Pg. 168 - Claw gauntlet fleshcraft
Based on the wording throughout the fleshcraft's description, this fleshcraft is apparently purchased one-at-a-time (so applying it to replace both of a humanoid's hands would cost double what's listed and require a second set of checks and saves). The opening sentence of the description suggests both hands are affected (pluralizing "hands") with this craft. The rest of the wording beyond this sentence suggests 1 hand is affected, however.
Pg. 209 - Avoidance ward occult ritual
At first glance, I didn't see this as an error because none of the occult rituals list a descriptor, so I thought it wasn't applicable to them like it is for spells. The seeded doom ritual from Horror Adventures suggests otherwise, and so this ritual should list that it gets the mind-affecting descriptor, since all enchantment spells do...
...In theory. Honestly though looking at the description of this ritual it looks more like abjuration than enchantment, but if it is enchantment then yes, it should have the mind-affecting descriptor.
Pg. 129 - Symbol of exsanguination spell
Because this spell says it functions like symbol of death, it's possible it was meant to inherit its status as a spell that can be made permanent with a permanency spell, but it's not explicitly stated. If it can, it's uncertain what the minimum caster level and gp cost would be, but based on other spells at this spell level, it'd probably be CL 10th or 11th, with a gp cost of at least 7,500 gp.
Pg. 123 - Night terrors and pessimism spells
Seems strange that 2 spells that don't show up on the spell list of any divine spellcasting class would list a divine focus as part of their components. Possibly this could have been intentional for the random archetype that allows a divine caster to add spells to their spell lists.
Pg. 49 - Void domain and Isolation subdomain
Right before the mention of the Void domain on this page, the paragraph under "New Domain" says who has access to it. It mentions a few Outer Gods and Great Old Ones, then says "as well as various daemon harbingers."
According to Inner Sea Gods, the only daemon harbinger with the Void domain is Uaransaph. Likewise, the Isolation subdomain on this same page says "daemon harbingers with the Void domain" have access to it. While this is in fact true for Uaransaph, two other harbingers have the Isolation subdomain without the Void domain (that happens sometimes) - Mneoc and Roqorolos.
Pgs. 46 & 47 - Fight response rage power
The last sentence says that skalds can't grant this rage power to allies with raging song, but this appears to be an unnecessary thing to mention. Per the rules of a skald's rage power selection, he wouldn't even be able to take this rage power since it's one that's activated by spending rounds of rage.
Pg. 243 - Table 6-8: Wondrous Items
The glittering trinket and quick-change mask are in the least minor wondrous items list. In Ultimate Equipment, however, this category of wondrous item was reserved for slotless wondrous items that were under 1,000 gp, because there were enough of them. These two magic items aren't slotless, and would therefore fall into the lesser minor wondrous item category.
Pgs. 233 & 234 - Quick-change outfit, subversive vest, subversive vestment, and vigilante's kit
These 4 items should have a special footnote on Table 6-2: Adventuring Gear describing how their weight changes for Small characters, as is the norm with similar items.
For the quick-change outfit, subversive vest, and subversive vestment, as is typical with articles of clothing, they should weigh a quarter of the Medium-sized weight when made for Small characters.
For the vigilante's kit, as is the norm for all other class-item kits, it should note it weighs three-quarters of the Medium-sized weight when made for Small characters.
Same goes for complex hallucination on page 206 and scripted hallucination on page 224.
Conjuration foil - pg. 207
Kek. Actually found another - Ensemble would work I guess.
Yondu Volche wrote:
This belongs in a separate thread, specifically in the Player Companion forums under an errata thread for the Spymaster's Handbook. In any case, I don't see why it couldn't get one of these. Nothing indicates they shouldn't receive a spell-like ability if a qinggong monk power grants it.
Just came across this and yeah, it's an issue. The only non-combat teamwork feat I was able to find was Collective Recollection.
This is made even further confusing when you look at the elemental armor talent right after it, and it ALSO leaves off acid from its list of options.
It makes me wonder if "acid" should have actually been left off of the original mystic bolts ability.
Truthfully I haven't used the settlement building rules yet in a game so I'm not 100% confident in my understanding of them, but my guess would be per granary as you mentioned, as it makes the most sense.
Pg. 67 - Battle companion ability from Plant blessing
Just like the Animal blessing above, animals stop showing up on the summon nature's ally lists after summon nature's ally VII, effectively "capping" this ability at 16th level (2 levels after Animal blessing since this list starts at summon nature's ally IV instead of V).
Pg. 66 - Battle companion ability from Good blessing
Not as bad as the issue with the Animal blessing listed above, but it's worth mentioning that, assuming the warpriest's restrictions on casting spells of opposing alignments to their deity applies to blessing abilities, any warpriest of a good deity with this blessing will have a "dead level" at 18th level in regards to this ability, as no animal or good outsider is on the summon monster VIII list. All will be well again once they hit 20th level, however.
EDIT: one ray of hope, however, is if your GM allows alternate summon lists introduced in other books. Assuming that GM is also kind enough to ignore the specific word "animal" in this ability's description and replace it with "any creature marked with an asterisk" (in other words, those creatures you apply the celestial, entropic, fiendish, or resolute templates to), then a celestial young cloud giant would be available.
Pg. 63 - Battle companion ability from Animal blessing
Animals stop being available after summon nature's ally VII, and since you can only summon one animal with this ability (and not multiple animals when summoning creatures from a lower-level list as per the spell), this ability is basically "capped" once you reach 14th level.
Pg. 65 - Acid strike ability from Earth blessing
In the last sentence of the acid strike ability for the Earth blessing, it should mention its additional damage also doesn't stack with the corrosive burst weapon special ability, like Fire, Water, and Weather blessings mention for their associated "strike" abilities.
Note that the Earth Blessing is missing its header (it blends into the very end of the Destruction blessing), as has already been mentioned in this thread.
I'm inclined to agree. The only thing left that has me perplexed is frightful presence. On paper it looks like it should stay based on the fact that it's an extraordinary ability and "improves a melee attack", but I'm not sure if logically it should. I saw in one published adventure (which one escapes me) where an owlbear skeleton lost its grab ability attached to its claws, and I thought surely that should mean frightful presence gets the axe, but losing grab may have been an error on the writer's part.
(TL;DR tag at the end - seriously, sorry. Didn't meant for this to end up so long)
Didn't realize this was even an issue until one of my players absconded with a recently slain juvenile red dragon corpse and cast animate dead on it and I discovered while writing up its stats the debate that's been going on for years on these forums about what exactly a dragon skeleton actually gets to keep from its original form (and KUDOS to Paizo for never weighing in on a single forum topic despite repeated FAQ requests). Specifically, here's the choice parts:
FROM THE SKELETON TEMPLATE
Lost in all this is what exactly happens to spells and spell-like abilities. There doesn't seem to be a general consensus on what happens to a creature's spell-like abilities when it becomes a skeleton. Are spells and spell-like abilities special attacks? No not really, they're not listed in the special attacks line and not all spells are meant for combat. Are they a special ability? That depends on the creature, but some creatures list their spellcasting abilities IN their special abilities section, while others don't. The Juvenile red dragon, for instance, does list its spell-like abilities in its special abilities section, but not its spells (that's covered in the general dragon write-up). Are they special qualities? Nope, they're never listed in the SQ line of a stat block. The best we have so far to an official ruling on this are the random stat blocks that have appeared in various adventures Paizo has published where a SLA-having creature was skeletonized. A derro skeleton from Ironfang Invasion lost its SLAs. Another adventure has a skeleton cloud giant and it also lost its SLAs.
Spells are a different story, however. Dragons cast like they're sorcerers, so they cast with Charisma (and therefore don't lose spellcasting by virtue of becoming mindless). Charisma drops to 10 for a skeleton, so in theory if a red dragon kept its spellcasting it could only cast cantrips. A bloody skeleton, however, gets a Charisma of 14, so it would in theory keep its spellcasting prowess. Is all this a moot point, however, and spellcasting is lost also the way SLAs were in those 2 creature examples from published sources?
The Juvenile red dragon lists the following in its "Special Abilities" column of the table on page 98 of the Bestiary by the time it's a juvenile:
TL;DR If you apply the bloody skeleton template to a juvenile red dragon, what of its original abilities would it actually keep? Specifically, its dragon senses, smoke vision, spell-like abilities, spells, and frightful presence?
Fun Fact, I DIDN'T know about that. checking now.
While making my own reference documents for each class, realized that despite the years and years of people making threads about it and FAQing the hell out of it, nobody at Paizo has yet to weigh in and finally clarify how in the hell the swashbuckler's 15th-level ability dizzying defense is supposed to work.
In other words I would love a regular day of the week where the editing team gets their own blog post to clarify stuff that maybe hasn't shown up in official errata yet or never will because there won't be reprints. We'll call it Fix-it Fridays. It could include notifying everyone that the design team is stewing over something that has been reported as not working right, just so everyone who doesn't fine-tooth-comb through the forums can also be made aware of it if they haven't encountered it yet in their games (obviously a FAQ update would happen eventually, but this would be the "we're working on this and wanted you all to be aware" early warning first).
It could also be for fun stuff though! Like "boy there certainly have been a lot of player companions and campaign settings books that released before we printed Advanced Class Guide! here's all the spells from those books you can add to the bloodrager and shaman spell lists."
(TL;DR summary at the bottom)
Hello! I brought this up in the Pathfinder Unchained errata thread a couple years ago or so, but it didn't get any input from the devs and now it's creeping up in my game.
An azata eidolon gains an energy form it can switch back and forth from at 20th level. The text says that in this form, it becomes incorporeal, doubles its fly speed, but can't make any natural or manufactured weapon attacks. It can, however, activate any spell-like ability evolutions it possesses.
That bold part brings up an issue. None of the evolutions listed in Pathfinder Unchained grant spell-like abilities, and the azata eidolon doesn't gain any automatically, either. Before Pathfinder Unchained, however, there were some evolutions introduced in Ultimate Magic that granted spell-like abilities, specifically basic magic, minor magic, major magic, and ultimate magic. Unfortunately, the unchained summoner's evolutions now have base form and subtype prerequisites, and only the evolutions from Advanced Player's Guide got a reprinting and tweaking for Pathfinder Unchained, leaving out the evolutions from Ultimate Magic and the two from the fetchling section of Advanced Race Guide.
TL;DR summary: the 20th-level azata eidolon ability mentions it can use any spell-like ability evolutions while in its energy form, however none of the spell-like-ability-granting evolutions from Ultimate Magic are apparently eligible to be taken by unchained summoners, as they weren't included in the write-up for it and therefore weren't given base form/subtype prerequisites for the unchained eidolon's new mechanics.
Correction it looks like 22 points, like the efreeti and djinni.
Pg. 76 - Vermin eidolon model
The vermin eidolon model says to get a Huge vermin or spider its 22 points or 24 points, respectively. This is incorrect as it forgot to include the cost of going Large, first. It should say "26 or 28 points (Huge)", with 26 being the point total for a Huge vermin eidolon and 28 points being the point total for a Huge spider, specifically.
Pg. 75 - Genie eidolon model
The genie eidolon model specifically calls out creating a eidolon that looks like a djinni, efreeti, janni, marid, or shaitan. It then gives specific movement, energy attack type, and immunity type evolutions that need to be taken to get the model of each of these - except for janni.
To get a janni eidolon, I'd recommend them taking flight, resistance fire (instead of immunity), and weapon training (martial) (instead of energy attacks). This results in a 21-point cost, like the marid.
Nevermind, not sure how I missed that dimension door is its own evolution.
Pg. 72 - Angel eidolon model
The end of the angel eidolon model says "ultimate magic* (cure serious wounds, daylight, or tongues) or dimension door."
Notice the dimension door spell at the end. Should that have been deleted or included as one of the possibilities to be selected with the ultimate magic evolution?
Doh, not sure how I forgot about that (or missed it when I literally looked up CMB rules to make sure I was right). In any case, both listed CMB and CMD values are incorrect and should be changed as he mentioned. Once the potion of haste is quaffed, then the listed values in the book are correct.
Attack roll looks correct as written. Don't forget to factor in two-weapon fighting penalties for her off-hand weapon being a +5 heavy steel shield (-4 penalty; the attack roll penalty isn't applied to the shield thanks to the Shield Master feat [we corrected that in an earlier post and the shield's attack bonus should be "+35"]).
As for CMB, from what I can tell you're correct and it should be "+27", however mentioning haste is unnecessary since that spell doesn't affect CMB at all. Adding that to the master doc.
You're also right about CMD, and in that case mentioning haste as a possible reason it was listed incorrectly is valid. Adding to the master doc.
Edit: I think I might know why this happened. Look at her +1 composite longbow in her gear. It has a +10 Str rating, so maybe at one point her Str was 30. What's bizarre though is that if you reverse-engineer her ranged attack bonus, that -2 penalty for the Str rating being too high is actually calculated in as if it was done on purpose. Essentially she has a ranged weapon that is literally giving her a penalty to attack with no further bonus other than what it should be granting, seemingly for no reason.
I put this in the accessories forum but maybe it belongs here:
Not sure if this is the right spot for it, but the condition cards come with a new spell, soothing word. My copy of the cards lists it as a ranger 2 spell (among other classes), however d20PFSRD's website lists it as a ranger 3 spell.
Normally I'd chalk it up to a mistake on d20pfsrd's part since they're not official, but I know the condition cards have gone through a few reprints where there were some mistakes, then the mistakes were corrected, then the mistakes were added back in on accident for the latest printing.
For everyone's info, my cards came with the box that say "PATHFINDER CARDS" on them rather than "GAMEMASTERY", and the errors on the Confused and Fatigued cards are still there, so it looks to be the latest printing (where the box was changed but the errors that were removed from previous printings snuck back in).