Errata / Typos in APG


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Possible Clarity Error:

Page 46

Oracle / Mysteries / Bones / Revelations / Death's Touch:

This ability states:

Death’s Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

I'm uncertain if the term "channel resistance" is used in other sources... if it is, then this reference is probably fine. To me, it should read "+2 bonus on saving throws versus channel energy damage and effects"? I'm also assuming this is an "untyped" bonus, and not a "resistance" bonus?

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

Kor - Orc Scrollkeeper wrote:

Possible Clarity Error:

Page 46

Oracle / Mysteries / Bones / Revelations / Death's Touch:

This ability states:

Death’s Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

I'm uncertain if the term "channel resistance" is used in other sources... if it is, then this reference is probably fine. To me, it should read "+2 bonus on saving throws versus channel energy damage and effects"? I'm also assuming this is an "untyped" bonus, and not a "resistance" bonus?

Nope, this is a reference to the universal monster rule for Channel Resistance that many undead have.

PRD wrote:
Channel Resistance (Ex) A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

Silver Crusade

5 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

SAVAGE BARBARIAN

Naked Courage (Ex): At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.

----

Since Trap Sense goes up every three levels, shouldn't Naked Courage (which replaces it) go up every three as well ? Without that, the Savage Barbarian feels a bit naked (cheap pun intended).


1 person marked this as FAQ candidate.

Ommission Error

Page 44

Table 2-5: Oracle

Level 20 does not show the oracle's "Mystery Spell".

On page 43, under the "Mystery" heading, it indicates that: "At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery."

So, either the "Mystery Spell" text has been accidentally omitted from the table, or the Mystery description should reference that level 20 is not included in the advancement.


3 people marked this as FAQ candidate.
IkeDoe wrote:

APG "Gloves of Dueling" (Wondrous item).

The item gives bonuses to CMD against disarm and that kind of stuff plus:
[...]If the wearer has the weapon training class
feature and is using an appropriate weapon, his weapon training
bonus increases by +2.

Only 15000 gp for another stacking +2 bonus to damage and attack, Combat Maneuvers and CMD vs disarm/sunder, did Fighters need so much love? really?
I suspect that it may be just another +2 to CMD against disarm and sunder, confirmation please.

Two new questions, not related to Power Creeping:

#1: Many APG Fighter Variants replace all weapon training levels for a new special ability. Do they still get the +2 to attack/damage/etc.? (I guess not, since you haven't chosen a weapon group)

#2: Does the item allow a high level fighter (17th+) to have more than +4 bonus on a weapon group? (would raise to max. +6)


Extra bonus nitpick!

The Vest of the Cockroach says "This padded and slightly bulky vest, made from dyed, red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever lying prone." Shouldn't that be supine instead of prone? Cockroaches spend most of their life prone, to the best of my knowledge.

;-)


hogarth wrote:

Extra bonus nitpick!

The Vest of the Cockroach says "This padded and slightly bulky vest, made from dyed, red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever lying prone." Shouldn't that be supine instead of prone? Cockroaches spend most of their life prone, to the best of my knowledge.

;-)

I believe this is not a reference to it being prone as per the "adjective" prone, but rather the PFRPG "condition" prone.


Omission Error?

RE: Oracle final revelations (Flames, Stone, Waves and Wind).

The Flame final revelation indicates:

Final Revelation: Upon reaching 20th level, you become a master of fire. You can apply any one of the following feats to any fire spell you cast without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You do not need to possess these feats to use this ability.

The bolded sentence is missing from the final revelations for Stone, Waves and Wind.

Since the rest of the text is identical on each of these final revelations, it appears to me that this is inconsistent and likely was intended to read the same way for all 4 of these class abilities.

Perhaps this was an intentional sole inclusion since Flame only affects 1 spell descriptor (fire) where-as the others affect 2 (earth/acid), (cold/water) and (air/electricity)?

Paizo: can you please confirm if this was intentional or not (and if not, then whether the sentence should be removed from Flame, or added to Stone, Waves and Wind).

Thank you.


Dear Paizo,

Please consider the following errata change to the Barbarian "Mounted Fury" archetype in the Advanced Players Guide:

Bestial Mount (Ex): At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a Horse but can also select a Big Cat or a Wolf if she is at least 11th level. A Small barbarian can select a Big Cat, Pony, or Wolf but can also select a Dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.

Grand Lodge

Berselius wrote:

Dear Paizo,

Please consider the following errata change to the Barbarian "Mounted Fury" archetype in the Advanced Players Guide:

Bestial Mount (Ex): At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a Horse but can also select a Big Cat or a Wolf if she is at least 11th level. A Small barbarian can select a Big Cat, Pony, or Wolf but can also select a Dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.

The cavalier has a similarly strange error in his Mount special ability description. It claims small cavaliers of 4th level or higher can select a boar or DOG instead of a pony or WOLF that they normally get.

Dark Archive

In Bard 3rd level spell list, p. 192, it has Thunderous Drums but spells description exists for Thundering Drums p. 249.
One is incorrect.

Dark Archive

1 person marked this as FAQ candidate.

Paladin: The sacred servant archetype (page 117) gets a domain. Does the sacred servant get all of the benefits of that domain, such as granted powers?
Yes.

Unless the text specifically says otherwise, when a character gains a cleric domain, they gain all benefits associated with that domain: granted powers, access to domain spells, and a domain spell slot at each spell level they can cast.

I know this errata is already up but it is unclear if the powers are based of charisma ( the base attribute for the paladin spells) or wisdom ( the base attribute for the wisdom spells) I would guess charisma but this isn't stated yet from Paizo

Grand Lodge

Strife2002 wrote:
Berselius wrote:

Dear Paizo,

Please consider the following errata change to the Barbarian "Mounted Fury" archetype in the Advanced Players Guide:

Bestial Mount (Ex): At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a Horse but can also select a Big Cat or a Wolf if she is at least 11th level. A Small barbarian can select a Big Cat, Pony, or Wolf but can also select a Dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.

The cavalier has a similarly strange error in his Mount special ability description. It claims small cavaliers of 4th level or higher can select a boar or DOG instead of a pony or WOLF that they normally get.

One more time!

Page 50: Same thing for the Oracle's Nature mystery ability Bonded Mount. States that a small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. Not sure how a dog is an upgrade from a wolf.

Grand Lodge

Strife2002 wrote:

One more time!

Page 50: Same thing for the Oracle's Nature mystery ability Bonded Mount. States that a small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. Not sure how a dog is an upgrade from a wolf.

And Another!

Page 125: Horse Lord Archetype of the Ranger. Ability Mounted Bond states a small ranger can select a pony or wolf, but can also select a boar or dog if he is at least 7th level.

Grand Lodge

Berselius wrote:

Dear Paizo,

Please consider the following errata change to the Barbarian "Mounted Fury" archetype in the Advanced Players Guide:

Bestial Mount (Ex): At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid’s animal companion, using the barbarian’s level –4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a Horse but can also select a Big Cat or a Wolf if she is at least 11th level. A Small barbarian can select a Big Cat, Pony, or Wolf but can also select a Dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge.

I just realized your bolded text was a change you made. I just saw the section you were talking about and chimed in knowing there was something fishy.

While I agree that the text in these text blocks regarding these mounts should be changed, I'm not sure I agree with your changes. You still have small riders inexplicably getting a Dog at later levels like it's an upgrade over the initial choices you've mentioned, not to mention Medium and Small riders getting some huge upgrades in the form of Big Cats as mounts. I think a better change to these would be something as simple as reversing wolf and dog:

"A small [class] can select a pony or dog but can also select a boar or wolf if [gender specific pronoun] is at least [appropriate level]."

Grand Lodge

Ice Titan wrote:
Oracle, pg. 49 wrote:

Lore

Deities: Abadar, Irori, Nethys.
Class Skills: An oracle with the lore mystery adds
Appraise, Spellcraft, and all Knowledge skills to her list
of class skills.

Oracles *already* have spellcraft as a class skill.

I feel an appropriate fix to this would be to either delete it (with access to 7 additional Knowledge skills AND Appraise, that may be enough) or give them Linguistics instead. Linguistics makes sense based on the flavor of the mystery's bonus spells (notably tongues), automatic writing revelation, and whirlwind lesson revelation.

Grand Lodge

hogarth wrote:

The Brutal Pugilist's Improved Savage Grapple ability says: "She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature."

But in the Core Rulebook, there is no size limit specified on which creatures a character can grapple (unlike in 3.5, where grappling was limited to creatures one size larger than the character).

Presumably, this is an error in either the Advanced Player's Guide or the Core Rulebook.

I noticed on this post it says that this has been "Answered in the errata". Maybe I'm missing it but I can't see where in the errata it was addressed, either in the APG or the Core Rulebook.

Grand Lodge

Wicked K Games wrote:


The spells Fire of Entanglement and Fire of Judgment do not have the [Fire] descriptor type, while Fire of Vengeance does. They're varying smiting fire paladin spells... shouldn't it apply to all of em?

It seems that Fire of Vengeance is the only one that actually deals fire damage. Fire of Entanglement produces bindings of nondamaging fire, which are probably more for flavor and visual impressiveness. Fire of Judgment damages but it appears to be "fire" in name only, producing damaging positive energy.

Grand Lodge

anthony Valente wrote:

The "Come and Get Me" rage power on p.74 states:

Quote:
Come and Get Me (Ex): … but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.

Does this mean that only a Barbarian with Combat Reflexes can take full advantage of this power?

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

Strife2002 wrote:
anthony Valente wrote:

The "Come and Get Me" rage power on p.74 states:

Quote:
Come and Get Me (Ex): … but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Does this mean that only a Barbarian with Combat Reflexes can take full advantage of this power?

Off the top of my head, yes, but there could be other ways to get additional AoO out there, whether from traits, magic items, archetype abilities, etc.

Grand Lodge

2 people marked this as FAQ candidate.

Divine Subdomain - Pg. 90

This was touched on earlier but I have a few questions and points to bring up. For the Divine Vessel granted power, it states that "whenever you are the target of a divine spell..."

1) Does this include area-of-affect spells that you are within?

"...you can as a swift action, grant each ally within 15 feet of you a divine boon."

2) Swift action? Shouldn't that be immediate action? If not, does that mean this was intended to only function when casting a divine spell on yourself, and not one that is cast on you from an ally or other source?

3) Also, not all divine spells are good. Does this mean that if an antipaladin were to inflict light wounds all up on me, I could then use my Divine Vessel granted power (assuming it's used as an immediate action and not a swift action)?


Strife2002 wrote:

Divine Subdomain - Pg. 90

This was touched on earlier but I have a few questions and points to bring up. For the Divine Vessel granted power, it states that "whenever you are the target of a divine spell..."

1) Does this include area-of-affect spells that you are within?

"...you can as a swift action, grant each ally within 15 feet of you a divine boon."

2) Swift action? Shouldn't that be immediate action? If not, does that mean this was intended to only function when casting a divine spell on yourself, and not one that is cast on you from an ally or other source?

3) Also, not all divine spells are good. Does this mean that if an antipaladin were to inflict light wounds all up on me, I could then use my Divine Vessel granted power (assuming it's used as an immediate action and not a swift action)?

I marked it for the FAQ because the "Whenever you are the target of a

divine spell" wording is horrible and difficult to understand (it is hard to define what "to target" means), and overcomplicated if only works in your round. Furthermore restricting the spell to non-Area spells is odd and seems unnecessary.

Now the answers:

If it's a swift action it only works for spells you cast in your round.
I don't think it was intended to be an inmediate action given the abilities it replaces, odds of being within 15' of your allies out of your turn when someone else cast a divine spell? low, do inmediate actions slow the game? yes

Area or Effect spells usually don't target creatures (they just affect/damage them), spells with a Target line do target creatures/objects(pag 213 and 214 of Corerulebook).
That's because the target of an area/effect spell is the square where the effect (i.e. fireball) is created.
Note that Darkness is a Target spell because you target an object, and then an area of darkness emanates from the object.
Bless should be considered targetting too, as it doesn't create and area but works over the chosen creatures. However I say that because I read a 3.5 article about what targetting was, it isn't clearly defined in the book.

Divine often means "emanating from a deity" in D&D, instead of good or holy. The subdomain is just related to divine spells and has nothing to do with alignments.

Grand Lodge

IkeDoe wrote:

Divine often means "emanating from a deity" in D&D, instead of good or holy. The subdomain is just related to divine spells and has nothing to do with alignments.

Oh I wasn't even thinking about alignments. Mainly if it works with "malicious" divine spells as well as "beneficial" divine spells. I should have chosen my words better and rethought using the word "good" in my last post.

Grand Lodge

Anburaid wrote:


Also as discussed in another thread, there doesn't seem to be a reason for the monk to spend a ki point to kick up his bonus to +4 as he can already get a total +6 by spending a ki on a +4 dodge bonus. I am not sure if that is intentional. If there is a situation where a shield bonus is preferable to a dodge bonus, I don't know what it is.

I suppose if you found yourself in a situation where you were denied your Dexterity bonus, a +4 shield bonus would be a lot more useful than a +4 dodge bonus.

Grand Lodge

Strife2002 wrote:


"A small [class] can select a pony or dog but can also select a boar or wolf if [gender specific pronoun] is at least [appropriate level]."

Just occurred to me, I'm assuming that in all of these instances when it says dog, it's actually referring to specifically the riding dog, yes?


Quote:

I just realized your bolded text was a change you made. I just saw the section you were talking about and chimed in knowing there was something fishy.

While I agree that the text in these text blocks regarding these mounts should be changed, I'm not sure I agree with your changes. You still have small riders inexplicably getting a Dog at later levels like it's an upgrade over the initial choices you've mentioned, not to mention Medium and Small riders getting some huge upgrades in the form of Big Cats as mounts. I think a better change to these would be something as simple as reversing wolf and dog:

"A small [class] can select a pony or dog but can also select a boar or wolf if [gender specific pronoun] is at least [appropriate level]."

I disagree. Not every Mounted Fury archetype wants to be stuck with either a Horse or a Camel just because their medium sized. My GF in particular wanted a Wolf so I made changes to the archetype.


Quote:
Just occurred to me, I'm assuming that in all of these instances when it says dog, it's actually referring to specifically the riding dog, yes?

I meant a dog animal companion (found in the Core rules).

Grand Lodge

Berselius wrote:
Quote:
Just occurred to me, I'm assuming that in all of these instances when it says dog, it's actually referring to specifically the riding dog, yes?
I meant a dog animal companion (found in the Core rules).

I mainly meant that question to Paizo. I was wondering if when they put dog they meant riding dog.

Grand Lodge

Hopefully this will be the last time I bring up this nonsense.

I feel silly but I just realized the reason why boar and dog are used as 4th level options is not because they're "upgrades" but that that's when their sizes increase to a size a small character could ride, based on the animal companion rules (I completely forgot that the mount ability is based on the animal companion stats). That being said, a small character that chooses a wolf at 1st level, does that mean that by the time 7th level rolls around, it goes to Large size, and if that's true, can he still ride it?

Grand Lodge

Berselius wrote:
Quote:

I just realized your bolded text was a change you made. I just saw the section you were talking about and chimed in knowing there was something fishy.

While I agree that the text in these text blocks regarding these mounts should be changed, I'm not sure I agree with your changes. You still have small riders inexplicably getting a Dog at later levels like it's an upgrade over the initial choices you've mentioned, not to mention Medium and Small riders getting some huge upgrades in the form of Big Cats as mounts. I think a better change to these would be something as simple as reversing wolf and dog:

"A small [class] can select a pony or dog but can also select a boar or wolf if [gender specific pronoun] is at least [appropriate level]."

I disagree. Not every Mounted Fury archetype wants to be stuck with either a Horse or a Camel just because their medium sized. My GF in particular wanted a Wolf so I made changes to the archetype.

That's all well and good for you and your GM, but that's more of a house rule. Paizo isn't saying that you shouldn't do that either, based on page 33 of the APG, in the Mount description for the Cavalier (which all these other archetypes are based off of), the last sentence says:

"The GM might approve other animals as suitable mounts."

Which yours has surely done.


Quote:

That's all well and good for you and your GM, but that's more of a house rule. Paizo isn't saying that you shouldn't do that either, based on page 33 of the APG, in the Mount description for the Cavalier (which all these other archetypes are based off of), the last sentence says:

"The GM might approve other animals as suitable mounts."

Which yours has surely done.

Yes but the main problem is not all GM's ALLOW for house rules. As such, the wording should be edited to allow for other animal companions aside from wolves and camels (which is why I chose Big Cats and Wolves). Personally I think it's a reasonable errata.

Grand Lodge

2 people marked this as FAQ candidate.

Since the Adventurer's Armory errata changed brass knuckles from unarmed weapons to light weapons, are we going to see a similar errata for the APG?

Grand Lodge

Guide archetype (ranger) - pg. 125

The guide archetype for the ranger replaces favored enemy with the ranger's focus ability. With no favored enemy, what exactly happens to the 20th level ability, Master Hunter?

At first I thought it's fine, because Ranger's Focus says it just replaces favored enemy, and is gained at level 1, which made me think the later iterations of favored enemy at 5th, 10th, 15th, and 20th were still intact and the guide would just start getting favored enemies at 5th level. But Ranger's Focus has regular improvements, just not at the same rate favored enemy was at.

So does a guide get ranger's focus, favored enemy (albeit 1 less iteration of it than a normal ranger), and master hunter at 20th as normal?

Grand Lodge

Armor, pg. 180

The agile half-plate weighs 5 lbs. more than regular half-plate. This sounds fishy by itself, but is made more fishy when you see that agile breastplate weighs 5 lbs. less than regular breastplate.

Grand Lodge

Quandary wrote:

In light of the latest FAQ on 2WF, the Shielded Fighter Archetype should really be Errata´d:

Quote:
Shield Fighter (Ex): At 5th level, a shielded fighter gains a +1 bonus on attack and damage rolls when making a shield bash. These bonuses increase by +1 every four levels beyond 5th. With a full attack action, a shielded fighter may alternate between using his weapon or his shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces weapon training 1.

The bolded section is totally superfluous since this is how it apparently works for everybody.

I beleive that you´ve already stated that you plan a similar Errata to the Pole-Arm Fighter Archetype whose Sweeping Fend Ability is partially superfluous in light of how Trip works for everybody (the Bullrush aspect is still a useful addition).

This was from the Ultimate Combat errata thread, but since shielded fighter is found in APG, I thought I'd stick it in here as well.


Offensive Defense: Errata in the Errata

I repost it for future reference.

Long story short: APG's Offensive Defense was worthless, as Zurai points out in the following post(that is "answered in the errata").
However the new text for Offensive Defense makes talents like Befuddling Strike worthless.
Furthermore the errata pdf and the corrected pdf don't match (does the AC bonus apply against every enemy or just the enemy you hit?).
Finally, there are doubts about whether a temporal bonus gained from the same Extraordinary effect stacks with itself or not (if the bonus is type unnamed or Dodge)

Zurai, about the original text wrote:

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.

----

Threads discussing the issue:
Link1
An interesting post in Link1
Link2

----

Now the long story:

This is the original pdf text for APG's Offensive Defense:
-When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 circumstance bonus to AC against that creature for 1 round.

This is the errata (from errata pdf):
-Page 131—In the Rogue Talents section, in the Offensive Defense rogue talent, change “+1 circumstance bonus to AC” to “+1 dodge bonus to AC for each sneak attack die rolled.”
(note also that dots are placed wrong in the errata pdf for many corrections)

So, if you apply the errata the text should be:
--When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a 1 dodge bonus to AC for each sneak attack die rolled. against that creature for 1 round.

However the updated pdf and the online SRD read:
--When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round
(don't know about the hardcover version)

So what's correct, the updated pdf or the original version + errata?

Furthermore, if you hit many times in a round using sneak attack, do the AC bonus stack with themselves? (Dodge bonus, same source, no spell, etc..)

Also note that, as written in the SRD, Offensive Defense isn't very spectacular at low level, but it quickly becomes quite better than Beffudling Strike (and even Crippling Strike) at mid level.

Grand Lodge

IkeDoe wrote:

Offensive Defense: Errata in the Errata

I repost it for future reference.

...

Yeah...

There seems to be a few things that were changed in later printings but never made it into the errata documents. The two that come to mind:

- The clarifications to the Giant Form spells in the Core Rulebook.

- The uniformity of the two parts of the core rulebook that mention whether spell-like abilities can be used to counterspell (one page says they can, another page says they can't).

But you're right, in this case we don't know which one is the correct one. Latest printings can't even be used as a rule of thumb as to what is considered right, seeing as how latest printings, as i understand it, still haven't updated Intimidate to say that the shaken condition doesn't stack with other shaken conditions to make an affected creature frightened, even though it's been in the errata forever.


I thought I should add this one to this thread:

PAGE 94, PARAGRAPH 6

Original wrote:
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The Ocean subdomain power Surge 1) does not list a range, 2) does not specify where it can be used (land, water, midair, etc.) or 3 size or creature that can be Bullrushed. Checking the other threads on this board I found the following a consensus for range:

1) Range should be 30 feet, similar to the Icicle power it replaces and the wind domain Wind Blast power.
2) Not sure if this should work like the Slipstream and Tsunam (only on ground/water) or Hydraulic Push (anywhere). Since Slipstream and Tsunami are Ocean subdomain spells I tend to think the former.
3) Assuming it is a medium wave it can Bullrush a large creature.

Modified wrote:
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single large or smaller creature within 30 feet along the ground/water. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Lord Alarik The Fool wrote:

I thought I should add this one to this thread:

PAGE 94, PARAGRAPH 6

Original wrote:
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The Ocean subdomain power Surge 1) does not list a range, 2) does not specify where it can be used (land, water, midair, etc.) or 3 size or creature that can be Bullrushed. Checking the other threads on this board I found the following a consensus for range:

1) Range should be 30 feet, similar to the Icicle power it replaces and the wind domain Wind Blast power.
2) Not sure if this should work like the Slipstream and Tsunam (only on ground/water) or Hydraulic Push (anywhere). Since Slipstream and Tsunami are Ocean subdomain spells I tend to think the former.
3) Assuming it is a medium wave it can Bullrush a large creature.

There is no reason to make it work like the icicle power, which is spell-like (i.e. it provockes AO, Su powers don't), requires a touch attack and basically does something different, the point of replacing powers is to have powers that work in different ways. It has nothing to do with any spell either.

The power already says "you may pull or push the creature as if as if using the bull rush or drag combat maneuver", which already answers most of the questions about this power.

However I agree that it should clarify the range.

I haven't noticed any kind of consensus about this issue in the boards, but I link this thread with a few questions about this power that were tagged for FAQ.

Grand Lodge

Page 205 - Bestow Grace spell

The saving throw line for this spells says "Will (harmless)," neglecting to mention to what extent a Will save succeeds (partial, negates, etc.)

It's likely supposed to be "Will negates (harmless)"

Grand Lodge

205 - Blaze of Glory spell

Spell fails to mention a Range. Given the Area entry, it should say "Range Personal"


Strife2002 wrote:

Page 205 - Bestow Grace spell

The saving throw line for this spells says "Will (harmless)," neglecting to mention to what extent a Will save succeeds (partial, negates, etc.)

It's likely supposed to be "Will negates (harmless)"

Magic wrote:
(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Grand Lodge

Buri wrote:
Strife2002 wrote:

Page 205 - Bestow Grace spell

The saving throw line for this spells says "Will (harmless)," neglecting to mention to what extent a Will save succeeds (partial, negates, etc.)

It's likely supposed to be "Will negates (harmless)"

Magic wrote:
(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Right, I know what harmless means, what I'm saying is all spells even if harmless mention the word negates or partial or something else.

Grand Lodge

Page 210 - Campfire wall spell

Minor typo:

3rd sentence of description says:
"The barrier bocks line of sight..."

Should be:
"The barrier blocks line of sight..."

Grand Lodge

Page 212 - Contagious Flame spell

Spell mentions "Target three or more rays"

but it should say "Effect three or more rays"

Grand Lodge

Page 252 - Twin Form extract

Unless I'm missing it, this spell doesn't mention if whether or not when the alchemist uses this extract, does his spell list also essentially double and go to the duplicate body. For example, if an alchemist used this extract, and he still had 2 1st-level extracts, 1 3rd-level extract, and 1 4th-level extract remaining, would his double also have these remaining extracts and would their uses be completely independent and unique from the alchemist's main body?

All it says is your equipment is linked between your two selves, and if an item on one is consumed or destroyed, its duplicate is used up or destroyed as well. Are extracts items?


1 person marked this as FAQ candidate.

Concerning hexes that state that another creature can't be targetted again without 24 hours/1 day by that hex, does is "this hex" determined on an individual basis (meaning multiple Witches can only use it once per day on a particular creature) or a hex basis (meaning only a singular Witch can target a creature with the hex once per day regardless of the number of Witches that creature encounters in a day)?

Examples:

Quote:

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


1 person marked this as FAQ candidate.

2 issues with Archivist:

Naturalist gives a bonus to saves vs Exceptional abilities. Those don't exist. Extraordinary ones do though.

Their Lore Master, by RAW, does not allow taking 10. The base bard's Lore Master does, and it's strange that the archetype that's supposed to be good at knowledge can't do that. Also fails at the "Make it the same or different" philosophy.


Buri wrote:

Concerning hexes that state that another creature can't be targetted again without 24 hours/1 day by that hex, does is "this hex" determined on an individual basis (meaning multiple Witches can only use it once per day on a particular creature) or a hex basis (meaning only a singular Witch can target a creature with the hex once per day regardless of the number of Witches that creature encounters in a day)?

Examples:

Quote:

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

FAQ resolves this by saying that Witch A's Healing hex and Witch B's Healing hex are distinct, so each witch can heal the same target within the same 24 hour period.

It is a reasonable conclusion to say that the same behavior would dictate that two witches could use slumber on the same target within 24 hours as well.


cattoy wrote:

FAQ resolves this by saying that Witch A's Healing hex and Witch B's Healing hex are distinct, so each witch can heal the same target within the same 24 hour period.

It is a reasonable conclusion to say that the same behavior would dictate that two witches could use slumber on the same target within 24 hours as well.

Indeed it does.

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