Errata 2 but it's just the new stuff (that I could see)


Rules Discussion


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So the new round of errata for the PF2 CRB is out, but unfortunately they kind of put it in a mixing bowl with the first round of errata and it's a bit hard to tell which is which. Given how much there is, that kind of makes things difficult, so I decided to sort through the new and the old and make a list.

I want to really, really apologise for posting what is 12 A4 pages worth of text, so hopefully the spoiler formatting helps.

Odds are I've accidentally included or excluded something I shouldn't have, or someone else has already done this and I couldn't find it, or it won't matter because Paizo will do it themselves in a few hours. Nevertheless:

Errata:

· Page 52 and 59: Halfling and Orc Weapon Familiarity has the wrong language for how to treat weapons with the halfling or orc trait; all ancestries with Weapon Familiarity should only treat the weapons as a different category for the purpose of determining proficiency. Change the final sentence to "For the purpose of determining your proficiency, martial halfling/orc weapons are simple weapons and advanced halfling/orc weapons are martial weapons."

· Page 85: In the barbarian's greater juggernaut class feature, change the last sentence to read “When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.” This removes confusion about how to handle critical failures on saves against damaging effects.

· Page 103: Remove the Requirement in the bard's Effortless Concentration to match all the other Effortless Concentration feats.

· Page 112: Add tenets of good to the Prerequisites of Smite Evil. We accidentally omitted it.

· Page 113: Blade of Justice should not be limited to paladins only. Remove the paladin prerequisite from Blade of Justice, and the last sentence becomes "Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite)."

· Page 121: Deadly Simplicity had a benefit for unarmed attack favored weapons, but such clerics did not actually qualify. Change the prerequisites to add unarmed attacks.

· Several classes were accidentally missing an important limitation for 10th level spells. In the following class features, add “You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.”

Page 121: Miraculous Spell

Page 133: Primal Hierophant

Page 207: Archwizard's Spellcraft

· Page 125: Emblazon Antimagic has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"

· Page 129: Druid mistakenly was trained in a class DC, when it shouldn't have a class DC. Remove it.

· Page 138: In Plant Shape, the level of the plant form spell if you don't have Wild Shape wasn't clear. It should say it's " heightened to the same level as your highest druid spell slot"

· Page 139: Hierophant's Power wasn't supposed to have the prerequisite of legendary in Nature; it's a holdover from the playtest. Remove the prerequisite.

· Page 145: The adjustment to the Aid reaction after the playtest caused Assisting Shot not to do anything. Replace it with this version.

Assisting Shot [one-action] Feat 2

Fighter, Press

Requirements You are wielding a ranged weapon.

With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your Strike was a critical hit.

· Page 152: Determination has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"

· Page 163: Sleeper Hold shouldn't have the attack trait, meaning it doesn't apply or increase your multiple attack penalty.

· Page 165: Master of Many Styles lists "Your turn begins" as a requirement, but it should be a trigger. Change it to a trigger.

· Page 177: In order to make it completely clear how the Manifold Edge feat works, change the second sentence to read "When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level." With the previous wording, a few people thought you gained both benefits, rather than a substitution.

· Page 188: Blank Slate, like a few other entries, was still erroneously running on a level 1 to 20 scale for counteract levels. Replace "counteract level of 20" with "counteract level of 10."

· 189: Dispelling Slice should use the default counteract level of "half your level (rounded up)", in the final sentence.

· Page 205: In Drain Bonded Item, remove the unnecessary Requirement of "Your turn begins."

· Page 217: Familiars' level wasn't explicit. Add "A familiar has the same level you do." The description of familiars didn't define any Strikes but also wasn't explicit that they couldn't make them. Add "It can't make Strikes" to the beginning of the third sentence.

· Page 233: Clarifying the general rule on repeated skill training that gives you a replacement skill, add at the end of the second paragraph "though if the skill is a Lore skill, the new skill must also be a Lore skill"

· Page 242: In Grapple, the restrained condition doesn't technically also make a creature grabbed, so to make it clear, in the requirements of the action and at the end of the first paragraph about not needing a hand if you're already grabbing someone, change "grabbed" to "grabbed or restrained"

· 248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"

· Page 249: Add "Drop Prone" to the list of basic commands you can tell your animal friend to lie down.

· Page 259: Bonded Animal didn't explain the logistics of bonding the animal directly, leading a small number of people to be unsure that it was necessary to locate and interact with the animal to bond with it. To make it explicit, change the second sentence to "You can spend 7 days of downtime regularly interacting with a normal animal (…) that is friendly or helpful to you."

· Page 260: The Cloud Jump feat referred to exceeding a "limit" without spelling out exactly which limit. It's supposed to be the limit of not being able to Leap farther than your Speed. To make it clear, change the second paragraph to read "You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap."

· Page 260: The Connections feat requires a great deal of improvisation and adjudication on the part of a GM, more in line with an option that has uncommon rarity due to the narrative load. Because of this, change the feat's rarity to uncommon.

· Page 260: Dubious Knowledge's effect should only happen on a failure, not a critical failure. Change the effect to explicitly state it doesn't occur on a critical failure.

· Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as when casting spells or rituals.

· Held, Worn, and Stowed Items

Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)."

This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial

Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.

· Page 278: In critical hits, "When you make an attack and roll a natural 20...or if the result of your attack exceeds the target's AC by 10" was too broad a brush and thus slightly inaccurate for how to determine a critical hit, in an attempt to state the conditions succinctly. Replace the first section with "When you make an attack and succeed with a natural 20" so that's it's clear the natural 20 must succeed based on the total result in order to get a critical success.

· Page 283: Weapon traits.

In the definition of the Parry weapon trait, change "spend an Interact action" to "spend a single action" to make it so setting up a parry doesn't trigger Attacks of Opportunity or similar reactions.

In the definition for the unarmed weapon trait, the sentence "a fist or other grasping appendage follows the same rules as a free-hand weapon" was worded in such a way it confused a few people, who thought that meant those unarmed attacks were weapons, despite statements to the contrary on page 278. To make it clear, change that section to read "a fist or other grasping appendage generally works like a free-hand weapon"

· Page 283: In Critical Specialization Effects, it uses the generic term attack but should specifically refer to Strikes. In the first sentence, change "when you make an attack with certain weapons" to "when you make a Strike with certain weapons"

· Page 288: Change the price of the the adventurer's pack to 15 sp and the bedroll to 2 cp.

· Page 289: Due to other changes (particularly the adventurer's pack, which was in all of the kits), the Bulk and cost of all of the class kits have changed. All kits are included in full in this entry so you don't have to cross-reference two places to use them.

Alchemist Class Kit:Price 8 gp, 4 sp, 2 cp; Bulk 3 Bulk, 7 light;Money Left Over 6 gp, 5 sp, 8 cpArmor studded leather armorWeapons dagger, sling with 20 sling bulletsGear adventurer’s pack, alchemist’s tools, basiccrafter’s book, 2 sets of caltropsOptions repair kit (2 gp)

Barbarian Class KitPrice 4 gp; Bulk 3 Bulk, 5 light;Money Left Over 11 gpArmor hide armorWeapons 4 javelinsGear adventurer’s pack, grappling hookOptions greataxe (2 gp), greatclub (1 gp), greatsword(2 gp), or battle axe and steel shield (3 gp)

Bard Class KitPrice 7 gp, 5 sp, 2 cp; Bulk 4 Bulk, 4 light;Money Left Over 7 gp, 4 sp, 8 cpArmor studded leather armorWeapons dagger, rapier, sling with 20 sling bulletsGear adventurer’s pack, handheldinstrument

Champion Class KitPrice 4 gp, 7 sp; Bulk 3 Bulk, 7 light;Money Left Over 10 gp, 3 spArmor hide armorWeapons dagger, 4 javelinsGear adventurer’s pack, crowbar, grappling hookOptions steel shield (2 gp), your deity’s favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)

Cleric Class KitPrice 2 gp 2 sp; Bulk 1 Bulk, 3 light;Money Left Over 12 gp, 8 spGear adventurer’s pack, 2 sets of caltrops, religious symbol (wooden)Options your deity’s favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter), hide armor (2 gp)

Druid Class KitPrice 4 gp, 4 sp; Bulk 4 Bulk, 4 light;Money Left Over 10 gp, 6 spArmor leather armorWeapons 4 javelins, longspearGear adventurer’s pack, holly and mistletoeOptions healer’s tools (5 gp)

Fighter Class KitPrice 3 gp, 8 sp; Bulk 3 Bulk, 2 light;Money Left Over 11 gp, 2 spArmor hide armorWeapons daggerGear adventurer’s pack, grappling hookOptions greatsword (2 gp), longbow with 20 arrows(6 gp, 2 sp), or longsword and steel shield (3 gp)

Monk Class KitPrice 5 gp, 3 sp; Bulk 3 Bulk, 2 light;Money Left Over 9 gp, 7 spWeapons 10 dartsGear adventurer’s pack, climbing kit,grappling hook, lesser smokestickOptions staff (0 sp), longspear (5 sp)

Ranger Class Kit

Price 3 gp, 7 sp; Bulk 2 Bulk, 1 light;

Money Left Over 11 gp, 3 sp

Armor leather armor

Weapons dagger

Gear adventurer’s pack

Options longbow and 20 arrows (6 gp, 2 sp), longsword and steel shield (3 gp), 2 shortswords (1gp, 8 sp), snare kit (5 gp)

Rogue Class KitPrice 6 gp, 2 sp; Bulk 4 Bulk, 1 light;Money Left Over 8 gp, 8 spArmor leather armorWeapons dagger, rapierGear adventurer’s pack, climbing kitOptions thieves' tools (3 gp)

Sorcerer Class KitPrice 2 gp, 3 sp, 2 cp; Bulk 1 Bulk, 6 light;Money Left Over 12 gp, 6 sp, 8 cpWeapons dagger, sling with 20 sling bulletsGear adventurer’s pack, 2 sets of caltrops

Wizard Class Kit

Price 3 gp; Bulk 2 Bulk, 2 light;

Money Left Over 12 gp

Weapons staff

Gear adventurer’s pack, material component pouch, writing set

Options crossbow with 20 bolts (3 gp, 2 sp)

· Page 300: The text on cantrips was confusing and implied that they might use spell slots, even though they don't. Change the second to last sentence in the first paragraph to "If you're a prepared spellcaster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot."

· Pages 316-407 and 573: Damaging spells and items meant to harm PCs do way too much damage for your gear to survive if it could be targeted, so such spells almost never are supposed to be able to damage objects. A few target lines slipped by with "creatures or objects." Remove the ability to target or damage objects from acid splash, acid arrow, eclipse burst, polar ray, sunburst, fire ray, moon beam, force bolt, and the horn of blasting. Limit hydraulic push to "creatures and unattended objects."

· Page 318 and 400: In antimagic field and storm lord, you can't exclude yourself from the emanation as you can for many other emanations, so change the area to explicitly states "which affects you."

· Page 330, 358, 377: Add the attack trait to disintegrate, polar ray, and tanglefoot.

· Page 338, 346, 379, 400: Several sustained spells are meant to provide once per turn benefits when they are sustained, not be used multiple times per turn. In flaming sphere, implosion, unfathomable song, impaling briars, and storm lord add "the first time you Sustain this Spell each round"

· Page 339: Once flesh to stone has completely petrified you, the spell ends but you still remain petrified, meaning you can't remove the effects with dispel magic or similar abilities that counteract active spells; you need stone to flesh. Change the last two sentences of the failure condition to read "When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed."

· Page 343: Even if you aren't a humanoid, you too can be a hero. In heroism, remove "humanoid" from the targets line so it just reads "1 creature"

· Page 345: Illusory disguise, a Perception check to disbelieve just happens, it isn't a free action, so change "attempt a Perception check to disbelieve the spell as a free action" to read "attempt an immediate Perception check to disbelieve the spell."

· Page 358: Polar ray left out what happened on a critical hit with your spell attack roll. It should double the damage (but not the drained value) on a critical hit.

· Page 362: Purple worm sting used to have both a spell attack roll and a Fortitude save, but in changing to only a save, some of the damage is now automatic and should be reduced. Reduce the piercing damage automatically taken from the spell to 3d6.

· Page 363: The regenerate spell had an incorrect interaction with the doomed condition that would cause a doomed character to still die while regenerating. To handle that, instead of preventing a creature from progressing to dying 3, change it to "its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3)."

· Page 373: In spiritual weapon, you might not have a deity, particularly if you're an occult caster, so change it to manifest a "a club, a dagger, or your deity's favored weapon."

· Page 377: Telekinetic haul should work only on unattended objects, not objects in creatures' possessions.

· Page 377: In tangling creepers, instead of having the creepers make an unarmed attack using your spell attack modifier, change it to just say "Make a melee spell attack roll against the target."

· Page 379: In true target, the way the spell used its targets was confusing, and it wasn't clear it applied to more attacks. There are several changes to make this clear; here is the final text with changes in bold:

TRUE TARGET SPELL 7

DIVINATION FORTUNE PREDICTION

Traditions arcane, occult

Cast [one-action] verbal

Range 60 feet; Targets 4 creatures

Duration until the start of your next turn

You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to your allies. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.

· Page 381: In visions of danger, there's no description of what the Will save does, other than the critical success allowing you to disbelieve. It should be a basic Will save against the mental damage.

· Page 385: In zealous conviction, add the emotion and mental traits.

· Page 390: In charming touch, remove "humanoid" from the target line so you can charm any kind of creature that could find you attractive.

· Page 393: In healer's blessing, boost the additional healing from the base spell from 1 to 2.

· Page 403: Angelic halo should scale based on the level of the heal spell, not based on angelic halo's level. Remove the heightened entry and instead, replace the status bonus to healing from the spell with "Allies in your halo’s emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell’s level."

· Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear, add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."

· Page 452: At the end of the description of bleed damage, add "Bleed damage ends automatically if you’re healed to your full Hit Points."

· Page 453: Weaknesses like "salt" and "water" weren't fully explained. At the beginning of the second paragraph in weakness, add "If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it."

· Page 453 and 634: In Nonlethal Attacks, nonlethal effects other than Strikes weren't explained directly, so at the end add "Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them" On page 634, add the nonlethal trait "An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it."

· Page 481: Retraining. It wasn't clear how long it took to retrain spells in a spell repertoire, but it should take just 1 week. Add ". Some, like changing a spell in your spell repertoire, take a week." to retraining class features.

· Page 421: Disabling a Hazard. How to run disabling a hazard with skills other than Thievery wasn't completely clear. Add "Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM."

· Page 535: Craft Requirements. Add text about upgrading an item from a lower-level version into a higher-level version. "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn’t upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item’s new level."

· Page 537 and 583: Shadow and slick runes. Since a character can't actually use those runes unless they have a +1 armor first (a 5th level item), move the items from 3rd level to 5th level when they become usable (keeping the price from the original version, even though it's unusually low for a 5th level item).

· Page 542 and 548: The true elixir of life's price is incorrect. Change it to 8,000 gp.

· Page 544: The example in the splash trait is confusing. Replace it with this clearer version of the example "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."

· Page 548: To make it clearer that elixir of life only works on living creatures due to the healing trait, change the first sentence to "Elixirs of life accelerate a living creature’s natural healing processes and immune system."

· Page 549: Quicksilver mutagen's "ranged attack rolls" was meant to apply to ranged weapon attack rolls and ranged unarmed attack rolls, but it makes sense to apply to Dexterity-based melee attack rolls using finesse. Change "ranged attack rolls" to "Dexterity-based attack rolls."

· Page 551: Deathcap powder should be held in 1 hand, like other ingested poisons, not held in 2 hands.

· Page 573: In the decanter of endless water, add a usage entry of 2 hands and a Bulk entry of L.

· Page 574: Maestro's instrument should have DCs for the charm effects, DC 27 for the moderate version and DC 38 for the greater version.

· Page 587: Arrow-catching shield. This shield had a built in usage frequency based on being fairly fragile that worked in the playtest rules for shields, but switching from dents to HP, the shield became too easily destroyed and needs to offer more protection. Increase the basic shield statistics to Hardness 10, HP 60, BT 30 and add a frequency of once per minute on the activation.

· Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.

· Page 594: Greater staff of necromancy has enervation, a spell that's in Advanced Player's Guide instead of this book. Replace it with a 4th level vampiric touch.

· Page 597: Wands become broken when you overcharge them and succeed at the flat check, and you need to know their statistics to Repair them. While they use the normal statistics for a thin item of their composition, it makes sense to call that out. At the end of Varying Statistics, add "A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."

· Page 612: Healer's gloves' activation was unclear as to whether it was a healing effect. Change the activation effect to the following: "You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing."

· Page 620, 631, and 454: In the definition of fatigued, the intention is that it prevents the exploration tactics you take while traveling or exploring an area, but you can still stop and Refocus, Treat Wounds, and so on. Change the last sentence to "You can’t use exploration activities performed while traveling, such as those on pages 479–480."

· Page 621: The prone condition said you could Take Cover to gain cover against ranged attacks, but it should say you gain Greater Cover. When combined with still being flat-footed, it allows you to hunker down for a net of 2 more AC against ranged attacks.

· Page 621: Persistent damage sidebar. Clarifying Assisted Recovery, at the end of the first paragraph, change the last sentence to "This allows you to attempt an extra flat check immediately, but only once per round." and add the bullet point "• The action to help might require a skill check or another roll to determine its effectiveness." Remove Administer First Aid as an example of assisted recovery, as it's a separate action.

· Page 630: In curses, add "Effects with this trait can be removed only by effects that specifically target curses." This makes it clear that you need to use spells like remove curse to remove a curse, even one put in place by a spell, as opposed to dispel magic.

Pages 337, 403, 405: In feeblemind, celestial brand, and jealous hex, make it clear that they are applying a curse.

Whoops, I made a mistake and forgot to include a bunch of it:

Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features.

Page 72-79: Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.

Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."

Page 75: In perpetual infusions, "bullheaded mutagen" should say "serene mutagen."

Page 89: Raging Athlete. The wording has been adjusted to prevent unintended interactions with other abilities while keeping the same benefits. Change the text to "Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."

Page 91: Sudden Leap is missing the two-action icon from the fighter version, leaving the action cost unstated. Add in the two action icon.

Pages 99-103: Various bard feats shouldn't have the "focus pool" prerequisite. If you somehow take them without a focus pool (typically via multiclassing), you gain a focus pool, as normal for taking your first feat that grants a focus spell.

Pages 102, 201, 211: In Quickened Casting, change the restriction to "If your next action is to cast a <Classname> cantrip or a spell that is at least 2 levels lower than the highest-level <Classname> spell slot you have" inserting bard, sorcerer, or wizard as appropriate. This wording change makes it clear how to handle situations where you have a cantrip or focus spell at a different spell level than your highest spell slot.

Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of <Classname> spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.

Pages 222-231: In the multiclass spellcaster Breadth feats, change "for each spell level other than your two highest spell levels" to "for each spell level other than your two highest <Classname> spell slots." inserting the appropriate class. This makes it clear what to do if you are a spellcaster multiclassing in another spellcasting class (or potentially multiclassing in multiple spellcasting classes).

Page 634: Add the olfactory trait from the Bestiary to the Glossary and Index "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM."

Page 637: In the definition of the summoned trait, add this section to deal with summoned creatures creating more creatures without using summoning "A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. "

Ah shoot I forgot Battle Medicine, that's embarrassing.

Page 258: In Battle Medicine, change the Requirements entry to “You are holding or wearing healer's tools.” Change the second sentence of the effect to “Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition.” This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287.

Liberty's Edge

2 people marked this as a favorite.

Holy cow, that was FAST.

After doing a full read of the second round and a overview of your list it seems like you did a great job filtering it out but I just wanted to chime in to say great work.


3 people marked this as a favorite.
Themetricsystem wrote:

Holy cow, that was FAST.

After doing a full read of the second round and a overview of your list it seems like you did a great job filtering it out but I just wanted to chime in to say great work.

Thanks. Never under estimate someone really wanting to procrastinate.

Dataphiles

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Pathfinder Rulebook Subscriber

Also changed mountain stance to item bonus in the book but not in the errata doc.

Guess we're scales of the dragon druid now.


Exocist wrote:

Also changed mountain stance to item bonus in the book but not in the errata doc.

Guess we're scales of the dragon druid now.

Interesting. So that's how they're going to prevent it from stacking with Drakeheart Mutagen. Sadly it won't stack with runes or mage armor either. It doesn't compare so favorably to chain mail now.


They nerfed my Sorcerer and buffed my Alchemist.
Well, the Alchemist needed it more than the Sorcerer!

Dataphiles

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Gisher wrote:
Exocist wrote:

Also changed mountain stance to item bonus in the book but not in the errata doc.

Guess we're scales of the dragon druid now.

Interesting. So that's how they're going to prevent it from stacking with Drakeheart Mutagen. Sadly it won't stack with runes or mage armor either. It doesn't compare so favorably to chain mail now.

Nah they explicitly called out it stacks with armour runes.

2nd printing wrote:
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. You have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armorpotency runes on your explorer’s clothing, mage armor, and bracers of armor


Exocist wrote:
Gisher wrote:
Exocist wrote:

Also changed mountain stance to item bonus in the book but not in the errata doc.

Guess we're scales of the dragon druid now.

Interesting. So that's how they're going to prevent it from stacking with Drakeheart Mutagen. Sadly it won't stack with runes or mage armor either. It doesn't compare so favorably to chain mail now.

Nah they explicitly called out it stacks with armour runes.

2nd printing wrote:
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. You have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armorpotency runes on your explorer’s clothing, mage armor, and bracers of armor

Thanks for pointing that out. I haven't read that far yet. Weird to have item bonuses that stack, though.


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Gisher wrote:
Thanks for pointing that out. I haven't read that far yet. Weird to have item bonuses that stack, though.

Not that weird. Regular armor gives an item bonus, after all, and armor potency runes "increase the armor's item bonus by 1". They just attach to your "inherent" item bonus instead.


As a note they also fixed Animal Skin to an item bonus as well... with similar wording.


Staffan Johansson wrote:
Gisher wrote:
Thanks for pointing that out. I haven't read that far yet. Weird to have item bonuses that stack, though.
Not that weird. Regular armor gives an item bonus, after all, and armor potency runes "increase the armor's item bonus by 1". They just attach to your "inherent" item bonus instead.

Huh. I never realized that was an item bonus. I've just been calling it an 'armor bonus' in my head.

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