Errata / Typos in APG


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The Exchange

2 people marked this as FAQ candidate. Staff response: no reply required.
Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
ntin wrote:
APG pg 48 wrote:


Bonus Spells: detect undead (3rd), lesser restoration (5th),
neutralize poison (7th), restoration (9th), breath of life (11th),
heal (13th), greater restoration (15th), mass cure critical wounds
(17th)
, mass heal (19th).
All the life mystery bonus spells are still granted on odd levels where the rest have been made even.

Um... I might be crazy but I was under the impression the Oracles obtained all cure or inflict spells free of charge (mind you I don't have the pdf yet and only have the playtest but I was told that this was so, though they didn't have the book on hand so... -shrug-). I was curious on this particular bit. Of course I suppose a life mystery oracle who channels negative energy would find this useful but then that's a really weird Life Oracle. O.o

EDIT: Also is the life mystery suppose to grant neutralize poison as a third level spell? I just want to make sure...


4 people marked this as FAQ candidate.

Question about Perfect Strike (feat):

Table 3-1 (Feats table) states that Perfect Strike allows you to "Roll twice for unarmed strikes and take the better roll". Seems reasonable given that Improved Unarmed Strike is a prerequisite.

However, the feat's description states that it only applies to attacks from special monk weapons (except shurikens). The allowable weapons are specifically listed, and unarmed strikes aren't included. Is that an oversight?

Liberty's Edge

1 person marked this as FAQ candidate.
Barator wrote:

Page 91, Growth Subdomain reads:

Quote:

Enlarge (Su): As a swift action you can enlarge yourself,

as if you were the target of the enlarge person spell. You can
use this ability a number of times per day equal to 3 + your
Wisdom modifier.
I believe there should be a reference in this text to the effect that the benefit only lasts one round.

+1. At first, my guess was that the duration is that of the spell if you cast it on yourself : 1 min/lvl, which sounds really HUGE

Liberty's Edge

The black raven wrote:
Barator wrote:

Page 91, Growth Subdomain reads:

Quote:

Enlarge (Su): As a swift action you can enlarge yourself,

as if you were the target of the enlarge person spell. You can
use this ability a number of times per day equal to 3 + your
Wisdom modifier.
I believe there should be a reference in this text to the effect that the benefit only lasts one round.
+1. At first, my guess was that the duration is that of the spell if you cast it on yourself : 1 min/lvl, which sounds really HUGE

Just so I understand, is it that you want this power to last 1 Round instead of 1 min/level, or is it that it's definitely errata that the spell is not called out as being 1 Round as opposed to 1 min/level?

It's definitely a strong subdomain power, particularly for a melee Cleric or Inquisitor, but as of right now I think you'd have to conclude that it's meant to run "as if you were the target of the enlarge person spell" (which means 1 minute/level), right?


page 216, Divine Vessel reads:

Quote:

You accept otherworldly energies into your body and

transform. Your height doubles and your weight increases by
a factor of eight. Your features shift into those of a cold and
alien being of logic, a creature of primal chaos, an angelic
presence, or a fiendish monster, as chosen by you. You gain
a +6 size bonus to Strength and Constitution, a +3 natural
armor bonus, darkvision 60 ft., and SR of 12 + your caster
level. These modifiers replace the normal modifiers for
increasing your size. The size modifier for AC, attacks, CMB,
and CMD changes as appropriate for your new size category.
This spell doesn’t change your base speed. Determine space
and reach as appropriate for your new size...

No mention of how your height and weight affect your size category. I looked back at enlarge person and it is just one size category. If I have to reference enlarge person, I would rather the text read something like "size increases as enlarge person" and then put the differences in.


3 people marked this as FAQ candidate. Answered in the errata.
Oracle, pg. 49 wrote:

Lore

Deities: Abadar, Irori, Nethys.
Class Skills: An oracle with the lore mystery adds
Appraise, Spellcraft, and all Knowledge skills to her list
of class skills.

Oracles *already* have spellcraft as a class skill.

Feats, pg. 156 wrote:

Cockatrice Strike (Combat)

With a single strike, you transmute f lesh to stone.
Prerequisites: Improved Unarmed Strike, Gorgon’s
Fist, Medusa’s Wrath, base attack bonus +16.
Benefit: As a full-round action, you can make a single
unarmed strike against a dazed, f lat-footed, paralyzed,
staggered, stunned, or unconscious foe. If that attack is a
critical hit, the target is petrified unless it succeeds on a
Fortitude saving throw with a DC of 10 + 1/2 your character
level + your Wisdom modifier. This is a supernatural
polymorph effect.

Monks, the most likely candidates to obtain this feat, can never gain a base attack bonus of 16.


Page 173, 2nd column, "Well-Prepared" heading last sentence: "You must pay of these items normally." "of" should be "for".


-Page 106: The polearm master archetype gains the "pole fighting" abiltiy, which states that he "...can shorten the grip on his spear or polearm with reach and use it against adjacent targets" at a -4 penalty. While using this ability, can he still attack with reach, or is he only able to attack adjacent creatures?

-Page 129: The urban ranger archetype grants the "push through" and "blend in" abilities for free (that is, they don't replace normal ranger abilities). Is this intentional, on account of the urban ranger's "favored community" ability is inferior to a normal ranger's "favored terrain"?

-Page 131-132: The "honeyed tongue" rogue's talent grants a +10 bonus to a single Bluff check, while the advanced rogue's talent "master of disguise" grants a +10 bonus to a single Disguise check. I assume the "honeyed tongue" talent was meant to fall in line with other talents such as "charmer" and "hard to fool," in which case it would allow you to roll 2 d20s for a Bluff check, and take the higher roll.


Not sure if it's a typo, but there's a major flaw with the Arcane Duelist. At 5th level he gets Arcane Bond. Sounds awesome! The problem is, this is a whole lot of downsides for almost nonexistant upsides. Because the bard is a spontanious caster, he can't utilize the major upswing of having a bonded item - the additional spell as an "oh crap!" Furthermore, you now need that weapon to do any spellcasting, and weapons are very susceptible to being broken

It just seems strange that the class ability actively makes the character most fragile, and you give up another ability to do so.

Scarab Sages

Flames of the Faithful
School transmutation [fire]; Level inquisitor 2
Casting Time 1 standard action
Components V
Range touch
Target weapon touched
Duration 1 round/level
Saving Throw Fortitude negates (object, harmless); Spell
Resistance yes (object, harmless)
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature and ALL OF YOUR JUDGMENTS ARE GRANTING THE MAXIMUM BONUS, YOUR WEAPON GAINS THE FLAMING BURST PROPERTY INSTEAD. The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess.

Should this read: "if you are using the judgement class feature, your weapon gains the flaming burst property instead."?

The Exchange

Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber
ProfessorCirno wrote:

Not sure if it's a typo, but there's a major flaw with the Arcane Duelist. At 5th level he gets Arcane Bond. Sounds awesome! The problem is, this is a whole lot of downsides for almost nonexistant upsides. Because the bard is a spontanious caster, he can't utilize the major upswing of having a bonded item - the additional spell as an "oh crap!" Furthermore, you now need that weapon to do any spellcasting, and weapons are very susceptible to being broken

It just seems strange that the class ability actively makes the character most fragile, and you give up another ability to do so.

The upside to this is that the Arcane duelist can enhance the weapon.

Pg 78 of Pathfinder Core Rulebook

"A wizard can add additional magic abilities to his bonded
object as if he has the required item creation feats and if
he meets the level prerequisites of the feat
. For example,
a wizard with a bonded dagger must be at least 5th level
to add magic abilities to the dagger
(see the Craft Magic
Arms and Armor feat in Chapter 5). If the bonded object
is a wand, it loses its wand abilities when its last charge is
consumed, but it is not destroyed and it retains all of its
bonded object properties and can be used to craft a new
wand. The magic properties of a bonded object, including
any magic abilities added to the object, only function for
the wizard who owns it. If a bonded object’s owner dies, or
the item is replaced, the object reverts to being an ordinary
masterwork item of the appropriate type."

The Arcane Bond aspect of the arcane duelist aspect is more focused on that part then the regain a spell spontaneously bit. (same with the arcane sorcerer.)


ProfessorCirno wrote:

Not sure if it's a typo, but there's a major flaw with the Arcane Duelist. At 5th level he gets Arcane Bond. Sounds awesome! The problem is, this is a whole lot of downsides for almost nonexistant upsides. Because the bard is a spontanious caster, he can't utilize the major upswing of having a bonded item - the additional spell as an "oh crap!" Furthermore, you now need that weapon to do any spellcasting, and weapons are very susceptible to being broken

It just seems strange that the class ability actively makes the character most fragile, and you give up another ability to do so.

It lets him use his weapon for somatic components-- so a dual-wielding rapier/shortsword arcane duelist waves his shortsword around and casts blur, instead of:

1)Putting away his sword and provoking (move)
1x)--dropping it on the floor so the bad guys can have it-- (free)
2)Casting his spell and provoking again (standard)
3)Pulling out his sword (Quick Draw as a feat tax)
3x)--picking up his sword so the bad guys don't take it and provoking-- (move)

So, he is unhampered by his shield and rapier or whip and rapier or w/e when he casts instead of doing all that-- and it makes him rather good at casting defensively, since he can take his full round to do so and doesn't need to worry about drawing/redrawing or feat taxing himself for quick draw.


2 people marked this as FAQ candidate. Staff response: no reply required.
APG, Witch, pg.70 wrote:

Trickery: 2nd—animate rope, 4th—mirror image, 6th—major

image, 8th—phantasmal killer, 10th—mirage arcana, 12th—
mislead, 14th—reverse gravity, 16th—screen, 18th—time stop.
APG, Witch spells, pg. 71 wrote:

4th-Level Witch Spells—Spells—arcane eye, black tentacles,

charm monster,....
neutralize poison, phantasmal killer, poison, ...

The trickery patron tricks you into learning a spell you already can learn, whereas every other school allows you to learn spells you do not know.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

chris colombus wrote:

Flames of the Faithful

School transmutation [fire]; Level inquisitor 2
Casting Time 1 standard action
Components V
Range touch
Target weapon touched
Duration 1 round/level
Saving Throw Fortitude negates (object, harmless); Spell
Resistance yes (object, harmless)
With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature and ALL OF YOUR JUDGMENTS ARE GRANTING THE MAXIMUM BONUS, YOUR WEAPON GAINS THE FLAMING BURST PROPERTY INSTEAD. The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess.

Should this read: "if you are using the judgement class feature, your weapon gains the flaming burst property instead."?

Jason B has already answered this one in another thread, and I believe he said that is the correct answer.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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

Not sure if it's a typo, but there's a major flaw with the Arcane Duelist. At 5th level he gets Arcane Bond. Sounds awesome! The problem is, this is a whole lot of downsides for almost nonexistant upsides. Because the bard is a spontanious caster, he can't utilize the major upswing of having a bonded item - the additional spell as an "oh crap!" Furthermore, you now need that weapon to do any spellcasting, and weapons are very susceptible to being broken

It just seems strange that the class ability actively makes the character most fragile, and you give up another ability to do so.

Others have mentioned the ability to enchant the item for both the Magician and the Arcane Duelist, and in the latter's case to use the weapon for somatic components so you don't need a free hand. Those are nice enough benefits as a class feature.

That said, I don't think it's unreasonable to allow the arcane bond item to do exactly for a sorcerer what it does for a wizard - to let them cast any one spell of any level they know once per day without needing to prepare it ahead of time. As a spontaneous caster, this is not as large a benefit as for a wizard, since it essentially just gives them one extra spell slot of their highest level, but still pretty handy.

I think that was my intent, so I probably should have stated that clearly and explicitly. RAW it doesn't work because of the wording for arcane bond items in the Core Rulebook (since the rules text is written for wizards only), but I'd suggest that it should allow a bard with one of these two kits to do essentially the same thing - 1 extra spell/day, any spell you know.


Jason Nelson wrote:


I think that was my intent, so I probably should have stated that clearly and explicitly. RAW it doesn't work because of the wording for arcane bond items in the Core Rulebook (since the rules text is written for wizards only), but I'd suggest that it should allow a bard with one of these two kits to do essentially the same thing - 1 extra spell/day, any spell you know.

So will we get a refrasing in an errata?

Edit:
As ProfessorCirno pointed out:
"It seems like a great big disadvantage, since he doesn't get any of the benefits - just the penalty to casting if he loses it."

Sure he can use the weapon for somatic components but just that one benefit isn't worth the risk of loosing the ablity to cast spells.
Quick draw is a better option.

Liberty's Edge

Zark wrote:

Sure he can use the weapon for somatic components but just that one benefit isn't worth the risk of loosing the ablity to cast spells.

Quick draw is a better option.

Is it that easy to disarm or sunder against an Arcane Duelist ?

Also, the Arcane Bond ability should not be considered all on its own. It is part of the whole Arcane Duelist package, which the designers have carefully weighted for balance, especially against the base Bard. At least, I believe they did.

To me, criticizing the disadvantage of the Arcane Bond (especially when it is part of a more expansive package) is akin to lamenting the fact that the Barbarian's Rage leaves him Fatigued. Disadvantages are part of the game's balance.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Zark wrote:
Jason Nelson wrote:


I think that was my intent, so I probably should have stated that clearly and explicitly. RAW it doesn't work because of the wording for arcane bond items in the Core Rulebook (since the rules text is written for wizards only), but I'd suggest that it should allow a bard with one of these two kits to do essentially the same thing - 1 extra spell/day, any spell you know.
So will we get a refrasing in an errata?

Errata are something the Paizo house staff work up. Might or might not, depending on their view of the ability. If you want to flag it for their attention, find or make a post that best explains the issue as you see it and tag it with the FAQ tag (should be up there next to REPLY and FLAG, etc.)

Zark wrote:

Edit:

As ProfessorCirno pointed out:
"It seems like a great big disadvantage, since he doesn't get any of the benefits - just the penalty to casting if he loses it."

Which isn't true, even if he doesn't get the extra spell per day. To wit:

1. He also gets to enchant the item without needing item creation feats.
2. He gets to cast somatic spells with his hands full, as long as one hand is his bonded weapon.

Zark wrote:

Sure he can use the weapon for somatic components but just that one benefit isn't worth the risk of loosing the ablity to cast spells.

Quick draw is a better option.

Quick Draw does have its uses. However:

1. Quick Draw costs him a feat. The class ability doesn't.
2. Quick Draw is NOT "Quick Switch" or "Quick Put-Away." Sheathing an item is still a move action even if drawing a new item is free. Having to not switch at all saves those move actions.

And, as the black raven said, drawbacks are sometimes part of class abilities and work within the framework of the whole class (like many of the druid archetypes getting delayed wild shape in exchange for better lower-level abilities).


Good Points.


Jason Nelson wrote:

Zark wrote:

Sure he can use the weapon for somatic components but just that one benefit isn't worth the risk of loosing the ablity to cast spells.

Quick draw is a better option.

Quick Draw does have its uses. However:

1. Quick Draw costs him a feat. The class ability doesn't.
2. Quick Draw is NOT "Quick Switch" or "Quick Put-Away." Sheathing an item is still a move action even if drawing a new item is free. Having to not switch at all saves those move actions.

Sheathing the weapon also provokes, as does picking it up off the floor after you drop it; both move actions.

It's just generally extremely difficult to use a shield and a sword and still cast spells. Many people handwave it, and maybe that's why you're seeing it as weaker. A lot of people don't follow the weapon care and switching rules very closely, from my experience, myself included.


Ice Titan wrote:
Jason Nelson wrote:

Zark wrote:

Sure he can use the weapon for somatic components but just that one benefit isn't worth the risk of loosing the ablity to cast spells.

Quick draw is a better option.

Quick Draw does have its uses. However:

1. Quick Draw costs him a feat. The class ability doesn't.
2. Quick Draw is NOT "Quick Switch" or "Quick Put-Away." Sheathing an item is still a move action even if drawing a new item is free. Having to not switch at all saves those move actions.

Sheathing the weapon also provokes, as does picking it up off the floor after you drop it; both move actions.

It's just generally extremely difficult to use a shield and a sword and still cast spells. Many people handwave it, and maybe that's why you're seeing it as weaker. A lot of people don't follow the weapon care and switching rules very closely, from my experience, myself included.

Well since people want to push the issue I have this to say.

Playing a bard my experience is that you usually cast spell at the start or a fight or prior to the fight. If you do need to cast spell in battle you can use a buckler. True you lose the AC for that round.
As for "drawbacks are sometimes part of class abilities". This argument doesn't really hold any water in this case. There already is a drawback. Smash the weapon and it will be hard to cast spells.
There are more drawbacks. With the arcane bond the bard HAS to use his bond. Not fun if you want to change weapon or if you lose your weapon or if you find a much better weapon.
One of the reason to have a bonded object is the bonus spell.
Not giving the bard the bonus spell, because it's a spontaneous caster just seem like rush true design. No offence meant.
I still think Jason's answer had some good points, but the "drawbacks are sometimes part of class abilities" doesn't impress me.
The bard doesn't actually get to use the whole class ability.
edit:
If we are talking a game balance perspective, what are the odds a wizard floating in the air casting spell from a afar will get his bond smashed vs. a bard involved in melee combat. The risk is way higher the bard will get into trouble. Also a wizard can cast quicken mirror image or blur or displacement. A bard won't be able to do that until very very late and a bard can't even use rods. Not if he is holding his bond and uses a shield. So one might actually say the bard gets more drawbacks and gain less benefits. But hey, I'm not upset or anything. I'll just keep on playing the core bard ;-)


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

Pg. 171 - Summoner's Call (feat)

The descriptive text states "You have the power to call your eidolon one additional time per day", but the feat benefit gives your eidolon a stat bonus for 10min after it's summoned. Descriptive text needs to be changed...


pg. 268 - Master Chymist, Mutate:

Quote:

In this form, she gains all the bonuses and

penalties of her mutagen and adds together her alchemist
and master chymist levels together to determine her
effective alchemist level for the duration of this form.

There is not any description of what these modifiers and penalties are.

Requirements for this class include the option of selecting the infuse mutagen discovery which explicitly allows multiple types of mutagens.

I don't see a way for these bonuses and penalties to be calculated from the RAW, unless the assumption is that the bonuses and penalties come from the last extract consumed. If this is the case, it needs to be explicit.

This could create a corner case where someone with the pre-requisites who has yet to actually consume a mutagen before taking this class ends up with an alter ego that has no modifiers.

Contributor

1 person marked this as FAQ candidate.
Veiled Nail wrote:

pg. 268 - Master Chymist, Mutate:

Quote:

In this form, she gains all the bonuses and

penalties of her mutagen and adds together her alchemist
and master chymist levels together to determine her
effective alchemist level for the duration of this form.
There is not any description of what these modifiers and penalties are.

The MC class never "locks" an alchemist into a specific combination of bonuses/penalties, so they're whatever they would be if you had used a mutagen of your choice.

Using the Darabond/Butcher example in the Mutagenic Form ability, nowhere does that ability say that Butcher comes out only when Darabond uses the Constitution-bonus/Charisma-penalty mutagen. Darabond becomes Butcher whenever she uses any mutagen, whether Str, Dex, or Con, and whether the mutagen is in a bottle or from her mutate prestige class ability.

When you take levels in this prestige class and use a mutagen (whether it boosts Str, Dex, or Con), you assume your mutagenic form. And the Mutate ability lets you take that form X/day without preparing a mutagen.

So Darabond can go from normal gnome to +Str/-Int Butcher, or to +Dex/-Wis Butcher, or +Con/-Cha butcher, all without preparing a mutagen. She can still use her class ability to prepare a Strength mutagen for when she's used up all of her uses of mutate per day, and can use infuse mutagen (+1000gp) to create a Constitution mutagen as a backup on top of that. And she could use them in any order she wanted ... mutate-Dex at the start of combat to throw some bombs, drink her Strength mutagen later in combat to chop up some enemies, use mutate-Dex to dodge some traps, and drink her backup Con-mutagen (backup) when she's trying to overcome some nasty poison.

Basically, the mutate class ability amounts to: You get extra uses of your mutagen per day, which you can do as a standard action without spending an hour to prepare the specific mutagen formula you want. Plus the baggage of changing against your will, of course.


Never Mind.. found it...


Just a doubt: Dazing Spell.

Is the duration "they become dazed for a number of rounds equal to the
original level of the spell" intended? The PRD states that the dazed condition generally has a duration of 1 round.

I ask because it seems to me very powerful, so I was wondering if it was intended to work this way.

ANOTHER THING: peple addressed the problem of Selective Spell + Antimagic Field. Is the feat intended to be used only with area spells with "spread" in the description (like fireball), and not "emanation" (like Anti magic field)?

In this case should be added some clarification, to avoid issues as the above (if my interpretation is wrong, I apologize in advance).

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Kaiyanwang wrote:

Just a doubt: Dazing Spell.

Is the duration "they become dazed for a number of rounds equal to the
original level of the spell" intended? The PRD states that the dazed condition generally has a duration of 1 round.

I ask because it seems to me very powerful, so I was wondering if it was intended to work this way.

ANOTHER THING: peple addressed the problem of Selective Spell + Antimagic Field. Is the feat intended to be used only with area spells with "spread" in the description (like fireball), and not "emanation" (like Anti magic field)?

In this case should be added some clarification, to avoid issues as the above (if my interpretation is wrong, I apologize in advance).

I didn't write the feat, but my guess would be that it was probably intended to apply to instantaneous spells, which would cut out all the weirdness about walking around through an existing spell effect, but instead to be akin to the Selective Channeling feat, letting you drop a fireball or confusion or holy word without borking your allies.


Thanks for clarifying my misinterpretation of the Mutate ability, Sean.

some typos:

APG wrote:


page 78, Raging Drunk

...rage expires, in addition to the normal...

Missing the word to

APG wrote:


pg 297, Staff of many rays

...flecks of shinning metal...

pg 306, Key of lock jamming

...speaking the command word causes it the key to disintegrate...


Urban Ranger page 129

Invisibility Trick (Sp): At 17th level, the urban ranger
can cast improved invisibility on himself as a wizard of his
ranger level as a swift action. He can use this spell-like
ability a number of times per day equal to his Wisdom
modif ier (minimum 1). This ability replaces hide in
plain sight.

Emphasis mine. I havent seen a reference to improved invisibility since 3.0. I assume this is meant to be Greater Invisibility?

Shadow Lodge

The alchemist has "Restoration" listed both a second level extract and a fourth level extract. Most likely the second level extract should be Lesser Restoration.


Not sure if this is an error or not, but Point Blank Shot is not listed as a prereq for the feat Point Blank Master. Just seems odd to me.


Not sure if this has been addressed or if it's really errata but I notice that the Sorcerer Protean Bloodline gains immunity to Polymorph at 20th level. Their bonus spells at 15th and 19th level are Greater Polymorph and Shapechange respectively. So, the final ability invalidates two spells that the sorcerer gains for free since they would be immune to them.

It also seems somewhat odd that a being that is an 'Avatar of Chaos' can't change shape...

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as FAQ candidate.
Illithar wrote:

Not sure if this has been addressed or if it's really errata but I notice that the Sorcerer Protean Bloodline gains immunity to Polymorph at 20th level. Their bonus spells at 15th and 19th level are Greater Polymorph and Shapechange respectively. So, the final ability invalidates two spells that the sorcerer gains for free since they would be immune to them.

It also seems somewhat odd that a being that is an 'Avatar of Chaos' can't change shape...

I probably should have described it as a selective immunity, as in "may choose to ignore any polymorph effect used against them."

They change shape whenever *THEY* want to.


typo: Rage Prophet, page 276, Savage Seer

APG wrote:
A rage prophet's level stacks with barbarian levels for determining the effect of his rage powers, oracle revelation's and his oracle's curse.

The intent is to have rage prophet levels stack with oracle levels as well.


1 person marked this as FAQ candidate.

page 168, Feats, Repositioning Strike:

APG wrote:

Prerequisites: Int 13, Combat Expertise, Improved Trip,

base attack bonus +9.

I'm pretty sure it was meant to be Improved Reposition.


A quick scan through the thread seems to indicate that this hasn't been mentioned yet:

The presumed capstone of the Boreal Sorcerer Bloodline doesn't say what level you get it at. It needs to start with "At 20th level" or some derivative thereof like all the other bloodline capstones. As is, it technically applies even to 1st level Boreal Sorcerers, although that's obviously not the intent.


Inquisitor weapon proficiencies:

An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity.

...but not ordinary crossbows? Deliberate or errata? Seems odd.


forbinproject wrote:

Inquisitor weapon proficiencies:

An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity.

...but not ordinary crossbows? Deliberate or errata? Seems odd.

Light and Heavy Crossbows are simple weapons.


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

Pg. 81 - the Archivist Bard's Magic Lore ability.

Quote:

Magic Lore (Ex): At 2nd level, an archivist gains a bonus

on Spellcraft checks to identify magic items or decipher
scrolls and may take 10 on such checks.
...

Just what is the bonus to spellcraft checks? +1/2 level?


Zurai wrote:
forbinproject wrote:

Inquisitor weapon proficiencies:

An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity.

...but not ordinary crossbows? Deliberate or errata? Seems odd.

Light and Heavy Crossbows are simple weapons.

...riiight - extra dumb-ass points for me. Misled by a quirk in Herolab - le shame.


typo, pg 264, Holy Vindicator table (6-2).

The Will save at level 1 is +1 but caps out at +3 for level 10. Shouldn't this PrC have a high Will save?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

1 person marked this as FAQ candidate.
Derek Vande Brake wrote:

Pg. 81 - the Archivist Bard's Magic Lore ability.

Quote:

Magic Lore (Ex): At 2nd level, an archivist gains a bonus

on Spellcraft checks to identify magic items or decipher
scrolls and may take 10 on such checks.
...
Just what is the bonus to spellcraft checks? +1/2 level?

I'm not the official errata giver, but yes, it should have been 1/2 level like the other comparable bard skill boosters in the APG archetypes.


page 124, Ranger Archetypes, Weapon Combat Style, Weapon and Shield

APG wrote:

Weapon and Shield: If the ranger selects weapon and

shield style, he can choose from the following list whenever
he gains a combat style feat: Improved Shield Bash, Shield
Focus, Shield Proficiency and Shield Slam.

yet...

Core Rulebook wrote:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor,

medium armor, and shields (except tower shields).

Not sure what the intent is here...tower shields, maybe?

Liberty's Edge

Veiled Nail wrote:

page 124, Ranger Archetypes, Weapon Combat Style, Weapon and Shield

APG wrote:

Weapon and Shield: If the ranger selects weapon and

shield style, he can choose from the following list whenever
he gains a combat style feat: Improved Shield Bash, Shield
Focus, Shield Proficiency and Shield Slam.

yet...

Core Rulebook wrote:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor,

medium armor, and shields (except tower shields).

Not sure what the intent is here...tower shields, maybe?

Probably Shield Specialization.


Jason Nelson wrote:
Illithar wrote:

Not sure if this has been addressed or if it's really errata but I notice that the Sorcerer Protean Bloodline gains immunity to Polymorph at 20th level. Their bonus spells at 15th and 19th level are Greater Polymorph and Shapechange respectively. So, the final ability invalidates two spells that the sorcerer gains for free since they would be immune to them.

It also seems somewhat odd that a being that is an 'Avatar of Chaos' can't change shape...

I probably should have described it as a selective immunity, as in "may choose to ignore any polymorph effect used against them."

They change shape whenever *THEY* want to.

I figured that that was the likely the intent, hopefully some errata will clear it up.


I cannot see an obvious 'Inquisitor' feat listed on the feats table, and by this I mean a feat which benefits specifically (and pretty much uniquely) the Inquisitor.
The other new bases all get at least one:
Alchemist - Extra Bombs, Extra Discovery
Cavalier - Practiced Tactician
Oracle - Extra Revelation
Summoner - Summoner's Call
Witch - Extra Hex

On the basis of these feats, it seems reasonable to me to assume that there should perhaps be some sort judgement affecting feat available to the Inquisitor (perhaps 'Extra Judgement') but that it somehow was left out when the feats section was being compiled.


P. 306

Key of Lock Jamming wrote:
...Touching the key and speaking the command word causes it the key to disintegrate...

'causes it the key' should be 'causes the key'?


I am concerned by the effect of Sniper Goggles (P. 309) on the mathematics of ranged combat. I suspect that at higher levels this item means that no other class can compete with the Rogue for ranged combat within 30 feet, including bow specialist fighters. If a mathematician out there can demonstrate that I am wrong, I will be much relieved.


Charles Evans 25 wrote:

I am concerned by the effect of Sniper Goggles (P. 309) on the mathematics of ranged combat. I suspect that at higher levels this item means that no other class can compete with the Rogue for ranged combat within 30 feet, including bow specialist fighters. If a mathematician out there can demonstrate that I am wrong, I will be much relieved.

I'm about 99.9% sure that FighterMan-Now-With-APG still beats the pants off him.


Zurai wrote:
Charles Evans 25 wrote:

I am concerned by the effect of Sniper Goggles (P. 309) on the mathematics of ranged combat. I suspect that at higher levels this item means that no other class can compete with the Rogue for ranged combat within 30 feet, including bow specialist fighters. If a mathematician out there can demonstrate that I am wrong, I will be much relieved.

I'm about 99.9% sure that FighterMan-Now-With-APG still beats the pants off him.

I'll toss it over to the damage olympics thread, maybe. From what I've seen so far, the fighter hasn't got anything new which increases the damage he does on a hit except the crossbow variant Fighter that gets Dex to damage at higher levels with a crossbow.

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