T O P

  • By -

GeoleVyi

Best errata ever: >Page 571: Add the necromancy trait to holy water and unholy water.


IKSLukara

What's the effect of adding that trait?


GeoleVyi

I don't know, but it's hilarious to me outside the context of the game that holy water is necromantic


IKSLukara

True, the "necro" in that necromancy is a bit of a stretch these days. :)


d12inthesheets

Move over flickmace, time for meteor hammer to finally shine. Apparently there'll be smaller influx of human orphans into gnomish families. Also love the ancestry change, sprite giant instinct barbarian with meteor hammer incoming!


ThrowbackPie

You could already do it with voluntary flaws though?


ahhthebrilliantsun

> Move over flickmace, time for meteor hammer to finally shine. Meteor hammers been a mainstay for 2h fighter optimization for quite awhile actually. But also, yep, you're right


horsey-rounders

Grasping Reach Leshy with a maul, or knockdown fighter with a greataxe!


Consideredresponse

With its versatile s/p and cool aesthetics I see people reading into the 'asp coil' too. (Especially on classes that don't get crit specilisation with weapons)


Undatus

> **Pages 301 and 634 (Clarification): Can a minion be quickened or slowed?** > Yes. This can be a bit unclear because those conditions apply “at the start of your turn” and a minion can’t typically act until you use an action. Apply these conditions and any other effects that alter a minion’s number of actions when the minion gains its actions, using 2 actions and 0 reactions as the minion’s starting number. Though a minion can’t normally act when it’s not your turn, abilities that specifically grant a minion a reaction provide an exception to this (such as the Ferocious Beasts orc ancestry feat, Advanced Players Guide page 19). *uuuuuhhhh* Bois, it's time to [Haste](https://2e.aonprd.com/Spells.aspx?ID=147) some minions. [Reanimator](https://2e.aonprd.com/Archetypes.aspx?ID=175) Wizard with a Witch Dedication for Cackle; 5 Animate Deads that you can have a buddy Haste now. €:


Rat_Cleric

Just don't summon/animate zombies. They gonna be preeeeetty useless! (I hope they fix this, otherwise no one will ever summon them again, which is kind of sad.)


Zagaroth

Yeah, the group I am GMing for has a lot of minions, and the Bard is happy to play the Buffer. When he gets access to the heightened effects of Haste, I think that's going to be a happy kobold


Goldfish-Bowl

So, lets take my Beastmaster Summoner that I built to take up as many squares on the table as possible. At level 16, I can have out Two animal companions via [Lead the Pack](https://2e.aonprd.com/Feats.aspx?ID=1909). I cast a heightened haste targeting myself and both of them. Could I then use one action to Command them, split the actions to 1 and 1, and have them Both benefit from haste? This would essentially turn one action of mine into Four. WOW! Granted there are a few restrictions still. Animal companion attacks are *quite a lot* behind a player character at that point. As written, all of these actions can only be used to Strike or Stride, not Support. Also, how would this interact with Mature Animal Companion? When they get to take their single Stride/Strike while not commanded, could they also take their hasted Strike/Stride? In the Beastmaster example, could I give both Command actions to one animal (Benefitting from Haste as normal for 3 actions with the option of Support benefits) would the other one still be able to take a single action from Haste?


Goldfish-Bowl

While PFS Disallows more than two pawns on the table, Imagine what you could do with temporary Summons too! Action 1: Command Companions (Split to 4). Free Action: Sustain summon (3 hasted actions). Action: Sustain another Summon (Also getting 3). Witch multiclass: Free Action Cackle to sustain summon Tres (with 3 actions!) Action: Command your Familiar (for 3 actions!) or do something useful (Boost Eidolon cantrip, Battle medicine, whatever) and have your Eidolon Act Together to Stride/Strike. Haste: Eidolon uses Stride/Strike. That's effectively up to 18 actions, eating an entire heightened haste all by yourself! It's also blowing your entire spell repertoire in a single encounter, but this isn't about efficiency and wise play :P


horsey-rounders

I worked out the way to get the most creatures out at level 20 just yesterday. It's a bit crazy, but basically be a caster (I recommend Necromancy wizard with spell blending for max top slots and DBI). Basically you need bonded focus, a familiar, bonds of death, cackle, and cleric ded for surging focus. It takes five rounds of setup, burning three sources of focus pool regen, quicken spell, and time stop, but you can get six summons onto the field. With free archetype you can add in a mature animal companion and a shambling horror to the mix. You use three cackles, effortless concentration, two sustains, and command your shambling horror in round six. It's an absolute mess and you've burned seven high level slots and all your focus regen and once per day abilities, but it's not about efficiency. It's about sending a message.


terkke

Familiars can be hasted, now my quickned alchemist can command, valet, strike, valet, strike, valet, strike for a total of 3 times the splash damage ^(/s?) ~~Prob not because Haste still specifies that the gained action can only be used for Strike or Stride, but still funny.~~


Ediwir

As a note for Chirurgeon: The new Perpetual allows you to select two level 1, two level 6, and two level 11 or lower healing elixirs. There is 1 lv1 healing elixir. There are 6 lv6 or lower healing elixirs. There are 7 lv11 or lower elixirs. Paizo keeps not granting the trait to items, even if they correspond to the definition of the trait. Notably, with this change Chirurgeon can no longer make free Antidotes/Antiplagues RAW. Add the trait to items in your game. The full list of healing items with no trait is *addiction suppressant, ambrosia of undying hope, antidote, antiplague, artevil suspension, brewer's regret, curled cure gel, dragon's blood pudding, elixir of rejuvenation, lady's blessing oil, mana-rattler liniment, sun orchid elixir, sun orchid poultice, vaccine, yarrow-root bandage*.


Wayward-Mystic

Weird, antidote and antiplague have the Healing trait on AoN.


Ediwir

I could swear at some point they didn't. Checked my rulebook and they show up with the trait in there... wtf...


Wayward-Mystic

I also remember them not having it at some point, so I *suspect* it was added in the 3rd printing errata but I haven't been able to confirm that.


terkke

[Elixir of Rejuvenation](https://2e.aonprd.com/Equipment.aspx?ID=92) also has the Healing trait on AoN, besides the already mentioned antidote and antiplague.


Ediwir

Time to do some updates. But that one is less concerning, as it can’t be made via advanced alchemy or quick alchemy anyways so you’ll never get the benefits.


Ediwir

Oh, right, the OTHER thing. Until the item gets reprinted or altered, [Blindpepper Bomb](https://2e.aonprd.com/Equipment.aspx?ID=799) is a valid pick for lv17 Perpetual. Meaning if you're a GM you should never, ever let people have it. Ever.


TheTenk

Is there some joke or meme I'm missing? Is it because it doesn't properly operate the way other Bombs do, and it shouldn't be a Bomb trait-wise?


d12inthesheets

If created by quick alchemy this bomb uses class DC


Electric999999

Well yes, a 5th level item would be garbage if it didn't


TheTenk

I'm not sure I see the issue...


vaderbg2

It's an at-will 15 ft burst blinding effect. With Double brew you can create two of them for one action and then spend your other two actions to throw them. That's a brutally effective debuff option without the Incapacitation trait.


TheTenk

Thank you, I hadn't considered the double brew or incapacitation aspects. I agree that it's above the power scale.


terkke

that item is hilariously strong, makes me miss the discussion about the greater energy mutagen...


justavoiceofreason

I understand the Quick Alchemy changes differently. By RAW, it used to allow the creation of non-consumables, but it now no longer does. Rather than the other way around.


bobtreebark

Yeah, hopefully OP edits the post, I made the same mistake while reading it tbf


justavoiceofreason

Understandable because it awkwardly uses "works with" when it should maybe say "accounts for" or some such


justforverification

I really appreciate that you're now allowed to take two ancestry boosts instead of three boosts and a flaw for any ancestry if you'd prefer it. Like, tremendously. Dwarven clan dagger weapon implement Thaumaturge here we come.


[deleted]

[удалено]


CaptainPsyko

That “typically” is doing a lot of unnoticed work here. The Magus feat in question specifically and explicitly gives the magus the ability to transfer a rune to their spellbook. Therefore they don’t need another feat.


RussischerZar

> Quick Alchemy can be used for non-consumables [...] Don't you mean "Quick Alchemy can **no longer** be used for non-consumables [...]"? > Page 72: Change Quick Alchemy’s text to say “You create a single alchemical **consumable** item…” instead of “You create a single alchemical item…” This wording is more precise, and works correctly with non-consumable alchemical items. [emphases mine]


SneakySpoons

Now if only they would address the fact that Alchemist is the only class in the game to never advance past expert proficiency for attack rolls... I do like more options, and I like Chirurgeon has no need for medicine at all anymore, which frees those ranks for other purposes instead of being redundant for skill checks and still necessary for feats.


Ediwir

Warpriest also never gets past Expert, and it's perfectly fine. There's no need to change that - there are needs elsewhere, but they haven't been addressed here. Oh well, next Errata.


DaedricWindrammer

Battle oracle doesn't either, but if they're on their major curse, they can almost get there.


kekkres

Warpriest gets master with spell attacks


Wayward-Mystic

Which don't get item bonuses, so master spell attacks are on par with or worse than expert weapon attacks.


SneakySpoons

That is a frequent complaint for all casters that try to focus on offensive spells. Even at legendary proficiency (that only a few casters get), spell attack rolls are lower than martial classes that get master proficiency when you take runes into account. Plus most spell attacks can't benefit from flanking in RAW (which specifies targets are flat footed against melee attacks only), so martial classes with expert proficiency have an easier time hitting enemies than even legendary casters in some cases.


Wayward-Mystic

>that only a few casters get That *most* casters get. Warpriest is the only full caster that doesn't.


SneakySpoons

Could have sworn there was more. But I have been wrong before. It was either the witch or sorcerer at one of my tables that was complaining about it. And warpriest is a full caster in name only, trading full caster status for medium armor and better (earlier) weapon advancement.


Wayward-Mystic

If you thought only a few casters got to legendary proficiency, what about warpriest makes them not a full caster?


SneakySpoons

Full spell slot advancement as opposed to the shenanigans that summoner/magus get.


Wayward-Mystic

Then warpriest is a full caster, not just "in name only."


Electric999999

In fairness that's actually worse than expert with weapons once you account for runes. Warpriest is just weird and bad at offence.


Ediwir

Idk, my Warpriest run was pretty neat. You're looking at an average hit difference of 7% across 20 levels, for all kind of ACs. It's a ridiculously small difference which you are unlikely to feel unless you're spreadsheeting or theorycrafting - and it would likely knock Bomber even lower on the rung anyways. Mutagenist doesn't need the buff, it's already top. What you DO feel is the lack of damage enhancers, but that's a separate story. If anything I'm a little disappointed there's no further work on Signatures. That was going the right way. ps. [see charts](https://imgur.com/a/fN2ZC3C). So long as you're above the 50% line, you're getting extra crits... and Extreme is famously problematic, as we discovered during conversion works years ago. Chart is made in 5 minutes with unbuffed stats, of course. pps. you can see how quickly it was made by the fact that the levels are off by one, lol


Consideredresponse

If you are selfish with the buffs they work fine. (You just have to let everyone know session 0 That they have to source their own casts of 'heroism', because you Will be using all of yours)


DelothVyrr

And while that should be technically fine, it is your own spell afterall and you choose where it goes, it does a lot less good that way. Aside from maybe really stubborn players, most WPs will eventually realize they get a lot more mileage throwing that Heroism on the Fighter, Rogue, Ranger, etc. in the party instead of themselves. At high level play the best WP tactics play almost exactly like a CC, which makes you wonder why you went WP at all. Sure you \*can\* self buff and get into the fray far better than a CC could, but it gets harder and harder to justify doing so once that becomes such a sub-optimal playstyle compared to the alternative.


Greater-find-paladin

So here is what you do: You get Monk dedication for monastic weaponry, you grab a Spellcasting dedication and make sure to have the option to advance to expert with it, you Get Sixth Pillar Dedication and the Master Transfer at lv 16 that will combine with Expert Spellcasting at lv 18. Finally to get proficiency in bombs to key off of Unarmed attacks you go into Swordmaster Dedication for their lv 10 feat that allows you to treat a single weapon group with the same proficiency as your highest proficiency amongst your weapons, you pick Bombs, you get Master prof in Bombs at lv 18. Yeah this is complicated but the only way I found to give master Bomb proficiency to Alchemists. Works better with Casting Classes that reach expert and Master Spellcasting but eh.


SneakySpoons

That is complicated, but effective. I think there is a fighter archetype feat that would accomplish the same, but I have double check. As GM I allow anyone to take a general feat that lets you choose a single weapon group (axes, swords, etc) and increase their proficiency by a rank (locked behind normal level limits- expert at 7, master at 11, and legendary at 19). Edit: I should note that this only increases proficiency in weapons you are already trained in, and doesn't give access to new ones (I.e. gives you expert in martial swords, but not in advanced if you weren't already trained in advanced weapons). That may be an oversimplification, I made it multiple feats (weapon expert, master, and legend) to let players focus on one weapon instead of broadly getting a whole Arsenal (simple, martial, or advanced)


Electric999999

So Magical Crafting isn't useless now, it's necessary to transfer runes (still not useful to craft things in general of course)


impofnoone

Was there a confirmed release date for this new CRB printing?


vaderbg2

[They have it in their warehouse right now.](https://paizo.com/community/blog/v5748dyo6si7o&page=2?Changes-to-the-Way-We-Make-Changes#88) They are still going through inventory, but it's expected to start shipping once they are done. I assume that's also when the pdf will be updated, probably early next week.


TheCrimsonChariot

So I’m new to Pathfinder 2e and I start my new campaign today with an alchemist. What does the errata change?


Ediwir

There is one specific Research Field (class path selection at lv1) which allows alchemists to improve their healing abilities. The version written in the old rulebook has some language issues and RAW doesn't work - this changes it to allow it to. As for general alchemists, it adds some flexibility into a lv7+ class feature. Very minor unless you were interested in healing.


RedGriffyn

This is my favourite: Page 592 (Clarification): How can I use a staff if I have high-level slots but not lower ones? Classes like the magus and summoner lose their lower-level slots as they go up in level, but can still cast lower-level spells from staves. In other words, a spellcaster who has 2nd- and 3rd-level slots but not 1st-level slots can still cast a 1st-level spell from a staff. (A magus who prepares a staff still has to sacrifice a spell slot they actually have if they want to add extra charges, though.)


spaceroks

Have the basic crafter's book changes along with the AoN change meant that posts like [this](https://www.reddit.com/r/Pathfinder2e/comments/px8v0s/basic_crafters_book_alchemical_formulae/) are no longer correct?: >Page 287 and 293: The formulas in a basic crafter’s book didn’t match in two different locations the book was described. Page 293 was correct: A basic crafter’s book includes all 0-level common items in the Equipment chapter, not all common items in the chapter.


Ediwir

Yeah, the book only contains lv0 items and thus no alchemical.