Pathfinder NEXUS: Spring Showers Bring a Shower of Errata!

Well, more of a sprinkle with the number of changes is pretty light—especially compared to last year’s fall errata.

Demiplane's Pathfinder NEXUS is now updated right behind Paizo on these new errata updates for Spring 2025. You can find these updates reflected in the Pathfinder NEXUS, the official digital companion for Pathfinder Second Edition.

Short Version

Pathfinder Player Core had small fixes to ensure Learn a Spell adds a spell to a wizard’s spellbook as intended and to clean up some jump-related feats.

Pathfinder Player Core 2 also had jump-related feats changes, plus some other minor changes.

Pathfinder Rage of Elements has updates to its troops to reflect the Pathfinder NPC Core troop rule changes, updates references to Pathfinder Lost Omens Gods & Magic to new references in Pathfinder Lost Omens Divine Mysteries.

Pathfinder War of Immortals mostly got some fixes to errant action symbols and prerequisites, but included more substantial changes to the exemplar’s victor’s wreath ikon and to actions Silence the Profane and Disrupt Opposed Magic in the avenger and vindicator archetypes.

Pathfinder Lost Omens Rival Academies had changes to the runelord archetype to fix a spell appearing at the wrong rank and to make it clear how their arcane bond and personal rune work.

Detailed Version

Player Core
  • Page 147: Update the second paragraph of Sudden Leap to “When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump’s rules, and change your maximum distance to double your Speed.”
  • Page 195: The text about wizard spellbooks didn’t match the Learn a Spell activity. In the last paragraph of spellbook rules (just above the Arcane Thesis header), replace the first sentence with the following two sentences. “Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. You can also add spells to your spellbook with the Learn a Spell activity (page 230).”
  • Page 253: The Cloud Jump feat had wording that could be a bit confusing. Use this new text.
  • “Your unparalleled athletic skill allows you to jump impossible distances. Triple the distance you jump on a successful Long Jump (so you could jump 90 feet with an Athletics result of 30). When you successfully High Jump, use the distance jumped and distance limit for a Long Jump but don’t triple the distance.
  • 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 distance limit.”
  • Pages 442, 443, 446: Several conditions had inconsistent wording that could make them work differently from each other in unintended ways, and they’re being updated so they apply to everything they were intended to. As examples, drained doesn’t say it applies to DCs, but it should apply to the kineticist’s class DC and clumsy says it applies to checks, but not other types of rolls, but it should apply to a thief rogue’s Dexterity-based damage roll that uses Dexterity. Enfeebled has no changes because it had the most comprehensive wording, and the following conditions have changed to match it.
    • Clumsy (Page 442): “You take a status penalty equal to the condition value to Dexterity-based rolls and DCs…”
    • Drained (page 443): You take a status penalty equal to your drained value to Constitution-based rolls and DCs…”
    • Stupefied (page 446): “You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based rolls and DCs…”
     
       
Player Core 2
  • Page 78: To make Raging Athlete work better with the remastered Long Jump activity, change the second sentence to, “While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of your High Jumps and Long Jumps decreases by 10, and you increase your distance on a successful Long Jump by 10 feet.
  • Page 81: Update the second paragraphj of Sudden Leap to “When attempting a High Jump or Long Jump during a Sudden Leap, determine the jump distance using Long Jump’s rules, and change your maximum distance to double your Speed.”
  • Page 89 (Clarification): The rune granted by a champion’s blessed armament doesn’t count toward the weapon’s number of property runes. Unlike many similar abilities, it can be used even if the weapon already has its maximum number of property runes.
  • Page 91: Flash of Grandeur’s duration could be far too short in many situations. Change the final sentence to “Until the end of your next turn, the attacker is affected by revealing light.”
  • Page 169: Update Illimitable Finisher by changing the fortune trait to the flourish trait and removing the Requirements line.
  • Page 170: Add the fey trait to the fey dragonet stat block.
War of Immortals
  • Page 27: Remove the action symbol from Monstrous Inclinations.
  • Pages 40 and 45 (Clarification): Infinite Blades Celestial Arrow and Noble Branch mention “spirit damage equal to your weapon ikon’s damage dice” and “spirit damage equal to noble branch’s weapon damage dice.” To calculate this damage, you roll the damage dice but don’t add any bonuses or your attribute modifier. It’s different from abilities that count “your weapon’s number of damage dice.” For example, a noble branch with 2d6 damage dice would deal 2d6 spirit damage, but an ability that granted a bonus equal to its number of damage dice would grant a +2 bonus.
  • Page 47: Update the One Moment till Glory transcendence of victor’s wreath to more closely match some similar abilities, to have less of a downside in certain situations, and to be less powerful at ending long-term effects outside combat.
  • “You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving throw with a +2 status bonus against one ongoing negative effect or condition currently affecting it that required a save. Use the result of the new save to determine the outcome of the effect, unless the new save would have a worse result than the original save, in which case nothing happens. Each ally can gain this benefit against a given effect only once.”
  • Page 56: In Basic Animist Spellcasting, change the prerequisite to “Animist Dedication.”
  • Page 59: Silence the Profane could be too good at shutting down divine spellcasters, but not useful the rest of the time. It’s been updated to have a use in more situations but require a bit more investment to negate divine casters, and to make the off-guard condition last longer so you can better take advantage of it. Ranged favored weapons have moved to a special line for better clarity in the Trigger entry.

Silence the Profane [reaction]    Feat 8
Archetype
Prerequisites Avenger Dedication
Trigger A creature you can observe within reach of your deity’s favored weapon casts a spell.
Requirements You are wielding your deity’s favored weapon.
Your training included instruction on how to prevent enemy priests from using their magic against you, a technique you have mastered and adapted. Make a Strike with your deity’s favored weapon against the triggering creature. On a success, the target is off-guard until the end of your next turn. The triggering spell is disrupted on a critical success, or on a success if the target is your hunted prey and the spell is a divine spell.
Special If your deity’s favored weapon is a ranged weapon, this reaction can trigger if the target is within its first range increment and you can make a ranged Strike instead of a melee Strike.

  • Page 65: The Disrupt Opposed Magic feat made it too easy to shut down spellcasters, especially with a ranged favored weapon. The vindicator now has the updated Silence the Profane feat, the same as the avenger. See the page 59 erratum, but change the prerequisite to “Vindicator Dedication.”
  • Page 82: Remove the action symbol from Unbelievably Believable. It affects your other checks rather than being an action of its own.
  • Page 82: Remove the action symbol from Unending Subsistence.
  • Page 109: Add the line “Prerequisites Apocalypse Rider Dedication” to the Immortal Ruin feat.
  • Page 133: Remove the dedication trait from Assume Godhood.
Rage of Elements
  • Page 43: Change the Little Wish ability in the gennayn specific familiar from a reaction to a free action, since familiars typically don’t gain reactions.
  • Page 54: In elemental rage, change the final sentence to “If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, you can use them while raging even if they have the concentrate trait.”
  • The following rules elements originally appeared in Lost Omens Gods & Magic, as indicated by the LOGM superscript or a page reference, but now have remastered versions appearing in Lost Omens Divine Mysteries.
    • Page 68: Cold domain, dust domain
    • Page 69: Liberating command spell, lightning domain
    • Page 92: Shockwave spell
    • Page 93: Shattering gem spell, expeditious excavation spell
    • Page 117: Dust domain
    • Page 140: Decay domain, void domain (now named nothingness domain), sorrow domain, vigil domain
    • Page 141: Change domain, sorrow domain
    • Page 145: The alternate domain rules mentioned under Metal Domain appear on page 8 of Divine Mysteries.
    • Page 170: Wyrmkin domain (now named dragon domain)
    • Page 171: Change domain, time domain
    • Page 194: Swarm domain, repose domain
    • Page 195: Duty domain
  • Most rules in Rage of Elements are compatible with the remastered rules, but the rules and some numerical values for troop creatures changed in Pathfinder NPC Core. The following errata update the Rage of Elements troops. Pages 80, 102, 133, 162, 186, and 214: To cover some base rules changes and terminology updates, make the following updates to each troop stat block
       
    • In the HP entry, change “(16 squares)” to “(4 segments)”, “(12 squares)” to “(3 segments)”, and “(8 squares)” to “(2 segments)”.
    • Cut the Form Up action.
    • Cut the full description of the troop movement ability in the stat block and instead use the erratum for the Ability Glossary (see below).
    • Change the wording of the melee-themed activity from affecting “each enemy within [number] feet” to “each enemy in a [number]-foot emanation” to make it clear these are areas and better match wording of other area abilities.
  • Page 102: Update the avalanche legion’s weaknesses to “area damage 10, splash damage 10”. Change the damage of Spinning Stones to 1d12+8. Page 133: Update the sootsoldiers' weaknesses to “area damage 10, cold 10, splash damage 10”. Page 162: Update the pelegox cube’s weaknesses to “area damage 10, splash damage 10”. Page 186: Update the saltborn stalkers' weaknesses to “area damage 10, splash damage 10”. Page 214: Update the harvest regiment’s weaknesses to “area damage 8, fire 8, splash damage 8”. Change the damage of Seed Volley to 2d10.Page 233: Update the Troop Defenses entry and add Troop Movement.
    • Troop Defenses Troops are composed of many individuals, represented by four “segments” on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn’t sufficient! You can measure flanking, cover, and the like using the center of any segment.A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop’s maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop’s new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn’t responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
    • Troops are typically immune to non-damaging effects that target a single creature, such as a charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8thrank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
    • Troop Movement Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Rival Academies
  • Page 115: The curriculum spells for the school of Thassilonian rune magic list a spell of an incorrect rank. Under 8th rank, replace “seize soul*” with “hidden mind”.
  • Page 116: The wording of the runelord’s arcane bond and personal rune could be unclear. Merging another staff with your personal one broadens the selection of spells that your personal staff has, but doesn’t affect the number of charges. Update the text.
  • “Runelords hail from an era where even a scholar was expected to be able to defend themself with arms if necessary, leading to the practice of attaching a blade to the typical wizard’s staff. You must choose a polearm or spear as your arcane bond. In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff only you can prepare and contains the sin spells from your sin up to the highest rank of spell you can cast (including your cantrips). Your personal rune isn’t a property rune and doesn’t count against the weapon’s limit of such runes.
  • When you prepare your bonded weapon as a staff, you can physically merge one other staff in your possession into it, adding the staff’s spells to your bonded weapon until your next daily preparations. While merged, the weapons haft takes on aesthetic aspects of the staff.”
  • Page 116: Runelord Dedication should say “When you contemplate or indulge in your sin to Refocus” to match the wording on page 114.
  • Page 117: Precious gleam needs a Targets entry. Add “Targets 1 weapon that is unattended or wielded by a willing creature.”
  • Page 119: Change indolent haze’s area to a 20-foot burst.
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