Occult Adventures Potential Error


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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Secret Wizard wrote:
voska66 wrote:
Secret Wizard wrote:
Page 118, Sensate archetype for Fighters says they lose weapon training 2, 3 and 4, but it doesn't mention weapon training 1.
I don't see that as error. So you get weapon training and centered senses. Nice but nothing great really. Weapon Training is better as you don't need to wait till 15th level to use as swift action. As well it's easy to counter centered senses. How often does fighter fail a will save, even with up to +4 from center senses.

It's an error, bro. If you got both, Centered would have been given at 9th level. You can save yourself the money on gloves of dueling.

TALKING OF WHICH, ANOTHER FAQ:

SENSATE FIGHTER: No duration is listed on the Centered effect. Are we to assume it lasts until deactivated?

Or until the fighter loses her center.


1 person marked this as FAQ candidate.

The Rapport discipline for the psychic class gets the Telepathy spell as a discipline spell. These are not supposed to be swapped out at higher levels but at 17 the class gives an ability that replaces the Telepathy spell. I'm guessing you're supposed to grab a new spell then and it's just the "every even level spell swap" that can't alter discipline spells but it's not entirely clear.

The best fix would probably replace Telepathy with a different discipline spell.

Dark Archive

p. 69 1st-Level Psychic Spells
"Abjuring step" should be be "Adjuring Step"


Secret Wizard wrote:

Page 51

Quote:
Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Occultist has no Conjuration spells that are measured in rounds per level.

Except for focus power Occultist has no other Cojuration Summoning Spells. No Summon Monster or Summon Nature's Ally


Yeah, that's what I'm saying.

Dark Archive

p. 70 2nd-Level Psychic Spells

"bouyancy" should be "buoyancy"


Another one I almost missed Phantoms can wear armor and wield weapons. Go to the paragraph talking about Phantoms states they can't use weapons or wear armor.
These screw ups are new yet something Paizo has had a problem with. Their editing department misses things like this a lot. Hence the website about Rules and advice most of it regarding such screw up. Someone asked if Pathfinder should release a second edition, leaning towards yes.

Designer

Secret Wizard wrote:
Yeah, that's what I'm saying.

That one's not an error. It doesn't specify the summoning subschool, so it applies to glitterdust (for instance), and you could also share the focus with others to get benefits on their round/level conjurations. The beta version, I believe, specified summoning subschool and people noted this point, Jason saw it, and his solution was to open up the resonance to all conjuration.


Thanks for the clarification.

Derek Dalton wrote:

Another one I almost missed Phantoms can wear armor and wield weapons. Go to the paragraph talking about Phantoms states they can't use weapons or wear armor.

These screw ups are new yet something Paizo has had a problem with. Their editing department misses things like this a lot. Hence the website about Rules and advice most of it regarding such screw up. Someone asked if Pathfinder should release a second edition, leaning towards yes.

That was FAQ'd the week after the book came out.

While I'd love a second edition, a small editing mistake that was addressed immediately after publication is not the reason why.


This isn't the only editing mistake I have seen. There are bigger issues they have overlooked that have raised several concerns. Now I overall am impressed with the book and supplement but yeah mistakes were made. The summon monsters missing from Occultist spell list I think is a mistake but not bothered by it though.

Designer

Derek Dalton wrote:
This isn't the only editing mistake I have seen. There are bigger issues they have overlooked that have raised several concerns. Now I overall am impressed with the book and supplement but yeah mistakes were made. The summon monsters missing from Occultist spell list I think is a mistake but not bothered by it though.

Hi Derek. I follow these threads pretty closely. One thing I can tell you is that no RPG rules book (or indeed, any book) will ever be free from errors. But that being said, the number of errata gathered so far for Occult Adventures is significantly fewer in the time it's been out than the other threads I've seen (it came out in July this year, so compare to August-March for a Gencon release, roughly April-November for a spring release, or roughly November-August for a fall release).


Been playing for about thirty years have seen quite a few game systems and flaws and errors and whatnot. So yeah I know no game will ever be without. My concern is some of the mistakes Paizo has made are still filling out message boards not just from newer books but from the old base book.


Personally, I think that a 2E, in terms of errors and discussion, would only create new errors to discuss. That being said, I suggest we move this particular thread of discussion to some other post.

Dark Archive

p. 77 spiritualist spell lists

5th "mindfog" should be "mind fog"
"planar adaption" should be "planar adaptation"

Dark Archive

p.125 PSYCHIC (SORCERER BLOODLINE)

several bonus spells such as "Psychic Crush I" have no sorcerer spell level to compute things like spell DC only a psychic level.
You should state that the psychic level should be used as the sorcerer level.

Grand Lodge

Pg. 37 - 1st-level medium spells

Possibly not an error, but quite suspicious. Bleed glory is on the list of 1st-level medium spells, however for every other class it's a 3rd-level spell.

EDIT: Also share glory. In retrospect I suppose it's possible this isn't an error. The medium channels a spirit that shares a name with one of the different mythic paths, so maybe it's that connection that gives them early access to these spells?


Sounds reasonable to me. And 4/9 casters do sometimes get heavy discounts on spell levels vs 9/9 casters, although usually that's at higher levels.

Grand Lodge

chopswil wrote:

p. 69 1st-Level Psychic Spells

"Abjuring step" should be be "Adjuring Step"

Same thing for 1st-level Occultist spells on page 58.

Grand Lodge

Pg. 69 - 1st-level psychic spells

Delusional pride listed twice, once alphabetically, then again after detect undead.

Grand Lodge

Pg. 163 and then on - Deja vu spell

Paizo missed out on a golden opportunity to pay homage to a joke in the original psionics handbook from 3.5 and print the deja vu spell twice. ;)

Grand Lodge

1 person marked this as FAQ candidate.

Pg. 72 - 4th-level psychic spells

I know it's possible for two different classes to have the same spell on their spell lists at different spell levels, but a 5-level difference is a little ridiculous and smells like an error, especially when both classes are full casters.

Overwhelming presence is a 9th-level spell for clerics, oracles, arcanists, sorcerers, and wizards. For psychics its a 4th-level spell. Doesn't seem right.


They already fixed that in the first OA FAQ.

Grand Lodge

*Forehead slap* Ugh, thanks, I missed that because it appears so far down in the list, and I for whatever reason assumed it'd be near the top because of where it appears in the book.

Grand Lodge

Found one I didn't see mentioned on the FAQ or on this board

Pg. 77 - Spiritualist spells

Locate object appears on both 2nd-level and 3rd-level spells for a spiritualist.

Grand Lodge

Pg. 77 - Spiritualist spells (again)

Just like bestow curse which the FAQ fixed, remove curse also appears on both the 3rd-level and 4th-level spell lists for a spiritualist.

Grand Lodge

Pg. 77 - Spiritualist spells (again [again])

I guess not technically an obvious error, but the spiritualist gets repair undead (mass) as a 5th level spell, but doesn't get the standard version of repair undead at an earlier spell level (typically 1st).

Grand Lodge

Pg. 164 - Divide mind spell

The divide mind spell is an enchantment spell that doesn't have a subschool assigned to it. The description of the enchantment school in the Core Rulebook doesn't explicitly say all enchantment spells have a subschool (as is the case with conjuration and illusion), but every single spell in that book does either have the compulsion or charm subschool, leading one to believe it's an unwritten rule, and this may be an error here.

In all the RPG-line of books for Pathfinder, only 3 spells before now have been enchantment spells with no subschool listed: instant enemy and memory lapse from the Advanced Player's Guide, and memorize page from the Advanced Class Guide. I already called out all three of these spells for this issue in their respective errata threads.

Grand Lodge

Pg. 171 - Explode head spell

I know it doesn't really fit the norm for typical death spells, but should this spell have had the death descriptor?


Strife2002 wrote:

Pg. 172 - Explode head spell

I know it doesn't really fit the norm for typical death spells, but should this spell have had the death descriptor?

No? It's dumping kinetic energy in the head, not necromantic/negative energy or a save or die effect. It's more like Disintegrate.

Grand Lodge

Fair enough, I figured since it's killing you outright it may apply, regardless of flavor.

Pg. 172 - Foster hatred spell

All enchantment spells have the mind-affecting descriptor, and so should this one.

Grand Lodge

Pg. 172 - Grave words spell

This spell is missing its saving throw and spell resistance information. Typically only personal spells with a target of "you" are allowed this omission. Given the nature of the spell, it's probably "None" and "No" respectively, as it's similar to speak with dead but doesn't have the stipulation of the corpse being allowed a Will save if their alignment is different.

Grand Lodge

Pg. 183 - Psychic image spell

Since this spell is similar to the project image spell, and given it's description alone, it should probably have gotten the shadow descriptor in addition to the shadow subschool.

Grand Lodge

Strife2002 wrote:

Pg. 164 - Divide mind spell

The divide mind spell is an enchantment spell that doesn't have a subschool assigned to it. The description of the enchantment school in the Core Rulebook doesn't explicitly say all enchantment spells have a subschool (as is the case with conjuration and illusion), but every single spell in that book does either have the compulsion or charm subschool, leading one to believe it's an unwritten rule, and this may be an error here.

In all the RPG-line of books for Pathfinder, only 3 spells before now have been enchantment spells with no subschool listed: instant enemy and memory lapse from the Advanced Player's Guide, and memorize page from the Advanced Class Guide. I already called out all three of these spells for this issue in their respective errata threads.

Same situation again with psychic surgery on page 183.

Grand Lodge

Pg. 186 - Shadow body spell

A couple issues with this spell:

1) This spell has the polymorph subschool, but this doesn't seem appropriate since that subschool is for transmutation spells that actually transform you into another creature with stats that can be looked up in a Bestiary. Instead, this spell is transforming you into some ambiguous shadow creature as defined within the spell's description. As an example of what I'm talking about, see fiery body from Advanced Player's Guide, which appropriately DOESN'T have the polymorph subschool.

2) Based on the description, it seems pretty clear this spell should have the shadow descriptor.


A ectoplasmatist spiritualist still keeps Bonded Senses, but has no phantom to use it with.

Grand Lodge

Pg. 188 - Telekinetic projectile spell

This spell is missing it's Target/Area/Effect entry. The instructions for the spell are clearly described in its description, but if that line were put in, it'd be something like:

"Target (or possibly Effect) one object weighing 5 lbs. or less thrown at one creature or object"

Grand Lodge

Pg. 188 Telekinetic storm spell

This spell is missing its range line. It should be "Range 40 ft."

Grand Lodge

Pg. 78 - 6th-level spiritualist spells

The list of 6th-level spiritualist spells on page 78 is missing possession (greater). The spell list on page 155 and the spell's description on page 181 say it is a 6th-level spiritualist spell.


1 person marked this as a favorite.

paizo what more do you need to hire this fellow

Grand Lodge

Occult Classes and Mythic Spells

If planning to use one of these classes from this book with mythic rules, the following are the mythic spell lists for the 5 spellcasting classes:

Medium Mythic Spells:
1st-Level Medium Spells: anticipate peril, bleed glory, command, ear-piercing scream, enlarge person, expeditious retreat, ill omen, murderous command, protection from chaos/evil/good/law, reduce person, share glory, silent image, true strike.
2nd-Level Medium Spells: false life, haste, heroism, hideous laughter, invisibility, knock, lend path, levitate, mirror image, mythic severance, restore mythic power, slow, spider climb, spiritual weapon, suggestion.
3rd-Level Medium Spells: detect scrying, dimension door, dispel magic, dream, fly, gaseous form, phantasmal killer, sending, vampiric touch.
4th-Level Medium Spells: battlemind link, break enchantment, deathless, modify memory.

Mesmerist Mythic Spells:
1st-Level Mesmerist Spells: anticipate peril, bane, call animal, color spray, command, expeditious retreat, faerie fire, grease, healing thief, hideous laughter, ill omen, jitterbugs, memory lapse, murderous command, obscuring mist, ray of enfeeblement, silent image, sleep, theft ward.
2nd-Level Mesmerist Spells: blindness/deafness, blistering invective, burning gaze, disfiguring touch, false life, invisibility, knock, levitate, mirror image, shadow anchor, silence, suggestion.
3rd-Level Mesmerist Spells: bleed glory, confusion, cup of dust, deep slumber, dispel magic, mythic severance, sending, vampiric touch.
4th-Level Mesmerist Spells: battlemind link, break enchantment, detect scrying, dimension door, dominate person, dream, enervation, modify memory, phantasmal killer, solid fog, steal power.
5th-Level Mesmerist Spells: mislead, nightmare.
6th-Level Mesmerist Spells: irresistible dance, power word blind.

Occultist Mythic Spells:
1st-Level Occultist Spells: anticipate peril, break, burning hands, command, cure light wounds, enlarge person, expeditious retreat, feather fall, floating disk, hex ward, hold portal, inflict light wounds, mage armor, memory lapse, murderous command, reduce person, shadow weapon, shocking grasp, silent image, sleep.
2nd-Level Occultist Spells: ablative barrier, burning gaze, chill metal, cure moderate wounds, darkness, disfiguring touch, false life, feast of ashes, gust of wind, heat metal, inflict moderate wounds, invisibility, knock, levitate, make whole, mirror image, pernicious poison, resist energy, shatter, spider climb.
3rd-Level Occultist Spells: animate dead, call lightning, cup of dust, cure serious wounds, daybreak arrow, daylight, deep slumber, dispel magic, fireball, fly, gaseous form, haste, healing thief, inflict serious wounds, lightning bolt, magic vestment, magic weapon (greater), phantom steed, sands of time, slow, stone shape, suggestion.
4th-Level Occultist Spells: break enchantment, confusion, cure critical wounds, detect scrying, dimension door, fire shield, ice storm, inflict critical wounds, sending, shout, stoneskin, true form, wall of fire, wall of ice.
5th-Level Occultist Spells: battlemind link, cone of cold, dominate person, fire snake, mislead, telekinesis, wall of force, wall of stone.
6th-Level Occultist Spells: animate objects, antimagic field, blade barrier, chain lightning, contingency, disintegrate, enemy hammer, globe of invulnerability, harm, heal, transformation, wall of iron.

Psychic Mythic Spells:
1st-Level Psychic Spells: anticipate peril, break, color spray, command, ear-piercing scream, endure elements, enlarge person, entropic shield, expeditious retreat, feather fall, floating disk, hold portal, ill omen, mage armor, magic missile, murderous command, reduce person, shadow weapon, silent image, sleep, true strike.
2nd-Level Psychic Spells: animal aspect, blindness/deafness, boiling blood, chill metal, disfiguring touch, false life, feast of ashes, heat metal, hideous laughter, invisibility, jitterbugs, knock, levitate, make whole, mirror image, protection from arrows, resist energy, shadow anchor, shatter, shield other, silence, spider climb, suggestion.
3rd-Level Psychic Spells: ablative barrier, bleed glory, blink, cup of dust, deep slumber, devolution, dispel magic, fly, force punch, gaseous form, haste, healing thief, heroism, restore mythic power, sands of time, share glory, slow, strangling hair, touch injection, vampiric touch.
4th-Level Psychic Spells: black tentacles, break enchantment, confusion, deathless, detect scrying, dimension door, dream, mythic severance, named bullet, phantasmal killer, sending, shout, stoneskin, telekinesis, true form, vomit twin.
5th-Level Psychic Spells: dominate person, lend path, modify memory, nightmare, plane shift, steal power, wall of force.
6th-Level Psychic Spells: animate objects, battlemind link, blade barrier, conjure black pudding, contingency, disintegrate, enemy hammer, globe of invulnerability, mislead, transformation.
7th-Level Psychic Spells: antimagic field, finger of death, limited wish, power word blind, resonating word, reverse gravity, terraform, walk through space.
8th-Level Psychic Spells: dimensional lock, earthquake, irresistible dance, maze, orb of the void, power word stun.
9th-Level Psychic Spells: ascension, foresight, mage's disjunction, power word kill, time stop, wish.

Spiritualist Mythic Spells:
1st-Level Spiritualist Spells: anticipate peril, cure light wounds, endure elements, expeditious retreat, feather fall, inflict light wounds, mage armor, magic fang, obscuring mist, protection from chaos/evil/good/law, sanctuary.
2nd-Level Spiritualist Spells: cure moderate wounds, death knell, disfiguring touch, false life, inflict moderate wounds, invisibility, levitate, protection from arrows, resist energy, spiritual weapon, surmount affliction.
3rd-Level Spiritualist Spells: animate dead, blindness/deafness, cure serious wounds, dispel magic, fly, force punch, gaseous form, haste, heroism, inflict serious wounds, magic fang (greater), phantom steed*, sands of time, slow, vampiric touch.
4th-Level Spiritualist Spells: black tentacles, confusion, cure critical wounds, detect scrying, dimension door, enervation, inflict critical wounds, phantasmal killer, solid fog.
5th-Level Spiritualist Spells: break enchantment, breath of life, cloudkill, dominate person, dream, nightmare, plane shift, sending, telekinesis.
6th-Level Spiritualist Spells: circle of death, disintegrate, enemy hammer, harm, heal, mislead, transformation.

* Phantom steed appears on both the 2nd- and 3rd-level spell lists for the spiritualist. It's of the author's opinion that it was intended to be a 3rd-level spell, but this may not be true.

Grand Lodge

Pgs. 130 & 131 - Table 3-1: Feats

Table 3-1 on these two pages lists the feats found in this book, and designates those with a dagger (t) that are combat feats. Three feats, however, had this mark omitted, despite the fact that their descriptions list them as combat feats:

Compounded Pain
Intimidating Glance
Shatter Mental Mask

Grand Lodge

Pg. 249 - Incense (item reprint and contradiction)

Incense is listed here as 7 sp each, however incense was originally printed in Advanced Race Guide in the Aasimar section on page 87. In that book, incense is listed as coming in packs of 10 at 10 gp per pack, meaning each individual piece is 3 sp more expensive when buying them in bulk for some reason. To make both books work, you'd either need to increase the price in this book to 1 gp for 1 incense, or lower the price of a pack of ten to 7 gp in the ARG.

Grand Lodge

Valantrix1 wrote:
Ok, not nessisarily an error, but I noticed the Medium’s Kit is severely lacking in basic adventuring equipment. All the other kits have the basics, but the medium's kit does not. Is this intentional or just an oversight?

I just noticed this, also. The medium's kit here in this book seems to be gear set out for a particular job or task one might be trying to accomplish (like the chirurgeon's kit or troll slayer's kit from Ultimate Equipment), as opposed to an actual starting kit full of mundane-gear for a particular class.

Grand Lodge

Strife2002 wrote:

Pg. 164 - Divide mind spell

The divide mind spell is an enchantment spell that doesn't have a subschool assigned to it. The description of the enchantment school in the Core Rulebook doesn't explicitly say all enchantment spells have a subschool (as is the case with conjuration and illusion), but every single spell in that book does either have the compulsion or charm subschool, leading one to believe it's an unwritten rule, and this may be an error here.

In all the RPG-line of books for Pathfinder, only 3 spells before now have been enchantment spells with no subschool listed: instant enemy and memory lapse from the Advanced Player's Guide, and memorize page from the Advanced Class Guide. I already called out all three of these spells for this issue in their respective errata threads.

Not really important but I guess I missed one. The severed fate spell from the hero point optional rule description in Advanced Player's Guide is another example of an enchantment spell missing a subschool.

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

Strife2002 wrote:

Pg. 249 - Incense (item reprint and contradiction)

Incense is listed here as 7 sp each, however incense was originally printed in Advanced Race Guide in the Aasimar section on page 87. In that book, incense is listed as coming in packs of 10 at 10 gp per pack, meaning each individual piece is 3 sp more expensive when buying them in bulk for some reason. To make both books work, you'd either need to increase the price in this book to 1 gp for 1 incense, or lower the price of a pack of ten to 7 gp in the ARG.

the individual price should actually be higher than 1gp, since generally when you buy larger packs or in bulk you get small discounts. Or the 10 pack should be like 6 gp.

Grand Lodge

JoelF847 wrote:
Strife2002 wrote:

Pg. 249 - Incense (item reprint and contradiction)

Incense is listed here as 7 sp each, however incense was originally printed in Advanced Race Guide in the Aasimar section on page 87. In that book, incense is listed as coming in packs of 10 at 10 gp per pack, meaning each individual piece is 3 sp more expensive when buying them in bulk for some reason. To make both books work, you'd either need to increase the price in this book to 1 gp for 1 incense, or lower the price of a pack of ten to 7 gp in the ARG.

the individual price should actually be higher than 1gp, since generally when you buy larger packs or in bulk you get small discounts. Or the 10 pack should be like 6 gp.

I know, but with the exception of the class kits, Golarion at least doesn't seem to have a concept of bulk discounts (for example 1 firearm bullet is 1 gp, and 30 bullets are 30 gp, according to UE and UC). I opted to keep it simple and not assume bulk discounts would be a thing.

Grand Lodge

Pg. 253 - Metamagic rods

So just like the Widen Spell metamagic feat (until Ultimate Equipment was released, in which it got mentioned in a table but didn't have a description) Intuitive Spell doesn't seem to have a corresponding metamagic rod. I don't see anything mechanically that would say it can't, so this seems like either an oversight or a decision made in order to save space. If it DID have one, it'd probably read something like this:

Hypothetical intuitive metamagic rod description wrote:

Intuitive Metamagic Rod - PRICE varies

Lesser intuitive metamagic rod - 3,000 GP
Intuitive metamagic rod - 11,000 GP
Greater intuitive metamagic rod - 24,500 GP
SLOT none - CL 17th - WEIGHT 1 lb.
AURA strong (no school)

The wielder of this rod can cast up to three spells per day without thought components as though using the Intuitive Spell feat.

CONSTRUCTION REQUIREMENTS - COST varies
Lesser intuitive metamagic rod - 1,500 GP
Intuitive metamagic rod - 5,500 GP
Greater intuitive metamagic rod - 12,250 GP
Craft Rod, Intuitive Spell

Grand Lodge

1 person marked this as a favorite.
chopswil wrote:

p. 254 WITCHING ROD

grouped with Rods but has CONSTRUCTION REQUIREMENT of Craft Wondrous Item not Craft Rod

Good catch, because I don't think this was intended to be a magic rod at all. The item is based off the new mundane item, a dowsing rod, which just happens to have "rod" in its name. I get the feeling this item WAS supposed to be a wondrous item, but was categorized as a Rod mistakenly due to its nomenclature. It's no more a rod than a fishing rod.


Intrusive Presence feat states:

Quote:
Benefit(s): You can use detect thoughts at will as a spell-like ability against a host creature you possess. The host receives no saving throw, and the effect functions as if you had concentrated for 3 rounds. You can also use seek thoughts on your host as a spell-like ability once during the possession. The host can attempt a Will save with a DC equal to the DC of the original possession effect.

However, Seek Thoughts is strictly inferior to Detect Thoughts against a single target and makes no sense as a one time ability when you already have unlimited Detect Thoughts. Should this be Mind Probe instead of Seek Thoughts? That seems like it would better fit what the feat is trying to accomplish, and power level seems in line with the Manipulative Presence prerequisite feat that gives a one time Modify Memory effect.


Plausible Pseudonym wrote:
Intrusive Presence feat states:
Quote:
Benefit(s): You can use detect thoughts at will as a spell-like ability against a host creature you possess. The host receives no saving throw, and the effect functions as if you had concentrated for 3 rounds. You can also use seek thoughts on your host as a spell-like ability once during the possession. The host can attempt a Will save with a DC equal to the DC of the original possession effect.
However, Seek Thoughts is strictly inferior to Detect Thoughts against a single target and makes no sense as a one time ability when you already have unlimited Detect Thoughts. Should this be Mind Probe instead of Seek Thoughts? That seems like it would better fit what the feat is trying to accomplish, and power level seems in line with the Manipulative Presence prerequisite feat that gives a one time Modify Memory effect.

The Mind Probe you linked is third-party. Do you mean Mind Probe?

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