Errata / Typos in APG


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1 person marked this as FAQ candidate.

P. 23

Humans (Favored class options) wrote:
...Alchemist: Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create...

Alchemists do not have 0-level extracts. Thus a human who has alchemist as a favored class option can gain nothing at all from this option for their first three alchemist levels.


Charles Evans 25 wrote:
Zurai wrote:
Charles Evans 25 wrote:

I am concerned by the effect of Sniper Goggles (P. 309) on the mathematics of ranged combat. I suspect that at higher levels this item means that no other class can compete with the Rogue for ranged combat within 30 feet, including bow specialist fighters. If a mathematician out there can demonstrate that I am wrong, I will be much relieved.

I'm about 99.9% sure that FighterMan-Now-With-APG still beats the pants off him.

I'll toss it over to the damage olympics thread, maybe. From what I've seen so far, the fighter hasn't got anything new which increases the damage he does on a hit except the crossbow variant Fighter that gets Dex to damage at higher levels with a crossbow.

Doesn't really need it. The Rogue is still missing considerably more often than the Fighter and has one fewer attack, plus he's more vulnerable. FighterMan's one real weakness was that he could get in trouble against enemies with Combat Reflexes that got in his face, because he provoked a new AoO with every shot. That doesn't happen any more. The sniper goggles do give +20 damage per hit, but the Rogue has to qualify for Sneak Attack to get that extra damage, which is nontrivial. Even greater invisibility isn't a sure thing since so many high level monsters have blindsight, tremorsense, or just plain at-will see invisibility or true sight.

Meanwhile, FighterMan is doing his damage at longer ranges than even spellcasters, thanks to the +25 feet to his range increment.


Table 2-11 on page 87 lists the Good domain as having subdomains of Angel, Archon, and Azata.
There is no 'Angel' subdomain presented however in the subdomains section across pages 86-97. Indeed this table 2-11 mention is the only reference I can find to an 'Angel' subdomain.
There is an 'Agathion' subdomain mentioned as being associated with the deites Sarenrae and Shelyn (both NG aligned deities) in table 2-12 on page 91, and indeed an actual Agathion subdomain presented on page 86, which lists that its associated domain is 'Good'. However this subdomain relies on the yet-to-be-published (at time of my posting this) Bestiary II for its planar ally options (there are no Agathions in the primary bestiary) which for a variety of reasons could be considered problematic.
Hmm, maybe some carefully chosen agathion-orientated 'preview' blog posts could assist here...

RPG Superstar 2010 Top 32

Charles Evans 25 wrote:

P. 23

Humans (Favored class options) wrote:
...Alchemist: Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create...

Alchemists do not have 0-level extracts. Thus a human who has alchemist as a favored class option can gain nothing at all from this option for their first three alchemist levels.

There are a few others like this. Like granting a bonus to a Paladin's spellcasting or a Ranger's animal companion. Presumably, the character just takes the hit point or skill point until then.


So... I know I'll be waiting for the updated reprint. That's a lot of mistakes.


Propane wrote:
So... I know I'll be waiting for the updated reprint. That's a lot of mistakes.

They have to sell out of the first print run before they do a reprint...

I assume (or at least hope) that there is going to be some pretty urgent errata in a pdf on some of these.


Zurai wrote:
Charles Evans 25 wrote:
Zurai wrote:
Charles Evans 25 wrote:

I am concerned by the effect of Sniper Goggles (P. 309) on the mathematics of ranged combat. I suspect that at higher levels this item means that no other class can compete with the Rogue for ranged combat within 30 feet, including bow specialist fighters. If a mathematician out there can demonstrate that I am wrong, I will be much relieved.

I'm about 99.9% sure that FighterMan-Now-With-APG still beats the pants off him.

I'll toss it over to the damage olympics thread, maybe. From what I've seen so far, the fighter hasn't got anything new which increases the damage he does on a hit except the crossbow variant Fighter that gets Dex to damage at higher levels with a crossbow.

Doesn't really need it. The Rogue is still missing considerably more often than the Fighter and has one fewer attack, plus he's more vulnerable. FighterMan's one real weakness was that he could get in trouble against enemies with Combat Reflexes that got in his face, because he provoked a new AoO with every shot. That doesn't happen any more. The sniper goggles do give +20 damage per hit, but the Rogue has to qualify for Sneak Attack to get that extra damage, which is nontrivial. Even greater invisibility isn't a sure thing since so many high level monsters have blindsight, tremorsense, or just plain at-will see invisibility or true sight.

Meanwhile, FighterMan is doing his damage at longer ranges than even spellcasters, thanks to the +25 feet to his range increment.

(edited)

I posted over on the DPR thread now about Sniper Goggles, as that seems a more appropriate forum for discussion about them in this context than this thread. Thanks for your thoughtful posts though, and in this era of create pit there may well be a lot more 'shoot em like fish in a barrel' going on. Although flight may be useful still, since for some reason even just standing on the edge of aforementioned pit requires a Reflex save????

Shadow Lodge

Ice Titan wrote:


Feats, pg. 156 wrote:

Cockatrice Strike (Combat)

With a single strike, you transmute f lesh to stone.
Prerequisites: Improved Unarmed Strike, Gorgon’s
Fist, Medusa’s Wrath, base attack bonus +16.
Benefit: As a full-round action, you can make a single
unarmed strike against a dazed, f lat-footed, paralyzed,
staggered, stunned, or unconscious foe. If that attack is a
critical hit, the target is petrified unless it succeeds on a
Fortitude saving throw with a DC of 10 + 1/2 your character
level + your Wisdom modifier. This is a supernatural
polymorph effect.
Monks, the most likely candidates to obtain this feat, can never gain a base attack bonus of 16.

I, too, am curious about this one. I read it and immediately thought "monk" and how id like that on the monk Im playing. Then I noticed the prereqs. I 100% agree it is something a monk should have access to, maybe there is a line missing about being added to the monk bonus feat list at some point?

The Exchange

2 people marked this as FAQ candidate. Staff response: no reply required.
Pathfinder Adventure Path, Lost Omens, Maps, Rulebook, Starfinder Roleplaying Game Subscriber

Monk bonus feats don't need to meet prerequisites last time I checked. If this particular feat made it to the monk bonus feat list then when it became available via monk bonus feat, the monk could take it without having to meet that 16 BAB.

"A monk need not have any of the prerequisites normally required for these feats to select them."
Pg 59 PF Core Rulebook

That being said, it would need to have been added to the monk's bonus feat list which I don't know it has been.


3 people marked this as FAQ candidate. Answered in the errata.

Another big error in the Boreal Sorcerer powers: the level 15 ability Blizzard doesn't list how often it can be used. I'm assuming it's 1/day given how catastrophically powerful it is (seriously, control winds PLUS sleet storm and hypothermia? Yikes), but there's no indication in the text.

Shadow Lodge

xevious573 wrote:

Monk bonus feats don't need to meet prerequisites last time I checked. If this particular feat made it to the monk bonus feat list then when it became available via monk bonus feat, the monk could take it without having to meet that 16 BAB.

"A monk need not have any of the prerequisites normally required for these feats to select them."
Pg 59 PF Core Rulebook

That being said, it would need to have been added to the monk's bonus feat list which I don't know it has been.

Yup, thats why im wondering if there was a line left out stating it could be added to to monks bonus feat list, maybe at level 18 or so. The obviously you can ignore pre-reqs.

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

7 people marked this as FAQ candidate. Answered in the errata.
Zurai wrote:
Another big error in the Boreal Sorcerer powers: the level 15 ability Blizzard doesn't list how often it can be used. I'm assuming it's 1/day given how catastrophically powerful it is (seriously, control winds PLUS sleet storm and hypothermia? Yikes), but there's no indication in the text.

It was supposed to be 1/day at 15th, 2/day at 20th, but please do flag it for official FAQ attention.


2 people marked this as FAQ candidate. Answered in the FAQ.

It's been mentioned before, but it requires another mention:

pg 129, the urban ranger gains push through and blend in, but doesn't lose woodland stride and camoflage respectively. I assume this is a mistake, as the new abilities are just a city version of the others, and why would an urban ranger have woodland stride? Or camoflage as they don't get favored terrains.


6 people marked this as FAQ candidate.

I'm not sure if it an omission or it is intentional (I believe an omission), but:

Free Hand Fighter, page 105:

"Singleton (Ex): At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This ability replaces weapon training 1."

The Singleton class feature does not improve over levels, like all other 'Weapon Training 1' substitutive class features; Expert Archer, Crossbow Expert, Leaping Attack, Ready Pike, Polearm Training, Mounted Mettle, Nature Savagery, Shield Fighter, the Two-Handed Fighter's Weapon Training, Twin Blades, and the Weapon Master's Weapon Training all have the following sentence which is not included in the Singleton class feature:

"This bonus increases by +1 for every four levels after 5th."
(or 'after 3rd' for the Weapon Master's Weapon Training)

EDIT: another one I've found just now:

Empty Hand Monk, page 111:

"Flurry of Blows (Ex): Starting at 1st level, a monk of the empty hand can make a flurry of blows using any combination of unarmed strikes or attacks with an improvised weapon. He may not make a flurry of blows with any other weapons, including special monk weapons. A monk of the empty hand’s flurry of blows otherwise functions as normal for a monk of his level."

This sentence apparently contraddicts what the text on the Weapon and Armor Proficiency above says:

"A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (...)"

So, if any weapon is considered an Improvised weapon in the hands of an Empty Hand Monk (with all the consequences of the case), shouldn't such a Monk be able to use Flurry of Blows with EVERY weapon ?


2 people marked this as FAQ candidate. Answered in the errata.

typo, page 142, Wizard, Earth School, Earth Supremacy:

APG wrote:
You gain a +2 enhancement bonus to your CMD to resist bull rush, pull, push, reposition...

Is this a reference to the drag CM?

Edit: This reference is repeated again on

page 105, Fighter, Phalanx soldier, Stand Firm


The Wraith wrote:
So, if any weapon is considered an Improvised weapon in the hands of an Empty Hand Monk (with all the consequences of the case), shouldn't such a Monk be able to use Flurry of Blows with EVERY weapon ?

Sort of. If an Empty Hand monk tries to flurry with a kama (say), he can only do so if he treats it as an improvised weapon (hence doing light hammer damage, not kama damage, i.e. it would do 1d4/x2 blunt damage and it wouldn't be a trip weapon).

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

The Wraith wrote:

I'm not sure if it an omission or it is intentional (I believe an omission), but:

Free Hand Fighter, page 105:

"Singleton (Ex): At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This ability replaces weapon training 1."

The Singleton class feature does not improve over levels, like all other 'Weapon Training 1' substitutive class features; Expert Archer, Crossbow Expert, Leaping Attack, Ready Pike, Polearm Training, Mounted Mettle, Nature Savagery, Shield Fighter, the Two-Handed Fighter's Weapon Training, Twin Blades, and the Weapon Master's Weapon Training all have the following sentence which is not included in the Singleton class feature:

"This bonus increases by +1 for every four levels after 5th."
(or 'after 3rd' for the Weapon Master's Weapon Training)

Might be an omit, but then again... on the one hand (pun intended) this would be a pretty awesome ability, giving you max weapon training in *ANY* one-handed weapon. No need to bother with weapon groups or weapon types. If it's one-handed, you get it. You switch weapons, you still get it. Heck, you punch someone with your FIST, you get it. It makes most of the other weapon trainings superfluous.

On the other hand, leaving one hand free has obvious downsides - no shield, no TWF, no THF, so maybe that's enough to balance the obvious advantage.

I would lean towards it being an omission (since, after all, the TWF guys get a similar ability and you could make the same argument), but we shall see what the final errata say on the subject.

And actually, the two-handed fighter's weapon training doesn't work the same way. They have to pick weapon groups like a regular fighter, but they only get a bonus with weapons in their group if they use em two-handed. Not as good as the FHF and TWF guys get, which is with any weapons they use in their preferred style.

Liberty's Edge

3 people marked this as FAQ candidate. Answered in the FAQ.

Lonewolf-Rob informs us here that Inquisitors and Druids cannot choose subdomains. Something to this effect needs to be errata'd into the book somewhere. At this point, there's no verbiage anywhere that would lead someone to that conclusion.

In fact, the only language that appears to attempt to address this is: "Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on Domains" (from the Subdomains heading in the Cleric chapter of the APG).

I don't know about you all, but I think a reasonable assesment of that line would lead one to conclude that Druids and Inquisitors could select subdomains. But, they can't. So that needs to be called out somewhere.


Jeremiziah wrote:

Lonewolf-Rob informs us here that Inquisitors and Druids cannot choose subdomains. Something to this effect needs to be errata'd into the book somewhere. At this point, there's no verbiage anywhere that would lead someone to that conclusion.

In fact, the only language that appears to attempt to address this is: "Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on Domains" (from the Subdomains heading in the Cleric chapter of the APG).

I don't know about you all, but I think a reasonable assesment of that line would lead one to conclude that Druids and Inquisitors could select subdomains. But, they can't. So that needs to be called out somewhere.

You're right, that is a mind-boggling ruling that is not supported whatsoever by the text. I'm baffled by this, and will definitely houserule it O_O


P. 48

Revelations, Dweller in Darkness (Sp) wrote:
Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to chose this revelation.

Comment:

The first few times I read this revelation, given that the only interaction indicated takes place between the oracle and the 'dweller in darkness', I assumed that unless the oracle is 17th level or higher, an oracle using this ability can only phantasmal killer themself. I'm still not entirely convinced that this isn't some sort of bizarre 'kill yourself' option at the lower levels of usage - a sort of 'suicide pill' to be used by an oracle captured by enemies perhaps? - and a 'kill yourself but maybe take some of them down too' attack at higher levels? A few more words indicating what exactly the oracle does having made contact with this entity would be helpful here...
I'm also bemused by the thought of oracles attuned to a deity such as Sarenrae going around blasting anyone with visions of unspeakable cosmic horror, but that's more a matter of a personal quibble as to whether the 'Heavens' mystery as it currently stands as a whole is appropriate to Sarenrae with her currently known interests...


2 people marked this as FAQ candidate. Staff response: no reply required.

Index errors:
I cannot find a specific reference to the eidolon evolutions section in the index.

P. 334
'goods and services 181' should be 'goods and services 181-187'?
'magic items 208-317' should be 'magic items 280-317'?
'monk of the helping hand (monk) 113' should be 'monk of the healing hand (monk) 113'?

There is an index entry for 'oracle spell list 192' which is currently misleading. Oracles use the cleric spell list. The cleric spell list is indeed on page 192, but it is billed as just 'cleric spells', not 'cleric/oracle spells', unlike the situation with sorcerers and wizards whose shared list (on pages 198-199 in the case of the APG) is actually headed 'sorcerer/wizard spells. Since the lists are apparently shared though, perhaps all cleric lists should be headed 'cleric/oracle spells' in future?...

P. 335
'racial favored classes 8' should be 'racial favored classes 8-9'?

Liberty's Edge

hogarth wrote:
The Wraith wrote:
So, if any weapon is considered an Improvised weapon in the hands of an Empty Hand Monk (with all the consequences of the case), shouldn't such a Monk be able to use Flurry of Blows with EVERY weapon ?
Sort of. If an Empty Hand monk tries to flurry with a kama (say), he can only do so if he treats it as an improvised weapon (hence doing light hammer damage, not kama damage, i.e. it would do 1d4/x2 blunt damage and it wouldn't be a trip weapon).

+1. After all, the MoEH could get the Exotic Weapon Proficiency for a kama. He could use it for its real damage and the trip ability, but then he could not flurry with it. To flurry, he would have to use it as an improvised weapon, as Hogarth correctly described above.

Liberty's Edge

Varthanna wrote:
You're right, that is a mind-boggling ruling that is not supported whatsoever by the text. I'm baffled by this, and will definitely houserule it O_O

It's really weird, there's like...nothing at all to indicate that it's true. Yet it is.

Fair warning, if you do houserule it, be prepared for inquisitors of Erastil with the Growth subdomain to completely own your face, especially at low levels. Fair warning.


5 people marked this as FAQ candidate. Answered in the errata.

The Befuddling Strike rogue talent is superior in all ways to the Offensive Defense rogue talent:

Befuddling Strike gives the target of a sneak attack -2 to hit the rogue for 1d4 rounds.
Offensive Defense gives the rogue +1 to AC against the target of a melee sneak attack for 1 round.

Since the two cannot be stacked (they're both "adds an effect to sneak attack" talents), there is literally no reason to ever take Offensive Defense. Befuddling Strike works with either melee or ranged attacks, while Offensive Defense only works with melee. Befuddling Strike gives -2 to hit the rogue, while Offensive Defense effectively gives -1 to hit the rogue. Befuddling Strike lasts 1d4 rounds, while Offensive Defense only lasts 1 round.


1 person marked this as FAQ candidate.

The price for the bouncing/persistent metamagic rods are swapped.


Jeremiziah wrote:

Lonewolf-Rob informs us here that Inquisitors and Druids cannot choose subdomains. Something to this effect needs to be errata'd into the book somewhere. At this point, there's no verbiage anywhere that would lead someone to that conclusion.

In fact, the only language that appears to attempt to address this is: "Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on Domains" (from the Subdomains heading in the Cleric chapter of the APG).

I don't know about you all, but I think a reasonable assesment of that line would lead one to conclude that Druids and Inquisitors could select subdomains. But, they can't. So that needs to be called out somewhere.

It could be that subdomains are listed under Cleric options? Not divine magic/domain options? After all, you wouldn't expect a cleric to be able to use Druid options (even if the trade off was for abilities the Cleric had).


2 people marked this as FAQ candidate. Staff response: no reply required.
Disenchanter wrote:
It could be that subdomains are listed under Cleric options? Not divine magic/domain options? After all, you wouldn't expect a cleric to be able to use Druid options (even if the trade off was for abilities the Cleric had).

While that is a valid point, the same is true of normal Domains. To the point where all the other classes that give access to domains have to talk about your "effective Cleric level".

Page 141: The Verdant bloodline expresses two things through omission that could use official errata to forestall arguments. The implication is that the Photosynthesis ability does not replace your need to drink, and the Massmorph ability allows you to use plant growth and diminish plants at will.


2 people marked this as FAQ candidate. Staff response: no reply required.
far_wanderer wrote:


While that is a valid point, the same is true of normal Domains. To the point where all the other classes that give access to domains have to talk about your "effective Cleric level".

Agreed. I asked this on the subdomain thread, but I feel it might be worth of errata. Assuming the rule persists that only clerics can have subdomains, what happens when you have a Cleric/Inquisitor multiclass with subdomain choices? Does this allow them to have three domains as opposed to two? If the Cleric levels were for "Growth" do the Inquisitor levels count towards "Plant" ?


has anyone seen any problems with the Barbarian in the Advanced Players Guide?


In an effort to be helpful over deities lacking appropriate Oracle mysteries thus far, I have been trying to think of possibilities (at least for the names) of mysteries:

I would like to suggest:
A 'Pain' mystery which could be appropriate to Zon-Kuthon (and possibly also to Asmodeus, too).
A 'Fury' mystery which could be appropriate to Calistria, as she is a deity of vengeance and retribution.

Coming up with the name for a mystery concept appropriate to Lamashtu, and which doesn't duplicate the name of a domain/subdomain has been proving somewhat tricky. The best I've been able to do has been an 'Instinct' mystery playing to what I feel is partially a primal and animalistic theme of Lamashtu, or a 'Beasts' mystery which would be more obviously Lamashtu appropriate although I am concerned that this could step on the toes of 'Nature' oracles. (A 'Beasts' oracle might perhaps go in a direction of becoming a beast perhaps or at least more beastlike, to look different from Nature oracles, although this would need to be obviously different from shape-shifting druids.)


As a minor concern, one of the new subdomains for clerics, listed on page 93, is the 'Lust' subdomain. This is also the name of a Thassilonian school of arcane magic, although coming from different sides of the spellcasting divide, possible confusion between the two would hopefully be minimal.
Hmm. I wonder if there could perhaps be a Mystic Theurge variant, for a caster who is specifically a Thassilonian sin magic specialist in the school of Lust, and a devotee of Calistria with the Lust subdomain on the divine magic side?...


1 person marked this as FAQ candidate.
northbrb wrote:
has anyone seen any problems with the Barbarian in the Advanced Players Guide?

The barbarian receives a good dose of power increase at mid/high levels, with powers that allow you to deal +1d6 damage for each attack while raging and that kind of stuff. But it seems to come from the fact that high level barbarians needed a power up.

Rage powers

Quote:


Beast Totem (Su): While raging, the barbarian gains a +1
natural armor bonus[...]

The bonus type isn't stated, so it stacks with the enhancement bonus from an amulet of natural armor. But should it stack with a racial natural armor bonus?

Quote:


Beast Totem, Lesser (Su): While raging, the barbarian gains
two claw attacks. These attacks are considered primary
attacks and are made at the barbarian’s full base attack
bonus.[...]

If the claws are now my primary attacks, what happens with my sword? Can I choose between the sword and the claws or I must use the claws? How can I attack with the claws if I had a shield in one hand, a sword in the other?

Quote:


Boasting Taunt (Ex): While raging, the barbarian can
incite a creature to attack her[...]

What action it uses? For Ex Abilities the default action is a free action iirc.

What exactly means "incite a creature to attack"? It should say "like spell X/feat Y" IMO, or give more details, the creature provokes AoOs to get to the barbarian? can he use ranged attacks and spells?

Quote:


Chaos Totem (Su): While raging, the barbarian’s form
becomes infused with chaos. She gains a +4 bonus on
Escape Artist checks and has a 25% chance to ignore extra
damage from critical hits and sneak attacks.[...]

Also denies special effects from Criticals (like Critical feats effects) as the magic ability "Fortification" do? Doesn't seem so, but would want to know.

"Breaker" ability:

Quote:


Battle Scavenger (Ex): At 3rd level, the breaker barbarian
suffers no penalty on attack rolls when using an improvised
weapon or a weapon with the broken condition. In addition,
she gains a +1 bonus on damage rolls with improvised or
broken weapons for every three levels beyond 3rd. This
ability replaces trap sense.

O_o So, I'm a level 18 barbarian (i.e.), I damage my weapon until I make it "broken", and gain +5 damage O_O, I don't worry much because most foes haven't got Improved Sunder and I can smash'em with my +5 damage bonus. And it replaces the barely used Trap sense. Destructive (the other Breaker feature) isn't the better ability of the book, but... seriously.

"Invulnerable Rager" ability

Quote:


Extreme Endurance (Ex): At 3rd level, the invulnerable
rager is inured to either hot or cold climate effects (choose
one) as if using endure elements. In addition, the barbarian
gains 1 point of fire or cold resistance for every three levels
beyond 3rd[...]

You choose the element (hot/cold climate) when you take the rage power or when you enter into rage?

The same for fire/cold resistance

"Savage Barbarian" ability

Quote:


Natural Toughness (Ex): At 7th level, the savage
barbarian gains a +1 natural armor bonus to AC when
wearing no armor (shields are allowed)[...]

The bonus type isn't stated, so it stacks with the enhancement bonus from an amulet of natural armor. But should it stack with a racial natural armor bonus?

And that's everything I can say about the barbarian, now I have to update my dwarf barbarian.

Liberty's Edge

Disenchanter wrote:


It could be that subdomains are listed under Cleric options? Not divine magic/domain options? After all, you wouldn't expect a cleric to be able to use Druid options (even if the trade off was for abilities the Cleric had).

I'm not certain that logic applies here. I think a better analogy would be to say "If they put something called 'proto-companions' under the druid section of the APG, and didn't overtly mention that Rangers couldn't select them at fourth level, and inserted language that equated proto-companions with regular companions for prerequisites and effects relating to companions, would a Ranger player be remiss in concluding that he could select a proto-companion instead of a normal companion?" I don't think he would, I think that would be a logical conclusion. Because Rangers are used to referencing the Druid chapter to find out what the dilly-yo with their Animal companions. What I'm talking about is the same thing.


page 153: The Improved Stonecutting and Leaf Singer feat descriptions have their second line of benefits text in the prerequisites column.


In response to Charles Evans 25:

I homebrewed an Oracle Mystery for Calistria after the revised playtest versions were released (back in March or so). I never really came up with a name for it - Love, Lust, Passion... something like that. The spells were pulled heavily from the Charm domain, and the Revelations were all refluffed versions of powers from other Oracle mysteries, so that I wasn't creating anything "new", just repackaging other powers.

A lot of the powers were drawn from the Lore mystery, but emphasizing social skills rather than knowledge and language skills.

Anyway, I was rather disappointed that the only new Mystery was Life. I'm a huge Calistria fan, and she seems the type to choose an Oracle. Oh well.


William Wells 55 wrote:

In response to Charles Evans 25:

I homebrewed an Oracle Mystery for Calistria after the revised playtest versions were released (back in March or so). I never really came up with a name for it - Love, Lust, Passion... something like that. The spells were pulled heavily from the Charm domain, and the Revelations were all refluffed versions of powers from other Oracle mysteries, so that I wasn't creating anything "new", just repackaging other powers.

A lot of the powers were drawn from the Lore mystery, but emphasizing social skills rather than knowledge and language skills.

Anyway, I was rather disappointed that the only new Mystery was Life. I'm a huge Calistria fan, and she seems the type to choose an Oracle. Oh well.

Well, you could post it up here (if you have the time) in case it's any use to The Powers That Be, or to other APG users in the interim until something official does materialise. :)

Edit:
Or you could put in a 'crunch' article for Wayfinder #4...


1 person marked this as FAQ candidate.

The 15th level Street Performer Bard's ability Slip Through the Crowd needs clarification. It states:

Quote:
Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.

However, the ability does not list a saving throw and greater invisibility is a harmless spell that only allows saves to the invisibility-ee. I am unsure what this ability is supposed to accomplish.


1 person marked this as a favorite.
Charles Evans 25 wrote:


Well, you could post it up here (if you have the time) in case it's any use to The Powers That Be, or to other APG users in the interim until something official does materialise. :)

Okay. Here it is:

Passion
Deities: Calistria, Shelyn

Class Skills: An oracle with the passion mystery adds Bluff, Escape Artist, Intimidate, and Perform to her list of class skills.

Bonus Spells: Charm Person (2nd), Touch of Idiocy (4th), Suggestion (6th), Charm Monster (8th), Telepathic Bond (10th), Symbol of Persuasion (12th), Mass Suggestion (14th), Mass Charm Monster (16th), Time Stop (18).

Revelations: An oracle with the passion mystery can choose from any of the following revelations.

Beauty Smiles (Su): You channel the divine beauty of your goddess, moving the hearts of those who behold you. You receive a +1 bonus to the DC of all Charm spells (that is, spells with the Charm subtype). At 7th level, this bonus increases to +2, and at 14th level, the bonus increases to +3. This ability stacks with the effect of the Spell Focus (Enchantment) feat.

Graceful Avoidance (Su): Your graceful movement grants you the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws.

Healing Touch (Su): You can heal wounds on a creature with a touch. This power heals 1d6 points of damage +1 point for every two oracle levels you possess. If used against an undead creature, it instead deals that amount of positive energy damage. At 7th level, you may expend two uses of this ability to heal a creature of 1 negative level or 1d4 points of ability damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Kiss of Life (Su): An Oracle with this mystery may kiss the lips of a recently slain creature, restoring it to life. This ability functions like the Breath of Life spell, except that it will function on creatures slain up to 1 round per 2 oracle levels ago and, in addition to 5d8 + caster level healing, this mystery also restores 1 point of ability damage and 1 negative level, allowing creatures slain by negative levels and having an ability reduced to 0 can also be brought back in this fashion. This ability can also be used to harm an undead creature (must succeed a grapple check, receive a will save, etc). Finally, you may discharge a use to make yourself immune to a succubus's Energy Drain for one round per oracle level. At 11th level you may use this ability once per day; you may use this ability one additional time per day per four levels (twice at 15, thrice at 19). You must be 11th level or higher before taking this revelation.

Love's Guidance (Su): You may add your Charisma modifier to your Wisdom modifier on all Wisdom-base checks. You may also add your Charisma modifier to your Wisdom when making a Will Save verses a spell or effect of the Charm sub-school.

Mantle of Love (Su): You envelop yourself in the divine love of your goddess, who protects you from harm. You gain a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/Piercing. You can use this mantle for 10 minutes per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 10-minute increments.

Pain and Pleasure (Su): With a touch attack, you deal 1d6 points of damage per 2 oracle levels you possess (max 10d6). You are healed for the amount dealt. Furthermore, the target must make a Fort save 10 + 1/2 Oracle level + Cha mod vs Nausea for 1 round. At 11th level, the Nausea lasts for 2 rounds. You may use this ability once per day. At 7th level, you may use this ability twice per day; at 14th level you may use this ability 3 times per day.

Terrible Beauty (Su): You channel the terrible, wonderful beauty of your goddess to harm those who look upon you. At 7th level, the target must make Fort save 10 + 1/2 Oracle level + Cha mod vs Blindness. At 14th level, vs Stun and Blind. At 20th level, this functions as a Phantasmal Killer spell; those that pass their saves are Blinded and those that fail the first save but pass the second save are Stunned and blinded. You must be 7th Level before taking this revelation.

Trust Me (Su): Once per day, you can reattempt a previously failed Bluff or Diplomacy check, even if a second attempt would normally not be allowed. If that check would normally receive a penalty for being tried again, you do not take that penalty.

Wrenching Heartache (Su): As a standard action, you can inflict a terrible attack on a creature's psyche. The target creature suffers 1d4 damage per oracle level. The damage is untyped, and can be halved by a successful Will save, DC 10 +1/2 oracle level + Cha mod. Mindless creatures (creatures without an int score) are immune to this attack, but creatures immune to mind-affecting effects are not. Although the title implies it, the creature need not have a cardiovascular system to be affected, or even true emotions - this ability affects any creature with an intelligence score.

Final Revelation: Upon reaching 20th level, your connection to divine love allows you to take 20 on any Charisma based skill. You receive a bonus on all saving throws equal to your charisma modifier. Finally, the oracle gains the Timeless Body ability.

Edit: If someone can link me to the crunch article for Wayfinder 4, I'll post it over there too.


PathfinderEspañol wrote:

Beast Totem (Su): While raging, the barbarian gains a +1
natural armor bonus[...]

The bonus type isn't stated, so it stacks with the enhancement bonus from an amulet of natural armor. But should it stack with a racial natural armor bonus?

I believe that would be a +1 increase to natural armor.

Quote:


Beast Totem, Lesser (Su): While raging, the barbarian gains
two claw attacks. These attacks are considered primary
attacks and are made at the barbarian’s full base attack
bonus.[...]

If the claws are now my primary attacks, what happens with my sword? Can I choose between the sword and the claws or I must use the claws? How can I attack with the claws if I had a shield in one hand, a sword in the other?

This is covered by the regular rules about natural attacks. If you choose to attack with a weapon and one of your natural attacks in the same round (sword and then claw, let's say) then you claw attack is at a -5 penalty (as a secondary attack). You cannot attack with the claws if they are holding anything. You should look-over the section on natural attacks in the Core Rulebook.

Quote:


Chaos Totem (Su): While raging, the barbarian’s form
becomes infused with chaos. She gains a +4 bonus on
Escape Artist checks and has a 25% chance to ignore extra
damage from critical hits and sneak attacks.[...]

Also denies special effects from Criticals (like Critical feats effects) as the magic ability "Fortification" do? Doesn't seem so, but would want to know.

It clearly doesn't say anything about ignoring critical effects, so why would it?

Quote:


Natural Toughness (Ex): At 7th level, the savage
barbarian gains a +1 natural armor bonus to AC when
wearing no armor (shields are allowed)[...]

The bonus type isn't stated, so it stacks with the enhancement bonus from an amulet of natural armor. But should it stack with a racial natural armor bonus?

Same as above, I believe.

Hopefully that helps a little...


PathfinderEspañol wrote:

Beast Totem (Su): While raging, the barbarian gains a +1
natural armor bonus[...]

The bonus type isn't stated, so it stacks with the enhancement bonus from an amulet of natural armor. But should it stack with a racial natural armor bonus?

I believe that would be a +1 increase to natural armor.

Quote:


Beast Totem, Lesser (Su): While raging, the barbarian gains
two claw attacks. These attacks are considered primary
attacks and are made at the barbarian’s full base attack
bonus.[...]

If the claws are now my primary attacks, what happens with my sword? Can I choose between the sword and the claws or I must use the claws? How can I attack with the claws if I had a shield in one hand, a sword in the other?

This is covered by the regular rules about natural attacks. If you choose to attack with a weapon and one of your natural attacks in the same round (sword and then claw, let's say) then you claw attack is at a -5 penalty (as a secondary attack). You cannot attack with the claws if they are holding anything. You should look-over the section on natural attacks in the Core Rulebook.

Quote:


Chaos Totem (Su): While raging, the barbarian’s form
becomes infused with chaos. She gains a +4 bonus on
Escape Artist checks and has a 25% chance to ignore extra
damage from critical hits and sneak attacks.[...]

Also denies special effects from Criticals (like Critical feats effects) as the magic ability "Fortification" do? Doesn't seem so, but would want to know.

It clearly doesn't say anything about ignoring critical effects, so why would it?

Quote:


Natural Toughness (Ex): At 7th level, the savage
barbarian gains a +1 natural armor bonus to AC when
wearing no armor (shields are allowed)[...]

The bonus type isn't stated, so it stacks with the enhancement bonus from an amulet of natural armor. But should it stack with a racial natural armor bonus?

Same as above, I believe.


Ok I know that I have read this in another thread but, No Fire Blast Rods, not that big of a deal but still I would like to know what they are.


2 people marked this as FAQ candidate. Answered in the errata.

The Infiltrator ranger can select "sahuagin blood frenzy" as one of his adaptations if he has Humanoid (aquatic) as a favored enemy. However, sahuagin aren't humanoids; they're monstrous humanoids.

Also, it's not clear if the Infiltrator has to qualify for a feat adaptation in order to take it (e.g. Lunge).

Liberty's Edge

PathfinderEspañol wrote:


"Breaker" ability:

Quote:


Battle Scavenger (Ex): At 3rd level, the breaker barbarian
suffers no penalty on attack rolls when using an improvised
weapon or a weapon with the broken condition. In addition,
she gains a +1 bonus on damage rolls with improvised or
broken weapons for every three levels beyond 3rd. This
ability replaces trap sense.
O_o So, I'm a level 18 barbarian (i.e.), I damage my weapon until I make it "broken", and gain +5 damage O_O, I don't worry much because most foes haven't got Improved Sunder and I can smash'em with my +5 damage bonus. And it replaces the barely used Trap sense. Destructive (the other Breaker feature) isn't the better ability of the book, but... seriously.

Well, since it is an improvised or broken weapon, it is definitely not a magic +5 weapon.

Thus, instead of fighting with a +5 greatsword which would give you +5 to both attacks and damage and allow you to ignore a lot of DR, you are fighting with a broken greatsword which gives you +5 to damage only (and no ignoring DR).

Are you that sure it is so broken ?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

The black raven wrote:


Well, since it is an improvised or broken weapon, it is definitely not a magic +5 weapon.

Thus, instead of fighting with a +5 greatsword which would give you +5 to both attacks and damage and allow you to ignore a lot of DR, you are fighting with a broken greatsword which gives you +5 to damage only (and no ignoring DR).

Are you that sure it is so broken ?

I thought items with the Broken condition still functioned normally, albeit at a penalty, is there something I'm missing?

Broken


PathfinderEspañol wrote:

Quote:

Extreme Endurance (Ex): At 3rd level, the invulnerable
rager is inured to either hot or cold climate effects (choose
one) as if using endure elements. In addition, the barbarian
gains 1 point of fire or cold resistance for every three levels
beyond 3rd[...]

You choose the element (hot/cold climate) when you take the rage power or when you enter into rage?
The same for fire/cold resistance

Extreme endurance is a class feature, not a rage power, you choose it when you gain it.

Also, the Natural Attacks combat style lists elderitch fangs, I'm pretty sure this should be elderitch claws

Dark Archive

Jeremiziah wrote:

Lonewolf-Rob informs us here that Inquisitors and Druids cannot choose subdomains. Something to this effect needs to be errata'd into the book somewhere. At this point, there's no verbiage anywhere that would lead someone to that conclusion.

In fact, the only language that appears to attempt to address this is: "Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on Domains" (from the Subdomains heading in the Cleric chapter of the APG).

I don't know about you all, but I think a reasonable assesment of that line would lead one to conclude that Druids and Inquisitors could select subdomains. But, they can't. So that needs to be called out somewhere.

I'm glad that was cleared up, by I think it would be semi-obvious by the bold-letter title of Cleric at the beginning and every page of this section in the Classes chapter.

[rant]

One thing that seems to be a lot of oversight on these boards is that everything from Pathfinder, according to "The Most Important Rule" in Chapter One of the PFRPG Core Rulebook, is in a nutshell "take what you want, and leave the rest behind". The main crux of the rules should be ultimately decided on by the GM and the Players as to what makes the best gaming experience.

I will admit, the Advanced Players Guide, while a bit dodgy in places (which is to be expected from the 1st printing of an undertaking of this magnitude), is totally awesomesauce. That thing you wanted to do but there was really only a way to do it with an obscure 3.5 Prestige Class that really didn't translate into your new campaign? Now there's another way to do it. Couldn't figure out a good conversion for the Shadowcaster from ToM? No need now, really, with Shadow Bloodlines and Shadow Sub-schools and Night Domains. Sure, it's not so highly specialized as to be its own class in and of itself but it's the flavor that you were really looking for, and at the end of the day that's what makes the game.

I personally agree with keeping the subdomains for Clerics only, Inquisitors and Druids have enough going on for them already without specializing every detail to the point of obscurity, so in my personal game only Clerics will have access to those. YMMV and you and your DM or your Players get more enjoyment out of allowing classes other than Clerics to have the subdomains, by all means do it and share how cool it is with the rest of us!

[/rant]

Sorry, rant over. Just felt like defending the new baby on the block a bit.


The black raven wrote:
PathfinderEspañol wrote:


"Breaker" ability:

Quote:


Battle Scavenger (Ex): At 3rd level, the breaker barbarian
suffers no penalty on attack rolls when using an improvised
weapon or a weapon with the broken condition. In addition,
she gains a +1 bonus on damage rolls with improvised or
broken weapons for every three levels beyond 3rd. This
ability replaces trap sense.
O_o So, I'm a level 18 barbarian (i.e.), I damage my weapon until I make it "broken", and gain +5 damage O_O, I don't worry much because most foes haven't got Improved Sunder and I can smash'em with my +5 damage bonus. And it replaces the barely used Trap sense. Destructive (the other Breaker feature) isn't the better ability of the book, but... seriously.

Well, since it is an improvised or broken weapon, it is definitely not a magic +5 weapon.

Thus, instead of fighting with a +5 greatsword which would give you +5 to both attacks and damage and allow you to ignore a lot of DR, you are fighting with a broken greatsword which gives you +5 to damage only (and no ignoring DR).

Are you that sure it is so broken ?

Are you sure that a +4 Flaming sword (i.e.) with the broken condition stops being a +4 Flaming sword? I can't find it in the PF rules.


PathfinderEspañol wrote:
Are you sure that a +4 Flaming sword (i.e.) with the broken condition stops being a +4 Flaming sword? I can't find it in the PF rules.

You are right. The broken condition is pretty clear, it gives a penalty to use and nothing more. All the magical properties remain intact.

You do have to worry a bit about sunder though, your weapon would be at below half hitpoints ... and when sunder brings it below 0 hitpoints it can be destroyed outright.

Still, sunder is not that common ... so yeah, this is a pretty decision. Always fight with a broken weapon, damage bonus for free ... extremely hard to come up with fluff reasoning why this works though.


Can we please keep the rants and off-topic discussion out of the Errata thread?

Liberty's Edge

demosthenes777 wrote:

I'm glad that was cleared up, by I think it would be semi-obvious by the bold-letter title of Cleric at the beginning and every page of this section in the Classes chapter.

Ok, except that's not at all clear, which I explained in my subsequent posts. Please reference them for further reasoning.

In response to the rant (I'll keep it short so as to not have Zurai beat me up), I LOVE the APG. This is one of the only things I think is wrong with it.

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