Ultimate Combat errata


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JoelF847 wrote:
p. 100 Enfiladating Fire - how can a foe be flanked by only 1 ally? Should this be 2 or more?

I could be wrong, but I assumed that the whole point of this feat IS to flank with a ranged weapon and a qualifying ally. So, if Bob is standing next to GoblinJoe and John is firing at him, John gets to apply the flanking bonus because he is taking advantage of Bob's ability to distract GoblinJoe.

This is a teamwork feat, after-all. So both Bob and John have "worked" this kind of ploy together, etc etc etc.

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

Jack Thorn wrote:
JoelF847 wrote:
p. 100 Enfiladating Fire - how can a foe be flanked by only 1 ally? Should this be 2 or more?

I could be wrong, but I assumed that the whole point of this feat IS to flank with a ranged weapon and a qualifying ally. So, if Bob is standing next to GoblinJoe and John is firing at him, John gets to apply the flanking bonus because he is taking advantage of Bob's ability to distract GoblinJoe.

This is a teamwork feat, after-all. So both Bob and John have "worked" this kind of ploy together, etc etc etc.

I thought that's the intent also, but the feat doesn't actually say you CAN flank with a ranged weapon, which you normally cannot do.


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Caedwyr wrote:
The following Magus Arcana are mentioned in the Kensai archetype, but do not appear in UM or UC: deadly follow-up, precise prowess.

For the Myrmidarch archetype, the following arcana are mentioned but do not appear in UM or UC: lucky strike, precise prowess, stolen skill.


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The Skirnir archetype lists Pool Strike, Thundering as a magus arcana that would complement the archetype. The correct spelling for the referenced magus arcana is "Pool Strike, Thunderous".


The monk archetype, the Martial Artist has the following ability:

Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.

No weapons exist with a "monk special quality". The ability may be referring to either the monk weapon group or the "ki focus" weapon special ability. It is not clear which ability is meant.


The monk Martial Artist archetype has an ability

Physical Resistance (Ex): At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

The "tongue of sun and moon" should be "tongue of the sun and moon" instead.


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Caedwyr wrote:

The monk archetype, the Martial Artist has the following ability:

Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.

No weapons exist with a "monk special quality". The ability may be referring to either the monk weapon group or the "ki focus" weapon special ability. It is not clear which ability is meant.

I think it is pretty clear that "monk" weapons are meant, i.e. weapons that have the "monk special quality" (similar to how weapons can have "reach", "trip", "brace" special qualities).


LoreKeeper wrote:
Caedwyr wrote:

The monk archetype, the Martial Artist has the following ability:

Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.

No weapons exist with a "monk special quality". The ability may be referring to either the monk weapon group or the "ki focus" weapon special ability. It is not clear which ability is meant.

I think it is pretty clear that "monk" weapons are meant, i.e. weapons that have the "monk special quality" (similar to how weapons can have "reach", "trip", "brace" special qualities).

Ah, that makes sense. Thanks for the clarification.


No trouble. :)


Caedwyr wrote:

The monk Martial Artist archetype has an ability

Physical Resistance (Ex): At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

The "tongue of sun and moon" should be "tongue of the sun and moon" instead.

The monk archetype Sohei also has this problem with the Weapon Training (Ex) class feature.


The Sohei both modifies and replaces the Unarmed Strike class feature at level 4. This type of double dipping is normally not done. Was this intended (abilities which do this are Unarmed Strike and Monastic Mount).


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The Tetori archetype refers to a feat called Choke Hold. There is no feat by this name, and the feat probably refers to the Chokehold feat from Ultimate Combat.


Caedwyr wrote:
Caedwyr wrote:

The monk Martial Artist archetype has an ability

Physical Resistance (Ex): At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum reduction of 5 at 19th level). This ability replaces wholeness of body, timeless body, and tongue of sun and moon.

The "tongue of sun and moon" should be "tongue of the sun and moon" instead.

The monk archetype Sohei also has this problem with the Weapon Training (Ex) class feature.

The monk archetype Tetori also has this problem with Inescapable Grasp (Su).


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The Sacred Shield paladin archetype has a divine bond ability with the following text:

Quote:
...These bonuses can be added to the shield, stacking with existing enhancement bonuses to a maximum of +5, or they can be used to add any of the following armor special abilities: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any)...Adding these armor special abilities consumes an amount of bonus equal to the property’s cost...

The bolded text should probably read "shield special abilities".


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The Prone Shooter feat doesn't actually have any effect.

Its effect is to allow crossbows and firearms to be fired without penalty while prone, but there is no penalty on firing ranged weapons while prone.


Congrats, Paizo, not using this book till the errata is out. Clearly this book is splitting the book's seams with errors!


The Ranger Battle Scout Archetype frequently uses the word "favorite" when the correct word is "favored". This is typically in reference to the ranger's favored enemies or favored terrains.

Grand Lodge

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Does the Conjuration school teleportation special ability allow the user to qualify for the Dimensional feats?


The archaeologist doesn't get any bardic performance abilities, and the dervish dancer modifies them severely. However, the dervish dancer replaces the bard's capstone, while the archaeologist does not seem to have any capstone ability. Intentional?


The Ranger archetype "Trophy Hunter" has the following text as part of the Firearm Style class feature:

Quote:
This ability replaces combat feat style.

It is not clear if this is supposed to replace all combat style feats , a specific combat style feat (level 2 or level 6 or other), or any combat style feat.

Also, as shown above, it should say "combat style feat" not "combat feat style".


The Warden Ranger archetype has a class feature

Quote:
Wilderness Whispers (Su): At 20th level, a warden cannot be surprised and always acts as if he had rolled a natural 20 on any initiative check while within any of his favored terrains. This ability replaces the ranger’s fifth favorite enemy.

The text of the last sentence should say

Quote:
This ability replaces the ranger’s fifth favored enemy.

(no ranger class feature called favorite enemy)


Caedwyr wrote:

The Ranger archetype "Trophy Hunter" has the following text as part of the Firearm Style class feature:

Quote:
This ability replaces combat style feat.

It is not clear if this is supposed to replace all combat style feats , a specific combat style feat (level 2 or level 6 or other), or any combat style feat.

The Wild Stalker Ranger archetype has the same issue with the Uncanny Dodge ability.


The Wild Stalker Ranger double dips on replacing the "second, third, fourth, and fifth favored enemy abilities."

Both the Wild Talents and Rage Powers class features replace the vanilla ranger class features listed above.


Any news about ETA?

Dark Archive

alarich wrote:
Any news about ETA?

errata is put out when next printing is about to be released.

next printing is released when current printing copies are "low"
they don't tell people when current printing copies are "low" or no one would buy the current printing as they would hold out for new printing

them's the rules

The Exchange Contributor, RPG Superstar 2010 Top 16

Paizo started putting most of the important rules related errata in the FAQs (upper right hand corner of the page). It's not officially 'errata', but it gives you an idea of whats coming down the pipe.

The Exchange Contributor, RPG Superstar 2008 Top 6

Tim4488 wrote:
The archaeologist doesn't get any bardic performance abilities, and the dervish dancer modifies them severely. However, the dervish dancer replaces the bard's capstone, while the archaeologist does not seem to have any capstone ability. Intentional?

Intentional, but based on some confusion on my part. When I wrote it, I thought that rogues just got an advanced talent at 20th, rather than an advanced talent and a capstone.

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

p 171 - propulsion types. This is more an erratum of omission, but I thought that gravity should be listed. There might not be a lot of vehicles that use it, but I can certainly see using the vehicle rules for a toboggan or sled race down a mountainside (similar to the Chase on Charred Ground encounter that Christine Schneider submitted in RPG Superstar 2008.)

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

1 person marked this as FAQ candidate.

p. 194 Critical Called Shots - does a critical on a called shot multiply damage like on a regular critical hit? I think it does, but it's not clearly stated in this section. Instead it simply says that they do bleed, ability damage, etc. and each body location lists the specific effects. That suggests that the special effects are instead of the multiplied damage from a critical hit, rather than in addition to the multiplied damage.

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

p. 200 - 205 Piecemeal armor section - I know there've been some posts about this sub-system and how things don't quite gel together (such as the O-yori piecemeal granting better AC than a standard suit, etc.) I think that there's room to revise the whole section for various issues, but one I found and haven't seen mentioned is that you can use the system to create peicemeal suits that grant the same stats as a full suit, but that cost less and weigh less.

Example:

Plate torso AC +6 Max Dex +3 Armor Check -4 ASF 35% Weight 30 lbs 200gp
Hide legs AC +1 Max Dex +4 Armor Check -2 ASF 10% Weight 7 lbs 3 gp
Scale arms AC +1 Max Dex +3 Armor Check -2 ASF 25% Weight 5 lbs 10 gp
Full Suit AC +1 ASF 5%
Total AC +9 Max Dex +3 Armor Check -4 ASF 40% Weight 42 lbs 213gp

Standard Plate AC +9 Max Dex +1 Armor Check -6 ASF 35% Weight 50 lbs 1500gp

If you combine in this way, you get the same AC, better max dex, better armor check penalty, a slightly worse arcane spell failure (but most heavy armor wearers could care less) and you save 8 lbs and 1287 gp.

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

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p. 206-207 regaining wounds points and vigor points - in the rest subsection, how does the heal skill long term care application affect recovery?

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

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p. 207 spells or effects with hit point triggers - this addresses spells that interact with 0 hit points, but what about spells like power word spells that affect creatures with under a certain threshold of hit points? I would think you'd add the wounds and vigor points, but it should be stated how to handle this.

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

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p 207 wounds and vigor points - how does fast healing and regeneration special abilities interact with this system?

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

p. 210 Spells - the first paragraph of this section mentions that all new spells are in this chapter, except for spells that interact with the wound point and vigor point system, which are listed in chapter 5 with the system itself. However, that section does not have any new spells.

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

p. 210 Communal Spells - can this group of spells be made into potions? If so, would each recipient need to drink a portion (similar to how old 1E and 2E potions of extra healing could be split into multiple doses)?

As a follow up question about these spells, I'm wondering if there's a reason they were created as separate spells rather than as a meta magic feat that increased the spell level by +1.

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

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p. 227 Debilitating Portent - in the section mentioning that the will save is based on Wisdom for clerics or Charisma for oracles, it should also list Intelligence for witches, since it's listed as a witch 4 spell in addition to being a cleric 4 spell.

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

p. 228 Energy Siege Shot - fire section states "creatures or wood objects may catch on fire." However, no description is given on how to determine if that occurs. The acid and sonic options provide the detail on how to determine if their extra effects kick in, but not fire. The page refernce of 164 presumably is refering to the alchemical fire shot, which gives a DC 20 reflex saving throw. However, as a spell, would it use a static DC like that or the spell's DC?

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

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p. 230 Find Quarry - does anything block this spell? Other spells like nondetection and mind blank would based on their own descriptions, but what about barriers similar to in the various detect spells or locate object or locate creature being blocked by lead or running water, etc?

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

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p. 230 Frightful Aspect - how does this spell work with casters that aren't medium sized? Does it make them size Large anyway? I can see it working that way perhaps for a Small or smaller sized caster, but what about a caster that's already Large? Do they stay the same size but get the bonuses? What about a larger caster? Do they actually shrink? I would suggest that the text change to indicate that the caster grows to the next size category up.

Also, does equipment change size with the caster, and if so, does weapon damage increase a step, like enlarge person? Does the new size grant other size based qualities, such as reach, size bonuses/penalties to CMB, AC, attack rolls, stealth, etc?

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

p. 233 Kinetic Reverberation - is the target protected from the damage of a weapon striking them when this spell is active, or does the spell simply damage the weapon after it damages the target? The description mentions that the spell reflects the momentum and force of melee attacks, which implies that no damage affects the spell target, but it's not explicitly stated one way or the other.

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

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p. 234 Litany of Escape - when the spell teleports the target 10 feet away, who choses the destination, the caster, the target, or is it random? Also, unlike most spells with teleport effects, there's no mention that the spell fails if there is no unoccupied square within 10 feet.

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

p. 236 Lock Gaze - The description mentions "If the target willingly
leaves your line of sight", but as a compusion on the target to look at the caster for the duration of the spell, how would a target ever willingly leave your line of sight? Also, the spell addresses what happens if the target willingly leaves your LOS, and what happens if you willingly leave the target's LOS, but what about when a 3rd party blocks line of sight, such as a person physcially standing in front of the target, or another caster creating an obscuring mist, darkness, etc.

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

p. 238 Named Bullet - is there any difference in the effects of the spell if the caster chooses a specific creature rather than a creature type? Or is the only difference that the specific creature option limits what triggers the effect of the spell? That could be useful if you choose humans, and you want to make sure your ally gunslinger doesn't choose to target you (assuming you're a human), but I was expecting that the spell would somehow be more concentrated against a specific creature rather than a whole type of creature.

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

p. 240 Pup Shape - what if the target of the spell is already Small sized or smaller? Does it still become Small sized and gain the bonuses from the spell? Or if it's a Tiny animal, would it actually grow and gain the benefits of the spell? I would think the best fix for this would be to limit the spell to targeting Medium or larger animals or magical beasts.

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

p. 244 Siege of Trees - when they reload at their normal rate, should it be assumed that they're treated as having a full crew?

Also, as mentioned previously on the thread, what targeting bonus do they use? Caster level? Something else?

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

Phew - that's all I've got after finishing the book cover to cover. I did want to address the "quantity" of errata in the book, which I know some have made an issue of. Despite the overall number of things I and others have found and brought up, a very large percentage of them are minor grammatical errors, or minor rules issues which can easily be ignored, are corner cases, or fixed without much thought. These are still worth mentioning, so that they'll be caught and updated in the next printing, which will also update the PDF file.

To me, that's a feature of Paizo, not a problem. All company's have errata in their books, but with the PDF from Paizo, finding them simply means I'm working towards making my next updated PDF that much cleaner and better. Also, the more that is brought up in these threads, the more Paizo can find and plug the holes in their editing process and work to make future books have fewer issues.

The Exchange Contributor, RPG Superstar 2008 Top 6

JoelF847 wrote:
p. 194 Critical Called Shots - does a critical on a called shot multiply damage like on a regular critical hit? I think it does, but it's not clearly stated in this section. Instead it simply says that they do bleed, ability damage, etc. and each body location lists the specific effects. That suggests that the special effects are instead of the multiplied damage from a critical hit, rather than in addition to the multiplied damage.

All called shot effects are in addition to the normal effects of the attack, so yes, damage is multiplied normally on called shot that's a critical hit, regardless of location.

Sovereign Court RPG Superstar 2011 Top 32

JoelF847 wrote:
p 171 - propulsion types. This is more an erratum of omission, but I thought that gravity should be listed. There might not be a lot of vehicles that use it, but I can certainly see using the vehicle rules for a toboggan or sled race down a mountainside (similar to the Chase on Charred Ground encounter that Christine Schneider submitted in RPG Superstar 2008.)

Hmm. I would probably house rule that to a type of "current" propulsion, as it is basically a unidirectional impetus to go one way, like a current.


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Reposted here, as it seems a better spot than its own thread.

The text of the Spellkiller Inquisition states:

Quote:
When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.

It does not state whether the save is Fort, Reflex, or Will. As far as i can tell, there's no ancillary text which would apply (no standard save type for Inquisition powers, nothing about the effect itself -- it's not labelled a mind-affecting effect, for example, etc.).

I can see a case being made for either Fort or Will -- Reflex would be much harder to justify. I lean towards Fort, myself.

Any official opinion on this?

Grand Lodge

Terori Monk requires an immediate fix
This archetype has holes in it from beginning to end

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