List of Errata in Pathfinder Core Rulebook


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PathfinderEspañol wrote:


I disagree.

Acrobatics Skill wrote:


Action: None. An Acrobatics check is made as part of
another action or as a reaction to a situation.

You use acrobatics while you move, trying (succesfully or not) doesn't take an action, it is just part of spending 5' of movement, if you spend it.

You have actually answered your own question by quoting the above. I'm not trying to argue with you here, I'm just trying to help you see where you may be confused with the rule. (But of course if you think you are right and I am the one who is confused, then I guess I really can't help you.)

Acrobatics is not part of movement -- but it can be part of a move action. (Yes, there is a difference). "Part" of a move action, does not mean 5' of a move action. It means that while you are moving you can also combine the acrobatics check... but regardless of whether you move 10' and stop, or move up to 30', you have consumed an entire move action.

Maybe someone else can explain this better than I can?


Kor - Orc Scrollkeeper wrote:

You have actually answered your own question by quoting the above. I'm not trying to argue with you here, I'm just trying to help you see where you may be confused with the rule. (But of course if you think you are right and I am the one who is confused, then I guess I really can't help you.)

Acrobatics is not part of movement -- but it can be part of a move action. (Yes, there is a difference). "Part" of a move action, does not mean 5' of a move action. It means that while you are moving you can also combine the acrobatics check... but regardless of whether you move 10' and stop, or move up to 30', you have consumed an entire move action.

Maybe someone else can explain this better than I can?

I disagree, again.

If you move 30', you can move 30' and make all the Acrobatics checks you want (taking some penalties) on different points of your movement.

The same happens with jumping or climbing. The move action is used to move, acrobatics is something you use while moving, but it doesn't consume the action in any way or case, at least not under the current rules. Nothing in the rules prevents a character to keep moving after he fails an acrobatic check or tries to move into an ilegal square.

I think that the rules are vague in that case, and I understand why you are saying that, but it is only another reason to clarify it in any future errata or FAQ. It that's so difficult to explain then it really does need some clarification.


The spell teleportation circle has some language at the end of the spell description that seems to be leftovers from a cut and paste from similar spells:

Quote:
Magic traps such as teleportation circle are hard to detect and disable. A character with the trapfinding class feature can use the Disable Device to disarm magic traps. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

Portions that are not completely clear are "the Disable Device to disarm magic traps" and "The DC in each case is 25 + spell level..." The "DC" section seems to imply that a second skill should be involved.

This appears to be a modified version of the usual boilerplate used for the Symbol spells:

Quote:
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

It may be that the following is what was intended for Teleportation Circle:

Quote:
Magic traps such as teleportation circle are hard to detect and disable. A character with the trapfinding class feature can use the Disable Device skill to disarm the magic trap. The DC is 25 + spell level, or 34 in the case of teleportation circle.

Alternatively, the intended text may have been

Quote:
Magic traps such as teleportation circle are hard to detect and disable. A character with the trapfinding class feature can use the Perception skill to find a teleportation circle and Disable Device to disarm the magic trap. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

This also tangentially touches on the fact, that as written, only a rogue can detect and disable symbol spells, even if other classes have the trapfinding class feature..., this seems to be overly restrictive.


6 people marked this as FAQ candidate.

Omissions / Clarifications Required on Pages 82-83

Familiars

Having purused several threads and after a few postings of my own, it appears that there is some missing information on familiars. This could be clarified on the mystical "FAQ" which is supposedly in the works, but I think it could also warrant inclusion in the errata, and ultimately be included in the Core Rulebook:

1) There is some confusion about whether familiars also gain the benefits of increased ability scores, feats and skills, as their "effective HD" increases. The rules state that "For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher."

This seems to indicate that as the master levels, the familiar's Hit Dice do not increase, except when calculating "effects" which I am guessing only includes spell effects and special ability effects. The improved familiars also have special attacks, like poison whose DC's are based on HD. It is unclear whether the DC would be based on the "effective HD" or the creature's "normal HD".

This could benefit from more clear wording stating: "Although the familiar's actual HD does not increase, for the purpose of effects related to number of Hit Dice, (such as special abilities, spell-like abilities, special attacks, special defenses and special qualities), use the master's character level or the familiar's normal HD total, whichever is higher."

2) Prior to getting Spell Resistance at level 11, Improved Familiar allows a master to pick a familiar with SR. Does a creature's Spell Resistance increase as the "effective HD" increases? As per the above, if "effects" included special defenses, then does this also affect SR calculation (which is based on CR, which is based on HD)?

3) As a familiar gains Intelligence, does it gain extra ranks in skills?

4) The "familiar table" on page 83 shows the Intelligence score of a familiar. What happens when you pick a high Int familiar with Improved Familiar? At level 7 (9 Int) you could pick a 12 Int familiar (Imp). Does the Imp's Int drop to 9, or should it reference that you use the greater of the Int score based on the master's level or the familiar's normal Int?

5) How is a familiar's CMB calculated? Under attacks it references that familiars may use their Str or Dex to make a melee attack, and they use the master's BAB. Does a familiar use it's master's BAB for calculating CMB? Does it use the higher of Str or Dex? If not, it should mention that CMB is calculated normally.


4 people marked this as FAQ candidate.

In addition to my above post:

6) Does a master's skill ranks count towards a familiar's Skill Focus feat? Does a toad gain +6 from its Skill Focus (Perception) feat when it's master gains 10 ranks in Perception?


2 people marked this as FAQ candidate. Staff response: no reply required.

Also in addition to my above post:

7) What is the Caster Level the familiar uses for CL-based effects? (i.e. a Steam Mephit's, Boiling Rain ability). Does the CL increase as the familiar's "effective HD" increases, or does it always stay the same regardless of the familiar's "effective HD"?


Crushing Despair lists the spell components as V,S,M, but does not list what the M is in either the spell header or the description. The D20SRD lists the spell component as "A vial of tears".


-bump!

I marked some important posts for FAQ/errata. Anyone that has the guts, courage and spare time to read the whole thread is welcome.

Plus:

A link to the thread with contradictions between the Bestiary and the Core rule book (important: errata involving natural attacks)
Contradictions between Bestiary and Pathfinder


1 person marked this as FAQ candidate.

Rapid Shot: Doesn't say what attack bonus you use. It is the full attack bonus, not an iterative attack with -5x penalties, but a Clarification would be nice.

Also, for the FAQ, many people asks if Rapid Shot and Many Shot stack.


1 person marked this as FAQ candidate.

Spiked Gauntlet:

1. Can you wield a weapon with a hand that wears a spiked gauntlet?
Spiked Gauntlets are listed as weapons and the description doesn't clarify if the spikes allow you to use the hand for other tasks.

2. If the answer to 1) is yes: In the same round you make an attack with a spiked gauntlet can you attack with a weapon wield in that hand? and using a two handed weapon?
Could I use TWF with a two handed weapon as the main weapon and spiked gauntlet as the off-hand weapon?

(basically, does it work as armor spikes do?)

3. For FAQ, Can I discharge a Melee touch spell over an enemy or ally through a gauntlet or spiked gauntlet?
My bet is no, because touching anything with your hand, even a gauntlet, would discharge the spell over the gauntlet, not the intended target (as I can read in the rules). Furthermore, most characters can't cast spells through weapons.


1 person marked this as FAQ candidate.

Page 150 of Core RuleBook:

Quote:


Armor Spikes: You can have spikes added to your armor,
which allow you to deal extra piercing damage (see “spiked
armor” on Table 6–4) on a successful grapple attack.[...]

Does it applies also to grapple checks to maintain the grapple? And to maneuver checks to break/reverse the grapple (if grappled)?

In 3.5 looks like it applied only after the initial touch attack, but even back then it wasn't clear.


2 people marked this as FAQ candidate. Staff response: no reply required.

Inconsistancy Error on page 141:

I was trying to determine if damage modifiers, such as those for a two-handed weapons (x 1.5) and using a weapon in your off-hand (x 0.5) are applied when you have a negative strength score. After reviewing each description under "Light, One-Handed, and Two-Handed Melee Weapons:", I realized that the rules are not consistant.

The inconsistancies are specifically with regards to the usage of "Strength modifier" and "Strength bonus". (Note: Strength bonus refers only to a "positive" modifier, where-as a negative modifier is of course a "Strength penalty".)

Light weapons:
"Add the wielder’s Strength modifier to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only."

This would indicate that you do not apply the x 0.5 modifier to your off-hand weapon when you have a Strength penalty. (Which may have been the intent, and if so, then there is nothing wrong with these references.)

The very last sentence definately should refer to "Strength modifier" and not "Strength bonus".

One-Handed weapons:
"Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls."

Since all the references are to "Strength bonus" it appears that a character with a low Strength score who has a negative Strength modifier (resulting in a Strength penalty) would then NOT substract this penalty from their damage rolls in any of the above references -- even when just making a normal one-handed, primary weapon attack.

Two-Handed weapons:
Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

This again would indicate that the character only gains this benefit when they have a positive ability modifier (which may be intentional wording?)

Corrections Required:
If the intent was to apply the damage modifiers for weapon use to Strength modifiers, regardless whether the character has a bonus or penalty, then all references need to be changed to "Strength modifier".

If the intent was to apply the damage modifiers only when the character has a positive modifier (Strength bonus), then some of the references to "Strength bonus" need to be changed to "Strength modifier" as noted above.


1 person marked this as FAQ candidate.
Kor - Orc Scrollkeeper wrote:

Inconsistancy Error on page 141:

Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only
[...]
One-Handed weapons:
"Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls."
...

There are inconsistancies between page 141 and 179

Damage Section, Chapter 8:

Strength Bonus: When you hit with a melee or thrown
weapon, including a sling, add your Strength modifier to
the damage result.[...]
Off-Hand Weapon: When you deal damage with a weapon
in your off hand, you add only 1/2 your Strength bonus. If
you have a Strength penalty, the entire penalty applies.

The last bolded part is also missing in the pag. 141

[...]
Wielding a Weapon Two-Handed: When you deal damage
with a weapon that you are wielding two-handed, you add
1-1/2 times your Strength bonus (Strength penalties are
not multiplied). You don’t get this higher Strength bonus,
however, when using a light weapon with two hands
.

Quote:


Corrections Required:
If the intent was to apply the damage modifiers for weapon use to Strength modifiers, regardless whether the character has a bonus or penalty, then all references need to be changed to "Strength modifier".

If the intent was to apply the damage modifiers only when the character has a positive modifier (Strength bonus), then some of the references to "Strength bonus" need to be changed to "Strength modifier" as noted above.

In 3rd Ed. and 3.5 you suffer the penalties without multiplying it (otherwise you would deal less damage wielding a thw and you would suffer smaller damage penalties when twf, if you have str penalties), and you multiply the positive bonuses. Which is common sense imo. There is no reason to change all the references to modifier or bonus, but there are errors in the rules.


This is more a clarification than an errata, but I think the Scrolls activation rules in the Magic items section could be clarified in line with the Use Magic Device rules (and besides the Wand and Staff rules). I put my additions in bold:

Quote:


To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

  • The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
  • The user must have the spell on her class list. If this is not the case, she may use a UMD check to allow her to use a scroll as if she had the spell on her class spell list.
  • The user must have the requisite ability score. If she has a lower ability score than required, she may use a UMD check to emulate a higher ability score.

Similar additions could be done for Wand and Staff activation.

Also, I would add:
If a user fails to activate a scroll and no mishaps happens, nothing happens and she can try again on the next round.

Finally, I would rename these two tasks in the UMD skill description, so that they match their real goals:
Use a Scroll -> Use a Scroll's spell not on class spell list
Use a Wand -> Use a Wand's spell not on class spell list


Continuing my previous post about scrolls: the rule is not clear whether a misshap may happen if you fail your UMD rolls to either emulate an ability score or cast a spell that is not in the caster's spell list. The mishaps rules are just in the Scrolls section of Magic items, and only apply when a caster tries to cast a scroll spell with a higher spell's caster level. I assume that if UMD fails, nothing happens, no cast, no mishaps. Is that correct?


2 people marked this as FAQ candidate. Staff response: no reply required.

This came up while discussing the nuances of Touch Spells that require Holding the Charge and those that have a Duration and a per/round mechanic (thus don`t use Holding the Charge rules) with Jason Nelson (who wrote Calcific Touch).

Look what the rules say about attacking with Unarmed Strikes and a Touch Spell*:

PRD: Combat: Actions in Combat: Standard Actions: Attack (Action): Unarmed Attacks: “Armed” Unarmed Attacks wrote:
“Armed” Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks).

Yet contrast that with how the Touch attacks with Unarmed Strikes are described later in the same Chapter:

PRD: Combat: Actions in Combat: Standard Actions: Casting a Spell: Touch Spells in Combat wrote:

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. (...)

Holding the Charge: (...) You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack.

So the first sentence about Touch Spells in this section DOES seem to correspond to how Touch spells were treated earlier (in “Armed” Unarmed Attacks, where they were considered Armed), though that section specifically mentioned that Touch Spells were delivered as Unarmed Strikes, which isn`t mentioned in this first sentence about Touch Spells in Combat.

But then under Holding the Charge (i.e. any spell where all the targets can`t be touched in the first round, and doesn`t have a specific duration), we`re told that that you can touch FRIENDS in a certain matter OR use Unarmed Attacks/Natural Attacks (i.e. compatable with Iterative Attacks) to deliver the Charges... Unfortunately this passage also says you AREN`T considered Armed when doing so (unless you normally would be Armed without the Touch Spell).

Should the entire italicized passage be deleted or signifigantly changed?
Because not only does it conflict with the two previously mentioned passages, but it bizarrely seems to somehow think that Natural Attacks aren`t normally considered Armed (!). As well, if you aren`t considered Armed, then you can`t take an AoO with the Touch Spell Charge, yet that seems to be common consensus as the RAI.

Also, the general rules for Touch spells state:

PRD: Magic: Range: Touch wrote:
(...) You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

It looks like the ¨willing creature¨ part was left out in the last sentence... I don`t think you`re supposed to be able to Chill Touch 6 opponents per round, even as a Full Round Action (unless you have the BAB or Natural Attacks to support that). Obviously, the wording here directly conflicts with the wording in the Touch Spells in Combat section (which besides the non-provoking Standard/Full Round Action to touch friend(s), discusses using Unarmed Strikes/Natural Attacks to deliver Charges). Adding in `willing creature` removes that conflict, but ideally it could at least mention that non-willing targets of Touch Spells are handled in the Combat Chapter... It`s not like everybody KNOWS the rules were split up in exactly that way.

*Also note how in the Combat Chapter, the general rules for Armed/ Unarmed/ Ranged Attacks/ Natural Attacks/ Shooting into melee/ Critical Hits are placed under the heading `Attack Action`, which is RATHER misleading if Attack Action is supposed to be a specific action rather than a reference to any and every attack. Even `Fighting Defensively as a Standard Action` is something that is compatable with other Standard Action attacks (like Grapple or Cleave), not just the Attack Action. All this info would be better placed under the Combat Statistics: Attack Roll heading since it properly pertains to ALL attack rolls and not just the attack action.


PRD: Combat: Actions in Combat: Standard Actions: Casting a Spell: Touch Spells in Combat wrote:
Holding the Charge: (...) You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge.

that could be written as:

Alternatively, you may DELIVER a charge with any unarmed strike (or natural weapon) while holding a charge.
(I removed the part of about `normal` unarmed attack, and shortened it a bit as well.)

...But this issue isn`t really particular to Holding a Charge, i.e. one should be able to apply the 1/round charge from Calcific Touch (which has duration, not Holding a Charge) to one attack within a Flurry of Blows (since the spell doesn`t specify an action to do so, thus is relying on general touch spell rules).

so it`s better to remove that part completely,
and in the first, general section about Touch Spells in Combat:

PRD wrote:
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity.

instead say this:

Touch Attacks: Touching an opponent with a touch spell, either with an Unarmed Strike or Natural Attack, is always considered to be an armed attack and therefore does not provoke attacks of opportunity.


2 people marked this as FAQ candidate. Staff response: no reply required.

A funny thing I realised after reading the corebook: the concept of an ability check is never formally explained in the rules! There are a few references to it, but no clear statement that this is a d20 roll + ability modifier checked again some DC, unlike for a skill check, which is clearly defined. Doing an ability check is referenced many times though, but always as a "Charisma check", or "Wisdom check".
The closest explanation of an ability check is given in the Initiative ruling, which is a Dex check, and somewhat explains how to do it. Ability checks are also mentioned in the Skills section, along with the "Take 10 or 20" rule (despite the "Take" option should concern both ability and skill checks, not only ability checks).
I know this is not crucial, as it may seem obvious, but you feel that the book has been written for people already familiar with D&D rules.


zebulon wrote:
A funny thing I realised after reading the corebook: the concept of an ability check is never formally explained in the rules!

I have read that the ability checks were defined in SRD 3.5 at the end of the "Using skills" section, after the Skill synergies. When Skill synergies has been removed, it is possible that the rest of the page was entirely cut. That is why Ability checks are mentioned in the "Take 10/20" subsection but its definition that was at the end was removed.


p. 331, reincarnate spell, last line:

Pathfinder RPG Core Rulebook wrote:
The spell can bring back a creature that has died of old age.

The spell's wording is functionally identical to 3.5, except here:

3.5 SRD wrote:
The spell cannot bring back a creature who has died of old age.

This may not actually be an error; I gather it's a reversion to 3.0 where reincarnate COULD (by omission) bring back a creature that died of old age. Like in 3.5 it's also left unspecified what happens to the target's mental ability scores. They're not listed in the table so I guess the target doesn't get any adjustments for the new race, but it's not clear whether the subject loses the adjustments for his old race. (The 3.0 SRD states unambiguously that they're left unchanged.)

p. 477, potions and oils, lines 4-6:

Quote:
It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures.

Taken strictly this means you can't make an oil of magic weapon or oil of animate rope or the like, since they don't target a creature. I don't think this is the intention since such oils are listed in the GameMastery Guide. It should probably say "targets one or more creatures or objects". This clause was apparently introduced with PF; it's not in the 3.5 SRD.

Contributor

zebulon wrote:

A funny thing I realised after reading the corebook: the concept of an ability check is never formally explained in the rules! There are a few references to it, but no clear statement that this is a d20 roll + ability modifier checked again some DC, unlike for a skill check, which is clearly defined. Doing an ability check is referenced many times though, but always as a "Charisma check", or "Wisdom check".

The closest explanation of an ability check is given in the Initiative ruling, which is a Dex check, and somewhat explains how to do it. Ability checks are also mentioned in the Skills section, along with the "Take 10 or 20" rule (despite the "Take" option should concern both ability and skill checks, not only ability checks).
I know this is not crucial, as it may seem obvious, but you feel that the book has been written for people already familiar with D&D rules.

Ability Scores, page 15:

Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities.


Sean K Reynolds wrote:
zebulon wrote:

A funny thing I realised after reading the corebook: the concept of an ability check is never formally explained in the rules! There are a few references to it, but no clear statement that this is a d20 roll + ability modifier checked again some DC, unlike for a skill check, which is clearly defined. Doing an ability check is referenced many times though, but always as a "Charisma check", or "Wisdom check".

The closest explanation of an ability check is given in the Initiative ruling, which is a Dex check, and somewhat explains how to do it. Ability checks are also mentioned in the Skills section, along with the "Take 10 or 20" rule (despite the "Take" option should concern both ability and skill checks, not only ability checks).
I know this is not crucial, as it may seem obvious, but you feel that the book has been written for people already familiar with D&D rules.

Ability Scores, page 15:

Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities.

So, what dice size do I use for an ability check? Do I always add any specific modifiers?

(In other words, as a person unfamiliar with the system, the section you've quoted doesn't tell me how to roll/use an ability check).

Contributor

Common Terms, page 11:

Core Rulebook wrote:
Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, skill checks, and saving throws.


Sean K Reynolds wrote:

Common Terms, page 11:

Core Rulebook wrote:
Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, skill checks, and saving throws.

Thanks, so everything that is needed does seem to be there, although it is somewhat scattered throughout the section.

Contributor

I plan to rewrite the system in its entirely for the sake of clarity... in about ten years. :)


Sean K Reynolds wrote:
I plan to rewrite the system in its entirely for the sake of clarity... in about ten years. :)

Great, I'll hold my breath until it comes out... What could go wrong? :)

Dark Archive

Caedwyr wrote:
... What could go wrong? :)

Famous last words.


1 person marked this as FAQ candidate.

In another thread it was pointed out that the descriptions of "Feint" in the Skill chapter and the Combat chapter are different.
The main question is wether feint works for ranged attacks or not, I guess Chapter 8 info is more important, but It leads to some confussion.

Bluff skill:

Quote:


Feint: You can use Bluff to feint in combat, causing
your opponent to be denied his Dexterity bonus to his AC
against your next attack.
The DC of this check is equal to
10 + your opponent’s base attack bonus + your opponent’s
Wisdom modifier. If your opponent is trained in Sense
Motive, the DC is instead equal to 10 + your opponent’s
Sense Motive bonus, if higher. For more information on
feinting in combat, see Chapter 8.

Chapter 8:

Quote:


Feint
Feinting is a standard action. To feint, make a Bluff skill
check. The DC of this check is equal to 10 + your opponent’s
base attack bonus + your opponent’s Wisdom modifier. If
your opponent is trained in Sense Motive, the DC is instead
equal to 10 + your opponent’s Sense Motive bonus, if higher.
If successful, the next melee attack you make against the
target does not allow him to use his Dexterity bonus to AC (if
any)
. This attack must be made on or before your next turn.

Grand Lodge

2 people marked this as FAQ candidate. Staff response: no reply required.
IkeDoe wrote:

In another thread it was pointed out that the descriptions of "Feint" in the Skill chapter and the Combat chapter are different.

The main question is wether feint works for ranged attacks or not, I guess Chapter 8 info is more important, but It leads to some confussion.

Bluff skill:

Quote:


Feint: You can use Bluff to feint in combat, causing
your opponent to be denied his Dexterity bonus to his AC
against your next attack.
The DC of this check is equal to
10 + your opponent’s base attack bonus + your opponent’s
Wisdom modifier. If your opponent is trained in Sense
Motive, the DC is instead equal to 10 + your opponent’s
Sense Motive bonus, if higher. For more information on
feinting in combat, see Chapter 8.

Chapter 8:

Quote:


Feint
Feinting is a standard action. To feint, make a Bluff skill
check. The DC of this check is equal to 10 + your opponent’s
base attack bonus + your opponent’s Wisdom modifier. If
your opponent is trained in Sense Motive, the DC is instead
equal to 10 + your opponent’s Sense Motive bonus, if higher.
If successful, the next melee attack you make against the
target does not allow him to use his Dexterity bonus to AC (if
any)
. This attack must be made on or before your next turn.

I'm not sure if this has been brought up but isn't concentration still a skill? I made it a class skill for all spell casters.

thnx
PJ


1 person marked this as FAQ candidate.
PJ wrote:

I'm not sure if this has been brought up but isn't concentration still a skill? I made it a class skill for all spell casters.

thnx
PJ

It has been asked frequently so I suposse it is worth a FAQ entry.

I can answer that: Concentration is no longer a skill, now you get a concentration modifier for "free" that is equal to your caster level in the class used to cast the spell plus the relevant ability score modifier (Intelligence, Wisdom, or Charisma). You can't increase you concentration modifier using skill points, but you can use some feats.
Chapter 9 (Pag. 206) for more info.

Grand Lodge

IkeDoe wrote:
PJ wrote:

I'm not sure if this has been brought up but isn't concentration still a skill? I made it a class skill for all spell casters.

thnx
PJ

It has been asked frequently so I suposse it is worth a FAQ entry.

I can answer that: Concentration is no longer a skill, now you get a concentration modifier for "free" that is equal to your caster level in the class used to cast the spell plus the relevant ability score modifier (Intelligence, Wisdom, or Charisma). You can't increase you concentration modifier using skill points, but you can use some feats.
Chapter 9 (Pag. 206) for more info.

cool thnx I didn't see it.Again thank you!


1 person marked this as FAQ candidate.

SUNDER
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack.
TRIP
You can attempt to trip your opponent in place of a melee attack.

DISARM
You can attempt to disarm your opponent in place of a melee attack.

-----------------------------------------------------

Many players seem to be unaware that Sunder is an Attack Action to activate. Besides that there is no clear table laying out this info (along with which use weapon bonuses, etc), the actual rules text for Sunder is misleading. It`s final part reads `in place of a melee attack´, i.e. JUST LIKE TRIP AND DISARM which are Full Attack/AoO compatable.

Certainly the preceding part seems quite clear that it is an Attack Action,
but grammatically speaking the final part should read ¨as part of an attack action in place of THE melee attack¨ since it is speaking of a SPECIFIC melee attack (within the attack action) NOT `any` melee attack (which is suggested by the usage of `a`).


1 person marked this as FAQ candidate.
Quandary wrote:

SUNDER

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack.
TRIP
You can attempt to trip your opponent in place of a melee attack.

DISARM
You can attempt to disarm your opponent in place of a melee attack.

-----------------------------------------------------

Many players seem to be unaware that Sunder is an Attack Action to activate. Besides that there is no clear table laying out this info (along with which use weapon bonuses, etc), the actual rules text for Sunder is misleading. It`s final part reads `in place of a melee attack´, i.e. JUST LIKE TRIP AND DISARM which are Full Attack/AoO compatable.

Certainly the preceding part seems quite clear that it is an Attack Action,
but grammatically speaking the final part should read ¨as part of an attack action in place of THE melee attack¨ since it is speaking of a SPECIFIC melee attack (within the attack action) NOT `any` melee attack (which is suggested by the usage of `a`).

I suspect that "as part of an attack action" is an error, in 3.5 it was an attack, and Monks can replace Flurry of Blows attacks for Sunder attemps. I have marked it for the FAQ altough I think it was discussed elsewhere.


Sean K Reynolds wrote:

Common Terms, page 11:

Core Rulebook wrote:
Check: A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, skill checks, and saving throws.

Hi Sean,

I hope you did not take it badly :) I still think they should more formally appear the same way they were shown in the SRD 3.5 rules: http://www.d20srd.org/srd/skills/usingSkills.htm. You can read that the Ability checks are specifically defined and described after the skill synergy rules, which were deleted from Pathfinder rules, and I suspect this whole part was deleted during Pathfinder editing.


1 person marked this as FAQ candidate.

As noticed in this post, text for the True Resurrection spell has a misprint in the Components section:

First Printing, page 362:
"Components: V,S,M,DF (diamond worth 25,000 gp)"

This has been corrected at least in the PDF version (my PDF shows the correct text 'V,S,DF,M (diamond worth 25,000 gp) ), but this has not been updated neither in the Errata v1.1 nor in the Errata v2.0 .

Since I only possess the First Printing book I cannot tell if this error is present also in the Second or in the Third Printing, but regardless the Errata is silent regarding this, although the error was fixed in the PDF version.


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Ommission Error
Page 73
RE: Sorcerer - Arcane Bloodline - Bloodline Powers - Arcane Bond

With regards to choosing a bonded object, one of the benefits is the extra spell it grants. The wording is very specific to wizards though including referencing the wizard's spell book. Although most players have interpreted this ability as providing an extra "spell slot" for the sorcerer, RAW would indicate that the sorcerer could not use this ability as they do not have a spellbook.

The benefit granted by choosing the bonded object option for a sorcerer needs to be defined.

This was ommission was identified by carn's post


Majuba wrote:


DaveMage... you're not... me... anymore...

(I was re-reading the thread and realized I missed this the first time through.)

Yeah, I decided to defer to your use of the avatar and be the one to change since you have maintained Superscriber status. :)


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Monk's multiclassing, again.
Even after the FAQ answer by SKR, people is still confused (i.e. me).

Let's see if I can summarize the issue for future reference.

Monk multiclass with any other class and Flurry of Blows, the Core rules should be enough, but that is a bit tricky. How BAB adds, and how many extra attacks you get.

Page 5 of the Conversion Guide has a full explanation of how it works. IMO that text should be integrated into the FAQ because most people will never red the Conversion Guide for that kind of stuff, some people won't even download the CG:

Quote:


A monk’s base attack bonus when performing a flurry of
blows is now equal to his level. His attacks are made as if
using Two-Weapon Fighting (and its improvements at later
levels). Table 3–10 summarizes these bonuses. Change your
flurry of blows base bonuses to match these values (plus
any increases to your base attack bonus from other classes,
which might give you additional attacks with your primary
strike). Note that other increases to your base attack bonus
do not increase the number of attacks you can make with
your off hand, as the bonus feats to gain these attacks are
not gained until you reach the required level of monk.

So... (just BAB and TWF penalties)

Monk 9 has FoB +7/+7/+2/+2
Monk 7/Fighter 2 has FoB +7/+7/+2
(IWF is gained at Monk 8)

That happens because you add BAB from different sources, but the "additional attacks as using X-two weapon fighting" depends of your Monk levels, not character levels or BAB.

Right?

The FAQ entry (there) about the Monk speaks only about BAB but didn't mention the extra attacks, and the example given does not clarify the issue.


1 person marked this as FAQ candidate.

Shield Bashing Questions.

Well, some common questions about Shield bashing.

Can you make shield bashes using the shield as your main weapon?
Can you make shield bashes using the shield as your main weapon while wielding another off-hand weapon, was that an intended use? It is clear that it can be used as an off-hand weapon, but it isn't clear if the same rules apply when using it as main weapon (if possible)

Quote:


pag. 148 Core Rulebook
Shield, Heavy or Light: You can bash with a shield instead
of using it for defense. See page 152 for details.
Quote:


pag. 152 Core Rulebook
Shield Bash Attacks: You can bash an opponent with a
heavy shield, using it as an off-hand weapon. See “shield,
heavy” on Table 6–4 for the damage dealt by a shield bash.
[...]
Shield Bash Attacks: You can bash an opponent with a
light shield, using it as an off-hand weapon. See “shield,
light” on Table 6–4 for the damage dealt by a shield bash.
[...]

(related to above questions)

Do Shield fighting feats apply when using the shield as your main weapon while wielding another off-hand weapon, was that an intended use?
Shield fighting feats: Improved Shield Bash, Shield Slam, Shield Master

I.e. A character with BAB 15 (+15/10/5), Two Weapon Fighting, Improved TWF, Greater TWF, Shield Master..
-Usually he uses a one handed weapon, i.e. longsword, as the main weapon.
*With light shield as off-hand weapon: longsword +13/+8/+3. light shield +15/+10/+5
*With heavy shield as off-hand weapon: longsword +11/+6/+1. heavy shield +15/+10/+5

-If possible, shield as the main weapon, a sword as off-hand weapon.
*With ligth or heavy shield as main weapon (ignore TWF penalties) and shortsword (light weapon):
shield +15/+10/+5. shortsword +13/+8/+3.
*With ligth or heavy shield as main weapon (ignore TWF penalties) and longsword (one handed weapon):
shield +15/+10/+5. shortsword +11/+6/+1.

The advantage of using shields as the main weapon is that you can use the heavy shield without any penalties, being better than the light shield (+1 AC, better damage).

Altough it seems clear in the feat description it keeps being asked what Shield Master does.
"You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon."-The removed penalties are the TWF penalties, and the penalties are only removed for shield attacks.


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Ommission Error / Clarity
Page 31

Barbarian / Class Features / Fast Movement

This ability states:
A barbarian's land speed is faster than the norm for her race by +10.

Q1: Is this a racial bonus or an untyped bonus?

Q2: Does this improve base land speed or just land speed? (This is an important distinction as there are some effects like the Acrobatics bonus/penalty that are based off of "base land speed")

Currently I would read this as "+10 untyped bonus to land speed". If this was not the intention, please clarify.


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Typo Error
Page 88

Acrobatics

Halfway through the second paragraph it states:
Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet.

The reference to "bonus" should indicate "penalty".


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I suspect it was already covered somewhere, but I have been unable to find it.

Bull Rush and attacks with reach:

Back in 3.5 you have to enter into the enemy's space before performing the Bull Rush check.

Now, in Pathfinder that rule is gone. However if you fail the check you end your movement adyacent to the target.

So...
a) Any Large creature with 10'+ reach can Bull rush you at 10', if your reach is 5' you can't use the AoO (except maybe to attack defensively to the ground?). Right?

b) If that creature with 10'+ reach fails the Bull Rush maneuver it will inmediately move from 10'+ to 5' as part of the Bull Rush action. Right?

c) Related to b. If the creature hasn't got enough movement to move from 10' to 5', what happens?

d) So, It wasn't the intention to make creatures move to an adjacent square to the target before being able to use Bull Rush and thus there is no sentence missing in the Bull Rush text?.


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angelroble wrote:

The text in the diagram in page 194 doesn't match the written rules for cover. The text:

"#2. [..] The ogre has melee cover from her [Merisiel], but if it attacks her, Merisiel does not have cover from it, as the ogre has reach (so it figures attacks as if attacking with a ranged weapon)."
That's an error, as the the rule doesn't say that you use the ranged rules for cover if you have reach, but only if your enemy is not adjacent to you. So, Merisiek (#2) would have cover; and Kyra (#3) wouldn't.

"When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks."

That #2 entry in the Cover diagram is wrong, but the reason is different.

Merisiel (the rogue) does NOT have cover from the Ogre attacks, because it is a *big* creature with 10' reach, thus he can use a single square in order to determine cover, in the diagram one of the squares the Ogre occupies allows him to attack Merisiel without cover, no matter if you use the ranged or mele cover rules.
As angelroble said, "reach" isn't the important thing here, but Merisiel doesn't benefit from Cover, and the reason is the size of the Ogre.

Both the diagram and the cover rules can be seen in the PRD:
http://paizo.com/pathfinderRPG/prd/combat.html#cover.

Dark Archive

Rule Clarification: NPC Favored Class
I've heard many people say that an NPC can't be eligible for favored class, i.e. warrior 3.
Could you put some verbiage either in the NPC section or Favored Class section saying one way or another?


chopswil wrote:

Rule Clarification: NPC Favored Class

I've heard many people say that an NPC can't be eligible for favored class, i.e. warrior 3.
Could you put some verbiage either in the NPC section or Favored Class section saying one way or another?

Altough it hasn't been written in the errata, the FAQ answer that question:

Max HPs and Favored Class FAQ.

Short answer: NPC classes (i.e.warrior) can give you favored class benefits.


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I discovered an issue with Concentration and SLA´s:
MANY MANY creatures don´t list any ´associated´ stat for their SLA´s...
SOME (those whose SLA´s have DC´s) COULD be ´inferred´ to use one or another stat (in order to arrive at that DC), but many creatures´ SLA´s DON´T have DC´s, in which case there is no way to figure out their Concentration modifier, e.g. to pull off a Teleport SLA to get out of a Grapple.

(This is somewhat related to, but distinct from, the whole problem of non-spell derived SLA´s)
For that, I REALLY hope that you insert the ´´general rule´ for figuring Spell Level into the rules somewhere... All non-spell SLA´s should still have Spell Level included, but having the ´general rule´ in the game itself means the game still works if you don´t happen to catch and fix every such non-spell SLA without a Spell Level.

Dark Archive

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Weapons from Adventure's Armory need to be added to the fighter's Weapons Training groups either in Core rules or in Adventure's Armory.
From AP 42, Urdefhan Skirmishers p. 13, the rhoka melee entry seems to include a bonus for weapons training (heavy blades) but I can find no where that explicitly puts the rhoka in that group.


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I previouusly posted this issue to the Rules Question forum first to establish the consensus on the `rules should`.

Fog Cloud lists radius 20`, height 20`. The consensus was that it was a sphere effect.... In which case, listing height as it does is superfluous and gives the impression that it COULD be intended as a cylinder area and the word cylinder was simply left out.

Many many spells list only radius without specifying they are a sphere, while some spells do specify they are a sphere in the Target line... Ideally, all area types should be specified in the Target line (sphere is equivalent to cylinder, which IS always specified). If not, there really should be a line saying that given only a radius, the default is a spherical effect.


1 person marked this as FAQ candidate.

In the list of Move Actions, both in the text and on the Table, the Move Action moving you your move speed is simply called ´Move´.
This can be somewhat confusing between the action name and the action type.

In fact, AFAIK when the rules need to refer to specifically the ´Move´ (1 Move Speed) Action vs. any and every Move Action (the type), it uses the phrase ´regular move´. So fixing the Table and Action description to actually HAVE the name ´Regular Move´ would better match how the rules actually refer to this action, and also remove some potential confusion by using a distinct name (the rest of the rules NEED to refer to it by this un-defined name, because just saying ´move action´, it´s actual name, obviously wouldn´t be clear enough).

I realize this is something that hasn´t changed at all from 3.5, but that doesn´t lessen the validity of this issue.


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The rules don´t go into what happens when one of the creatures of a Grapple has their position shifted so they are no longer threatening/threatened by the other Grappler.

Grappled condition says you cannot move, but I read this as ´YOU cannot move´ (i.e. you as subject and object), which is different than ´your position cannot be changed´ (this is the type of wording used in the Entangled condition, for example when firmly anchored: ´entangled... entirely prevents... movement´, i.e. independent of who or what is causing it). The wording in Grappled is equivalent to that used to allow/dis-allow 5´ steps: ´If you move no actual distance in a round... you can take one 5-foot step´, so if ´you cannot move´ ACTUALLY implies you cannot BE moved (making Entangled´s different wording superfluous), then Bullrushes, etc, exclude the Bullrush target from 5´ stepping on their subsequent turn (which I don´t believe is RAI).

A successful Grapple moves the target to an adjacent square, but nothing says this proximity is MAINTAINED if either creature´s position is changed somehow.

So AFAIK, Grapplers who don´t have the Grappled condition themselves (-20 Grab option, Kraken) can Grapple/Grab and then Move, but there is nothing indicating the conditions on which the Grapple condition disappears on their target. Likewise, if one of the Grapplers is Teleported/DD´d by another Caster (or themselves), nothing in the Grappld condition indicates it expires instantly (until the Grapple is/isn´t maintained the next round). And AFAIK there is nothing indicating that either controller/controlled member of a Grapple CANNOT be Bullrushed, for example (that may be a preferred option to ´rescue´ a Grappled ally).

I think that most players are ´subconsciously´ ruling how this works with regards to MAGICAL teleportation, etc (ending the Grappled condition immediately), but the situation seems equivalent for both magical and non-magical effects, there isn´t any wording specially ENABLING magic movement or ending grappled condition in those cases.

IMHO, the Grappled condition needs a clause saying it is immediately ended if the ´target´ is outside the ´controller´´s reach. Bullrush while target is grappled seems like it should reasonably need to beat the CONTROLLER´S CMD, but this obviously isn´t in the RAW either (I don´t believe there´s anything disallowing a Bullrush vs. either Controller/Controlled Grappler, shifting their position yet per RAW the Grapple condition still persists even if they are outside threat range).

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