Jason Bulmahn Director of Games |
Welcome to the Errata and Typos thread for the Equipment and Description portions of the playtest. If you spot any typos or rules that need errata in this section, please post them to this thread. Note that this is not a thread for discussing rules changes, only obvious mistakes or unclear rules. We have done our best to make these chapters as clean as possible, but 10,000 eyes are better than 12. Thanks for your help.
Jason Bulmahn
Lead Designer
Paizo Publishing
WarmasterSpike |
Copy and paste from another thread, by a friend who has a valid point....
"Arcane Archer"
...rules that need errata...
You can only enhance "non-magical" arrows.
A magical bow always confirs its magic to the arrows it fires.
This means a level 7+ archer(arcane archer) can never use a "magical bow" with any of his Enhance Arrow Features.
Tarren Dei RPG Superstar 2009 Top 8 |
"goodbye, Use Rope" (p. 3)
"Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown)." (p. 112)
Could I suggest "Grappling Hook: Throwing a grappling hook successfully requires a ranged attack roll (AC 10, +2 per 10 feet distance thrown)."?
Bikis |
Sai are listed as giving a +4 to disarm -- this is a holdover from the 3.5 disarm rules with penalties for size weapons, and should probably be +2.
A large number of weapons refer to "trip attacks". This should be reworded to "trip maneuvers"...
Sai's are made to disarm opponents with the extra spikes on the side. Spike chain, flails, Curve Blades, and other weapons give only a +2 to disarm, as they did in 3.5.
It does only do a d4 damage, and is really good for disarming.
Beastman |
p102 clarificytion: weapon size, explanations are confusing (to me)
p102 clarificytion: weapon cost for tiny weapons (where?)
p105 possible rule's change, Net, Spellcraft check DC should be spell level dependant
p109 error: (also p110), Buckler and Shield: "...loose shield's AC-bonus until your next TURN..."
p112 possible rule's additon: Hooded Lantern / Bull's Eye Lantern: it's a move action (or whatever) to open/close the shutters?
p112 error: Grappling Hook, there is no Rope Use skill anymore
p115 possible rule's change: Tanglefoot Bag, Spellcraft check Dc should be spell level dependant
p115 clarify: Tanglefoot Bag, what amount of damage to scrape off?
p117 error: Thieves Tools, "...you must USE improvised..."
p118 clarify: Cart, what cargo and number of passengers? (also for p119 Carriage)
p118 add: Riding Saddle, 50% chance to stay in saddle and remove that part from military saddle, so it only gives the 75% text
p119 poosible rule's change: Hirelings, wage: should be adjusted by hireling's character level
p119 clarify: Sailing Ship, number of passengers?
p119 clarify: Row boat, cargo capacity?
p119 clarify: Sled, cargo capacity and number of passengers?
p124 error, Tremendous Strength, "...the numbers in THAT COLUMN by 4..."
Majuba |
p117 error: Thieves Tools, "...you must USE improvised..."
Beastman - I'm not looking at the book right now, but I'm very confused by several of these (example see above). Are these missing words, changed words, words that are there but shouldn't be?
Just might be helpful to be clearer.
Beastman |
Beastman wrote:p117 error: Thieves Tools, "...you must USE improvised..."
Beastman - I'm not looking at the book right now, but I'm very confused by several of these (example see above). Are these missing words, changed words, words that are there but shouldn't be?
Just might be helpful to be clearer.
Indeed. These are missing words or wrong wording/typos. In the case of thieves tools it says on page 117: "...you must improvise tools...". Thus my correction to "...you must USE improvised tools..."
I should have taken more detailed notes, but I just noted things down on a piece of paper down reading along. I think if you have the book besides you, all (ok. most) will become clear.
minkscooter |
"Description" is a bad chapter name. It should be "Character Description". In the table of contents, it comes after Equipment and before Combat, and it isn't at all clear that it's the last chapter dealing with the process of character creation, so it left me wondering "description of what?"
EDIT: Also it doesn't match the seven steps listed for generating a character on page 4 (..., Step 6: Equipment, Step 7: Details). The rest of the steps (other than 7) match actual chapters.
EDIT: And what are carrying capacity, object hardness, and light sources doing in the "Description" chapter? They belong in the Equipment chapter.
EDIT: Or, if these equipment and movement details shouldn't get in the way of character creation, then they could go in Chapter 13: Additional Rules (another badly named chapter: it seems to be all about environmental challenges).
minkscooter |
Equipment - Weapons - Melee and Ranged Weapons - Ammunition (p.99): "When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading." What kind of action?
"Although they are thrown weapons, shuriken are treated as ammunition for
the purposes of drawing them, ..."
Since there are two drawing rules, one for bows and another for crossbows and slings, it's not clear which drawing rule applies to shuriken. I assume they're treated as bow ammunition. The following might be clearer:
"Drawing ammunition is a free action unless the weapon has the [reload] descriptor. Reloading a weapon requires a standard action. Weapons with the [reload] descriptor include blowguns, crossbows, and slings."
That way if thrown darts or rocks were added to the weapon table, it would be clear that like shuriken, they are drawn as a free action. With the current wording it's not clear what to do with blowguns.
minkscooter |
Equipment - Weapons - Weapon Size - Inappropriately Sized Weapons (p.100): "If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies."
If this needs to be stated at all, it would be cleaner to say, "This penalty stacks with the nonproficiency penalty." The way it's stated here made me wonder if there is a special proficiency requirement for inappropriately sized weapons.
Mosaic |
Table 7-5: Weapons, p.103
The weights of repeating crossbow bolts and nets appear in the range increment column rather than in the weight column.
The range increment of a net appears in the critical column.
kitenerd |
Page 99: Under Light: and One Handed: the entry reads:
Add the wielder's Strength bonus to damage rolls for melee attacks with a xxxx weapon if it's used in the primary hand...
this should read:
Add the wielder's Strength modifier to damage rolls for melee attacks with a xxxx weapon if it's used in the primary hand...
This will make it more consistent with usage throughout the book.
Somewhere it should be clarified what happens to characters with a negative modifier, when they wield off handed and two handed (this is where the bonus if any gets multiplied but the modifier is used straight)
Xuttah |
Pg 113: Table 7-9 Pick, miner's - Weight for this item should scale by size category. I can't see a 35 lb kobold or gnome being able to dig with it, nor can I imagine a stone giant using it effectively. An entry on its use as an improvised weapon would also be appropriate since it's heavy and pointy like nobody's business. Maybe two handed, 1d8 Piercing for size medium?
Xuttah |
PG 111 table 7-7: Armour
Weight and Cost Headings appear to be switched. Correct version right from the SRD:
Size Humanoid Nonhumanoid
Cost Weight Cost Weight
Tiny or smaller ×½ ×1/10 ×1 ×1/10
Small ×1 ×½ ×2 ×½
Medium ×1 ×1 ×2 ×1
Large ×2 ×2 ×4 ×2
Huge ×4 ×5 ×8 ×5
Gargantuan ×8 ×8 ×16 ×8
Colossal ×16 ×12 ×32 ×12
Otherwise a tiny suit of full plate would cost 150 gp and weigh 25lb. That's a bit much for a character that probably only weighs 10lbs! It should actually be costs 750 gp and weighs 5lbs.
richard develyn |
Armour Spikes need clarification.
In particular:
1) Can you strike with armour spikes as a normal attack AND an off-hand attack (with 2 weapon fighting).
2) When you enchant armour spikes, do you enchant them as one weapon or two.
If the answer to (1) is no, I think it will run contrary to "realism". However if the answer is yes, then (2) might allow a rule workaround for enchanting 2 weapons in 2-weapon fighting.
Conceivably, armour spikes should *only* be used for grappling.
Finally, there's the issue which was clarified in the wotc FAQ which stipulates that a fighter with a reach weapon and spikes threatens everything within 10'. Combine this with Whirlwind Attack and you have a very powerful whirling spike.
Cheers
Richard