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I'm about to show off the fact that I haven't looked at the summoner too closely here, but was the eidolon supposed to get an ability score increase at level 20? On page 59, on table 2-9: Eidolon Base Statistics, the ability score increase Special seems to be gained every 5 levels, except 20th. Probably not an error, but it just stood out to me.

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For those of you who have dead tree APGs like myself, there was an errata that wasn't mentioned in the errata document or the FAQ, but made it into the second printing anyway. On page 34, for the Order of the Cockatrice's challenge ability, in the first sentence, change "threatening the target" to "threatening the target (not counting his mount)."

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Grappler's mask - pg. 302
This may not be an error, but the grappler's mask is listed on the table for Medium Wondrous Items on page 302. With a price tag of 5,000 gp, it's more likely a Minor Magic Item. The most expensive core rulebook minor wondrous items cap out at a price of 7,500 gp, and the medium wondrous items begin at 8,000 gp. This theory is supported by the handful of other wondrous items in the APG with prices of 5,000 gp, which are all located in the Minor Wondrous Items table on page 301.

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@Strife2002: So the only people with this errata are those who have purchased the APG second printing apparently.
It doesn't look like these things (the polearm master archetype or the order of the cockatrice changes are in the latest/current errata PDF for the APG or in the PRD so... ugh.
You're preaching to the choir. I can understand (well, it's not far-fetched anyway) that with as many products they've released keeping up with a document detailing what's in one edition compared to another can be tedious and stuff can slip through the cracks, but it doesn't suck any less.

David knott 242 |
1 person marked this as a favorite. |

I'm about to show off the fact that I haven't looked at the summoner too closely here, but was the eidolon supposed to get an ability score increase at level 20? On page 59, on table 2-9: Eidolon Base Statistics, the ability score increase Special seems to be gained every 5 levels, except 20th. Probably not an error, but it just stood out to me.
Eidolons gain ability score boosts every 4 hit dice -- which happens to be at 5th, 10th, and 15th levels for the summoner. The eidolon only has 15 hit dice when the summoner reaches 20th level, so it does not get its 4th increase yet.

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Strife2002 wrote:I'm about to show off the fact that I haven't looked at the summoner too closely here, but was the eidolon supposed to get an ability score increase at level 20? On page 59, on table 2-9: Eidolon Base Statistics, the ability score increase Special seems to be gained every 5 levels, except 20th. Probably not an error, but it just stood out to me.Eidolons gain ability score boosts every 4 hit dice -- which happens to be at 5th, 10th, and 15th levels for the summoner. The eidolon only has 15 hit dice when the summoner reaches 20th level, so it does not get its 4th increase yet.
Ugh, THANK YOU. That makes sense.

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Pg. 98-101 - Druid archetype ability discrepancies
The woodland-stride-replacing-at-2nd-level ability for the aquatic, arctic, desert, jungle, mountain, plains, and swamp druid archetypes are all identical in what they do (just for their respective terrains). The only problem is that the aquatic druid is the only one that lists this bonus as an insight bonus. The other 6 have it untyped.

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Pg. 82 - Magician magical talent ability
The Magical Talent ability for the magician grants him a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks and replaces bardic knowledge. Unlike bardic knowledge, however, it seems to be missing the text "(minimum +1)" after the half his level text.

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Pg. 85 - Sea singer world traveler ability
Like the magical talent ability for the magician mentioned above, this ability grants him a bonus equal to half his level on various checks like bardic knowledge does, which this ability replaces. Unlike bardic knowledge, however, it seems to be missing the text "(minimum +1)" after the half his level text.

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Pg. 144 - Banishment focused school
The Aura of Banishment ability for the banishment focused school mentions a creature gets a Will save to resist its effects each round it remains in it, but it fails to mention the save DC for the ability.
EDIT: Additionally it fails to mention what action is needed to activate the ability.

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Pg. 105 - Free hand fighter elusive ability
The elusive ability of the free hand fighter is gained at 3rd level, but then says the bonus from the ability increases by +1 for every four levels after 2nd. It's weird that it'd be after 2nd level and not 3rd level. Either way, the maximum bonus caps out at +5, but it's uncertain if the gains are supposed to be at 3rd, 6th, 10th, 14th, 18th as written, or if this is incorrect and it should actually be 3rd, 7th, 11th, 15th, 19th.

Fredrik |

Pgs. 195 & 199, vs. pg. 222 - Firefall
In the abbreviated summaries for the Elementalist Wizard Spells and the Sorcerer/Wizard Spells, it says that the 4th-level spell firefall does 2d6 damage. The spell description says that it does 5d6, which makes more sense.
Edited to adopt Strife2002's abbreviations for pagination, for ease of reading from one post to the next.

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Pg. 75 - Energy Eruption rage power
The energy eruption rage power requires the energy absorption rage power to be taken first, which states the barbarian can absorb energy from a single attack of her chosen energy type once per rage. This "chosen energy type" refers to the energy type chosen for the energy resistance rage power (another prerequisite). The Energy Eruption rage power however, doesn't mention the clause that the energy absorbed must be of the type chosen by energy resistance. One could assume it should based on common sense, but it's worth mentioning in case this wasn't the intent.

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Pg. 75 - Fiend Totem rage power
The fiend totem rage power says you sprout dozens of wicked barbs from your body while raging, dealing piercing damage to anyone who strikes you with a melee weapon, unarmed strike, or natural weapon. Based on the nature of this power, and the absence of any text describing these little buggers as flying from your body, shouldn't "melee weapon" be changed to "non-reach melee weapon"?

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Pg. 100 - Mountain Stance class feature
Mountain Druid archetype, mountain stance paragraph, 1st sentence, "push" and "pull" didn't make the cut for new combat maneuvers. It should either be replaced with reposition or, oddly, deleted all together like the errata had done for the stand firm class feature of the phalanx soldier archetype on pg. 105.

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Pg. 279 - Immobile defensive power
Stalwart defender prestige class, defensive powers, immobile paragraph, first sentence, "pull, and push" should either be replaced with "reposition" or deleted outright, like the errata did for the stand firm class feature of the phalanx soldier archetype on page 105.

Papa-DRB |

Pg. 124 - New Combat Styles - Natural Weapon
Natural Weapon: If the ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat: Aspect of the Beast*, Improved Natural Weapon**, ......
** These feats are found in the Pathfinder RPG Bestiary.
===
Improved Natural Weapon does not exist in Bestiary 1, 2, or 3.
My *assumption* is the feat should be Improved Natural Attack.
-- david
Papa.DRB

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1 person marked this as FAQ candidate. |

Pg. 60 & 61 - 1-Point Evolutions
This may not be an error, but two of the eidolon's 1-point evolutions, pull and push, may be references to content that was cut from Advanced Player's Guide. All throughout the book, the combat maneuvers known as "pull" and "push" were referenced occasionally but were deleted in errata or remade to work with the new reposition and drag combat maneuvers. It's possible these evolutions were based off these combat maneuvers, but weren't updated or removed when those maneuvers were cut. Usually eidolon evolutions mimic or outright use abilities or features found in the Universal Monster Rules anyway, and "pull" and "push" break that trend.
EDIT: so based on what these evolutions actually do, "push" is practically useless and seems to indicate further that these were mistakenly left in. Push allows an eidolon to, with a successful combat maneuver check, push a creature 5 feet back without the eidolon needing to travel with it. Reposition, a new combat maneuver anyone can perform and doesn't require an evolution point, can achieve this as well and more, working on creatures one size category larger than allowed by push and beating the DC by 5 or more allows the eidolon to move the creature to different squares around the eidolon before finally pushing it 5 feet back.
"Pull" isn't exactly like drag, but the concept is the same. Pull doesn't require the eidolon move back with the target like drag does (although come to think of it, the drag rules don't mention if a creature with natural reach can drag a creature closer to it [and it seems like it would/should, but that's up to the devs to determine if that's an oversight or not]).

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Pg. 333 - Wisdom in the Flesh religion trait
The Wisdom in the Flesh religion trait allows a character to "select any Strength, Constitution, or Dexterity-based skill" and they can make checks with that skill using their Wisdom modifier instead of the skill's normal ability score (and it becomes a class skill for them).
Constitution, however, doesn't have any skills associated with it. In 3.x Constitution affected the Concentration skill, but concentration is no longer a skill, now. ", Constitution," should be deleted

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So I couldn't help but notice that in the PRD, every mystery listed for the Oracle in both the APG and UM sections has had its deity section deleted. The APG's is missing all together, whereas the UM's have had the deities deleted, but still have the Deities subentry header following the mystery title. Is this because oracles are supposed to not simply venerate a single deity, but all deities to some degree for their divine gifts, and removing these deity lists does away with the confusion about whether or not oracles are supposed to pick a specific deity?
EDIT: Throwing this in the UM errata thread, as well.

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Pg. 306 - Ioun torch
So, the ioun torch is the exact same thing as an everburning torch except it's cheaper and yet better because it floats, not requiring a hand to use like the everburning torch does. It also inexplicably requires CL 12th to create when it's only a 75 gp item.
I understand normal ioun stones require this CL, but this is simply a dull gray ioun stone, meaning it's an old, used up, burned out one, with a continual flame spell cast on it.
EDIT: Does anybody who already has their copy of Ultimate Equipment know if this has been changed in that book (if it's there at all)?

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Pg. 243 - Share senses spell
This spell has weird syntax for its casting time. Normally a spell that takes 1 round to cast simply says "1 round". This says "1 full round" which could cause confusion. 1-round casting times mean you start casting for the entire round, and then the spell goes off at the very beginning of your next turn. A spell with a "full-round" casting time, on the other hand, sounds like what happens when a sorcerer or bard applies a metamagic feat to a spell that normally takes a standard action to cast. They then become a full-round action, but this full-round action functions like normal full-round actions work: they go off before your turn is complete, NOT at the start of the next turn.

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Pg. 60 & 61 - 1-Point Evolutions
This may not be an error, but two of the eidolon's 1-point evolutions, pull and push, may be references to content that was cut from Advanced Player's Guide. All throughout the book, the combat maneuvers known as "pull" and "push" were referenced occasionally but were deleted in errata or remade to work with the new reposition and drag combat maneuvers. It's possible these evolutions were based off these combat maneuvers, but weren't updated or removed when those maneuvers were cut. Usually eidolon evolutions mimic or outright use abilities or features found in the Universal Monster Rules anyway, and "pull" and "push" break that trend.
EDIT: so based on what these evolutions actually do, "push" is practically useless and seems to indicate further that these were mistakenly left in. Push allows an eidolon to, with a successful combat maneuver check, push a creature 5 feet back without the eidolon needing to travel with it. Reposition, a new combat maneuver anyone can perform and doesn't require an evolution point, can achieve this as well and more, working on creatures one size category larger than allowed by push and beating the DC by 5 or more allows the eidolon to move the creature to different squares around the eidolon before finally pushing it 5 feet back.
"Pull" isn't exactly like drag, but the concept is the same. Pull doesn't require the eidolon move back with the target like drag does (although come to think of it, the drag rules don't mention if a creature with natural reach can drag a creature closer to it [and it seems like it would/should, but that's up to the devs to determine if that's an oversight or not]).
I'd like to apologize for wasting people's time reading this and retract everything I've written here. Pull and push are both noted as monster abilities on page 303 of the Bestiary. All the facepalms.

Fredrik |

Pg. 94 - Protean Subdomain aura of chaos ability
The aura of chaos ability for the Protean subdomain doesn't state what action is needed to activate it.
Doesn't that just mean that it's a standard action, as per pg. 186 of the CRB?
[Edit: If anyone saw my question about the DC for the saving throw, then never mind; I found it on pg. 86 of the APG.]
Also, there should be an "of" in "a field wild energies". (Which is what actually caused this post.) But hey, typos. They happen.
Pg. 306 - Ioun torch
...
EDIT: Does anybody who already has their copy of Ultimate Equipment know if this has been changed in that book (if it's there at all)?
Got the PDF since I can't afford more right now. Yeah the ioun torch is in UE, and no it hasn't been changed at all.

Quandary |

APG: Two Weapon Warrior (fighter archetype)
references to primary and secondary weapons = doesn't match terminology for 2WF (main/off-hand)
"...he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) "
given FAQ clarification of trip, bolded part just doesn't do/mean anything, as all weapons can trip...
actually, trip must be melee (normally), but so must disarm/sunder, so the whole abilty should just be constrained to melee and just say can trip/disarm/sunder.

Fredrik |

Yes. If you apply the Young Creature template (Bestiary pg. 295) using the rebuild rules, then it will be Huge. And Wild Shape doesn't say that you can't; instead, it says that your "options for new forms include all creatures with the animal type." And since the Young Creature template just makes "immature specimens of the base creature", its type wouldn't change.
If that answer is not satisfactory, then please create a thread in the Rules Questions forum, in order to keep this thread clear of debates.

Hairy Dude |

Pg. 333 - Wisdom in the Flesh religion trait
[...] Constitution, however, doesn't have any skills associated with it. In 3.x Constitution affected the Concentration skill, but concentration is no longer a skill, now. ", Constitution," should be deleted
In official rules it doesn't, but it's not inconceivable that a setting or GM might create one; this trait would then apply to it.

Hairy Dude |

I'm not sure if this is wrong, but Scout's Charge and Skirmisher of the rogue Scout archetype say the target is flat-footed where "denied dexterity bonus to AC" might be more correct, as flat-footed has all sorts of other connotations that really don't come into play with these abilities.
This confusion of terminology is all over the core rulebook as well. Just look at Uncanny Dodge (which, to be fair, has been errata'd to make slightly more sense) and the Catch Off-Guard feat (which hasn't).

Quandary |

i believe it's been directly stated by paizo that reference to 'level' within a class are assumed to refer to levels of that class. if they said 'character level' that term is explicitly meaning TOTAL character level including all classes, but within a class write-up, 'level' can be assumed to refer to the given class itself.

Hairy Dude |
2 people marked this as FAQ candidate. |

This is a big post, because I went through all the spells just to know what's there and I found quite a few problems. This list is only what I think is definitely an error, and what no one else has reported, but there are more weirdnesses, which I'll post somewhere else.
p. 30, alchemist discoveries: "Inferno bomb" is out of alphabetical sequence. It should come before "Infuse mutagen".
Spells:
p. 200, absorbing touch and p. 239, resurgent transformation: references to "spell" and "cast" should be "extract" and "drink/drunk" respectively.
p. 205, blessing of fervour: "each of your allies" but limited number of targets. Should say "each target" instead.
p. 216, divine vessel: the spell mentions "your new size category" but doesn't actually specify what the new size category is. Doubling your height and multiplying weight by 8 implies an increase of one size category, as enlarge person. (This one was reported 2 years ago.)
p. 226, guiding star: minor typo: a closing quotation mark is used as an opening quotation mark for the words "very familiar".
p. 230, jester's jaunt: typo: "instantiations" should be "instantaneous".
p. 232, moonstruck and p. 241, seamantle: the precise meaning of "damage appropriate for the creature's / your size" is not defined here. There should be a reference to Bestiary p. 302, which has the relevant table.
p. 236, pox pustules: "this penalty cannot lower Dexterity below 0". In fact, ability penalties cannot lower abilities below 1; see CRB p. 555.
p. 239, restful sleep, last sentence: spelling error: "no affect" should be "no effect". Seamantle (p. 241) has the same error in the 5th sentence of the last paragraph ("any non-instantaneous fire affect").
p. 241, scent trail: A creature with scent making Survival checks to track the spell's subject gets two separate competence bonuses, which don't stack. This makes the bonus from having scent entirely useless, since it's smaller. Additionally, if the subject being tracked must be willing, the spell might as well allow no save; if not, the first sentence should not include the word "willing".
p. 243, shadow projection: Nitpicky, but undead creatures are destroyed, not slain. And presumably the spell ends if your shadow is destroyed.
p. 246, stay the hand: redundancy: "Whether or not the target makes its initial save or not ..."
p. 247, stone call: this spell should really allow a Reflex save for half damage.
p. 248, swarm skin: grammar error: the last sentence has no main verb.
p. 248, thorn body: By RAW this doesn't affect e.g. melee touch spells, and does affect natural ranged weapons (e.g. camel spit, tarrasque spines). The wording should be simply "Any adjacent creature striking you in melee". This implicitly excludes creatures using reach to hit you in melee.
p. 255, wandering star motes: I don't think an illusion is capable of producing a light effect. No matter how you manipulate someone's mind, they won't be able to see any better, without actual light present. For that, you need an evocation spell - which is the school of all but 5 of the spells with the light descriptor in the d20pfsrd spells database. There's nothing really stopping it from having the mind-affecting descriptor as an evocation (even if the only other such spell is saving finale which is also in this book).