CRB Errata v4 discussion


Pathfinder Second Edition General Discussion

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Find it here

Some quick highlights:
-Alternate ability boosts, anyone can have two free boosts like a human instead of their default ancestry boosts.
-A gnome flickmace nerf
-Some alchemist changes, including some very positive improvements to the chirurgeon.
-Clarification that Magi and Summoners are allowed to use Staves (but worded in such a way it doesn't answer other questions about Magi/Summoners and spell slots)
-Horse support changed to only work with Melee strikes.
-Clarifications for how handedness works for weapons, for natural medicine, and a bunch of other things.

All around pretty neat, for the most part.


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And finally resolving the can minions be quickened/slowed question.


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I like it. Scanning through the errata and clarifications, I didn't find anything that jumped out at me as still being outrageous. Like I have when seeing dev interviews from Youtube channels.

Quote:
-Horse support changed to only work with Melee strikes.

The change that I noted was that it only works while mounted.


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The boosts changes makes it the optimal choice in many situations, and you can no longer bump up a third stat with optional flaws as a two stat ancestry.


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Well the flickmace had it coming I suppose, but if they were going to go after anything I'd have thought it'd be the overwhelming dominance of flail and hammer crit spec rather than a damage nerf that still leaves it the best one handed weapon in the game.

The boost thing is interesting. Ultimately a nerf to human as it prevents stat maximization. Hurts non-save primary classes the most obviously since they lose the extra save+AC/hp/perception. Does make ancestries with a save penalty not automatically bad though which is always a good thing.


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NielsenE wrote:
And finally resolving the can minions be quickened/slowed question.

Partially. But they left other questions open as they haven't properly defined start and end of turn for a minion. At least the intention is clear now.


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Guntermench wrote:
The boosts changes makes it the optimal choice in many situations, and you can no longer bump up a third stat with optional flaws as a two stat ancestry.

Yes an odd choice as the rules would still have worked together fine.


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Allowing soothe to work on undead and constructs is a nice change.


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Gisher wrote:
Allowing soothe to work on undead and constructs is a nice change.

It already worked on poppets and automatons as they count as living creatures.


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Gortle wrote:
Guntermench wrote:
The boosts changes makes it the optimal choice in many situations, and you can no longer bump up a third stat with optional flaws as a two stat ancestry.
Yes an odd choice as the rules would still have worked together fine.

The issue is the idea of Voluntary Flaw as means of getting something extra mechanically. 2 free boosts is a much better way of accomplishing letting all ancestries be good at any class without making attribute flaws as something players are choosing to min max their character and not to fulfill a specific vision of their character.


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There's already debate over that issue going on under the Blog post, so it might be best to avoid spreading it across multiple threads. That said, I will say that how one feels about "PCs are rewarded for dump stats" is going to vary, and not one everyone sees it as being bad or in opposition to designing a nuanced, complex character! I actually see it as helpful! It's a playstyle thing.


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The ability score and alchemist changes should help bring my lizardfolk mutagenist to life!


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About the Soothe clarification: while in the playing undead section, the sidebar seems to be written as if it works on all Undead because it doesn't specify playable undead. But the Undead trait still says "don't benefit from healing effects". So is the sidebar still wrong, or is the Undead trait wrong?

The clarification even mentions the mindless trait, which means it seems to be meant to work on Undead in general, but it just... can't.


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Pathfinder Rulebook Subscriber

A neat interaction for the chirurgeon: while the 10 minute cool down for Perpetuals sort of mirrors Treat Wounds cycles, it notably doesn't take any actions for the chirurgeon in the intervening 10 minutes. That means that with the standard medic feats you can provide a Treat Wounds and an elixir of life every 10 minutes, or hand out elixirs if the party has a forced march and needs to keep moving for an extended period without a chance to rest and recuperate. It isn't a huge advantage but does help cement the chirurgeon as the premier out of combat healer.


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Guntermench wrote:

About the Soothe clarification: while in the playing undead section, the sidebar seems to be written as if it works on all Undead because it doesn't specify playable undead. But the Undead trait still says "don't benefit from healing effects". So is the sidebar still wrong, or is the Undead trait wrong?

The clarification even mentions the mindless trait, which means it seems to be meant to work on Undead in general, but it just... can't.

The effects of Traits don't apply to ancestries, they are only for classification and determining things like "Humanoid Form lets me turn into a Poppet, but not a Leshy"

Ancestries/Traits: "These descriptors have no mechanical benefit, but they’re important for determining how certain spells, effects, and other aspects of the game interact with your character."


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Deathsworn wrote:
Guntermench wrote:

About the Soothe clarification: while in the playing undead section, the sidebar seems to be written as if it works on all Undead because it doesn't specify playable undead. But the Undead trait still says "don't benefit from healing effects". So is the sidebar still wrong, or is the Undead trait wrong?

The clarification even mentions the mindless trait, which means it seems to be meant to work on Undead in general, but it just... can't.

The effects of Traits don't apply to ancestries, they are only for classification and determining things like "Humanoid Form lets me turn into a Poppet, but not a Leshy"

Ancestries/Traits: "These descriptors have no mechanical benefit, but they’re important for determining how certain spells, effects, and other aspects of the game interact with your character."

It's not written as if it's only for players.


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Guntermench wrote:
Deathsworn wrote:
Guntermench wrote:

About the Soothe clarification: while in the playing undead section, the sidebar seems to be written as if it works on all Undead because it doesn't specify playable undead. But the Undead trait still says "don't benefit from healing effects". So is the sidebar still wrong, or is the Undead trait wrong?

The clarification even mentions the mindless trait, which means it seems to be meant to work on Undead in general, but it just... can't.

The effects of Traits don't apply to ancestries, they are only for classification and determining things like "Humanoid Form lets me turn into a Poppet, but not a Leshy"

Ancestries/Traits: "These descriptors have no mechanical benefit, but they’re important for determining how certain spells, effects, and other aspects of the game interact with your character."

It's not written as if it's only for players.

The point is that the Undead Trait doesn't mechanically effect players, which is part of why the Basic Undead Benefits exist. As player Undead aren't mindless and don't block all healing effects like non-player Undead (just positive healing), there is no issue with Soothe anymore.


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The fungi inclusion is something I didn't know I needed until now. Thanks Paizo!


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The question about attributes, is it an optional rule like Free Archetype? I liked the rule, (I'll start again, building Thaumaturges...), in the same group, a PC created with the old rules and another with these new ones, imbalance the game?


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Squiggit wrote:

Find it here

Some quick highlights:
...
-Horse support changed to only work with Melee strikes.
...

All around pretty neat, for the most part.

Still very angry about mounted combat and lances, everything else is cool


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Captain Morgan wrote:
That means that with the standard medic feats you can provide a Treat Wounds and an elixir of life every 10 minutes

Not just one elixir, but two. You give them one to start, and then one at the end after you've spent ten minutes patching them up. Plus, it's the whole party, rather than just the person you're treating.


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I'm hesitating with my Chirurgeon. A +1 against Disease is not really great, but 1d6 healing every ten minutes is not great either. At level 11 I think the choice doesn't exist anymore, but before that, the Minor Elixir of Life doesn't really heal.


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I don't mind the stat changes (I think it water's down a narrative mechanical link and actually is damaging to creativity but I'm not going to harp on about it.) I do hope they try to keep it in mind and design all new ancestries going forward as 2 boost, 1 flaw, 1 free as that actually provides something mechanically different. As it stands all the 1 boost, 1 free ancestries might as well not have a set stat.


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QuidEst wrote:
Captain Morgan wrote:
That means that with the standard medic feats you can provide a Treat Wounds and an elixir of life every 10 minutes
Not just one elixir, but two. You give them one to start, and then one at the end after you've spent ten minutes patching them up. Plus, it's the whole party, rather than just the person you're treating.

Assuming you're ok with walking into the next fight with the cool down timer still running, sure. But 1d6 healing is probably better reserved for getting someone back on their feet after a knock out. That's probably the main use for this elixir.


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Captain Morgan wrote:
QuidEst wrote:
Captain Morgan wrote:
That means that with the standard medic feats you can provide a Treat Wounds and an elixir of life every 10 minutes
Not just one elixir, but two. You give them one to start, and then one at the end after you've spent ten minutes patching them up. Plus, it's the whole party, rather than just the person you're treating.
Assuming you're ok with walking into the next fight with the cool down timer still running, sure. But 1d6 healing is probably better reserved for getting someone back on their feet after a knock out. That's probably the main use for this elixir.

Fair! My personal approach would be using the three-for-one deal on healing items to have a small stash of max-level healing on hand for bringing somebody back into a fight. If those are gone for the day, though, I'd definitely leave the 1d6 healing available like you said.


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Captain Morgan wrote:
Assuming you're ok with walking into the next fight with the cool down timer still running, sure. But 1d6 healing is probably better reserved for getting someone back on their feet after a knock out. That's probably the main use for this elixir.

I vastly disagree. When you want to get someone back on their feet, you don't want them to have just 1-6 hit points, you want them with a sizable chunk of hit points to (hopefully) survive at least one hit.

Remember that we are speaking of the Chirurgeon, someone who should have a lot of meaningful healing options.

The 1d6 points of healing are just there to complement other forms of healing, especially when you can't take (quite) long rests.


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The alchemist errata is basically my homebrew so nice to see that canonized! A little disappointed in the elixir of life 10 min immunity though; I would have dialed it back to a 1 min immunity to make it comparable to focus healing; but overall nbd.

The stat thing is also very close to my homebrew; with the main difference is that my homebrew also offers a 3 free boons, 1 free flaw array, so again, yay for me!

The plant/fungi thing is also something I had been using at my table, mostly because plants and fungi tend to be lumped together in this game

Handedness again works how I used it at my table after some common sense rulings, but again, it's nice to see it being official

Horse nerf is upsetting to me, since charging at your enemy and shooting them with an arrow or throw a weapon at them WOULD make it hit harder. I'm just nlt a fan of how little mounts are actually friendly towards mounted combat, and horse archers are a pretty iconic staple; maybe not as much as knights are here in the west, but it does cover stuff like mongolians, samurai, many native american cultures, etc. +1-4 damage isn't THAT big a deal, but like... it sucks if I'm looling to make a mongolian horse archer but statwise it's better to use a legchair because I can actually get benefit from it's support ability.

Flickmace nerf is actually really well executed imo. It's still very powerful and worth using, but is no longer the objectively best choice ever for a 1H build. I really like the flavor of giving it the sweep trait

Overall, good changes, though I dislike the horse one. I feel horse would have been just fine if it stipulated that you have to remain mounted to get the damage bonus; the bonus to ranged strikes is really a feature, not a bug imo

Scarab Sages

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For the minion action clarification… Does that also apply to minions who receive 1 action without being commanded? Such as a mature animal companion or an independent familiar? The adjustments are applied “when the minion gains its actions,” which has to happen for them to get 1 action, right? So a slowed 1 mature companion would get 0 actions if not commanded or a hasted one would get 2 (to stride or strike only)?


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Ferious Thune wrote:
For the minion action clarification… Does that also apply to minions who receive 1 action without being commanded? Such as a mature animal companion or an independent familiar? The adjustments are applied “when the minion gains its actions,” which has to happen for them to get 1 action, right? So a slowed 1 mature companion would get 0 actions if not commanded or a hasted one would get 2 (to stride or strike only)?

The Mature Animal Companion and similar upgrades are weird in that it doesn't say they gain an action. They can just use one if not Commanded, so as written it doesn't apply. RAI? No idea.


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I'm liking the Chirurgeon changes, to be sure. Even without Treasure Vault, I see potential here.

The main thing of course is that you no longer have Medicine as a prerequisite for anything. So Ward Medic & Continual Recovery are easier to grab. Heck, I can see some GMs going for taking Medic Dedication and having it increase your Crafting. (Not all, but some.) Even without the Skill boost, Medic Dedication would still be worth it for a Chirurgeon IMHO.

The much improved Field Discovery will now allow you to efficiently have stuff like Focus Cathartic on hand, along with perennial favourites like Antidote & Antiplague. Pity it doesn't apply to Skinstitch Salve though.

Starting at 7th level, you can have a little free d6 boost to every Treat Wounds. At 11th, it would improve to 3d6+6. At 13th, it's a 24 hp boost, and at 17th it's 42 hp. (Unless they introduce an 11th level Elixir of Life in Treasure Vault. Who knows?)

Healing Bomb is looking better to me now. Yeah, a free one is only a d6 for way too long, but at least it's an option if you run out of Reagents. Chirurgeon is still really Reagent heavy, but at least there are some options.

I mean, if you're 9th, next to somebody, and want to heal them up as much as you can but you're low on Reagents you could throw in a Perpetual Infusions one... at least once. At 11th, you could spend a Batch on Combine Elixirs two free Lesser Elixirs to do 6d6+12 instead of a Batch on 5d6+12. Options are good.

I'm a fan of the Alchemist Class, and I'm happy that Chirurgeon is now in a place where my initial instinct when "meeting" someone who wants to play one is not "just don't."


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ottdmk wrote:
I mean, if you're 9th, next to somebody, and want to heal them up as much as you can but you're low on Reagents you could throw in a Perpetual Infusions one... at least once. At 11th, you could spend a Batch on Combine Elixirs two free Lesser Elixirs to do 6d6+12 instead of a Batch on 5d6+12. Options are good.

Combine Elixirs is 2 batches. So you have the choice between 1 batch for 5d6+12, 2 batches for 6d6+12 and 3 batches for 10d6+24.

Also, if you have a Valet Familiar, you can also use your Advanced Alchemy Elixirs for a third of a reagent, which seems like a more efficient use of your reagents.
I hardly see the Perpetual Elixirs of Life to be competitive in combat. The only case I see them used in an encounter is if you face a situation where the enemy is extremely elusive and gives you tons of time to heal.

ottdmk wrote:
Healing Bomb is looking better to me now.

Not massively. You can use them without paying reagent, but it's still very costly (2 actions) for minimal healing. It's pretty niche. Still better than nothing.

ottdmk wrote:
I'm a fan of the Alchemist Class, and I'm happy that Chirurgeon is now in a place where my initial instinct when "meeting" someone who wants to play one is not "just don't."

I personally consider the Alchemist Class to be "just don't unless you really know what you do". Still, I love it very much.


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I wish they fixed the progression of the healing elixirs more than anything else.

Having 1d6 till level 5 is the obvious one, but there literally is no reason why elixirs "skip" every second "spell level" and it really messes up their output for half their career.

It's not even a text space issue, since the actual number formula is there, they could simply wrote "1d6 + (1d6+3) for every 2 levels after 1" and just list the names and be done with even using less space than now...


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Aw! Leshy familiars can now be fungi!


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Hmnn. I mis-remembered Combine Elixirs. I thought it was a 1 Batch surcharge to creating two Elixirs, but yeah, it's explicitly "spend two batches." Not as useful then, but, if you need to Nova Heal as a Chirurgeon, still useful.

The Valet option is a good one (especially as Mutagenists and Chirurgeons don't really have another appealing Feat option at 1st level.) However, Quick Alchemy is still a requirement for the Greater Field Discovery, so that's another factor to remember.

And yeah, Healing Bomb isn't massively improved, but at least it's no longer tied to your Reagent supply (past 7th level.)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I can't get it to work. Each time I download it, it unzips to a file that is 0 bytes big.


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Ched Greyfell wrote:
I can't get it to work. Each time I download it, it unzips to a file that is 0 bytes big.

What are you trying to download?


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I need to re-visualize how the flickmace works. I thought you swung it and hit the button at the right time to convert angular momentum to linear momentum (similar to how you throw a baseball) so the weighted ball went in a straight line at which point it would retract due to whatever internal gizmos are involved.

What does it look like when you sweep with one?


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I wonder when they're going to get around to the wand of slaying. It's still Illusion rather than Necromancy :P


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Gisher wrote:
Ched Greyfell wrote:
I can't get it to work. Each time I download it, it unzips to a file that is 0 bytes big.
What are you trying to download?

The updated Core Rulebook PDF.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Ched Greyfell wrote:
Gisher wrote:
Ched Greyfell wrote:
I can't get it to work. Each time I download it, it unzips to a file that is 0 bytes big.
What are you trying to download?
The updated Core Rulebook PDF.

It has been property updated as of just over an hour ago; I would try again.

Liberty's Edge

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PossibleCabbage wrote:

I need to re-visualize how the flickmace works. I thought you swung it and hit the button at the right time to convert angular momentum to linear momentum (similar to how you throw a baseball) so the weighted ball went in a straight line at which point it would retract due to whatever internal gizmos are involved.

What does it look like when you sweep with one?

You have to hit the button again to get it to retract. If you didn't, the weapon would be too cumbersome to use efficiently on your next attack.

Or the retract part happens only after the weapon stops elongating, which is enough time to hit a second target in the same arcing move.


PossibleCabbage wrote:

I need to re-visualize how the flickmace works. I thought you swung it and hit the button at the right time to convert angular momentum to linear momentum (similar to how you throw a baseball) so the weighted ball went in a straight line at which point it would retract due to whatever internal gizmos are involved.

What does it look like when you sweep with one?

from the description i got something like a flail with elognated steel cord instead of a chain and a weighted ball insead of a spiked one at the end tbh.

so sweep does make sense in that format.


It's a war yo-yo. Round the World with that thing.


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gesalt wrote:
Well the flickmace had it coming I suppose, but if they were going to go after anything I'd have thought it'd be the overwhelming dominance of flail and hammer crit spec rather than a damage nerf that still leaves it the best one handed weapon in the game.

Nerfing the crit spec would screw over the war flail and maul, which would be clearly inferior choices for 2-handers without it. The die size is a big deal, you're basically paying the feat over the Asp Coil for that flail crit spec now.


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Arachnofiend wrote:
gesalt wrote:
Well the flickmace had it coming I suppose, but if they were going to go after anything I'd have thought it'd be the overwhelming dominance of flail and hammer crit spec rather than a damage nerf that still leaves it the best one handed weapon in the game.
Nerfing the crit spec would screw over the war flail and maul, which would be clearly inferior choices for 2-handers without it. The die size is a big deal, you're basically paying the feat over the Asp Coil for that flail crit spec now.

Why would they be inferior choices?

Maul is still better than a greatsword. I will take bludgeoning over slashing any day and shove over versatile P.

Flail just depends on if you value disarm.


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Arachnofiend wrote:
gesalt wrote:
Well the flickmace had it coming I suppose, but if they were going to go after anything I'd have thought it'd be the overwhelming dominance of flail and hammer crit spec rather than a damage nerf that still leaves it the best one handed weapon in the game.
Nerfing the crit spec would screw over the war flail and maul, which would be clearly inferior choices for 2-handers without it. The die size is a big deal, you're basically paying the feat over the Asp Coil for that flail crit spec now.

That's the point yeah? That flail and hammer spec are so overwhelmingly superior that they basically invalidate other melee weapon types if you get crit spec.


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Arachnofiend wrote:


Nerfing the crit spec would screw over the war flail and maul, which would be clearly inferior choices for 2-handers without it. The die size is a big deal, you're basically paying the feat over the Asp Coil for that flail crit spec now.

Clearly inferior? Based on what? D12 Shove is exactly in line with every other two-hand d12 martial weapon and the war flail is more or less comparable to its alternatives too.

If anything, it seems to suggest Paizo doesn't consider crit specs at all, because there's nothing about the greatsword that makes it materially better than the maul despite its obviously inferior crit specialization.


Sorry versatile 2 damage types is clearly better than shove trait


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Martialmasters wrote:
Sorry versatile 2 damage types is clearly better than shove trait

Well, if we are debating about it one clearly isn't superior. But piercing instead of slashing is useless 99% of the time so /shrug.


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While they fixed the bulk for Elven Chain, I notice that they failed to correct the bulk for Moonlit Chain.

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