Tome of Secrets: Errata and Questions thread


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Moriartty wrote:

More Questions

4. Does activating a weird science device provoke an AOO?

It depends on how you design the device. In general, it would probably be best to stick with trigger- or voice-activated devices to avoid provoking AoO.

Moriartty wrote:
5. If I create an item with multiple items do they happen in order? Lets say I create an item with True strike and Searing Touch. Do I get the +20 to hit when rolling the touch attack of the Searing spell?

All "spells" are triggered at the same time. So if True Strike works with touch attacks, you'd get the +20 with the touch attack.

6. Can a weird science item have multiples of the same spell? Say a magic bazooka with 3 fireballs spells in it.

Yes, but by the time your character can create a device to do this, you'd probably have found something more useful to build.

Scarab Sages RPG Superstar 2009 Top 32

OK, so I've looked and can't find answers, so please forgive me if these questions have already been addressed.

Warlock
1) Arcane Armour Mastery?
All of a Warlock's School Abilities are (Su) for the ones from ToS, or either (Su), (Sp) or in rare cases (Ex) for the ones from the Core Rulebook.
In the PF Core Rulebook on p.221 it states that Armour never effects Abilities? So why do Warlocks need Arcane Armour Mastery if using their Abilites is unaffected by Arcane Spell Failure via the Rules?

2) Damage Reduction
p.562 states that Energy Attacks (even non-magical fire) negate Damage Reduction.
So 3 of the 5 effect choices for the Warlock's DR to not work against (cold, electricity and fire) are already bypassing the DR by virtue of the Rules. So therefore, if I were to choose cold, electricity and fire as my 3, then in fact they do nothing that they did not already do.
Would it not have been better to make the DR negated by Silver, Cold Iron and Adamantine and then let you strike 2 of these off the list as you level up?


flash_cxxi wrote:

OK, so I've looked and can't find answers, so please forgive me if these questions have already been addressed.

Warlock
1) Arcane Armour Mastery?
All of a Warlock's School Abilities are (Su) for the ones from ToS, or either (Su), (Sp) or in rare cases (Ex) for the ones from the Core Rulebook.
In the PF Core Rulebook on p.221 it states that Armour never effects Abilities? So why do Warlocks need Arcane Armour Mastery if using their Abilites is unaffected by Arcane Spell Failure via the Rules?

First page of this thread GMS's first response explains: The Warlock's magical abilities are subject to spell failure. Thus the warlock's supernatural abilities are an exception to the rule on p.221 of the PF Core Rulebook.

flash_cxxi wrote:

2) Damage Reduction

p.562 states that Energy Attacks (even non-magical fire) negate Damage Reduction.
So 3 of the 5 effect choices for the Warlock's DR to not work against (cold, electricity and fire) are already bypassing the DR by virtue of the Rules. So therefore, if I were to choose cold, electricity and fire as my 3, then in fact they do nothing that they did not already do.
Would it not have been better to make the DR negated by Silver, Cold Iron and Adamantine and then let you strike 2 of these off the list as you level up?

Apparently, Damage Reduction in Warlocks includes an element of Energy Resistance. The phrase "he becomes resistant to certain effects alludes to this, and the sentence "The damage reduction does not count against the three chosen effects." carries with it an implicit "but it does apply to the other two effects." The problem is cause by labelling the ability "Damage Reduction", but what else should it be called?

Grand Lodge

Moriartty wrote:

Couple of Questions

1. Weird Science Devices - Can they emulate domain spells as well? I know most domain spells are also on the cleric or wizard list but there are (or at least were) some that were only a domain spell. Can I make a device to copy them as well?

2. Anti magic - Do weird science devices work within an anti-magic field? I assume they are fully magical and would be suppressed in the field and could be defeated by SR or a dispel magic just like the spell they are copying.

3. Metamagic Feats - I assume I could use any meta feat I wanted when created my devices.

These totally got missed. Wish I could answer them properly, but I just wanted to point out that no one's answered these yet. Do my best though.

I'd think that you could emulate domain spells as well considering there are items out there that temporarily give you a domain spell for a short amount of time (MIC).

I'd say that science devices working in an anti-magic field is 50/50. Personally I'd do like a spell resistance against them, then use an anti-magic field on them as if using the dispel magic spell. If it work, then the device temporarily shorts out.

Don't know how to answer the last one.

Scarab Sages RPG Superstar 2009 Top 32

Salintar wrote:

I asked these questions on another thread, but thought that this one might be more appropriate, so I'll repeat it here.

I have a some questions on the warlock Arcane Bolt ability.

1) The damage is listed as 1d6 points of damage, +1d6 for every two warlock levels. Does this mean he does 2d6 at second level or did you mean every two levels after first?

2) The warlock may choose whether the damage is acid, cold, electricity, or fire. Is that chosen when the power is taken or whenever the power is used?

3) As a ranged touch attack does the warlock get to use it more than once a round like a ranged attack or is it limited to once per round?

I don't know if this got answered in the other Thread as I have no idea where to look, but it never did get answered here.

I'm very interested in the answer to #1.

I guessed the answer to #2 to be when the power is used.

And I'd be fairly confident saying the answer to #3 is only once per round.

I'd like an official answer though as I am beginning to play a Warlock very soon.


It seems like many of the Warlock questions have gotten lost amid other class question, and have been left unanswered.

Maybe they need their own thread ?

Grand Lodge

Guess I'll ask a couple of questions that'll hopefully get answered. I've gotten my copy of the book now, and I'm curious on the classes. These are compatible with the PFRPG, right? I know the Chronicles and whatnot are supposed to be, but as you can plainly see by their PrCs, it's not updated for the current PF. I just wanted to make sure this book was. The swashbuckler looks pretty good, and it's what I want to take next campaign. However, that doesn't mean I'm not leary about it. At the very least I know it seems stronger than the Complete Warrior version.

There's no PrCs in this book, so it's hard to judge. That is until you look at the musketeer combat style for rangers. It clearly only has three combat styles - quick load, far shot, and precise shot (which seems kind of wrong that precise shot should be so late in a character's development). There's a feat called "Additional Combat Style" which you can take after lvl 11, which is just fine, but it says you can take more "musketeer" styles. Well, what are the other styles? They the same as the archery ones? What if you want to shoot two guns? Can you take the Two Weapon tree? If this is for PF, shouldn't there be a list of what you can choose from, and not "take this at 2nd, take that at 6th", etc? That's where I start to think it's not meant for the new PF. Then there's the Epic Combat Style. But here's where I get confused. When do you get these? When you're earning your bonus feat? If that's the case, wouldn't you just get the feat anyways? Or is it the same as a regular combat style, and you can take any style feat without meeting the prereqs so long as you're wearing no or light armour?

Lastly, it says that pistols, and other firearms are simple weapons (much like the 3.5 DMG), and are very cheap. However, the Campaign Setting says that they're exotic weapons and are well over 1000 gold each. Are they actually simple weapons? Or are they exotic weapons, but simple to use?

Liberty's Edge

kevin_video wrote:

Guess I'll ask a couple of questions that'll hopefully get answered. I've gotten my copy of the book now, and I'm curious on the classes. These are compatible with the PFRPG, right? I know the Chronicles and whatnot are supposed to be, but as you can plainly see by their PrCs, it's not updated for the current PF. I just wanted to make sure this book was. The swashbuckler looks pretty good, and it's what I want to take next campaign. However, that doesn't mean I'm not leary about it. At the very least I know it seems stronger than the Complete Warrior version.

There's no PrCs in this book, so it's hard to judge. That is until you look at the musketeer combat style for rangers. It clearly only has three combat styles - quick load, far shot, and precise shot (which seems kind of wrong that precise shot should be so late in a character's development). There's a feat called "Additional Combat Style" which you can take after lvl 11, which is just fine, but it says you can take more "musketeer" styles. Well, what are the other styles? They the same as the archery ones? What if you want to shoot two guns? Can you take the Two Weapon tree? If this is for PF, shouldn't there be a list of what you can choose from, and not "take this at 2nd, take that at 6th", etc? That's where I start to think it's not meant for the new PF. Then there's the Epic Combat Style. But here's where I get confused. When do you get these? When you're earning your bonus feat? If that's the case, wouldn't you just get the feat anyways? Or is it the same as a regular combat style, and you can take any style feat without meeting the prereqs so long as you're wearing no or light armour?

Lastly, it says that pistols, and other firearms are simple weapons (much like the 3.5 DMG), and are very cheap. However, the Campaign Setting says that they're exotic weapons and are well over 1000 gold each. Are they actually simple weapons? Or are they exotic weapons, but simple to use?

I think the answer to your last question is that the firearms section of Tome of Secrets should be considered as alternative rules to the firearms rules of the Pathfinder Campaign Setting. It seems to me that these were designed as a way of helping a DM create a slightly different campaign setting or introducing more guns into Golarion through some alternative reality from the official Campaign.


Is there a PDF of all the compiled errata?


I was just looking at the spellblade class and noticed several things that seem wrong with it and was wondering if they were mistakes? Why is it that the spellblade has acrobatics on his class skill list but not fly? Since they can learn the fly spell I would assume they should have the skill for it instead of acrobatics. Also seeing as the spellblade is a hybrid class like the bard, paladin, and ranger shouldn't they have a second good save, specifically their will save. Since they are supposed to have honed both mind and body you would think they would have a good fortitude and will save.


bashgame wrote:

Couple of questions regarding the Swashbuckler.

With regards to Weapons Training, does the Swashbuckler get to select one weapons group and then receive a +1 bonus to attack and damage rolls with weapons in that group, or do the bonuses progress as they do for the fighter ability, increasing by 1 every four levels?

With regards to bonus feats, is the Swashbuckler meant to have some fighter-level equivalency for qualifying for certain combat feats, as several of the bonus feats in their list require certain levels in the fighter class, or are these feats included in the list for multiclass fighter/swashbucklers?

TIA for your response.

Never saw a response to the above and would really like to hear one. What was the intent here. Get the full fighter ability. Get a +1 to attack and damage, get a single weapon group (probably light blades) that follows the fighter progression of an additional +1 to attack and damage every 4 levels?

Thanks,

Shade325


Shade325 wrote:
bashgame wrote:

Couple of questions regarding the Swashbuckler.

With regards to Weapons Training, does the Swashbuckler get to select one weapons group and then receive a +1 bonus to attack and damage rolls with weapons in that group, or do the bonuses progress as they do for the fighter ability, increasing by 1 every four levels?

With regards to bonus feats, is the Swashbuckler meant to have some fighter-level equivalency for qualifying for certain combat feats, as several of the bonus feats in their list require certain levels in the fighter class, or are these feats included in the list for multiclass fighter/swashbucklers?

TIA for your response.

Never saw a response to the above and would really like to hear one. What was the intent here. Get the full fighter ability. Get a +1 to attack and damage, get a single weapon group (probably light blades) that follows the fighter progression of an additional +1 to attack and damage every 4 levels?

Thanks,

Shade325

I was wondering about this as well. Anybody have an answer?


Twin Dragons wrote:
Is there a PDF of all the compiled errata?

still curious.


Nargath wrote:
Shade325 wrote:
bashgame wrote:

Couple of questions regarding the Swashbuckler.

With regards to Weapons Training, does the Swashbuckler get to select one weapons group and then receive a +1 bonus to attack and damage rolls with weapons in that group, or do the bonuses progress as they do for the fighter ability, increasing by 1 every four levels?

With regards to bonus feats, is the Swashbuckler meant to have some fighter-level equivalency for qualifying for certain combat feats, as several of the bonus feats in their list require certain levels in the fighter class, or are these feats included in the list for multiclass fighter/swashbucklers?

TIA for your response.

Never saw a response to the above and would really like to hear one. What was the intent here. Get the full fighter ability. Get a +1 to attack and damage, get a single weapon group (probably light blades) that follows the fighter progression of an additional +1 to attack and damage every 4 levels?

Thanks,

Shade325

I was wondering about this as well. Anybody have an answer?

Not sure if anyone is still paying attention to this thread from the company which is a bummer.

Here is my theory Weapons Training for the Fighter is that this one key aspect to this ability is makes up for the penalty you take for Power Attacking and or Combat Expertising. But that's just my thought. With that in mind I think the Weapons Training of a Swashbuckler should go up with level but... I also think it should only apply to one weapon groups (most likely light blades).


p. 37, Warlock school abilities, Conuration School, Summon Monster:

This spell lasts 1 day. And has no listed use limit. How many versions of summon monster II can you have running at any one time?

Liberty's Edge

Pathfinder Rulebook Subscriber
SilvercatMoonpaw wrote:

p. 37, Warlock school abilities, Conuration School, Summon Monster:

This spell lasts 1 day. And has no listed use limit. How many versions of summon monster II can you have running at any one time?

Since they gave no limit, if you spent every round casting it over and over, you could have 14400 instances of the spell running at a time. Of course after the first 24 hours, each time you cast it again, one of your old ones wear off.

Regardless, it's issues like this that shows me this class needs an errata to really be playable. Sad, because I don't think that will happen.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just bought this and I must say I really am enjoying the classes in this book. However as many people have mentioned the classes could use a little refinement or some clarifications. I hope that adamant will continue to do just this, because these really are some great classes.

Also, I would like to see some expansions on these classes, like more powers for the warlock to choose from and some feats the shaman can take to play around with his channel energy similar to the feats the cleric can take.


mach1.9pants wrote:
Sean FitzSimon wrote:
mach1.9pants wrote:

"The swashbuckler must meet all prerequisites in order to select a bonus feat."

Directly below the feat list, so yes he needs levels in fighter if he wants wep spec etc.

That doesn't make any sense. I realize that you're right, but it's still bizarre.
Why? it is a very common thing throughout 3E, to have Wep Spec as a bonus feat but only if you also have 4 levels of Fighter.

THIS. It seems certain that nobody from Adamant is reading, or at least replying to this thread anymore, but this bears calling out as the b&$#%@+s that it is.

Pathfinder is NOT 3.X. The whole point of Pathfinder, the way I see it, was to take everything that's good about 3.X, and improve class design, especially in terms of getting rid of class levels, and making a class strong enough so that it can stand on it's own, and not need to multiclass or dip into other levels to make it viable. The TOS Swashbuckler does this for the most part, but to include Fighter bonus feats for a class that is clearly optimized to best what Fighters do best, melee, then necessitate that that class DIP INTO FIGHTER TO BENEFIT FROM THOSE FEATS, doesn't make any sense. It's like delivering a Why You Suck speech to yourself.

But having said that, this is very easily houseruled. Many people on the boards said that their DM is allowing them to treat their Swashbuckler levels as Fighter levels for the purpose of feat qualification. What my DM does, which is just about as good, is treats Swashbuckler levels as Fighter levels -2, like the Warblade. YMMV.


While we're at it, any chance of letting us know exactly which Swashbuckler class features don't work when they're wearing medium or heavier armor? The book says that they are marked with an asterisk, but none the the class skills are.


I'm probably reading too much into a typo that everyone just 'presumed' was there but...

Did anyone else notice that the Spellblade is missing the 'Cantrip' ability among it's class features.

They 'know' them, but they dont seem to have the class ability to cast them an unlimited time.

I'm leaning towards presuming it's a harmless typo/over sight that i'm reading too much into and they can use them like the other classes.

An official 'yeah do that', would be nice to put the issue to rest for me.


Ok - I'm not too impressed with this company. I went to their website & clicked on contact. Not an active link. Is this company doing anything for an update, or did they just ditch it and go on to cover different games, 'cause I'd really like to know. Perhaps I've just missed their efforts at product support...

Not.


Although I liked their treatment of these classes, they have been pretty blunt that we are on our own as far as "polishing" up the classes.....so I'm doing just that, and calling it good.

I would have liked to see more support for a well received product, but if they are not interested in supporting it any further, that's all that's left to be done.


I was looking through the Warlock class abilities, and found that in the schools, there is only 1 lvl. 1 ability. In the description that talks about choosing higher lvl. abilities without needing lower ones, it talks about the conjuration school and talks about "acid dart". In the description of the school, it starts with the 4th lvl ability Summon Monster. Are all the schools supposed to have first lvl abilities, or just a couple, and you aciddently left them out?


Lord Contie wrote:
I was looking through the Warlock class abilities, and found that in the schools, there is only 1 lvl. 1 ability. In the description that talks about choosing higher lvl. abilities without needing lower ones, it talks about the conjuration school and talks about "acid dart". In the description of the school, it starts with the 4th lvl ability Summon Monster. Are all the schools supposed to have first lvl abilities, or just a couple, and you aciddently left them out?

Keep in mind that you are choosing from all the school abilities in the class write up....AND all published Wizard school abilities (which have grown to a considerable number since this product was released). ;)


I'd love to see an updated erratta or download for this one.

If nothing else though, we use the flaws from this book for almost evey game I play (and all that I run). The colorful character background it gives and the one-time +4 skill points allows for some fun, especially since I houserule that they have to take at least 2 of those points in "backstory" skills.


Is there any errata for this planned?


Cheapy wrote:
Is there any errata for this planned?

Not to my knowledge.

Even after the release, they rapidly stopped responding to questions, which is a pitty, despite some tweaking that was needed, I really liked the framework for many of the classes.


Would the Dervish Dance feat allow scimitars to function with the Thrust & Find the Mark class features? The feat states: "You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon."

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