This document contains updates to Paizo’s Pathfinder Playtest Rulebook and Multiclass Archetype
Update d ocument. Although Paizo’s playtest program for feedback for the new Pathfinder 2 game is
over, many people around the world are continuing to use the Playtest rules for home campaigns, or
converted Pathfinder 1 adventure paths or modules. These rules are not official or endorsed by Paizo,
but got inspiration from feedback in a Dutch ttrpg group that’s been playing Curse of the Crimson Throne
using the Playtest rules. This update also includes feedback seen on the Paizo forums and Reddit, and is
taking an open view of the Pathfinder Playtest changes compared to 1st edition. The intent of this
update is to provide further balanced tweaks to the Playtest rules.
● Remove the TREAT WOUNDS action from p.152, which was introduced in Update 1.3.
● Add the following adventurer’s rest action to Exploration Mode, the Rest and Daily
Preparations section.
PLAYING THE GAME
These have the goal to speed up playing the game. We’re also removing the proficiency bonus
for untrained, as was announced on the Paizo stream. We’re not increasing the TEML bonuses
however, as we don’t know the impact on the Difficulty Class table.
● On p.291, in the Calculate the Result textblock, add the line “When you tell the GM
your result, also add any possible modifiers to the DC by your abilities. (e.g. “I attack with
a result of 22, and I ignore the target’s screening.” )”
● On p.308, in the Critical Hit Damage sidebar, change the first bullet to “Roll the usual
number of damage dice for your weapon or unarmed attack. Double the result.”.
● On p.9, in the Proficiency Modifier textblock, change “Your proficiency modifier is equal
to your level minus 4.” to “If you’re untrained, you do not add any proficiency modifier.”.
● On p.291, in the Proficiency Rank table, at the Untrained row, change “Your level - 4” to
“0”.
CLASS UPDATES
Alchemist
This fixes the fact that alchemists with a research field other than mutagenist, could take the
mutagen recipes at all.
● In the Formula Book textblock on p.45, added in Update 1.6, change the text
“alchemical items of your choice” to “alchemical items, or uncommon mutagens of your
choice”, and add the following line at the end “You can select formulas for uncommon
alchemical items with the mutagen trait.”
Cleric
This slightly buffs Channel Energy for Dwarven cleric’s, and fixes a loophole in Align Armament.
● In the Channel Energy textblock on p.71, change “equal to your Charisma modifier” to
“equal to your Charisma modifier (minimum 1)”.
● In the Align Armament feat on p.76, change “That weapon deals 1d6 additional
damage of the chosen type to creatures of the opposed alignment.” to “That weapon
deals 1d6 additional damage of the chosen type to creatures of the opposed alignment
until the beginning of your next turn.”
Monk
The flurry change was already FAQ’d by Paizo on page 29 of the Update 1.6, but is now
actually clarified in the ability.
● In the Flurry of Blows ability on p.97, change “Make two unarmed Strikes.” to “Make
two unarmed Strikes. The multiple attack penalty applies normally.”
Ranger
The Hunter’s Edge ability was intended for the player to make a choice, as supported by the
developer explanation in Update 1.6. The actual rules text wasn’t really clear however.
The snare changes make snares actually usable, even though they are still meant to be
installed in places before actual combat starts. Furthermore, we add optional ways to get a
spells back to the ranger, similar to how the monk handles ki powers.
● In the Hunter’s Edge ability, added in Update 1.6, change the text “gaining additional
benefits when you Hunt a Target.” to “at level one, choose one additional benefit when
you Hunt a Target.”
● Changes to the Snare Savant feat on p.116. Update the word “three” to “two” in both
sentences. Add the following sentence: “Each day during your preparations, if you are
near the wilds, you can forage and gain a number of batches of usable snare
components equal to your level + your Wisdom modifier. You can use these batches to
build snares without cost. To determine how many batches it costs to build a snare, half
the item level of the snare (rounded up).”
● Change the Powerful Snares feat on p.117 to have a requirement of 10th level, instead
of 16th level.
● Add the following to p.113:
Nature's Gift Powers
By communing with nature, you can create almost magical effects. Some feats
let’s you use nature’s gifts, giving you a pool of Spell Ponts with a capacity
equal to your Wisdom modifier. These feats also give you a nature’s gift power.
Your nature's gift powers are primal spells.
Nature’s gift powers are powers and spells that appear in the Spells chapter. If
a spell is given as a nature’s gift, it counts as and acts as a power. (see page
193-194) The spell level of each of your nature’s gift powers is equal to half
your character level, rounded up, and produces heightened effects (see page
192) for those powers or spells that have heightened entries. You’re trained in
spell rolls and spell DC’s use your Wisdom modifier. Some feats can give you
more nature’s gift powers beyond the first. These feats list “Spell Point pool”
as a prerequisite.
When you gain your Spell Point pool, you automatically gain the ability to cast
the know direction spell as a nature’s gift power by spending 1 Spell Point.
● Add the level 2 Feat Nature’s Gift: Poison Detection. It has the ranger and concentrate
traits, and says:
“By concentrating for 1 minute, you can cast detect poison as a nature’s gift power. You
can cast it by spending 1 Spell Point. You gain a Spell Point pool if you don’t already
have one.”
● Add the level 2 Feat Nature’s Gift: Longstrider. It has the ranger and concentrate
traits, and says:
“By concentrating for 10 minutes, you can cast longstrider as a nature’s gift power. You
can cast it by spending 1 Spell Point. You gain a Spell Point pool if you don’t already
have one.”
● Add the level 2 Feat Nature’s Gift: Pass Without Trace. It has the ranger and
concentrate traits, and says:
“By concentrating for 10 minutes, you can cast pass without trace as a nature’s gift
power. You can cast it by spending 1 Spell Point. You gain a Spell Point pool if you don’t
already have one.”
● Add the level 2 Feat Nature’s Gift: Read Fate. It has the ranger and concentrate traits,
and says:
“You can gain the read fate power as a nature’s gift power, which you can cast by
spending 1 Spell Point. You gain a Spell Point pool if you don’t already have one.”
● Add the level 4 Feat Nature’s Gift: Endure Elements. It has the ranger and concentrate
traits, the prerequisite “Spell Point Pool” and says:
“By concentrating for 10 minutes, you can cast endure elements as a nature’s gift power.
You can cast it by spending 2 Spell Points. Increase your Spell Point pool by 2.”
● Add the level 4 Feat Nature’s Gift: Water Breathing. It has the ranger and concentrate
traits, the prerequisite “Spell Point Pool” and says:
“By concentrating for 10 minutes, you can cast water breathing as a nature’s gift power.
You can cast it by spending 2 Spell Points. Increase your Spell Point pool by 2.”
● Add the level 4 Feat Nature’s Gift: Animal Messenger. It has the ranger and
concentrate traits, the prerequisite “Spell Point Pool” and says:
“By concentrating for 10 minutes, you can cast animal messenger a s a nature’s gift
power. You can cast it by spending 2 Spell Points. Increase your Spell Point pool by 2.”
● Add the level 6 Feat Nature’s Gift: Wanderer’s Guide. It has the ranger and
concentrate traits, the prerequisite “nature’s gift power (longstrider)” and says:
“You can gain the wanderer’s guide power as a nature’s gift power, which you can cast
by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 6 Feat Nature’s Gift: Tempt Fate. It has the ranger and concentrate traits,
the prerequisite “nature’s gift power (read fate)” and says:
“You can gain the tempt fate power as a nature’s gift power, which you can cast by
spending 2 Spell Point. Increase your Spell Point pool by 2.”
● Add the level 6 Feat Nature’s Gift: Nature’s Bounty. It has the ranger and concentrate
traits, the prerequisite “Spell Point Pool” and says:
“You can gain the nature’s bounty p ower as a nature’s gift power, which you can cast by
spending 2 Spell Points. Increase your Spell Point pool by 2.”
● Add the level 6 Feat Nature’s Gift: Neutralize Poison. It has the ranger and
concentrate traits, the prerequisite “nature’s gift power (detect poison)” and says:
“You can cast neutralize poison as a nature’s gift power. You can cast it by spending 2
Spell Points. Increase your Spell Point pool by 2.”
● Add the level 6 Feat Nature’s Gift: Locate. It has the ranger and concentrate traits, the
prerequisite “nature’s gift power (know direction)” and says:
“By concentrating for 10 minutes, you can cast locate as a nature’s gift power. You can
cast it by spending 2 Spell Points. Increase your Spell Point pool by 2.”
● Add the level 8 Feat Nature’s Gift: Speak with Animals. It has the ranger and
concentrate traits, the prerequisite “nature’s gift power (animal messenger)” and says:
“By concentrating for 10 minutes, you can cast speak with animals a s a nature’s gift
power. You can cast it by spending 2 Spell Points. Increase your Spell Point pool by 2.”
● Add the level 8 Feat Nature’s Gift: Read Omens. It has the ranger and concentrate
traits, the prerequisite “nature’s gift power (read fate)” and says:
“By concentrating for 10 minutes, you can cast read omens a s a nature’s gift power. You
can cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 8 Feat Nature’s Gift: Remove Disease. It has the ranger and concentrate
traits, the prerequisite “nature’s gift power (detect poison)” and says:
“By concentrating for 10 minutes, you can cast remove poison as a nature’s gift power.
You can cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 8 Feat Nature’s Gift: Feet to Fins. It has the ranger and concentrate
traits, the prerequisite “nature’s gift power (water breathing)” and says:
“By concentrating for 1 minute, you can cast feet to fins a s a nature’s gift power. You can
cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 8 Feat Nature’s Gift: Spider Climb. It has the ranger and concentrate
traits, the prerequisite “nature’s gift power (longstrider)” and says:
“By concentrating for 1 minute, you can cast spider climb as a nature’s gift power. You
can cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 12 Feat Nature’s Gift: Invisibility Cloak. It has the ranger and
concentrate traits, the prerequisite “nature’s gift power (pass without trace)” and says:
“You can gain the invisibility cloak power as a nature’s gift power, which you can cast by
spending 3 Spell Point. Increase your Spell Point pool by 3.”
● Add the level 12 Feat Nature’s Gift: Speak With Plants. It has the ranger and
concentrate traits, the prerequisite “nature’s gift power (nature’s bounty)” and says:
“By concentrating for 1 minute, you can cast speak with plants as a nature’s gift power.
You can cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 8 Feat Nature’s Gift: Tongues. It has the ranger and concentrate traits,
the prerequisite “nature’s gift power (wanderer’s guide)” and says:
“By concentrating for 1 minute, you can cast tongues as a nature’s gift power. You can
cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 8 Feat Nature’s Gift: Stone Tell. It has the ranger and concentrate traits,
the prerequisite “nature’s gift power (nature’s bounty)” and says:
“By concentrating for 1 minute, you can cast stone tell a s a nature’s gift power. You can
cast it by spending 3 Spell Points. Increase your Spell Point pool by 3.”
● Add the level 16 Feat Nature’s Gift: Dimensional Steps. It has the ranger and
concentrate traits, the prerequisite “nature’s gift power (longstrider)” and says:
“You can gain the dimensional steps p ower as a nature’s gift power, which you can cast
by spending 3 Spell Point. Increase your Spell Point pool by 3.”
Sorcerer
Slight buffs to the sorcerer class, as wizard was buffed as well in Update 1.6. The sorcerer
should be specialized in spontaneous heightening.
● In the Spontaneous Heightening textblock on p.129, change “two spells” to “four
spells”.
● You gain the Bloodline Resistance feat on p.132 for free at level 6. Add this to table
3-19 on p.128.
Wizard
The free quick preparation in Update 1.6 was a huge buff to the wizard class. This way adds a
daily limit that the player can make choices in on how to spend resonance.
● Change Quick Preparation ability, added in Update 1.6, to have a “Cost 1 Spell Point”.
● Add the following line to the Universalist Wizards textblock, on page 138: “As long as
you do not have a Spell Point pool, you can use your Quick Preparation ability 2 + half
your character level (rounded up) times a day.”
SKILL UPDATES
Made combat maneuvers slightly easier to use in combat. Break grapple used to be affected by
the armor check penalty, which created strange situations where a paladin can grapple
someone, but not maintain it. Furthermore, added a social combat option that is the counterpart
to demoralize.
● The Break Open, Grapple, Shove, Trip and Disarm actions now also have the agile t rait.
● The Break Grapple action now has the attack t rait.
● Add the following line to the bottom of the Shove action:
“Special If your opponent is grappled by you, you don’t need a free hand and you can
reposition sideways. However, you must move with your opponent on a success or
critical success. On a failure or critical failure, your let go and your opponent loses the
grabbed or restrained condition.”
● Add the following trained action to Diplomacy:
FEAT UPDATES
There was no way to specialize in finding traps, except for having a Rogue or Ranger
(multi-)class in the party.
● Add the level 7 Feat Experienced Trap Spotter. It has the general trait, the prerequisite
“expert in Perception” and says “You gain a +2 circumstance bonus to Perception
checks to find traps if you perform the Seek action (p.308) multiple times behind each
other.”
● Add the level 11 Feat Master Trap Spotter. It has the general trait, the prerequisite
“expert in Perception” and says “Your proficiency in Perception improves to master, but
only to find traps.”
● Add the level 15 Feat Expert Shield Proficiency. It has the prerequisite “trained in
Shields.”, and increases your proficiency in shields to Expert.
● On p.177, in Attacking with a Shield, change the line “If you attack with a shield, treat it
like an attack with an improvised weapon (see page 178).” to: “If you have shield
provinciency, a shield counts as a martial weapon when attacking with it. If you have
expert shield provinciency or higher, you add the shove t rait to shield attacks. When your
shield proficiency increases to master, you never drop your shield on a critical fail.”
● On p.354, in the Adamantine material, add the following line: “Adamantine armor of
master quality gives the wearer resistance 2 to physical damage. Legendary quality
gives the wearer resistance 5 to physical damage. This resistance is ignored if hit by an
adamantine weapon.“
SNARES UPDATES
These changes make snares usable, as in the regular rules there’s quite a few discrepancies.
● Abyssal Wrath: Increase initial damage from 2d10 to 4d10. Change the Heightened +2
to +1.
● Celestial Brand: Increase initial damage from 2d4 to 4d6. Change the Heightened +2 to
+1. Each +1 Heightened adds 1d6.
● Dragon Breath: Increase cone damage from 5d6 to 7d6.
● Fire Ray: Increase initial damage from 1d6 to 2d6.
● Force Bolt: Increase initial damage from 1d4 to 2d4.
● Hurtling Stone: Change the Heightened +2 to +1.
● Ki Blast: Increase cone damage from 4d4 to 6d4.
● Moonbeam: Increase initial damage from 1d6 to 2d6.
● Skin of Thorns: Increase damage from 1 to 2. Increase Heightened damage from 1 to 2.
● Swamp of Sloth: Increase all dice from d6’s to d8’s.
● Tempest Surge: Increase initial damage from 2d10.
● Thunder Shield: Increase damage from 5d6 + your spellcasting ability modifier. Change
the Heightened +2 to +1. Each +1 Heightened adds 1d6.
● Touch of Undead: Increase initial damage from 2d8 to 3d8.
MULTICLASS UPDATES
Updated the alchemist multiclass to be in line with the Update 1.6 changes to the alchemist
class.
● Both the dispeller and the dispellee have a counteract level. This works on the 1-10
spell level scale, not the 1-20 character level scale.
● The counteract level of a spell is equal to the spell's level. (Some spells like Shadow
Siphon and Globe of Invulnerability specify that their counteract level is x levels higher or
lower than the spell, but this will be clearly stated if it is the case) If it isn't a spell you cut
the level of the item/creature/etc in half and round up. (This is all assuming the effect or
spell doesn't state itself as having a specific counteract level or spell level. That would
take precedence.)
● After determining the counteract levels of dispeller and dispellee you compare them. If
the dispeller is higher level than the dispellee then the counteract is automatically
successful.
● If they are equal level then the dispeller makes a Spell Roll, with a DC equal to the DC
of the spell or effect (generally the same DC as whatever saving throw was made
against the effect. If it didn't involve a save then it is the spell DC of the caster, or their
class DC if they don't cast.). If you meet or exceed the DC, it is dispelled, if you fail it is
not.
● If the dispeller is lower level than the dispellee, you still make the spell roll against the
spell DC, but the spell roll takes a -5 penalty times the level difference. Unless the
dispelee is 4 or more levels higher, then dispel automatically fails.