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For those of you that hadn't (or even had) noticed yet, the Campaign Clarifications doc was updated on the 7th. Currently there is no way to tell what has changed in the update (like the Additional Resources doc does). John has already noted this shortcoming. So I'm going to post all the updates to the doc--this will not include white space or spelling fixes. I'm also not going to format it to make it look pretty.
Pathfinder Adventure Path #86: Lords of Rust
• Page 75—Make the following changes to Brigh’s
obedience. The Evangelist ability Time Bounce
allows you to cast dimensional bounce (Pathfinder RPG
Advanced Class Guide 179) once per day as a spelllike
ability. Time Bounce is not a supernatural
ability. The Sentinel boon Call to Battle summons a
clockwork golem that follows your orders for 1 round
per Hit Dice you possess before vanishing.
Pathfinder Adventure Path #89: Palace
of Fallen Stars
• Page 75—Make the following changes to Zyphus’s
obedience. In the Evangelist boon Champions of
Cruel Chance, replace bestow curse 1/day with healing
thief 1/day (Pathfinder RPG Ultimate Combat 231).
In the exalted boon Visitors from Abaddon, the
ceustodaemons follow your commands perfectly for
1 round per Hit Dice. The DC of the Sentinel ability
Tragic Accident is equal to 10 + 1/2 your Hit Dice
+ your Charisma modifier. The number of negative
levels your target gains on a hit in the Unfairness
of the World is equal to 3 + 1/2 your Hit Dice unless
it succeeds at a Fortitude saving throw (the DC for
this ability is the same as your Tragic Accident DC,
as listed above).
Rebel’s Player’s Guide
• Page 14—Make the following changes to Milani’s
obedience. You may use the Inspiring Presence
ability once per day for a number of rounds equal to
your Hit Dice. In the Invoke Uprising ability, add the
following sentences after the sentence that begins
“Three times per day as a swift action.” “If the effect
does not normally allow a saving throw, calculate the
save DC as normal if it is a spell; if it’s not a spell,
the DC is equal to 10 + 1/2 the source’s Hit Dice + the
source’s Charisma modifier.”
Advanced Class Origins
• Page 27—Add the following text to the end of the
first paragraph of the Fencing Grace feat. “You do not
gain this benefit while fighting with two weapons or
using flurry of blows, or any time another hand is
otherwise occupied.” p.s. because martials apparently can't have nice things <sarcasm>because the 3rd feat in a 3 feat chain that adds a few points of damage is obviously too powerful if something is in your other hand...</sarcasm>
Alchemy Manual
• Pages 20 and 21—You may purchase other types of
ammunition with the properties of any of the arrows
listed on these pages. The ammunition costs the
same as the arrow, unless the base cost of one unit
of the ammunition costs 1 gp or more—in that case,
add the cost of one unit of ammunition to the listed
cost for the arrow.
Dragon Empires Primer
• Page 22—The sword saint’s brutal slash ability
modifies weapon expertise as follows. Replace the
second sentence of weapon expertise with “At 3rd
level, the samurai selects either the katana or the
wakizashi.” The brutal slash ability also replaces
mounted archer.
• Page 29—Replace the void elemental school’s 3rdlevel
spell tapestry’s embrace with the spell call the void
on the same page.
Gnomes of Golarion
• Pages 14 and 15—The traits on these pages are
available only to gnome PCs (including humans who
have taken the Racial Heritage feat). They have the
types listed in the text (Combat, Faith, Magic, or
Social) but do not count as Race traits. You may gain
any of the traits on these pages with the Adopted
Trait, as specified on page 14. However, they count
as traits of their listed type and not as Race Traits.
For example, if you use the Adopted trait to take the
Excitable trait, you have a Social trait and a Combat
trait. You may use Adopted to take a Social trait
from these pages as an exception to the rule against
having two traits of the same type.
The Harrower’s Handbook
• Page 15— The Deadly Dealer feat allows a character
to enhance sets of 54 harrow cards with any
enhancement that would normally be able to apply
to ammunition, for the same price that it would
normally cost to enhance 50 pieces of ammunition.
Only harrow decks may be enhanced in this way.
Decks of cards made of special materials are not
available for purchase.
Heroes of the Streets
• Page 8—The inspire imitation alternate racial trait
replaces a half-elf ’s Skill Focus feat.
People of the North
• Page 25—Replace the third sentence of the
Witchguard’s Defend Charge ability with the
following. “At 8th level and every 4 levels thereafter,
these bonuses increase by 2.” Replace the second-tolast
sentence of the ability with the following. “At 7th
level and every 3 levels thereafter, the witchguard
can use this ability one additional time per day.”
Taldor: Echoes of Glory
• Page 25—The spell detect the faithful does not detect
creatures pretending to be a member of your faith.
• Page 27—The ring of the sublime does not grant
immunity to fear. Instead, it grants a +4 bonus on
saving throws against fear, as the spell remove fear.
Varisia: Birthplace of Legends
• Page 10—Change the Benefit text of the Thunder and
Fang feat to the following. “You may wield an earth
breaker and a klar at the same time. When you do so,
you may treat the earth breaker as though it were a
one-handed weapon. When using an earth breaker as
if it were a one-handed weapon with a klar in your
off hand, you retain the shield bonus your klar grants
to your Armor Class even when you use it to attack.
Treat your klar as a light weapon for the purposes of
determining your two weapon-fighting penalty.”
Inner Sea Combat
• Page 45—A spellscar drifter’s challenge ability allows
him to deal extra damage whenever he makes attacks
with firearms against the target of his challenge.
His challenge ability doesn’t allow him to deal extra
damage with weapons that are not firearms.
Inner Sea Faiths
• Page 17—Chromatic Scourge provides a sacred
bonus instead of a profane bonus.
• Page 45—You may use All Who Live Suffer Loss as a
standard action 3 times per day.
Inner Sea Gods
• Page 20—In performing Asmodeus’s obedience, you
may drain the blood from yourself.
• Page 108—You may perform the bury secrets form of
the Norgorber’s obedience even if you could locate a
crowd. You do not need to pay for the poison you apply
to the needle—you create it from materials on hand.
• Page 212— You may kneel on spiked chains to
perform Zon Kuthon’s obedience, even if you could
perform the obedience’s first version.
Inner Sea Magic
• Page 43—The familiars listed on pages 10 and 11 of
the Reign of Winter Player’s Guide are legal options for
the winter witch archetype.
Inner Sea World Guide
• Page 229—In the Other Deities chart, replace Apsu’s
Creation domain with the Artifice domain.
5
Pathfinder Society Campaign Clarifications
• Page 234—Add the Evil domain to the list of domains
granted by Ayrzul, Hshurha, Kelizandri, and Ymeri.
• Page 256—Wielding the perfectionist shavatoosh does
not count as possessing the Improved Unarmed
Strike feat for the purposes of qualifying for abilities
that list that feat as a prerequisite.
• Page 278—In the Hellknight prestige class chart,
remove (full speed) from the list of 8th level abilities.
• Page 281—A low templar gains the ability live to
fight another day at 5th level.
• Page 282—A red mantis assassin can cast spells in
light armor without incurring the normal arcane
spell failure chance. A red mantis assassin’s prayer
ability is a mind-affecting effect.
• Page 287—The feat Harmonic spell only grants an
extra round of bardic performance when you cast a
spell of 1st level or higher.
• Page 289—Remove Diehard from the prerequisites
for the Survivor feat.
• Page 296—The spell Shield of the Dawnf lower does
not grant a saving throw.
Advanced Class Guide
• Page 60—To take a blessing, a warpriest must worship
a deity who offers the domain of the same name.
Advanced Player’s Guide
• Page 46—The oracle of bones revelation summons a
single Medium humanoid skeleton or zombie with a
number of Hit Dice equal to your oracle level. This
ability does not require a body. You may summon
a bloody skeleton or fast zombie at 7th level, even
though these variants are not normally legal options.
• Page 246—A character who receives spiritual ally
as a bonus spell (such as an oracle mystery spell or
witch patron spell) may use her primary spellcasting
ability score in place of her Wisdom score when
calculating the spell’s attack bonus.
Advanced Race Guide
• Page 85—In the incorruptible racial trait, replace
“cast corruption resistance against evil” with “cast
corruption resistance to protect against effects that
harm good creatures.
Core Rulebook
• Page 348—A character who receives spiritual weapon
as a bonus spell (such as an oracle mystery spell or
witch patron spell) may use her primary spellcasting
ability score in place of her Wisdom score when
calculating the spell’s attack bonus.
Note: For some books, these aren't all of the entries, they are only the new entries that are different from the initial release. I saw none that were updating/fixing a previous wording save for a few that had typos.
For those that hadn't yet found it, the page has a permanent home that you can find HERE.

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Is there a link on the PFS page to get to Campaign Clarifications? I currently gotta get to it via the messageboard.
EDIT: Nevermind. Found a link in Additional Resources. [/sheepish]
As you found, that's currently the only way (that I'm aware of) to find it. So unless you know where it is, it requires a few extra clicks and is kinda hidden unless you know what you're looking for. Hopefully they can find a more straight-forward place as a home for that link.

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For those of you that hadn't (or even had) noticed yet, the Campaign Clarifications doc was updated on the 7th. Currently there is no way to tell what has changed in the update (like the Additional Resources doc does). John has already noted this shortcoming. So I'm going to post all the updates to the doc--this will not include white space or spelling fixes. I'm also not going to format it to make it look pretty.
** spoiler omitted **...
Some of the clarifications you included in your post doesn´t exist in the campaign clarifications official page.
Where did you obtain them?

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claudekennilol wrote:For those of you that hadn't (or even had) noticed yet, the Campaign Clarifications doc was updated on the 7th. Currently there is no way to tell what has changed in the update (like the Additional Resources doc does). John has already noted this shortcoming. So I'm going to post all the updates to the doc--this will not include white space or spelling fixes. I'm also not going to format it to make it look pretty.
** spoiler omitted **...
Some of the clarifications you included in your post doesn´t exist in the campaign clarifications official page.
Where did you obtain them?
From the downloaded updated file per April 7th. Forgive me if this still comes out rude, I've edited it a few times already. But I just did a quick check on what I posted here (which I pulled from the pdf) vs what is posted on the site. As far as I can tell everything here is also included in the link I posted. If you have a specific example of something that's different on the page vs what I copied from the pdf, then please address that specifically instead of an openly vague question.
I suggest clearing your cache and/or doing a hard reset (simply put, ctrl+f5 while on the page should bring you to the current page).

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Miguel Madrid del Ama wrote:claudekennilol wrote:For those of you that hadn't (or even had) noticed yet, the Campaign Clarifications doc was updated on the 7th. Currently there is no way to tell what has changed in the update (like the Additional Resources doc does). John has already noted this shortcoming. So I'm going to post all the updates to the doc--this will not include white space or spelling fixes. I'm also not going to format it to make it look pretty.
** spoiler omitted **...
Some of the clarifications you included in your post doesn´t exist in the campaign clarifications official page.
Where did you obtain them?
From the downloaded updated file per April 7th. Forgive me if this still comes out rude, I've edited it a few times already. But I just did a quick check on what I posted here (which I pulled from the pdf) vs what is posted on the site. As far as I can tell everything here is also included in the link I posted. If you have a specific example of something that's different on the page vs what I copied from the pdf, then please address that specifically instead of an openly vague question.
I suggest clearing your cache and/or doing a hard reset (simply put, ctrl+f5 while on the page should bring you to the current page).
Ok I just realize what the problem is.
Is not a cache problem, is a line order problem.
For example, line,
“Page 256—Wielding the perfectionist shavatoosh does not count as possessing the Improved Unarmed Strike feat for the purposes of qualifying for abilities that list that feat as a prerequisite.”
appears under “Inner Sea World Guide” when it must appear under “Inner Sea Gods”

Jason Wu |

Quintin Verassi wrote:Still nothing for SKR's ruling on monks and gauntlets/brass knuckles. Yeah, after this set of nerfs I think I'm gonna call it quits with PFS.Not sure what ruling you talking about?
SKR back in 2010 posted that Monks were not supposed to be able to use their improved unarmed strike damage progression with brass knuckles, gauntlets, cesti, and the like, even though most of those items state that attacks made with them are unarmed.
The reasoning being that the "attacks made with them are unarmed" is a holdover from 3.5 that really should have been removed. Each is it's own weapon and attacks with them are not considered unarmed strikes.
Many years later, though, this ruling has yet to make it into the FAQ. A few of the items were updated to remove the "can use their monk unarmed damage" line from them, but left in the other text about them being unarmed attacks, so could use either further errata or a FAQ entry.
-j

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James Risner wrote:Quintin Verassi wrote:Still nothing for SKR's ruling on monks and gauntlets/brass knuckles. Yeah, after this set of nerfs I think I'm gonna call it quits with PFS.Not sure what ruling you talking about?
SKR back in 2010 posted that Monks were not supposed to be able to use their improved unarmed strike damage progression with brass knuckles, gauntlets, cesti, and the like, even though most of those items state that attacks made with them are unarmed.
The reasoning being that the "attacks made with them are unarmed" is a holdover from 3.5 that really should have been removed. Each is it's own weapon and attacks with them are not considered unarmed strikes.
Many years later, though, this ruling has yet to make it into either the FAQ or errata.
-j
Is that the same ruling that literally broke archetypes or I am thinking of something else?

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I thought it was answered with the Brawler Class
At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
Brawlers have a class ability but monks do not.

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SKR back in 2010[/url] posted that Monks were not supposed to be able to use their improved unarmed strike damage progression with brass knuckles, gauntlets, cesti, and the like, even though most of those items state that attacks made with them are unarmed.
Ok I thought you were referring to when he said "they should but they don't RAW".
In any event, no they don't say what you think. They say they are unarmed attacks (Gauntlet) and as such provoke. Gauntlet also says it lets you use your Unarmed Strike weapon without paying the -4 for lethal. At no point do they allow you to use unarmed strike increased damage now.
So there isn't anything to errata. The rules are working as written, just some people are interpreting them incorrectly.