Several ability names changed slightly between the Pathfinder Playtest and the final Pathfinder Core Rulebook, and while we tried to catch them all, we missed a few. Make the changes as noted below.
Page(s) and location, followed by change
41, Universal Longevity: Change “Elven Longevity” to “Ancestral Longevity”
57, Adaptive Adept: Change “Adapted Spell” to “Adapted Cantrip”
62, field medic background: Change “Battle Medic” to “Battle Medicine”
75, perpetual infusions (bomber option): Change “lesser liquid ice” to “lesser frost vial”
91, Thrash: Change “ferocious specialization” to “weapon specialization”
115, Instrument of Zeal: Change “Smite Evil” to “Blade of Justice”
139, Primal Wellspring: Change “Wild Focus” to “Primal Focus”
156, mystic strikes class feature: Change “handwraps of mighty fists” to “handwraps of mighty blows”
168, class features: Change “weapon expertise (ranger only)” to “ranger weapon expertise”
198 (undead bloodline), 405: Change “touch of undeath (sorcerer)” to “undeath’s blessing”
206 sidebar, 349 (magic aura): Change “study aura” to “read aura”
212, Clever Counterspell: Change “Quick Recognize” to “Quick Recognition”
397, splash of art: Change “sluggish” to “clumsy”
594, greater staff of necromancy (4th level): Change “enervation” to “vampiric touch”
Page 35: Add to sidebar: Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this clan dagger is a terrible taboo and earns you the disdain of other dwarves.
Page 37: In Mountain’s Stoutness, change the third sentence to “When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).” Change the second paragraph to “If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.”
Page 44: Gnome Weapon Familiarity grants access to kukris as well as all uncommon gnome weapons. Change the first sentence of the second paragraph to “In addition, you gain access to kukris and all uncommon gnome weapons.”
Page 52 and 59: Halfling and Orc Weapon Familiarity has the wrong language for how to treat weapons with the halfling or orc trait; all ancestries with Weapon Familiarity should only treat the weapons as a different category for the purpose of determining proficiency. Change the final sentence to "For the purpose of determining your proficiency, martial halfling/orc weapons are simple weapons and advanced halfling/orc weapons are martial weapons."
Page 55: Humans are supposed to have one more language. Change the additional languages to "1 + your Intelligence modifier."
Changes to All Classes for Unarmed Attack Proficiency and Benefits
Any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.
Changes to the Greater Juggernaut, Greater Resolve, Improved Evasion, and Third Path to Perfection class features
All three of these abilities grant a two-tier benefit on a failed saving throw of the specified type, but (as always) no ability will ever change your degree of success by more than one step. To clarify, we’re making the following clarification to all three abilities. Change the beginning of the last sentence from “When you fail” a given saving throw to “When you roll a failure on” a giving saving throw.
Page 73: In the alchemist's Chirurgeon section, change “lesser elixir of life” to “minor elixir of life.” The lesser elixir of life is a 3rd-level item that a 1st-level character can’t create.
In the Mutagenist section, remove the second paragraph, which provides an obsolete benefit. Replace it with the following free action.
Mutagenic Flashback [free-action]
Frequency once per day
You experience a brief resurgence of a mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
Pages 75, 79, and 81: Several alchemist class feats reference benefits for alchemical items “you created,” which isn’t relevant in the wider rule set. Remove “you created” from Feral Mutagen, Elastic Mutagen, Invincible Mutagen, Expanded Splash, Genius Mutagen, Persistent Mutagen, and Mindblank Mutagen.
Page 79: In the alchemist's Merciful Elixir class feat, add to the end of the last sentence “using the item’s level and a counteract modifier equal to your class DC – 10.” to define the counteract modifier.
Page 81: In the alchemist's Improbable Elixirs class feature, change the third and fourth sentences to read “You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required tool kits.”
Page 85: In the barbarian's greater juggernaut class feature, change the last sentence to read “When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.” This removes confusion about how to handle critical failures on saves against damaging effects.
Page 86: In Table 3–3: Animal Instincts, change the deer’s Damage entry to 1d10 P and replace the “charge” trait with the “grapple” trait.
Page 87: In the barbarian's Titan Mauler (Instinct Ability), change “You gain access to a weapon one size larger than you” to “You gain access to this larger weapon” This accounts for Small creatures using a weapon built for a Large creature, as stated in the previous sentence.
Page 90: In the barbarian's Wounded Rage class feat, remove the Rage trait.
Page 91: In the barbarian's Terrifying Howl class feat, change “each creature” to “each enemy.”
Page 93: The barbarian's Dragon Transformation class feat uses your class DC for the breath weapon at 16th and at 18th levels, rather than the DC listed for 18th level.
Page 93: In the barbarian's Brutal Critical class feat, change the second sentence to read “On a critical hit with a melee Strike, add one extra damage die.”
Pages 101–102: In the bard's Eclectic Skill class feat, change the second sentence to “Your proficiency bonus to untrained skill checks is equal to your level.” This matches the language of the Untrained Improvisation general feat and removes any ambiguity as to whether they combine.
Page 103: Remove the Requirement in the bard's Effortless Concentration to match all the other Effortless Concentration feats.
Page 108: In the champion's Deific Weapon class feature, change the second sentence to read “If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
Page 108: In the champion's Divine Ally feat, change the first three sentences to read “A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune.” This supports champions with a deity that has an unarmed attack as a favored weapon.
Page 112: Add tenets of good to the Prerequisites of Smite Evil. We accidentally omitted it.
Page 113: Blade of Justice should not be limited to paladins only. Remove the paladin prerequisite from Blade of Justice, and the last sentence becomes "Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite)."
Page 121: Deadly Simplicity had a benefit for unarmed attack favored weapons, but such clerics did not actually qualify. Change the prerequisites to add unarmed attacks.
Several classes were accidentally missing an important limitation for 10th level spells. In the following class features, add “You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.”
Page 121: Miraculous Spell
Page 133: Primal Hierophant
Page 207: Archwizard's Spellcraft
Page 125: Emblazon Antimagic has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"
Page 129: Druid mistakenly was trained in a class DC, when it shouldn't have a class DC. Remove it.
Page 132: In Table 3–11: Druid Spells per Day, change the Cantrips entry at each level from 4 to 5, just like other spellcasters.
Page 135: Remove the “one-action” glyph from the druid's Poison Resistance class feat. This benefit is perpetual.
Page 138: In Plant Shape, the level of the plant form spell if you don't have Wild Shape wasn't clear. It should say it's " heightened to the same level as your highest druid spell slot"
Page 139: Hierophant's Power wasn't supposed to have the prerequisite of legendary in Nature; it's a holdover from the playtest. Remove the prerequisite.
Page 145: The adjustment to the Aid reaction after the playtest caused Assisting Shot not to do anything. Replace it with this version.
Assisting Shot [one-action] Feat 2
Requirements You are wielding a ranged weapon.
With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Page 151: In the fighter's Incredible Ricochet class feat, the narrative of the feat involves using the first shot to help target the next shot. Change the second sentence to “Make a ranged weapon Strike against a creature you previously attacked this turn.”
Page 152: Determination has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"
Page 156: In the monk's Powerful Fist class feature, in the second sentence replace “changes” with “increases” to make it clear the normal rules on increases to die sizes apply.
Page 157: In the monk's Key Terms sidebar, under the Ki Spells entry, add “and your key spellcasting ability is Wisdom” to the end of the second paragraph.
Pages 159 and 163: In the monk's Mountain Stance and Tangled Forest Stance class feats, change the “Trigger” heading to “Requirements.” The content of each entry remains the same.
Page 163: Sleeper Hold shouldn't have the attack trait, meaning it doesn't apply or increase your multiple attack penalty.
Page 164: Change the action glyph for the monk's Stance Savant class feat to [free-action] instead of [reaction].
Page 165: Master of Many Styles lists "Your turn begins" as a requirement, but it should be a trigger. Change it to a trigger.
Page 169: In the ranger's nature’s edge class feature, remove “on natural uneven ground” as it's redundant.
Page 172: Change the action glyph for the ranger's Disrupt Prey class feat to [reaction] instead of [free-action].
Page 174: In the ranger's Terrain Master class feat, remove “wild stride” from the Prerequisites entry.
Page 175: In the ranger's Lightning Snares class feat, add “Quick Snares” to the Prerequisites entry.
Page 176: In the ranger's Stealthy Companion class feat, add “Animal Companion” to the Prerequisites entry.
Page 177: In order to make it completely clear how the Manifold Edge feat works, change the second sentence to read "When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level." With the previous wording, a few people thought you gained both benefits, rather than a substitution.
Page 184: In the rogue's Minor Magic class feat, add the following sentence. “Your key spellcasting ability is Charisma, and you’re trained in spell attack rolls and DCs for the tradition of your chosen cantrips.”
Page 185: In the rogue's Poison Weapon class feat, if you're already holding the poison, you shouldn't need a free hand. Remove “and have a free hand” from the Requirements and remove “and have a free hand” from the Requirements entry and change the first sentence to read “You apply a poison to the required weapon; if you’re not holding a poison and have a free hand, you can Interact to draw a poison as part of this action.”
Page 188: Blank Slate, like a few other entries, was still erroneously running on a level 1 to 20 scale for counteract levels. Replace "counteract level of 20" with "counteract level of 10."
189: Dispelling Slice should use the default counteract level of "half your level (rounded up)", in the final sentence.
Page 194: Add the following sorcerer class feature at 17th level:
You’ve steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.
Page 197: In the sorcerer's Elemental Type section of the elemental bloodline, change the last sentence to read “Replace any existing elemental traits with the trait of the element you chose.”
Page 199: In the Sorcerer Feats sidebar, change the level of “Bespell Weapon” from 6 to 4 to match the feat itself.
Page 201: Remove the arcane trait from Greater Mental Evolution and the divine trait from Greater Vital Evolution, both sorcerer class feats.
Pages 204 and 206: Wizards gain their first class feat at 2nd level, like other spellcasters. On page 204, in Table 3-18: Wizard Advancement, remove “wizard feat” from the 1st-level entry. On page 206, in the Wizard Feats section, change the first sentence to “At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.”
Page 205: In Drain Bonded Item, remove the unnecessary Requirement of "Your turn begins."
Page 214: In the first paragraph, replace the first two sentences with the following to clarify the specific action required to command your animal companion, and that it doesn’t require a check.
"An animal companion is a loyal comrade who follows your orders. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal, and you don’t need to attempt a Nature check."
Page 214: Under Young Animal Companions, add the sentence “An animal companion has the same level you do.”
In the same paragraph, change the maximum item bonus to AC an animal companion can gain from +2 to +3.
Page 217: In the ambusher section, remove “It gains a +2 circumstance bonus to initiative rolls using Stealth” since a companion acts on your initiative and therefore this clause provides no benefit.
Page 217: Familiars' level wasn't explicit. Add "A familiar has the same level you do." The description of familiars didn't define any Strikes but also wasn't explicit that they couldn't make them. Add "It can't make Strikes" to the beginning of the third sentence.
Page 219: Under Spellcasting Archetypes, in the Basic Spellcasting Feat, change the second sentence to “At 6th level, they grant you a 2nd‑level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell.” In the Expert Spellcasting Feat, after the first sentence, add “If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell.” In the Master Spellcasting Feat, after the first sentence, add “If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell.”
Spellcasting Dedication Feats (pages 222, 224, 225, and 230): In the spellcasting dedication feats, you can prepare or add to your repertoire common cantrips of your spellcasting tradition, whether from this book or other cantrips of that tradition you learn or discover.
Page 230: In the Sorcerer Dedication feat, replace the second sentence of the second paragraph with “You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover.” This grants access to the bloodline-granted cantrips as well as those on the associated spell list.
Page 233: Clarifying the general rule on repeated skill training that gives you a replacement skill, add at the end of the second paragraph "though if the skill is a Lore skill, the new skill must also be a Lore skill"
Page 242: In Grapple, the restrained condition doesn't technically also make a creature grabbed, so to make it clear, in the requirements of the action and at the end of the first paragraph about not needing a hand if you're already grabbing someone, change "grabbed" to "grabbed or restrained"
Page 244: The Craft downtime activity requires an alchemist’s lab, not just alchemist’s tools. See the errata for page 287.
248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"
Page 249: Add "Drop Prone" to the list of basic commands you can tell your animal friend to lie down.
Page 255: In Table 5–2: General Skill Feats, change the description of Automatic Knowledge from “once per day” to “once per round.” It was correct in the text but not the table.
Page 258: In Battle Medicine, change the Requirements entry to “You are holding or wearing healer's tools.” Change the second sentence of the effect to “Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition.” This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287.
Update: We will be updating the tools revamp to indicate that worn healer's tools (along with other tool kits) take only one hand to use, as you don't have to hold the whole kit in your other hand, just pull out the things you need. What this means for Battle Medicine is that you only need one free hand to perform it with worn healer's tools, you don't need both hands.
Page 259: Bonded Animal didn't explain the logistics of bonding the animal directly, leading a small number of people to be unsure that it was necessary to locate and interact with the animal to bond with it. To make it explicit, change the second sentence to "You can spend 7 days of downtime regularly interacting with a normal animal (…) that is friendly or helpful to you."
Page 260: The Cloud Jump feat referred to exceeding a "limit" without spelling out exactly which limit. It's supposed to be the limit of not being able to Leap farther than your Speed. To make it clear, change the second paragraph to read "You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap." As an example, supposing you had a Speed of 40 feet and 25 on your Athletics check, Cloud Jump triples the 25 feet to 75 feet, but the limit of 40 feet still applies so you would jump 40 feet. If you spent another action, the limit based on your Speed would raise from 40 feet to 80 feet, so you would jump 75 feet.
Page 260: The Connections feat requires a great deal of improvisation and adjudication on the part of a GM, more in line with an option that has uncommon rarity due to the narrative load. Because of this, change the feat's rarity to uncommon.
Page 260: Dubious Knowledge's effect should only happen on a failure, not a critical failure. Change the effect to explicitly state it doesn't occur on a critical failure.
Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals.
Page 268: In Toughness, change the last sentence to read “The DC of recovery checks is equal to 9 + your dying condition value (page 459).”
Held, Worn, and Stowed Items
Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)."
This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial
Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.
Update: Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.
Page 275: Under the Armor Traits heading, change the entry for Noisy to “Noisy: This armor is loud and likely to alert others to your presence. The armor’s check penalty applies to Stealth checks even if you meet the required Strength score.”
Page 278: Under Improvised Weapons, add the sentence “Improvised weapons are simple weapons.” This dictates the proficiency modifier you use.
Page 278: In critical hits, "When you make an attack and roll a natural 20...or if the result of your attack exceeds the target's AC by 10" was too broad a brush and thus slightly inaccurate for how to determine a critical hit, in an attempt to state the conditions succinctly. Replace the first section with "When you make an attack and succeed with a natural 20" so that's it's clear the natural 20 must succeed based on the total result in order to get a critical success.
Page 280: Under the Ammunition heading, add the sentence “Using ammunition destroys it.”
Page 283: Weapon traits.
In the definition of the Parry weapon trait, change "spend an Interact action" to "spend a single action" to make it so setting up a parry doesn't trigger Attacks of Opportunity or similar reactions.
In the definition for the thrown weapon trait, change the first sentence to “You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown.”
In the definition for the unarmed weapon trait, the sentence "a fist or other grasping appendage follows the same rules as a free-hand weapon" was worded in such a way it confused a few people, who thought that meant those unarmed attacks were weapons, despite statements to the contrary on page 278. To make it clear, change that section to read "a fist or other grasping appendage generally works like a free-hand weapon"
Page 283: In Critical Specialization Effects, it uses the generic term attack but should specifically refer to Strikes. In the first sentence, change "when you make an attack with certain weapons" to "when you make a Strike with certain weapons"
Page 288: Change the price of the the adventurer's pack to 15 sp and the bedroll to 2 cp.
Page 289: Due to other changes (particularly the adventurer's pack, which was in all of the kits), the Bulk and cost of all of the class kits have changed. All kits are included in full in this entry so you don't have to cross-reference two places to use them.
Alchemist Class Kit:
Price 8 gp, 4 sp, 2 cp; Bulk 3 Bulk, 7 light;
Money Left Over 6 gp, 5 sp, 8 cp
Armor studded leather armor
Weapons dagger, sling with 20 sling bullets
Gear adventurer’s pack, alchemist’s tools, basic
crafter’s book, 2 sets of caltrops
Options repair kit (2 gp)
Barbarian Class Kit
Price 4 gp; Bulk 3 Bulk, 5 light;
Money Left Over 11 gp
Armor hide armor
Weapons 4 javelins
Gear adventurer’s pack, grappling hook
Options greataxe (2 gp), greatclub (1 gp), greatsword
(2 gp), or battle axe and steel shield (3 gp)
Bard Class Kit
Price 7 gp, 5 sp, 2 cp; Bulk 4 Bulk, 4 light;
Money Left Over 7 gp, 4 sp, 8 cp
Armor studded leather armor
Weapons dagger, rapier, sling with 20 sling bullets
Gear adventurer’s pack, handheld
Champion Class Kit
Price 4 gp, 7 sp; Bulk 3 Bulk, 7 light;
Money Left Over 10 gp, 3 sp
Armor hide armor
Weapons dagger, 4 javelins
Gear adventurer’s pack, crowbar, grappling hook
Options steel shield (2 gp), your deity’s favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)
Cleric Class Kit
Price 2 gp 2 sp; Bulk 1 Bulk, 3 light;
Money Left Over 12 gp, 8 sp
Gear adventurer’s pack, 2 sets of caltrops, religious symbol (wooden)
Options your deity’s favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter), hide armor (2 gp)
Druid Class Kit
Price 4 gp, 4 sp; Bulk 4 Bulk, 4 light;
Money Left Over 10 gp, 6 sp
Armor leather armor
Weapons 4 javelins, longspear
Gear adventurer’s pack, holly and mistletoe
Options healer’s tools (5 gp)
Fighter Class Kit
Price 3 gp, 8 sp; Bulk 3 Bulk, 2 light;
Money Left Over 11 gp, 2 sp
Armor hide armor
Gear adventurer’s pack, grappling hook
Options greatsword (2 gp), longbow with 20 arrows
(6 gp, 2 sp), or longsword and steel shield (3 gp)
Monk Class Kit
Price 5 gp, 3 sp; Bulk 3 Bulk, 2 light;
Money Left Over 9 gp, 7 sp
Weapons 10 darts
Gear adventurer’s pack, climbing kit,
grappling hook, lesser smokestick
Options staff (0 sp), longspear (5 sp)
Ranger Class Kit
Price 3 gp, 7 sp; Bulk 2 Bulk, 1 light;
Money Left Over 11 gp, 3 sp
Armor leather armor
Gear adventurer’s pack
Options longbow and 20 arrows (6 gp, 2 sp), longsword and steel shield (3 gp), 2 shortswords (1gp, 8 sp), snare kit (5 gp)
Rogue Class Kit
Price 6 gp, 2 sp; Bulk 4 Bulk, 1 light;
Money Left Over 8 gp, 8 sp
Armor leather armor
Weapons dagger, rapier
Gear adventurer’s pack, climbing kit
Options thieves' tools (3 gp)
Sorcerer Class Kit
Price 2 gp, 3 sp, 2 cp; Bulk 1 Bulk, 6 light;
Money Left Over 12 gp, 6 sp, 8 cp
Weapons dagger, sling with 20 sling bullets
Gear adventurer’s pack, 2 sets of caltrops
Wizard Class Kit
Price 3 gp; Bulk 2 Bulk, 2 light;
Money Left Over 12 gp
Gear adventurer’s pack, material component pouch, writing set
Options crossbow with 20 bolts (3 gp, 2 sp)
Page 292: On Table 6–11: Alchemical Gear and under the Elixirs heading, change “lesser elixir of life” to “minor elixir of life.” The other statistics for this item remain unchanged.
Page 293: In Table 6–12: Magical Gear, change the Price of the minor healing potion from 3 gp to 4 gp. It was correct in the main entry on page 563.
Page 293: Under Consumable Magic Items, change holy water to deal “1d6 good damage and 1 good splash damage.” Change unholy water to deal “1d6 evil damage and 1 evil splash damage” instead of “1d6 good damage.”
Changes to Make Bulk Less Restrictive
The following changes make Bulk limits less restrictive for your character.
Page 287: Add the following entry for an alchemist’s lab:
Alchemist’s Lab: You need an alchemist’s lab to Craft alchemical items during downtime. An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.
Page 287: Amend the Alchemist’s Tools entry to the following:
Alchemist’s Tools: This mobile collection of vials and chemicals can be used for simple alchemical tasks.
Page 287: In the Backpack description, add this sentence: “The first 2 Bulk of items in your backpack don’t count against your Bulk limits.” Similarly "The first 1 Bulk of items in each saddlebag doesn't count against your mount's Bulk limits."
Page 288: Make the following changes on Table 6–9: Adventuring Gear.
- Change the Bulk of the adventurer’s pack from 2 to 1.
- Change the Bulk of formula book (blank) and spellbook (blank) from 1 to L
- Add “Alchemist’s Lab” (Price 5 gp, Bulk 6, Hands 2)
- Change “Expanded Alchemist’s Tools (level 3)” to “Expanded Alchemist’s Lab” as a sub-entry to the new alchemist’s lab, and change the Bulk from 1 to 6
- Change the alchemist’s tools Price from 5 gp to 3 gp, and the Bulk from 2 to 1
Page 292: The waterskin is always light Bulk, whether full or empty.
Page 300: The text on cantrips was confusing and implied that they might use spell slots, even though they don't. Change the second to last sentence in the first paragraph to "If you're a prepared spellcaster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot."
Page 303: In the Component Substitutions sidebar, replace the second paragraph with the following to avoid implying changes to action traits.
"If you’re a bard Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking."
Also add a final one-sentence paragraph covering innate spells "Any character casting an innate spell can replace any material component with a somatic component."
Pages 316–407: Remove the attack trait from the spells Abyssal plague, chill touch, death knell, ghoulish cravings, goblin pox, mariner’s curse, outcast’s curse, spider sting, spiritual guardian, spiritual weapon, savor the sting, touch of undeath (the cleric focus spell), and force bolt.
Pages 316-407 and 573: Damaging spells and items meant to harm PCs do way too much damage for your gear to survive if it could be targeted, so such spells almost never are supposed to be able to damage objects. A few target lines slipped by with "creatures or objects." Remove the ability to target or damage objects from acid splash, acid arrow, eclipse burst, polar ray, sunburst, fire ray, moon beam, force bolt, and the horn of blasting. Limit hydraulic push to "creatures and unattended objects."
Page 318: In animal messenger, change the duration to “see text.” Change the spell description to state that the spell ends after 24 hours or when a creature removes the attached object, whichever happens first.
Page 318 and 400: In antimagic field and storm lord, you can't exclude yourself from the emanation as you can for many other emanations, so change the area to explicitly states "which affects you."
Pages 322 and 390: In the success entries for charm (page 322) and charming touch (page 390), replace references to Identify Magic with a reference to the Identifying Spells section on page 305.
Page 330, 358, 377: Add the attack trait to disintegrate, polar ray, and tanglefoot.
Page 331: Add the cantrip trait to disrupt undead.
Page 336: In enlarge, change the Heightened (6th) entry to read “Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures.” in case you want to make a large number of creatures Large but Huge would be too big for your circumstances.
Page 338, 346, 379, 400: Several sustained spells are meant to provide once per turn benefits when they are sustained, not be used multiple times per turn. In flaming sphere, implosion, unfathomable song, impaling briars, and storm lord add "the first time you Sustain this Spell each round"
Page 339: Once flesh to stone has completely petrified you, the spell ends but you still remain petrified, meaning you can't remove the effects with dispel magic or similar abilities that counteract active spells; you need stone to flesh. Change the last two sentences of the failure condition to read "When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed."
Page 343: In harm, change the description of the 3-action version to read “you disperse negative energy” instead of positive energy.
Page 343: Even if you aren't a humanoid, you too can be a hero. In heroism, remove "humanoid" from the targets line so it just reads "1 creature"
Page 345: Illusory disguise, a Perception check to disbelieve just happens, it isn't a free action, so change "attempt a Perception check to disbelieve the spell as a free action" to read "attempt an immediate Perception check to disbelieve the spell."
Page 348: In light, change the Targets entry to read “1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally”
Page 349: Some corner cases in magic fang and magic weapon. In magic fang, change the Targets entry to “1 willing creature.” Change the first sentence to “Choose one of the target’s unarmed attacks.” Change the last sentence to “The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.” This makes the spell less restrictive and more versatile. In magic weapon change the Targets entry to remove the word "nonmagical" so you can still cast it on a +1 weapon to get the extra striking die.
Page 358: Polar ray left out what happened on a critical hit with your spell attack roll. It should double the damage (but not the drained value) on a critical hit.
Page 362: Purple worm sting used to have both a spell attack roll and a Fortitude save, but in changing to only a save, some of the damage is now automatic and should be reduced. Reduce the piercing damage automatically taken from the spell to 3d6.
Page 363: The regenerate spell had an incorrect interaction with the doomed condition that would cause a doomed character to still die while regenerating. To handle that, instead of preventing a creature from progressing to dying 3, change it to "its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3)."
Page 370: In sound burst, change the critical failure entry to read “The creature takes double damage, is deafened for 1 minute, and is stunned 1.” since stunned doesn't have a duration.
Page 373: In spiritual weapon, you might not have a deity, particularly if you're an occult caster, so change it to manifest a "a club, a dagger, or your deity's favored weapon."
Page 377: Telekinetic haul should work only on unattended objects, not objects in creatures' possessions.
Page 377: In telekinetic projectile, change the second sentence to read “Make a spell attack roll against the target.” It was accidentally missing the word "spell" before, meaning the attack roll wasn't explicitly classified as weapon, unarmed, or spell.
Page 377: In tangling creepers, instead of having the creepers make an unarmed attack using your spell attack modifier, change it to just say "Make a melee spell attack roll against the target."
Page 379: In true target, the way the spell used its targets was confusing, and it wasn't clear it applied to more attacks. There are several changes to make this clear; here is the final text with changes in bold:
TRUE TARGET SPELL 7
DIVINATION FORTUNE PREDICTION
Traditions arcane, occult
Cast [one-action] verbal
Range 60 feet; Targets 4 creatures
Duration until the start of your next turn
You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to your allies. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.
Page 381: In visions of danger, there's no description of what the Will save does, other than the critical success allowing you to disbelieve. It should be a basic Will save against the mental damage.
Page 385: In zealous conviction, add the emotion and mental traits.
Page 390: In charming touch, remove "humanoid" from the target line so you can charm any kind of creature that could find you attractive.
Page 391: In death’s call, replace “your Wisdom modifier” with “your spellcasting ability modifier” so that champions aren't forced to use Wisdom.
Page 393: In healer's blessing, boost the additional healing from the base spell from 1 to 2.
Page 399: Replace the existing goodberry focus spell with the following.
GOODBERRY FOCUS 1
Uncommon, Druid, Healing, Necromancy
Cast [two-actions] somatic, verbal
Range touch; Targets 1 ripe berry
Duration 10 minutes
You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.
Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.
Page 403: Angelic halo should scale based on the level of the heal spell, not based on angelic halo's level. Remove the heightened entry and instead, replace the status bonus to healing from the spell with "Allies in your halo’s emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell’s level."
Page 409: In the atone ritual, change the Heightened entry to “Heightened (+1).”
Page 438: Under Desna, change “3rd: dream message” to “4th: fly.”
Page 438: Under Iomedae, change “2nd: see invisibility” to “2nd: enlarge.”
Page 441: Add to the Whispering Way “Follower Alignments LE, NE, CE”
Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear, add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."
To clarify the different rules elements involved:
An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.
An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.
Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.
The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.
Page 451: Following the formulas for calculating damage rolls, add the sentence “If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.” Resistances and the like can still reduce the damage to 0.
Page 452: At the end of the description of bleed damage, add "Bleed damage ends automatically if you’re healed to your full Hit Points."
Page 453: Weaknesses like "salt" and "water" weren't fully explained. At the beginning of the second paragraph in weakness, add "If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it."
Page 453 and 634: In Nonlethal Attacks, nonlethal effects other than Strikes weren't explained directly, so at the end add "Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them" On page 634, add the nonlethal trait "An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it."
Page 457: In the Emanation section, add the following sentence to the end. “Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.” This means that you can cast spells like harm without damaging yourself.
Page 459: In the first bullet point under Knocked Out and Dying, change the sentence to “You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.” This was originally intended, and prevents weird situations where you are knocked out by a reaction and die without having a chance for your allies to help you.
Page 460: Under Heroic Recovery, replace the first sentence with the following to align with other places in the text that discuss spending Hero Points. “If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.”
Page 461: Add a new section after Temporary Hit Points:
Fast Healing and Regeneration
Some abilities grant fast healing, and some creatures have regeneration. A creature with either ability regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can’t increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage.
Page 481: Retraining. It wasn't clear how long it took to retrain spells in a spell repertoire, but it should take just 1 week. Add ". Some, like changing a spell in your spell repertoire, take a week." to retraining class features.
Page 421: Disabling a Hazard. How to run disabling a hazard with skills other than Thievery wasn't completely clear. Add "Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM."
Page 535: Craft Requirements. Add text about upgrading an item from a lower-level version into a higher-level version. "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn’t upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item’s new level."
Page 537 and 583: Shadow and slick runes. Since a character can't actually use those runes unless they have a +1 armor first (a 5th level item), move the items from 3rd level to 5th level when they become usable (keeping the price from the original version, even though it's unusually low for a 5th level item).
Page 542 and 548: The true elixir of life's price is incorrect. Change it to 8,000 gp.
Page 544: The example in the splash trait is confusing. Replace it with this clearer version of the example "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."
Page 546: Under the Mutagens heading, to explain how to handle the counteracting between mutagens, add the following sentence to the end of the second paragraph. “Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item’s level and a modifier equal to the that level’s DC – 10, as found on Table 10–5: DCs by Level (page 503).”
Page 548: To make it clearer that elixir of life only works on living creatures due to the healing trait, change the first sentence to "Elixirs of life accelerate a living creature’s natural healing processes and immune system."
Page 549: Quicksilver mutagen's "ranged attack rolls" was meant to apply to ranged weapon attack rolls and ranged unarmed attack rolls, but it makes sense to apply to Dexterity-based melee attack rolls using finesse. Change "ranged attack rolls" to "Dexterity-based attack rolls."
Page 550: Under Method of Exposure, in the Injury section, change the first sentence to read “An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item.” This explicitly allows you to poison ammunition as well as weapons.
Pages 551–554: Injury poisons should require 2 actions to apply rather than 3, allowing you to draw a poison and apply it to a weapon on the same turn. Change the Activate entries for the following poisons from a [three-actions] glyph to a [two‑actions] glyph: belladonna, black adder venom, giant centipede venom, giant scorpion venom, giant wasp venom, graveroot, hunting spider venom, lethargy poison, purple worm venom, shadow essence, and wyvern poison.
Page 551: Deathcap powder should be held in 1 hand, like other ingested poisons, not held in 2 hands.
Page 566: In dispelling sliver, add “(counteract modifier +29)” to the end of the first paragraph of the effect.
Page 573: In the decanter of endless water, add a usage entry of 2 hands and a Bulk entry of L.
Page 574: Maestro's instrument should have DCs for the charm effects, DC 27 for the moderate version and DC 38 for the greater version.
Page 584: In the grievous rune entry for a spear, change “enfeebled” to “clumsy” to match the spear’s critical specialization effect.
Page 586–587: In mithral shield, change the Bulk entries for the standard-grade mithral shield and the high-grade mithral shield from “1” to “L.”
Page 587: Arrow-catching shield. This shield had a built in usage frequency based on being fairly fragile that worked in the playtest rules for shields, but switching from dents to HP, the shield became too easily destroyed and needs to offer more protection. Increase the basic shield statistics to Hardness 10, HP 60, BT 30 and add a frequency of once per minute on the activation.
Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.
Page 592: Under Staves, change the fourth sentence to “Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry.” This removes the erroneous mention of holding more charges. In preparing a staff, change the second sentence to "When you do so, that staff gains a number of charges equal to the level of your highest spell slot. You don’t need to expend any spells to add charges in this way." This makes it clear how many charges you gain if you have only a few low level spell slots but have a cantrip or focus spell. Finally, in attacking with a staff, add "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn’t alter any of their spellcasting abilities." since staves are specific weapons, with the staff abilities as the additional abilities.
Page 594: Greater staff of necromancy has enervation, a spell that's in Advanced Player's Guide instead of this book. Replace it with a 4th level vampiric touch.
Page 597: Wands become broken when you overcharge them and succeed at the flat check, and you need to know their statistics to Repair them. While they use the normal statistics for a thin item of their composition, it makes sense to call that out. At the end of Varying Statistics, add "A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."
Page 602: In the entry for greater storm flash, add a spell DC of 38 to the end of the last sentence, as the greater form of an item should increase the DC to a competitive one for its level.
Page 604: Under Companion Items, replace the third sentence with “Normally these are the only items a companion can use. Other items may qualify, at the GM’s discretion, but an animal can never Activate an Item.” This makes the rules clearer than before, and allows the GM to opt into adding more items.
Page 612: Healer's gloves' activation was unclear as to whether it was a healing effect. Change the activation effect to the following: "You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing."
Page 618: In the definition for the broken condition, change the second sentence to “An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold.” This matches the definition of broken on page 272 (the inconsistency before was what happened when its HP were exactly equal to the Broken Threshold).
Page 620, 631, and 454: In the definition of fatigued, the intention is that it prevents the exploration tactics you take while traveling or exploring an area, but you can still stop and Refocus, Treat Wounds, and so on. Change the last sentence to "You can’t use exploration activities performed while traveling, such as those on pages 479–480."
Pages 620–623: In the definitions for the friendly, helpful, hostile, indifferent, and unfriendly conditions, change the first sentence to read “This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.” This continues to reflect the fact that mundane skills can't influence a PC's attitude (unless the player wishes to change it to reflect the other character's persuasive ability) while allowing magic like charm to do so.
Page 621: The prone condition said you could Take Cover to gain cover against ranged attacks, but it should say you gain Greater Cover. When combined with still being flat-footed, it allows you to hunker down for a net of 2 more AC against ranged attacks.
Page 621: Persistent damage sidebar. Clarifying Assisted Recovery, at the end of the first paragraph, change the last sentence to "This allows you to attempt an extra flat check immediately, but only once per round." and add the bullet point "• The action to help might require a skill check or another roll to determine its effectiveness." Remove Administer First Aid as an example of assisted recovery, as it's a separate action.
Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features.
Page 72-79: Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.
Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."
Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."
Page 75: In perpetual infusions, "bullheaded mutagen" should say "serene mutagen."
Page 89: Raging Athlete. The wording has been adjusted to prevent unintended interactions with other abilities while keeping the same benefits. Change the text to "Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."
Page 91: Sudden Leap is missing the two-action icon from the fighter version, leaving the action cost unstated. Add in the two action icon.
Pages 99-103: Various bard feats shouldn't have the "focus pool" prerequisite. If you somehow take them without a focus pool (typically via multiclassing), you gain a focus pool, as normal for taking your first feat that grants a focus spell.
Pages 102, 201, 211: In Quickened Casting, change the restriction to "If your next action is to cast a <Classname> cantrip or a spell that is at least 2 levels lower than the highest-level <Classname> spell slot you have" inserting bard, sorcerer, or wizard as appropriate. This wording change makes it clear how to handle situations where you have a cantrip or focus spell at a different spell level than your highest spell slot.
Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of <Classname> spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.
Pages 222-231: In the multiclass spellcaster Breadth feats, change "for each spell level other than your two highest spell levels" to "for each spell level other than your two highest <Classname> spell slots." inserting the appropriate class. This makes it clear what to do if you are a spellcaster multiclassing in another spellcasting class (or potentially multiclassing in multiple spellcasting classes).
Page 630: In curses, add "Effects with this trait can be removed only by effects that specifically target curses." This makes it clear that you need to use spells like remove curse to remove a curse, even one put in place by a spell, as opposed to dispel magic.
Pages 337, 403, 405: In feeblemind, celestial brand, and jealous hex, make it clear that they are applying a curse.
Page 634: Add the olfactory trait from the Bestiary to the Glossary and Index "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM."
Pages 629–633: In the definitions of the chaotic, evil, good, and lawful traits, remove the last sentence. Creatures can use abilities of an alignment without matching that alignment, but they might be anathema or change a creature’s alignment over time with repeated use.
Page 637: In the definition of the summoned trait, add this section to deal with summoned creatures creating more creatures without using summoning "A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. "