Fall Errata 2024 Questions


Rules Discussion


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Due to the recent Errata today I will start a thread about stuff that should be asked! We as a community have several questions and perhaps I will start us off.

One of the biggest questions we have is why in the Class of Rogue, why does Rogue's resilience give them both expert in fortitude Saves and also when they succeed it gets boosted to a Critical Success, is this actually intended when at level 17 they get the same boost to Will-Saves? Meaning Rogues get the boost of Success to Critical Success on all 3 saving throws. This survived 2-3 Erratas already.

The second less big but still fairly asked questions is why does Blade Ally Class Feature of Champion Remaster take up a Rune slot when originally Pre-remastered it did not. I do hope this is just a minor mistake that the Errata missed.


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Gonna pre-empt this by adding to what the OP said that this was suggested by Paizo Staff Maya Coleman in the errata thread, and that this thread should be used for errata questions rather than for arguing that something should be buffed/nerfed or whatever. (or arguing interpretations on answers to these questions unless the RAW is extremely clear)

Some questions related to the mythic rules, all of which I've seen people confused on what is intended:

1. Is it intended that Wildspell's Spellsurge focus spell (an aura around your character that much of the mythic path keys off) costs a mythic point to cast? There's been a lot of speculation that this wasn't intended as it makes Wildspell's mythic point economy really rough (for example to make the aura 30 feet costs a second mythic point), it makes taking Wildspell as a non-mythic archetype largely impossible, and it would be super easy to tag a focus spell in a mythic path as mythic without remembering that any spell with the mythic trait costs a point.

2. Do mythic player characters count as mythic creatures for the purpose of ignoring mythic resistance? There's been confused debates on this all over the internet (with many threads or discussions coming to different conclusions) mostly because the mythic strike feat says it bypasses mythic resistance, which any PC that could take it would already bypass if mythic PCs are mythic creatures. People also point to how mythic resistance in monster building is valued as equivalent to mythic resilience, when the former is possibly completely ignored by mythic PCs while the latter effects all PCs regardless of mythic status with no way to bypass it, as evidence that mythic PCs might still be subject to the resistance. (since it's weird that two equivalent features have one that would be completely ignored and one that's very powerful)

3. Is it intended that Mythic Magic works for non-spellcaster PCs?

4. Are the Beastlord and Apocalypse rider companions intended to be mythic creatures? It never says, but it feels to a lot of people like an oversight and the former even has a feat named Creature of Myth.

5. Are there any plans to patch Mythic to make it more compatible with classes that right now don't interact with some of its most important features (Kineticist is the big one that tons of people have been asking about, but also Summoner, Magus, and Swashbuckler all chafe on not being able to use mythic proficiency for strikes/spells without giving up on using your main class features)

6. Artisan's calling has the anathema "use a weapon or item crafted by someone else, except for the purpose of learning its function so you can understand how to create it yourself" which has been widely noted as being problematic and very difficult to follow as it disallows the use of any items you pick up as loot or buy and most campaigns don't have nearly enough downtime to craft every item a character would conceivably use, is it intended to be as punishing as it seems?

7. Mythic Defenses, the level 20 mythic monster ability that causes rerolls of critical attack rolls against them, is incorrectly combined into the mythic resilience entry of some of the monsters, including the Oliphaunt of Jandelay and Agyra, and the Oliphaunt has a research track that ends in discovering a way around its "mythic resilience" that is described as the crit reroll that is actually covered by mythic defenses. (this one is less a question and more pointing out the issue for getting errata lol)

8. Is it intended that several previously non-mythic rare rituals like Create Demiplane, Freedom, and Imprisonment are now mythic-exclusive, or should they still be considered rare for non-mythic chars and this is just automatic access? (lots of lore confusion on this one since PF lore is full of non mythic high level chars using these)

Dark Archive

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Another question:

The spiritual warrior archetype requires the use of a fist and a 1H weapon. However the wording implies that a 2H finesse weapon can also be used. However, you can't use a fist if you're holding a 2H weapon since fists are treated as freehand weapons and you can't use a freehand weapon if you are holding anything in it. This means the dedication overwhelming combination activity cannot be used with both a fist and 2H finesse weapon (you can strike with the weapon, but there is no way to insert a free action 'drop a hand' to punch with the fist). Can the team clarify if the use of the term fist is meant to be unarmed strikes (which can be non-fist unarmed strikes) or confirm that the intent is to limit the dedication activity to just 1H weapons.

Dark Archive

Another Question:

Kineticist Blasts don't interact with many things. However, can the goblin burn-it feat be applied to fire blasts?Is this just a lack of a bespoke list or is it intended to not work.


Red Griffyn wrote:

Another question:

The spiritual warrior archetype requires the use of a fist and a 1H weapon. However the wording implies that a 2H finesse weapon can also be used. However, you can't use a fist if you're holding a 2H weapon since fists are treated as freehand weapons and you can't use a freehand weapon if you are holding anything in it. This means the dedication overwhelming combination activity cannot be used with both a fist and 2H finesse weapon (you can strike with the weapon, but there is no way to insert a free action 'drop a hand' to punch with the fist). Can the team clarify if the use of the term fist is meant to be unarmed strikes (which can be non-fist unarmed strikes) or confirm that the intent is to limit the dedication activity to just 1H weapons.

Yeah, I'd also appreciate clarification here; I have a player that ran into this. It seems like an intentional choice over restricting it to one-handed weapons, but about the only weapons it actually opens up are free-hand weapons, since you need your second hand free when you flurry to get the fist attack.


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In Tian Xia Character Guide: the Bakuwa Lizardfolk heritage.

This heritage gives the lizardfolk bony plates which act as a natural set of medium armour that they can't remove. Unfortunately, it does not grant training in that armour, meaning that something like half of all classes not only gain no benefit from this heritage, but are actively hindered by it, to say nothing of the Strength requirement to negate the penalties.

It's possibly that this heritage is meant only for martial classes and some spellcasters, but it seems rather strange that lizardfolk of bakuwa heritage functionally can't become wizards or rogues without significant drawback. Moreover, it seems inconsistent with Paizo's move away from letting biology dictate what classes you can take to this degree.

My brother is looking forward to the possibility of playing a Lizardfolk Monk in Season of Ghosts, and knowing the TXCG was coming out with some Tian-specific heritages, I was recommending the possibility of going bakuwa, but it seems like this heritage is rather fundamentally incompatible with Monk. I wouldn't mind if it just didn't work so well with monk, but it seems to leave rather a lot of classes in an awkward position.

This is a rather low-priority issue for us, but it seemed worth addressing sooner or later.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Since I hope this will be picked up for the spring 2025 errata:

Please clarify the duration of the Grandeur cause reaction. By RAW, its effect end when your own turn starts (Player Core, page 426 "For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect").
This would make the worth of the reaction highly variable depending on when it is triggered.

However a soft reading of the text suggests it is supposed to last longer, i.e. "for 1 round", which a lot of people would read until the start of the triggering creatures next turn.

Therefore, the worth of the Grandeurs Champion's reaction depends a lot on your GM and since your GM can change a lot in PFS, it may make this cause very inconsistent to use there. Please clarify, to make the reaction's duration consistent for everyone.

***

Also, should this thread's title not be "Spring errata 2025 questions"?


Pathfinder Lost Omens, Rulebook Subscriber

Not really a question, but something that does need an errata fix. Summoner Spellcasting says "Each day, you can cast one 1st-level spell and five cantrips." and then in the subsection on cantrips contradicts it to say they work just like cantrips do for every other class, with unlimited casts per day of the cantrips in your repertoire. This just caused a bunch of confusion for one of the players in a game I'm in, and the language that you can only cast 5 cantrips a day should probably be fixed.


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

A definition on "Instance of damage" and how it interacts with weaknesses, resistances and Thaumaturge Personal Antithesis ability.


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Still waiting on answers for how long a minion can follow commands for when not in combat.

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