Pathfinder FAQ

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  • Page 131: In the penultimate sentence of the Deimatic Display druid feat, remove "and creatures are not affected if they can see you." A "not" was erroneously added after bringing this feat over from Advanced Players Guide, and the Demoralize attempt gaining the visual trait is the important part of that sentence.

  • Page 141: The fighter's Aggressive Block feat was erroneously changed to be a reaction. After the feat's name, replace the reaction symbol with the free action symbol.

  • Page 155: In the Key Terms sidebar, under Warden Spells, change the last paragraph to the following: "Focus spells are automatically heightened to half your level rounded up. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells appear on page 298." This text is in line with the remastered Focus Point rules, and avoids confusion about how and where these rules have changed.

  • Page 215: In the first sentence under Expert Spellcasting Feat, replace “expert in spell attack rolls and DCs of the appropriate magical tradition” with “expert in spell attack modifiers and spell DCs”.

    Also, in the first sentence under Master Spellcasting Feat, replace “master in spell attack rolls and DCs of the appropriate magical tradition” with “master in spell attack modifiers and spell DCs”.


  • Page 235: In the success entry for the Long Jump action, add "up to" between "Leap" and "a distance." This makes this result similar to the High Jump success and critical success entries. After all, we didn't intend to force you to jump all the way across the room and into a wall if you happen to roll high! 

  • Page 281: In the Ranged Weapons table, change the price of the arbalest from 12 gp to 8 gp.

  • Pages 304, 307, and 309: On all three pages, the daze spell description should read "Cloud a creature's mind and possibly stun it." 

  • Page 307: Remove grim tendrils from the list of divine 1st-rank spells. It was not intended to be added to the divine list.

  • Page 314: There are two typos in the acid grip spell. First, "Area 1 creature" should be "Targets 1 creature". Second, the spell doesn't have a set duration; delete "Duration 1 minute". The persistent damage dealt by the acidic hand determines how long the spell lasts.

  • Pages 316-317: Some battle forms listed in the avatar spell need more information for their Strikes' deadly trait. Use the following information for the listed weapon.

    • Cayden Cailean rapier (deadly 3d8)
    • Desna starknife (deadly 3d4)
    • Erastil longbow (deadly 3d8)
    • Shelyn glaive (deadly 3d8)
    • Urgathoa scythe (deadly 3d10)
  • Pages 317 and 318: Both the bane and bless spells should have the aura trait.

  • Page 320: The cleanse affliction spell accidentally lists two casting times. Two actions is correct, so delete "Cast 1 minute".

  • Pages 320-321, 357-358, 361: The spells clear mind, sound body, and sure footing remove many different conditions, but none of them could get rid of slowed! Adding the slowed condition to the list of  conditions you can attempt to counteract with all of these spells gives your group the best chance possible to deal with that particular condition. Change the 4th-rank heightened version of each of these spells to the following

    • Clear Mind (pages 320-321): Add confused, controlled, and slowed to the list of conditions.
    • Sound Body (pages 357-358): Add drained and slowed to the list of conditions.
    • Sure Footing (page 361): Add immobilized, slowed, and restrained to the list of conditions.
  • Page 321: The control water spell doesn't list a duration for how long its changes to the water level last. Since permanent alterations to an area's water level have wide-reaching implications, add "Duration 1 hour" after its Defense entry. Note that this won't affect how long a creature with the water trait might be slowed by this spell.

  • Page 329: The enfeeble spell doesn't rely on a spell attack roll, so it shouldn't have the attack trait.

  • Page 331: The figment cantrip is intended for all manner of sneaky shenanigans. It should have the subtle trait. The subtle trait is described in the sidebar on page 302.

  • Pages 332-333: The frostbite spell doesn't rely on a spell attack roll, so it shouldn't have the attack trait.

  • Page 358: The speak with plants spell was erroneously printed with too many action symbols! After the spell's name, remove one instance of the two-actions symbol.

  • Page 363: Reposition has been added to the list of standard Athletics skill actions, so the telekinetic maneuver spell should offer the same options. Add "Reposition" to the spell's second sentence, between "Disarm" and "Shove."

  • Page 382: The tempest surge druid focus spell does a bit too much when a target critically fails their Reflex save. Remove all references to persistent electricity damage from the spell description and its heightened entry.

  • Page 403: In the third paragraph under Spell Attack Rolls, remove the sentence "Like your attribute modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources." With a unified spell attack proficiency rank across traditions, this sentence no longer applies.

  • Pages 411: The text for the wounded condition was changed for consistency, but became consistent with the wrong piece of text. This would lead to much deadlier encounters! The following changes should ensure that death and dying works the way we intended.

    • In the Recovery Checks degrees of success, remove all instances of "(plus your wounded condition, if any)"; that's both in the failure and critical failure entries.
    • Under Taking Damage, remove the final sentence that reads, "If you have the wounded condition, remember to add the value of your wounded condition to your dying value." This reminder should only apply to when you gain the dying condition after getting knocked out.
  • Page 422: It may seem like a Tiny creature can move through your space, but you can't move through their space! This isn't what we intended. Add the following sentence to the second paragraph under Creatures of Different Sizes: "Similarly, other creatures can move through and end their movement in a Tiny creature's space."

  • Page 226: In the fortification rune description, replace "the Strength required to reduce its penalties by 2" with "the Strength modifier require to reduce its penalties by 1".

  • Page 230: The electric eelskin's activation entry lists a spell attack modifier, but the thunderstrike spell it unleashes isn't an attack spell and requires a saving throw. Replace "spell attack modifier of +19" with "DC of 29".

  • Pages 248-250: Throughout all poisons, replace all instances of "Interact" in the Activate line with "(manipulate)".

  • Pages 255-256: In penetrating ammunition's activate entry, replace "Interact" with "(manipulate)".

  • Page 262: The general magic scroll stat block erroneously includes a Frequency. We didn't intend for you to overcharge your scrolls! Replace "Frequency once per day, plus overcharge;" with "Effect".

  • Page 276: The skeleton key's activation entry mentions a spell that doesn't exist. Replace "The key casts breach" with "The key casts knock".

  • Page 314: The flare bolt gift activation requires a spell attack roll with your relic, so it should have the attack trait. Add "attack" before "concentrate" in the parentheses.

  • Page 317: The grappling vine gift activation requires an attack roll with your relic, so it should have the attack trait. Add "attack" before "manipulate" in the parentheses.

  • Page 30: Change the agile trait in the ironhoof centaur's hoof unarmed attack to the finesse trait.

  • Page 44: The minotaur's Stretching Reach was intended to work similarly to a stance, with the minotaur having to spend an action in combat to gain access to a benefit (rather than walking around town with their sword arms permanently stretched out). We've changed this to simply be a stance to get this across more simply. Add the stance trait to Stretching Reach. Remove the language about the Interact action and instead add the one-action icon to the feat.
    The feat's description now reads:

    You can leverage your size and muscle to extend your reach and attack more distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn’t have reach, the weapon gains a reach of 10 feet.

  • Page 49: The saving throw for the lantern surki’s Lantern Beam evolution is a Reflex saving throw.

  • Page 62: The murmuration cantrip is a saving throw spell, but its heighted entry matches that of an attack roll spell. Change the murmuration cantrip’s heightened entry to “The damage increases by 1d4, or by 2d4 on a critical failure (1d4 of which is sonic and 1d4 of which is piercing).”

  • Page 103: Increase the level of the trollhound pick to 5 and its Price to 140 gold.

  • Page 113: The supramarine chair, land-delver’s chair, and similar aquatic accessibility options are intended to allow aquatic creatures to operate on land. Add the last sentence to the item: “You increase your Speed to 20 feet or your swim Speed, whichever is lower.”

  • Page 22: A creature you summon with the Fearsome Familiar feat gains the summoned trait. We also slightly changed the description away from "elemental familiar" to make it clear you can still swap out whatever familiar you have, not just a familiar with the elemental trait.

    As an additional clarification, the elemental can appear in a space it can't normally reach, such as an elemental that can't fly replacing a flying familiar. This doesn't give it any abilities it didn't have though, so an elemental with no fly Speed would still fall, one that can't breathe water would start drowining, and so on. (Ask your GM!) The same goes for a familiar returning to replace the elemental when the effect ends.  

  • Page 26: In Armor in Earth, change the Strength entry to +3. This text didn't get updated for the remaster change to remove ability scores and use only attribute modifiers.

  • Page 26: The Tremor impulse erroneously lists two different damage dice for the base damage and the damage increase at higher levels. Change the "Level (+2)" entry to 1d8.

  • Page 27: Cut the stance trait from Rebirth in Living Stone. It's meant to be a sustained ability that can be used in conjunction with Assume Earth's Mantle and other stances. 

  • Page 29: The wall of fire you create with Architect of Flame must be within 120 feet (the same range as the spell).

  • Page 30: Add the attack trait to Magnetic Pinions.

  • Page 30: In Metal Carapace, change the Strength entry to +2. This text didn't get updated for the remaster change to remove ability scores and use only attribute modifiers.

  • Page 30: The barricade you create with Scrap Barricade must be within 120 feet.

  • Page 31: Conductive Sphere's electricity damage was meant to scale up, but the entry went missing. Add it to the end of the feat: "Level (+3) The damage dealt by the sphere increases by 1d12."

  • Page 32: Winter Sleet was too strong for multiple reasons. It's been revised to act more like the grease spell, no longer makes creatures off-guard automatically, and now uses your impulse DC. Your DC has a penalty to avoid a long-lasting ability with a low action cost from being too powerful, as often seen in the DCs of monster auras. The first paragraph now reads as follows; the second paragraph is unchanged.

    "Bone-chilling, swirling sleet surrounds you, cruel as deepest winter. Surfaces in your kinetic aura are coated in slippery ice. A creature that moves on the ice immediately falls unless it succeeds at an Acrobatics check or Reflex save against your impulse DC – 2. A creature that Steps or Crawls doesn’t have to attempt a check or save. You’re immune to this effect."

  • Page 34: In Hardwood Armor, change the Strength entry to +2. This text didn't get updated for the remaster change to remove ability scores and use only attribute modifiers.

  • Page 34: The palisade you create with Wooden Palisade must be within 120 feet.

  • Page 35: Hedge Maze had some confusing wording, and was a bit restrictive. We've updated it to allow more flexibility, give better cover, and just generally make it more useful in more situations. Please note that it now fills fewer maximum squares. It's also different enough from wall of shrubs that it no longer refers to the spell.

    Change the first paragraph to the following.

    "You sculpt a manicured maze of hedges. Up to 10 hedges spring from the ground where you choose in a 30-foot-square area within 120 feet. Each is 10 feet long, 5 feet wide, and 15 feet tall. The hedges grant standard cover, are difficult terrain, and have a Climb DC of 15. They last until the end of your next turn, and you can Sustain the impulse up to 1 minute."

  • Page 35: Turn the Wheel of Seasons should say "dazzled" instead of "dazed" in the effects for summer.

  • Page 36: Rail of Rust is missing its duration. Add "The cloud lasts 1 minute but ends if you use the impulse again.”

  • Page 36: Add the composite trait to Ash Strider.

  • Page 36: Add the attack trait to Elemental Artillery.

  • Page 37: The Lightning Rod impulse was very hard to use effectively and had some unclear wording. We're changing it to be a more powerful Elemental Blast, to work at range so it's easier to use at 3 actions, and removing the secondary saving throw. Change its text as follows.

    "You smash a metal rod into your foe and call lightning to it. Attempt a 2-action melee or ranged Elemental Blast using the metal element. On a hit, the target takes an additional 1d12 electricity damage and is skewered with a metal rod, which gives it a –1 circumstance penalty to AC and saves against electricity; the penalty is –2 if the creature also has the metal trait, is made of metal, or is wearing metal armor. The creature can attempt to pull the rod free using an Interact action, but must succeed at a DC 10 Athletics check."

  • Page 37: Add the attack trait to Molten Wire.

  • Page 37: Roiling Mudslide is missing its area! It affects each creature in a 30-foot cone.

  • Page 37 (Clarification) For the Tree of Duality impulse, you don't choose just one effect—you get both each time you use the impulse. The different entries are separated with bullets so its effect on allies is clearly separated from its effect on enemies.

  • Pages 42–43: The crysmal's name wasn't updated during the remaster process. The familiars should be called cullitox shardlings.

  • Page 43: Elemental scamp familiars are described with old text that didn't get properly updated. Change their description to the following:

    The elementals called scamps look similar to bats, but their bodies are made primarily of elemental matter. They have large, staring eyes and small, curved fangs. 

  • Page 53: Conductor's Redirection needed some adjustments. To make it play more smoothly, we've changed it to a basic saving throw and clarified that the damages uses the triggering damage. If you critically fail your save and take double damage or have a resistance that reduces the damage, the enemy you redirect the electricity to still uses the initial amount for their basic save.

    The feat's description now reads as follows.

    "You conduct the damage through your body, taking damage as normal (if applicable) and redirecting it at one target within 10 feet that you can see. That target takes an equal amount of damage with a basic Fortitude save against the higher of your class DC or spell DC. The damage they take is based on the triggering damage, not modified by your degree of success, resistances, and so forth."


  • Page 57: The Kineticist Dedication trait should give you training in Nature similar to how other multiclass dedication feats work. Add this sentence: "You become trained in Nature; if you were already trained in Nature, you instead become trained in another skill of your choice."

  • Page 60: Water Step is in the wrong place and at the wrong level. It should be level 8 and appear between Metabolize Element and Reverberating Spell.

  • Page 69: Ranginori has a spell that was added to the divine list as of Player Core. In his Cleric Spells entry, change "4th: fly" to "4th: aerial form".

  • Page 70: In the cleanse air spell has a couple confusing bits. First, the spell prevents the contaminants for the spell's full duration. The "further contamination" text refers to after the spell ends. Update the description to the following.

    "You purify the air in the area, making it clean and breathable. The spell immediately removes inhaled poisons, pollution, and similar contaminants from the air. For the remaining duration, the spell prevents any further contamination from altering air in the area, including keeping toxic air bordering the area from coming inside. (This doesn’t prevent contaminants from coming in after the spell ends.) This spell doesn’t create air, so casting it underwater wouldn’t create breathable air, nor would it affect any toxins within air suspended in the water."

    Second, the heightened versions do in fact increase the burst but not the range, meaning you still need to cast the center of the burst fairly close to you even if its radius is 1 mile.

  • Page 75: The jaathoom's scarf has an incorrect DC. In the Jaathoom's Rebuke activation, change DC 18 to DC 27.

  • Pages 76-77: Wisp chain's activation was missing its frequency and didn't scale its damage up for stronger types of the item. Slicing Links can be activated once per day, and its damage increases as follows:

    Greater wisp chain (level 9): 9d6 damage

    Major wisp chain (level 15): 12d6 damage

    True wisp chain (level 19): 16d6 damage

  • Page 84: Change the jaathoom shuyookh's AC to 29.

  • Page 94: Glass shield received several changes. Damage was changed to not use your spellcasting ability modifier, bringing it in line with other remastered spells. We also removed the Hit Points from the shield and its scaling. This means the shield isn't any less likely to be shattered and deal damage as it heightens. We adjusted the text to include all the necessary parts of the shield spell for convenience. The new stat block reads as follows.

    Glass Shield [one-action] Cantrip 1

    Cantrip, Concentrate, Earth

    Traditions arcane, primal

    Duration until the start of your next turn

    Defense basic Reflex

    You summon a layer of clear glass to keep you from harm. This counts as using the Raise a Shield action, giving you a +1 cirumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. You can Shield Block with the glass shield. It has Hardness 2. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. When you Shield Block, the shield explodes in a shower of glass. If creature that broke it is within 5 feet, the shards deal 1d4 piercing damage to that creature with a basic Reflex save. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.

    Heightened (3rd) The shield has Hardness 4, and the damage increases to 3d4.

    Heightened (5th) The shield has Hardness 7, and the damage increases to 4d4.

    Heightened (7th) The shield has Hardness 10, and the damage increases to 5d4.

    Heightened (9th) The shield has Hardness 12, and the damage increases to 6d4.


  • Page 97: Add the subtle trait to tremor signs, making it match the message spell.

  • Page 98: There are two changes in the aeon stone stat block. In the olivine pendeloque, change the item bonus to +3. Since this has the same item level as a greater resilient rune, it's highly likely a +2 item bonus to saves would be obsolete when you get the item or soon thereafter.

    In the polished pebble, change "item bonus to Fortitude saves and DCs" to just "+1 item bonus to saves and DCs." This ability is meant to work against all grappling and slowing abilities, not just ones that require Fortitude saves or DCs. (Notably, Swallow Whole typically uses a Reflex save, not Fortitude.)

  • Page 103: The crysmal's name wasn't updated during the remaster process. These creatures are now called cullitox.

  • Page 128: Add Athletics +22 to the solar crow's skills.

  • Page 132: Add Athletics +15 to the rakkatak's skills.

  • Page 140: Ferrumnestra's cleric spells accidentally include a spell that's already on the divine list. In the Cleric Spells entry, change "1st: detect metal (page 142)" to "1st: conductive weapon (page 142)". 

  • Page 141: Laudinmio's cleric spells accidentally include a spell that's already on the divine list. In the Cleric Spells entry, change "1st: detect metal (page 142)" to "1st: fold metal (page 143)". 

  • Page 147: The spellsap grenade doesn't specify what its item bonus applies to. Like other alchemical bombs, this bonus applies to the attack roll you make when you throw the bomb.

  • Page 156: The skymetal striker's temporal stutter ability referred to "quickened 1" and "quickened 2," but quickened doesn't have a condition value. Remove the Critical Success entry and change the Success entry to just "quickened" instead of "quickened 1."

  • Page 157: Add the swarm trait to the nanoshard swarm.

  • Page 170: Kelizandri's cleric spells included a spell that's already on the divine list. In the Cleric Spells entry, change "1st: fear" to "1st: hydraulic push". 

  • Pages 170–171: Both the water lords should let you breathe underwater when you take on their avatar forms. In both Kelizandri and Lysianassa's avatar spell abilities, add "can breathe underwater."

  • Page 172: Remove the attack trait from dive and breach.

  • Page 173: Grasp of the deep's damage was difficult to understand, and could be interpreted several ways. We've shifted it to be more of a standard damage expression that deals half on a success, full on a failure, and double on a critical failure rather than introducing a new set of damage on a failure. It now reads as follows.

    "You grip one target with the phantasmal pressure of the deep sea, disorienting and crushing its lungs and joints. The target takes 6d6 bludgeoning damage and other effects, depending on its Will saving throw.

    Critical Success The creature is unaffected.

    Success The target takes half damage.

    Failure The target takes full damage, and feels as though it’s being crushed. The target also becomes grabbed, but it can attempt to Escape with an Escape DC equal to your spell DC.

    Critical Failure As failure, but the target takes double damage."


  • Page 182: In the faydhaan shuyookh's 7th-rank spells, change magnificent mansion to planar palace.

  • Page 199: Wall of shrubs has been adjusted to function a bit more like the hedge environmental feature and to clarify the 5th-rank version can still be cast as a line if you choose. Change the heightened entries to the following.

    "Heightened (3rd) The shrubs are 10 feet tall and 5 feet thick, provide standard cover, are difficult terrain, and have a Climb DC of 15. The duration increases to 10 minutes.

    "Heightened (5th) As 3rd rank, but the shrubs provide greater cover and the duration is 1 hour. You can choose to form a ring of shrubs with a diameter of up to 30 feet instead of a line."

  • Page 202: Splintering spear has an error in its major splintering spear entry. It should become a major striking spear, not a "superior" one.

  • Page 208: Add Athletics +15 to the carved beast's skills.

  • Page 208: Add Athletics +17 to the pine pangolin's skills.

  • Page 209: Add Athletics +14 to the snapdrake's skills.

  • Page 222: Elemental breath includes both a range and area entry. It should have an area of a 60-foot-cone and no Range entry. Additionally, the spell's bullets should be numbers. (1 is air, 2 is earth, 3 is fire, 4 is metal, 5 is water, and 6 is wood.)

  • Page 227: The jann shuyookh used the standard jann's save DC for commanding presence by accident. Change the DC to 26.

  • Page 238: The wood trait should say "wood trait" in the first sentence, not "metal trait."

  • Page 51: In the fourth paragraph, remove Yana Mashilene's micro stat block and replace it with "(see page 31)"

  • Page 75: The Thrill-Seeker background incorrectly lists Athletics as one of the two boosts. Replace "Athletics" with "Strength"

  • Page 76: It was a bit unclear as to when you could be using Rolling Landing. In the second sentence, after "If you fall" add "more than 5 feet"

  • Page 78: In the second sentence of the critical success line of the Devrin's Cunning Stance feat, add the word "successfully" before the word "Strike"

  • Page 81: Acknowledge Fan was a bit more powerful than desired. Add the incapacitation trait to the feat. Add the following sentence to the end of the feat description: "Regardless of the result, the target becomes temporarily immune to Acknowledge Fan for 1 minute." Finally, add the word "temporarily" before the word "immune' in both the critical success and success lines.

  • Page 81: Quick Spring's wording allowed for more movement than intended. Change the feat description to the following: "Ishii Bunji is a skilled tumbler, and learning his technique allows you to push yourself off a foe and propel yourself across the battlefield faster. If you succeed at an Acrobatics check to Tumble Through an enemy’s space, you can Stride again as a free action after you complete your current movement."

  • Page 85: The cape of grand entrances incorrectly grants a circumstance bonus. Change the circumstance bonus to an item bonus.

  • Page 89: Change the flashy disappearance spell from one-action to two-actions and add a somatic component. Change the second sentence to read "You become undetected to all creatures that rely on visual senses unless they can see invisible creatures."

  • Page 89: Change the instant parade spell to 3rd-level. Change the third sentence in the first paragraph to read "You and other creatures can Hide and Sneak inside the crowd, though creatures that disbelieve the illusion still see creatures within as normal." Remove the fourth and fifth sentences from the first paragraph. 

  • Page 90: The musical accompaniment spell became too easy to leave "on" at higher levels. Remove the Heightened (3rd) and Heightened (5th) lines from the spell.

  • Page 17: Under the Unstable trait, the DC for the flat check required when taking unstable actions is reduced from 17 to 15.

  • Page 17: Text for the hampering trait updated to “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.”

  • Page 21: The integrated gauntlet breakthrough weapon modification now specifies that it cannot be used with weapons that have the two-hand or fatal aim traits.

  • Page 24: The text for the Deadly Strike modification has been updated to read as follows:

    Deadly Strike: Through precise calculation, you’ve found the perfect way for your weapon to deal damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, increase the die by up to two die sizes (d6 to d10, d8 to d12), to a maximum of deadly d12.

  • Page 42: Rain of Bolts now allows a basic Reflex save against the higher of your class DC or spell DC.

  • Page 53: The third sentence of Beast Dynamo Howl now reads:

    "Attempt Intimidation checks to Demoralize against each enemy within 30 feet; you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language."

  • Page 63: The backpack ballista, repeating crossbow, repeating hand crossbow, and repeating heavy crossbow have all been updated to the crossbow weapon group.

  • Pages 68-69, 71: The price for essence disruptors used permanent prices rather than consumable prices. They have been updated to the following:

    • Lesser etheric essence disruptors and lesser material essence disruptors are now 12 gp
    • Moderate etheric essence disruptors and moderate material essence disruptors are now 70 gp
    • Greater etheric essence disruptors and greater material essence disruptors are now 300 gp
    • Major etheric essence disruptors and major material essence disruptors are now 1,300 gp
  • Page 71: The bonuses and penalties from the magnetic suit are now status bonuses and penalties, rather than item bonuses and penalties. The duration of the granted emanation is now 10 minutes. The initial magnetic suit now has a 10-foot emanation, and the greater magnetic suit now has a 15-foot emanation. The emanation of the suit now provides an AC bonus for allies, rather than all creatures.

  • Page 107: There was an error in Gunslinging Legend that has been fixed so that proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to master instead of expert a second time.

  • Page 110: Spinning Crush ability text updated to the following-

    You go into a vicious spin, smashing your weapon into those nearby and increasing your momentum by firing. All creatures adjacent to you take 4d6 bludgeoning damage plus your Strength modifier; this increases to 6d6 if your firearm has a striking rune, 8d6 if it has a greater striking rune, and 10d6 if it has a major striking rune. This ability does not apply other effects that increase damage with your firearm Strikes such as weapon specialization. Creatures affected by this attack must attempt a basic Reflex save. A creature that fails its save is also pushed 10 feet directly away from you.

  • Page 111: Dual Weapon Reload no longer has an action symbol and reads as follows:

    "You carry your ammunition in a way that allows you to reload while holding two weapons. While you’re wielding two one-handed weapons, each in a different hand, you don’t need a free hand to reload a one-handed ranged weapon you’re wielding.

  • Page 111: Crossbow Crackshot feat text updated to the following-

    You’re exceptionally skilled with the crossbow. The first time each round that you Interact to reload a crossbow you are wielding, including Interact actions as part of your slinger’s reload and similar effects, you increase the range increment for your next Strike with that weapon by 10 feet and deal 1 additional precision damage per weapon damage die with that Strike. If your crossbow has the backstabber trait and you are attacking an off-guard target, backstabber deals 2 additional precision damage per weapon damage die instead of its normal effects.

  • Page 112: Alchemical Shot has been updated in the following ways-

    • "in the other" has been removed from the requirements line
    • The second sentence now reads "You Interact to retrieve the bomb (if it’s not already in your hand) and pour its contents onto your ammunition, consuming the bomb, then resume your grip on the required weapon."
  • Page 115: First paragraph of Rebounding Assault updated as follows-

    "You hurl your melee weapon at an opponent, then fire a bullet into the weapon’s hilt, making it bounce back to your grasp. Make a thrown ranged Strike with the melee weapon, then a ranged Strike with your firearm. Both Strikes use your current multiple attack penalty and this counts as two attacks when calculating your multiple attack penalty. If the melee weapon doesn’t already have the thrown trait, it gains the thrown 10 feet trait during a Rebounding Assault.

  • Page 119: The Slinger’s Reflexes feat now grants an additional reaction “At the start of each creature’s turn” rather than "At the start of each enemy's turn".

  • Page 122: The Fireworks Performer background now gives Fireworks Lore instead of Engineering Lore.

  • Page 130: In Beast Gunner Dedication, the final sentence of the second paragraph now reads "Your key spellcasting ability for these spells is either Charisma or Intelligence, chosen when you take this feat."

  • Page 132: We have made several updates to the Bullet Dancer archetype-

    • Remove Brawling Focus from the Bullet Dancer's additional feats and replace with Qi Spells.
    • Second sentence of Bullet Dancer Dedication now reads: "You gain the Bullet Dancer Stance action and are trained in bayonets and reinforced stocks."
    • Bullet Dancer Burn is now a 4th level feat instead of 6th
    • Bullet Dancer Burn's additional fire damage is now an additional 1 fire damage and 1 persistent fire damage per weapon damage die of the attached firearm.
    • Black Powder Blaze now reads “You learn to take advantage of every shot, flying across the battlefield with the help of your weapon’s recoil. Stride and use Black Powder Boost. Make a melee Strike with the required weapon at any point during the Black Powder Boost.
    • Special If you have Bullet Dancer Burn, apply the additional fire damage to the granted Strike.”
    • References to Attack of Opportunity now refer to Reactive Strike
    • Bullet Dancer Reload is now a 10th level feat instead of 12th
  • Page 140: Spellshot has received the following updates-

    • Spellshot now receives the following additional feats: 4th: Basic Arcana, Basic Wizard Spellcasting; 6th: Advanced Arcana; 8th Arcane Breadth; 12th: Expert Wizard Spellcasting
    • Energy Shot now deals deal an additional 1 acid, cold, fire or electricity damage per weapon damage die on the first three Strikes of the encounter.
    • The Spellshot Dedication now reads as follows: You cast arcane spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for spellshot archetype spells is Intelligence, and they are arcane spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. This counts as the wizard archetype for the benefits of Basic Wizard Spellcasting. Special You can’t select another dedication feat other than Beast Gunner Dedication until you’ve gained two other feats from the spellshot or beast gunner archetypes.
  • Page 150: Reinforced stock two-hand value increased to d8.

  • Page 150: As of Treasure Vault, the capacity trait has been updated to read as follows-

    ”Capacity: Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a bolt or round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an Interact action that doesn’t require a free hand. You can use abilities that let or require you to Interact to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it is fired as a separate Interact action.”

  • Page 150: Bayonet weapon category corrected from "Blades" to "Knife".

  • Page 151: Long air repeater table entry updated to clarify that it is two-handed. It now has the kickback trait.

  • Pages 151-152: Repeating trait now specifies that the Interact actions to replace a magazine are the same as Interacting to reload.

  • Page 152: Scatter trait updated to match Treasure Vault and read as follows-

    ”This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon takes the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die, of the same type as the initial attack.

  • Page 156: Spike Launcher's activated ability clarified to note that the wielder's multiple attack penalty does not increase until they've completed all granted Strikes

  • Page 157: Big boom gun updated to reference a 20 foot range increment rather than a 20 foot range.

  • Page 158: Combination weapons have been updated as follows-

    • Increase the range of the firearm portion of the axe musket to 50 ft., and add the forceful trait to the axe portion. Fatal trait on the firearm version should show as “d10”, not 1d10.
    • Add the monk trait to both portions of the black powder knuckle dusters
    • Add the concealable trait to both portions of the cane pistol.
    • Increase the range of the firearm portion of the gnome amalgam musket to 50 ft.; add backswing to the melee portion. Fatal trait on the firearm version should show as “d10”, not 1d10.
    • Increase the damage die of the firearm portion of the gun sword to 1d10. Reduce the range entry to 30 feet.
    • Increase the damage die for the melee portion of the hammer gun to 1d10. Fatal trait on the firearm version should show as “d10”, not 1d10.
    • Add the finesse trait to the melee portion of the mace multipistol
    • Remove the forceful trait from the melee version of the piercing wind and increase the damage die to 1d6
    • Add the backstabber trait to the firearm portion of the rapier pistol
    • Increase the damage die of the firearm portion of the three-peaked tree to 1d6 and the fatal die to d10.
    • Add the fatal d10 trait to the firearm portion of the explosive dogslicer and the agile trait to the melee portion.
  • Page 158: The dagger pistol now has the versatile S trait instead of versatile P.

  • Page 159: The tethered trait has been updated to match the version in Treasure Vault.

    Tethered: This weapon is attached to a tether that allows you to retrieve it after it has left your hand. If you have a free hand (including if you've just thrown a tethered weapon and have a hand holding nothing but the weapon's tether), you can use an Interact action to pull the weapon back into your grasp after you have thrown it as a ranged attack or after it has been disarmed (unless it’s being held by another creature).

  • Page 159: Critical Fusion trait has been updated to match the version in Treasure Vault.

    "Critical Fusion: Critical fusion is a trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the ranged weapon is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect.

    First, if the ranged weapon is a firearm, you can discharge it to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the ranged weapon to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the ranged weapon, which typically means you have to reload it before firing it again."

  • Page 159: The combination trait has been updated to match the version in Treasure Vault-

    ”Combination: Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. You can Interact to swap between the melee weapon usage and the ranged weapon usage. 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 swapping 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.

    Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.”

  • Page 160: The immolation clan pistol incorrectly referred to itself as a hand cannon in several places; this has been corrected.

  • Page 170: The text for the fairy bullet now reads-

    "These bullets glimmer with emerald green light that dances across the surface of the bullet like a mischievous sprite. On a successful Strike, a fairy bullet casts revealing light (DC 23) extending outward from a corner of the target's space. You choose which corner of the target's space you want the burst to extend out from at the time you declare the associated Strike. Since the fairy bullet is fired before revealing light can reveal the target, the effects don’t affect the flat check for the attack roll with the fairy bullet if the target is hidden from you."

  • Page 184: Large bore modifications incorrectly referred to the bonus damage from kickback as a circumstance bonus; the word "circumstance" has been removed.

  • Can nephilim characters take aasimar or tiefling feats from this book?

    Yes. Aasimar and tiefling feats from this book and any other book are available to nephilims, subject to rarity and GM ruling as normal. As with any legacy material, players may need to work with their GM to determine appropriate rulings, such as swapping references to good or evil damage with spirit damage with holy or unholy sanctification.

  • Page 130: Evanescent Wings now requires one action and has a frequency of once per round. Change the description to the following: "You’ve manifested wings that can flutter for brief spurts. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall."

  • Page 131: Energize Wings is now a 5th-level feat. Update the feat to the following:
    Energize Wings Feat 5
    Sprite
    Prerequisites Evanescent Wings
    Your magic energizes your wings, allowing you to fly farther. The fly Speed you gain from Evanescent Wings increases to 25 feet."

  • Page 131: Hero's Wings is now a 9th-level feat. Update the feat to the following:
    Hero’s Wings Feat 9
    Sprite
    Prerequisites Energize Wings
    Your wings have grown to their full, majestic form, granting you the unlimited power of flight. You have a fly Speed of 25 feet at all times. Furthermore, sprites recognize you as a powerful hero (or villain) by your unique wings and are appropriately impressed. You gain a +2 circumstance bonus on all Diplomacy and Intimidation checks against sprites and gain the benefits of the Glad-Hand skill feat against other sprites, without taking a  –5 penalty to your Diplomacy check. 

  • Page 133: Add the following line to the strix's "Wings" entry in their rules sidebar:
    "Additionally, you take no damage from falling, no matter what distance you fall."

  • Page 136: Remove the Nestling Fall feat.

  • Page 136: Fledgling Flight is now a 1st-level feat. Update the feat to the following:
    Fledgling Flight [one-action] Feat 1
    Strix
    Frequency once per round
    You can fly through the air in short bursts. You Fly. If you don’t normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren’t on solid ground at the end of this movement, you fall. 

  • Page 137: Juvenile Flight is now a 5th-level feat. Update the feat to the following:
    Juvenile Flight Feat 5
    Strix
    Prerequisites Fledgling Flight
    Your wings become stronger, allowing you to fly farther.  The fly Speed you gain from Fledgling Flight increases to 25 feet.

  • Page 137: Fully Flighted is now a 9th-level feat. Update the feat to the following:
    Fully Flighted Feat 9
    Strix
    Prerequisites Juvenile Flight
    You can take to the skies at any time. You have a fly Speed of 25 feet at all times.
    Special You can take this feat a second time. If you do, your fly Speed increases to 35 feet.

  • The removal of alignment necessitates some major changes for the champion class. You can use the following general fixes to play under the remastered rules until the revised class is released in Player Core 2. The tenets of evil and the related causes for evil champions appear in the Remaster compatibility errata for the Advanced Player's Guide

    Pages 106-107: The champion's code class feature and deity and cause class feature require the most difficult fixes, as they rely the most on your character's alignment and your deity's follower alignments. The tenets of your champion's code become more important than your alignment, and add specific edicts and anathema that you must follow. You lose your focus pool and divine ally only when you violate any champion-related anathema. You can choose the tenets of good only if your deity allows you to be sanctified as holy (see below). You can choose the tenets of evil only if your deity allows you to be sanctified as unholy (see Remaster compatibility errata for the Advanced Player's Guide).

    For the Deity and Cause class feature, use the sanctification options listed for the gods presented in Player Core. You can choose the related tenets if the option to be sanctified as holy or unholy is presented for your deity. If the god doesn't allow either sanctification, you can't be a champion of that god. As an exception, if you could follow a certain champion cause before the remaster, you can still choose that cause (along with the related tenets of course) for that specific deity. If your deity isn't presented in Player Core, work with your GM to make a judgment call based on that deity's follower alignments. If your chosen deity allows any good alignments, you can sanctify as holy; if your deity allows any evil alignments, you can sanctify as unholy; if your deity allows both good and evil alignments, you can choose either; and if your deity allows no good and no evil alignments, you can't be a champion of that deity.

    Page 106: Replace the tenets of good with the following text:

    The Tenets of Good
    You gain the holy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following:
    Edicts do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them
    Anathema commit murder, engage in torture

    Pages 106-107: Use the following text for the three causes that must follow the tenets of good in the Core Rulebook. These are no longer as strictly proscribed by alignment.

    Paladin
    You’re honorable, forthright, and committed to pushing back the forces of cruelty. You gain the Retributive Strike champion’s reaction and the lay on hands devotion spell. Your code gains the follow edicts and anathema:
    Edicts follow the law, respect legitimate authorities or leadership
    Anathema take advantage of another, cheat

    Redeemer
    You’re full of kindness and forgiveness. You gain the Glimpse of Redemption champion’s reaction and the lay on hands devotion spell. Your code gains the follow edicts and anathema:
    Edicts try to redeem those who commit wicked deeds, show compassion to others regardless of their authority or station
    Anathema kill a sapient enemy without first offering a chance at redemption

    Liberator
    You defend the freedom of others. You gain the Liberating Step champion’s reaction and the lay on hands devotion spell. Your code gains the follow edicts and anathema:
    Edicts oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives
    Anathema force or threaten someone to act a certain way, engage in slavery or tyranny

    Pages 108-109: In the Divine Smite class feature, replace all instances of "persistent good damage" with "persistent spirit damage". This persistent damage is a holy effect.

  • Many of the champion class feats in the Core Rulebook need to be changed to be compatible with the Remaster.

    Page 110: In the Dragonslayer Oath feat, replace the description with the following text:

    You’ve sworn to slay wicked and nefarious dragons. You gain following edict: “You must slay dragons whose actions are in direct opposition to your deity’s edicts when you encounter them as long as you have a reasonable chance of success.”

    Your Retributive Strike gains a +4 circumstance bonus to damage against a dragon, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a dragon is 7 + your level. If you use Liberating Step triggered by a dragon, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

    You don’t consider dragons whose actions are in direct opposition to your deity’s edicts to be legitimate authorities, even in nations they rule.

    Page 110: In the Fiendsbane Oath feat, replace replace "Add the following tenet to your champion’s code after the other tenets:" with "You gain the following edict:". In addition, replace "good fiend" with "fiend that isn't unholy".

    Page 110: In the Shining Oath feat, replace "Add the following tenet to your champion’s code after the other tenets:" with "You gain the following edict:". In addition, replace "good undead" with "undead that isn't unholy".

    Page 111: In the Vengeful Oath feat, replace the text with the following:

    You’ve sworn an oath to hunt down wicked evildoers and bring them to judgment. You gain the following edict: “You must hunt down and exterminate creatures that have committed heinous atrocities.”

    You can use lay on hands to damage a creature you witness harming an innocent or a  ally as if it were undead; in this case, lay on hands deals spirit damage instead of vitality damage and gains the holy trait. This doesn’t prevent you from healing such a creature with lay on hands; you choose whether to heal or harm.

    Page 112: In the Smite Evil feat, replace "good damage" with "spirit damage if the target is unholy".

    Page 113: In the Sense Evil feat, replace the feat's description with the following text:

    "You sense evil as a queasy or foreboding feeling. You detect unholy creatures as a vague sense, similar to humans’ sense of smell. An unholy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its unholiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Evil for 1 day."

    Page 113: In the Radiant Blade Spirit feat, replace "flaming and any aligned properties (anarchic, axiomatic, holy, or unholy) that match your cause’s alignment" with "flaming, holy if you are holy, and unholy if you are unholy".

    Page 113: In the Aura of Faith feat, replace "Your Strikes deal an extra 1 good damage against evil creatures. Also, each good-aligned ally within 15 feet gains this benefit on their first Strike that hits an evil creature each round." with "Your Strikes deal and extra 1 spirit damage against unholy creatures. Also, each willing ally within 15 feet gains this benefit on their first Strike that hits an unholy creature each round."

    Page 113: In the Blade of Justice feat, replace all instances of "evil" with "unholy" and all instances of "good damage" with "spirit damage".

    Page 114: In the Aura of Righteousness feat, replace "gain evil resistance 5" with "gain resistance 5 to unholy"

    Page 115: In the Celestial Mount feat, replace "weakness 10 to evil damage" with "weakness 10 to unholy".

  • Page 316: In the acid splash cantrip, replace the heightened entries with the following text: 

    "Heightened (3rd) The initial damage increases to 2d6, and the persistent damage increases to 2.
    Heightened (5th) The initial damage increases to 3d6, the persistent damage increases to 3, and the splash damage increases to 2.
    Heightened (7th) The initial damage increases to 4d6, the persistent damage increases to 4, and the splash damage increases to 3.
    Heightened (9th) The initial damage increases to 5d6, the persistent damage increases to 5, and the splash damage increases to 4."

  • Page 331: In the disrupt undead cantrip, replace "1d6 positive damage plus your spellcasting ability modifier" with "2d6 vitality damage".

  • Page 337: In the false life spell, replace "a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier" with "10 temporary Hit Points".

  • Page 360: In the produce flame cantrip, replace "fire damage equal to 1d4 + your spellcasting ability modifier" with "2d4 fire damage".

  • Page 362: In the ray of frost cantrip, replace "cold damage equal to 1d4 + your spellcasting ability modifier" with "2d4 cold damage".

  • Page 373: In the spiritual weapon spell, replace "force damage equal to 1d8 plus your spellcasting ability modifier" with "2d8 force damage".

  • Page 384: In the weapon of judgment spell, replace "force damage equal to 3d10 plus your spellcasting ability modifier" with "4d10 force damage".

  • Page 388: Change the following champion focus spells to account for the removal of alignment.

    In litany against sloth, replace the Targets entry of "1 evil creature" with "1 creature that isn't holy".

    In litany against wrath , replace the Targets entry of "1 evil creature" with "1 creature that isn't holy". In addition, replace all instances of "good creature" with "creature that isn't unholy" and all instances of "3d6 good damage" with "3d6 spirit damage".

    In litany of righteousness, replace "weakness 7 to good" with "weakness 7 to holy".

  • Page 401: In the ki strike spell, replace "This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive." with "This damage can be any of the following types of your choice, chosen each time you Strike: force, spirit, vitality, or void."

  • The changing of several cantrips in the Remaster affects two of the psychic's conscious minds. You can continue to use the cantrips in the Core Rulebook, allowing the psychic to operate as currently written, though note the errata to bring those spells in line with other Remastered cantrips.

    If you wish to use the Remastered cantrips instead of those from the Core Rulebook, there are some small tweaks to the related conscious minds.

    Page 19: The Oscillating Wave conscious mind gains frostbite and ignition instead of ray of frost and produce flame as its standard psi cantrips. Replace the associated text with the following.

    Frostbite

    You can freeze people from even farther away. The range of your frostbite increases to 120 feet. Your frostbite also gains the following amp.

    Amp You drain thermal energy at a distance, using what you plunder to replenish yourself. The orb deals 3d4 cold damage. You gain temporary Hit Points equal to half the damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

    Amp Heightened (+1) The initial damage increases by 2d4 instead of 1d4. The weakness on a critical failure increases by 1.

    Ignition

    You can drastically increase the heat against targets at a distance. When using ignition as a ranged attack, increase the range to 60 feet. When using ignition as a melee attack, your reach increases by 5 feet. Your ignition also gains the following amp.

    Amp You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage plus 1 fire splash damage. When using amped produce flame as a melee attack, increase the damage dice of the initial damage from d10s to d12s. You are not harmed by splash damage from amped ignition.

    Amp Heightened (+1) Instead of using ignition’s normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4.

    Page 21: The Tangible Dream conscious mind gains figment instead of dancing lights as one of its standard psi cantrips. Replace the associated text with the following. While there have been some minor changes to the shield cantrip, the way it is used by the psychic is unchanged.

    Figment

    Your minor illusions shift and dance. The range of figment increases to 60 feet. When you Sustain the spell, you can move the apparent sound or vision up to 15 feet. You can then attempt to Create a Diversion as usual. Those creatures who disbelieved the illusion aren’t affected by this diversion. Your figment also gains the following amp.

    Amp When you amp the spell, you can create a particularly distracting illusion as part of its normal effects. Choose an unoccupied square within the spell’s range. The illusion in that square provides flanking for a single melee attack made before the beginning of your next turn. If you Sustain the spell, the details of the illusion change and shift to keep your enemies unsettled; the flanking illusion’s duration extends until the beginning of your next turn and you can move it to any unoccupied square in the spell’s range. The flanking illusion can’t provide its benefit against any creature who has disbelieved the figment.

  • To bring them in line with the Remaster's damaging cantrips, many of the psychic's unique psi cantrips have their damage adjusted.

    Page 17: In the dancing blade cantrip, replace “damage equal to 2d6 plus your spellcasting ability modifier” with “3d6 damage”.

    Page 21: In the forbidden thought cantrip, replace “1d6 mental damage plus your spellcasing ability modifier” with “2d6 mental damage”.

    Page 21: In the shatter mind cantrip, change "mental damage equal to 2d4 plus your spellcasting ability modifier" to "3d4 mental damage".

    Page 22: In the imaginary weapon cantrip, change “your choice of bludgeoning or slashing damage equal to 1d8 plus your spellcasting ability modifier” to "2d8 bludgeoning or slashing damage (your choice)".

    Page 22: In the astral rain cantrip, replace “your choice of bludgeoning or piercing damage equal to 2d4 plus your spellcasting ability modifier” with “4d4 bludgeoning or piercing damage (your choice)”.

  • Page 106: In the phase bolt cantrip, replace "1d4 piercing damage plus your spellcasting ability modifier" with "3d4 piercing damage".

  • With the removal of spell schools in the Remaster, parts of the magus class require some tweaks to be usable. This errata also includes some corrections from the first printing of the book that are unrelated to the Remaster.

    Page 38: Replace the Arcane Cascade action with the following text: 

    Arcane Cascade [one-action]

    Concentrate, Magus, Stance

    Requirements You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.

    You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

    If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

    Page 48: Replace the Arcane Shroud feat with the following text. Note that heroism was not on the arcane spell list and has been removed from this more flexible version of the action:

    Arcane Shroud [one-action]      Feat 14

    Concentrate, Magus

    Prerequisites Arcade Cascade, Spellstrike

    Frequency once per turn

    Requirements Your most recent action was to Cast a Spell from a spell slot or make a Spellstrike with a spell from a spell slot.

    Your magic has a powerful aftereffect, briefly granting you a certain spell. When you take this feat, choose three of false vitality, fire shield, fleet step, flicker, invisibility, mountain resilience, and see the unseen. You use Arcane Cascade and are subject to an additional aftereffect spell of your choice from the three you selected. This aftereffect spell’s duration lasts until the end of your next turn or its normal duration, whichever is shorter. Using Arcane Shroud again ends any existing spell you gained from Arcane Shroud.

  • With the removal of alignment damage, certain eidolons require some small tweaks to their strikes.

    Page 59: For the angel eidolon's Hallowed Strikes, replace “Your eidolon’s unarmed Strikes deal an extra 1 good damage; as usual, this extra damage harms only evil creatures or those with a weakness to good damage." with “Your eidolon's unarmed Strikes gain the holy trait and deal 1 extra spirit damage to unholy creatures and creatures with weakness to holy.”

    Page 62: For the demon eidolon's Demonic Strikes, replace “Your eidolon’s unarmed Strikes deal an extra 1 evil damage; as usual, this extra damage harms only good creatures or those with a weakness to evil damage." with "Your eidolon's unarmed Strikes gain the unholy trait and deal 1 extra spirit damage to holy creatures and creatures with weakness to unholy.”

  • Page 108: In the gale blast spell, replace “bludgeoning damage equal to your spellcasting ability modifier” with “1d6 bludgeoning damage”.

  • Page 109: In the haunting hymn spell, replace "sonic damage equal to your spellcasting ability modifier" with "1d8 sonic damage". Also, in the spell's heightened entry, replace "1d6" with "1d8".

  • Page 124: In the puff of poison spell, replace "poison damage equal to your spellcasting modifier and 2 persistent poison damage" with "1d8 poison damage and 2 persistent poison damage".

  • Page 127: In the scatter scree spell, replace "bludgeoning damage equal to 1d4 plus your spellcasting ability modifier” with “2d4 bludgeoning damage".

  • Page 130: In the spout spell, replace “bludgeoning damage equal to 1d4 plus your spellcasting ability modifier” to “2d4 bludgeoning damage”. In addition, to give the spell a little more oomph, add the following sentence to the end of the description: "A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn.”

  • The removal of alignment necessitates some major changes for the champion class. Use the following general fixes until Player Core 2 is released. These build upon those in the Remaster compatibility errata for the Core Rulebook

    Pages 116: Replace the tenets of evil with the following text:

    The Tenets of Evil
    You gain the unholy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following. None of these prevents you from performing acts others might consider helpful, but these acts must be done with the expectation that they ultimately furthers your own goals or those of your deity.
    Edict do not put another’s needs before your own or those of your deity
    Anathema commit an entirely altruistic act, such as giving something away in charity

    Pages 116: Use the following text for the three causes that must follow the tenets of evil . These are no longer as strictly proscribed by alignment.

    Tyrant
    Might makes right, and you subjugate the weak to keep them in their proper place. You gain the Iron Command champion's reaction and the touch of corruption devotion spell. You gain the follow edicts and anathema:
    Edicts enforce proper hierarchies, topple illegitimate hierarchies, lead when you are the most suited to the task
    Anathema let one who is lesser than you wield power over you or lead you

    Desecrator
    You always take what pleases you, no matter who it hurts, and you spread your evil influence across all you touch. You gain the Selfish Shield champion’s reaction and the touch of corruption devotion spell. You gain the follow edicts and anathema:
    Edicts subvert or corrupt everything in your path that is pure or holy, sow doubt among those holding ideals of purity or holiness
    Anathema none

    Antipaladin
    You're dishonorable, dishonest, and committed to breaking the false hopes of kindness. You gain the Destructive Vengeance champion's reaction and the touch of corruption devotion spell. You gain the follow edicts and anathema:
    Edicts destroy that which offends you or stands in your way, take advantage of others, cheat, steal
    Anathema bind yourself with a law other than what your deity requires

    Page 117: In the Iron Command, Selfish Shield, and Destructive Vengeance reactions, the extra damage on Strikes is your choice of "spirit or void" instead of "evil or negative".

    Pages 117-118: In the divine smite class feature, replace all instances of "persistent evil damage" with "persistent spirit damage". This persistent damage is an unholy effect.

  • Just like many of the champion class feats in the Core Rulebook needed to be changed to be compatible with the Remaster, the new champion class feats presented in the Advanced Player's Guide require some tweaks.

    Page 118: In the Esoteric Oath feat, replace the description with the following text:

    You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion and prey on the weak. You gain following edict: “You must slay aberrations whose actions are in direct opposition to your deity’s edicts when you encounter them as long as you have a reasonable chance of success.”

    Your Retributive Strike gains a +4 circumstance bonus to damage against an aberration, or +6 if you have master proficiency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from an aberration is 7 + your level. If you use Liberating Step triggered by an aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

    You don’t consider aberrations whose actions are in direct opposition to your deity’s edicts to be legitimate authorities, even in nations they rule.  

    Page 119: In the Corrupted Shield feat, replace the negative trait with the void trait. Replace "the attacker takes 1d6 evil or negative damage (your choice)" with "the attacker takes 1d6 void damage".

    Page 119: In the Smite Good feat, replace "deal an extra 4 evil damage" to "deal an extra 4 spirit damage if the target is holy".

    Page 120: Replace the entirety of the Sense Good feat's description with the following:
    "The presence of goodness sickens you with its saccharine self-righteousness. You detect holy creatures as a vague sense, similar to humans’ sense of smell. A holy creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its holiness from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Sense Good for 1 day."

    Page 120: In the Amplifying Touch feat, replace "deals 1 additional good damage on all their Strikes" with "deals 1 additional spirit damage on all their Strikes". Add the following sentence at the end of the feat's description, "In addition, all their Strikes are holy until the end of their next turn."

    Page 121: In the Fiendish Mount feat, replace "weakness 10 to good damage" with "weakness 10 to holy".

    Page 121: In the Sacred Defender feat, replace "evil creatures" with "unholy creatures" and "good creatures" with "holy creatures".

  • Page 193: In the shadowdancer archetype's shadow illusion focus spell, replace "2d8 damage plus your spellcasting ability modifier" with "3d8 damage".

  • Page 227: In the wall of flesh spell, replace "piercing damage equal to 1d6 + your spellcasting ability modifier" with "2d6 piercing damage".

  • Page 228: In the litany of depravity focus spell, replace the Targets line "1 good creature" with "1 creature that isn't unholy" and replace "weakness 7 to evil" with "weakness 7 to unholy".

  • Page 236: In the establish ward focus spell, replace "deal bludgeoning, piercing, or slashing damage equal to 2d8 plus your spellcasting ability modifier" with "deal 3d8 bludgeoning, piercing, or slashing damage".

  • Page 81: In the lashing rope spell, replace "2d6 slashing damage plus your spellcasting ability modifier" with "3d6 slashing damage".

  • Page 32: In the spirit object spell, replace "takes bludgeoning, piercing, or slashing damage (as appropriate for the object) equal to 1d4 plus your spellcasting ability modifier" with "takes 3d4 bludgeoning, piercing, or slashing damage (as appropriate for the object)".

  • Page 23: The Rat Magic feat in ratfolk was missing the ratfolk trait. Add the trait.

  • Pages 38, 42, 44: A few ancestry feats with uncommon spells were erroneously not listed as uncommon. These are duskwalker's Boneyard' Call, dwarf's Stonegate, and gnome's Homeward Bound.

  • Page 45: The Kneecap feat doesn't list the duration of the penalty. It lasts for 1 round.

  • Page 74: The flame augur sample character had burning hands before level 4, when they would have been able to take Divine Access. Change it to fear.

  • Pages 80, 104, 105, 257: Several places mentioned "your highest level spell" when they should have mentioned "your highest level spell slot." This includes the witch feat Siphon Power, the Quickened Casting feat in both oracle and witch (which standardizes it with the same change in the Core Rulebook Quickened Casting feats) and candle of invocation.

  • Page 95: In witch initial proficiencies, the spell proficiencies say the tradition of magic is determined by the witch's first lesson, but that's a holdover from the playtest. It should say the tradition is determined by the witch's patron.

  • Page 101: Witch's Widen Spell accidentally had the concentrate trait instead of manipulate like everyone else. Change it to manipulate.

  • Page 111: In Sunder Spell, there's no guidance on what it takes to hit something like a wall that doesn't have a listed AC. Add "“If you're targeting something that doesn't have an AC listed, its AC is usually 10 against this Strike for targets that are very easy to hit, like a wall, or a different AC determined by the GM.”

  • Page 146: There's been some confusion over whether an independent familiar can use abilities that require a command, like valet, or whether the independent ability overrides the normal rules for mounted combat. To make clear that neither is the case, add "This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations."

  • Page 161: Beastmaster's Call was missing its school. It should be conjuration.

  • Page 163: In bounty hunter's Keep Pace, in the first sentence, the word "escape" should not be capitalized. It's just talking about escaping in general, not the Escape action.

  • Pages 161 and 193: The archetype focus spells should be uncommon. This includes the beastmaster's beastmaster's trance spell and the shadowdancer's dance of darkness, shadow illusion, and shadow jump spells.

  • Page 168-169: Dragon disciple has a couple errors. First, the dedication feat should make you trained in arcane spell DCs and spell attack rolls, in case you need that training when picking up the later feats that give you arcane focus spells. Second, the armor bonus from Scales of the Dragon feat should change to match the errata to Animal Skin and Mountain Stance in the Core Rulebook. The final text of that section is as follows: "When you’re unarmored, the scales give you a +2 item bonus to AC with a Dexterity cap of +3. The item bonus to AC from Scales of the Dragon is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor."

  • Page 172: Remove the paragraph from the first printing that begins, "If you already cast spells from spell slots, you gain one additional cantrip from that tradition." If you're already a spellcaster, you use your normal allotment of spells for eldritch archer abilities and don't gain more spells.

  • Page 191: Sentinel Archetype's Armor Specialist feat had a stray Skill trait due to an error. Remove it.

  • Page 208: The Contacts feat incorrectly refers to Underworld Connections, which is the old name of the feat Criminal Connections. Replace with the correct name.

  • Page 214, 222, 223, 228, 232, 237: Animated assault, mad monkeys, quench, hymn of healing, interstellar void, and steal shadow all need to say their effects occur "The first time each round you Sustain the Spell" due to clarifications in the Core Rulebook on Sustaining spells. Meanwhile, aqueous orb is in the opposite situation because it was meant to allow effects from multiple Sustains already. Remove "Unlike most spells"

  • Page 220-221: Ice storm and lightning storm had some issues, with potentially-intense effects limited to a way-too-small area. The big change was that they both updated the area from 5-foot radius to 20-foot radius, but there's a few adjustments to keep them on track with other similar spells with the new area. The full adjusted text is as follows:

    Ice Storm Spell 4

    Cold Evocation

    Traditions arcane, primal

    Cast [three-actions] material, somatic, verbal

    Range 120 feet; Area 20-foot burst

    Saving Throw basic Reflex; Duration sustained up to 1 minute

    You create a gray storm cloud that pelts creatures with an icy deluge. When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud (basic Reflex save). Snow and sleet continue to rain down in the area for the remainder of the spell’s duration, making the area difficult terrain. Any creature that ends its turn in the storm takes 2 cold damage. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one. As normal, if a big creature is in both clouds, it still only takes the initial damage once and the continuing damage once per turn.

    Heightened (+2) The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 1.

    Lightning Storm Spell 5

    Electricity Evocation

    Traditions primal

    Cast [three-actions] material, somatic, verbal

    Range 120 feet; Area 20-foot burst

    Saving Throw basic Reflex; Duration sustained up to 1 minute

    You create a black, rumbling storm cloud and call down one lightning bolt within the spell’s area. The bolt is a vertical line from the top of the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the line (basic Reflex save). On subsequent rounds, the first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn. 

    Heightened (+2) The damage of each bolt increases by 1d12.


  • Page 226: Threefold Aspect is missing its components. It should have material, somatic, and verbal components.

  • Page 230: Ancestral form says you can "Sustain a Spell" but should say you can "Sustain Spells" to make it clearer that you are not limited to Sustaining a single spell.

  • Page 233: Tempest form prevents you from using manipulate actions but then offers several you can do. Add "except those granted by this spell" to the restriction on manipulate actions.

  • Page 234: Heal companion's 2-action version was missing the somatic component. It should have both somatic and verbal components.

  • Page 248: The ranged weapons had slight errors in their table entries. The bola should be an uncommon weapon. Meanwhile, the daikyu should have reload 0 (not --) and should be propulsive.

  • Page 249: Detective's Kit, like the Core Rulebook kits, should need 1 hand if you're wearing it and 2 otherwise. Change to match Core Rulebook.

  • Page 250: The table erroneously lists the walking cauldron as a held item, but it isn't in its entry. It should be "Other." 

  • Page 255: Timeless salts mentions the non-existing spell speak with dead, but it should say talking corpse instead.

  • Page 265: Wand of hopeless night's 4th-level spell type should increase the DC to 27.

  • Page 266: Update the curse trait to match the newest version in the Core Rulebook. "curse (trait) A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses. 457–458"

  • Page 268-270: As mentioned in the Bestiary 2 errata, there were some small changes to the minion and summoned traits to better handle situations where minions might get control of more creatures and create a cascade. In the minion trait, at the end add "A minion can’t control other creatures." In the summoned trait, remove the specification that the spell summoning them must be conjuration (as some necromancy spells summon creatures, for instance), and remove the sentence saying they can't control any spawn they create, since the minion trait now already includes that restriction and it's redundant to include it again in summoned.

  • Updated Terminology
    Several ability names changed slightly between the Pathfinder Playtest and the final Pathfinder Core Rulebook, and while we tried to catch them all, we missed a few. Make the changes as noted below.
    Page(s) and location, followed by change

    41, Universal Longevity: Change “Elven Longevity” to “Ancestral Longevity”

    57, Adaptive Adept: Change “Adapted Spell” to “Adapted Cantrip”

    62, field medic background: Change “Battle Medic” to “Battle Medicine”

    75, perpetual infusions (bomber option): Change “lesser liquid ice” to “lesser frost vial”

    91, Thrash: Change “ferocious specialization” to “weapon specialization”

    115, Instrument of Zeal: Change “Smite Evil” to “Blade of Justice”

    139, Primal Wellspring: Change “Wild Focus” to “Primal Focus”

    156, mystic strikes class feature: Change “handwraps of mighty fists” to “handwraps of mighty blows

    168, class features: Change “weapon expertise (ranger only)” to “ranger weapon expertise”

    198 (undead bloodline), 405: Change “touch of undeath (sorcerer)” to “undeath’s blessing

    206 sidebar, 349 (magic aura): Change “study aura” to “read aura

    212, Clever Counterspell: Change “Quick Recognize” to “Quick Recognition”

    397, splash of art: Change “sluggish” to “clumsy”

    594, greater staff of necromancy (4th level): Change “enervation” to “vampiric touch”

  • Page 35: Add to sidebar: Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this clan dagger is a terrible taboo and earns you the disdain of other dwarves.

  • Page 37: In Mountain’s Stoutness, change the third sentence to “When you have the dying condition, the DC of your recovery checks is equal to 9 + your dying value (instead of 10 + your dying value).” Change the second paragraph to “If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and the DC of your recovery checks is equal to 6 + your dying value.” 

  • Page 44: Gnome Weapon Familiarity grants access to kukris as well as all uncommon gnome weapons. Change the first sentence of the second paragraph to “In addition, you gain access to kukris and all uncommon gnome weapons.” 

  • Page 52 and 59: Halfling and Orc Weapon Familiarity has the wrong language for how to treat weapons with the halfling or orc trait; all ancestries with Weapon Familiarity should only treat the weapons as a different category for the purpose of determining proficiency. Change the final sentence to "For the purpose of determining your proficiency, martial halfling/orc weapons are simple weapons and advanced halfling/orc weapons are martial weapons."

  • Page 55: Humans are supposed to have one more language. Change the additional languages to "1 + your Intelligence modifier."

  • Changes to All Classes for Unarmed Attack Proficiency and Benefits

    Many Core Rulebook classes were missing proficiency increases for unarmed attacks in the first printing. Add in proficiency increases and critical specialization effect access for unarmed attacks at the same rate that the classes gain their weapon proficiencies. In the case of fighters, the proficiency rank progression depends on the unarmed attack's weapon group just like for weapons.

  • Changes to the Greater Juggernaut, Greater Resolve, Improved Evasion, and Third Path to Perfection class features

    All three of these abilities grant a two-tier benefit on a failed saving throw of the specified type, but (as always) no ability will ever change your degree of success by more than one step. To clarify, we’re making the following clarification to all three abilities. Change the beginning of the last sentence from “When you fail” a given saving throw to “When you roll a failure on” a giving saving throw. 

  • Page 73: In the alchemist's Chirurgeon section, change “lesser elixir of life” to “minor elixir of life.” The lesser elixir of life is a 3rd-level item that a 1st-level character can’t create.

    In the Mutagenist section, remove the second paragraph, which provides an obsolete benefit. Replace it with the following free action.

    Mutagenic Flashback [free-action]

    Alchemist, Manipulate

    Frequency once per day

    You experience a brief resurgence of a mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.

  • Pages 75, 79, and 81: Several alchemist class feats reference benefits for alchemical items “you created,” which isn’t relevant in the wider rule set. Remove “you created” from Feral Mutagen, Elastic Mutagen, Invincible Mutagen, Expanded Splash, Genius Mutagen, Persistent Mutagen, and Mindblank Mutagen.

  • Page 79: In the alchemist's Merciful Elixir class feat, add to the end of the last sentence “using the item’s level and a counteract modifier equal to your class DC – 10.” to define the counteract modifier.

  • Page 81: In the alchemist's Improbable Elixirs class feature, change the third and fourth sentences to read “You gain formulas to create these potions as alchemical items with the elixir trait. When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools (for Quick Alchemy) or an alchemist’s lab (for the Craft activity) instead of any other required tool kits.”

  • Page 85: In the barbarian's greater juggernaut class feature, change the last sentence to read “When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.” This removes confusion about how to handle critical failures on saves against damaging effects.

  • Page 86: In Table 3–3: Animal Instincts, change the deer’s Damage entry to 1d10 P and replace the “charge” trait with the “grapple” trait.

  • Page 87: In the barbarian's Titan Mauler (Instinct Ability), change “You gain access to a weapon one size larger than you” to “You gain access to this larger weapon” This accounts for Small creatures using a weapon built for a Large creature, as stated in the previous sentence.

  • Page 90: In the barbarian's Wounded Rage class feat, remove the Rage trait.

  • Page 91: In the barbarian's Terrifying Howl class feat, change “each creature” to “each enemy.”

  • Page 93: The barbarian's Dragon Transformation class feat uses your class DC for the breath weapon at 16th and at 18th levels, rather than the DC listed for 18th level.

  • Page 93: In the barbarian's Brutal Critical class feat, change the second sentence to read “On a critical hit with a melee Strike, add one extra damage die.” 

  • Pages 101–102: In the bard's Eclectic Skill class feat, change the second sentence to “Your proficiency bonus to untrained skill checks is equal to your level.” This matches the language of the Untrained Improvisation general feat and removes any ambiguity as to whether they combine.

  • Page 103: Remove the Requirement in the bard's Effortless Concentration to match all the other Effortless Concentration feats.

  • Page 108: In the champion's Deific Weapon class feature, change the second sentence to read “If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

  • Page 108: In the champion's Divine Ally feat, change the first three sentences to read “A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune.” This supports champions with a deity that has an unarmed attack as a favored weapon.

  • Page 112: Add tenets of good to the Prerequisites of Smite Evil. We accidentally omitted it.

  • Page 113: Blade of Justice should not be limited to paladins only. Replace the paladin prerequisite from Blade of Justice with tenets of good, and the last sentence becomes "Whether or not the target is evil, you can convert all the physical damage from the attack into good damage, and if you are a paladin, the Strike applies all effects that normally apply on a Retributive Strike (such as divine smite)."

  • Page 121: Deadly Simplicity had a benefit for unarmed attack favored weapons, but such clerics did not actually qualify. Change the prerequisites to add unarmed attacks.

  • Several classes were accidentally missing an important limitation for 10th level spells. In the following class features, add “You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.”

    Page 121: Miraculous Spell

    Page 133: Primal Hierophant 

    Page 207: Archwizard's Spellcraft

  • Page 125: Emblazon Antimagic has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"

  • Page 129: Druid mistakenly was trained in a class DC, when it shouldn't have a class DC. Remove it.

  • Page 132: In Table 3–11: Druid Spells per Day, change the Cantrips entry at each level from 4 to 5, just like other spellcasters.

  • Page 135: Remove the “one-action” glyph from the druid's Poison Resistance class feat. This benefit is perpetual.

  • Page 138: In Plant Shape, the level of the plant form spell if you don't have Wild Shape wasn't clear. It should say it's " heightened to the same level as your highest druid spell slot"

  • Page 139: Hierophant's Power wasn't supposed to have the prerequisite of legendary in Nature; it's a holdover from the playtest. Remove the prerequisite.

  • Page 145: The adjustment to the Aid reaction after the playtest caused Assisting Shot not to do anything. Replace it with this version. 


    Assisting Shot [one-action] Feat 2

    Fighter, Press

    Requirements You are wielding a ranged weapon.

    With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus on their roll, or a +2 circumstance bonus if your Strike was a critical hit.

  • Page 151: In the fighter's Incredible Ricochet class feat, the narrative of the feat involves using the first shot to help target the next shot. Change the second sentence to “Make a ranged weapon Strike against a creature you previously attacked this turn.”

  • Page 152: Determination has the wrong counteract level. Change it to "your counteract level is equal to half your level, rounded up"

  • Page 156: In the monk's Powerful Fist class feature, in the second sentence replace “changes” with “increases” to make it clear the normal rules on increases to die sizes apply.

  • Page 157: In the monk's Key Terms sidebar, under the Ki Spells entry, add “and your key spellcasting ability is Wisdom” to the end of the second paragraph.

  • Pages 159 and 163: In the monk's Mountain Stance and Tangled Forest Stance class feats, change the “Trigger” heading to “Requirements.” The content of each entry remains the same.

  • Page 163: Sleeper Hold shouldn't have the attack trait, meaning it doesn't apply or increase your multiple attack penalty.

  • Page 164: Change the action glyph for the monk's Stance Savant class feat to [free-action] instead of [reaction].

  • Page 165: Master of Many Styles lists "Your turn begins" as a requirement, but it should be a trigger. Change it to a trigger. 

  • Page 169: In the ranger's nature’s edge class feature, remove “on natural uneven ground” as it's redundant. 

  • Page 172: Change the action glyph for the ranger's Disrupt Prey class feat to [reaction] instead of [free-action].

  • Page 174: In the ranger's Terrain Master class feat, remove “wild stride” from the Prerequisites entry.

  • Page 175: In the ranger's Lightning Snares class feat, add “Quick Snares” to the Prerequisites entry.

  • Page 176: In the ranger's Stealthy Companion class feat, add “Animal Companion” to the Prerequisites entry.

  • Page 177: In order to make it completely clear how the Manifold Edge feat works, change the second sentence to read "When you use Hunt Prey, you can gain a hunter’s edge benefit other than the one you selected at 1st level." With the previous wording, a few people thought you gained both benefits, rather than a substitution.

  • Page 184: In the rogue's Minor Magic class feat, add the following sentence. “Your key spellcasting ability is Charisma, and you’re trained in spell attack rolls and DCs for the tradition of your chosen cantrips.”

  • Page 185: In the rogue's Poison Weapon class feat, if you're already holding the poison, you shouldn't need a free hand. Remove “and have a free hand” from the Requirements and remove “and have a free hand” from the Requirements entry and change the first sentence to read “You apply a poison to the required weapon; if you’re not holding a poison and have a free hand, you can Interact to draw a poison as part of this action.”

  • Page 188: Blank Slate, like a few other entries, was still erroneously running on a level 1 to 20 scale for counteract levels. Replace "counteract level of 20"  with "counteract level of 10."

  • 189: Dispelling Slice should use the default counteract level of "half your level (rounded up)", in the final sentence. 

  • Page 194: Add the following sorcerer class feature at 17th level:

    Resolve

    You’ve steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead.

  • Page 197: In the sorcerer's Elemental Type section of the elemental bloodline, change the last sentence to read “Replace any existing elemental traits with the trait of the element you chose.”

  • Page 199: In the Sorcerer Feats sidebar, change the level of “Bespell Weapon” from 6 to 4 to match the feat itself.

  • Page 201: Remove the arcane trait from Greater Mental Evolution and the divine trait from Greater Vital Evolution, both sorcerer class feats.

  • Pages 204 and 206: Wizards gain their first class feat at 2nd level, like other spellcasters. On page 204, in Table 3-18: Wizard Advancement, remove “wizard feat” from the 1st-level entry. On page 206, in the Wizard Feats section, change the first sentence to “At 2nd level and every even-numbered level thereafter, you gain a wizard class feat.”

  • Page 205: In Drain Bonded Item, remove the unnecessary Requirement of "Your turn begins."

  •  Page 214: In the first paragraph, replace the first two sentences with the following to clarify the specific action required to command your animal companion, and that it doesn’t require a check. 

    "An animal companion is a loyal comrade who follows your orders. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal, and you don’t need to attempt a Nature check."

  • Page 214: Under Young Animal Companions, add the sentence “An animal companion has the same level you do.” 

    In the same paragraph, change the maximum item bonus to AC an animal companion can gain from +2 to +3. 

  • Page 217: In the ambusher section, remove “It gains a +2 circumstance bonus to initiative rolls using Stealth” since a companion acts on your initiative and therefore this clause provides no benefit.

  • Page 217: Familiars' level wasn't explicit. Add "A familiar has the same level you do." The description of familiars didn't define any Strikes but also wasn't explicit that they couldn't make them. Add "It can't make Strikes" to the beginning of the third sentence.

  • Page 219: Under Spellcasting Archetypes, in the Basic Spellcasting Feat, change the second sentence to “At 6th level, they grant you a 2nd‑level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell.” In the Expert Spellcasting Feat, after the first sentence, add “If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell.” In the Master Spellcasting Feat, after the first sentence, add “If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell.” 

  • Spellcasting Dedication Feats (pages 222, 224, 225, and 230): In the spellcasting dedication feats, you can prepare or add to your repertoire common cantrips of your spellcasting tradition, whether from this book or other cantrips of that tradition you learn or discover. 

  • Page 230: In the Sorcerer Dedication feat, replace the second sentence of the second paragraph with “You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover.” This grants access to the bloodline-granted cantrips as well as those on the associated spell list. 

  • Page 233: Clarifying the general rule on repeated skill training that gives you a replacement skill, add at the end of the second paragraph "though if the skill is a Lore skill, the new skill must also be a Lore skill"

  • Page 242: In Grapple, the restrained condition doesn't technically also make a creature grabbed, so to make it clear, in the requirements of the action and at the end of the first paragraph about not needing a hand if you're already grabbing someone, change "grabbed" to "grabbed or restrained"

  • Page 244: The Craft downtime activity requires an alchemist’s lab, not just alchemist’s tools. See the errata for page 287. 

  • 248: To reflect the clarification on healer's tools allowing you to draw them as part of the action if you're wearing them, change the Requirements to "You are holding healer's tools, or you are wearing them and have a hand free"

  • Page 249: Add "Drop Prone" to the list of basic commands you can tell your animal friend to lie down.

  • Page 255: In Table 5–2: General Skill Feats, change the description of Automatic Knowledge from “once per day” to “once per round.” It was correct in the text but not the table.

  • Page 258: In Battle Medicine, change the Requirements entry to “You are holding or wearing healer's tools.” Change the second sentence of the effect to “Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition.” This means you need to use your healer's tools for Battle Medicine, but you can draw and replace worn tools as part of the action due to the errata on wearing tools on page 287. 

    Update: We will be updating the tools revamp to indicate that worn healer's tools (along with other tool kits) take only one hand to use, as you don't have to hold the whole kit in your other hand, just pull out the things you need. What this means for Battle Medicine is that you only need one free hand to perform it with worn healer's tools, you don't need both hands.  



  • Page 259: Bonded Animal didn't explain the logistics of bonding the animal directly, leading a small number of people to be unsure that it was necessary to locate and interact with the animal to bond with it. To make it explicit, change the second sentence to "You can spend 7 days of downtime regularly interacting with a normal animal (…) that is friendly or helpful to you."

  • Page 260: The Cloud Jump feat referred to exceeding a "limit" without spelling out exactly which limit. It's supposed to be the limit of not being able to Leap farther than your Speed. To make it clear, change the second paragraph to read "You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap." As an example, supposing you had a Speed of 40 feet and 25 on your Athletics check, Cloud Jump triples the 25 feet to 75 feet, but the limit of 40 feet still applies so you would jump 40 feet. If you spent another action, the limit based on your Speed would raise from 40 feet to 80 feet, so you would jump 75 feet.

  • Page 260: The Connections feat requires a great deal of improvisation and adjudication on the part of a GM, more in line with an option that has uncommon rarity due to the narrative load. Because of this, change the feat's rarity to uncommon.

  • Page 260: Dubious Knowledge's effect should only happen on a failure, not a critical failure. Change the effect to explicitly state it doesn't occur on a critical failure.

  • Page 268: Because the word "action" could have broad or narrow scopes, it wasn't clear exactly when you could use the Unified Theory feat to substitute Arcana for the other magical skills. Change the beginning of the second sentence to "Whenever you use a skill action or a skill feat" to make it clear you can use it with skill actions (such as the ones in Chapter 4) and skill feat, but not for other actions, such as  when casting spells or rituals.

  • Page 268: In Toughness, change the last sentence to read “The DC of recovery checks is equal to 9 + your dying condition value (page 459).” 

  • Held, Worn, and Stowed Items

    Page 271: We've simplified the way we're handling characters carrying their gear so that you can define all your carried items in one of three categories. Replace the carrying and using items section with this text: "A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you’re carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you’re holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry (page 532)." 

    This change also removes several sorts of "container" items from the tables on 286-292, as they are no longer tracked separately from the items they store. These are: bandolier, belt pouch, satchel, scroll case, sheath, vial 

    Page 287 adds a paragraph on Wearing Tools: "You can make a set of tools (such as alchemist’s tools or healer’s tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use." Fine clothing reduces that limit to light Bulk worth of tools.

    Update: Worn tools should only take 1 hand to use, as you only draw the things you need from the kit and not the entire kit. This has been marked for future errata.

  • Page 275: Under the Armor Traits heading, change the entry for Noisy to “Noisy: This armor is loud and likely to alert others to your presence. The armor’s check penalty applies to Stealth checks even if you meet the required Strength score.” 

  • Page 278: Under Improvised Weapons, add the sentence “Improvised weapons are simple weapons.” This dictates the proficiency modifier you use. 

  • Page 278: In critical hits, "When you make an attack and roll a natural 20...or if the result of your attack exceeds the target's AC by 10" was too broad a brush and thus slightly inaccurate for how to determine a critical hit, in an attempt to state the conditions succinctly. Replace the first section with "When you make an attack and succeed with a natural 20" so that's it's clear the natural 20 must succeed based on the total result in order to get a critical success.

  • Page 280: Under the Ammunition heading, add the sentence “Using ammunition destroys it.” 

  • Page 283: Weapon traits.

    In the definition of the Parry weapon trait, change "spend an Interact action" to "spend a single action" to make it so setting up a parry doesn't trigger Attacks of Opportunity or similar reactions.

    In the definition for the thrown weapon trait, change the first sentence to “You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown.” 

    In the definition for the unarmed weapon trait, the sentence "a fist or other grasping appendage follows the same rules as a free-hand weapon" was worded in such a way it confused a few people, who thought that meant those unarmed attacks were weapons, despite statements to the contrary on page 278. To make it clear, change that section to read "a fist or other grasping appendage generally works like a free-hand weapon"

  • Page 283: In Critical Specialization Effects, it uses the generic term attack but should specifically refer to Strikes. In the first sentence, change "when you make an attack with certain weapons" to "when you make a Strike with certain weapons"

  • Page 288: Change the price of the the adventurer's pack to 15 sp and the bedroll to 2 cp.

  • Page 289: Due to other changes (particularly the adventurer's pack, which was in all of the kits), the Bulk and cost of all of the class kits have changed. All kits are included in full in this entry so you don't have to cross-reference two places to use them.

    Alchemist Class Kit:
    Price 8 gp, 4 sp, 2 cp; Bulk 3 Bulk, 7 light;
    Money Left Over 6 gp, 5 sp, 8 cp
    Armor studded leather armor
    Weapons dagger, sling with 20 sling bullets
    Gear adventurer’s pack, alchemist’s tools, basic
    crafter’s book, 2 sets of caltrops
    Options repair kit (2 gp)

    Barbarian Class Kit
    Price 4 gp; Bulk 3 Bulk, 5 light;
    Money Left Over 11 gp
    Armor hide armor
    Weapons 4 javelins
    Gear adventurer’s pack, grappling hook
    Options greataxe (2 gp), greatclub (1 gp), greatsword
    (2 gp), or battle axe and steel shield (3 gp)

    Bard Class Kit
    Price 7 gp, 5 sp, 2 cp; Bulk 4 Bulk, 4 light;
    Money Left Over 7 gp, 4 sp, 8 cp
    Armor studded leather armor
    Weapons dagger, rapier, sling with 20 sling bullets
    Gear adventurer’s pack, handheld
    instrument

    Champion Class Kit
    Price 4 gp, 7 sp; Bulk 3 Bulk, 7 light;
    Money Left Over 10 gp, 3 sp
    Armor hide armor
    Weapons dagger, 4 javelins
    Gear adventurer’s pack, crowbar, grappling hook
    Options steel shield (2 gp), your deity’s favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter)

    Cleric Class Kit
    Price 2 gp 2 sp; Bulk 1 Bulk, 3 light;
    Money Left Over 12 gp, 8 sp
    Gear adventurer’s pack, 2 sets of caltrops, religious symbol (wooden)
    Options your deity’s favored weapon (see the deity entries on pages 437–441; use the Price listed in this chapter), hide armor (2 gp)

    Druid Class Kit
    Price 4 gp, 4 sp; Bulk 4 Bulk, 4 light;
    Money Left Over 10 gp, 6 sp
    Armor leather armor
    Weapons 4 javelins, longspear
    Gear adventurer’s pack, holly and mistletoe
    Options healer’s tools (5 gp)

    Fighter Class Kit
    Price 3 gp, 8 sp; Bulk 3 Bulk, 2 light;
    Money Left Over 11 gp, 2 sp
    Armor hide armor
    Weapons dagger
    Gear adventurer’s pack, grappling hook
    Options greatsword (2 gp), longbow with 20 arrows
    (6 gp, 2 sp), or longsword and steel shield (3 gp)

    Monk Class Kit
    Price 5 gp, 3 sp; Bulk 3 Bulk, 2 light;
    Money Left Over 9 gp, 7 sp
    Weapons 10 darts
    Gear adventurer’s pack, climbing kit,
    grappling hook, lesser smokestick
    Options staff (0 sp), longspear (5 sp)

    Ranger Class Kit

    Price 3 gp, 7 sp; Bulk 2 Bulk, 1 light;

    Money Left Over 11 gp, 3 sp

    Armor leather armor

    Weapons dagger

    Gear adventurer’s pack

    Options longbow and 20 arrows (6 gp, 2 sp), longsword and steel shield (3 gp), 2 shortswords (1gp, 8 sp), snare kit (5 gp)

    Rogue Class Kit
    Price 6 gp, 2 sp; Bulk 4 Bulk, 1 light;
    Money Left Over 8 gp, 8 sp
    Armor leather armor
    Weapons dagger, rapier
    Gear adventurer’s pack, climbing kit
    Options thieves' tools (3 gp)

    Sorcerer Class Kit
    Price 2 gp, 3 sp, 2 cp; Bulk 1 Bulk, 6 light;
    Money Left Over 12 gp, 6 sp, 8 cp
    Weapons dagger, sling with 20 sling bullets
    Gear adventurer’s pack, 2 sets of caltrops

    Wizard Class Kit

    Price 3 gp; Bulk 2 Bulk, 2 light;

    Money Left Over 12 gp

    Weapons staff

    Gear adventurer’s pack, material component pouch, writing set

    Options crossbow with 20 bolts (3 gp, 2 sp)

  • Page 292: On Table 6–11: Alchemical Gear and under the Elixirs heading, change “lesser elixir of life” to “minor elixir of life.” The other statistics for this item remain unchanged. 

  • Page 293: In Table 6–12: Magical Gear, change the Price of the minor healing potion from 3 gp to 4 gp. It was correct in the main entry on page 563.

  • Page 293: Under Consumable Magic Items, change holy water to deal “1d6 good damage and 1 good splash damage.” Change unholy water to deal “1d6 evil damage and 1 evil splash damage” instead of “1d6 good damage.” 

  • Changes to Make Bulk Less Restrictive 

    The following changes make Bulk limits less restrictive for your character. 

    Page 287: Add the following entry for an alchemist’s lab: 

    Alchemist’s Lab: You need an alchemist’s lab to Craft alchemical items during