Plausible Pseudonym |
The purpose of this thread is to collect potential errors in Horror Adventures so that they can be addressed in FAQs and future 2nd printing errata.
1. Page 74. The Wizard archetype Hallowed Necromancer Positive Touch ability includes this line "A number of times per day equal to 3 + her Intelligence modifier, when she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage."
Cure spells when used to damage undead already give half damage on a successful save, so the bolded text doesn't do anything. Recommend either deleting the line or changing the ability to do some sort of damage boost.
2. Page 5. Book References side bar misspells Ultimate Intrigue as "Ultimatie Intrigue."
3. Page 46.
Cult Totem, Lesser (Ex): While the barbarian is raging, any morale bonuses or bonuses for flanking she gains on attacks rolls are added to her damage rolls instead of her attack rolls. They are still morale bonuses, and they don’t stack with other morale bonuses on damage rolls.
Lots (most?) of morale bonuses (e.g. Good Hope) provide both attack and damage bonuses. The bolded text would mean that you lose the attack bonus but don't actually gain any damage in those cases and you'd actually be penalized by this ability. Recommend either allowing them to stack or specifiying that you don't lose your attack bonus if it wouldn't actually give you a benefit to transfer it to damage.
sunderedhero |
These are some I've found after a quick skim of a few sections:
p44 Blood Alchemist- Alchemical Circles doesn't list when your blood pool refreshes
p83 Brutal Coup de Grace- No duration on the shaken effect
p85 Disconcerting Knowledge- "You can use your knowledge to demoralize an enemy" is redundent or missplaced flavor text
p86 Enemy Cult- Can be taken against a cult of any alignment, but the completion benefit only works agaisnt evil creatures.
p122 Massacre- Area says 60ft line, but text says 30ft line
Plausible Pseudonym |
Is there a listed range of the ray you turn it into in another section?
Otherwise it doesn't tell you if it's a Close, Medium, or Long range ray.
"A number of times per day equal to 3 + her Intelligence modifier, when she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage."
Dread Knight |
Dread Knight wrote:"A number of times per day equal to 3 + her Intelligence modifier, when she spontaneously casts a cure spell, she can either turn the effect into a ray and increase the range to close or remove the Will save but deal half the normal amount of damage."Is there a listed range of the ray you turn it into in another section?
Otherwise it doesn't tell you if it's a Close, Medium, or Long range ray.
Oh sorry my eyes must have just been skipping to close, I only saw into a ray and increase the range when I was reading what you typed.
Ashram |
HALLOWED NECROMANCER, pg. 74
- Arcane school and spells are altered so that you cannot create/animate undead, but nowhere in the text does it say that you are either punished for casting those spells or have those spells removed.
- The line starting with "If the spell has an attack roll" has an extra "as" after the comma.
Alchemaic |
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p. 144-145 BLOOD ALCHEMIST
1) Blood pool never refills. Ever.
2) Circles drawn by spending blood pool points are permanent fixtures that cannot be moved or transported. They also never go away.
3) Circle size is completely unspecified, meaning that with 1 minute of time an Alchemist can draw a circle equal to the circumference of the planet and can use it as the material component for a Fabricate spell.
Alchemaic |
2 people marked this as FAQ candidate. |
p 62-63 HAUNT COLLECTOR OCCULTIST
Extricate Haunt's base ability (creating a haunt) does not have a listed starting level. The later additions are noted to start at levels 12 and 16, but the base ability has no text to indicate when it becomes available.
Brandon Hodge Contributor |
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p 62-63 HAUNT COLLECTOR OCCULTIST
Extricate Haunt's base ability (creating a haunt) does not have a listed starting level. The later additions are noted to start at levels 12 and 16, but the base ability has no text to indicate when it becomes available.
I'm going to re-post the main points from the main Horror Adventures thread (see more detailed post here) to demonstrate why this is a non-errata issue:
1. Extricate Haunt is not a direct 1:1 swap with a specific 2nd level ability and *also* trades out with higher class abilities (at 12th & 16th). The ability specifies that it is for use with haunted implements (accessed as soon as 2nd level), making listing the specific level of accessibility redundant (and possibly misleading; see below).
2. Since you don't HAVE to get a haunted implement at 2nd level, you might not be able to use Extricate Haunt at 2nd level. Haunted implements are a fluid option ("he can gain access to a haunted implement") you can take as early as 2nd level, but you don't *have* to. For this reason, the Extricate Haunt ability has to remain similarly fluid and level-unspecific. Because if you don't take the option to get a haunted implement until 6th level, you can't use Extricate Haunt until then, either.
3. The archetype already has an 8th-level replacement ability (Spirit Speaker), and if Extricate Haunt was *also* an 8th-level class ability replacement (as proposed in the other thread), it would be listed alphabetically, and come *before* Spirit Speaker. It does not.
But if you feel more clarification is in order, maybe mark that one for FAQ.
Plausible Pseudonym |
Page 145: The Death Curse table cites a "Doom of the Hunted" and a "Greater Doom of the Hunted" curse that are supposedly described in the curse section, but no such curse by those names exists. My guess is that these were changed into the actually existing curses Hunt of the Bogeyman and Hunt of the Ankou. Recommend making that substitution in the table.
Plausible Pseudonym |
Page 165:
The entire fleshwarping process requires 1 day per Hit Die of the final fleshwarped creature. During this time, the fleshwarper must succeed at a Craft (alchemy) check with a DC equal to the creation DC of the fleshwarped creature (typically, 15 + the final fleshwarped creature’s Hit Dice) each day. Creating a fleshwarped creature takes a number of days equal to 1 + the final fleshwarped creature’s CR.
The two bolded passages are arguably redundant and potentially in conflict, depending on the HD/CR of a particular creature. Recommend either deleting one passage or combining them and noting that it takes the greater of either number.
Plausible Pseudonym |
See this question about the Living Grimoire (and possibly other Inquisitor archetypes) that trade away Judgement but keep the 17th level Slayer ability that riffs off Judgement.
donato Contributor |
Plausible Pseudonym |
Page 219: Channel-Thieving Belt, Greater.
This belt functions as a normal channel-thieving belt, except the amount of healing is equal to 1/2 the amount of damage healed or dealt by the creature channeling energy.
The bolded text should be deleted; per normal Channel-Thieving Belt, this item always heals the user in the presence of a damaging energy channel. If the intent is that the Greater version also allow extra healing when subjected to channeled healing (contrary to "thieving"), rather than just the increase in healing, this should be more clearly spelled out.
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
p. 123 Phantasmal Asphyxiation - This spell seems clearly inferior to Phantasmal Killer from the core rule book - Asphyxiation requires 2 failed Fort saves to make the target unconscious, and is limited to creatures that need to breathe, while Phantasmal Killer kills with a failed Fort save. Shouldn't the Phantasmal Asphyxiation spell therefore be 1 level lower rather than the same level of the better Phantasmal Killer spell?
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
Its point of comparison is Suffocate, not PK. The latter of which is probably on the top 5 list of spells they wish they hadn't brought over from 3.5.
It needs to compare to both though. There's no reason to use this spell instead of phantasmal killer unless you're looking to capture someone, but it's a very ineffective way to do that. Also, we don't really know what the designer and developer compared it to, we're just speculating.
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
David knott 242 |
P. 65, Paladin class, Tortured Crusader archetype, Torment ability: This ability is said to alter spellcasting, smite evil, and lay on hands, but it only mentiions alterations to spellcasting and lay on hands and says nothing about altering smite evil in any way.
Ashram |
P. 65, Paladin class, Tortured Crusader archetype, Torment ability: This ability is said to alter spellcasting, smite evil, and lay on hands, but it only mentiions alterations to spellcasting and lay on hands and says nothing about altering smite evil in any way.
Agreed. While I understand why it's in the Torment class feature (Because it would normally change the Charisma bonus to attack and AC with smite to Wisdom), the "This alters smite evil" line should be moved to the "All Is Darkness" class feature.
JoelF847 RPG Superstar 2008 Top 32, 2011 Top 16 |
p. 181 Twisted Wish haunt - what exactly is this haunt supposed to do? I get that it collects wishes it overhears, then it grants them in a twisted way, but what does that mean exactly?
First, are you supposed to track what wishes it collects? How many would a typical haunt of this type have collected when PCs encounter it?
Next, what does it mean to twist them? Generally the rules for wishes suggest that wishes which are within the guidelines shouldn't be twisted, only those which try to stretch what the spell can do automatically. So if the haunt colllects a wish of "I wish I had an inherent bonus to strength", how would it twist that? Furthermore, since most of the time, wishes need to be specific, how does the haunt use them against the PCs. In the above example, it's the wisher who wants the strength bonus, not the PCs who wander by 2 years later. If a collected wish is "I wish that the mayor of Sandpoint dies of a horrible disease", does twisting it mean it instead targets the PCs?
I get the intention of the haunt, but not how it's supposed to actually be used in play. Would it be simpler to just say that the effects of this haunt are that it can target any creature with any spell once per day?
Kalindlara Contributor |
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p. 181 Twisted Wish haunt - what exactly is this haunt supposed to do? I get that it collects wishes it overhears, then it grants them in a twisted way, but what does that mean exactly?
First, are you supposed to track what wishes it collects? How many would a typical haunt of this type have collected when PCs encounter it?
Whatever the GM needs it to have. It's that kind of encounter.
Next, what does it mean to twist them? Generally the rules for wishes suggest that wishes which are within the guidelines shouldn't be twisted, only those which try to stretch what the spell can do automatically. So if the haunt colllects a wish of "I wish I had an inherent bonus to strength", how would it twist that? Furthermore, since most of the time, wishes need to be specific, how does the haunt use them against the PCs. In the above example, it's the wisher who wants the strength bonus, not the PCs who wander by 2 years later. If a collected wish is "I wish that the mayor of Sandpoint dies of a horrible disease", does twisting it mean it instead targets the PCs?
For some examples of twisted wishes...
1) Look at the art. Valeros, with his empty mug, is clearly wishing for booze. Now... look at the background. :D
2) For an example of "wishing for Strength"... even a "safe" wish can be twisted by an evil source, such as a glabrezu or efreeti (or the haunt). In Mummy's Mask, there's a foe who wished for great strength from a demon, only to be transformed into a crocodile-headed monstrosity with fists of stone.
I get the intention of the haunt, but not how it's supposed to actually be used in play. Would it be simpler to just say that the effects of this haunt are that it can target any creature with any spell once per day?
Not exactly, but if that's what the GM needs, sure.
The twisted wish haunt really is the "anything it can justify" haunt. It's more about flavor than rules. ^_^
Dustin Heaton |
Not sure about the page since I don't have my book with me, but the Moon Cursed Barbarian has tiger as an option, but there's no medium tiger meaning the barbarian technically can't shift until 11th level. I'd assume it was supposed to function like the Druid's animal companion, but I can see that being an issue in PFS.
Kalindlara Contributor |
Kalindlara wrote:Hero Lab is struggling with the tiger issue as well. :/Talking with Lone Wolf is what made me realize that issue. They're going to add the tiger to the list of options, but apparently they're going with the barbarian can't shift until level 11 option.
That seems... odd.
Kalindlara Contributor |
skizzerz |
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Mark confirmed that it should be a medium tiger and that it's slated for the Horror Adventures FAQ page whenever that gets released.
Al Rigg |
I'm wondering about the trompe l'oeil being an inherited template. It would seem to me that it is intended to be a reflection of someone as they are when they are portrayed, rather than something that simply takes their physical form and then acquires class abilities on its own afterward.
If this is correct, then the template should be able to be applied to a creature with existing class levels and therefore be an acquired, rather than an inherited, template.
Thoughts? I can certainly see the case where the trompe l'oeil kills its original and then masquerades as that individual, acquiring similar class levels, but this seems to be a bit of an edge case and increasingly difficult to accomplish for more powerful originals.