The Start of Something Good: Announcing Errata Cycles

Friday, May 17, 2024

Welcome! We’re a week out from PaizoCon and you’ve got a whole slate of reveals for new stuff to look forward to: Pathfinder Player Core 2,Pathfinder War of Immortals, Pathfinder Howl of the Wild, the list goes on! But some of you might be looking back thinking, “Sure all this new stuff is great, but I’d really love some updates and clarifications for some of these books I bought right before the remaster started.”

Well, good news! We’ve got a slate of errata for you. Right about now, you should find some new entries over at https://paizo.com/pathfinder/faq for Pathfinder Guns & Gears, Pathfinder Rage of Elements, Pathfinder Lost Omens Firebrands, and Pathfinder Lost Omens Ancestry Guide. I’ll let you read those entries to see the specifics, but some highlights include a broad update in the Ancestry Guide entry for re-standardizing the flight feats of certain ancestries like sprites and strix to bring them more in line with the new standard we’ve set for ancestries with inherent flight following the Remaster. We’ve also got a swath of minor updates to combination weapons to align with the new standard set by the swap function of the Interact action in the Remaster, and some much requested clarifications for Rage of Elements.

Ezren with the magic grimoire


This also marks the beginning of a return to normalcy for us following the flurry of activity around the OGL events of last year and the need for us to pivot to the Remaster project and the introduction of the ORC license. With all of that in the rearview mirror and a clear road leading into a bright blue horizon ahead, we’re looking to get back on track for the annual errata cycle we had announced right before those plans got altered. As part of this pivot, we want to set some clear expectations for what the future we’re working toward is going to look like for FAQs and errata.

  • Hardcover Rulebooks: This includes books like Player Core, Guns & Gears, Rage of Elements, etc. Our goal for this product line is for it to receive two errata and FAQ cycles per year on an as-needed basis, one in the spring/summer and one in the fall/winter. This current drop is the spring/summer cycle, so you can expect one more errata update before the end of the year!
  • Lost Omens Books: This line of books will receive one errata and FAQ update cycle per year on an as-needed basis, coinciding with one of the two hardcover rulebook cycles.
  • Adventures: Our Adventure Path line is a monthly periodical and the player content produced in it is intended for use with the associated adventures. The standard for player content presented in adventures is that it is of uncommon or rare rarity and directly tied to the story it is presented with; using this content outside of the associated adventure inherently requires GM review and approval (or appropriate sanctioning for use in Pathfinder Society organized play). We do not currently have any plans at this time to include adventure content in a scheduled errata cycle. We may still do errata around particular reprints, such as when compiling an adventure for a hardcover release.

So, that’s our roadmap for the errata and FAQs going forward! If you’re planning on playing some Pathfinder Society games at PaizoCon, make sure to check for any updates your character might have received!

Catch you next time!

Michael Sayre
Design Manager

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Tags: Errata Pathfinder Pathfinder Roleplaying Game Pathfinder Second Edition
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ornathopter wrote:
SamCuatro wrote:
Do we know if they are going to address all ancestry flight feats? Such as the Sylph versatile heritage?
Yeah, I'd like to know that too - same for the Nephilim. Is it that versatile heritages get it a bit later?

They would have too or else it be unfair to the other Ancesteries. Some of those Ancestries would be known as power creeped.


I still personally stand by that the awakened animal/strix immunity to fall damage should've been changed to "You can Arrest a Fall despite not having a fly Speed," but that's just me nitpicking.


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That's what I figured - it's one thing for someone to get a level 9 flight in an ancestry, it's another for someone to be able to stick flight on any ancestry at all. Although it is odd that, in that case, Sylph wasn't moved to level 13 as well. Maybe it's just something they missed?

Dark Archive

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Themiraclemaker wrote:
Perpdepog wrote:

Love the buffs to combination weapons! I'm really hoping we soon get a Lightning Swap-style feat for them, especially since they're now meant to be more in line with Swap.

Also, I'd love to know why permanent flight was lowered all the way from 17th level to 9th level. I hadn't heard anything about that.

Awakened animals have access to them at 9th level, so they got rebalanced. IMHO it's a powercreep of sorts albeit minor

To be fair there were lots of focus point options to get fly speed for at least a minute around the same levels in addition to spell. Sure they weren't permanent, but its rare that you need that much actual time flying to solve the problem/combat that pops up.

Keep in mind that these are all balanced by the fact that most speed boosting things don't interact with these fly speeds. My understanding is that items/feats that give a bonus to 'speed' only apply to land speed. Many spells can give a fly speed = land speed, but otherwise you're not going to get some fleet, incredible movement, stoked stance, boots of bounding, monk that has a pseudo 60ft+ fly speed off these ancestry feats since most things don't interact or boost special movement speeds.


Thanks for these!

If something isn't changed here, like Winter Sleet, should we take that as "we've looked everything over for a few months and think the rest works fine as is" or as "we won't get to everything we know is wrong in one errata pass, so it's very likely to show up next time"?


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Ectar wrote:

RIP the Elemental Instinct barbarian granting kineticist impulses the rage trait....

I wish the last line of Elemental Rage were changed to "If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait while your are raging."

Where? I don't see any changes in Elemental Instinct at all and Elemental Rage already has this text, but without "while your are raging". Why is it worse?


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Errenor wrote:
Ectar wrote:

RIP the Elemental Instinct barbarian granting kineticist impulses the rage trait....

I wish the last line of Elemental Rage were changed to "If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait while your are raging."
Where? I don't see any changes in Elemental Instinct at all and Elemental Rage already has this text, but without "while your are raging". Why is it worse?

The rage trait prevents it from being used outside of rage.

Paizo Employee Lead Designer

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Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).


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QuidEst wrote:
Errenor wrote:
Ectar wrote:

RIP the Elemental Instinct barbarian granting kineticist impulses the rage trait....

I wish the last line of Elemental Rage were changed to "If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait while your are raging."
Where? I don't see any changes in Elemental Instinct at all and Elemental Rage already has this text, but without "while your are raging". Why is it worse?
The rage trait prevents it from being used outside of rage.

I honestly wonder if the Rage trait is gonna be adjusted in Player Core 2. Yeah, Player Core and books in-between PC and PC2 haven't adjusted the Rage trait yet, but maybe that's a matter of things not finalizing quite right. If the Rage trait is gonna get an overhaul, it'd be in the same book as the Barbarian.

If not, I'd definitely would flag this to be adjusted in the next errata cycle. Kineticists shouldn't be punished for wanting to take a thematically appropriate option.


Thanks! Just to confirm, is Nephilim and Sylph's flight feats being unchanged because they're versatile heritages, and the rule now is ancestries = level 9, versatile heritages = still 17 (same as the level you can graft wings on)?

Then again, kobolds didn't get a change - but that might be because PC2 will cover them so there's no need to make an errata entry.


Logan Bonner wrote:
Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).

Hey, head's up! In the FAQ page, you referred to "Rain of Rust" as "Rail of Rust"! Might be good to get that adjusted on the page.


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Logan Bonner wrote:
Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).

The errata needs an errata. Rain of Rust is mistakenly listed as "Rail of Rust" in the errata.

Paizo Employee Director of Brand Strategy

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Aerik wrote:

I was tentatively waiting on a second printing of the Player Core before buying a hardcover. (It's kind of hard to find info on what printing is "current" in the physical releases.)

Do you have any hints of when you might get to a second printing?

We do not discuss reprints publicly (except last winter when we sold out of the Core Rulebook amid the Late Unpleasantness). If we said a new printing were on the way, sales of the existing printing would dry up, and we'd be stuck with a bunch of stock we couldn't move. It's further complicated when we have multiple versions of the same content, as is the case with Player Core (hardcover, special edition, sketch cover, pocket edition, PDF). If you purchase the digital version of a book, that will always be updated when we release a new printing, even if physical copies are not, so you can pick that up now. Otherwise, you just have to wait until a new printing comes out.

Grand Archive

These are awesome, combination weapon love especially. I'm wondering how monk weapons might be changing in core 2 now since the black powder knuckle dusters have the monk trait with both modes. The pistol mode doesn't currently interact with monk abilities unless it's meant to be for bullet dancer but it's a martial weapon.

I was really hoping bullet dancer would have gotten dual weapon reload though. Especially with the amazing change it just got. We don't have to have thaumaturge archetype anymore lol


I was hoping the Firebrands errata would address the spell fashionista. It gives a bonus to Deception checks to Make a Distraction, an action that doesn't exist. If we assume it's meant to be Create a Diversion, that action does the opposite of what the descriptive text of the spell suggests. If it's meant to be Make an Impression, which does fit the description, it should be Diplomacy, not Deception.

Sparkleskin has similar issues as well. I really like what I think the intent behind these spells was, but they do not currently serve that purpose.


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Logan Bonner wrote:
Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).

Oooh I really like the winter sleet change. I never felt like picking it up before just cause of the extra rolling and fiddlyness, now it looks super usable and fun. Thanks team!


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Hmm... I'm not sure, but it looks like the new version of Evanescent Wings is actually a slight nerf to Sprites, hidden within a buff. It doesn't look like it was intentional, it reads as if they just plain forgot that Sprite is a Tiny race, but it does seem to be a nerf nonetheless.

The original version looked like this:

Quote:
You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single Interact action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the move trait.

The new version, however, is now a once-per-round action that does this:

Quote:
You’ve manifested wings that can flutter for brief spurts. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.

Comparing the two, the errata version is a mobility aid... but at the same time, either doubles the action cost of interacting with objects out of their reach, or completely removes their ability to interact with objects out of their reach, I'm not sure which. Unless I'm missing something, then...

• With the original version: A Sprite can fly within their space as needed, to reach any object within their space as if they were Medium. This does not cost any extra actions, and does not grant them a flight speed.
• With the errata'd version: A Sprite can spend one action to Fly, with a flight speed of 15' if they don't already have a fly speed. They will always be on solid ground at the end of this action, either by landing or falling. This thus forces them to spend a second action to interact with objects that are out of their reach and on a landable surface (doubling the action cost compared to the original, pre-errata version), and prevents them from interacting with any objects that are sufficiently high above the ground altogether (since they have no time to interact with the object between ending the movement and falling).

Overall, I'm not sure, but it makes the new version seem like a bit of a nerf compared to the original, on the grounds that while it does give them a slow fly speed, it also severely impacts their action economy when trying to interact with objects that aren't at ground level (and in some cases, makes interacting with objects that aren't at ground level impossible as written). It comes across as if it was written for a Medium or Small ancestry, and doesn't actually account for Sprite being a Tiny ancestry instead?


Mark Moreland wrote:
Aerik wrote:

I was tentatively waiting on a second printing of the Player Core before buying a hardcover. (It's kind of hard to find info on what printing is "current" in the physical releases.)

Do you have any hints of when you might get to a second printing?

We do not discuss reprints publicly (except last winter when we sold out of the Core Rulebook amid the Late Unpleasantness). If we said a new printing were on the way, sales of the existing printing would dry up, and we'd be stuck with a bunch of stock we couldn't move. It's further complicated when we have multiple versions of the same content, as is the case with Player Core (hardcover, special edition, sketch cover, pocket edition, PDF). If you purchase the digital version of a book, that will always be updated when we release a new printing, even if physical copies are not, so you can pick that up now. Otherwise, you just have to wait until a new printing comes out.

Understood. Thanks for the response. :)

Dark Archive

Errenor wrote:
Ectar wrote:

RIP the Elemental Instinct barbarian granting kineticist impulses the rage trait....

I wish the last line of Elemental Rage were changed to "If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait while your are raging."
Where? I don't see any changes in Elemental Instinct at all and Elemental Rage already has this text, but without "while your are raging". Why is it worse?

Elemental Instinct gives all of your impulses (basically everything the Kineticist does) the rage trait. Abilities with the rage trait can only be used while raging.

I think it'd be lovely for the elemental instinct barbarian to be able to use their kineticist stuff while raging, but impulses inherently have the Concentrate trait, so they can't natively be used while raging. However, if something has both the Rage and Concentrate traits, you CAN use it while raging.

So atm you go from being able to use impulses only while not raging (before grabbing Elemental Instinct) to being able to use impulses only while raging (after grabbing Elemental Instinct).


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Ectar wrote:
Abilities with the rage trait can only be used while raging.

It's possible that the rage trait will change in Player Core 2, since you'd probably want to write the errata with stuff in mind that will happen before the next errata cycle, as next errata cycle probably will not occur until after PC2 comes out.


Nice! Some brush ups and clarifications


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Will the archetypes in Secrets of Magic be getting any updates? I think Runelord is the only one that really needs a re-work, but some of the others might need a look. I've asked the people at Demiplane why Elementalist is the only class archetype they currently support, and their answer has been that it's the only remaster-compatible one, which I don't think is accurate, but it sort of sounds like they're waiting on remaster errata for those before including them in Pathfinder Nexus.


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Spellshot is now a wizard multiclass archetype that retains the unique spellshot feats...now THAT'S a class archetype. That is a tremendous glow up and now I can't stop thinking about gun mages. I guessing bloodrager will have a similar format as a barbarian class archetype. The flying ancestry changes is also surprising but welcome.


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Still feels weird Secrets of Magic got skipped...

Dark Archive

There has been a bit of chatter lately that there was intent to try and clarify some of the interactions with the base kineticist elemental blast impulses with a wider range of feats/class features (e.g., to work with the playtest commander tactics). It doesn't look like anything was added in the FAQ to address that. Is there still an intent in the future to help clarify some of the interactions for when and how EBs can be treated like weapons or spells or strikes, etc.?


Kineticist is just a class which supports itself?


I don't think rage will change with pc2, as the rage trait is defined in howl of the wild and works the same way as it does pre-remaster.


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The glass shield changes are tight. Big ups.


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WWHsmackdown wrote:
Spellshot is now a wizard multiclass archetype that retains the unique spellshot feats...now THAT'S a class archetype. That is a tremendous glow up and now I can't stop thinking about gun mages. I guessing bloodrager will have a similar format as a barbarian class archetype. The flying ancestry changes is also surprising but welcome.

Yeah. The Spellshot looks really, really cool now. I also like that it grants a nice roadmap for other magical gunners if you'd rather; swap out the energy types for Spirit, Vitality, and Void, swap the caster feats from wizard to cleric, and make your special stat Wis instead of Int, and you could really easily make a holy gunner archetype.


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Hmm... been thinking about it, and the new Evanescent Wings is good, but removes a tool that the Tiny flying ancestry kinda needs. That's easy to fix, though, it just needs a slight retouch. I'd suggest either:

• Integrate the original version into the Sprite as a core mechanic, like they did with the Strix's Nestling Fall.
• Combine the two versions into a single feat. Might look something like this quick mock-up:

Quote:

Evanescent Wings

[Sprite]

You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single Interact action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the move trait. You also gain the following action:

Flutter ♦
Frequency once per round
Drawing on your innate magic, you force your wings to carry you further than they normally could. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall.

(If this is overtuned, a possible fix might be to turn the entire feat off for the rest of the turn after using Flutter, to represent overtaxing your wings and needing to let them rest for a moment before using them again. That could create funky action ordering shenanigans, though, so I'm not 100% sure.)

----

Overall, the errata looks good, there are a lot of improvements bundled in them thar hills changes. I'm guessing this was just a quick copy-and-paste replacement to ensure consistency with Strix (and presumably future flying ancestries), but forgot to account for Sprite's size as a result. No biggie, it happens, especially after all the work you guys have put into getting the remaster and ORC ready on such short notice, while still putting out other books as well. Hope you get some time to cool down after running yourselves ragged like that!


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The flying ancestry changes do leave kobolds and sylphs in the dust in that aspect.

Maybe it's intended, but I'm not too sure that I agree with that.


Nice thank you! I hope to get some clarification about my magus, like granted spells that are no more present in the remaster, Because I don't think sourcebooks classes like magus will have any revamp soon.


QuidEst wrote:
Errenor wrote:
Ectar wrote:

RIP the Elemental Instinct barbarian granting kineticist impulses the rage trait....

I wish the last line of Elemental Rage were changed to "If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait while your are raging."
Where? I don't see any changes in Elemental Instinct at all and Elemental Rage already has this text, but without "while your are raging". Why is it worse?
The rage trait prevents it from being used outside of rage.

Ah. And I've even read the Rage ability text, there's only about what you can use. And that you can't use rage abilities outside of rage was in the rage trait. Yeah, that's unfortunate. Let's hope that'll change in PC2.

WWHsmackdown wrote:
Spellshot is now a wizard multiclass archetype that retains the unique spellshot feats...

Which doesn't have Master Spellcasting btw.


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Please can you publish a printable version? It would be useful to just print it and shove it in the book for reference.

Dark Archive

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ElementalofCuteness wrote:
Kineticist is just a class which supports itself?

A completely "self-supporting" class is something that sounds nice on paper but in practice isn't actually a good thing. By another name it is a "siloed/orphaned class" that doesn't interact/interface well with significant rules/portions of the game.

For example:
- a commander can't use "Strike Hard" or "Ready Aim Fire" with an kineticist's elemental blast, even though the blast is weaker than a martial's strike? You have the same problem with the Silent Whisper Amped Message spell from a psychic that calls for strikes.
- I cast haste on a kineticist and they can only benefit from stride not strike
- A kineticist has damage scaling built into the elemental blast, so they don't need a 'striking' fundamental property rune. BUT they don't get a choice to put property runes on their gate attenuator that could increase the use case for the blast without bumping damage (even if it was only 1 or 2 rune slots). How cool would it be to have a crushing or fearsome rune on your EBs?
- I want to MC into thaumaturge for the mirror implement, but opps, the dedication ability that applies weaknesses only applies to unarmed and weapon strikes (Which of course EB is neither weather or not I take the 'weapon infusion' feat which could easily allow the strike to count as a melee or ranged weapon strike for the purpose of interacting with other feats).

The list goes on an on of things that the kineticist is excluded from like spell hearts on 'weapons that it doesn't have', mutagens that require melee weapon strikes (despite melee frontliner weapon infusion builds being popular), thematic feats that boost spells or weapons (e.g., the goblin burn-it feat), various consumables like spell catalysts/oils/talismans, etc.

That critique should be taken in context. The kineticist class is very big/expansive/cool despite being cut off from many rules elements of the game. But the less integrated a class is with the base rule sets (e.g., strikes/spells vs. this third category of stuff the kineticist does) the more paper you spend to accommodate it as another add in on future content or it gets further left behind when new cool options are published. Not everything has to play nicely with everything else, but the kineticist is probably the worst case example right now.

I haven't 'done' any kind of break the game test, but what would break (if anything) if the weapon infusion feat let you treat your next elemental blast as a melee or ranged weapon strike? Perhaps it could have wording added that it can be used as part of a reaction as well (so you could play nice with other classes abilities that might hand out strikes). Its already a free action, so you couldn't use any action compression feats or activity feats easily like double slice/FoB/sudden charge with it, but you could add QoL feats like exacting strike or MC into rogue for 1d4-1d6 sneak attack dice (if you add the agile trait from the feat and have the enemy flatfooted). You could even benefit from the weapon specialization class feature that you get that otherwise doesn't apply to your EBs.

What if the gate attenuator took wording from the HoMB and said: "You can upgrade, add, and transfer property runes (up to the a number of slots equal to the item bonus provided by the gate attenuator) to and from the gate attenuator just as you would for a weapon, and you can attach talismans to the gate attenuator."

What if there was a feat just like weapon infusion called 'spell shape infusion' that could let you use metamagic/spellshape features on your impulses (not just EBs) and maybe it gave you 1 spellshape feat off a bespoke list (e.g., conceal spell, reach spell, etc.). That'd be really cool and might entice people to MC for new/interesting metamagic.

IMO, those would be cool ways to bridge the gap and allow the class to have ways to buy back integration with a broader set of fundamental equipment/feats/rules of the game that apply to weapons/spells. I'm sure there are more/other ways to tweak the underlying class language to empower it.

Verdant Wheel

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Gunsword got cooler.

d10.

Hmm...


Pathfinder PF Special Edition Subscriber
Mark Moreland wrote:
Aerik wrote:

I was tentatively waiting on a second printing of the Player Core before buying a hardcover. (It's kind of hard to find info on what printing is "current" in the physical releases.)

Do you have any hints of when you might get to a second printing?

We do not discuss reprints publicly (except last winter when we sold out of the Core Rulebook amid the Late Unpleasantness). If we said a new printing were on the way, sales of the existing printing would dry up, and we'd be stuck with a bunch of stock we couldn't move. It's further complicated when we have multiple versions of the same content, as is the case with Player Core (hardcover, special edition, sketch cover, pocket edition, PDF). If you purchase the digital version of a book, that will always be updated when we release a new printing, even if physical copies are not, so you can pick that up now. Otherwise, you just have to wait until a new printing comes out.

Are PDF copies considered digital copies. Went and downloaded the Player's Core and noticed it has not been updated. Just curious if digital was another product.


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Lawrence Whalen wrote:
Are PDF copies considered digital copies. Went and downloaded the Player's Core and noticed it has not been updated. Just curious if digital was another product.

PDFs from this site - yes. But they are only updated with new printings (because it's partly the same work - make new pdf and make new layout for printing). So for now only errata texts here on this site.


Michael Sayre wrote:
Lord Viator wrote:
The only thing that kinda annoys me is that it's difficult to read these as a changelog with the new and old errata being smashed into one entry since we've moved away from printing-based errata for the newer rounds. I think it'd be helpful if maybe there was some dating or something so that a person only interesting in seeing the most recent changes from last time could distinguish them easily.
This is high on our list of desired functionality improvements but will likely need to wait until after the website updates are complete before we can start moving forward with implementation.

Unless that is close on the horizon, could you, as a short term solution, just put a month/year at the beginning?

Example: "Page 30 (4/2024): Add the attack trait to Magnetic Pinions."


Gaulin wrote:
Logan Bonner wrote:
Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).
Oooh I really like the winter sleet change. I never felt like picking it up before just cause of the extra rolling and fiddlyness, now it looks super usable and fun. Thanks team!

People mentioned to me that the old version with Balance action only allowed Acrobatics. Which made feat to work reliably against monsters without Acrobatics even with fixed DC. Now, everyone has Reflex. And it's DC-2. And no off-guard. Words like 'dead feat' were said.

And there's also the thing of it working only on walking enemies. Even the critical part works not 'in aura' but 'on ice'!


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Errenor wrote:
Gaulin wrote:
Logan Bonner wrote:
Hey, folks! We missed adding a couple of items to the FAQ page initially that should be in there now. Didn't realize it until seeing some of the responses like "Rain of Rust still doesn't have a duration?" Adding errata is a complex process involving changing and tracking text across multiple internal tools and I missed a step on these two items! We've now updated the Rage of Elements FAQ section with entries for Winter Sleet (page 32) and Rain of Rust (page 36).
Oooh I really like the winter sleet change. I never felt like picking it up before just cause of the extra rolling and fiddlyness, now it looks super usable and fun. Thanks team!

People mentioned to me that the old version with Balance action only allowed Acrobatics. Which made feat to work reliably against monsters without Acrobatics even with fixed DC. Now, everyone has Reflex. And it's DC-2. And no off-guard. Words like 'dead feat' were said.

And there's also the thing of it working only on walking enemies. Even the critical part works not 'in aura' but 'on ice'!

It's still extremely strong and one of the strongest stances.

Failing the save usually means enemies lose at least 2 actions (1 to stand, 1 to finally try to get where you were trying initially, which btw prompts yet another save). And you have to save every time you take a move.

With default aura its already great, with 20+ feet aura it's a nightmare for every non flying enemy.


Pathfinder PF Special Edition Subscriber
Thebigham wrote:
Michael Sayre wrote:
Lord Viator wrote:
The only thing that kinda annoys me is that it's difficult to read these as a changelog with the new and old errata being smashed into one entry since we've moved away from printing-based errata for the newer rounds. I think it'd be helpful if maybe there was some dating or something so that a person only interesting in seeing the most recent changes from last time could distinguish them easily.
This is high on our list of desired functionality improvements but will likely need to wait until after the website updates are complete before we can start moving forward with implementation.

Unless that is close on the horizon, could you, as a short term solution, just put a month/year at the beginning?

Example: "Page 30 (4/2024): Add the attack trait to Magnetic Pinions."

Thank you misunderstood how it worked. It is great that Paizo updates the pdfs and allows them to be downloaded once again.

Thank you Paizo.


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So who here thinks Rage will be redefined in the Remastered?

Horizon Hunters

ElementalofCuteness wrote:
Tell me I am missing Rogue Resilient errata please someone...

They've simply not added new errata for Player Core, we'll have to see if by the end of the year it will have been changed or not.


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ElementalofCuteness wrote:
So who here thinks Rage will be redefined in the Remastered?

Very likely. Hopefully by allowing Demoralize without a feat tax.

Otherwise, I think it's a Feature that's in a good spot. Although I think there are some feats that should interact more with it other than "While You're Raging".

Personally, I feel like Moment of Clarity should be improved. Maybe not in a broader sense like making it a free action or some stuff like that. But maybe as a reasonable "feat tax" to enable Spellcasting Barbarians, given it's a distinct playstyle enough to warrant the buy in.


firelark01 wrote:
ElementalofCuteness wrote:
Tell me I am missing Rogue Resilient errata please someone...
They've simply not added new errata for Player Core, we'll have to see if by the end of the year it will have been changed or not.

Rogue Resilience is definitely on the "Too Good to Be True" in my games. It baffles me that people even have doubts about that. Literally no other feature in the games do that, all the features that do that are with Master Proficiency. This is beyond obvious, right?


Pathfinder Lost Omens, Rulebook Subscriber

So, does this rules change mean that Tiny Sprites with Evanescent Wings must spend two actions to Interact with any item not on their person?


What I'm curious about is Aphorites and Ganzi. Are we waiting until they officially come out as a Nephilim subtype before officially adding the old feats into the Nephilim? Player Core already confirmed that they are indeed Nephilim.


shroudb wrote:

It's still extremely strong and one of the strongest stances.

Failing the save usually means enemies lose at least 2 actions (1 to stand, 1 to finally try to get where you were trying initially, which btw prompts yet another save). And you have to save every time you take a move.

With default aura its already great, with 20+ feet aura it's a nightmare for every non flying enemy.

Yeah, I think you are actually right. It's really like Grease, unlimited, for 1 action and at least in 10 ft emanation instead of 4 squares (they could've actually increased this number with heightening...). Plus that critical benefit. Yes, at DC-2, but kineticists have normal casters' progression, so it should be good enough. And now all enemies have a chance to fail, not only those without acrobatics.

But I still dislike 2d floor only magical effects :(


Lightning Raven wrote:
firelark01 wrote:
ElementalofCuteness wrote:
Tell me I am missing Rogue Resilient errata please someone...
They've simply not added new errata for Player Core, we'll have to see if by the end of the year it will have been changed or not.
Rogue Resilience is definitely on the "Too Good to Be True" in my games. It baffles me that people even have doubts about that. Literally no other feature in the games do that, all the features that do that are with Master Proficiency. This is beyond obvious, right?

Same to be honest I am just curious if it will be touched and not one of those general houserules everyone knows and uses as if it was 1st party

_____________________________________________________________

Violet_Jade wrote:
So, does this rules change mean that Tiny Sprites with Evanescent Wings must spend two actions to Interact with any item not on their person?

I hope not...

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