Rift of Light is now a bonus action. We’ll see how this goes.
● COMBAT SPECIALTY (Defender & Sunbreaker): the Dual-Wielder option allows you to make your offhand
attack with a one-handed weapon.
○ GRENADES
■ Skip grenades end once they damage a target. Damage die size reduced.
■ Arcbolt, Firebolt, Axion Bolt, Lightning, Skip, and Spike grenades had their recharge value
reduced by one.

GUNSLINGER
● Removed auto rifles, pulse rifles, and trace rifles from proficiency list, to prevent some boogaloo with exotics.
Gunslingers may see these proficiencies restored in the future, if we can sort out the mess.

BLADEDANCER
● ARCSTRIDER
○ Open-Hand Techniques’ Aiming benefit now benefits all melee attacks, which means it can benefit
melee weapons, unarmed strikes, or Disorienting Blow, as examples—they’re all classified as some
kind of melee attack :)
● WHISPER
○ Blink is now a bonus action.
○ Removed auto-regain melee ability charge on Escape Artist.

NIGHTSTALKER
● FOCUS ACTIONS
○ Farsight affects only medium- or long-range weapons.

DEFENDER
● CALLING OF THE LIGHT
○ Ward of Dawn modified to let people know how charismatic their orb is.
○ Grants Armor of Light at 3rd level.
○ Illuminated now only grants Empowered.

VOIDWALKER
● MARKS OF THE VOID
○ Chaos Accelerant is now once/brief rest.
○ Insatiable is now once per turn.
○ It Follows removed, because axion bolt already benefits from your Light ability modifier.

SUNSINGER
● Skill proficiency reduced to Choose 2, instead of Choose 3. This keeps them in line with other classes.
● Removed heavy armor proficiency.
○ BALLAD OF FLAME
■ Flame Shield lost its “cannot lose concentration due to damage” clause.
○ BALLAD OF GRACE
■ Well of Radiance base healing increased to 3d10, does damage on cast, and grants
Empowered.
■ Grace of the Sun overhauled.
○ BALLAD OF DAWN
■ 80% overhauled. More flying involved now.

STORMCALLER
● MASTER OF THUNDER
○ Feedback altered, no longer needs people to punch you to work.
○ Fixed a typo that incorrectly had Arc Soul as a 6th level feature. Silly Arc Soul, 6th level is for melee
abilities!

CHAPTER 4: CHARACTER DETAILS


● Agent of a Minor Faction, Bound By the Past, and Dredgen moved to AG foundations.
○ If you already have one of these foundations in testing (either Challenge of Elders or Schwarzwald)
you can keep it, but no new characters can be made with these foundations.

CHAPTER 5: EQUIPMENT
● High-impact now reduces damage point values by an amount equal to twice your proficiency bonus.

CHAPTER 6: CUSTOMIZATION
● The following perks have been altered:
○ Accelerated Coils reduces the number of damage dice by one, instead of declaring it’s a 1d6.
○ Augmented Focus increases damage die size by two.
○ Cluster Bombs now grants the Loading property.
○ Final Round increases critical hit range.
○ Lightweight Frame reduces the damage die size by one, instead of declaring 1d8.
○ One-Two Punch now procs on a hit.
○ Perfect Balance now grants Finesse.
○ Shield Breaker increases the weapon’s damage die size when you take a shot against a target with
energy shield points.
○ Shot Package had the effects of Full Choke folded into it.
○ Take a Knee only procs while combat-prone.
○ Tracking requires you to be Aiming to invoke the perk.
○ Trench Barrel now works until the end of your next turn.
● Removed the following perks: Heavy Hitter, Full Choke, Grenades and Horseshoes
● Added the following new perks:
○ Particle Scattering added to slot 1 on fusion rifles.
○ Rapid Hit added to slot 3 on sniper rifles, sidearms, and scout rifles.
○ Precision Frame added to slot 1 on shotguns.
● Many weapons saw alterations to their perk lists.
● Melee weapon perks overhauled.

CHAPTER 7: COMBAT
● Defined how critical hit range works for weapon attacks.
● Damage point is taken into consideration before accounting for resistances or vulnerabilities.
● You can only dual wield effectively with two light (bulk) weapons. You need the dual-wielding combat specialty
to dual-wield a one-handed and light weapon.
● Defined the difference between prone and combat-prone.
○ Medium- and long-range firearms can benefit from combat-prone.

CHAPTER 8: LIGHT ABILITIES


● Defined how to draw AoEs on a grid.
CHAPTER 9: ADVENTURING
● Added optional rule, Invoking Passive Skills.

ARCHITECT’S GUIDE 0.5.2


● “Additional Character Foundations” added to Chapter 9. Introduces the Follower of Osiris, Gensym Awoken,
Iron Lord, Praxic Officer, Shadow of Earth, Speaker, Trinary Star Cultist, and Warlord foundations.
● EXOTIC WEAPONS
○ The following weapons have seen adjustments to their perks or properties: Abbadon, Fabian Strategy,
Huckleberry, Nova Mortis, Sweet Business, Thunderlord.
○ The following exotic weapons have been added:
■ 21% DELIRIUM
■ BASEBURNER
■ BLACK TALON
■ BRAYTECH RWP MK. II
■ BRAYTECH WEREWOLF
■ BREAKNECK
■ BUZZARD
■ DEVIL'S RUIN
■ DIVINITY
■ DOOMSDAY
■ EDGEWISE
■ EXIT STRATEGY
■ FELWINTER'S LIE
■ FIRST CURSE
■ GRAVEGUNNER
■ HUSH
■ KOMODO-4FR
■ LOADED QUESTION
■ MALFEASANCE
■ ONE THOUSAND VOICES
■ OXYGEN SR3
■ POINT OF THE STAG
■ PYTHON
■ RANDY'S THROWING KNIFE
■ REDRIX'S BROADSWORD
■ REVOKER
■ RUINOUS EFFIGY
■ STILLPIERCER
■ SUPER GOOD ADVICE
■ SYMMETRY
■ TARRABAH
■ TEMPTATION'S HOOK
■ TLALOC
■ TOMMY'S MATCHBOOK
■ TRAVELER'S CHOSEN
■ WENDIGO GL3
■ WHISPER OF THE WORM
■ WILL OF THE WISP
■ WITHERHOARD
■ WORLDLINE ZERO
■ YOUNG WOLF'S HOWL
PGB 0.9.1 UPDATE
A hotfix for 0.9, and some smaller changes.

GENERAL CHANGES
● Removed explosive as a damage type and instead turned it into a damage modifier. Rocket launchers deal
explosive kinetic damage, fusion grenades deal explosive solar damage, etc. Some creatures (swarms,
explodie bois, etc) will be vulnerable to explosive damage types.
● The Races chapter had an edit pass, so you might notice some slight wording/grammar changes.

CHAPTER 2: CLASSES
● Explosive grenades: Flux, magnetic, fusion, tripmine, incendiary, suppressor, flashbang, storm, scatter.
● Explosive supers: Blade Barrage, Fist of Havoc, Tectonic Fist, Thundercrash, Forgemaster, Scorched Earth,
Nova Bomb (all versions), Nova Warp, Dawnblade, Landfall.

SUPERCLASS
● Renamed “Light Grenade” to “Grenade Ability.” I have no idea why it took 2.5 years to do this.
● Now need a bonus action to reload a Cumbersome weapon with Rally Barricade.
● Empowering Rift grants its stage 2 Empowerment at 11th level, keeping it in line with other Empowerment
features.

GUNSLINGER
● SMG proficiency removed.
● Weapon of Choice cannot have Payload.
● SHARPSHOOTER
○ Damage scaling of Golden Gun altered.
○ Golden Gun makes a ranged weapon attack like normal (not a Light attack like before).
● OUTLAW
○ Damage scaling of Golden Gun altered.
○ Golden Gun makes a ranged weapon attack like normal (not a Light attack like before).
○ Proximity Explosive Knife causes explosive solar damage.
● SHOWMAN
○ Blade Barrage base damage reduced to 2d6.

BLADEDANCER
● WAY OF THE WHISPER
○ Vanish super ability recharge reduced to 17.

NIGHTSTALKER
● WRAITH
○ Vanishing Strike only grants active camouflage until the end of your next turn. This is to help
differentiate the super ability from Vanish.

STRIKER
● Can use Brawler to bonus action unarmed strike when you cast Storm Fist.
● ENGINEER
○ Renamed Seismic Strike to Shoulder Charge.
● GLADIATOR
○ Thundercrash gets the effect of Destroy Creature on one CR higher.
○ Fixed some wording with Ballistic Slam so it’s obvious it’s another form of Storm Fist.

DEFENDER
● CALLING OF THE LIGHT
○ Con saves on orb identified—part of the list of stuff the orb ignores.
● CALLING OF THE SHIELD
○ Void Detonators do explosive void damage.

SUNBREAKER
● CODE OF THE FIREFORGED
○ Removed a redundant sentence in Warmth.

VOIDWALKER
● Updated the text on Enhanced Lightcasting to affect damage or healing rolls, so it can be properly applied to
Healing Rift.
○ MARKS OF THE VOID
■ Handheld Supernova does explosive void damage.

SUNSINGER
● BALLAD OF DAWN
○ Reduced base damage to 3d8.
○ Celestial Fire does explosive solar damage.

STORMCALLER
● MASTER OF LIGHTNING
○ Channel the Storm base damage increased to 4d8.
● MASTER OF WIND
○ Chaos Reach base damage reduced to 4d8.
○ Ball Lightning is no longer an arc action, it is a new form of casting Thunderstrike.
■ Diameter reduced to 1 foot.
■ Only affects creatures the sphere passes through.
● MASTER OF THUNDER
○ Reduced Landfall’s base damage to 4d8.

CHAPTER 4: CHARACTER DETAILS


● Added Spanish to the modern human languages table.

CHAPTER 5: EQUIPMENT
● Rocket launchers and grenade launchers changed to explosive kinetic.

CHAPTER 6: CUSTOMIZATION
● The Elemental perk cannot be removed once applied.
● Icarus has been removed.
● Shoot to Loot removed from scout rifles and sniper rifles; is now unique to combat bows.
● Explosive Rounds added as a tier 2 perk on auto rifles, hand cannons, scout rifles, submachine guns, light
machine guns, and sniper rifles.
● Osmosis added to tier 2 sidearms and grenade launchers.

CHAPTER 7: COMBAT
● Updated the text between the Shot Capacity property and the Reload action to match each other.
● Added subsection to Damage Types explaining explosive damage.

CHAPTER 8: LIGHT ABILITIES


● Added subsection to Targets, “Overlapping Areas,” which stipulates that the effects of the same Light abilities
on the same space or target don't combine, and only the most potent effect applies. For example, if a 13th
level Stormcaller casts a Pulse grenade on the same space that a 5th level Stormcaller’s Pulse grenade
occupies, any creature affected by the grenades would only take the damage of the 13th level Stormcaller’s
grenade.
○ In the event of a tie, only one effect applies.
AG 0.5.3 UPDATE
ADDITIONAL CHARACTER FOUNDATIONS
● Removed Oratory from Warlord.
● Fixed the Speaker foundation so it stopped displaying the dev version of its feature 😅

EXOTIC ARTIFACTS & DEVICES


● The elemental telemetry device cannot be applied to exotic weapons, or to a weapon that has the elemental
property, perk, or another elemental telemetry device. It cannot be removed once applied.
PGB 0.9.2 UPDATE

GENERAL CHANGES
● Added flavor text to a few features that were missing it, did some grammar/clarification changes, adjusted
text to follow our internal style guidelines; lots of polish & shine happening.

CHAPTER 1: RACES

KRILL
● Acolyte’s Keen Eye updated to match all other Keen Eyes. All keen eyes are now equally special.

CHAPTER 2: CLASSES

SUPERCLASS
● Towering Barricade is now 15 feet long.
● Rift of Light changes:
○ Healing Rift heals all in the area on cast, and if you end your turn in the circle.
○ Empowering Rift empowers all in the area on cast. The empowerment isn’t lost when you exit the
circle, it’s lost at the start of the caster’s next turn.

GUNSLINGER
● SHARPSHOOTER
○ Over the Horizon only procs on medium- or long-range firearms.
○ Returned old dice scaling to Golden Gun.
● OUTLAW
○ Returned old dice scaling to Golden Gun.

BLADEDANCER
● WAY OF THE ARCSTRIDER
○ Combat Meditation now procs on half shield points, instead of 0 shield points.

NIGHTSTALKER
● Reduced the range of Smoke, and made it mortar.
○ TRAPPER
■ Base damage reduced to 2d8.
■ Blood Bound rolled into the base effect of Shadowshot.
■ Shadowshot only causes Large or smaller creatures to become Restrained.
■ The active camouflage effect in Keen Scout moved to 11th level, becoming a new feature,
Vanishing Step.
○ PATHFINDER
■ Moebius Quiver base damage reduced to 2d8.
○ FOCUS ACTIONS
■ Farsight altered to be an at-will Rangefinder perk, basically.

STRIKER
● GLADIATOR
○ Ballistic Slam causes the damage of your Storm Fist to become explosive arc.

SUNBREAKER
● Stamina Surge procs on half shields or less, instead of 0 shields.

VOIDWALKER
● HARBINGER OF CHAOS
○ Increased the amount of uses you have for Depths of the Void by one (you start with 2 uses).
● MARKS OF THE VOID
○ Chaos Accelerant no longer requires a bonus action, but is still limited to once/brief rest.
○ New Mark added, Unbound (Harbinger of Chaos, 2nd level): can be attuned to all Voidwalker
grenades simultaneously.

SUNSINGER
● Warhammer proficiency added.
● Heavy armor proficiency added.
○ BALLAD OF FLAME
■ Radiant Skin no longer grants resistances, gives you an overshield and advantage on melee
recharges instead.
○ BALLAD OF GRACE
■ Well of Radiance specified to deal solar damage.

STORMCALLER
● Electronics toolkit proficiency added.
○ MASTER OF WIND
■ Pulsewave procs on half shields, instead of 0 shield points.
○ MASTER OF THUNDER
■ Feedback overhauled so that—hopefully!—people die less trying to play this archetype.

CHAPTER 4: CHARACTER DETAILS


● New section added, “Your Death,” which contains three roll tables for determining some of the details of how
you died.

CHAPTER 5: EQUIPMENT
● Specified the payload radius of rocket launchers is 5 feet. For some reason we never actually did that???
Game development is wild.

CHAPTER 6: CUSTOMIZATION
● Attunement requirements removed from all PGB perks.

CHAPTER 7: COMBAT
● All information on hacking that was originally in Chapter 9 moved to Chapter 7, to keep it all in one place.
● Removed the note on firearms and non-fatal damage, as it is no longer relevant to the system. Discuss with
your Architect whether your gun can do non-fatal damage.

CHAPTER 9: ADVENTURING
● Removed Technology section, as it is no longer relevant with the Skills section being in place.
● Removed a conflicting sentence in the Scanners sections; scanners can see through objects!
● Flying/hovering creatures are now only granted advantage on Dexterity saving throws while flying/hovering.
● Removed Appendix A: Conditions and made it a section in Chapter 9.
○ Added the SRD conditions.
○ Removed the bonus +5 to Stealth rolls with active camouflage. This was just an artifact from a WAY
earlier build of the game (we’re talkin’ 0.4 or something) that...never got removed...
■ [spongebob_coffee.gif]
○ Bleeding condition removed.
○ Electrified now has a chance of causing paralysis.
○ Suppressed wording altered: A Suppressed creature cannot cast a Light ability, cannot cast a spell,
and cannot make recharge rolls.
○ Being Restrained is no longer an inherent trait of the Tethered condition.
AG 0.5.4 UPDATE
● NOTE: A much larger update is planned for the Architect’s Guide, to more fully address exotic issues.
○ On a similar note, we have a whole overhaul for the Bestiary in the works. Things just take time!
● Exotic attunement reduced to 10 minutes.
● Exotics modified:
○ PATIENCE AND TIME—fixed Take a Knee
○ MEMORY OF RADEGAST—no longer requires Heavy Guard
○ TEMPTATION’S HOOK—no longer requires attunement
○ Damage types fixed on rocket launchers and grenade launchers to reflect explosive change.
PGB 0.9.5 UPDATE
Highlighted items are changes that were made between the preview of the update and the launch of the update.
We’re trying to fit as much as we can into the last few update days we have—that’s why we’re at 0.9.5 instead of
0.9.3, too, because a bunch more got added now instead of later.

GENERAL CHANGES
● Heavy Weapons Expert (Combat Specialty) now affects all martial weapons and firearms, instead of only
melee weapons and firearms.
○ Reminder that though the combat bow is not a firearm, it is a martial weapon.
● This time, we gonna get FUNKY!
○ funky
■ funky
● funky
● FUNKY!
○ funky
■ funky
● funky
● Everybody clap your hands!
● Clap!
○ Clap!
○ Clap!
■ Clap your hands!
● Clap!
○ Clap!
○ Clap!
■ Clap your hands!
● Alright now ya’ll, we gonna do the basic step:
● Most features that had a 10-foot radius got bumped up to a 15-foot radius. Extended radii are now 40 ft.,
instead of 30. See individual changes noted below.

CHAPTER 2: CLASSES

SUPERCLASS
● Gambler’s Dodge procs on targets within 15 ft. of you, instead of 10 ft.
● Removed the “For example” bit on Marksman’s Dodge, as it is no longer relevant (we explain critical range
adjustments elsewhere).
● Barricade is a bonus action.
○ GRENADE CHANGES
■ Arcbolt and Firebolt radius increased to 15 ft.

GUNSLINGER
● Jack of All Guns moved to 2nd level, Weapon Modification moved to 7th level.
○ OUTLAW
■ Fan the Hammer radius increased to 15 ft.
○ SHOWMAN
■ Clarified that the melee recharge reduction provided by Decisive Edge is permanent.

BLADEDANCER
● Fast-Acting Aim does not grant advantage, but does allow you to benefit from Expert Attack.
● Cannot invoke Expert Attack on Payload weapons.
● Arc Twitch no longer inherently requires your reaction to use, only Lightning Strikes does.
● Lightning Strikes does not require you to succeed on the Dex save to use it.
○ WAY OF THE SWIFTCUTTER
■ The More the Merrier radius increased to 15 ft.
■ Overflow no longer requires YOU to make the final blow.
○ WAY OF THE WHISPER
■ Blink recharge reduced to 5-6.
■ Renamed Vanish to Vanishing Act.
● Vanishing Act feature reworked and renamed, is now Phantom Cloak: grants active
camouflage for 1 minute, making an attack/causing a saving throw does not end it.
■ Infiltrator 50% reworked. Removed the grenade-invisibility thing, now affects the speed at
which you can become Combat-Prone, and Blink causes invisibility.
■ Escape Artist now procs on melee attacks, not using Blink.

NIGHTSTALKER
● Nightstalker base class feature Vanishing Step renamed to Silent Step.
○ TRAPPER
■ Shadowshot’s void anchor base radius increased to 15 ft. Clarified that an opening must exist
for you to tether someone.
■ Shadowshot now allows creatures to make a Charisma save vs your Light save DC + LL,
allowing them to use up to 5 ft of their movement speed on a success.
■ Snare reworked, now causes creatures in the area of Smoke clouds to become Restrained. The
wombo-combo has finally made its way to D&Destiny.
■ Vanishing Step grants melee and grenade recharges based on how poorly you calculated your
position in the encounter.
■ Black Hole increases void anchor radius to 40 ft.
○ PATHFINDER
■ Heart of the Pack radius increased to 40 ft.
○ WRAITH
■ Change wording to make Corrosive Smoke optional. You don’t always have to Poison your
enemies, sometimes you just wanna give them a bad cough.
○ FOCUS ACTIONS
■ At the Ready radius increased to 15 ft.

STRIKER
● ENGINEER
○ Tectonic Fist radius increased to 15 ft.
● GLADIATOR
○ Thundercrash radius increased to 15 ft.

DEFENDER
● Disintegrate causes an overshield as part of the base function.
● Protective Light and Radiant Light base increased to 15 ft.
● Brilliant Light increased to 40 ft.
○ CALLING OF THE LIGHT
■ Unbreakable edited to reflect the change to Disintegrate.
○ CALLING OF THE SHIELD
■ Resupply now procs if the creature is reduced to 0 while it has a void detonator, or from the
damage of a void detonator.
■ Resupply radius increased to 15 ft.
■ Rallying Force radius increased to 15 ft.
○ CALLING OF THE SENTINEL
■ In the Trenches radius increased to 15 ft, affects all super recharge rolls until the end of your
turn.
■ Sentinel’s Strength increases critical hit range by one, instead of declaring 19-20.

SUNBREAKER
● Can now choose between armorsmithing and weaponsmithing toolkit proficiencies.
○ CODE OF THE DEVASTATOR
■ Re-wrote the If I Had a Hammer feature, so hopefully how it works is more clear.
● You can have multiple hammers from that feature now, but you will need a second
melee ability charge to do so.
■ Flaming Whirlwind procs at the end of the line, not along the entire line.
○ CODE OF THE FIREFORGED
■ Forgemaster’s Suncharge feature requires it to be a straight line, and it can go up to 15 ft.,
instead of always 15 ft.
■ Warmth base radius increased to 15 ft.
■ Solaris Cordis increased to 40 ft.
○ CODE OF THE SIEGEBREAKER
■ Sunspots are diameter, not radius. They last for the duration of your super regardless if you
are concentrating on the super.
■ Sunburst causes a Sunspot on hit, instead of an explosion. While standing in the area of any
Sunspot, advantage on melee, grenade, and superclass recharge rolls.
■ Endless Siege reworked, now grants advantage on super recharge rolls while within a Sunspot,
and you can make super recharge rolls in this way while concentrating on super ability.
■ Endless Siege moved to 18th level.
■ Firekeeper moved to 15th level.

VOIDWALKER
● Devour radius increased to 15 ft.
○ HARBINGER OF DESTRUCTION
■ Nova Bomb radius increased to 10 ft.
■ Shatter attunement makes 10-ft. cubes.
○ HARBINGER OF KNOWLEDGE
■ Nova Bomb radius increased to 10 ft.
■ Buffed damage of Vortex attunement.
■ Cataclysm attunement does not require concentration, and you add your LL to the DC of
Cataclysm.
○ HARBINGER OF CHAOS
■ Base radius of Void Eruption increased to 10 ft.
■ Arcane Speed renamed to Arcane Distortion. Speed benefit removed, focuses solely on
displacing the origin of Nova Eruption.
■ Arcane Strength and Arcane Force swapped names.
■ Arcane Distortion, Force, and Strength all edited to grant new ways to spend Depths of the
Void.
● MARKS OF THE VOID
○ Annihilate increases radius by 10 ft.
○ Enhanced Warp Ammo removed, effect folded into Warp Ammo.
○ Warp Ammo reworded to simply increase critical hit range.

SUNSINGER
● Divine Blessing radius increased to 15 ft.
● Blessed Presence range increased to 40 ft.
○ BALLAD OF FLAME
■ Searing Effulgence grants Empowered condition.
■ Song of Flame base radius increased to 15 ft., extended radius increased to 40 ft.
○ BALLAD OF GRACE
■ Guiding Flame radius increased to 15 ft.
■ Well of Radiance damage/healing reduced to d8s instead of d10s.
● Add a Con save against the damage of the Well.
● Clarified the damage/healing scale of Well of Radiance.

STORMCALLER
● Chain Lightning range increased to 15 ft.
○ MASTER OF LIGHTNING
■ Electrostatic Mind radius increased to 15 ft.
■ Supercell radius increased to 15 ft.
○ MASTER OF WIND
■ Ionic Trace procs whenever a creature is reduced to 0, and the radius of effect was increased
to 30 ft.
○ MASTER OF THUNDER
■ Feedback radius increased to 15 ft.
■ Arc soul slightly reworded, and now instead of always being at the end of the creature’s turn,
it’s whenever the creature wants on their turn.
■ Ionic Surge reworked, now allows you to make melee and grenade recharges whenever arc
soul does a damage.
■ Echoing Thunder now procs on any attack within range, not just melee attacks.
■ Thunderstruck radius increased to 40 ft.

CHAPTER 3: GHOSTS
● Changed the wording so that it’s a Restoration USE, not Restoration point, that you track.

CHAPTER 5: EQUIPMENT
● WEALTH & GLIMMER
○ Changed the maximum amount a Ghost can store to 250,000. The 62,500 amount was a
programming joke, but we’re coming up on v1.0 now, so we gotta get serious. Which does mean,
eventually, the “What is the Darkness?” bit will be removed.
● WEAPONS
○ Noted that any weapon that can be used with 5e can be used for D&Destiny.
○ Noted that tracking shot capacity is almost entirely optional and will only affect gameplay balance if it
costs an action or bonus action to reload the weapon.
○ Renamed the non-firearms table to the General Weapons table.
○ Specified that weapons belong to both a category (simple or martial) and an archetype (melee,
ranged, or firearm).
○ Split the simple firearms and martial firearms into two separate tables, re-organized how they are
presented.
● ADDITIONAL GEAR
○ Noted that the glimmer required to make an item is not an arbitrary value based on the traditional
correlation of supply and demand, it is literally the amount of glimmer you need in order to make the
item out of glimmer.

CHAPTER 6: CUSTOMIZATION
● Removed the Dual Barrel change that was previewed, as we’re keeping the radius-vs-diameter differential
after all.
● Attunement section removed, as it is no longer relevant to the PGB.
● Field Scout radius to proc reduced to 10 ft.
● Full Draw now grants the Finesse property.
● Particle Scattering is now a 15-foot cone.
● Ricochet Rounds procs on a 5 or 6.
● Surrounded radius increased to 15 ft.

CHAPTER 7: COMBAT
● GHOST ACTIONS
○ Resurrect action now allows you to immediately take actions, bonus actions, and reactions on your
initiative like normal.
○ The little nib about how to take Resurrect action based on paracausal force was removed.

CHAPTER 8: LIGHT ABILITIES


● Added a picture to help explain the difference between drawing a radius effect on a grid, and drawing a
diameter effect on a grid.
CHAPTER 9: ADVENTURING
● SKILL CHALLENGES
○ Added a new function of skill challenges, the Ideal Check clause. Basically, your Architect states what
the ideal checks for a skill challenge are, and if you don’t use one of those checks, you have
disadvantage.
○ Added the option of using skills, tools, and toolkits in a skill challenge.
● PARACAUSAL FORCE
○ Lightly re-organized this section to hopefully give a better idea of how, exactly, paracausal force
interacts with the base rules of the game: by modifying them. The Light Zone is the bog-standard,
nothing-has-changed force, while all other forces apply different conditions.
○ Added a blurb that paracausal force is not a linear scale, and that the forces listed here are not the
only forces that exist.
○ It now costs a Restoration point for your Ghost to take the Resurrect or Heal action in a Light zone,
following the rules in the Combat chapter like normal. Your Ghost can still resurrect you on its own—
again, following the Combat chapter rules for the Resurrect action like normal.

AG 0.5.5 UPDATE
● EXOTIC WEAPONS
○ Tommy's Matchbook: Changed the timing of the burning damage to make the effect easier to
understand, and increased stacks required for fire/solar resistance, since damage is now delayed.
○ Buzzard, Edgewise, Exit Strategy, Tlaloc: Their perks that originally required attunement
(Osmosis, Demolitionist, and Swashbuckler) are now updated to current versions, and do not require
attunement.
○ Abbadon, Ace of Spades, Divinity, Gjallarhorn, Graviton Lance, Ice Breaker, Loaded
Question, Necrochasm, Nova Mortis, One Thousand Voices (Innate), Oxygen SR3, Sunshot
(Perk and Innate) The Colony (Innate), Thunderlord, Xenophage, and Zen Meteor (Innate):
Explosive added as a property of some part of the weapon. Weapons labeled as (Innate) had their
weapon damage changed, otherwise the weapon had a perk's damage changed.
○ The Last Word: Last Word perk updated to increase critical hit range by 1, instead of specify 19-20.
○ Dragon's Breath and Anarchy: The burn/arc trap damage now ignores damage points of 50 or
below, instead of all damage points/having old high-impact. (The Dreadnaught ain't taking that
damage).
○ MIDA Multi-tool: Updated The MIDA Touch to be in line with current High-impact.
○ Xenophage: Removed the high-impact effect from Pyrotoxin Rounds as machine guns already have
high-impact inheirant to them.
○ The Recluse: Damage changed to 1d6, to remove confusion about a potential 1d2 damage die.
PGB 1.0 UPDATE

GENERAL CHANGES
● Detect Light and Dark altered slightly. You can now detect creatures OF the Light or the Darkness, and it
allows you to learn the level (or individual CR) of the creature when you detect them.

CHAPTER 2: CLASSES
● Altered the list of resistances that duration supers get. We didn’t note every change below, only the major
changes to duration super resistances that are not fully encompassed by this entry on the changelog.

SUPERCLASS
● GRENADES
○ Reduced grenade attunement time to 10 minutes.
○ Thermite and Voidwall are 25 ft long.
○ Specified that Voidwall is void damage, and Thermite is solar damage.
● RIFT OF LIGHT
○ Changed Rift of Light to a 5 ft radius, instead of a 15-foot diameter. I cannot remember why it was
written as a diameter.
● BARRICADE
○ Clause that it fails all saving throws.
○ Can make superclass recharges while barricade is active, but can only have a max number active
equal to your maximum for superclass charges.

GUNSLINGER
● Updated wording on Hot Shot to reflect changes to high-impact.
● Weapon of Choice can no longer be a weapon with the Automatic Fire property.

BLADEDANCER
● Tricks of the Trade allows you to pick any skill, toolkit, or vehicle to buff. The whole “thieves toolkit” thing was
a relic of an older class build.
● Clarified that Fast-Acting still requires you to meet all other conditions of Expert Attack.
○ WAY OF THE ARCSTRIDER
■ Open-hand techniques allows you to apply arc damage to unarmed strikes.
■ Removed the bit about Fast-Acting and unarmed strikes.
○ WAY OF THE WHISPER
■ Phantom Cloak persists only while concentrating on Vanishing Act.
■ Infiltrator no longer provides active camo when you Blink.
■ Escape Artist procs on hit, and you can spend a grenade charge to grant yourself active camo.
■ Enhanced Blink provides active camo on Blink.

NIGHTSTALKER
● Added a Case Study note to Smoke, to better explain what happens with it.

STRIKER
● JUGGERNAUT
○ Fist of Havoc grants 10 ft. speed increase.

DEFENDER
● CALLING OF THE SHIELD
○ Banner Shield grants resistances to bludgeoning, kinetic, piercing, slashing, and void damage.
● CALLING OF THE SENTINEL
○ Sentinel Shield grants resistances to bludgeoning, kinetic, piercing, slashing, and void damage.
SUNBREAKER
● All Codes had a bonus 10 ft. of movement added to their supers.
● Inner Flame (Soothe) is a bonus action, and it does hit point healing.
○ CODE OF THE FIREFORGED
■ Warmth applies to all healing.
○ CODE OF THE SIEGEBREAKER
■ Noted that all Sunspots count as super damage for Destroy Creature.

VOIDWALKER
● HARBINGER OF DESTRUCTION
○ Returned Nova Bomb to its old radius of 5 ft.
○ Shatter requires cubes to be within 10 feet of another cube.
○ Re-worded War Caster to include superclass ability.
● HARBINGER OF KNOWLEDGE
○ Returned Nova Bomb to its old radius of 5 ft.
○ Cataclysm is basically a massive axion bolt grenade now (with increased speed), and upon striking its
target, can grant incapacitated for up to a minute.
● HARBINGER OF CHAOS
○ Redid the Chaos table, mostly shuffled things around to save on space and fit the whole thing onto a
single page. Some results did change in order to make that happen.
● MARKS OF THE VOID
○ Annihilate only adds a 5 ft radius buff.
○ Bombs Away is a bonus action.
○ Revamped version of It Follows added: when Cataclysm detonates, it unleashes three axion seekers
as described by the axion bolt grenade.

SUNSINGER
● BALLAD OF GRACE
○ Restructured the way Well of Radiance is presented.
○ Well of Radiance only heals creatures of your choice who end their turn in it.

STORMCALLER
● MASTER OF THUNDER
○ Removed the limit on Arc Souls active at a time, as that didn’t actually limit the potential number of
arc souls granted. Go ahead, send your squirrel army after the enemy.

CHAPTER 5: EQUIPMENT
● Define final toolkit list.
● Expanded toolkit options and better defined how toolkits work and what you can do with them.
○ VEHICLES
■ Deleted the features of vehicles from this section, as the point of the Vehicles entry in the PGB
is just to lay down the very basics of what a vehicle is. The stat blocks, features, expanded
mechanics, etc of vehicles will be going into the AG.

CHAPTER 6: CUSTOMIZATION
● Added armor reinforcements, which allow you to bolster the AC bonus provided by Guardian armor. Basically,
we took the +1/+2/+3 exotic armor and instead made it a rule in the PGB.
● Weapons and armor can be upgraded at a rate of one tier/stage per hour.
● Clarified the rules for how to make the upgrade/reinforcement.
○ WEAPON PERKS
■ Specified order of operations when it comes to Javelin + Rangefinder.
■ Removed Icarus from the trace rifles perk list.
CHAPTER 7: COMBAT
● DAMAGE CAUSED BY MOVEMENT
○ Capped the maximum amount of falling marks you can have to 50.
○ Returned old method of calculating damage caused by being shoved, rewritten to hopefully be more
clear this time.

CHAPTER 8: LIGHT ABILITIES


● Redid the “drawing on a grid” image to show an accurate 5 ft radius.
● Removed “What is the Darkness?” section. Rest in peace, my friend unu

CHAPTER 9: ADVENTURING
● Removed character sheet section. We’re working on it, promise!
○ LIGHT-BOOSTED JUMPS
■ Fixed the Infinite Jump glitch.
■ Warlock and Titan jumps are called Glide and Boost, respectively.
■ Titans sink like a rock.
○ SKILL CHALLENGES
■ Added “Forgoing your Turn” section.
■ Noted that, like with all things, Ideal Checks is part of the conversation that happens between
players and Architect, and your Architect has final say over everything.
○ CONDITIONS
■ Empowered is one bonus die on all weapon attacks on your turn, instead of two on one
weapon attack.
■ Combat-prone altered to include what the heck to do with Light attack rolls, etc.
■ Electrified has a 50% chance to proc now (roll of 3 or lower).

PGB 1.0 PUBLIC UPDATE


Grammar changes were made across the whole document, and only one minor mechanical change occurred because
of them: the Voidwalker (Harbinger of Knowledge) had its Vortex attunement incorrectly listed as a 10-ft radius. This
has been corrected to a 5-ft radius.

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