Monster Core - Vampires lack bleed immunity


Rules Discussion


Pathfinder Lost Omens, Rulebook Subscriber

Collecting data from various books below:

Monster Core vampire entry wrote:
Immunities death effects, disease, paralyzed, poison, sleep
Monster Core/Player Core glossary wrote:
undead (trait) Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don’t benefit from healing vitality effects.
GM Core wrote:

UNDEAD

Traits Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
Senses darkvision
HP void healing (Monster Core)
Immunities death effects, disease, paralyze, poison, sleep (or unconscious if it never rests at all); if mindless, add mental
Player Core wrote:

Bleed Damage

Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you’re healed to your full Hit Points.

Every other undead creature in the Monster Core has bleed immunity explicitly listed

All of this together RAW seems to say vampires can bleed but do not take bleed damage.

For the most part, this doesn't matter, however, there are a few things in the core books that change their behavior with this.

  • - Vampires would be able to use the spell Blood Vendetta as they can bleed.
  • - Vampires would be off-guard to DEINONYCHUS if they are bleeding
  • - Vampires would be more easily tracked by KROOTH while they are bleeding.
  • - Vampires would be dazzled by the Bird animal companion support effect while bleeding.

I haven't searched the other books to look for things specifically triggering on a bleeding creature or on the ability to bleed but my guess is there are others.

Is this reading intended? It seems very purposeful. It makes sense to me from a fantasy world perspective that Vampires can bleed, however, the lack of actual damage makes it odd. Lore-wise it makes sense I think though with how undead function in pathfinder?


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I think this a case of specific beats general. In general, non-living creatures are immune to bleed damage. But the vampire specifically is not immune to bleed damage.

Seeing how they kind of need blood to survive, just like a living creature, it does make sense that losing blood would harm them.


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Pathfinder Lost Omens, Rulebook Subscriber
Blave wrote:

I think this a case of specific beats general. In general, non-living creatures are immune to bleed damage. But the vampire specifically is not immune to bleed damage.

Seeing how they kind of need blood to survive, just like a living creature, it does make sense that losing blood would harm them.

I like this interpretation personally. Currently, the foundry system functions as making anything not marked as "living" not take bleed damage though. I'm making this post partially to try to get clarification for Foundry system development as if they should take damage that requires a core change to the code.

However, "specific overrides general" requires something to be explicitly stated. Just leaving off the bleed immunity unfortunately doesn't meet this requirement in my opinion.


Pathfinder Lost Omens, Rulebook Subscriber

Finding some other things affected by "bleeding without taking damage".

GM Core wrote:

BLOODLETTING KUKRI ITEM 6

UNCOMMON MAGICAL
Price 240 gp
Usage held in 1 hand; Bulk L
This +1 striking kukri has a crimson blade that shimmers eerily
in bright light. On a critical hit, the kukri deals 1d8 persistent
bleed damage. If the target didn’t already have persistent
bleed damage when you scored the critical hit, you also gain
1d8 temporary Hit Points for 1 minute.
GM Core wrote:

MURDERER’S KNOT ITEM 7

CONSUMABLE MAGICAL TALISMAN
Price 66 gp
Usage affixed to a weapon; Bulk —
Activate [free-action] (concentrate) Trigger You damage an off-guard
creature with a Strike using the affixed weapon.
This black strand of leather is tied to look like a peace knot
when the weapon is worn, but it doesn’t hamper drawing the
weapon. When you activate the knot, the creature you damaged
takes 1d6 persistent bleed damage and is off-guard until the
bleed ends.
If you have the Twist the Knife feat, the talisman instead deals
persistent bleed damage equal to your sneak attack damage.

Interestingly the poisonous mold has:

GM Core wrote:

Feed on Decay The mold expands when fed by blood or decay.

If at any point a creature takes bleed damage while adjacent
to the mold or a dying or dead body is adjacent to the mold,
the mold grows to expand into every square adjacent to its
current space. This can happen only once per day.

And this wouldn't work with vampires unless they actually take damage.

Dark Archive wrote:

HORN OF THE AOYIN

Activate [two-actions] Interact (auditory, emotion, enchantment,
incapacitation, magical, mental); Requirements You’re
trained in Performance; Frequency once per hour; Effect
You blow the horn, creating a low growling sound.
Creatures other than you within 60 feet must attempt a DC
30 Will save. Those who fail become overwhelmed with an
animalistic rage and the urge to consume flesh for 1 round,
or 1 minute on a critical failure. They indiscriminately
attack the nearest target unaffected by the magic of the
horn unless there are no such targets, at which point
they set on each other. While affected, they gain a jaws
unarmed attack that deals 1d8 piercing damage, deal an
additional 2 damage with unarmed attacks, and lose the
ability to use any weaponry. They also gain a +2 status
bonus to saving throws against mental effects and pain,
can detect bleeding creatures and open wounds as an
imprecise sense with a range of 30 feet
, and gain a +10-
foot status bonus to their Speed. Lastly, they take a –1
penalty to AC and are unable to use concentrate actions
other than Seeking. Creatures who critically succeed are
temporarily immune for 24 hours.

(emphasis mine, indicates it could detect bleeding vampires whether or not they take damage)

Book of the Dead wrote:

Special Vampiric animal companions

are particularly attuned to the scent of blood.
If a creature has persistent bleed damage,
your vampiric animal companion can smell
the creature if it’s within 120 feet rather than
30 feet.

BLOOD FEAST [two-actions]
Your vampiric animal companion attacks a
bleeding foe and drinks its blood. Your
companion attempts a Strike against a
creature currently taking persistent bleed damage.
The Strike deals 2d8 additional damage. If the Strike hits and deals damage, your vampiric animal companion gains temporary Hit Points equal to half your level that last for up to 1 minute.

Interestingly, a lot of the newer pre-remaster books specifically trigger things on "persistent bleed damage" which theoretically if you take zero damage would not trigger? If that's an incorrect reading though there are several more things that change based on this nuance


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azrazalea wrote:
Blave wrote:

I think this a case of specific beats general. In general, non-living creatures are immune to bleed damage. But the vampire specifically is not immune to bleed damage.

Seeing how they kind of need blood to survive, just like a living creature, it does make sense that losing blood would harm them.

I like this interpretation personally. Currently, the foundry system functions as making anything not marked as "living" not take bleed damage though. I'm making this post partially to try to get clarification for Foundry system development as if they should take damage that requires a core change to the code.

However, "specific overrides general" requires something to be explicitly stated. Just leaving off the bleed immunity unfortunately doesn't meet this requirement in my opinion.

I don't remember any general rule saying that you need to be a living creature to bleed. As normal to any damage type a target is able to be damaged by any damage type unless explicitly said that it can't.

So if the vampires don't get a bleed immunity they can bleed.

azrazalea wrote:
Interestingly, a lot of the newer pre-remaster books specifically trigger things on "persistent bleed damage" which theoretically if you take zero damage would not trigger?

Not exactly. Persistent Damage is a condition and something can be trigger by it before it damages.

If it says "If at any point a creature takes bleed damage" so it only "triggers" after the target get some bleed damage not by the condition. But if says "can detect bleeding creatures" that target just need to have the condition (but don't need to get the bleed dmg yet) to "trigger".
About "currently taking persistent bleed damage" have a more tricky natural english but IMO this is pointing the condition not the damage so the target don't need to have got a bleed damage to trigger this, just the condition.


YuriP wrote:
azrazalea wrote:
Blave wrote:

I think this a case of specific beats general. In general, non-living creatures are immune to bleed damage. But the vampire specifically is not immune to bleed damage.

Seeing how they kind of need blood to survive, just like a living creature, it does make sense that losing blood would harm them.

I like this interpretation personally. Currently, the foundry system functions as making anything not marked as "living" not take bleed damage though. I'm making this post partially to try to get clarification for Foundry system development as if they should take damage that requires a core change to the code.

However, "specific overrides general" requires something to be explicitly stated. Just leaving off the bleed immunity unfortunately doesn't meet this requirement in my opinion.

I don't remember any general rule saying that you need to be a living creature to bleed. As normal to any damage type a target is able to be damaged by any damage type unless explicitly said that it can't.

So if the vampires don't get a bleed immunity they can bleed.

It's on Bleed damage:

Quote:
Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live.


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Couldn't that sentence be read as

As such, it has no effect on (nonliving creatures or living creatures) that don’t need blood to live.

If every undead has bleed immunity listen except vampire, that's how I'd read that sentence.


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Gaulin wrote:

Couldn't that sentence be read as

As such, it has no effect on (nonliving creatures or living creatures) that don’t need blood to live.

If every undead has bleed immunity listen except vampire, that's how I'd read that sentence.

Nope. Otherwise, the sentence would have been "As such, it has no effect on creatures that don’t need blood to live."


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shroudb wrote:

It's on Bleed damage:

Quote:
Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don’t need blood to live.

Yeah, and it always only created problems and should have been mostly ignored even before remaster. More so now when all bleed immunities seem to be written explicitly.


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Clearly, especially because "blood" is not really defined. Plants have sap which has the same function than blood. But is it blood? If the answer is no, then do demons/devils/abominations/whatever have actual blood or something else that replaces it like sap? And if the answer is yes then when do you stop considering that something is "akin to blood"? I mean, oil is machine's blood, so some constructs should bleed, too?

It's better to have it spelled out precisely so we can ignore this useless sentence.


Pathfinder Rulebook Subscriber

Yeah, the bleed damage definition causes problems, but most fictional vampires can definitely bleed. The most common way to be turned into a vampire is to drink the blood of a vampire.


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It appears that Paizo chose to be more intentional about avoiding the "hidden" immunities couched under other traits. In pre-Remaster, none of teh undead list bleed immunity. Not zombies, skeletons, wights, mummies, graveknights. Every one I looked at lacked that immunity.

In Monster Core ALL undead list bleed immunity. Even incorporeal undead like the ghost, shadow, and poltergeist have it explicitly listed.

The only exception is the Vampire. Considering all those things, I think it is pretty clear the intent was to intentionally allow vampires to be subject to bleed damage.

Grand Archive

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Yeah, vampires have blood


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

They do seem to be an outlier among undead, flipping through Monster Core, so it would make sense for that to be the intent.

(Expressing that intent just by not printing an immunity that is redundant with a general rule instead of writing specifically that they are subject to bleed is not a great approach, unfortunately. If PC1 had changed Bleed rules, this would be more consistent.)


Powers128 wrote:
Yeah, vampires have blood

They probably aren't fans of losing it, either.


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Pathfinder Lost Omens, Rulebook Subscriber

We have an answer from paizo!

From the foundry pf2e discord server:

Nethys wrote:

I have received a response from Paizo on the "can vampires take bleed damage now" question.

Q: " The guys and I had a quick rules question for the devs - we noticed in Monster Core, the majority of undead now have "immunity to bleed" explicitly stated in their statblock, which is great! However, we noticed that the Vampire was missing this immunity. It makes some sense, vampires need blood to "live", but we just wanted to confirm - is it intentional that vampires can take bleed damage now?"
A: "Per Logan Bonner, that is intentional!"

I believe due to this the foundry pf2e system will likely update to include this in their Monster Core update but if it doesn't make it I'll try to follow up and get it done myself (as long as the devs' are cool with it).


azrazalea wrote:

We have an answer from paizo!

From the foundry pf2e discord server:

Nethys wrote:

I have received a response from Paizo on the "can vampires take bleed damage now" question.

Q: " The guys and I had a quick rules question for the devs - we noticed in Monster Core, the majority of undead now have "immunity to bleed" explicitly stated in their statblock, which is great! However, we noticed that the Vampire was missing this immunity. It makes some sense, vampires need blood to "live", but we just wanted to confirm - is it intentional that vampires can take bleed damage now?"
A: "Per Logan Bonner, that is intentional!"
I believe due to this the foundry pf2e system will likely update to include this in their Monster Core update but if it doesn't make it I'll try to follow up and get it done myself (as long as the devs' are cool with it).

Foundry Discord devs have said that paizo need to errata the bleed damage rule to say 'most nonliving creatures' instead of 'all'. So, paizo needs to get on that


Pathfinder Lost Omens, Rulebook Subscriber
MrPeach wrote:
azrazalea wrote:

We have an answer from paizo!

From the foundry pf2e discord server:

Nethys wrote:

I have received a response from Paizo on the "can vampires take bleed damage now" question.

Q: " The guys and I had a quick rules question for the devs - we noticed in Monster Core, the majority of undead now have "immunity to bleed" explicitly stated in their statblock, which is great! However, we noticed that the Vampire was missing this immunity. It makes some sense, vampires need blood to "live", but we just wanted to confirm - is it intentional that vampires can take bleed damage now?"
A: "Per Logan Bonner, that is intentional!"
I believe due to this the foundry pf2e system will likely update to include this in their Monster Core update but if it doesn't make it I'll try to follow up and get it done myself (as long as the devs' are cool with it).
Foundry Discord devs have said that paizo need to errata the bleed damage rule to say 'most nonliving creatures' instead of 'all'. So, paizo needs to get on that

Paizo please!

Liberty's Edge

MrPeach wrote:
azrazalea wrote:

We have an answer from paizo!

From the foundry pf2e discord server:

Nethys wrote:

I have received a response from Paizo on the "can vampires take bleed damage now" question.

Q: " The guys and I had a quick rules question for the devs - we noticed in Monster Core, the majority of undead now have "immunity to bleed" explicitly stated in their statblock, which is great! However, we noticed that the Vampire was missing this immunity. It makes some sense, vampires need blood to "live", but we just wanted to confirm - is it intentional that vampires can take bleed damage now?"
A: "Per Logan Bonner, that is intentional!"
I believe due to this the foundry pf2e system will likely update to include this in their Monster Core update but if it doesn't make it I'll try to follow up and get it done myself (as long as the devs' are cool with it).
Foundry Discord devs have said that paizo need to errata the bleed damage rule to say 'most nonliving creatures' instead of 'all'. So, paizo needs to get on that

I thought specific trumps general.


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Pathfinder Rulebook Subscriber
The Raven Black wrote:
I thought specific trumps general.

The trouble is as written that's not clear that's supposed to be the interpretation. After all, the specific doesn't contradict the general so much as just not comment on it at all.

Moving away from implicit immunities is a good thing, but definitely a reason the general rule should be updated to avoid this very type of confusion.


Squiggit wrote:
The Raven Black wrote:
I thought specific trumps general.

The trouble is as written that's not clear that's supposed to be the interpretation. After all, the specific doesn't contradict the general so much as just not comment on it at all.

Moving away from implicit immunities is a good thing, but definitely a reason the general rule should be updated to avoid this very type of confusion.

Yeah, the overly generic definition of bleed damage is a bit of a problem. Although if you think of it more as a description and less "hard rule" text it easier to interpret, but it does create a contradiction that should be resolved.

It would be as simple as adding the word "most":

Quote:
As such, it has no effect on most nonliving creatures...


Pathfinder Lost Omens, Rulebook Subscriber

Regardless, we now have confirmation from one of the authors of Monster Core that they intended Vampires to bleed. It's another instance of one part of Paizo not knowing what the other part is doing(which, to be fair, communication across teams is a hard problem).

Likely the Player Core team didn't realize the Monster Core team was making vampires able to bleed so didn't even check Bleed Damage when working on their rewrite.

The RAI is now clear though, we just need the RAW to match.


The RAW is there, just difficult to find.
In the context of Ancestries and Backgrounds,
Traits Source Player Core pg. 41.
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

So the fact that a Poppet is listed as a construct doesn't make it immune to bleed. Etc Etc.

Liberty's Edge

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Gortle wrote:

The RAW is there, just difficult to find.

In the context of Ancestries and Backgrounds,
Traits Source Player Core pg. 41.
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

So the fact that a Poppet is listed as a construct doesn't make it immune to bleed. Etc Etc.

The Remastered version of the Construct trait does not carry any of the immunities and other properties that the legacy version did.

"A construct is an artificial creature empowered by a force other than vitality or void."

And that's it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
The Raven Black wrote:
Gortle wrote:

The RAW is there, just difficult to find.

In the context of Ancestries and Backgrounds,
Traits Source Player Core pg. 41.
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

So the fact that a Poppet is listed as a construct doesn't make it immune to bleed. Etc Etc.

The Remastered version of the Construct trait does not carry any of the immunities and other properties that the legacy version did.

"A construct is an artificial creature empowered by a force other than vitality or void."

And that's it.

Where are you getting that from? The Construct trait on Page 362 of Monster Core says: "construct A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed."

Poppet PCs don't get those immunities, and never have, but they are still part of Construct as a creature trait.

Bleed, specifically, remains a grey area all over the place because of the rule in the damage type itself being separate from immunities, but at least it looks like there's an intent to rely on listed immunities for new content (in a way that is at odds with having that rule written).

Liberty's Edge

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HammerJack wrote:
The Raven Black wrote:
Gortle wrote:

The RAW is there, just difficult to find.

In the context of Ancestries and Backgrounds,
Traits Source Player Core pg. 41.
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

So the fact that a Poppet is listed as a construct doesn't make it immune to bleed. Etc Etc.

The Remastered version of the Construct trait does not carry any of the immunities and other properties that the legacy version did.

"A construct is an artificial creature empowered by a force other than vitality or void."

And that's it.

Where are you getting that from? The Construct trait on Page 362 of Monster Core says: "construct A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed."

Poppet PCs don't get those immunities, and never have, but they are still part of Construct as a creature trait.

Bleed, specifically, remains a grey area all over the place because of the rule in the damage type itself being separate from immunities, but at least it looks like there's an intent to rely on listed immunities for new content (in a way that is at odds with having that rule written).

Interesting.

I looked up the Construct trait on AoN. The full text is as follows : "Construct
Source Player Core pg. 454
A construct is an artificial creature empowered by a force other than vitality or void."


Monster Core, not yet on the Archives, naturally has a more in depth description for a creature trait than Player Core.

Liberty's Edge

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Sibelius Eos Owm wrote:
Monster Core, not yet on the Archives, naturally has a more in depth description for a creature trait than Player Core.

It should be the same.


The Raven Black wrote:
Sibelius Eos Owm wrote:
Monster Core, not yet on the Archives, naturally has a more in depth description for a creature trait than Player Core.
It should be the same.

They are different things. What I quoted was for Ancestries and Backgrounds only. Monsters are separate.

Liberty's Edge

Gortle wrote:
The Raven Black wrote:
Sibelius Eos Owm wrote:
Monster Core, not yet on the Archives, naturally has a more in depth description for a creature trait than Player Core.
It should be the same.
They are different things. What I quoted was for Ancestries and Backgrounds only. Monsters are separate.

So, which definition of the trait is RAW ?


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

The full definition of the trait that I listed is RAW. That the rules in that trait don't apply to PCs with the trait from their Ancestry is also RAW, as a more specific rule that applies to them but not other creatures.

The Construct entry in GM Core also lists included immunities for constructs in the monster building section.


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Pathfinder Roleplaying Game Superscriber
azrazalea wrote:


It's another instance of one part of Paizo not knowing what the other part is doing(which, to be fair, communication across teams is a hard problem).

Which is exacerbated by a nearly entirely work-from-home staff, per James' comments in another thread.


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As an Alchemist player, I can say this problem also exists for the inhaled trait.

In the remaster PC book, it's a 7 word summary "This poison is delivered when breathed in."

It looks like it's supposed to be a complete trait definition, but it is not. Inhaled is a functional/mechanical trait like Splash, and the full text is in the GM core (same 2x2 cloud mechanic as before).

Worse, last I checked on Foundry, they had used the mini summary to define the trait, not the GM core full text. That breaks all the items/spell that use the inhaled trait for anyone who doesn't know better. And no one should have to, nor wants to try to explain why "the VTT is wrong" ugh.

______________________

IMO, it really, really is not okay for Paizo to have added this entire layer of ambiguity that did not exist before. It's antithetical to the entire concept of a glossary/index. The whole point of looking up the trait is to find the real, complete rules governing that trait. At the very least, they NEED to have a "see GM core" symbol / asterisk.

Even just from a player-only angle that never reads the GM core, it is NOT okay to hide mechanical rules.

Combined with traits that do not exist in the GM core at all, but do in the PC1, like the Concealable weapon trait, and this half a remaster release is already souring after a rather brief honeymoon.

Liberty's Edge

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HammerJack wrote:

The full definition of the trait that I listed is RAW. That the rules in that trait don't apply to PCs with the trait from their Ancestry is also RAW, as a more specific rule that applies to them but not other creatures.

The Construct entry in GM Core also lists included immunities for constructs in the monster building section.

If two Traits do not mean the same thing, they should not share the same name.


taks wrote:
Which is exacerbated by a nearly entirely work-from-home staff, per James' comments in another thread.

Paizo must have been trailblazing because Paizo has been like that since near the inception of PF1e :p


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
The Raven Black wrote:
HammerJack wrote:

The full definition of the trait that I listed is RAW. That the rules in that trait don't apply to PCs with the trait from their Ancestry is also RAW, as a more specific rule that applies to them but not other creatures.

The Construct entry in GM Core also lists included immunities for constructs in the monster building section.

If two Traits do not mean the same thing, they should not share the same name.

It isn't two traits. It is one trait, that has a summary description in one place and a full writeup in another.

There is also a rule that ancestries do not inherit mechanics from their traits. Not a separate construct trait, just a general rule of how to read Ancestries that says "this sort of thing does not apply".

Liberty's Edge

HammerJack wrote:
The Raven Black wrote:
HammerJack wrote:

The full definition of the trait that I listed is RAW. That the rules in that trait don't apply to PCs with the trait from their Ancestry is also RAW, as a more specific rule that applies to them but not other creatures.

The Construct entry in GM Core also lists included immunities for constructs in the monster building section.

If two Traits do not mean the same thing, they should not share the same name.

It isn't two traits. It is one trait, that has a summary description in one place and a full writeup in another.

There is also a rule that ancestries do not inherit mechanics from their traits. Not a separate construct trait, just a general rule of how to read Ancestries that says "this sort of thing does not apply".

Which is absolutely not clear when looking at the trait currently on AoN. Hopefully it will be changed to the full writeup soon.


Pathfinder Rulebook Subscriber
azrazalea wrote:


It's another instance of one part of Paizo not knowing what the other part is doing(which, to be fair, communication across teams is a hard problem).

I strongly suspect the remaster compatibility errata is another example of that because the way spirit damage works there is inconsistent with how it works almost everywhere else.

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