List of Errata in Pathfinder Core Rulebook


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I don't know/remember if this was already mentioned, however in this thread it was noticed that there is a discrepancy between two sentences that both refer to Double Weapons.

Page 141:
"Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon (see page 202).
The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Page 144:
"Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round."

Now, since all Double Weapons are listed as Two-Handed weapons under their respective tables, I am strongly convinced (let's even say, completely sure) that the second sentence is wrong and the first is right; however, one of the two sentences obviously contain an error...


The Wraith wrote:
2) A Darkwood Buckler is not a Buckler. Yup, that's right, it's a Light Wooden Shield.

Doh! Well there goes another perfectly good theory out the window. I also believed that the buckler (a small metal shield) should be a step down from a light steel shield. But I guess the extra cost is for its strapping system and construction, freeing up a hand.

The Wraith wrote:
As a side note however, the price of the Darkwood Buckler is indeed wrong, since (being based on the Light Wooden Shield) it should be 203 gp, not 205 (the error was still present on the 3.5 DMG and the SRD, though).

Ah ha! I knew I saw an error there somewhere :)


In the spell description text for Continual Flame, the word "darkness" in the last sentence is not italicized when it should be.


Spellcraft has the following to say about retries:

Quote:
Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.

The bolded sentence implies that any retry for identifying an item will result in the same result. The preceding sentence seems to imply that the bolded sentence should imply that the same result is only obtained when retries are done on the same day.

Suggested altered text

Quote:
Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts on the same day reveal the same result.


From the spell Detect Magic

Quote:
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

eminates should be emanates

Detect magic is also missing the section on Overwhelming Auras causing the user to be stunned for 1 round. This means that both Detect Magic and Identify do not put their users at risk of being stunned by an Overwhelming Aura.


Is this all for the first printing? And has anyone compiled this stuff?


Twin Agate Dragons wrote:
Is this all for the first printing? And has anyone compiled this stuff?

I have a second printing, and I believe the third is in the works.


Twin Agate Dragons wrote:
Is this all for the first printing? And has anyone compiled this stuff?

There was little change from 1st to 2nd. Pretty much all of this applies to the current (2nd) print run as well as current PRD.


Twin Agate Dragons wrote:
Is this all for the first printing? And has anyone compiled this stuff?

Not all of this is necessarily errata either. Some of it is just a misreading of the rules, or a question about intent, or something best handled with a FAQ.


2 people marked this as FAQ candidate. Answered in the errata.

Entry mentioned on Page 221 of the Core Rulebook.

Quote:

Spellike Abilities

Usually a spellike ability works just like the spell of that name. A spelllike ability has no verbal, somantic or material components, nor does it require a focus. The user activates it mentally. Armor never affects a spellike ability's use, even if the ability resembles an arcane spell with a somantic component
A spellike ability has a casting time of 1 standard action unless otherwise noted in the ability or the spells description. In all other ways, the spellike ability functions just like a spell.
Spellike abilities are subject to spell resistance and dispel magic. They do no function in areas where magic is suppressed or negated. Spellike abilities cannot be used to counterspell or can they be counterspelled.
Some creatures actually cast arcane spells as sorcerors do, using components when required. Some creatures have both spellike abilities and actual spellcasting power.

Entry found for Spellike Abilities (Sp) on Page 554 of the Core Rulebook.

Quote:
Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled and counterspelled as normal.

Liberty's Edge

In the description of the unhallow spell:

Quote:


Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.

Shouldn't that bonus be profane instead?

T.


Divine Spells, Preparing Divine Spells (page 220):

"Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a cleric can leave some of her spell slots open. Later during that day..."

I believe that the text should say 'a divine caster', since I don't think the rule wants to exclude Paladins, Rangers, and Druids, from the 'open slots' rule...


Tancred of Hauteville wrote:

In the description of the unhallow spell:

Quote:


Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.

Shouldn't that bonus be profane instead?

T.

You are quite right, but perhaps we should be asking why negative channeling receives a profane "bonus" to the DC, especially when positive's DC is "reduced". This application of bonuses and penalties is not consistent with how such things work.


Exactly, bonuses apply to rolls, not to DCs.


Quandary wrote:
Exactly, bonuses apply to rolls, not to DCs.

Well, aside from things like Ability Focus, Spell Focus, and various Bloodline Arcana abilities (e.g.).


And AC, CMD... :-)
I can see why it was written this way (bonus + 'reduce' rather than penalty) because of course penalties always stack, thus it doesn't matter what they are classed as, thus why bother classifying it's penalty type to begin with.


Quandary wrote:

And AC, CMD... :-)

I can see why it was written this way (bonus + 'reduce' rather than penalty) because of course penalties always stack, thus it doesn't matter what they are classed as, thus why bother classifying it's penalty type to begin with.

Well that's all fine and good but, aside from sloppy wording, what this means is misunderstandings over magical items that 'grant sacred bonuses' to DC. Of course a GM can and should disallow such a thing (or charge a lot and limit to +1), but there are no guides to pricing such a thing, and this is unnecessary confusion.

This is from the SRD Hallow spell:

"Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty."

So the problem is the change to the Turn Undead mechanic. This should probably be cleaned up.


Adventure Path Charter Subscriber
James Jacobs wrote:
Elves who need to use beds for that are doing it wrong.

mr. jacobs, you win this thread, the internet, and life.


PRD: Casting Spells While Mounted wrote:
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).
PRD: Combat While Mounted wrote:
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

The bolded text in 'Casting Spells While Mounted' section isn't present in the ranged section of 'Combat While Mounted'. Which would seem to leave open the optin of your Mount moving, you Attacking without penalty, then your Mount taking a second Move Action. Perhaps better for both Ranged & Casting is to phrase it as "IF your mount moves before and after your attacks/spellcasting" (you suffer penalties/ Concentration check), bypassing the issue of whether the attacks/spells happen DURING the actual movement and just making it a matter of how the horse moves on the same turn.

Also, the "In either case, you make the attack roll" bit uses the singular 'the attack', but then is followed by the 'You can make a full attack...' sentence. The order of those sentences seems a bit odd, for the flat 'you can make a full attack' assertion to be tacked on at the end like that - better to make that clear up front, and have the rest of the rules clearly applicable to both singular/plural attacks. Most archers are realistically going to making multiple attacks the vast majority of the time, so using the plural like "your attacks are made when your mount has completed half its movement" would eliminate the confusion that the singular "the attack" could bring.


2 people marked this as FAQ candidate. Answered in the errata.

Then entangle spell uses the word "foes" in the first sentence and then the generic "creatures" through out the rest of the spell. This could read to a valid interpretation of the spell as not affecting the druid and his or her allies. If this was intended it should probably be made clearer in the remaining text of the spell, and if it was not intended the first sentence should probably be changed to 'creatures' to match the rest of the spell text.


The spell Divination references the spell Augury in the description text, but does not appear to use any of the rule/content from augury. For clarity's sake, it might be better to remove the unneeded augury references.


The spell Earthquake has some ambiguities in its wording.

The current wording includes

Current partial Earthquake wording wrote:


Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details).

The revised wording that is clearer would include the following for the same section.

Revised wording wrote:


Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Creatures trapped in a fissure take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are considered buried and without a source of fresh air. Buried creatures take 1d6 points of nonlethal damage per minute. If a buried creature falls unconscious, he must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Alternatively, the text for an avalanche could be cleared up slightly to indicate that a lack of air is what causes the ongoing non-lethal damage to buried creatures.


The avalanche rules need to be cleared up anyways if there is to be any way to dig somebody out of an avalanche (as hinted at by the words "until freed"), as there is for cave-ins whose rules are otherwise practically the same. (Though in the case of Earthquake fissures, I don't see how even a DC25 STR Check would let a person get out of a collapsed 40' deep fissure... maybe per 5' of upward movement?)


Sorceror Bloodlines

Elemental and Dragon Bloodlines both refer to selecting one type of Elemental/Dragon which you have a personal connecion to, and which certain abilities are 'fixed' in relation to (resistances, breath weapons, special powers). Specific Elemental BL Bonus Spells Known (burning hands, scorching ray) are 'fixed' to your personal Elemental/Energy Type affinity.

But both the Elemental Body and Form of Dragon bonus Spells Known have no such restriction. I can't say 100% this is an error, but it seems in the spirit of the Bloodlines that these would correspond to your 'personal' dragon/elemental type, rather than a Red Dragon Sorceror morphing into Gold Dragons, or Fire Elemental Sorcerors morphing into Water Elemental Form. Obviously, like the burning hands and scorching ray spells, anybody could learn the 'full' version of those spells if they wanted.


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

Mr. Fishy has a question about the Summon Monster 1; one of the monsters is the riding dog. Mr. Fishy look at the stats of the other monsters on the list and the riding dog is heads above HD, attacks and damage. The riding dog is listed on Summon Monster one but the wolf is a Summon Monster two? WTF? Is it suppose to be a "Dog"?

The riding dog is on par with creatures on the second level list. Looking at the book and the Paizo SRD the Riding dog is SM1. Some of the other monsters where moved up or down the list. Was the Riding dog a miss?

The Exchange

Mr.Fishy wrote:

Mr. Fishy has a question about the Summon Monster 1; one of the monsters is the riding dog. Mr. Fishy look at the stats of the other monsters on the list and the riding dog is heads above HD, attacks and damage. The riding dog is listed on Summon Monster one but the wolf is a Summon Monster two? WTF? Is it suppose to be a "Dog"?

The riding dog is on par with creatures on the second level list. Looking at the book and the Paizo SRD the Riding dog is SM1. Some of the other monsters where moved up or down the list. Was the Riding dog a miss?

That is errata. We have it in the unofficial FAQ here.


The spell forcecage references the spell wall of force several times to help clarify how it works. It is explicitly stated that the cubical prison is immobile, however it is unclear if the bars in the Barred Cage form of the spell are also immobile. The section that makes this ambiguous is the following:

Quote:
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Wall of force says the following about it's walls:

Quote:
A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed.

This ambiguity may warrant clarification.


The environmental effects section on winds has a few ambiguities

Comment 3 on Table: Wind Effects is not actually referenced where it should be. A superscript 3 should be inserted at the Blown Away Size column heading.

A strict reading of the wind categories descriptions would imply that the penalties to Perception for Strong and Severe winds apply for all uses of the Perception skill, and not just sound-based checks.

There is also a large amount of duplication of text between the table and the descriptions. I'd suggest that if information is included on the table, it does not need to be repeated in the description text. I would also suggest making the last column of the table "Fly/Perception Penalties" and including the Perception penalties there rather than in the description text. A Comment 4 could be included noting that the Perception penalties apply to sound-based Perception checks due to the noise of the wind.


The spells Giant Form I and Giant Form II both have the following line:

Giant Form(s) wrote:
When you cast this spell you can assume the form of any Large to Huge creature of the giant type in addition to humanoid creatures of the giant subtype.

In Pathfinder RPG there is no Giant Type, only the Giant Subtype.

Of course, to add further confusion to the matter, under subtypes is the following heading:

Subtypes wrote:


Giant Type: A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision, and treat Intimidate and Perception as class skills.

All other subtypes are called subtypes.


Caedwyr wrote:

The spells Giant Form I and Giant Form II both have the following line:

Giant Form(s) wrote:
When you cast this spell you can assume the form of any Large to Huge creature of the giant type in addition to humanoid creatures of the giant subtype.

In Pathfinder RPG there is no Giant Type, only the Giant Subtype.

Of course, to add further confusion to the matter, under subtypes is the following heading:

Subtypes wrote:


Giant Type: A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision, and treat Intimidate and Perception as class skills.
All other subtypes are called subtypes.

Fixed in the PDF for Giant Form I (but not II (lol)).

-- david
Papa.DRb


The hand series of spells run into a number of problems.

For example, only Clenched Fist has a movement speed as written (60 ft). This leaves Grasping Hand, Forceful Hand, Crushing Hand, Interposing Hand to always be stuck between the caster and the target as written. This makes using the bull rush or grapple attacks allowed by these spells difficult to use, since the hand as written relies on the caster's movement to maneuver it into a position where it can affect a target.

Crushing Hand (Sor9/Wiz9) can do everything the lower level Hand spells can do, except for Clenched Fist's (Sor8/Wiz8) stunning melee attack.

Interposing Hand, Forceful Hand, and Clenched Fist do not have CMD as written.

Grasping Hand (Sor7/Wiz7) can bull rush a target, but unlike the lower level Forceful Hand (Sor6/Wiz6) it does not have this line in its description

Quote:
Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you.

Meaning that the hand can only bull rush, and does not prevent an opponent from moving closer (besides trapping an opponent in a grapple) and the slowed movement in the interposing hand mode of usage.

Grasping hand also is missing the line from Forceful hand

Quote:
When performing a bull rush the hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose.


Caedwyr wrote:

The hand series of spells run into a number of problems.

For example, only Clenched Fist has a movement speed as written (60 ft). This leaves Grasping Hand, Forceful Hand, Crushing Hand, Interposing Hand to always be stuck between the caster and the target as written. This makes using the bull rush or grapple attacks allowed by these spells difficult to use, since the hand as written relies on the caster's movement to maneuver it into a position where it can affect a target.

My interpretation is that those hands can move anywhere within (Medium) range, as required, so a movement limit isn't necessary. In that case, I'm not sure what the problem is.

Caedwyr wrote:
Interposing Hand, Forceful Hand, and Clenched Fist do not have CMD as written.

I'm not sure why they would need a CMD score; they can't be grappled, disarmed or tripped, as far as I know, and they have a special mechanism to handle overrun/bull rush attempts (by reducing the opponent's speed).


hogarth wrote:
Caedwyr wrote:

The hand series of spells run into a number of problems.

For example, only Clenched Fist has a movement speed as written (60 ft). This leaves Grasping Hand, Forceful Hand, Crushing Hand, Interposing Hand to always be stuck between the caster and the target as written. This makes using the bull rush or grapple attacks allowed by these spells difficult to use, since the hand as written relies on the caster's movement to maneuver it into a position where it can affect a target.

My interpretation is that those hands can move anywhere within (Medium) range, as required, so a movement limit isn't necessary. In that case, I'm not sure what the problem is.

Clenched Fist explicitly calls out a movement speed of 60 ft. IF this is a higher level spell (Sor8/Wiz8) and the lower level spells have no limit on movement speed within the spell range, then it should probably get the same. If the lower level spells are supposed to have a movement speed of 60 ft, then they should have that clarified. Right now, the Hand spells are very inconsistent in what abilities and capabilities are granted. Frequently, as written a higher level spell will be downgraded in power compared to a lower level spell in the same series.

hogarth wrote:


Caedwyr wrote:
Interposing Hand, Forceful Hand, and Clenched Fist do not have CMD as written.
I'm not sure why they would need a CMD score; they can't be grappled, disarmed or tripped, as far as I know, and they have a special mechanism to handle overrun/bull rush attempts (by reducing the opponent's speed).

Grasping hand, and Clenched Fist both have CMD values. I also can't see anything in the spell descriptions that say that combat maneuvers cannot be used against the the hands. They do have hit points, AC, and take damage (but are immune to most non-damaging magical effects).


I noticed this in a distinction between Weapon Finesse/ Agile Maneuvers,
whereby Weapon Finesse's DEX bonus is held to be applicable to Maneuvers which work "in place of an attack".

The wording for Bullrush states

Quote:
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack.

Is the intent that if making a Charge Bullrush you can benefit from all attack bonuses relevant to your weapon? (but not if you can't Charge) I'm guessing this ISN'T the intent to allow weapon bonuses sometimes, so if that's the case, the wording should probably be more along the lines of Over-Run's: "As a standard action, taken during your move or as part of a charge".

Honestly, the way the Maneuver section presents whether or not each Maneuver can use weapon bonuses or not is VERY opaque, certainly to non-rules experts. In the thread that brought this to my attention, there are posters who are surprised when informed that Weapon Finesse DOES apply to their Whip Trip attacks.
It is impossible to quickly pick up that info other than reading the entire descriptive texts themselves. There should be a mini-table summarizing which are weapon-attack substitutable, which are standard actions, along with special requirements (i.e. movement for Over-Run). Shorten some un-necessarily long sentences else-where, and there's the room for such a table. At minimum, there should be a line in the introductory text for maneuvers clarifing that 'in place of a melee attack' maneuvers gain bonuses applicable to their 'vector' weapon. This is really just a logical extension of the text that is already there, and consolidating the order subjects are discussed in could probably make it a zero word-count-change:

Quote:
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform.superfluous/could be combined with next sentence While many combat maneuvers can be performed as part of [could cut previous text and replace with 'such as', combining with 1st sentence] an attack action, full-attack action, or attack of opportunity (in place of a melee attack) [OK, first this is confusing as AoO's are not 'actions' in rules sense, secondly this is hinting at the crucialness of the 'in place of a melee attack' wording but such importance is never spelled out in it's implications, this should be connected w/ language about attack-mode specific bonuses], others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.


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


Caedwyr wrote:
Interposing Hand, Forceful Hand, and Clenched Fist do not have CMD as written.
I'm not sure why they would need a CMD score; they can't be grappled, disarmed or tripped, as far as I know, and they have a special mechanism to handle overrun/bull rush attempts (by reducing the opponent's speed).
Grasping hand, and Clenched Fist both have CMD values. I also can't see anything in the spell descriptions that say that combat maneuvers cannot be used against the the hands. They do have hit points, AC, and take damage (but are immune to most non-damaging magical effects).

Certainly Grasping Hand and Crushing Hand need CMD values because they grapple and one needs to know the DC to escape from the grapple.

To me this is more FAQ material than errata (I agree the spells are vague), but then again nobody asked me, so I'll just shut my big fat mouth now. :-)


Quandary wrote:

I noticed this in a distinction between Weapon Finesse/ Agile Maneuvers,

whereby Weapon Finesse's DEX bonus is held to be applicable to Maneuvers which work "in place of an attack".

The wording for Bullrush states

Quote:
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack.

I don't see anything confusing here at all; the Bull Rush attempt (following all the rules for Bull Rush and not involving a weapon) replaces the melee attack of the Charge.

...this post looks funny because there are gremlins in the quote mechanics...


The spell text for Heal Mount (Pal3) is somewhat unclear.

Quote:
Target: your mount touched

Implies that the spell may only be cast on a mount possessed by the caster, and may not be used on party member or other mounts.

Quote:
Heal mount enables you to channel positive energy into the paladin’s special mount to wipe away injury and afflictions.

Implies that the spell may only be used on a Paladin's special mount, and not any mount. This is more restrictive than what is implied by the Target information mentioned above, but still makes sense given that only Paladins can cast the spell. It would however, prevent multi-class Paladins from using heal mount on their Eidolon, familiar, or possibly animal companion. It would also prevent a Paladin from using Heal Mount on a trained mount (non-paladin special mount).

Quote:
If used against an undead creature, heal mount instead acts like harm.

A strict reading of the text would limit this usage to only work on a mount owned by the paladin who is casting the spell that has been turned into an undead creature. A broad reading would allow the spell to be used on any undead creature, which contradicts the Target information.


Caedwyr wrote:

The spell text for Heal Mount (Pal3) is somewhat unclear.

Quote:
Target: your mount touched

Implies that the spell may only be cast on a mount possessed by the caster, and may not be used on party member or other mounts.

Quote:
Heal mount enables you to channel positive energy into the paladin’s special mount to wipe away injury and afflictions.

Implies that the spell may only be used on a Paladin's special mount, and not any mount. This is more restrictive than what is implied by the Target information mentioned above, but still makes sense given that only Paladins can cast the spell. It would however, prevent multi-class Paladins from using heal mount on their Eidolon, familiar, or possibly animal companion. It would also prevent a Paladin from using Heal Mount on a trained mount (non-paladin special mount).

Quote:
If used against an undead creature, heal mount instead acts like harm.
A strict reading of the text would limit this usage to only work on a mount owned by the paladin who is casting the spell that has been turned into an undead creature. A broad reading would allow the spell to be used on any undead creature, which contradicts the Target information.

This has been fixed in second printing:

"This spell functions like heal, but it affects only the paladin's special mount (typically a horse)."


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

Don't know if this has been mentioned before, but here goes. From the second printing:

Under Ready at the end of the Combat chapter The Distracting Spellcasters subsection, "If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Spellcraft check result)."

This should be 'concentration'.

Dark Archive

As request to the Web people here at Paizo:
Could you please close this thread when the next printing comes out so we can start fresh?

thanks


2 people marked this as FAQ candidate. Answered in the errata.

In the "Using Skills" section (general rules for skill checks)
it explains Take 10 and 20 and how that applies to ability checks but not caster level or concentration checks. It seems useful to mention that UMD is an exception to Take 10 here as well as within the Skill description itself.


Not so much errata, as suggested rewordings for greater precision and clarity of meaning.

From the spell Holy Aura

Original wrote:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Suggested Modifications wrote:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. This benefit applies against all attacks, not just against attacks by evil creatures.

The reference to protection from evil does not add anything and may cause confusion.

Original wrote:
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Suggested Modification wrote:
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates).

The blindness/deafness spell does not add any further information or rule interactions, and is thus superfluous.


Caedwyr wrote:

Not so much errata, as suggested rewordings for greater precision and clarity of meaning.

From the spell Holy Aura

Original wrote:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Suggested Modifications wrote:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. This benefit applies against all attacks, not just against attacks by evil creatures.

The reference to protection from evil does not add anything and may cause confusion.

Original wrote:
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Suggested Modification wrote:
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates).
The blindness/deafness spell does not add any further information or rule interactions, and is thus superfluous.

Well, it would mean that you would use the blindness/deafness SR entry of 'yes' for the blindness effect, and also the blindness would be permanent(D).

And I would point out that I think the language in this spell avoids confusion. I know it does. Because I have had to look up this spell to get clarification for someone that it isn't the same as protection from evil.


The Wraith wrote:

I don't know/remember if this was already mentioned, however in this thread it was noticed that there is a discrepancy between two sentences that both refer to Double Weapons.

Page 141:
"Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon (see page 202).
The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Page 144:
"Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round."

Now, since all Double Weapons are listed as Two-Handed weapons under their respective tables, I am strongly convinced (let's even say, completely sure) that the second sentence is wrong and the first is right; however, one of the two sentences obviously contain an error...

James Jacobs has confirmed in this thread that a double weapon can in Pathfinder be wielded one handed. As the person who posted in the thread you referenced about the conflict between the two references, I have just posted a retraction there. There is no error or conflict between them.

The section from page 141 above does make reference to a creature wielding a double weapon in one hand.

RAW specifically states that two handed weapons with the Special Quality Double can be wielded with one hand. While two handed weapons cannot by RAW be wielded in one hand unless the wielder is at least one size category larger than the weapon (which previously accounted for the reference to wielding a double weapon one handed), the Special Quality Double creates an additional exception condition.


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

Page 141:

"Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon (see page 202).
The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Page 144:
"Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round."

James Jacobs has confirmed in this thread that a double weapon can in Pathfinder be wielded one handed. (...) RAW specifically states that two handed weapons with the Special Quality Double can be wielded with one hand.

This does sort of beg the question, why are Double Weapons classed as Two Handed Weapons in the first place?

And separate from that issue, why is pretty much the exact same information being replicated in close proximity to itself, for Double Weapons (that have the Double property) and for the Double property itself. Couldn't this word-count be better used for a short poem or something?


Quandary wrote:

This does sort of beg the question, why are Double Weapons classed as Two Handed Weapons in the first place?

And separate from that issue, why is pretty much the exact same information being replicated in close proximity to itself, for Double Weapons (that have the Double property) and for the Double property itself. Couldn't this word-count be better used for a short poem or something?

Probably to keep people from thinking they can use them to get an extra attack wielding them one handed.

Yes, it could have been more clear with less word count. Why wasn't this done? I don't know. Maybe it was just something that slipped through the cracks as the Double Weapons section from page 141 matches the 3.5 SRD. It didn't stand out as clearly wrong so nobody gave it another thought.


Freesword wrote:
The Wraith wrote:

I don't know/remember if this was already mentioned, however in this thread it was noticed that there is a discrepancy between two sentences that both refer to Double Weapons.

Page 141:
"Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon (see page 202).
The character can also choose to use a double weapon two-handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

Page 144:
"Double: You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round."

Now, since all Double Weapons are listed as Two-Handed weapons under their respective tables, I am strongly convinced (let's even say, completely sure) that the second sentence is wrong and the first is right; however, one of the two sentences obviously contain an error...

James Jacobs has confirmed in this thread that a double weapon can in Pathfinder be wielded one handed. As the person who posted in...

Yeah....no.

This is all a horrible mistake. From the PH 3.5: "A creature wielding a double weapon in one hand (such as a human wielding a small two-bladed sword) can't use it as a double weapon..."

This is omitted from the SRD, and like too many other rules, the clarifications that WotC did put in the game and then didn't make into the SRD have apparently not been properly researched and repeated or expanded on.

And as far as a wizard with a bonded weapon needing to 'wield it not just hold it', that is BS. You can bond a friggin amulet, why the hell would you have to be combat ready with your staff in order to cast spells.


Can'tFindthePath wrote:

This is all a horrible mistake. From the PH 3.5: "A creature wielding a double weapon in one hand (such as a human wielding a small two-bladed sword) can't use it as a double weapon..."

This is omitted from the SRD, and like too many other rules, the clarifications that WotC did put in the game and then didn't make into the SRD have apparently not been properly researched and repeated or expanded on.

PH 3.5 and WotC rulings are irrelevant with regard to RAW in this case. Pathfinder Core Rules specifically allow it.

With regard to bonded weapons, I agree that in hand should be good enough and James said that DMs who disagree with his ruling can run as they see fit.


Freesword wrote:
Can'tFindthePath wrote:

This is all a horrible mistake. From the PH 3.5: "A creature wielding a double weapon in one hand (such as a human wielding a small two-bladed sword) can't use it as a double weapon..."

This is omitted from the SRD, and like too many other rules, the clarifications that WotC did put in the game and then didn't make into the SRD have apparently not been properly researched and repeated or expanded on.

PH 3.5 and WotC rulings are irrelevant with regard to RAW in this case. Pathfinder Core Rules specifically allow it.

With regard to bonded weapons, I agree that in hand should be good enough and James said that DMs who disagree with his ruling can run as they see fit.

How can they possibly be irrelevant? Pathfinder is over 90% verbatim 3.5 SRD, including the sentences you are obsessing over. The "weapon spacial quality" on pg.144 was written by Paizo, but it was obviously copy/pasted from the SRD double weapon description. That description is missing the example from the PH. WotC screwed up the SRD. But they did write it. Their rulings and their FAQ are perfectly appropriate.

You are asking Paizo with its small, busy, hard working staff, to re-examine every rule in the huge 3.5 ruleset to clarify things that they didn't create. WotC already did that, but a lot of it never got integrated into the SRD.

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