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   moosher12 wrote: 
 Based on other sources post-remaster, that is most likely a giant owl pelt and totally ORC-legal :)  
 
   Errata to clarify which version of various weapons is the intended one would be great. A bunch of crossbows have been listed as bows with the remastered Treasure Vault (TV), which is a relatively easy fix for a GM but does throw concern onto general rule of "use the newest-printed version of any particular weapon". The Panabas seems solid. From being a sword in Impossible Lands (IL) and TV (old), it went to being an axe in Tian Xia Character Guide (TXCG) and TV (new). The change happened and then stayed. The Chakram has a interesting/confused evolution. In Grand Bazaar (GB) it follows the normal rules for a thrown-only weapon. The reload is —, range is given, and the thrown trait is listed. On its return in TXCG, the reload becomes 1 like it's a weapon that needs ammo loaded into it, and the thrown trait gains a 20ft, like it's a melee weapon that can also be thrown. GB version makes more sense, but TXCG is newer. The Chakri also confuses. In IL, it's 2 copper, 1d4, 30ft range, reload 0, negligible bulk, and has the traits agile and deadly d8. Then in TV (old) nearly all of that has changed! The price is now 10 times larger at 2 silver, 1d4, 40ft range, reload —, light bulk, and the traits get replaced by just recovery. Seems like an entirely different weapon! And I think it is, since almost all of that is directly copied from the boomerang above it. Especially when the description says "a chakri worn on the wrist is reload 0 instead of reload —", which only makes sense in regards to the IL version of the chakri.
 Summary: Newest Panabas (TXCG) seems correct, but oldest Chakram (GB) and Chakri (IL) seem correct in context of the rest of the system. Also the Treasure Vault crossbows need to be changed to crossbows.  
 
   So there's been a fair few de-OGL-ified demons now, and I thought I'd try track them all down/see which ones are missing. Feel free to offer corrections! Some of these are more tenuous than others. Vrolikai
 Vansidieth
 Degholau
 Miastrilek (and Omox)
 Eshmok
 Kalakaigh
 Pusk
 Imp
 That means we're only short on replacements for Nalfeshnee (greed) and Nabasu (gluttony) demons, I believe. Potentially also Lilitu, though I'd leave that to lawyers to figure out. Anyway, opinions? Have I missed the return of greed and gluttony? Do we think they'll pop up in Revenge of the Runelords? Fingers crossed...  
 
   Woo! on this page: https://paizo.com/starfinder/warframe it says $8.99, but here it says $9.99, one might need a fix.  
 
   Gisher wrote: 
 Yeah would love an official comment on this. Partly so it can be correct on Archives of Nethys :D  
  
 
   Hodag Leather (pg 100) should definitely go into the errata bucket. Seems intended for melee strikes only, but as currently written you can run away from an enemy, shoot them, and use that shot to drag them towards you (since the creature is moved in any direction of your choice). It also doesn’t have any size restrictions, so imagine the above situation happening to a gargantuan creature XD  
 
   Actually looks like this is already in process! I renounce my suggestion! Looking at GM Core and Treasure Vault Remaster: Garment seems to have won. Armbands and bracers are remaining different slots. Eyepiece, cloak, headwear, and shoes are all winners of their brackets. However circlet is still in play, so you can have both a headwear (this includes crowns) and a circlet.  
 
   Worn item slots The rules for worn items state that you're limited to wearing one of each item that uses the same "worn X" slot. However I'm guessing this wasn't ever a set/standardised list decided at the start, because you can get some pretty funny interactions. "worn garment" or "worm clothing" are kinda synonyms, but vague enough you could feasibly have both. "worn armbands" and "worn bracers"... these are synonyms, surely? "worn bracelets" and "worn on wrists" gotta be synonyms! "worn eyeglasses" and "worm eyepiece" could maybe work, but looks funky for sure. I'm starting to juggle what I wear on my face. "worn cape" and "worn cloak"? this feels like loopholing, and definitely looks somewhat silly. "worn cap", "worn headwear", "worn circlet", and "worn crown"? This is starting to stack real high on my head. And the masterpiece: "worn boots", "worn sandals", "worn shoes", and "worn footwear" - You can have really warm feet if you stack 'em right!  
 
   - Ancestry Entries: Traits (Player Core) states that traits on ancestries "have no mechanical benefit", which is normally fine, except... for any ancestry with the Amphibious trait, as that trait is written with mechanical benefits. So following rules as written, Athamaru, Merfolk, Azarketi, and the Undine versatile heritage all gain no benefit from the amphibious trait and can only breathe air :( (Really bad for merfolk and azarketi as they also have the Hydration drawback)  
 
   Having this Web Supplement linked/embedded on the main Divine Mysteries book page would be very helpful for future enjoyers of the game. 
  
 
   Sticking this here for now, ready to duplicate into the Fall thread:
  
 
   Ugh yeah Disappearance is so open to multiple interpretations. Has been a regular issue at many tables for me. I mentioned it here in this thread as well. Devise a Stratagem (Player Core 2) has the Fortune trait - is this intended to apply to the initial roll, or only to the later use of it to replace an attack roll? Currently see it run as the first option, but no idea how that would interact with any misfortune effect applied to the roll. Also makes hero points less applicable to Investigator play.  
 
   Part 2:
 So here are all the Node maps in a dreamy, slightly different from the world outside the aiudara network, style: 
 - For Dreamgate, I did what some other GMs have done and made it about the Dragon Plague: 
  
 
   Part 1:
 Kalnix did 3 books, I did 2, and MapRaccoon did 1. It includes maps for encounters that didn't have maps in the AP books, so it's the full package.  
 
   - Initiative with Hidden Enemies (GM Core) is a bit confused, which I think is because of a mixed-up or missing condition. “To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. They're undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed.” So they’re undetected if they beat both initiative and perception, but they’re also undetected if they only beat perception and not initiative? The addition of “but not unnoticed” to the second state suggests that the first state should in fact be “unnoticed”, or “undetected and unnoticed”.  
 
   Realising that some/many? of the issues in this thread: https://paizo.com/threads/rzs5n02x&page=1?Spring-Errata-2025-suggestion s Should have been posted here, or here as well. Hopefully this gets some eyes on it? Or at least I can repost my comments here.  
 
   - Subtle (Player Core) This trait could use some clarification. 
  
 
   - Lesser Ablative Armor Plating (Guns & Gears) is an uncommon item that grants a 1 minute bonus of 5 temporary hp, but takes 10 minutes to install. This is already a very hard-to-make-use-of bonus, but then compare it to a Lesser Numbing Tonic: same price and level, but is common, takes a single action to drink, and grants 5 temporary hp each turn for the same duration. Gadgets in general need a tune up to make them viable, this was just a notably egregious example.  
 
   Moth Mariner wrote: - Blessed Armament (Player Core 2) The slight rewording of the Champion's Blessed Armament –"grant the armament a property rune"– has been taken to mean that your daily rune benefits take up one of the weapon's available rune slots... Oh I forgot one more bit!If it takes up one of the weapon's rune slots, does this mean you gain no benefit until you actually have a rune slot to take up? If yes, might not do anything for the first couple of levels you have this. If no, you end up losing this benefit once you do actually put a property rune on the weapon...  
 
   - Brutal Beating (Player Core) gives Frightened but has no mental/emotion/fear traits, meaning you can inflicted frightened on mindless creatures and the like. Is this intended? Seems unlikely. - Combat Grab (Player Core) lets you grab any size creature since it is not tied to Grapple. Is this intended?  
 
   - Blessed Armament (Player Core 2) The slight rewording of the Champion's Blessed Armament –"grant the armament a property rune"– has been taken to mean that your daily rune benefits take up one of the weapon's available rune slots. Is this intended? When compared to the value of the auto-upgrading reinforcing rune of the Blessed Shield option, it doesn't seem as beneficial since its value goes down as you level up. - Disappearance (Player Core) This spell is weirdly written, saying you are undetected to all senses, meaning you "count as" invisible (a condition that means you are undetected, we go into a loop). What does "count as" mean in this context? Can this rank 8 spell be countered by spells or other effects that grant the ability to see invisible? See the Unseen and Revealing Light are rank 2...  
 
   Yeah, as written you can't Balance until you are already in an area you need to be Balancing in. So you Stride (or other) into the uneven terrain, and then because you weren't Balancing you fall. And after that, you can attempt to Balance as an action. Or Grease spell, that seems to call for a forced Balance roll during your movement . Sibelius Eos Owm wrote: While obviously 2e never intended for uneven ground to cover an entire room, Amusingly, this is an actual situation in a 2e AP Which 2e AP has this:  Abomination Vaults Now for an errata question to keep on topic: - Oracle (Player Core 2) with the Fall 2024 errata, the text was amended to “Each day, you can cast up to three 1st-rank spells.” So far so good. However the Spell Repertoire section later still talks about learning two spells. Is that meant to increase to three, or stay at two and tax the last one for your mystery? Other classes clarify this. Could be Bard style, could be Sorcerer style.  
 
   - Avoid Notice (Player Core) is not a Secret roll, this seems counter to the standards of the rest of the system. Should it be Secret? - Balance (Player Core) being its own action is very messy on how it interacts with anything else that calls on it. - Rogue Resilience (Player Core) is the only save proficiency upgrade in the system that gives the "roll a success get a crit success" effect when upgrading to Expert, rather than Master. Is this right? Why do Rogues have this? They're already very powerful! - Subtle (Player Core) needs clarification on how it interacts with reactions against Manipulate and Concentrate. - Dragonhide (Player Core 2) objects, what is the point in most of them? Divine, Occult, and Primal make the object (armour or shield) immune to Spirit, Mental, or Poison respectively, things that objects are already immune to. Arcane offers Force immunity, which is thing that doesn't target armour (afaict), nor can be reacted to with Shield Block since it's not physical. - Burning Blossoms (Secrets of Magic) spell as written is not viable, or at least not worth rank 8 because of when the saves are triggered and how it interacts with the Fascinated condition. First fascinated enemy walks into the damage, all enemies drop fascinated. Then the check repeats at the end of each future enemy's turns. And remember that Fascinated drops "if a creature uses hostile actions against you or any of your allies"? So now your party cannot do anything for a full round or this Fascinated drops, and then the first enemy takes damage from the tree and the Fascinated drops anyway. - Hodag Leather (Howl of the Wild) seems intended for melee strikes only, but as currently written you can run away from an enemy, shoot them, and use that shot to drag them towards you (since the creature is moved in any direction of your choice). Also has no size restriction, so you can do the above to gargantuan creatures. - Silencing Shot (Guns & Gears) inflicts an enemy with the Silence spell, a spell that only works on willing creatures. A DC is listed, is this meant to be a save against the Silence? Doesn't matter anyway, as it doesn't say which save is targeted. - Munitions Machinist (Guns & Gears) tells you you can use Quick Alchemy to create alchemical ammunition, but how? Quick Alchemy, Activate ammunition, Load it, and you're out of actions. Then the ammunition becomes inert at the start of your next turn because it was made with Quick Alchemy. ---
 - Creature Identification (GM Core) seems to relate to the old Recall Knowledge mechanics and doesn't work with the new ones. - XP Budget (GM Core) Encounter Budget table Character Adjustment column has changed the budget for a Low Threat from 15 to 20, unsure if typo? - Apsu (Divine Mysteries) still has a ton of Platinum Dragon stuff despite that being connected to the OGL Bahamut: Avatar Form grants platinum scales, symbol is a platinum dragon, and he has a group of followers called the Platinum Band.  
 
   Playing in the Foundry version and noticed there's a second half to the first of The Eight Practices that's missing in the pdf version of the player's guide: 1. Do not call a ghost a ghost; instead, address them with friendly greetings if you must. Not knowing that second part really affected how we were approaching the adventure! Saphire Teawmink has not participated in any online campaigns. | 
 
	
 
     
     
    