Ultimate Combat errata


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Page 158 - Siege engine crew

The last sentence of the Crew section of Siege Engine Rules says:

"If Large or larger creatures serve as crew members, each Large creature counts as four [Medium] crew members, a Huge creature counts as eight Medium creatures, a colossal creature counts as 16 Medium creatures, and a gargantuan creature counts as 20 Medium creatures."

Emphasis mine. Other than the fact that Colossal and Gargantuan should be capitalized, these are reversed. Colossal is bigger than Gargantuan so a Gargantuan should count as 16 Medium creatures and a Colossal should count as 20.

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Page 163 - Firewyrm

This siege engine is missing the part in its description about targets that fail the Reflex save catching on fire. Its lesser cousin, the Firedrake, does have this line.

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Page 163 - Standard and heavy trebuchet stones

Stones for a standard trebuchet and a heavy trebuchet cost the same, 30 gp. This is likely in error, as no other siege engine has this issue when they come in different sizes.

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Page 164 - Smoke shot

Doesn't specify which types of siege engines use it. The use of the word "shot" in its name implies it's used by cannons and fiend's mouth cannons.

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Saint Bernard de Clairveaux wrote:

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?

I can't seem to find this answer either. In this thread or anywhere else.

What is the Focus benefit? And how is it calculated?

Grand Lodge

sveden wrote:
Saint Bernard de Clairveaux wrote:

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?

I can't seem to find this answer either. In this thread or anywhere else.

What is the Focus benefit? And how is it calculated?

Keep reading, it's in the next paragraph. Whenever he focuses himself with this ability, he gets a number of abilities depending on his level for 1 minute/cavalier level. Specifically, when focusing he:

8th: gains the Improved Critical feat.
11th: Same as 8th plus reduce misfire chance of weapon by 1.
17th: Same as 8th and 11th, plus double range increment of his weapon.
20th: Same as 8th, 11th, and 17th, plus ability to expend one of his daily challenges in order to make a full attack with his firearm, ignoring the normal load times for his weapon.


Should the Bard archetype Archaeologist be re-concepted to an alternate class in line with Antipaladin, Ninja and Samurai?

It only keeps the spells, proficiencies, and 3 class features of the bard class (bardic knowledge, lore master, jack of all trades).

This is a significant divergence from a bard.

I'd suggest tweeking the spell list to remove bard-y spells and replace them with more Archaeologist-y spells and maybe add firearms proficiency à la Indiana Jones.

Thoughts?

Grand Lodge

1 person marked this as FAQ candidate.

Page 143 - Dry load powder horn, far-reaching sight, and see invisibility sight wondrous items

All three of these items have "none (see below)" for their Slot entry, yet none of them mention anything regarding where they're worn on the body. "None" would have probably done fine.

Also, with regards to the far-reaching sight and the see invisibility sight, should there have been a mention somewhere in their descriptions about how a firearm can only have 1 type of sight attached at a time?

Grand Lodge

2 people marked this as FAQ candidate.

Page 144 - Table 3-1: Feats

I have a very strong feeling that the prerequisites for Greater Blighted Critical and Blighted Critical Mastery were reversed. Reasons:

1) In the table, Greater Blighted Critical has itself as its own prerequisite
2) Blighted Critical Mastery, power-wise, would be the next step in this feat chain, which would also mean that it would have the higher caster level as its prerequisite.

Alternatively if I'm wrong then in the table Greater Blighted Critical's prerequisite of Greater Blighted Critical should be changed to Blighted Critical, and it should probably come after Blighted Critical Mastery in the order on the table.

Grand Lodge

Strife2002 wrote:

Page 144 - Table 3-1: Feats

I have a very strong feeling that the prerequisites for Greater Blighted Critical and Blighted Critical Mastery were reversed. Reasons:

1) In the table, Greater Blighted Critical has itself as its own prerequisite
2) Blighted Critical Mastery, power-wise, would be the next step in this feat chain, which would also mean that it would have the higher caster level as its prerequisite.

Alternatively if I'm wrong then in the table Greater Blighted Critical's prerequisite of Greater Blighted Critical should be changed to Blighted Critical, and it should probably come after Blighted Critical Mastery in the order on the table.

It seems that the PRD has Greater Blighted Critical as just requiring Blighted Critical and not itself as a prereq, so perhaps that change is all this is needed.

Grand Lodge

Strife2002 wrote:

P. 144, third paragraph, last sentence.

"A creature can take the Master Combat Performer feat (see page 108), which allows any weapon it wields to gain the performance quality."

Issues:
1) The feat in question is on page 109, not 108.
2) The feat does NOT do what this sentence describes. Instead:

"Master Combat Performer (Combat)
...
Benefit:
You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality."

I just noticed something about this. While it's still true that Master Combat Performer does NOT do what the paragraph says it does, this is not the error. There was probably another feat that they meant to mention here:

In the third paragraph, last sentence of the opening description of gladiator weapons on page 144, change the text "Master Combat Performer feat (see page 108)" to "Performance Weapon Mastery feat (see page 112)".

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Page 87 - Kirin Path feat's table entry

The Benefit entry for Kirin Path in the table says "You may take 10 to identify a creature using Knowledge (local, nature, planes, or religion)"

It should also include dungeoneering.


The Table: Firearm Gear lists bullets to weight half a pound in qty of 30, thus giving us a weight of 1/60 lb per bullet. Excellent.

On the other hand, cartridges contains a bullet AND additional stuff. How much is the weight for cartridges then? This is missing, and probably should not since they would be heavier then bullets!


Strife2002 wrote:

Page 87 - Kirin Path feat's table entry

The Benefit entry for Kirin Path in the table says "You may take 10 to identify a creature using Knowledge (local, nature, planes, or religion)"

It should also include dungeoneering.

And arcana, perhaps.


What is the casting time for Frightful Aspect? I assume it's a Standard Action, but it's not noted...

Grand Lodge

hogarth wrote:
Strife2002 wrote:

Page 87 - Kirin Path feat's table entry

The Benefit entry for Kirin Path in the table says "You may take 10 to identify a creature using Knowledge (local, nature, planes, or religion)"

It should also include dungeoneering.

And arcana, perhaps.

Whoops, you are absolutely right.

Grand Lodge

Wyntrewolfe wrote:
What is the casting time for Frightful Aspect? I assume it's a Standard Action, but it's not noted...

Based on every other polymorph spell, it likely is 1 standard action. This spell raises other questions though:

1) What happens to your equipment when you change size?
2) Does your reach increase?
3) What about creatures size Large or larger who cast this spell?


In case this was not reported...

Quote:

Daredevil (Archetype):

Scoundrel's Fortune (Ex): At 5th level, once per day a daredevil can choose to roll two dice instead of one for any skill check, keeping the best result. She can use this ability one additional time per day for every three levels she possesses beyond 5th, to a maximum of eight times per day at 20th level. This ability replaces lore master.

This should be six times per day at 20th level

(5th, 8th, 11th, 14th, 17th and 20th)

TheOnlySheet.com


In case this was not reported...

For the Tactician (Archetype)

Quote:
Battle Insight (Ex): At 15th level, as a swift action, a tactician can grant his Intelligence modifier as an insight bonus on the attack rolls made by a single ally within line of sight that can both see and hear the tactician. That ally gains the bonus until the end of the tactician's next turn. The tactician can use this ability a number of times per day equal to 3 + his Intelligence modifier.

This is the only 15th level ability replacement that does not specify it replaces 'Armor Training 4' ... Probably an omission?

TheOnlySheet.com


The paladin archetype Holy Tactician's battlefield presence doesn't have a duration, and seems to go on forever.

Grand Lodge

Cheapy wrote:
The paladin archetype Holy Tactician's battlefield presence doesn't have a duration, and seems to go on forever.

I'm pretty sure it does go on forever. It replaces aura of courage, which is always active, and by the description seems to be a type of aura itself. The fact that it doesn't mention how many uses per day she can use it also indicates it's an always-active aura.


jmelesky wrote:

Reposted here, as it seems a better spot than its own thread.

The text of the Spellkiller Inquisition states:

Quote:
When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.

It does not state whether the save is Fort, Reflex, or Will. As far as i can tell, there's no ancillary text which would apply (no standard save type for Inquisition powers, nothing about the effect itself -- it's not labelled a mind-affecting effect, for example, etc.).

I can see a case being made for either Fort or Will -- Reflex would be much harder to justify. I lean towards Fort, myself.

Any official opinion on this?

Bump, as I think this is relevant as well.


The "Sibat" weapon should be added to the "THROWN" category in the 'Expanded Weapon Groups'... It has a range increment of 10' and is similar to a shortspear as per the description...

http://TheOnlySheet.com

Grand Lodge

Was the aklys meant to deal 1d6(S)/1d8(M) damage? A few things point to it being too high:

1) It's Adventurer's Armory version has identical stats (save the performance property) except it deals 1d4(S)/1d6(M)
2) It's a light weapon, and no light weapon in any book deals that much damage.
3) It says it's like a throwing club, and even the club, which is a one-handed weapon, meaning it's bigger, only deals 1d4(S)/1d6(M)

Grand Lodge

Pgs. 42-43 Various Animal Shaman archetypes

The various animal shaman archetypes (Ape, Bat, and Boar) all get an ability at 2nd level called totem transformation. Jason Nelson, designer of the original animal archetypes from the APG, said he had intended to write that they replace woodland stride.

Grand Lodge

Pg. 24 - Immolation Bomb discovery

The immolation bomb discovery says an alchemist must be at least 3rd level before selecting this discovery, but this is peculiar since discoveries are gained at even-numbered levels. We could simply assume it should say 4th level, instead, but I thought I'd mention it on the chance it should be higher than that.


Strife2002 wrote:

Pg. 24 - Immolation Bomb discovery

The immolation bomb discovery says an alchemist must be at least 3rd level before selecting this discovery, but this is peculiar since discoveries are gained at even-numbered levels. We could simply assume it should say 4th level, instead, but I thought I'd mention it on the chance it should be higher than that.

Note that you can take the feat Extra Discovery at level 3, so it's not that far-fetched.

Grand Lodge

Wow, excellent point, I hadn't thought of that.

Grand Lodge

1 person marked this as FAQ candidate.

Pg. 24 - Siege Bomb discovery

The fourth sentence of the siege bomb discovery paragraph says the target of the bomb takes 1d6 points of fire damage, or another energy type if the alchemist is capable of modifying his bombs in that way. The issue is that the asterisk (*) next to the discovery's name indicates it can't be combined with other discoveries that have this asterisk, such as all of the discoveries that modify the energy damage type of bombs.

It's uncertain if this bit was indicating that this is an exception to the rule, or if it was an oversight.

EDIT: Additionally, this discovery doesn't mention what happens if the strafe bomb discovery from Ultimate Magic is used in conjunction with this, or if it even can (currently there's nothing stopping this).

Grand Lodge

Pg. 45 - Expanded Weapon Groups

I'm not sure if this is even allowed, given their magical nature, but shouldn't alchemist's bombs be included in the thrown weapons category?

EDIT: I went ahead and posted this part in the Core Rulebook errata thread, but shouldn't thrown splash weapons also be listed in the thrown weapon category?


Strife2002 wrote:

Pg. 24 - Siege Bomb discovery

The fourth sentence of the siege bomb discovery paragraph says the target of the bomb takes 1d6 points of fire damage, or another energy type if the alchemist is capable of modifying his bombs in that way. The issue is that the asterisk (*) next to the discovery's name indicates it can't be combined with other discoveries that have this asterisk, such as all of the discoveries that modify the energy damage type of bombs.

It's uncertain if this bit was indicating that this is an exception to the rule, or if it was an oversight.

EDIT: Additionally, this discovery doesn't mention what happens if the strafe bomb discovery from Ultimate Magic is used in conjunction with this, or if it even can (currently there's nothing stopping this).

Also, how do you extinguish an ice fire? It is very confusing.

Grand Lodge

Pg. 35 - I Shall Not Be Moved order ability

Order of the Seal, order abilities, I shall not be moved paragraph, last sentence, "pull" and "push" didn't make the cut of new combat maneuvers back in the APG. They should either be replaced with something like "reposition" or deleted outright like the errata for the APG did for the Phalanx Soldier's stand firm class feature on page 105 of that book.

Grand Lodge

Pg. 28 - World Serpent Spirit rage power

Small typo I know, but the rage power world serpent spirit should actually be retitled as world serpent totem spirit. This is the norm for these totem rage powers, and the next power in that power tree, world serpent totem unity, mentions this power as a prerequisite and calls it world serpent totem spirit


Jason Nelson wrote:
45ur4 wrote:
The Kensai on page 54 gives by level 7 a modified version of the Fighter Training class ability, but nothing later replaces the normal Fighter Training the Magi get by level 10. Is this intended?

Yes.

They still get the ability, and in fact get it EARLIER than a normal magus. Making the ability happen earlier AND replacing it would be a little silly I'd think. The relevant point, though, is that the ability is not missing and therefore does not need to be replaced.

So the Kensai gets nothing at lvl 10? (except spell, and usual increases?)


Cheapy wrote:
Wild Stalker, page 68: Favored enemies is given up twice. One of them should be bonus feats, I think.

Combat style feats are gained at levels 2,6,10,14,18, so "every five levels after 6th (to a maximum of 4 times at 20th level)" does not make sense. It should be "every four levels after 6th (to a maximum of 4 times at 18th level).

Or they could rewrite it to remove favoured terrain instead.

Grand Lodge

Pg. 146 - Primitive Materials

All of these new primitive materials give a list of the items that can be made from them. Bone, however, is the only one that doesn't mention arrowheads in its list of eligible items. A quick search in Google for "bone arrowhead" can lay to rest any doubts that bone couldn't be used to make these, and it should probably be mentioned in the description.

Grand Lodge

Pg. 147 - Primitive Materials

Gold weapons gain the fragile quality, but gold armor doesn't seem to. It's soft, maleable gold - Shirley this was a mistake.

Grand Lodge

Pg. 147 - Primitive Materials

The description of stone says:

Stone wrote:
Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly.

Emphasis mine. The description mentions slashing weapons and piercing weapons, but the Weapons section for stone below this paragraph simply says light and one-handed bludgeoning weapons.


Question on Called Shots and Critical triggered Feats.

Would Called Shot (say leg) and "Bleeding Critical" stack if a critial is confirmed?

Suggestions on what to do with someone who has say "Blinding Critical" and does a Called Shot to the legs then rolls a critical?

The Exchange Contributor, RPG Superstar 2008 Top 6

Bleeds that affect the same quality don't stack. So if two hp bleeds were inflicted, the victim takes the most damaging bleed each round. If one's variable, roll it and apply the higher result.

Liberty's Edge

2 people marked this as FAQ candidate.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Pg. 51 Musket Master (Archetype) Ability Rapid Reloader

The description of stone says:

Rapid Reloader wrote:
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat. Use the updated version of this feat on page 115.

The plural version of muskets is an odd word to use, this needs to be either changed to Musket to signify that the Rapid Reload feat is for Musket only, or clarified what the plural use of the word means. Either You pick the Musket weapon for the rapid Reload, or it is supposed to be for all Musket weapons.

Grand Lodge

It has been confirmed by the designer of the feat, Benjamin Bruck, that the feat Improved Two-Weapon Feint was supposed to have Two-Weapon Feint as a prerequisite.

Liberty's Edge

coolhandluq wrote:
P.56 Magus Arcana section under Kensai archetype, it suggests two arcana for the Magus which do not appear to exist. These are 'deadly follow-up' and 'precise prowess'.

Also, the Kensai's Fighter Training comes at level 7 while the normal Magus gets it at 10. Perhaps an extra Arcana or Fighter Bonus feat could be put in there to avoid "doubling up" an ability?

Liberty's Edge

And do we have an ETA on a UC Errata release?

Grand Lodge

Psion deXanthus, Inquistor wrote:
And do we have an ETA on a UC Errata release?

We never do until we do.


Since the thread is horrendously long and at least search didn't offer more than two posts concerning the Martial Artist's Abundant Step issue, I'm going to offer a suggestion, which is, as far as I can tell, within the rules: Qinggong Monk's archetype doesn't say you have to have ki pool as a prerequisite, and the Ki power option Slow Fall simply stands for (monk ability, 0 ki points). Therefore I'm making an assumption that, since you don't need ki points to activate the ability (which doesn't use ki points as default anyway), you can take Slow Fall in place of Abundant Step, and be happy about it. Correct me if you have a better insight on this.

Grand Lodge

1 person marked this as a favorite.
Arkhios wrote:
Since the thread is horrendously long and at least search didn't offer more than two posts concerning the Martial Artist's Abundant Step issue, I'm going to offer a suggestion, which is, as far as I can tell, within the rules: Qinggong Monk's archetype doesn't say you have to have ki pool as a prerequisite, and the Ki power option Slow Fall simply stands for (monk ability, 0 ki points). Therefore I'm making an assumption that, since you don't need ki points to activate the ability (which doesn't use ki points as default anyway), you can take Slow Fall in place of Abundant Step, and be happy about it. Correct me if you have a better insight on this.

hey there, allow me to help.

Jason Nelson, designer of this archetype, has acknowledged the issue of abundant step for this archetype. He says he admittedly just forgot about it, and offered 4 different, unofficial suggestions for replacing the ability until an official fix is determined including:
- 1) Bonus Feat: At 12th level, the martial artist gains a bonus monk feat like the ones gained at various other levels.
- 2) Improved Pain Points (Ex): At 12th level, a martial artist's bonus from his pain points ability increases to +2.
- 3) Improved Exploit Weakness (Ex): At 12th level, a martial artist gains a +2 bonus to Wisdom checks when using his exploit weakness ability.
- 4) Sense Attack (Ex): At 12th level, a martial artist can use his exploit weakness ability as an immediate action, even while flat-footed or denied his Dexterity bonus; however, he must be aware of his attacker.

RPG Superstar 2011 Top 16

1 person marked this as FAQ candidate.
PRD wrote:

Rage Powers: At 5th level, a wild stalker ranger gains a single rage power, as the barbarian class feature. He gains another rage power each five levels after 5th (to a maximum of four rage powers at 20th level). This ability replaces the ranger's second, third, fourth, and fifth favored enemy abilities.

Wild Talents (Ex): At 6th level, a wild stalker can either take a rage power, or gains a +2 insight bonus into any one of the following skills: Acrobatics, Climb, Perception, Stealth, Survival, or Swim. The wild stalker can gain one of these two benefits again every five levels after 6th (to a maximum of 4 times at 20th level). This ability replaces the ranger's second, third, fourth, and fifth favored enemy abilities.

This if for the wild stalker


2 people marked this as FAQ candidate.

I think there may be an oversight with the Moonlight feat chain prerequisites in the PRD. The same text exists in the Ultimate Combat book.

PRD wrote:

Moonlight Stalker Feint (Combat)

You strike through the shadows so quickly that your opponent can barely react to your attacks.

Prerequisites: Int 13, Blind-Fight, Combat Expertise, Moonlight Stalker, Bluff 6 ranks, darkvision or low-light vision racial trait.

Benefit: Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.

Normal: Feinting is a standard action.

I noticed that in this feat tree this feat is the only one that mentions feinting, however does not require Improved Feint in the prerequisites. Now look at the third feat in the tree.

PRD wrote:

Moonlight Stalker Master (Combat)

You leave your opponents swinging at shadows while you slide elusively through the darkness.

Prerequisites: Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.

Benefit: While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.

The final feat in the tree, which has nothing to do with feinting includes Improved Feint in the prerequisites.

I am confused by this. It seems like Moonlight Stalker Feint should be the one with the Improved Feint requirement and then it would make sense that the requirement carries over to Moonlight Stalker Master. It may also make sense if Improved Feint was not meant to be a requirement for these feats at all. It doesn't seem to make sense as written.


I agree; it certainly looks as if Moonlight Stalker Feint should have had Improved Feint as a prerequisite (which would then carry over).

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