Day 0 errata vibes for player core 2


Pathfinder Second Edition General Discussion

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Nyarlathotep wrote:
I noticed that the weapon tables have "tripkee" instead of "trip" listed for weapons with the trip trait.

Tripkee is an ancestral weapon type. Formerly grippli. It's like noting elven, dwarven, and gnome weapons.


Xenocrat wrote:
Nyarlathotep wrote:
I noticed that the weapon tables have "tripkee" instead of "trip" listed for weapons with the trip trait.
Tripkee is an ancestral weapon type. Formerly grippli. It's like noting elven, dwarven, and gnome weapons.

Ooops, that's what I get for skimming the book. Thanks!

Dark Archive

I know a lot of people were saying it, but after reading Live Wire, the damage on a miss is definitely not a mistake.

It's clearly been the intention of the spell.

That said, it may not be intended as a Cantrip. But the damage is cantrip-like, so I doubt its actually meant to be a slotted spell.

Grand Archive

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Either it's not a cantrip or the heightened entry is meant to be +2. 2d4 per rank for a cantrip is a bit too high normally before even considering the damage on a miss.


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I think most all of us think it's supposed to be heighten +2 instead of +1, yeah. That puts its damage back in line with other cantrips.


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Just gonna +1 the sentiment. That cantrip definitely makes a lot more sense as a Heightened (+2) spell.


Are we really not getting any errata today? Kinda surprised.


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So attempting to stick to errata and not design philosophy, Dragonblood feat 'Draconic Sight' says it requires low light vision, but states that it grants low light vision if the ancestry doesn't grant it.


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Gorgo Primus wrote:
Are we really not getting any errata today? Kinda surprised.

I suspect that GenCon is keeping everyone pretty busy right now.

And if we are going to get an errata soon, I'd rather they took a few days to go over the feedback from customers so that the errata will be a bit more complete.


KyleS wrote:
So attempting to stick to errata and not design philosophy, Dragonblood feat 'Draconic Sight' says it requires low light vision, but states that it grants low light vision if the ancestry doesn't grant it.

Yeah, that prerequisite clearly isn't supposed to be there.


Live Wire might be an attempt to make the people who think Casters suck with Cantrips a voice. A lot of people think Martials out damage Casters so what if Paizo listened and was giving us a Cantrip that matches that? What if instead of Saving Throw Cantrip + Crossbow, Paizo just decided to make it Live Wire...?

Not that i am defending it but giving a thought about it.


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Pathfinder Roleplaying Game Superscriber

I know it's a little messy, but I kind of hope live wire heightens by 1d4 with every rank, alternating between slashing and electricity. Having to wait 4 levels for your cantrip to catch up in damage feels kind of bleh.

Also, highly unlikely and arguably off-topic, but I hope that Metal Elemental Sorcerers get live wire as one of their sorcerous gifts. I know that electric arc is considered the best cantrip, but live wire feels more fitting.
I mean, it's already a little weird that wood and metal are in PC2 when they were introduced in the RoE expansion. But it's even weirder when a lot of those wood and metal spells now can't be referenced by their subclasses. (Seriously, clean cuisine for wood?)

... Oh yeah, errata. Mauler Dedication (pg 207) uses "Strength 14" for its prerequisite instead of "Strength +2" to align with the new attributes.


most player only start reading for 2 days

wait for their feed back and errata after that could take more than 1 month


Some of these things like "how many spells is Oracle supposed to have?" don't need a month for players to find the problems. They're obvious errors that need fixing ASAP to avoid table confusion.

The more complex stuff can wait until later errata, sure, but basic things like that or how RAW the Champion Archetype's reaction feat has no range don't need expansive discussion to figure out that they need fixing.

(PFS has guidance up for a bunch of this stuff up now which I'll use until errata appears.)


25speedforseaweedleshy wrote:

most player only start reading for 2 days

wait for their feed back and errata after that could take more than 1 month

Presumably Paizo also has an internal document for stuff they caught after the book went to the printers.

But the thing is that errata is now on a specific cycle not "whenever we feel like it"

From the blog:

Quote:
Hardcover Rulebooks: This includes books like Player Core, Guns & Gears, Rage of Elements, etc. Our goal for this product line is for it to receive two errata and FAQ cycles per year on an as-needed basis, one in the spring/summer and one in the fall/winter. This current drop is the spring/summer cycle, so you can expect one more errata update before the end of the year!

So Player Core 2 errata likely drops this fall/winter sometime.


Here's a couple I noticed. Sorry if there are any duplicates.

p. 35: Thunder God's Fan, listed as Feat 9, rather than Feat 13.
p. 201: Performative Weapons, the dueling cape doesn't require proficiency.
p. 207: Mauler Dedication, has Strength 14" in stead of "Strength +2."
p. 219: Social Purview, has the Skill trait, which seems odd for granting an archetype feat.
p. 219: Quick Change, lacking the Skill trait.

Scarab Sages

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Tridus wrote:

Some of these things like "how many spells is Oracle supposed to have?" don't need a month for players to find the problems. They're obvious errors that need fixing ASAP to avoid table confusion.

The more complex stuff can wait until later errata, sure, but basic things like that or how RAW the Champion Archetype's reaction feat has no range don't need expansive discussion to figure out that they need fixing.

(PFS has guidance up for a bunch of this stuff up now which I'll use until errata appears.)

Yeah, I was going to suggest that. Here is what PFS clarified:

Character Options wrote:

Rulings and Clarifications

Any class abilities which do not explicitly state their DC should use the higher of a character’s spell or class DC.
Any deities or character options which grant the dreaming potential spell instead grant illusory scene.
The “kholo” and “gnoll” traits are considered interchangeable; kholo characters have access to gnoll options and vice versa. The same applies for tripkee and grippli characters.
Thunder God’s Fan (tengu feat, page 35) is a 13th-level feat, not a 9th-level feat as printed.
The oracle’s Spells Per Day table is correct about their number of spells and spell slots. The text explaining their spellcasting was not updated to match.
The oracle’s Foretell Harm feat (page 138) can be used on all targets of an area-of-effect spell, not just a singular target.
Sorcerers with the draconic bloodline may choose the specific draconic exemplars in the sidebar on page 150.
The swashbuckler’s You’re Next feat (page 164) is a reaction, not an action.
Characters with the Oracle archetype (page 129) can still take 10 minutes of refocusing to reduce their cursebound condition, even if they do not have a focus pool.
Characters with the Champion archetype also gain the Divine Aura feature as listed in the champion class.
Cavaliers (page 192) can pledge to any organization with published edicts and anathema. This includes the Pathfinder Society, whose updated edicts & anathema are as follows:
Edicts explore important sites, report and record your discoveries, and cooperate with fellow Pathfinders
Anathema fail to explore, report and cooperate; betray your fellow agents
Dual-Weapon Reload (Dual-Weapon Warror archetype, page 196) does not require an action to use.
For Pathfinder Society play, Endemic Herbs (Herbalist archetype, page 202) does not have the additive trait.

Some of that might be specific to an option in PFS due to other options not being legal, but I think in general it’s a good glance into what the errata might end up being for the options listed. Good to know Oracle is really 4 spell-slots/level, for example.


Hm. Is there any PFS guidance regarding splash damage, given that GM Core and the Player Cores contradict each other on whether splash damage is applied to adjacent creatures on a missed attack?


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I don't insist on Live Wire being nerfed. They can simply triple Daze's damage, that would also be fine.

Scarab Sages

Conscious Meat wrote:
Hm. Is there any PFS guidance regarding splash damage, given that GM Core and the Player Cores contradict each other on whether splash damage is applied to adjacent creatures on a missed attack?

I don’t see anything listed under Player Core 1.


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The Sorcerer focus spells Angelic Halo and Undead's Blessing, both clash with Sorcerous Potency the class feature. They are still useful because they provide twice the bonus. But this sort of unavoidable conflict in a subclass is going to annoy a lot of people.

It should be changed.


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Barbarian Archetype the -1 AC in Rage was not removed.

I know of no other place where an ability with the same name from the same class exists in two variants. Nor do I know of any other place where an archetype is a direct downgrade from the actual class.

All deviations have so far been secured via feat dependencies or class features.

Either the -1 AC must be removed from the barbarian archetype or this penalty must be restored to -1 AC in the barbarian class and reduced to 0 via a separate class feature.

The Barbarian archetype has thus become very unattractive and every table will now question heroes because of the remaining -1 AC. I don't think that's Paizo's goal. So please add it to the Day 1 errata!


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The -1 AC for the barbarian archetype is almost certainly intentional. The old archetype didn't even mention the AC penalty because it was part of the Rage action anyway. Adding the line about the AC penalty was a deliberate choice.

That being said, I do agree that the archetype feels even worse now (despite not actually having changed in any way). Not getting a higher Rage damage bonus, Quick-Tempered or the speed bonus seems like it would already make archetype Rage sufficiently weaker. Adding the AC penalty is adding insult to injury.


Gortle wrote:

The Sorcerer focus spells Angelic Halo and Undead's Blessing, both clash with Sorcerous Potency the class feature. They are still useful because they provide twice the bonus. But this sort of unavoidable conflict in a subclass is going to annoy a lot of people.

It should be changed.

I do dislike it when class features make a class focus spell obsolete or override it.


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Blave wrote:

The -1 AC for the barbarian archetype is almost certainly intentional. The old archetype didn't even mention the AC penalty because it was part of the Rage action anyway. Adding the line about the AC penalty was a deliberate choice.

That being said, I do agree that the archetype feels even worse now (despite not actually having changed in any way). Not getting a higher Rage damage bonus, Quick-Tempered or the speed bonus seems like it would already make archetype Rage sufficiently weaker. Adding the AC penalty is adding insult to injury.

I understand your reasoning and had that in mind too. I can only imagine, since there was no BLOG entry for the Barbarian, they rebuilt it in the last meters and maybe had different design and version states.

In any case, this is the biggest fail in the book so far.

@Paizo: Remove the -1AC penalty from the Barbarian archetype. The removal of Fast Movement as a Feat Choice is already a knockdown. But this AC deviation....puh


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I mean, a monk or champion who takes the barbarian dedication still has better defenses than the original barbarian by virtue of innate higher armor proficiency. It makes sense that "someone who picks up the barbarian lifestyle" is worse at "protecting themselves while raging".

They might need to do an overall pass on the multiclass archetypes, since the fighter dedication's granted weapon proficiency is worse than the general feat "weapon proficiency", and the swashbuckler dedication's panache is 100% nonfunctional for two levels, but these are things that stand our more than "raging is hazardous to dabble in."


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Gortle wrote:

The Sorcerer focus spells Angelic Halo and Undead's Blessing, both clash with Sorcerous Potency the class feature. They are still useful because they provide twice the bonus. But this sort of unavoidable conflict in a subclass is going to annoy a lot of people.

It should be changed.

Both focus spells in question also do something else so the "clash" isn't actually making them poor options.

There's no need for a change, no matter how many people might take issue with "but this bonus seems smaller because I already had part of it".


Incendiary Aura is still lacking the Aura trait.

if its not intended to have it, then they need to rename the spell and change its area to burst.

Scarab Sages

I’ve seen another person saying Blessed Shield applies to any shield a Champion picks up. Tried starting a thread about it, but only response there was that it’s probably one shield. Either way, it could use clarification, as that’s a huge difference in the ability. If it is multiple shields, the level 20 Shield Paragon needs changed. Given that the text of that feat was updated, and it still treats it as though you have a single chosen shield, I’m guessing the issue is with the initial ability not being clear.

Dark Archive

Just noticed that the 20th level Oracle feat, Mystery Conduit, is missing its frequency.

It should be once a minute to match other Conduit feats.


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TemplarsKnight wrote:
I know of no other place where an ability with the same name from the same class exists in two variants. Nor do I know of any other place where an archetype is a direct downgrade from the actual class.

The thaumaturge's exploit weakness, the old alchemist's infused reagents, the kineticist's elemental blast, the magus' spellstrike, the monk's flurry of blows, the rogue's sneak attack, the summoner's eidolon and all the dedications that make you choose a subclass but you don't gain any of its benefits.

And I'm likely missing some.


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exequiel759 wrote:
TemplarsKnight wrote:
I know of no other place where an ability with the same name from the same class exists in two variants. Nor do I know of any other place where an archetype is a direct downgrade from the actual class.

The thaumaturge's exploit weakness, the old alchemist's infused reagents, the kineticist's elemental blast, the magus' spellstrike, the monk's flurry of blows, the rogue's sneak attack, the summoner's eidolon and all the dedications that make you choose a subclass but you don't gain any of its benefits.

And I'm likely missing some.

In fact, I think it's the other way around: pre-remaster Rage was one of only three abilities that were the same in the Archetype and the main class, the other two being Hunt Prey (from Ranger) and Flurry of Blows (from Monk).

With Remaster changes only Hunt Prey remains the same for both the Ranger and it's Archetype.

Of course one can argue that the Ranger still gets more out of Hunt Prey than the Archetype, like how a Champion is going to get more out of their Reaction due to upgrades, but the action itself is the same.


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TheFinish wrote:
Of course one can argue that the Ranger still gets more out of Hunt Prey than the Archetype, like how a Champion is going to get more out of their Reaction due to upgrades, but the action itself is the same.

I mean, the Ranger gets the most value from Hunt Prey based on "things that build off of it" most of which are not available to the multiclass version. Whereas the monk doesn't build off Flurry of Blows at all besides a handful of specific feats that make use of it (like stumbling feint which needs flurry to be functional.)

The Barbarian archetype is somewhere in the middle since basically everything the barbarian gets relates to rage somehow. But the multiclass version doesn't get most of the best stuff only the first upgrade to rage and not specialization or resistance and only feats up to 10th level (more realistically up to 6th or 8th.)

But "get +4 damage to your strikes" is something that people will spend feats on, even if it costs you AC. I've built monks that used psi strikes for +1d6 and heaven's thunder for +2-8 bonus damage on a flurry, and those cost an action every turn instead of "once at the start of combat" which is the main advantage of rage as a damage booster- it turns on once at the start of combat and lasts a minute.


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Yeah the -1 to AC for the archetype is perfectly fine in my opinion. If anything I wish Oracle’s multiclass had followed suit and had more done to it to prevent Sorcerers who dabble in it from being able to poach all the best parts of Oracle with no downsides, and thus become better at Oracle things than actual Oracles.


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Gorgo Primus wrote:
Yeah the -1 to AC for the archetype is perfectly fine in my opinion. If anything I wish Oracle’s multiclass had followed suit and had more done to it to prevent Sorcerers who dabble in it from being able to poach all the best parts of Oracle with no downsides, and thus become better at Oracle things than actual Oracles.

Yeah, this. Archetype Oracles are exactly as good at the core, unique Oracle thing as actual Oracles are until level 11.


Pathfinder Rulebook Subscriber

Terrain advantage, the level 9 lizardfolk ancestry feat, still grants off guard to non lizard folks without a swim speed. This is word for word identical to the pre remaster version of this feat.
(They removed the first sentence of flavor text, but the mechanics are identical)

https://2e.aonprd.com/Rules.aspx?ID=2438 Aquatic Combat
"Use these rules for battles in water or underwater:
You're off-guard unless you have a swim Speed.
You gain resistance 5 to acid and fire.
You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
You can't cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that's unrelated to fire still works. For example, an attack with a flaming battleaxe could still deal its physical damage, just not its fire damage.
At the GM's discretion, some ground-based actions might not work underwater or while floating."

The feat implies the general rule incorrectly, and has done so since release of the character guide. In order to avoid confusion to what the general rule is, and to avoid players taking this feat in an aquatic campaign for that half of the feat, can we please remove this text in the errata?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Are Tengu really supposed to have the same Ancestry boosts as before? Seems kinda pointless to keep the "1-fixed/1-free" boost profile when all characters can just take the Alternate Boosts for 2 free boosts.


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This is a wierd fish

EXTEND BLOOD MAGIC �
FOCUS 3
UNCOMMON
CONCENTRATE
FOCUS
SPELLSHAPE
SORCERER
You call upon the arcane energy coursing through your blood to
extend the magic it grants. If your next action is to Cast a Spell
that grants you a blood magic effect that lasts for at least 1 round,
you or a target gain the blood magic effect for an additional round.
You can have only one extended blood magic effect at a time.

It is the second bloodmagic focus spell for Imperial Sorcerer. So it generates BloodMagic when it is cast.
But it is also a SpellShape ie metamagic so you have to cast a magic spell.

The effect is also weird. So you get two blood magic effects up. Unfortunately neither of the Imperial Blood Magic effects technically last for a whole round, just till the start of your next turn. Though that is essentially the same duration. Maybe we can let that slide. I guess you can get a bloodmagic effect from somewhere else.

Not entirely sure about it. I guess it allows you to do a whole lot of Tap into Blood recall knowledge checks.

Mostly it looks like a mess. Please clean it up.


So what are the odds we get errata for this next week or so now that Gencon is over?


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Gorgo Primus wrote:
So what are the odds we get errata for this next week or so now that Gencon is over?

Low, the second errata cycle this year was slated for the fall/winter. I'd probably expect October.


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That'd be disappointing given that HOTW managed to get day 0 errata and some things are so broken in PC2 that GMs are having to rely on PFS rulings as holdovers to make them work.


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TemplarsKnight wrote:


All deviations have so far been secured via feat dependencies or class features.

Investigator Archetype devise stratagem doesn't give Int bonus to attacks.

Magus archetype spellstrike cannot be recharged in combat.

Kineticist archetype Channel energy doesn't get a free blast/stance ridealong.

Inventor archetype innovation doesn't get modifications.

And etc.

The majority of archetypes actually give straight up downgraded versions of the abilities they copy.


BigHatMarisa wrote:
Are Tengu really supposed to have the same Ancestry boosts as before? Seems kinda pointless to keep the "1-fixed/1-free" boost profile when all characters can just take the Alternate Boosts for 2 free boosts.

Almost all ancestries are set up this way, the taking +2 to any is an option they can always take.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Riddlyn wrote:
Almost all ancestries are set up this way, the taking +2 to any is an option they can always take.

That's simply not true. Most of the ancestries in the current lineup have 2 fixed boosts, 1 free boost, and 1 fixed flaw. For example, Dwarves are granted a fixed boost to Constitution and Wisdom, 1 free boost, and a flaw to Charisma, unless of course you choose to pick two free boosts instead. Only 16 of the 42 ancestries do not work this way, and two of those (Humans and Orcs) get 2 free boosts by default. So only about 1/3rd of the ancestries in the game have 1 fixed boost and 1 free boost.

And always being able to choose 2 free boosts as a default rule is exactly why I am bringing it up. If an ancestry has 1 fixed boost and 1 free boost it is pretty much the exact same thing as printing "Two free ability boosts", since you can simply choose two free ability boosts instead for the exact same result or better.

Grand Archive

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It is a little weird but it doesn't hurt anything. It's more like a suggestion of what the ancestry is good at nowadays.

Scarab Sages

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I’m assuming it’s there for games that choose not to use the alternate boosts. I’m not sure the alternate boosts are technically an optional rule, but if a GM decides not to make them available, then at least there’s an option for Tengu and others. The alternative, I guess, would be to give everyone a flaw to something.


https://app.demiplane.com/nexus/pathfinder2e/feats/greater-physical-evoluti on-rm
Greater Physical Evolution
"You can use the extra spell slot from either Arcane Evolution or Primal Evolution instead of a sorcerer spell slot."
But Arcane Evolution does not give a spell slot.
It's a small thing but anyway.
https://app.demiplane.com/nexus/pathfinder2e/feats/bloodline-focus-rm
Bloodline Focus
"Whenever you Refocus, completely refill your focus pool."
Sorcerers don't Refocus. So what does this mean? You must refocus anyway to refill focus points, or your focus points fully refill after 10 minutes?


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Errenor wrote:
Sorcerers don't Refocus.

What makes you think they don't?

Player Core 2, pg# 149 [bloodline spells]: "You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity."

Is it "Unlike other characters, you don’t need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool", because all that means is that they don't have a prescribed method of Refocus, not that they don't have to use the activity because. The first quote states they do.

Grand Archive

Anyone with focus points can refocus to regain them. Normally, you gain one point per refocus. The feat allows you to regain all of them


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graystone wrote:
Errenor wrote:
Sorcerers don't Refocus.

What makes you think they don't?

Player Core 2, pg# 149 [bloodline spells]: "You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity."

Is it "Unlike other characters, you don’t need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool", because all that means is that they don't have a prescribed method of Refocus, not that they don't have to use the activity because. The first quote states they do.

I take it to mean they technically have to refocus, but their ability to perform other actions while refocusing isn't limited in the way it is for other characters.

Refocus (Emphasis Mine) wrote:
You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.
Sorcerer Bloodlines wrote:
...Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.

So while a cleric can refocus only while doing nothing else or while using treat wounds, treat condition, or other similar activities, a sorcerer can do basically anything anything while refocusing. The end result is basically that sorcerers don't have to refocus, because refocusing entails no other restrictions for them. They can seek, investigate, or do whatever activity they wish while refocusing.

That's my understanding, anyways.

There are very slight differences between this and truly not having to use the refocus activity at all (you won't regain a focus point in a hypothetical 10 minute long combat), but the pragmatic upshot is very similar to not having to refocus.

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