Typos / Mistakes / Etc in 2E Books Collection


Pathfinder Second Edition General Discussion

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Pathfinder Adventure, Adventure Path Subscriber

I've noticed a few scattered places where typos and other mistakes that people have found are mentioned, so I thought it might be more helpful to Paizo if there was a central thread where they were all mentioned, including some that I believe are already known, just to have them all together. Let me know if you have any ideas on how to better format this list.

Hopefully this can be helpful to the Paizo devs for maybe at least updating the PDFs and places like Archives of Nethys.

I'll do my best to check this thread regularly, and add other typos/mistakes people find to this first post. I have access to most (maybe all? I've forgotten) of the physical books, so I should be able to verify as well.

Thanks again to all the Paizo folks that made 2E happen, and I'm sure we all have no idea how many of these you caught before they went to print.

Core Rulebook

* p.22: Champion key ability score is listed as Strength. Should be Dexterity or Strength like the Fighter and Ranger on page 23. Sidenote: I notice on the more detailed class pages, (p.105, 141, and 167), the key ability is listed the other way around as "Strength and Dexterity". Not exactly an issue, but wondering if it's worth being consistent between the two areas.
* p.62 in "Field Medic" description: "You gain the Battle Medic skill feat." The feat as listed on p.258 is named Battle Medicine.
* p.275 in Chain shirt entry: "Flexible, Noisy". Lowercasing to noisy makes it consistent with both the rest of this table column, and the "Weapon Traits" column in the weapons tables.
* p.288: Mark Seifter mentioned in the Know Direction podcast that the item "Adventurer's pack" should have a Bulk of 1 instead of 2.
* p.454: "Paralyzed: You body is frozen in place." You should be Your.
* p.454: "Stupefied: Your can't access your full mental faculties,...". Your should be You.

Age of Ashes: Hellknight Hill

* p.26: "they find an owlbear claw (Pathfinder Core Rulebook 570). The owlbear claw is listed on page 569.

Edit from Moderator August 16, 2019: After chatting with the OP we felt it would be a good idea to include a link to where the list is being updated/curated in the first post. https://github.com/VestOfHolding/Pathfinder2EOversights


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p.22–23: Ancestries' ability boosts are listed in the order Str>Dex>Con>Int>Wis>Cha, but most classes' secondary ability scores are instead listed in alphabetical order, e.g., "Constitution, Dexterity". However, sorcerer and wizard break alphabetical order to list "Dexterity, Constitution". Should the table choose one of the three standards and stick to it?

Also, this'll probably be FAQ'd shortly after release, but page 275 is vague in implying that Noisy should cause some sort of downside when Avoiding Notice, but neither Noisy nor Avoiding Notice lays out a concrete mechanical downside.


Page 139, the feat Primal Wellspring states it needs Wild Focus as a prerequisite, where it should state Primal Focus.

Dark Archive

In the Core Rulebook, p. 41, Universal Longevity references an "Elven Longevity" which doesn't seem to exist. I believe it should refer to "Ancestral Longevity"


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* pg.73 "lesser antidote, lesser antiplague, or lesser elixir of life" should probably be minor elixir of life. A 1st-level alchemist isn't high enough to create a lesser elixir of life. This was spotted by u/HereWeGoTeddy on reddit!

* p.491 "...make up an undefined action (page XXX)". This is placeholder text, literally the characters "XXX" that never got updated to an actual page number!


Syri wrote:
* pg.73 "lesser antidote, lesser antiplague, or lesser elixir of life" should probably be minor elixir of life.

. . . Ahh crap. And u/HereWeGoTeddy says that the magic item chart on p.536 says that the lesser elixir is 5th level, but the lesser elixir is supposed to be 3rd level and the moderate elixir is supposed to be 5th level, right?


Syri wrote:
Syri wrote:
* pg.73 "lesser antidote, lesser antiplague, or lesser elixir of life" should probably be minor elixir of life.
. . . Ahh crap. And u/HereWeGoTeddy says that the magic item chart on p.536 says that the lesser elixir is 5th level, but the lesser elixir is supposed to be 3rd level and the moderate elixir is supposed to be 5th level, right?

No, I'm pretty sure the scaling of 1, 5, 9, 13, 15, 19 is correct. 5 to 13 would be...a massive gap.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Core Rulebook:
p.343: Harm spell 3-action activity refers to dispersing positive energy instead of negative energy.

Grand Lodge

Core Rulebook:
p 343. Hand of the Apprentice, referenced in the Universalist Wizard description (p 209) is missing. In Playtest, was between Hallucinatory Terrain and Harm spells.

Silver Crusade

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drober76 wrote:

Core Rulebook:

p 343. Hand of the Apprentice, referenced in the Universalist Wizard description (p 209) is missing. In Playtest, was between Hallucinatory Terrain and Harm spells.

Hand of the Apprentice is a Focus Spell, it's in the Wizard Focus Spells section, not the normal spells section.

They thankfully broke up the Spells section into Spells > Focus Spells > Rituals rather than letting them all be jumbled together.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Core rulebook p. 214: "An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it"

Unless it's somewhere other than the Nature skill and I just missed it, Handle an Animal is no longer a thing


Ngodrup wrote:

Core rulebook p. 214: "An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it"

Unless it's somewhere other than the Nature skill and I just missed it, Handle an Animal is no longer a thing

It was part of nature in the play test


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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Core Rulebook, p.409. Atone ritual. Says “Heightened (5th)” when it should say “Heightened (+1).” If it caps out as at 5th level, then characters above 10th level would never be able to atone. The heightened entry is otherwise written correctly—if allowed to heighten up to a 10th level ritual (usable at character level 20), you would be able to target up to 20th level characters.

Silver Crusade

Kelseus wrote:
Ngodrup wrote:

Core rulebook p. 214: "An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it"

Unless it's somewhere other than the Nature skill and I just missed it, Handle an Animal is no longer a thing

It was part of nature in the play test

Probably was supposed to be Command an Animal.


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Pathfinder Adventure, Adventure Path Subscriber

Updating with all of the current posts:

Core Rulebook

* p.22: Champion key ability score is listed as Strength. Should be Dexterity or Strength like the Fighter and Ranger on page 23. Sidenote: I notice on the more detailed class pages, (p.105, 141, and 167), the key ability is listed the other way around as "Strength and Dexterity". Not exactly an issue, but wondering if it's worth being consistent between the two areas.
* p.41 in Universal Longevity: "changing the skills you selected with Elven Longevity and Expert Longevity". Is this meant to be referencing Ancestral Longevity?
* p.62 in "Field Medic" description: "You gain the Battle Medic skill feat." The feat as listed on p.258 is named Battle Medicine.
* p.73 in Chirurgeon research field: "lesser antidote, less antiplague, or lesser elixir of life". This should be minor elixer of life, right? Found by /u/HereWeGoTeddy on Reddit.
* p.139 in the Primal Wellspring feat: "Prerequisites: Wild Focus". Should be "Prerequisites: Primal Focus".
* p.214 in Animal Companions: "An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it". Should be Command an Animal.
* p.275 in Chain shirt entry: "Flexible, Noisy". Lowercasing to noisy makes it consistent with both the rest of this table column, and the "Weapon Traits" column in the weapons tables.
* p.288: Mark Seifter mentioned in the Know Direction podcast that the item "Adventurer's pack" should have a Bulk of 1 instead of 2.
* p.343 in Harm spell: "You disperse positive energy in a 30-foot emanation". Should be negative energy.
* p.409 in Atone spell: "Heightened (5th)". Based on the rest of the spell, is this meant to be +1?
* p.454: "Paralyzed: You body is frozen in place." You should be Your.
* p.454: "Stupefied: Your can't access your full mental faculties,...". Your should be You.
* p.491: "If you don't find one, make up an undefined action (page XXX)." Looks like leftover placeholder text.

Age of Ashes: Hellknight Hill

* p.26: "they find an owlbear claw (Pathfinder Core Rulebook 570). The owlbear claw is listed on page 569.


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

The critical effect when using a spear is clumsy 1 until the start of your next turn. The additional benefit that grievous rune adds for spear says that "the enfeebled condition lasts 2 rounds". I assume this is meant to be clumsy for 2 rounds instead, and isn't adding on enfeebled too?


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Core Rulebook errors:
P. 26 Step 7 Character Sheet box 4th sentence “Likewise, record your character’s their armor proficiencies in the …” I believe 'their' should be deleted.
Pl 489 “Planning a Session” P2 “Plan a time for everybody will arrive, …” Change for to when?
p. 491 Adjudicating the Rules bullet 2: (page XXX) is in parentheses. I think they may be referring to the "Other Actions" section on p.462?
p. 496 “Exploration Activities” While players usually hew close to these default activities,… Really not sure what the word 'hew' was supposed to be.
P. 680 “HIDDEN” A creature you’re hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Need to insert 'to' between affect and you
p. 462 "Other Actions" When this happens, the rules tell you how many actions you need to sped, as well any traits your action might have. The word 'as' needs to be inserted between 'well' and 'any'.


Bidmaron wrote:

Core Rulebook errors:

P. 26 Step 7 Character Sheet box 4th sentence “Likewise, record your character’s their armor proficiencies in the …” I believe 'their' should be deleted.
Pl 489 “Planning a Session” P2 “Plan a time for everybody will arrive, …” Change for to when?
p. 491 Adjudicating the Rules bullet 2: (page XXX) is in parentheses. I think they may be referring to the "Other Actions" section on p.462?
p. 496 “Exploration Activities” While players usually hew close to these default activities,… Really not sure what the word 'hew' was supposed to be.
P. 680 “HIDDEN” A creature you’re hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Need to insert 'to' between affect and you
p. 462 "Other Actions" When this happens, the rules tell you how many actions you need to sped, as well any traits your action might have. The word 'as' needs to be inserted between 'well' and 'any'.

I think "hew close" is correct, it means stay close to.


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Bidmaron wrote:
p. 496 “Exploration Activities” While players usually hew close to these default activities,… Really not sure what the word 'hew' was supposed to be.

From dictionary.com:

to uphold, follow closely, or conform (usually followed by to):
to hew to the tenets of one's political party.

Grand Lodge

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Rysky wrote:
drober76 wrote:

Core Rulebook:

p 343. Hand of the Apprentice, referenced in the Universalist Wizard description (p 209) is missing. In Playtest, was between Hallucinatory Terrain and Harm spells.

Hand of the Apprentice is a Focus Spell, it's in the Wizard Focus Spells section, not the normal spells section.

They thankfully broke up the Spells section into Spells > Focus Spells > Rituals rather than letting them all be jumbled together.

Thank you! I hoped it was in there, but couldn’t find it and it wasn’t in the index!

Silver Crusade

drober76 wrote:
Rysky wrote:
drober76 wrote:

Core Rulebook:

p 343. Hand of the Apprentice, referenced in the Universalist Wizard description (p 209) is missing. In Playtest, was between Hallucinatory Terrain and Harm spells.

Hand of the Apprentice is a Focus Spell, it's in the Wizard Focus Spells section, not the normal spells section.

They thankfully broke up the Spells section into Spells > Focus Spells > Rituals rather than letting them all be jumbled together.

Thank you! I hoped it was in there, but couldn’t find it and it wasn’t in the index!

Np ^w^


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Table 3–11: Druid Spells per Day (p. 312) has 4 cantrips on all levels. According to the text for primal spellcasting on page 130, this should most likely be 5 cantrips at all levels, just as with the other prepared spellcasters, the cleric and the wizard.


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

p370: The sleep spell gives durations of 1 min/1 hour for failure/crit failure effects, and 1 round/1 minute for failure/crit failure effects for the heightened [4th] version of the spell. Presumably these durations should be the other way around.


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Pathfinder Adventure Path Subscriber

Not really typoes but more like missing/misleading information I guess?

p273, Broken: "An object is broken when damage has reduced its Hit Points below its Broken Threshold." This text suggests that the object only becomes broken when its HP are < its BT, while the detailed explanation on page 272 states "It becomes broken when its Hit Points are equal to or lower than its Broken Threshold", i.e. broken when HP <= BT.

p278, Improvised Weapon: the text does not state what proficiency bonus to use for the attack roll. Untrained, proficiency with simple weapons (as in the Playtest), or the proficiency for a weapon type similar to the improvised weapon?

p288, Table 6-9: Adventuring Gear, maybe the rope entry should state the length (most likely (50 ft) to be consistent with the other entries and the test)?

(Thank you for setting up this thread!)

Silver Crusade

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Porridge wrote:
p370: The sleep spell gives durations of 1 min/1 hour for failure/crit failure effects, and 1 round/1 minute for failure/crit failure effects for the heightened [4th] version of the spell. Presumably these durations should be the other way around.

Actually the heightened is longer, since they don’t automatically wake up and transition to normal sleep when the spell wears off and can’t use Perception to wake themselves up.

Sovereign Court

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Zaister wrote:
Table 3–11: Druid Spells per Day (p. 312) has 4 cantrips on all levels. According to the text for primal spellcasting on page 130, this should most likely be 5 cantrips at all levels, just as with the other prepared spellcasters, the cleric and the wizard.

Is there any version of the D&D 5E cantrip "Druidcraft" in PF2E? Here is what it does, if you don't know it:

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:
** You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
** You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
** You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
** You instantly light or snuff out a candle, a torch, or a small campfire.

It is a Druidic kind of Prestidigitation. If there is such a spell in PF2E, I think I'd give it to every Druid automatically and let them choose an additional 4 more cantrips as they want.


Hew definition:
Well, I'll be danged. Who knew (obviously not me)?


Samurai wrote:
Is there any version of the D&D 5E cantrip "Druidcraft" in PF2E?

No, all four magical traditions just have access to the same prestidigitation--and removing choice from players by locking every member of the class into the same mandatory cantrip would feel bad.


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p. 479 "Exploration Activities": ...If you to do nothing more than make steady progress toward your goal,... I believe the word 'to' needs to be removed.


Monk class doesn't name the ability modifier to use for ki spells (presumably wisdom).

Disrupt Prey (p172) is tagged as a free action, but its content strongly suggests a reaction. Possibly not an error, but I'd be shocked if it's meant to be a free action.

Grand Lodge

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Pgs. 293 and 563 - minor healing 3 or 4 gp?

Pg 441 - Whispering Way, No "Follower Alignments" listed.


Sweet Dream focus spell, page 397. Willing target goes to sleep, has a pleasant dream and then gets a tiny bonus for the remaining duration (like +1 to intelligence skill checks). Duration is 10 minutes, but seems like it should be a day or a week, since it bothers to say that when you cast the spell again the previous effect ends.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Rysky wrote:
Porridge wrote:
p370: The sleep spell gives durations of 1 min/1 hour for failure/crit failure effects, and 1 round/1 minute for failure/crit failure effects for the heightened [4th] version of the spell. Presumably these durations should be the other way around.
Actually the heightened is longer, since they don’t automatically wake up and transition to normal sleep when the spell wears off and can’t use Perception to wake themselves up.

After reading it again, I believe you’re right. Good catch. Thanks!

Silver Crusade

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Porridge wrote:
Rysky wrote:
Porridge wrote:
p370: The sleep spell gives durations of 1 min/1 hour for failure/crit failure effects, and 1 round/1 minute for failure/crit failure effects for the heightened [4th] version of the spell. Presumably these durations should be the other way around.
Actually the heightened is longer, since they don’t automatically wake up and transition to normal sleep when the spell wears off and can’t use Perception to wake themselves up.
After reading it again, I believe you’re right. Good catch. Thanks!

Np ^w^


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Vallarthis wrote:

Monk class doesn't name the ability modifier to use for ki spells (presumably wisdom).

Disrupt Prey (p172) is tagged as a free action, but its content strongly suggests a reaction. Possibly not an error, but I'd be shocked if it's meant to be a free action.

It's a free action used in response to another action- it's free because you're limited to using it only on your prey, as opposed to the more general Attack of Opportunity, which can only be used once per round but can be used on any enemy.

Sovereign Court

The One True Mango wrote:
Vallarthis wrote:

Monk class doesn't name the ability modifier to use for ki spells (presumably wisdom).

Disrupt Prey (p172) is tagged as a free action, but its content strongly suggests a reaction. Possibly not an error, but I'd be shocked if it's meant to be a free action.

It's a free action used in response to another action- it's free because you're limited to using it only on your prey, as opposed to the more general Attack of Opportunity, which can only be used once per round but can be used on any enemy.

I think it's a typo, using the wrong symbol. As printed, you'd basically be able to take multiple AoOs against your prey (for each separate offense), while every other similar ability is a Reaction and therefore only usable once per round. Also, if this is a free action, how are rangers supposed to use Snap Shot? They need Disrupt Prey to be a Reaction so that they can use Snap Shot without multiclassing to get a feat for it.


Pathfinder Starfinder Society Subscriber

Are we sure that the Champion key attribute should be Str or Dex? After all, the Champion is the armor specialist in PF2, which would go against members of that class having Dex as a key stat.


Pathfinder Rulebook Subscriber
David knott 242 wrote:

Are we sure that the Champion key attribute should be Str or Dex? After all, the Champion is the armor specialist in PF2, which would go against members of that class having Dex as a key stat.

Light armor is armor.


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Page 216: The Support Benefit of the Horse results in the same damage regardless of whether you use a Jousting weapon or not as written, and there is no way that is intended. I'm think it is meant to be like the playtest: it gives you the jousting damage boost (+1 circumstance bonus to damage per dice) on none-jousting weapons, and doubles said bonus for Jousting weapons to +2 per damage dice.

lordcirth wrote:
David knott 242 wrote:

Are we sure that the Champion key attribute should be Str or Dex? After all, the Champion is the armor specialist in PF2, which would go against members of that class having Dex as a key stat.

Light armor is armor.

Also, if you have 14 strength (a reasonable assumption for a composite bow) then you can wear Hide or Scale Mail with no drawbacks and still get your armor specialization effects for resistance to bludgeoning or piercing. So a dexy paladin can still benefit from their class features just fine.

Sovereign Court

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

The Splash of Art Focus spell (page 397) refers to a Sluggish condition, but there is no such condition. Should it be Clumsy instead?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Please use spoiler tags for Adventure Path info.


Ageron wrote:
The Splash of Art Focus spell (page 397) refers to a Sluggish condition, but there is no such condition. Should it be Clumsy instead?

Almost certainly.


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CRB 20, top-left under "Ancestry." The cross reference to the voluntary flaws sidebar gives p. 24, but the sidebar is p. 26.

Dark Archive

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*Page 158, "Ki Rush" and "Ki Strike" don't list the page number for "Focus Spells" in chapter 7 that describes what they do.
"Ki Rush" and "Ki Strike" descriptions can be found on page 401.

I spent a good ten minutes trying to figure out what they do lmao, but then I found that the other Ki spells DO list the page for Focus Spells lmao


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CRB p.278, Critical Hits. This section misstates the rule for critical hits, saying that any nat20 attack roll is a critical hit.

Grand Lodge

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Pathfinder Adventure, Adventure Path, Starfinder Roleplaying Game Subscriber

CRB pg. 91, Thrash.

Text references a non-existent "ferocious specialization", S/B "weapon specialization".

Courtesy of boomstik101 on reddit.


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OK, so when will someone from Paizo acknowledge these and give us some guidance on the more substantive errors?


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Bidmaron wrote:
OK, so when will someone from Paizo acknowledge these and give us some guidance on the more substantive errors?

I don't think that is a reasonable expectation until Gen Con is over at least.

Liberty's Edge

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Kind of concerned about the volume of errors and typos I’m hearing about here and in other threads. Some are certainly to be expected, but does it seem like this book has more than what might be considered normal?

Starting to think I might cancel my order for the hardcover and wait until the second printing comes around. Archives of Nethus will have the rules once the book officially releases, yes?


Marc Radle wrote:

Kind of concerned about the volume of errors and typos I’m hearing about here and in other threads. Some are certainly to be expected, but does it seem like this book has more than what might be considered normal?

Starting to think I might cancel my order for the hardcover and wait until the second printing comes around. Archives of Nethus will have the rules once the book officially releases, yes?

10am EST thursday.

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