Rage of Elements Errata


Pathfinder Second Edition General Discussion

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Elemental Instinct Barbarian also forces Kineticist Impulses to gain the rage trait meaning they can ONLY be used when raging and not outside of rage.


ElementalofCuteness wrote:
Elemental Instinct Barbarian also forces Kineticist Impulses to gain the rage trait meaning they can ONLY be used when raging and not outside of rage.

I don't think that's the case. From reading it to me it looks like it makes so you can use impulses while raging. Not that it stops you from using unless you're raging

Sovereign Court

Riddlyn wrote:
ElementalofCuteness wrote:
Elemental Instinct Barbarian also forces Kineticist Impulses to gain the rage trait meaning they can ONLY be used when raging and not outside of rage.
I don't think that's the case. From reading it to me it looks like it makes so you can use impulses while raging. Not that it stops you from using unless you're raging
CRB, pg 87, Key Traits Sidebar wrote:
Rage: You must be raging to use abilities with the rage trait, and they end automatically when you stop raging.

Liberty's Edge

I'm not sure why you think that's an error... it's a special Barbarian Instinct which almost universally always involve abilities they access by way of enabling Rage, it seems perfectly serviceable to me.


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Because it makes the archetype that they are spending feats on normally lose some of the functionality it would normally have, if they didn't have that instinct. It's possible that it was a deliberately bad design, but a simple error seems a lot more likely.


Hey would you like to pick up an Archetype and realize the only way to use it is by raging. You somehow lose the ability to channel elements and blast when not angry, that feels very wrong because having stuff like Ocean's Balm needing to be accessed by raging if you're a Water Elemental Instinct Barbarian feels sooooooooooo weird because you need to do the following.

1) RAGE
2) Channel Elements
3) Either use Ocean's Balm or Move to Target

If Latter then on Round 2

1) Hope your friend does not move, use Ocean's Balm or Move
2) IF former then use Ocean's Balm
3) Realize you spent 4-5 Actions just to heal them for 1d8 per 2 levels and then cry. Or just say scream them and just attack the enemy and save multiple actions and heal them after combat unless they go down.

Thank goodness dying rules were an accident.

It is bad enough that I don't get to use my Barbarian Class DC for Kineticist Impulses. Which if we're spending class feats for Kineticist I should be allowed to substile that, just like how Eldritch Trickster Rogue should be allowed to use their Rogue Class DC for their spell DC and Attack bonus for spells. It would just make it more interesting

Maybe make it a feat but that's besides the point.


RoE, pg. 97: Consistency / Remaster Compatibility Candidate - Subtle Trait for "Tremor Signs"?

Now that Spell "Message" (Player Core 1, pg. 343) got the Subtle trait, I suspect that the same could be intended for "Tremor Signs" (Rage of Elements, pg. 97) as well.

At least it seemed inconsistent to me, if you sent acoustical messages over 120 up to 500 ft discreetly, but a 120 ft, morse-like transmission, which per se appears to be a rather discreet effect, was accompanied with incantations, audio-visual manifestations, ...


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I see "RoE" and I have to pause a moment, because the first thing that comes to mind for me is "Rules of Engagement". :-)


Kineticist multiclass is missing it's trained in Nature. Every other multiclass gains at least 1 or more trained skill but Kineticist, I am sorry if this has been mentioned again.


aobst128 wrote:

Might as well start one of these off. Those with copies know what to do.

Roiling Mudslide on page 37 does not mention what the area of the effect is.

Roiling Mudslide wrote:
You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each creature in the area takes 2d8 bludgeoning damage with a basic Fortitude save against your class DC. A creature that fails is also pushed 5 feet (or 10 feet on a critical failure) and coated in mud until the end of its next turn. While coated in mud, the creature falls prone at the end of its movement any time it ends a move action other than a Crawl or Step. The creature can attempt an Acrobatics check or Reflex save against your class DC, avoiding the fall if it succeeds.

Standing up is also a move action. So getting up means you automatically get knocked prone again. So you're basically prone for the whole turn?

Not sure if it's an error, but it sounds funky to me.


Quentin Coldwater wrote:
Roiling Mudslide wrote:
You form water and earth into a mudslide that smashes your opponents and coats them in mud. Each creature in the area takes 2d8 bludgeoning damage with a basic Fortitude save against your class DC. A creature that fails is also pushed 5 feet (or 10 feet on a critical failure) and coated in mud until the end of its next turn. While coated in mud, the creature falls prone at the end of its movement any time it ends a move action other than a Crawl or Step. The creature can attempt an Acrobatics check or Reflex save against your class DC, avoiding the fall if it succeeds.

Standing up is also a move action. So getting up means you automatically get knocked prone again. So you're basically prone for the whole turn?

Not sure if it's an error, but it sounds funky to me.

Firstly, it's the result of a failed save already. Secondly you for some reason ignore the very next sentence which says that to actually fall you need to fail another save. Not that impressive, frankly.


Well, not automatically, there's a save. It's pretty much just how Grease works, tbh.


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Solar crow (pg. 128), rakkatak (pg. 132), pine pangolin (pg. 208), snapdrake (pg. 209) and painted stag (pg. 210) have no listed Athletics bonus but have the Grab action. Which as of the Remaster rules (first printed in the back of this very book) requires the attacker to actually roll Athletics.

This means they're grappling at a bonus equal to Str modifier. So +3 at level 5, +4 at level 7, +7 at level 9, +4 at level 8, and +2 at level 10. This does not seem like a recipe for success and I assume someone forgot how the Remastered Grab worked when they were being written.

Likewise, carved beast (pg. 208) has Knockdown but no Athletics and only +2 Str. At level 6.

And picture-in-the-clouds (pg. 83) has Push but no Athletics. So they're rolling at a total of +4. At level 13.


Since I just noticed this was not mentioned in the entire thread.

Roiling Mudslide - Doesn't have a range. Some one mentioned it didn't have an area but also no range at which to cast it.


Rain of Rust doesn't say what damage type it's damage is...


ElementalofCuteness wrote:
Rain of Rust doesn't say what damage type it's damage is...

I don't know if that's actually an error - compare Rusting Grasp (https://2e.aonprd.com/Spells.aspx?ID=711) - some rust based effects deal untyped damage.


Living Bonfire on p.36
Doesn't state it's height, cover, or how it would effect a creature occupying or moving through it's space (damage/impeded movement).

It also states it conveys all the benefits of a normal campfire - would it follow the same rules of a normal campfire? If so, where are those rules?

Any details could help navigate any struggle between common sense and "the ability not doing anything it doesn't say" would be supremely helpful!


Dive and Breech - Has the Attack trait but doesn't call out any sort of attack. Instead it is a Reflex Save.


Fire Elemental Animal Companion has the Fire Trait but the Tendril (Agile, Finesse) 1d6 fire Damage is missing the Fire trait unless the Elemental itself havin the Fire Trait adds it to the Tendril Strike.


The Elementalist archetype allows Sorcerers with Elemental bloodline to replace their Advanced Bloodline focus spell with Repel Metal or Wood Walk, which are both 4th-rank Domain spells. The other options, for replacing Fire, Air, Water, and Earth, are 3rd-rank Druid Order spells.

I imagine this isn't intentional, because all Bloodline spells are 3rd-rank, gained at 6th level, and a Sorcerer wouldn't even be able to cast 4th-rank focus spells for another level.

"You can't cast a focus spell if its minimum rank is greater than half your level rounded up, even if you somehow gain access to it." -Player Core 298


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The Moldersoul Ardande lineage gets a 2 action Decompose ability which destroys natural difficult terrain... and does 1d6 damage to creatures with the plant or wood trait.

And only 1d6 damage. Forever. For the rest of its life.

I feel like there was meant to be scaling that was forgotten here. Even just a bit, even if the damage is secondary it still feels kinda bad.


Elemental Counter lists earth, fire, metal, plant, water, or wood trait, air is skipped and plant is put in the same spots as wood. This causes earth to have to have two elements that counter it and metal to counter two elements. Air countering earth, metal countering wood, and wood countering air would make the most sense as an errata.


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Grugspro wrote:
Elemental Counter lists earth, fire, metal, plant, water, or wood trait, air is skipped and plant is put in the same spots as wood. This causes earth to have to have two elements that counter it and metal to counter two elements. Air countering earth, metal countering wood, and wood countering air would make the most sense as an errata.

It's based on the east Asian 5 elements, which are earth, fire, metal, wood, and water, with each element countering another. In this model, air is not considered an element. Also plant is basically just what they called the wood trait before RoE. They are basically the same thing, and if you got rid of plant then there would be way fewer wood spells than every other element.

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