Fall Errata Suggestions 2025


Pathfinder Second Edition General Discussion


With the Spring Errata just dropping it is time to start a new Errata Thread for all the stuff they missed or didn't get to. As this stuff is very important to the community and as such we will be repeating a Errata Thread!

Errata: Kineticist Class
Issue: It doesn't work with the Mythic Ruleset and if you want it ot it requires homebrewing/houseruling that Blasts are Strikes and Impulses are Spells.

Errata: Swashbuckler Multiclass Dedication
Issue: It has no way to use Panache till level 4 when you get a second feat.

Errata: Beastlord Mythic Destin
Issue: Your companion is not treated as a Mythic creature


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Suggestions for next Errata: Review the suggestions from thread https://paizo.com/threads/rzs5n02x?Spring-Errata-2025-suggestions.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Also: don't clutter up this thread with long discussions, post your errata suggestion, move on.


In Divine Mysteries, Rivethun Adept lists Rivethun Practitioner as a prerequisite. There is no Rivethun Practitioner. Likely it means Rivethun Devotion.
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Class: Inventor
Rules: Weapon Innovation
Problem: The Weapon innovation grants you a common level 0 simple or martial weapon, or any level 0 weapon of which you have access. Alternatively, you can pick a level 0 advanced weapon of your choice, but this consumes an initial weapon modification.

Problematically, the alternate use does not specify a rarity, which can lead to different interpretations on whether or not this entry allows the use of uncommon, or even rare weapons, and whether access is required to have such a weapon invention.

A clarification of the limits of this ability would be appreciated.
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Ancestry: Automaton
Rule: Automaton Lore feat
Problem: Now that Automaton Lore now grants Additional Lore (Automaton Lore), the Enhancement ability to increase Automaton Lore to expert/master is now redundant, and may be removed to just affect Arcana or Crafting.
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Class: Dual-Weapon Warrior and Gunslinger
Rules: Dual-Weapon Reload
As the PFS note on Archives of Nethys states, Dual-Weapon Reload does not need an action. Additionally, the Gunslinger's version does not need a Requirements slot.
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Archetype: Demolitionist

Rule: Demolitionist Dedication archetype feat
Problem: The Demolitionist Dedication references Calculated Splash in a clause, which was removed.

Rule: Controlled Blast archetype feat
Problem: The Calculated Splash feat can be removed as a prerequisite, as it is not included in the Remaster, and the Demolitionist no longer learns the feat. Additionally, Controlled Blast includes rules for using both Calculated Splash and Demolition Charge, which is also not in the Remaster.

Rule: Collapse Wall archetype feat
Problem: Also makes reference to Demolition Charge.
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Archetype: Firework Technician
Rule: Firework Technician Dedication archetype feat
Problem:
-The Firework Technician Dedication feat grants advanced alchemy benefits, but does not explain how many daily consumables are granted per day.
-While the feat says you should spend your daily consumable to Launch Fireworks, it instead costs versatile vials.
-The feat is a bit inconsistent on whether versatile vials or daily alchemical consumables should be spent on fireworks displays, as it says both should work. But only versatile vials function for the purpose.
-The Launch Fireworks action refers to batches of infused reagents, which no longer apply.

Rule: Coughing Dragon Display archetype feat
Problem:
The feat has a cost of 1 fireworks display, which the allotment of which are not clear. This feat also still communicates costs in terms of batches of infused reagents.

Rule: Jumping Jenny Display archetype feat
Problem:
The feat has a cost of 1 fireworks display, which the allotment of which is not clear. This feat also still communicates costs in terms of batches of infused reagents.

Rule: Goblin Jubilee Display archetype feat
Problem:
The feat has a cost of 1 fireworks display, which the allotment of which is not clear.

Rule: Banshee Display archetype feat
Problem:
The feat has an optional cost of 1 fireworks display, which the allotment of which is not clear.
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For Guns and Gears Remastered Edition, there are some accidental OGL references.

Pg. 12: in the exposition paragraph, it references a red dragon, rather than a cinder dragon (or really any other Monster Core dragon)

Pg. 169: For the picture of what what should now be a Marvelous Miniature Bullet, it says Feather Token Bullet

Pg. 182: The Immovable Tripod makes reference to the Immovable Rod.
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Guns and Gears pg. 56: Engine Bay archetype skill feat

The Engine Bay archetype skill feat is made redundant by the Quick Repair skill feat, as the Quick Repair feat, even at its lowest level, can repair 10 objects in the time that Engine Bay allows a character to repair 2. Boosted to 300 objects at Legendary proficiency at the time it takes to repair 8 objects.

And as far as I know, vehicles don't have any special acceptions that disallow Repair from Quick Repair.

Stacking them of course would be too much. Though perhaps a conditional for rewarding the extra time could be in order, such as either increasing the degree of success, or lowering the DC by an easy or very easy modifier.


I wish you guys would have explained how Titan's Breaker's Transcendent worked as a Exemplar Ikon, it is far more confusing then Noble Branch. It feels off as neither my DM or me can fully understand it. If it is just a single weapon die then it is pretty nearly weak...


ElementalofCuteness wrote:
I wish you guys would have explained how Titan's Breaker's Transcendent worked as a Exemplar Ikon, it is far more confusing then Noble Branch. It feels off as neither my DM or me can fully understand it. If it is just a single weapon die then it is pretty nearly weak...

As far as I can tell, it's just Vicious Swing basically, yes. That said, it does kind of need clarification because as written it's still unclear.

Is 4+1 die instead of 2/die, and does not scale with weapon dice count? Or does it mean 4 per weapon die plus an extra die? Or does it mean 4 and a weapon die per weapon die (which would be legitimately insane at the higher tiers, so I'm sure it's not this one) Of course, the problem is that the first option (where it doesn't scale at all with dice) effectively doesn't increase your flat damage at all because of runes, but also is what you're probably left with if it's not the third.

Is it perhaps supposed to just be "increase by" instead of "increase to"? That would make more sense and give it a decent power bump over just Vicious Swing (at level 4, that would be a base of 2d12+8, and then increase to 3d12+12 for the one swing, assuming +4 damage from strength)

Verdant Wheel

Tian Xia: Character Guide
Wayang Weapon Familiarity

Weapon familiarity usually includes a line that says you gain access to Uncommon weapons with your ancestry trait. Wayang does not. Merfolk does this, even though there are no weapons with the Merfolk trait.

Whether or not Paizo intends to make Wayang weapons isn’t the point, it’s just incorrect in terms of how the Weapon Familiarity feats work and for future-proofing.

Excerpt: You learned to fight with weapons that help you keep your distance or make the most of striking from shadows. You gain access to and familiarity with the blowgun, fighting fan, kris, longspear, machete, sai, and trident. You have familiarity with these weapons—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

Add: You gain access to all uncommon weapons with the wayang trait.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Definition of Instance of Damage.


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Errata: Air Scamp (Specific Familiar

Issue: Scamps must pay for Flight and Elemental Mobility. Elemental Mobility for Air familiars gives flight, meaning the Air Scamp pays for it twice.

Suggested Fix: Have elemental mobility give another benefit to Air familiars if they already possess flight, such as Fast Movement (Fly) or maybe a version of Purify Air the druid leshy familiar gets.


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Helvellyn wrote:
Definition of Instance of Damage.

To get this into a more communicable state:

.

There is ambiguity in the resistance and weakness rules hinging on an "instance of damage."

In order to achieve the result / outcome as described by a dev in an old forum post, there seems to be missing rule(s) on the procedure to group some, but not all, damage.

The existing Rules as Written appear especially incomplete/self-contradictory when looking at abilities like Flurry of Blow that combine multiple hits for res/weakness purposes, or when trying to understand what makes weak/resist all special/abnormal.

(I have the suspicion that the community norm, and Foundry default, makes resistance / weakness much more impactful than intended due to the dev making a simple mistake in their off-the-cuff answer. That answer's result requires that every additional type of bonus damage gets to proc weak/res despite being a single sword swing / "instance of damage".)

Horizon Hunters

- Malicious Shadow (Player Core) adds your spellcasting attribute modifier to the damage of the spell. I thought the general design plan was removing such bonuses?


Before I forget about it:

After the Remaster, the Additive trait was changed to remove the mechanics of changing the item's level.

As such, the feat Combine Elixir no longer edits the level of the base item when adding the 2nd elixir's effects.

The feat Eternal Elixirs retained the restriction that the elixir item level must be half one's own.

This means that one must use an elixir of 1/2 level as a base, but is free to add in an elixir of any level via Combine.

.

My suggested errata is actually to remove the 1/2 level restriction on Eternal, (and to combine Persistent Mutagen with Perfect Mutagen into a single feat w/ both effects) but I doubt that'll be done.

The Eternal feat is already very well constrained due to being self-drunk only, requiring a feat tax in Extended, and arguably "should not" have yet another harsh limiter in the 1/2 level requirement.

.

The other ~fix is to add language to Combine to increase the item's level based on the level of the additive, closing the current remaster-added loophole.


I've seen and experienced a lot of uncertainty about how a kineticists elemental familiar works. The text of elemental familiar says you gain an elemental familiar and refers to page 42 of rage of elements. That page has a number of familiars, as well as familiar abilities. Does the familiar granted by the feat a regular familiar and one of the two abilities it has must be the elemental ability, or is the elemental ability something the familiar gets for free? Does a kineticist get a specific elemental familiar? It's open to interpretation and makes me hesitant to take the feat.

Horizon Hunters

- Aerial Cloak (Rage of Elements) grants a "+1 item bonus to Athletics checks to Leap"... Leap does not have a check involved.
Presuming this means one (or both) of High Jump and Long Jump?


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Book: Rival Academies pg. 114
The Runelord's Arcane Bond and Personal Rune class archetype feature needs clarification. The archetype feature grants you a bonded weapon that you can use as a staff, that contains "the sin spells from your sin up to the highest rank of spell you can cast (including your cantrips)."

This entry can be interpreted two ways: first is that the staff includes heightened versions of the sin spells, and second is that the staff does not include heightened versions of the sin spells, often based on the question of whether heightened versions of a sin spell count as sin spells for this purpose.


Ancestries (in general): How about an errata that all [Ancestry Lore] feats now grant Additional Lore instead of just trained proficiency, to match remastered ancestries? And that ancestry weapon feats are modified to match remastered ancestries, too. Would help players patch legacy races into remaster games.

More specifically, the Vanara feat Climbing Tail needs some cleanup: General consensus is that it does allow you to climb with zero free hands and both legs, but would greatly appreciate cleaner wording. Dangle might also need an adjustment, since it seems like it might be redundant unless you fall if you stop climbing.


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Class: Monk
Rule for which errata is needed: Qi spells, also Advanced, Master, etc.
Issue: Feats generally cannot be taken more than once without a special section that explains what happens when you take the feat a second time (e.g. Assurance says "choose a different skill"). These feats serve to condense legacy feats to save save page space, however pre-remaster it was possible to select both Ki Strike and Ki Rush with two different feat choices, but currently you cannot select Qi Spells more than once because it lacks a special section. There isn't really a reason that this should work differently after the remaster; the similar feats for the Ranger (e.g. Initiate Warden) do have a special section- "You can take this feat multiple times, choosing a different initial warden spell each time" so something similar should be added to the monk feats.


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Class: Exemplar
Rules: Barrow's Edge transcendence (Drink of My Foes), Scar of the Survivor transcendence (No Scar But This)
Issue: Do these abilities need to have the vitality trait? As is, this cuts off self-healing options in the class from those who have/use the void healing ability. Drink of My Foes especially seems like it was intended to be a health drain effect that could easily have the void trait.


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Pathfinder Rulebook Subscriber

Copy/pasting my post from the spring 2025 errata suggestion thread:

Book: Rage of Elements

Rule: A few kineticist feats such as Counter Element, Elemental Overlap, and Elemental Transformation have a prerequisite of "exactly one kinetic element"

Problem:: What happens if someone took one of these feats and then later gained a second element? For example, a single-gate earth kineticist taking Elemental Overlap at level 8 to gain the earth/metal composite impulse Whirling Grindstone, and then later at level 13 Forked the Path and gained a new kinetic element (which may or may not be the metal element).

I have seen some people say that they can no longer use the Whirling Grindstone feat, as they no longer meet the prerequisites of "exactly one kinetic element", and I have seen some people say that they could still use Whirling Grindstone because their character met the prerequisites at level 8 when the feat was taken, and losing your feat because of a natural choice you made during a later level up (which might be months or even a year in real life, during which your character would be constantly using the feat) is too bad to be true.


SpontaneousLightning wrote:

I'm going to weigh in with more details.

The closest rule that deals with this is
Player Core pg. 440 2.0 "Retraining" wrote:
When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't replace a skill feat you chose at 2nd level for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.

While I believe this is supposed to be general behavior it does say this applies to retraining, a clarification would be welcome as to wether you need to always meet the prerequisite or lose the ability, or if you only need to have met it when you picked the ability.


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Note that if you want to discuss ambiguities in the rules, rather than flag them for potential errata it's better to do so in a different thread.

The whole "what if you fork the gate after taking elemental overlap" question was discussed heavily in the rules forum when RoE came out and no consensus was reached, so it's appropriate to point out that this would benefit from clarification.


Correct, I added the details I think previous poster missed, such as the relevant rule regarding feat prerequisites, or rather lack there off.

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