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Goblin Squad Member. RPG Superstar 8 Season Star Voter. Organized Play Member. 23 posts (2,784 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.


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Grand Lodge

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Just discovered this thread, so I apologize if something I'm about to say was already covered. Currently the issues I'm having with the new layout are:

1) Inability to access old product discussion threads. This is a huge one for me. Maya, you and I have already discussed this in another part of the forum (which was deleted), but I'm referring to how each individual product page on the old version of the store used to have a forum area at the bottom for people to discuss it. Since the new style of the store doesn't have this, this is now an outdated feature but for a while, the forum link to get to the subforum for all those product discussion threads was still available (however clicking on any individual thread therein just redirected you back to the Paizo home page). Now it seems since I brought this up a few months ago, that link to the subforum has been removed. This suggests to me that Paizo's idea here is that this was the plan all along, and that there's no plans to restore or archive those old product discussion threads for public perusal. The reason those threads were important to me is because I like to hunt for community-sourced errata to update my books with, and those threads were a great source of people pointing out things they noticed wrong in a given book. Official errata is all well and good, but unless your name is Adventurer's Armory, no official errata was ever released for non-Core RPG series books and it was up to the community to find and share errors they found.

2) Missing products. Didn't notice before but the product pages for We Be Goblins! and We Be Goblins, Too! are missing. The product description for We Be Goblins, Free! mentions these two products and has links embedded within for them, but clicking on either takes you to a 404 page. There may be more like this, but those two were brought to my attention specifically so I had to see for myself.

Grand Lodge

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Just made a slight correction to the talons of Leng in the errata document. My original wording, as written, said you get two claw attacks for EACH claw, making it seem like you get 4 attacks with them. It should have read as "a claw attack for each". While correcting this errata, I realized that the updated description for these talons from Ultimate Equipment is phrased in a way that suggests that a multi-armed creature using these would get a claw attack for each of their arms instead of just the first two. This was likely not the intent, and so I redid my correction in the errata document to change the entire first paragraph to better match the description from Ultimate Equipment, but also added text suggesting that multi-armed creatures would need additional talons of Leng if they wish to have claw attacks for their other arms. If you agree with me that that's RAI, you'll need to decide whether the reduction to Wisdom for wearing these would stack with itself in the case of multiple talons of Leng being worn.

Grand Lodge

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Unchained Update

NOTE: I'm going to be adding an update to the master errata doc for any GMs that wish to upgrade the various barbarians, monks, and rogues throughout the adventure into their unchained versions from Pathfinder Unchained (there aren't any summoners, but I'll include a note about them just to make this complete). I'm making this post so I can add a link to the document for any GM wishing to upgrade those NPCs into their unchained versions, and they'd like one comprehensive post that details all of the differences between each version.

For those GMs that came here from the master errata doc, below is a comprehensive list of the various differences between the original versions of the following classes and their unchained versions, in case it helps you decide whether you want to make the switch to the unchained version of the class(es) for those NPCs.

Unchained Barbarian: An ease-of-use upgrade...:
* Unchained PROS:
~ Stat changes from raging are easier to calculate on the fly.
~ Temporary hit points from raging are lost first so there's no danger of dying when ending the rage.
~ If you spend more than 5 rounds raging, you're fatigued for a shorter amount of time than the standard barbarian.
~ Barbarians with Weapon Finesse are now viable.
~ Less rule-ambiguity when it comes to undead barbarians and if their bonus to Con translates to a bonus to Cha instead (which in turn prevents their other Cha-based abilities from increasing).
~ Many rage powers are not more powerful than before.
* Unchained CONS:
~ If using a two-handed weapon, standard barbarian raging is slightly more favorable due to 1 extra point of damage from Str-and-a-half.
~ No increase to Fortitude saves while raging.
~ No increase to CMD while raging.
~ Raging doesn't increase carrying capacity.
~ If you spend less than 5 rounds raging, you're fatigued longer than the standard barbarian.
~ No increase to Climb and Swim checks while raging.

Differences:
- RAGE:
> Standard: Rage increases Str and Con. Fatigued for double amount of rage rounds when ended.
> Unchained: Rage increases melee attack, melee damage, and thrown damage. Grants 2 temporary hp per HD (these are lost first). Fatigued for 1 minute when ended.

- RAGE POWER CHANGES:
> Animal Fury (CRB): No change. Just clarifying text about primary attacks that was always part of it but left out of the original version's description to save space and not confuse new players by making them look in the Bestiary for how primary attacks work when used with weapon attacks.
> Auspicious Mark (UCom): Usable once per day vs. once per rage. Doesn't require spending rounds of rage to use. Increases to a higher bonus at later levels.
> Beast Totem (standard, lesser, and greater) (APG): No change.
> Bleeding Blow (UCom): Usable once per round while in the powerful stance vs. once per rage. Deals bleed damage equal to 1/2 powerful stance damage vs. equal to total powerful blow damage.
> Boasting Taunt (APG): No change.
> Body Bludgeon (UCom): No change.
> Brawler (standard and greater) (APG): No change.
> Chaos Totem (standard, lesser, and greater) (APG): No change.
> Clear Mind (CRB): Make second Will save 1 round later vs. immediately and can do so more than once in a rage.
> Crippling Blow (UCom): No longer dependent on powerful blow (or it's reincarnation powerful stance) and is now a stand-alone ability. Usable once per day vs. once per rage via powerful blow. Allows damage to be applied along with its effects. No longer allows a save to halve its damage.
> Deadly Accuracy (UCom): Unlimited use as long as they maintain their accurate stance vs. usable if the surprise accuracy power happens to crit.
> Disruptive (APG): No change.
> Dragon Totem (UCom): No change.
> Dragon Totem Resilience (UCom): No change.
> Eater of Magic (UCom): Unlimited use vs. once per rage. Is triggered immediately each time they successfully save vs. being allowed a second save to trigger it. Grants temporary hp equal to spell level or 1/2 CR vs. caster level or total CR.
> Energy Absorption (APG): Usable once per day vs. once per rage. Gain additional temporary hp equal to 1/2 damage attack would have inflicted (not applying energy resistance) vs. 1 hp per 3 damage attack would have inflicted. Also adds the effects of energy eruption at the appropriate level.
> Energy Resistance (APG): No change other than combining the effects of greater energy resistance at the appropriate level, but they absorb 2 energy damage per level (resistance applied first) vs. half energy damage taken (resistance applied after).
> Fearless Rage (CRB): No change. Just clarifies that panicked is not a condition protected by this power.
> Ferocious Mount (standard and greater) (APG): No change.
> Ferocious Trample (standard and greater) (APG): No change.
> Fiend Totem (standard, lesser, and greater) (APG): No change.
> Flesh Wound (APG): Usable once per day vs. once per rage. Armor check penalty no longer applies to the Fortitude save needed (which makes up for the fact that the barbarian no longer has an increased Fort save from their Con increasing during rage). Success means barbarian takes no damage while failure takes only half vs. success taking half damage and failure taking full damage.
> Ghost Rager (UCom): No change.
> Good for What Ails You (APG): No change.
> Ground Breaker (APG): Usable as many times in a rage as a full-round action vs. once per rage as a standard action.
> Ground Breaker, Greater (UCom): No change.
> Guarded Life (APG): No change.
> Guarded Life, Greater (UCom): No change.
> Guarded Stance (CRB): Includes effects of rolling dodge, granting a +1 AC to all attacks, not just melee, and lasts the whole rage, not just for rounds based on Con mod. Increases more frequently (every 4 lvls vs. every 6).
> Hive Totem (UCom): No change.
> Hive Totem Resilience (UCom): No change.
> Hive Totem Toxicity (UCom): No change.
> Hurling (standard, lesser, and greater) (APG): No change.
> Hurling Charge (APG): No change.
> Increased Damage Reduction (CRB): Larger increase to DR (2/- vs. 1/-).
> Inspire Ferocity (APG): Is used with reckless stance and is a permanent effect while in that stance vs. a move action to activate it. Lasts for as long as they maintain the stance vs. rounds based on Charisma mod.
> Internal Fortitude (CRB): No change.
> Intimidating Glare (CRB): Use Str instead of Cha for Intimidate modifier. Shaken condition potentially lasts longer (entire rage vs. 1d4 rounds + 1 per 5 above DC).
> Knockback (CRB): Allows full CMB to be used, regardless of what attack it replaces (example: BAB is +15/+10/+5, barbarian could attack with +15/+10/+CMB to make a bull rush at the end).
> Lethal Accuracy (UCom): Unlimited use as long as they maintain their accurate stance vs. usable if the surprise accuracy power happens to crit.
> Liquid Courage (APG): No change.
> Low-Light Vision (CRB): No change.
> Mighty Swing (CRB): Can only be used once per day instead of once per rage.
> Night Vision (CRB): Increases range if darkvision is already possessed. Adds darkvision to list of prerequisite options.
> No Escape (CRB): No change. Clarifies that bonuses to base speed apply.
> Overbearing Advance (APG): No change.
> Overbearing Onslaught (APG): No change.
> Perfect Clarity (UCom): Unlimited use as long as they maintain the calm stance vs. usable only during moment of clarity power use.
> Primal Scent (UCom): No change.
> Quick Reflexes (CRB): No change.
> Raging Climber (CRB): Gains a climb speed vs. a bonus to Climb checks equal to their level (but only on surfaces that have a Climb DC of 20 or lower). This in turn grants the normal +8 bonus to Climb checks (but as an enhancement bonus).
> Raging Leaper (CRB): Gains a flat +8 bonus to Acrobatics checks made to jump vs. a bonus equal to their level. Also gains the ability to halve the total distance fallen for purposes of determining falling damage.
> Raging Swimmer (CRB): Gains a swim speed vs. a bonus to Swim checks equal to their level. This in turn grants the normal +8 bonus to Swim checks (but as an enhancement bonus).
> Reflexive Dodge (UCom): Unlimited use while maintaining guarded stance vs. usable only during rolling dodge power use.
> Renewed Vigor (CRB): No change (although standard barbarians will probably have a higher Con modifier to boost this).
> Renewed Vitality (UCom): No longer dependent on having Renewed Vigor. Has the effects of Renewed Life added to it, allowing her to ignore negative level effects applied to her. Loses the once-per-day ability to remove an ongoing effect when the rage ends.
> Roaring Drunk (APG): No change.
> Roused Anger (CRB): Loses fatigued condition vs. becoming immune to it. Does not gain temporary hp from the rage. When done raging, becomes exhausted for a flat 10 minutes vs. 10 minutes per round spent raging.
> Scent (CRB): No change.
> Smasher (APG): Unlimited use vs. once per rage. Ignores 1 point of hardness per level vs. ignores hardness entirely. No uses means not having to decide to use it before the attack roll.
> Spirit Steed (APG): No change.
> Spirit Totem (standard, lesser, and greater) (APG): No change.
> Sprint (UCom): Unlimited use vs. once per rage. Adds 1/2 speed to distance she can move when running or charging vs. 6x speed run and 3x speed charge.
> Staggering Drunk (APG): No change.
> Sunder Enchantment (UCom): No change. Note that this rage power normally has a prerequisite of needing to have the spell sunder rage power before you can take it. The unchained barbarian no longer gets spell sunder as an option since it was removed and its benefits were folded into the witch hunter rage power. It's recommended GMs add a House rule that the prerequisite rage power needed to take this be changed to witch hunter.
> Superstition (CRB): Removed supernatural abilities from the list of abilities this power affects.
> Swift Foot (CRB): Larger increase to speed (10 ft. vs. 5 ft.).
> Terrifying Howl (CRB): Affects only enemies shaken by the barbarian vs. shaken from any source. Adds intimidating glare rage power as a prerequisite.
> Unexpected Strike (CRB): Can only be used if there are no other enemies in a square the barbarian threatens. Unlimited usage vs. once per rage.
> Witch Hunter (APG): If you confirm a critical hit against a creature benefiting from an ongoing spell effect, that effect is suppressed for 1 round (determined randomly if more than one effect).
> World Serpent Totem (UCom): No change.
> World Serpent Spirit (UCom): No change.
> World Serpent Totem Unity (UCom): No change.

REMOVED AND FOLDED INTO OTHER POWERS:
> Rolling Dodge (CRB): Folded into Guarded Stance.
> Lesser Elemental Rage (APG): Folded into Elemental Stance.
> Greater Elemental Rage (APG): Folded into Elemental Stance.
> Energy Eruption (APG): Folded into Energy Absorption.
> Greater Energy Resistance (APG): Folded into Energy Resistance.
> Bestial Climber (UCom): Folded into Raging Climber.
> Bestial Swimmer (UCom): Folded into Raging Swimmer.
> Renewed Life (UCom): Folded into Renewed Vitality.
> Spell Sunder (UCom): Folded into Witch Hunter.

REPLACED BY NEW RAGE POWERS:
> Moment of Clarity (CRB) -> Calm Stance: Becomes a stance rage power. Lasts as long as the barbarian wishes it to vs. 1 round once per rage. Allows barbarian to retain their temporary hit points gained from raging. Requires no action (aside from the move action to enter the stance) vs. a swift action.
> Powerful Blow (CRB) -> Powerful Stance: Becomes a stance rage power. Applies to melee or thrown damage rolls vs. all damage rolls. Applies to all attacks and lasts as long as the barbarian keeps the stance vs. one attack once per rage. Requires no action (aside from the move action to enter the stance) vs. a swift action that needs to be made before knowing if the attack hit.
> Strength Surge (CRB) -> Strength Stance: Becomes a stance rage power. Lasts as long as stance is maintained vs. once per rage as an immediate action. Grants a flat +8 bonus to Strength for determining checks to lift, push, bend, or break objects vs. +1 per level. Grants a +1 bonus to CMB and CMD that increases by +1 every 4 levels vs. just +1 per level.
> Surprise Accuracy (CRB) -> Accurate Stance: Becomes a stance rage power. Applies to melee or thrown attack rolls vs. all attack rolls. Applies to all attacks and lasts as long as the barbarian keeps the stance vs. one attack once per rage. Requires no action (aside from the move action to enter the stance) vs. a swift action that needs to be made before rolling the attack. Grants a competence bonus vs. a morale bonus.
> Elemental Rage (APG) -> Elemental Stance: Combines all three elemental rage powers (standard, lesser, and greater) into one stance rage power. Can be used as long as the stance persists vs. one round. Early on, only deals 1 additional energy damage per attack vs. 1d4.
> Knockdown (APG) -> Knockdown Stance: Becomes a stance rage power. Usable once per round while maintaining stance vs. once per rage. Deals no damage vs. damage equal to Str.
> Reckless Abandon (APG) -> Reckless Stance: Becomes a stance rage power. Becomes a gateway rage power to a number of new rage powers that are usable while in this stance.
> Regenerative Vigor (UCom) -> Regenerative Stance: Becomes a stance rage power. Gains a number of temporary hit points back each round based on her level up to her max she gains from raging each round (vs. fast healing 1-3). No longer dependent on having Renewed Vigor.
> Come and Get Me (APG) -> Taunting Stance: Becomes a stance rage power. Allows continuous use allowing barbarian to attack in addition to getting this benefit.

NOT MENTIONED BUT SEEMINGLY NO REASON FOR THESE TO BE UNAVAILABLE TO THE UNCHAINED BARBARIAN:
> Bestial Leaper (UCom): Unlike bestial climber and bestial swimmer mentioned above did with their counterparts, this rage power didn't have its effects folded into raging leaper. Unclear if this was intentional or not.
> Dragon Totem Wings (UCom): Odd considering the other dragon totem rage powers were mentioned as being available to the unchained barbarian but not this one.
> Spellbreaker (APG): Since this just grants the benefits of a feat while raging, it seems like an oversight for not being included.

NEW RAGE POWERS INTRODUCED FOR THE UNCHAINED BARBARIAN:
> Protect Vitals
> Sharpened Accuracy
> Shove Aside
> Shove Aside, Greater

- DANGER SENSE VS. TRAP SENSE
> Bonus to saves and AC against trap attacks and Perception checks to avoid being surprised vs. just the bonus to saves and AC against trap attacks.

- OTHER CLASS ABILITY CHANGES
> Uncanny Dodge (2nd level): Bizarrely, the unchained barbarian's uncanny dodge ability received an update to it that has a lot of people scratching their heads. For one, it now allows the barbarian to keep her Dex bonus to AC while immobilized, but completely removes the part about keeping her Dex bonus to AC if her attacker is invisible. To make matters more confusing, the unchained rogue later in the book also has uncanny dodge, but its description is identical to that of the original version. It's almost as if the part in the original ability that says "the attacker is invisible. She still loses her Dexterity bonus to AC if" was deleted by mistake. GMs may wish to treat that as the case and use the original version of the ability since allowing it to be used vs. invisible attackers is helpful and keeping your Dexterity bonus when you can't move is nonsensical.
> Tireless Rage (17th level): Adds the stipulation that beginning a rage less than 1 minute from when a previous rage ended does not grant temporary hit points

Unchained Monk: An upgrade other than losing some archetype options...:
Differences:
- HD: d10 (instead of d8)

- Base attack bonus: Full (instead of 3/4s HD)

- Saves: Will is REDUCED to a bad save

- Weapon and Armor Proficiency: "Monk" weapons added to list of weapon proficiencies.

- Flurry of blows: Big changes. Instead of getting treated as having Two-Weapon Fighting at various levels, they instead just get an extra attack at their highest BAB (and then another at 11th level). This means they also don't take a penalty to attack for using "two different weapons". In fact if they used a two-handed weapon they'd get 1.5 Str on each hit. Combined with their new full BAB, the new flurry hits more reliably than it did previously. Near the end, the original monk does technically get one more attack in their flurry chain, but it's at an incredible penalty and doesn't match up compared to the extra unchained attacks that are at full BAB.

- Maneuver training: Removed entirely since they get full BAB anyway.

- Still mind: Gained at 4th level instead of 3rd level. Note that monk vows can still be taken by the unchained monk, but losing access to still mind hurts more now that their Will saves are poor.

- Ki Pool: Gained earlier at 3rd level instead of 4th level. Removes the ability to spend ki points to increase speed by 20 feet in one round and to gain a +4 dodge bonus to AC (the speed bonus is instead granted by the sudden speed ki power, which also increases the speed bonus from 20 ft. to 30 ft. The dodge bonus is instead granted by the furious defense ki power).

- Ki powers: many former abilities have been converted into ki powers. A number of abilities unique to monk archetypes have been added here as well to make up for the fact that the unchained monk loses access to the monk's list of archetype options. Below are those ki powers that have been changed in one way or another compared to their original versions.
-> Abundant Step: Taken as a ki power, the monk can gain this at level 8 instead of 12.
-> Diamond Body: Taken as a ki power, can be gained earlier at level 8 instead of 11. Doesn't grant total immunity to poisons however, just the ability to spend a ki point to remove one poison affecting them as if they were using neutralize poison.
-> Diamond Soul: Taken as a ki power, can be gained earlier at level 12 instead of level 13. However, it's activated by spending 2 ki points as a swift action instead of being always on. This is sort of a benefit, since it helps avoid rule ambiguity as to whether or not friendly spells should be blocked by it.
-> Empty Body: Taken as a ki power, can be gained earlier at 18th level instead of 19th. Note that this level requirement was left out of Pathfinder Unchained by mistake (and was printed with NO level requirement mentioned at all), and was clarified by one of the devs later on the forums. The only "official" correction to this is in the form of an update added to the Additional Resources and Campaign Clarifications documents for Pathfinder Society.
-> High Jump: Now a ki power. No change otherwise.
-> Quivering Palm: As a ki power, can be taken as early as 16th level instead of earlier at 15th level. However, the attack can be used as many times in a day as they have points to spend to use it (4 ki points) rather than once per day.
-> Slow Fall: As a ki power, must spend a ki point to activate, however there is no limit to the fall damage that can be negated due to the distance fallen (provided they're adjacent to a wall), and as soon as they take it they're essentially treated as having feather fall, just like a standard 20th-level monk would be.
-> Wholeness of Body: As a ki power, can be taken as early as 4th level instead of 7th level. Also can heal 1d8 + level instead of just level.

- Style Strike (NEW ABILITY): At 5th level, monk gains the ability to apply a specific effect to 1 unarmed strike made during a flurry of blows, learning more at later levels and even the ability to use more than one during a flurry.

- Tongue of the Sun and Moon: Gained MUCH earlier at 13th level instead of 17th.

- Flawless Mind (NEW ABILITY): At 19th level, monk is able to roll twice and take the better result whenever rolling a Will save (which makes up for the fact that they have bad will saves now [though shame it's gained so late]).

- Perfect Self: Adds the ability for the monk to enter a calm state to regain 1 ki point per 10 minutes spent in the state (up to his max).

Unchained Rogue: A total upgrade, period...:
Differences:

- Finesse training (NEW CLASS FEATURE)

- Sneak attack can attack concealed enemies now (but not total concealment)

- Many updates to rogue talents to make them stronger

- Danger sense replaces trap sense

- Debilitating injury (NEW CLASS FEATURE)

- Rogue's edge (NEW CLASS FEATURE)

ROGUE TALENT CHANGES
* Basic
> Assault Leader (APG): No change.
> Black Market Connections (UC): No change.
> Bleeding Attack (CRB): No change.
> Camouflage (APG): Removes once per day limitation.
> Canny Observer (APG): No change.
> Coax Information (APG): Adds an effect that says when the duration of the attitude shift ends, the target goes back to its original attitude level, not one step down.
> Combat Swipe (APG): Adds an effect that at 6th level the rogue is treated as having the prerequisites to qualify for the Greater Steal feat (but they must still take the feat as normal).
> Combat Trick (CRB): No change.
> Cunning Trigger (APG): No change.
> Deft Palm (UC): No change.
> Distracting Attack (APG): No change.
> Esoteric Scholar (UC): Removes once per day limitation. Note that since any character can make Knowledge skill checks untrained, this ability likely meant to say that a rogue can attempt untrained Knowledge checks even on topics with a DC higher than 10.
> Expert Leaper (APG): Adds rogue's level to Acrobatics check and allows greater distances of falling height to be ignored if they beat the DC by enough.
> Fast Getaway (APG): No change.
> Fast Stealth (CRB): No change.
> Firearm Training (UC): No change.
> Follow Clues (APG): No change.
> Getaway Artist (UC): No change.
> Grit (UC): No change.
> Hold Breath (UC): Doubles the amount of time they can hold their breath instead of adding 2 rounds to the limit. Removes the part about being able to be taken multiple times.
> Iron Guts (UC): No change.
> Lasting Poison (APG): Increases rounds a poison can be used, from 2 to Dexterity modifier (minimum 2).
> Ledge Walker (CRB): In addition to narrow surfaces, adds uneven and slippery surfaces.
> Major Magic (CRB): Increases the number of times it can be used from 2/day to 1 per 2 levels per day.
> Minor Magic (CRB): Increases the number of times it can be used from 3/day to at will.
> Nimble Climber (APG): Make a Reflex save instead of a Climb check at the same DC as the Climb check (instead of base DC + 10).
> Ninja Trick (UC): No change.
> Positioning Attack (APG): No change.
> Powerful Sneak (APG): Allows reroll of natural 1s instead of treating them as a result of 2.
> Quick Disable (CRB): Adds ability to open locks as a standard action if they would normally take a full-round action.
> Quick Disguise (APG): No change.
> Quick Trapsmith (APG): No change.
> Resiliency (CRB): Doubles the amount of temporary hp gained.
> Rogue Crawl (CRB): Also reduces attack roll and AC penalties for being prone by 2.
> Rope Master (UC): No change.
> Slow Reactions (CRB): No change.
> Stand Up (CRB): Adds ability to instead stand up as a swift action that DOESN'T provoke attacks of opportunity.
> Strong Impression (APG): No change.
> Strong Stroke (UC): No change.
> Surprise Attack (CRB): Adds ability to add 1/2 rogue level to sneak attack damage rolls made during the surprise round.
> Survivalist (APG): No change.
> Swift Poison (APG): No change.
> Terrain Mastery (UC): No change (just clarifying text).
> Trap Spotter (CRB): No change.
> Underhanded (UC): No change. Note there's an unresolved issue with this talent still. Even with the Quick Draw feat, drawing a concealed weapon is a move action, and thus can't be performed in a surprise round along with an attack. If this was intentional, then the rogue would probably need some other ability to use this properly, such as the ambush class feature from the bandit archetype.
> Wall Scramble (UC): No change.
> Weapon Training (CRB): No change.

* Advanced
> Another Day (APG): No change.
> Confounding Blades (UC): No change.
> Crippling Strike (CRB): No change.
> Deadly Cocktail (APG): No change.
> Deadly Sneak (APG): Allows a reroll of 1s and 2s instead of treating them as a result of 3.
> Defensive Roll (CRB): Goes from 1/day to unlimited use.
> Dispelling Attack (CRB): No change.
> Familiar (UC): No change.
> Fast Tumble (APG): No change.
> Feat (CRB): No change.
> Frugal Trapsmith (APG): No change.
> Getaway Master (UC): No change.
> Hide in Plain Sight (UC): No change.
> Hunter's Surprise (APG): No change.
> Improved Evasion (CRB): No change.
> Knock-Out Blow (APG): No change.
> Master of Disguise (CRB): Allows disguise to be donned as standard action. Adds stipulation that rogues must have the quick disguise talent first.
> Opportunist (CRB): Removes restriction for Combat Reflexes.
> Redirect Attack (APG): No change.
> Rumormonger (UC): No change.
> Skill Mastery (CRB): Reduces skills to be chosen from 3 + Int mod to just Int mod, but also automatically includes all skills chosen for rogue's edge class feature.
> Slippery Mind (CRB): No change.
> Stealthy Sniper (APG): No change.
> Unwitting Ally (UC): No change.
> Weapon Snatcher (UC): No change.

NEW ROGUE TALENTS INTRODUCED FOR UNCHAINED ROGUE
* Basic
> Certainty
> Multitalented

* Advanced
> Cutting Edge
> Double Debilitation
> Light Walker
> Multitalented, Greater
> Quick Shot
> Terrain Mastery, Greater

REMOVED ROGUE TALENTS
* Basic
> Finesse Rogue (CRB): Redundant now that all unchained rogues start with Weapon Finesse.
> Befuddling Strike (APG): effects are now a part of the disoriented debilitating injury class feature.
> Charmer (APG): Removed as it is now part of the Certainty talent.
> Fast Fingers (APG): Removed as it is now part of the Certainty talent.
> Fast Picks (APG): Removed and folded into the Quick Disable talent.
> Hard to Fool (APG): Removed as it is now part of the Certainty talent.
> Honeyed Words (APG): Removed as it is now part of the Certainty talent.
> Peerless Maneuver (APG): Removed as it is now part of the Certainty talent.
> Snap Shot (APG): Removed as it now has a simplified version in the new Quick Shot talent, but is now an advanced talent as it has become a swift action.
> Sniper's Eye (APG): Removed as it is now something all unchained rogues get for free with the update to sneak attack.

* Advanced
> Entanglement of Blades (APG): Removed as it is now part of the hampered debilitating injury class feature.
> Thoughtful Reexamining (APG): Removed as it is now part of the Certainty talent.

NOT MENTIONED BUT SEEMINGLY NO REASON FOR THESE TO BE UNAVAILABLE TO THE UNCHAINED ROGUE:
* Basic
> Guileful Polyglot (APG): Additional languages seems harmless.
> Offensive Defense (APG): Possibly removed since this talent needed an official FAQ update to it to prevent players from abusing it. As long as you're aware of the FAQ (AC bonus only applies against the creature the ability was used against and dodge bonus doesn't stack with itself in case the rogue uses it multiple times in a round) then there's no reason this shouldn't be an option for the unchained rogue.
> Convincing Lie (UC): Harmless roleplaying talent.
> Ki Pool (UC): Seems like an oversight considering unchained rogues still have access to the ninja trick talent.

* Advanced
> Hard Minded (UC): This was left out due to a technicality. Originally this talent was called hard to fool, but there was already a talent with that name from the Advanced Player's Guide and this one did something different. A later errata to Ultimate Combat changed the talent to hard minded, but by that point Pathfinder Unchained had already been published.
> Master Tricks (UC): This talent was left out of the original printing of Ultimate Combat by mistake, but was later added back in with an official errata. Unfortunately for the unchained rogue, however, the errata was released after Pathfinder Unchained was published.

Unchained Summoner: A much-needed rebalancing...:
Differences:
- Spell list overhaul. (Note: It is highly recommended to start using the unchained summoner's spell list even if you prefer to stick with the vanilla summoner for your games. This new spell list isn't so much an update as it is a correction, as evidently the original summoner was mistakenly printed with an earlier draft version of its spell list and not the one it was supposed to have. The list it ended up with caused a number of metagaming issues like players trying to seek out summoners to craft things like boots of speed since they gain haste, as well as many other spells, at a much lower spell level than they should.)

- Major eidolon changes including:
> Their weapon attacks are now counted against the max attack value.
> Their evolution pool has been reduced, gaining fewer points to spend as they level up.
> They can now disobey the orders of their summoner if they're commanded to do something against their ethos. They will also refuse to be summoned if their summoner's alignment changes more than 1 step away from their alignment.
> Eidolon's now have subtypes tied to one of the outsider subtypes (and a few non-outsider types in later books). This subtype determines the eidolon's alignment, their base form, the evolutions they can choose, and some extra specific evolutions they gain automatically.

- Evolutions now list additional requirements before they can be taken, including which subtypes are allowed access to them.
> UPDATE: Only one evolution seems to have been updated between versions. The pounce evolution went from a 1-point evolution to a 3-point evolution.

THINGS THAT WENT MISSING BETWEEN VERSIONS
Note: Everything introduced in Ultimate Magic was ignored, which seems bizarre considering it was released a couple years prior.
- Base Forms
> Aquatic (UM): This seems like a HUGE oversight considering aquatic campaigns exist and there are a number of outsider types that have fishy-looking things in them.
> Avian (CoC): Normally I wouldn't mention non-core books, but this one feels like it deserves special mention since the book it comes from, Cohorts and Companions, was being edited and published around the same time as Pathfinder Unchained.
> Tauric (CoC): See avian above.

- Evolutions
> 1-Point:
~ Basic Magic (UM): A number of subtypes now grant spell-like abilities, which was probably why this was omitted, but Horror Realms did introduce the line of psychic magic evolutions which are very similar to this (albeit usually only available to the aberrant subtype). One thing worth noting is the azata subtype has a 20th-level ability that allows it to become incorporeal, but says it can still activate any spell-like ability evolutions it possesses. The azata subtype does not naturally gain any spell-like abilities and there are, in fact, NO spell-like ability evolutions since this line of evolutions was omitted from the unchained summoner write-up.
~ Hooves (UM): Like claws but only for the feet. Omitting this seems odd considering they're technically worse than the claw evolution since they're secondary attacks.
~ Low-Light Vision (UM): Subtypes now describe what vision abilities the eidolon gains beyond the darkvision they all have. Interestingly only the plant subtype from Ultimate Wilderness gets low-light vision.
~ Unnatural Aura (UM): Seems like this would have been a no-brainer evolution for the aberrant subtype from Horror Realms to gain automatically.

> 2-Point:
~ Channel Resistance (UM): This one's tied to the undead appearance evolution (see below).
~ Head (UM): There's plenty of outsiders out there with multiple heads, and again another no-brainer (or extra-brainer?) for the aberrant subtype.
~ Keen Scent (UM): This one was more tied in to the left-out aquatic base form.
~ Minor Magic (UM): See basic magic in the 1-point evolutions above.
~ Shadow Blend (ARG): Some parts of this evolution were folded into the 4th-level ability gained by eidolons with the shadow subtype. It's not a complete recreation, however.
~ Shadow Form (ARG): See shadow blend above. Also the ghost touch effect from this evolution is also a feature of the 4th-level abilities of the radiant and void subtypes.
~ Undead Appearance (UM): This would have been a great evolution to base a nightshade subtype off of, but alas we never got that in 1st Edition's lifespan. The shadow blend and shadow form evolutions above would have also been great additions to this subtype.

> 3-Point:
~ Major Magic (UM): See basic magic in the 1-point evolutions above.
~ See in Darkness (UM): Many subtypes now grant the see in darkness universal monster ability at a certain level.

> 4-Point:
~ Dimension Door (UM): No comment.
~ Incorporeal Form (UM): Only the azata subtype via its 20th-level ability has the power to naturally become incorporeal now.
~ Lifesense (UM): This evolution was tied in with the undead appearance evolution mentioned above. It's worth noting that void subtypes gain this ability at 12th level and aberrant subtypes eventually gain blindsight (a broader version of this ability).
~ No Breath (UM): No comment.
~ Ultimate Magic (UM): See basic magic in the 1-point evolutions above.

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We're at a new page to this thread, so for any overwhelmed newcomers checking out this thread that skipped to the last page, here's a link to the master-errata doc for the Anniversary Edition of Rise of the Runelords.

RotR:AE Errata document

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We're at a new page to this thread, so for any overwhelmed newcomers checking out this thread that skipped to the last page, here's a link to the master-errata doc for the Anniversary Edition of Rise of the Runelords.

RotR:AE Errata document

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Roswynn wrote:
I didn't know about red pandas! Didn't even know they existed. Thank you for the pointer guys!

Then you have been missing out on some of the most adorable shenanigans to ever grace Japanese television. Get thee to YouTube.

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Callum wrote:
In Sins of the Saviors area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap.

Personally, I would actually rule that language doesn't matter in this case. Because the suggestion trap was placed as part of the guards and wards spell placed on the whole area, the suggestion is delivered mentally. Because of this, I would treat the suggestion similar to how telepathic creatures communicate. Telepathy doesn't require a shared language (something I learned recently myself), so in this case I would say the suggestion is telepathically communicated and enters the mind of whatever the creature's primary language or means of communication is.

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I was speaking to a friend about some of our PF1 favorite obscure rules (like you do), and when I mentioned the one about how AC bonuses are halved for armor sized for a Tiny or smaller creature, he asked if that applies to Small creatures that are the target of a reduce person spell. I’m super curious myself!

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Skater901 wrote:
I think I've found (another) problem with Nualia's stats. The errata correctly identifies her composite longbow as being a masterwork composite longbow [+3]. (It seems odd to me she has a +3 when her base strength modifier is +1, but hey). This means that in her Base Statistics (page 62), her attack bonus for the composite longbow is incorrect. The description for the composite longbow includes this line:
PFRPG Core Rulebook wrote:
If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it.

Since her base strength modifier is +1, she should take a -2 penalty to attack rolls with her composite longbow [+3].

The base statistics show her attack bonus with it as being +5: [BAB]5 + [Dex]-1 + [mwk]1 = 5. However, there should be a -2 penalty in there due to her not having the required strength to wield it properly. So the attack bonus should instead be +3: [BAB]5 + [Dex]-1 + [mwk]1 + [insufficient strength]-2 = 3.

Yep, added to the doc.

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ckdragons wrote:
Running this campaign a 2nd time for a new group of players. Using Hero Lab this time around for the NPCs and monsters. Trying to create Skinsaw Man in Hero Lab. How are his stats generated? Tried creating a Human Aristocrat/Rogue and then adding a ghast template. Also tried starting with ghast as race and adding levels. Also used both NPC heroic and Monster levels. Neither seem to add up to the stats in his stat block. What am I missing? Thanks.

I usually have to ignore stat-math for any creature's stats when they have the "unique" tag in their creature type entry since that can mean they're about to follow their own rules.

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We're at a new page to this thread, so for any overwhelmed newcomers checking out this thread that skipped to the last page, here's a link to the master-errata doc for the Anniversary Edition of Rise of the Runelords.

RotR:AE Errata document

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TheOrganGrinder is correct. All of the 40 classes and 5 NPC classes are eligible for favored class bonuses. PRESTIGE CLASSES are the classes that can't be a FCB'd.

Here's the relevant FAQ entry about this

Many of the creatures in the first Bestiary with NPC classes lack that favored class bonus, and the devs explained that at the time the rules for Pathfinder were still being developed, and they hadn't come to a decision yet regarding NPC classes and whether they could receive FCBs. It's also why all the bestiaries after the first DO have that FCB implemented for NPC classes.

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After having post this all I can find is a dev coming in saying they're working on getting the PDF available for purchase for a limited time. That was back in 2017. Any progress?

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I just discovered that this was a thing. I hate the idea that my Pathfinder library (book or PDF) is incomplete simply because I didn't hear about a kickstarter. Is there anyway for me to buy or otherwise obtain this supplement?

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So for spells like fog cloud, they mention that wind effects can "disperse" the cloud. Does that also mean they effectively dispel the effect? Fog cloud has a long duration, so if the fog is just "dispersed" wouldn't the fog then continue "emanating from the point you designate" once the wind effect ends?

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Adjoint wrote:
Jhaeman wrote:
Could someone please post a link to the latest version of the errata file? I downloaded one a couple of years ago, but I applaud all the progress you've been making since then.
Strife2002 resends it at the top of every page.

What he said! Just scroll to the top of this page and viola.

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Pg. 13 - Season Keeper archetype

This archetype's wild shape ability is altered in that season keepers with animal companions with the spirit of winter can take the form of an ice elemental (Bestiary 2). Wild shaping into elemental forms, however, is based off of the various elemental body spells, and those spells only have detailed statistics for taking the form of air, earth, fire, and water elementals. Therefore, what exactly an ice elemental version of elemental body bestows on the character would be up to the GM's discretion, but would probably include gaining the ice glide, icewalking, numbing cold, and/or snow vision abilities. It might even grant the extra cold damage on its melee attacks that the elemental has.

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Knowing me, just following through with proposed corrections and implementing changes not proposed but which should be obvious, like clerics with the Rune domain getting arcane mark added to their list of orisons so that they can actually use their instant summons domain spell correctly, or allowing gunslingers to apply weapon-specific feats (Weapon Focus, Improved Critical, etc.) to firearm categories (one-handed, two-handed, siege) instead of individual firearms so they don't become "locked" into their starting battered firearm.

EDIT: Oh yeah, and get rid of the Appraise skill, maybe fold it into something else. Make languages harder to learn. PCs end up learning way too many, ESPECIALLY if you're using the background skill system.

EDIT #2: Make is so that friendly harmless spells targeting characters with inherent spell resistance, like high-enough-level monks, automatically get through, assuming the character allows it.

EDIT #3: Clerics with the Weather domain should get Survival as a class skill (it is used to predict the weather, after all).

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Pg. 25 - Scaling Encounter 3C sidebar

In the sidebar on page 25...:

...the trap's text gets cut off. It seems to be identical to the trap found in Pathfinder Comics: Hollow Mountain #6. If so, then the effect line would be:

"Effect spell effect (empowered disintegrate, +9 ranged touch, 30d6 damage plus 50%, DC 19 Fort save reduces the damage to 5d6 plus 50%)."

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Amazingly Google was no help in locating it, but I found stuff using Paizo's search function. Part 2 was never released to the public (infuriated.jpeg), but Michael Brock was kind enough to provide the fluff to everyone via a forum post back in 2014 (but not the monster and trap stats).

Link found here.

By the look of the text...:

...the section detailing the brand matches my homebrew version, but the caster level, price & cost, and construction requirements are still anyone's guess.

Slight correction to my version: change "lesser divination" to "faint divination". Also remove "profane" from the bonus; it appears to be untyped.

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In lieu of an official version listed anywhere, here's my homebrew version of the item...:

SIHEDRON BRAND (BASIC)
Aura minor divination; CL 1st
Slot none; Price 3,200 gp

DESCRIPTION
This image of the Sihedron rune appears to pulse on the surface of the skin, as if it were breathing.
A character marked with this tattoo gains a +4 profane bonus on Knowledge checks on topics related to Thassilon and Thassilonian magic.

CONSTRUCTION
Requirements Inscribe Magic Tattoo, heightened awareness; Cost 1,600 gp

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Pgs. 17-18 - Runelord Dominion issue

Missing thing...:
This section mentions various items that a Pathfinder may have collected over the season that could be turned against them. One of them is the Sihedron brand (basic) tattoo.

Does anybody know what this is or where to find it?? I've looked in every scenario and can't locate it anywhere. Sihedron brand (endurance) is in S4-08, and Sihedron brand (service) is in S4-20, but no Sihedron brand (basic).

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Pg. 145 - Alien vivisectionists

These creatures are using a unique new weapon called a dart gun, which is to be "treated like hand crossbows". This combined with the fact that they've been made keen means that a crit range should be listed in their ranged attack line. Not to mention mentioning the poison on their darts. Therefore, ranged attack line should read as follows:

Ranged +1 keen dart gun +14/+14/+9 (1d4+1/17-20 plus shadow essence poison)

Also, this weapon can fire an extra dart per round as if the wielder had Rapid Shot. Based on the stat block, it also means they suffer the attack penalty of using Rapid Shot, so it may have been intended that the Rapid Shot feat can't stack with this feature, and should have mentioned that. Lastly, the "darts" these guns fire don't seem to have any stats, and that we're presumably to treat them like crossbow bolts in terms of pricing.

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Just an FYI to everyone that I've now finished updating the compiled errata document to include any outstanding errata from other books that are referenced that haven't been fixed yet. In other words, if only a partial stat block for a creature is listed because it asks you to see another book for those stats, and that stat block has errors even after any official errata has been released for it, I've included it in this document. I've not included any errors that were already fixed by official errata.

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Regarding the various art in the post, I recognize everyone but this Rexus bloke. What's his story? The Internet is giving me nothing. I don't mind spoiler tags.

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Also since we've reached a new page in this thread, I'll post a link to my compiled errata document in case any new-comers look at this thread and immediately get overwhelmed:

Rise of the Runelords: Anniversary Edition Compiled Errata

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Pg. 419 - Sign of wrath spell

This one's so subtle and small I won't even bother mentioning it in my master document. In the school information for this spell, take "force" out of parenthesis and replace them with brackets. Force is the descriptor, not a subschool.

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Pg. 8 - Bow Nomad (Kasatha ranger archetype)

The twin bows ability seems to allow the kasatha to do something she should already be able to do without a rule telling her so.

For example, the Xill* from the first Bestiary already does this and doesn't need an ability to allow it, and doesn't have any ability inherent to their race that would exclusively allow this set-up, just the 4 arms to pull it off.

*For anyone pointing out that the Xill has two attacks with bows listed at a +13 bonus when their BAB would technically allow another attack but isn't (and therefore is different than what the Bow Nomad is doing here), that has already been pointed out in the Bestiary errata thread as a mistake.

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Pg. 8 - Kasatha Characters

Not really an error, but given that Kasatha can treat kasatha spinal swords as martial weapons, they maybe should have the following listed in their racial abilities:

"Weapon Familiarity (Ex): Kasatha treat kasatha spinal swords as martial weapons."

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Pg. 7 - Change shape ability

Change the change shape ability of the skinwalker to match its updated description from Bestiary 5:

"Change Shape (Su, 5 RP): A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 ft. darkvision, or a +1 natural armor bonus. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits."

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Pg. 119 - The Shadow Clock

According to the first paragraph, second sentence under the "Shadow Clock" section, the tower is 180 ft. tall, and the map on the next page supports this (each section is 20 feet above the last, totaling 160 ft. with another 20 ft. to account for the height of the angel statue). According to Magnimar, City of Monuments, however, the tower is actually 250 feet, well above the height listed in this book, including the "5 feet" of breathing space between the tower's top and the bottom of the Irespan's cliff-side support section. For the purpose of this adventure, it's probably better to go with what's listed in the book here, otherwise you'd need to add another four "E2" sections to the map on page 120.

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Also don't hold your breath about an errata about this, new printing or not. Changing this means changing the page number a lot of these creatures fall on, which will wreak havoc on any other publication that asks you to reference that page for details on that featured creature. The same thing happened when a few wondrous items in Ultimate Equipment were categorized in the wrong body slot section. When the errata was released, instead of moving them to a new section they had to rename the item to fall in line with that body slot.

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Ninjaxenomorph wrote:
I'm disappointed that the errata doesn't cover the Savage Technologist's rage bonuses issue. It's an easy enough house rule fix, but still disappointed.

No errata necessary, as it's correct as written. James Jacobs thought there was an error as well at first, but then someone pointed out what they thought the intent was, and he realized they were correct.

See here.

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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".

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Thanks James. Added to the error compilation doc.

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A little late, sure, but here's a link to a google doc to a full compiled list of errata for this book:

Ta da.

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Hey everyone, I finally got around to making a Google Doc for my list of compiled errata. I used the same formatting as before, as honestly I'm too busy right now to make it different, so if you don't like the layout, I apologize. I may change it later.

This doc includes the corrections and additional errors we found after I had posted the original two lists.

Here's the list for your viewing pleasure.

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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.

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Here's what I house-ruled in my game to include these traits (though in light of James Jacobs' recommendation, I may remove them once I get my hands on the AP itself and see how these traits are incorporated):

Dockside Avenger (as part of Lost Love): The murder victim was a sibling of yours. You care little for finding out if Lamm was directly responsible or not and are more obsessed with seeking revenge against anyone even rumored to be involved. While Lamm remains alive and free, you are not slain until your hit point total reaches a negative number equal to your Constitution score + 3. Once Lamm is imprisoned or killed, you lose the former benefit but gain 3 permanent hit points.

Inoculated (as part of Unhappy Childhood): Your family's resistance to disease was of great use to Gaedren Lamm as sick houses were often easy to enter and leave with valuables either because of healers coming and going or nosy neighbors avoiding the place. Your luck eventually ran out and you succumbed to a deadly illness. Lamm threw you aside and left you to rot in an alleyway, yet your resilience managed to keep you alive and when you recovered you found yourself free of Lamm and his abuses. You gain a +1 trait bonus on saving throws made to resist diseases, and gain immunity to one or two specific diseases determined secretly by your GM.

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Feros wrote:

Dockside Avenger seems linked to Love Lost, so it would still be good.

Varisian Immunity isn't connected to Lamm, so would requires some work. I'd tie it to Unhappy Childhood and run it like this:

Your family's resistance to disease was of great use to Gaedren Lamm as sick houses were often easy to enter and leave with valuables either because of healers coming and going or nosy neighbours avoiding the place. Your luck eventually ran out and you succumbed to a deadly illness. Lamm threw you aside and left you to rot in an alleyway. Yet your resilience managed to keep you alive and when you recovered you found yourself free of Lamm and his abuses.

I REALLY like this. I copied the entire blog post into a Word document, and I think I'm going to add house-ruled 3rd options to both Love Lost and Unhappy Childhood based on this.

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Below is a list of mythic spell lists for classes released after Mythic Adventures. Note that I left out the arcanist, investigator, skald, and warpriest since their spells can just be copied from another class based off their rules. The hunter was included below because of how they use two class' spell lists, which can be annoying to go back and forth on.

Bloodrager Mythic Spells:
1st-Level Bloodrager Spells: break, burning hands, color spray, ear-piercing scream, endure elements, enlarge person, expeditious retreat, feather fall, hydraulic push, mage armor, magic missile, protection from chaos/evil/good/law, reduce person, shadow weapon, shocking grasp, true strike.
2nd-Level Bloodrager Spells: ablative barrier, animal aspect, blindness/deafness, boiling blood, burning gaze, disfiguring touch, dust of twilight, false life, gust of wind, mirror image, protection from arrows, resist energy, scorching ray, shatter, spider climb, unshakable chill.
3rd-Level Bloodrager Spells: beast shape I, burrow, draconic reservoir, fireball, firestream, fly, force punch, haste, heroism, hydraulic torrent, lightning bolt, magic weapon (greater), monstrous physique I, phantom steed, slow, stinking cloud, vampiric touch.
4th-Level Bloodrager Spells: beast shape II, black tentacles, confusion, contagion, dragon's breath, elemental body I, enervation, fire shield, ice storm, monstrous physique II, phantasmal killer, shout, stoneskin, wall of fire, wall of ice.

Hunter Mythic Spells:
1st-Level Hunter Spells: anticipate peril, call animal, cure light wounds, endure elements, entangle, faerie fire, goodberry, hydraulic push, know the enemy, magic fang, mighty fist of the earth, obscuring mist, resist energy, sun metal.
2nd-Level Hunter Spells: animal aspect, barkskin, burning gaze, chill metal, feast of ashes, flame blade, fog cloud, gust of wind, heat metal, pernicious poison, pox pustules, ricochet shot, spider climb, summon swarm, unshakable chill.
3rd-Level Hunter Spells: battle trance, burrow, call lightning, companion mind link, contagion, cup of dust, cure moderate wounds, daylight, hydraulic torrent, magic fang (greater), named bullet, share glory, stone shape.
4th-Level Hunter Spells: arboreal hammer, cape of wasps, cure serious wounds, dispel magic, flame strike, giant vermin, ice storm, spike stones, true form.
5th-Level Hunter Spells: baleful polymorph, cure critical wounds, fire snake, lend path, stoneskin, wall of fire, wall of thorns.
6th-Level Hunter Spells: fire seeds, move earth, repel wood, terraform, wall of stone.

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.

Shaman Mythic Spells:
1st-Level Shaman Spells: bane, bless, burning hands, cure light wounds, endure elements, entangle, goodberry, hex ward, hydraulic push, inflict light wounds, obscuring mist, protection from chaos/evil/good/law, sleep.
2nd-Level Shaman Spells: barkskin, burning gaze, cure moderate wounds, darkness, false life, flame blade, fog cloud, inflict moderate wounds, levitate, resist energy, spiritual weapon, summon swarm.
3rd-Level Shaman Spells: animate dead, blindness/deafness, call lightning, cure serious wounds, daylight, deep slumber, dispel magic, fly, inflict serious wounds, magic vestment, stinking cloud, stone shape.
4th-Level Shaman Spells: cure critical wounds, detect scrying, giant vermin, ice storm, inflict critical wounds, magic weapon (greater), sands of time, sending, solid fog, spike stones.
5th-Level Shaman Spells: baleful polymorph, break enchantment, breath of life, dominate person, flame strike, stoneskin, wall of fire, wall of thorns.
6th-Level Shaman Spells: cone of cold, fire seeds, flesh to stone, wall of stone.
7th-Level Shaman Spells: animate plants, control weather, harm, heal, plane shift, regenerate, sunbeam.
8th-Level Shaman Spells: earthquake, fire storm, irresistible dance, whirlwind.
9th-Level Shaman Spells: foresight, storm of vengeance, tsunami.

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.

And as a joke...:
1st-Level Adept Spells: bless, burning hands, command, cure light wounds, endure elements, obscuring mist, protection from chaos/evil/good/law, sleep.
2nd-Level Adept Spells: cure moderate wounds, darkness, invisibility, mirror image, resist energy, scorching ray, web.
3rd-Level Adept Spells: animate dead, contagion, cure serious wounds, daylight, lightning bolt.
4th-Level Adept Spells: cure critical wounds, stoneskin, wall of fire.
5th-Level Adept Spells: break enchantment, heal, wall of stone.

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Rysky wrote:
Strife2002 wrote:

2) Wizards already have an amazing loophole: haramaki armor (Ultimate Equipment). That armor gives a +1 AC bonus, has no max dex penalty, no ACP, and no spell failure chance. It can be enchanted, and doesn't really require Light Armor Proficiency since no penalties would be derived due to its stats.

EDIT: It's also cheaper than the above armor, and weighs less.

Aaaaaaand now you've brought it to their attention :3

Lol. Also, devs, you forgot to give us homework, and I think last week you mentioned something about a pop-quiz?

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Two little nit-picks about the above reasoning not to include that armor type:

1) Monk's would still be screwed, as their abilities are taken away when wearing ANY armor, regardless of stats inherent.

2) Wizards already have an amazing loophole: haramaki armor (Ultimate Equipment). That armor gives a +1 AC bonus, has no max dex penalty, no ACP, and no spell failure chance. It can be enchanted, and doesn't really require Light Armor Proficiency since no penalties for non-proficiency would be derived due to its stats.

EDIT: It's also cheaper than the above armor, and weighs less.

Grand Lodge

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Pg. 83 - Mythic 2nd-level ranger spells

In the list of mythic 2nd-level ranger spells, animate dead is included, but that spell is not on the ranger spell list.

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Pg. 83 - Mythic summoner spells

Since the release of Pathfinder Unchained, the summoner now has its correct spell list published (the one it was always intended to get, but the APG was published with the wrong spell list and Paizo just had to go with it). For those with an unchained summoner, or for GMs like myself that enforce the Unchained Summoner's spell list even with a vanilla summoner player, then on Page 83 the mythic spell list for the summoner will differ slightly. You can make the following changes to adhere to the unchained version:

* 2nd-level spells: Move ablative barrier, haste, and slow to the 3rd-level list.
* 3rd-level spells: Move black tentacles, dimension door, fire shield, stoneskin, wall of fire, and wall of ice to the 4th-level list.
* 4th-level spells: Move baleful polymorph, sending, and wall of stone to the 5th-level list.
* 5th-level spells: Move plane shift and wall of iron to the 6th-level list
* 6th-level spells: Delete all three spells mentioned in this list, and instead use those moved from the 5th-level list mentioned earlier.

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Pg. 185 - Invisibility alarm

This is a 1st-level extract for alchemists and investigators, however according to the rules for extracts on page 27 of the APG, extracts can never be made from spells that have a focus component.

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Ultimate Equipment Report - Post Errata
Hidden corrections and missed errata

Hello everyone! Ultimate Equipment got a well-deserved 2nd printing, and as such an errata document was released so print-copy owners could update their copies with the latest fixes. For once, I actually own the PDF AND the dead-tree version of this book, so I'm going to change up my normal "report of over-looked errata" post by also adding in a "hidden corrections" part, that details fixes that were made between printings, but for one reason or another were left out of the errata document. Enjoy!

HIDDEN ERRATA:
As mentioned above, these are fixes that were made between the first and second printing, but for whatever reason weren't included in the errata document. For the sake of brevity and sanity, I will not include changes to typographical errors, nor will I include wording changes where the intent was obvious (such as changing "total defense" to "full defense" or "helm slot" to "head slot"). I also won't include the moving of various items to different parts of a table simply because their prices changed (for example, the plague mask had its price changed, moving it from the list of greater medium head items to greater minor head items instead).

* Pg. 12 - Lamellar armor now mentions that it comes with gauntlets. What's noteworthy about this is that it's said as a blanket statement to all types of lamellar, whereas the piecemeal armor rules in Ultimate Combat only mention that steel lamellar includes these.
* Pg. 13 - O-yoroi armor now mentions it includes gauntlets, matching the wording in the piecemeal armor rules in Ultimate Combat.
* Pg. 14 - Tatami-do armor now mentions it includes gauntlets, matching the wording in the piecemeal armor rules in Ultimate Combat.
* Pg. 16 - Weapons, 2nd paragraph, last sentence, change "exceeds" to "equals or exceeds".
* Pg. 21 - Two-handed melee weapons table, kyoketsu shoge, damage type, change "S or P" to "B, S, or P".
* Pg. 31 - Kusarigama now mentions that the sickle end deals the higher damage value while the chain deals the lower.
* Pg. 43 - Table 1-10: Firearms, dragon pistol, change the ranged entry for this weapon from "20" to "special".
* Pg. 44 - The double hackbut now mentions what it uses as ordnance. It fires bullets and requires 6 doses of black powder.
* Pg. 57 - Table 2-1: Adventuring Gear (cont.), gunslinger's kit now includes a superscript of 2.
* Pg. 76 - Alchemy crafting kit's weight changed from "50 lbs." to "5 lbs." (although interestingly the table on the next page did not update the weight).
* Pg. 81 - Table 2-4: Guard and Hunting Animals; both axe beak and cat,small had their names corrected to "Axe beak (combat trained)" and "Cat, hunting", respectively.
* Pg. 89 - Both furs and the hot weather outfit list the bonuses they grant as circumstance bonuses instead of untyped bonuses.
* Pg. 106 - Introductory paragraph to alchemical weapons, last sentence now correctly says that the craft DC for these items are found in their description rather than on table 2-16.
* Pg. 110 - Crafting Poison, first paragraph, last sentence, change "applying poison" to "crafting poison".
* Pg. 111 - Table 2-17: Poisons, both belladonna and hemlock now have an asterisk with a footnote at the end of the table saying to look in the Core Rulebook for additional information about them.
* Pg. 120 - Table 3-4: Shield Special Abilities, +3 shield special ability section, wild special ability now updated to have its d% range include the results of 99 and 100.
* Pg. 127 - Giant-hide armor now appropriately mentions you take the form of the giant instead of just growing to match its height.
* Pg. 137 - Table 3-8: Melee Weapon Special Abilities (cont.), +2 weapon special abilities, impact had it's superscript changed from "3" to "4".
* Pg. 139 - Table 3-10: Ranged Weapon Special Abilities, +3 or +4 weapon special ability section, designating, greater now includes a superscript of "3".
* Pg. 157 - Luck blade header, change "4 wishes" to "3 wishes".
* Pg. 166 - Dungeon ring, construction requirements, cost header changed from "6,000 gp" to "varies".
* Pg. 180 - Rod of balance, aura entry changed from "faint abjuration" to "faint abjuration and transmutation".
* Pg. 208 - Belt Slot Wondrous Items intro, 1st sentence, "scabbards" removed from list of items that are typically belt slot wondrous items.
* Pg. 210 - Belt of physical perfection, cost of the +6 variant changed from "77,000 gp" to "72,000 gp".
* Pg. 212 - Gorgon belt updated to clarify that the saving bonus for its effect is a Fortitude save.
* Pg. 213 - Serpent belt updated to clarify that the "+4 bonus to poisons" is a bonus to saves against them.
* Pg. 225 - Goggles of elvenkind, construction requirements now include "creator must be an elf".
* Pg. 238 - Glyphbane gloves, construction requirements, change "detect traps" to "find traps".
* Pg. 260 - Necklace of netted stars, first paragraph, last sentence, delete the mention of 0-level spells.
* Pgs. 270 & 271 - Bracelet of second chances, 2nd sentence, change "critical hit" to "critical hit or sneak attack".
* Pg. 274 - Shackles of compliance, delete the last sentence as it is redundant.
* Pg. 278 - Table 5-13: Slotless Wondrous Items (cont.), greater minor slotless items section, d% range for the horn of goodness/evil changed from "78-79" to just "79".
* Pg. 297 - 1) Far-reaching sight updated to say that a firearm can only have one sight attached at a time. 2) Feather token, whip updated to say that the CMD for the whip is 25.
* Pg. 300 - Goblin skull bomb, last sentence, remove mention of mage hand since that spell can't move magic items.
* Pg. 310 - Maul of the titans, change cost to "12,805 gp".
* Pg. 319 - Seeker's sight updated to say that a firearm can only have one sight attached at a time.
* Pg. 365 - Table 7-7: Type E Treasure (and including tables 7-8, 7-9, 7-10, and 7-11 on the following pages), change all references to page 116 to page 117.
* Pg. 374 - Table 7-25: 3rd-level Arcane Scrolls, Uncommon scroll section, change "beast shape" at the 09-12 d% range to "blood biography".
* Pg. 388 - Table 7-50: Random Gems, azurite d% range changed to "15-20".

POSSIBLY MISSED ERRATA:
This section includes errors that the community noticed that seem to be valid, but didn't make it into the 2nd printing. As before I'll leave out typographical errors.

* Pgs. 9 & 10 - Agile half-plate is heavier than its non-agile counterpart, whereas agile breastplate is lighter than its counterpart.
* Pg. 15 - Table 1-3: Donning Armor was directly copied from the Core Rulebook and as such leaves out most of the armor's mentioned in this book.
* Pg. 22 - Trip weapon property description leaves out the update to it delivered by Sean K. Reynolds in a blog post, saying that a wielder may apply the weapon's bonuses to the roll not only for tripping, but also when attempting a drag or reposition combat maneuver.
* Pg. 26 - Dan bong grants a +2 bonus to CMB checks to grapple, but doesn't mention if this supercedes the -4 penalty a character would take for not having both hands free, or stacks with it for a net penalty of -2. {//Personally, I feel the grapple weapon property should have text in it that says using a grapple weapon to grapple negates the -4 penalty}
* Pg. 28 - Gauntlet, 4th sentence says medium and heavy armors include gauntlets (except breastplates), but technically neither should hide armor, since it isn't mentioned as having gaunlets in the Core Rulebook, Ultimate Equipment, or the Beginner's Box.
* Pg. 33 - My routine copy-paste about nets:
1) According to a feat in Ultimate Combat, specifically Net and Trident, nets are two-handed thrown weapons. Before this, there was no mention of the number of hands required to use a net in the Core Rulebook or, by extension, this book.

2) However, on page 202 of the Core Rulebook, a character has always been able to throw a net in one hand as a ranged attack, but only when the other hand is also throwing a weapon, a la two-weapon fighting rules.
* Pg. 38 - Swordbreaker dagger, last sentence says it grants a +4 bonus on combat maneuver chcks to disarm, but it's uncertain if this includes the +2 bonus the disarm property the weapon has grants, or if they stack to make a +6 bonus.
* Pg. 42 - Alchemical cartridge; based on the wording, it's uncertain if whether or not alchemical cartridges can take the place of a metal cartridge, ergo being usable with an advanced firearm.
* Pg. 43 - Table 1-10: Firearms, Two-handed ranged weapons (early firearms), change the range on the double-barreled musket from "10 ft." to "40 ft.", as per the recent errata to Ultimate Combat.
* Pgs. 56 & 58 - Table 2-1: Adventuring Gear; the astrolabe has a 1,000 gp price tag, but it's unclear if this is an update or an error, as previous books that list this item have it at a 100 gp price tag.
* Pgs. 57 & 71 - Table 2-1: Adventuring Gear (cont.); the shaving kit's table entry differs in price than it's description on page 71. Here it's listed at "15 sp" whereas on page 71 it's "15 gp".
* Pg. 59 - Bard's kit, add a spell component pouch.
* Pg. 69 - Oracle's kit, add a spell component pouch.
* Pg. 73 - Summoner's kit, add a spell component pouch.
* Pg. 77 - Table 2-2: Tools and Skill Kits; as mentioned in the hidden errata section above, the alchemy crafting kit's weight was changed from 50 ft. to 5 ft. in its description, but in this table it still says 50 ft.
* Pgs. 81 & 82 - Table 2-5: Farm and Work Animals, chicken is listed with a 1 gp price tag, but according to the section on trade goods, its only 2 cp.
* Pg. 84 - Rabbit, last sentence says rabbits have the same statistics as rats, but in Bestiary 4 a creature known as a pooka has the ability to transform into a rabbit, which says to use the stats for a raccoon.
* Pg. 85 - Squirrel, first paragraph, last sentence says squirrels have the same statistics as rats, which is fine if using only core books, but as of Player Companion: Animal Archive, squirrels have their own stat blocks.
* Pg. 86 - 1) Carriage, it's possible this mode of transportation is a recreation of the coach cab from the Core Rulebook. If that's the case, it should mention it costs 3 cp per mile to ride in, but only 1 cp when traveling within the boundaries of a town. 2) Galley has a 30,000 gp price tag, but in Ultimate Combat it has a 10,000 gp price tag.
* Pg. 87 - Table 2-8: Transport, as mentioned above, Galley has a 30,000 gp price tag but only a 10,000 gp price tag in Ultimate Combat.
* Pgs. 95 & 96 - Orc trail rations are 1 gp cheaper than all other racial trail rations.
* Pg. 107 - Holy water should maybe mention somewhere in its description that unholy water also exists.
* Pg. 131 - Celestial shield, CL for this item is 7th, but overland flight can't be cast until 9th level.
* Pg. 133 - Zombie skin shield, aura says moderate abjuration, but it seems pretty evident that it should be moderate necromancy instead.
* Pg. 147 - Seeking special ability, first sentence, change "ranged weapons" to "ranged weapons and ammunition".
* Pg. 162 - Sword of subtlety, grants a +4 bonus on its wielder's attack and damage rolls when sneak attacking, but it's unclear if this includes the +1 enhancement bonus it has already, or if it stacks with it.
* Pg. 170 - Ring of energy resistance lists a CL of 11th, but in the Core Rulebook it lists several CLs to account for its Minor, Major, and Greater variants, specifically 3rd, 7th, and 11th, respectively.
* Pg. 173 - Ring of shooting stars, table within the item's description, for 1 lightning ball, change the damage from "2d6" to "4d6".
* Pg. 174 - Ring of shooting stars (cont.), construction requirements, there is some that think ball lightning should be able to be a substitute for lightning bolt when making this item.
* Pg. 176 - Not really an error as it is speculation, but when a community thinks something should cost more money, it's worth mentioning. Many in the community feel the ring of the sea strider is underpriced.
* Pg. 180 - Table 4-5: Metamagic Rods (+3 Spell Level) mentions Widen Spell rod, which doesn't seem to exist. If it did, it'd probably have the following stats:

Strife2002 wrote:

Widen Metamagic Rod . PRICE: Varies

Lesser widen metamagic rod . 14,000 GP
Widen metamagic rod . 54,000 GP
Greater widen metamagic rod . 121,500 GP
AURA strong (no school) CL 17th WEIGHT 5 lbs.

The wielder can widen up to three spells per day as though using the Widen Spell feat.

CONSTRUCTION REQUIREMENTS: COST varies
Lesser widen metamagic rod 7,000 GP
Widen metamagic rod 27,000 GP
Greater widen metamagic rod 60,750 GP
Craft Rod, Widen Spell

* Pgs. 193-200 & 202 - Table 4-6: Staves and descriptions, change the price of the staff of fire to "18,932 gp" (cost: 9,466 gp), the staff of size alteration to "26,150 gp" (cost: 13,066 gp), and the staff of frost to "41,332 gp" (cost: 20,666 gp). Additionally, the various spell-school staves are also technically priced incorrectly, but these seem to get a pass since they'd differ from one another, and uniformity was apparently important when these were first printed in the Core Rulebook, and since they're legacy items. Still, if a GM wanted to price these staves according to what it would actually cost to make one (in case a player notices and argues that they could make one cheaper, or sell one for more money), you can change them to the following:

abjuration PRICE 81,900 gp / COST 40,950 gp
conjuration PRICE 81,900 gp / COST 40,950 gp
divination PRICE 86,006 gp / COST 45,116 gp
enchantment PRICE 81,900 gp / COST 40,950 gp
evocation PRICE 81,900 gp / COST 40,950 gp
illusion PRICE 81,900 gp / COST 40,950 gp
necromancy PRICE 90,233 gp / COST 49,283 gp
transmutation PRICE 84,500 gp / COST 42,250 gp

* Pg. 208 - Belt of dwarvenkind doesn't mention if its enhancement bonus is temporary until after worn for 24 hours, like most items like this do.
* Pgs. 209, 211, 220, and 221 - It's weird that the beneficial bandolier is a belt slot item while the endless bandolier is a chest slot item.
* Pg. 251 - Headand of mental superiority, change cost of the +6 variant from "77,000 gp" to "72,000 gp".
* Pg. 259 - Necklace of adaptation, construction requirements, there are some in the community that feel life bubble would be an appropriate spell to substitute alter self when creating this item.
* Pg. 262 - Catching cape, construction requirements, there are some in the community that feel entropic shield would be an appropriate substitute spell for shield when creating this item.
* Pg. 270 - Wrist Slot Wondrous Item introduction, first paragraph, delete "gauntlets".
* Pg. 273 - High elven bracers (formerly gauntlets of skill at arms); this item has gotten interesting. It first appeared in Advanced Race Guide under its old name, and was also a wrist slot item in that book. Later, the ARG errata updated it to a hand-slot item, and made various changes to it to reflect that (since gauntlets are hand-slot items). Ultimate Equipment however, due to how it lists its items, needed it to be stuck as a wrist-slot item since it couldn't have it jump to another page, and so they renamed it "high elven bracers" and made changes to it to reflect that, keeping it as a wrist slot item. This isn't really a bad thing, though, as essentially an entirely new item was born, and so now we have both "gauntlets of skill at arms" in the ARG, and "high elven bracers" in UE; essentially two items that do the same thing, but take up two different slots allowing a character to achieve the same goal in different ways. One thing worth mentioning though is that the high elven bracers kept the construction requirement of Craft Magic Arms and Armor, but this seems out of place since they're bracers now.
* Pg. 291 - Deck of illusions has two results for the Five of Cups, goblin and kobold.
* Pg. 345 - Crown of blindness, intended magic items, add "(Advanced Player's Guide)" after moon circlet, since it's one of the very few items that didn't make it from that book into this one.
* Pg. 359 - Rod that shouldn't be, it's odd that the alignments between the two rods change (one's CE, the other's CN).
* Pg. 371 - Table 7-19: 3rd-Level Potions and Oils, Uncommon potion or oil section, the d% ranges for burrow and countless eyes overlap.
* Pg. 387 - Table 7-49: Table Index, for Table 7-15, change the page reference from "370" to "371" since the table made the jump after the latest errata.
* Pg. 387 - List of RPG Superstar Contributors. Change "Erik Hindley" to "Eric Hindley". Also it's worth mentioning that Tom Phillips, David Ross, and Paul Worthen are in this list, but sadly their items did not make it into the book.
* Pg. 388 - Table 7-50: Random Gems, grade 2 section, d% result of 93 missing from this table.

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Alright! I'm a little late to the party, but it took me about 7 days to get through all 22 pages of this thread and compare it to the ACG errata. The following is a compilation of what we believe to be errors in one way or another that the errata maybe missed. As usual, I'm working from a print copy of the book, so if you're using a PDF and notice I mentioned something already fixed, then we have ourselves one of those hard-to-find errors that was fixed in the 2nd printing that didn't get mentioned in the errata document. Also, if think I missed something, just point it out to me. I left out basic typos (unless they could potentially affect the rules or confuse someone), and anything I saw that I didn't feel was actually erroneous.

Potentially remaining ACG errors:
Pg. 16 - {POSSIBLY NOT AN ERROR} Bloodrager spells ability lacks mention that its caster level is nothing at 1st-3rd level, and becomes its level - 3 when it hits 4th level (like the paladin and ranger do). This may not be an error, as there was talk about experimenting with removing this text with the bloodrager and eventually removing it from the paladin and ranger, also.

Pg. 34 - {POSSIBLY NOT AN ERROR; CLARIFICATION REQUESTED} Studied combat specifically only says it grants a "bonus on melee attack rolls and a bonus on damage rolls". Only the attack roll is being called out as melee-specific; as written ranged attacks would gain a bonus to damage using this. Unclear if this was intentional.

Pg. 41 - Life spirit, spirit magic spells, change "naturalize poison" to "neutralize poison".

Pg. 46 - Waves spirit (from previous page), wave strike ability, second sentence, change "every 2 shaman levels they possess" to "every 2 shaman levels the shaman possesses". As written the ability deals greater damage based on how many levels of shaman THE TARGET HAS.

Pg. 51 - Versatile performance ability, last sentence, change "bard" to "skald".

Pg. 59 - Dizzying defense deed; This is ability is very strange. It says you spend a panache point to take the fighting defensively action as a swift action instead of a standard action. The Core Rulebook lists fighting defensively twice: once as a standard action, the other as a full-round action. The former is intended to be used as a single attack, the latter just describes what you do when using it in a full-attack action. Honestly the Core Rulebook made things harder than they needed to be, and should probably have just made fighting defensively something you apply to all of your attacks in a round, should you choose to use it.

In any case, it's strange for the following reasons:
1) A swift action? Since this is done as an attack action, is this saying you get an extra attack as a swift action? Otherwise it doesn't do anything other than the bonus and penalty changes.
2) It only called out the standard-attack version of fighting defensively. Does this mean you can't use this as part of a full-attack action?
3) Dodge bonuses to AC stack, so is it safe to assume this becomes a +5 bonus when combined with 3 ranks in Acrobatics?

Pg. 65 - Earth blessing's header is stuck on the end of the previous blessing's major ability. It needs a line break and a font and size change.

Pg. 69 - Elves, arcanist favored class ability grants a full point to their the arcane reservoir ability every level it's taken. Meanwhile, gnome arcanists only gain 1/6th of a point every level. This discrepancy is unprecedented.

Pg. 70 - As described above, gnome arcanists only gain a 1/6th of a new arcane reservoir point every level they take this bonus, while elves on the previous page gain a full point every level.

Pg. 87 - {NOT AN ERROR} Not technically a mechanical error, but worth mentioning for a GM or player who may not be looking too closely. Champion Defense is gained at a later level than Returning Shield, yet is listed first in this archetype's description.

Pg. 88 - {POSSIBLY NOT AN ERROR} Strangler archetype, strangle ability replaces unarmed strike, which removes the bonus feat of Improved Unarmed Strike brawlers typically receive. Because of this, it creates an inevitable feat tax when trying to acquire the essential Improved Grapple.

Pg. 90 - Order of the beast shares the same name as another cavalier order found in Inner Sea Combat.

Pg. 90 - {POSSIBLY NOT AN ERROR} Daring champion archetype, panache and deeds ability grants access to precise strike. Considering this archetype still gets the challenge ability, you're looking at a situation that's either potentially confusing or potentially unbalanced when it comes to the question of whether the character can combine these abilities (and essentially gain double their level in extra damage).

Pg. 95 - Divine Hunter archetype, domain ability, second paragraph, in the first sentence, change "the animal domain" to "a domain that grants an animal companion". This covers other domains that grant such features, like Scalykind.

Pg. 99 - {POSSIBLY NOT AN ERROR} Sacred Huntsmaster doesn't grant Handle Animal as a class skill, which is thematically strange.

Pg. 103 - {POSSIBLY NOT AN ERROR} Steel hound archetype doesn't change anything about studied combat that would allow it to be applicable to ranged weapons. Unclear if this was intentional. Additionally, the talented shot ability's wording is unclear if the steel hound may ONLY select a gunslinger deed at 11th level, or if they may select a gunslinger deed WHENEVER they can select an investigator talent from then on.

Pg. 104 - Eldritch scion archetype; several issues:
1) It's an archetype that changes the magus into a spontaneous caster, but doesn't replace the spell recall, improved spell recall, or greater spell access abilities.
2) There's no particular mention of how metamagic feats work for this caster, if at all. Because of the swap to spontaneous casting, applied metamagic feats increase the casting time of a standard-action spell into a full-round action, leaving them ineligible to be used for spell combat. You could still pull it off using the Start/Complete Full-Round Action standard action listed in the Combat rules of the Core Rulebook, I suppose.
3) The bonus spells ability doesn't quite math-out correctly. It says at 7th level you gain the 10th-level bonus spell of the bloodrager (essentially skipping past the 7th-level bonus spell of the bloodrager). Then it says you gain the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively. This doesn't make sense since we're skipping the first spell, and there's only 2 spells remaining to gain, not 3.

Pg. 118 - {POSSIBLY NOT AN ERROR} Bounty hunter archetype, dirty trick ability; Pathfinder is typically good about avoiding this, but this archetype causes the slayer to have a dead 2nd level. It grants an ability at 2nd level (dirty trick) that can't actually be used until 3rd level when it has sneak attack dice to spend.

Pg. 122 - Mongrel mage archetype, mongrel reservoir ability, 5th paragraph mentions replacing 7th-level bloodline ability of the sorcerer, but sorcerer's don't gain a bloodline ability at this level. The closest relevant level is 9th.

Pg. 130 - Sacred fist archetype (from previous page), class skills; Sense Motive listed twice.

Pg. 133 - Spell sage archetype, spell study ability, first paragraph, last sentence gives an example of how spell study works that doesn't match up with the rules for spell study. It uses cure light wounds as an example and says it'd take the spell sage 2 full rounds to cast when it would only take 1 full round. If you wanted to use a 1st-level spell that would make its example accurate (as far as casting time), you could instead replace "cure light wounds" with "summon nature's ally I".

Pg. 137 - Draining Strike table entry; add an asterisk to the end of this feat's name, categorizing it as a combat feat (as per its description).

Pg. 139 - Merciless butchery table entry; change the benefits section to "Gain know direction as a constant spell-like ability and use one other druid orison ounce per day." In Greater Skald's Vigor table entry; in the prerequisites column change "Perform (song)" to "Perform (sing)". In Stalker's Focus feat; in the prerequisites column, change "no ranks in a class" to "no levels in a class".

Pg. 141 - {POSSIBLY NOT AN ERROR} Pack Flanking feat; prerequisites column mentions animal companions, but unlike Share Healing and Improved Spell Sharing, doesn't mention eidolons, familiar's, or special mounts. Unclear if this was intentional. Also, as stated in the FAQ, this feat should have an asterisk after its name denoting it's a combat feat.

Pg. 145 - Dueling Cape Deed feat, prerequisites; the errata changed this for the table entry, but didn't mention it for the feat ability. Change the prerequisites line to "Amateur swashbuckler or panache class feature, Dodge, Sleight of Hand 1 rank."

Pg. 153 - {POSSIBLY NOT AN ERROR} Pack Flanking feat; as mentioned previously on page 141. Also, change it's header to "Pack Flanking (Combat, Teamwork)".

Pg. 177 - Climbing beanstalk spell is missing a saving throw and spell resistance entry. It's probably "None" and "No", respectively.

Pg. 181 - Familiar double spell should probably get the shadow descriptor, as it's based off of project image.

Pg. 182 - {POSSIBLY NOT AN ERROR} Focused scrutiny spell; the bonuses listed in this spell are untyped. Given it's a divination spell, they're probably insight bonuses.

Pg. 195 - {POSSIBLY NOT AN ERROR} Stunning barrier, greater spell; this spell leaves out much of its stats because it uses the stunning barrier spell as a base. It does, however, mention a duration that is identical to its standard version. This is noteworthy since the description says the spell fuctions as stunning barrier, except as noted above" as well as providing a +2 bonus to AC and saves. Based on this wording, it sounds like its duration should have been longer.

Pg. 198 - Wall of blindness/deafness spell; this spell needs the curse descriptor like its standard counterpart.

Pg. 204 - {POSSIBLY NOT AN ERROR} Investigator's kit; this kit should maybe have come with a set of thieves' tools.

Pg. 207 - Table 5-3: Alchemical Tools should probably mention the holy weapon balm from page 209, since it's not technically an alchemical weapon itself, as it functions similarly to the weapon blanche items from Ultimate Equipment which are Alchemical tools.

Pg. 208 - Dust knuckles; a couple issues:
1) What kind of poison can be placed in the vials? Is it like standard weapons where contact and injury poison can be used only?
2) It should probably mention somewhere that the price of the poison gets added to the price of the vials.

Pg. 220 - Table 5-9: Rods; the rod of potent hexes, the rod of voracious hexes, and the rod of abrupt hexes have had their prices changed in the errata and therefore are in different item categories. The rod of voracious hexes is now in the Lesser Major Rods category while the rod of potent hexes and the rod of abrupt hexes are now Greater Major Rods.

Pg. 222 - Table 5-11: Wondrous Items, greater minor wondrous items; one-way window listed twice.

Pg. 226 - Belt of superior maneuvers, in the cost for a +4 belt of superior maneuvers, change "16,00 GP" to "16,000 GP".

Pg. 232 - One-Way Window wondrous item got a price change in the errata, but didn't mention cost. Change cost from "2,000 GP" to "3,750 GP".

Pg. 236 - Swordmaster's flair wondrous item, as per the FAQ, this item should have the following sentence somewhere in its description:

"Carrying a swordmaster's flair counts as having that hand free for the purpose of abilities that require a free hand, though you still can't hold another object in that hand."

Grand Lodge

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You guys should name that iconic antipaladin already ;)

Grand Lodge

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Chris Lambertz wrote:
Removed a post. Just because you disagree with a post, there's no reason for personal insults.

Thanks I guess. I never saw the comment but I 'll assume by his reaction it was directed at me, whatever it was.

All I'm really saying is that I'm %1,000 for anything that balances a game more. If you don't like it, then do what's already been said here and don't follow the change. Nobody's forcing you to. And if you're playing PFS, well I guess I can't help you there.

Maybe you're right; maybe I really don't understand what errata means. It's the thing with the antlers, right?

In all seriousness at the end of the day this is a game. A great game but a game nonetheless. If we're really getting our pantaloons in a bunch over some of the changes here, then the runelords win and we can all go back to WotC. Paizo has done right by us for years, and I just think we ought to trust them a little bit that they know what they're doing and if a change was made it was probably for the best. But that's just my opinion, obviously, and I'm admittedly usually alone in mine.