Ultimate Combat errata


Product Discussion

51 to 100 of 635 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as FAQ candidate.

Knife Master: The reference to Kerambit says it is on page 130, but the table for the weapon is on page 131.

Liberty's Edge

3 people marked this as FAQ candidate.

Wounds and Vigor: Do bleed effects do vigor or wound damage?

Liberty's Edge

8 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Is the Double-barrelled Musket's range increment correct, at 10ft. vs. the 40ft. of the Musket?

The Double-barreled pistol has the same increment as the pistol, and the Double Musket is one of the less... fanciful... "unusual" firearms.
-Kle.

Liberty's Edge

2 people marked this as a favorite.
gbonehead wrote:


"Not detected by any means." Great. Won't be any abuse with that one.

How many Level 20 games do you actually play? This seems pretty tame for a level 20 power.

Owner - House of Books and Games LLC

1 person marked this as FAQ candidate.
LittleRedNekra wrote:
gbonehead wrote:


"Not detected by any means." Great. Won't be any abuse with that one.
How many Level 20 games do you actually play? This seems pretty tame for a level 20 power.

heheheh

Any power as open-ended as that is not tame at high levels.

And I play virtually no level 20 games. CR20 creatures would get eaten alive in the games we usually play (and they often do).


3 people marked this as a favorite.

I am glad that there are forum participants that take the time to post the errata for us. Hats off to all the errata posters on this thread. It does make me believe that the pathfinder players are all working together to make a great game!


1 person marked this as a favorite.
DGRM44 wrote:
I am glad that there are forum participants that take the time to post the errata for us. Hats off to all the errata posters on this thread. It does make me believe that the pathfinder players are all working together to make a great game!

If memory serves this thing started when APG came out, if all those poeple who read the book post the possible errors in one place (without discussing if it's a mistake or not) then they make the job easier for the devs when they go for the next print.


leo1925 wrote:
DGRM44 wrote:
I am glad that there are forum participants that take the time to post the errata for us. Hats off to all the errata posters on this thread. It does make me believe that the pathfinder players are all working together to make a great game!
If memory serves this thing started when APG came out, if all those poeple who read the book post the possible errors in one place (without discussing if it's a mistake or not) then they make the job easier for the devs when they go for the next print.

Isnt that what they are trying to do?


DGRM44 wrote:
leo1925 wrote:
DGRM44 wrote:
I am glad that there are forum participants that take the time to post the errata for us. Hats off to all the errata posters on this thread. It does make me believe that the pathfinder players are all working together to make a great game!
If memory serves this thing started when APG came out, if all those poeple who read the book post the possible errors in one place (without discussing if it's a mistake or not) then they make the job easier for the devs when they go for the next print.
Isnt that what they are trying to do?

Who is trying to do what?

I am sorry but i didn't understand your post, it's too late where i am.

Liberty's Edge

4 people marked this as FAQ candidate.

This is kind of unfortunate, though I rather doubt it's a typo.

From the Bard (Dervish Dancer):

Quote:

Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he

may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.

One of the few relatively hard-and-fast rules has been that Dodge bonuses stack with other Dodge bonuses, and that untyped bonuses always stack. Now we have exceptions.

-Kle.

Liberty's Edge

1 person marked this as FAQ candidate.

(1)Is the Double Hackbut actually supposed to have a capacity of two? It is described as being "double length", but no mention is made of multiple barrels in the description.

(2)

Quote:
Shotgun, Double-Barreled: This twin-barreled shotgun can be shot either one barrel at a time, or both together as one attack. A double shot that fires bullets is inaccurate, and takes a –4 penalty on both attacks. A double shot that fires bullets targets only a single creature and increases the damage of each barrel to 2d6 points (Small) or 2d8 points (Medium) for a total of 4d6 or 4d8 points. A double-barreled shotgun uses metal cartridges (loaded with either a bullet or pellets) as ammunition.

Why does firing both barrels at once with slug ammo increase the damage that each barrel does? Is the increased damage supposed to be for any use of slug ammunition instead of shot, and if so should it also apply to the single Shotgun when firing slugs?

-Kle.


Uh... Right, this is a game of general rules and exceptions. Paizo printing another exception isn`t Errata, it`s how the game is supposed to work. Exceptions are exactly what many of the new Class Archetypes and Feats are about in the first place. The APG Cleric spell Blessing of Fervor already works exactly the same way as Rain of Blows, with untyped attack bonus and dodge bonus to AC/Reflex not stacking with Haste... Though if you want to get cheesy you could try and stack the effects of Rain of Blows with Blessing of Fervor since that`s not precluded by RAW.

Since you doubted it`s a typo to begin with, why post it in this thread?

Liberty's Edge

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

Is Improved Two-Weapon Feint truly intended to not have Two-Weapon Feint as a prerequisite? On the off-chance that it is in fact not intended to need Two-Weapon Feint as a prereq (which I regard as highly unlikely, but technically possible), if there any compelling reason for a fighter not to retrain the latter for the former at the first available opportunity?

Jon Brazer Enterprises

5 people marked this as FAQ candidate.

Cross Posted from its own thread before I noticed this Errata Thread.

So I'm building my first ship from the Ultimate Combat Ship Building rules. And I'm lost in some places.

Cost: Is there a formula for deciding cost or is this merely eyeballed?
Base Saves: How is this determined? I did a search for the word "save" and the only result in the chapter (other than in the stat block) was in the description that said it is the Fort, Reflex, and Will all in 1.
Broken hp Judging from the stat blocks, I'm guessing the formula is = 1/2 * (max hp) - 1. Is this correct? The Broken Condition description on page 179 could be more explicit (like by actually stating this forumula). Just to make sure, a vehicle reaches this level, it gains the broken condition, correct?
CMD Since it is not stated anywhere, I'll ask. Is CMD = CMB + 10?
Cargo Is there any hard and fast way to determine cargo or maximum number of passengers?
Squares is this merely 1 Deck of the vehicle or is this the whole volume? My first instinct was volume but looking over vehicles like the steam giant make me think it is merely 1 deck. Correct? So you could have a 1000 deck vehicle with a 4 square base and it would count as a Large vehicle? Just want to double check here.


14 people marked this as FAQ candidate. Answered in the errata. 4 people marked this as a favorite.

The Tetori has a bunch of feats that are not detailed in any book I could find.


1 person marked this as FAQ candidate.
Klebert L. Hall wrote:

This is kind of unfortunate, though I rather doubt it's a typo.

From the Bard (Dervish Dancer):

Quote:

Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he

may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.

One of the few relatively hard-and-fast rules has been that Dodge bonuses stack with other Dodge bonuses, and that untyped bonuses always stack. Now we have exceptions.

-Kle.

It may be poorly worded, but it is not an exception. It is saying that the ability mimics a haste spell, and therefore the ability doesn't stack with a haste spell. The same way a weapon of speed doesn't stack with haste.

The Exchange Contributor, RPG Superstar 2008 Top 6

Klebert L. Hall wrote:

This is kind of unfortunate, though I rather doubt it's a typo.

From the Bard (Dervish Dancer):

Quote:

Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he

may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.

One of the few relatively hard-and-fast rules has been that Dodge bonuses stack with other Dodge bonuses, and that untyped bonuses always stack. Now we have exceptions.

-Kle.

It's because the ability essentially gives you haste (everything except the speed bump), only better, so it shouldn't stack with haste. If there were a "greater haste" spell, it wouldn't stack with haste either :)


9 people marked this as FAQ candidate. Answered in the FAQ.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Pages 101-102: The Final Embrace line of feats all require Ability Focus (constrict) as a prerequisite.

Ability Focus adds +2 to the save DC of a special attack. However, constrict attacks (which the Final Embrace feats modify) doesn't use save DCs of any kind and as such there is no reason to every take Ability Focus (or have it as a prerequisite).

Grand Lodge

3 people marked this as FAQ candidate.

I have some comments on the Armor as Damage Reduction variant rules.

Firstly I found the size reference very confusing on first read and I think it needs its own explaination preferably with an example.

Secondly was this system even playtested?

How it reads is that even if you have the entire party wearing heavy armor with no magical properties they are going to get destroyed by any large creature because it ignores any damage reduction of armor. A fully armored fighter may as well be wearing a paper towel against many low level opponents such as horses (CR 1), gorillas (CR2), or ogres (CR 3).

And on the flip side, small, weaker creatures designed to inflict attrition against the party are now practically useless...

for example: an average goblin warrior has 10 strength (+0) and uses a shortsword 1d4 (19-20) his +1 to hit from size means that on a natural 20 he can hit AC (or defence) of 21. his maxium damage is 4 so anyone in a chain shirt or better is immune to the goblins attacks unless its a critical. even if you sent 50 goblins against the guy he can pretty much ignore them.
Even if you used leveled opponenents, such as a level 15 goblin fighter, his chance to hurt the fighter will only improve if he increases his strength, weapon size or uses a magical weapon. Given the cost of adamantine (+5k gp for light armor) its not gonna take much to make characters only full suseptable to creatures of Colossal size since an Adamantine chain shirt (5,250 gp) will grant most classes DR 4/-.

The problem I see is that this system, while it tried to split the attack roll vs AC into attack roll vs Def what it fails to deal with is how Damage vs DR works. medium and small creatures will find it next impossible to hurt a 2nd level fighter in full-plate armor (DR 9/armor) unless they are using two handed weapons (which most natural weapon using creatures will struggle with).

I'm not trying to rule out the system, it has some potential compared to some I have seen in the past. But, with its favoratism towards size as a factor to determine DR effectiveness, doesnt work unless you tailor the game to the system. running this with most pre-written Modules or Adventure Paths will likely either kill off the party or make the game too easy.

Also I'd like to see clarification on how the DR works with Barbarians. As far as Im reading it Barkskin cast on a barbarian will grant increased DR #/- but what about if a barbarian wears a simple breastplate or a mithril full plate? would that make all 7th level barbarians instantly gain DR 7/- (for breastplate) or DR 10/- (for mithril full-plate)? or is it treated as a seperate DR like the skeleton DR/bludeoning example?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Quijenoth, is there any reason those goblins aren't trying to sunder the armor first?


Ravingdork wrote:
Quijenoth, is there any reason those goblins aren't trying to sunder the armor first?

Wait, you can sunder armor in pathfinder?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Starbuck_II wrote:
Ravingdork wrote:
Quijenoth, is there any reason those goblins aren't trying to sunder the armor first?
Wait, you can sunder armor in pathfinder?

SUNDER RULES: You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

Emphasis mine. Armor is worn, it is it not?

Also, armor has hit points and hardness, so it must be destructable.

Liberty's Edge

Quandary wrote:
Though if you want to get cheesy you could try and stack the effects of Rain of Blows with Blessing of Fervor since that`s not precluded by RAW.

Exactly, that could also use some clarification.

Quote:
Since you doubted it`s a typo to begin with, why post it in this thread?

Because doubting something is not the same as being certain about something?

-Kle.


1 person marked this as FAQ candidate.

"A samurai’s mount does not gain the sharp spells special ability."

Should be "share"!

Liberty's Edge

Just a homophone typo:

Quote:

Performing Combatant (Combat)

You treat every combat as a performance, bringing flare
and showmanship.

"Flair".

-Kle.

Liberty's Edge

5 people marked this as FAQ candidate.

In Eastern Armor:

Quote:


Do-maru 200 gp +5 +4 –4 25% 20 ft. 15 ft. 30 lbs.
Kikko armor 30 gp +5 +4 –3 20% 20 ft. 15 ft. 25 lbs.

Should the Kikko Armor be equal or superior in every way to the Do-maru, yet only cost 15% as much?

-Kle.


4 people marked this as FAQ candidate.

Warden & Wild Stalker Ranger (& Scout APG) change or remove the favored enemy HOW does this work with the 20th Level ability Master Hunter:

He can, as a standard action, make a single attack against
a favored enemy at his full attack bonus. If the attack
hits, the target takes damage normally and must make a
Fortitude save or die. The DC of this save is equal to 10 +
1/2 the ranger’s level + the ranger’s Wisdom modifier. A
ranger can choose instead to deal an amount of nonlethal
damage equal to the creature’s current hit points. A
successful save negates this damage. A ranger can use this
ability once per day against each favored enemy type he
possesses, but not against the same creature more than
once in a 24-hour period.

Liberty's Edge

2 people marked this as FAQ candidate.

Pg. 187:
Should the Airship actually have a crew of zero?
-Kle.


Klebert L. Hall wrote:

Pg. 187:

Should the Airship actually have a crew of zero?
-Kle.

Yes. Read the entry. "is propelled by an easily controlled magical engine" thus, no need for crew.

Liberty's Edge

1 person marked this as FAQ candidate.

Small typo:

Quote:

Brow Gasher

School necromancer:

"Necromancy".

-Kle.

Liberty's Edge

Talynonyx wrote:


Yes. Read the entry. "is propelled by an easily controlled magical engine" thus, no need for crew.

Ah, yes - you are absolutely correct. Crew only equals those people needed to operate/provide motive force for the vehicle; everything else seems to come from "passengers".

My bad, thanks.
-Kle.

Liberty's Edge

2 people marked this as FAQ candidate.

Pg 249; Wreath of Blades:

Quote:

Furthermore, the daggers ward off some attacks, in

a way similar to the warding weapon spell (see page 48).

"248".

-Kle.


Quijenoth wrote:

I have some comments on the Armor as Damage Reduction variant rules.

Firstly I found the size reference very confusing on first read and I think it needs its own explaination preferably with an example.

Secondly was this system even playtested?

How it reads is that even if you have the entire party wearing heavy armor with no magical properties they are going to get destroyed by any large creature because it ignores any damage reduction of armor. A fully armored fighter may as well be wearing a paper towel against many low level opponents such as horses (CR 1), gorillas (CR2), or ogres (CR 3).

And on the flip side, small, weaker creatures designed to inflict attrition against the party are now practically useless...

for example: an average goblin warrior has 10 strength (+0) and uses a shortsword 1d4 (19-20) his +1 to hit from size means that on a natural 20 he can hit AC (or defence) of 21. his maxium damage is 4 so anyone in a chain shirt or better is immune to the goblins attacks unless its a critical. even if you sent 50 goblins against the guy he can pretty much ignore them.
Even if you used leveled opponenents, such as a level 15 goblin fighter, his chance to hurt the fighter will only improve if he increases his strength, weapon size or uses a magical weapon. Given the cost of adamantine (+5k gp for light armor) its not gonna take much to make characters only full suseptable to creatures of Colossal size since an Adamantine chain shirt (5,250 gp) will grant most classes DR 4/-.

The problem I see is that this system, while it tried to split the attack roll vs AC into attack roll vs Def what it fails to deal with is how Damage vs DR works. medium and small creatures will find it next impossible to hurt a 2nd level fighter in full-plate armor (DR 9/armor) unless they are using two handed weapons (which most natural weapon using creatures will struggle with).

I'm not trying to rule out the system, it has some potential compared to some I have seen in the past. But, with...

I agree with you, I won't be using this system as it is, I'll use my own system if I decide to use it, it has some good stuff, but a colossal creature does more than enough damage without ignoring the armor. I don't feel it was playtested properly as it wasn't a core assumption for PFS.


Exocrat wrote:
None of the new monk weapons have text saying that monks are proficient, and this does not seem to be addressed elsewhere.

Monks are proficient with all Monk weapons. Monk Weapons are noted in the special section, thus monk's are proficient with the following weapons:

Spoiler:

Butterfly Sword
Jutte
Lungchuan tamo
shang gou
tonfa
wushu dart
nine ring broadsword
double chicken sabre
monk's space
sansetsukon
tiger fork
dan bong
emei piercer
fighting fan
knuckle axe
nine-section whip (crazy good monk weapon)
19-20 crit trip, blocking, distracting (Hungry ghost monk want)

bo staff
double chained kama
kusiari gama
kyokesu shoge
seven branched sword
rope dart

Why does the Kyoketsu shoge have a 20ft range, but a 10ft rope? Shouldn't it be 10ft range and also say something about that being max range?


Xaaon of Korvosa wrote:

Monks are proficient with all Monk weapons. Monk Weapons are noted in the special section, thus monk's are proficient with the following weapons:

I thought all it being a monk weapon did was let you flurry with it.

prd wrote:
Monk: A monk weapon can be used by a monk to perform a flurry of blows

and it says nothing about proficiency under monk proficiency either.

The Exchange

2 people marked this as FAQ candidate.

pg 31, under Rage Powers for the the Wild Rager:
It mentions a rage power called "Bloody Blow", but I cannot find that anywhere. Perhaps it should say "Bleeding Blow", which is found in UC?

Grand Lodge

Ravingdork wrote:
Quijenoth, is there any reason those goblins aren't trying to sunder the armor first?

True options like sunder might help in certain situations but given the exceptional lean towards adamantine, sunder becomes less viable unless you start equiping all your monsters with adamantine weapons.


Xaaon of Korvosa wrote:
Exocrat wrote:
None of the new monk weapons have text saying that monks are proficient, and this does not seem to be addressed elsewhere.

Monks are proficient with all Monk weapons. Monk Weapons are noted in the special section, thus monk's are proficient with the following weapons:** spoiler omitted **

Why does the Kyoketsu shoge have a 20ft range, but a 10ft rope? Shouldn't it be 10ft range and also say something about that being max range?

Monks are not proficient with all monk weapons. Until an update (if any) they are proficient with
PRD wrote:
the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Further, if I understand your question, the 20ft range for the shoge is its range increment, i.e. what you use to determine penalties for using it as a thrown weapon, independent of actually holding on to one end.

Grand Lodge

Xaaon of Korvosa wrote:

Why does the Kyoketsu shoge have a 20ft range, but a 10ft rope? Shouldn't it be 10ft range and also say something about that being max range?

The weapon is both a spiked chain and a dagger.

The weapon has reach due to the rope but can also be thrown like a dagger at a range of 20 ft assuming you release (or detach) the rope to throw.

Grand Lodge

Irulesmost wrote:
Xaaon of Korvosa wrote:
Exocrat wrote:
None of the new monk weapons have text saying that monks are proficient, and this does not seem to be addressed elsewhere.

Monks are proficient with all Monk weapons. Monk Weapons are noted in the special section, thus monk's are proficient with the following weapons:** spoiler omitted **

Monks are not proficient with all monk weapons. Until an update (if any) they are proficient with
PRD wrote:
the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Further, if I understand your question, the 20ft range for the shoge is its range increment, i.e. what you use to determine penalties for using it as a thrown weapon, independent of actually holding on to one end.

The intention of the eastern equipment section is presented as follows

Quote: Ultimate Combat
This section contains all the Eastern weapons needed to run an Eastern-inspired fantasy campaign with the Pathfinder Roleplaying Game.

Monks are not eastern although many prefer to think of them that way. monks are proficient with simple weapons that mimic most household items, for example the nunchaku is a weaponized version of a grain flail.

If you want your monk to be more eastern then I think it should be up to the GM to determine if you can include these weapons in your proficiency list.

Personally I think they should have done a Shaolin class to fill the eastern monk role, with 72 unique fighting styles of the shaolin kung-fu theres planty of scope for new and unique abilities for a Shaolin Monk.

Grand Lodge

not realy a rules clarification more of an expansion on the rules presented.

The blocking feature of weapons adds +1 shield bonus to AC when fighting defensively.

My questions are;
1) "would you allow a standard enhancement bonus to the weapon to increase the shield bonus of the weapon when fighting defensively?"
2) "would you allow weapons with the blocking property to be enchanted as shields?" or
3) "would you create a new property to apply to blocking weapons (similar to bashing for shields) to increase the defence of the weapon?"

I'd be tempted to go with 2 and 3 to keep the ability in line with existing rules...

Liberty's Edge

Irulesmost wrote:
Monks are not proficient with all monk weapons. Until an update (if any) they are proficient with
PRD wrote:
the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

The rules text for the cestus, brass knuckles and temple sword call out that monks ae proficient with them as well. All of the new monk weapons in UC, however, lack such rules text.


2 people marked this as FAQ candidate.

Tetsubo; Exotic 2-handed Bludgeoning weapon that does 1D10 x4 without any special properties.

This should be a martial weapon, not exotic.
For comparison the Scythe is martial and does 2D4 damage, x4 crit, and has the TRIP property. Can also do 2 types of damage, S and P.
Also, the Earth Breaker is martial and does 2d6 x3. That's two steps higher in damage dice but with x3 crit. More than comparable.

Heck, just comparing the Tetsubo to the No-Daichi in the same book...
Martial, 1D10, 18-20 crit (WAY better than x4 crit), two damage types, and the Brace property.
While some would argue that the No-Daichi SHOULD be exotic, I think it just shows some inconsistency in weapon design(or typos like in first print of AA).
Heck, even if the No-Daichi was an exotic weapon it would still blow the Tetsubo out of the water.

Absolutely no reason to pay a feat to use the Tetsubo right now.
Better to just use an Earth Breaker and flavor it as a Tetsubo.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Page 49, Unarmed Fighter archetype: The unarmed fighter's weapon training ability does NOT grant its bonus to unarmed strikes. Shouldn't it seeing as that's their primary attack form?

Liberty's Edge

Klebert L. Hall wrote:

This is kind of unfortunate, though I rather doubt it's a typo.

From the Bard (Dervish Dancer):

Quote:

Rain of Blows (Su): At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he

may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell. This ability replaces suggestion and mass suggestion.

One of the few relatively hard-and-fast rules has been that Dodge bonuses stack with other Dodge bonuses, and that untyped bonuses always stack. Now we have exceptions.

-Kle.

Only the additional attack should not stack. The dodge bonuses should stack to be consistent with the existing rules.


Ravingdork wrote:
Cheapy wrote:

Also, Combat Patrol appears to work with Snap Shot line of feats. Is this intended?

REQUIREMENTS: BAB +9, Dex 15; Combat Patrol, Combat Reflexes, Dodge, Mobility, Improved Snap Shot, Point Blank Shot, Rapid Shot, Snap Shot, Weapon Focus.

Doesn't matter if it wasn't intended. With a NINE FEAT INVESTMENT, it's perfectly balanced as is (and fun too)--especially when you consider that a zen archer monk with combat patrol can do it far more easily.

Holy Cow that's insane.

The Exchange Contributor, RPG Superstar 2008 Top 6

Alceste008 wrote:
Only the additional attack should not stack. The dodge bonuses should stack to be consistent with the existing rules.

It is consistent with existing rules. Check out blessings of fervor in the APG - it also doesn't stack with haste.

So there's no error here, and no use arguing about it.


Shisumo wrote:
Irulesmost wrote:
Monks are not proficient with all monk weapons. Until an update (if any) they are proficient with
PRD wrote:
the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
The rules text for the cestus, brass knuckles and temple sword call out that monks ae proficient with them as well. All of the new monk weapons in UC, however, lack such rules text.

For some reason I had thought monks were proficient with all monk weapons. I guess we'll have to wait for the errata on these weapons since PFS will require it. (could have sworn I read it somewhere)

51 to 100 of 635 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Ultimate Combat errata All Messageboards

Want to post a reply? Sign in.