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
Foretell Harm (Player Core 2, pg 138)
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?
The store page for the Foundry VTT implementation of Hell's Destiny has a duplicated image in the preview images.
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Foundry store has:
AnneB wrote:
Seize victory, would be my guess :) But definitely not sieve XD
ScooterScoots wrote:
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!
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:
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.
Resistance: Spells (Except Earth, Water, or Spells That Cause Rust)
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:
*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.
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.
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.
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:
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:
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?
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
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
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.
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.
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:
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
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.
Woo! Trans rights! Also idk who is in charge of publishing the blogs, but the rss/atom feed has had an error appear at some point meaning this latest blog isn't showing in anyone's feeds (I have access to four different places who use the feed, so can confirm it's a blanket issue). rss feed wrote:
Paizo Plus History It would be fantastic if the order number showed on the Paizo Plus history instead of, or in addition to, the date that points were awarded. Trying to match Paizo Plus points allocation with specific purchases is very confusing, as the dates on Paizo Plus and the dates of purchase rarely match.
I'm for Fleshwarp staying as a full ancestry. I think they have more flexibility and variety that way. And with the remaster mixed ancestry rules, anyone who wants "I'm fleshwarp but also I want some elf feats" can do that. I also hope they don't put it in Vaultlines, mostly because of the example of Shoony being the only other AP-specific ancestry and suffering a lot from the page space limitations of that. Maybe it'll work, but I am cautious after the one previous time.
Divine Wall - Champion feat (Player Core 2, pg 98) The (flavour?) text for this is the reverse of how the rules work XD
Divine Wall wrote: You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies. Stepping out of difficult terrain is unrestricted, only stepping into difficult terrain is blocked. All steps away from you are therefore viable and not prevented XD
Yeah, got nothing more than what's in the Mwangi Expanse, which doesn't make sense. The fact that the Terwa Uplands doesn't even have a marked area on any maps that I know of is also a problem. I assume some of what is currently flagged as The Shackles on the World Guide map is actually Terwa Uplands, but without any more from Paizo we're just making guesses based on incomplete and contradictory information. Sigh.
I'm one of those people! (Hey Jon) There's another a thread (not in Website Feedback) about it too: https://paizo.com/threads/rzs7vww1?Got-a-weird-email-from-Paizo-this-mornin g
Moth Mariner wrote:
I've turned this profile map of The Temple of All Gods into an image to make it easier to understand.
Sort by Price (ascending or descending) doesn't seem to function in either the Pathfinder or Starfinder sections of the Store. https://store.paizo.com/pathfinder/ and anything under there
However it does seem to work elsewhere (Virtual Tabletop, Accessories, Miniatures, Other Games, Merch)
Useful only if the GM knows there's a difference. When we played, our GM had no reason to compare-and-contrast the Eight Practices, so we kept bungling it while our GM thought we were either forgetting, or roleplaying as foolish. I finally spotted the difference when I checked the version in the Foundry module instead, around the final time it was useful to us....
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