Majuba |
This thread is to report textual errata for Alpha 3.0 Release.
This would include grammatical errors, references to outdated material, etc. This does not include suggestions of changes. This could include suggestions of clearer wording on items.
Feel free to re-report here anything located in other threads.
VOIDHand |
I love the materials in A3, very juicy and all.
But I have one major gripe, the formatting issues that seem to crop up every once in a while. Spell and class descriptions that list the heading on the bottom of one column and list the rest of the description on the next page, certainlinesoftextthatseemliketoomanywordsarebeingpushedtogether (it usually comes off like this), etc.
Of course, this is just the Alpha Version so I'm not angry or anything, but it's sometime a bit of an annoyance. I'm just getting them off my chest here, just to make them known. (I don't want a repeat of Revised 2nd ed. Mage: the Ascension, where pages would list a reference of the mysterious "(See Pg. XX)". Yes, in the final product a year or two after its release.
I have faith in the pathfinder crew that this will be fixed, but I'm just giving a heads up.
Mosaic |
This is pretty minor but ...
p.132, Commoner-
Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shield.
The use of the masculine pronoun "He" is inconsistent with the Weapons and Armor Proficiency entries for the other NPC classes (and PC classes), which either repeat the class name each time or use the plural "They."
Note- PC classes entires are inconsistent in the use of singular versus plurals: "A ranger..." vs. "Rogues..." and "Sorcerers..." This only matters if you're REALLY anal, but hey :)
Mistwalker |
p.7, Wisdom attribute description lists paladins as getting their bonus spells base on their wisdom scores.
This is in conflict with the modification to paladins on p.32, where it lists charisma as the attribute for spells.
Oni Shogun |
Why don't rogues have Sense Motive as a skill? They should. It is a rogue skill. I hope this is a mistake. Otherwise rogues lose the ability to read people in combat who may be trying to feint them for a Sneak Attack OR people who are just liars. Makes little sense that they can Bluff but lose Sense Motive. :-p
Andrew Betts |
Why don't rogues have Sense Motive as a skill? They should. It is a rogue skill. I hope this is a mistake. Otherwise rogues lose the ability to read people in combat who may be trying to feint them for a Sneak Attack OR people who are just liars. Makes little sense that they can Bluff but lose Sense Motive. :-p
I think it's a typo. It's a class skill according to the table on page 54.
Brian Brus |
Try to ensure your tables and table-like references don't jump from one column (or page!) to another. First example comes to mind: the spellcaster's familiar progression. Might not be a formal table, per se, but for all intents and purposes it should be treated like one in the text. A little creative page layout editing should take care of that. But be careful as you make version changes that those things don't creep in.
Brian Brus |
The linguistics skill description intro is also unnecessarily wordy and repeats information already noted further in the explanation.
Change
"You are skilled at working with language, both in its spoken and written forms. You can speak multiple languages and can decipher nearly any tongue given the time. Your skill in writing allows you to create and detect forgeries as well"
to
"You are skilled at working with languages, whether spoken or written."
Also note the pluralization of languageS here.
Brian Brus |
In the survival skill description, you can save a few words (and bump a line of text) by truncating "You are skilled at surviving in the wild and following the tracks left by others" to "You are skilled at surviving in the wild and following tracks."
As you may have figured out from my previous posts here, there are a lot of redundancies in the skills descriptions that waste space and increase the risk of wordy mistakes.
Mistwalker |
Turn, as in turn undead and rebuke undead, no longer exists. They are no longer explained or listed in the cleric description. They have been replaced with Channel Energy.
Yet they are still turning up as prerequisites for some feats, in some feat names and in some feats descriptions
p66 Extra Turning
p68 Turn Elemental
p68 Turn Outsider
p73 Turning Smite (and in the combat feat table on p69)
p75 Turn Resistance
For us old hands, we know what “Turn” means, but new players will not. It leads to a bit of confusion.
Paris Crenshaw Contributor |
Paris Crenshaw Contributor |
David Spaar |
On page 16, the class ability description for bard spells in the fourth paragraph states that at 5th level and every third bard level thereafter, a bard can switch an existing spell for a new one. However, tables 4-3 and 4-4 show that a bard gains new spell levels at 4th, 7th, 10th, 13th and 16th level. Not sure this is errata or not, but a clarification would be nice. I seem to recall that spell switching usually occurs when a new spell level is achieved.
tergiver |
A clarification request for Hand of the apprentice, page 69 - as written, the rules kind of look like you add your base attack bonus to damage. It's a little longer, but something like the SRD spiritual weapon, like:
"It makes a single attack using your base attack bonus plus your Intelligence modifier as its attack bonus. Your Intelligence modifier also acts as a bonus for damage rolls."
I'd also like to see a clarification whether it works with Arcane Strike - it seems like it should, though.
Paris Crenshaw Contributor |
tumbler |
Some things that might not be mistakes, just aren't clear based on our reading.
For Rangers, do Perception and Survival bonuses stack if I am dealing
with a favored enemy in favored terrain?
Can Paladins choose which bond to take
(weapon or mount) at the time of use or do I choose at the
beginning of my Paladinic career and then use that bond every time I activate it?
Majuba |
On page 16, the class ability description for bard spells in the fourth paragraph states that at 5th level and every third bard level thereafter, a bard can switch an existing spell for a new one. However, tables 4-3 and 4-4 show that a bard gains new spell levels at 4th, 7th, 10th, 13th and 16th level. Not sure this is errata or not, but a clarification would be nice. I seem to recall that spell switching usually occurs when a new spell level is achieved.
This is identical to the 3.5 Bard. Sorcerers change out spells when they reach a new spell level. Bards formerly changed out when they reach 1 spell (not bonus spell) in their new spell level. That point has been - quite possibly this feature should be as well (good catch!). Of course it also spreads out the Bard spell acquisition.
While I'm at it - Forcecage may no longer have an expensive material component, since it now allows a saving throw. Or it could be a typo.
Kirth Gersen |
p. 2, last full paragraph: "His experrtise has been invaluable throughout this process." ('Experrtise' should be 'expertise.')
p. 37, Woodland Stride: "Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him." (Eliminate text 'enchanted or.')
p. 49, Arcane Bond: "the second is a bond with an object, using it to cast spells and enchanting it with even greater powers." (Change 'enchanting' to 'imbuing.')
Ibid.: "A wizard can enchant his bonded object as if he had the required feats." (Again, change 'enchant' to 'imbue.')
Ibid.: "If the bonded object is a wand, it loses its enchantment when its last charge is consumed." (Change 'enchantment' to 'magical properties.')
p. 115, Reincarnate: include applicable level adjustments in the table, or else state that none apply.
tergiver |
Necklace of Adaptation (p.142) requires spell to create. I think this is a placeholder that didn't get replaced.
Clarification suggestion: the rogue chart on page 39 lists both "Advanced talent" and "rogue talent" at 10th level, then lists "Rogue talent" on higher levels. This illustrates that advanced talents are unlocked at 10th level, but it did confuse one of my players about whether he got two talents at 10th level or not. Suggestion: at 10th level, just list "Advanced talent", and then list "Advanced talent" instead of "Rogue talent" at 12th, 14th, 16th, etc. In the text, there's already a mention that a basic talent can be taken in place of an advanced one.
(And since I'm posting anyway, a small metal cube or cage would be a nice material component for the new forcecage.)
Brian Brus |
Clarification suggestion: the rogue chart on page 39 lists both "Advanced talent" and "rogue talent" at 10th level, then lists "Rogue talent" on higher levels. This illustrates that advanced talents are unlocked at 10th level, but it did confuse one of my players about whether he got two talents at 10th level or not. Suggestion: at 10th level, just list "Advanced talent", and then list "Advanced talent" instead of "Rogue talent" at 12th, 14th, 16th, etc. In the text, there's already a mention that a basic talent can be taken in place of an advanced one.
What he said.
(I was just about to post the same note.)Brian Brus |
Minor clarification might be useful, under the cleric's animal domain description of the first-level power:
"Summon Companion (Su): As a standard action, you can summon one animal to aid you as per
summon nature’s ally I. The creature remains until you dismiss it and you can never have more
than one such creature in your service at one time. Once the creature dies or is dismissed ..."
This is a rare instance of adding an extra note about what is *not* covered. Specifically, can this summons be dispelled?
Darrien RPG Superstar 2008 Top 32 |
Mistwalker |
Page 146
Creating Staves
Staves are always fully charged (10 charges) when created.Should be 50 charges?
Staves have been changed. They can be recharged now, but only hold 10 charges.
Leobardis |
The discription of Make Whole on page 111 contradicts the description of the broken condition on page 154. The spell description says it takes CLx2 to repair while the condition description says CL or higher.
Also, both Make Whole and Mending should read:
"Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell..."
since broken itmes (at less than full HP but but with at least one HP remaining) are never mentioned as losing their magical properties. see "Sunder" description on page 79 for reference to broken and destroyed
kijeren |
spelling: page 7 - CON - final sentence: "retroactively"
grammar: page 22 - Domain Powers - final sentence: "If you cleric is not devoted to a..." Change to "If your cleric" or "If the cleric".
formatting:
Thank you for adding the blank page to the back of the cover!! However... the benefit of this was entirely canceled by the addition of the Alpha3 page. :-( Please remove the blank page, or add a blank page between the Alpha3 page and the ToC, or move the page numbers throughout the book to the other corner.
Shisumo |
Clarification needed: the elemental bloodlines get variant versions of burning hands and scorching ray; while the description specifies that the type of energy damage the spells deal changes by the bloodline, both of those spells have the [Fire] descriptor, and this is not listed as changing. I would assume it's supposed to...?
Brian Brus |
pg. 22, Domain Powers:
First, "Each cleric must choose a deity..."
Then, "If you cleric is not devoted to a particular deity..."
Obvious correction: misspelled "you cleric" for "your cleric."
Less obvious correction: Explicitly stating that a cleric MUST be linked to a particular god, but then allowing for those clerics that don't. Clarify text, perhaps, "Each cleric SHOULD choose a deity..." or "MOST clerics choose a deity... HOWEVER, a cleric who doesn't choose a particular deity still..."
Erik Randall RPG Superstar 2010 Top 32 |
Alpha Rules 3, pg 52 (Acquiring Skills)
For reasons of grammatical clarity, I would suggest changing the first half of the first paragraph from this:
At first level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. At every level after that, you gain additional skill ranks. These skill ranks can be spent on any skill, but you can only invest a number of ranks into a specific skill equal to your total Hit Dice.
To this:
At first level, your character receives a number of skill ranks dependent on your class, plus additional ranks equal to your Intelligence modifier. At every level after that, you gain additional skill ranks. Skill ranks can be spent on any skill, but a skill's total ranks can never exceed your character's total Hit Dice.
I'll tuck my reasoning behind a tag.
First, you can't add your class and Intelligence modifier. It's a picky thing, but the sentence does say that ranks are "dependent upon your class plus Intelligence modifier". I know that everyone who reads it will get what they mean, but it still seems like a less-than-optimal sentence construction.
Second, is the pronoun "these" in the third sentence. Pronouns usually refer to the most recent person, thing, etc... In this case, that thing is not "skill ranks" but specifically "additional skill ranks". So "these skill ranks" refers to the ranks gained when leveling, but not those gained from first level.
Translated, it says "The additional skill ranks gained every level can be spent on any skill, but you can only invest a number of ranks into a specific skill equal to your total Hit Dice."
Because of that construction, nothing is actually said about what you can do with the ranks gained at first level.
Again, people will get it. But I bet a few people will have to read the paragraph more that once to do so.
Finally, because the third sentence refers to the skill ranks gained every level, the end of that sentence also refers to those skill ranks. So when it says "...but you can only invest a number of ranks..." it means "...but you can only invest a number of ranks gained each level...".
Thus, the Hit Dice limit on investing can be read be a per-level maximum investment, not a total character limit. In other words, at every level you can invest ranks up to your total Hit Dice on a single skill.
So at level 2 you can add two ranks to Stealth. At level 3, you can add three more ranks.
You can do this because strict reading of the rules can be that the maximum number of ranks you can spend each time you get additional skill ranks is equal to your Hit Dice.
I'm sure that's not what is intended but that is what the words can mean. And unlike the first two points, this rule in Alpha 3 is one I think more than a couple of people will find confusing.
So I suggest the above clarified language.
And so ends my nitpicking. :)