Pathfinder Fall 2026 Errata Suggestion Thread


Pathfinder Second Edition General Discussion

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Liberty's Edge

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Squark wrote:

Flames Oracle's curse is awkward in exploration mode. Many adventures, including those published by Paizo, will occasionally launch immediately into another activity after a combat. By the reading of a strict GM, this leads to the Flames Oracle taking 10 hp/cursebound level a minute, which is... impractical, forcing the GM to either let the Flames Oracle burn to death or allow them to refocus in situations Oracles normally can't.

A real strict GM will have you endure the damage for the whole 10 minutes that Refocusing takes.


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The Raven Black wrote:
Squark wrote:

Flames Oracle's curse is awkward in exploration mode. Many adventures, including those published by Paizo, will occasionally launch immediately into another activity after a combat. By the reading of a strict GM, this leads to the Flames Oracle taking 10 hp/cursebound level a minute, which is... impractical, forcing the GM to either let the Flames Oracle burn to death or allow them to refocus in situations Oracles normally can't.

A real strict GM will have you endure the damage for the whole 10 minutes that Refocusing takes.

Only if they ignore that the damage is explicitly suppressed while refocusing.


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The differences between Alchemical and Magical Ammunition are unclear and are fully based on interpretation of the latter's rules.
The given example for Activation of Ammunition also leads to uncertainty in the case of firearms.

Alchemical ammo has no rule blurb in either of the books where they are all introduced (Treasure Vault, Guns & Gears), nor any mention within any of the Core rulebooks.
All of their usage information relies back to their "Activation" requirement, refering back to the GM Core's "Momentary Magic" section about Ammunition (pg. 255) but this section only mentions Magical ammunition, with zero mention of "alchemical ammunition".

Some interpretations lean on the specific mention of "magic ammunition" or "magical ammunition" versus the more general "ammunition" within that section to differentiate between what applies to both types of ammo or magical ammo specifically.
Yet, this still leaves a lot of uncertainty on how alchemical ammunition is different in terms of needing to activate it on the same turn as the strike else it is deactivated, or the supression of weapon runes.
This would benefit from having a clarifying blurb of text on the intended differences between the two types.

The Activated Ammunition section's second paragraph with an example of touching the ammunition as activation brings uncertainty with firearms. Where the round could be thought as unreachable to touch due to being within the barrel of a firearm as opposed to the open-ness of a bow or crossbow.
The additional complexity added by the implied need to physically touch the ammunition is uneeded and makes activated ammunition usage even more unclear in the case of weapons using magazines for their ammunition.

As personal opinions on the above related topics:
- Alchemical Ammunition's effects are much more limited and toned down than Magical Ammunition in a similar way to other consumables. The interpretation that this type of ammunition is not supressing the weapon runes feels like a balancing factor to make it a bit more equal choices between the two types. Its removal would make the ammunition even weaker and left for very niche usage rather than a bonus for an extra action when you do have the right ammo available.
- On the activation of ammunition, I believe that it should be done right before striking as an action penalty for its special effects. The uneeded extra complexity related to weapon barrels and touch-access to the ammunition is better left ignored for simplicity's sake. One should just be able to activate your currently loaded ammunition as needed before your strike without worry of the minutia of physical touch access to it. A single sentence, within either of the "Activated Ammunition" section of the GM core or within the "Classic Firearms" of Guns & Gears (if it is prefered to keep firearms out of the core rulebooks), could clarify this touch-access confusion.

On a third firearm/ammunition related topic:
Guns & Gears' Black Powder is shown as an "Ammunition: round" and has an "Activate: 1-action (manipulate)".
It is unclear if it is related to a separate use from regular black powder firearm usage (striking using some the weapon's "5 or 10 rounds" their entry in the weapons list)
or if it is required as a extra action and cost for every black powder weapons strikes.
The "Activation" could be understood to be for the described effects of the Dose as an non-damaging explosion or the horn/keg's burst explosion effects, but this is unclear, especially with the "Ammunition: round" text.


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I am not sure if this technically qualifies as an errata but the recent change from the spring errata 2026 to allow draconic sorcerers to use the appropriate damage type for their specific draconic exemplar made me think I should propose another quality of life change for sorcerers.

Is there any reason why the level 4 sorcerer feat "Primal Evolution" couldn't be updated to allow any spell with the "summon" trait instead of only "summon animal" or "summon plant or fungus"? The reason I ask is that it would be more thematic if fey sorcerers could cast "summon fey", elemental sorcerers could cast "summon elemental", and draconic sorcerers could cast "summon dragon".


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Oh, I also just noticed that [https://2e.aonprd.com/Equipment.aspx?ID=3983]Trusty Helmet[/url]'s AC bonus has no duration and thus looks to last for life RAW. Might want to fix that too.

Grand Archive

Hampering has possibly too permissive wording.

"After you hit with the weapon, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first."
There is no time limit on the ability to make that Interact action. Only on the actual penalty.

So RAW you could hit someone, end combat, not meet them for 10 years, get back into reach and then use the Hampering Interact.
Or hit someone once, then keep hampering them the entire combat.
In fact you can re-apply the penalty if you attacked anyone else too.

The quickest fix would be something like "The penalty and ability to apply the penalty ends". At least I guess the idea was to keep it usable with Metastrikes and Strike action compression, hence the somewhat permissive wording.

Grand Archive

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Spellstrike Ammunition does not say you ignore or delay the MAP from any Attack Spell you cast into it. Which it probably should do.

Grand Archive

The Ammunition/Activatied Ammunition rules in GMC 255 only deals with Magical Ammunition.

However there is a whole set of Alchemical Ammunition. So it is really confusing which of the rules should/should not apply to Alchemical Ammunition? Are they supposed to supress Property runes too?


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Strictly speaking, no rules exist to make alchemical ammunition follow any of the rules of magical ammunition. Treasure Vault and Guns and Gears both just list them out without any special callouts.

For the most part, this is fine - they're alchemical consumable items with a listed activation and general rules for those exist.

However, there are two important areas where this breaks down.

First, the normal rules for an activation would be the effect happens when you activate. The rules for magic ammunition change that, but alchemical items are explicitly not magical unless stated otherwise... and nothing says otherwise. So the absolute strictest reading would be that the interact to activate also fires the ammunition. Of course for obvious reasons basically everyone assumes this works the same way as magical ammunition, but there are no rules that actually say that.

Also, an interesting quirk in this is the remastered Beast Gunner, which has "Special If you also have the Spell-Woven Shot action you can load and activate a piece of magical ammunition as a free action before making a Spellsling attack once per 10 minutes.". Note this only calls out magical ammunition. Given the nature of the archetypes involved this could be interpreted as intentionally excluding alchemical ammunition, or it could be an oversight. Spellshot's Advanced Deed from the same book does explicitly list "magical or alchemical ammunition" though, which suggests intent. But it also would imply alchemical ammunition is not magical ammunition.

Second is the quirk of magical ammunition where property runes are not applied to the attack. This is a signficant drawback, and I'm of the opinion that absent explicit text saying so, it shouldn't be inferred to apply to other types of ammunition too. But it's an open question.

Notably, the section on magical ammo has a separate subsection on activated ammunition. If you assume this part to apply to alchemical ammunition too, you clear up the first issue (as this is where the separate activation and firing is stated). It can reasonably be assumed to be a general rule for all kinds of ammunition that is activated. It doesn't address the second question though, as that rule is outside this block.

In general, I think applying the activated ammunition section makes sense, and clears those things up. But the question of the property runes remains ambiguous and could use clarification.

Also, if Beast Gunner is supposed to work with alchemical ammo too that's an oversight.


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The Raven Black wrote:
Todomaldomundo wrote:
I'd even like the bloodlust and the amount he drank to have some mechanical impact, like water ancestries that have problems away from water, or gaining advantages from blood like the sanguimancer or bloodrager, something like points perhaps... Anyway, I know this isn't a vampire game, but it would be nice to better utilize them in adventures like Shades of Blood or Blood Lords, which have such a strong vampire presence. My point is more about making it more interesting than buffing it; I don't think going out in the sun is interesting, I actually want to feel that playing a vampire is a risky decision, with good ancestry benefits, and that the thirst is as present as being away from water is for an Azarketi.
This depends so much on what the party and the GM want that it will never make it into any errata.

And I couldn't disagree more. Ultimately, the game has optional mechanics and rules that never see the light of day at many tables. These archetypes already have the "Rare" tag, so having sub-mechanics that make the gameplay more interesting is especially important, given that vampires are so beloved by Paizo and their adventures, and by players. There's no way to say that just because it's optional it wouldn't be worthwhile.


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Alchemical ammo is already pretty weak. Make it disable property runes as well and it’s cooked, dead on errata.

Grand Archive

ScooterScoots wrote:
Alchemical ammo is already pretty weak. Make it disable property runes as well and it’s cooked, dead on errata.

This internal discussion has to start with "were you aware those rules existed and did you account for them in your balance?"

Followed by "okay, what did you assume?"

It might be simpler to buff the Alchemical Ammuniton, just to have one coherent set of rules.


Pathfinder Lost Omens, Rulebook Subscriber

GM Core page 75 under Character Adjustment for a low threat encounter: adjustment value is listed as 20 but this causes low threat encounters for a single PC to be the only type to get zeroed out.

This seems like something that slipped past editing as back in Gamemastery Guide and even the Pre-Remaster GM Screen have it as being 15 leaving a budget of the same value rather than GM Core's adjustment of 20 reducing XP Budget to 0 for a solo PC facing a low threat encounter.


Christopher#2411504 wrote:
ScooterScoots wrote:
Alchemical ammo is already pretty weak. Make it disable property runes as well and it’s cooked, dead on errata.

This internal discussion has to start with "were you aware those rules existed and did you account for them in your balance?"

Followed by "okay, what did you assume?"

It might be simpler to buff the Alchemical Ammuniton, just to have one coherent set of rules.

Personally I like having ammo that disables property runes and ammo that doesn’t as two different design spaces.

You magic ammo has a hefty action tax and directly reduces your damage output, so it better do something impactful - and the best magic ammo does (admittedly most is crippled by fixed DCs, but that’s a different discussion). Bola shot and imp shot justify their DPR reductions with great riders.

The best alchemical ammo has to offer is good bit weaker, but it doesn’t shut off your normal damage. You can shoot a glue bullet and still get your flaming rune - but the situation in which that glue bullet denies an enemy action is less frequent than the bola shot, and it doesn’t come with the other riders prone does.

Elemental damage is good for hitting weaknesses, but are you really going to be getting anything out of that if it’s shutting off your property runes? The action cost is already a bit steep, if I lose my flaming rune as well to shoot that acid elemental ammo am I even coming out ahead on damage vs using those actions to shoot more often, or maybe even just the direct rune damage I’m forgoing? Probably not. But because it doesn’t shut off your runes, you can use it to snipe weaknesses, giving ranged users a meaningful reward for party RK.


Fixes / clarifications
1.) After the recent errata, one small issue is that the inventor dedication got a big nerf for Weapon Innovation since now it doesn't allow you to take advanced weapons. Don't know if this was intended or not. Also Advanced Design modification, feels weird now as it overrides your previously chosen weapons stats (potentially lowering damage or losing traits). Plus it specifies it needs to be common but almost all advanced weapons are uncommon.

2.) Clarification about releasing shields would be helpful, if that hand can be used to open doors or similar before regripping.

3.) Clarification on how inhaled poisons work. Can you pick where the 10ft square goes?

4.) Clarification if "Curse of engulfing flames" should stop damaging you while you are refocusing. If not, its very likely to kill you while you are out of combat.

5.) Smoke ball should likely be 1 handed item now after the remaster? "Upon smashing this ball on the ground, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space."

6.) Update to the Creating a Personal Staff rules which seem a bit out of date. Maybe coming in the new book?

Nice to have updates
1.) Handwraps as a base level 0 item (to allow talisman on them from level 2 for monks and the like). Some GMs will "house rule" this, but nothing official.

2.) Poisoner Archetype is very weak mainly due to the bad DC scaling of poisons. Maybe a feat to allow it to scale with the class DC like alchemist archetype has?


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Overdrive should let the Inventor Strike with Intelligence like Divise a Stratagem for Investigator

And Blast Boots should be more clear about how many actions it takes to properly use it. If you use 1 action to activate and another to do High or Long Jump shouldn't it be tagged with 2 actions one for activate and another to jump? Or just make the activation and the Jump with 1 action...

Grand Archive

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Aeneas_ wrote:
4.) Clarification if "Curse of engulfing flames" should stop damaging you while you are refocusing. If not, its very likely to kill you while you are out of combat.

"The flames subside when you begin Refocusing to assuage your curse or if you fall unconscious, but they resume if your Refocus activity is interrupted or when you return to consciousness."

Seems pretty clear to me they are paused during refocussing, excactly to avoid the problem you are describing?


moosher12 wrote:

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.

Change the healing on champion according to the race for hero's defiance. If you play a race that has negative healing. It should also have this trait to allow undead champions to use it


Christopher#2411504 wrote:
Aeneas_ wrote:
4.) Clarification if "Curse of engulfing flames" should stop damaging you while you are refocusing. If not, its very likely to kill you while you are out of combat.

"The flames subside when you begin Refocusing to assuage your curse or if you fall unconscious, but they resume if your Refocus activity is interrupted or when you return to consciousness."

Seems pretty clear to me they are paused during refocussing, excactly to avoid the problem you are describing?

Oh wow, somehow I didn't see that before when I was building my oracle characters...

Verdant Wheel

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Thank you Paizo for the Errata change on Weapon Trance!

The 1 minute duration and removal of the sustain line was a step in the right direction, but I feel like it's *almost* there.

The last sentence removed was about 109 characters, meaning there's extra space to adjust Weapon Trance one more time.

My suggestion:

Add this sentence: "If you are at least Cursebound 1, you can cast weapon trance as a free action." This is only 78 characters, so should definitely fit without causing any editing issues.

Why I think this is a great idea?

1) Works with the Battle Oracle's kit. Oracular Warning is used at initiative, getting the Battle Oracle to Cursebound 1, meaning they can easily free action cast Weapon Trance to get into combat more easily.

2) Players responses to the Spring 2026 Errata on Weapon Trance is tepid. Those who don't play Battle Oracle don't see a reason why this isn't better than taking Weapon Proficiency to avoid an action tax and focus point tax. Free Action makes it feel closer to the original Battle Oracle who just *had* Weapon Proficiency. It also synergizes with the iconic gish feat Bespell Strikes. Gives Weapon Trance a function to keep using instead of picking Weapon Proficiency (unless they want to use more focus points on Domain spells or later Revelation spells). It's also a bit mechanically flavorful as players would like to have the Curse mean something and this is a minimal way to do that without being too impactful.

3) Many players suggest a flat duration damage boost is needed, but I think that's the wrong direction and becomes a poaching problem. Battle Oracle has a lot of 1A actions to use, so giving just this one action back (which is 11-17% of your actions in average combat) is already helpful defensively and offensively.

4) it heavily protects the Battle Oracle's identity from poaching:

A-Sorcerers and Martials will need a hefty investment to copy the Battle Oracle. Dedication at 2, Basic Mystery (Oracular Warning)/First Revelation at lvl. 4/6, and Bespell Strikes/Adcanced Mysteries at 8. This should help with niche protection while still rewarding investment.

B-Animist: Establishes itself distinctively from the Animist's Embodiment of Battle (EoB). Animist EoB sacrifices versatility for better martial skills while the Battle Oracle is free to be more spontaneous.

C-Other Oracle Mysteries: some complaints Bones and Tempest are better gishes due to Soul Siphon and Tempest Touch being 1A spells with bonus effects. Being a free action Weapon Trance, the Battle Oracle can compare via a 2A cantrip. It doesn't punish the other mysteries if they want to Gish, it just helps the Battle Oracle fit within them. It'll also further establish the Battle Oracle as a more defacto gish vs. Bone's Object Memory.

Overall, I think this "Weapon Trance as a free action if Cursebound 1+" would be a unique and flavorful solution for the focus spell and also meet players requests without significantly changing the spell. It changes how the class uses it, which is much more interesting (while preventing easy poaching)!

In PFS, the sustain wasn't an issue for me. However, the 1-action tax WAS annoying for my turns, especially when trying to use my Oracle abilities (2A buff spells and other Cursebound abilities) with Weapon Trance before combat ended (since Oracular Warning pushes your party ahead and Oracles tend aren't WIS class and have slow Perception proficiency growth). So this is something I've been wanting moreso in PFS than anything.

Hopefully this something that can be looked by the devs, but thank you again for keeping the Battle Oracle in mind and hearing us out!


Thought of a few more!

1.) Clarify requirements for crafting gadgets a bit. Magical? Specialty crafting? (Also, hope we might get a gadget dabbler archetype sometime which would be pretty sick.)

2.) Specialty crafting feels like it might be missing a few categories, mechanical for example. (Maybe something related to electrical or munitions as well?)

3.) Ashes Oracle and Blight Oracle are the only oracles missing their mystery based level 10 feats. (Time Oracle recently got "On Borrowed Time" for level 10 in the DA Remaster.)

4.) Radiant Beam a rank 4 divine spell still does "good damage", I think the wording needs updating and should probably do spirit damage now after the remaster.

5.) Some monk feats still reference "ki strike" which was renamed. For example the feat "Sacred Ki" still does.


Todomaldomundo wrote:

Overdrive should let the Inventor Strike with Intelligence like Divise a Stratagem for Investigator

And Blast Boots should be more clear about how many actions it takes to properly use it. If you use 1 action to activate and another to do High or Long Jump shouldn't it be tagged with 2 actions one for activate and another to jump? Or just make the activation and the Jump with 1 action...

The way I read it it is 1 action to activate which triggers a free "high jump" or "long jump". (Similar to how many talismans work.)

"When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump."

If that's not the case the lesser version basically doesn't do anything.

The higher level ones kind of imply this as well as they say, when you activate the boots TO HIGH JUMP or activate them TO LONG JUMP. Then give you a 1 min effect after the initial jump.
"When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further."

But definitely more clarity could be nice.

Grand Archive

Just verification that this is intentional:
The Ghost Charge says:
"A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn."
This means the Enfeebled would apply on a normal miss, as the Splash damage is applied on the primary target and it thus took damage from the bomb.

The Atrophy Bomb from Hellbreakers has the same wording.


That is what it straightforwardly says

Grand Archive

Teleporation and Teleportation Circle do not override Line of Effect, but to be actually usefull at those ranges they probably should?

Otherwise closing the door on either Teleporation Room would break Line of Effect, making them useless. You would have to include a chimney of some kind, just to give the teleport a consistent line of effect. While that would be interesting worldbuilding, it does seem kinda odd.

Other long range spells or heighteend entries (1+ mile, planetary, plane wide) suffer the same issue. Dream Message can reach anyone on the same planet - unless they have their doors, windows or tent closed. So it reaches nobody during winter.

The longer the distance, the more likely either side or some part of the way will be blocked by a closed door. Which causes ludicrous results.


Except Line of Effect means a literal line, so it seems obvious those spells don't require LoE to the destination. Teleportation's target isn't the destination, it's the caster (plus). One simply designates the target.

It'd be a shock to many if Translocate couldn't get one out of a cube of Walls of Force or into a closed room with a window you can see through.


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Christopher#2411504 wrote:

Teleporation and Teleportation Circle do not override Line of Effect, but to be actually usefull at those ranges they probably should?

Otherwise closing the door on either Teleporation Room would break Line of Effect, making them useless. You would have to include a chimney of some kind, just to give the teleport a consistent line of effect. While that would be interesting worldbuilding, it does seem kinda odd.

Other long range spells or heighteend entries (1+ mile, planetary, plane wide) suffer the same issue. Dream Message can reach anyone on the same planet - unless they have their doors, windows or tent closed. So it reaches nobody during winter.

I mean, if it really only works on "line of effect", Teleportation can't actually teleport you more than a few km because beyond that the curvature of the world kicks in.

This is a classic case of overthinking something and that creating a problem. It doesn't need to override anything to work. Teleport says you can go there, so you can. Full stop.

Quote:
The longer the distance, the more likely either side or some part of the way will be blocked by a closed door. Which causes ludicrous results.

I mean, this the answer: if applying this kind of logic to the situation causes nonsensical results, then it's probably not intended that you do that.

This isn't an errata situation: it's a players need to use common sense situation.


The Agile Maneuvers feat for Swashbuckler should really add Dirty Trick to its list of affected actions given you added an entire Swashbuckler Style built around that Attack action.

Agile Maneuvers (with requested addition in italics/brackets): "You easily maneuver against your foes. Your Disarm, Grapple, Reposition, Shove, [Dirty Trick,] and Trip actions have a lower multiple attack penalty. Even if your weapon or unarmed attack doesn't have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it's your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it's the second attack on your turn or –6 if it's the third or subsequent."

Grand Archive

Clarify whether you can get both vitality and void healing at the same time from Nudge the Scales. e.g. if undead and choosing life, do you keep your void healing and gain vitality?

Also clarify what happens to races like Dhampir.

Grand Archive

Castilliano wrote:

Except Line of Effect means a literal line, so it seems obvious those spells don't require LoE to the destination. Teleportation's target isn't the destination, it's the caster (plus). One simply designates the target.

It'd be a shock to many if Translocate couldn't get one out of a cube of Walls of Force or into a closed room with a window you can see through.

So, which other spells "obviously" should not be affected by LoE?

Or rather, what Spell/Effect range obviously ignores LoE?

Grand Archive

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True Debilitating Bomb gives a upgrade for every effect of Greater Debilitating Bomb, except Clumsy 1.
Might be intentional, might be a oversight, bringing it to attention either way.


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Hello!
I was hoping if it could be feasible to specialize magus recharge spellstrike activity with the hybrid study, like the reload special activity for each gunslinger way, for example:
Laughing Shadow: feint and recharge in one action
Sparkling Targe: raise a shield and recharge in one action
Starlit Span: recall knowledge and recharge in one action
Inexorable Iron: attempt to shove and recharge in one action with the map of the last attack
Twisting Tree:attempt to trip and recharge in one action with the map of the last attack

What do you think? It should ease the poor action economy of magus, especially the melee ones


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Christopher#2411504 wrote:
Castilliano wrote:

Except Line of Effect means a literal line, so it seems obvious those spells don't require LoE to the destination. Teleportation's target isn't the destination, it's the caster (plus). One simply designates the target.

It'd be a shock to many if Translocate couldn't get one out of a cube of Walls of Force or into a closed room with a window you can see through.

So, which other spells "obviously" should not be affected by LoE?

Or rather, what Spell/Effect range obviously ignores LoE?

As Tridus wrote, when the interpretation would lead to nonsensical results, or using your word, ludicrous. Or we could revisit the LoE rules which list what you need an LoE to: to a target, to the origin point of an effect, or to the place where you create something. As I'd pointed out, Teleport does have a target line that you do need line of effect to, those the caster touches to join them.

Dream Message, on the other hand, does have a target entry. Uh oh. Yet the spell's description gives enough info for us to know it doesn't need LoE, doesn't it? To me, that also falls under obvious. Plus the spell has a range of planetary which as Tridus pointed out, could not function past the curvature of the planet if it needed LoE because yeah, Lines of Effect are singular lines. Your example of needing closed doors makes me think you believe there only needs to be open air the spell can wiggle through. If so, savvy Golarion citizens would always close doors; it'd have become a social norm that counters all divination spells, etc. But the rules are more strict than that, there needs to be an actual straight line for LoE. But using that as reasoning to nullify what a spell's text says it can do, that's unreasonable, some might say ludicrous. So ludicrous Paizo doesn't need to point it out explicitly when the spell's description should suffice.


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Rage of elements, Kineticist: There is a list of many little issues here on reddit:
https://www.reddit.com/r/Pathfinder2e/comments/1s3ppig/my_dream_of_errata_f or_rage_of_elements_and/

It is 6 pages long when I copy it so I hope giving the link instead is fine. There are just many little unclear points or impulses that lose something when you gain a level and such.


I think that gadgets should become a Inventor class feature instead of a feat, the objective behind this is to make Gadgets the Inventor "focus spells" and give to it more versatility per encounter. this would also means that the gadgets should be a little buffed to be more interesting, but this would add more personality to the class, similar with the Alchemist Versatile Vials, both classes are in a niche of "crafters" but only the Alchemist can craft a few things per day outside the crafting rules and the inventor should get this for free as class feature.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Gorgo Primus wrote:

The Agile Maneuvers feat for Swashbuckler should really add Dirty Trick to its list of affected actions given you added an entire Swashbuckler Style built around that Attack action.

Agile Maneuvers (with requested addition in italics/brackets): "You easily maneuver against your foes. Your Disarm, Grapple, Reposition, Shove, [Dirty Trick,] and Trip actions have a lower multiple attack penalty. Even if your weapon or unarmed attack doesn't have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it's your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it's the second attack on your turn or –6 if it's the third or subsequent."

Reasonable concept, but the prerequisite is Expert in Athletics, and Dirty Trick is keyed off of Thievery.

Maybe it would be ok to change the Prerequisite to Expert in Athletics or Thievery.

Then have the feat ability grant the given reduction to MAP on Disarm, Grapple, Reposition, Shove, and Trip maneuvers if you are an expert in Athletics.

To expand on it, you might add Force Open to the Athletics options.

It could then grant reduction in map to Dirty Trick if you have Expert in Thievery.


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The Gunslinger Pistolero should either have other actions when reloading or a way to reduce its cooldown to at least Demoralize. All other Ways have reload actions without cooldown and can use them on each reload without any problem, such as Shove, Hide, and Take Cover. If the Pistolero is clever, he can use Create a Diversion on the first turn's reload, then use Demoralize on the second, after which he would have to wait 5 rounds to have a reload action, while in other Ways it would be possible to do it repeatedly (I'm talking about a single target; I know that alternating targets is possible). I agree that Demoralize could never be done every round because its debuff is too strong, but reducing it to at least 1 minute would be a huge buff for the Pistolero, which ends up being one of the weakest subclasses.

Grand Archive

Todomaldomundo wrote:
I think that gadgets should become a Inventor class feature instead of a feat, the objective behind this is to make Gadgets the Inventor "focus spells" and give to it more versatility per encounter.

I think that Unstable is the Inventors variant of Focus Spells.

At least 1 use per combat. 2 with Unstable Redundancies. Low chance for a extra use. 10 minutes to "Refocus".

Grand Archive

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Todomaldomundo wrote:
The Gunslinger Pistolero should either have other actions when reloading or a way to reduce its cooldown to at least Demoralize. All other Ways have reload actions without cooldown and can use them on each reload without any problem, such as Shove, Hide, and Take Cover. If the Pistolero is clever, he can use Create a Diversion on the first turn's reload, then use Demoralize on the second, after which he would have to wait 5 rounds to have a reload action, while in other Ways it would be possible to do it repeatedly (I'm talking about a single target; I know that alternating targets is possible). I agree that Demoralize could never be done every round because its debuff is too strong, but reducing it to at least 1 minute would be a huge buff for the Pistolero, which ends up being one of the weakest subclasses.

Create a Diversion has no Cooldown. And the penalty for re-use can be avoided with the Skill Feat Confabulator.

Grand Archive

The Rangers Hazard finder works on "traps and hazards".
So "[specific type of hazard] and [all hazards]".

Did you mean to write "Environmental Hazards" here, but it was cut for space? It would make some sense that the Ranger version of this Feat can't be used for Haunts.

But then maybe the Vindicator version might want to swap Environmental Hazards to Haunts, as they already swapped Nature for Religion.


Loreguard wrote:
Gorgo Primus wrote:

The Agile Maneuvers feat for Swashbuckler should really add Dirty Trick to its list of affected actions given you added an entire Swashbuckler Style built around that Attack action.

Agile Maneuvers (with requested addition in italics/brackets): "You easily maneuver against your foes. Your Disarm, Grapple, Reposition, Shove, [Dirty Trick,] and Trip actions have a lower multiple attack penalty. Even if your weapon or unarmed attack doesn't have the agile trait, the penalty is –4 if the action is your second attack on your turn, or –8 if it's your third or subsequent attack. If your weapon or unarmed attack is agile and you have panache, the penalty is reduced further, to –3 if it's the second attack on your turn or –6 if it's the third or subsequent."

Reasonable concept, but the prerequisite is Expert in Athletics, and Dirty Trick is keyed off of Thievery.

Maybe it would be ok to change the Prerequisite to Expert in Athletics or Thievery.

Then have the feat ability grant the given reduction to MAP on Disarm, Grapple, Reposition, Shove, and Trip maneuvers if you are an expert in Athletics.

To expand on it, you might add Force Open to the Athletics options.

It could then grant reduction in map to Dirty Trick if you have Expert in Thievery.

Makes sense to me, thanks.

Liberty's Edge

Christopher#2411504 wrote:
Castilliano wrote:

Except Line of Effect means a literal line, so it seems obvious those spells don't require LoE to the destination. Teleportation's target isn't the destination, it's the caster (plus). One simply designates the target.

It'd be a shock to many if Translocate couldn't get one out of a cube of Walls of Force or into a closed room with a window you can see through.

So, which other spells "obviously" should not be affected by LoE?

Or rather, what Spell/Effect range obviously ignores LoE?

I do not see anything in the Line of Effect's description that is in contradiction with how aforementioned effects work.

For example, Teleportation has a Target line that has to follow the line of effect rule.

Can you please give examples of an effect that does not respect this ?


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Christopher#2411504 wrote:

True Debilitating Bomb gives a upgrade for every effect of Greater Debilitating Bomb, except Clumsy 1.

Might be intentional, might be a oversight, bringing it to attention either way.

Pretty sure it's intentional. Clumsy 2 would allow an Alchemist to swing an opponents AC 4 points with a single Action (Quick Bomber with Greater Debilitating throwing a Bottled Lightning) with only a simple failure on the Fort Save. Even the mighty Skunk Bomb requires a Crit Fail to impose a -2 Status Penalty on AC.

Grand Archive

Esoteric Polymath issue: "During your daily preparations, choose any one spell from your book of occult spells. If that spell is already in your spell repertoire, you can treat it as an additional signature spell that day. If it isn’t in your repertoire, treat it as though it were until your next daily preparations."

That second option - adding a new spell - causes regular questions: At what rank do you add the spell? Minimum rank? Rank of your choosing?

The consensus answer is that it follows all the normal rules for spell repertoire (any one rank you want): "When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell." Though the part where it isn't actually added probably causes the confusion.

But as it keeps coming up, a clarificaiton would be nice. Something like:
- "If it isn’t in your repertoire, temporarily add it on top of your normal spells until your next daily preparations." That would make clearer that it follows normal adding rules.
- "If it isn’t in your repertoire, treat it as though it were until your next daily preparations. You can add it any any eligible rank."


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Monster Core page 46: the atrixyl's Spell Break reaction triggers on any critically successful save, while the reaction's effects depend on "the triggering spell's rank" - that seems to be in need of clarification. Like, can a save against an alchemical item or non-magical effect trigger this or not?


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Battlecry! page 136: the Limning Gem doesn't have a duration, which is slightly awkward when it's invisibility negating effect lasts for it's "remaining duration" on a crit.


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Pathfinder Lost Omens, Rulebook Subscriber
NoxiousMiasma wrote:
Battlecry! page 136: the Limning Gem doesn't have a duration, which is slightly awkward when it's invisibility negating effect lasts for it's "remaining duration" on a crit.

Actually not an error. All whetstones have a default duration of 1 minute unless otherwise noted, a.k.a. 10 rounds, after activation. So if you activate the Limning Gem applying it to your Longsword and immediately crit succeed a Strike against an enemy, that enemy is glowing for the full 10 round countdown.


The concealment from the Mythic feat Become Shadow seems like RAW the concealment it grants lasts forever, as there are no durations, caveats or prerequisites listed or described. Which surely isn't right.

"You unleash your mythic power to shroud yourself in darkness and silence to stalk your prey. When you attempt a check to Hide or Sneak, or when you roll Stealth for initiative, you can spend a Mythic Point to become concealed and to attempt the check or roll using mythic proficiency."

If the concealment is meant to only be for the check, then it is nearly useless as you already must be concealed to Hide and hidden to Sneak, making the concealment it grants pointless. Which also surely can't be right.

Horizon Hunters

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Divine Wall - Champion feat (Player Core 2, pg 98)

The (flavour?) text for this is the reverse of how the rules work XD

Divine Wall wrote:
You use your shield to harry your enemies, preventing them from stepping away from or around you. All spaces adjacent to you are difficult terrain for your enemies.

Stepping out of difficult terrain is unrestricted, only stepping into difficult terrain is blocked. All steps away from you are therefore viable and not prevented XD

Grand Archive

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Overwhelming Presence has some very confusing target rules:
- Area 40-foot burst
- no Range
- Targets any number of creatures

A burst without a Range usually indicates this was meant to be a Emanation.
Yet even having a target entry throws a wrench in that idea. I can only guess it was also meant to friend/for save?

Ways to fix it:
- make it a Emanation and have "creature you choose within the Emanation" in the text
- just have the Target and Range 40 entries

It is hard to say which works best, as some specific in interactions with Widen and/or Reach spell might have been intended.

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