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Errata / Typos in APG, 2nd Printing


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1 person marked this as FAQ candidate.

Page 125, Horse Lord, Spiritual Bond:

Quote:
While these temporary hit points last, when his mount is within 30 feet of the him, he can choose to share the damage taken by his mount as if using shield other.

http://TheOnlySheet.com


Quote:
Elemental Rage, Lesser (Su): As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round. A barbarian must be at least 4th level to select this rage power. This power can only be used once per rage.

This Rage Power is missing the standard While raging text.

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Quote:
Disruptive: When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power. A barbarian must be at least 8th level to select this rage power.

This is not a typo, but more of an inconsistency bug. Rage powers are written as "While raging" - not "When raging" ...

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There is a discrepancy between the Aquatic Adaptation (Ex) of the Druid archetypes, and the other similar adaptations abilities: Arctic Native (Ex), Desert Native (Ex), Jungle Guardian (Ex), Mountaineer (Ex), Plains Traveler (Ex), Marshwight (Ex).

Quote:
Aquatic Adaptation (Ex): At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride.

While Aquatic Adaptation (Ex) specifies that this is an insight bonus, the others do not!!

Quote:
Arctic Native (Ex): At 2nd level, an arctic druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold or icy terrain, and she cannot be tracked in cold or icy terrain. This ability replaces woodland stride.
Quote:
Desert Native (Ex): At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments. This ability replaces woodland stride.

(and so on...)

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Quote:
Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

Missing from this ability: '(minimum 1)'

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Quote:
Extended Performance (Su): At 2nd level, a magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take affect after a specific number of rounds cannot be extended. This ability replaces well-versed.

I ain't no linguist, but should it not be effect instead of affect?

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Quote:
Arcane Investigation: In addition, a detective's class spell list includes the following: 1st—detect chaos/evil/law/good; 2nd—zone of truth; 3rd—arcane eye, speak with dead, speak with plants; 4th—discern lies; 5th—prying eyes, stone tell; 6th—discern location, find the path, greater prying eyes, moment of prescience....

find the path is Already on the Bard's spell list as a 6th level spell...!

Was it supposed to be a 5th level spell for a Detective?

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Quote:
World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks....

Missing from this ability: '(minimum 1)'

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For the Serpentine Bloodline:

Quote:
Den of Vipers (Sp): At 15th level, you may summon a host of writhing serpents. This power acts as creeping doom, but the swarms' poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled.

There is no mention how often this ability can be used per day!

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Quote:
Aura of Banishment (Su): At 8th level, you can emit a 30-foot aura of banishment for a number of rounds per day equal to your wizard level. Any summoned or called creature in the area must make a Will save each round. Once the creature fails a Will saving throw, it is staggered as long as it remains inside the aura. If it fails a second Will saving throw, it is immediately sent back to its home plane and the spell that summoned it immediately ends. If that spell summoned more than one creature, only the creature that failed its saving throws is affected. These rounds do not need to be consecutive.

Not sure if this was reported or not, but the Aura of Banishment (Su) is missing the DC value for the Will save.

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Cheliax

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Quote:

Free Hand Fighter p. 105 Elusive (Ex): At 3rd level, a free hand fighter gains a +1

dodge bonus to AC. This bonus increases by +1 for every four
levels after 2nd.

probably should be "This bonus increases by +1 for every four

levels after 3rd." since it starts at 3rd not 2nd.


Pathfinder Battles Case Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Omission Error?

RE: Oracle final revelations (Flames, Stone, Waves and Wind).

The Flame final revelation indicates:

Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.

The bolded sentence is missing from the final revelations for Stone, Waves and Wind.

Since the rest of the text is identical on each of these final revelations, it appears to me that this is inconsistent and likely was intended to read the same way for all 4 of these class abilities.

Perhaps this was an intentional sole inclusion since Flame only affects 1 spell descriptor (fire) where-as the others affect 2 (earth/acid), (cold/water) and (air/electricity)?

Paizo: can you please confirm if this was intentional or not (and if not, then whether the sentence should be removed from Flame, or added to Stone, Waves and Wind).

Thank you.


Quote:

Nightmare Subdomain

Associated Domain: Madness
.....
Replacement Domain Spells: 4th—phantasmal killer, 6th—cloak of dreams*, 9th—weird.

The weird spell is already part of the Madness Domain...

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1 person marked this as FAQ candidate.
Quote:

Protean Subdomain

Associated Domain: Chaos.

Replacement Power: The following granted power replaces the chaos blade power of the Chaos domain. Proteans are a race of chaotic neutral outsiders.

Aura of Chaos (Su): At 8th level, you can surround yourself with a field wild energies. Thee energies manifest as a 30-foot aura of chaos for a number of rounds per day equal to your cleric level. All enemies within this aura must declare one type of action at the start of their turn (attack, cast a spell, move, use an item, or activate a special ability) and make a Will save. Creatures that fail the Will save must take an action other than their declared action. If they succeed, they must take the declared action. Creatures cannot select actions that they cannot perform.

1- It should be These instead of Thee?

2- Does it takes a Standard action to activate this ability? It does not specify in the description!

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Quote:

Souls Subdomain

Associated Domain: Repose.

Replacement Power: The following granted power replaces the gentle rest power of the Repose domain.

Touch the Spirit World (Su): With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 3rd—animate dead, 6th—antilife shield, 9th—trap the soul.

I don't see any antilife shield spell anywhere. Was it supposed to be antilife shell?

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Quote:

Wards Subdomain

Associated Domain: Rune.

Replacement Power: The following granted power replaces the spell rune power of the Rune domain.

Warding Rune (Su): At 6th level, when a creature is damaged by your blast rune, it cannot attack you for a number of rounds equal to 1/2 your cleric level unless it succeeds at a Will save, as per the spell sanctuary. Using this ability is an immediate action when a creature triggers one of your blast runes. The ability does not prevent you from being attacked or affected by area of effect spells or abilities. You can use this ability once per day at 8th level, plus one additional time per day at 14th level and 20th level.

Do you see the discrepancy in levels?

I assume "6th level" is a typo...

http://TheOnlySheet.com


Quote:

Divine Subdomain

Associated Domain: Magic.

Replacement Power: The following granted power replaces the hand of the acolyte power of the Magic domain.

Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd level—bless water, 5th—cleanse*, 7th—resurrection, 9th—miracle.

Bless Water is a 1st level spell for Clerics... I don't think it should be tagged as a 2nd level spell here!

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A medium Barbarian "Mounted Fury" archetype in the Advanced Players Guide should be allowed to select a Big Cat or a Wolf if she is at least 11th level. Not everyone wants to be stuck with a horse as an animal companion.


Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Found something else, not really an error but rather something misleading.
In the detective bard archetype the arcane insight ability says:
PRD link

arcane insight wrote:


Arcane Insight (Ex): At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.

Emphasis mine.

As we all know in PF the trapfinding ability isn't needed to find magical traps, everyone can find them, the trapfinding is only needed to disable them.


Not sure if this was reported or not, but the Aura of Banishment (Su) is missing the DC value for the Will save.

Can someone give the DC value for Aura of Banishment (Su)? I am guessing it is something like 10 + Int Mod, but I am not certain and I will be wanting to use it very soon.

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