Errata / Typos in the GMG.


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I just thought it might be nice to have a place to write down any errata or typos we happen to find in the GMG. I am still reading through it but will post what I find, if anything.


In my exploration of this volume I have run across a few typos. Her are the ones found so far:

Page 58, line 7: "of the players. the" That is what the sentence shows, just a lone little "the" out in the middle of nowhere.

Grand Lodge

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?


In Table 5-6: Armor Special Materials, the categories down the left are mislabeled. Presumably they should be 'leather' or 'leather/hide' instead of Dragonhide.


I'm going completely off memory here, but the table for potion level in the random treasure section was completely hosed. Had to use the one from the Core Rulebook.

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.

Dark Archive

Page 259, Highwayman Stat Block too many Feats.
Human fighter 4/rogue 3
Human +1
fighter 4 +3
rogue talent (finesse rogue) +1
7 class levels +4 = 9 feats
10 in Stat Block

Sovereign Court

Being a highwayman,

Spoiler:
he probably "stole" it! BWHAHAHAHA!

chopswil wrote:

Page 259, Highwayman Stat Block too many Feats.

Human fighter 4/rogue 3
Human +1
fighter 4 +3
rogue talent (finesse rogue) +1
7 class levels +4 = 9 feats
10 in Stat Block


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.

Dark Archive

Page 258, Bandit Stat Block incorrect CMD, should be 15 says 16

CMD = BAB + StrBonus + DexBonus + SizeMod
15 = 10 + 2 + 1 + 2 + 0

Contributor

chopswil wrote:

Page 258, Bandit Stat Block incorrect CMD, should be 15 says 16

CMD = BAB + StrBonus + DexBonus + SizeMod
15 = 10 + 2 + 1 + 2 + 0

You forgot the bandit's dodge bonus from the Dodge feat.

Liberty's Edge

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?


Pathfinder Rulebook Subscriber
Kortz wrote:

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...

Sovereign Court

silverhair2008 wrote:

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).


Thanks for the clarification, Rob. It is not covered in the description.

Dark Archive

I'm not seeing how the Viking p. 281 has a Will of +7.
bar 2 +0, Ftr 6 +2, Iron Will +2, Wis Bonus +1 =5


chopswil wrote:

I'm not seeing how the Viking p. 281 has a Will of +7.

bar 2 +0, Ftr 6 +2, Iron Will +2, Wis Bonus +1 =5

Rage!

Dark Archive

Umbral Reaver wrote:
chopswil wrote:

I'm not seeing how the Viking p. 281 has a Will of +7.

bar 2 +0, Ftr 6 +2, Iron Will +2, Wis Bonus +1 =5
Rage!

thanks, I always forget that.

Dark Archive

Farmer p. 309 incorrect HD type for expert level, Expert Class uses d8 not d6.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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.

Contributor

JoelF847 wrote:
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.

Silver Crusade

Pathfinder Adventure Path Subscriber
Kortz wrote:

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.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Gorbacz wrote:
Kortz wrote:

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.

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!


Jason Nelson wrote:
Gorbacz wrote:
Kortz wrote:

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.

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?


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..."

Dark Archive

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.


Benn Roe, it is on page 551, column 2, line 8, 2nd full paragraph:

"Spells with a range of personal cannot be made into potions."

Just my 2 cp.

The Exchange

Benn Roe wrote:
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.

Contributor

This is great, all! (Well, as "great" as mistakes can be.) Should we do future printings of this books we'll definitely be looking here to compile errata, so if you find anything wonky in the book or find any other threads of possible errata, please link them here! THANKS!


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?

Dark Archive

p. 257 Tomb Raider; Other Gear has "short sword" should be one word shortsword.

Silver Crusade

Pathfinder Adventure Path Subscriber
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.

Dark Archive

Gorbacz wrote:
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.

Sovereign Court

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.

far_wanderer wrote:
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.

far_wanderer wrote:

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.

far_wanderer wrote:
- 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.

far_wanderer wrote:
- 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).


Pages 212-213

Many, many errors in the tables directing you to the wrong pages in this book.


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.


I remind everyone this is just a suggestion, but if you wish to post any errata or typos here please post where they are and what they say. That way the Paizo staff has a ready reference for when they reprint this book. The format above of page/column/line/example seems fairly useful.

Just my 2 cp.

Contributor

p. 155, column 1, "Religion of Farmers" says, "As with the primitive society (see page 132)..." should be "page 150".

Dark Archive

p. 266 "Slaver" Stat Block, Melee damage for the guisarme is 2d4+3. It should be 2d4+4.
(Two-Handed weapon StrBonus * 1.5)(3 * 1.5) = 4.5, round down to 4.
Guisarme is a two handed weapon and you wouldn't use it one handed when using it all by itself.


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.


Page 45, Column 2, Line 11, "...there’s no challenge, or risky for other..." should be "...risk.."

Dark Archive

p. 305 "High Priest" Stat Block has Init +1 but it should be 0, with Dex of 10 there is no bonus

Dark Archive

p. 306 "Cannibal" Stat Block has greatclub +6 (1d10+6), Str Mod is +4, so the damage should be +4 too.

Dark Archive

p. 308 "Village Idiot" Stat Block has CR 1/3 so the XP should be 135 not 100. Sling damage vs Medium is 1d4 not 1d3.


Page 63, Column 2, Line 17: "....help, and in time she’ll playing like a veteran." insert "be" between "she'll" and "playing".

Dark Archive

p. 287 "General" Stat Block has +1 glaive +19/+14/+9 (1d10+9), it should be +11 for damage.
Two-Handed weapon ( str bonus * 1.5) 4 * 1.5 = 6
weapon training pole arms, +2
Weapon Specialization glaive +2
enchantment +1
Total +11

RPG Superstar 2015 Top 8

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.

Dark Archive

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?


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! :)

RPG Superstar 2015 Top 8

chopswil wrote:
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.

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