TEXT: 1
  1
  1
  ™
  ®
  PATHFINDER RPG CORE RULEBOOK
  FOURTH PRINTING UPDATE
  Update 4.1 — Release Date: 05/30/2013
  This document updates the fourth printing of the Core 
  Rulebook to match the sixth printing. Items with bold 
  page numbers are new to this printing.
  Updates
  •	 Page	11—In	the	Common	Terms	section,	in	the	Check	
  definition,	 in	 the	 second	 sentence,	 change	 “skill	
  checks,	 and	 saving	 throws”	 to	 “skill	 checks,	 ability	
  checks,	and	saving	throws”.
  •	 Page 36—In	the	Bardic	Performance	class	feature,	in	
  the	fifth	paragraph,	in	the	first	sentence,	change	“and	
  such	 performances	 are	 language	 dependent”	 to	 “and	
  many	such	performances	are	language	dependent	(as	
  noted	in	the	description)”.
  •	 Page 42—In	the	Artifice	domain,	in	the	Domain	Spells	
  paragraph,	change	the	8th-level	spell	“instant summons”	
  to	“statue”.
  •	 Page	 54—In	 the	 Animal	 Choices	 section,	 under	 the	
  Horse	 description,	 in	 the	 second	 paragraph,	 under	
  Special	 Qualities,	 change	 “see	 the	 Pathfinder RPG 
  Bestiary”	to	“see	the	Handle	Animal	skill”.
  •	 Page	 54—In	 the	 Animal	 Choices	 section,	 under	 the	
  Pony	 description,	 in	 the	 second	 paragraph,	 under	
  Special	 Qualities,	 change	 “see	 the	 Pathfinder RPG 
  Bestiary”	to	“see	the	Handle	Animal	skill”.
  •	 Page	 54—In	 the	 Animal	 Choices	 section,	 under	 the	
  Wolf	 description,	 in	 the	 first	 paragraph,	 in	 Special	
  Qualities,	add	“low-light	vision,”.
  •	 Page 57—In	the	Flurry	of	Blows	class	feature,	in	the	
  first	paragraph,	replace	the	second	sentence	with	the	
  following:
  When	 doing	 so,	 he	 may	 make	 one	 additional	 attack,	
  taking	a	–2	penalty	on	all	of	his	attack	rolls,	as	if	using	
  the	Two-Weapon	Fighting	feat.	These	attacks	can	be	any	
  combination	of	unarmed	strikes	and	attacks	with	a	monk	
  special	weapon	(he	does	not	need	to	use	two	weapons	to	
  utilize	this	ability).
  •	 Page	 57—In	 the	 Flurry	 of	 Blows	 class	 feature,	 in	 the	
  first	 paragraph,	 in	 the	 next-to-last	 sentence,	 change	
  “the	 monk’s	 base	 attack	 bonus”	 to	 “the	 monk’s	 base	
  attack	bonus	from	his	monk	class	levels”.
  •	 Page 58—In	Table	3–10:	Monk,	in	the	Special	column,	
  in	the	7th	level	entry,	change	“Wholeness	of	body”	to	
  “Ki	pool	(cold	iron/silver),	wholeness	of	body”.
  •	 Page 59—In	 the	 Ki	 Pool	 class	 feature,	 in	 the	 first	
  paragraph,	delete	the	fifth	sentence.	Add	the	following	
  sentence	after	the	fourth	sentence:
  At	7th	level,	his	unarmed	attacks	are	also	treated	as	cold	
  iron	 and	 silver	 for	 the	 purpose	 of	 overcoming	 damage	
  reduction.
  •	 Page	61—In	the	Divine	Health	class	feature,	at	the	end	
  of	the	sentence,	add	“,	including	mummy	rot.”
  •	 Page 64—In	the	Track	class	feature,	change	“made	to	
  follow	or	identify	tracks”	to	“made	to	follow	tracks”.
  •	 Page	73—In	the	Arcane	Bond	bloodline	power	of	the	
  Arcane	 bloodline,	 add	 the	 following	 sentence	 before	
  the	last	sentence	of	the	paragraph:
  Once	per	day,	your	bonded	item	allows	you	to	cast	any	
  one	of	your	spells	known	(unlike	a	wizard’s	bonded	item,	
  which	allows	him	to	cast	any	one	spell	in	his	spellbook).
  •	 Page	76—In	the	Laughing	Touch	bloodline	power	of	
  the	 Fey	 bloodline,	 add	 the	 following	 sentence	 to	 the	
  end	of	the	paragraph:
  This	is	a	mind-affecting	effect.
  
  2
  2
  2
  Pathfinder RPG Core Rulebook:
  Fourth Printing, Update 4.1
  •	 Page 78—In	 the	 Arcane	 Bond	 class	 feature,	 in	 the	
  second	 paragraph,	 in	 the	 fifth	 sentence,	 change	
  “weapons	must	be	wielded”	to	“weapons	must	be	held	
  in	one	hand”.
  •	 Page	 81—In	 the	 Enchantment	 school,	 in	 the	 Aura	 of	
  Despair	ability,	add	the	following	sentence	to	the	end	
  of	the	paragraph:
  This	is	a	mind-affecting	effect.
  •	 Page	82—In	the	Familiars	section,	in	the	fourth	paragraph,	
  in	the	first	sentence,	change	“If	a	familiar	is	lost	or	dies”	to	
  “If	a	familiar	is	dismissed,	lost,	or	dies”.
  •	 Page	88—In	the	Acrobatics	skill	check	description,	in	
  the	second	paragraph	(which	describes	using	the	skill	
  to	 avoid	 attacks	 of	 opportunity),	 add	 the	 following	
  sentence	to	the	end	of	the	paragraph:
  If	you	attempt	to	move	through	an	enemy’s	space	and	fail	
  the	check,	you	lose	the	move	action	and	provoke	an	attack	
  of	opportunity.
  •	 Page	96—In	the	Escape	Artist	skill	check	description,	
  in	the	Grappler	paragraph,	change	“or	to	change	from	a	
  pinned	condition	to	merely	grappled”	to	“or	a	pin”.
  •	 Page	 99—In	 the	 Intimidate	 skill	 check	 description,	
  in	 the	 Demoralize	 paragraph,	 in	 the	 first	 sentence,	
  change	“your	opponents”	to	“an	opponent.”	In	the	last	
  sentence,	 change	 “threaten	 opponents	 in	 this	 way	 if	
  they	are	within	30	feet”	to	“threaten	an	opponent	this	
  way	if	it	is	within	30	feet.”	Add	the	following	sentence	
  to	the	end	of	the	paragraph:
  Using	demoralize	on	the	same	creature	only	extends	the	
  duration; it does not create a stronger fear condition.
  •	 Page	104—In	the	Ride	skill	check	description,	in	the	
  Leap	paragraph,	replace	the	second	sentence	with	the	
  following	sentence:
  If	 the	 Ride	 check	 to	 make	 the	 leap	 succeeds,	 make	 a	
  check	 using	 your	 Ride	 modifier	 or	 the	 mount’s	 jump	
  modifier,	whichever	is	lower,	to	see	how	far	the	creature	
  can	jump.
  •	 Page 106—In	the	Stealth	skill,	in	the	Check	section,	
  in	the	first	paragraph,	add	the	following	sentence	after	
  the	first	sentence:
  Creatures	that	fail	to	beat	your	Stealth	check	are	not	aware	
  of	you	and	treat	you	as	if	you	had	total	concealment.
  •	 Page 106—In	the	Stealth	skill,	in	the	Check	section,	
  change	the	second	paragraph	to	read	as	follows:
  Creatures	 gain	 a	 bonus	 or	 penalty	 on	 Stealth	 checks	
  based	 on	 their	 size:	 Fine	 +16,	 Diminutive	 +12,	 Tiny	 +8,	
  Small	 +4,	 Medium	 +0,	 Large	 –4,	 Huge	 –8,	 Gargantuan	
  –12,	Colossal	–16.
  •	 Page 106—In	the	Stealth	skill,	in	the	Check	section,	
  add	the	following	paragraph	after	the	third	paragraph:
  Breaking Stealth:	When	you	start	your	turn	using	Stealth,	
  you	can	leave	cover	or	concealment	and	remain	unobserved	
  as	long	as	you	succeed	at	a	Stealth	check	and	end	your	turn	
  in	cover	or	concealment.	Your	Stealth	immediately	ends	
  after	you	make	an	attack	roll,	whether	or	not	the	attack	is	
  successful	(except	when	sniping	as	noted	below).
  •	 Page	109—In	the	Use	Magic	Device	check	description,	
  in	the	Use	a	Wand,	Staff,	or	Other	Spell	Trigger	Item	
  paragraph,	add	the	following	sentence	to	the	end	of	the	
  paragraph:
  Failing	the	roll	does	not	expend	a	charge.
  •	 Page	112—In	the	Metamagic	Feats	section,	in	the	first	
  paragraph,	add	the	following	sentence	to	the	end	of	the	
  paragraph:
  Metamagic	feats	do	not	affect	spell-like	abilities.
  •	 Page	113—In	the	Metamagic	Feats	section,	in	the	Effects	
  of	 Metamagic	 Feats	 on	 a	 Spell	 section,	 in	 the	 first	
  paragraph,	in	the	first	sentence,	change	“even	though	it	is	
  prepared	and	cast	as	a	higher-level	spell”	to	“even	though	
  it	is	prepared	and	cast	using	a	higher-level	spell	slot.”
  •	 Page	 119—In	 the	 Brew	 Potion	 feat,	 in	 the	 Benefit	
  section	of	the	Brew	Potion	feat,	in	the	first	paragraph,	
  in	the	first	sentence,	change	“one	or	more	creatures”	to	
  “one	or	more	creatures	or	objects”.
  •	 Page	 122—In	 the	 Empower	 Spell	 feat,	 in	 the	 Benefit	
  section,	in	the	first	paragraph,	at	the	end	of	the	first	
  sentence	add	“including	bonuses	to	those	dice	rolls.”
  •	 Page	 132—In	 the	 Quicken	 Spell	 feat,	 in	 the	 Benefit	
  section,	in	the	first	paragraph,	in	the	third	sentence,	
  change	“more	than	1	full-round	action”	to	“more	than	
  1	round	or	1	full-round	action”.
  •	 Page	 135—In	 the	 Stunning	 Fist	 feat,	 in	 the	 Benefit	
  section,	 in	 the	 fourth	 sentence,	 change	 “A	 stunned	
  character	can’t	take	actions”	to	“A	stunned	character	
  drops	everything	held,	can’t	take	actions”.
  
  3
  3
  3
  Pathfinder RPG Core Rulebook:
  Fourth Printing, Update 4.1
  •	 Page	137—In	the	Widen	Spell	feat,	in	the	Benefit	section,	
  in	the	first	paragraph,	in	the	first	sentence,	delete	“line,	”	
  from	the	list	of	spell	areas	the	feat	can	affect.
  •	 Page	 144—In	 the	 Weapon	 Qualities	 section,	 in	 the	
  Special	section,	in	the	Double	paragraph	in	the	second	
  sentence,	replace	“A	double	weapon	can	be	wielded	as	
  a	one-handed	weapon”	with	“You	can	choose	to	wield	
  one	end	of	a	double	weapon	two-handed”.
  •	 Page	 151—In	 Table	 6–6:	 Armor	 and	 Shields,	 in	 the	
  buckler	entry,	change	the	Cost	to	5	gp.
  •	 Page	 152—In	 the	 Armor	 Descriptions,	 in	 the	 Shield,	
  Heavy;	 Wooden	 or	 Steel	 entry,	 in	 the	 Shield	 Bash	
  Attacks	section,	in	the	first	sentence,	delete	“using	it	as	
  an	off-hand	weapon.”	Repeat	this	change	to	the	Shield,	
  Light;	Wooden	or	Steel	entry.
  •	 Page	 162—In	 the	 Mounts	 and	 Related	 Gear	 section,	
  in	 the	 Horse	 description,	 in	 the	 second	 paragraph,	
  change	“combat-trained”	to	“war-trained”.
  •	 Page	174—In	Table	7–9:	Mounts	and	Vehicles,	in	the	Light	
  horse	entry,	change	the	Per	Hour	distance	to	“5	miles”.	
  Change	the	Per	Day	distance	to	40	miles.	In	the	Light	
  horse	(175–525	lbs.)	entry,	change	the	Per	Hour	distance	to	
  “3-1/2	miles.”	Change	the	Per	Day	distance	to	“28	miles”.
  •	 Page	174—In	Table	7–10:	Light	Sources	and	Illumination,	
  in the daylight	spell	entry,	change	the	Duration	from	“30	
  min.”	to	“10	min./level.”	In	the	light	spell	entry,	change	
  the	Duration	from	“10	min.”	to	“10	min./level”.
  •	 Page 174—In	the	Smashing	an	Object	section,	in	the	
  Immunities	paragraph,	delete	the	second	sentence.
  •	 Page	182—In	the	Attack	section,	in	the	Natural	Attacks	
  section,	in	the	third	paragraph,	delete	the	following	
  two	sentences:	“In	addition,	all	of	your	attacks	made	
  with	melee	weapons	and	unarmed	strikes	are	made	as	
  if	you	were	two-weapon	fighting.	Your	natural	attacks	
  are	treated	as	light,	off-hand	weapons	for	determining	
  the	penalty	to	your	other	attacks.”
  •	 Page	 184—In	 the	 Attack	 section,	 in	 the	 Fighting	
  Defensively	as	a	Standard	Action	section,	in	the	second	
  sentence,	 change	 “for	 the	 same	 round”	 to	 “until	 the	
  start	of	your	next	turn”.
  •	 Page	187—In	the	Full	Attack	section,	in	the	Fighting	
  Defensively	 as	 a	 Full-Round	 Action	 section,	 in	 the	
  second	sentence,	change	“for	the	same	round”	to	“until	
  the	start	of	your	next	turn.”
  •	 Page	195—In	Table	8–6:	Armor	Class	Modifiers,	in	the	
  Grappling	entry,	delete	the	superscript	“1”	after	the	+0	
  in	the	Melee	and	Ranged	columns.	In	the	third	footnote,	
  change	“flat-footed	and	cannot	add	his	Dexterity	bonus”	
  to	“denied	his	Dexterity	bonus”.
  •	 Page	 201—In	 the	 Grapple	 section,	 in	 the	 If	 You	 Are	
  Grappled	 paragraph,	 in	 the	 fourth	 sentence,	 change	
  “any	action	that	requires	only	one	hand	to	perform”	to	
  “any	action	that	doesn’t	require	two	hands	to	perform”.	
  Also	 in	 the	 fourth	 sentence,	 change	 “make	 an	 attack	
  with	a	light	or	one-handed	weapon”	to	“make	an	attack	
  or	full	attack	with	a	light	or	one-handed	weapon”.
  •	 Page	202—In	the	Throw	Splash	Weapon	section,	in	the	
  first	 paragraph,	 add	 the	 following	 sentence	 after	 the	
  fourth	sentence:
  If	 the	 target	 is	 Large	 or	 larger,	 you	 choose	 one	 of	 its	
  squares	and	the	splash	damage	affects	creatures	within	5	
  feet	of	that	square.	Splash	weapons	cannot	deal	precision-
  based	damage	(such	as	sneak	attack).
  •	 Page 206—In	 the	 Concentration	 section,	 replace	 the	
  Grappling	or	Pinned	paragraph	with	the	following:
  Grappled or Pinned:	Casting	a	spell	while	you	have	the	
  grappled	or	pinned	condition	is	difficult	and	requires	a	
  concentration	check	(DC	10	+	the	grappler’s	CMB	+	the	
  level	 of	 the	 spell	 you’re	 casting).	 Pinned	 creatures	 can	
  only	cast	spells	that	do	not	have	somatic	components.
  •	 Page	211—In	the	Transmutation	section,	in	the	Polymorph	
  subschool	description,	in	the	first	paragraph,	in	the	second	
  sentence,	change	“+20	bonus”	to	“+10	bonus”.
  •	 Page 219—In	the	Adding	Spells	to	a	Wizard’s	Spellbook	
  section,	in	the	Spells	Gained	at	a	New	Level	paragraph,	
  delete	the	last	sentence	of	the	paragraph.
  •	 Page	219—In	the	Adding	Spells	to	a	Wizard’s	Spellbook	
  section,	in	the	Spells	Copied	from	Another’s	Spellbook	
  or	Scroll	section,	in	the	second	paragraph,	in	the	second	
  sentence,	 change	 “until	 he	 gains	 another	 rank	 in	
  Spellcraft”	with	“until	one	week	has	passed.”
  •	 Page	221—In	the	Special	Abilities	section,	in	the	Spell-
  Like	 Abilities	 section,	 replace	 the	 fourth	 paragraph	
  with	the	following:
  If	a	character	class	grants	a	spell-like	ability	that	is	not	
  based	on	an	actual	spell,	the	ability’s	effective	spell	level	
  is	equal	to	the	highest-level	class	spell	the	character	can	
  cast,	and	is	cast	at	the	class	level	the	ability	is	gained.
  •	 Page	 243—In	 the	 antimagic field	 description,	 in	 the	
  third	 paragraph,	 in	 the	 first	 sentence,	 delete	 “and	
  incorporeal	 undead.”	 In	 the	 fourth	 paragraph,	 in	 the	 
  fourth	sentence,	change	“corporeal	undead”	to	“undead”.
  •	 Page	251—In	the	break enchantment	description,	in	the	
  second	paragraph,	change	“dispelled	by	dispel magic”	to	
  “dispelled	by	dispel magic or stone to flesh”.
  •	 Page	259—In	the	contact other plane	description,	in	the	
  fourth	paragraph,	add	the	following	sentence	after	the	
  second	sentence:	
  You	cannot	take	10	on	this	check.
  
  4
  4
  4
  Pathfinder RPG Core Rulebook:
  Fourth Printing, Update 4.1
  •	 Page	 283—In	 the	 fire trap	 description,	 in	 the	 fifth	
  paragraph,	 in	 the	 second	 sentence,	 change	 “rogue	
  (only)”	to	“character	with	trapfinding”.
  •	 Page	 284—In	 the	 fog cloud	 effect	 line,	 delete	 “,	 20	 ft.	
  high”.
  •	 Page	 289—In	 the	 ghoul touch	 description,	 add	 the	
  following	sentence	to	the	end	of	the	second	paragraph:
  This is a poison effect.
  •	 Page	 294—In	 the	 haste	 description,	 in	 the	 second	
  paragraph,	 in	 the	 first	 sentence,	 change	 “one	 extra	
  attack	 with	 any	 weapon	 he	 is	 holding”	 to	 “one	 extra	
  attack	with	one	natural	or	manufactured	weapon.”
  •	 Page	 327—In	 the	 protection from evil	 description,	 in	
  the	 third	 paragraph,	 in	 the	 first	 sentence,	 change	
  “(including	
  enchantment	
  [charm]	
  effects	
  and	
  enchantment	 [compulsion]	 effects)”	 to	 “(including	
  enchantment	
  [charm]	
  effects	
  and	
  enchantment	
  [compulsion]	 effects,	 such	 as	 charm person,	 command,	
  and dominate person).”
  •	 Page 334—In	the	restoration	spell,	in	the	casting	time	
  entry,	change	“1	minute”	to	“3	rounds”.
  •	 Page	 349—In	 the	 stinking cloud	 description,	 add	 the	
  following	sentence	to	the	end	of	the	first	paragraph:
  This is a poison effect.
  •	 Page 351—In	Table	10–1:	Summon	Monster,	on	the	3rd	
  Level	list,	change	“Giant	lizard*”	to	“Monitor	lizard*”	
  and	reorder	the	entry	alphabetically	on	the	table.
  •	 Page	 374—In	 the	 Arcane	 Archer	 class	 description,	 in	
  the	first	paragraph,	in	the	first	sentence,	change	“Elves	
  or	half-elves	who	seek”	to	“Many	who	seek”.
  •	 Page	 374—In	 the	 Arcane	 Archer	 alignment	 section,	
  replace	the	paragraph	with	the	following:
  Arcane	archers	can	be	of	any	alignment.	Elf	or	half-elf	
  arcane	 archers	 tend	 to	 be	 free-spirited	 and	 are	 rarely	
  lawful.	Similarly,	it	is	uncommon	for	elven	arcane	archers	
  to	 be	 evil,	 and	 overall	 the	 path	 of	 the	 arcane	 archer	 is	
  more	often	pursued	by	good	or	neutral	characters.
  •	 Page	374—In	the	Arcane	Archer	requirements	section,	
  delete	the	line	“Race:	Elf	or	half-elf.”
  •	 Page 376—In	the	Imbue	Arrow	class	feature,	change	“(Sp)”	
  to	“(Su)”.	Repeat	this	change	for	the	Seeker	Arrow,	Phase	
  Arrow,	Hail	of	Arrows,	and	Arrow	of	Death	class	features.
  •	 Page 382—In	the	Canny	Defense	class	feature,	change	
  the	first	sentence	to	read	as	follows:
  When	wearing	light	or	no	armor	and	not	using	a	shield,	
  a	duelist	adds	1	point	of	Intelligence	bonus	(if	any)	per	
  duelist	class	level	as	a	dodge	bonus	to	her	Armor	Class	
  while	wielding	a	melee	weapon.
  •	 Page	 421—In	 the	 Summon	 Monster	 VI	 Trap,	 in	 the	
  effect	 line,	 change	 “summons	 1	 Large	 elemental”	 to	
  “summons	1d3	Large	elementals	or	1	Huge	elemental”.
  •	 Page	429—In	the	Avalanches	section,	add	the	following	
  sentence	to	the	end	of	the	fourth	paragraph:
  See	 Cave-Ins	 and	 Collapses	 on	 page	 415	 for	 rules	 on	
  digging out buried creatures.
  •	 Page	 444—In	 the	 Lava	 Effects	 section,	 in	 the	 first	
  paragraph,	 in	 the	 first	 sentence,	 change	 “2d6	 points	
  of	 damage”	 to	 “2d6	 points	 of	 fire	 damage”	 and	
  change	 “20d6	 points	 of	 damage”	 to	 “20d6	 points	 of	
  fire	damage.”	In	the	second	paragraph,	in	the	second	
  sentence,	 change	 “serves	 as	 an	 immunity”	 to	 “serves	
  as	 an	 immunity	 or	 resistance”.	 In	 the	 last	 sentence,	
  change	 “A	 creature	 immune	 to	 fire”	 to	 “A	 creature	
  immune	or	resistant	to	fire”.
  •	 Page	 468—In	 the	 Weapons	 Section,	 delete	 the	
  Damaging	 Magic	 Weapons	 paragraph.	 Add	 the	
  following	paragraph	in	its	place:
  Hardness and Hit Points:	Each	+1	of	a	magic	weapon’s	
  enhancement	bonus	adds	+2	to	its	hardness	and	+10	to	its	
  hit	points.	See	also	Table	7–12	on	page	175.
  •	 Page	468—In	the	Weapons	section,	in	the	Activation	
  paragraph,	in	the	first	sentence,	change	“by	attacking	
  with	it”	to	“by	wielding	(attacking	with)	it”.
  •	 Page	477—In	the	Potions	section,	in	the	first	paragraph,	
  in	the	fifth	sentence,	change	“one	or	more	creatures”	
  to	“one	or	more	creatures	or	objects”.
  •	 Page	 484—In	 the	 Metamagic	 Rods	 description,	 in	
  the	first	paragraph,	in	the	first	sentence,	change	“to	
  spells	as	they	are	cast”	to	“to	spells	(but	not	spell-like	
  abilities)	as	they	are	cast”.
  •	 Page	488—In	the	rod of the python weight	entry,	change	
  “5	lbs.”	to	“10	lbs.”
  •	 Page 496—In	the	amulet of mighty fists,	change	the	price	
  line	to	read	as	follows:	“Price	4,000	gp	(+1),	16,000	gp	(+2),	
  36,000	gp	(+3),	64,000	gp	(+4),	100,000	gp	(+5)”.	Change	
  the	cost	line	to	read	as	follows	“Cost	2,000	gp	(+1),	8,000	
  gp	(+2),	18,000	gp	(+3),	32,000	gp	(+4),	50,000	gp	(+5)”
  •	 Page 497–499—In	 Tables	 15–18,	 15–19,	 and	 15–20,	
  adjust	the	price	of	the	amulet of mighty fists as per the 
  correction	 above	 and	 rearrange	 the	 table	 to	 put	 the	
  entries	in	their	proper	location.
  •	 Page 498—In	Table	15–19,	correct	the	price	of	the	cape 
  of the mountebank,	 changing	 it	 from	 “10,080	 gp”	 to	
  “10,800	gp”.
  
  5
  5
  5
  Pathfinder RPG Core Rulebook:
  Fourth Printing, Update 4.1
  •	 Page 505—In	 the	 cape of the mountebank,	 in	 the	 Price	
  entry,	change	“10,080	gp”	to	“10,800	gp”.
  •	 Page	521—In	the	Ioun	Stone	table,	at	the	end	of	the	
  scarlet and blue sphere	Effect	entry,	add	a	superscript	
  “1”.	In	the	pale lavender ellipsoid	entry,	change	the	“*”	
  footnote	symbol	to	a	superscript	“2”.	In	the	lavender 
  and green ellipsoid	 entry,	 change	 the	 “**”	 footnote	
  symbol	to	a	superscript	“3”.	In	the	footnotes	section,	
  add	 the	 following	 footnote	 before	 the	 existing	
  footnotes	and	renumber	them	accordingly:
  1	 This	 stone	 has	 one	 skill	 associated	 with	 it,	 as	 a	 +2 
  headband of vast intelligence.
  •	 Page 522—In	 the	 lens of detection,	 in	 the	 Slot	 entry,	
  change	“none”	to	“eyes”.
  •	 Page 523—In	the	maul of the titans,	in	the	Cost	entry,	
  change	“12,305	gp”	to	“12,805	gp”.
  •	 Page 538—In	 the	 armor of rage,	 in	 the	 description,	
  in	 the	 first	 sentence,	 change	 “armor of command”	 to	
  “breastplate of command”	and	change	“suit	of	+1 full plate”	
  to	“+1 breastplate”.	In	the	Creation	section,	in	the	Magic	
  Items	entry,	change	“armor of command, +1 full plate”	to	
  “breastplate of command, +1 breastplate”.
  •	 Page	549—In	the	Magic	Item	Creation	section,	in	the	
  second	paragraph,	in	the	last	sentence,	change	“you	
  cannot	 create	 spell-trigger	 and	 spell-completion	
  magic	items	without	meeting”	to	“you	cannot	create	
  potions,	 spell-trigger,	 or	 spell-completion	 magic	
  items	without	meeting”.
  •	 Page 558—In	 the	 Poison	 section,	 in	 the	 fourth	
  paragraph,	delete	the	fifth	sentence	and	replace	it	with	
  the	following	sentence:
  This	 poison	 is	 consumed	 when	 the	 weapon	 strikes	 a	
  creature	or	is	touched	by	the	wielder.
  •	 Page	562—In	the	Energy	Immunity	and	Vulnerability	
  section,	delete	the	sentences	that	read	as	follows.	“	If	a	
  creature	 has	 fire	 immunity,	 it	 also	 has	 vulnerability	
  to	 cold.	 If	 a	 creature	 has	 cold	 immunity,	 it	 also	 has	
  vulnerability	to	fire.”
  •	 Page	 567—In	 the	 Grappled	 condition,	 in	 the	 first	
  paragraph,	in	the	fifth	sentence,	change	“cast	a	spell	
  must	make”	to	“cast	a	spell	or	use	a	spell-like	ability	
  must	make”.
  •	 Page	 568—In	 the	 Pinned	 condition,	 in	 the	 second	
  sentence,	change	“flat-footed”	to	“denied	its	Dexterity	
  bonus.”	In	the	seventh	sentence,	change	“to	cast	a	spell	
  must	make”	to	“to	cast	a	spell	or	use	a	spell-like	ability	
  must	make”.
  •	 Page	 568—In	 the	 Staggered	 condition,	 in	 the	 second	
  sentence,	 change	 “swift	 and	 immediate	 actions”	 to	
  “free,	swift,	and	immediate	actions”.
  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 RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Core Rulebook: Fourth Printing, Update 4.1 © 2013, Paizo Publishing, LLC; Author: Jason Bulmahn.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Pathfinder RPG - Core Rulebook (4th Printing) Errata - MAY 2013.pdf