PF Beta Questions + Errors


General Discussion (Prerelease)

Sovereign Court

Hi all -
Our group has been playing 3.5 with Pathfinder for a while now. Many of you have had the chance to read the Beta much faster and point out errors that I'm sure I see but I want to do my part as well.
I'm hoping that you all can give me answers to some of the questions or point me in the right direction for a reason or two. Of course some of the things that are part of Beta have been part of the game for a long time, but that doesn't mean that it's right.
This isn't in order for the Beta - just how I wrote down questions and notes.
- Brew Potion: If it is half price from the DMG to make a potion, then why does it cost 50gp to make a potion of healing yet cost 50gp to buy it. It seems like the economics of scale for this wouldn't work. Even churches would want to make a profit.
- Craft: Fletcher/Bolts - Would this fall under Bow making? If so, what would the DC be? Would bolts fall under weapon smithing or also under bow making?
- Leadership - spelling error
- If Hit Dice went up based upon combat ideals, why don't skill points also go up? A barbarian gets 4 points while a wizard only gets 2. A typical wizard should have a much higher Int than a barbarian, thus they should be smarter and quicker to learn new skills thus giving them more points per level. I'm sure there is some sort of reasoning here, and I'm not saying they are wrong I just wonder what it might be.
- Is Toughness backwards compatible? Thus if I take it at 3rd level, will I get the extra HP for 1st and 2nd level? Or does it only take affect from the point of taking it forward?
- In the glossary section I think "Once Per Day" should be listed. This was a sage advice from Dragon 338. Also the new conditions from the Paizo Crit/Fumble decks (i.e. until healed).
- Move Action - I believe it is missing the statement that you can draw a weapon as part of your move action if you have a +1 or greater BAB.
- How do you add/modify new domains? From the many 3.5 books there are tons of gods and domains and I'd like to be able to use them. How were the domain powers chosen?
- Several pages have a chart and don't say exactly which spell or other aspect that they belong to. Pg. 257, pg 379, and many more. Pg 381 is a chart which I believe is for the Necklace of Fireballs which is on pg 382. For the beta this is irritating, but OK, however, for the new core book I hope this isn't going to be the case.
- Gauntlets of Ogre Power are a classic staple of the game. Yet as I seem to understand it, they are now a belt because all strength items are now belts. If so, why is this? I can understand if it is an attempt to make sure that someone doesn't have gauntlets and a belt (but can't it just be made that two strength item bonuses can't stack?)
- Auto Hit/Miss - pg131- I believe it should say (see crit hit/fumble)
- Orc Double Axe - should it say "if large size there are no penalties for wielding with one hand?
- Coach/Cab - Description says "1CP usually takes you anyplace you want to go." The list says 3cp = 1mile. By my figures it should be about 3 miles = 9CP, and 39 miles would be 1GP. Wondering what the actual distance differences should be. 1SP may be the right number, but I'm not sure.

I'm sure there are other errors/questions that I'm not aware. Is there a fan/Paizo created update for these? Under Alpha versions the reporting and following of the errors and updates seemed a bit easier to follow. I'm not certain this is even the right place to post these finds and questions.
Thanks for any help and answers.
Be Well.
Theocrat Issak


Theocrat wrote:


  • Brew Potion: You got that wrong. It says the base price is caster leel x spell level x 50. It goes on to say that you need raw materials costing one half this base price

  • HP and Skill points: HP were tied to BAB since both have a very direct impact on your combat power.

    As for skill points: Yes, wizards are usually a lot smarter and they get more skill points for that reason. The game already incorporates that, since you get extra skill points equal to your int modifier. They're not dependant enough on skill points to warrant more base skill points on top of those they get from their high int scores.

  • Toughness works retroactively, so if you take it on level 9, you'll get the bonus hit points for levels 1-8 in addition to the level 9 HP (and, when you level up, those for future levels as well)

  • Creating new domains: The abilities you gain at levels 2,4,12,16 and 20 are quite straightforward:

    Level 2: 1st-level spell to be cast 1/day per 2 caster levels
    Level 4: 2nd-level spell 1/day
    Level 12: 6th-level spell 1/day
    Level 16: 7th-level spell 1/day
    Level 20: 9th-level spell 1/day

    Those spells are usually taken from the 3e domain spell list, unless you think another spell would be better.

    For everything but level 2, you sometimes might want to use a lower-level spell. If it's one level below what you'd get, you get it 2/day; two levels below are 3/day.

    The tricky part are the 1st and 8th-level abilities. Here, I suggest looking at the abilities from the existing Pathfinder domains and create something along those lines and in that power level that fits the domain. There are no hard and fast rules for this, you'll have to become a bit creative.

  • Gauntlets of Ogre Power: They changed the stat boosters so that the standard items are belts for physical and headbands for mental abilities.

    There can still be gauntlets of ogre power, and if you want, you can say that they're wide-spread in your game, but the core rules consolidated those items.

  • Orc Double Axes: No, it shouldn't say that you can wield them in one hand without penalty if you're large, for two reasons:

    1. They're made for a certain creature size (usually medium, as orcs and half-orcs are medium), so larger creatures will have some problems with them.

    2. It's a double weapon. It really isn't made to be wielded one-handed.

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