Pathfinder Fall 2026 Errata Suggestion Thread


Pathfinder Second Edition General Discussion

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This thread is for Errata Suggestions following the Spring Pathfinder Spring 2026 Errata Patch. toward the Fall 2026 season. The old thread can be found at Spring 2026 Errata suggestions thread

This thread is for released content only, not for any content from playtest documents, such as the Impossible playtest.


Guns and Gears Remastered Edition pg. 134

This is not exactly a broken feature, but more just a consistency thing. Other post-remaster archetypes like Lion Blades and Aldori Duelists grant Additional Lore when their core mechanic revolves around a Lore skill. I feel that the Firework Technician Dedication should issue similar.

The Legacy Aldori Duelist and the Legacy Lion Blade also used the trained, or expert if already trained approach, before both being upgraded to Additional Lore in the Remaster version, which makes it feel like it was a Remaster overall buff. Which makes the Lack of additional lore on Firework Technician feel more like an oversight than a deliberate choice.


Clarify whether effects that are part of an attacks **damage** entry (grab, diseases, poisons, riders, crit effects) are transfered to the Guardian when they Intercept Attack and take all the damage.

Intercept attack as right now by strict RAW you can intercept 10 feet away as it has "you can step" not you just move.

Mortal Heralds Shield the faithful grants a +1 item bonus to AC, it should read "increases their item bonus to AC by 1." As right now it doesn't do anything to your allies defenses.

Under the new "clarification" of instance of damage (still some ambiguity whether a rune is it's own instance), Mortal Herald's marked for Rebuke is way too powerful. It should be changed to "weakness to your allies strikes or spells" similar to Champions Blessed Counterstrike.


Battlecry! pg. 32-33, Draconic Codex pg. 220, Player Core 2 pg. 97, 188, 189, and 192, Quest For the Frozen Flame part 3, Burning Tundra pg. 78, War of Immortals pg. 107

With the update to animal companions who can get an action to use other mobility actions instead of , the Apocalypse Rider mythic destiny's Apocalypse Rider Dedication, Beastmaster Archetype's Mature Beastmaster Companion and Lead the Pack feats, Cavalier's Impressive Mount feat, Champion's Imposing Destrier feat, Commander's Battle-Hardened Companion feat, Drake Rider Archetype's Mature Dragon Companion feat, and the Mammoth Lord Archetype's Mature Megafauna Companion feat, all would be due the same updates.


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The number of spells that are in an oracle's spell repertoire still needs clarification.

The text says both:

> Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank

and

> at 3rd level, you select two 2nd-rank spells, and so on

These two sentences are inconsistent with each other since per the table the oracle gains 3 2nd-rank spell slots at 3rd level, not 2.

Further complicating things, the oracle pregen's spell repertoire doesn't really match either interpretation which could potentially be derived from those sentences.


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Technically this isn't the Spring 2026 Errata, or at least it is only the first half. We know that they are setting up a Player Core 2 Errata sometime in the spring.

As for errata, don't like how they touched up the language of the Spellshot Gunslinger Dedication, but didn't just add in Master Wizard Spellcasting to the archetype. It feels very pointless for the class to stop at Expert, other than not having room thanks to Black Powder Empowerment. I say either put Master Spellcasting Benefits inside such, or just grant them the Master Wizard Spellcasting in the archetype itself.


GM Core, p. 278, Fluid Form Staff is missing a cantrip.

Not necessarily an error, but the vast majority of staves do have cantrips; I'd recommend Gouging Claw for this one, personally.


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Player Core, page 166

Scoundrel wrote:
If you Feint while wielding an agile or finesse melee weapon, you can Step immediately after the Feint as a free action.

Is it intentional that unarmed attacks are excluded here even though they are useable for other class features?

Liberty's Edge

For battle forms, a clarification that additional damage such as Rage or Sneak Attack is adjusting a stat (ie damage) and thus cannot adjust the special stats.

Also a clarification that special stats are those listed in the spell.


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The Oracle's mystery feature Granted Spells should state that additional spells are also added to the Oracle's tradition. This language is present with all other spellcasters that received bonus spells, but was failed to be added with the Remaster because the Oracle only had cantrips in the Premaster (which didn't need this language). Example, a Cosmos Oracle gets Dizzying Colors as a 1st-rank bonus spell but cannot add that spell at higher spell-ranks because it's not a divine spell (which sucks for incapacitation spells).

And let's hope the Sorcerer's Blood Magic gets a major overhaul because it's so complicated (and often useless) that a) 90% of bloodlines never really care about it, and b) nobody runs it as written. A simplification & broader application would be a small but much appreciated change, e.g.:
- Broaden: Have Blood Magic simply apply to all Sorcerer bloodline spells [i.e. focus spells], Sorcerous Gift spells [i.e. bonus spells], and signature spells.
- Simplify 1: Remove the entire "and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect"-entry from Blood Magic.
- Simplify 2: For example Diabolic gets "Your blood magic deals 1 additional fire damage per spell rank."

No more rules as pretzels, only sticks please!

The Time Beacon spell should replace "If it fails at any of these checks, you can’t return" with "If it fails to counteract at any of these effects, you can’t return". Because you can still successfully counteract an effect on a failed counteract-check, and you can also fail to counteract an effect on a successful counteract-check – all due to the counteract-rank differences.


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I once again have to bring the Giant Wasp animal companion to the table. It have a 40 feet fly speed. It's advanced manoeuver take to action to either fly 15 feet and strike, or strike then fly 15 feet. It's worse than simply flying and striking normally, and it's not clear what was the intent at first, if it was supposed to be a single action, if it was supposed to not trigger reaction, there's no indication.

Likewise, the "elemental familiar" feat of the kineticist is extremely unclear. It say that it give you an "elemental familiar" with an element tied to one of your own... and that's it. No indication if it give you a familiar with the elemental trait (without needing to take a familiar ability), if it give you one with the "elemental" familiar ability (nor wether it give it to you for free or if it take one of your familiar ability slot or if you also need resistance as usual), or if it give you a specific elemental familiar as the page reference next to the term seems to indicate (which would explain why unlike every other class that give a familiar, kineticist have no way to obtain more familiar ability, if it give you a specific familiar from the start, but this would be highly unortodox and would need to be clearly explained).

And finally, the untamed shape need to be updated to automatically include the insect shape form, why do you curse me so to take additional feats to play an insect druid when from level 5 onward it have the exact same power level as animal shape? Why does bugkind must still labor under the yoke of Paizo's oppression when during a whole edition they were called "vermin" and "mindless" and still now they must offer feats to their oppressor to have the right to exist?

Grand Archive

Mitflit description in Monster Core:

Quote:
A social structure, even one in which they are bullied, partially fills the hole within most mitflits’ personalities, and they rarely rebel or last out unless their rage hits a breaking point.

I am pretty sure the bold part is supposed to be "lash out".


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An additional clarification on how stunned interacts with slowed would be nice, given the errata. Actions lost to stunned values aren't supposed to stack with actions lost to slowed. However, that applies to actions lost at the beginning of the turn when actions are given. So it seems like the action loss now does stack if you're stunned during your turn, but does not stack if you're stunned during someone else's. Is this intentional?


What is the difference between Slowed and Stunned now anyways? Did we ever get a clear answer on why we have two statuses which do the same thing?


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ElementalofCuteness wrote:
What is the difference between Slowed and Stunned now anyways? Did we ever get a clear answer on why we have two statuses which do the same thing?

Stunned does prevent reactions. They were always very similar, but Slowed tended to be longer-lasting.


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ElementalofCuteness wrote:
What is the difference between Slowed and Stunned now anyways? Did we ever get a clear answer on why we have two statuses which do the same thing?

"Slowed 1 for 1 minute" means losing 1 action each round for 1 minute. "Stunned for 1 minute" means losing ALL actions each round for 1 minute (in addition to not being able to use reactions/free actions).

"Slowed 1 for 1 round" and "Stunned 1" do end up being very similar, but for many other cases in which they come up they have some significant gameplay differences.

Shadow Lodge

Allow other alchemical dedications/class features to recharge versatile vials for their specific feature. This brings them in line with the (freshly edited errata for) Firework Technician. Herbalist, Investigators, etc.


Dragonborn3 wrote:
Allow other alchemical dedications/class features to recharge versatile vials for their specific feature. This brings them in line with the (freshly edited errata for) Firework Technician. Herbalist, Investigators, etc.

This was just removed from Firework Technician except for its pyrotechnics specifically, so I doubt anyone else will be getting it.


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Alchemical Sciences Investigators would be (and were before this errata) OP if they regenerated vials natively or via an archetype, because unlike Quick Alchemy, their Quick Tincture feature does not impose a 10 minute duration limit. If you have 1 hour or 24 hour elixirs/mutagens you can just cycle them continuously to have multiple active on the party.

So Antidotes (6 hours), Antiplague (24 hours), Bravo's Brew (1 hour), Cheetah's Elixir (up to 1 hour), Darkvision (up to 24 hours), Cooling Elixir (24 hours), Eagle-Eye (1 hour), Sea Touch (up to 24 hours), Stone Fist (1 hour), Witchwarg (24 hours).

That's just the PC2 non-mutagen elixirs, not Treasure Vault or AP stuff.

Shadow Lodge

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Tridus wrote:
Dragonborn3 wrote:
Allow other alchemical dedications/class features to recharge versatile vials for their specific feature. This brings them in line with the (freshly edited errata for) Firework Technician. Herbalist, Investigators, etc.
This was just removed from Firework Technician except for its pyrotechnics specifically, so I doubt anyone else will be getting it.

The key part of what I posted "for their specific feature". So an Herbalist recharges herbal vials like Firework Technician now recharges pyroclastic vials.


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Some kind of ruling that makes Kineticist interact with the system better, especially Commanders and mythic rules, though this could also help with ongoing struggles elsewhere, like free archetype, itemization, etc. Elemental Blast as strikes (not weapon/unarmed, though) and/or a subset of impulses as cantrips/spells are probably one of the most well-tested house rules that are candidate for that.

the two oversights a) furnace form, which gives a free fly action when you have effortless impulse, but you're not allowed to combine them any more at 16 when furnace form upgrades; it should probably be a no need to sustain, but still can, to not downgrade it for people. and b), add the exception text on Kindle inner flames and ghosts in the storm that the extra runes don't count against rune limit, or else the lower level Kindle is actually better than the higher level one (and ghosts just does the same while being accessible later).

Do something about kineticists and wisps, so they can affect them at all. Better yet, give more leeway in applying extract element. Maybe just get rid of the restriction "trait/made of element", it's weak enough even when it works as it costs an action per enemy while kineticist is an aoe class, is locked behind a fort save and you have to re-apply it after an overflow impulse. For example, in an AP that has tons of wisps, golems, ghosts and devils it is not very fun for your offensive impulses with few exceptions that work. Extract element would be a good lever to make an absolutely terrible situation at least workable, though still suffering.

It depends on the campaign how important these points are but they can be debilitating if they're common in one, such as in some highly popular APs.


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I call for a total end to non-stacking rune granting abilities, in full generality. I’m from Lastwall and I say stack ‘em all.


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ScooterScoots wrote:
I call for a total end to non-stacking rune granting abilities, in full generality. I’m from Lastwall and I say stack ‘em all.

Stack 'em all, and let the gods sort 'em out.

Only they won't need to, because they all stack.

Horizon Hunters

Lost Omens World Guide, pg 84. In the Languages section, Garundi is listed.

Pretty sure this is a copy-paste error from Peoples, as this language has never been mentioned before or since, not even in Lost Omens The Mwangi Expanse.

It's a minor error to be sure, but because it's there both Archives of Nethys and the PF2e system for Foundry have to include it, repeating the mistake...


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Should the Calcifying Sand reaction from Kineticist be clarified that creatures only gain immunity to the saving throw part of the ability? It seems odd that you can't use it for the resistance multiple times against a single creature.

Heck, it's already weaker than Champion reactions as is, if it didn't have that save effect I'd argue it didn't even need to be Overflow.


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I would love a clarification on whether or not each multiclass archetype has its own class DC and/or key attribute for its abilities.


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Inventor's Dual-Form Weapon feat should only need one action to change forms. Two is very punishing, especially compared to combination weapons.


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Please fix the Hardness value of the Animated Armor monster so that it follows the "Building Creatures" guidelines, which recommend a maximum Hardness value of 5 for level 2 monsters. The Animated Armor for some reason has a Hardness of 9, which is nearly double the recommended maximum, and which is actually enough to completely nullify spell and ranged Strike damage dealt by level 1 and 2 characters until someone gets a lucky critical hit.

The fact that both Shades of Blood and Myth-Speaker put level 1 parties up against Animated Armors indicates that Paizo plans on using them frequently going forward, so it would be better if it were actually designed properly according to Paizo's own guidelines. I have seen new players bounce off the system entirely after encountering one of these things in APs and getting frustrated that it is invincible to everything they can do unless they roll a 20 against it.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Monster Core 2, page 36: The gnokesh archon has two different abilities named Light of Diligence. As the two have nothing to do with each other, and in fact deal with different reactions, one should be renamed for clarity.

Monster Core 2, Page 37: despite having a melee attack with two Athletics tags (Binding Chains has both disarm and trip) and a fly speed, the exscinder possesses neither Acrobatics nor Athletics proficiency. Is this intentional?

Horizon Hunters

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benwilsher18 wrote:
Please fix the Hardness value of the Animated Armor monster so that it follows the "Building Creatures" guidelines, which recommend a maximum Hardness value of 5 for level 2 monsters. The Animated Armor for some reason has a Hardness of 9, which is nearly double the recommended maximum, and which is actually enough to completely nullify spell and ranged Strike damage dealt by level 1 and 2 characters until someone gets a lucky critical hit.

I would note that there are no rules for creature hardness, so they can't be outside a recommended maximum. There are rules for creature resistances, and hazard hardness (which the animated armor matches).

I agree that it could bear to be adjusted a little, maybe to 8 or 7, but the animated armor has other stats adjusted to balance the hardness:

- It has moderate AC for level 2, meaning a standard (non-fighter) level 1 martial, benefiting from off-guard only, can crit on 18, 19, or 20. Any other buffs/debuffs improve the odds.

- It also only has 20 hp, which is below the building guidelines "low hp" for creatures of its level. This means construct armor will break after only 10 hp of damage, after which the AC and hardness vanish, becoming equivalent to a level -1 or 0 creature for AC and hp. The creatures is effectively beaten after 10 damage is dealt.

Looking at the suggestion of using the resistance numbers to define hardness as well, construct creatures of hardness that match these resistances are generally wood, pottery, or bamboo, not heavy armor. And with the construct armor rules meaning hardness only applies for half the hp of a creature (or less if crit), I think it is sensible that hardness is higher than an equivalent-level resistance.


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Moth Mariner wrote:
good points

I would agree with you if it weren't for the fact that fighting these as a level 1 character is just so miserable (speaking from player and GM experience). Dealing 10 points of damage to break the Hardness is almost unfeasible for some parties before it downs one or more PCs, as spells literally deal 0 damage to it unless it critically fails (and sometimes even if it does) and even perfectly reasonable melee combatants like a Champion or Magus with a longsword are dealing on average about 1 damage per hit (even factoring in Spellstrike!). You really are just hoping for that crit, which is likely to need an 18 or higher without MAP even with flanking factored in. It is much more likely to critically hit level 1 characters in comparison.

If you don't have a 2h weapon user, Runic Weapon/Body, or just better luck than the GM, even one of these is a TPK risk. And they keep putting them up against level 1 parties in APs, who are often going to be new players and not understand the system nuances at all. Something needs to be done.

I don't think treating Hardness for creatures as something that should be balanced differently to Resistance makes sense. Breaking a hazard is a last resort, but you can solve that problem with skill checks much more easily or sometimes just avoid interacting with it altogether by spotting the hazard before it triggers. A construct creature that is trying to kill you doesn't provide an alternative solution that doesn't involve engaging directly with their Hardness. At the very least, this monster's Hardness being nearly double the suggested maximum resistance is egregious, especially at a level where new players are likely to encounter it and not have had to deal with resistances higher than 1 or 2 before.

Grand Archive

"Amphisbaena Handwraps" from "Howl of the Wild" seem wrong to me. Were they supposed to count as a "Specific Magic Weapon" for adding Property runes?

If they aren't Specific Magic Weapons, they seem to be just a no-brainer upgrade over normal Handwraps of Mighty blows:
- adds Versatile P
- a 2 action activity that doesn't scale in damage, so of limited use
- uses the same slot (Gloves)
- is just a one time, 150 GP spend

The only possible competition for it are Dragon Handwraps, a Level 20 Apex item.

The system doesn't really do "no-brainers" like that, so I feel like something is missing.


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Christopher#2411504 wrote:

"Amphisbaena Handwraps" from "Howl of the Wild" seem wrong to me. Were they supposed to count as a "Specific Magic Weapon" for adding Property runes?

If they aren't Specific Magic Weapons, they seem to be just a no-brainer upgrade over normal Handwraps of Mighty blows:
- adds Versatile P
- a 2 action activity that doesn't scale in damage, so of limited use
- uses the same slot (Gloves)
- is just a one time, 150 GP spend

The only possible competition for it are Dragon Handwraps, a Level 20 Apex item.

The system doesn't really do "no-brainers" like that, so I feel like something is missing.

I think the intended balance is 1) gotta track down a specific monster, and 2) they're actually quite expensive on-level? As they don't have any runes to start with, if you want the accuracy and damage dice of fundamental runes, you have to also buy the runes, so an extra 110gp for +1 striking. And like, it's a level five item, that's allowed to be a straight upgrade of a level two one, right?


NoxiousMiasma wrote:
Christopher#2411504 wrote:

"Amphisbaena Handwraps" from "Howl of the Wild" seem wrong to me. Were they supposed to count as a "Specific Magic Weapon" for adding Property runes?

If they aren't Specific Magic Weapons, they seem to be just a no-brainer upgrade over normal Handwraps of Mighty blows:
- adds Versatile P
- a 2 action activity that doesn't scale in damage, so of limited use
- uses the same slot (Gloves)
- is just a one time, 150 GP spend

The only possible competition for it are Dragon Handwraps, a Level 20 Apex item.

The system doesn't really do "no-brainers" like that, so I feel like something is missing.

I think the intended balance is 1) gotta track down a specific monster, and 2) they're actually quite expensive on-level? As they don't have any runes to start with, if you want the accuracy and damage dice of fundamental runes, you have to also buy the runes, so an extra 110gp for +1 striking. And like, it's a level five item, that's allowed to be a straight upgrade of a level two one, right?

Everything said above, plus if they couldn’t take runes they’d be actually useless. Specific magic weapons are pretty bad in general but this one would be possibly the worst, it just doesn’t do that much.

Grand Archive

NoxiousMiasma wrote:
Christopher#2411504 wrote:

"Amphisbaena Handwraps" from "Howl of the Wild" seem wrong to me. Were they supposed to count as a "Specific Magic Weapon" for adding Property runes?

If they aren't Specific Magic Weapons, they seem to be just a no-brainer upgrade over normal Handwraps of Mighty blows:
- adds Versatile P
- a 2 action activity that doesn't scale in damage, so of limited use
- uses the same slot (Gloves)
- is just a one time, 150 GP spend

The only possible competition for it are Dragon Handwraps, a Level 20 Apex item.

The system doesn't really do "no-brainers" like that, so I feel like something is missing.

I think the intended balance is 1) gotta track down a specific monster, and 2) they're actually quite expensive on-level? As they don't have any runes to start with, if you want the accuracy and damage dice of fundamental runes, you have to also buy the runes, so an extra 110gp for +1 striking. And like, it's a level five item, that's allowed to be a straight upgrade of a level two one, right?

Both don't really work as limiter:

1) The monster is only required to craft them, not to buy them. And if a lot of people buy them, there should be a decent supply.
2) By Level 9 they are literally the price of a potion. A fixed 150 GP is change for a Level 10 character.

Even if there was a rune with that function - this one simply not taking a Property Rune slot would be worth the price.


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There's no "limiter" necessary. It's a higher level item with a slightly better effects for 4 times the cost, 5 times if you count the weapon rune normal handwraps give for free (which you should).

There is nothing wrong with a higher level more expensive item being a mild upgrade over a lower level less expensive one. This isn't some broken OP item, it gives you a decidedly mid activation and versatile P. That's all.

Verdant Wheel

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Probably too late now for the Spring Errata (Maya just passed along that the PC2 errata will be coming out soon too, alongside the clarifies clarification on damage instance)?

I've been an RM Battle Oracle, specifically trying to focus on Weapon Trance and I feel like I've identified the specific strain points while I've intentionally played it and potential errata.

*Recommendation: Change from 1-action to a free action.
*Recommendation: Change from Sustained

WEAPON TRANCE 1-action Free Action FOCUS 1
UNCOMMON CONCENTRATE FOCUS ORACLE
Duration sustained up to 1 minute; see text

The serenity of violence fills your mind, giving you a heightened sense of knowing exactly where your weapons need to be. For the duration, your proficiency with martial weapons is equal to your proficiency with simple weapons. You automatically Sustain this spell as a free action the first time you hit with a weapon Strike each round.

Add to the end two possible options:

Option 1: You gain temporary hit points equal to half your level when you hit with a weapon strike. (101 characters)

Option 2: After a weapon Strike hit, you gain hit points equal to half your level at the start of your next turn. (103 characters)

The deleted section is about 109 characters, meaning the replacement is well within the limits.

Explanation:
The overall reason is that the Battle Oracle has a lot of options (Athletics and/or Diplomacy/Intimidation/spells/cantrips) to do their support actions. Making it a free action makes it easy to get yourself setup to support your allies on the frontlines.

However, the spell doesn't exactly give a good reason to NOT take Weapon Proficiency. You get a focus point back and you get an action back each round. As a caster, you're not going to be stellar at melee combat, but the Battle Oracle's role is to give that support on the frontlines either through skills, spells, or strikes. Making it a 1 minute duration not only eases the flexibility Battle Oracle's need to respond to the battlefield as a caster, but it also frees up more design space.

Because the developers are right: there needs to be some incentive for striking. I like the "sustained by hitting" because I have to think about the tools I got (Sure Strike, Whispers of Weakness, Weapon Surge, flanking, Demoralize, Feint) to get that accurate hit. However, a general feat solves the other issues as Weapon Trance tends to get in the way as you might not be able to do what you need and get in position till round 3 when combat is over.

And as you gain more spells (by lvl. 3, I may not get through all my spell slots by the end of a scenario), the time to melee gets pushed back further down the encounter...which when encounters are only 1-2 rounds...means the opportunity stops popping up.

Which is why the 2 optional replacements are proposed. These provide unique incentives for the Battle Oracle to engage in combat and it does so by doing something different that martials won't easily abuse: provides some frontline sustainability. Option 1 is easy to implement and balance. Temp HP is easy to come by. Option 2 tries to capture the old Battle Oracle by having some HP recovery, but also allowing the Battle Oracle to get itself back up after going down.

Overall, Weapon Trance SHOULD be an iconic spell, it is a tricky one as it is poachable, unlike Embodiment of Battle. However, the Battle Oracle is an amazingly flexible combatant and Weapon Trance should shore up the caster weakness of trying to be in the thick of things.

Hopefully this helps give some data for the devs!

Grand Archive

The Familiar Tatoo from Secrets of Magic actually is missing a gameplay effect.

Logically it should break Line of Effect, but it doesn't actually say it does that. So by RAW it does nothing but waste actions.

Most GM's will probably treat it like a Familiar Satchel or the Familiar Transformation/Absorb Familiar Familiar ability. With the latter ability being in PC2, there is a chance the Tatoo Item will not be reprinted in Remaster. But if you do, those issues should be fixed.

Grand Archive

A lot of rules use the term "adjacent" as a limiter.

But you never actually defined what counts as adjacent in the rules. I think the most common interpretation is "touching token sides, token corners or overlapping tokens", but I am not sure.


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Christopher#2411504 wrote:
adjacent

I think that definition would cause problems / breakage once things like Tiny get involved.

As I know it, "being adjacent to ___" means the square(s) you occupy share an edge or corner with the square(s) in question.

I think it's worth quibbling to keep the definition based in map squares, and to not have it be relative to tokens themselves.

Grand Archive

Vindicator and Animal Companion Question.

The Rangers Animal Companion Feat says:
"When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one."

The Vindicator Hunter's Edge includes "You gain the vindicator’s mark warden spell." A Focus Spell that can only target your Hunted Prey.

Is the Animal Companion supposed to benefit from the Spell as well?

The Spell is both an integral part of the Edge, yet also a layer of separation. So both options have merit. I think RAW leans somewhat more towards "no", but I have no idea what way RAI could swing. Either way a line that resolves that would be nice.

Grand Archive

Incorporeal and non-DEX attacks

Incorporeal says:

Quote:
An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.

"Strength-based checks" includes any melee attack roll with a non-Finesse weapon. See Enfeebled for example:

Quote:
When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

I am pretty sure you did not mean that. I think most people know you did not mean that. That you only meant STR based Skill Checks, like Athletics. And I could have sword that was fixed before (maybe in a CRB Clarification or Errata?), but the current rules do not reflect that.

But only covering STR-based skill checks means it doesn't cover things that don't involve STR. For example, the Rank 1 Spell Hydraulic Push or Fighters Sleek Reposition (arguably, as it gets a Auto-Success of Reposition so probably still follows the requirements) or Combat Grab (applies Grabbed without a Athletics Check anywhere).

So this part of the rules needs to both:
- cover less checks (primarily allow STR based Attack rolls)
- cover more things that do not involve Athletic rolls

Just listing some conditions and effects they are usually immune to, unless it involves "Ghost Touch or doesn't require a corporeal body" might be the better idea for this part.


I agree on the incorporeal things. It should also cover some non-STR things like Thievery and probably some new Daredevil stunts like jumping off a creature that is incorporeal (without ghost-touch handwraps).

Scarab Sages

For Lost Omens: Draconic Codex, on page 27 Brixori's Divine Skill is listed as Arcana. Given that she was described on that page and elsewhere as a master of occult magic, it's possible her Divine Skill was intended to be Occultism.


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yes can you please fix polymorph spells so that they scale properly and Clarify rules on what can work with untamed form.


"yes can you please fix polymorph spells so that they scale properly and Clarify rules on what can work with untamed form."

+1

I think it's very frustrating that Untamed Form is difficult to use.

At certain levels, you're locked into specific sizes.
You can't be anything but Large or bigger.
Adventure Path maps are cramped enough for Size to regularly matter, for example.

I think the Heightening of Form Spells should have the Size change be entirely optional, while still keeping the improved stats of Heightens. Just as a fundamental Quality of Life aspect. This is an issue with other spells too, like the Light Cantrip being unable to be shrunk back to 20/20.

Beyond that, you can't use Untamed Form for combat at level 1-2, or 19-20. So, 10% of the game makes it unusable for its clearly intended base purpose (combat, since it gives bonuses to that; and it requires Druid Feats to be effective for non-combat usage). It's especially absurd that the zenith of your power (LV 19-20) makes you rely on something that isn't what most of your Druid Feats are usually focused on (if you're focusing on Untamed Form in general).

It's entirely possible to invest >50% of your Druid Class Feats on improving Untamed Form, then get to level 19-20 and most of them just don't matter anymore since they're combat-oriented, but now you must use Nature Incarnate (a 10th-rank spell) to be good at combat in a battle form since any Untamed Form you take actually decreases your Caster AC. This comes from the form spells' AC scaling only within its "level band" but not beyond it. Level being added isn't enough.

It becomes optimal to retrain out of most of the Druid Feats that improve Untamed Form at level 19-20 because of this. I think that's a bad outcome of the design.

It's also a bit silly that you go from "I can enter this combat form as long as I have Focus Points." to "I can enter this combat form once-or-twice per day." since it shifts from relying on a Focus Spell to relying on a 10th-rank Spell Slot. It basically relegates you to not being an Untamed Order Druid for combat purposes.

It's also a bit silly that you "level out of" specific forms being useful. If I want to play a Druid who only shapes into Animals to fight, and not fantastical creatures like Phoenixes, Dragons, etc, I think that fantasy should be viable & supported. I'm happy we have Dragon Shape, and so on, but it shouldn't be required to switch to them to stay combat viable as the levels climb.

I think you should be able to take on any lower form and keep the stats of a higher form (so long as the spell - Untamed Form - is of the appropriate rank for the higher form). If I were to cast Untamed Form at level 18, and I have Dragon Shape or Monstrosity Shape, I should be able to become an Animal Form that has the stat improvements that Dragon Form or Monstrosity Form provides (primarily AC, but speeds & skills matter too).

Realistically, I think the best way to change it would be to give a status bonus to AC instead of recalculating it altogether, to upgrade the caster's AC accordingly (i.e. +2, akin to Untamed Form's bonus to melee). You could create a ceiling value with a formula to avoid shenanigans like a Monk getting a form spell cast on them, or you could lock this to Untamed Form. I think there are definitely options.


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Unrelated to my prior message, the Aquatic Combat Rules state:

"You take a –2 circumstance penalty to your attack roll for bludgeoning or slashing attacks that passthrough water."

This applies to all attacks.

The Feat Underwater Marauder states:

"... and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water."

This only un-penalizes melee weapons.

In other words, this Feat doesn't apply to Unarmed Strikes. Because those aren't weapons. I think that's a mistake. If you can learn how to swing a Maul underwater effectively, I feel like you can kick/punch/headbutt effectively.

Grand Archive

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TPV wrote:
I think the Heightening of Form Spells should have the Size change be entirely optional, while still keeping the improved stats of Heightens. Just as a fundamental Quality of Life aspect. This is an issue with other spells too, like the Light Cantrip being unable to be shrunk back to 20/20.

Two related things:

Animal Companion Size increases should be optional. You made them optional for playtest Robot Companions in Starfinder - make them Optional for Pathfinder too. Make it a choice when you pick the Companion ugprade feat. And then again when you replace the Animal Companion.
There is no valid Flavor or Balance reason to force the size change. Except maybe for the Mammoth Rider Archetype/Megafauna in general.

Heightened entries - are you required to apply them? Or are they optional? Plenty of spells are numerical upgrades, but some like Invisibility are clearly side grades. 4th Rank Invisibility is perfect for combat - but way worse for Exploration. Yet I also might want higher Ranks for better Counteract checks and not triggering Detect Magic.
And if I just want to Daze someone out of confusion (1 damage is enough), I might not want the numerical upgrades either.

Grand Archive

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I remembered there are some edge cases in the Mounted rules with Emmanations and found some more issues writing it.

Emmanation Size.
Given that the mount is at least one size category larger, measuring Emmanations them from their space would make a large diffence (pun intended).

Mounted Attacks and Mounted Defenses imply that is the case, but it doesn't fully translate to Emmanations, as they usually are not attacks.

Quote:
You occupy every square of your mount's space for the purpose of making attacks.
Quote:
Attackers can target either you or your mount. An area effect affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range.

Should this be changed to all effects?

Emmanation Exclusion

Quote:
Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.

The bolded part is the problem. It is singular. When riding, that means you can exclude either yourself or your mount - not both?

Any chance this could be more generalized to "creatures at it's center"? Or maybe add a few lines specifically covering mounted rules?

Cover needs guidance

Quote:
Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way (as determined by the GM).

When or how could it give cover? Mounted Defenses says you count as being in every square of your mount for Attacks. Meaning unless the mount has cover, you would not have cover.

Area of effect excetion?

Quote:
An area effect affects both of you as long as you're both in the area.

I just realized this is a exception to the "you count as being in every square of your mount" rule. You count for Attacks, but Area of effect only apply to you if you are both in it? Did you mean to write "as long as either of you is in it"?

Do we track the square of the mount you are in?
All this pretty much boils down to: "Do we have to track the square of your mount you are in?" Which of the 4 squares in a large mount situation? Which of the 9 squares in a huge mount situation?

If we need it for cover and Area of Effect, that would be a bunch of extra annoyance for things that rarely come. Especially as there are no rules for declaring/deciding which square you are in.

While "you count as being in each of your mounts square for every effect, positive and negative" would be much easier. And is probably closer to what people have been doing for simplicity.


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The Reefclaw (Monster Core 1, page 281) really needs its Athletics modifier improved to effectively use its grab ability. As is, it frequently crit fails too often. This was overlooked in the remaster.

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