Errata / Typos in the GMG.


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Grand Lodge

Really? It's been this long since someone's found an error in the GMG?

Anyway, nearly every PC class-carrying NPC in the NPC Gallery has incorrect hp because they're not taking full hp for their first HD. The classes along with page numbers that are incorrect are as follows:

Battle Mage 256
Monster Hunter 257
Tomb Raider 257
Highwayman 259
Bandit Lord 259
Guard Officer 261
Watch Captain 261
Gladiator 262
Beast Master 263
Champion 263
Pickpocket 264
Street Thug 265
Burglar 265
Slaver 266
Slayer 267
Guild Master 267
Holy Warrior 269
Saint 269
Storyteller 272
Minstrel 273
Celebrity Bard 273
Initiate 274
Battle Monk 275
Master 275
Trapper 276
Hermit 277
Cultist 278
Conjurist 279
Cult Leader 279
Raider 280
Pirate Captain 281
Caravan Guard 282
Sellsword 283
Bounty Hunter 283
Cavalry 287
General 287
Wanderer 290
Archaeologist 297
Medium 299
Fortune Teller 299
Acolyte 304
Priest 305
High Priest 305
Cannibal 306

Additionally, the following classes MIGHT be wrong for the same reason, however they have PC classes mixed with NPC classes, so without knowing what they took as their 1st level, it's impossible to know for sure:

Torturer 271
Merchant Prince 285
Knight 289
First Mate 295
Captain 295
Hedge Wizard 296
Sage 297
Beggar 300
Prostitute 301
Dealer 301

Lastly, one exception is the Viking (page 281). His hp is completely wrong, and doesn't even come close to being right. It says 64 but when you add up everything it should be 80.

Grand Lodge

Trapper - Page 276

Chopswil correctly pointed out that this guy's damage with his composite longbow was incorrect because it was missing the Str bonus. The errata changed it, but not correctly. It added +2 to the damage, which is the Trapper's Str bonus, but the composite longbow is only a +1 Str rating.

Grand Lodge

Can anybody tell me conclusively how the favored class bonus situation in this book is? Do all the NPCs correctly have them factored in? None of them? Some with and some without?

Dark Archive

Strife2002 wrote:
Can anybody tell me conclusively how the favored class bonus situation in this book is? Do all the NPCs correctly have them factored in? None of them? Some with and some without?

as I recall the Favored class bonus, for the most part, has been done correctly

Grand Lodge

Strife2002 wrote:


...

Lastly, one exception is the Viking (page 281). His hp is completely wrong, and doesn't even come close to being right. It says 64 but when you add up everything it should be 80.

Slight clarification, 80 is what the Viking would be if calculated the same way the other classes were (in other words, incorrectly). Had he been calculated as having full hp for his first Hit Dice, his hp would be higher than 80, depending on which of his two PC classes he took at 1st level.

Grand Lodge

Page 237 - Drunkenness side bar

The second sentence of this sections says (emphasis mine):

"In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum."

What does this mean? Was it intended to say "for a number of hours equal to the number of drinks above this maximum"?

Grand Lodge

Page 141 - Typographical error

Normally I wouldn't post a simple typo, but the GMG errata seems to be all about some typo correction.

First column, first whole sentence at the beginning of the page (the one in parenthesis):

"(These detail also raises..." should be changed to "(These details also raise..."

Grand Lodge

Pg. 256 - Battle Mage

Seems like skill points are off; maybe perception or ride were treated as a class skill.

Computed ranks: 36
Stat block ranks: 39

Craft (armor) +10 = 3 (Int) + 3 (class) + 4 ranks
Craft (weapons) +10 = 3 (Int) + 3 (class) + 4 ranks
Fly +11 = 2 (Dex) + 3 (class) + 6 ranks
Knowledge (arcana) +12 = 3 (Int) + 3 (class) + 6 ranks
Knowledge (engineering) +7 = 3 (Int) + 3 (class) + 1 rank
Knowledge (geography) +7 = 3 (Int) + 3 (class) + 1 rank
Knowledge (history) +7 = 3 (Int) + 3 (class) + 1 rank
Perception +6 = 6 ranks
Ride +6 = 2 (Dex) + 4 ranks
Spellcraft +12 = 3 (Int) + 3 (class) + 6 ranks

Grand Lodge

Pg. 256 - Battle Mage

There's a plethora of ways to explain this away, but this guy has a +4 bonus from mage armor already activated. Assuming he didn't use a scroll, a potion, or the last charge from a wand of mage armor, his 1st-level spell of mage armor should have in parentheses "(already cast)".

Dark Archive

Strife2002 wrote:

Pg. 256 - Battle Mage

Seems like skill points are off; maybe perception or ride were treated as a class skill.

Computed ranks: 36
Stat block ranks: 39

Craft (armor) +10 = 3 (Int) + 3 (class) + 4 ranks
Craft (weapons) +10 = 3 (Int) + 3 (class) + 4 ranks
Fly +11 = 2 (Dex) + 3 (class) + 6 ranks
Knowledge (arcana) +12 = 3 (Int) + 3 (class) + 6 ranks
Knowledge (engineering) +7 = 3 (Int) + 3 (class) + 1 rank
Knowledge (geography) +7 = 3 (Int) + 3 (class) + 1 rank
Knowledge (history) +7 = 3 (Int) + 3 (class) + 1 rank
Perception +6 = 6 ranks
Ride +6 = 2 (Dex) + 4 ranks
Spellcraft +12 = 3 (Int) + 3 (class) + 6 ranks

this what I got, fly spell is usually factored into skill points since this is the reason he can fly in the 1st place.

Craft (Armor) +10 = +4 ranks, +3 Int, +3 class skill
Craft (Weapons) +10 = +4 ranks, +3 Int, +3 class skill
Fly +11 = +3 ranks, +2 Dex, +3 class skill +0 Medium + 3 fly spell(CL /2)
Knowledge (arcana) +12 = +6 ranks, +3 Int, +3 class skill
Knowledge (engineering) +7 = +1 ranks, +3 Int, +3 class skill
Knowledge (geography) +7 = +1 ranks, +3 Int, +3 class skill
Knowledge (history) +7 = +1 ranks, +3 Int, +3 class skill
Perception +6 = +6 ranks, +0 Wis
Ride +6 = +4 ranks, +2 Dex
Spellcraft +12 = +6 ranks, +3 Int, +3 class skill

Grand Lodge

True, that makes sense, though unfortunately he's not listed as having a fly speed which one can assume to mean he hasn't cast it yet. If this does truly account for the missing +3, then when people cast this spell they may mistakenly add an additional +3.

Grand Lodge

Pg. 237 - Flayleaf

I'd like to point out that the GMG and Adventurer's Armory versions of flayleaf have opposite effects compared to one another. In Adventurer's Armory, flayleaf makes a user immune to pain for 4 hours (whatever that means, I'm sure most would houserule it makes the user immune to spells with the pain descriptor), but users incur a -5 penalty on saves against mind-altering effects (again, whatever that means, I'd houserule it to mean mind-affecting effects).

The GMG, however, has flayleaf granting a +2 alchemical bonus on saves against mind-affecting effects, as well as fatigue.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I have a question about the Chase rules printed in the GMG. I'm running 'Edge of Anarchy', where the ruleset first appeared, and was comparing the rules in that module to the ones in the GMG for updates/clarification... and I noticed a significant change.

The GMG rules state a character moves through a card using a move action and exits the card using a standard action. Then, it gives the option of passing three cards using a full-round action.

The question I have is whether the "three" is a typo. The original rules written in the AP had options for 1, 2 or 3 card moves in a round. 1 card was an automatic move action, 2 required a single skill check, while 3 required both skill checks.

It seems the updated rules either A) left out the 2 card option; B) meant "two" instead of "three"; or C) are correct (can move 1 or 3 cards, not 2).

I've scanned a few threads for similar questions, but didn't find any clear answers. Here's the PRD Link. Any insight on this would be greatly helpful!


The Chase rules were updated between Edge of Anarchy and the GMG and then updated again for the rules included in the Chase Card deck. So you could take your pick from among three slightly-different sets of rules and still be RAW. :)

I think I like the Chase deck rules best, and Vic Wertz said the GMG might be errataed to match them in the next printing.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thank you!!

Dark Archive

Slayer p. 267

feat "Point Blank Shot" should be "Point-Blank Shot"

many SBs have this issue

Grand Lodge

This one's actually for the latest errata document (2nd ed. to 3rd ed.). The bullet point for the Trapper on page 276 says:

GMG errata wrote:
Page 276—In the Trapper stat block, in the Offense section, in the Ranged entry, change the mwk composite longbow damage from “1d8+2/×3” to “1d8+1”.

The errata's correct in changing the bonus to damage, but by this wording it's also telling you to remove the crit multiplier of the bow, which is in fact still x3.


1 person marked this as a favorite.

RISE, O thread from ages past!

p. 208:

The Danger modifier for the City-State of Intrigue is listed as +20. It should be +40:
10 base (metropolis)
+10 notorious quality
+20 anarchy

p. 209:

The Economy modifier for the Sleepy Crossroads Thorp is listed as -4. It should be -3:

-4 base (thorp)
+1 strategic location

The same errors are present in both the PRD my physical copy of the GMG (first printing, June 2010). I checked the 1st-to-3rd printing errata document, but these weren't listed.

Yes, this is incredibly anal. No, I do not simply sit around checking other people's math for fun all day. I was writing a little program to help myself build city stat blocks, and when I entered the sample cities from the GMG as a test, these numbers didn't match.

I'M NOT CRAZY! *froths*

Grand Lodge

Tinalles wrote:

RISE, O thread from ages past!

p. 208:

The Danger modifier for the City-State of Intrigue is listed as +20. It should be +40:
10 base (metropolis)
+10 notorious quality
+20 anarchy

p. 209:

The Economy modifier for the Sleepy Crossroads Thorp is listed as -4. It should be -3:

-4 base (thorp)
+1 strategic location

The same errors are present in both the PRD my physical copy of the GMG (first printing, June 2010). I checked the 1st-to-3rd printing errata document, but these weren't listed.

Yes, this is incredibly anal. No, I do not simply sit around checking other people's math for fun all day. I was writing a little program to help myself build city stat blocks, and when I entered the sample cities from the GMG as a test, these numbers didn't match.

I'M NOT CRAZY! *froths*

Hi Tinalles, not sure what books you were referencing for the program you were writing, but if you were only looking at the GMG, I know that on page 11 of Campaign Setting: Numeria, Land of Falling Stars, a new quality was introduced called Broad-Minded:

Campaign Setting: Numeria, Land of Falling Stars wrote:
Broad-Minded: Residents of the settlement are tolerant of differences, respect diverse viewpoints, and react positively to visitors. (Lore +1, Society +1)


Thanks! So far I've only incorporated stuff from the GMG.

I'm aware that other new qualities have been added in other sources -- Distant Shores added Mythic Sanctum, Darkvision, Militarized, Silver Surplus, Wealth Disparity, Restrictive and Supportive. There are undoubtedly others I don't know of.

I may circle back and add those at some point, but I think I'm satisfied with what I've got for the moment.

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