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Welcome to the Errata and Typos thread for the Additional Rules (chapters 12, 13, 14, and 16) portion 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

The Wraith |

Resistance to Energy, page 396:
"A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round, but it does not have total immunity.
Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source."
This is exactly written like in the SRD, however it's ambiguous, since this was how it worked in 3.0 (damage per round - and in fact, the value were higher, in 3.0) rather than in 3.5 (damage PER ATTACK).
The DMG listed however an example in-between the two sentences above (regarding a janni and how its Resistance to Fire 10 worked against each fire attack it received) that specified how Resistance to Energy works; sadly, the SRD is silent about this.
Sure, in the Beta, spells like resist energy:
"The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points."
and objects like Armors of Energy Resistance:
"The armor absorbs the first 10 points of energy damage per attack that the wearer would normally take (similar to the resist energy spell)."
list the correct rules, but it would be better IMHO if the Glossary would list it as well.
Ironically, the SRD is right when lists Resistance to Energy in the 'Types, Subtypes and Abilities' of monsters...
"Resistance to Energy (Ex): A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). The entry indicates the amount and type of damage ignored."

The Wraith |

As pointed out:
it seems odd that you can't charge when you're fatigued but you can when exhausted.
In the description of the exhausted condition on page 400:
"An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity."It would be better, IMHO, to change it to
"An exhausted character moves at half speed, can neither run nor
charge, and takes a –6 penalty to Strength and Dexterity."
Otherwise, it would be strange indeed...

minkscooter |

I noticed that "sleeping" is missing from the Conditions listed in the glossary (the 3.5e DMG has the same problem). I also found a condition called trance (link) in the description of the Nightmare spell, potentially a very interesting condition if the mentally helpless state it describes is different from that of sleep. Inclusion in the glossary would elevate awareness of this condition.

deflective |

Enery Drain (pg 395):
Spell casters do not lose any prepared spells or slots as a result of negative levels.
Energy Drained (pg 400):
In addition, a spellcaster loses one spell or spell slot from from the highest spell level castable.
does this mean that you keep your currently memorized spells but cannot rememorize them?
that seems to be the result of combining these two rules but neither page states it clearly.

deflective |

Panicked (pg 401):
"If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat."
Cowering (pg 399):
"The character is frozen in fear and can take no actions."
can a cowering player use the full defense action or is a panicked player not really cowering (in which case the word should probably be changed)?

Midnight Dancer |
Energy Resistance & Immunity to Energy
Can we call out explicitly whether or not this resistance/immunity also applies to items worn/carried? I've seen multiple interpretations of this.
It can make a big difference between a character with Fire Resistance 5 falling into lava and emerging fine, or emerging naked.
My vote is that the simplest approach is to extend it to items (but not creatures) worn or carried.

minkscooter |

I mentioned this before (link here), but I'll grump about it again here. "Additional Rules" is a terrible name for a chapter.

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Death Effects (p 395) states that you are effectively on -10 hit points. However, since page 142 on death states that you die when you reach negative Constitution or -10, then being effectively on -10 is actually alright for many people, as they have 11 or more points of Con.

The Wraith |

Overcoming DR, page 394:
"Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have)."
It's not very clear how this works with the new DR Type/Weapon Enhancement Bonus Equivalence. Can you bypass (for example) a DR Cold Iron if you fire a normal Ammunition with a +3 Missile Weapon, or you must physically use a +3 Ammunition in order to bypass it? If the former, the sentence should be rephrased in a different way, IMHO - something like
"Ammunition fired from a projectile weapon with an enhancement bonus are treated as if having the same bonus for the purpose of overcoming damage reduction. For example, a mundane arrow fired by a +1 Longbow is treated as a magic weapon, while a mundane arrow fired by a +3 Longbow is treated as a magic, cold iron weapon. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have)."