Pathfinder Fall 2026 Errata Suggestion Thread


Pathfinder Second Edition General Discussion

201 to 250 of 312 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Grand Archive

I think the Automatons (Monster Core 2) are meant to be Vulnerable to Spirit damage, a they do not have a explicit immunity listed.

Unfortunatley as it was with Bleed, the Damage type says: "Spirit damage doesn't harm creatures that have no spirit, such as constructs."

So they probably need a specific override like the Soulbound Doll has, to make it unambigious:
"Personality Fragments A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul (see sidebar). Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."

Otherwise, maybe lessen the immunity in the damage type "many Constructs", since there is now at least 3 types of Constructs that should not be immune to Spirit (Haunted Clockwork, Soulbound Doll, Automaton).


1 person marked this as a favorite.

Is it intended that Guardians need to step/stride to be adjacent to the person they're intercepting attack for? The initial description in the action suggests you're physically taking the blow with your body, which would suggest so, but the literal wording indicates moving is optional. If adjacency is require, difficult terrain ends up preventing a guardian from using intercept attack in certain situations.


If guardian's intercept attacks, do they also take the grab / trip follow-up abilities from the creatures attacks? I assume so since you "intercepted" the original attack.


1 person marked this as a favorite.
Aeneas_ wrote:
If guardian's intercept attacks, do they also take the grab / trip follow-up abilities from the creatures attacks? I assume so since you "intercepted" the original attack.

RAW - no. You take the damage and nothing else.

It's always felt weird that it worked that way given the ability name and narrative description. And the whole "you can step next to them if you want", which doesn't actually seem to be necessary either.

A clarification of intent would be welcome, for sure.

That was raised in the playtest as well because it does feel weird.


1 person marked this as a favorite.

What will happen to the Summoner when the Summoner's Eidolon is killed by Death Effects without being reduced to 0 Hit Points? (e.g., Slain by the Grim Reaper's death strike ability.)


Sc_MQ wrote:
What will happen to the Summoner when the Summoner's Eidolon is killed by Death Effects without being reduced to 0 Hit Points? (e.g., Slain by the Grim Reaper's death strike ability.)

The Death effect does not get to applied to the Summoner, but this is still an unclear rules hole.

Normally, effects do fully harm the Eidolon. If they get Petrified, they are stuck that way, and you cannot dismiss / summon them to clear away the petrification. They'll stay petrified until someone removes the condition.

But Death doesn't make sense mechanically for an eidolon to be effected by. Eidolons cannot really be killed directly, because they only mostly "exist." Eidolons can only indirectly killed via killing the Summoner.

I'd rule that nothing happens. The Death effect is completely ignored. The HP dropping to 0 still is bad news for the Summoner, but that HP is the only reason the Summoner falls to the ground, not the Death effect.

________________

If an eidolon ever gets hit by a "target dies" effect that doesn't reduce HP, the GM could rule that as doing nothing, or they could rule it as unmanifesting the eidolon with no damage, or unmanifesting the eidolon and doing 100% HP damage. All of those are reasonable interpretations.

I personally think it would be fun to have the eidolon's abnormal existence as pseduo-life grant them immunity to Death effects outright, but that's just me.

Grand Archive

1 person marked this as a favorite.
Sc_MQ wrote:
What will happen to the Summoner when the Summoner's Eidolon is killed by Death Effects without being reduced to 0 Hit Points? (e.g., Slain by the Grim Reaper's death strike ability.)

Impossible Magic comes out July 30th, 2026.

It will have Remastered Summoner and Magus, as well as releasing Runesmith and Necromancer.

Maybe it will adress such edge cases?

Edge case handling has been a persistent problem, with many FAQ requests. With no clear rule what happens with Diseases/Poisons/Persistent Damage when you de-summon the Eidolon.
But Petrification, Feeblemind and Death effect are also good issues.

So hopefully it will have an answer.

Grand Archive

3 people marked this as a favorite.

Which Class DC do you use if you have multiple?

A Wizard with Alchemist Multiclass Archetype would be trained in Wizard Class DC and Expert in Alchemist Class DC.

Do class Feats default to the class specific DC or higher one?

What about Weapon Specialisation effects or Ancestry Abilities with a Class DC?

Grand Archive

1 person marked this as a favorite.

Medium Animist has a lore conflict between its description and granted Feat:

Quote:

You are particularly good at acting as a conduit for spiritual energy and tend to associate more freely with a wide array of apparitions, though you tend not to form the deep bond with a single apparition that other animists often develop.

Invocation of Unity (1st) The lines between your body and your apparition are blurry. You gain the Relinquish Control feat.
Quote:

Relinquish Control

This feat requires a particularly strong bond with a specific apparition to learn.

Schrödingers deep bond?

Grand Archive

The Kineticist Impulse Sand Snatcher question:
There does not appear to be a limit to how many creatures one Sand Snatcher can grab. And you can easily sustan it 3-4 times per turn, so that could be a lot of grabbed creatures.
The shared MAP will probably act as a limiter, but it can still be a lot.

Grand Archive

Can you meet the Requirements for Preparing and Casting from a staff from multiple Spellcasting Features at the same time?

"You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate rank or higher, [...]"

Say a Sorcerer able to cast Rank 10 Arcane Spells also has the Druid Dedication and finds a Staff with only Primal spells.

- Could they prepare the Staff?
- Would they add 10 free charges? 0 free charges?
- Could they cast up to Rank 10 Primal Spells from the Staff?
- Could they both add extra Charges when preparing (from the prepared Druid) and spend slots to cast spells for a single charge (like a Spontaneous caster)

Animists dodged those questions, but they are still up for Archetypes.

Basically it needs to say "If you have multiple Spellcasting class Features" either:
- "pick one of them to resolve all staff related rules during preparation"
- "use all those features for any rules questions"

Grand Archive

Summoner Share Senses says "You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute."

Does it mean the user is considered Blinded, Defeaned, etc. (Off-Guard and every Square is Difficult Terrain) while Sharing Senses?

I think yes, but apparently there is room for arguments.

Grand Archive

Palatine Detective has Greater Esoteric Spellcasting.
The Feat has a increased effect if you reach Level 12.
However it is a Level 12 Feat, so you always meet the Requirements.

This is supposed to be a Spellcasting Class Archetype for Investigator, so I guess something went wrong copying those Feat chains?


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Is the Shadow Relic gift Encompassing Darkness supposed to have the extradimensional trait? It lets you stash up to 3 bulk of stuff in your shadow, and grants a big fat circumstance bonus to concealing it. But, because it hasn't got the extradimensional trait, there's nothing stopping you from just putting a bunch of spacious pouches in there, which feels unintended.


I feel like the trick is really being missed here when it comes to resist all. Why not make it so that say if there's an attack that deals 6 fire, 5 bludgeoning, 3 spirit damage and you have resist all 10 (like if you're a champion with oath of the defender) that instead of the resist all only applying to the highest damage type (in this case the fire damage meaning 4 points of mitigation are completely wasted) have it so you sum the damage types together and subtract the resistance from the total (meaning 6+5+3 = 14 total damage, resist 10 brings it down to 4)

this means no points of mitigation are wasted but you don't completely wipe the damage out like the old system.

Liberty's Edge

1 person marked this as a favorite.
louthinator wrote:

I feel like the trick is really being missed here when it comes to resist all. Why not make it so that say if there's an attack that deals 6 fire, 5 bludgeoning, 3 spirit damage and you have resist all 10 (like if you're a champion with oath of the defender) that instead of the resist all only applying to the highest damage type (in this case the fire damage meaning 4 points of mitigation are completely wasted) have it so you sum the damage types together and subtract the resistance from the total (meaning 6+5+3 = 14 total damage, resist 10 brings it down to 4)

this means no points of mitigation are wasted but you don't completely wipe the damage out like the old system.

How do you know which damage has been resisted and which has not ? This matters for effects that happen depending on whether or not you were damaged.


I would suggest the following errata for the rules on loads:
1) base weight to load conversion should be 25 pounds per load, not 5.Someone with Str:4 should be able to carry more that 45 pounds without being encumbered.
2) creature load should be x4 difference by size category, not x2. so a large creature (horse) would be load:12, a small creature would be load:2, and so forth.


2 people marked this as a favorite.
agoak wrote:

I would suggest the following errata for the rules on loads:

1) base weight to load conversion should be 25 pounds per load, not 5.Someone with Str:4 should be able to carry more that 45 pounds without being encumbered.
2) creature load should be x4 difference by size category, not x2. so a large creature (horse) would be load:12, a small creature would be load:2, and so forth.

#1 pathfinder doesn't use load.

#2 a str 4 character can 'generally' carry 5-10 pounds/bulk, so they could carry 45-90 pounds without encumbered.

#3 You also need to factor in reduced bulk of items for those sizes. A large creature treats 1 Bulk items as Light [they treat 5-10 pound items as 1-4 pound items] and Light items as negligible [treat 1-4 pound items as one that's a few ounces]. They don't also need to carry twice as much of top of that.

Grand Archive

The Flurrying Rune has the requirements "etched onto a melee weapon with the monk trait".
The problem is that Monastic Weaponry can add that Trait dynamically, if you met the requirements: "If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you."

In SF2 the Salvations End Dwarves have something similar:
"For the purposes of proficiency, treat one martial archaic weapon of your choice as a simple weapon or an advanced archaic weapon as a martial weapon. If that weapon has the dwarf trait and you succeed at a saving throw against a fear effect while wielding it, you get a critical success instead. Otherwise, that weapon gains the dwarf trait as long as you wield it."

Traits like "Monk" or "Dwarf" are purely to identify the items for other rules. They don't carry any own effect. It might be better if such "Identifier Traits" could not be added. Because those Dwarfs can now treat any one Archaic Agile or Finesse Weapon as Monk Weapon.

Grand Archive

Someone just noticed two oddities with Monk Fuse Stance Feat:
- it does not specify if you can still use the original stances separately
- it doesn't actually say you gain that new Stance you created.

For the latter, I guess the RAI is clearly enough a yes. For the former, I am hoping the answer is Yes.

If the answer is Yes to both, this wording change might be enough:
"When you take this feat, choose two stances you know. You gain a new fused stance that is a combination of the two."


A str 4 character is supposed to be at the high end of human normal strength. Giving a maximum level for encumbered that is lower than what an actual human in that strength range can curl seems a bit off.
I may have used the wrong term, but I stand by the observation that 5-10 pounds per bulk is way too low.
Marines routinely hike 30 miles with over 100 pounds of gear, and are not slowed by it.


1 person marked this as a favorite.
agoak wrote:

A str 4 character is supposed to be at the high end of human normal strength. Giving a maximum level for encumbered that is lower than what an actual human in that strength range can curl seems a bit off.

I may have used the wrong term, but I stand by the observation that 5-10 pounds per bulk is way too low.
Marines routinely hike 30 miles with over 100 pounds of gear, and are not slowed by it.

What you're saying just isn't true.

Since you're posting the exact same thing in multiple threads, I'll just link to my posts in the original thread. reply in first thread


I started posting in the other thread, I posted here because I do believe it should be errata. Even if the bulk is going to be a range for the weight based rough estimate it should be significantly higher than 5-10 pounds.

Grand Archive

3 people marked this as a favorite.
agoak wrote:
I started posting in the other thread, I posted here because I do believe it should be errata. Even if the bulk is going to be a range for the weight based rough estimate it should be significantly higher than 5-10 pounds.

Bulk is very purposefully not defined in terms of weight.

"The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness."
This is all they will give.

Because if you are dumb enough to give a bulk to weight conversion, people will then start stupid, pointless, perpetual arguments about how your choosen values are not "realistic" or whatever in some weird edge case.

The PF2 writers have been in TTRPGs for a few decades. They know this is a trap. They choose to avoid it. They will not start digging a pit trap and walk into it now, just because you ask.

Grand Archive

Issues with Immobilized
"If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place."
What if the effect moving you is a save spell, like Pushing Gust?
What if it is a Spell without save, like Friendly Push?

Spell Attack vs Immobilize Blocker seems like obvious idea, but might be worth stating.

Various Engulf/Swallow whole issues
Line of Effect:
Logically being inside a creature should break line of effect to everything outside (and possibly even other things inside, in case of some swarms or oozes).
But it isn't stated anywhere.

Some "usually you only have line of effect to the engulfing/swallowing creature" could fix that, while still giving room for GM exceptions.

Lighting issues:
Logically light should be an issue. Most stomaches are probably not illuminated. At the same time, escaping is hard enough and it should be really hard to miss the stomach that is currently crushing you. So a mention that it is dark, but you don't need flat checks to hit the creature would be nice.

Helping from outside:
The biggest problem is that there is no way for creatures from the outside to help. Affirmatively breaking line of effect actually makes that work.
One houserule my group tried was "3 attacks from the outside that overcome the rupture treshold free the creature".
Maybe something around that? Like maybe a Free Action/Reaction Escape attempt, if a external attack overcomes Rupture Threshold?

Grabbed and Hands:
Nowhere does it state that having a creature Grappled occupies the hand/weapon used for the Grapple. We all just assume it is.

On a related note, can you still deal damage with the hand/weapon that is used in the Grapple?

A line like "Usually the appendage or weapon used to grapple can't be used for anything other then attacking the grabbed creature or maintaining the grab" in the Grabbed Condition might work. But enough things default to the Grapple action now, that maybe it could be in there.


3 people marked this as a favorite.

RAW hitting a wall of force has a 50% flat check because it’s invisible. This effectively gives it double health.

I propose the “broad side of a barn” rule. If you’re hitting a stationary object with a known location where exactly where you hit it probably doesn’t matter that much, you don’t make the hidden flat check. This should apply to swallow whole too of course.

Grand Archive

Since you moved the Hand Requirements from Medicine Actions to the Toolkit, that technically means abilities that remove the need for Toolkit also remove the need for a hand. That probably is not intended.

See Right Hand Blood on Kholo for a example.


Player core 269 "Generally an item that weighs 5 to 10 pounds is one bulk" That sounds like a weight to bulk conversion to me.


6 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
agoak wrote:
Player core 269 "Generally an item that weighs 5 to 10 pounds is one bulk" That sounds like a weight to bulk conversion to me.

Generally =/= Always. That same rule goes on to say that different circumstances can shift bulk up or down regardless of weight.

Bulk is an abstraction of what someone can carry, not a direct conversion tool.


Christopher#2411504 wrote:

Issues with Immobilized

"If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place."
What if the effect moving you is a save spell, like Pushing Gust?
What if it is a Spell without save, like Friendly Push?

This comes up in multiple places for other things and works the same as those: you can use the caster's save DC - 10 as the modifier on a roll for the check. In this case, that also happens to be the spell attack modifier of the caster.

Quote:

Various Engulf/Swallow whole issues

Line of Effect:
Logically being inside a creature should break line of effect to everything outside (and possibly even other things inside, in case of some swarms or oozes).
But it isn't stated anywhere.

It doesn't need to be stated because it's obvious that you don't have line of effect through something like that. You even said as much.

Quote:

Helping from outside:

The biggest problem is that there is no way for creatures from the outside to help. Affirmatively breaking line of effect actually makes that work.
One houserule my group tried was "3 attacks from the outside that overcome the rupture treshold free the creature".
Maybe something around that? Like maybe a Free Action/Reaction Escape attempt, if a external attack overcomes Rupture Threshold?

This is an interesting idea and would best be fleshed out in its own thread. :)


Christopher#2411504 wrote:

Since you moved the Hand Requirements from Medicine Actions to the Toolkit, that technically means abilities that remove the need for Toolkit also remove the need for a hand. That probably is not intended.

See Right Hand Blood on Kholo for a example.

That sounds like an actually meaningful benefit for what are even with it pretty weak feats. Removing it would be bad.

Grand Archive

ScooterScoots wrote:
Christopher#2411504 wrote:

Since you moved the Hand Requirements from Medicine Actions to the Toolkit, that technically means abilities that remove the need for Toolkit also remove the need for a hand. That probably is not intended.

See Right Hand Blood on Kholo for a example.

That sounds like an actually meaningful benefit for what are even with it pretty weak feats. Removing it would be bad.

So, how are you using you right hand blood to heal without using your right hand, because that one is hold a weapon?

Grand Archive

1 person marked this as a favorite.

Does Dirty Trick benefit from Agile?
It used the empty hand, but the "Multiple Attacks with Athletics" rule technically only covers athletics.

It might be a good idea to generallize that for all Skill actions, including Feets.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Shokasura (MC2 pg 42) have the same damage die on both their claws and thorns attacks (1d8+1), which is a little weird because the thorns are both agile and have an affliction rider. Normally either of those things would be cause to step the damage die down.

Grand Archive

Runelords have the knock-off Staff Nexus Thesis with their Personal Rune/Bonded Item:
"In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff only you can prepare and contains the sin spells from your sin up to the highest rank of spell you can cast (including your cantrips). Your personal rune isn't a property rune and doesn't count against the weapon's limit of such runes.

When you prepare your bonded weapon as a staff, you can physically merge one other staff in your possession into it, adding the staff's spells to your bonded weapon until your next daily preparations. While merged, the weapons haft takes on aesthetic aspects of the staff."
Those spells you add - could you add or cast them at a higher Rank?

For example, could a Envy Runelord cast a Heightened Dispel Magic from their Personal Rune Staff? Could they decide to add it at a higher Rank that Daily Preparation? Or would they be capped at Rank 2 Dispel Magic from the Staff for Levels 3-20?


1 person marked this as a favorite.
Christopher#2411504 wrote:
ScooterScoots wrote:
Christopher#2411504 wrote:

Since you moved the Hand Requirements from Medicine Actions to the Toolkit, that technically means abilities that remove the need for Toolkit also remove the need for a hand. That probably is not intended.

See Right Hand Blood on Kholo for a example.

That sounds like an actually meaningful benefit for what are even with it pretty weak feats. Removing it would be bad.
So, how are you using you right hand blood to heal without using your right hand, because that one is hold a weapon?

I bite my right hand. Or anywhere on the right side, the feat doesn’t actually require it be from the hand.


ScooterScoots wrote:

RAW hitting a wall of force has a 50% flat check because it’s invisible. This effectively gives it double health.

I propose the “broad side of a barn” rule. If you’re hitting a stationary object with a known location where exactly where you hit it probably doesn’t matter that much, you don’t make the hidden flat check. This should apply to swallow whole too of course.

I always assumed needing to roll to hit when attacking while swallowed whole was more about getting decent leverage in a dark, cramped space.


Squark wrote:
ScooterScoots wrote:

RAW hitting a wall of force has a 50% flat check because it’s invisible. This effectively gives it double health.

I propose the “broad side of a barn” rule. If you’re hitting a stationary object with a known location where exactly where you hit it probably doesn’t matter that much, you don’t make the hidden flat check. This should apply to swallow whole too of course.

I always assumed needing to roll to hit when attacking while swallowed whole was more about getting decent leverage in a dark, cramped space.

Pretty sure they're talking about the miss chance for not seeing the target, not so much the AC. The argument's that there are zero issues targeting either because it's right there (!) so how could one miss. The counterargument is one might not gauge one's distance well for a proper hit, might even calculate incorrectly (depending on how much interaction has occurred). Inside a stomach, one might strike toward an empty area (depending on the size & nature of said stomach). Or whatever best represents the roll of the dice, as the rules say so though in scores of years of DM-GMing, I hadn't even considered miss chances for either case. Now I think I kinda have to apply them, perhaps letting the person take an action to nullify the miss chance. Comparably, even if grappling an invisible target, Strikes would retain the same miss chance, right?

Liberty's Edge

2 people marked this as a favorite.

I always rule Touch as a Precise sense for most creatures.


4 people marked this as a favorite.

Gadget Specialist should let the DC's of the gadgets scale to your Inventor class DC. Alchemist gets this for free as part of their kit in respect to the effects of Alchemical items, and as it stands most gadgets that Inventors can acquire get left in the dust as they advance in level.
Also Unstable Redundancies should be a lower level and should scale with your rank in crafting (2 at Master, 3 at Legendary). I get that the fact that Paizo wants to be balanced with Focus Points, and you can theoretically use them an infinite number of times if you get good rolls, but just statistically up until you can take Unstable Redundancies, you will only be using them once per fight.


4 people marked this as a favorite.

So these are more suggestions for changes rather than to fix something that is unclear/broken.

but I really think the speed increase from the fleet feat should apply to all of your speeds, rather than just your land speed (which is implied by the feat referring to a capitalized Speed specifically as per player core page 420 on speeds). This is how it used to work when you got secondary movement speeds that were based on your land speed. but now feats that give these typically include a specific number for your secondary speed and thus no longer scale along with your land speed. I think the fleet feat therefore needs to apply to those speeds itself to get the same functionality back.

Additionally while we are on the topic of speeds. It feels weird that merfolk only have 25 swim (while also fully sacrificing their land speed) while azarketi and the upcoming aquatic elf just get 30 swim while also having 20 and 30 land speed respectively. So I think merfolk should get 30 swim speed.


1 person marked this as a favorite.

Also this is such a minor thing but it bothers me. If Wake the Dead #1 is still in circulation, Silver Orb needs to have the Consumable trait added to it. It is literally the only bomb that does not have that trait.


1 person marked this as a favorite.

For the Gunslinger Feat Fakeout, it has the following requirement:
> You're wielding a loaded firearm or crossbow.

For Combination Weapons, they can be in a melee or ranged configuration.

Notably, *all* Combination Weapons can still fire their firearm despite being in melee configuration.

From the Combination Trait:
> However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike.

Additionally, Critical Fusion also enables firing the firearm without leaving melee configuration.

The Combination Trait also explicitly refers to it as "one weapon".

The Wielding Rules state:
> You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it.

So, can you Fake Out using a Combination Weapon that is in melee configuration mode? This matters quite a bit to Triggerbrands, given their preference for being in melee configuration.

Liberty's Edge

TPV wrote:

For the Gunslinger Feat Fakeout, it has the following requirement:

> You're wielding a loaded firearm or crossbow.

For Combination Weapons, they can be in a melee or ranged configuration.

Notably, *all* Combination Weapons can still fire their firearm despite being in melee configuration.

From the Combination Trait:
> However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike.

Additionally, Critical Fusion also enables firing the firearm without leaving melee configuration.

The Combination Trait also explicitly refers to it as "one weapon".

The Wielding Rules state:
> You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it.

So, can you Fake Out using a Combination Weapon that is in melee configuration mode? This matters quite a bit to Triggerbrands, given their preference for being in melee configuration.

Well, you can even reload a Combination firearm when it is in melee mode. So, I would say Yes.

Grand Archive

TPV wrote:

For the Gunslinger Feat Fakeout, it has the following requirement:

> You're wielding a loaded firearm or crossbow.

For Combination Weapons, they can be in a melee or ranged configuration.

Notably, *all* Combination Weapons can still fire their firearm despite being in melee configuration.

From the Combination Trait:
> However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike.

Additionally, Critical Fusion also enables firing the firearm without leaving melee configuration.

The Combination Trait also explicitly refers to it as "one weapon".

The Wielding Rules state:
> You’re wielding an item any time you’re holding it in the number of hands needed to use it effectively. When wielding an item, you’re not just carrying it around—you’re ready to use it.

So, can you Fake Out using a Combination Weapon that is in melee configuration mode? This matters quite a bit to Triggerbrands, given their preference for being in melee configuration.

I definitely see the issue.

"When wielding an item, you’re not just carrying it around—you’re ready to use it." PC1 267
A Combination weapon in melee mode doesn't sound "ready to use it" as ranged weapon.

"Notably, *all* Combination Weapons can still fire their firearm despite being in melee configuration."
I would say that is more "specific beats general"
Generally you can't fire a combination weapon im melee mode. Just some parts of the Combination and Critical Fusion rules are more specific.

Grand Archive

There are questions about how long Quick Alchemy Poisons last.

The most common ruling I heard is "until start of next turn in your hand, 10 minutes on your weapon". But that isn't a actual rule.

Also, what about Familiar Poison Reservoir? Would it last 10 minutes in there?

Grand Archive

Pure Legion Enforcers "No Gods, Only Mortals!" - shouldn't this have traits like Mental, Emotional, Fear?

While I could not find any Mindless Divine Spellcasters, those might exist in the future. And I did not check for the other immunities.

Grand Archive

With forced movement that can throw people off cliffs, you usually take care to limit the distance to 10ft or so. So that keeping 20-30 ft distance to a drop is a sensible defense.

You kinda forgot that part with Juggernaut Charge, which can pull people a full Stride distance to their doom. The only defense is a single Strike. No consideration for Size. No consideration for 30-50 ft movement speeds. Not even a need to run off that cliff yourself.

Reactions can't save them either, because a Rank 2 Laughing Fit turns those off on a successful save. Plus them might have used them already.


3 people marked this as a favorite.
Christopher#2411504 wrote:

There are questions about how long Quick Alchemy Poisons last.

The most common ruling I heard is "until start of next turn in your hand, 10 minutes on your weapon". But that isn't a actual rule.

Also, what about Familiar Poison Reservoir? Would it last 10 minutes in there?

This was clarified in the latest round of Errata (Player Core, Spring 2026):

"Quick Alchemy creates an item that remains potent only until the start of your next turn (or end of your current turn for a versatile vial), and says that an effect created by such an item that would have a duration longer than 10 minutes lasts for 10 minutes instead. The part saying the item “remains potent” means the item can be Activated only in that time frame. The effect is any ongoing effect after the item’s activated.

For example, if you used Quick Alchemy to create a greater silvertongue mutagen, you would need to drink it by the start of your next turn or it would go inert. If you did drink it in that time, you would gain its effects, but only for 10 minutes instead of for its normal 1-hour duration.

Similarly, if you created lethargy poison, you would need to Activate it by applying it before the start of your next turn, then the weapon would remained poisoned for up to 10 minutes. If someone waited 9 minutes, then hit with a Strike with the poisoned weapon, the affliction could last beyond the 10-minute limit due to the exception for slow-acting afflictions described in the sidebar on page 61."

The poison must be activated before the start of your next turn, per Quick Alchemy. So using Quick Alchemy poison with the Familiar's Poison Reservoir ability is tricky, though not impossible.

Grand Archive

2 people marked this as a favorite.

Battle Oracles "Any immunity or resistance you have to spells is suppressed." affects immunity to beneficial spells like Shield and Guidance. Where the immunity is supposed to act as a cooldown, not a defense.

It should probably only cover "immunity or resistance to detrimental spells".

1 to 50 of 312 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Pathfinder Fall 2026 Errata Suggestion Thread All Messageboards

Want to post a reply? Sign in.