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I didn't see a thread like this anywhere, and noticed the reported errors were scattered amongst a number of threads, so here they all are in one place.
Inside front cover - Various Lords of the Empyrean tables
Three empyreal lords have had their favor weapons either clarified or changed as of Inner Sea Gods. Make the following changes:
Winlas: Change favored weapon from "Mace" to "Heavy mace".
Zohls: Change favored weapon from "Crossbow" to "Heavy crossbow".
Cernunnos: As of both Inner Sea Gods and Bestiary 4, change favored weapon from "Club" to "Longbow".
Pg. 48 - Mystery cultist requirements
Interestingly, despite class features and the description mentioning spellcasters, the requirements to take levels in this prestige class do not seem to restrict non-spellcasters from taking it. This may have been intentional (and awesome), and non-casters simply don't gain the benefit of its Spells class feature.
Sort of like if a Cleric chooses an inquisition instead of a domain. It's a suboptimal choice, but it is a choice.
Pg. 51 - Summon stampede spell
This spell was a topic of discussion because as a summoning spell where the stampeding animals were conjured and remain active for a number of rounds, it was unusual that stats weren't provided for these creatures (and in fact the individual creatures within the stampede are left to the imagination more or less rather than being set in stone) in case a combatant wanted to try and directly harm or interact with these animals in some way.
Patrick Renie had this to say about this:
To simplify the summon stampede spell, I opted to not include stats for the individual creatures in the stampede (since there are likely dozens of them anyway, and while individually they might be cake to take care of, it's still quite another thing when you have Jumanji-esque rhino/elephant/zebra stampedes stomping through the battlefield). The stampede turns aside if it meets a solid obstacle (so a wall of ice spell would be very handy against this effect, since the stampede could feasibly be used against the creature that cast it if the opposing spellcaster is crafty enough). I can also see ad hoc rulings being made for using area-of-effect spells against the stampede to hinder/destroy it.
Pg. 51 - Vinetrap spell
Change all the "crunch" information on this spell (basically everything above the descriptive information) to the following:
School conjuration (creation); Level cleric 5, druid 5
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell Resistance Yes
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Here's a list of boons for empyreal obedience with illegal/useless metamagic modifiers don't make any sense:
Pg. 6 - Andoletta: 2: Demanding Presence (Sp) You can cast silenced dictum
once per day.
You don't have components on SLAs, there's nothing to silence.
Pg. 8 - Ashava: 2: Moonlight (Sp) You can cast an enlarged sunbeam once per
Enlarge spell only works on close, medium, and long range spells. Sunbeam has a fixed range, so it doesn't apply.
Pg. 12 - Eritrice: 2: Unbeamed Eye (Sp) You can cast silenced true seeing three
times per day. This ability is the equivalent of a 7th-level spell.
As above, nothing to silence.
Pg. 14 - Immonhiel: 2: Swamp Healer (Sp) You can cast empowered heal 1/day.
You can only empower a spell with a randomly rolled output, not a fixed number like Heal.
Pg. 16 - Jaidz: 2: Courageous Roar (Sp) You can cast still greater heroism
three times per day
Once again, no SLAs have components, nothing to still.
Pg. 22 - Seramaydiel: 2: Quiet Muse (Sp) You can cast silenced brilliant inspirationAPG three times per day.
All together now...