TEXT: 1
  PATHFINDER PLAYTEST RULEBOOK
  This document contains updates to the Pathfinder Playtest Rulebook. Updates that are new to this document appear with a darker 
  background and have their page references marked with bold text. This document is broken into five categories. 
  New Rules: These are entirely new rules for use in your Pathfinder Playtest game, possibly replacing existing rules in the game 
  system. The new rules that first appear in this document are Hands and Casting, New Alchemical Items, and another round of class 
  modifications in Class Changes. Since the final chapter of Doomsday Dawn is upon us, we expect the pace of update documents to 
  slow, so this includes a large number of significant changes!  The Multiclass Archetypes Update 1.0 file on pathfinderplaytest.com 
  contains multiclass archetypes for all classes and updates to the multiclass archetypes from the Playtest Rulebook.
  Critical Updates: These are updates to the rules that will affect a number of characters and play experiences. You should make 
  sure to incorporate these immediately. Note that 1.6 also removes duplicate entries that had been included in Critical Updates and 
  Other Updates to make the document leaner and less repetitive.
  Other Updates: These are rules changes that affect only a small percentage of characters, but do so in an important way. You 
  should be familiar with these changes and watch to see if any apply.
  FAQ: This section covers some questions we’ve seen pop up in conversations about the game. They don’t necessitate changes to 
  the rules text, but you might find the clarification helpful.
  Multiclass Archetypes Changes: These changes affect the new rules for multiclass archetypes found in the Multiclass 
  Archetypes Updates PDF.
  Doomsday Dawn Updates: These changes affect the playtest adventure, Doomsday Dawn. Please incorporate these changes if 
  you are GMing the adventure. This section contains spoilers!
  Please incorporate these changes as you playtest the game, and thank you for participating in the Pathfinder Playtest!
  —Pathfinder Playtest Design Team
  Update 1.6 — Release Date: 11/5/2018
  NEW RULE—HANDS AND CASTING
  Update 1.6 makes it easier to cast spells when your hands 
  are holding something. This is primarily to help clerics and 
  paladins who thematically should be using a weapon and 
  shield or a two-handed weapon, but were unable to easily 
  cast a good number of their spells due to the way Somatic 
  Casting and touch spells work. These changes might cause 
  some thematic disconnects, so let us know whether they make 
  sense to you in the story or seem incongruous. 
  • Page 196—In Somatic Casting, remove the Requirements entry 
  and the Special entries for cleric and druid. In the description, after 
  the second sentence, add, “You can make these gestures while 
  holding something in your hand, but not if you’re restrained or 
  otherwise unable to gesture at all. If you need to touch someone 
  or something, you can do so while holding something as long as 
  part of your hand is able to touch the target.”
  NEW RULE—NEW ALCHEMICAL ITEMS
  Update 1.6 adds the following alchemical items. These 
  are added primarily for the alchemist as a consequence of 
  removing empower bombs, but other characters can use them 
  too. The minor version of each bomb is identical to the item 
  printed in the Playtest Rulebook.
  ACID FLASK 
  ITEM 1+
  Method of Use held, 1 hand; Bulk L
  Flasks filled with corrosive acid deal the listed 
  persistent acid damage and 1 acid splash damage. 
  Type minor; Level 1; Price 3 gp
  1d6 persistent acid damage.
  Acid
  Alchemical
  Bomb
  Consumable
  Splash
  Type lesser; Level 4; Price 12 gp
  2d6 persistent acid damage.
  Type moderate; Level 8; Price 60 gp
  3d6 persistent acid damage.
  Type greater; Level 12; Price 250 gp
  4d6 persistent acid damage.
  Type major; Level 16; Price 1,200 gp
  5d6 persistent acid damage.
  Type true; Level 20; Price 9,000 gp
  6d6 persistent acid damage.
  ALCHEMIST’S FIRE 
  ITEM 1+
  Method of Use held, 1 hand; Bulk L
  Alchemist’s fire is combination of several volatile 
  liquids that ignite when exposed to air, typically 
  stored in a sealed flask. Alchemist’s fire deals the 
  listed fire damage and persistent fire damage, as 
  well as 1 fire splash damage. The flames are easier to put out than 
  normal. If anyone helps the target recover from this persistent 
  damage, the subject recovers automatically with no flat check.
  Type minor; Level 1; Price 3 gp
  1d8 fire damage, 1 persistent fire damage.
  Type lesser; Level 4; Price 12 gp
  2d8 fire damage, 2 persistent fire damage.
  Type moderate; Level 8; Price 60 gp
  3d8 fire damage, 3 persistent fire damage.
  Type greater; Level 12; Price 250 gp
  4d8 fire damage, 4 persistent fire damage.
  Type major; Level 16; Price 1,200 gp
  5d8 fire damage, 5 persistent fire damage.
  Alchemical
  Bomb
  Consumable
  Fire
  Splash
  
  2
  Type true; Level 20; Price 9,000 gp
  6d8 fire damage, 6 persistent fire damage.
  BESTIAL MUTAGEN, MINOR 
  ITEM 1
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Activation 
   Operate Activation; Onset end of your 
  next turn
  For 1 minute after the onset of this mutagen, your 
  features transform into something bestial and you take on muscle 
  mass, but your lumbering form is clumsy.
  Benefit You gain a +1 item bonus to Athletics checks and unarmed 
  attack rolls. Your damage dealt by unarmed attacks increases 
  to two damage dice, unless it would otherwise have more 
  damage dice.
  Drawback You take a –1 item penalty to Acrobatics checks, Stealth 
  checks, Thievery checks, Reflex saves, and AC.
  BOTTLED LIGHTNING 
  ITEM 1+
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Bottled lightning is packed with volatile reagents 
  that create a blast of electricity when they are 
  exposed to air. Bottled lightning deals the listed 
  electricity damage and 1 electricity splash damage, and causes 
  the target to be flat-footed to all creatures until the start of your 
  next turn.
  Type minor; Level 1; Price 3 gp
  1d6 electricity damage.
  Type lesser; Level 4; Price 12 gp
  2d6 electricity damage.
  Type moderate; Level 8; Price 60 gp
  3d6 electricity damage.
  Type greater; Level 12; Price 250 gp
  4d6 electricity damage.
  Type major; Level 16; Price 1,200 gp
  5d6 electricity damage.
  Type true; Level 20; Price 9,000 gp
  6d6 electricity damage.
  BULLHEADED MUTAGEN, MINOR 
  ITEM 1
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Activation 
   Operate Activation; Onset end of your 
  next turn
  For 1 minute after the onset of this mutagen, you gain 
  more control of your mind and can steel your will against mental 
  assaults, but your arrogance makes you seem standoffish and off-
  putting.
  Benefit You gain a +1 item bonus to Will saves and to Perception, 
  Medicine, Nature, Religion, and Survival checks. This bonus 
  increases to +2 against mental effects. 
  Drawback You take a –1 item penalty to Deception, Diplomacy, 
  Intimidation, and Performance checks, and you lose 1 RP. 
  Alchemical
  Consumable
  Elixir
  Mutagen
  Polymorph
  Alchemical
  Bomb
  Consumable
  Electricity
  Splash
  Alchemical
  Consumable
  Elixir
  Mutagen
  Polymorph
  COGNITIVE MUTAGEN, MINOR 
  ITEM 1
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Activation 
   Operate Activation; Onset end of your 
  next turn
  For 1 minute after the onset of this mutagen, your 
  mind becomes clear and cognition flows freely, but physical matters 
  seem ephemeral.
  Benefit You gain a +1 item bonus to Arcana, Crafting, Lore, 
  Occultism, and Society checks and to all checks to Recall 
  Knowledge. You treat a critical failure on a Recall Knowledge 
  check as a failure instead.
  Drawback You take a –1 item penalty to melee attack rolls and 
  Athletics checks, you can carry 1 less Bulk than normal before 
  becoming encumbered,and the maximum Bulk you can carry is 
  2 less. 
  JUGGERNAUT MUTAGEN, MINOR 
  ITEM 1
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Activation 
   Operate Activation; Onset end of your 
  next turn
  For 1 minute after the onset of this mutagen, your body 
  becomes thick and sturdy and you exhibit a healthy glow, though you 
  tend to be ponderous and unobservant. 
  Benefit You gain a +1 item bonus to Fortitude saves and 5 temporary 
  Hit Points. 
  Drawback You take a –1 item penalty to Will saves and to Perception, 
  Medicine, Nature, Religion, and Survival checks.
  LIQUID ICE 
  ITEM 1+
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  The liquid reagents in this vial create a freezing effect 
  when exposed to air. Liquid ice deals the listed cold 
  damage, deals 1 cold splash damage, and causes the 
  target to be hampered 10 until the end of its next turn.
  Type minor; Level 1; Price 3 gp
  1d4 cold damage.
  Type lesser; Level 4; Price 12 gp
  2d4 cold damage.
  Type moderate; Level 8; Price 60 gp
  3d4 cold damage.
  Type greater; Level 12; Price 250 gp
  4d4 cold damage.
  Type major; Level 16; Price 1,200 gp
  5d4 cold damage.
  Type true; Level 20; Price 9,000 gp
  6d4 cold damage.
  QUICKSILVER MUTAGEN, MINOR 
  ITEM 1
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Activation 
   Operate Activation; Onset end of your 
  next turn
  For 1 minute after the onset of this mutagen, your 
  features become thin and angular and you become swifter and 
  Alchemical
  Consumable
  Elixir
  Mutagen
  Polymorph
  Alchemical
  Consumable
  Elixir
  Mutagen
  Polymorph
  Alchemical
  Bomb
  Cold
  Consumable
  Splash
  Alchemical
  Consumable
  Elixir
  Mutagen
  Polymorph
  
  3
  nimbler, but your body also becomes fragile.
  Benefit You gain a +1 item bonus to Acrobatics checks, Stealth 
  checks, Thievery checks, Reflex saves, and ranged attack rolls, 
  and you become accelerated 5.
  Drawback You take a –1 item penalty to Fortitude saves and take 
  3 damage. You can’t recover Hit Points lost in this way by any 
  means while the mutagen lasts.
  SILVERTONGUE MUTAGEN, MINOR 
  ITEM 1
  Price 3 gp
  Method of Use held, 1 hand; Bulk L
  Activation 
   Operate Activation; Onset end of your 
  next turn
  For 1 minute after the onset of this mutagen, your 
  features become compelling and your voice musical and commanding, 
  though facts and figures become hazy and your reason takes a 
  backseat to your emotions.
  Benefit You gain a +1 item bonus to Deception, Diplomacy, 
  Intimidation, and Performance checks, and you treat critical 
  failures with those skills as failures. 
  Drawback You take a –1 item penalty to Arcana, Crafting, Lore, 
  Occultism, and Society checks, as well as one other skill of your 
  choice in which you are trained or expert. You treat failures on 
  checks to Recall Knowledge as critical failures.
  THUNDERSTONE 
  ITEM 1+
  Method of Use held, 1 hand; Bulk L
  When this stone hits a hard surface or creature, it 
  explodes with a deafening bang. A thunderstone deals 
  the listed sonic damage and 1 sonic splash damage, and 
  each creature within 10 feet of the space in which the 
  stone exploded must succeed at the listed Fortitude saving throw or 
  be deafened until the end of its next turn. 
  Type minor; Level 1; Price 3 gp
  1d4 sonic damage, DC 15 Fortitude.
  Type lesser; Level 4; Price 12 gp
  2d4 sonic damage, DC 18 Fortitude.
  Type moderate; Level 8; Price 60 gp
  3d4 sonic damage, DC 22 Fortitude.
  Type greater; Level 12; Price 250 gp
  4d4 sonic damage, DC 28 Fortitude.
  Type major; Level 16; Price 1,200 gp
  5d4 sonic damage, DC 35 Fortitude.
  Type true; Level 20; Price 9,000 gp
  6d4 sonic damage, DC 41 Fortitude.
  NEW RULES—SPELL DAMAGE
  As of Update 1.5, we’re increasing the amount of damage 
  spells deal. For the final version of the game, we’re planning 
  to increase the power level of more spells than just the 
  damaging spells. Presenting all that information during the 
  playtest period is simply too tall an order, so for now we’re 
  strengthening just the damaging spells. Let us know how 
  the revised versions fare in your games. You’ll see that the 
  damage increase comes right away with a big burst instead of 
  gradually via slightly increased initial and heightened damage. 
  The increased damage does mean rolling critical failures 
  Alchemical
  Consumable
  Elixir
  Mutagen
  Polymorph
  Alchemical
  Bomb
  Consumable
  Sonic
  Splash
  against a damaging spell is more likely to be instantly lethal 
  to PCs or monsters alike. Let us know if this extra damage is 
  appropriate, too much, or too little.
  • Acid Arrow: Increase initial damage to 2d8 plus your 
  spellcasting ability modifier.
  • Black Tentacles: Increase initial damage to 3d6.
  • Blade Barrier: Increase initial damage to 8d8.
  • Burning Hands: Increase initial damage to 3d6.
  • Chain Lightning: Increase initial damage to 9d12 for the 
  primary target and 8d12 for the secondary targets.
  • Chromatic Wall: Increase red initial damage to 20, orange 
  initial damage to 25, and yellow initial damage to 35.
  • Cloudkill: Increase initial damage to 7d6.
  • Cone of Cold: Increase initial damage to 14d6.
  • Crisis of Faith: Increase initial damage to 8d4 (8d6 if the 
  target can cast divine spells).
  • Disintegrate: Increase initial damage to 16d10.
  • Divine Decree: Increase initial damage to 9d6.
  • Divine Wrath: Increase initial damage to 5d8.
  • Finger of Death: Increase initial damage to 65.
  • Fire Seeds: Increase the seed initial burst damage to 5d6.
  • Fireball: Increase initial damage to 8d6.
  • Flame Strike: Increase initial damage to 11d6.
  • Flaming Sphere: Increase initial damage to 4d6.
  • Grim Tendrils: Increase initial damage to 3d4.
  • Horrid Wilting: Increase initial damage to 12d10.
  • Implosion: Increase initial damage 100.
  • Leng’s Sting: Increase initial damage to 9d4.
  • Lightning Bolt: Increase initial damage to 5d12.
  • Meteor Swarm: Increase initial bludgeoning damage to 4d10 
  and initial fire damage to 19d6.
  • Phantasmal Calamity: Increase initial damage to 15d6.
  • Phantasmal Killer: Increase initial failure damage to 11d6 
  and initial critical failure damage to 16d6.
  • Phantom Pain: Increase initial damage to 2d4.
  • Polar Ray: Increase initial damage to 13d8.
  • Power Word Kill: Increase both the kill threshold and the 
  damage from 50 to 65.
  • Prismatic Spray: Increase red damage to 40, orange damage 
  to 50, yellow damage to 65, and green damage to 25.
  • Purple Worm Sting: Increase initial damage to 8d4.
  • Searing Light: Increase both the initial fire damage and the 
  additional good damage to 5d6.
  • Shadow Blast: Increase initial damage to 7d8.
  • Shocking Grasp: Increase initial persistent electricity damage 
  to 1d6.
  • Sound Burst: Increase initial damage to 3d8.
  • Spider Sting: Increase initial damage to 2d4.
  • Spirit Blast: Increase initial damage to 16d6.
  • Storm of Vengeance: Increase acid rain’s damage to 4d8, 
  hail’s damage to 4d10, and lightning’s damage to 4d12.
  • Sunburst: Increase both the initial fire damage and the 
  additional positive damage to 9d8.
  • Vampiric Exsanguination: Increase initial damage to 13d6.
  • Vampiric Touch: Increase initial damage to 4d6.
  • Visions of Danger: Increase initial damage to 11d8.
  • Volcanic Eruption: Increase initial damage to 17d6.
  
  4
  • Wail of the Banshee: Increase damage to 9d10.
  • Wall of Fire: Increase initial damage to 4d6.
  • Wall of Thorns: Increase initial damage to 4d4.
  • Weapon Storm: Increase initial damage to five dice of damage.
  • Weird: Increase initial failure damage to 21d6.
  NEW RULES—HERITAGES
  As of Update 1.4, we’re adding more benefits to ancestries at 
  1st level via automatic heritage options. In addition to your 
  1st-level ancestry feat, you pick a heritage that reflects a sub-
  branch of your character’s ancestry. These take the place of 
  the heritage feats of the printed Pathfinder Playtest Rulebook. 
  We’ve added new feats to replace those lost to this change. 
  Some of these new feats are more powerful options with 
  additional prerequisites to give a more compelling array of 
  choices for your higher-level ancestry feat selections.
  Heritage rules
  • On page 23, remove the Heritage Feats section and add the 
  following before Ancestry Feats.
  Heritages
  You select a heritage at 1st level, in addition to your 1st-level 
  ancestry feat, to reflect abilities passed down to you from your 
  ancestors or those common among members of your ancestry in 
  the environment where you were born or raised. You have only 
  one heritage, and you can’t change it later. A heritage might give 
  you an action, reaction, or similar ability, much like feats can.
  Dwarf
  In the dwarf section on pages 24–25, make the following 
  changes.
  • Remove the Unburdened ability. It’s now an effect of 
  heritage, so characters who won’t get much use of it can 
  choose something else.
  • Remove the following ancestry feats: Ancient’s Blood, 
  Hardy.
  • Add the following Heritages section and new ancestry feats.
  DWARF HERITAGES
  With their long family lines and hardy physiologies, dwarves 
  take great pride in the resilience their bloodlines provide. 
  Choose one of the following dwarven heritages at 1st level.
  ancient-BlooDeD
  Dwarven heroes of old could shrug off their enemies’ magic, 
  and some of that resistance manifests in you. 
  You gain the Call on Ancient Blood reaction, but your 
  resistance hampers your connection to magic items. Reduce 
  your total Resonance Points by 2 (minimum 0). For more 
  information about Resonance Points, see page 376.
   CALL ON ANCIENT BLOOD
  Trigger You attempt a saving throw against a magical 
  effect.
  Your ancestors’ innate resistance to magic manifests, protecting you. 
  You gain a +2 circumstance bonus to the triggering saving throw.
  Dwarf
  Desert Dwarf
  As a proud denizen of the desert, you have incredible resilience 
  against hot environments. This grants you resistance to fire 
  equal to half your level (minimum 1) and the ability to ignore 
  extreme and severe heat up to 140° F.
  strongHearteD Dwarf
  Your blood runs hearty and strong, and you can shake off 
  toxins that would lay others low. You gain poison resistance 
  equal to half your level (minimum 1), and each of your 
  successful saving throws against an ongoing poison reduces 
  its stage by 2, or 1 for a virulent poison. Each critical success 
  against an ongoing poison reduces its stage by 3, or 2 for a 
  virulent poison. 
  unBurDeneD Dwarf
  Your ancestors fought in ancient wars, generations after 
  generations adapting to wearing massive suits of armor. If your 
  Speed would be reduced by armor you wear or the encumbered 
  condition, you ignore 5 feet of that reduction.
  DWARF ANCESTRY FEATS
  Mountain’s Stoutness has changed due to the death and dying 
  rules now using a flat check instead of a Fortitude save.
  MOUNTAIN’S STOUTNESS 
  FEAT 9
  You can withstand more punishment than most before 
  going down. Increase your maximum Hit Points by your level. Every 
  time you gain a level, adjust your maximum Hit Points gained from 
  Hardy accordingly (for example, at level 17, this feat would increase 
  your maximum Hit Points by 17). If you also have the Toughness feat, 
  the Hit Points gained from each source are cumulative. 
  You also decrease the DC of your recovery rolls to 9 + your dying 
  value (see page 295), or to 6 + your dying value if you also have the 
  Toughness feat. 
  STONEWALKER 
  FEAT 9
  You have a deep reverence and connection to stone. You 
  gain meld into stone as a 3rd-level divine innate spell that you can cast 
  once per day.
  If you have Stonecunning, you can find unusual stonework and 
  stonework traps as though you were legendary in Perception. If you 
  have Stonecunning and are legendary in Perception, when you’re not 
  Seeking and the GM rolls a secret check for you to notice unusual, you 
  keep the bonus from Stonecunning and don’t take the –2 circumstance 
  penalty.
  WEAPON EXPERTISE (DWARF) 
  FEAT 13
  Prerequisites Weapon Familiarity (Dwarf)
  You become an expert in battleaxes, picks, warhammers, and all 
  dwarven weapons in which you are trained.
  elf
  In the elf section on pages 26–27, make the following changes.
  • Remove the Keen Hearing ancestry feat.
  • Add the following Heritages section and new ancestry feats.
  Dwarf
  Dwarf
  Dwarf
  
  5
  ELF HERITAGES
  Elves live long lives and adapt to the environments they 
  inhabit after dwelling there for a long time. Choose one of the 
  following elven heritages at 1st level.
  arctic elf
  You dwell deep in the frozen lands of the arctic north and have 
  gained incredible resilience against cold environments. This 
  adaptation grants you resistance to cold equal to half your 
  level (minimum 1) and the ability to ignore extreme and severe 
  cold down to –80° F.
  cavern elf
  You come from underground tunnels or from caverns where 
  light is scarce. You gain darkvision.
  Keen-eareD elf
  Your ears are finely tuned, able to detect even the slightest 
  whispers of sound. As long as you can hear normally, you can 
  use the Seek action to sense unseen creatures in a 60-foot cone 
  instead of a 30-foot cone. When using the Seek action to sense 
  unseen creatures that you could hear within 30 feet, you gain a 
  +2 circumstance bonus. 
  Jungle elf
  You’re adapted to life in the deep jungle, and you know how to 
  climb through a jungle more easily and use the foliage to your 
  advantage. When climbing trees, vines, and other foliage, you 
  move at half your Speed on a success and at full Speed on a 
  critical success (and you move at full Speed on a success if you 
  have Quick Climb). This doesn’t affect you if you’re using a 
  climb Speed.
  You can always use the Take Cover action when within a 
  forest or jungle area to gain cover, even if you’re not next to an 
  obstacle you can take cover behind.
  ELF ANCESTRY FEATS
  EXPERT LONGEVITY 
  FEAT 9
  Prerequisites Ancestral Longevity
  You’ve continued to refine your knowledge and skills gained over your 
  life. When you choose a skill in which to become trained with Ancestral 
  Longevity, you can also choose a skill in which to become expert. You 
  can choose only a skill in which you’re already trained. This lasts until 
  your Ancestral Longevity expires.
  When the effects of Ancestral Longevity and Expert Longevity 
  expire, you can retrain one of your skill increases. The skill increase 
  you gain from this retraining must either make you trained in the skill 
  you chose with Ancestral Longevity or make you an expert in the skill 
  you chose with Expert Longevity.
   ELF STEP 
  FEAT 9
  Requirements Speed 40 feet or more
  You move in a graceful dance, and your steps are broad. You Step twice.
  WEAPON EXPERTISE (ELF) 
  FEAT 13
  Prerequisites Weapon Familiarity (Elf)
  Elf
  Elf
  Elf
  You become an expert in longbows, composite longbows, longswords, 
  rapiers, shortbows, composite shortbows, and all elven weapons in 
  which you are trained.
  When the effects of Ancestral Longevity and Expert Longevity 
  expire, you can retrain one of your skill increases. The skill increase 
  you gain from this retraining must either make you trained in the skill 
  you chose with Ancestral Longevity or make you an expert in the skill 
  you chose with Expert Longevity.
  gnome
  In the gnome section on pages 28–29, make the following 
  changes.
  • Change Speed from “20 feet” to “25 feet”.
  • Remove the Discerning Smell ancestry feat.
  • Add the following Heritages section and new ancestry feats.
  GNOME HERITAGES
  A diverse collection of oddballs, gnomes have all sorts of 
  peculiar strains in their bloodline. Choose one of the following 
  gnome heritages at 1st level.
  BleacHling
  Something in your background caused you to react strangely 
  to the Bleaching compared to other gnomes. Instead of dying, 
  you lost your color but remained stable. You are immune to 
  the Bleaching and gain the Animal Speaker feat. 
  It’s possible for your heritage to change from your starting 
  heritage to bleachling during the course of play due to the 
  effects of the Bleaching, though typically only in campaigns 
  that span an incredibly long amount of time.
  Deep gnome
  Also called a svirfneblin, you come from underground and 
  have found a way to stave off the gnome malaise known as the 
  Bleaching. You gain darkvision and are immune to the Bleaching.
  fell gnome
  Unlike most gnomes, you have a connection to some of the 
  darker fey, such as gremlins and redcaps. You can cast chill 
  touch as an innate primal spell at will. The cantrip is heightened 
  to a spell level equal to half your level rounded up. For more 
  information about spells, see page 192.
  sHarp-noseD gnome
  You see all colors as brighter, hear all sounds as richer, and 
  especially smell all scents with incredible detail. You gain a +2 
  circumstance bonus to sense an unseen creature that is close 
  enough for you to smell (typically within 30 feet, though halve 
  the distance if you are upwind and double the distance if you are 
  downwind). For more information about senses, see page 301.
  GNOME ANCESTRY FEATS
  FIRST WORLD ADEPT 
  FEAT 9
  Prerequisites First World Magic
  You have tapped into the fey magic innate to your people, and over 
  time its power has grown stronger. You gain faerie fire and invisibility 
  Gnome
  
  6
  as innate 2nd-level primal spells. You can cast each of these innate 
  spells once per day.
  VIVACIOUS CONDUIT 
  FEAT 9
  Your connection to the First World has grown, and its 
  positive energy flows into you at incredible rates. If you rest for 10 
  minutes, you gain Hit Points equal to your Constitution modifier × your 
  level. This healing is additive with any healing from Treat Wounds.
  WEAPON EXPERTISE (GNOME) 
  FEAT 13
  Prerequisites Weapon Familiarity (Gnome)
  You become an expert in glaives, kukris, and all gnome weapons in 
  which you are trained.
  goBlin
  In the goblin section on pages 30–31, make the following 
  changes.
  • Remove the following ancestry feats: Eat Anything, Flame 
  Heart, Razor Teeth.
  • Add the following Heritages section and new ancestry feats.
  GOBLIN HERITAGES
  Goblins, especially those of different tribes, have all sorts of 
  physiological differences, which they often discover through 
  hazardous “experiments.” Choose one of the following goblin 
  heritages at 1st level.
  BigBelly goBlin
  You can subsist on food that most folks would consider spoiled. 
  You are always considered fed with poor meals in a settlement 
  as long as garbage is readily available, without using the Subsist 
  on the Streets downtime activity. You gain a +2 circumstance 
  bonus to saving throws against toxins, against gaining the sick 
  condition, and on removing the sick condition, but only if the 
  toxin or condition resulted from something you ate or drank. 
  Treat a success on Fortitude saves to reduce the effect of an 
  ingested toxin or the sick condition as a critical success.
  You can eat and drink things when you have the sick 
  condition.
  inflammaBle goBlin
  Your ancestors have always had a connection to fire and a 
  thicker skin, allowing you to resist burning. You gain resistance 
  to fire equal to half your level (minimum 1). Your flat check to 
  remove persistent fire damage (see page 323) is DC 15 instead 
  of DC 20 without requiring an action to reduce the DC.
  razortootH goBlin
  Your family can use their teeth as formidable weapons. You 
  gain a jaws unarmed attack that deals 1d6 piercing damage. 
  For more information about unarmed attacks, see page 178.
  snow goBlin
  As a snow goblin, you live in deeply cold lands and have skin 
  ranging from sky blue to navy in color. You gain resistance to 
  cold equal to half your level (minimum 1) and the ability to 
  ignore extreme and severe cold down to –80° F.
  Gnome
  Gnome
  GOBLIN ANCESTRY FEATS
  CAVE CLIMBER 
  FEAT 9
  By practicing the techniques you’ve learned crawling 
  and climbing through caverns, you are able to climb easily anywhere 
  you go. You gain a climb Speed of 10 feet.
  You can take the Legendary Climber feat even if you don’t have the 
  Quick Climb feat, provided you meet its other prerequisites.
   GOBLIN SCUTTLE 
  FEAT 9
  Trigger A goblin ally ends a move action adjacent to you.
  You take advantage of your ally’s movement to adjust your position. 
  You Step.
    GOBLIN SONG 
  FEAT 1
  You sing annoying goblin songs, distracting your foes with silly and 
  repetitive lyrics. Attempt a Performance check against the Will DC of a 
  foe within 30 feet. If you are an expert in Performance, you can affect 
  up to two foes within range; if you are a master, you can affect up to 
  four foes; and if you are legendary, you can affect up to eight foes.
  Success The target takes a –1 conditional penalty to Perception 
  checks and Will saves for 1 round.
  Critical Success As success, but the penalty lasts for 1 minute.
  Critical Failure The target is bolstered. 
  SKITTERING SCUTTLE 
  FEAT 9
  Prerequisites Goblin Scuttle
  When you Goblin Scuttle, you can Stride up to half your Speed instead 
  of Stepping.
  WEAPON EXPERTISE (GOBLIN) 
  FEAT 13
  Prerequisites Weapon Familiarity (Goblin)
  You become an expert in dogslicers, horsechoppers, and all goblin 
  weapons in which you are trained.
  Halfling
  In the halfling section on pages 32–33, make the following 
  changes.
  • On page 32, in the sidebar with ability boosts and other 
  ancestry features, add the following ability. “Keen Eyes: 
  Your eyes are sharp, allowing you to make out small details 
  about concealed or even invisible creatures that others 
  might miss. When you attack or target an opponent that is 
  concealed from you or sensed by you, reduce the flat check 
  DC you need to hit that creature to 3 for concealed or 9 for 
  sensed. You gain a +2 circumstance bonus when using the 
  Seek action to sense unseen creatures within 30 feet.”
  • Remove the following ancestry feats: Keen Eyes, Plucky.
  • Add the following Heritages section and new ancestry feats.
  HALFLING HERITAGES
  Living across the land, halflings of different heritages might 
  appear in lands far from where their ancestors lived. Choose 
  one of the following halfling heritages at 1st level.
  gutsy Halfling
  Your family line is known for keeping a level head and staving 
  Goblin
  Goblin
  Goblin
  Goblin
  
  7
  off fear when the chips go down, making them wise leaders. If 
  you succeed at a saving throw against an emotion effect, treat 
  your result as a critical success instead of a success.
  Jungle Halfling
  You live deep in the jungle, and you’ve learned how to use 
  your small size to wriggle through undergrowth, vines, and 
  other obstacles. You can ignore difficult terrain from trees and 
  foliage, whether in a jungle or elsewhere.
  nomaDic Halfling
  Your ancestors have traveled from place to place for generations. 
  You gain a new language of your choice, and every time you 
  take the Multilingual feat, you gain another new language.
  twiligHt Halfling
  Your ancestors performed many acts under cover of dusk 
  and developed eyesight beyond even the usual keen eyes of 
  halflings. You gain low-light vision.
  HALFLING ANCESTRY FEATS
  GUIDING LUCK 
  FEAT 9
  Prerequisites Lucky Halfling
  Your luck guides you to look the right way and place your blows in the 
  right spot. You can trigger Lucky Halfling when you fail a Perception 
  check or attack roll, in addition to its normal trigger.
  IRREPRESSIBLE 
  FEAT 9
  You are easily able to ward off attempts to play on 
  your fears and emotions. If you succeed at a saving throw against 
  an emotion effect, treat your result as a critical success instead of a 
  success. If your heritage is Gutsy Halfling, you treat any critical failures 
  against emotion effects as failures.
  WEAPON EXPERTISE (HALFLING) 
  FEAT 13
  Prerequisites Weapon Familiarity (Halfling)
  You become an expert in slings, halfling sling staves, shortswords, and 
  all halfling weapons in which you are trained.
  Human
  In the human section on pages 34–37, make the following 
  changes.
  • Remove the following ancestry feats: Half-Elf, Half-Orc.
  • Add the following Heritages section and new ancestry feats 
  to both the human and half-orc feat sections.
  HUMAN HERITAGES
  Unlike other races, humans don’t have pronounced physical 
  differences defined by their lineage. Instead, their heritages show 
  their potential as a people or reflect mixed ancestries. Choose 
  one of the following human heritages at 1st level.
  Half-elf
  Either one of your parents was an elf, or one or both were 
  half-elves. You have pointed ears and other telltale signs of elf 
  heritage. You gain the elf trait and low-light vision. In addition, 
  Halfling
  Halfling
  Halfling
  you can select elf, half-elf, and human feats whenever you gain 
  an ancestry feat.
  Half-orc
  Either one of your parents was an orc, or one or both were 
  half-orcs. You have a green tinge to your skin and other 
  indicators of orc heritage. You gain the orc trait and low-light 
  vision. In addition, you can select orc, half-orc, and human 
  feats whenever you gain an ancestry feat.
  sKilleD Heritage
  Your ingenuity allows you to train in a wide variety of skills. 
  You become trained in one skill of your choice. At 5th level, 
  you become an expert in the chosen skill. For more about 
  skills, see page 142.
  versatile Heritage
  Versatility and ambition have fueled humanity’s ascendance 
  to its position as the most common ancestry in most nations 
  throughout the world. Select a general feat of your choice for 
  which you meet the prerequisites.
  HUMAN ANCESTRY FEATS
  INCREDIBLE IMPROVISER 
  FEAT 9
  Prerequisites Clever Improviser
  You can improvise almost anything with unbelievable skill. You gain 
  a +3 circumstance bonus to skill checks in which you’re untrained. 
  You can attempt a skill check that would normally require you to be 
  trained even if you’re untrained, but in that case, you don’t gain the +3 
  circumstance bonus.
  MULTITALENTED 
  FEAT 9
  You gain a 2nd-level multiclass dedication feat (see 
  multiclass archetypes starting on page 279), even if you don’t meet 
  the ability score prerequisites and even if you normally couldn’t take 
  another dedication feat until you take more feats from your current 
  archetype.
  UNCONVENTIONAL EXPERTISE 
  FEAT 13
  Prerequisites Unconventional Weaponry, trained in the 
  weapon you chose for Unconventional Weaponry
  You become an expert in the weapon you chose for the Unconventional 
  Weaponry feat.
  HALF-ORC ANCESTRY FEATS
   REACTIVE SUPERSTITION 
  FEAT 9
  Prerequisites Superstition
  Trigger You attempt a save against a spell or magical effect and you 
  aren’t benefiting from Superstition 
  You instinctively react to magic by drawing on your superstitions. 
  You gain the benefit of Superstition against the triggering spell or 
  magical effect.
  WEAPON EXPERTISE (ORC) 
  FEAT 13
  Prerequisites Weapon Familiarity (Orc)
  Human
  Human
  Human
  Orc
  Orc
  
  8
  You become an expert in falchions, greataxes, and all orc weapons in 
  which you are trained.
  NEW RULES—PROFICIENCIES AND DCS
  As of Update 1.3, the math for proficiencies and skill DCs 
  has changed. We’ve received frequent feedback that trained 
  and better characters weren’t far enough ahead of untrained 
  characters, so we’re making the untrained value equal to your 
  level minus 4 instead of your level minus 2. This will definitely 
  create a more noticeable difference at 1st level. We want to 
  see whether it feels more natural than the previous value, and 
  whether it causes a major difference in the way people allocate 
  their skill increases. 
  We’re also correcting some issues with the table of DCs, 
  along with DCs in Doomsday Dawn (which you can find later 
  in this document). Characters’ rates of success were too flat 
  across levels, even for characters who were putting lots of 
  effort into getting better. Now, they’ll get much better against 
  DCs of their level over time. The DCs started out a bit too low, 
  and scaled up to be too high at higher levels. The names of the 
  categories of DC have also changed, since their challenge level 
  is no longer analogous to the terms used to describe encounter 
  challenge. Lastly, we’ve also introduced a simpler guideline 
  for setting the DC of tasks when it really only matters if one 
  person in the group succeeds (such as when everyone in the 
  party searches the same area by rolling Perception): in such a 
  situation, increase the DC by 4.
  untraineD text
  In any location where it appears, change the value of the 
  untrained proficiency rank to your level minus 4.
  sKill Dc terminology
  In any location where they appear, change the skill difficulty 
  categories from trivial to easy, low to medium, high to hard, 
  severe to incredible, and extreme to ultimate. The “trivial” 
  column on Table 10–3 (page 338) should keep that name.
  spell anD aBility cHanges
  To go along with this change, we’re updating some spells 
  and abilities that required certain skills to overcome so that 
  untrained characters aren’t totally stuck in situations where 
  they weren’t intended to be.
  • Page 102—In Tangled Forest Stance, in the second 
  paragraph, change “Acrobatics check” to “Reflex save” and 
  in the parentheses, add “, and you can choose to allow the 
  enemy to move if you prefer”.
  • Page 171—In Specialty Crafting, in the second sentence, 
  change “+2 circumstance bonus” to “+1 circumstance 
  bonus”. After that sentence, add “If you have master 
  proficiency in Crafting, this bonus increases to +2.”
  • Page 173—In Virtuosic Performer, in the second sentence, 
  change “+2 circumstance bonus” to “+1 circumstance 
  bonus”. After that sentence, add “If you have master 
  proficiency in Performance, this bonus increases to +2.”
  • Page 228—In the grease spell, change the Target an Area 
  entry to “Any solid ground in the area is covered with grease. 
  Each creature standing on the greasy surface must succeed 
  at a Reflex save or an Acrobatics check to Maintain Balance 
  against your spell DC or fall prone. Creatures moving onto 
  the greasy surface during the spell’s duration must also 
  attempt an Acrobatics check to Balance. A creature that 
  takes a Step doesn’t have to attempt a check or save.”.
  • Page 237—In the maze spell, in the second sentence, change 
  “Survival check” to “Survival check or Perception check”. In 
  the second paragraph, change “Survival check” to “Survival 
  check or Perception check”.
  • Page 272—In the web spell that continues from the previous 
  page, in the second paragraph, change “Athletics check” to 
  “Athletics check or Reflex save”. Change the Success entry 
  to “The creature is unaffected. If it used an Athletics check, 
  it clears the web from every square it leaves after leaving the 
  square.” Change the Critical Success entry to “As success, 
  and it doesn’t need to attempt further saving throws against 
  the web this turn.” In the Failure entry, change “saving 
  throws” to “Athletics checks or saving throws”.
  DIFFICULTY CLASSES
  In the Difficulty Classes section on page 336–337, replace the 
  Adjusting the Chance of Success section and Table 10–2: Skill 
  DCs by Level and Difficulty.
  aDJusting tHe cHance of success
  When creating challenges at the PCs’ level, use the following 
  guidelines to determine what degree of difficulty is a good fit. 
  Then consult Table 10–2: Skill DCs by Level and Difficulty 
  to determine the appropriate DC. The table’s Level column 
  indicates the task level, while the subsequent columns present 
  DCs for each difficulty. You’ll most often use the hard DC, 
  but various environmental and situational circumstances can 
  adjust the DC to a higher or lower category, as described later.
  The DC numbers on this table are to determine whether a 
  single character can succeed or fail at a task. Sometimes, you’ll 
  have a check that the entire party can roll against, with no 
  real complications that would happen on a critical failure, 
  and where only one person really needs to succeed (such as a 
  Perception check when everyone is searching the same area). If 
  you want the whole party to face the same degree of difficulty 
  in a case like this, simply increase the DC by 4.
  An easy DC represents a minor speed bump for a group of 
  the indicated level. The DC is so low that even the least skilled 
  character of that level with a low score for the associated 
  ability has around a 50% chance to succeed. These are good 
  DCs for when a task is going to be rote for the more skilled 
  members of the party. You can usually skip rolling and assume 
  the characters succeed against easy DCs unless it’s necessary 
  for everybody to try the check.
  A medium DC provides little challenge for highly skilled 
  characters and a decent chance to succeed for low-skilled 
  characters who don’t have a good proficiency or a high ability 
  score. This DC is good to use when each PC will attempt the 
  check and when it matters how many PCs succeed or fail. Except 
  at low levels, a medium DC will be a challenge only for characters 
  who aren’t keeping up with the skill. Easy DCs become easier 
  
  9
  and easier for characters who have invested in the skill to succeed 
  over time.
  A hard skill DC, the most common in the game, represents 
  something that an average commoner might not try but that 
  adventurers attempt frequently. This DC challenges even 
  characters who have strongly focused on the skill and can 
  often be overcome by a character who has increased their 
  modifier or proficiency rank. A character who’s really strong 
  in the skill starts at around a 50% chance of succeeding but 
  ends up almost certain to succeed at higher levels.
  An incredible skill DC represents a task requiring 
  exceptional effort and luck: one that even adventurers don’t 
  encounter that often. It’s a significant challenge for a highly 
  skilled character at all levels, though incredible DCs do 
  become somewhat easier to succeed at when those characters 
  have reached a high level.
  An ultimate skill DC is reserved for only the greatest of 
  impediments. It’s so hard that even the best possible character 
  succeeds only about half the time, though assistance from allies 
  can improve this chance. Characters with less training have a 
  far lower chance of success, and will critically fail much of the 
  time. You should avoid using ultimate DCs if a failed check 
  results in death, massive harm, or other dire consequences.
  TABLE 10-2: SKILL DCS BY LEVEL AND DIFFICULTY
  Level
  Easy
  Medium
  Hard
  Incredible
  Ultimate
  0
  7
  11
  13
  14
  16
  1
  8
  13
  15
  16
  18
  2
  9
  14
  16
  17
  19
  3
  10
  15
  17
  19
  20
  4
  11
  16
  18
  20
  21
  5
  12
  18
  20
  22
  23
  6
  13
  19
  21
  23
  25
  7
  14
  21
  22
  26
  27
  8
  15
  22
  24
  27
  28
  9
  16
  23
  26
  29
  30
  10
  17
  24
  27
  31
  32
  11
  18
  25
  28
  32
  33
  12
  19
  26
  29
  33
  34
  13
  20
  28
  30
  35
  36
  14
  21
  29
  31
  36
  38
  15
  22
  30
  33
  37
  40
  16
  23
  32
  34
  38
  41
  17
  24
  33
  36
  40
  43
  18
  25
  34
  37
  41
  44
  19
  26
  35
  38
  42
  45
  20
  27
  36
  39
  43
  47
  21
  28
  38
  41
  45
  49
  22
  29
  39
  43
  47
  51
  23
  30
  41
  45
  49
  53
  NEW RULES—TREAT WOUNDS
  As of Update 1.5, the DC of Treat Wounds is based on the level 
  of the patient. This is meant to avoid situations where a low-
  level character could heal up someone of a much higher level.
  Introduced in Update 1.4, this new use of the Medicine 
  skill is meant to address demands for more ways to heal up 
  between battles, reduce dependence on magical healing, and 
  extend the adventuring day. In Pathfinder First Edition, the 
  desire to recover as many Hit Points as possible was often filled 
  by wands of cure light wounds, or by using lots of low-level 
  healing spells. Because we know groups will want to heal up 
  by whatever means they have available, we were looking for 
  something more satisfying.
  This new rule means that a character trained in Medicine 
  can help their allies recover with a significant time expenditure. 
  We hope this means groups have a satisfying way to heal up, 
  but still keeps the pressure on in time-sensitive adventures. 
  This creates a major change to the flow of the game, so let us 
  know how it works for your group!
  TREAT WOUNDS
  Requirements You must use healer’s tools (see page 186).
  You spend 10 minutes treating up to 6 injured living 
  creatures (targeting yourself as one of them, if you so choose), then 
  attempt a Medicine check. The DC is usually the medium DC for the 
  highest level of patient you’re treating, though the GM might adjust 
  this DC due to circumstances, such as trying to rest during volatile 
  weather or when treating magically cursed wounds. A given creature 
  can be subject to only one Treat Wounds attempt per 10-minute 
  period, so two characters can’t treat the same target’s wounds 
  simultaneously.
  Success You treat the patients’ wounds. Each patient recovers Hit 
  Points equal to its Constitution modifier × your level or equal to 
  just your level, whichever is higher.
  Critical Success As success, but increase the healing by your level × 3.
  Critical Failure The patients are bolstered against your Treat Wounds.
  NEW RULES—IDENTIFICATION AND REPAIR
  As of Update 1.3, we’re shortening how long it takes to identify 
  magic. It was intentional that identifying magic involved more 
  investigation and guesswork, but the time burden was too high, 
  especially when finding multiple items. Along with this change, 
  we’re shortening how long it takes to repair items so that party 
  members can do these tasks simultaneously and finish up at the 
  same time. They all start out taking 10 minutes.
  This requires changing Identify Magic and Repair.
  • Page 145—In Identify Magic, in the first sentence, change 
  “you can spend an hour” to “you can spend 10 minutes”.
  • Page 147—In Repair, in the first sentence, change “You 
  spend an hour” to “You spend 10 minutes”.
  • Page 153—In Identify Magic, in the first sentence, change 
  “you can spend an hour” to “you can spend 10 minutes”.
  • Page 154—In Identify Magic, in the first sentence, change 
  “you can spend an hour” to “you can spend 10 minutes”.
  • Page 156—In Identify Magic, in the first sentence, change 
  “you can spend an hour” to “you can spend 10 minutes”.
  sKill feats
  Change two skill feats that help you identify and repair more 
  quickly.
  Healing
  Manipulate
  
  10
  • Page 169—In Quick Identification, change the text to “You 
  take only 1 minute when using Identify Magic to determine 
  the properties of an item, ongoing effect, or location, rather 
  than 10 minutes. If you’re a master, it takes 1 round, and if 
  you’re legendary, it takes 1 action.”
  • Page 170—In Quick Repair, change the text to “You take only 
  1 minute to repair an item, rather than 10 minutes. If you’re a 
  master, it takes 1 round, and if you’re legendary, it takes 1 action.”
  reaD aura
  Change the casting time of the read aura spell.
  • Page 250—In the read aura spell, change “Casting 10 
  minutes” to “Casting 1 minute”.
  NEW RULE—CLASS CHANGES
  Update 1.6 brings several more changes to show the direction 
  we’re looking to take several classes. These are still a work 
  in progress, with a goal of providing sustainable classes for 
  those who want to keep playing using the playtest rules. So let 
  us know what you think of the ways they’re changing! We’ve 
  also moved the new skills lists from the New Rules—Signature 
  Skills section here to consolidate most of the class information.
  Two changes affect a large number of classes. First, all the 
  spellcasters now get 5 cantrips at 1st level instead of 4th. Second, 
  the stance trait now lets you enter a stance and still use your 
  other open actions in the same round. Actions with the stance 
  trait lose the open trait, and stance is redefined to the following.
  Stance: A stance is a general combat strategy that you enter by 
  using an action with the stance trait. After you take an action with 
  the stance trait, you can’t take another one for 1 round. You can enter 
  or be in a stance only in encounter mode. A stance lasts until you get 
  knocked out, until its requirements (if any) are violated, or until you 
  enter a new stance, whichever comes first.
  As of Update 1.3, we made a small number of changes to 
  address flexibility and balance concerns with the alchemist, 
  ranger, and sorcerer.
  alcHemist
  As of Update 1.6, the alchemist is switching to use infused 
  reagents instead of Resonance Points to make alchemical items. 
  This was one of the more popular changes from the Resonance 
  Test, and it has strong enough support and light enough rules 
  impact that we can implement it during the playtest period. 
  We’ve also added a research field: a path that lets you specialize 
  as a bomber, chirurgeon, mutagenist, or poisoner. Please note 
  the New Alchemical Items presented above, since those will 
  change what you’re putting in your formula book.
  Because of the extensive changes, making each change line 
  by line is difficult, so we’re presenting all the class features and 
  class table in full under the New Alchemist header below. Of 
  the class feats, only Combine Elixirs and Poison Touch change.
  From Update 1.3, the alchemist’s infused trait was too 
  restrictive when the alchemist was creating elixirs for allies, 
  making it feel like you were paying double the Resonance. This 
  was especially limiting when the alchemist was meant to serve 
  as a healer. Now, the infused trait means the item doesn’t cost 
  anyone Resonance Points.
  • Page 45—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Crafting
  Trained in a number of additional skills equal to 4 plus your 
  Intelligence modifier
  • Page 45–47—Replace the alchemist’s class table and class 
  features with the text under New Alchemist.
  • Page 47—In the infused trait, change “cost its crafter any 
  Resonance Points” to “cost any Resonance Points” and 
  delete “though anyone else must spend Resonance Points to 
  activate it normally”.
  • Page 49—In Combine Elixirs, replace all references to 
  Resonance Points with “batches of infused reagents.”
  • Page 50—In Poison Touch, replace “1 Resonance Point” 
  with “1 batch of infused reagents.”
  CLASS FEATURES
  You gain these abilities as an alchemist. Abilities gained at 
  higher levels list the requisite levels next to the features’ names.
  TABLE 3–1: ALCHEMIST ADVANCEMENT
  Your 
  Level
  Class Features
  1
  Advanced alchemy 1st, alchemist feat, ancestry feat, 
  background, formula book, infused reagents, initial 
  proficiencies, quick alchemy, research field
  2
  Advanced alchemy 2nd, alchemist feat, skill feat
  3
  Advanced alchemy 3rd, general feat, skill increase
  4
  Advanced alchemy 4th, alchemist feat, skill feat 
  5
  Ability boosts, advanced alchemy 5th, ancestry feat, field 
  discovery, skill increase
  6
  Advanced alchemy 6th, alchemist feat, skill feat
  7
  Advanced alchemy 7th, general feat, perpetual infusions, 
  skill increase
  8
  Advanced alchemy 8th, alchemist feat, skill feat
  9
  Advanced alchemy 9th, ancestry feat, double brew, skill increase
  10
  Ability boosts, advanced alchemy 10th, alchemist feat, 
  skill feat
  11
  Advanced alchemy 11th, general feat, perpetual potency, 
  skill increase
  12
  Advanced alchemy 12th, alchemist feat, skill feat
  13
  Advanced alchemy 13th, ancestry feat, greater field 
  discovery, skill increase
  14
  Advanced alchemy 14th, alchemist feat, skill feat
  15
  Ability boosts, advanced alchemy 15th, general feat, 
  perpetual perfection, skill increase
  16
  Advanced alchemy 16th, alchemist feat, skill feat
  17
  Advanced alchemy 17th, alchemical alacrity, ancestry feat, 
  skill increase
  18
  Advanced alchemy 18th, alchemist feat, skill feat
  19
  Advanced alchemy 19th, general feat, skill increase
  20
  Ability boosts, advanced alchemy 20th, alchemist feat, 
  skill feat
  
  11
  infuseD reagents
  You infuse reagents with your own alchemical essence, 
  allowing you to create alchemical items for free. Each day 
  during your preparations, you gain a number of batches 
  of infused reagents equal to your level + your Intelligence 
  modifier. You can use these reagents for either Advanced 
  Alchemy or Quick Alchemy. If you have 1–10 batches of 
  reagents, they total up to light Bulk, 11–20 are two light Bulk 
  loads, and so on.
  As soon as you prepare again, your infused reagents from 
  the previous preparation are instantly destroyed. While infused 
  reagents are physical objects, they can’t be duplicated, preserved, 
  or created in any way other than your daily preparations. Any 
  such artificial reagents would lack the infusion and be useless 
  for Advanced Alchemy or Quick Alchemy. 
  aDvanceD alcHemy
  You gain the Alchemical Crafting feat (see page 162), even if 
  you don’t meet that feat’s prerequisites, and you gain the four 
  common 1st-level alchemical formulas that feat grants. The 
  catalog of alchemical items begins on page 360. You can use 
  this feat to create alchemical items as long as you have their 
  formulas in your formula book. 
  During your daily preparation, after producing a new batch 
  of infused reagents, you can spend batches of infused reagents 
  to create infused alchemical items. You don’t need to attempt a 
  Crafting check to do this, and you ignore the number of days 
  typically required to create the items and any requirements of 
  alchemical reagents. For each batch of infused reagents you 
  spend in this way, choose an alchemical item that’s in your 
  formula book and has a level equal to or lower than your level 
  (also indicated on the Alchemist Advancement table), and 
  make a batch of two of the item. These items have the infused 
  trait, remaining potent for only 24 hours or until your next 
  daily preparations. 
  QuicK alcHemy
  During the day, if you need a specific item on the fly, you can 
  use your infused reagents to create an item very quickly with 
  the Quick Alchemy action, described below. 
   QUICK ALCHEMY 
   
  Cost 1 batch of infused reagents
  Requirements You must have alchemist’s tools (see page 184), the 
  formula of the alchemical item you’re creating, and a free hand.
  You create a single alchemical item of your level or lower that’s in 
  your formula book without having to spend the normal monetary cost 
  in alchemical reagents or needing to attempt a Crafting check. This 
  item has the infused trait, but it remains potent only until the start of 
  your next turn. 
  formula BooK
  You start with a standard formula book worth 10 sp or less 
  (as detailed on page 186) for free. The formula book contains 
  the formulas for two common 1st-level alchemical items of 
  your choice, in addition to those you gained from Alchemical 
  Crafting. The catalog of alchemical items begins on page 360. 
  Manipulate
  Alchemist
  Each time you gain a new level, you can add formulas 
  for two alchemical items to your formula book. These 
  can be of any level of item you can create. You learn these 
  formulas automatically, but it’s also possible to find or buy 
  other formulas, or to invent them with the Inventor feat (see 
  page 167).
  researcH fielD
  You specialize in a particular field of alchemical research 
  much like any academic, even those from less volatile sciences. 
  Choose from the following fields of research, or any fields 
  presented in other products. 
  Bomber
  Your field of research emphasizes explosions and other 
  violent alchemical reactions. You start with the formulas for 
  two additional 1st-level alchemical bombs in your formula 
  book. When throwing an alchemical bomb with the splash 
  trait, the splash damage does not affect your allies. You must 
  be able to perceive an ally to exclude that ally from your 
  bomb’s splash damage.
  Chirurgeon
  Your field of research specializes in healing others with 
  alchemy. You start with the formulas for two additional 1st-
  level antidotes, antitoxins, or elixirs of life in your formula 
  book. As long as you are at least trained in Medicine, you can 
  attempt a Crafting check instead of a Medicine check for any 
  of the untrained and trained uses of Medicine.
  Mutagenist
  Your field of research focuses on bizarre mutagenic 
  transformations that sacrifice one aspect of a creature’s 
  physical or psychological being to strengthen another. You 
  gain access to uncommon mutagens and start with the 
  formulas for two additional 1st-level mutagens in your 
  formula book. When you drink one of your mutagens with 
  an onset time of 1 minute, treat the item’s onset as the end 
  of your next turn instead. When you drink one of your 
  mutagens with an onset time that’s normally the end of your 
  next turn, the mutagen instead has no onset time and takes 
  effect immediately.
  Poisoner
  Your field of research centers around the use of dangerous 
  substances; this doesn’t necessarily mean you are an assassin, 
  as deep knowledge of poison can also be used to cure it. You 
  start with the formulas for two additional 1st-level poisons 
  or antidotes in your formula book. You can apply an injury 
  poison to a weapon with a single action, rather than as a 
  3-action activity.
  alcHemist feats
  At 1st level and every even-numbered level thereafter, 
  you gain an alchemist class feat. Alchemist class feats are 
  described beginning on page 48.
  
  12
  sKill feats (2nD)
  At 2nd level and every 2 levels thereafter, you gain a skill feat. 
  Skill feats can be found in Chapter 5 and have the skill trait. 
  You must be trained or better in the corresponding skill to 
  select a skill feat.
  general feats (3rD)
  At 3rd level and every 4 levels thereafter, you gain a general 
  feat. General feats are listed in Chapter 5.
  sKill increases (3rD)
  At 3rd level and every 2 levels thereafter, you gain a skill 
  increase. You can use this increase to either become trained in 
  one skill you’re untrained in or become an expert in one skill 
  in which you’re already trained.
  If you are at least 7th level, you can use this increase to 
  become a master in a skill in which you’re already an expert. If 
  you are at least 15th level, you can use this increase to become 
  legendary in a skill in which you’re already a master.
  fielD Discovery (5tH)
  You learn a special discovery depending on your field.
  • Bomber: Your weapon proficiency with alchemical bombs 
  becomes expert rank. 
  • Chirurgeon: When using Advanced Alchemy to make elixirs 
  of life during preparation, you can create three elixirs using 
  a single batch of reagents instead of two elixirs.
  • Mutagenist: You can ignore the onset time when you drink 
  a mutagen you crafted.
  • Poisoner: You gain poison resistance equal to half your 
  level and a +2 conditional bonus to saving throws against 
  poisons.
  aBility Boosts (5tH)
  At 5th level and every 5 levels thereafter, you boost four 
  different ability scores. You can use these ability boosts to 
  increase your ability scores above 18. Boosting an ability 
  score increases it by 1 if it’s already 18 or above, or by 2 if it 
  starts out below 18.
  ancestry feats (5tH)
  In addition to the ancestry feat you started with, you gain an 
  ancestry feat at 5th level and every 4 levels thereafter. The list 
  of ancestry feats open to you can be found in your ancestry’s 
  entry in Chapter 2.
  perpetual infusions (7tH)
  You have learned how to create perpetual alchemical 
  infusions that can provide a near-infinite supply of certain 
  simple items. You gain the ability to create two 1st-level 
  alchemical items with Quick Alchemy without spending a 
  batch of infused reagents. The items depend on your field.
  • Bomber: Choose two of the following formulas you know: 
  minor acid flask, minor alchemist’s fire, minor bottled 
  lightning, minor liquid ice, minor thunderstone.
  • Chirurgeon: Antidote and antiplague.
  • Mutagenist: Choose two of the following formulas you 
  know: minor bestial mutagen, minor bullheaded mutagen, 
  minor cognitive mutagen, minor juggernaut mutagen, minor 
  quicksilver mutagen, minor silvertongue mutagen.
  • Poisoner: Choose two of the following formulas you know: 
  antidote, arsenic, giant centipede venom.
  DouBle Brew (9tH)
  When using the Quick Alchemy action, instead of spending 
  1 batch of infused reagents to create a single item, you can 
  spend up to 2 batches of infused reagents to make up to two 
  alchemical items (one per batch spent) as described in that 
  action. These items do not have to be the same.
  perpetual potency (11tH)
  Your perpetual reactions improve, allowing you to use 
  Quick Alchemy without expending infused reagents for more 
  powerful items depending on your field:
  • Bomber: The lesser versions of the minor bombs you chose 
  for Perpetual Reactions.
  • Chirurgeon: Greater antidote and antiplague.
  • Mutagenist: The lesser versions of the minor mutagens you 
  chose for Perpetual Reactions.
  • Poisoner: Hunting spider venom and giant scorpion venom.
  greater fielD Discovery (13tH)
  You learn an incredible discovery depending on your field.
  • Bomber: Your weapon proficiency with alchemical bombs 
  becomes master rank. 
  • Chirurgeon: When you use Quick Alchemy to create any 
  type of elixir of life, the creature drinking the elixir does not 
  need to roll to determine the number of Hit Points restored 
  by the elixir. The creature instead regains the maximum 
  number of Hit Points possible.
  • Mutagenist: You become an expert in unarmed attacks.
  • Poisoner: You can apply a dose of contact or injury potion 
  you create to your hand. Applying the poison does not 
  poison you, but after the poison is applied, you can make a 
  fist attack or a melee touch attack with your hand to poison 
  your target. On a success, the poison is applied to the target. 
  On a failure, the poison is wasted. If you don’t use the 
  poison within 1 hour after applying it, your body harmlessly 
  absorbs the poison and it is wasted. 
  perpetual perfection (15tH)
  You have perfected your perpetual infusions, allowing you to 
  use Quick Alchemy without expending infused reagents for 
  more powerful items depending on your field:
  • Bomber: The standard versions of the minor bombs you 
  chose for Perpetual Reactions.
  • Chirurgeon: True antidote and antiplague.
  • Mutagenist: The standard versions of the minor mutagens 
  you chose for Perpetual Reactions.
  • Poisoner: Spider root and shadow essence.
  alcHemical alacrity (17tH)
  When using the Quick Alchemy action, you can spend up to 
  3 batches of infused reagents to make up to three alchemical 
  
  13
  items as described in that action (one per batch spent). These 
  items don’t have to be the same.
  Alchemist Feats
  • Page 49—This change accommodates the removal of 
  signature skills. In the alchemist’s 8th-level feats, remove the 
  Tricky Tinker feat.
  • Page 50—This change accommodates the removal of 
  signature skills. In the alchemist’s 10th-level feats, in Stalker 
  Mutagen, remove the first sentence, and at the end of the 
  second sentence, add “and your body camouflages to match 
  your surroundings, allowing you to Hide and Sneak even if 
  you don’t have cover or concealment”. In the alchemist’s 
  14th-level feats, remove the Awakened Intellect feat.
  BarBarian
  In Update 1.6, we’ve changed the barbarian’s proficiencies to 
  match those of other martial characters like the ranger and 
  paladin, and we’re trying out a different version of rage. This 
  version introduces some unpredictability to make it feel more 
  like an out-of-control rage.
  • Page 53—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Athletics
  Trained in a number of additional skills equal to 4 plus your 
  Intelligence modifier
  • Page 53—Replace Rage with the following.
   RAGE 
   
  Requirements You can’t be fatigued, raging, or wearing 
  heavy armor.
  You begin raging. You gain a number of temporary 
  Hit Points equal to your level plus your Constitution 
  modifier and enter a state of pure rage. While you are raging, you are 
  affected in these ways:
  • Gain a +2 conditional bonus to damage rolls with melee weapons 
  and unarmed Strikes. The bonus is halved if your weapon or 
  unarmed Strike is agile. This bonus increases by 1 at level 3 and 
  every 4 levels thereafter.
  • Take a –1 penalty to AC.
  • You can’t use actions that have the concentrate trait unless they 
  also have the rage trait. The Seek basic action gains the rage trait 
  while you’re raging.
  At the end of each of your turns, you must attempt a flat check to 
  determine whether you keep raging. The DC starts at 0 on the first 
  round and goes up by 5 each following round, to a maximum of DC 
  20. If you fail, your rage ends immediately. (Because of the flat check 
  rules, you automatically succeed at the DC 0 check without rolling on 
  the first round.) 
  When your rage ends for any reason, you lose any remaining 
  temporary Hit Points from using the Rage action, you can’t use Rage 
  again for 1 round, and you’re fatigued for 1 round. You can’t voluntarily 
  stop raging while you’re in combat, but if you’re not in combat, you can 
  voluntarily end your rage by spending an action; this action has the 
  concentrate and rage traits.
  Manipulate
  Barbarian
  Concentrate
  Emotion
  Mental
  • Page 54—In Critical Brutality, before the first sentence, add 
  “You become an expert in all simple weapons, martial weapons, 
  and unarmed attacks.” In Weapon Fury, replace “expert” with 
  “master”.
  • Page 57—This update simplifies Moment of Clarity and gives 
  a way to end rage early for players who want their barbarians to 
  have a higher level of control. Replace Moment of Clarity with 
  the following version.
   MOMENT OF CLARITY 
  FEAT 1
  You concentrate deeply, pushing back your rage. Until 
  the end of this turn, you can take actions with the 
  concentrate trait even if they don’t have the rage trait. 
  In addition, this turn you can take the action to voluntarily end your 
  rage even if you’re in combat.
  BarD
  In Update 1.6, the bard knows another cantrip, and the muses 
  have some changes.
  • Page 63—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Occultism and Performance
  Trained in additional skills equal to 6 plus your Intelligence modifier
  • Page 64—In spell repertoire, increase the number of cantrips 
  to five, plus the one you gain from your muse.
  • Pages 66–67—We’re making the effects of muses more 
  clear and obvious, while still allowing you to gain access 
  to various muses.
  Lore: In Bardic Lore, add the prerequisite “lore muse.” In 
  Loremaster’s Recall, Mental Prowess, and Mental Stronghold, 
  change the prerequisite to “lore muse.”
  Maestro: In Lingering Composition, add the prerequisite 
  “maestro muse.” In Inspire Competence, Harmonize, and 
  Inspire Heroics, change the prerequisite to “maestro muse.”
  Polymath: In Versatile Performance, add the prerequisite 
  “polymath muse.” In Esoteric Scholar, Eclectic Skill, and 
  Unusual Composition, change the prerequisite to “polymath 
  muse.” 
  For characters who want access to the feats for multiple 
  muses, add the following new feat on page 66.
  MULTIFARIOUS MUSE 
  FEAT 1
  Your muse doesn’t fall into a single label. Choose a type 
  of muse other than your own. You gain a 1st-level feat that requires 
  that muse, and your muse is now also a muse of that type, allowing 
  you to take feats with the other muse as a prerequisite. 
  Special You can take this feat multiple times. Each time you do, you 
  must choose a different muse from your own.
  cleric
  Most of the data we’ve received on clerics suggests they’re 
  doing well, so they aren’t changing much in Update 1.6. 
  However, we’ve had consistent feedback that the cleric could 
  Manipulate
  Barbarian
  Concentrate
  Rage
  Bard
  
  14
  use channel energy too many times, especially now that there’s 
  easy out-of-combat healing with Treat Wounds, making clerics 
  feel too powerful and mandatory. We’re reducing the number 
  (and other adjustments should improve the other healing 
  characters, such as increasing the healing of goodberry and lay 
  on hands). Shield clerics and clerics with two-handed weapons 
  get a buff, however, as they are the main beneficiaries of a 
  change to somatic components seen above. This change also 
  removes the feat Emblazon Symbol.
  • Page 69—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Cleric Skills
  Trained in Religion
  Trained in one skill determined by your choice of deity
  Trained in a number of additional skills equal to 3 plus your 
  Intelligence modifier
  • Page 69—In Divine Spellcasting, change the number of 
  cantrips the cleric can prepare per day to five.
  • Page 71—In the second paragraph, in the first sentence, 
  remove “3 plus”.
  • Page 74—Remove Emblazon Symbol.
  DruiD
  As of Update 1.6, we’re taking a look at feedback on the 
  different druid orders. The druid also gets one more cantrip. 
  Because the changes to druid also affect other classes, a few of 
  the shorter changes are duplicated in Other Updates, and the 
  stat block for animal form appears there, under page 204.
  For animal order (and all animal companion users of 
  other classes), we’re increasing the animal companion’s AC 
  and making the use of barding less mandatory to keep the 
  companion alive, especially for nimble companions. 
  For leaf order, we’re increasing goodberry’s healing. 
  For wild order (and all polymorph lovers), we’re lowering 
  animal form and the Animal Shape feat to make a combat 
  form available sooner than before, adding a 9th-level heighten 
  for monstrosity form, and adding Monstrosity Shape. True 
  Shapechanger allows you to turn into a kaiju or green man 
  with a single use of nature incarnate, giving the wild order 
  druid who sticks with wild order feats access to those forms. 
  Finally, wild claws becomes wild morph, which grants flexible 
  powers based on which wild order feats you have!
  • Page 79—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Nature
  Trained in one skill determined by your choice of order
  Trained in a number of additional skills equal to 3 plus your 
  Intelligence modifier
  • Page 79—In Primal Spellcasting, change the number of 
  cantrips the druid can prepare per day to five.
  • Page 82—In Wild Shape, just before the Special section, add 
  “Starting at 3rd level, you can cast animal form by spending 
  a use of your wild shape pool.”
  • Page 83—Remove Animal Shape.
  • Page 83—Move the Form Control feat on page 84 to 4th 
  level.
  • Page 83—In Insect Shape, add “Special: If you are a druid of 
  the wild order, whenever you use your wild shape pool for 
  pest form and take the shape of an insect that can’t fly, the 
  duration is 24 hours instead of 1 hour.”
  • Page 83—In Ferocious Shape, remove “Animal Shape” from 
  the prerequisites.
  • Page 83—In Ferocious Shape, add “Special: If you are 
  a druid of the wild order, whenever you polymorph by 
  spending a use of your wild shape pool and the form grants 
  you a specific Athletics bonus, you gain a +1 conditional 
  bonus to your Athletics checks using that bonus.”
  • Page 83—In Soaring Shape, remove “Animal Shape or Insect 
  Shape” from the prerequisites, and in the second sentence 
  (top of the next page), replace “If you have Animal Shape, 
  you can” with “You can”.
  • Page 83—In Soaring Shape, add “Special: If you are a druid 
  of the wild order, whenever you polymorph by spending a 
  use of your wild shape pool, increase the TAC granted by the 
  form by 1, to a maximum of its AC.”
  • Page 84—In Elemental Shape, add “Special: If you are 
  a druid of the wild order, whenever you polymorph by 
  spending a use of your wild shape pool, you gain resistance 
  2 to critical hits and precision damage.”
  • Page 84—In Dragon Shape, add “Special: If you are a druid 
  of the wild order, whenever you polymorph by spending a 
  use of your wild shape pool, you gain resistance 5 to your 
  choice of fire, cold, electricity, or acid.” 
  • Page 84—Add the following new 10th-level and 18th-level 
  druid feats.
  PLANT SHAPE 
  FEAT 10
  Prerequisites Wild Shape
  You can cast plant form by spending a use of your wild 
  shape pool. 
  Special If you are a druid of the wild order, whenever you polymorph by 
  spending a use of your wild shape pool, you gain resistance 5 to poison.
  MONSTROSITY SHAPE 
  FEAT 18
  Prerequisites Wild Shape
  You can cast monstrosity form by spending a use of 
  your wild shape pool to become a purple worm or a sea serpent. If you 
  have Soaring Shape, you can also use it to become a phoenix. 
  • Page 85—In True Shapeshifter, at the end, add “Once per 
  day, you can cast nature incarnate by spending 2 uses of 
  your wild shape pool.”
  • Page 189—Increase light barding’s AC bonus to +2 and 
  heavy barding’s AC bonus to +3.
  • Page 218—The AC and damage from dragon form were too 
  low. In dragon form, change the AC to 29 (TAC 26) and the 
  damage bonus to +11. In the heightened entry, change the 
  AC to 35 (TAC 31) and the damage bonus to +17. 
  • Page 227—In goodberry, in the second sentence, change 
  “1d4” to “1d6.”
  Druid
  Wild Order
  Druid
  Wild Order
  
  15
  • Page 240—In monstrosity form, add the following 
  heightened effect. “Heightened (9th) Your statistics are 
  AC 29 (TAC 26); attack modifier of +28; add 1 additional 
  damage die on all Strikes; 25 temporary HP; Athletics +29.”
  • Page 244—Change pest form to a 1st level spell. Before the 
  Heightened (4th) entry, add “Heightened (2nd) The duration 
  increases to 1 hour.”
  • Page 272—Replace wild claws with wild morph.
  WILD MORPH 
  POWER 1
  Casting 
   Somatic Casting, 
   Verbal Casting
  Duration 1 minute or until dismissed
  You morph your body based on your wild order training, choosing one 
  of the following effects based on your wild order feats. 
  • If you have Wild Shape, you can morph your hands into wild 
  claws. Your hands transform into incredibly sharp claws. 
  These claws are an unarmed attack you’re trained in, dealing 
  1d6 slashing damage (agile, finesse). You can still hold and use 
  items with your hands while they’re transformed by this spell, 
  but you cannot hold an item while attacking. If you have Insect 
  Shape, you can instead transform your mouth into wild jaws, an 
  unarmed attack with the same damage and traits.
  • If you have Elemental Shape, you can morph your body to be 
  partially composed of elemental matter, granting you resistance 
  5 to critical hits and precision damage.
  • If you have Plant Shape, you can morph your arms into long 
  vines, increasing your reach to 10 feet (or 15 feet with a reach 
  weapon).
  • If you have Soaring Shape, you can grow wings from your back. 
  These wings allow you to fly with a fly Speed of 30 feet.
  Heightened (2nd) Your wild claws or wild jaws radiate primal energy. 
  They work like a +1 magic weapon, granting a +1 item bonus to attack 
  rolls and dealing another die of damage on a hit.
  Heightened (4th) Your wild claws or wild jaws work like a +2 magic 
  weapon.
  Heightened (5th) Your wild claws or wild jaws work like a +2 magic 
  weapon. Wild claws leave terrible, ragged wounds that deal 1d6 
  persistent bleed damage on a hit, and wild jaws are envenomed, 
  dealing 1d6 persistent poison damage on a hit.
  Heightened (6th) Your wild claws or wild jaws work like a +3 magic 
  weapon and deal 2d6 persistent damage on a hit.
  Heightened (8th) Your wild claws or wild jaws work like a +4 magic 
  weapon and deal 3d6 persistent damage on a hit.
  Heightened (10th) Your wild claws or wild jaws work like a +5 magic 
  weapon and deal 4d6 persistent damage on a hit.
  • Page 284—See the changes to animal companions in Other 
  Updates.
  figHter
  The fighter is performing well on our surveys, so we aren’t 
  changing much in Update 1.6. The change to stances described 
  at the start of the Class Changes section makes them more 
  flexible and is worth noting.
  • Page 87—This change reflects the removal of signature 
  skills in Update 1.2. Replace skill proficiencies as indicated 
  below.
  Morph
  Transmutation
  Trained in your choice of Acrobatics or Athletics
  Trained in a number of additional skills equal to 4 plus your 
  Intelligence modifier
  monK
  As of Update 1.6, we’re adding more flexibility to the monk’s 
  ki powers. There are now multiple ways to get access to ki, and 
  we’re adding an updated, more powerful version of ki strike 
  and the Ki Strike feat. The change to stances described at the 
  start of the Class Changes section doesn’t alter monks unless 
  they have taken a multiclass archetype for fighter or another 
  class that uses open actions.
  From Update 1.3, monks were running into unsatisfying 
  combat situations because of their lack of ranged weapon 
  proficiency. We’re giving them proficiency with all simple 
  weapons. We expect that the monk’s unarmed attack abilities 
  will still make those their best options, but we think that they’ll 
  now have more flexibility befitting a martial character. If you’re 
  finding this change drives them to use melee weapons more than 
  unarmed attacks, let us know!
  • Page 97—In the monk’s proficiencies, in weapons, after 
  “unarmed attacks”, add “and simple weapons”.
  • Page 97—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in your choice of Acrobatics or Athletics
  Trained in a number of additional skills equal to 4 plus your 
  Intelligence modifier
  • Page 99—Add a set of general ki rules, replace the Ki Strike 
  feat with the new version presented below, and add the Ki 
  Rush feat.
  • Page 100–103—Change the Prerequisite from “Ki Strike” 
  to “Spell Point pool” for the following feats: Wholeness of 
  Body, Abundant Step, Ki Blast, Wild Winds Stance, Wind 
  Jump, Wild Winds Gust, Quivering Palm, and Empty Body.
  Ki Powers: By tapping into a supernatural inner reserve 
  called ki, you can create magical effects. Some feats let you 
  use ki, giving you a pool of Spell Points with a capacity equal 
  to your Wisdom modifier. These feats also give you a ki power. 
  This power is a type of special spell you can cast by spending 
  Spell Points. Powers are explained on pages 193–194. You’re 
  trained in spell rolls and spell DCs for your ki powers, and 
  your spell rolls and spell DCs use your Wisdom modifier. 
  When you first gain ki, decide whether your ki powers are 
  divine spells or occult spells. Some feats can give you more ki 
  powers beyond the first. These feats list “Spell Point pool” as 
  a prerequisite.
  KI RUSH 
  FEAT 1
  You can use ki to move with extraordinary speed and 
  make yourself harder to hit. You gain the ki rush ki power and gain a 
  Spell Point pool if you don’t already have one.
  KI STRIKE 
  FEAT 1
  You can use ki to make your unarmed Strikes more 
  Monk
  Monk
  
  16
  powerful. You gain the ki strike ki power and gain a Spell Point pool if 
  you don’t already have one.
  Ki Powers
  Use the following powers. Ki Strike replaces the version 
  printed in the Playtest Rulebook.
  KI RUSH 
  POWER 1
  Casting 
   Verbal Casting
  Accelerated by the magic of your ki, you move with incredible speed 
  and become so swift you’re a blur. Move twice: two Strides, two Steps, 
  or one Stride and one Step (in either order). You gain concealment 
  during this movement and until the start of your next turn.
  KI STRIKE 
  POWER 1
  Casting 
   Verbal Casting
  You focus your ki into magical attacks. Make an unarmed Strike or 
  Flurry of Blows (this doesn’t change the limit on using Flurry of Blows 
  once per round). The Strike or Strikes get a +1 conditional bonus to 
  attack rolls and deal 1d6 extra damage. This damage can be any of 
  the following types of your choice, chosen each time you Strike: force, 
  lawful (only if you’re lawful), negative, or positive.
  palaDin
  For Update 1.6, the paladin is getting a major overhaul to allow 
  all good alignments, found below under Paladin Expansion. In 
  the long run, we’re looking at potentially changing the name 
  of the class to make it a broader concept, with “paladin” as 
  the name for the lawful good members of that class. For now, 
  though, the lawful good path is called defender. This update 
  provides the rules for this change, but these changes mean 
  some of the narrative information at the front of the paladin 
  section is partially out of date.
  Update 1.3 made a relatively minor change to Blade of Justice, 
  which is found below in a “Page 109” entry.
  • Page 105—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Religion
  Trained in one skill determined by your choice of deity
  Trained in a number of additional skills equal to 3 plus your 
  Intelligence modifier
  Paladin Expansion
  Change the level 1 class features in the table to read “Ancestry 
  feat, background, champion powers, deific weapon, deity 
  and cause, initial proficiencies, paladin feat, paladin’s code, 
  paladin’s reaction.”
  Remove code of conduct, replacing it with the new paladin’s 
  code and deity and cause class features presented below. Together, 
  these create the code you follow and determine the champion 
  power you get. All the good causes have the same one: lay on 
  hands. Then, replace retributive strike with paladin’s reaction, 
  which has a different reaction depending on your alignment.
  tHe palaDin’s coDe
  Each paladin follows a code of conduct based on their 
  Transmutation
  Transmutation
  alignment. This begins with a set of tenets reflecting the 
  overall causes shared by all paladins of a general alignment 
  (such as good), then continues with tenets defined by the 
  paladin’s cause. Deities often add additional strictures for 
  their own paladins (for instance, Shelyn’s paladins never 
  attack first except to protect an innocent, and they choose 
  and perfect an art form). Only the rules for paladins of good 
  alignment appear here, though paladins of other alignments 
  are known to exist.
  The tenets are listed in order of importance, starting with the 
  most important. If a situation places two tenets in conflict, you 
  aren’t in a no-win situation; instead, follow the most important 
  tenet. For instance, if you were a lawful good paladin and an 
  evil king asked you if innocent lawbreakers were hiding in your 
  church so he could execute them, you could lie to him, since 
  the tenet forbidding you to lie is less important than the tenet 
  prohibiting the harm of an innocent. An attempt to subvert 
  your paladin code by engineering a situation allowing you to 
  use a higher tenet to ignore a lower tenet (telling someone that 
  you won’t respect lawful authorities so that the tenet of not 
  lying supersedes the tenet of respecting lawful authorities, for 
  example) is a violation of the paladin code.
  If you stray from your alignment or violate your code of 
  conduct, you lose your Spell Point pool and righteous ally until 
  you demonstrate your repentance by conducting an atone ritual 
  (see page 275), but you keep any other paladin abilities that 
  don’t require those class features. If your alignment shifts but is 
  still one allowed by your deity, your GM might let you retrain 
  your cause while still following the same deity.
  The Tenets of Good
  The following is the fundamental code all paladins of good 
  alignment follow. 
  • You must never willingly commit an evil act, such as murder, 
  torture, or the casting an evil spell, and you must never 
  perform acts anathema to your deity. 
  • You must not use actions that you know will harm an 
  innocent, or through inaction cause an innocent immediate 
  harm when you knew your action could reasonably prevent 
  it. This tenet doesn’t force you to take action against possible 
  harm to innocents or to sacrifice your life and potential to 
  attempt to protect an innocent.
  Deity anD cause
  Paladins are divine champions of a deity. You must choose 
  one deity to follow and you must have an alignment allowed 
  for paladins of your deity. See the list of deities on page 72 for 
  their allowed alignments.
  Actions fundamentally opposed to your deity’s alignment or 
  ideals are anathema to your faith. A few examples of acts that 
  would be considered anathema appear in each deity’s entry 
  on pages 288–289. You and your GM will determine whether 
  other acts count as anathema.
  You have one of the following causes. You must choose a 
  cause that matches your alignment exactly. This determines 
  your paladin’s reaction, grants a champion power you gain as 
  a special spell, and defines part of your paladin’s code. 
  
  17
  The Defender (Lawful Good)
  Your cause drives you to be honorable, forthright, and 
  committed to pushing back the forces of lawlessness and 
  cruelty. You gain the Retributive Strike paladin’s reaction and 
  the lay on hands champion power.
  Your paladin’s code consists of the tenets of good, followed 
  by these tenets.
  • You must act with honor, never cheating, lying, or taking 
  advantage of others.
  • You must respect the lawful authority of the legitimate ruler 
  or leadership in whichever land you may be, following their 
  laws unless they violate a higher tenet.
  The Redeemer (Neutral Good)
  Your cause drives you to be compassionate, kind, and full of 
  hope and forgiveness. You gain the Glimpse of Redemption 
  paladin’s reaction and the lay on hands champion power.
  Your paladin’s code consists of the tenets of good, followed 
  by these tenets.
  • You must first try to redeem or rehabilitate those who commit 
  evil acts, rather than immediately killing them or meting out 
  undeserved punishment. However, if they choose to continue 
  on a wicked path, you might need to take more extreme 
  measures, especially if innocents would come to harm.
  • You must show compassion for others, regardless of their 
  authority or station.
  The Liberator (Chaotic Good)
  Your cause drives you to be independent, free-spirited, and 
  committed to allowing others freedom to choose their own 
  paths so long as those paths don’t harm innocents. You gain 
  the Liberating Step paladin’s reaction and the lay on hands 
  champion power.
  Your paladin’s code consists of the tenets of good, followed 
  by these tenets.
  • You must respect the choices others make for their own 
  lives and can’t force someone to act in a particular way or 
  threaten them if they don’t act that way.
  • You must demand and fight for the freedom of others to 
  make their own decisions. You must never engage in or 
  countenance slavery or tyranny.
  Deific weapon
  If your deity’s favored weapon (see page 72) is uncommon, 
  you gain access to it. If the weapon is simple, increase the 
  damage die by one step when you wield it (d4 to d6, d6 to 
  d8, d8 to d10, d10 to d12).
  palaDin’s reaction
  Your cause gives you a special reaction. Paladins who 
  follow the causes listed here are stalwart protectors of those 
  under their charge, gaining the Retributive Strike reaction 
  (defender), the Glimpse of Redemption reaction (redeemer), 
  or the Liberating Step reaction (liberator). Also note that 
  Retributive Strike has changed to give the ally resistance 
  instead of causing the attacker to become enfeebled; this 
  reduces condition tracking and removes some timing 
  weirdness that can happen with reactions that have to come 
  into effect in the middle of an attack.
   RETRIBUTIVE STRIKE 
   
  Trigger An enemy attacks one of your allies or a creature 
  that’s friendly to you. Both the enemy and ally or friendly creature 
  must be within 15 feet of you.
  The ally or friendly creature gains resistance to all damage from the 
  triggering attack. This resistance equals 2 + your level. If the enemy is 
  within your reach, make a melee Strike against that creature with a –2 
  penalty to the attack roll.
   GLIMPSE OF REDEMPTION 
   
  Trigger An enemy attacks one of your allies or a creature 
  that’s friendly to you. Both the enemy and ally or friendly creature 
  must be within 15 feet of you.
  The ally or friendly creature gains resistance to all damage from the 
  triggering attack. This resistance equals 2 + your level. You cause your 
  foe to hesitate under the weight of their sins, as visions of possible 
  redemption play out in their mind’s eye. The foe chooses one of two 
  options: 
  • The triggering attack is disrupted. It still counts against the foe’s 
  multiple attack penalty.
  • After its attack, the enemy becomes enfeebled 2 until the end of 
  its next turn.
   LIBERATING STEP 
   
  Trigger An enemy attacks, Grabs, or Grapples one of 
  your allies or a creature that’s friendly to you. Both the enemy and ally 
  or friendly creature must be within 15 feet of you.
  You call out a liberating command, allowing your ally to move to 
  safety. The ally or friendly creature gains resistance to all damage 
  from the triggering attack, if any. This resistance equals 2 + your level. 
  After suffering the effects of the attack, Grab, or Grapple, the ally can 
  attempt to break free of effects entangling, grabbing, immobilizing, or 
  restraining them. They can either attempt a new saving throw against 
  any one such effect that had a saving throw, or as a free action they 
  can attempt to Break Free or Escape from any one effect that allows 
  such attempts. Finally, if the ally can move, they can Step as a free 
  action, even if the ally didn’t have any hindrance to escape from.
  At levels after level 1, replace the holy smite class feature 
  with divine smite, and replace aura of justice with mighty aura.
  Divine smite (9tH)
  You smite your foes when you use your Paladin’s Reaction, 
  with an effect depending on your cause.
  Defender: Your Retributive Strike surrounds evil targets in 
  a righteous aura that punishes their transgressions. The target 
  of a successful Retributive Strike takes persistent good damage 
  equal to your Charisma modifier.
  Redeemer: A guilty conscience assails foes who spurn your 
  Glimpse of Redemption. A foe that chooses not to disrupt its 
  attack from your Glimpse of Redemption takes persistent good 
  damage equal to your Charisma modifier.
  Liberator: Those who would ensnare your allies in bondage 
  meet divine punishment. If the triggering enemy had your 
  Paladin
  Paladin
  Paladin
  
  18
  ally under any effects entangling, grabbing, immobilizing, or 
  restraining your ally when you used Liberating Step, that enemy 
  takes persistent good damage equal to your Charisma modifier.
  migHty aura (11tH)
  You swell with a powerful aura that allows you to extend 
  your Paladin’s Reaction to allies within 15 feet.
  Defender: When you use the Retributive Strike reaction, 
  whether or not your attack is a success, you can allow all allies 
  who are within 15 feet of you and have the target in their melee 
  reach to also spend a reaction to Strike the target. They take a 
  –5 penalty to their attack rolls on these Strikes.
  Redeemer: You can use Glimpse of Redemption to protect 
  multiple allies from an effect that damages several of them. 
  Reduce the resistance granted from Glimpse of Redemption by 
  2 and apply it to yourself and all allies within 15 feet of you, in 
  addition to the triggering ally. 
  Liberator: When there’s room to maneuver, you can help 
  your whole group get into position. When you use Liberating 
  Step, if your ally does not attempt to break free of any effects, 
  you and all allies within 15 feet can also Step, in addition to 
  the triggering ally.
  In the paladin feats, make the following changes.
  • Page 108—Remove Hospice Knight due to an improvement 
  to lay on hands.
  • Page 108—Remove Warded Touch, because the change to 
  Somatic Casting makes it largely obsolete.
  • Page 108—Add the feats Ranged Reprisal, Unimpeded Step, 
  and Weight of Guilt.
  RANGED REPRISAL 
  FEAT 1
  Prerequisites defender cause 
  You’ve learned unconventional techniques that make it easier to 
  position yourself for a Retributive Strike. You can make the Strike at 
  the end of Retributive Strike with a ranged weapon. If the foe that 
  triggered your Retributive Strike is within 5 feet of your reach but not 
  in your reach, you can Step to put the foe in your reach and make the 
  melee Strike at the end of Retributive Strike.
  UNIMPEDED STEP 
  FEAT 1
  Prerequisites liberator cause 
  The divine power in your Liberating Step allows your ally to Step 
  away even with poor footing or terrain. Your ally’s movement from 
  your Liberating Step is not affected by difficult terrain, greater difficult 
  terrain, narrow surfaces, or uneven ground.
  WEIGHT OF GUILT 
  FEAT 1
  Prerequisites redeemer cause
  You can bring down the weight of guilt upon the minds of those who 
  ignore your Glimpse of Redemption. Instead of making the triggering 
  creature enfeebled 2, you can instead make it stupefied 2 for the 
  same duration.
  • Page 108—In Dragonslayer Oath, Fiendsbane Oath, and Shining 
  Oath, change the second paragraph to the following, replacing 
  “evil dragon” with “fiend” or “undead” as appropriate.
  Paladin
  Paladin
  Paladin
  If you have Retributive Strike, your Retributive Strike doesn’t take 
  the –2 penalty if it was triggered by an evil dragon. If you have Glimpse 
  of Redemption, it grants resistance equal to 7 + your level against an 
  evil dragon’s attack. If you use Liberating Step triggered by an evil 
  dragon, your ally gains a +4 circumstance bonus to the saving throws 
  or checks to Break Free or Escape granted by your Liberating Step, and 
  the ally can Step twice afterward.
  • Page 109—In the Blade of Justice feat, add a paragraph to 
  the end that reads “If the foe attacks one of your allies, the 
  duration extends to the end of that foe’s next turn. If the foe 
  continues to attack one of your allies each turn, the duration 
  continues to extend.”
  • Page 109—Remove Lasting Reprisal, because Retributive 
  Strike no longer enfeebles the creature.
  • Page 109—In Loyal Warhorse, remove the retributive strike 
  prerequisite.
  • Page 110—Add the Quick Block feat. This feat allows you 
  to Shield Block so you have an option if you find you too 
  often have to choose between using that and your paladin 
  reaction.
  QUICK BLOCK 
  FEAT 8
  At the start of each of your turns, you gain an additional 
  reaction that you can use only to perform a Shield Block.
  • Page 110—In Shield of Reckoning, add “Frequency once 
  per round” and change “Retributive Strike reaction” to 
  “paladin’s reaction.”
  • Page 110—Add the feats Lasting Doubt, Liberating Stride, 
  and Smite Evil.
  LASTING DOUBT 
  FEAT 12
  Prerequisites redeemer cause
  When you cast doubt upon your foes with a Glimpse of Redemption, 
  the effect lasts longer than usual. After being enfeebled 2 by your 
  Glimpse of Redemption, the foe is enfeebled 1 for 1 minute. If you 
  have Weight of Guilt, after being stupefied 2 by your Glimpse of 
  Redemption, the foe is stupefied 1 for 1 minute.
  LIBERATING STRIDE 
  FEAT 12
  Prerequisites liberator cause 
  Instead of taking a Step at the end of your Liberating Step, the 
  triggering ally can Stride at half their Speed. Even if you have Mighty 
  Aura, only the triggering ally gains this benefit.
   SMITE EVIL 
  FEAT 12
  Prerequisites defender cause 
  You call upon divine power and make a weapon or unarmed Strike 
  against a foe that you have witnessed harming an ally or innocent. 
  The Strike deals two extra weapon damage dice if the target of your 
  Strike is evil. Whether or not the target is evil, the Strike applies any 
  special effects that normally apply on a Retributive Strike (such as 
  divine smite) and you can convert all the physical damage from the 
  attack into good damage.
  • Page 110—Add the Divine Reflexes feat.
  Paladin
  Paladin
  Paladin
  Paladin
  
  19
  DIVINE REFLEXES 
  FEAT 14
  At the start of each of your turns, you gain an 
  additional reaction that you can use only to perform your paladin’s 
  reaction.
  • Page 110—Replace the Aura of Vengeance feat with the 
  following new version.
  AURA OF VENGEANCE 
  FEAT 14
  Requirements mighty aura, Vengeful Oath
  Your powerful need for vengeance reduces the cost of extending your 
  paladin’s reaction. When using mighty aura with Retributive Strike, 
  your allies take only a –2 penalty. When using mighty aura with Glimpse 
  of Redemption, don’t reduce the resistance by 2. When using mighty 
  aura with Liberating Step, all allies can Step even if the triggering ally 
  needed to break free.
  Make the following change in the spells chapter.
  • Page 234—In lay on hands, change all d4s to d6s.
  ranger
  For Update 1.6, we’re adjusting Hunt Target for ranger concepts 
  that aren’t based around making lots of attacks, and to make 
  the requirements more flexible for when you’re not in combat. 
  This update introduces hunter’s edge and masterful hunter as 
  expansions to this base version, with the “flurry” option within 
  hunter’s edge representing a build based on the original version 
  of Hunt Target. Some feats that grant your allies Hunt Target 
  have also been adjusted. We’re also increasing the animal 
  companion’s AC and making the use of barding less mandatory 
  to keep the companion alive, especially for nimble companions. 
  From Update 1.3, the ranger got more feat options. The 
  bow-using ranger didn’t have a good option for a class feat at 
  1st level, and the Double Slice feat wasn’t ideal for two-weapon 
  rangers. We’re introducing two new feats and removing Double 
  Slice from the ranger feats. In addition, the Monster Hunter 
  feat now lets you attempt to find out information about your 
  target as part of the Hunt Target action.
  From Update 1.3, the ranger got more feat options. A bow-
  using ranger didn’t have a good option for a class feat at 1st 
  level, and the Double Slice feat wasn’t ideal for two-weapon 
  rangers. We’re introducing two new feats and removing Double 
  Slice from the ranger feats. In addition, the Monster Hunter 
  feat now lets you attempt to find out information about your 
  target as part of the Hunt Target action.
  • Page 113—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Survival
  Trained in a number of additional skills equal to 5 plus your 
  Intelligence modifier
  • Page 113—Change Hunt Target as follows, and add hunter’s 
  edge.
   HUNT TARGET 
   
  You designate a single creature as your target and focus 
  Paladin
  Paladin
  Ranger
  your attacks against that creature. You must be able to see or hear the 
  target, or you must be tracking the target in exploration mode.
  You ignore the penalty for making ranged attacks against the target 
  you’re hunting within your second range increment. You also gain a +2 
  circumstance bonus to Perception checks when you Seek your target and 
  a +2 circumstance bonus to Survival checks when you Track your target. 
  You can have only one creature designated as the target of your hunt 
  at a time. If you use Hunt Target against a creature when you already 
  have a creature designated, the prior creature loses the designation and 
  the new target gains the designation. In any case, this designation lasts 
  until your next daily preparation (see page 332).
  Hunter’s eDge
  You have trained for countless hours to become a more 
  skilled hunter and tracker, gaining additional benefits when 
  you Hunt a Target. The three edges presented in this book are 
  flurry, precision, and stalker.
  Flurry: You have trained to unleash devastating flurries of 
  attacks at your target. Your multiple attack penalty on attacks 
  against your hunted target is –4 (–3 with an agile weapon) if 
  it’s your second attack of the turn instead of –5, and –8 (–6 
  with an agile weapon) if it’s your third or subsequent attack of 
  the turn instead of –10.
  Precision: You have trained to aim for your target’s weak 
  points. The first time you hit your hunted target in a round, 
  you deal 1d6 extra precision damage. 
  Stalker: You have additional benefits in outwitting and 
  evading your target. You gain a +2 circumstance bonus to 
  Deception checks, Intimidation checks, Stealth checks, and any 
  checks to Recall Knowledge about the target. 
  • Page 114—Add hunter’s edge to the class table at 1st level.
  • Page 114—Add the masterful hunter class feature.
  masterful Hunter (17tH)
  Your abilities as a hunter hone to incredible levels, granting 
  you benefits with every aspect in hunting your targets. If you 
  are a master with your ranged weapon, you can ignore the 
  penalty against the target of your hunt for attacking within its 
  second and third range increments.
  If you’re a master in Perception, you gain a +4 circumstance 
  bonus to Perception checks when you Seek your target, and if 
  you’re a master in Survival, you gain a +4 circumstance bonus 
  to Survival checks when you Track your target.
  You also gain an additional benefit depending on your 
  hunter’s edge.
  Flurry: You can blend your weapon mastery with skillful 
  targeting to make a series of accurate attacks. If you are a master 
  with your weapon, your multiple attack penalty on attacks 
  against your designated target is –3 (–2 with an agile weapon) 
  if it’s your second attack of the turn, and –6 (–4 with an agile 
  weapon) if it’s your third or subsequent attack of the turn.
  Precision: Your weapon mastery allows you to hit the target’s 
  vital areas with ease. If you are a master with your weapon, 
  increase the precision damage from hunter’s edge to 2d6.
  Stalker: Your mastery of skills allows you to overwhelm 
  your target. If you are a master of Deception, Intimidation, 
  
  20
  Stealth, or the skill you use to Recall Knowledge about your 
  target, increase the circumstance bonus against the target with 
  that skill from +2 to +4.
  The changes here adjust several feats that grant allies Hunt 
  Target.
  • Page 115—In Animal Companion, add “When you Hunt 
  a Target, your animal companion gains the action’s base 
  benefits and the initial benefits of your Hunter’s Edge.” 
  Remove the Companion’s Bond feat.
  • Page 115—Remove Double Slice.
  • Page 115—Add the Hunted Shot and Twin Takedown feats.
   HUNTED SHOT 
  FEAT 1
  Frequency Once per round.
  Requirements You are wielding a ranged weapon with 0 reload.
  You take two quick shots against your hunted target. Make two Strikes 
  against your hunted target with the required weapon. (The multiple 
  attack penalty applies normally.) If both hit the creature, combine 
  their damage and enhancements for the purpose of resistances and 
  weaknesses.
   TWIN TAKEDOWN 
  FEAT 1
  Frequency Once per round.
  Requirements You are wielding two melee weapons, each in a different hand.
  You swiftly attack your hunted target with both weapons. Make two 
  Strikes against your hunted target, one with each of the required 
  weapons. (The multiple attack penalty applies normally.) The second 
  Strike takes a –2 circumstance penalty if the weapon doesn’t have 
  the agile trait. If both attacks hit the same creature, combine their 
  damage and any applicable enhancements from both weapons. For 
  purposes of resistances and weaknesses, this is considered to be a 
  single Strike.
  • Page 115—In the Monster Hunter feat, at the beginning, 
  add “As part of the action used to Hunt Target, you can 
  attempt a check to Recall Knowledge about your target.”.
  • Page 116—This update reconciles a feat with the removal 
  of signature skills. In the ranger’s 8th-level feats, in Hazard 
  Finder, change the last sentence to “You can find hazards that 
  have a listed proficiency rank even if you aren’t searching.”
  • Page 116—In Warden’s Boon, change the second sentence to 
  “The ally gains the initial benefits of your Hunter’s Edge.”
  • Page 117—In Shared Target, change “without the benefits of 
  any abilities that improve Hunt Target” to “with your initial 
  benefits from Hunter’s Edge”. In Triple Threat, change the 
  last sentence to “Your allies gain the initial benefits from 
  Hunter’s Edge”.
  • Page 189: Increase barding’s AC bonus to +2 and heavy 
  barding’s AC bonus to +3.
  • Page 284: See the changes to animal companions in Other 
  Updates.
  rogue
  In Update 1.6, we’re opening up the rogue’s key ability score 
  for brutes and scoundrels as well as giving brute rogues access 
  Manipulate
  Ranger
  Ranger
  to medium armor. We’re also adding new feats for the rogue 
  techniques and altering Unbalancing Blow.
  From Update 1.3, early results on the Classes survey indicate 
  strong support for builds of rogue that do something other 
  than add their Dexterity to damage. This change adds a choice 
  of different combat styles to the rogue at 1st level, and replaces 
  the finesse striker class talent. This change also removes the 
  bludgeoner 1st-level rogue feat.
  • Page 119—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in your choice of Stealth or Thievery
  Trained in a number of additional skills equal to 9 plus your 
  Intelligence modifier
  rogue’s tecHniQue
  Each rogue has a different path that leads them to life as a 
  rogue and influences their combat technique. An enforcer for 
  organized crime might hit with brutal smashes from a club, a 
  cat burglar might rely on dexterous thrusts with a rapier, and a 
  fast-talking grifter or corrupt politician might distract enemies 
  to make them more vulnerable. You gain one of the following 
  techniques of your choice.
  Finesse Striker
  When you attack with an agile or finesse one-handed melee 
  weapon, you can add your Dexterity modifier to damage 
  instead of your Strength modifier.
  Brute Attack
  You can deal sneak attack damage with any simple weapon, 
  in addition to the weapons listed in the sneak attack ability. 
  When you critically succeed at an attack roll using a simple 
  weapon and the target is flat-footed, you also apply the critical 
  specialization effect for the weapon you’re wielding (see page 
  183). You don’t gain these benefits if the weapon has a damage 
  die larger than d8 (after applying any abilities that alter its 
  damage die).
  You are trained in medium armor. You can choose for your 
  key ability score to be Strength instead of Dexterity.
  Scoundrel’s Feint
  When you successfully Feint (see page 150), the target is flat-
  footed against all melee attacks you attempt against it until the 
  end of your next turn. On a critical success, the target is flat-
  footed against all attacks that anyone attempts against it until 
  the end of your next turn.
  You can choose for your key ability score to be Charisma 
  instead of Dexterity.
  • Page 121–122—Remove Unbalancing Blow from the 4th-
  level rogue feats and add the following new 2nd level rogue 
  feats, including a reworked Unbalancing Blow.
  BRUTAL BEATING  
  FEAT 2
  Prerequisites brute attack
  Your critical hits are so brutal that they shake your foes’ confidence. 
  Rogue
  
  21
  Whenever your Strike is a critical hit, you can apply the following 
  enhancement.
  Enhancement The enemy is frightened 1.
  DISTRACTING FEINT  
  FEAT 2
  Prerequisites scoundrel’s feint
  Your feints are far more distracting than normal, allowing you and 
  your allies to take greater advantage of your foes. While a creature is 
  flat-footed due to your feint, it also takes a –2 circumstance penalty to 
  Perception and Reflex saves.
  UNBALANCING BLOW  
  FEAT 2
  Prerequisites finesse striker
  Your critical hits interweave with your attacks in a graceful flow, 
  temporarily unbalancing your foes. Whenever your Strike is a critical 
  hit, you can apply the following enhancement.
  Enhancement The enemy is flat-footed against your attacks until 
  the end of your next turn.
  • Page 124—In Tactical Debilitations’ prerequisites, add 
  “scoundrel’s feint”. In Vicious Debilitations’ prerequisites, 
  add “brute attack.” Add the following new 10th-level feat:
  PRECISE DEBILITATIONS  
  FEAT 10
  Prerequisites Debilitating Strike, finesse striker
  You carefully aim and gracefully deliver your debilitations. When you 
  use Debilitating Strike, add the following debilitations to the list you 
  can choose from.
  Debilitation The target takes an additional 2d6 precision damage 
  from your attacks.
  Debilitation The target becomes flat-footed.
  sorcerer
  In Update 1.6, we’re emphasizing a sorcerer’s mastery over 
  their bloodline with a new feat, Bloodline Heightening, which 
  appears under New Sorcerer Feats. We are also adding another 
  cantrip and one new bloodline to test.
  As of Update 1.3, The sorcerer’s advanced bloodline and 
  greater bloodline powers are no longer mandatory. Sorcerers 
  didn’t have the same flexibility as clerics, causing players to feel 
  their class was too restrictive compared to others.
  This change requires changing the sorcerer table, inserting 
  text about bloodline powers, and adding feats to get access to 
  more bloodline powers.
  • Page 127—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in two skills determined by your bloodline
  Trained in a number of additional skills equal to 3 plus your 
  Intelligence modifier
  • Page 128—In the sorcerer table, at level 6, change “advanced 
  bloodline power (Spell Point increase)” to “sorcerer feat”. 
  At level 10, change “greater bloodline power (Spell Point 
  increase)” to “sorcerer feat”.
  • Page 128—In spell repertoire, increase the number of 
  cantrips to five, plus the one you gain from your bloodline.
  Rogue
  Rogue
  Rogue
  • Page 129–130—This change updates the bloodlines after 
  the removal of signature skills. Change the skills to the 
  following: Aberrant gains Intimidation and Occultism, 
  Angelic gains Diplomacy and Religion, Demonic gains 
  Intimidation and Religion, Draconic gains Arcana and 
  Intimidation, Fey gains Deception and Nature, and Imperial 
  gains Arcana and Society.
  • Page 129–130—In Reading a Bloodline Entry, in Bloodline 
  Powers, change the first sentence to “Bloodline Powers: 
  You automatically gain the initial power listed for your 
  bloodlines, and can gain the other powers by taking the 
  Advanced Bloodline Power and Greater Bloodline Power 
  feats.”
  New Sorcerer Feats
  Update 1.6 adds the Bloodline Heightening feat to let a sorcerer 
  focus on the spells granted by their bloodline more easily.
  Add three feats to the sorcerer. We’re not currently moving 
  any other feats to 6th level, so a character who doesn’t want 
  their bloodline feat will need to take a lower-level feat,  
  Bloodline Heightening, or an archetype feat for the time being.
  ADVANCED BLOODLINE 
  FEAT 6
  You gain the advanced bloodline power associated with 
  your bloodline. Increase your Spell Point pool by the number of points 
  this new bloodline power costs to cast.
  BLOODLINE HEIGHTENING 
  FEAT 10
  You’ve studied your bloodline so thoroughly that you 
  can cast all its granted spells in every variation. You can spontaneously 
  heighten all of your bloodline’s granted spells, in addition to the two 
  spells you can choose each day through your spontaneously heightening 
  class feature.
  GREATER BLOODLINE 
  FEAT 10
  You gain the greater bloodline power associated with 
  your bloodline. Increase your Spell Point pool by the number of points 
  this new bloodline power costs to cast.
  New Bloodline—Diabolic
  Devils are evil with a silver tongue, and one of your ancestors 
  dallied in darkness, or perhaps made an infernal pact that 
  affected their descendants. You can’t help but notice ways 
  to exploit agreements or your bonds with others to your 
  own advantage. Though you need not follow through, the 
  temptation is ever present.
  Spell List divine (see page 200)
  Skills Deception, Religion
  Granted Spells Cantrip: produce flame; 1st: charm; 2nd: flaming sphere; 
  3rd: enthrall; 4th: suggestion; 5th: crushing despair 6th: true seeing; 
  7th: divine decree; 8th: divine aura; 9th: meteor swarm
  Bloodline Powers Initial Power: diabolic edict; Advanced Power: 
  embrace the pit (2); Greater Power: hellfire plume (2)
  DIABOLIC EDICT 
  POWER 1
  Casting 
  Verbal Casting
  Range 30 feet; Targets one willing living creature
  Sorcerer
  Sorcerer
  Sorcerer
  Auditory
  Enchantment
  Lingual
  
  22
  Duration 1 round
  You issue a diabolic edict, demanding the target perform a particular 
  task and offering rewards for its fulfillment. It gains a +1 conditional 
  bonus to attack rolls and skill checks related to performing the task. 
  If it refuses to perform the task you proclaimed, it instead takes a –1 
  conditional penalty to all its attack rolls and skill checks.
  EMBRACE THE PIT 
  POWER 3
  Casting 
  Somatic Casting, 
  Verbal Casting
  Duration 1 minute
  Horns grow from your skull and your skin takes on 
  features of the devil responsible for your diabolic bloodline. You gain 
  resistance 5 to evil, fire, and poison, and resistance 1 to physical 
  damage (except silver). You gain weakness 5 to good damage, and can 
  take good damage even if you are good. 
  Heightened (+2) Increase the resistance to evil, fire, and poison by 
  5, the resistance to physical damage (except silver) by 1, and the 
  weakness to good damage by 5.
  HELLFIRE PLUME 
  POWER 5
  Casting 
  Somatic Casting, 
  Verbal Casting
  Range 60 feet; Area 10-foot radius, 60-foot-tall cylinder
  You call a plume of hellfire that erupts from below, 
  dealing 5d4 fire damage and 5d4 evil damage. Each creature in the 
  area must attempt a Reflex save.
  Success The creature takes half damage.
  Critical Success The creature is unaffected.
  Failure The creature takes full damage.
  Critical Failure The creature takes double damage.
  Heightened (+1) The damage increases by 1d4 fire damage and 1d4 
  good damage.
  wizarD
  In Update 1.6, we’re testing more ways to make the wizard the 
  master of prepared spells by letting you trade in some spell slots 
  for more powerful ones once you become an expert in spells. In 
  response to feedback that the 4th level Quick Preparation feat 
  is exciting and seems mandatory for wizards to have, we’re 
  giving it to all wizards at 1st level. 
  • Page 135—This change reflects the removal of signature skills 
  in Update 1.2. Replace skill proficiencies as indicated below.
  Trained in Arcana
  Trained in a number of additional skills equal to 4 plus your 
  Intelligence modifier
  • Page 135—In Arcane Spellcasting, change the number of 
  cantrips the wizard can prepare per day to five.
  • Page 136—Add a class feature called quick preparation, and 
  add it to the table at 1st level. 
  QUICK PREPARATION 
   
  You spend 10 minutes to empty one of your prepared 
  spell slots and prepare a different spell from your spellbook in its 
  place. If you are interrupted during such a swap, the original spell 
  remains prepared and can still be cast. You can try again to swap out 
  the spell later, but you must start the process over again.
  Evil
  Morph
  Transmutation
  Evil
  Evocation
  Fire
  Wizard
  • Page 137—In Expert Spellcaster, at the end, add “During 
  your daily preparations, you can trade two spell slots of the 
  same level for a bonus spell slot that is up to 2 levels higher 
  than the spells you traded in. This bonus spell slot must be 
  of a level you can normally cast. If you’re a specialist wizard, 
  you can trade spell slots two times per day, but the spells you 
  prepare in bonus spell slots must be of your arcane school. If 
  you’re a universalist, you can trade spell slots only once per 
  day, but you can prepare spells of any school in the bonus 
  spell slot. Regardless of whether you are a specialist or a 
  universalist, you cannot prepare more than one bonus spell 
  slot of the same spell level.” 
  In Master Spellcaster, at the beginning, add “You can trade 
  for bonus spell slots a total of four times per day if you’re 
  a specialist, or two times per day if you’re a universalist.”
  In Legendary Spellcaster, add “You can trade for bonus 
  spell slots a total of six times per day if you’re a specialist, or 
  three times per day if you’re a universalist.” 
  • Page 140—Cut Quick Preparation.
  new rules—signature sKills
  In Update 1.6, we moved the class skill entries into The Class 
  Changes section to consolidate class information in one place. 
  As of Update 1.2, we’ve eliminated signature skills from the 
  game. This change is meant to remove a largely unnecessary 
  restriction and avoid players needing to learn a rule at 1st level 
  that they won’t use until 7th.
  In any text that refers to skill increases, remove the word 
  “signature” each time it appears. You can now achieve 
  master or legendary proficiency in any skill that you put the 
  appropriate number of skill increases into.
  Change each character’s skills entry as noted in classes, and 
  treat anything else on the printed list of signature skills as 
  recommendations only.
  arcHetypes
  Archetypes that formerly gave you signature skills now make 
  you trained in certain skills, and the many dedication feats no 
  longer require skill prerequisites. For the most current version 
  of the multiclass archetypes, please see Multiclass Archetypes 
  Update 1.0, available at pathfinderplaytest.com.
  Pirate Dedication (page 282)
  Remove “trained in Acrobatics” from the prerequisites. Replace 
  the last sentence of the first paragraph with “You become 
  trained in Acrobatics; if you are already trained in Acrobatics, 
  you instead become trained in a skill of your choice.”
  Sea Legs (page 282)
  Change the first sentence to “You become trained in Athletics; 
  if you are already trained in Athletics, you instead become 
  trained in a skill of your choice.”
  silvertongue mutagen (page 368)
  One alchemical mutagen needs changes to remove a 
  dependence on signature skills. In silvertongue mutagen 
  and lesser silvertongue mutagen, in the first sentence in the 
  
  23
  drawback section, change “all skill checks in which you are 
  trained or expert other than your signature skills” to “checks 
  for one other skill of your choice in which you are trained or 
  expert. For greater and true silvertongue mutagen, change the 
  same text to “checks for two other skills of your choice in 
  which you are trained or expert.”
  otHer cHanges
  Make the following smaller changes to other areas of the book. 
  Most of these changes simply alter wording to reconcile the 
  removal of signature skills.
  • Page 14—In Apply Your Class, in the second sentence, 
  change “signature skills” to “trained skills”.
  • Page 15—In the first Character Sheet sidebar, in the 
  second to last sentence, remove “Indicate which skills are 
  your character’s signature skills and”. In Determine Skill 
  Modifiers, change the first sentence to “Now that you’ve 
  noted which skills your character is trained in, it’s time to 
  calculate her skill modifiers.”
  • Page 42—In Reading Class Entries, in the second sentence, 
  in the second paragraph change “signature skills in which 
  she can excel” to “skills in which she’s trained”.
  • Page 43—Remove the Signature Skills section. In Skill 
  Increases, remove the word “signature” in both sentences.
  • Page 70—In Deity and Domain, change the fifth sentence to 
  “Your deity grants you the trained proficiency rank in the 
  deity’s favored weapon and skill.”
  • Page 71—In Skill Increases, in the second paragraph, remove 
  the word “signature” in both sentences.
  • Page 80—In Druidic Order, in the first sentence, change 
  “signature” to “trained”. In Animal, in the second sentence, 
  remove “, and it becomes a signature skill for you.” In Leaf, 
  in the second sentence, remove “, and it becomes a signature 
  skill for you.”
  • Page 81—In the first paragraph (continuing from Storm), 
  remove “, and it becomes a signature skill for you”. In Wild, 
  in the second sentence, remove “, and it becomes a signature 
  skill for you.” In Skill Increases, in the second paragraph, 
  remove the word “signature” in both sentences.
  • Page 88—In Skill Increases, in the second paragraph, remove 
  the word “signature” in both sentences.
  • Page 98—In Skill Increases, in the second paragraph, remove 
  the word “signature” in both sentences.
  • Page 107—In Skill Increases, in the second paragraph, 
  remove the word “signature” in both sentences.
  • Page 108—In the Hospice Knight feat, in the second sentence, 
  remove “, and Medicine is a signature skill for you.”
  • Page 114—In Skill Increases, in the second paragraph, 
  remove the word “signature” in both sentences.
  • Pages 119–120—In Skill Increases, in the second paragraph, 
  remove the word “signature” in both sentences.
  • Page 127—In Bloodline, in the second sentence, change 
  “signature skills you gain” to “skills you start out trained in”.
  • Page 129—In Skill Increases, in the second paragraph, 
  remove the word “signature” in both sentences. In Reading 
  a Bloodline Entry, change the third paragraph to “Skills: 
  You become trained in the listed skills.”
  • Page 130—In all bloodline entries, change “Signature Skills” 
  to “Skills”.
  • Page 137—In Skill Increases, in the second paragraph, 
  remove the word “signature” in both sentences.
  • Page 144—Remove the Signature Skills section.
  • Page 151—In Lore, delete the third paragraph.
  • Page 162—In Additional Lore, in the third sentence, remove 
  “and it counts as a signature skill”.
  • Page 420—In Background, change “signature skills” to 
  “Lore skills”. 
  • Page 421—In Class, change “signature skills” to “trained 
  skills”. 
  • Page 423—Remove the Signature Skill entry. 
  NEW RULES—DYING
  Overall, the death and dying system from Update 1.3 (which 
  added the wounded condition) has been well received. 
  However, calculating the DC of recovery saving throws was 
  still a bit annoying, with lots of potential steps, and according 
  to the surveys, people were having trouble with it. Update 1.5 
  changes the recovery roll to a flat check to see if that rule and 
  a more concise description make for faster play at the table. 
  Going away from a Fortitude save also makes a more level 
  playing field for both characters and various opponents that 
  might knock you unconscious, and we want to see whether 
  that feels right in play. If not, we can always return to a 
  Fortitude save and ensure that creatures have their DC listed 
  as part of their entries.
  The primary dying system replacement overwrites the 
  sections on pages 295–296. More rules that are affected by 
  this change appear in this update in Conditions, Administer 
  First Aid, and Other Changes.
  getting KnocKeD out
  When you’re reduced to 0 Hit Points, you get knocked out. 
  When this happens, you are subject to the following effects:
  • You fall unconscious (you gain the unconscious condition).
  • You immediately move your initiative position to directly 
  before the current initiative position. If a creature knocked 
  you out, for instance, your next turn would come 
  immediately before that creature’s turn.
  • You gain the dying 1 condition. If the effect that knocked 
  you out was a critical success from the attacker or the result 
  of your critical failure, you gain the dying 2 condition 
  instead. If you have the wounded condition, remember to 
  increase these values by the wounded value. If the damage 
  came from a nonlethal attack or effect, you don’t gain 
  the dying condition, but you are still unconscious with 0 
  Hit Points.
  Dying
  If your dying value reaches 4 or greater, you die. You lose 
  the dying condition upon returning to 1 or more Hit Points. 
  When you lose the dying condition and have Hit Points, you 
  regain consciousness. You also gain or increase your wounded 
  condition, making you more likely to die if you start dying 
  again, as described below.
  
  24
  Recovery Roll
  When you’re dying, at the start of each of your turns, you 
  attempt a special flat check to see if you get better or worse; 
  this is called a recovery roll. The DC is equal to 10 + your 
  dying value. The effects of this check are as follows.
  Success Your dying value is reduced by 1.
  Critical Success Your dying value is reduced by 2.
  Failure Your dying value increases by 1.
  Critical Failure Your dying value increases by 2.
  Taking Damage while Dying
  If you take damage while you’re already unconscious, increase 
  your dying value by 1; if you take damage from an attacker’s 
  critical hit or from your own critical failure, increase your 
  dying value by 2 instead. A nonlethal attack or effect doesn’t 
  increase your dying value.
  Heroic Recovery
  You can spend 1 Hero Point (see page 300) at the start of 
  your turn or when your dying value would increase in order 
  to return to 1 Hit Point, no matter how close to death you 
  are. You lose the dying and wounded conditions and become 
  conscious.
  unconscious
  When you’re reduced to 0 Hit Points, you fall unconscious. 
  You lose any remaining actions and reactions, and while 
  unconscious, you don’t regain your actions and reaction each 
  turn. If you return to consciousness, you’ll need to wait until 
  the start of your turn to get your actions and reaction again.
  If you return to 1 Hit Point or more, you become conscious. 
  If you had the dying condition, you might become wounded, 
  as described in the dying condition.
  When you’re unconscious and at 0 HP but no longer dying, 
  you naturally return to 1 HP and awaken after sufficient time 
  passes. The GM determines how long you remain unconscious, 
  from at least 10 minutes to several hours.
  conDitions
  Change the dying and unconscious conditions as follows on 
  pages 296, 321, and 324.
  Dying
  You are bleeding out or otherwise at death’s door. Dying 
  always includes a value, and if it ever reaches dying 4, you die. 
  If you’re dying, you must attempt a recovery roll at the start of 
  your turn to determine whether you get better or worse. If you 
  ever have 1 HP or more, you lose the dying condition. Any 
  time you lose the dying condition, you increase your wounded 
  value by 1 if you already have the condition, or gain wounded 
  1 if you do not currently have the condition. Recovery rolls 
  and what happens when you regain HP while you are dying 
  are explained above.
  unconscious
  You’ve been knocked out. You can’t act. You also take a –4 
  conditional penalty to AC and have the blinded, deafened, 
  and flat-footed conditions. When you gain this condition, you 
  fall prone and drop items you are wielding or holding unless 
  the effect states otherwise or the GM determines you’re in a 
  position in which you wouldn’t. If you ever return to 1 Hit 
  Point or more, you become conscious.
  When you’re unconscious and at 0 HP but no longer dying, 
  you naturally return to 1 HP and awaken after sufficient time 
  passes. The GM determines how long you remain unconscious, 
  from at least 10 minutes to several hours.
  wounDeD
  You have been seriously injured during a fight. As long as you 
  have the wounded condition, if you gain the dying condition 
  or increase it for any reason, increase the amount you gain or 
  increase by your wounded value. The wounded condition ends 
  if someone attends to you with Treat Wounds, or if you are 
  healed to full Hit Points and rest for 10 minutes.
  aDminister first aiD
  In a change from Update 1.3, the DC is back to 15 to account 
  for recovery rolls being flat checks in this iteration. Replace 
  the Administer First Aid action on page 152 with this revised 
  version. The significant changes are that the creature remains 
  at 0 HP (now that you can be at 0 HP and not be dying).
   ADMINISTER FIRST AID
  Requirements You must have healer’s tools (see page 186).
  You perform first aid on an adjacent creature that is at 0 Hit Points in 
  an attempt to stabilize it. You can also perform first aid on an adjacent 
  creature that is taking persistent bleed damage. The DC for either is 15. 
  If a creature is both dying and bleeding, choose which  effect you’re 
  trying to treat each time you roll. You can Administer First Aid again to 
  attempt to remedy the other effect.
  Success The creature at 0 Hit Points loses the dying condition (but 
  remains unconscious), or you end the persistent bleed damage 
  (see page 323).
  Critical Failure The creature with 0 Hit Points has its dying condition 
  increased by 1. A creature with persistent bleed damage takes 
  damage equal to the amount of its persistent bleed damage.
  OTHER CHANGES
  Make the following smaller changes to other areas of the book.
  • Page 111—In the Ultimate Mercy feat, in the third sentence, 
  change “gains a +2 conditional bonus to its next recovery 
  saving throw” to “reduces the DC of its next recovery roll 
  to 8 + its dying value.”
  • Page 172—In the Toughness feat, change the final sentence 
  to “You also decrease the DC of your recovery rolls to 9 + 
  your dying value (see page 295).”
  • Page 208—In the breath of life spell, change the first 
  sentence of the description to “You prevent the target from 
  dying, restore Hit Points equal to 4d8 plus your spellcasting 
  ability modifier to it, reduce its dying condition to dying 3, 
  and reduce the DC of its next recovery roll to 8 + its dying 
  value.”
  • Page 259—In the stabilize spell, change the description 
  to “The soft glow of positive energy shuts death’s door. 
  Manipulate
  
  25
  The target loses the dying condition, though it remains 
  unconscious at 0 Hit Points.” Also, remove that spell’s 
  Heightened entry.
  • Page 300—This change fixes a discrepancy from Update 1.3. 
  Under Spending Hero Points, change the first bullet point to 
  “Spending 1 Hero Point allows you to stave off death. When 
  you start your turn, or at any time your dying value would 
  increase, you can spend 1 Hero Point to go to 1 Hit Point. 
  You lose the dying and wounded conditions and become 
  conscious.”.
  • Page 304—In Turns, in Step 1: Start Your Turn, change the 
  third bullet point to “If you’re dying, attempt your recovery 
  roll (see page 295).”
  • Page 315—In Drowning and Suffocation, in the second 
  paragraph, in the final sentence, change “return to 1 HP and 
  are unconscious” to “remain unconscious”.
  CRITICAL UPDATES
  • Page 31—In the Very Sneaky feat, replace the entire second 
  paragraph with “In addition, as long as you continue to 
  take Sneak actions and succeed at your Stealth check, you 
  don’t become seen if you don’t have concealment or cover 
  at the end of the Sneak action, as long as you have cover or 
  concealment at the end of your turn.”
  • Page 38—In the introduction, after the third sentence, add 
  “You don’t need to meet the prerequisites of the skill feat 
  gained from your background.”
  • Page 43—In the proficiencies section, at the end of 
  the second paragraph, add “All classes are trained in 
  unarmored defense.”
  • Page 45—In the Alchemist’s proficiencies section, in skills, 
  change 2 to 3. In Advanced Alchemy, in the third sentence, 
  remove “common”.
  • Page 46—In Quick Alchemy alchemist class feature, change 
  “common alchemical item” to “alchemical item in your 
  formula book”.
  • Page 46—In Formula Book, change “The formula book 
  contains formulas for your choice of 4 common 1st-level 
  alchemical items.” to “The formula book contains the formulas 
  for four common level 1 alchemical items of your choice, in 
  addition to those you gained from Alchemical Crafting.”
  • Page 64—In the Bard’s spell repertoire, in the first sentence, 
  change “one 1st-level occult spell” to “two 1st-level occult 
  spells”.
  • Page 79—In the Druid’s proficiencies section, in skills, 
  change 4 to 3.
  • Page 88—This change makes the fighter’s bravery a big 
  advantage even if the fighter doesn’t succeed at his save 
  against fear. At the end of bravery, add “Any time you 
  would gain the frightened condition, reduce the value by 1 
  (to a minimum of 0).”.
  • Page 113—In Key Ability for the Ranger, change the text to 
  “Strength or Dexterity”.
  • Page 116—This change gives the ranger’s full-grown animal 
  companion the ability to do something even when not 
  explicitly commanded, like the animal order druid but tied 
  to the ranger’s abilities. In Full-Grown Companion, at the 
  end, add this Special entry: “Special If you have the Hunt 
  Target action, your animal companion will assault your 
  target even without your orders. During an encounter, even if 
  you don’t use the Command an Animal action, your animal 
  companion can still use 1 action that round on your turn to 
  Stride towards or Strike one of your hunted targets.”.
  • Page 145—This change goes with the change on Page 
  147 that adds Recall Knowledge to Crafting. In Arcana’s 
  Recall Knowledge, in the first sentence, remove “alchemical 
  reactions, ” and “alchemical or”.
  • Page 147—This change makes it explicit that Crafting can 
  be used to Recall Knowledge about Crafting-related topics. 
  Add a Recall Knowledge untrained action to Crafting with 
  the following text:
  You attempt a Crafting check to try to remember a bit of knowledge 
  regarding alchemical reactions, engineering equations, unusual 
  materials, or creatures of alchemical or mechanical significance. The 
  GM determines the DCs for such checks.
  Success You recall the knowledge accurately.
  Critical Failure You recall incorrect information.
  • Page 152—This change explicitly defines the use of Medicine 
  for forensics tasks, which has been seen in several adventures 
  so far, albeit as an unnamed use. Add the Analyze Forensics 
  trained use to Medicine, with the following text:
  ANALYZE FORENSICS
  You spend 10 minutes checking for forensic evidence, 
  such as bruising or wound patterns, to determine how a body was 
  injured or killed.
  Success You discover and correctly interpret a clue.
  Critical Failure You misinterpret a clue or incorrectly assume a 
  false clue.
  • Page 158—In the Sneak action of the Stealth skill, in the 
  third paragraph, in the first sentence, change “any time 
  during your movement” to “at the end of the Sneak action”. 
  After the third sentence, add the following “If you succeed at 
  your Stealth check and then attempt to Strike a creature, the 
  creature remains flat-footed against that attack, and then you 
  become seen.” Remove the last sentence of that paragraph.
  • Page 163—In Additional Lore, change “5th” to “7th” and 
  “13th” to “15th”.
  • Page 163—This change makes Battle Medic easier at low 
  levels and more significant overall. Change the text of Battle 
  Medic to the following.
  You can patch up yourself or an adjacent ally, even if you’re in the middle 
  of combat. In order to do so, you must attempt a DC 15 Medicine check. 
  If you succeed, the target is bolstered against your use of Battle Medic.
  If you’re an expert in Medicine, you can instead attempt a DC 20 
  check to increase the Hit Points regained by 2d8, if you’re a master 
  of Medicine, you can instead attempt a DC 25 check to increase the 
  Hit Points regained by 4d8, and if you’re legendary, you can instead 
  attempt a DC 30 check to increase the Hit Points regained by 6d8.
  Success The target regains Hit Points equal to 1d8 plus your 
  Wisdom modifier.
  Manipulate
  
  26
  Critical Success As success, but target regains 1d8 additional HP.
  Critical Failure The target takes 1d8 damage.
  • Page 169—This change makes Natural Medicine worthwhile 
  now that Treat Wounds has been introduced as a use of 
  Medicine. Change the text of Natural Medicine to the 
  following “You can apply natural cures to heal your allies. 
  You can use Nature instead of Medicine to Treat Wounds. If 
  you’re in the wilderness, you might have easier access to fresh 
  ingredients, allowing you to gain a +2 circumstance bonus 
  on your check to Treat Wounds using Nature, subject to the 
  GM’s determination.” • Page 175—In Equipment, in Item 
  Damage, delete the second sentence.
  • Page 175—We are changing shields so that they never 
  take 2 Dents when used for the Shield Block reaction. This 
  doesn’t change how shields work when someone attacks 
  them in other circumstances. In Item Damage, change 
  “For instance, a wooden shield (Hardness 3) that takes 
  10 damage would take 2 Dents.” to “Normally this only 
  occurs when a character is directly attacking a door, trap, 
  or other physical object.”
  • Page 181—In Table 6–6: Simple Ranged Weapons, in the 
  sling entry, change its hands entry to “1”.
  • Page 197—In Spell Attacks, in the second paragraph, at the 
  beginning of the fifth sentence, add “You add your Strength 
  or Dexterity modifier to these attacks as normal, and”
  • Page 
  280–283—Multiclass 
  archetypes 
  have 
  changed 
  drastically, and new ones have been added. See Multiclass 
  Archetypes Update 1.0 at pathfinderplaytest.com for the 
  current text.
  • Page 294—In Nonlethal Attacks, in the second paragraph’s 
  first sentence, change “calculate your attack roll result as if 
  you were untrained with the weapon.” to “you take a –2 
  circumstance penalty to the attack roll.”
  • Page 307—In Basic Actions, in Drop, at the end of the first 
  sentence before the period, add “or release your grip from 
  one hand while continuing to hold it in the other”.
  OTHER UPDATES
  • Page 31—We’re making it easier for goblins to befriend 
  wolves. In the Rough Rider feat, before the last sentence, 
  add “When you must choose an animal companion with 
  the mount trait, you can also choose a wolf, even though it 
  doesn’t have the mount trait.”
  • Page 48—In Efficient Alchemy feat, in the third sentence, 
  change “four” to “eight” and “two” to “four”. 
  • Page 49—In Debilitating Bomb feat, change the trigger to 
  “You craft an alchemical bomb using the Quick Alchemy 
  action.”
  • Page 49—In the alchemist’s 8th-level feats, remove the 
  Tricky Tinker feat.
  • Page 49—In Feral Mutagen, in the description, change all 
  instances of “feral mutagen” to “bestial mutagen”.
  • Page 50—In the alchemist’s 10th-level feats, in Stalker 
  Mutagen, remove the first sentence and at the end of the 
  second sentence, add “and your body camouflages to match 
  your surroundings, allowing you to Hide and Sneak even 
  if you don’t have cover or concealment”. In the alchemist’s 
  14th-level feats, remove the Awakened Intellect feat.
  • Page 50—In Sticky Bomb feat, change the trigger to “You 
  craft an alchemical bomb using the Quick Alchemy action.”
  • Page 55—In the barbarian’s animal totem, replace the 
  Anathema with “Flagrantly disrespecting any animal of your 
  totem animal’s kind or wielding weapons while Raging is 
  anathema to your totem.”
  • Page 56—In the barbarian’s superstition totem, in the 
  Superstitious Resistance ability, at the end add “Once per 
  hour, when you enter rage, you can choose not to gain any 
  temporary Hit Points; if you do, you regain twice as many 
  Hit Points as the number of temporary Hit Points you would 
  have gained.”
  • Page 58—In the barbarian’s Dragon Totem Breath feat, 
  add “Requirement You have not used this ability since the 
  last time you Raged.” and add the following after the first 
  sentence: “If you have used this ability in the last hour, both 
  the damage and the area are halved (a 15-foot cone or a 30-
  foot line).”
  • Page 60—In the barbarian’s Dragon Totem Wings feat, at 
  the end, add “If you are flying when your rage ends, the 
  transformation catches your fall at the last moment, causing 
  you to take no falling damage and land standing up.”
  • Page 61—In the barbarian’s Dragon Transformation feat, 
  replace the description with the following: “You transform 
  into a Large ferocious dragon, gaining the effects of a 6th-
  level dragon form spell except that you use your own AC 
  and attack bonus, and the unarmed Strikes granted by the 
  transformation deal one additional die of physical weapon 
  damage. The action to dismiss the transformation gains the 
  rage trait.
  “At 18th level, your fly Speed is accelerated 20, your 
  damage bonus increases to +12, your breath weapon DC 
  increases to 30, and you gain a +14 conditional bonus to 
  breath weapon damage.”
  • Page 67—In bard feats, at the end, add the following feat:
  VIRTUOSO’S BRILLIANCE 
  FEAT 20
  Prerequisites legendary in Occultism
  You gain a single 10th-level spell slot, which you can use to cast 10th-
  level occult spells using your bard spellcasting. When you select this 
  feat, add two 10th-level occult spells of common or uncommon rarity 
  to your spell repertoire. 
  • Page 73—In Table 3–10: Domains, in the might domain, 
  change “Enduring strength” to “Enduring might”.
  • Pages 72–73—In Table 3–9: Deities, in Abadar, change the 
  1st-level spell to “illusory object”; in Asmodeus, change 
  the 6th-level spell to “mislead”; in Desna, change “3rd: 
  dream” to “2nd: glitterdust”; in Iomedae, change the 2nd-
  level spell to “see invisibility”; in Nethys, change the 6th-
  level spell to “wall of force” and the 7th-level spell to “warp 
  mind”; in Pharasma, change “9th: power word kill” to “4th: 
  phantasmal killer”; in Torag, change the 1st-level spell to 
  “mindlink”; and in Urgathoa, change the 2nd-level spell to 
  “false life”.
  Bard
  
  27
  • Page 72—In Pharasma, change “Occultism” to “Medicine”, 
  in Sarenrae, change “Survival” to “Medicine”, and in 
  Shelyn, change “Crafting” to “Crafting or Performance”.
  • Page 88—These four changes are intended to clarify 
  the wording and intent of how the fighter gains critical 
  specialization. In Weapon Mastery, change the final sentence 
  to “You gain access to the critical specialization effects of all 
  weapons for which you have master proficiency, including 
  any that you gain master proficiency with at a later point (see 
  page 183).” In Weapon Specialization, in the first sentence, 
  remove “, and you gain access to the critical specialization 
  effects of all weapon groups (see page 183)”. In the second 
  paragraph, remove the final sentence. In Weapon Legend, 
  remove the final sentence.
  • Page 89—In the sidebar, in Stance, in the second sentence, 
  after “enter” add “or be in”.
  • Page 91—This change makes Exotic Weapon Training give 
  the bonus that was intended, and updates it to work with the 
  new wording of Weapon Master. In Exotic Weapon Training, 
  change the second sentence to “You gain proficiency with 
  that exotic weapon as it if were a martial weapon of its 
  weapon group.”
  • Page 94—In Improved Dueling Riposte, replace the last 
  sentence with “You can use this extra reaction even if you 
  are not benefiting from Dueling Parry.”
  • Page 95— In Improved Twin Riposte, replace the last 
  sentence with “You can use this extra reaction even if you 
  are not benefiting from Twin Parry.”
  • Page 97— In powerful fist, change “use your normal 
  proficiency” to “don’t take the –2 circumstance penalty”.
  • Page 99—In Ki Strike, at the end of the third sentence, add “, 
  which you can cast at a cost of 1 Spell Point”. In the second 
  paragraph, change “When you use Ki Strike” to “When you 
  select Ki Strike”.
  • Page 99—In the sidebar, in Stance, in the second sentence, 
  after “enter” add “or be in”.
  • Page 106—In the first bullet point in the Paladin’s Code, at 
  the end, add “, and you must never perform acts anathema 
  to your deity.”
  • Page 106—In Champion Powers, in the second paragraph, 
  change “rounded down” to “rounded up”.
  • Page 108—In the Warded Touch feat, just before the final 
  period, add, “, and you can cast it and deliver your touch 
  with a hand holding a weapon or shield.
  • Page 116—In the ranger’s 8th-level feats, in Hazard Finder, 
  change the last sentence to “You can find hazards that have 
  a listed proficiency rank even if you aren’t searching.”
  • Page 120—This updates the rogue’s table to fit the rogue’s 
  path rules found earlier in this document. In the Table 3–18, 
  in the level 1 row, remove “finesse striker,” and add “rogue’s 
  path,” after “rogue feat,”.
  • Page 121—Remove the Bludgeoner Feat from the 1st-level 
  feats and from the sidebar.
  • Page 121—In the Trap Finder feat, in the third sentence, 
  change “you still get a check to find traps if you are trained 
  or better in Stealth.” to “you get a check to find traps that 
  require a minimum proficiency rank in Perception. You still 
  need to meet the proficiency rank requirement in order to find 
  the trap.”
  • Page 125—In the Perfect Distraction feat, at the end, add 
  “Once you use Perfect Distraction, you need to take 1 
  minute to set up another decoy before you can use it again.”
  • Page 125—In Reactive Distraction, in the trigger, at the end 
  add “You must have a Perfect Distraction ready to use.” 
  • Page 138—In Universalist Wizards, in the second sentence, 
  change “per each” to “to recall a spell of each”
  • Page 139—In Hand of the Apprentice, at the end of the first 
  sentence, add “, which you can cast at a cost of 1 Spell Point”.
  • Page 165—In the Diehard feat, remove the “Skill” trait.
  • Page 166—In the Fast Recovery, Feather Step, and Fleet 
  feats, remove the “Skill” trait.
  • Page 170—In Recognize Spell, replace the Trigger entry and 
  the description with the following.
  Trigger A creature casts a spell within line of sight of you that you don’t 
  have prepared or in your spell repertoire, or a trap or similar inanimate 
  object triggers and casts such a spell. You must be aware the creature 
  is casting the spell or the trap is triggering.
  If the spell is a common spell of level 2 or lower and you are trained in 
  the appropriate skill for the spell’s tradition, you automatically identify 
  it. The spell level you automatically identify increases to 4 if you’re an 
  expert, 6 if you’re a master, or 10 if you’re legendary. Otherwise, the GM 
  rolls a secret Arcana, Nature, Occultism, or Religion check, whichever 
  corresponds to the tradition of the spell being cast. If you’re untrained 
  in the skill, you can’t get a better result than failure. The DC of the 
  check is 10 plus triple the level of the spell. The DC for an uncommon 
  spell is usually 2 higher than for a common spell, and the DC for a rare 
  spell is usually 5 higher.
  • Page 173—In Virtuosic Performer, in the second sentence, 
  change “+2 circumstance bonus” to “+1 circumstance 
  bonus”. After that sentence, add “If you have master 
  proficiency in Performance, this bonus increases to +2.”
  • Page 180—In Table 6–5, in the entry for bastard sword, in 
  the damage entry, change “1d8 P” to “1d8 S”.
  • Page 189—Increase barding’s AC bonus to +2 and heavy 
  barding’s AC bonus to +3.
  • Page 195—In Polymorph, just before the last sentence, add 
  “Any new Strikes specifically granted by a polymorph effect 
  are magical.”
  • Page 195—In Casting Spells, at the end of the first paragraph, 
  add “Whenever you Cast a Spell, your spellcasting creates 
  visual manifestations of the gathering magic, although feats 
  such as Conceal Spell (page 131 and 139) and Melodious 
  Spell (page 67) can help hide such manifestations or otherwise 
  prevent observers from noticing that you are casting.”
  • Page 197—In the Spells chapter, just before the Dispelling 
  section, add a new section called Identifying Spells that 
  reads “Sometimes you need to identify a spell, especially if 
  its effects are not obvious right away. If you notice a spell 
  being cast or see the manifestations from its casting and you 
  have prepared that spell or have it in your repertoire, you 
  automatically know what the spell is, including the level to 
  which it is heightened. Otherwise, you must spend an action 
  
  28
  on your turn to attempt to identify the spell using Recall 
  Knowledge, or can use the Recognize Spell feat (see page 
  170) to attempt to identify the spell using a reaction.”
  • Page 199—In the Arcane Spell List, in 3rd-Level Spells, add 
  “Glyph of warding”.
  • Page 200—In the Divine Spell List, in 2nd-Level Spells, add 
  “Remove paralysisH”. In 3rd-Level Spells, add “Glyph of 
  Warding”.
  • Page 201—In the Occult Spell List, in 3rd-Level Spells, add 
  “Glyph of warding”.
  • Page 202—Move “Pest formH” to 1st-Level Spells and 
  “Animal formH” to 2nd-Level Spells. 
  • Page 202—In the Primal Spell List, in 3rd-Level Spells, add 
  “Glyph of warding”.
  • Page 204—Animal form has changed. The new stat block 
  can be found in Other Updates. 
  ANIMAL FORM 
  SPELL 2
  Casting 
  Somatic Casting,
  Verbal Casting
  Duration 1 minute or until dismissed
  You transform into a Medium animal battle form. You count as an 
  animal in addition to your normal traits. Your gear is absorbed into 
  you; the constant abilities of your gear still function, but you can’t 
  activate it. When you transform, you gain the following:
  • AC 19 (TAC 17), ignore armor’s check penalty and reduced Speed.
  • One or more unarmed melee attacks, which are the only types 
  of attacks you can use. You’re trained with them. Your attack 
  modifier is +7 and your damage bonus is +1. These are Strength 
  based (for the purpose of enfeebled, for example).
  • 5 temporary Hit Points while you have the form.
  • Low-light vision.
  • Athletics bonus of +7 unless your own is higher.
  These special statistics can be adjusted only by penalties, 
  circumstance bonuses, and conditional bonuses. Your battle form 
  prevents casting spells, speaking, or using most actions with the 
  manipulate trait that require hands. (The GM decides if there’s doubt.) 
  You can dismiss the spell with a concentrate action.
  If you prepare this spell, choose from the options below. You gain the 
  attacks, Speeds, and special abilities listed. You can choose the specific 
  type of animal (such as lion or snow leopard for cat). This has no effect 
  on size or statistics.
  • Ape Speed 25 feet, climb Speed 20 feet; scent 30 feet; fist, 
  Damage 2d6 bludgeoning
  • Bear Speed 25 feet; scent 30 feet; jaws, Damage 2d8 piercing; 
  claw (agile), Damage 1d8 slashing.
  • Bull Speed 30 feet; scent 30 feet; horn, Damage 2d8 piercing.
  • Canine Speed 40 feet; scent 30 feet; jaws, Damage 2d8 piercing.
  • Cat Speed 40 feet; scent 30 feet; jaws, Damage 2d6 piercing; 
  claw (agile), Damage 1d10 slashing.
  • Deer Speed 45 feet; scent 30 feet; antler, Damage 2d6 piercing.
  • Frog Speed 25 feet, swim, Speed 25 feet; scent 30 feet; jaws, 
  Damage 2d6 bludgeoning; tongue (reach 15 feet), Damage 2d4 
  bludgeoning.
  • Shark swim Speed 35 feet; scent 30 feet; jaws, Damage 2d8 
  piercing.
  • Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; 
  scent 30 feet; fangs, Damage 2d4 piercing plus 1d6 poison.
  Polymorph
  Transmutation
  Heightened (3rd) Your statistics are AC 23 (TAC 21); attack modifier +11; 
  damage bonus +5; 10 temporary HP; Athletics +12.
  Heightened (4th) Your battle form is Large and your attacks have 10-
  foot reach. You must have enough space to expand or the spell is 
  lost. Your statistics are AC 25 (TAC 22); attack modifier +14; damage 
  bonus +9; 15 temporary HP; Athletics +14.
  Heightened (5th) Your battle form is Huge and your attacks have 15-
  foot reach. You must have enough space to expand or the spell is lost. 
  Your statistics are AC 27 (TAC 24); attack modifier of +16; damage 
  bonus +7 and double the number of damage dice; 20 temporary HP; 
  Athletics +18.
  • Page 210—In the chill touch spell, add the “Cantrip” trait.
  • Page 212—In the counter performance spell, replace the 
  comma between the two casting reactions with an “or”.
  • Page 217—In the divine decree spell, in the fourth sentence, 
  remove “of that alignment”.
  • Page 217—In the divine wrath spell, at the end of the third 
  sentence, add “depending on the Fortitude saves of creatures 
  in the area.”.
  • Page 218—Dragon form AC and damage were too low. In 
  dragon form, change the AC to “AC 29 (TAC 26) and the 
  damage bonus to +11”. In the heightened entry, change the 
  AC to “AC 35 (TAC 31)” and the damage bonus to “+17”. 
  • Page 228—This change makes the guidance spell a little 
  easier to use when you need it. In guidance, change the range 
  to “30 feet.”.
  • Page 240—In monstrosity form, add the following heightened 
  effect. “Heightened (9th) Your statistics are AC 29 (TAC 26); 
  attack modifier of +28; add 1 additional damage die on all 
  Strikes; 25 temporary HP; Athletics +29.”
  • Page 244—Change pest form to a 1st level spell. Before the 
  Heightened (4th) entry, add “Heightened (2nd) The duration 
  increases to 1 hour.”
  • Page 257—In the soothe spell, change the range to “30 feet”.
  • Page 
  280–283—Multiclass 
  archetypes 
  have 
  changed 
  drastically, and new ones have been added. See Multiclass 
  Archetypes Update 1.0 at pathfinderplaytest.com for the 
  current text.
  • Page 284—In the young companions section: In the 
  introduction’s last sentence, change “+2” to “+3”. In the 
  young companions proficiencies section, at the end, add, 
  “Your animal companion gains a +1 item bonus to AC when 
  not wearing barding.” In the young companions ability 
  modifiers section, change “Dex +1” to “Dex +2”. In the full-
  grown companions section, at the end, add “Your animal 
  companion’s item bonus to AC when not wearing barding 
  increases to +2.” In the nimble companions section, at the 
  end, add “Your animal companion’s item bonus to AC when 
  not wearing barding increases to +3.”
  • Page 284—In Animal Companions, in both Nimble and 
  Savage Companion, at the end, add “Its attacks are magical.”
  • Page 287—In Familiar Abilities, add “Burrow Speed of 5 
  feet, allowing it to dig a Tiny hole” and “Can use up to two 
  of its limbs to take manipulate actions as if they were hands”.
  • Page 287—In Master Abilities, change the second ability to 
  read “You gain one additional spell slot at least 3 levels lower 
  
  29
  than your highest-level spell slot; you must be able to cast 
  level 4 spells using spell slots to select this master ability.”
  • Page 322—In frightened, in the third sentence, replace “and 
  saving throws” with “, including your DCs (such as your 
  AC or Class DC)”.
  • Page 375—In the shock property rune, change the greater 
  entry to “On a critical hit, the initial target also takes 2d6 
  persistent electricity damage, and the additional creatures 
  take 2d6 electricity damage. Electricity damage dealt by this 
  weapon (including the persistent electricity damage) ignores 
  the targets’ electricity resistance.
  • Page 382—In the bag of holding item, remove the Activation 
  entry. At the end of the first paragraph, add “You can use 
  Interact actions to retrieve or stow items from a bag of 
  holding just like using any other sack.”
  • Page 416—In the infused trait, change “cost its crafter any 
  Resonance Points” to “cost any Resonance Points” and 
  delete “though anyone else must spend Resonance Points to 
  activate it normally”.
  • Page 419— Change the stance entry to the following.
  Stance: A stance is a general combat strategy that you enter by 
  using an action with the stance trait. After you take an action with 
  the stance trait, you can’t take another one for 1 round. You can enter 
  or be in a stance only in encounter mode. A stance lasts until you get 
  knocked out, until its requirements (if any) are violated, or until you 
  enter a new stance, whichever comes first.
  faQs
  These questions have come up multiple times from players in 
  the playtest. We want to clarify how these rules work so that 
  we can get more consistent play from table to table.
  • Is my spell roll the attack roll for my spells?
  No, your attack roll for spells uses the same proficiency 
  modifier (as per page 197), but you still use your Strength 
  or Dexterity modifier to aim it, unlike your spell rolls, which 
  apply to all other rolls with your spells, such as when casting 
  black tentacles. Since a melee touch attack with a spell has 
  the finesse trait, you can use your Dexterity modifier. 
  • If I boost my ability scores after 1st level, do I increase my 
  Hit Points, trained skills, and similar stats?
  Yes. You retroactively increase your Hit Points for all your 
  levels, become trained in more skills, and learn a new 
  language if your Intelligence increases to 14 or higher. If you 
  somehow decrease your ability scores, you can similarly lose 
  these benefits. If you’re not sure which skill or language to 
  lose in this case, confer with your GM.
  • How do I tell whether my shield gets dented or broken when 
  I Shield Block?
  We’ve recently made an update to shields, so here’s how 
  they currently work. The shield takes a Dent if the damage 
  it blocks equals or exceeds its Hardness, but can’t take more 
  than 1 Dent at a time. So if you had a Hardness 3 shield and 
  blocked a 6-damage attack, you would take 3 damage and 
  the shield would take 1 Dent because 6 damage is equal to or 
  greater than its Hardness. Note that it no longer gets broken 
  due to the update.
  • When my monk makes a Flurry of Blows, what’s the multiple 
  attack penalty?
  You calculate the penalty for two Strikes as normal. For 
  example, if you made a Flurry of Blows with the first action 
  on your turn, the first Strike’s attack roll would take no 
  multiple attack penalty and the second would count the first 
  Strike toward the multiple attack penalty, giving it a –4 if 
  you’re using an agile unarmed attack.
  • Do conditions that penalize my checks also penalize my DCs?
  Yes. Any condition that imposes a penalty on all your checks 
  also applies to your DCs. For example, frightened causes 
  you to take a conditional penalty to your checks, so your AC 
  would take the penalty as well. In this case, specifying “and 
  saves” caused undue confusion—we’ll keep this in mind to 
  ensure the wording of all such conditions will be clearer in 
  the final text.
  MULTICLASS ARCHETYPES CHANGES
  These changes apply to the Multiclass Archetypes Updates 
  document, found on pathfinderplaytest.com.
  • In the wizard archetype’s Wizard Dedication feat, remove 
  “trained in Arcana” from the prerequisites.
  
  30
  DOOMSDAY DAWN UPDATES
  These changes apply to the playtest adventure, Doomsday 
  Dawn. Beware of spoilers if you plan to play that adventure! 
  These updates should be read by GMs who are planning to run 
  Doomsday Dawn.
  • Page 16—In the treasure section, in the third paragraph, in 
  the second paragraph, change “wand of produce flame” to 
  “wand of burning hands”.
  • Page 31—In the touch of corruption spell, change the Target 
  entry to “one living creature or one willing undead creature”.
  • Page 44—The poltergeist has an error in the Playtest 
  Bestiary. When running this monster, its resistances should 
  read “all damage 5 (except force, ghost touch, or positive)”.
  • Page 70—Change the scale of the map to “1 square = 10 feet”.
  • Page 83—As an extreme-difficulty encounter, the kraken 
  fight is harder than intended and can too easily result in 
  a total party kill. Give the kraken the weak adjustments 
  (found on page 23 of the Pathfinder Playtest Bestiary) and 
  change this to a severe-difficulty encounter. 
  • Page 91—The fight with the star-spawn of Cthulhu makes 
  the party fight back-to-back severe-difficulty encounters at 
  the start of Part 7, which is a daunting introduction to 17th 
  level. Give the star-spawn of Cthulhu the weak adjustments 
  (found on page 23 of the Pathfinder Playtest Bestiary) and 
  change this to a high-difficulty encounter. 
  Dc cHanges
  The following DCs should change in each chapter of the 
  adventure. This is partially due to the alterations in New 
  Rules—Proficiency and DCs. Any DC not listed here was 
  correct as printed.
  The Lost Star
  • Page 10—In the A2. Mudchewer Central section, in the 
  sixth paragraph, in the second sentence, change “DC 10 
  Perception” to “DC 8 Perception.” 
  • Page 11—In the A4. Motivation Room section, in the 
  second paragraph, in the second sentence, change “DC 12 
  Medicine” to “DC 13 Medicine.” 
  • Page 11—In the A5. Fungus Bloom section, in the second 
  paragraph, in the second sentence, change “DC 13 Nature” 
  to “DC 14 Nature.” 
  • Page 11—In the A6. Purification Fountain section, in the 
  second paragraph, in the first sentence, change “DC 20 
  Thievery” to “DC 16 Thievery.” 
  • Page 14—In the A9. Choking Sands section, in the second 
  paragraph, in the second sentence, change “DC 10 Religion” 
  to “DC 8 Religion.” 
  • Page 15—In the A11. Pharasma’s Sanctum section, in the 
  first paragraph, in the second sentence, change “DC 20 
  Thievery” to “DC 16 Thievery.” 
  • Page 16—In the A12. Drakus’s Lair section, in the second 
  paragraph, in the first sentence, change “DC 22 Thievery” 
  to “DC 17 Thievery.” 
  In Pale Mountain’s Shadow
  • Page 23—In the Reaching the Mountain section, in the 
  second paragraph, in the third sentence, change “DC 18 
  Survival” to “DC 17 Survival”.
  • Page 24—In the B1. The Gnarled Foothills section, in the 
  fourth paragraph, in the fourth sentence, change “DC 14 
  Society” to “DC 13 Society”.
  • Page 24—In the B2. Sand Flats section, in the fifth paragraph, 
  in the second sentence, change “DC 17 Perception” to “DC 
  16 Perception” and “DC 19 Survival” to “DC 18 Survival”.
  • Page 25—In the B3. Gnoll Camp section, in the fourth 
  paragraph, in the fifth sentence, change “DC 15 Perception” 
  to “DC 16 Perception”. In the seventh sentence, change 
  “DC 16 Society” to “DC 17 Society”.
  • Page 25—In the B4. A Treacherous Climb section, in the 
  second sentence, change “DC 17 Survival” to “DC 16 
  Survival”. In the third paragraph, in the second sentence, 
  change “DC 19 Athletics” to “DC 18 Athletics”.
  • Page 26—In the second paragraph, in the third sentence, 
  change “DC 22 Nature” to “DC 21 Nature”.
  • Page 27—In the C1. The Back Door section, in the third 
  paragraph, in the second sentence, change “DC 17 
  Perception” to “DC 16 Perception”.
  • Page 27—In the C2. Chamber of the Sunken Stones section, 
  in the second paragraph, in the second sentence, change “DC 
  12 Athletics” to “DC 13 Athletics”. In the third paragraph, 
  change “DC 10 Athletics” to “DC 11 Athletics”.
  • Page 28—In the C3. Chamber of the Burning Sky section, in 
  the third paragraph, in the second sentence, change “DC 18 
  Athletics” to “DC 17 Athletics”.
  • Page 29—In the second paragraph, in the first sentence, 
  change “DC 25 Arcana, Nature, Occultism, or Religion” 
  to “DC 23 Arcana, Nature, Occultism, or Religion”. (The 
  text concerning the DC’s reduction to 20 does not need to 
  be changed.) In the third paragraph, in the first sentence, 
  change “DC 19 Thievery” to “DC 18 Thievery”. In the 
  seventh paragraph, in the first sentence, change “DC 29 
  Perception” to “DC 27 Perception”.
  • Page 29—In the C5. Mabar’s Prison section, in the third 
  paragraph, in the second sentence, change “DC 23 
  Perception” to “DC 21 Perception”.
  • Page 30—In the Freeing Mabar section, in the third sentence, 
  change “DC 12 Perception” to “DC 13 Perception” and 
  “DC 17 check to Identify Magic” to “DC 16 check to 
  Identify Magic”.
  • Page 31—In the second paragraph after the treasure icon, 
  in the first sentence, change “DC 23 Occultism” to “DC 21 
  Occultism”.
  Affair at Sombrefell Hall
  • Page 37—In the Sombrefell Hall section, in the third 
  paragraph, in the second sentence, change “DC 12 Religion” 
  to “DC 14 Religion.”
  • Page 40—In the D1. Receiving Room section, in the 
  third paragraph, in the second sentence, change “DC 20 
  Perception” to “DC 21 Perception.”
  • Page 40—In the D2. Library section, in the third paragraph 
  (in Evidence), in the second sentence, change “DC 20 
  Perception” to “DC 21 Perception.” 
  
  31
  • Page 41—In the D9. Closet section, in the second paragraph, 
  in the first sentence, change “DC 23 Perception” to “DC 22 
  Perception.”
  • Page 42—In the D9. Closet section, in the second paragraph, 
  in the last sentence, change “DC 25 Thievery” to “DC 26 
  Thievery.”
  • Page 41—In the D10. Professor’s Room section, in the 
  second paragraph, in the first sentence, change “DC 20 
  Perception” to “DC 21 Perception.” 
  • Page 42—In the D14. Upper Hallway section, in the second 
  paragraph, in the first sentence, change “DC 25 Thievery” 
  to “DC 26 Thievery.”
  • Page 42—In the D15–17. Bedrooms section, in the first 
  paragraph, in the last sentence, change “DC 12 Athletics” 
  to “DC 14 Athletics.”
  • Page 42—In the D18. Attic section, in the second paragraph, 
  first sentence, change to “If a PC succeeds at a DC 26 
  Perception check to Seek, or a DC 14 Perception check after 
  spending at least 20 minutes sifting through junk, they make 
  an alarming discovery.” 
  • Page 42—In the D18. Attic section, in the second paragraph, 
  in the third sentence, change “DC 12 Religion” to “DC 14 
  Religion.” 
  • Page 42—In the D19. Basement section, in the second 
  paragraph, in the second sentence, change “DC 23 Society” 
  to “DC 22 Society.” 
  The Mirrored Moon
  • Page 50—In the Exploring Thicketfell section, in the second 
  paragraph, in the third sentence, change to “A PC who is 
  Searching can attempt either a DC 30 Perception check or a 
  DC 27 Survival check.
  • Page 52—In the F. Lake Aelona section, in the first paragraph, 
  in the second sentence, change “DC 26 Perception” to “DC 
  31 Perception.”
  • Page 52—In the F. Lake Aelona section, in the third paragraph 
  (treasure section), change the second sentence to “Searching 
  the lake is an activity that takes 4 hours and requires a PC 
  to succeed at a DC 15 Athletics check (to perform numerous 
  deep dives into the lake’s waters) and to succeed at a DC 26 
  Perception check (to locate the sunken barge).” 
  • Page 52—In the G. Tulaeth’s Domain section, in the first 
  paragraph, in the first sentence, change “DC 18 Nature” to 
  “DC 15 Nature.” 
  • Page 52—In the G. Tulaeth’s Domain section, in the third 
  paragraph, in the last sentence, change “DC 27 Diplomacy” 
  to “DC 29 Diplomacy.” 
  • Page 53—In the I. Cyclops Longhouse section, in the 
  first paragraph, in the second sentence, change “DC 23 
  Perception” to “DC 26 Perception.”
  • Page 55—In the M. Ramlock’s Tower section, in the second 
  paragraph, in the third sentence, change “DC 28 Perception” 
  to “DC 31 Perception.”
  The Heroes of Undarin
  • Page 62—In the Cliff section, in the first sentence, change 
  “DC 21 Athletics” to “DC 26 Athletics.”
  • Page 62—In the Stained Glass section, in the first sentence, 
  change “DC 21 Religion” to “DC 19 Religion.”
  • Page 63—In the Study section, in the first sentence, change 
  “DC 25 Perception” to “DC 29 Perception.”
  Red Flags
  • Page 72—In the Besmara and the Kelpie’s Wrath section, in 
  the second paragraph, in the first sentence, change “DC 25 
  Diplomacy” to “DC 31 Diplomacy.”
  • Page 73—In The Gala section, in the first paragraph, in the 
  second sentence, change “DC 25 Diplomacy” to “DC 31 
  Diplomacy.”
  • Page 73—In The Mysterious “K” section, in the first 
  paragraph, in the second sentence, change “DC 33 
  Diplomacy” to “DC 36 Diplomacy.”
  • Page 74—In Necerion section, in the first paragraph, in the 
  second sentence, change “DC 24 Diplomacy” to “DC 29 
  Diplomacy.”
  • Page 74—In Kadhibat “Kad” Alysamin section, in the 
  second paragraph, in the last sentence, change “DC 
  28 Acrobatics, Diplomacy, or Deception” to “DC 36 
  Acrobatics, Diplomacy, or Deception.”
  • Page 74—In N4. The Back Yard section, in the second 
  paragraph, in the first sentence, change “DC 39 Perception” 
  to “DC 31 Perception.”
  • Page 74—In N4. The Back Yard section, in the second 
  paragraph, in the first sentence, change “DC 39 Arcana” to 
  “DC 31 Arcana.”
  • Page 81—In N11. Whark’s Nest section, in the second 
  paragraph, in the second sentence, change “DC 24 
  Perception” to “DC 29 Perception.”
  • Page 81—In N11. Whark’s Nest section, in the second 
  paragraph, in the third sentence, change “DC 40 Perception” 
  to “DC 36 Perception.”
  • Page 81—In N11. Whark’s Nest section, in the second 
  paragraph, in the third sentence, change “DC 30 Thievery” 
  to “DC 36 Thievery.”
  • Page 82—In N13. Dangerous Second Steps section, in the 
  second paragraph, in the second sentence, change “DC 28 
  Acrobatics” to “DC 31 Acrobatics.”
  • Page 82—In N13. Dangerous Second Steps section, in the 
  second paragraph, in the third sentence, change “DC 22 
  Athletics” to “DC 29 Athletics.”
  • Page 82—In N13. Dangerous Second Steps section, in the 
  third paragraph, in the third sentence, change “DC 30 
  Athletics” to “DC 31 Athletics.”
  • Page 83—In N15. Vault of the Last Theorem section, in 
  the third paragraph, in the first sentence, change “DC 22 
  Athletics” to “DC 31 Athletics.”
  When the Stars Go Dark
  • Page 89—In the Ramlock’s Hallow section, in the fourth 
  paragraph, in the second sentence, change “DC 38 
  Occultism” to “DC 33 Occultism.”
  • Page 92—In the P4. Ramlock’s Place section, in the second 
  paragraph, in the second sentence, change “DC 38 Arcana” 
  to “DC 33 Arcana.”
  
  32
  • Page 94—In the Desynchronization Ritual sidebar, in 
  the second paragraph (Full Focus entry), in the first 
  sentence, change to “Attempt a DC 33 Perception check 
  or Occultism check.” 
  • Page 94—In the Desynchronization Ritual sidebar, in 
  the third paragraph (Partial Focus entry), in the first 
  sentence, change to “Attempt a DC 36 Perception check 
  or Occultism check.” 
  • Page 94—In the Desynchronization Ritual sidebar, in 
  the fourth paragraph (Distracted Focus entry), in the first 
  sentence, change to “Attempt a DC 40 Perception check or 
  Occultism check.” 
  
  33
  This product is compliant with the Open Game License (OGL). 
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Game Content: All trademarks, 
  registered trademarks, proper nouns (characters, deities, locations, 
  etc., as well as all adjectives, names, titles, and descriptive terms 
  derived from proper nouns), artworks, characters, dialogue, 
  locations, plots, storylines, and trade dress. (Elements that have 
  previously been designated as Open Game Content, or are exclusively 
  derived from previous Open Game Content, or that are in the public 
  domain are not included in this declaration.) 
  Open Game Content: Except for material designated as Product 
  Identity (see above), the game mechanics of this Paizo game product 
  are Open Game Content, as defined in the Open Game License 
  version 1.0a, Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in 
  any form without written permission. 
  Pathfinder Playtest Rulebook, Update 1.6 © 2018, Paizo Inc. All 
  Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, 
  the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder 
  logo are registered trademarks of Paizo Inc.; Pathfinder Accessories, 
  Pathfinder Adventure Card Game, Pathfinder Adventure Path, 
  Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign 
  Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-
  Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, 
  Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Playtest, 
  Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure 
  Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, 
  Starfinder Roleplaying Game, and Starfinder Society are trademarks 
  of Paizo Inc.
  Open Game License Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights 
  Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d) “Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts, creatures, characters, stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such 
  a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You represent 
  that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; 
  Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Playtest Rulebook, Update 1.6 © 2018, Paizo 
  Inc.; Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter.
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/Pathfinder Playtest/Rulebook, Update 1.6.pdf