Temple Priest

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Organized Play Member. 273 posts. 4 reviews. No lists. 1 wishlist. 2 Organized Play characters.


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Short answer:
No, they have their own multiple attack penalty track.

Longer answer:
Note that the rules for MAP don't say that attacks happening on your turn become less accurate, they say your attacks become less accurate.
Animal Companions are not you, and you are not them. They are a minion and they follow the Minion rules, meaning they have their own actions.

Mounted Combat is an example of Specific beating General. The general rule is each creature has its own MAP, but when mounted the specific rule overrides that: now you share MAP.

Same for Summoner Eidolons: despite being a separate creature, the rules specifically override that, and they have to share MAP with their summoner.

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Hey gang! The blog text talks about the first two unveiled bonus rewards for reserving, but the image is only showing the first.

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XP Budget: Character Adjustment (GM Core pg 75)

The Low character adjustment budget for encounter XP was changed from 15 to 20 XP in the remaster. Was this intentional, or an accidental copy-paste? It means that Low no longer follows the same math as other threat levels, so you can no longer use the same calculation for all encounter budgets:
XP_Reward / 4 * Number_of_PCs = XP_Budget

Bringing it up as the Foundry implementation of Pathfinder 2e still uses that calculation for every threat level...

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Scare to Death (Player Core pg 261)

Is the Incapacitation trait meant to apply to the initial Intimidation check, or the later critical success Fortitude save?

It can't apply to both, since if it applies to the Intimidation check then the nested Fortitude save is unobtainable.

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"Pathfinder Adventure Path: Gatewalkers PDF - Single File"

The zipped version of this item in the Library/Your Downloads contains the player's guide for Extinction Curse rather than the player's guide for Gatewalkers. A funny mistake, but should probably be fixed!

It's also missing an interactive map pack for some reason? (also missing from the File per Chapter version)
Something included in every other AP and in the softcover trio of books this hardcover is made from, so hopefully that can get added too. Otherwise you'd need to buy all the single books to get the maps to go with this hardcover...

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Library / Your Downloads* issue:

If you download one of the non-zipped parts of an item, and then try to download the complete zipped version, it will instead re-download the previously selected/downloaded single file. Need to refresh the page to reset it and be able to download the zip.

Have tested this on multiple items.

*Why does this page have two names?

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Yes that is how handwraps and combination weapons work, as mentioned, but are they written as such because they are an exception to the expected normal behaviour? We don’t know.

Can house rule any way we want, but currently there are no rules on this for versatile weapons.

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Damage-specific runes applied to Versatile weapons

Certain runes have a usage of "etched onto a [damage type] weapon". How do these function when applied to weapons that can swap between damage types? (i.e. versatile weapons)

There are rules for adjudicating this kind of behaviour under more specific circumstances (Handwraps of Mighty Blows, Combination Weapons), but their definitions are specific to them.

Theoretically one could apply the Etching rules to say that such a rune could never be applied to a versatile weapon that includes a damage type that isn't supported by the rune, but that is invalidated by the following item existing (potentially more items exist):

The Vampire-Fang Morningstar (Treasure Vault pg 38) is a base bludgeoning, versatile piercing, weapon that has the Wounding rune on, which can only be etched onto a piercing or slashing weapon. So does the Wounding effect apply to its base bludgeoning attacks, or only the versatile piercing ones?
(bonus question: should the Activate ability only work if the previous Strike was piercing?)

Runes that this lack of a base rule affects:
Crushing, Cunning, Wounding, Serrating, Keen, Shockwave, Bloodthirsty, Vorpal.

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Summoner's Eidolon - interaction with items ambiguous (Impossible Magic pgs 65 and 69)

Depending on where you read the rules, Eidolons either can't wear or use magic items, or can't wear or use any items (except for those with the eidolon trait).

Page 65, Gear and Your Eidolon wrote:
"Your eidolon can’t wear or use magic items, except for items with the eidolon trait."
Page 69, Key Terms: Eidolon wrote:
"An item with this trait can be used or worn by an eidolon only, and an eidolon can’t use items that don’t have this trait."

.

So currently the question "can my eidolon wear a thieves' toolkit and/or pick locks with such tools?" has two different but RAW correct answers, depending on which page you read.

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SuperParkourio wrote:


It doesn't work with Burrow.

Forced Movement wrote:
If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy.
Very few creatures can override this, such as the almiraj or the bog archdragon.

Good correction, thanks. So it only really works for drowning people, which is still very bad but better than previously thought. Or I guess if you walk off a cliff with them but you have flight and they don't. That fits the forced movement rules I think.

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Stick On - Impossible Magic pg 164

This rank 1 spell is very cheesy if you have access to additional movement types.

Why? No save.

Anyone with access to flight, waterbreathing, or burrowing, can Stick On with no save, move to a deadly location for their target, and then dismiss. Maybe even viable with the Jump spell or similar. And of course this works both ways. Players can do it, or enemies can use it vs the players. A dragon is going to love it!

Edit: Oh and technically you can use Reach Spell with it? How does that even work??

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The Fascinated Condition

Please either rewrite fascinated, or train all the folks who work on spells, feats, items, adventures, and so on, what fascinated does and does not do.

So so so many times does something apply the fascinated condition and then either cancels it or get cancelled by it, or clearly assumes fascinated does something other than it does.

Most recent example from the new AP, Bastion of Blasphemies, where an enemy inflicts fascinated (via a spell) and then (as part of the same behaviour), attacks anyone who successfully saved against it. Which removes fascinated from everyone who just got it…

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The Bits & Mortar scheme is a great system for folks buying physical books from FLGS to get access to pdfs, perhaps Paizo can look at that?
https://bits-and-mortar.com/

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Probably true, inflation makes everything go up in price. Paizo staff need to pay rent and buy food. But that's not relevant to this conversation :)

Hopefully we can get some better compression on the PDFs from Paizo sooner rather than later.

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I can't remember the specifics of earlier books at this point, but I can say that in Book 6 items up to 20th level are for sale. Everyone should be able to nicely kit out before the finale.

Oh and even without that, PCs can usually order higher-level items to be delivered to lower level towns, as per the rules for Marketplaces:

GM Core wrote:
If a character's level is higher than the settlement's, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled.

(or just take up crafting)

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Oh and looks like sorting by "Last Updated" doesn't work. Seems to show files in some order I can't identify, but definitely not in the order of their Last Updated date.

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A bunch of "Test" files have been added to my Library, looks like they are variants of the Draconic Codex (which for some reason looks to have been recently added to my library, despite me getting it at release with my subscription).

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The Raven Black wrote:
Will Seoni be next ?

The clip explained why they did it for Seltyiel, and since that reasoning doesn't apply to Seoni my assumption is no, thankfully.

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Was mentioned a bit on the last stream.
As far as I understood it, folks at Paizo (or at least a majority of them) preferred/missed the old style.

...hold music plays...

I've gone and found the answer from the stream and made a clip of it. Here you go:

https://www.twitch.tv/officialpaizo/clip/TriangularFamousClipsmomSeemsGood- 1g232o0ORa4Xe0ak

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The final Book 6 boss has an alignment based thing going on, but honestly it makes the fight too easy. Dropping alignment makes it better!

You can and should swap in remaster (and later-published legacy) versions of things very easily, except one magic item in Book 4.

You can find the Age of Ashes section of the forums here:
https://paizo.com/community/forums/pathfinder/adventurePath/ageOfAshes

And Kalnix has compiled a guide to running the AP here:
https://docs.google.com/document/d/e/2PACX-1vQ-FigXIa1pZHpahAcTHamm5IzOPriB W4lqbK1Ht40v9Qp26hCXySHGvl4moym2PxyovFiCw1wUD-T0/pub

It says "fixing" but they're mostly improvements rather than fixes :)

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Mark Moreland wrote:


Have you used PDFs from our pawn products or the VTT token packs we offer for this sort of thing? If we were to offer you the perfect product that would meet your needs, what would that be (taking "all the art just being free online" off the table as an option, for the sake of discussion)?

While not the GM being sampled, I do have suggestions!

My target use here is:
Running adventures on VTT that came out before the Foundry modules era happened; or adventures that otherwise don't have, or aren't going to end up with, a module for whatever reason (like Tales from the Vast)
but it might work for other needs too.

Currently the direct-from-Paizo options are:
- extract images from adventure pdf
- extract images from pawns pdf

Issues:
- Adventure pdfs might be missing some art, have parts of the art cut off, and the quality can vary but is usually okay.
- Pawns pdfs have art for (usually) everything, sometimes have bits cut off, but the quality is very very low.

Some potential ideas/fixes (I think the last three are much stronger than the first two):

- Upping the quality of the Pawns pdf images. Upside: maybe not as much much work as the other ideas? Looking at physical pawns, there appears to be a higher quality for-print file existing, just not available to the public. Downside: might cause issues at the home-printing level. Also doesn't fix the other issues with extracting from Pawns.

- Adding all the art to the adventure pdfs. Downside: just no, terrible idea.

- Have an art folder supplied with the Adventure pdf. Upsides: Can make the main pdfs smaller/more compressed, making them faster to reference and smaller to download. Can include art that didn't fit the layout.

- Have an art folder supplied with the Pawns pdf. Upsides: Drives sales of the Pawns pdf item, hopefully. Makes the Pawns pdf item the "Combined DIY Tokens for VTT and Physical" option.

- Maybe some kind of art folder per AP/Adventure sold as a separate item? Upside: A new thing to sell, no messing with existing items. Downside: Seems kinda like selling the same thing three times (though maybe pawns pdf sales will drop off?)

Maybe there's more possibilities people can think of. Thanks for reading!

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Mathfinder's video here might help on large PC stuff, but I think it's mostly covered above.

Generally you'll be dealing with the spaces as difficult terrain, nothing to do with squeezing.

Remember that they are not a 10x10 cube, that's just the area they control and need to move unhampered. You as a human are not 5x5, you have quite a lot of room in a space like that. It's just harder to run down a 2.5x2.5 tunnel, and you can still stop in a tunnel that wide.

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The 2021 April Fools Bestiary blog used to have a couple more images, they seem to have vanished? The adorable Floolf for one! I can also find screenshots of the Nosferotter and the Psstpsstmitl from other websites documeting the event.

https://paizo.com/blog/oops-we-did-it-again-foolish-monsters-2021-a-rope-of -sand

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Foretell Harm (Player Core 2, pg 138)
Currently lacks target(s) information.

Is it meant to apply to the creature(s) hit by the previous action, or any creature you select? Without any information, you can assume it's the same creature(s) previously hit, but that doesn't match the damage being "seemingly random" as described in the text.

Also: how does it apply to area-of-effect damage?
PFS has given a note that it applies to "all targets of an area-of-effect spell". Having that clarified for the general population would be helpful!

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The store page for the Foundry VTT implementation of Hell's Destiny has a duplicated image in the preview images.
It is also missing one image (and one video, if we can support those here) compared to the equivalent page on the Foundry store.

Compare
https://store.paizo.com/pathfinder-adventure-path-223-hells-destiny-foundry -vtt-code/
vs
https://www.foundryvtt.store/products/pf2e-ap223-hells-destiny

Paizo store has:
Cover image, fully prepped table, immersive ambient soundscapes, stunning high-rez artwork, immersive ambient soundscapes again, beautiful digital dice.

Foundry store has:
Cover image, fully prepped table, stunning high-rez artwork, completely pre-configured scenes, immersive ambient soundscapes, beautiful digital dice, and a video of the token marker and dice.

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AnneB wrote:

This is minor, but in Lost Omens Divine Mysteries, in the entry on Milani on p. 151, her edicts read:

"confront oppression in all its forms, defend the common folk, overcome despair to **sieve** victory"

I think that last part is probably supposed to be "overcome despair to **save** victory". I'm not sure how I'd actually sieve victory.

Seize victory, would be my guess :) But definitely not sieve XD

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ScooterScoots wrote:

Ingest magic is great when the enemy actually has spells on them, but most don’t and you often don’t know when enemies have spells on them. So it’s very niche.

Oh no, the cheese-able thing with the Silt Frog is removing negative effects from allies.

Someone got hit with a spell that's given them a detrimental condition that they'll carry into the next encounter, or even longer? No need to burn money on scrolls or expend precious spell slots, just have the frog nibble them repeatedly!

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Undersea Companions (High Seas, pg 108-109)

All of these new animal companions are missing the Aquatic or Amphibious traits, making them absolutely terrible for use under sea :D

Affected animal companions:
Cephalopod, Iridescent Salamander, Pufferfish, Silt Frog

Also the companion Silt Frog's Advanced Maneuver Ingest Magic is incredibly powerful for its level, since it is a resourceless, no cooldown, magic counteract available from level 8. Similar abilities usually turn up around level 16 for PCs.

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Resistance: Spells (Except Earth, Water, or Spells That Cause Rust)
AKA the Ex-Golems Issue

When golems got remastered into regular constructs, golem antimagic was converted to resistance: spells, with some exceptions to specific traits. However three of those exceptions have a big problem, and appear on many/most of the remastered constructs. Specifically any exempting the traits earth, water, or spells that cause rust. What problem? All damaging spells with those traits cause physical damage*.

Why is that a problem? These constructs have physical resistance also! So those spells are getting resisted the same amount anyway. The exemption doesn't do anything except make you futilely flip through your spell lists :(

Problem constructs:
Clay Effigy, Guthallath, Iron Warden, Paleohemoth, Stone Bulwark, and Brass Bastion. Five from Monster Core, one from Rage of Elements.

*Okay we do have ONE water-but-not-cold-traited spell that doesn't do physical damage, but it's a very specific reaction and only available on two spell traditions, Brine Dragon Bile; and ONE rank 8 incarnate spell that does untyped rust damage, potentially blocked if you worship the wrong elemental lord, Summon Elemental Herald. Both from Rage of Elements. Definitely zero spells for the earth trait.

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There are two specific current(ish) artists that I don't enjoy the work of, one of whom does a somewhat cartoony style and has done a lot of work in recent books, but it's definitely not a blanket trait of all current artists. Nor are there blanket opinions on art, tbf :D

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Beautiful messages! Thank you all.

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The Peri (Bestiary 3 pg 201) does not have any speeds listed... it should probably have at least one, but most likely two.

Needs a regular land speed to Stride for its Flame Jump ability, and most likely a fly speed also (has big wings).

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Having already discussed this multiple places elsewhere, I know this suggestion can cause debate... so just a reminder that this thread is not for debating topics, but for offering up things that are either clearly broken, or have unclear text/intent.

Immunity to Critical Hits (Player Core pg 408) is unclear partly from its own text, and partly because the general rules are a bit unclear on what constitutes a critical hit.

The definition for Critical Hits (Player Core pg 275) specifies that Critical Hits are only a rule for weapons and unarmed attacks, which is mostly supported by the rules for casting spells never mentioning critical hits and instead saying "spell attacks don’t deal any damage beyond what’s listed in the spell description" (Player Core pg 303). For spells, and other things that aren't Strikes, the term is critical success.

Some opposition to this definition comes in Checks, Step 4: Degree of Success - "If the check is an attack roll, this is also known as a critical hit (Player Core pg 401), and in some spell descriptions, like Disintegrate - "Make a spell attack... If you critically hit..." (Player Core pg 325).

The key line from Immunity to Critical Hits is "When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage". Some interpret that "or other attack that deals damage" means it includes spell attack rolls (and kineticist elemental blasts), however the structure of the sentence means it needs to be critically hit by an "attack that deals damage", which wouldn't include spell attack rolls (or elemental blasts).

Later on it also says it 'does not make it immune to any other critical success effects...", which would (could?) include any potential double damage from spell and elemental blasts, as those are critical successes, not critical hits.

So yeah, it's a bit messy.

If the intent is to apply it to all double damage results from attack rolls, maybe the term Critical Hits need to be removed from the Immunity definition, or the definition of critical hits needs to be updated.

If it's only meant to apply to Critical Hits as currently defined (weapons and unarmed attacks etc), the language in the Checks rule, and certain spells like Disintegrate, should be changed to clarify that those are not critical hits, but critical successes.

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The base frog tongue never had reach afaict (at least as far back as the 2nd printing of the CRB).

It gains reach as part of the 7th level specialisation ability (pre-remaster only).

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Blighted Boons (Treasure Vault pg 186, both versions) have no typing to their saving throws. To be clearer, they give the DC for the saving throw, but don't say whether the save is Fortitude, Reflex, or Will.

The Partaking section says that unwilling partakers must make a save, but it doesn't say what type. Then the Intervals section of Progression requires all users (willing or otherwise) to make a different saving throw after each interval, but again no type is given for the save.

Perhaps different blighted boons were meant to require different saves, but there is no such information in their statblocks either.

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All Animal Companions (Player Core pg 206) begin trained in the Athletics and Acrobatics skills, and then gain another specific trained skill tied to their type. As they gain advancements, certain skills get added or set to specific tiers (note: they are not increasing the previous tier by one). Because of that, they do not have a system for swapping or otherwise choosing skills.

Five animal companions added in various books have their additional trained skill set as either Athletics or Acrobatics. I assume these are all errors, since they cannot fit into the rest of the rules regarding animal companions skills.

They are:
Oozeform Chair (both versions of Treasure Vault pg 106)
Augdunar, Draft Lizard, and Goat (Highhelm pg 109)
Gray Bladeling (Shining Kingdoms pg 123)

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A fair few spells and abilities have the area cylinder, but that isn’t actually defined anywhere in the rules.
Can make assumptions based on the other area types, but might be good to have that officially defined somewhere eventually. Who knows, my assumed version might be wrong!

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Was reading a bit from Kobold Press on making maps, and yeah they talking about the conflict of fitting interesting encounter rooms on a page while having them far apart to not bleed into one another, and yeah sometimes the map has to be something of an abstraction to make the game a fun game.

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Ed Reppert wrote:
Golarion is getting to be awfully crowded.

Not for a long long time, if we use the population numbers that Paizo give XD

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Anyone needing their gold updates pushed through should contact customer service. They're the folks who can, and they're fast and friendly!

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You'll want to downgrade to Foundry v13 for now. v14 is very new, so most modules still need to be checked/updated.

There may be places you can see the version details within foundry, but the places I just checked to see which version(s) the module is available are:
https://foundryvtt.com/packages/pf2e-season-of-ghosts
and https://www.foundryvtt.store/products/pf2e-season-of-ghosts

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Yeah, the held one is more expensive!
The spell one (if assumed to create a light that doesn't require holding) is both more flexible in use and cheaper.

Perhaps "6 gp + expended spell slot = 15 gp"?

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Everlight spell (Player Core pg 329)

Is the created crystal meant to follow the same usage requirement (held in 1 hand) as the specific Everlight Crystal item (GM Core pg 273), or is it intentionally more flexible?
Or is the Everlight Crystal "held in 1 hand" requirement an unintentional holdover from the legacy version of the item.

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Adventure Lookup is made to sort & filter adventures from many systems, but i have seen some pathfinder on there.
idk if it covers all pathfinder adventures, but iirc it is community edited so folks can add anything that isn’t there.

https://www.adventurelookup.com/

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Not sure if this is the best place to report an issue, but the product page comment sections are all gone...

In the current pdf of Divine Mysteries, the bookmark for Aroden's section has been removed and the sub-bookmarks of his section as well as all following gods have been folded in under "Godly Influence". This was not the case for the previous version I have of the pdf, back when the site was watermarking the pdfs.

Example:

Used to be:

Gods of the Inner Sea
> Overview
> Gods of the Inner Sea
>> Using the Entries
>> Abadar
>> Asmodeus
>> Calistria
etc...

Arazni was missing, which I assume is why there was a new version. However the new version is broken worse.

Current version is:

Chapter 2: Inner Sea Gods
> Godly Influence
>> Inner Sea Gods
>> On the Final Road
>> Divine Intercessions
>> The Church*
>> Followers*
>> Relationships*
>> Divine Allies*
>> Divine Intercession*
>> Arazni
>> Asmodeus
etc...

Everything with a * should be sub-headings of an Aroden bookmark. Also the rest of the gods should be the same bookmark level as Godly Influence, not sub-headings.

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Definitely have seen this problem in multiple pf2e APs/adventures.

Putting a check on something required to proceed, without having a fail state beyond “try, try again”, is bad design. Really pulls the players out of the scenario.

If I spot one in advance, I’ll add a fail state (easiest/laziest one is that the different levels of success costs varying amounts of time), but it is a negative any time I see one.

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old Gil wrote:
I may have missed some things, but what happended to Starfinder Scenario 19?

You did! It was addressed back in the January 2026 Organised Play Monthly Update, here's the important bit though:

January 2026 Organised Play Monthly Update wrote:

Cancelled Scenario

Eagle-eyed viewers may notice that a new batch of Starfinder Society scenarios are live in the Paizo store, but that we jumped straight from #1-18 to #1-20. Starfinder Society Scenario #1-19 was critically delayed due to a combination of production factors, and we have made the difficult decision to cancel it. For bookkeeping reasons, at this point in the production cycle it's easier for us to simply leave a hole in the numbering system rather than adjust all future scenarios.

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Either way, Aura of Faith's text is wrong and preferably will get fixed at some point :)

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TPV wrote:
Player Core 2 page 308: The Staff of the Tempest (Major) is listed at 14,000 GP. Every other level 14 Staff is listed between 4,000 & 5,000 GP. Seems like a clear typo.

This is already fixed as of the Spring errata:

Player Core 2 Errata (Spring 2026, 1st Printing) wrote:
Page 308: The major staff of the tempest has the wrong Price! Change it to 4,000 gp.

You can find it on https://paizo.com/pathfinder/faq

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Aura of Faith - Champion feat (Player Core 2, pg 97-98)

I'm back with some busted champion flavour text! This one is a victim of the great remastering.

Aura of Faith wrote:
You radiate an aura of belief that imbues your attacks and those of nearby allies with divine power. Each willing ally in your champion’s aura adds the holy trait to their Strikes if you’re holy or adds the unholy trait to their Strikes if you’re unholy.

With the remaster, this feat no longer adds anything to your attacks, only your allies, and you are not your own ally.

The currently-granted benefit is unnecessary as the champion would already have it, but the flavour text is still funky because of the change.

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