Errata / Typos in the GMG.


Product Discussion

51 to 100 of 170 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

p. 276 "Trapper" Stat Block has mwk composite longbow +7 (1d8/×3).
The composite longbow is (+1 Str) so at least a +1 damage bonus should be applied to damage because of Str 14.

Dark Archive

p. 279 "Cult Leader" Cleric Spells Prepared, whole phrase should be bolded not just "Cleric".


p 256, "Battle Mage" feats, one of the feats needs to be a bonus wizard feat but none of them are. I suggest dropping Great Fortitude and adding Craft Wand since he has an arcane bond with wands.


Page 151, Religion, Taboos, Rituals and Superstitions:
"Their lives are full of portents and omens, and whn they read the wind and follow the stars,"

'when' is missing an 'e'

Dark Archive

p. 299 "Fortune Teller" Sorcerer Spells Known count too high.
At sorcerer 3, she can only know 3 1st levels spells. There are 4 listed in the Stat Block. True she can cast more due to Cha bonus but she can't know more.

From PFRPG Core p.71 "(Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers
on Table 3–15 are fixed.)"

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
chopswil wrote:

p. 299 "Fortune Teller" Sorcerer Spells Known count too high.

At sorcerer 3, she can only know 3 1st levels spells. There are 4 listed in the Stat Block. True she can cast more due to Cha bonus but she can't know more.

From PFRPG Core p.71 "(Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers
on Table 3–15 are fixed.)"

Not an error. She gets her first Bloodline Spell at 3rd class level. 3 base + 1 bloodline = 4 known at 3rd level.


Page 257, Monster Hunter, the feats don't line up. He doesn't qualify for all his feats. He should only have two feats that he doesn't meet the prerequisites for but he has three: Far Shot, Improved Precise Shot, and Rapid Shot.


Page 80, Column 1, Paragraph 1.

The second sentence reads, "... the populations othef entire" instead of "populations of the entire".


Page 73, 2nd Column, Line 4: "...those unable defend themselves in combat, characters.." appears that it should read "... unable [to] defend..."

Just my 2 cp.


Page 74, 2nd Column, Line 17: "...intimidated by lowder and more experienced players." Should be "louder".

Page 83, 1st Column, Line 28: "...proves is often sufficient." Delete "is".

Page 86, 1st Column, 3rd Paragraph, Line 4: "...should to be established right at character generation,..." Delete "to".

Page 88, 1st Column, Line 13: "...devise boons to have certain important NPCs grant [to] those..." Insert [to].

Page 88, 2nd Column, Line 12: "...boons, and magical boons." Change "magical" to "unique".

Page 89, 1st Column, "Aristocrat" heading, Line 4: "...Provides and invitation to an aristocratic event,..." Change "and" to "an".

Page 89, 1st Column, "Aristocrat" heading, Line 5: "...such as a estate party,..." Change "a" to "an".

Page 89, 2nd Column, Line 2: "...in a PC honor." Change "PC" to "PCs".

Page 92, 1st Column, "Scheming Noble/Followers" heading, Line 4: "Some followers might [be] motivated by actual loyalty..." Insert [be].

Page 94, 1st Column, Line 5: "...might use [these] one or more of these tables to create..." Delete first "these".

Just my 2 cp.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
General Dorsey wrote:
Page 257, Monster Hunter, the feats don't line up. He doesn't qualify for all his feats. He should only have two feats that he doesn't meet the prerequisites for but he has three: Far Shot, Improved Precise Shot, and Rapid Shot.

Not got it with me, but is he a Ranger with the archery combat style? He wouldn't need the prereqs then.

Also, under Agrarian Society (P156?) it refers to the primitive society, but the page number is wrong. (132 instead of 152 IIRC)

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

Enlight_Bystand wrote:
General Dorsey wrote:
Page 257, Monster Hunter, the feats don't line up. He doesn't qualify for all his feats. He should only have two feats that he doesn't meet the prerequisites for but he has three: Far Shot, Improved Precise Shot, and Rapid Shot.

Not got it with me, but is he a Ranger with the archery combat style? He wouldn't need the prereqs then.

Also, under Agrarian Society (P156?) it refers to the primitive society, but the page number is wrong. (132 instead of 152 IIRC)

He wouldn't need the prereqs for TWO of those feats (bonus at 2nd and 6th). I'd probably just say swap one of them for PB Shot and call it good.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Jason Nelson wrote:
Enlight_Bystand wrote:
General Dorsey wrote:
Page 257, Monster Hunter, the feats don't line up. He doesn't qualify for all his feats. He should only have two feats that he doesn't meet the prerequisites for but he has three: Far Shot, Improved Precise Shot, and Rapid Shot.

Not got it with me, but is he a Ranger with the archery combat style? He wouldn't need the prereqs then.

Also, under Agrarian Society (P156?) it refers to the primitive society, but the page number is wrong. (132 instead of 152 IIRC)

He wouldn't need the prereqs for TWO of those feats (bonus at 2nd and 6th). I'd probably just say swap one of them for PB Shot and call it good.

Ah right, Hadn't actually seen it, just guessing.

To formalise the above, the page reference on p155 should point to p150, not p132

Sovereign Court

chopswil wrote:
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.

The sling damage is not an error - he is carrying sling stones, not bullets, which deal damage as if the weapon were one size smaller (he gets a -1 on his attack roll for the same reason).

The XP is a typo, unfortunately.


Page 114, 2nd Column, Line 36: "...consider approving it even if [it] doesn’t have much in-game..." Insert [it].

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Old edition error - P191; Astral Plane, enhanced magic.

"As with the Quicken Spell feat, only one quickened spell or spell-like ability can be cast per round."

This sentence is now redundant, as the rules for Quicken Spell now use swift actions, which the 3.5 version didn't, instead using the fudge of free action, but only once a turn.

Contributor

A redundant rule is not an error.


Sean K Reynolds wrote:
A redundant rule is not an error.

Tangential....I just picked up the Scarlet Brotherhood book at HPB by Sean "Vegepygmy" Reynolds....

it effin rocks, dude.

Contributor

Aww, that's old school. :) Can you spot all the Sean's-fellow-employees-in-disguise? ;)


Lisa "Queen of the Spiders" Stevens; Erik "Iquander" Mona,....


p. 132, 4th-level divine spells: The price listed for a scroll of reincarnate is 700 gp, like all spells with no material component. However, reincarnate DOES have a material component of oils worth 1,000 gp. Since making a scroll requires whatever material components the spell uses, the listed price should be 1,700 gp. I also notice there is only the greater version of restoration listed, unlike the wands table.


As a follow-up to that, it seems in 3.5 the oils have to be smeared on the remains when casting the spell. So perhaps to use the scroll you need the oils separately. If this is the case, it should be mentioned in a footnote or something. It'd also be possible to find scroll + oils in a smaller community (1000 gp base value) than the integrated scroll (1700 gp).

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

P. 121, Table 5-13: Martial Weapons -- there is a gap of 3% (87-89) between shield spikes and starknife. (Something got deleted, but the percentile column didn't get recomputed?)

Dark Archive

Tomb Raider p. 257, Disable Device ranks too high, only 6 HD

skill points = 66

Acrobatics +12 = +6 ranks, +3 Dex, +3 class skill
Appraise +11 = +6 ranks, +2 Int, +3 class skill
Bluff +5 = +3 ranks, -1 Cha, +3 class skill
Climb +10 = +6 ranks, +1 Str, +3 class skill
Disable Device +20 = +8 ranks, +3 Dex, +3 class skill, +3 skill focus, +3 rouge levels
Escape Artist +14 = +6 ranks, +3 Dex, +3 class skill, +2 extra mods
Knowledge (dungeoneering) +11 = +6 ranks, +2 Int, +3 class skill
Knowledge (local) +6 = +1 ranks, +2 Int, +3 class skill
Linguistics +6 = +1 ranks, +2 Int, +3 class skill
Perception +14 = +3 ranks, +0 Wis, +3 class skill, +8 extra mods
Sleight of Hand +12 = +6 ranks, +3 Dex, +3 class skill
Stealth +14 = +6 ranks, +3 Dex, +3 class skill, +2 extra mods
Swim +5 = +1 ranks, +1 Str, +3 class skill
Use Magic Device +8 = +6 ranks, -1 Cha, +3 class skill

Dark Archive

Highwayman p. 257, skill point don't seem add up

some too high Acrobatics & Disguise
and I run out of points for Stealth & Swim

skill points = 45

Acrobatics +14 = +8 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty
Appraise +5 = +1 ranks, +1 Int, +3 class skill
Bluff +12 = +7 ranks, +0 Cha, +3 class skill, +2 extra mods
Climb +5 = +2 ranks, +1 Str, +3 class skill, -1 Armor Check Penalty
Disable Device +11 = +4 ranks, +4 Dex, +3 class skill, +1 extra mods, -1 Armor Check Penalty
Disguise +14 = +9 ranks, +0 Cha, +3 class skill, +2 extra mods
Escape Artist +10 = +4 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty
Intimidate +4 = +1 ranks, +0 Cha, +3 class skill
Perception +7 = +4 ranks, -1 Wis, +3 class skill, +1 extra mods
Ride +9 = +3 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty
Sleight of Hand +8 = +2 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty
Stealth +3 = +0 ranks, +4 Dex, -1 Armor Check Penalty
Swim +0 = +0 ranks, +1 Str, -1 Armor Check Penalty

Dark Archive

Guard Officer p. 261, incorrect guisarme damage

two-handed melee weapon 1.5 * 3 = 4.5 round to 4

Weapon Specialization (guisarme) +2

therefor 2d4+6

SB says 2d4+5

Dark Archive

Bandit Lord p. 259, incorrect dodge bonus

has Dodge feat and uncanny dodge should be +2
makes AC incorrect

SB says +1

Dark Archive

Bandit Lord p. 259, skill points issue

I went way over on points and ranks for Stealth 13 which exceeds the 12 HD limit
and I can't get to Survival +4 without going even more over the total

skill points = 52 = 36 class +12 human +4 favored class

used 64

Acrobatics +20 = +12 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Appraise +3 = +1 ranks, -1 Int, +3 class skill
Bluff +10 = +6 ranks, +1 Cha, +3 class skill
Climb +6 = +2 ranks, +2 Str, +3 class skill, -1 Armor Check Penalty
Diplomacy +5 = +1 ranks, +1 Cha, +3 class skill
Disable Device +12 = +2 ranks, +6 Dex, +3 class skill, +2 extra mods, -1 Armor Check Penalty
Escape Artist +10 = +2 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Handle Animal +5 = +1 ranks, +1 Cha, +3 class skill
Intimidate +16 = +12 ranks, +1 Cha, +3 class skill
Knowledge (local) +5 = +3 ranks, -1 Int, +3 class skill
Perception +10 = +5 ranks, +0 Wis, +3 class skill, +2 extra mods
Ride +10 = +2 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Sense Motive +5 = +2 ranks, +0 Wis, +3 class skill
Stealth +21 = +13 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Survival +0 = +0 ranks, +0 Wis

Dark Archive

Guard p. 260, skill points issue

4 skills points left over

skill points = 9 = 3 class +3 human + 3 favored class

yes, NPC classes can have a favored class

used = 5

Intimidate +5 = +3 ranks, -1 Cha, +3 class skill
Perception +3 = +1 ranks, +0 Wis, +2 extra mods
Ride -3 = +1 ranks, +0 Dex, +3 class skill, -7 Armor Check Penalty
Sense Motive +2 = +0 ranks, +0 Wis, +2 extra mods

Dark Archive

Guard Officer p. 261, skill points issue

3 skills points left over

skill points = 16 = 8 class +4 human + 4 favored class

used = 13

Intimidate +11 = +4 ranks, +1 Cha, +3 class skill, +3 extra mods
Perception +3 = +3 ranks, +0 Wis
Ride +2 = +4 ranks, +1 Dex, +3 class skill, -6 Armor Check Penalty
Sense Motive +2 = +2 ranks, +0 Wis

Dark Archive

Watch Captain p. 261, skill points issue

5 skills points left over

skill points = 35 = 21 class +7 human + 7 favored class

used = 30

Diplomacy +5 = +3 ranks, +0 Cha, +2 extra mods
Handle Animal +4 = +1 ranks, +0 Cha, +3 class skill
Intimidate +12 = +7 ranks, +0 Cha, +3 class skill, +2 extra mods
Knowledge (engineering) +5 = +1 ranks, +1 Int, +3 class skill
Perception +6 = +5 ranks, -1 Wis, +2 extra mods
Profession (soldier) +5 = +3 ranks, -1 Wis, +3 class skill
Ride +2 = +3 ranks, +1 Dex, +3 class skill, -5 Armor Check Penalty
Sense Motive +8 = +7 ranks, -1 Wis, +2 extra mods

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

chopswil wrote:

Guard Officer p. 261, incorrect guisarme damage

two-handed melee weapon 1.5 * 3 = 4.5 round to 4

Weapon Specialization (guisarme) +2

therefor 2d4+6

SB says 2d4+5

This is not an error. Rounding in Pathfinder always rounds down unless stated, see p. 12 of the core rulebook.


Pathfinder Rulebook Subscriber
JoelF847 wrote:
chopswil wrote:

Guard Officer p. 261, incorrect guisarme damage

two-handed melee weapon 1.5 * 3 = 4.5 round to 4

Weapon Specialization (guisarme) +2

therefor 2d4+6

SB says 2d4+5

This is not an error. Rounding in Pathfinder always rounds down unless stated, see p. 12 of the core rulebook.

Unless I'm missing something, he did round down.

chopswil wrote:
two-handed melee weapon 1.5 * 3 = 4.5 round to 4

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

jreyst wrote:
JoelF847 wrote:
chopswil wrote:

Guard Officer p. 261, incorrect guisarme damage

two-handed melee weapon 1.5 * 3 = 4.5 round to 4

Weapon Specialization (guisarme) +2

therefor 2d4+6

SB says 2d4+5

This is not an error. Rounding in Pathfinder always rounds down unless stated, see p. 12 of the core rulebook.

Unless I'm missing something, he did round down.

chopswil wrote:
two-handed melee weapon 1.5 * 3 = 4.5 round to 4

Well isn't that embarassing for me. I blame it on my cats.


Pathfinder Rulebook Subscriber
JoelF847 wrote:
Well isn't that embarassing for me. I blame it on my cats.

Heh. Stupid cats. I have two and they screw with me all the time. I'm pretty sure they actually even log on to the Paizo boards at night after I'm in bed and post all sorts of stuff that besmirches my good name.

Stupid cats.


chopswil wrote:

Tomb Raider p. 257, Disable Device ranks too high, only 6 HD

skill points = 66

Acrobatics +12 = +6 ranks, +3 Dex, +3 class skill
Appraise +11 = +6 ranks, +2 Int, +3 class skill
Bluff +5 = +3 ranks, -1 Cha, +3 class skill
Climb +10 = +6 ranks, +1 Str, +3 class skill
Disable Device +20 = +8 ranks, +3 Dex, +3 class skill, +3 skill focus, +3 rouge levels
Escape Artist +14 = +6 ranks, +3 Dex, +3 class skill, +2 extra mods
Knowledge (dungeoneering) +11 = +6 ranks, +2 Int, +3 class skill
Knowledge (local) +6 = +1 ranks, +2 Int, +3 class skill
Linguistics +6 = +1 ranks, +2 Int, +3 class skill
Perception +14 = +3 ranks, +0 Wis, +3 class skill, +8 extra mods
Sleight of Hand +12 = +6 ranks, +3 Dex, +3 class skill
Stealth +14 = +6 ranks, +3 Dex, +3 class skill, +2 extra mods
Swim +5 = +1 ranks, +1 Str, +3 class skill
Use Magic Device +8 = +6 ranks, -1 Cha, +3 class skill

Alright, here to check out these ones. As I recall, pre-second printing, the skill ranks were very confusing.

The Tomb Raider has master work thieves' tools. These provide a +2 circumstance bonus to Disable Device checks.

Dark Archive

Drakir2010 wrote:


Alright, here to check out these ones.

Mind if we converse on the side via email?

I'm chopswil at comcast dot net.


chopswil wrote:

Highwayman p. 257, skill point don't seem add up

some too high Acrobatics & Disguise
and I run out of points for Stealth & Swim

Disagree again. I believe the problem is that you've negelected the fighter armour training 1. That means no ACP on skills. And you missed his disguise kit. My numbers:

skill points = 46

Acrobatics +14 = +7 ranks, +4 Dex, +3 class skill
Appraise +5 = +1 ranks, +1 Int, +3 class skill
Bluff +12 = +7 ranks, +0 Cha, +3 class skill, +2 extra mods
Climb +5 = +1 ranks, +1 Str, +3 class skill
Disable Device +11 = +3 ranks, +4 Dex, +3 class skill, +1 rogue levels
Disguise +14 = +7 ranks, +0 Cha, +3 class skill, +2 extra mods, +2 disguise kit
Escape Artist +10 = +3 ranks, +4 Dex, +3 class skill
Intimidate +4 = +1 ranks, +0 Cha, +3 class skill
Perception +7 = +5 ranks, -1 Wis, +3 class skill (you listed a +1 extra mods here. From what?)
Ride +9 = +2 ranks, +4 Dex, +3 class skill
Sleight of Hand +8 = +1 ranks, +4 Dex, +3 class skill
Stealth +14 = +7 ranks, +4 Dex, +3 class skill
Swim +5 = +1 ranks, +1 Str, +3 class skill


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

Greatclub is a 2-handed weapon chops... STR bonus is x1.5, thus 4x1.5=6. Sounds right to me...


chopswil wrote:
Drakir2010 wrote:


Alright, here to check out these ones.

Mind if we converse on the side via email?

I'm chopswil at comcast dot net.

email sent.

Dark Archive

Drakir2010 wrote:
chopswil wrote:
Drakir2010 wrote:


Alright, here to check out these ones.

Mind if we converse on the side via email?

I'm chopswil at comcast dot net.
email sent.

I'm at work, so I'll respond tonight.

I just would like someone to bounce Stat Block questions off of.


chopswil wrote:

Bandit Lord p. 259, skill points issue

I went way over on points and ranks for Stealth 13 which exceeds the 12 HD limit
and I can't get to Survival +4 without going even more over the total

skill points = 52 = 36 class +12 human +4 favored class

used 64

Acrobatics +20 = +12 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Appraise +3 = +1 ranks, -1 Int, +3 class skill
Bluff +10 = +6 ranks, +1 Cha, +3 class skill
Climb +6 = +2 ranks, +2 Str, +3 class skill, -1 Armor Check Penalty
Diplomacy +5 = +1 ranks, +1 Cha, +3 class skill
Disable Device +12 = +2 ranks, +6 Dex, +3 class skill, +2 extra mods, -1 Armor Check Penalty
Escape Artist +10 = +2 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Handle Animal +5 = +1 ranks, +1 Cha, +3 class skill
Intimidate +16 = +12 ranks, +1 Cha, +3 class skill
Knowledge (local) +5 = +3 ranks, -1 Int, +3 class skill
Perception +10 = +5 ranks, +0 Wis, +3 class skill, +2 extra mods
Ride +10 = +2 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Sense Motive +5 = +2 ranks, +0 Wis, +3 class skill
Stealth +21 = +13 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Survival +0 = +0 ranks, +0 Wis

My Bandit Lord came out better, but still not correct, by assuming that Fighter was his favoured class, and assigning all his FC points to skills. However I still came up with 61 points spent out of a potential 56. Again, including the Armour training there's no ACP on his skills, so I at least get Stealth to work. Summarized below:

Acrobatics +20 = +11 ranks, +6 Dex, +3 class skill
Appraise +3 = +1 ranks, -1 Int, +3 class skill
Bluff +10 = +6 ranks, +1 Cha, +3 class skill
Climb +6 = +1 ranks, +2 Str, +3 class skill
Diplomacy +5 = +1 ranks, +1 Cha, +3 class skill
Disable Device +12 = +1 ranks, +6 Dex, +3 class skill, +2 extra mods
Escape Artist +10 = +1 ranks, +6 Dex, +3 class skill, -1 Armor Check Penalty
Handle Animal +5 = +1 ranks, +1 Cha, +3 class skill
Intimidate +16 = +12 ranks, +1 Cha, +3 class skill
Knowledge (local) +5 = +3 ranks, -1 Int, +3 class skill
Perception +10 = +7 ranks, +0 Wis, +3 class skill (You listed a +2 extra mods here?)
Ride +10 = +1 ranks, +6 Dex, +3 class skill
Sense Motive +5 = +2 ranks, +0 Wis, +3 class skill
Stealth +21 = +12 ranks, +6 Dex, +3 class skill
Survival +4 = +1 ranks, +0 Wis , +3 class skill

Also, I didn't understand your reference to Uncanny Dodge and his AC? Uncanny Dodge has no direct effect on AC that I'm aware of. It just mitigates the situation where you lose your mobility related bonusses.


chopswil wrote:

Guard Officer p. 261, skill points issue

3 skills points left over

skill points = 16 = 8 class +4 human + 4 favored class

used = 13

Intimidate +11 = +4 ranks, +1 Cha, +3 class skill, +3 extra mods
Perception +3 = +3 ranks, +0 Wis
Ride +2 = +4 ranks, +1 Dex, +3 class skill, -6 Armor Check Penalty
Sense Motive +2 = +2 ranks, +0 Wis

I disagree.

FC points have been spent on hit points, not skill points, making the total 12. Fighter armour training has been left out. The only skill line that comes in different to balance everything is below:
Ride +2 = +3 ranks, +1 Dex, +3 class skill, -5 Armor Check Penalty

And to illustrate my hp math:
34 hp = 4d10 (4*5.5= 22) + 4*ConMod (4*2=8) + 4 favoured class

Edit: I agree with your earlier comment about his glaive damage though!

Dark Archive

Lot's to fix in my skill check code!!!
Drakir2010, thanks for looking

Dark Archive

Pickpocket p. 264
touch and flat footed AC incorrect
touch 13 = 10 + 3 Dex, SB says 12
flat-footed 11 = AC - Dex = 14 - 3, SB says 12

skill points = 11 = 9 class + 1 human +1 favored class
used 11

Disable Device +10 by my & Drakir2010's math, SB says +9

Acrobatics +7 = +1 ranks, +3 Dex, +3 class skill
Appraise +5 = +1 ranks, +1 Int, +3 class skill
Bluff +6 = +1 ranks, +2 Cha, +3 class skill
Disable Device +10 = +1 ranks, +3 Dex, +1 trapfinding, +2 feat, +3 class skill
Disguise +8 = +1 ranks, +2 Cha, +3 class skill, +2 extra mods
Escape Artist +7 = +1 ranks, +3 Dex, +3 class skill
Knowledge (local) +5 = +1 ranks, +1 Int, +3 class skill
Perception +3 (+4 to find traps) = +1 ranks, -1 Wis, +3 class skill, (+1 trapfinding)
Sense Motive +3 = +1 ranks, -1 Wis, +3 class skill
Sleight of Hand +12 = +1 ranks, +3 Dex, +3 class skill, +5 extra mods
Stealth +7 = +1 ranks, +3 Dex, +3 class skill

Dark Archive

Champion p. 263

skill points = 30 = 20 class + 10 human
used = 28

Acrobatics +13 = +10 ranks, +2 Dex, +3 class skill, -2 Armor Check Penalty
Climb +10 = +3 ranks, +6 Str, +3 class skill, -2 Armor Check Penalty
Handle Animal +5 = +1 ranks, +1 Cha, +3 class skill
Intimidate +18 = +8 ranks, +1 Cha, +3 class skill, +6 extra mods
Perception +4 = +1 ranks, +0 Wis, +3 class skill
Ride +4 = +1 ranks, +2 Dex, +3 class skill, -2 Armor Check Penalty
Survival +5 = +2 ranks, +0 Wis, +3 class skill
Swim +9 = +2 ranks, +6 Str, +3 class skill, -2 Armor Check Penalty

Gauntlet, spiked damage should be 1d4+6 this is medium damage

SB says 1d3+6, this is small damage

Dark Archive

My new Watch Captain p. 261 skill numbers

2 unused points
skill points 30 = 21 class +7 human +2 favored
used = 28

Diplomacy +5 = +3 ranks, +0 Cha, +2 extra mods
Handle Animal +4 = +1 ranks, +0 Cha, +3 class skill
Intimidate +12 = +7 ranks, +0 Cha, +3 class skill, +2 extra mods
Knowledge (engineering) +5 = +1 ranks, +1 Int, +3 class skill
Perception +6 = +5 ranks, -1 Wis, +2 extra mods
Profession (soldier) +5 = +3 ranks, -1 Wis, +3 class skill
Ride +2 = +1 ranks, +1 Dex, +3 class skill, -3 Armor Check Penalty
Sense Motive +8 = +7 ranks, -1 Wis, +2 extra mods

Dark Archive

Street Thug p. 265 quarterstaff damage incorrect

quarterstaff damage two-handed melee so str * 1.5 = 3 * 1.5 = 4.5 round to 4 therefor 1d6+4

SB says 1d6+3

Dark Archive

Slayer p. 267 incorrect flat-footed AC
flat-footed AC : AC - Dex = 18 -4 = 14, SB says 18

Dark Archive

squire p. 268 incorrect XP
CR 1/3 XP should be 135, SB says 100

51 to 100 of 170 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Errata / Typos in the GMG. All Messageboards

Want to post a reply? Sign in.