Spring Errata 2025 suggestions


Pathfinder Second Edition General Discussion

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benwilsher18 wrote:
It isn't clear how the goblin ancestry feat "Kneecap" interacts with MAP. It lacks the Attack trait, but it calls for you to make a Strike as a part of the action. I think it needs to be mentioned in the next errata, to either add the missing Attack trait or to confirm whether or not it counts as an attack when increasing MAP or calculating it's accuracy.

That is not uncommon or unclear. Lunge, Tendril Strike and Reloading Strike work the same way. The action itself does not have the Attack trait, the Subordinate Strike action does.

The actions that do specify 'apply MAP normally', such as Flurry of Blows and Twin Takedown are just giving reminder text of the general rule for Subordinate Actions: "This subordinate action still has its normal traits and effects". So the Attack trait on the Subordinate Strike action uses and increases MAP normally by default.


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If an Eidolon dies to a death effect - so therefore its HP never goes to 0 - what happens to the Summoner?

Best RAW reading is that the Summoner continues adventuring for the rest of the campaign without an Eidolon - effectively as a severely nerf'ed Sorcerer.

But that seems like a bit of a troll ruling.

Other options are that the Summoner dies to the death effect also, or that the Eidolon is unmanifested and potentially cannot be summoned again for some unspecified length of time. Neither of those rulings have any rules support for them.


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benwilsher18 wrote:
It isn't clear how the goblin ancestry feat "Kneecap" interacts with MAP. It lacks the Attack trait, but it calls for you to make a Strike as a part of the action. I think it needs to be mentioned in the next errata, to either add the missing Attack trait or to confirm whether or not it counts as an attack when increasing MAP or calculating it's accuracy.

Subordinate actions don't lose their own traits. This is in the Subordinate Actions rules, it doesn't need to be repeated for every instance.

Subordinate Actions

Quote:
This subordinate action still has its normal traits and effects, but it’s modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on.

A Strike as a subordinate action remains an attack and affects and is affected by MAP as per usual.


Finoan wrote:

If an Eidolon dies to a death effect - so therefore its HP never goes to 0 - what happens to the Summoner?

Best RAW reading is that the Summoner continues adventuring for the rest of the campaign without an Eidolon - effectively as a severely nerf'ed Sorcerer.

But that seems like a bit of a troll ruling.

Other options are that the Summoner dies to the death effect also, or that the Eidolon is unmanifested and potentially cannot be summoned again for some unspecified length of time. Neither of those rulings have any rules support for them.

Player Core pg. 411 wrote:
When you die, you’re reduced to 0 Hit Points if you had a different amount
Secrets of Magic pg. 52 wrote:
Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.

There is however not a concensus on wether this outright kills the summoner or just makes them unconcious, but by technical reading you are reduced to 0 from a Death effect. That could perhaps be clarified further under the text about shared health.


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NorrKnekten wrote:
Finoan wrote:

If an Eidolon dies to a death effect - so therefore its HP never goes to 0 - what happens to the Summoner?

Best RAW reading is that the Summoner continues adventuring for the rest of the campaign without an Eidolon - effectively as a severely nerf'ed Sorcerer.

But that seems like a bit of a troll ruling.

Other options are that the Summoner dies to the death effect also, or that the Eidolon is unmanifested and potentially cannot be summoned again for some unspecified length of time. Neither of those rulings have any rules support for them.

Player Core pg. 411 wrote:
When you die, you’re reduced to 0 Hit Points if you had a different amount
Secrets of Magic pg. 52 wrote:
Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.
There is however not a concensus on wether this outright kills the summoner or just makes them unconcious, but by technical reading you are reduced to 0 from a Death effect. That could perhaps be clarified further under the text about shared health.

But you're not the one being hit with the death effect, and conditions don't themselves transfer over from the Eidolon to the Summoner (as shown by the example of the Eidolon being Confused not causing the Summoner to become Confused).

So it's not clear at all how this interaction actually works, since something that kills the Eidolon without doing HP damage doesn't have a reason to do HP damage to the Summoner.

So it's not clear at all what happens in this case.


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Tridus wrote:

But you're not the one being hit with the death effect, and conditions don't themselves transfer over from the Eidolon to the Summoner (as shown by the example of the Eidolon being Confused not causing the Summoner to become Confused).

So it's not clear at all how this interaction actually works, since something that kills the Eidolon without doing HP damage doesn't have a reason to do HP damage to the Summoner.

So it's not clear at all what happens in this case.

There is nothing about it carrying over yes, but the health is shared. The Eidolon does not have its own pool of Hit Points.

If the Eidolon gets Drained that will impact Summoner health, the same way as losing actions as that is being called out in regards to health effects.

Quote:
Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable).

The death of the eidolon reduces the shared pool of Hit Points to 0 as per PC p.411 after which the Eidolon unmanifests leaving the summoner at 0hp. The rules are there, but wether or not you take the stance of the eidolon being impervious to anything health related that isnt damage is for the threads that discuss that topic.

Either way back on track, Clarification as to if death effects suffered by the Eidolon kills the summoner or merely leaves them at 0.


Alchemist: Toxicologist Field Benefit promotes confusion.

Quote:

Toxicologist"]You specialize in toxins and venoms of all types.

Formulas Two common 1st-level alchemical poisons.
Field Benefit You can apply an injury poison you’re holding to a weapon or piece of ammunition you’re wielding as a single action, rather than as a 2-action activity. In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused poisons can affect creatures immune to poison. A creature takes acid damage instead of poison damage from your infused poisons if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM). Typically, this benefit applies when the creature has an immunity, resistance, or weakness to one of the damage types.

While it's clear RaW, most people do not understand that "your infused poisons" is limited to the item group of alchemical poisons, in the same way Tox's formulas are.

As a L1 feature, it needs to be understandable even for those unfamiliar with the class.

The pervasive misreading is that Tox is allowed to bypass immunity with any creation that has the poison trait, to the point that attempting to explain the item groups results in me often being left in the negatives with plenty of adamant disagreement. Tox being able to Skunk Bomb low Fort ghosts into being slowed is clearly not the RaW nor RaI.

The sentence could be substituted for something like: "When you create an infused item from the poison group, it can effect creatures immune..."

.

The very same feature has a 2nd problem and community disagreement.

Quote:
Your infused poisons can affect creatures immune to poison. A creature takes acid damage instead of poison damage from your infused poisons if either the creature is immune to poison or that would be more detrimental to the creature

Some read this as a single co-joined rule; the first sentence introduces the mechanic, and the second is the mechanic's function itself. This reading results in Tox poisons only doing damage to the immune foes, not carrying any debuffs.

The other reading is that these are 2 different mechanics. The first sentence enables the poisons to ignore the normal immunity and impose their effects. The second sentence has the function of changing the damage type from poison to acid if that is beneficial. Without #2, you would still be inflicting poison damage to normally immune foes.
This reading allows the debuff effects to still function.

Because pf2e often does use the "state/introduce the idea, then provide the actual mechanic" method, this is genuinely ambiguous.

I honestly have no clue what the designer RaI was on this issue. Paizo seems incredibly scared of the Alchemist, and I can totally believe the "no debuffs" version as an intentional safety to avoid scenarios like Petrifying ghosts or undead via Gorgon's Breath. RaW, I do lean toward the "2 different rules" reading, but not by much.


The spell Poltergeist's Fury can be sustained for 1 minute, and sustaining increases the radius, but the spell never says when creatures in the area take damage, leading to the appearance that it only does its rather low damage when cast.


Classes: Magus, Summoner, and Psychic.

Issue: Lack of Class DC.

Background: Pre-remaster Bards, Clerics, Druids, Magi, Oracles, Psychics, Sorcerers, Summoners, Witches, and Wizards all lacked a Class DC.

All of those except Magus, Summoner, and Psychic were given a Class DC in PC1 or PC2 which suggested that those last three spellcasting classes would also be given Class DCs when their books were updated.

However, Dark Archive and Secrets of Magic have now each received two post-remaster errata passes without mentioning the addition of those Class DCs.

Clarification as to whether this was intentional or just an oversight in the errata would be helpful.


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Swashbuckler: Fencer

"When you Create a Distraction or Feint, the action gains the bravado trait."

There is no such action. The correct name is Create a DIVERSION


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My question for faq will be:

Clarify if eidolons are fully disallowed to use any non-eidolon items. Not only those needed to some skill actions to work and clarify and unify the language once that the trait says all non-eidolon trait items while the "Gear And Your Eidolon" says all magic non-eidolon trait items.


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Class: Exemplar

(Possible)Issue: Energized Spark feat

The feat Energized Spark notably allows all of the energy damage types except for force and acid. While force is possibly more understandable since basically nothing resists it, the lack of acid as an option seems bizarre and possibly like something to be fixed.


LinnormSurface wrote:

Class: Exemplar

(Possible)Issue: Energized Spark feat

The feat Energized Spark notably allows all of the energy damage types except for force and acid. While force is possibly more understandable since basically nothing resists it, the lack of acid as an option seems bizarre and possibly like something to be fixed.

To be honest, I'm not actually sure Force would be a good choice even if you could take it because Spirit is already such a good damage type. And the main thing it doesn't work on are constructs, which use Hardness, so any other damage type is equally good. May as well pick something you might hit a weakness with.

Totally agree about Acid though. No reason not to have that be an option.


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Probably not Spring Errata, but I really hope Starfinder 2E's Traversal trait comes to a future Pathfinder 2E errata patch.

For those who are not keeping an eye on Starfinder 2E, the trait works as follows:

Disembarking the Starfinder Second Edition Playtest wrote:
One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
moosher12 wrote:

Probably not Spring Errata, but I really hope Starfinder 2E's Traversal trait comes to a future Pathfinder 2E errata patch.

For those who are not keeping an eye on Starfinder 2E, the trait works as follows:

Disembarking the Starfinder Second Edition Playtest wrote:
One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).

I'll never get why you can't jump with those extra movement abilities. Flying is fine, but jumping is apparently quantum physics too difficult for a mere adventurer to comprehend.


moosher12 wrote:

Probably not Spring Errata, but I really hope Starfinder 2E's Traversal trait comes to a future Pathfinder 2E errata patch.

For those who are not keeping an eye on Starfinder 2E, the trait works as follows:

Disembarking the Starfinder Second Edition Playtest wrote:
One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).

Yes please, that would be a great update.


magnuskn wrote:
moosher12 wrote:

Probably not Spring Errata, but I really hope Starfinder 2E's Traversal trait comes to a future Pathfinder 2E errata patch.

For those who are not keeping an eye on Starfinder 2E, the trait works as follows:

Disembarking the Starfinder Second Edition Playtest wrote:
One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).
I'll never get why you can't jump with those extra movement abilities. Flying is fine, but jumping is apparently quantum physics too difficult for a mere adventurer to comprehend.

at least level 3 jump and blast boot can turn any character into bouncy ball

it is pretty funny


Classes: Witch
Issue: Familiar learning Spells
Background: Pre-remaster Text specified familiars physically consuming a scroll, Remaster text changed this to "Written versions. This can be a scroll, or specially prepared written version"

The text can be read as any 'written version' of the spell being viable Scrolls and Learn a spell being examples.
Spellbooks are stated to contain written versions of spells.

Clarification on what a 'Written version of a Spell' is in the context of the Witch's familiar would be great.


Class: Barbarian
Issue: Animal Instinct Frog has a d4 secondary agile attack (Tongue) when all other animals like it get a d6. It should be corrected to match.

Background: The Frog Animal Instinct Barbarian needs their secondary agile attack (Tongue) to be a d6 like all the others like it such as Cat, Bear, and Tyrannosaurus. It was only a d4 before because it got Reach in the premaster, by with that gone it’s just randomly worse than every other attack like it among the Animal options.

Dark Archive

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magnuskn wrote:
moosher12 wrote:

Probably not Spring Errata, but I really hope Starfinder 2E's Traversal trait comes to a future Pathfinder 2E errata patch.

For those who are not keeping an eye on Starfinder 2E, the trait works as follows:

Disembarking the Starfinder Second Edition Playtest wrote:
One new element we'll be introducing is the traversal trait. This new trait mostly applies to player-facing rules that reference Stride. When it applies, traversal allows the use of alternative movement types (burrow, fly, and swim) to be used in place of land Speed, akin to how Sneak works. Expect to see this greatly impact some abilities used by the envoy and solarian (to name a few).
I'll never get why you can't jump with those extra movement abilities. Flying is fine, but jumping is apparently quantum physics too difficult for a mere adventurer to comprehend.

I get it. As a terrestrial creature myself, walking and running take substantial less concentration or intentionality than jumping. I don't find Leap to be especially useful and the other jumps take two actions, so it doesn't make much sense to allow them as baked into other actions.

Perhaps add a clause into Quick Jump that the feat also adds the Traversal trait to Leap, Long Jump, and High Jump. I think that'd be a solution.

I'd like it even better if Powerful Leap added the Traversal trait to Leap, with one of those special notes making the Traversal trait apply to High Jump and Long Jump as well, only if you also have Quick Jump. As is, I find the trained feat Quick Jump stronger than the expert feat Powerful Leap, so I think it'd be better to add that extra functionality to the latter.

I must admit: the idea of someone using Sudden Charge to Leap twice and Strike is hilarious.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gorgo Primus wrote:

Class: Barbarian

Issue: Animal Instinct Frog has a d4 secondary agile attack (Tongue) when all other animals like it get a d6. It should be corrected to match.

Background: The Frog Animal Instinct Barbarian needs their secondary agile attack (Tongue) to be a d6 like all the others like it such as Cat, Bear, and Tyrannosaurus. It was only a d4 before because it got Reach in the premaster, by with that gone it’s just randomly worse than every other attack like it among the Animal options.

Better yet, keep the low damage and return the reach.


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The rogue dedication grants light armor proficiency, but it never increases. Either make it scale like other proficiencies at level 13 or make one of the later feats like uncanny dodge or evasiveness grant it at level 13.


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The Alchemist class's number of Advanced Alchemy items and maximum number of ready Versatile Vials both reference the character's intelligence modifier. Such an important number as "how many times you get to use your class ability" should really be set at the class writing level and not left up to individual attribute choices, like whether someone chooses an Intelligence Apex item or not.

Examples: Barbarian rage duration, Cleric Font of Power uses, anyone's spells per day.


Pathfinder Rulebook Subscriber

A simple change to Mythic Beastmaster when the Beastmaster uses an immenace or transendance his companion gains the same benift. the same goes if the beastmaster uses Mythic Strike his companion gains the same benift otherwise the companion just gets killed.


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Ravingdork wrote:
Gorgo Primus wrote:

Class: Barbarian

Issue: Animal Instinct Frog has a d4 secondary agile attack (Tongue) when all other animals like it get a d6. It should be corrected to match.

Background: The Frog Animal Instinct Barbarian needs their secondary agile attack (Tongue) to be a d6 like all the others like it such as Cat, Bear, and Tyrannosaurus. It was only a d4 before because it got Reach in the premaster, by with that gone it’s just randomly worse than every other attack like it among the Animal options.

Better yet, keep the low damage and return the reach.

Even better: Give them all a minor rework.

They feel too samey and are mostly meaningless flavors of a d10. They should have more traits. Or maybe even some minor mechanics attached to them. They lack mechanically interesting flavor.


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GM Core, page 49, Section "Buying and Selling Items", paragraph "Magical markets are rare or nonexistent" needs better adjustment to remastered crafting rules. It should reflect the relaxed need for formulas.

Specifically the following sentence should be corrected:
"PCs get what they find in adventures and can Craft their own items, if you allow them to get formulas in some way."
(italics mine)

In remaster Formulas are usually no longer the limiting factor (for common items); downtime still is.

Hence, suggestion 1 for possible correction:
"PCs get what they find in adventures and can Craft their own items, if you allow them to get downtime in some way."

Suggestion 2 might also mention uncommon items -- e.g.
"PCs get what they find in adventures and can Craft their own items, if you allow them to get downtime (and formulas for uncommon items or faster crafting) in some way."

The latter might require too much space. Anyway, you'll know, what fits best.


It is not explicitly mentioned whether familiars are sapient (or not? or just under certain conditions?).

Was this intentional?

Pondering:
(For instance because it was actually intended that tables clarify before playing? Or because the answer was originally considered self-evident?? Anyway, a small clarifying remark could enlighten many familiar-lovers, witches, wizards, etc. and affected tables in general a lot.)


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This is less of an errata and more of a rules change ask, but I'd like adamantine armor to do something. Interact with armor specialization, maybe, or grant a lesser version of it to characters who haven't got it, or grant a point of resistance at the extreme end. It just feels weird that the material known for being incredibly tough doesn't help you be any tougher, and has a benefit you're unlikely to ever notice in 80% or more of games.


The covenants introduced in Divine Mysteries say they work the same way as Pantheons. However, Pantheons require you to choose a patron deity from among the pantheon members and keep their edicts and anthema in addition to those of the Pantheon. This leads to several questions regarding Covenants
1) Can you chose a non-deity as your patron if you follow a Covenant that includes a deity?
2) If your patron is not a deity, either because you chose a non deity as your patron in a Covenant that includes gods, or because your covenant has no gods to choose from, are we correct in assuming you gain no additional edicts and anthema beyond whay tue Covenant already dictates?


This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.


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Dubious Scholar wrote:

This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.

DEX is already a very good ability score. It doesn't need to be able to do yet another thing. If you want to be good at those, that's a reason to invest in some STR.


Tridus wrote:
Dubious Scholar wrote:

This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.

DEX is already a very good ability score. It doesn't need to be able to do yet another thing. If you want to be good at those, that's a reason to invest in some STR.

Dex is very good as an ability score, sure. It contributes to half your defenses, ranged accuracy, and multiple useful skills. But... there's ways for strength to substitute for dex on both AC and reflex saves - the big gap in combat is in ranged attacks alone, and there's definitely ways around that (Spirit Warrior is especially good at it). If anything, str is better than dex in the context of martial classes during combat at lower levels (I'd also give str a slight edge on skills because athletics is easier to apply to enemies in most cases)

I suppose also this could arguably fall under the GM discretion on using alternate stats for skills anyways - is tripping someone with a whip really more based on strength than dexterity in getting it to tangle their foot up at the wrong moment?

I don't really expect anything to happen on this, it's just something that feels like it could be better? You have weapons that are basically tagged for use by dex builds with a trait that pushes you towards str instead.


Should errata Know Thy Doom to be usable. It needs a specific statement saying you can use that reaction despite being unconscious or something.

Sovereign Court

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Dubious Scholar wrote:
Tridus wrote:
Dubious Scholar wrote:

This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.

DEX is already a very good ability score. It doesn't need to be able to do yet another thing. If you want to be good at those, that's a reason to invest in some STR.

Dex is very good as an ability score, sure. It contributes to half your defenses, ranged accuracy, and multiple useful skills. But... there's ways for strength to substitute for dex on both AC and reflex saves - the big gap in combat is in ranged attacks alone, and there's definitely ways around that (Spirit Warrior is especially good at it). If anything, str is better than dex in the context of martial classes during combat at lower levels (I'd also give str a slight edge on skills because athletics is easier to apply to enemies in most cases)

I suppose also this could arguably fall under the GM discretion on using alternate stats for skills anyways - is tripping someone with a whip really more based on strength than dexterity in getting it to tangle their foot up at the wrong moment?

I don't really expect anything to happen on this, it's just something that feels like it could be better? You have weapons that are basically tagged for use by dex builds with a trait that pushes you towards str instead.

I don't want to get into a back and forth on this - this thread is for bringing to attention topics, not for extended discussion.

But on this particular topic, I think you're not gonna get what you're asking for. Paizo actually wrote errata in the opposite direction to prevent this. In early prints of the premaster it was more ambiguous if you could for example use a whip to trip with dexterity, and they nailed down the language to prevent it by saying finesse only applied to attack rolls and while trip was an attack that involved a roll, it wasn't an "attack roll".


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Dubious Scholar wrote:

This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.

Just make it a Rune, there done. You pay for a Rune slot to do special things with DEX. Super simple, Super easy. We already know STR for damage is king, so letting a Whip trip with DeX at the cost of a RUNE Slot woudl not be that bad, it onyl does a D4.

With the Dice being reduced by 1 Dice on average for Finesse, is it really something to worry about?


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I'd like to see Ranged Unarmed attacks granted by stiff like Sprite's Spark, Foxfire, Spiend Azarketi etc. to be buffed:
Currently there are some Ranged Unarmed attacks that have a d4 for damage die, maximum range (not range increments) or both for seemingly no gain compared to ones such as Seedpod or innate cantrips. I'd like for those Ranged Unarmed attacks to be buffed to have a d6 damage die and 20 feet range increments.

Also, it seems really strange that the independent action an animal companion can us are limited to only Stride and Strike, and other movement types get nothing.
This is especially glaring with Amimal Companions with Fly speeds, which forces their owner to spend an action every turn to keep the in the air.


I would like to see a change made to the Swashbuckler's Flying Blade and Twirling Throw.

They're obviously made two work in tandem with each other, yet they basically don't synergize at all.

Flying Blade applies a restriction to apply only on the first increment. Then Twirling Throw instead of extending the throw range, it enables ignoring penalties on the second and third range increments. Which, basically makes Twirling Throw useless for what it's apparently been designed to do. Not to mention that Flying Blade already restricts the Range by itself to Agile/Finesse Thrown Weapons which are all 10ft or 20ft range.

Thus, either Flying Blade doesn't have the first range increment restriction or Twirling Throw triples the Range Increment of the Weapon instead. Either way, it doesn't make sense that both these feats don't work with each other.

I don't know if it's a design oversight that didn't account for this limitation or whether this was the design intent, if so, it kinda sucks.


Twirling Throw lets you throw a weapon up to 3 times farther but with no extra damage of Confident Finisher, this feels silly after I read it. Why is Twirling Throw a Finisher and not a Stance or something similar? Fighter gets a stance which is Ricochet Stance which does this but at a smaller range Increment, we really need a class focused on throwing weapons...


ElementalofCuteness wrote:
Twirling Throw lets you throw a weapon up to 3 times farther but with no extra damage of Confident Finisher, this feels silly after I read it. Why is Twirling Throw a Finisher and not a Stance or something similar? Fighter gets a stance which is Ricochet Stance which does this but at a smaller range Increment, we really need a class focused on throwing weapons...

Exactly.And that's even after paying the Flying Blade feat tax. And being restricted to Agile/Finesse weapons that are all 10/20ft range and mostly 1d4.

I had the opinion that were already the most hated in this game, after seeing this by just attempting to have a thrown weapon as a BACKUP plan I couldn't believe how many hurdles I had to jump.

Thrown builds and backup weapons are the main reasons why I hate fundamental runes with a passion. That's why we need lame items like Blazons of Shared Power, Doubling Rings (baseline, the greater version is alright) and Thrower's Bandolier.


In Pathfinder 1E, both Kineticists and Spellcasters required one free hand to use their blasts and somatic spells, respectively.

Going into 2E, Spellcasters no longer require a free hand, being allowed to gesture with the items they are holding. A Kineticist still needs a hand free to perform impulses.

The rule change in 2E for spellcasters was one I greatly enjoyed, as by technicality, you could add a lot of flavor to your spellcasting by using items in your hands as props to facilitate interesting spellcasting description.

I'd like to see Kineticists get looked at, and reconfirmed if their impulses are really so much more powerful than a spellcaster's array of spells that they'd need a hand free, to open up Kineticists for similar flavorful expressions of their abilities.


I also find it weird that all Impulses require a free hand, but not all impulses have the Manipulate trait.


ElementalofCuteness wrote:
Dubious Scholar wrote:

This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.

Just make it a Rune, there done. You pay for a Rune slot to do special things with DEX. Super simple, Super easy. We already know STR for damage is king, so letting a Whip trip with DeX at the cost of a RUNE Slot woudl not be that bad, it onyl does a D4.

With the Dice being reduced by 1 Dice on average for Finesse, is it really something to worry about?

Honestly, yeah, that's probably a better solution for it.


A lot of simple weapon problems can be solved with Runes, like use DEX for weapon traits? Rune, increasing Throwing weapon range icnrement, Rune. Make a greater shifting rune please, that allows melee > Range and vice-versa. The Rune system is amazing but backup weapons feel terrible when they are under your main weapon.

Maybe a weapon trait or Rune which adds Full STR to a bow? Like most things can be solved by going, hey what if you spent a rune on this, 1 of 3 possible.


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Player Core 1, page 378, Spell "Charming Touch": Should this get the Subtle Trait?

I'm asking this especially in comparison to how "Charm" was remastered. Legacy Charm was a somatic and verbal spell, that became Subtle in remaster. (Useful!)

Charming Touch, that was only somatic, but not verbal in Legacy -- and was thus less conspicuous than Legacy Charm -- is now the noisy and conspicious cast. Seems like an oversight and currently somewhat imbalanced to me. (Especially when keeping in mind that Charming Touch has only 1/6 up to 1/144 the duration of Charm, which I don't want to criticize as the former is a focus spell.)


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Speaking of Calistrian domains, is it actually intended that the "Retributive Pain" (s. Player Core 1, p. 378) and "Sudden Shift" (s. Player Core 1, p. 379) reaction spells have the Manipulate trait and thus provoke reactions on their part? (I'm aware the issue existed in Legacy as well.)

Casting them may actually make matters worse and defeat the original purpose of the reactions. (Besides being awkward, if our great avenger attempts to react to an enemies attack and calls in even more damage to self...)

Compare Blood Vendetta for a more practical and forgiving implementation of a revenge reaction.


Class: Kineticist
Rule for which errata is needed: Clarity on how Channel Elements / Kinetic Aura is used outside of combat.
The issue: clarity would be appreciated if possible. Air skill junction seems like it needs aura to be active in non combat and the class description itself seems to imply it:

Kineticist wrote:

While Exploring...

Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you're unparalleled, with the ability to repeatedly manipulate the element around you.

Some out of combat uses seem like they need the aura switched on in exploration mode. This would primarily dictate if Kineticists could begin a encounter and use a 3-action overflow on round 1 or if they have to wait until round 2.


Dubious Scholar wrote:

This is a bit more of a stretch, but... weapons with finesse+maneuver traits should be allowed to use dexterity on the roll.

Finesse weapons already pay a price in damage output to let dex be used for accuracy, but maneuvers are strength based. It seems like the pairing of finesse+trip is kind of at odds with itself as a result.

The game used to work this way but Paizo reversed course and changed their minds for unknown reasons. FWIW it didn't really break anything when it was part of the rules, and made the piles of maneuver traits a lot of finesse weapons have feel less like wasted space and Dex characters a bit less one note.

I doubt Paizo will re-change their mind but who knows, the remaster and new errata has let them fix some mistakes of the past. So they might continue to course correct for the better.


Ancestry: Suli
Issue: Dualborne lineage feat with Elemental Bulwark and their elemental resistances.

Suli have the Dualborn lineage feat which lets you select two of fire, earth, air, and water and gain resistances to effects with those traits.

Then, Elemental Bulwark, a level 5 feat that normally grants resistance to select elemental types and traited damage, only works to those two elements chosen by a dualborn. By RAW, this won't work with corresponding elements, such as electricity for an air dualborn, or cold for a water dualborn. Effects that have those traits are typically physical damage like Hydraulic Push.

Would it break game balance if the later Suli options worked with their corresponding energy types as well as effects with their respective traits for a dualborn? I'm thinking it would also avoid issues where an effect dealt elemental damage but didn't have the corresponding trait (such as Arcane Cascade) that would otherwise be unresisted.

But the intent is clearly there - otherwise you would only ever be able to use it against spells. Elemental Bulwark has two triggers, taking the elemental damage, or being hit by a spell with the trait. If we run it RAW, you can't even use it against non-spell effects that have that trait. For example, a sea dragon's breath deals bludgeoning damage with the water trait. But you can't even use Elemental Bulwark against that, because the effect, even though it has the water trait, is not a spell, and therefore doesn't trigger Elemental Bulwark. But not only can you not use it against a Sea Dragon's Breath, you also can't use it against a White Dragon's Breath.

That seems far too limiting, so I think assuming Water = Cold, Air = Electric, Fire = Fire, and Earth = Acid is pretty reasonable and not a huge deal.

Also Elemental Assault has the following line explicitly stating this:
"Choose one element. Until the end of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water."


Heritages: Aiuvarin and Dromaar
Issues:
1) Are these versatile heritages supposed to be available to non-humanoids ancestries, or should a requirement that the base ancestry be humanoid be added like the Beastkin has? Adopted Ancestry seems a better fit for constructs, plants, and spirits that have come to be a part of Elven and Orcish Culture
2) Aiuvarin should require that your ancestry is not Elf, and Dromaar should require that your base ancestry is not Orc. Because an Elf with 2 Elven parents or an Orc with 2 Orcish parents is just an Elf/Orc, respectively.

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