For last week's FAQ Friday, we revealed some of the ACG errata that you asked for with the most FAQs. However, FAQs tend to be about a rules question with two sides (and honestly most of the other errata don't have a huge number of FAQs), so how about three tentative errata previews that you wouldn't FAQ because they weren't creating rules disputes? And since we too often focus on the reining in of overpowered options, this week we'll look at cool new benefits instead!
First the Feral Hunter, who still had two powers that didn't do anything, loses those to gain some cool benefits:
Tentative Errata wrote:
In the Feral Hunter’s Feral Focus ability, in the last sentence, after “animal focus, ” add “second animal focus, ”. In the Precise Summoned Animal ability, in the first sentence, change “if the hunter chooses OutflankAPG as a bonus feat, she grants it” to “the hunter grants all her teamwork feats”. In the Summon Pack ability, after the third sentence, add “She may increase the duration of any one summon nature’s ally spell affected by this ability to 1 minute per level. She may only have one spell with a duration increased by this ability active at a time.”
Next the Ecclesitheurge, whose bonded holy symbol ability ran too long, now has a brand new power too:
Tentative Errata wrote:
Finally, the sniper, who traded a talent for a static ability that was strictly worse than one of the talent choices it already had, gains an actual sniping ability instead:
Tentative Errata wrote:
Replace the Sniper archetype’s Deadly Range ability with “Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence.”
First off, we here on the Pathfinder Design Team would like to wish every player and GM a happy holidays! This being the time of year for giving, we thought it only appropriate to give you two pieces of errata today, both of which have been among our most requested and discussed rules issues. Note that these are both officially recognized as errata, despite being delivered via the FAQ!
Early this year, we made a change to the Crane Wing feat in response to a lot of player and GM feedback. At the time, we thought we were making the feat a more balanced part of the game. Many disagreed, but we decided to let the issue stand and revisit it later. Later is now! While we reduced the overall bonus to AC, it now applies to all attacks made by a designated enemy, making it more useful overall and easier to adjudicate at the table. Take a look.
In addition, as some of you may have noticed, there was a change made to the way reach weapons work in relation to attacks of opportunity in the Pathfinder RPG Rules Reference Flash Cards. A few years back, we changed the rules to exclude the corners, but time has shown us that it is just confusing at the table, so we decided to change it back! Now your foes will provoke even if they happen to be standing in the corners of your reach. Check out the errata.
Well, that about wraps up the year for the rules team. We hope that you have a wonderful holiday filled with monster slaying, treasure finding, and plenty of laughs and good times with friends and family.
Pathfinder Rules Team
New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?
No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.
Spontaneous Casting and Multiple Classes: Can I spontaneously cast spells from one of my classes using a different class’s spell slots?
No. This is only possible if you have a class feature that explicitly allows it, such as Combined Spells. This applies even if the two classes share a spell list or if one of the classes allows you to spontaneously convert that class’s spell slots into certain spells on that class’s spell list, such as cleric and druid.
PDT is back!
In FAQ/Core Rulebook/Combat:
Splash Weapons: Does the "prepare to throw splash weapon" full-round action (page 183) apply to using all splash weapons?
No. Throwing a splash weapon is an attack, and most splash weapons don't need any preparation before use, as they explode or activate on impact (all you need to do is retrieve it from where you have it stored, then throw it, spending the appropriate actions to do so).
The "prepare to throw splash weapon" entry in the table only refers to preparing a flask of oil for use as a splash weapon. The oil equipment description says:
Oil: A pint of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire (see Special Substances and Items on Table 6–9), except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
Therefore, the full-round action listed in the table is the action required to apply a fuse to a flask of oil and light it so you can use it as a splash weapon. ("Preparing" the flask does not include throwing it, which is a separate action to attack.)