Ultimate Combat errata


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2 people marked this as FAQ candidate.

The following referenced rage powers are missing:

Ghost Hunter, perfect accuracy, greater primal scent, body blow,


1 person marked this as FAQ candidate.

This may or may not be intended, but as written the Dervish Dancer bard archetype does not replace or modify their Bardic Performance ability. This means they have the option of using both their Bardic Performance as well as their Battle Dance ability.


2 people marked this as FAQ candidate.

The text on who can select inquisitions in Ultimate Combat and Ultimate Magic contradict each other.

Ultimate Magic wrote:
Inquisitions are intended for inquisitors, not for other classes that give access to domains. While a cleric or other domain-using class can select an inquisition in place of a domain (if appropriate to the character’s deity), inquisitions do not grant domain spell slots or domain spells, and therefore are much weaker choices for those classes. These other classes use the appropriate class level as their inquisitor level for the purpose of inquisition granted powers (clerics use their cleric level as their inquisitor level, and so on).
Ultimate Combat wrote:
Some inquisitor domains are not the domains of their faith but are movements within a number of faiths. Many religious individuals and orders find themselves in conf lict with the users of arcane magic, and have created inquisitions and training regimens expressly to fight arcane spellcasters. With GM approval, any inquisitor of any deity can take the inquisitions detailed below. Inquisitions are domains that only inquisitors can take. They are not open to any other class that uses domains. If an inquisition’s granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the inquisitor’s level + the inquisitor’s Wisdom modifier. The inquistor’s caster level for granted powers and spell-like abilities is equal to her inquisitor level.

Since these two books came out very close together, it seems odd that Ultimate Combat would take away an option from Ultimate Magic. So, what is the intended workings of who can use Inquisitions?


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O-Yoroi leg piece armor bonus?

Is this an error?

In the Piecemeal armor rules it is listed as providing a +2 armor bonus while the bonus of every other piece is only +1. This results in the statistics for a full O-Yoroi suit having a higher total armor bonus than its separate listing under Asian armor in an earlier chapter.

Which is correct? Is the total armor bonus for a full O-Yoroi suit supposed +8 or +9?

Grand Lodge

1 person marked this as FAQ candidate.

Unarmed Fighter gives up Weapon Training 1, 2, 3, and 4 for the Weapon Training in monk and natural weapons, then proceeds to give them up again for the subsequent abilities (I don't have the book handy, but they are eye gouge, and takedown, and one other.)

I am assuming that the Unarmed Training is just supposed to be replacing Weapon Training 1.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

3 people marked this as FAQ candidate. 1 person marked this as a favorite.

p. 72 Pirate archetype, Swinging Reposition - this ability indicates it works "provided she is wearing light armor". Should it instead indicate "light or no armor"?

Also, it indicates that it lets "the rogue incorporate them into her Acrobatics checks by grabbing hold of the structure and swinging towards her opponent, making either a charge or a bull rush maneuver." What exactly does this do regarding Acrobatics checks?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

1 person marked this as FAQ candidate.

p. 73 Roof Runner archetype, Roof Running - this ability indicates it works "provided she is wearing light armor". Should it instead indicate "light or no armor"?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

2 people marked this as FAQ candidate.

p. 73 Survivalist archetype, Endure Elements - how many times per day can they use this spell like ability? Also, just to be sure, can they use ths on others, or is it limited to targeting themselves only?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

4 people marked this as FAQ candidate.

p. 92 Combat Medic feat - why is this a teamwork feat? The most common use of this would be to apply first aid to a dying ally, who by definition is unable to participate in a teamwork feat since they are not conscious. This function of the feat could almost never be used therefore.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 96 Disengaging Feint feat - while I see that this feat is usable as a standard action, compared to the withdraw action as a full round action, I'm not clear on what the benefit is. With withdraw you can avoid the AOO in the first 5' square you move though and can move up to double your speed.

With this feat, you can use a standard action to do the same but only move up to your speed (assuming your feint works). Then you're left with a move action, which you can then use in combination to move up to double your speed - just like the withdraw action. Sure you can use your remaining move action for something else, like draw a weapon, etc. but that's not really a big advantage for the price of a feat. If the feat was usable as a move action, then you gain an advantage, since you can still use a standard action for something else.


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Does the merciful healer use holy or positive energy or both when healing? The text of their abilities is not clear on the matter:

Quote:
Channel Energy (Su): As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.
Quote:
True Healer (Su): At 8th level, when a merciful healer channels holy energy, she can choose to apply the benefits of merciful healing or to reroll any 1s when determining how much damage she heals with the holy energy. She must choose which benefit to take before she rolls to see how much damage she heals.

Sovereign Court

2 people marked this as FAQ candidate.

Jolting Portent mentions the oracle in the description for save DC but it is only listed as Cleric 7.
Also the index lists "Oracle Spell Lists 212-213" but no list exists?

School evocation (electricity) Level cleric 7
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level (D) see text
Saving Throw none; Spell Resistance yes
The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles) or Wisdom (in the case of clerics). If the target fails the saving throw, it takes 4d6 + your Charisma modifier (in the case of oracles) or Wisdom modifier (in the case of clerics) electricity damage. It takes no damage on a successful saving throw. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and daze the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the daze occur after the attack.

Sovereign Court

5 people marked this as FAQ candidate.

Litany of Vengeance has instantaneous as Duration - should it be 1 round or next attack?

Litany of Vengeance
School transmutation [language dependent]; Level antipaladin 4, inquisitor 5, paladin 4
Casting Time 1 swift action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw no; Spell Resistance yes
This litany causes your enemy to feel the pain of blows more sharply. Anyone who hits the target with an attack gains a +5 sacred or profane bonus (depending on the alignment of the caster) to that attack’s damage.
While subject to this spell, the target cannot be the target of another spell that has the word "litany" in the title.

Sovereign Court

2 people marked this as FAQ candidate.

Pilfering Hand mentions Bard,oracle,Sorcerer,Magus and Wizard in the description for determinging CMB but oracle is listed on the level line.
2nd time I noticed this.
It happens again in Symbol of Striking.
That fact that the index lists orcale spell list for pages 212-213 makes me either the list is missing or Paizo dropped the oracle from the book during production but never cleared up the spell descriptions from spells they where intending to give them.

Pilfering Hand
School evocation [force]; Level bard 2, cleric 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one object
Duration see text
Saving Throw none; Spell Resistance yes (object)
You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.
Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.
Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.

Sovereign Court

Walk Through Space has no casting time.

The Exchange Contributor, RPG Superstar 2010 Top 16

Cylerist wrote:

Jolting Portent mentions the oracle in the description for save DC but it is only listed as Cleric 7.

Also the index lists "Oracle Spell Lists 212-213" but no list exists?

The oracle uses the cleric spell list. Unlike Sorcerer/Wizard Oracle is not called out separately in any spell listings.

Quote:
That fact that the index lists orcale spell list for pages 212-213 makes me either the list is missing or Paizo dropped the oracle from the book during production but never cleared up the spell descriptions from spells they where intending to give them.

The index listing is a bit confusing. It is referring to the fact that Oracles use the cleric list.


Rapid Reload (page 115) reduces the reload actions of firearms to a Move Action (1h) or a standard action (2h).

Advanced Firearms, by using metal cartridges, are both reloaded by a Move action. Were Rapid Reload not specifying "reduces", taking it might by RAW make reloading a rifle a standard action, up from a move-action.

As it is, Rapid Reload has no interaction or benefit to advanced firerams, meaning reloading a bolt-action is slower than reloading a muzzle-loader.

Lightning Reload allows you to reload a single barrel of your gun as a swift action, or, if using alchemical cartridges or you have rapid reload, as a free action, once per round. How does this interact with Advanced Firearms, as Metal Cartridges are supposed to reload the entire capacity?


1 person marked this as FAQ candidate.

I am not sure if this has been mentioned yet, I may have missed it.

Pg.51 the Pistolero Archetype

"Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend a grit point to deal 1d6 extra points of damage on a hit. if she misses with the attack,she grazes the target, dealing half the bonus damage anyway. She must choose to spend the grit point before the attack roll."

It states that "IF YOU HIT YOU CAN SPEND A GRIT POINT", contradicting this it gives directions on what to do if you miss and then says "YOU MUST SPEND THE GRIT POINT BEFORE THE ATTACK ROLL".


3 people marked this as FAQ candidate.

The Musket Master Archetype ability "Musket Training" has the following text:

Quote:
This replaces firearm training 1, 2, 3, and 4.

The Gunslinger Class does not have a class feature called "firearm training". It does have an ability called "gun training".

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 100 Enfiladating Fire - how can a foe be flanked by only 1 ally? Should this be 2 or more?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 116 Rhetorical Flourish - can you use the first option for this feat for the +4 bonus, and if the Diplomacy check fails, then use the second option for this feat to retry the Diplomacy check if you make the bluff at -4?


1 person marked this as FAQ candidate.

The Musket Master archetype has a replacement deed called "Steady Aim". It has the following text

Quote:
At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm...

Typically, move-equivalent actions are referred to as "move actions". This takes less space and is more consistent with the normal usage.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

4 people marked this as FAQ candidate.

p. 129, table 3-1 - are the prices for kikko and four mirror armor armor correct? They seem awefully low for armor that provides +5 or +6 armor bonuses (30gp and 45 gp)

Also, are the entries for iron lamellar and steel lamellar armor mislabeled? I would have thought iron would be cheaper and provide a lower AC bonus than steel.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 140 entangling shot cartridge - can anything remove the entangled condition that this applies before the 2d4 round duration? alchohol, burning or breaking it, universal solvent?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 141 table 3-6, bullet, adamantine should be listed as firearm bullet, adamantine to be consistent with the other bullets listed.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 144 gladiator weapons - paragraph 3 references the Master Combat Performer feat on p. 108. No such feat exists on that page, or in the book that I could find.

Also, for the performance special quality, do any weapons from other chapters in UC or from the Core Rulebook qualify? I would think things like whips, spiked chains, and nets seem reasonable, as well as many of the exotic eastern weapons.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 158 Defense and Hit Points - "armored siege engines have an AC equal to " should be "armored siege engines have an armor bonus equal to". They should still have their respective size bonuses, etc. to determine their final AC, even if they're armored.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 159 Assembling Siege Engines - it mentions that a smaller crew doubles the assembly time. Can you increase the crew size to speed up the assembly?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 161 balista, gate breaker - "quarrels with blunt mental tips" should be "quarrels with blunt metal tips"

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 161 table 3-13 - heavy bombard has the same price as a standard bombard. I'm assuming it should cost more.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 166 Gallery - "Galleries are sized like creatures—a Larger gallery protects the same space as a Large creature" should be "Galleries are sized like creatures—a Large gallery protects the same space as a Large creature"

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 167 - not quite errata, but more of omissions, for gates, there's no mention of portculus, either in how one in combinatio with a gate would increase the break DC, or that a portcullus should be a lot faster to lower (a single move action perhaps?)

For walls, how does wall thickness affect breaching? Would a 10' thick wall have double the hp before a breach, etc? Or can you breach the first 5' cube of wall, causing higher wall sections to become damaged, and have the next 5' thickness be intact still?

RPG Superstar 2012 Top 16

Joel, you are a machine.

==Aelryinth

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Aelryinth wrote:

Joel, you are a machine.

==Aelryinth

Ha - and I've been thinking I'm slow - others have posted stuff about spells the week the PDF came out, and I've just started reading through the vehicle chapter.

Dark Archive

JoelF847 wrote:


Ha - and I've been thinking I'm slow - others have posted stuff about spells the week the PDF came out, and I've just started reading through the vehicle chapter.

The stuff I posted on spells was easy due to my app throwing errors about bad formatting and missing fields.

your posts deal with issues that need more thought behind them


The Ninja trick Rogue Talent (p70) doesn't specify that you can't use it to take a Ninja Trick with the same name as a Rogue Talent, though the Rogue Talent Ninja Trick (p15) does.

Maybe I missed something, but I can't find a class with the "Weapon Expertise Class Feature" that Wave Strike (p123) wants as a prerequisite.


agnelcow wrote:

The Ninja trick Rogue Talent (p70) doesn't specify that you can't use it to take a Ninja Trick with the same name as a Rogue Talent, though the Rogue Talent Ninja Trick (p15) does.

Maybe I missed something, but I can't find a class with the "Weapon Expertise Class Feature" that Wave Strike (p123) wants as a prerequisite.

Samurai :I


"quarrels with blunt mental tips"

Braaaaaaaaiiins


1 person marked this as FAQ candidate.

The Spellbreaker Inquisitor Archetype has "Impervious" as it's level 20 ability. The Impervious ability says it replaces Final Judgement. Inquisitors do not have a class ability called "Final Judgment". Impervious should probably reference "True Judgment" instead.


Xaaon of Korvosa wrote:
sieylianna wrote:
Mike Schneider wrote:
Funny to think about. Funny to play if you were a CE player. Not funny to play with considering they could kill most PCs in a single chop, which meant you didn't have much time to "solve" the problem.
It's even less funny in Pathfinder Society where you run afoul of PVP rules if you try to defend yourself.
That's when you start dealing non-lethal damage.

Or just refuse to play with them. or render them unconscious and never wake them back up.

That said I really can't see any good reason to allow FB into PFS.

Sovereign Court

Dennis Baker wrote:
Cylerist wrote:

Jolting Portent mentions the oracle in the description for save DC but it is only listed as Cleric 7.

Also the index lists "Oracle Spell Lists 212-213" but no list exists?

The oracle uses the cleric spell list. Unlike Sorcerer/Wizard Oracle is not called out separately in any spell listings.

Quote:
That fact that the index lists orcale spell list for pages 212-213 makes me either the list is missing or Paizo dropped the oracle from the book during production but never cleared up the spell descriptions from spells they where intending to give them.
The index listing is a bit confusing. It is referring to the fact that Oracles use the cleric list.

Yikes, color me embarrassed!

Thanks


2 people marked this as FAQ candidate.

I just noticed this in the process of making a character for a Weird West one-off tomorrow:

Beast Rider cavaliers are explicitly given permission to ride Tyrannosauruses, Allosauruses, Deinonychuses, and Velociraptors, but then told later, "A beast rider cannot choose a mount ... that has fewer than four legs".


Fozbek wrote:

I just noticed this in the process of making a character for a Weird West one-off tomorrow:

Beast Rider cavaliers are explicitly given permission to ride Tyrannosauruses, Allosauruses, Deinonychuses, and Velociraptors, but then told later, "A beast rider cannot choose a mount ... that has fewer than four legs".

Solution for the rules lawyer: Have the dinosaur eat a peasant. It now has four legs.


4 people marked this as FAQ candidate. 2 people marked this as a favorite.

I apologize if this has already been mentioned, but I cannot seem to find it anywhere, so...

The Cleric: Crusader archetype grants Bonus feats in place of Domain and Spell Casting ability, allowing for "a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level)."

1, 5, 10, 15, 20 = 5

I assume that there should be a bonus feat at 3rd, or that there are a maximum of five bonus feats (I am leaning towards another bonus at 3rd). Has there been any comment on this?


Loren Peterson wrote:

I am not sure if this has been mentioned yet, I may have missed it.

Pg.51 the Pistolero Archetype

"Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend a grit point to deal 1d6 extra points of damage on a hit. if she misses with the attack,she grazes the target, dealing half the bonus damage anyway. She must choose to spend the grit point before the attack roll."

It states that "IF YOU HIT YOU CAN SPEND A GRIT POINT", contradicting this it gives directions on what to do if you miss and then says "YOU MUST SPEND THE GRIT POINT BEFORE THE ATTACK ROLL".

The wording is confusing and could use a change. I would suggest the following...

Pistolero (Archetype) maybe should've wrote:
Up Close and Deadly (Ex): At 1st level, when the pistolero attacks with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal extra damage. If she hits with the attack, she deals 1d6 points of extra damage to the target. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll.


JoelF847 wrote:
p. 100 Enfiladating Fire - how can a foe be flanked by only 1 ally? Should this be 2 or more?
Enfilading Fire wrote:
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

The question is, of your allies that are flanking a foe, how many share the Enfilading Fire feat with you? One is enough for it to work.

Enfilading Fire maybe should've wrote:
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by allies if at least 1 of them has this feat.


JoelF847 wrote:
p. 116 Rhetorical Flourish - can you use the first option for this feat for the +4 bonus, and if the Diplomacy check fails, then use the second option for this feat to retry the Diplomacy check if you make the bluff at -4?

That seems more like a rules question than an error statement to me, and so that's all I'm going to say about it. I've seen convos about rules questions get super-involved (and super-testy) super-fast, and I'd rather avoid one.


BigNorseWolf, I would've wrote:
Fozbek wrote:

I just noticed this in the process of making a character for a Weird West one-off tomorrow:

Beast Rider cavaliers are explicitly given permission to ride Tyrannosauruses, Allosauruses, Deinonychuses, and Velociraptors, but then told later, "A beast rider cannot choose a mount ... that has fewer than four legs".

Solution for the rules lawyer: Have the dinosaur eat 'em.

Fixed that for ya. ;)


1 person marked this as a favorite.

Under the Musketeer archetype for Cavalier, the Gifted Firearm ability reads,

Quote:
As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level.

The write-up does not seem to say what those benefits are. Am I missing something?


The following Magus Arcana are mentioned in the Kensai archetype, but do not appear in UM or UC: deadly follow-up, precise prowess.

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