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Grand Lodge

Peet wrote:

Suggested errata for wording of Rogue Talent "Ninja Trick"

Note this is from the Rogue archetype page, not the Ninja class. Rogues can choose Ninja Trick instead of a Rogue Talent.

PRD wrote:
Ninja Trick (Ex): A rogue with this talent can choose a trick from the ninja trick list. The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The ninja cannot choose a ninja trick with the same name as a rogue talent.

(Emphasis mine.)

I suspect that "ninja" (in bold, above) should actually read "rogue" since, A: we are talking about rogues in this section, not ninjas, and B: if ninjas were prevented from taking a trick with the same name as a rogue talent, they could never get access to things like Combat Trick, and C: you wouldn't want to have to look for rules about ninjas in the Rogue section of the book.

Thoughts?

Interesting. I'm looking at a physical copy of the first printing of UCom, and this sentence was actually missing. The errata they released for the second printing said to add this sentence in, but I guess when it went to print they had a copy/paste error.

Either way you're correct, it should read "rogue".


Is the Pitted bullet supposed to be Craft (poison)? All references I found for crafting poison said it falls under Craft(alchemy).

Bullet, Pitted: This ammunition is pitted with a
pattern of small pocks into which specially formulated
poison compounds can be applied. A poison compound
is a derivative of a standard toxin that is alchemically
reduced to a solid form. These can be made from
any standard injury or contact poison with a Craft
(poison) check equal to the poison’s DC + 4. The cost of
purchasing an already prepared poison compound for
the purpose of treating pitted bullets is equal to the
poison’s base cost + 20 gp.


4 people marked this as FAQ candidate.

There are no dual stats for the double weapon firearms.
- Dagger pistol, 1d4
- Sword cane pistol, 1d4
- Axe musket, 1d8
- Warhammer musket, 1d8

"The _______ is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon."

Are the damage die above (medium versions) for both the melee and firearm portions of the weapons, or only the firearms portions?

"A combination of a coat pistol and a blade, the dagger pistol can be used as both weapons."
Does this mean that the melee portion counts as a dagger, and can be augmented by feats such as Weapon Focus (dagger), and used for feats and abilities that require a dagger or light blade? Similar question for the other three weapons, with the appropriate weapon groups of their respective melee components.

Further question for the Dagger pistol and Sword cane pistol; these are one-handed double weapons, the only ones in the system that I know of.

The OGL rules for double weapons and two-weapon fighting state "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."
Does this hold true for these weapons as well, or would they incur no penalties since only a single one-handed weapon is being wielded?

Grand Lodge

Ultimate combat recently got an update via errata and one of the changes was for the barbarian class's titan mauler archetype. The change to it now contradicts one or two FAQ entries, located here.

Also it should be mentioned that when I went to this page, the FAQ got an update on August 20th, but the main FAQ page didn't update the Ultimate Combat FAQ link to say so.

Grand Lodge

There may be an issue with the latest Ultimate Combat errata document.

On page 49 of Ultimate Combat, there was an issue present with the unarmed fighter archetype, specifically his weapon training ability was gained at the same levels as some of his other abilities. The errata attempted to fix this by adjusting the levels these other abilities were gained at and had them replace fighter bonus feats instead. For example, Trick Throw was changed from an ability gained at 9th level to one gained at 8th, and it replaced the fighter bonus feat gained at that level instead of weapon training.

The problem is that the second ability it "fixed," Takedown, was actually fine as is, since it replaced an iteration of armor training (which the unarmed fighter was never supposed to receive). It was actually Eye Gouge that needed to be corrected. Now as it stands, the unarmed fighter suddenly gets armor training 1 at a very late level, nevermind it was never intended to, and there's still an issue of Eye Gouge replacing an ability that weapon training already replaces.

EDIT: Ok, apparently the staff is aware of this. Go team.

Scarab Sages

Pathfinder Campaign Setting, Companion Subscriber
Strife2002 wrote:

Ultimate combat recently got an update via errata and one of the changes was for the barbarian class's titan mauler archetype. The change to it now contradicts one or two FAQ entries, located here.

Also it should be mentioned that when I went to this page, the FAQ got an update on August 20th, but the main FAQ page didn't update the Ultimate Combat FAQ link to say so.

The errata and the FAQ do not conflict. The FAQ is regarding Jotungrip, which did not change. The Massive Weapons ability was updated to allow using a large two-handed weapon as a two-handed weapon with a -4 penalty.

You still must use an appropriately sized two-handed weapon to use jotungrip, or you can use massive weapons to wield an oversized two-handed weapon in two hands. Nothing in either ability allow you to wield an oversized two-handed weapon in one hand.

Grand Lodge

Not the Jotungrip one, the one beneath it.

FAQ wrote:

Barbarian--Titan Mauler: Can a Medium titan mauler wield a Large two-handed weapon, such as a Large greatsword?

No. The "Inappropriately Sized Weapons" rule (Core Rulebook 144) says (in summary) that a creature can't wield an inappropriately-sized weapon if the size difference would increase it one or more "steps" beyond "two-handed." None of the titan mauler's abilities say the character can break the "steps" part of the "Inappropriately Sized Weapons" rule, so the character still has to follow that rule.

Scarab Sages

Pathfinder Campaign Setting, Companion Subscriber

Sorry, you had linked the Jotungrip one.


Expect Paizo to get around to updating IRRELEVANT Faq's. There are a few of them now that a couple of big errata's have come up. I would also say that the errata text takes precedence over an faq that was made before said errata.

Grand Lodge

Lab_Rat wrote:
Expect Paizo to get around to updating IRRELEVANT Faq's. There are a few of them now that a couple of big errata's have come up. I would also say that the errata text takes precedence over an faq that was made before said errata.

Agreed. Here's another. The Feral Combat Training feat got changed via the errata, saying to delete a block of text that makes this FAQ no longer applicable.

Grand Lodge

I know I waited longer than I typically do once an errata is released, but this is a list of every potential error that we the fans found that may has slipped through the cracks in the last errata round-up. Again, I'm working from a print-edition of Ultimate Combat, so if your PDF version already has something corrected that I've mentioned, then it's one of those hard-to-find corrections that weren't actually mentioned in the latest errata. As always, I'll refrain from mentioning general typos (unless they affect the rules somehow)

Possibly missed Ultimate Combat errata:
Pg. 21
- Order of the Warrior, order abilities, Way of the Samurai paragraph, last sentence says using this ability expends one daily use of the samurai's resolve class feature, but doesn't mention what a cavalier spends (since they can technically take this order). I'd imagine they'd spend a use of their tactician ability (which isn't an exact trade-off for them, but it shouldn't be since this order should favor samurai).

Pg. 32
- Scoundrel's Fortune ability, second-to-last sentence says the maximum number of times this ability can be used is eight times per day, when going by math it should only be six times per day.

Pg. 33
- It's likely the battle dance ability was meant to replace bardic performance, but it doesn't explicitly say so.

Pg. 37
- Gendarme archetype, bonus feats, because they replace the standard bonus feat selection of a cavalier (as well as the various tactician abilities), it's likely it can be assumed that a gendarme must still meet the prerequisites for these feats, but it doesn't say so.

Pg. 40
- Crusader archetype, bonus feats, the first sentence says a maximum of six feats is obtained by the time the crusader reaches 20th level, but by the math only five would be obtained.

Pg. 44
- Armor master archetype, deflective shield ability, second sentence says a maximum of +6 to touch AC is gained by 20th level, but by the math only a +5 bonus would be gained by 18th level, and +6 wouldn't be gained until a hypothetical level 22.

Pg. 56
- Kensai archetype (from previous page), magus arcana paragraph mentions two abilities, deadly follow-up and precise prowess, that don't exist.

Pg. 60
- Sohei archetype, ki weapon ability, normally abilities that add an enhancement bonus to weapons stack with already existing enhancement bonuses. This ability doesn't mention if it does or not.

Pg. 66
- Battle scout archetype, advantageous terrain ability, third sentence says "the battle scout designates a 60-foot-radius-burst area from a single square within line of sight." Burst effects originate at a grid intersection, not a square.

Pg. 68
- Wild stalker archetype, this archetype replaces all forms of favored enemy but doesn't replace the 20th-level ability master hunter, which relies on favored enemy to function.

Pg. 70
- Underhanded rogue talent; even with the Quick Draw feat, drawing a concealed weapon is still a move action, and thus couldn't be performed in a surprise round along with an attack.

Pg. 72
- Knife master archetype, sneak stab ability, second sentence, change "(page 130)" to "(page 132)".

Pg. 83
- Knockout Artist feat table entry, benefit description differs from the feat description on page 107. Benefit column in the table says a +2 bonus to damage is granted, but the description says a +1 bonus.

Pg. 85
- Twin Thunders feat table entry, benefit description differs from the feat description on page 123. Seeing as how what's written here is something anyone can do, it's probably the one in error. Instead it should say something like "Deal extra damage with your off-hand weapon when attacking giants."

Pg. 87
- Kirin Path feat table entry, benefit description, change "(local, nature, planes, or religion)" to "(arcana, dungeoneering, local, nature, planes, or religion)" to reflect the requirements this feat demands.

Pg. 101
- Final Embrace feat, benefit paragraph, final sentence says you can grab and constrict opponents up to your size, but as of Bestiary 2, that's always been the case now (the rule was updated in that book). On a related note, this means the Normal sentence is also incorrect.

Pg. 107
- Knockout Artist feat, benefit paragraph says you gain a +1 bonus on damage rolls, but according to the feat's table description on page 83, it's a +2 bonus.

Pg. 110
- Monkey Style feat, Normal paragraph, last sentence says standing up is a standard action, but it's actually a move action.

Pg. 128
- Lamellar Armor, add the following sentence to the end of these armors' description (based on piecemeal armor rules):
"Steel lamellar armor includes a pair of gauntlets."

- O-yoroi armor, add the following sentence to the end of this armor's description (based on piecemeal armor rules):
"O-yoroi armor includes a pair of gauntlets."

Pg. 129
- Tatami-Do armor, add the following sentence to the end of this armor's description (based on piecemeal armor rules):
"Tatami-do armor includes a pair of gauntlets."

Pg. 130
- Dan Bong, description says it grants a +2 bonus on CMB checks made to grapple, but it's uncertain if it replaces or combines with the -4 penalty a humanoid creature would suffer for not having both hands free to perform a grapple. (Personally, I feel the grapple special property for weapons should have something in its description that says "Characters do not suffer the normal -4 penalty to grapple for not having both hands free when using a grapple weapon to do so").

Pg. 132
- Bo staff table entry, damage should reflect the fact that this is a double weapon. Change damage to "1d4/1d4" and "1d6/1d6" for the Small and Medium columns, respectively.

- Kusarigama table entry and description, This double weapon has two different damage values listed for each end, but doesn't specify which end deals what (this matters, technically, since each end does a different damage type). It should be the sickle-end deals the higher damage value, and the chain deals the lower.

- Kyoketsu shoge table entry and description, there's a bit of confusion about this weapon. It says it's a 20 ft. range increment, but it has a 10.-ft. rope with a heavy metal ring tied to it. It's uncertain if part or all of this weapon is meant to go soaring when thrown. Physics and logic seem to be at odds with this. Additionally it's damage type is "S or P" but the ring attached to the rope is described as blunt, and would be used for bludgeoning.

Pg. 137
- Double Hackbut description doesn't mention what it uses for ammo or how many doses of black powder it consumes per shot.

Pgs. 138 & 139
- Dragon pistol table entry and description; range increment column (20 ft.) and the weapon's description of the range increment (15-ft. cone w/ pellets, 10 ft. w/ bullets) differ. The table entry should probably just say "see text" since it varies depending on what's loaded.

Pg. 141
- Silver bullet description doesn't explicitly say whether it bypasses the Damage Reduction like other silver weapons do, but it's probably implied.

Pg. 158
- Siege Engine Rules, Crew section, second paragraph, last sentence; change "colossal" to "gargantuan" and vice versa.

Pg. 160
- Ranged Siege Engines (from previous page), Direct-Fire Ranged Siege Engines section, second paragraph, last sentence mentions a targeting platform and for the reader to "(see below)" but nothing is mentioned or explained.

Pg. 163
- Springal, missing targeting DC.

Pg. 167
- Table 3-18: Buildings, in the column header, change "Colossal" to "Gargantuan" and vice versa.

- Table 3-20: Gates, as Table 3-18 mentioned above.

Pg. 205
- Stone Coat, change it to "Stone Lamellar Torso Armor Piece".

Pg. 206
- Wounds and Vigor rules don't really discuss what happens with creatures without a Con score, or how bleed damage is handled.

Pg. 221
- {Author's Opinion} Thank you for adding in some of the Ultimate Magic descriptors in the last errata. I believe, based on the description, that absorb toxicity should have gotten both the poison and disease descriptors, however.

Pg. 222
- Abundant ammunition spell is missing a Range line. It should be "Range touch".

Pg. 225
- Chain of perdition spell, 1st paragraph of description, last sentence, change "(sorcerer)" to "(oracle and sorcerer)". Do it again in the 1st sentence of the 2nd paragraph.

Pg. 226
- {Author's Opinion} Compel hostility should probably have gotten the emotion descriptor.

Pg. 229
- Greater energy siege shot, in the description, change "energy shot" to "energy siege shot".

Pg. 230
- Frightful aspect spell; some questions remain about what happens if a Large or larger creature casts this spell, and whether this spell affects a creature's reach.

Pg. 232
- {Author's Opinion} Instrument of agony should probably have the pain descriptor.

Pg. 235
- Litany of Sight spell, spell resistance line says "yes", but with a target of "you" and a range of "personal" this seems odd.

Pg. 238
- Phantom chariot spell; I know it's semantics, but the first sentence of the description says it conjures a quasi-real heavy chariot with "four horse-like creatures" but according to the vehicle rules found in this same book, heavy chariots are pulled by either 6 Medium creatures or 2 Large creatures.

Pg. 239
- Phantom driver spell; mechanically speaking, there's no benefit to choosing a Medium driver over a Small driver, the latter of whom has a higher AC for being smaller, and yet still retains a speed of 30 ft. unlike most Small creature).

Pg. 241
- {Author's Opinion} Qualm spell should probably have the emotion descriptor.

Pg. 245
- {Author's Opinion} Symbol of striking spell should have the shadow descriptor (to complement its shadow subtype).

Pg. 249
- Wreath of Blades spell, 2nd paragraph of description, 1st sentence, change "(see page 48)" to "(see page 248)".


Steel Lamellar's piecemeal torso section seems incorrect. +1 Torso, +1 Arms, +1 Legs (+3 total) vs. +6 for a full suit?

The Steel torso should at least be a +2, if not a +3. It makes no sense that the mountain pattern and horn (which is a cheaper, less durable material) are both more durable than steel.

Grand Lodge

Nicholas Pettinato wrote:

Steel Lamellar's piecemeal torso section seems incorrect. +1 Torso, +1 Arms, +1 Legs (+3 total) vs. +6 for a full suit?

The Steel torso should at least be a +2, if not a +3. It makes no sense that the mountain pattern and horn (which is a cheaper, less durable material) are both more durable than steel.

It should definitely be +3, as when combined with the other pieces to make a suit would make it the correct +6 AC bonus (and would establish that it's more protective than horn lamellar).

In speaking of piecemeal rules, the Kikko armor pieces need a revision to their price in light of the recent errata, which changed the armor's overall price from 30 gp to 250 gp.

The same goes for Four-mirror armor, which got an increase from 45 gp to 125 gp. However, four-mirror armor has some other things wrong with it. Mainly, it's piecemeal armor rules don't make sense. Since it's nothing but a piece of torso armor, it should just have its stats reprinted in that section. AC should be raised to "+6", Max Dex bonus lowered to "+2", and weight increased to "45 lbs." Unless of course I'm missing something and something else goes along with four-mirror armor that would lower its max Dex bonus, increase its weight, increase it's AC bonus, and increase it's price by 25 gp (which at the time the book was printed was the correct value) without adding an additional +5% spell failure chance for having a mismatched suit.

Grand Lodge

Pg. 222 - Adoration spell

The errata had this spell's school changed to enchantment (and rightly so). What it didn't do was add a subschool, which all enchantment spells have.

Sovereign Court

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, PFS RPG, Roleplaying Game Subscriber
Strife2002 wrote:

Pg. 222 - Adoration spell

The errata had this spell's school changed to enchantment (and rightly so). What it didn't do was add a subschool, which all enchantment spells have.

Not all spells require a sub-school. See memorize page from ACG, delay pain from UM, and memory lapse from APG

Silver Crusade

KingOfAnything wrote:
Strife2002 wrote:

Pg. 222 - Adoration spell

The errata had this spell's school changed to enchantment (and rightly so). What it didn't do was add a subschool, which all enchantment spells have.

Not all spells require a sub-school. See memorize page from ACG, delay pain from UM, and memory lapse from APG

Not to mention Prestidigitation.

But in this case, I suspect it was a mistake.

Grand Lodge

KingOfAnything wrote:
Strife2002 wrote:

Pg. 222 - Adoration spell

The errata had this spell's school changed to enchantment (and rightly so). What it didn't do was add a subschool, which all enchantment spells have.

Not all spells require a sub-school. See memorize page from ACG, delay pain from UM, and memory lapse from APG

True, but some spell schools DO require all their spells to have a subschool, for example illusion and conjuration. Enchantment is a little unique I guess because it doesn't explicitly say they require a subschool, but every single enchantment spell from the core rulebook does have one, implying heavily that they should. In the example books you mentioned, they do have a handful of spells in them that don't follow this implied rule, and when they were called out in their respective errata threads, later errata did change them. I have a home-made spell index with potential future errata already notated in, and I see in my notes that those spells you listed as examples have been mentioned in those errata threads as needing a school update, there just hasn't been a recent errata release to confirm it yet.

Grand Lodge

Fromper wrote:
KingOfAnything wrote:
Strife2002 wrote:

Pg. 222 - Adoration spell

The errata had this spell's school changed to enchantment (and rightly so). What it didn't do was add a subschool, which all enchantment spells have.

Not all spells require a sub-school. See memorize page from ACG, delay pain from UM, and memory lapse from APG

Not to mention Prestidigitation.

But in this case, I suspect it was a mistake.

Well, prestidigitation is a universal spell, which doesn't have subschools.

Sovereign Court

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, PFS RPG, Roleplaying Game Subscriber

That makes sense regarding illusion and conjuration. I don't think that enchantment requires a subschool, but it might be something to look into.


Surubbabel Wyvenmarch wrote:

Terori Monk requires an immediate fix

This archetype has holes in it from beginning to end

Could you elaborate on these holes?

It is easier to understand what you think is broken about it if you explain it in more detail.


Avatar of Chaos wrote:
Surubbabel Wyvenmarch wrote:

Terori Monk requires an immediate fix

This archetype has holes in it from beginning to end

Could you elaborate on these holes?

It is easier to understand what you think is broken about it if you explain it in more detail.

FYI, the post you are responding to is from September 2011. The person you are responding to has not posted since September 2011. I do not think that person will respond to you, nor do I think they are still reading this thread.

Also, since the post you quoted, Ultimate Combat has had two newer editions, and Terori Monk was altered

Ultimate Combat Errata wrote:

Page 61—In the Tetori archetype, in the Bonus Feat

class feature, change “Crushing Embrace” to “Stunning
Pin”, change “Twin Lock” to “Pinning Knockout”, and
change “Backbreaker” to “Neckbreaker”.

Grand Lodge

Ultimate Equipment errata's effect on UCom

Ultimate Equipment got an errata recently, and some of the changes in that book apply to a few things in UCom where they were sourced from.

* Pgs. 128-129 - Heavier versions of lamellar, o-yoroi, and tatami-do armors now all mention they include gauntlets (what's interesting about the lamellar is before only the steel version's description in the piecemeal rules said they got gauntlets, but as of UE a blanket statement was used that insinuates ALL versions of lamellar get them).
* Pg. 132 - The kusarigama now mentions that the sickle end deals the higher damage value of its two ends, while the chain deals the lower.
* Pg. 137 - The double hackbut now says it uses bullets for ammunition, and requires 6 doses of black powder to be fired.
* Pg. 138 - In the table, change the dragon pistol's range from "20" to "special".
* Pg. 143 - Both magical firearm sights on this page have had a sentence added to them that says only one firearm sight can be attached to a firearm at a time.

EDIT: This wasn't reported anywhere in either thread, but I just noticed that the price of the steel madu in Ultimate Equipment was updated from "40 gp" to "50 gp". The price of the leather madu was left unchanged. The steel madu's price can be found on page 145 of Ucom.

Grand Lodge

Pg. 240 - Protection from arrows, communal

This is a 3rd-level extract for alchemists and investigators, however according to the rules for extracts on page 27 of the APG, extracts can never be made from spells that have a focus component.


Russ Taylor wrote:
The Hunter wrote:
Should the Bard (Archaeologist) get Disable Device as a class skill considering at 2nd level he gains an ability that gives him pretty much the same thing as Trapfinding for a rogue?
It was intentional that they not get it (and be a bit worse than a rogue at it as a consequence).

Question as it is written you can disable magical traps at 6th level but are they able to detect them as per trapfiding or would they have to use something else like detect magic??


anyone can detect magic traps with perception.

Grand Lodge

Exerius wrote:
Russ Taylor wrote:
The Hunter wrote:
Should the Bard (Archaeologist) get Disable Device as a class skill considering at 2nd level he gains an ability that gives him pretty much the same thing as Trapfinding for a rogue?
It was intentional that they not get it (and be a bit worse than a rogue at it as a consequence).
Question as it is written you can disable magical traps at 6th level but are they able to detect them as per trapfiding or would they have to use something else like detect magic??

Only being able to detect magic traps via trapfinding is a relic of 3.0/3.5. Anyone can detect magic traps now, as long as they roll a good-enough Perception check.

Disabling them is a different story, as disabling magic traps with Disable Device is still an exclusive feature of trapfinding.

Grand Lodge

Pg. 134 - Urumi

Unsure if this was an update or an omission for this item, but in the Inner Sea World Guide, the urumi description says it takes half damage against attempts to sunder it due to its flexibility.


1 person marked this as FAQ candidate.

The Samurai resolve ability does not work as intended when using the determined function

Samurai, Resolve: Determined wrote:
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Bolded text is important:

Note that the nauseated condition says the following:

Nauseated wrote:
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

Bolded text is important. Also, the section "actions" in the bolded sentence should be "action".

As such, the Resolve: Determined ability is unable to remove the naseauted condition because the naseuated condition prevents the use of standard actions.

Grand Lodge

Strife2002 wrote:

Pg. 240 - Protection from arrows, communal

This is a 3rd-level extract for alchemists and investigators, however according to the rules for extracts on page 27 of the APG, extracts can never be made from spells that have a focus component.

For what it's worth, James Jacobs in 2012 had a different idea of how this was supposed to work to explain alchemist extracts that have focus components.

From the Pathfinder Society Field Guide product thread.

Note that shortly after this someone points out to him what the actual text in the alchemist write-up says, to which his response is a short growl.

Shadow Lodge

Pathfinder Companion Subscriber

Given the trend in recent writing that if you somehow avoid the penalty on things with a cost (typically non-lethal damage) you do not get the benefit either; can we get a re-write on the Physical Resistance ability of the Martial Artist Archetype?

Currently:
Physical Resistance (Ex): At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

So, you can currently use this to bypass things like Frightful War paint that deals 1 point of con damage and 1 point of wisdom damage every minute to get a bonus to things.

Changing the wording would bring it in line with other abilities.

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