Core Rulebook 2nd Printing Errata

Monday, November 9, 2020

With the Pathfinder Core Rulebook 2nd printing beginning to arrive, we’ve published a list of errata found by Paizo staff and fans alike. Many thanks to those of you from paizo.com and other fan communities who helped find potential errata. While there’s a variety of small improvements, here’s a list of five of the changes that appear in the errata that had the most scope. Some of these were also present in the first set of errata:

  • All classes increase their unarmed attack proficiency along with their weapons.
  • Alchemists gain a scaling item DC without taking a feat and can make more of their field specialty items at 1st level, instead of 5th. They all gain medium armor proficiency in addition to unarmored and light armor.
  • We simplified how you carry items into held, worn, and stowed items, making it easier to determine where you can find each of your items without needing to go nitty gritty and buy every bandolier, pouch, and pocket to contain them.
  • We lowered the Bulk of several items and separated out the alchemist’s kit, which is for travel, from the alchemist’s lab, which is very heavy. These changes make it easier to carry your important tools on the go.
  • We clarified Sustained spells to make it clear whether you could Sustain them multiple times in the same turn and get a benefit.

We hope these errata make the game even easier and more fun to play and run. Thanks to all the editors and playtesters for the Core Rulebook for helping us put out a product with relatively few errors despite how massive it is. While of course, no book is ever perfect and more errata may come down the line, we’re expecting that there won’t be any future updates of this size.

Mark Seifter
Design Manager

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Tags: Errata Pathfinder Pathfinder Second Edition
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2 people marked this as a favorite.

First, thanks for the update!

On healer's tools:
With the simplification of how you carry items and the ability for everyone to wear 2 bulk of tools I have to wonder why it wouldn't have been easier in every way to just change tools to 1 hand needed as the times someone would go out of their way to not wear the tools seems like it'd be small enough to not warrant the effort to make the distinction.

Liberty's Edge

8 people marked this as a favorite.
Mark Seifter wrote:

Everyone, thank you for your patience. The great way you all responded here, offering that patience again despite how long you've had to wait, was helpful to me in expediting some of the talks I needed to have with various people. Here's what we've got:

1) We want one-handed weapon characters who keep a free hand to be able to use their worn tools, and that includes Battle Medicine. Last night, Jared Thaler cleverly noticed the same thing that the design team had noticed just a bit earlier ourselves that this applies to more than just healer's tools so was a bit bigger than it seemed.

The end result was adding an update on the errata for Battle Medicine and for worn tools. Basically if you're wearing a set of tools, you don't need one hand to hold the kit and the other hand to hold the specific thing you're using (bandage, lockpick, or what have you), you just need one hand to draw the items you need, and the kit as a whole stays worn.

2) In the errata entry for attacks, added a breakdown explanation of attack rolls, the attack trait, and multiple attack penalty.

3) Much more minor, but to clarify the math of Cloud Jump, added an example of a character with 40 foot Speed who rolled a 25 and has Cloud Jump.

4) A few of the errata moved to the "Part 2" section because of the expansion of the "Part 1" errata made "Part 1" run out of space again.

These should all be live right now, thanks to Andrew White again for pushing the update.

THANK YOU

THANK YOU
THANK YOU

especially for the Battle Medicine clarification.

THANK YOU
THANK YOU
THANK YOU

Liberty's Edge

I wonder how many posts were dealing with this topic now finally laid to rest.

Thank you again.

Sczarni

3 people marked this as a favorite.

I already started sharing the happy news ^_^

Thank you to everyone involved.

2020 didn't end up being all bad after all.

Liberty's Edge

Pathfinder Rulebook, Starfinder Society Subscriber
Mark Seifter wrote:

1) We want one-handed weapon characters who keep a free hand to be able to use their worn tools, and that includes Battle Medicine. Last night, Jared Thaler cleverly noticed the same thing that the design team had noticed just a bit earlier ourselves that this applies to more than just healer's tools so was a bit bigger than it seemed.

The end result was adding an update on the errata for Battle Medicine and for worn tools. Basically if you're wearing a set of tools, you don't need one hand to hold the kit and the other hand to hold the specific thing you're using (bandage, lockpick, or what have you), you just need one hand to draw the items you need, and the kit as a whole stays worn.

Battle Medicine has the Manipulate trait, it's not Interact (which explicitly states the use of an open hand.)

Manipulate however...

"Manipulate: You must physically manipulate an item or make gestures to use an action with this trait."

It can be easily argued that you could manipulate a lever or poke a button with a glaive in two hands, or make gestures with it (enraged Star Wars sandpeople, for example). I wish this was clearer. Is the intention that the Manipulate trait must be performed with an open hand?

If so, let's clarify it once and for all.

Design Manager

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Interact is not a trait. It is the name of an action, which has the manipulate trait.

Grand Lodge

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Mark Seifter wrote:

Everyone, thank you for your patience. The great way you all responded here, offering that patience again despite how long you've had to wait, was helpful to me in expediting some of the talks I needed to have with various people. Here's what we've got:

1) We want one-handed weapon characters who keep a free hand to be able to use their worn tools, and that includes Battle Medicine. Last night, Jared Thaler cleverly noticed the same thing that the design team had noticed just a bit earlier ourselves that this applies to more than just healer's tools so was a bit bigger than it seemed.

The end result was adding an update on the errata for Battle Medicine and for worn tools. Basically if you're wearing a set of tools, you don't need one hand to hold the kit and the other hand to hold the specific thing you're using (bandage, lockpick, or what have you), you just need one hand to draw the items you need, and the kit as a whole stays worn.

2) In the errata entry for attacks, added a breakdown explanation of attack rolls, the attack trait, and multiple attack penalty.

3) Much more minor, but to clarify the math of Cloud Jump, added an example of a character with 40 foot Speed who rolled a 25 and has Cloud Jump.

4) A few of the errata moved to the "Part 2" section because of the expansion of the "Part 1" errata made "Part 1" run out of space again.

These should all be live right now, thanks to Andrew White again for pushing the update.

Thank you so much for an answer on Battle Medicine, Mark, and for all your work here! This puts a lot of fretting in our corner of the community to rest.


5 people marked this as a favorite.

Yay! Looks like my guess on the how the new worn tools works was right, one hand to use worn tools to do the action gives a LOT of flexibility to one-handed weapon wielders.

I love the mechanics of the worn tools! That's another layer of character customization that's going to bring a lot of flavor to the table. Thieves Tools being accessible as an item as well is really cool.

Grand Archive

2 people marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
graystone wrote:

First, thanks for the update!

On healer's tools:
With the simplification of how you carry items and the ability for everyone to wear 2 bulk of tools I have to wonder why it wouldn't have been easier in every way to just change tools to 1 hand needed as the times someone would go out of their way to not wear the tools seems like it'd be small enough to not warrant the effort to make the distinction.

Because you have that advantage with only 2 bulk of tools, so about two toolsets. So if a character wants to have healing tools, repair tools, and alchemist tools, one of those would not get the one-hand, free to draw advantage, and they need to draw/stow it to use it. So it promotes spreading tool usage across the party.

(Snare and artisans tools are 2 bulk, thief tools are L, rest is 1 bulk)


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Elfteiroh wrote:
graystone wrote:

First, thanks for the update!

On healer's tools:
With the simplification of how you carry items and the ability for everyone to wear 2 bulk of tools I have to wonder why it wouldn't have been easier in every way to just change tools to 1 hand needed as the times someone would go out of their way to not wear the tools seems like it'd be small enough to not warrant the effort to make the distinction.

Because you have that advantage with only 2 bulk of tools, so about two toolsets. So if a character wants to have healing tools, repair tools, and alchemist tools, one of those would not get the one-hand, free to draw advantage, and they need to draw/stow it to use it.

LOL I understand it's technically possible to have more tools than bulk allowance, the chances you're want/need to have all worn are slim at best. You'd need to be someone with Quick Alchemy [or equivalent], battle medicine and quick repair all on the same character for that to be an issue. Is that common enough that it's an issue?

Elfteiroh wrote:
So it promotes spreading tool usage across the party.

I don't get this comment at all. Unless you're taking the specific feats or class abilities where the tools are used in activities counted in actions, there isn't a need for wearing the tools: being 1 or 2 hands doesn't impact a Treat Wounds check for instance so where is that incentive? Same with anyone with the repair kit and no quick repair? 1 or 2 hands doesn't impact a 10 minute activity.


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We will see more tools in the future and skill feats that interacts with tools, so with time I can see competition for worn tools.


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Kyrone wrote:
We will see more tools in the future and skill feats that interacts with tools, so with time I can see competition for worn tools.

Will we? What skill feats using tools, and counted in actions, are we missing and if we do wouldn't someone with current feats that use those tools be the people that would pick up those? [IE if you have another quick medicine feat, wouldn't the battle medicine guy be the one picking it up?] Or tools? Wouldn't that require new skills to have new tools as new tools for old skills is a side-grade not an increase?


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graystone wrote:
What skill feats using tools, and counted in actions, are we missing

Perhaps new skill feats will be created, and staff won't have to rely solely on what was produced for PF1.


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CrystalSeas wrote:
graystone wrote:
What skill feats using tools, and counted in actions, are we missing
Perhaps new skill feats will be created, and staff won't have to rely solely on what was produced for PF1.

Sure it's possible, but a new tool-based skill seems less likely than needing more than 2 bulk of tools on hand to avoid the action to draw them.

*shrug* I was just curious why all the hoops when just changing hands needed seems so much easier in every way. IMO, it just seems you're unlikely to run into the limit for the current tool wear so it seemed like extra effort for no gain.

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.

I appreciate the update, Mark!

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Well, a snare ranger can't have healer's tools for battle medicine and quick snare, for example.
And *I'll be honest, I've got a character that has more tools that they can wear.


2 people marked this as a favorite.

Whoo! You had me going for a second there, Mark. But thanks for the quick update nonetheless!

Kinda-Sorta off-topic:
Now to see if/when we’ll get dev team input on the whole Learn a Spell debacle that I'm a bit hesitant to bring up after the toxicity that happened in the other threads.

RPG Superstar Season 9 Top 16

Elfteiroh wrote:

Well, a snare ranger can't have healer's tools for battle medicine and quick snare, for example.

And *I'll be honest, I've got a character that has more tools that they can wear.

Yeah, the 2 Bulk limit is super rough when so many tool kits weigh that much. And there's no options to increase that limit.

I'm concerned about the finesse not working with traits like trip and disarm.

Shadow Lodge

2 people marked this as a favorite.

Could we please get a version of the Errata organized by date? It would be really helpful if we could easily tell which changes are actually 'new'.

Thank you.


Mark Seifter wrote:

Everyone, thank you for your patience. The great way you all responded here, offering that patience again despite how long you've had to wait, was helpful to me in expediting some of the talks I needed to have with various people. Here's what we've got:

1) We want one-handed weapon characters who keep a free hand to be able to use their worn tools, and that includes Battle Medicine. Last night, Jared Thaler cleverly noticed the same thing that the design team had noticed just a bit earlier ourselves that this applies to more than just healer's tools so was a bit bigger than it seemed.

The end result was adding an update on the errata for Battle Medicine and for worn tools. Basically if you're wearing a set of tools, you don't need one hand to hold the kit and the other hand to hold the specific thing you're using (bandage, lockpick, or what have you), you just need one hand to draw the items you need, and the kit as a whole stays worn.

2) In the errata entry for attacks, added a breakdown explanation of attack rolls, the attack trait, and multiple attack penalty.

3) Much more minor, but to clarify the math of Cloud Jump, added an example of a character with 40 foot Speed who rolled a 25 and has Cloud Jump.

4) A few of the errata moved to the "Part 2" section because of the expansion of the "Part 1" errata made "Part 1" run out of space again.

These should all be live right now, thanks to Andrew White again for pushing the update.

First, let me give thanks for the Battle Medicine and Healer's Tools (and tools in general!) clarification for hand requirements and what they entail. It's helpful to finally know the real answer to this, which is one hand if worn, two hands if not.

Second, I also appreciate the subtle but significant buff of letting players draw and stow tools for free, both when starting and when completing the activities, respectively. This is a big buff that makes using these items not so problematic in the grand scheme of things, one that I'll make sure both tables I play at are aware of.

That being said, I am a bit confused on how "worn tools" would work. Does this require you to have an actual container for them? Do Bandoliers and Hip Pouches and other similar containers serve as receptacles for tools to be worn in? I know there were rules for Bandoliers to be occupied entirely by a set of tools, are they required for treating tools as worn for the purposes of utilizing the tools for activities? It would seem to be how I would rule them to function, but an interpretation might lead some to believe that they can just be "designated" as worn (with no "container" to indicate what they're in or where they're located), and still follow the arbitrary 2 bulk limit.


graystone wrote:

First, thanks for the update!

On healer's tools:
With the simplification of how you carry items and the ability for everyone to wear 2 bulk of tools I have to wonder why it wouldn't have been easier in every way to just change tools to 1 hand needed as the times someone would go out of their way to not wear the tools seems like it'd be small enough to not warrant the effort to make the distinction.

A tool kit being a container full of objects, so you have to hold it in the one hand while your other hand takes the tools out and puts them back in during use and thus a tool kit taking 2 hands to use remains consistent with the way the other containers in the game work.

That they have a special trait to, as an example, take all the bits and bobs out of your doctor bag and stuff them in your pockets and strap them to your chest for easy access doesn't necessitate making them a one-handed item like some kind of all-purpose medical spray - and if they were one-handed despite their description of being stuff in a container, would likely cause someone to say "then why do I need 2 hands to move items in or out of a backpack?"


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Darksol the Painbringer wrote:
That being said, I am a bit confused on how "worn tools" would work. Does this require you to have an actual container for them? Do Bandoliers and Hip Pouches and other similar containers serve as receptacles for tools to be worn in?

According to the errata, bandoliers, hip pouches, etc... don't exist anymore. You don't mechanically need to call out HOW you're wearing the tools. You just get to wear up to 2 bulk of tools.

Sczarni

3 people marked this as a favorite.
Darksol the Painbringer wrote:
I am a bit confused on how "worn tools" would work. Does this require you to have an actual container for them? Do Bandoliers and Hip Pouches and other similar containers serve as receptacles for tools to be worn in? I know there were rules for Bandoliers to be occupied entirely by a set of tools, are they required for treating tools as worn for the purposes of utilizing the tools for activities? It would seem to be how I would rule them to function, but an interpretation might lead some to believe that they can just be "designated" as worn (with no "container" to indicate what they're in or where they're located), and still follow the arbitrary 2 bulk limit.

All of the "containers" were removed in the Errata. You can get refunded for them if you play Society.

Now you just designate what is Carried, Worn and Stowed. Of those, you can "wear" up to 2 Bulk of Tools (or L Bulk if wearing Fine Clothing).

Sczarni

2 people marked this as a favorite.

Wow! Ninja'd by 3 seconds! Good job ^_^


Nefreet wrote:
Darksol the Painbringer wrote:
I am a bit confused on how "worn tools" would work. Does this require you to have an actual container for them? Do Bandoliers and Hip Pouches and other similar containers serve as receptacles for tools to be worn in? I know there were rules for Bandoliers to be occupied entirely by a set of tools, are they required for treating tools as worn for the purposes of utilizing the tools for activities? It would seem to be how I would rule them to function, but an interpretation might lead some to believe that they can just be "designated" as worn (with no "container" to indicate what they're in or where they're located), and still follow the arbitrary 2 bulk limit.

All of the "containers" were removed in the Errata. You can get refunded for them if you play Society.

Now you just designate what is Carried, Worn and Stowed. Of those, you can "wear" up to 2 Bulk of Tools (or L Bulk if wearing Fine Clothing).

Interesting. While there is a limit on tools, what about other items, like consumables and weapons? Do they have limits too, or are the only limits going to be your actual bulk capacity?


Nefreet wrote:
All of the "containers" were removed in the Errata.

Not all. As far as I know, we still get backpacks for our 2 bulk refund. And saddlebags.

Darksol the Painbringer wrote:
Interesting. While there is a limit on tools, what about other items, like consumables and weapons? Do they have limits too, or are the only limits going to be your actual bulk capacity?

Everything up to your bulk limit fits in your pockets. Only tools has a different limit.

Sczarni

1 person marked this as a favorite.

Just your Bulk capacity ^_^

From the new Errata: "Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly"

Sczarni

3 people marked this as a favorite.

Dang ninjas are everywhere =D


Nefreet wrote:
Dang ninjas are everywhere =D

Sounds like a book for a Ninja Archetype class is coming up soon...


1 person marked this as a favorite.
Midnightoker wrote:

Yay! Looks like my guess on the how the new worn tools works was right, one hand to use worn tools to do the action gives a LOT of flexibility to one-handed weapon wielders.

I love the mechanics of the worn tools! That's another layer of character customization that's going to bring a lot of flavor to the table. Thieves Tools being accessible as an item as well is really cool.

Now we just need a martial prof weapon with the free hand trait and we'll really be cooking with gas. Time for the return of the cestus?


Is there anything in "Part 1" to indicate what the new errata is? If not, can something be added? It would greatly help with finding new errata.

Mark Seifter wrote:
4) A few of the errata moved to the "Part 2" section because of the expansion of the "Part 1" errata made "Part 1" run out of space again.


Dang I'm really sorry to hear about Liz. Compounded with the recent forum behavior I hope you guys at paizo are in a good place. Love you guys.


Arachnofiend wrote:
Midnightoker wrote:

Yay! Looks like my guess on the how the new worn tools works was right, one hand to use worn tools to do the action gives a LOT of flexibility to one-handed weapon wielders.

I love the mechanics of the worn tools! That's another layer of character customization that's going to bring a lot of flavor to the table. Thieves Tools being accessible as an item as well is really cool.

Now we just need a martial prof weapon with the free hand trait and we'll really be cooking with gas. Time for the return of the cestus?

Interesting observation.

Even a two handed weapon with the free-hand trait would be quite powerful considering tools, or even something that gives a weapon the free-hand trait.

Even a master/legendary skill feat that allows using tools while hands are occupied would be super cool.


Hey, here's something the designers may want to nip-in-the-bud (or confirm it works this way).

I call it Finesse Weapons Doing Maneuvers 2.0 - Agile Weapons Doing Maneuvers.

Agile Trait wrote:
The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Currently the Agile Trait works with all attacks and not just attack rolls. It's possible this is intentional, but by RAW, Agile weapons still work with weapon traits that perform maneuvers.

Obviously this is less build-defining than Finesse, but it seems noticably inconsistent to me so I figured it must be something that was missed on this pass.


FireclawDrake wrote:

Hey, here's something the designers may want to nip-in-the-bud (or confirm it works this way).

I call it Finesse Weapons Doing Maneuvers 2.0 - Agile Weapons Doing Maneuvers.

Agile Trait wrote:
The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Currently the Agile Trait works with all attacks and not just attack rolls. It's possible this is intentional, but by RAW, Agile weapons still work with weapon traits that perform maneuvers.

Obviously this is less build-defining than Finesse, but it seems noticably inconsistent to me so I figured it must be something that was missed on this pass.

Are there even any agile weapons that also have the finesse trait and a maneuver trait?

Edit: sickle does soooooo fingers crossed it gets missed in the crossfire ;)


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Midnightoker wrote:

Are there even any agile weapons that also have the finesse trait and a maneuver trait?

Edit: sickle does soooooo fingers crossed it gets missed in the crossfire ;)

I mean, finesse is an absolute non-starter since it only works on attack rolls not attacks.

But yes plenty of weapons have the Agile trait and a maneuver trait.


FireclawDrake wrote:
Midnightoker wrote:

Are there even any agile weapons that also have the finesse trait and a maneuver trait?

Edit: sickle does soooooo fingers crossed it gets missed in the crossfire ;)

I mean, finesse is an absolute non-starter since it only works on attack rolls not attacks.

But yes plenty of weapons have the Agile trait and a maneuver trait.

Ah my brain isn’t working right this late, I see!


1 person marked this as a favorite.
Arachnofiend wrote:
Midnightoker wrote:

Yay! Looks like my guess on the how the new worn tools works was right, one hand to use worn tools to do the action gives a LOT of flexibility to one-handed weapon wielders.

I love the mechanics of the worn tools! That's another layer of character customization that's going to bring a lot of flavor to the table. Thieves Tools being accessible as an item as well is really cool.

Now we just need a martial prof weapon with the free hand trait and we'll really be cooking with gas. Time for the return of the cestus?

There is an advanced weapon that can have the free hand trait when used one handed: Bladed Hoop. Shield Boss/Shield Spikes are martial and would allow for a free hand. There is also Nimble Shield Hand so you can hand a weapon + shield and still have a free hand.

Shadow Lodge

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Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Jared Thaler - Personal Opinion wrote:
Mark Seifter wrote:


1) We want one-handed weapon characters who keep a free hand to be able to use their worn tools, and that includes Battle Medicine. Last night, Jared Thaler cleverly noticed the same thing that the design team had noticed just a bit earlier ourselves that this applies to more than just healer's tools so was a bit bigger than it seemed.
Credit should go to GM The Gnome for bringing it to my attention.

A cave gnome pops its head out of his cave and looks around... oh no attention ...

Um ... thanx don't everyone go blaming me now LOL... cast invisibility and RUNS...


1 person marked this as a favorite.
Midnightoker wrote:

Dexterous Maneuvers

expert in athletics
_________
You can make Trip and Disarms using your Dexterity modifier for Athletics instead of your Strength modifier."

Honestly? Even if the current errata stays, I'd LOVE this as an option for those who want to take it in a future splatbook. It'd be very useful for Rogues and non-Gymnast Swashbucklers.


Darksol the Painbringer wrote:
Interesting. While there is a limit on tools, what about other items, like consumables and weapons? Do they have limits too, or are the only limits going to be your actual bulk capacity?

Bulk capacity and GM fiat + common sense. I mean, some weapons are basically un-sheathable — either you're holding them in your hand, or it is not on your person. Polearms, for example, would fall into this category. And you probably shouldn't be carrying more than two weapons that aren't Light either. A sword and a hammer, sure, but adding an axe to that is pushing it.

Silver Crusade

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Thank you very much for those clarifications/updates, it really helps more than one would think.


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Staffan Johansson wrote:
Darksol the Painbringer wrote:
Interesting. While there is a limit on tools, what about other items, like consumables and weapons? Do they have limits too, or are the only limits going to be your actual bulk capacity?
Bulk capacity and GM fiat + common sense. I mean, some weapons are basically un-sheathable — either you're holding them in your hand, or it is not on your person. Polearms, for example, would fall into this category. And you probably shouldn't be carrying more than two weapons that aren't Light either. A sword and a hammer, sure, but adding an axe to that is pushing it.

Next you're going to tell me a halfling doesn't fit in my pockets either...

Sczarni

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When the answer to the riddle "What have I got in my pocket?" is "ME!"


Pathfinder Adventure Path Subscriber

Did bandoleers ever really work to make potions or scrolls "worn"? It seems like they specified tools as something that could be drawn as a part of the action of using them but never consumables.


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Unicore wrote:
Did bandoleers ever really work to make potions or scrolls "worn"?

There was debate. Debate which is now moot.


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By removing the paladin cause prerequisite, the Champion's Blade of Justice feat (pg 113) can now be taken by any champion including those that follow the tenets of evil. Seems unintentional given that all of the damage can be converted to good damage.

Shouldn't tenets of good become a prerequisite now?


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Gizmo the Enemy of Mankind wrote:

By removing the paladin cause prerequisite, the Champion's Blade of Justice feat (pg 113) can now be taken by any champion including those that follow the tenets of evil. Seems unintentional given that all of the damage can be converted to good damage.

Shouldn't tenets of good become a prerequisite now?

Agreed with this. I think it's a little funny for Evil-aligned Champions to now have a Good-aligned counter to enemies. But this ability was written before Evil-aligned Champions were a thing, hence why the requirement wasn't really listed, as at the time, all Champions were with Tenets of Good. (Most still are anyway, since Evil options are always Uncommon now.)

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