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I'm a big time travel nerd and flipped through a copy at PaizoCon (didn't buy one yet), flipping immediately to the "time travel" page only to see that they (presumably) accidentally used the same heading for the first two sections on that page. Whoops! Not a big deal, though!
It could also be that this was a genius play on their part, sending the first section back through time for a full rewrite immediately following in the section below! Who knows?

DeathQuaker RPG Superstar 2015 Top 8 |

Page 134, Table 5-47: Random Wands
The table data is off by one cell on the 4th and 5th rows. The cells in the first column for these rows should be blank and everything should be pushed over 1 -- so that "61-100" is in the 4th row, column labeled "medium", and then "01-60" is in the 4th row, column labeled "major", etc. etc.
If you look at it for a minute, you'll see how the cells are supposed to line up, so the table is usable, but on first glance it's extremely confusing (especially since the spell levels for major items show up in the percentile column).
PS: Geeky Frignit: Are you sure it wasn't this Wand table you're remembering? The Potion table looks okay to me.

silverhair2008 |

I found a couple of more errata/typos to add to the list:
Page 59, 2nd column, line 8: "...groups want nothing but combat after cobat,..." I believe it should be "combat".
Page 63, 2nd column, line 41: "...willing to teaching new roleplayers." Perhaps drop the ...ing from teach.
Page 63, 2nd column, line 57: "...and ismost fun..." Perhaps put space between "is" and "most".
Page 137, 2nd column, 4th level wands: Restoration is listed twice. At #77-79, and at #100.

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Seems to me like many of the NPCs in the Gallery have potions that should not be allowed because the original spells they are based on have a range of "personal." For example, the Raider has a potion of Expeditious Retreat and the Pirate Captain has a potion of Disguise Self.
Am I right in thinking that these spells should not be potions?

jreyst |

Seems to me like many of the NPCs in the Gallery have potions that should not be allowed because the original spells they are based on have a range of "personal." For example, the Raider has a potion of Expeditious Retreat and the Pirate Captain has a potion of Disguise Self.
Am I right in thinking that these spells should not be potions?
Unless there is some sort of change allowing it, yes, the rules clearly prohibit potions of spells with range of personal.
I'm hoping this isn't a mistake...

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I found a couple of more errata/typos to add to the list:
Page 137, 2nd column, 4th level wands: Restoration is listed twice. At #77-79, and at #100.
That one's not errata. You'll notice the prices are different - 26,000 gp and 71,000 gp. The first can only be used to cure ability damage (using diamond dust worth 100 gp per charge, for +5000 gp to the cost), while the second can do full restoration, including dispelling negative levels (using diamond dust worth 1,000 gp per charge, for +50,000 gp to the cost).

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p. 40 under Plan and Combine Dice Rolls has the example using orc using falchons, and says to use color coded d4s with d20s, so far so good. Then later it mentions that you know to look at the d12s that match the d20s that hit. I'm thinking these orcs started using greataxes, but changed to falchons at some point. The d12s should be changed to d4s.

Sean K Reynolds Contributor |

p. 40 under Plan and Combine Dice Rolls has the example using orc using falchons, and says to use color coded d4s with d20s, so far so good. Then later it mentions that you know to look at the d12s that match the d20s that hit. I'm thinking these orcs started using greataxes, but changed to falchons at some point. The d12s should be changed to d4s.
My, my turnover text consistently refers to d4s, someone must have seen the 12 and mistakenly changed the d4s to d12s.

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Seems to me like many of the NPCs in the Gallery have potions that should not be allowed because the original spells they are based on have a range of "personal." For example, the Raider has a potion of Expeditious Retreat and the Pirate Captain has a potion of Disguise Self.
Am I right in thinking that these spells should not be potions?
I vote "spells with personal cannot be potionized" as The Most Annoying Little 3.5 Rule That Catches You Every Time With Your Pants Down.

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Kortz wrote:I vote "spells with personal cannot be potionized" as The Most Annoying Little 3.5 Rule That Catches You Every Time With Your Pants Down.Seems to me like many of the NPCs in the Gallery have potions that should not be allowed because the original spells they are based on have a range of "personal." For example, the Raider has a potion of Expeditious Retreat and the Pirate Captain has a potion of Disguise Self.
Am I right in thinking that these spells should not be potions?
Yep, it caught me.
So, here's your solution. Say:
"Those aren't potions at all. They are magic bottles that are single-use wondrous items (which, strangely enough, have exactly the same creation cost as potions). The liquid inside them is ordinary water or wine; the magic is in the bottle."
Presto, change-o, DONE!

Kakarasa |

Gorbacz wrote:Kortz wrote:I vote "spells with personal cannot be potionized" as The Most Annoying Little 3.5 Rule That Catches You Every Time With Your Pants Down.Seems to me like many of the NPCs in the Gallery have potions that should not be allowed because the original spells they are based on have a range of "personal." For example, the Raider has a potion of Expeditious Retreat and the Pirate Captain has a potion of Disguise Self.
Am I right in thinking that these spells should not be potions?
Yep, it caught me.
So, here's your solution. Say:
"Those aren't potions at all. They are magic bottles that are single-use wondrous items (which, strangely enough, have exactly the same creation cost as potions). The liquid inside them is ordinary water or wine; the magic is in the bottle."
Presto, change-o, DONE!
I think that same argument is discussed here. Maybe the word potion shouldbe exchanged for elixer or would the throw the GP balance too far off?

Veiled Nail |
I'm working from the PDF, instead of the dead tree
page 112, column 2, heading "Intangible Benefits", paragraph 2 - "without fear legal reprisal" - should be "...fear of legal..."
page 162, column 1, heading "The Role of Time" appears twice
page 236, column 2, heading "Addiction", paragraph 2, 3rd sentence - word "Each" spans column as "E<carriage return>ach"
page 172, column 2, heading "what makes a great adventure?", "...know what's gong in..." - should be "...know what's going on in..."
page 174, column 1, heading "Dungeons" - "..even fence enclosing..." should be "...even a fence enclosing..."

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Can somebody tell me where in the Pathfinder rulebook it says that potions with range personal can't exist? I've never been able to find it.
And also here (d20pfsrd.com creating potions rules).
Specifically, the 4th paragraph.

far_wanderer |

Rafts have a movement speed of 15 feet, but naval combat is described as using 30-foot squares.
The naval section leaves some other things unanswered:
- if moving a ship requires a move action from the captain, but a ship can only change its' speed by 30 feet in a round, what happens if a ship is moving 90 feet per round and the captain is prevented from acting?
- what does the minimum crew have to be doing in order to allow the captain to pilot the ship without having to make Profession: Sailor checks? Do they still count if they're sleeping, in combat, or otherwise occupied?
- a few monsters in the Bestiary have the ability to capsize ships, what does this translate to in the naval combat rules?

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chopswil wrote:p. 257 Tomb Raider; Other Gear has "short sword" should be one word shortsword.Actually, the Core Rulebook lists it as Sword, short.
Then all the places where it says shortsword it should be changed to short sword, "First Mate", "Archaeologist" and "Tomb Raiders'" Melee block.

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Keeping in mind that these are fast-play rules, and not meant to be an accurate simulation of real ship combat, I'll try to answer these.
Rafts have a movement speed of 15 feet, but naval combat is described as using 30-foot squares.
Which means the "captain" of a raft must take a full-round action to move 1 square.
The naval section leaves some other things unanswered:
- if moving a ship requires a move action from the captain, but a ship can only change its' speed by 30 feet in a round, what happens if a ship is moving 90 feet per round and the captain is prevented from acting?
I'd say the ship would continue to move, but would automatically decelerate by 30 feet per round if no one is commanding the crew.
- what does the minimum crew have to be doing in order to allow the captain to pilot the ship without having to make Profession: Sailor checks? Do they still count if they're sleeping, in combat, or otherwise occupied?
No. They have to be sailing the ship.
- a few monsters in the Bestiary have the ability to capsize ships, what does this translate to in the naval combat rules?
The capsize rules are unchanged, and the ship isn't going to be able to sail once it's capsized (and it probably takes damage equal to a slam from the monster, which might start it sinking).

silverhair2008 |

I checked through the tables on 212 and 213. On page 212 the tables 4-41, 4-42, and 4-44 are off on their page numbers by 2. What I mean is if you subtract 2 from the listed page number it will get you to the correct page. This only applies to the GMG, I did not check page numbers against the Bestiary.
The tables I checked on 213 are correct in the listed page numbers.
Just my 2 cp.

The Wraith |

Addiction, page 236:
"E ach addiction causes a persistent penalty to ability scores, lasting for as long as the character has the disease."
First of all, the typo (E ach) is pasted directly from the PDF.
Second, the sentence refers to 'disease' while it should mention 'addiction'.
EDIT: never mind on the 'disease' thing, I see that the rules refer to it as 'addiction disease'. Still a minor typo on the 'E ach' though.

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chopswil wrote:p. 306 "Cannibal" Stat Block has greatclub +6 (1d10+6), Str Mod is +4, so the damage should be +4 too.Actually, since it is a two handed weapon, the damage is correct -- 4 x 1.5 = 6.
ahhh, then the bite isn't part of a two-weapon attack.
Then should the bite get a penalty for being a second attack?
Denim N Leather |

I have a pet peeve for spelling/grammatical errors. They weep to me. :)
There are a few grammatical/spelling errors in Chapter 3 that jumped out at me --
Page 58, Column 1, Paragraph 1.
The last sentence is simply the word, "the".
Page 59, Column 2, Paragraph 1, under the subheading 'During The Game'.
The first sentence says, "combat after cobat".
Page 74, Column 1, Paragraph 5, under the subheading 'Loaner'.
The first sentence contains the word, "inter-party strife". This should read inner-party strife because it's talking about the dynamic within the reader's group, not between the reader's group and another gaming group.
Page 74, Column 2, Paragraph 2, under the subheading 'Lump'.
The second sentence says, "lowder" instead of "louder".
+++++++++
Now that I know you are looking for this sort of thing, I will pay closer attention; I know there is another gaffe in Chapter 3, but I will have to re-read it to find it again.
This book is TREMENDOUS, however, and I'm enjoying it IMMENSELY! :)

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker wrote:chopswil wrote:p. 306 "Cannibal" Stat Block has greatclub +6 (1d10+6), Str Mod is +4, so the damage should be +4 too.Actually, since it is a two handed weapon, the damage is correct -- 4 x 1.5 = 6.ahhh, then the bite isn't part of a two-weapon attack.
Then should the bite get a penalty for being a second attack?
The bite is a secondary attack (which is different from a Two-Weapon-Attack). It should take a -5 to hit and halve strength -- so the +1 to hit and +2 to damage (because Str is 4) is correct as written.