纯美苹果园

译文资料区 => Pathfinder => Pathfinder RPG 2nd => 主题作者是: 原子能青蛙 于 2021-10-23, 周六 19:34:26

主题: PF2e 不全书CHM v1.42,PF2e 怪物图鉴v1.1版本发布
作者: 原子能青蛙2021-10-23, 周六 19:34:26
引述: 当前版本1.41
在线版:
不全书
https://pf2.kagangtuya.top/
怪物图鉴
https://pf2bestiary.kagangtuya.top/

繁体版:
PF2E线上不全书  https://pf2e.hktrpg.com/
PF2E线上怪物图鑑 https://pf2ebestiary.hktrpg.com/


下载:
百度网盘
https://pan.baidu.com/s/1ZnNgvAv8Xvtk0DCWlSNMgQ?pwd=gom3
1.42版更新公告
有人反应说1.41版本加载太慢,因此纤云又修了几个bug,现在应该打开比较快了。

1.41版更新公告
热更!修复了CRB第七章报错的bug

1.4版更新公告
他如闪电般归来了。
这次依然由@纤云弄巧 同学在百忙之中抽出大量时间更新,主要内容为:
· 整合了TV和火烙党等新内容。
· 应用了CRB第四次勘误,并对相关帖子进行了更新。对果园反馈有翻译错误的帖子进行了修正。
· 为了避免PC查资料时超游,现在怪物图鉴切分成为单独的电子书。

但是遗憾的是,纤云在很长一段时间内,都不会有太多的私人时间来继续维护CHM了。
这需要每天关注论坛更新动态,也需要大量精力去收集内容和排版,所以现在需要一个能接过维护CHM大任的英雄。


1.3版更新公告
是的,CHM他居然复活了。感谢@纤云弄巧 付出了大量时间整理,加上之前@九河川 等人的GMG、怪物图鉴等内容
目前的CHM包括了所有核心规则书和已经翻译的部分设定集、怪物图鉴等。

第四次勘误尚未完全更新到正文中,将在后续一段时间内更新。
一部译者在帖子中使用的动作图片,由于图床要翻墙等限制,图片挂了,制作者尚未有足够的经历将其一一修复。如果遇到这种情况请使用者加以理解,并和AON进行核对。当然我们还是希望有人帮忙出一份力,把动作图标出错的部分核对出来。

1.2版更新公告
1.整合了SOM的内容部分。
2.修改了论坛上截止到2022年6月所汇报的全部BUG。
3.整合了CRB第三次勘误。
4.整合了之前分别由不同人弄出来的两个分支版本。

CHM已经完成了它的历史使命,之后数据会全部迁移到更方便查找和筛选的TW离线维基上,同时新内容将在TW上继续更新。感谢大家的支持。

以下是1.2版本主要贡献人员名单(排名不分先后):
引用
风之守护(Leon)、Kitty Guo、神必外星蘑人、不笑的小丑、UID


1.1版更新公告
1.整合了APG的内容部分。
2.修改了本楼截止到2022年1月所汇报的全部BUG。
3.添加了截止到2021年12月所翻译的全部勘误(CRB部分)。

以下是APG部分主要贡献人员名单(排名不分先后):
引用
风之守护(Leon)、不笑的小丑、UID、神秘外星蘑人、hahahahahehe、Ender Joker、writena(赞美太阳)、临渊、南门二、五木☆我也是加把劲骑士


1.0版发布公告
在项目负责人@风之守护以及项目组所有苦力的不懈努力之下,重制版CHM终于以CRB的形式和大家见面了!

由于大家都是用爱发电,尤其是@风之守护大大在工作较忙、常常加班的情况下,花费大量时间对着原文逐段校对,并且统一格式,作为这本CHM的最大功臣,真的非常不容易。

新版CHM的优点:动作图标全部到位,包含绝大部分勘误,翻译内容和论坛最新版本保持一致,一些未能统一的术语和词汇得到统一。

以下是主要贡献人员名单(排名不分先后):
引用
风之守护(Leon)、UID、我不想动手、神秘外星蘑人、xuedi、hahahahahehe、洛山达、Ender Joker、writena(赞美太阳)、临渊、Asuka、南门二、五木☆我也是加把劲骑士

本人在这次CHM制作中只做了一些微小的组织工作,请把掌声献给楼上几位。

下一阶段工作APG整理即将开始。苦力群(QQ)611107025

关于BUG提交和其他方面的疑问请在本帖回复!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 左手之灵2021-10-23, 周六 21:59:38
感谢默默付出的你们!!!!!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 璀璨星炬2021-10-23, 周六 22:58:36
苦力都是天使
主题: Re: PF2e 重制版CHM v1.0发布
作者: youxif2021-10-23, 周六 23:01:30
感谢你们的付出!!!!!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 萌萌哒QB2021-10-24, 周日 11:59:13
感谢你们的付出!!!!!
主题: Re: PF2e 重制版CHM v1.0发布
作者: Julien2021-10-24, 周日 12:12:42
虽然我还在玩pf1,但这个必须要顶
主题: Re: PF2e 重制版CHM v1.0发布
作者: Caelum2021-10-24, 周日 12:35:39
非常感谢!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 宇治桥姬帕露西2021-10-24, 周日 12:40:52
非常感谢!!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 四月2021-10-24, 周日 13:57:05
作为参与过比较早期的1版CHM的人,我得表示,你们真的太棒了
主题: Re: PF2e 重制版CHM v1.0发布
作者: tangys2021-10-24, 周日 14:11:58
好yeah~
主题: Re: PF2e 重制版CHM v1.0发布
作者: 江南陆凌君2021-10-24, 周日 14:48:25
非常感谢!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 魔法枫糖Suzuya2021-10-24, 周日 15:19:35
好耶
主题: Re: PF2e 重制版CHM v1.0发布
作者: 红雾的爱泽妮2021-10-24, 周日 21:00:53
大家辛苦了,为pf2做出了非常大的贡献,我及我团pc都非常感激你们的辛苦付出!但是没有收录官方勘误,可能造成角色卡的错漏(我团的pc按照这个chm车上来的卡是错的我才意识到这一点),请将以下勘误加入这个chm就更完美了:

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

Any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.

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. Remove the paladin prerequisite from Blade of Justice, 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 downtime. An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Page 287: Amend the Alchemist’s Tools entry to the following:

Alchemist’s Tools: This mobile collection of vials and chemicals can be used for simple alchemical tasks.

Page 287: In the Backpack description, add this sentence: “The first 2 Bulk of items in your backpack don’t count against your Bulk limits.” Similarly "The first 1 Bulk of items in each saddlebag doesn't count against your mount's Bulk limits."

Page 288: Make the following changes on Table 6–9: Adventuring Gear.

Change the Bulk of the adventurer’s pack from 2 to 1.
Change the Bulk of formula book (blank) and spellbook (blank) from 1 to L
Add “Alchemist’s Lab” (Price 5 gp, Bulk 6, Hands 2)
Change “Expanded Alchemist’s Tools (level 3)” to “Expanded Alchemist’s Lab” as a sub-entry to the new alchemist’s lab, and change the Bulk from 1 to 6
Change the alchemist’s tools Price from 5 gp to 3 gp, and the Bulk from 2 to 1
Page 292: The waterskin is always light Bulk, whether full or empty.

Page 300: The text on cantrips was confusing and implied that they might use spell slots, even though they don't. Change the second to last sentence in the first paragraph to "If you're a prepared spellcaster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot."

Page 303: In the Component Substitutions sidebar, replace the second paragraph with the following to avoid implying changes to action traits.

"If you’re a bard Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking."

Also add a final one-sentence paragraph covering innate spells "Any character casting an innate spell can replace any material component with a somatic component."

Pages 316–407: Remove the attack trait from the spells Abyssal plague, chill touch, death knell, ghoulish cravings, goblin pox, mariner’s curse, outcast’s curse, spider sting, spiritual guardian, spiritual weapon, savor the sting, touch of undeath (the cleric focus spell), and force bolt.

Pages 316-407 and 573: Damaging spells and items meant to harm PCs do way too much damage for your gear to survive if it could be targeted, so such spells almost never are supposed to be able to damage objects. A few target lines slipped by with "creatures or objects." Remove the ability to target or damage objects from acid splash, acid arrow, eclipse burst, polar ray, sunburst, fire ray, moon beam, force bolt, and the horn of blasting. Limit hydraulic push to "creatures and unattended objects."

Page 318: In animal messenger, change the duration to “see text.” Change the spell description to state that the spell ends after 24 hours or when a creature removes the attached object, whichever happens first.

Page 318 and 400: In antimagic field and storm lord, you can't exclude yourself from the emanation as you can for many other emanations, so change the area to explicitly states "which affects you."

Pages 322 and 390: In the success entries for charm (page 322) and charming touch (page 390), replace references to Identify Magic with a reference to the Identifying Spells section on page 305.

Page 330, 358, 377: Add the attack trait to disintegrate, polar ray, and tanglefoot.

Page 331: Add the cantrip trait to disrupt undead.

Page 336: In enlarge, change the Heightened (6th) entry to read “Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures.” in case you want to make a large number of creatures Large but Huge would be too big for your circumstances.

Page 338, 346, 379, 400: Several sustained spells are meant to provide once per turn benefits when they are sustained, not be used multiple times per turn. In flaming sphere, implosion, unfathomable song, impaling briars, and storm lord add "the first time you Sustain this Spell each round"

Page 339: Once flesh to stone has completely petrified you, the spell ends but you still remain petrified, meaning you can't remove the effects with dispel magic or similar abilities that counteract active spells; you need stone to flesh. Change the last two sentences of the failure condition to read "When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed."

Page 343: In harm, change the description of the 3-action version to read “you disperse negative energy” instead of positive energy.

Page 343: Even if you aren't a humanoid, you too can be a hero. In heroism, remove "humanoid" from the targets line so it just reads "1 creature"

Page 345: Illusory disguise, a Perception check to disbelieve just happens, it isn't a free action, so change "attempt a Perception check to disbelieve the spell as a free action" to read "attempt an immediate Perception check to disbelieve the spell."

Page 348: In light, change the Targets entry to read “1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally”

Page 349: Some corner cases in magic fang and magic weapon. In magic fang, change the Targets entry to “1 willing creature.” Change the first sentence to “Choose one of the target’s unarmed attacks.” Change the last sentence to “The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.” This makes the spell less restrictive and more versatile. In magic weapon change the Targets entry to remove the word "nonmagical" so you can still cast it on a +1 weapon to get the extra striking die.

Page 358: Polar ray left out what happened on a critical hit with your spell attack roll. It should double the damage (but not the drained value) on a critical hit.

Page 362: Purple worm sting used to have both a spell attack roll and a Fortitude save, but in changing to only a save, some of the damage is now automatic and should be reduced. Reduce the piercing damage automatically taken from the spell to 3d6.

Page 363: The regenerate spell had an incorrect interaction with the doomed condition that would cause a doomed character to still die while regenerating. To handle that, instead of preventing a creature from progressing to dying 3, change it to "its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3)."

Page 370: In sound burst, change the critical failure entry to read “The creature takes double damage, is deafened for 1 minute, and is stunned 1.” since stunned doesn't have a duration.

Page 373: In spiritual weapon, you might not have a deity, particularly if you're an occult caster, so change it to manifest a "a club, a dagger, or your deity's favored weapon."

Page 377: Telekinetic haul should work only on unattended objects, not objects in creatures' possessions.

Page 377: In telekinetic projectile, change the second sentence to read “Make a spell attack roll against the target.” It was accidentally missing the word "spell" before, meaning the attack roll wasn't explicitly classified as weapon, unarmed, or spell.

Page 377: In tangling creepers, instead of having the creepers make an unarmed attack using your spell attack modifier, change it to just say "Make a melee spell attack roll against the target."

Page 379: In true target, the way the spell used its targets was confusing, and it wasn't clear it applied to more attacks. There are several changes to make this clear; here is the final text with changes in bold:



TRUE TARGET SPELL 7

DIVINATION FORTUNE PREDICTION

Traditions arcane, occult

Cast [one-action] verbal

Range 60 feet; Targets 4 creatures

Duration until the start of your next turn

You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to your allies. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.

Page 381: In visions of danger, there's no description of what the Will save does, other than the critical success allowing you to disbelieve. It should be a basic Will save against the mental damage.

Page 385: In zealous conviction, add the emotion and mental traits.

Page 390: In charming touch, remove "humanoid" from the target line so you can charm any kind of creature that could find you attractive.

Page 391: In death’s call, replace “your Wisdom modifier” with “your spellcasting ability modifier” so that champions aren't forced to use Wisdom.

Page 393: In healer's blessing, boost the additional healing from the base spell from 1 to 2.

Page 399: Replace the existing goodberry focus spell with the following.

GOODBERRY FOCUS 1
Uncommon, Druid, Healing, Necromancy

Cast [two-actions] somatic, verbal

Range touch; Targets 1 ripe berry

Duration 10 minutes

You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.

Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.

Page 403: Angelic halo should scale based on the level of the heal spell, not based on angelic halo's level. Remove the heightened entry and instead, replace the status bonus to healing from the spell with "Allies in your halo’s emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell’s level."

Page 409: In the atone ritual, change the Heightened entry to “Heightened (+1).”

Page 438: Under Desna, change “3rd: dream message” to “4th: fly.”

Page 438: Under Iomedae, change “2nd: see invisibility” to “2nd: enlarge.”

Page 441: Add to the Whispering Way “Follower Alignments LE, NE, CE”

Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear,  add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."

To clarify the different rules elements involved:

An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.

An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.

Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.

The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.

Page 451: Following the formulas for calculating damage rolls, add the sentence “If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.” Resistances and the like can still reduce the damage to 0.

Page 452: At the end of the description of bleed damage, add "Bleed damage ends automatically if you’re healed to your full Hit Points."

Page 453: Weaknesses like "salt" and "water" weren't fully explained. At the beginning of the second paragraph in weakness, add "If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it."

Page 453 and 634: In Nonlethal Attacks, nonlethal effects other than Strikes weren't explained directly, so at the end add "Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them" On page 634, add the nonlethal trait "An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it."

Page 457: In the Emanation section, add the following sentence to the end. “Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.” This means that you can cast spells like harm without damaging yourself.

Page 459: In the first bullet point under Knocked Out and Dying, change the sentence to “You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.” This was originally intended, and prevents weird situations where you are knocked out by a reaction and die without having a chance for your allies to help you.

Page 460: Under Heroic Recovery, replace the first sentence with the following to align with other places in the text that discuss spending Hero Points. “If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.”

Page 461: Add a new section after Temporary Hit Points:

Fast Healing and Regeneration
Some abilities grant fast healing, and some creatures have regeneration. A creature with either ability regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can’t increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage.

Page 481: Retraining. It wasn't clear how long it took to retrain spells in a spell repertoire, but it should take just 1 week. Add ". Some, like changing a spell in your spell repertoire, take a week." to retraining class features.

Page 421: Disabling a Hazard. How to run disabling a hazard with skills other than Thievery wasn't completely clear. Add "Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM."

Page 535: Craft Requirements. Add text about upgrading an item from a lower-level version into a higher-level version. "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn’t upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item’s new level."

Page 537 and 583: Shadow and slick runes. Since a character can't actually use those runes unless they have a +1 armor first (a 5th level item), move the items from 3rd level to 5th level when they become usable (keeping the price from the original version, even though it's unusually low for a 5th level item).

Page 542 and 548: The true elixir of life's price is incorrect. Change it to 8,000 gp.

Page 544: The example in the splash trait is confusing. Replace it with this clearer version of the example "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."

Page 546: Under the Mutagens heading, to explain how to handle the counteracting between mutagens, add the following sentence to the end of the second paragraph. “Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item’s level and a modifier equal to the that level’s DC – 10, as found on Table 10–5: DCs by Level (page 503).”

Page 548: To make it clearer that elixir of life only works on living creatures due to the healing trait, change the first sentence to "Elixirs of life accelerate a living creature’s natural healing processes and immune system."

Page 549: Quicksilver mutagen's "ranged attack rolls" was meant to apply to ranged weapon attack rolls and ranged unarmed attack rolls, but it makes sense to apply to Dexterity-based melee attack rolls using finesse. Change "ranged attack rolls" to "Dexterity-based attack rolls."

Page 550: Under Method of Exposure, in the Injury section, change the first sentence to read “An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item.” This explicitly allows you to poison ammunition as well as weapons.

Pages 551–554: Injury poisons should require 2 actions to apply rather than 3, allowing you to draw a poison and apply it to a weapon on the same turn. Change the Activate entries for the following poisons from a [three-actions] glyph to a [two‑actions] glyph: belladonna, black adder venom, giant centipede venom, giant scorpion venom, giant wasp venom, graveroot, hunting spider venom, lethargy poison, purple worm venom, shadow essence, and wyvern poison.

Page 551: Deathcap powder should be held in 1 hand, like other ingested poisons, not held in 2 hands.

Page 566: In dispelling sliver, add “(counteract modifier +29)” to the end of the first paragraph of the effect.

Page 573: In the decanter of endless water, add a usage entry of 2 hands and a Bulk entry of L.

Page 574: Maestro's instrument should have DCs for the charm effects, DC 27 for  the moderate version and DC 38 for the greater version.

Page 584: In the grievous rune entry for a spear, change “enfeebled” to “clumsy” to match the spear’s critical specialization effect.

Page 586–587: In mithral shield, change the Bulk entries for the standard-grade mithral shield and the high-grade mithral shield from “1” to “L.”

Page 587: Arrow-catching shield. This shield had a built in usage frequency based on being fairly fragile that worked in the playtest rules for shields, but switching from dents to HP, the shield became too easily destroyed and needs to offer more protection. Increase the basic shield statistics to Hardness 10, HP 60, BT 30 and add a frequency of once per minute on the activation.

Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.

Page 592: Under Staves, change the fourth sentence to “Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry.”  This removes the erroneous mention of holding more charges. In preparing a staff, change the second sentence to "When you do so, that staff gains a number of charges equal to the level of your highest spell slot. You don’t need to expend any spells to add charges in this way." This makes it clear how many charges you gain if you have only a few low level spell slots but have a cantrip or focus spell. Finally, in attacking with a staff, add "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn’t alter any of their spellcasting abilities." since staves are specific weapons, with the staff abilities as the additional abilities.

Page 594: Greater staff of necromancy has enervation, a spell that's in Advanced Player's Guide instead of this book. Replace it with a 4th level vampiric touch.

Page 597: Wands become broken when you overcharge them and succeed at the flat check, and you need to know their statistics to Repair them. While they use the normal statistics for a thin item of their composition, it makes sense to call that out. At the end of Varying Statistics, add "A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."

Page 602: In the entry for greater storm flash, add a spell DC of 38 to the end of the last sentence, as the greater form of an item should increase the DC to a competitive one for its level.

Page 604: Under Companion Items, replace the third sentence with “Normally these are the only items a companion can use. Other items may qualify, at the GM’s discretion, but an animal can never Activate an Item.” This makes the rules clearer than before, and allows the GM to opt into adding more items.

Page 612: Healer's gloves' activation was unclear as to whether it was a healing effect. Change the activation effect to the following: "You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing."

Page 618: In the definition for the broken condition, change the second sentence to “An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold.” This matches the definition of broken on page 272 (the inconsistency before was what happened when its HP were exactly equal to the Broken Threshold). 

Page 620, 631, and 454: In the definition of fatigued, the intention is that it prevents the exploration tactics you take while traveling or exploring an area, but you can still stop and Refocus, Treat Wounds, and so on. Change the last sentence to "You can’t use exploration activities performed while traveling, such as those on pages 479–480."

Pages 620–623: In the definitions for the friendly, helpful, hostile, indifferent, and unfriendly conditions, change the first sentence to read “This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.” This continues to reflect the fact that mundane skills can't influence a PC's attitude (unless the player wishes to change it to reflect the other character's persuasive ability) while allowing magic like charm to do so.

Page 621: The prone condition said you could Take Cover to gain cover against ranged attacks, but it should say you gain Greater Cover. When combined with still being flat-footed, it allows you to hunker down for a net of 2 more AC against ranged attacks.

Page 621: Persistent damage sidebar. Clarifying Assisted Recovery, at the end of the first paragraph, change the last sentence to "This allows you to attempt an extra flat check immediately, but only once per round." and add the bullet point "• The action to help might require a skill check or another roll to determine its effectiveness." Remove Administer First Aid as an example of assisted recovery, as it's a separate action. Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features.

Page 72-79: Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.

Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."

Page 75: In perpetual infusions, "bullheaded mutagen" should say "serene mutagen."

Page 89: Raging Athlete. The wording has been adjusted to prevent unintended interactions with other abilities while keeping the same benefits. Change the text to "Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."

Page 91: Sudden Leap is missing the two-action icon from the fighter version, leaving the action cost unstated. Add in the two action icon.

Pages 99-103: Various bard feats shouldn't have the "focus pool" prerequisite. If you somehow take them without a focus pool (typically via multiclassing), you gain a focus pool, as normal for taking your first feat that grants a focus spell.

Pages 102, 201, 211: In Quickened Casting, change the restriction to "If your next action is to cast a <Classname> cantrip or a spell that is at least 2 levels lower than the highest-level <Classname> spell slot you have" inserting bard, sorcerer, or wizard as appropriate. This wording change makes it clear how to handle situations where you have a cantrip or focus spell at a different spell level than your highest spell slot.

Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of <Classname> spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.

Pages 222-231: In the multiclass spellcaster Breadth feats, change "for each spell level other than your two highest spell levels" to "for each spell level other than your two highest <Classname> spell slots." inserting the appropriate class. This makes it clear what to do if you are a spellcaster multiclassing in another spellcasting class (or potentially multiclassing in multiple spellcasting classes).

Page 630: In curses, add "Effects with this trait can be removed only by effects that specifically target curses." This makes it clear that you need to use spells like remove curse to remove a curse, even one put in place by a spell, as opposed to dispel magic.



Pages 337, 403, 405: In feeblemind, celestial brand, and jealous hex, make it clear that they are applying a curse.



Page 634: Add the olfactory trait from the Bestiary to the Glossary and Index "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM."

Pages 629–633: In the definitions of the chaotic, evil, good, and lawful traits, remove the last sentence. Creatures can use abilities of an alignment without matching that alignment, but they might be anathema or change a creature’s alignment over time with repeated use.

Page 637: In the definition of the summoned trait, add this section to deal with summoned creatures creating more creatures without using summoning "A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. "
主题: Re: PF2e 重制版CHM v1.0发布
作者: 原子能青蛙2021-10-24, 周日 22:07:38
大家辛苦了,为pf2做出了非常大的贡献,我及我团pc都非常感激你们的辛苦付出!但是没有收录官方勘误,可能造成角色卡的错漏(我团的pc按照这个chm车上来的卡是错的我才意识到这一点),请将以下勘误加入这个chm就更完美了:

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

Any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.

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. Remove the paladin prerequisite from Blade of Justice, 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 downtime. An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Page 287: Amend the Alchemist’s Tools entry to the following:

Alchemist’s Tools: This mobile collection of vials and chemicals can be used for simple alchemical tasks.

Page 287: In the Backpack description, add this sentence: “The first 2 Bulk of items in your backpack don’t count against your Bulk limits.” Similarly "The first 1 Bulk of items in each saddlebag doesn't count against your mount's Bulk limits."

Page 288: Make the following changes on Table 6–9: Adventuring Gear.

Change the Bulk of the adventurer’s pack from 2 to 1.
Change the Bulk of formula book (blank) and spellbook (blank) from 1 to L
Add “Alchemist’s Lab” (Price 5 gp, Bulk 6, Hands 2)
Change “Expanded Alchemist’s Tools (level 3)” to “Expanded Alchemist’s Lab” as a sub-entry to the new alchemist’s lab, and change the Bulk from 1 to 6
Change the alchemist’s tools Price from 5 gp to 3 gp, and the Bulk from 2 to 1
Page 292: The waterskin is always light Bulk, whether full or empty.

Page 300: The text on cantrips was confusing and implied that they might use spell slots, even though they don't. Change the second to last sentence in the first paragraph to "If you're a prepared spellcaster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot."

Page 303: In the Component Substitutions sidebar, replace the second paragraph with the following to avoid implying changes to action traits.

"If you’re a bard Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking."

Also add a final one-sentence paragraph covering innate spells "Any character casting an innate spell can replace any material component with a somatic component."

Pages 316–407: Remove the attack trait from the spells Abyssal plague, chill touch, death knell, ghoulish cravings, goblin pox, mariner’s curse, outcast’s curse, spider sting, spiritual guardian, spiritual weapon, savor the sting, touch of undeath (the cleric focus spell), and force bolt.

Pages 316-407 and 573: Damaging spells and items meant to harm PCs do way too much damage for your gear to survive if it could be targeted, so such spells almost never are supposed to be able to damage objects. A few target lines slipped by with "creatures or objects." Remove the ability to target or damage objects from acid splash, acid arrow, eclipse burst, polar ray, sunburst, fire ray, moon beam, force bolt, and the horn of blasting. Limit hydraulic push to "creatures and unattended objects."

Page 318: In animal messenger, change the duration to “see text.” Change the spell description to state that the spell ends after 24 hours or when a creature removes the attached object, whichever happens first.

Page 318 and 400: In antimagic field and storm lord, you can't exclude yourself from the emanation as you can for many other emanations, so change the area to explicitly states "which affects you."

Pages 322 and 390: In the success entries for charm (page 322) and charming touch (page 390), replace references to Identify Magic with a reference to the Identifying Spells section on page 305.

Page 330, 358, 377: Add the attack trait to disintegrate, polar ray, and tanglefoot.

Page 331: Add the cantrip trait to disrupt undead.

Page 336: In enlarge, change the Heightened (6th) entry to read “Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures.” in case you want to make a large number of creatures Large but Huge would be too big for your circumstances.

Page 338, 346, 379, 400: Several sustained spells are meant to provide once per turn benefits when they are sustained, not be used multiple times per turn. In flaming sphere, implosion, unfathomable song, impaling briars, and storm lord add "the first time you Sustain this Spell each round"

Page 339: Once flesh to stone has completely petrified you, the spell ends but you still remain petrified, meaning you can't remove the effects with dispel magic or similar abilities that counteract active spells; you need stone to flesh. Change the last two sentences of the failure condition to read "When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed."

Page 343: In harm, change the description of the 3-action version to read “you disperse negative energy” instead of positive energy.

Page 343: Even if you aren't a humanoid, you too can be a hero. In heroism, remove "humanoid" from the targets line so it just reads "1 creature"

Page 345: Illusory disguise, a Perception check to disbelieve just happens, it isn't a free action, so change "attempt a Perception check to disbelieve the spell as a free action" to read "attempt an immediate Perception check to disbelieve the spell."

Page 348: In light, change the Targets entry to read “1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally”

Page 349: Some corner cases in magic fang and magic weapon. In magic fang, change the Targets entry to “1 willing creature.” Change the first sentence to “Choose one of the target’s unarmed attacks.” Change the last sentence to “The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.” This makes the spell less restrictive and more versatile. In magic weapon change the Targets entry to remove the word "nonmagical" so you can still cast it on a +1 weapon to get the extra striking die.

Page 358: Polar ray left out what happened on a critical hit with your spell attack roll. It should double the damage (but not the drained value) on a critical hit.

Page 362: Purple worm sting used to have both a spell attack roll and a Fortitude save, but in changing to only a save, some of the damage is now automatic and should be reduced. Reduce the piercing damage automatically taken from the spell to 3d6.

Page 363: The regenerate spell had an incorrect interaction with the doomed condition that would cause a doomed character to still die while regenerating. To handle that, instead of preventing a creature from progressing to dying 3, change it to "its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3)."

Page 370: In sound burst, change the critical failure entry to read “The creature takes double damage, is deafened for 1 minute, and is stunned 1.” since stunned doesn't have a duration.

Page 373: In spiritual weapon, you might not have a deity, particularly if you're an occult caster, so change it to manifest a "a club, a dagger, or your deity's favored weapon."

Page 377: Telekinetic haul should work only on unattended objects, not objects in creatures' possessions.

Page 377: In telekinetic projectile, change the second sentence to read “Make a spell attack roll against the target.” It was accidentally missing the word "spell" before, meaning the attack roll wasn't explicitly classified as weapon, unarmed, or spell.

Page 377: In tangling creepers, instead of having the creepers make an unarmed attack using your spell attack modifier, change it to just say "Make a melee spell attack roll against the target."

Page 379: In true target, the way the spell used its targets was confusing, and it wasn't clear it applied to more attacks. There are several changes to make this clear; here is the final text with changes in bold:



TRUE TARGET SPELL 7

DIVINATION FORTUNE PREDICTION

Traditions arcane, occult

Cast [one-action] verbal

Range 60 feet; Targets 4 creatures

Duration until the start of your next turn

You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to your allies. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.

Page 381: In visions of danger, there's no description of what the Will save does, other than the critical success allowing you to disbelieve. It should be a basic Will save against the mental damage.

Page 385: In zealous conviction, add the emotion and mental traits.

Page 390: In charming touch, remove "humanoid" from the target line so you can charm any kind of creature that could find you attractive.

Page 391: In death’s call, replace “your Wisdom modifier” with “your spellcasting ability modifier” so that champions aren't forced to use Wisdom.

Page 393: In healer's blessing, boost the additional healing from the base spell from 1 to 2.

Page 399: Replace the existing goodberry focus spell with the following.

GOODBERRY FOCUS 1
Uncommon, Druid, Healing, Necromancy

Cast [two-actions] somatic, verbal

Range touch; Targets 1 ripe berry

Duration 10 minutes

You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.

Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.

Page 403: Angelic halo should scale based on the level of the heal spell, not based on angelic halo's level. Remove the heightened entry and instead, replace the status bonus to healing from the spell with "Allies in your halo’s emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell’s level."

Page 409: In the atone ritual, change the Heightened entry to “Heightened (+1).”

Page 438: Under Desna, change “3rd: dream message” to “4th: fly.”

Page 438: Under Iomedae, change “2nd: see invisibility” to “2nd: enlarge.”

Page 441: Add to the Whispering Way “Follower Alignments LE, NE, CE”

Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear,  add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."

To clarify the different rules elements involved:

An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.

An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.

Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.

The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.

Page 451: Following the formulas for calculating damage rolls, add the sentence “If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.” Resistances and the like can still reduce the damage to 0.

Page 452: At the end of the description of bleed damage, add "Bleed damage ends automatically if you’re healed to your full Hit Points."

Page 453: Weaknesses like "salt" and "water" weren't fully explained. At the beginning of the second paragraph in weakness, add "If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it."

Page 453 and 634: In Nonlethal Attacks, nonlethal effects other than Strikes weren't explained directly, so at the end add "Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them" On page 634, add the nonlethal trait "An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it."

Page 457: In the Emanation section, add the following sentence to the end. “Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.” This means that you can cast spells like harm without damaging yourself.

Page 459: In the first bullet point under Knocked Out and Dying, change the sentence to “You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.” This was originally intended, and prevents weird situations where you are knocked out by a reaction and die without having a chance for your allies to help you.

Page 460: Under Heroic Recovery, replace the first sentence with the following to align with other places in the text that discuss spending Hero Points. “If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.”

Page 461: Add a new section after Temporary Hit Points:

Fast Healing and Regeneration
Some abilities grant fast healing, and some creatures have regeneration. A creature with either ability regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can’t increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage.

Page 481: Retraining. It wasn't clear how long it took to retrain spells in a spell repertoire, but it should take just 1 week. Add ". Some, like changing a spell in your spell repertoire, take a week." to retraining class features.

Page 421: Disabling a Hazard. How to run disabling a hazard with skills other than Thievery wasn't completely clear. Add "Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM."

Page 535: Craft Requirements. Add text about upgrading an item from a lower-level version into a higher-level version. "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn’t upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item’s new level."

Page 537 and 583: Shadow and slick runes. Since a character can't actually use those runes unless they have a +1 armor first (a 5th level item), move the items from 3rd level to 5th level when they become usable (keeping the price from the original version, even though it's unusually low for a 5th level item).

Page 542 and 548: The true elixir of life's price is incorrect. Change it to 8,000 gp.

Page 544: The example in the splash trait is confusing. Replace it with this clearer version of the example "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."

Page 546: Under the Mutagens heading, to explain how to handle the counteracting between mutagens, add the following sentence to the end of the second paragraph. “Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item’s level and a modifier equal to the that level’s DC – 10, as found on Table 10–5: DCs by Level (page 503).”

Page 548: To make it clearer that elixir of life only works on living creatures due to the healing trait, change the first sentence to "Elixirs of life accelerate a living creature’s natural healing processes and immune system."

Page 549: Quicksilver mutagen's "ranged attack rolls" was meant to apply to ranged weapon attack rolls and ranged unarmed attack rolls, but it makes sense to apply to Dexterity-based melee attack rolls using finesse. Change "ranged attack rolls" to "Dexterity-based attack rolls."

Page 550: Under Method of Exposure, in the Injury section, change the first sentence to read “An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item.” This explicitly allows you to poison ammunition as well as weapons.

Pages 551–554: Injury poisons should require 2 actions to apply rather than 3, allowing you to draw a poison and apply it to a weapon on the same turn. Change the Activate entries for the following poisons from a [three-actions] glyph to a [two‑actions] glyph: belladonna, black adder venom, giant centipede venom, giant scorpion venom, giant wasp venom, graveroot, hunting spider venom, lethargy poison, purple worm venom, shadow essence, and wyvern poison.

Page 551: Deathcap powder should be held in 1 hand, like other ingested poisons, not held in 2 hands.

Page 566: In dispelling sliver, add “(counteract modifier +29)” to the end of the first paragraph of the effect.

Page 573: In the decanter of endless water, add a usage entry of 2 hands and a Bulk entry of L.

Page 574: Maestro's instrument should have DCs for the charm effects, DC 27 for  the moderate version and DC 38 for the greater version.

Page 584: In the grievous rune entry for a spear, change “enfeebled” to “clumsy” to match the spear’s critical specialization effect.

Page 586–587: In mithral shield, change the Bulk entries for the standard-grade mithral shield and the high-grade mithral shield from “1” to “L.”

Page 587: Arrow-catching shield. This shield had a built in usage frequency based on being fairly fragile that worked in the playtest rules for shields, but switching from dents to HP, the shield became too easily destroyed and needs to offer more protection. Increase the basic shield statistics to Hardness 10, HP 60, BT 30 and add a frequency of once per minute on the activation.

Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.

Page 592: Under Staves, change the fourth sentence to “Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry.”  This removes the erroneous mention of holding more charges. In preparing a staff, change the second sentence to "When you do so, that staff gains a number of charges equal to the level of your highest spell slot. You don’t need to expend any spells to add charges in this way." This makes it clear how many charges you gain if you have only a few low level spell slots but have a cantrip or focus spell. Finally, in attacking with a staff, add "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn’t alter any of their spellcasting abilities." since staves are specific weapons, with the staff abilities as the additional abilities.

Page 594: Greater staff of necromancy has enervation, a spell that's in Advanced Player's Guide instead of this book. Replace it with a 4th level vampiric touch.

Page 597: Wands become broken when you overcharge them and succeed at the flat check, and you need to know their statistics to Repair them. While they use the normal statistics for a thin item of their composition, it makes sense to call that out. At the end of Varying Statistics, add "A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."

Page 602: In the entry for greater storm flash, add a spell DC of 38 to the end of the last sentence, as the greater form of an item should increase the DC to a competitive one for its level.

Page 604: Under Companion Items, replace the third sentence with “Normally these are the only items a companion can use. Other items may qualify, at the GM’s discretion, but an animal can never Activate an Item.” This makes the rules clearer than before, and allows the GM to opt into adding more items.

Page 612: Healer's gloves' activation was unclear as to whether it was a healing effect. Change the activation effect to the following: "You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing."

Page 618: In the definition for the broken condition, change the second sentence to “An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold.” This matches the definition of broken on page 272 (the inconsistency before was what happened when its HP were exactly equal to the Broken Threshold). 

Page 620, 631, and 454: In the definition of fatigued, the intention is that it prevents the exploration tactics you take while traveling or exploring an area, but you can still stop and Refocus, Treat Wounds, and so on. Change the last sentence to "You can’t use exploration activities performed while traveling, such as those on pages 479–480."

Pages 620–623: In the definitions for the friendly, helpful, hostile, indifferent, and unfriendly conditions, change the first sentence to read “This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.” This continues to reflect the fact that mundane skills can't influence a PC's attitude (unless the player wishes to change it to reflect the other character's persuasive ability) while allowing magic like charm to do so.

Page 621: The prone condition said you could Take Cover to gain cover against ranged attacks, but it should say you gain Greater Cover. When combined with still being flat-footed, it allows you to hunker down for a net of 2 more AC against ranged attacks.

Page 621: Persistent damage sidebar. Clarifying Assisted Recovery, at the end of the first paragraph, change the last sentence to "This allows you to attempt an extra flat check immediately, but only once per round." and add the bullet point "• The action to help might require a skill check or another roll to determine its effectiveness." Remove Administer First Aid as an example of assisted recovery, as it's a separate action. Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features.

Page 72-79: Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.

Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."

Page 75: In perpetual infusions, "bullheaded mutagen" should say "serene mutagen."

Page 89: Raging Athlete. The wording has been adjusted to prevent unintended interactions with other abilities while keeping the same benefits. Change the text to "Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."

Page 91: Sudden Leap is missing the two-action icon from the fighter version, leaving the action cost unstated. Add in the two action icon.

Pages 99-103: Various bard feats shouldn't have the "focus pool" prerequisite. If you somehow take them without a focus pool (typically via multiclassing), you gain a focus pool, as normal for taking your first feat that grants a focus spell.

Pages 102, 201, 211: In Quickened Casting, change the restriction to "If your next action is to cast a <Classname> cantrip or a spell that is at least 2 levels lower than the highest-level <Classname> spell slot you have" inserting bard, sorcerer, or wizard as appropriate. This wording change makes it clear how to handle situations where you have a cantrip or focus spell at a different spell level than your highest spell slot.

Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of <Classname> spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.

Pages 222-231: In the multiclass spellcaster Breadth feats, change "for each spell level other than your two highest spell levels" to "for each spell level other than your two highest <Classname> spell slots." inserting the appropriate class. This makes it clear what to do if you are a spellcaster multiclassing in another spellcasting class (or potentially multiclassing in multiple spellcasting classes).

Page 630: In curses, add "Effects with this trait can be removed only by effects that specifically target curses." This makes it clear that you need to use spells like remove curse to remove a curse, even one put in place by a spell, as opposed to dispel magic.



Pages 337, 403, 405: In feeblemind, celestial brand, and jealous hex, make it clear that they are applying a curse.



Page 634: Add the olfactory trait from the Bestiary to the Glossary and Index "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM."

Pages 629–633: In the definitions of the chaotic, evil, good, and lawful traits, remove the last sentence. Creatures can use abilities of an alignment without matching that alignment, but they might be anathema or change a creature’s alignment over time with repeated use.

Page 637: In the definition of the summoned trait, add this section to deal with summoned creatures creating more creatures without using summoning "A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. "

这个CHM是照着CRB 2.0整的,这些勘误没有包含在CRB 2.0里吗?
主题: Re: PF2e 重制版CHM v1.0发布
作者: 胜机を零すな!掴み取れ!2021-10-25, 周一 13:58:17
非常感谢!
主题: Re: PF2e 重制版CHM v1.0发布
作者: 南村辉2021-10-25, 周一 14:14:31
PF2已经有重制版了嘛(震惊)
主题: Re: PF2e 重制版CHM v1.0发布
作者: 璀璨星炬2021-10-25, 周一 14:20:47
PF2已经有重制版了嘛(震惊)

事CHM重制版
主题: Re: PF2e 重制版CHM v1.0发布
作者: 南村辉2021-10-25, 周一 15:28:56
艹,依然记得当时有人拿着0.98版5e的CHM跟我说他跑的是DND5.98
弱智竟是我自己
主题: Re: PF2e 重制版CHM v1.0发布
作者: 莲染镜影2021-10-26, 周二 12:30:09
Bug提交:
专长健壮有技能特征,此处应仅有通用特征

专长即兴发挥
通用即便你没有经验,你也知道怎么解决面前的问题。现在你在所有未受训技能检定时都可以使用你的人物等级的一般而非通常的+0来进行检定.当你达到至少7级时,你在这些检定上获得相当于你的人物等级的加值。大师,拥有加值并不会允许你使用这些技能的受训技能动作。
一般应为一半,大师应为但是。
主题: Re: PF2e 重制版CHM v1.0发布
作者: 红雾的爱泽妮2021-10-26, 周二 15:59:54
有的有,有很多也没有,比如戴斯娜和艾奥梅戴的神术就不包括
大家辛苦了,为pf2做出了非常大的贡献,我及我团pc都非常感激你们的辛苦付出!但是没有收录官方勘误,可能造成角色卡的错漏(我团的pc按照这个chm车上来的卡是错的我才意识到这一点),请将以下勘误加入这个chm就更完美了:

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

Any class feature that improves the proficiency rank or grants the critical specialization effect access for simple weapons or a specific set of weapons, that ability also grants that benefit for unarmed attacks.

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. Remove the paladin prerequisite from Blade of Justice, 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 downtime. An expanded alchemist’s lab gives a +1 item bonus to Crafting checks to create alchemical items.

Page 287: Amend the Alchemist’s Tools entry to the following:

Alchemist’s Tools: This mobile collection of vials and chemicals can be used for simple alchemical tasks.

Page 287: In the Backpack description, add this sentence: “The first 2 Bulk of items in your backpack don’t count against your Bulk limits.” Similarly "The first 1 Bulk of items in each saddlebag doesn't count against your mount's Bulk limits."

Page 288: Make the following changes on Table 6–9: Adventuring Gear.

Change the Bulk of the adventurer’s pack from 2 to 1.
Change the Bulk of formula book (blank) and spellbook (blank) from 1 to L
Add “Alchemist’s Lab” (Price 5 gp, Bulk 6, Hands 2)
Change “Expanded Alchemist’s Tools (level 3)” to “Expanded Alchemist’s Lab” as a sub-entry to the new alchemist’s lab, and change the Bulk from 1 to 6
Change the alchemist’s tools Price from 5 gp to 3 gp, and the Bulk from 2 to 1
Page 292: The waterskin is always light Bulk, whether full or empty.

Page 300: The text on cantrips was confusing and implied that they might use spell slots, even though they don't. Change the second to last sentence in the first paragraph to "If you're a prepared spellcaster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot."

Page 303: In the Component Substitutions sidebar, replace the second paragraph with the following to avoid implying changes to action traits.

"If you’re a bard Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking."

Also add a final one-sentence paragraph covering innate spells "Any character casting an innate spell can replace any material component with a somatic component."

Pages 316–407: Remove the attack trait from the spells Abyssal plague, chill touch, death knell, ghoulish cravings, goblin pox, mariner’s curse, outcast’s curse, spider sting, spiritual guardian, spiritual weapon, savor the sting, touch of undeath (the cleric focus spell), and force bolt.

Pages 316-407 and 573: Damaging spells and items meant to harm PCs do way too much damage for your gear to survive if it could be targeted, so such spells almost never are supposed to be able to damage objects. A few target lines slipped by with "creatures or objects." Remove the ability to target or damage objects from acid splash, acid arrow, eclipse burst, polar ray, sunburst, fire ray, moon beam, force bolt, and the horn of blasting. Limit hydraulic push to "creatures and unattended objects."

Page 318: In animal messenger, change the duration to “see text.” Change the spell description to state that the spell ends after 24 hours or when a creature removes the attached object, whichever happens first.

Page 318 and 400: In antimagic field and storm lord, you can't exclude yourself from the emanation as you can for many other emanations, so change the area to explicitly states "which affects you."

Pages 322 and 390: In the success entries for charm (page 322) and charming touch (page 390), replace references to Identify Magic with a reference to the Identifying Spells section on page 305.

Page 330, 358, 377: Add the attack trait to disintegrate, polar ray, and tanglefoot.

Page 331: Add the cantrip trait to disrupt undead.

Page 336: In enlarge, change the Heightened (6th) entry to read “Choose either the 2nd-level or 4th-level version of this spell and apply its effects to 10 willing creatures.” in case you want to make a large number of creatures Large but Huge would be too big for your circumstances.

Page 338, 346, 379, 400: Several sustained spells are meant to provide once per turn benefits when they are sustained, not be used multiple times per turn. In flaming sphere, implosion, unfathomable song, impaling briars, and storm lord add "the first time you Sustain this Spell each round"

Page 339: Once flesh to stone has completely petrified you, the spell ends but you still remain petrified, meaning you can't remove the effects with dispel magic or similar abilities that counteract active spells; you need stone to flesh. Change the last two sentences of the failure condition to read "When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed."

Page 343: In harm, change the description of the 3-action version to read “you disperse negative energy” instead of positive energy.

Page 343: Even if you aren't a humanoid, you too can be a hero. In heroism, remove "humanoid" from the targets line so it just reads "1 creature"

Page 345: Illusory disguise, a Perception check to disbelieve just happens, it isn't a free action, so change "attempt a Perception check to disbelieve the spell as a free action" to read "attempt an immediate Perception check to disbelieve the spell."

Page 348: In light, change the Targets entry to read “1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally”

Page 349: Some corner cases in magic fang and magic weapon. In magic fang, change the Targets entry to “1 willing creature.” Change the first sentence to “Choose one of the target’s unarmed attacks.” Change the last sentence to “The unarmed attack becomes a +1 striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it had only one.” This makes the spell less restrictive and more versatile. In magic weapon change the Targets entry to remove the word "nonmagical" so you can still cast it on a +1 weapon to get the extra striking die.

Page 358: Polar ray left out what happened on a critical hit with your spell attack roll. It should double the damage (but not the drained value) on a critical hit.

Page 362: Purple worm sting used to have both a spell attack roll and a Fortitude save, but in changing to only a save, some of the damage is now automatic and should be reduced. Reduce the piercing damage automatically taken from the spell to 3d6.

Page 363: The regenerate spell had an incorrect interaction with the doomed condition that would cause a doomed character to still die while regenerating. To handle that, instead of preventing a creature from progressing to dying 3, change it to "its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3)."

Page 370: In sound burst, change the critical failure entry to read “The creature takes double damage, is deafened for 1 minute, and is stunned 1.” since stunned doesn't have a duration.

Page 373: In spiritual weapon, you might not have a deity, particularly if you're an occult caster, so change it to manifest a "a club, a dagger, or your deity's favored weapon."

Page 377: Telekinetic haul should work only on unattended objects, not objects in creatures' possessions.

Page 377: In telekinetic projectile, change the second sentence to read “Make a spell attack roll against the target.” It was accidentally missing the word "spell" before, meaning the attack roll wasn't explicitly classified as weapon, unarmed, or spell.

Page 377: In tangling creepers, instead of having the creepers make an unarmed attack using your spell attack modifier, change it to just say "Make a melee spell attack roll against the target."

Page 379: In true target, the way the spell used its targets was confusing, and it wasn't clear it applied to more attacks. There are several changes to make this clear; here is the final text with changes in bold:



TRUE TARGET SPELL 7

DIVINATION FORTUNE PREDICTION

Traditions arcane, occult

Cast [one-action] verbal

Range 60 feet; Targets 4 creatures

Duration until the start of your next turn

You delve into the possible futures of the next few seconds to understand all the ways your foe might avoid harm, then cast out a vision of that future to your allies. Designate a creature. The first time each target makes an attack roll against that creature during true target’s duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the designated creature being concealed or hidden.

Page 381: In visions of danger, there's no description of what the Will save does, other than the critical success allowing you to disbelieve. It should be a basic Will save against the mental damage.

Page 385: In zealous conviction, add the emotion and mental traits.

Page 390: In charming touch, remove "humanoid" from the target line so you can charm any kind of creature that could find you attractive.

Page 391: In death’s call, replace “your Wisdom modifier” with “your spellcasting ability modifier” so that champions aren't forced to use Wisdom.

Page 393: In healer's blessing, boost the additional healing from the base spell from 1 to 2.

Page 399: Replace the existing goodberry focus spell with the following.

GOODBERRY FOCUS 1
Uncommon, Druid, Healing, Necromancy

Cast [two-actions] somatic, verbal

Range touch; Targets 1 ripe berry

Duration 10 minutes

You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6+4 Hit Points. A berry not consumed during the duration withers away. Every six goodberries consumed gives as much nourishment as one square meal for a typical human.

Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.

Page 403: Angelic halo should scale based on the level of the heal spell, not based on angelic halo's level. Remove the heightened entry and instead, replace the status bonus to healing from the spell with "Allies in your halo’s emanation who are healed by a heal spell gain a status bonus to Hit Points regained equal to double the heal spell’s level."

Page 409: In the atone ritual, change the Heightened entry to “Heightened (+1).”

Page 438: Under Desna, change “3rd: dream message” to “4th: fly.”

Page 438: Under Iomedae, change “2nd: see invisibility” to “2nd: enlarge.”

Page 441: Add to the Whispering Way “Follower Alignments LE, NE, CE”

Page 446: Attack Rolls. There was some confusion as to whether skill checks with the attack trait (such as Grapple or Trip) are also attack rolls at the same time. They are not. To make this clear,  add this sentence to the beginning of the definition of attack roll "When you use a Strike action or make a spell attack, you attempt a check called an attack roll."

To clarify the different rules elements involved:

An attack is any check that has the attack trait. It applies and increases the multiple attack penalty.

An attack roll is one of the core types of checks in the game (along with saving throws, skill checks, and Perception checks). They are used for Strikes and spell attacks, and traditionally target Armor Class.

Some skill actions have the attack trait, specifically Athletics actions such as Grapple and Trip. You still make a skill check with these skills, not an attack roll.

The multiple attack penalty applies on those skill actions as well. As it says later on in the definition of attack roll "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." There is inaccurate language in the Multiple Attack Penalty section implying it applies only to attack rolls that will be receiving errata.

Page 451: Following the formulas for calculating damage rolls, add the sentence “If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.” Resistances and the like can still reduce the damage to 0.

Page 452: At the end of the description of bleed damage, add "Bleed damage ends automatically if you’re healed to your full Hit Points."

Page 453: Weaknesses like "salt" and "water" weren't fully explained. At the beginning of the second paragraph in weakness, add "If you have a weakness to something that doesn’t normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it."

Page 453 and 634: In Nonlethal Attacks, nonlethal effects other than Strikes weren't explained directly, so at the end add "Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them" On page 634, add the nonlethal trait "An effect with this trait is nonlethal. Damage from a nonlethal effect knocks a creature out rather than killing it."

Page 457: In the Emanation section, add the following sentence to the end. “Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.” This means that you can cast spells like harm without damaging yourself.

Page 459: In the first bullet point under Knocked Out and Dying, change the sentence to “You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.” This was originally intended, and prevents weird situations where you are knocked out by a reaction and die without having a chance for your allies to help you.

Page 460: Under Heroic Recovery, replace the first sentence with the following to align with other places in the text that discuss spending Hero Points. “If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.”

Page 461: Add a new section after Temporary Hit Points:

Fast Healing and Regeneration
Some abilities grant fast healing, and some creatures have regeneration. A creature with either ability regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can’t increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage.

Page 481: Retraining. It wasn't clear how long it took to retrain spells in a spell repertoire, but it should take just 1 week. Add ". Some, like changing a spell in your spell repertoire, take a week." to retraining class features.

Page 421: Disabling a Hazard. How to run disabling a hazard with skills other than Thievery wasn't completely clear. Add "Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM."

Page 535: Craft Requirements. Add text about upgrading an item from a lower-level version into a higher-level version. "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn’t upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item’s new level."

Page 537 and 583: Shadow and slick runes. Since a character can't actually use those runes unless they have a +1 armor first (a 5th level item), move the items from 3rd level to 5th level when they become usable (keeping the price from the original version, even though it's unusually low for a 5th level item).

Page 542 and 548: The true elixir of life's price is incorrect. Change it to 8,000 gp.

Page 544: The example in the splash trait is confusing. Replace it with this clearer version of the example "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage."

Page 546: Under the Mutagens heading, to explain how to handle the counteracting between mutagens, add the following sentence to the end of the second paragraph. “Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item’s level and a modifier equal to the that level’s DC – 10, as found on Table 10–5: DCs by Level (page 503).”

Page 548: To make it clearer that elixir of life only works on living creatures due to the healing trait, change the first sentence to "Elixirs of life accelerate a living creature’s natural healing processes and immune system."

Page 549: Quicksilver mutagen's "ranged attack rolls" was meant to apply to ranged weapon attack rolls and ranged unarmed attack rolls, but it makes sense to apply to Dexterity-based melee attack rolls using finesse. Change "ranged attack rolls" to "Dexterity-based attack rolls."

Page 550: Under Method of Exposure, in the Injury section, change the first sentence to read “An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item.” This explicitly allows you to poison ammunition as well as weapons.

Pages 551–554: Injury poisons should require 2 actions to apply rather than 3, allowing you to draw a poison and apply it to a weapon on the same turn. Change the Activate entries for the following poisons from a [three-actions] glyph to a [two‑actions] glyph: belladonna, black adder venom, giant centipede venom, giant scorpion venom, giant wasp venom, graveroot, hunting spider venom, lethargy poison, purple worm venom, shadow essence, and wyvern poison.

Page 551: Deathcap powder should be held in 1 hand, like other ingested poisons, not held in 2 hands.

Page 566: In dispelling sliver, add “(counteract modifier +29)” to the end of the first paragraph of the effect.

Page 573: In the decanter of endless water, add a usage entry of 2 hands and a Bulk entry of L.

Page 574: Maestro's instrument should have DCs for the charm effects, DC 27 for  the moderate version and DC 38 for the greater version.

Page 584: In the grievous rune entry for a spear, change “enfeebled” to “clumsy” to match the spear’s critical specialization effect.

Page 586–587: In mithral shield, change the Bulk entries for the standard-grade mithral shield and the high-grade mithral shield from “1” to “L.”

Page 587: Arrow-catching shield. This shield had a built in usage frequency based on being fairly fragile that worked in the playtest rules for shields, but switching from dents to HP, the shield became too easily destroyed and needs to offer more protection. Increase the basic shield statistics to Hardness 10, HP 60, BT 30 and add a frequency of once per minute on the activation.

Page 588: Forge warden's durability is too low. Increase its basic shield statistics to Hardness 10, HP 40, BT 20.

Page 592: Under Staves, change the fourth sentence to “Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry.”  This removes the erroneous mention of holding more charges. In preparing a staff, change the second sentence to "When you do so, that staff gains a number of charges equal to the level of your highest spell slot. You don’t need to expend any spells to add charges in this way." This makes it clear how many charges you gain if you have only a few low level spell slots but have a cantrip or focus spell. Finally, in attacking with a staff, add "Staves are also staff weapons (page 280). They can be etched with fundamental runes but not property runes. This doesn’t alter any of their spellcasting abilities." since staves are specific weapons, with the staff abilities as the additional abilities.

Page 594: Greater staff of necromancy has enervation, a spell that's in Advanced Player's Guide instead of this book. Replace it with a 4th level vampiric touch.

Page 597: Wands become broken when you overcharge them and succeed at the flat check, and you need to know their statistics to Repair them. While they use the normal statistics for a thin item of their composition, it makes sense to call that out. At the end of Varying Statistics, add "A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."

Page 602: In the entry for greater storm flash, add a spell DC of 38 to the end of the last sentence, as the greater form of an item should increase the DC to a competitive one for its level.

Page 604: Under Companion Items, replace the third sentence with “Normally these are the only items a companion can use. Other items may qualify, at the GM’s discretion, but an animal can never Activate an Item.” This makes the rules clearer than before, and allows the GM to opt into adding more items.

Page 612: Healer's gloves' activation was unclear as to whether it was a healing effect. Change the activation effect to the following: "You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing."

Page 618: In the definition for the broken condition, change the second sentence to “An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold.” This matches the definition of broken on page 272 (the inconsistency before was what happened when its HP were exactly equal to the Broken Threshold). 

Page 620, 631, and 454: In the definition of fatigued, the intention is that it prevents the exploration tactics you take while traveling or exploring an area, but you can still stop and Refocus, Treat Wounds, and so on. Change the last sentence to "You can’t use exploration activities performed while traveling, such as those on pages 479–480."

Pages 620–623: In the definitions for the friendly, helpful, hostile, indifferent, and unfriendly conditions, change the first sentence to read “This condition reflects a creature’s disposition toward a particular character, and only supernatural effects (like a spell) can impose these conditions on player characters.” This continues to reflect the fact that mundane skills can't influence a PC's attitude (unless the player wishes to change it to reflect the other character's persuasive ability) while allowing magic like charm to do so.

Page 621: The prone condition said you could Take Cover to gain cover against ranged attacks, but it should say you gain Greater Cover. When combined with still being flat-footed, it allows you to hunker down for a net of 2 more AC against ranged attacks.

Page 621: Persistent damage sidebar. Clarifying Assisted Recovery, at the end of the first paragraph, change the last sentence to "This allows you to attempt an extra flat check immediately, but only once per round." and add the bullet point "• The action to help might require a skill check or another roll to determine its effectiveness." Remove Administer First Aid as an example of assisted recovery, as it's a separate action. Page 71: Alchemists should have proficiency in medium armor to make things easier for mutagenists who pursue higher Strength and lower Dexterity. Add training in medium armor to their initial proficiencies as well as to their 13th and 19th level armor expertise and mastery class features.

Page 72-79: Alchemist DC scaling is highly dependent on the feat Powerful Alchemy, so we decided to make it an automatic class feature instead to free up more feats. Add powerful alchemy to the class features at 5th level, and remove it from the list of alchemist class feats.

Page 73: Alchemists at low levels don't have enough reagents to make more than a very small number of items, whereas at higher levels they can make significantly more. To help make those reagents last longer at 1st through 4th levels, add a limited version of the Field Discovery class feature at 1st level. "Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field’s list of possible signature items."

Page 75: Alchemical Alacrity lets you make three alchemical items, but you can't hold all three, so it's unclear what happens to the third one. Add to the end "and you automatically stow one of these new items as you create them."

Page 75: In perpetual infusions, "bullheaded mutagen" should say "serene mutagen."

Page 89: Raging Athlete. The wording has been adjusted to prevent unintended interactions with other abilities while keeping the same benefits. Change the text to "Physical obstacles can’t hold back your fury. While you are raging, you gain a climb Speed and swim Speed equal to your land Speed and the DC of High Jumps and Long Jumps decreases by 10. Your distance for a vertical Leap increases to 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet."

Page 91: Sudden Leap is missing the two-action icon from the fighter version, leaving the action cost unstated. Add in the two action icon.

Pages 99-103: Various bard feats shouldn't have the "focus pool" prerequisite. If you somehow take them without a focus pool (typically via multiclassing), you gain a focus pool, as normal for taking your first feat that grants a focus spell.

Pages 102, 201, 211: In Quickened Casting, change the restriction to "If your next action is to cast a <Classname> cantrip or a spell that is at least 2 levels lower than the highest-level <Classname> spell slot you have" inserting bard, sorcerer, or wizard as appropriate. This wording change makes it clear how to handle situations where you have a cantrip or focus spell at a different spell level than your highest spell slot.

Class Chapter (all spellcasting classes): Change the definition of cantrips to say "A cantrip is automatically heightened to half your level rounded up, which equals the highest-level of <Classname> spell slot you have." filling in the appropriate class name. This removes the ambiguities around the cantrip level of a non-spellcaster vs a multiclass spellcaster.

Pages 222-231: In the multiclass spellcaster Breadth feats, change "for each spell level other than your two highest spell levels" to "for each spell level other than your two highest <Classname> spell slots." inserting the appropriate class. This makes it clear what to do if you are a spellcaster multiclassing in another spellcasting class (or potentially multiclassing in multiple spellcasting classes).

Page 630: In curses, add "Effects with this trait can be removed only by effects that specifically target curses." This makes it clear that you need to use spells like remove curse to remove a curse, even one put in place by a spell, as opposed to dispel magic.



Pages 337, 403, 405: In feeblemind, celestial brand, and jealous hex, make it clear that they are applying a curse.



Page 634: Add the olfactory trait from the Bestiary to the Glossary and Index "An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM."

Pages 629–633: In the definitions of the chaotic, evil, good, and lawful traits, remove the last sentence. Creatures can use abilities of an alignment without matching that alignment, but they might be anathema or change a creature’s alignment over time with repeated use.

Page 637: In the definition of the summoned trait, add this section to deal with summoned creatures creating more creatures without using summoning "A summoned creature can't control any spawn or other creatures generated from it, and such creatures return to their unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. "

这个CHM是照着CRB 2.0整的,这些勘误没有包含在CRB 2.0里吗?
主题: Re: PF2e 重制版CHM v1.0发布
作者: 红雾的爱泽妮2021-10-27, 周三 12:44:39
绝望术减值不是无名,是状态,chm表述有时蹒跚(牧师艺术喷涌)有时措手不及,希望统一一下
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 红雾的爱泽妮2021-10-28, 周四 23:27:36
幻象生物持续时间是1小时,预言师洞见漏翻了技能检定
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: Ebony&Ivory2021-10-29, 周五 13:21:12
幻象生物持续时间是1小时,预言师洞见漏翻了技能检定
这个幻象生物的持续时间我看是维持,没写1小时啊
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 路人路过蓝色盒子2021-11-02, 周二 14:54:53
捉个虫,第九章状态里的第二个状态名broken中文写成了目盲
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-04, 周四 05:46:24
精灵的族裔专长“坚定不移”,”当你受到持续时间超过2轮的心灵效果影响时,你可以所见一轮持续时间“。”所见“应为”缩减“。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 梦中观花2021-11-04, 周四 11:32:38
赞美苦力 :em020
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-05, 周五 22:59:44
1. 第九章:进行游戏-动作-有触发条件的动作,“只有触发条件满足时——且只有其满足时——你才能使用反应动作或自由动作,当然若你不想进行,你可以选择不使用动作。 ”语法错误,应为”当触发条件满足时——且仅当其满足时——你才能使用反应动作或自由动作“。
2. 第九章:进行游戏-遭遇模式-第三步结束你的回合,”然后进行任何持续中的困难的豁免尝试“,”困难“应为”苦难“。
3. 专长战地医疗的描述有更新,新增了一句描述,“该治疗并不移除受伤状态”(this doesn't remove the wounded condition)。
4. 第十章:游戏掌控-准备冒险-建构遭遇,“玩家网往需要聪明的使用战术或管理自己的资源”,“网往”应为“往往”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-05, 周五 23:03:01
第十章:游戏掌控-运行团期,“一个战役发生在一系列的团期中。每个团期长度通常有数小时,扮随数个遭遇、一些探索,还可能有休整期。你可以把一次团期当做电视连戏剧的一集,期中应该有些转折、转变、改变还有结尾,让观众期带接下来会发生什么。”,“扮随”应为“伴随”,“连戏剧”应为“连续剧”,“期中”应为“其中”,“期带”应为“期待”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-05, 周五 23:54:24
第十章,运行游戏模式,多个遭遇

“要想让一分钟的法术持续在多个遭遇中生效,娜为有遭遇之间发生的非常紧密(通常是比邻的两间房间),或是玩家直接在遭遇模式吓从一场战斗到另一场战斗。如果他们想要停下进行治疗,或如果队伍在吵澳往哪走,这个过程够让法术结束了。
  如果法术持续时间有10分钟或更长,那可以慷慨一点。一个10分钟的法术能轻松持续一场遭遇,并且如果地点靠近,还可以多持续一场。一个1小时的法术网网可以持续数个遭遇。”

其中 “娜为有遭遇之间发生的非常紧密“仅当遭遇发生得非常紧密”,“或是”应为“并且”,“遭遇模式吓”应为“遭遇模式下”,“吵澳”应为“争吵”,“网网”应为“往往”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-06, 周六 00:05:31
第十章,运行游戏模式,饥饿与口渴

"再经过1+生物体值调整值的天数都没有水可以喝后,你每小时都会受到1d4点伤害并且不能被治好,直到解决口渴的问题。再经过1+生物体值调整值的天数都没有食物可以吃后,你每天都会受到1点伤害并且不能被治好,直到解决饥饿的问题。",两处“再”都应为“在”(或直接删除“再”字)。

第十章,运行游戏模式,休整期
“求生(社群, 生存” ;后面少个右括号。
“有些休整期行动会需要掷骰,通常识技能检定”,“识”应为“是”。
“如果有东西能够持续生笑,或是能常常用,几乎可说是持续不断,那这东西很可能可以在休整期检定中生校”,“生笑”“生校”皆应为“生效”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-06, 周六 02:18:18
第十章:游戏掌握,困难等级
有诸多英文说明后有多余空格,不一一指出。

第十章:游戏掌握,困难等级,基础DC
“因为基础DC间没有太过的渐变层次”,“太过”应为“太多”。

第十章:游戏掌握,困难等级,基于等级的DC
表10-5 等级21后面忘记写1。
“当玩家需要辨识法术(Identify a Spell )或回忆知识(Recall Knowledge )某个升物”,“升物”应为“生物”。
=
第十章:游戏掌握,困难等级,团队尝试
“但还是有专惊的角色可能成功”,“专惊”应为“专精”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-11-06, 周六 02:20:24
第十章:游戏掌握,奖励,英雄点

“货也可以使用所有英雄点从几尽死亡之时复归”,“货”应为“或”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 八云桀2021-11-06, 周六 10:18:12
非常感谢·····
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 杀菌@深坑未填2021-11-06, 周六 13:27:27
 :em001
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: snowknight2021-11-06, 周六 14:53:00
必须赞美
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: Caelum2021-11-07, 周日 08:20:17
精灵返祖
半精灵
你的精灵血脉特别浓厚,使你的种族特征远超典型的半精灵。你可能在精灵中成长,沉浸在你精灵先组的遗产之中。你获得了你精灵父母或是先组的精灵遗传的好处。你不能选择一个依赖或是增强你所没有的精灵特征的遗传。比如,如果你没有昏暗视觉,你就无法获得洞穴精灵的黑暗视觉。在这种情况下,根据GM的判断,你可能获得不同的效果。
  特殊:如果你在之后交换或是重训这个戏法,你可以在一个相同或是不同替换列表中选择它的替代。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: leofor2021-11-08, 周一 04:12:19
百度和腾讯网盘好慢啊……还要用手机扫码登入 :em015

又是一个打不开的CHM
试着右键属性,然后解除锁定试试
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: leofor2021-11-08, 周一 10:19:57
战士的精准攻击似乎写错了,是1a而不应该是2a
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 晨世宣融2021-11-09, 周二 15:48:11
炼金术士 Mega Bomb 专长20 有误
剥离炸弹 -> 超能炸弹
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 红雾的爱泽妮2021-11-15, 周一 15:13:29
猎手之灾 Hunter's Bane是6gp不是55gp
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 晨世宣融2021-11-18, 周四 10:35:38
游侠专长移动装填:隐匿->潜行Sneak
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 晨世宣融2021-11-25, 周四 16:31:47
法师专长 法术穿透:默法-> 魔法
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: DEADERAK2021-11-26, 周五 22:04:32
奥术法表有些问题,目前我发现1、0环稳定伤势不在奥术戏法里;2、2环法术变巨术本身亦有奥术根源,但奥术2环表里没有
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 璀璨星炬2021-11-28, 周日 19:05:15
CRB第十章,环境;
地形中“植物”改为“平原”;并重新排版

引述: 改后
平原(Plains)
平原 环境有草原,例如热带大草原和农田。平原 环境最常见的灾害救是龙卷风还有野外烈火。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 杂鱼CC2021-11-30, 周二 20:19:18
感谢!感谢!你们是最棒的!期待接下去的更新!
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: __INT2021-12-09, 周四 00:21:32
游侠的猎手优势

“你受到过无数岁月的训练,成为一名专业的猎手和追踪者,你可以获得与专攻方向相关的,对猎杀目标的额外效果。 ”,后面缺少了一句话“选择一项优势”。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 龙裔灵吸怪2021-12-13, 周一 22:54:52
”启动物品 Activte an Item“少了一个字母a,应为activate
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 龙裔灵吸怪2021-12-17, 周五 11:25:56
投索(Sling):目标必须成功通过你的职业DC的强韧豁免,否则陷入眩晕1。
这个眩晕是震慑吗?
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 璀璨星炬2021-12-17, 周五 12:08:24
投索(Sling):目标必须成功通过你的职业DC的强韧豁免,否则陷入眩晕1。
这个眩晕是震慑吗?

是的;
原帖已修正
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: Lava2021-12-18, 周六 00:59:54
第五章专长
7级专长 鲤鱼打挺 Kip Up,根据AoN应为自由动作而非反应
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 璀璨星炬2021-12-23, 周四 15:13:20
神卫专长-救赎瞥视(Glimpse of Redemption)
第二个选项中“衰弱(Enfeebled)应该是“力竭”
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: Lava2021-12-30, 周四 21:12:10
精灵返祖
半精灵
你的精灵血脉特别浓厚,使你的种族特征远超典型的半精灵。你可能在精灵中成长,沉浸在你精灵先组的遗产之中。你获得了你精灵父母或是先组的精灵遗传的好处。你不能选择一个依赖或是增强你所没有的精灵特征的遗传。比如,如果你没有昏暗视觉,你就无法获得洞穴精灵的黑暗视觉。在这种情况下,根据GM的判断,你可能获得不同的效果。
  特殊:如果你在之后交换或是重训这个戏法,你可以在一个相同或是不同替换列表中选择它的替代。

嗯,很明显这里的特殊不小心照搬了调整戏法的尾句,实际应为
    特殊:你必须1级选择此专长,你无法通过重训来获得或除掉此专长。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 龙裔灵吸怪2022-01-04, 周二 00:27:44
精巧反制法术 Clever Conuterspell专长12
法师先决条件 反制法术,迅速认知

你在使用已准备法术去反制法术Counterspell敌对魔法时更具巧思,之前你想要使用反制法术Counterspell去反制敌人的法术,唯有你要准备与他所施展相同的法术,现在只要你的法术书中有敌人施放的法术,你就可以使用反制法术Counterspell。当你用这种方式使用反制法术Counterspell时,你使用的法术必须与触发此行动的法术共享一项有别于传统的特性。在GM的允许下,你可以使用与触发法术有着对立特性,或在其他合乎逻辑的情况下能反制的法术(例如使用寒冷或水法术去反制火球,或使用移除恐惧去反制恐惧法术。无论你使用了什么法术,你会在反制检定counteract check承受-2罚值,但如果你使用的法术特别合适,GM可以把此罚值抹掉。

counterspell拼写错了。“共享一项有别于传统的特性”,这里的tradition明显是根源。
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 璀璨星炬2022-01-04, 周二 01:30:42
精巧反制法术 Clever Conuterspell专长12
法师先决条件 反制法术,迅速认知

你在使用已准备法术去反制法术Counterspell敌对魔法时更具巧思,之前你想要使用反制法术Counterspell去反制敌人的法术,唯有你要准备与他所施展相同的法术,现在只要你的法术书中有敌人施放的法术,你就可以使用反制法术Counterspell。当你用这种方式使用反制法术Counterspell时,你使用的法术必须与触发此行动的法术共享一项有别于传统的特性。在GM的允许下,你可以使用与触发法术有着对立特性,或在其他合乎逻辑的情况下能反制的法术(例如使用寒冷或水法术去反制火球,或使用移除恐惧去反制恐惧法术。无论你使用了什么法术,你会在反制检定counteract check承受-2罚值,但如果你使用的法术特别合适,GM可以把此罚值抹掉。

counterspell拼写错了。“共享一项有别于传统的特性”,这里的tradition明显是根源。

果园帖子已修正
主题: Re: PF2e 重制版CHM v1.0发布(汇报BUG请回帖)
作者: 璀璨星炬2022-01-04, 周二 01:37:30
引用
变形(Shifting Form)    聚能 4
罕见 化形 变化 法师 
施放 (http://www.goddessfantasy.net/bbs/index.php?action=dlattach;topic=112352.0;attach=89756;image)单动 姿势
持续时间 1分钟
——————————————————————————
你从后述能力中选择并获得1项能力。你能够解消(Dismiss)该法术。
  • 你的速度获得20尺状态加值。
  • 你获得等同于自身速度的攀爬或游泳速度。
  • 你获得黑暗视觉(darkvision)。
  • 你获得一对爪子。这些灵巧(agile)娴熟(finesse)的非武装(unarmed)攻击造成1d8点挥砍伤害。
  • 你获得不准确(imprecise)的60尺灵敏嗅觉(scent)。

imprecise当为“模糊”

CRB原帖已改
主题: Re: PF2e 重制版CHM v1.1版本发布(汇报BUG请回帖)
作者: 原子能青蛙2022-01-14, 周五 09:46:02
1.1版更新公告
1.整合了APG的内容部分。
2.修改了本楼截止到2022年1月所汇报的全部BUG。
3.添加了截止到2021年12月所翻译的全部勘误(CRB部分)。
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 牢北2022-01-14, 周五 11:41:06
好!
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 璀璨星炬2022-01-14, 周五 18:49:14
辛苦了!
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: __INT2022-01-15, 周六 02:00:47
辛苦了!!
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: Lava2022-01-15, 周六 07:23:01
CRB第三章职业-神卫-职业特性中
11级特性升格关于解放者的描述应该失误复制了9级神圣制裁的内容

解放者:你将惩戒那些敢于将你的盟友囚困于束缚之中的敌人。如果触发自由快步的敌人正在使用任何使你的盟友陷入压制(Grabbed)、束缚(Restrained)、固定(Immobilized)或麻痹(Paralyzed)效果,这名敌人会承受等同于你魅力调整值的持续善良伤害。
应为->
解放者:你能帮助整个团队调整站位。当你使用自由快步时,如果你的盟友没有尝试从某个状态中恢复自由,那么除了触发反应动作的那位盟友之外,你和你15尺范围内的其他盟友都能够进行快步(Step)。
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 仙堂麻寻2022-01-21, 周五 10:20:34
捉个虫,邪影触须豁免成功效果:"该生物承受一般负能量伤害,并且不受持续流血伤害。"中的"一般"应为"一半"

搜了一下"一般",发现强迫起舞的法术描述那里也错了,顺便还有结尾处的标点符号

斗士背景"你在威吓技能和战争学识技能上受训。你获得技能专长:慑人目光(Intimidating Glare)" 中的慑人目光与专长中的金刚怒目应该统一
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 鲤禺2022-01-21, 周五 16:00:19
太感谢了!!!
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: yiduyu2022-01-22, 周六 20:21:13
十分感谢!!!
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 七曜余辉2022-01-23, 周日 14:48:16
好耶~感谢!!
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 璀璨星炬2022-01-28, 周五 19:47:11
CRB 法术 假像术(MISLEAD)
引用
行敌对动作不会结束假象术的隐形,
象→像
(此处为假的(拟)像,故不使用没有单人旁的“象”)
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 晨世宣融2022-02-07, 周一 09:20:11
bug提交:
战士武器精通 Fighter Weapon Mastery  5级
在你偏好的武器上训练、学习以及开发新的战斗技术所花的时间使你使用你所偏好的武器时特别有效率。选择一个武器组,对此武器组中的简易和军用武器和无武装攻击上你的熟练等级提升至大师,对此武器组中的特种武器你的熟练等级提升至专家。对于所有你拥有大师熟练等级的武器,你在使用它们时都可以使用其重击专精效果(critical specialization effects)。

Fighter Weapon Mastery
Level 5
Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 晨世宣融2022-03-21, 周一 18:16:40
提议译名修改。

法师crb的专长6 Convincing Illusion 原译为说假成真,然而本专长与说无关且不具有声音tag。
因此提议直译为 令人信服的幻象。
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 璀璨星炬2022-03-21, 周一 19:45:00
CRB的法杖似乎有人纠错了
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 龙裔灵吸怪2022-03-22, 周二 23:38:37
次元锁 Dimensional Lock法术7
罕见防护系根源 奥术,神术,异能
施放 姿势,语言
射程 120尺;区域60尺爆发
持续时间 1天

你创造一个发出微光的屏障,它能阻碍进入和离开该区域的传送效果以及位面旅行效果,包括能使用异位面空间的物品(例如次元袋,bag of holding)。次元锁也会阻碍任何在该区域中召唤生物的尝试,但是不会阻止在召唤效果结束后该生物离开。

You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to Extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn’t stop the creature from departing when the summoning ends.

attempt to counteract没有翻译出来,应该为:它试图反制进入和离开该区域的……第二个counteract也没有翻译出来
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 九河川2022-04-01, 周五 19:47:08
第一章引言-角色创建-属性值概览这里,职业一栏的内容重复了
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: Lava2022-04-02, 周六 22:29:37
突然发现游荡者的职业特性表有个BUG没改

13级特性里的武器熟稔应该不存在,我记得是专长里的

引用
13 族裔专长,技能专长,技能提升,武器熟稔,精通反射闪避,奇妙感官,轻甲专家,大师技巧

——》13 族裔专长,技能专长,技能提升,精通反射闪避,奇妙感官,轻甲专家,大师技巧
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: realthrall2022-04-18, 周一 21:45:43
一个小小的问题说一下,


几位老大制作这个文档的时候是不是用了什么高级功能,电脑端直接打开看没问题,用手机看就会出现一些排版错误,主要出现在一些类似文本框的内容上。

主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 晨世宣融2022-04-22, 周五 10:26:54
crb 炼金1级专长 炼金魔宠中:
小型生物 -> 小生物

基于关键字大小写原则,small creature是叙述性语句,Small creature才是小型生物,而此处是small creature。
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 晨世宣融2022-05-16, 周一 09:03:41
crb 兼职神卫的4级专长治愈之手healing touch 与 牧师1级专长治愈之手healing hand 同名,建议前者改为治愈之触。
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 纸糖2022-05-31, 周二 16:13:18
捉虫,APG的猫族的1级族裔专长里面最后一个是矮人的铁甲不倦。正确的话应该是LOAG的冬猫感官
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 仙堂麻寻2022-05-31, 周二 16:27:19
捉虫,牧师4级专长死灵注能Necrotic Infusion:你将负能量灌入你的不死生物目标,来强化它的攻击。如果下个你使用的动作是施放伤害术为不死生物回复生命值,目标直到其下个回合的结束前,近战武器造成额外1d6负能量伤害

其中「如果下个你使用的动作是施放伤害术为不死生物回复生命值」应为「如果下个你使用的动作是施放伤害术为单个不死生物回复生命值」
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 璀璨星炬2022-05-31, 周二 22:06:13
捉虫,牧师4级专长死灵注能Necrotic Infusion:你将负能量灌入你的不死生物目标,来强化它的攻击。如果下个你使用的动作是施放伤害术为不死生物回复生命值,目标直到其下个回合的结束前,近战武器造成额外1d6负能量伤害

其中「如果下个你使用的动作是施放伤害术为不死生物回复生命值」应为「如果下个你使用的动作是施放伤害术为单个不死生物回复生命值」

一下子弱了好多…
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 九河川2022-06-14, 周二 00:26:34
APG第四章专长“Schooled in Secret”翻译为“记号的秘密”,与第一章的常见背景中“异教徒”背景处翻译“熟知秘密”不吻合。且该专长作为一个背景初始专长,等级应该是1吧,文中标成了11。
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: Ebony&Ivory2022-06-14, 周二 10:39:57
一个小小的问题说一下,


几位老大制作这个文档的时候是不是用了什么高级功能,电脑端直接打开看没问题,用手机看就会出现一些排版错误,主要出现在一些类似文本框的内容上。

未考虑做手机适配 所以估计排版会有问题
主题: Re: PF2e 重制版CHM v1.1版本发布(整合APG内容)
作者: 仙堂麻寻2022-06-23, 周四 12:32:14
捉虫,第十一章-武器-珍贵材料武器
寒铁武器描述「寒铁武器对拥有寒铁弱点的生物造成额外伤害,例如魔鬼和精类」中魔鬼应改为「恶魔」
主题: Re: PF2e 重制版CHM v1.2版本发布(整合SOM内容)
作者: 原子能青蛙2022-07-12, 周二 12:45:42
1.2版更新公告
1.整合了SOM的内容部分。
2.修改了论坛上截止到2022年6月所汇报的全部BUG。
3.整合了CRB第三次勘误。
4.整合了之前分别由不同人弄出来的两个分支版本。

CHM已经完成了它的历史使命,之后数据会全部迁移到更方便查找和筛选的TW上,同时新内容将在TW上继续更新。感谢大家的支持。

以下是1.2版本主要贡献人员名单(排名不分先后):
引用
风之守护(Leon)、Kitty Guo、神必外星蘑人、不笑的小丑、UID
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 江南陆凌君2022-07-12, 周二 13:54:08
好耶!
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 萌新也有滥强的心2022-07-12, 周二 16:29:05
好耶!
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 纸糖2022-07-13, 周三 12:58:09
1.2版更新公告
1.整合了SOM的内容部分。
2.修改了论坛上截止到2022年6月所汇报的全部BUG。
3.整合了CRB第三次勘误。
4.整合了之前分别由不同人弄出来的两个分支版本。

CHM已经完成了它的历史使命,之后数据会全部迁移到更方便查找和筛选的TW上,同时新内容将在TW上继续更新。感谢大家的支持。

以下是1.2版本主要贡献人员名单(排名不分先后):
引用
风之守护(Leon)、Kitty Guo、神必外星蘑人、不笑的小丑、UID

辛苦制作组了。
TW的网址什么时候会放出来呢?
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 原子能青蛙2022-07-13, 周三 15:36:38
辛苦制作组了。
TW的网址什么时候会放出来呢?

等数据迁移完毕,到时候会放离线版的
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 纸糖2022-07-13, 周三 20:52:41
辛苦制作组了。
TW的网址什么时候会放出来呢?

等数据迁移完毕,到时候会放离线版的
好耶
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 七曜余辉2022-07-15, 周五 11:27:29
好耶
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 杂鱼CC2022-07-16, 周六 14:46:35
TW离线维基是什么啊????求教!
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 原子能青蛙2022-07-17, 周日 07:22:06
TW离线维基是什么啊????求教!
就一个本地化的维基页面,HTML5写的,支持筛选和查找,还有内链跳转,可以达到模拟维基的功能
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 杂鱼CC2022-07-17, 周日 13:49:36
TW离线维基是什么啊????求教!
就一个本地化的维基页面,HTML5写的,支持筛选和查找,还有内链跳转,可以达到模拟维基的功能
啊!!!这么好的东西,啥时候能出啊??!!!
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: Fifholz2022-07-17, 周日 23:59:35
TW离线维基是什么啊????求教!
就一个本地化的维基页面,HTML5写的,支持筛选和查找,还有内链跳转,可以达到模拟维基的功能
啊!!!这么好的东西,啥时候能出啊??!!!
要等一段时间,主要是我比较忙(
可以加入苦力群助力tw版早日推出
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 里予2022-07-29, 周五 18:25:53
1、第六章--装备--护甲--护甲专精效果中的 “xx的护甲效力符文” 应与后文 第七章--造物与宝物--符文中的 “护甲潜能符文” 译名一致。

2、第三章--职业--动物伙伴与魔宠--动物伙伴--骑乘动物伙伴中翻译为: “你或者你的盟友可以骑乘你的动物伙伴,只要它的体型比骑手大至少一级。如果动物伙伴搭载了骑手,那么它就只能使用它的陆地速度(land Speed),它无法在同一回合中移动并支援(Support)你。然而,如果你的伙伴拥有坐骑(mount)特殊能力,那么它尤其适合骑乘,并因此忽略上述这些限制。” 其中 “忽略上述这些限制” 容易引起歧义,原文为 “both of” 应该指的是 “只能使用陆地速度” 以及 “无法同一回合中移动且支援” 两个限制,而不包括开头的 “体型比骑手大至少一级” 的限制。在中文语境下很容易把 “上述” 理解为包括体型限制的所有限制都可以被坐骑特殊能力忽略。应当特别注明被忽略的限制为哪两个。

3、第十一章--造物与宝物--启动限制中翻译为: “某些物品每天只能启动一定次数,会在物品中写出。该限制和其它启动物品的消耗独立计算该限制在你每日准备时重置。该限制为物品固有属性,因此若某每日1次的能力已被启动,灵异生物之后绑定或尝试启动它时,限制不会刷新重置。” 的 “灵异生物” 应当改为 “另一生物”

4、通篇存在同一对象不同译名的情况。例如 “manipulate” 特征,又被翻译为 “操作” 又被翻译成 “操纵”。容易产生混淆,建议统一译名。

5、第四章--技能--手艺(智力)--手艺受训动作--制作--获取制作公式中的 “基础工匠手册(Basic Crafter's Book)” 在 第六章--装备--道具 中被翻译为 “基本匠人书籍 Basic crafter's book”。应当统一译名

6、第十章--游戏掌控--运行游戏模式--社交遭遇--衡量成功与发展中 “你需要决定……第四章有为社交技能动作设计DC的只男……” “只男”应当改为“指南”

7、第十章--游戏掌控--环境中存在的 “进阶困难地形” 与前文第九章--进行游戏--遭遇模式中 “高等困难地形” 的翻译不一致。(greater difficult terrain)

8、第十章--游戏掌控--危害--隐秘或隐秘DC中 “复杂危害……隐秘DC等于隐秘调整至+10。” 其中 “隐秘调整至” 应当改为 “隐秘调整值”。

9、第四章--技能--表演技能中 “演出” 动作没有标注所需的动作数量。根据前文的动作表格可知 “演出” 动作应当花费一个动作。
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 里予2022-08-05, 周五 20:43:09
1、先知聚能法术 【生命链接】“Life Link” 与 三环法术 【生命链接】“Life Connection” 翻译同名了。

2、三环法术【劫数将至】没有标注具体动作要求
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 晨世宣融2022-08-06, 周六 15:10:30
CRB 第三章 野蛮人 10级专长破胆怒吼 的先决条件 慑人目光 应为 金刚怒目
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 原子能青蛙2022-08-21, 周日 22:28:55
BUG汇总:

浪客的强化强韧和适时反击漏了等级。

CRB通用专长天花乱坠的先决条件应为欺骗专家。

CRB通用专长迅速搜索不应该有技能特征。

APG通用专长加快步伐不应该有技能特征。

CRB技能专长肝胆俱裂,“进行一次威吓技能检定”后面漏了“对抗目标的意志DC”

APG浪客职业能力“精准攻击”中:“你用敏锐的洞察力发动攻击。当你持有派头,并以带有灵巧或娴熟特性的近战武器”,这里漏了近战二字。
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 里予2022-08-27, 周六 09:34:10
1 超魔专长在几个职业中译名不一致
   Quickened Casting 快速施法/瞬发施法
   Bespell Weapon 法烬武器/附法武器
   Overwhelming energy 能量狂涌/强能
   Reflect Spell 反噬法术/反射法术
   Steady Spellcasting 稳定施法/镇定施法
   Metamagic Mastery 超魔掌控/超魔宗师
   Cantrip Expanson 扩充戏法/戏法扩展/戏法扩增
2 影舞者的额外专长 直觉闪避(游荡者10)应当是离奇闪避(Uncanny Dodge)
3 浪客战舞者中的Fascinating Performance应与前面对应为“迷魂表演”,浪客风趣之徒中的Bon Mot应与前面对应为“当头棒喝”。
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: Xuedi2022-08-31, 周三 23:02:49
APG的变体-卫士
专长6 护甲专精 Armor Specialist
你努力继续优化自己穿着护甲的防御效果。你获得轻甲和中甲的盔甲专精效果。
原文如下
You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor.
应当为中甲和重甲的盔甲专精效果。
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: Xuedi2022-09-01, 周四 00:41:10
APG变体 维京Viking
专长8 预备盾牌 Second Shield
CHM中该专长动作符号为反应动作,实际为自由动作
AON地址【https://2e.aonprd点com/Feats.aspx?ID=2098】
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: sene2022-09-12, 周一 16:16:12
搞FVTT的对应条目发现的

1.CRB战士-职业特性
条目 融会贯通 Improved Flexibility 
内容:你丰富的经验使你能更好地适应每一天的挑战。当你使用战斗灵性时,你可以获得两个战士专长而非一个。第二个专长必须为14级或以下且可以使用第一个专长作为先决条件。你必须满足所有其它先决条件。
修正:战斗灵→千招百式 Combat Flexibility

2.CRB战士-职业特性
条目:战地测量员 Battlefield Surveyor 
内容:无论是清点一支敌人军队的数目还是单纯的保持警戒,你都很擅长观察敌人。你对察觉的熟练等级提升至大师。此外,你的先攻感知检定(Perception checks for initiative)获得+2环境加值,使你在战斗中更快地做出反应。
修正:→先攻察觉检定

3.CRB牧师升级表
内容:11级 6环法术,第四信条
修正:→6环法术,第四信条,通用专长,闪电反射,技能提升

4.SoM-背景
条目:神秘学图书馆员 Occult Librarian
内容:你获得记号的秘密(Schooled in Secrets)技能专长。
修正:反正这玩意在专长表里叫熟知秘密……

5.SoM-第五章元素论
条目:火焰派系 Fire Order
修正:→原文Flame Order

6.SoM-第五章元素论
条目:岩石派系 Stoen Order
修正:→Stone

7.SoM-第五章元素论
条目:不移盘石 Steadying Stone
修正:→磐石

8.APG调查员职业特性
条目:表2-1 属性增幅
修正:这个词在其他职业里一律写作属性提升,详情里写的也是属性提升

9.CRB-德鲁伊-德鲁伊专长
条目:暴虐变身 Ferocious Shape
将恐龙形态dinosaur form的形态列别哦列表加入你的野性变身列表中。

10.CRB-武僧专长
条目:持久迅捷 Enduring Quickness
内容:你可以用额外动作进行打击
修正:→原文为striding,应为行走

11.CRB-武僧专长
条目:架势融合 Fuse Stance
内容:比如铁血架势和白鹤架势
修正:→原文Mountain Stance,山岳架势

12.CRB-术士血统
条目:帝皇 Imperial
内容:2环:心灵扭曲dispel magic
修正:→解除魔法

13.CRB-术士专长
条目:高等混血演化 Greater Crossbloodline Evolution
修正:→原文Greater Crossblooded Evolution

14.CRB-游荡者职业特性
条目:双重衰弱 Double Debilitation 
内容:你的借机攻击是那么的危险。
修正:→原文Your opportunistic attacks are particularly detrimental:无论如何opportunistic attack不是借机攻击

15.CRB-游荡者职业特性
条目:大师一击 Master Strike 
内容:先决条件 你的打击命中1个措手不及的生物并对它造成伤害
修正:→原文Trigger,触发

16.CRB-法师职业特性
条目:汲取连结物品 Drain Bonded Item
少了Requirements: You haven't acted yet on your turn

17.APG-浪客职业特性
条目:适时反击 Opportune Retort
修正:→Opportune Riposte

18.APG-浪客职业特性
条目:警惕感官 Vigilant Sensesr 
修正:→Senses
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: sene2022-09-14, 周三 01:39:03
继续。

1.CRB-游荡者专长
条目:秘密伏击 Uunderhanded Assault 
修正:→Underhanded Assault

2.CRB-游荡者专长
条目:一落不起 The Harder They Fall
内容:目标会受到1d6+你偷袭伤害的钝击伤害。
修正:→the target takes 1d6 bludgeoning damage plus your sneak attack damage. 目标会受到1d6钝击伤害+你的偷袭伤害。

3.CRB-游荡者专长
条目:双重扰乱 Twin Dsitraction
修正:→Twin Distraction

4.CRB-游荡者专长
条目:扭转刀刃 Twist The Knife 
内容:你可以对目标施加持续性的流血
修正:→持续流血伤害

5.CRB-游荡者专长
条目:灵巧翻滚 Nimble Roll
内容:你可以通过翻滚躲避迫在眉睫的危险。除了你被近战或远程攻击作为目标的情况,当你需要进行一次反射检定的时候,也可以触发灵巧躲避。如果你这么做,你可以在对抗触发此专长的效果的反射检定上获得环境加值。
修正:你可以通过翻滚躲避迫在眉睫的危险。除了灵巧躲避专长原本的触发条件,你可以在尝试反射豁免前触发灵巧躲避专长。如果你这么做,你在对抗触发此专长的效果的反射检定上获得环境加值。
原文:You throw yourself into a roll to escape imminent danger. You can use Nimble Dodge before attempting a Reflex save, in addition to its original trigger. If you do, the circumstance bonus applies to your Reflex save against the triggering effect.

6.CRB-游荡者专长
条目:战略衰弱 Tactical Debilitations
内容: 衰弱 你的行动和反应不会触发目标的反应。
        衰弱 你的目标无法夹击,也无法帮助他人借机。
修正:
Debilitation:The target can’t use reactions.目标无法使用反应。
Debilitation:The target can’t flank or contribute to allies’ flanking.目标无法夹击,也无法帮助他人夹击。

7.CRB-游荡者专长
条目:恶毒衰弱 Vicious Debilitations
内容:衰弱:你学会了新的衰弱法,来给予你敌人的重创。当你使用衰弱打击时,把下述的衰弱加到你的可选范围内。
         衰弱:目标会获得缓慢1。
修正:
Debilitation The target gains weakness 5 to your choice of bludgeoning, piercing, or slashing damage.目标在钝击、穿刺或挥砍伤害(由你选择)上获得5点弱点。
Debilitation The target becomes clumsy 1.目标获得笨拙1。

8.CRB-游荡者专长
条目:致命衰弱 Critical Debilitation
内容:衰弱 目前需要进行一个对抗你职业等级的强韧检定。
修正:→目标需要进行一个对抗你职业DC的强韧检定。

9.CRB-游荡者专长
条目:万全准备 Preparation 
内容:你可以把这个额外反应动作用在任何盗贼反应动作上。
修正:→你可以把这个额外反应动作用在任何游荡者反应动作上。

10.CRB-游荡者专长
条目:躲藏模范 Hidden Paragon 
内容:或是使用隐秘进行偷袭(Sneak)导致你对当前所有敌人无踪(Undetected)
修正:→潜行(Sneak)

11.CRB-游荡者专长
条目:反应扰乱 Reactive Distraction 
内容:或者一个效果的范围将要复盖你;…………;如果你没能通过潜行离开效果范围,你和目标都会受到效果影响。
修正:→或者一个效果的范围将要复盖你;…………;如果你没能通过潜行离开效果范围,你和诱饵都会受到效果影响。
↑这个复盖一直显示成复盖,好吧看来是论坛问题


12.APG-浪客专长
条目:豪勇先攻 Swaggering Initiative 
内容:且作为先攻骰的一部份可以互动拔出武器。
修正:→进行一次交互

13.APG-浪客专长
条目:机动终结 Mobile Finisher
内容:你迈步后进行打击。若你持有相应的移动速度,可以掘地、攀爬、飞行、游泳取代原本的迈步。
修正:→行走

14.CRB-吟游诗人专长
条目:六艺通习 Ulyimate Polymath
修正:→Ultimate Polymath

15.CRB-野蛮人专长
条目:健步如飞 Fast Moevment
内容:你的速度获得+10英尺状况加值(status bonus)。
修正:→Fast Movement;状况加值→状态加值

16.CRB-野蛮人专长
条目:狂暴健将 Raging Athlete
内容:你的水平跳跃(Leap)距离提高5英尺,垂直跳跃距离提高2英尺。
修正:你的垂直跳跃距离增加5尺。若你至少拥有15尺陆地速度,你的水平跳跃距离增加至15尺;若你至少拥有30尺陆地速度,你的水平跳跃距离增加到20尺。
原文:Your distance for a vertical Leap increases by 5 feet vertically, and your distance for a horizontal Leap increases to 15 feet if your Speed is at least 15 feet and to 20 feet if your Speed is at least 30 feet.

17.CRB-野蛮人专长
条目:野兽之肤 Animal Skin
内容:你的AC不需要承受-1减值,而是获得+1状况加值;若你拥有职业特性高等威武,该状况加值提高到+2。兽皮的厚度会使你AC上的敏捷调整值有+3的上限。
修正:你的AC获得+2物品加值(若你拥有高等威武职业特性则为+3)。兽皮的厚度会使你AC上的敏捷调整值有+3的上限。此AC物品加值与冒险者服装、法师护甲、盔甲护腕上的潜能符文叠加。
原文:You gain a +2 item bonus to AC (+3 if you have the greater juggernaut class feature). The thickness of your hide gives you a Dexterity modifier cap to your AC of +3. This item bonus to AC is cumulative with armor potency runes on your explorer's clothing, mage armor, and bracers of armor.

18.CRB-野蛮人专长
条目:蛮力逼人 Brutal Bully
内容:缴械(Disarm)、擒抱、推离(Shove)或绊摔(Trip)
修正:→卸武、擒抱、推撞和摔绊

19.CRB-野蛮人专长
条目:唤起力量 Inner Strength 
内容:以狂暴克服一切虚弱影响。将你的衰弱状态值降低1点。
修正:→力竭

20.CRB-野蛮人专长
条目:狂暴冲激 Scouring Rage
修正:→狂暴冲击

21.CRB-野蛮人专长
条目:重殴 Thrash 
内容:数值等于你的力量调整值+凶猛专精伤害+你的狂暴伤害
修正:→武器专精伤害weapon specialization damage

22.CRB-野蛮人专长
条目: 缴械突袭 Disarming Assault 
内容:可以尝试进行一次运动检定以将敌人缴械(Disarm)。
修正:→卸武

23.CRB-野蛮人专长
条目:超自然感官 Supernatural Senses;精魂干涉 Spirits' Interference  ;直觉打击 Instinctive Strike  ;沉默打击 Silencing Strike 
内容:纯检定
修正:→纯骰检定

24.CRB-野蛮人专长
条目:击退 Knockback
内容:效果如同成功的推离。和成功的推离一样
修正:→推撞

25.CRB-野蛮人专长
条目: 坚定突进 Determined Dash 
内容:行进(Strike)两次。 ……该移动期间你忽略困难地形(difficult terrain)、重度困难地形
修正:Strike→Stride;重度困难地形→高级困难地形

26.CRB-野蛮人专长
条目:精魂之怒 Spirit's Wrath
内容:并应用与你相同的环境和状况加值、减值;……;但需要计算同样会影响鬼火伤害的环境和状况加值、减值
修正:→状态加值、减值

27.CRB-野蛮人专长
条目: 拥抱疼痛 Embrace the Pain ;失衡扫击 Unbalancing Sweep  ;可怖殴击 Awesome Blow
修正:缴械→卸武;推离→推撞,绊摔→摔绊

28.CRB-野蛮人专长
条目:化龙 Dragon Transformation  ;动物狂暴 Animal Rage
内容:消解变化效果的行动获得狂暴特征。……你的飞行速度获得+20英尺状况加值
修正:消解→解消,状况加值→状态加值

29.CRB-野蛮人职业特性
条目: 强力狂暴 Mighty Rage
内容:你获得自由行动“强力狂暴”。……触发:你在自己的回合内使用了“狂暴”行动。
修正:行动→动作

30.不同职业的共通专长译名不统一的问题已经有点懒得说了……还望统一
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: sene2022-09-16, 周五 00:22:59
继续

1.CRB-11章-符文
条目:瓦解 Disrupting
内容:这是一个无力化(IncapACitation)效果。
修正:→失能

2.CRB-神卫职业特性
条目:利刃盟友Blade Ally
内容:如果你是追随邪恶信条的神卫,且选择了利刃盟友作为神圣盟友,则你可以选择下列性能符文:恐怖(fearsome)
修正:→可怖

3.APG-先知职业特性
条目:先知诅咒 Oracular Curse
内容:若先知诅咒使所有生物对你都是隐蔽状态,你就无法通过魔法物品或法术(例如真知术)来解除或无视这个隐蔽状态
修正:→克敌机先true strike

4.APG-先知秘示域
条目:无尽风暴诅咒 Curse of Perpetual Strom
内容:任何触碰(包括接触法术或近战无武装攻击)你的生物都会受到1d6点电击伤害。
修正:漏翻。任何触碰(包括接触法术虽然原文是近战接触攻击但官方多处对此效果的引用都出现了接触法术的表述或近战无武装攻击)你的生物都会受到1d6点电击伤害。正常来说,这不影响你碰触的生物。
原文:Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 1d6 electricity damage. As normal, this doesn't affect creatures you touch. 

5.APG-先知专长
条目:法力冲激 Surging Might 
修正:→冲击

6.APG-先知专长
条目:秘仪储备 Mysterious Repertoire
内容:但该专长不会提供多余一个其他根源的法术加入你的法术库。
修正:→多于

7.APG-先知专长
条目:神能涌泉 Divine Effusion
内容:每日两次,你在对应法术位耗尽时使用对应环的法术;该专长所施放的两个法术必须使用不同环的法术位。
修正:【觉得原表述不明确】每日两次,你在对应法术位耗尽时仍可施放对应环的法术;使用此专长施放的两个法术必须具有不同的环级。
原文:Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 路人路过蓝色盒子2022-09-16, 周五 12:09:40
想问一下维基在什么地方能看呢?大概扫了没能找到链接
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 原子能青蛙2022-09-16, 周五 15:19:53
想问一下维基在什么地方能看呢?大概扫了没能找到链接

还在内部建设阶段,尚未形成可以使用的版本
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 路人路过蓝色盒子2022-09-16, 周五 17:51:40
想问一下维基在什么地方能看呢?大概扫了没能找到链接

还在内部建设阶段,尚未形成可以使用的版本
原来如此,那就安心等了
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: 璀璨星炬2022-09-16, 周五 23:51:35
继续

1.CRB-11章-符文
条目:瓦解 Disrupting
内容:这是一个无力化(IncapACitation)效果。
修正:→失能

2.CRB-神卫职业特性
条目:利刃盟友Blade Ally
内容:如果你是追随邪恶信条的神卫,且选择了利刃盟友作为神圣盟友,则你可以选择下列性能符文:恐怖(fearsome)
修正:→可怖

3.APG-先知职业特性
条目:先知诅咒 Oracular Curse
内容:若先知诅咒使所有生物对你都是隐蔽状态,你就无法通过魔法物品或法术(例如真知术)来解除或无视这个隐蔽状态
修正:→克敌机先true strike

4.APG-先知秘示域
条目:无尽风暴诅咒 Curse of Perpetual Strom
内容:任何触碰(包括接触法术或近战无武装攻击)你的生物都会受到1d6点电击伤害。
修正:漏翻。任何触碰(包括接触法术虽然原文是近战接触攻击但官方多处对此效果的引用都出现了接触法术的表述或近战无武装攻击)你的生物都会受到1d6点电击伤害。正常来说,这不影响你碰触的生物。
原文:Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 1d6 electricity damage. As normal, this doesn't affect creatures you touch. 

5.APG-先知专长
条目:法力冲激 Surging Might 
修正:→冲击

6.APG-先知专长
条目:秘仪储备 Mysterious Repertoire
内容:但该专长不会提供多余一个其他根源的法术加入你的法术库。
修正:→多于

7.APG-先知专长
条目:神能涌泉 Divine Effusion
内容:每日两次,你在对应法术位耗尽时使用对应环的法术;该专长所施放的两个法术必须使用不同环的法术位。
修正:【觉得原表述不明确】每日两次,你在对应法术位耗尽时仍可施放对应环的法术;使用此专长施放的两个法术必须具有不同的环级。
原文:Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.

法力冲  大概是为了表达出“Surging”的原意才这么译
主题: Re: PF2e 重制版CHM v1.2版本发布
作者: sene2022-09-17, 周六 15:33:13
继续

1.CRB-11章-符文
条目:瓦解 Disrupting
内容:这是一个无力化(IncapACitation)效果。
修正:→失能

2.CRB-神卫职业特性
条目:利刃盟友Blade Ally
内容:如果你是追随邪恶信条的神卫,且选择了利刃盟友作为神圣盟友,则你可以选择下列性能符文:恐怖(fearsome)
修正:→可怖

3.APG-先知职业特性
条目:先知诅咒 Oracular Curse
内容:若先知诅咒使所有生物对你都是隐蔽状态,你就无法通过魔法物品或法术(例如真知术)来解除或无视这个隐蔽状态
修正:→克敌机先true strike

4.APG-先知秘示域
条目:无尽风暴诅咒 Curse of Perpetual Strom
内容:任何触碰(包括接触法术或近战无武装攻击)你的生物都会受到1d6点电击伤害。
修正:漏翻。任何触碰(包括接触法术虽然原文是近战接触攻击但官方多处对此效果的引用都出现了接触法术的表述或近战无武装攻击)你的生物都会受到1d6点电击伤害。正常来说,这不影响你碰触的生物。
原文:Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 1d6 electricity damage. As normal, this doesn't affect creatures you touch. 

5.APG-先知专长
条目:法力冲激 Surging Might 
修正:→冲击

6.APG-先知专长
条目:秘仪储备 Mysterious Repertoire
内容:但该专长不会提供多余一个其他根源的法术加入你的法术库。
修正:→多于

7.APG-先知专长
条目:神能涌泉 Divine Effusion
内容:每日两次,你在对应法术位耗尽时使用对应环的法术;该专长所施放的两个法术必须使用不同环的法术位。
修正:【觉得原表述不明确】每日两次,你在对应法术位耗尽时仍可施放对应环的法术;使用此专长施放的两个法术必须具有不同的环级。
原文:Twice per day, you can cast a spell after you've run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.

法力冲  大概是为了表达出“Surging”的原意才这么译

思!!提出的出发点是中文没有“冲激”这个词,不过问题不大,忽略就好啦
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 原子能青蛙2023-01-18, 周三 22:00:56
1.3版更新公告
是的,CHM他居然复活了。感谢@纤云弄巧,飞星传恨 付出了大量时间整理,加上之前@九河川 等人的GMG、怪物图鉴等内容
目前的CHM包括了所有核心规则书和已经翻译的部分设定集、怪物图鉴等。

第四次勘误尚未完全更新到正文中,将在后续一段时间内更新。
一部译者在帖子中使用的动作图片,由于图床要翻墙等限制,图片挂了,制作者尚未有足够的精力将其一一修复。如果遇到这种情况请使用者加以理解,并和AON进行核对。当然我们还是希望有人帮忙出一份力,把动作图标出错的部分核对出来。
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 说书人伊蕾娜2023-01-21, 周六 13:00:42
泪目,本以为chm已经是死物了,感谢整理者  :em032
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: Zetetic2023-01-22, 周日 13:53:11
感谢,想不到有更新!

不过新的资料都用中文LINK,对CHM的支援不太好~
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 天命术士2023-03-20, 周一 23:57:46
感谢大佬们的努力     
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 原子能青蛙2023-04-05, 周三 22:07:51
有一些职业,例如战士、魔战士等,架势条目中“Knocked Out”被翻译成了被击倒,但应该是“被击败”,这是个重大误解

另外武僧职业条目武器特征里有个“蓄力”,实际应为“叠劲”。
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: Zetetic2023-04-06, 周四 16:16:54
治疗术 Heal法术1
你引导正能量,以治疗活物或者伤害不死生物。如果目标是自愿活物 ,你回复这个数量的生命值。

You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points.
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 仙堂麻寻2023-04-06, 周四 18:41:21
有一些职业,例如战士、魔战士等,架势条目中“Knocked Out”被翻译成了被击倒,但应该是“被击败”,这是个重大误解

另外武僧职业条目武器特征里有个“蓄力”,实际应为“叠劲”。
Knocked Out 相关的规则在CRB第九章「生命值,治疗与濒死」里,建议统一用词一并改了避免误解
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 原子能青蛙2023-04-06, 周四 21:37:01
第九章的Knocked Out已经被改为被击败了呀,CHM也没改吗
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 仙堂麻寻2023-04-06, 周四 22:03:00
第九章的Knocked Out已经被改为被击败了呀,CHM也没改吗
我看1.3版还是击倒
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: q070202542023-04-09, 周日 15:23:33
大复活术
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 青祭2023-04-25, 周二 00:03:15
十万分感谢
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 说书人伊蕾娜2023-05-08, 周一 16:20:38
1.CRB-6.装备-武器
刺叉 sai→十手 sai

2.CRB-3.职业-游荡者专长/CRB-5.专长
轻羽步 Light Step
轻羽步 Feather Step

3.CRB-3.职业-游荡者职业特性
表格12级:属性增强

虽说CRB不久后就要扫入历史的垃圾桶了 :em032
主题: Re: PF2e 重制版CHM v1.3版本发布
作者: 沙包2023-05-10, 周三 10:16:55
建议把怪物图鉴清理出来,极大影响搜索条目
搜索一个法术经常跳出来一版的怪物条目……
主题: Re: PF2e 不全书CHM v1.4,PF2e 怪物图鉴v1.0版本发布
作者: 原子能青蛙2023-05-21, 周日 22:14:51
1.4版更新公告
他如闪电般归来了。
这次依然由@纤云弄巧 同学在百忙之中抽出大量时间更新,主要内容为:
· 整合了TV和火烙党等新内容。
· 应用了CRB第四次勘误,并对相关帖子进行了更新。对果园反馈有翻译错误的帖子进行了修正。
· 为了避免PC查资料时超游,现在怪物图鉴被独立成为单独的电子书。

但是遗憾的是,纤云在很长一段时间内,都不会有太多的私人时间来继续维护CHM了。
这需要每天关注论坛更新动态,也需要大量精力去收集内容和排版,所以现在需要一个能接过维护CHM大任的英雄。
主题: Re: PF2e 不全书CHM v1.4,PF2e 怪物图鉴v1.0版本发布
作者: 说书人伊蕾娜2023-05-22, 周一 00:09:11
插眼。奥罗登的使命结束了,艾奥梅黛将会引领众人走向未来! :em001
主题: Re: PF2e 不全书CHM v1.41,PF2e 怪物图鉴v1.0版本发布
作者: 原子能青蛙2023-05-22, 周一 06:28:52
1.41版更新公告
热更!修复了CRB第七章报错的bug
主题: Re: PF2e 不全书CHM v1.41,PF2e 怪物图鉴v1.0版本发布
作者: adventcirno2023-05-22, 周一 09:08:52
【撒花】
主题: Re: PF2e 不全书CHM v1.41,PF2e 怪物图鉴v1.0版本发布
作者: dhtctv2023-05-22, 周一 18:34:24
感谢大佬
主题: Re: PF2e 不全书CHM v1.41,PF2e 怪物图鉴v1.0版本发布
作者: __INT2023-05-23, 周二 15:47:40
果园式英雄!
主题: Re: PF2e 不全书CHM v1.41,PF2e 怪物图鉴v1.0版本发布
作者: 原子能青蛙2023-05-23, 周二 16:45:53
添加了在线版的连接,由星尘大佬赞助

在线版:
不全书
https://pf2.kagangtuya.top/
怪物图鉴
https://pf2bestiary.kagangtuya.top/
主题: Re: PF2e 不全书CHM v1.41,PF2e 怪物图鉴v1.0版本发布
作者: 璀璨星炬2023-05-24, 周三 05:26:17
太强了
主题: Re: PF2e 不全书CHM v1.42,PF2e 怪物图鉴v1.1版本发布
作者: 原子能青蛙2023-05-29, 周一 19:49:20
1.42版更新公告
有人反应说1.41版本加载太慢,因此纤云又修了几个bug,现在应该打开比较快了。
主题: Re: PF2e 不全书CHM v1.42,PF2e 怪物图鉴v1.1版本发布
作者: 洪水不断淹上来2023-05-29, 周一 20:01:14
太棒了
主题: Re: PF2e 不全书CHM v1.42,PF2e 怪物图鉴v1.1版本发布
作者: 杀菌@深坑未填2023-07-27, 周四 18:39:45
核心规则书 > 第十一章:造物与宝物 > 炼金物品 > 炼金毒素 一栏
引用
Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
伤口(Injury):伤口型毒素通过将其施加在武器上或弹药来启动,它会影响使用该荼毒物品进行的第一次打击(Strike)所瞄准的目标。如果这次攻击成功并且造成穿刺或挥砍伤害,目标必须尝试一次豁免检定对抗这种毒素。如果这次攻击失败,目标不会受到影响,但毒素仍会保留在其上以便你再度尝试攻击。如果这次攻击大失败,又或者这次攻击因为某些原因无法造成穿刺或挥砍伤害,那么这份毒素会被浪费掉,而目标也不会受到影响

 :em032以及PC问我的远程涂毒怎么算的问题还是没解决(
主题: Re: PF2e 不全书CHM v1.42,PF2e 怪物图鉴v1.1版本发布
作者: 原子能青蛙2023-07-27, 周四 20:30:03
核心规则书 > 第十一章:造物与宝物 > 炼金物品 > 炼金毒素 一栏
引用
Injury: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.
伤口(Injury):伤口型毒素通过将其施加在武器上或弹药来启动,它会影响使用该荼毒物品进行的第一次打击(Strike)所瞄准的目标。如果这次攻击成功并且造成穿刺或挥砍伤害,目标必须尝试一次豁免检定对抗这种毒素。如果这次攻击失败,目标不会受到影响,但毒素仍会保留在其上以便你再度尝试攻击。如果这次攻击大失败,又或者这次攻击因为某些原因无法造成穿刺或挥砍伤害,那么这份毒素会被浪费掉,而目标也不会受到影响

 :em032以及PC问我的远程涂毒怎么算的问题还是没解决(

你好,这个帖子的相关内容已经更新
https://www.goddessfantasy.net/bbs/index.php?topic=111757.0

由于纤云个人没有多余精力来更新CHM,因此论坛上有很多帖子都是修整之后没有同步到CHM的

等维基的物品模块上线之后就可以上维基查了