| taks |
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Divine Mysteries: page 289
Greater Esoteric Spellcasting should be 10th level. It is listed alphabetically between two other 10th level feats, Cursebreaker and Open the Blazing Eye. Additionally, its explanation says that "gain a
4th-rank spell of that tradition as an innate spell you can cast once a day," followed by "At 12th level, you gain a 5th-rank spell" implying that you already have the 4th-rank spell when you reach 12th level.
Christopher#2411504
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Hurl at the Horizon adding thrown to a non-thrown Ikon is of limited usefullness. Because then you have thrown your Ikon. You would need a seperate way to get it back.
Any chance it could get a Transcendence that retreives the item from great distances? Like 5-10 times range increment? Would also immitate Thors hammer nicely.
Madhippy3
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A few people I've talked to and I think that Seneschal Witch is perfectly fine for Pathfinder Society play and should be allowed as an option even if it has to be with a boon, in the next errata.
The only ability we imagine to be problematic is Patron Glamor and if that's going to be a problem it'd be okay to ban that.
Relationships with PC's patrons in society games don't come up at all in play anyways. All witches might as well have absentee patrons for all the story of the scenarios care. There is no reason to ban it so lets not ban it.
| Dubious Scholar |
A few people I've talked to and I think that Seneschal Witch is perfectly fine for Pathfinder Society play and should be allowed as an option even if it has to be with a boon, in the next errata.
The only ability we imagine to be problematic is Patron Glamor and if that's going to be a problem it'd be okay to ban that.
Relationships with PC's patrons in society games don't come up at all in play anyways. All witches might as well have absentee patrons for all the story of the scenarios care. There is no reason to ban it so lets not ban it.
It was made available via charity boons at cons.
| Tridus |
Hello! First time poster here, I had a question in regards to the item Amphisbaena Handwraps, are they intended to work with Talismans or Weapon Property Runes or neither? Any help would be appreciated!
For weapon property runes? Definitely.
Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows.
Treat these as handwraps of mighty blows for rune purposes, which can have property runes.
For Talisman... RAW, no. They're not weapons and the item doesn't say they inherit the handwraps ability to have talisman. I suspect a lot of GMs would allow it, though.
| Perpdepog |
Akashi Zetsugou wrote:Hello! First time poster here, I had a question in regards to the item Amphisbaena Handwraps, are they intended to work with Talismans or Weapon Property Runes or neither? Any help would be appreciated!For weapon property runes? Definitely.
Quote:Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows.Treat these as handwraps of mighty blows for rune purposes, which can have property runes.
For Talisman... RAW, no. They're not weapons and the item doesn't say they inherit the handwraps ability to have talisman. I suspect a lot of GMs would allow it, though.
I don't think you can etch property runes onto them because they're a specific magic weapon. You can etch fundamental runes onto them, though.
Admittedly this is a gray area, because handwraps of mighty blows aren't technically weapons, they're a worn item, so I could see someone arguing that at the table.
Madhippy3
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Madhippy3 wrote:It was made available via charity boons at cons.A few people I've talked to and I think that Seneschal Witch is perfectly fine for Pathfinder Society play and should be allowed as an option even if it has to be with a boon, in the next errata.
The only ability we imagine to be problematic is Patron Glamor and if that's going to be a problem it'd be okay to ban that.
Relationships with PC's patrons in society games don't come up at all in play anyways. All witches might as well have absentee patrons for all the story of the scenarios care. There is no reason to ban it so lets not ban it.
I guess that is okay then, but in my friends and I's defense not everyone would know that. I'll pass that along.
Christopher#2411504
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A few people I've talked to and I think that Seneschal Witch is perfectly fine for Pathfinder Society play and should be allowed as an option even if it has to be with a boon, in the next errata.
The only ability we imagine to be problematic is Patron Glamor and if that's going to be a problem it'd be okay to ban that.
Relationships with PC's patrons in society games don't come up at all in play anyways. All witches might as well have absentee patrons for all the story of the scenarios care. There is no reason to ban it so lets not ban it.
PFS rulings are separate from the books.
You should ask for changes over in the proper forum| Tridus |
Tridus wrote:I don't think you can etch property runes onto them because they're a specific magic weapon. You can etch fundamental runes onto them, though.Akashi Zetsugou wrote:Hello! First time poster here, I had a question in regards to the item Amphisbaena Handwraps, are they intended to work with Talismans or Weapon Property Runes or neither? Any help would be appreciated!For weapon property runes? Definitely.
Quote:Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows.Treat these as handwraps of mighty blows for rune purposes, which can have property runes.
For Talisman... RAW, no. They're not weapons and the item doesn't say they inherit the handwraps ability to have talisman. I suspect a lot of GMs would allow it, though.
Amphisbaena Handwraps are not weapons: they're worn gloves (like handwarps). So the rule about specific magic weapons doesn't apply RAW and the handwrap exception does (since these say they use the handwrap exception).
Both of them are magic items and neither are weapons, so one saying "it works like the other" and the other saying "you can do it" should cover it. I don't think that needs an errata.
Christopher#2411504
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Perpdepog wrote:Tridus wrote:I don't think you can etch property runes onto them because they're a specific magic weapon. You can etch fundamental runes onto them, though.Akashi Zetsugou wrote:Hello! First time poster here, I had a question in regards to the item Amphisbaena Handwraps, are they intended to work with Talismans or Weapon Property Runes or neither? Any help would be appreciated!For weapon property runes? Definitely.
Quote:Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows.Treat these as handwraps of mighty blows for rune purposes, which can have property runes.
For Talisman... RAW, no. They're not weapons and the item doesn't say they inherit the handwraps ability to have talisman. I suspect a lot of GMs would allow it, though.
Amphisbaena Handwraps are not weapons: they're worn gloves (like handwarps). So the rule about specific magic weapons doesn't apply RAW and the handwrap exception does (since these say they use the handwrap exception).
Both of them are magic items and neither are weapons, so one saying "it works like the other" and the other saying "you can do it" should cover it. I don't think that needs an errata.
The question is what the tradeoff for the Amphisbaena Handwraps is, if it is not a specific magic weapon.
If you can do everything you can do with normal Handwraps, then it becomes a no-brainer to invest the 150 gold to have Verstaile P on every unarmed attacks.There should be some tradeoff. Something the Errata should deal with.
Discussing that is going off topic for the Errata Suggestions Thread.
Christopher#2411504
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Death Effects and Doomed have some edge cases:
Does being hit by a death effect at 0 HP also kill you? It only says "reduced to 0 HP by a Death effect". But in this case you already were at 0 HP.
Do Death effects override regeneration?
Does Doomed lowering the death threshold to match your current dying value override Regeneration?
The Regeneration Creature Ability hardcoded the amount of dying that would kill the creature. However those can be affected by creature abilities and the Doomed condition from some player options. That is unecessary inconsistency.
How does Mythic interact with Death Effects? Depending on reading either you instantly die (Death is more specific then Mythic Rules) or Death does absolutely nothing: You can't die unless Doomed 4 but Death doesn't affect dying or doomed. It propably should apply maximum Dying and just resolve from there.
Moth Mariner
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Deimavigga (Apostate Devil) - Monster Core 2 pg 102-103
Looks like this devil wasn't fully checked through on remastering. Its Boundless Reach ability—allowing it to cast any of its touch-range spells "against any creature they can see directly or via magic"—has very limited use now as the deimavigga no longer has any touch spells!
| graystone |
Deimavigga (Apostate Devil) - Monster Core 2 pg 102-103
Looks like this devil wasn't fully checked through on remastering. Its Boundless Reach ability—allowing it to cast any of its touch-range spells "against any creature they can see directly or via magic"—has very limited use now as the deimavigga no longer has any touch spells!
Boundless Reach works on Strikes and would work on any touch spells they might gain access to from magic items. As such, it doesn't seem like an obvious error or oversight. Even in the pre-remaster, it only had a single default touch spell.
Moth Mariner
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Requiring an at-table edit to the statblock of a creature to use its specific abilities as written seems like an oversight to me? But Paizo can decide.
Errata suggestion:
Brixori - Draconic Codex pg 27
Brixori is written with a focus on occult themes, offers a spell list where the tradition shared by all her granted spells is Occult, and is known for her command over occult magic, but then her Divine Skill is Arcana.
Occultism seems like the more likely choice, especially with Yluma being the god of arcane dragons.
| graystone |
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Requiring an at-table edit to the statblock of a creature to use its specific abilities as written seems like an oversight to me? But Paizo can decide.
What edit? the ability works 100% with Strikes and gets a bonus if it happens to have a magic item that matches the ability. I'm not seeing any "at-table edit" needed. Worst case, it's an unused ribbon ability that doesn't take away from its use with Strikes at Sense range. the change to remaster is only the lose of using Touch of Idiocy with the ability.
| TPV |
| 2 people marked this as a favorite. |
Treasure Vault pg 131 [This is specific to the Remaster.]
Celestial Staff has Frigid Flurry & Howling Blizzard for 7th-rank spells.
Not only do these not match the theme, but neither are Divine spells.
Looking at other Staves, it looks like they were copied over from the Boreal Staff's list.
As it stands, a creature needs access to two traditions to use all spells on the Celestial Staff: Divine & either Arcane or Primal. That doesn't seem right.
Christopher#2411504
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Lich Dedication requires Expert in Crafting.
A Soul Cage is level 12 however, so it would require Master in Crafting.
Is the requriement wrong or does the Dedication bypass that?
Also, there is a catch 22 with requirements:
Lich Dedication requirement: "crafted a soul cage" (among others)
Soul Cage Crafting Requirements: "You have Lich Dedication."
Maya Coleman
Community & Social Media Specialist
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Thank you all for contributing to this thread! The team has reviewed it, and we're going to lock it to prevent it from getting too big to parse though. For any future errata suggestions that were not already mentioned in this thread, we request you make a new Spring Errata Suggestions 2026 thread please!