
ssims2 |
Bard Archetype Dervish Dancer:
It sure seems like the Battle Dance ability is supposed to replace Bardic Performance, but the rules don't exactly SAY this. If Bardic Performance remained, it would only have countersong, distraction, fascinate, and inspire competence available, but still...

ssims2 |
5 people marked this as FAQ candidate. |
Cavalier archetype Emissary:
The ability Erratic Charge (17th level) replaces Supreme Charge (20th level), leaving the Emissary without a capstone ability at level 20. Is this intentional, or was the ability supposed to replace Master Tactician at 17th level?

ssims2 |
3 people marked this as FAQ candidate. |
Cavalier archetype Luring Cavalier:
The Versatile Challenge (12th level) ability does not list an ability it replaces. Should it not replace Demanding Challenge (12th level)?

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
1 person marked this as FAQ candidate. |
Scatter Weapon Quality pg 137
Reads: "A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire."
Should read: "A firearm that makes a scatter shot misfires only if the first attack roll made misfires."
Otherwise, you have a nonsensical situation where you can reduce your weapon's misfire chance by attacking more targets.

Ravingdork |
1 person marked this as a favorite. |

Scatter Weapon Quality pg 137
Reads: "A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire."
Should read: "A firearm that makes a scatter shot misfires only if the first attack roll made misfires."
Otherwise, you have a nonsensical situation where you can reduce your weapon's misfire chance by attacking more targets.
Just wanted to point out that, though somewhat nonsensical, this is absolutely deliberate (and known) by the developers. I guess they wanted to make the ability more worthwhile this way.

Nemitri |

Barbarian - Wild Rager Archetype -
Uncontrolled Rage (Ex): A wild rager’s rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian’s level + the barbarian’s Charisma modifier) or become confused.
I have no idea why a Charismatic barbarian would be more likely to be confused. I'd probably go the opposite because we really don't need any more 7 Charisma barbarians. I really have no idea what the developers intended here.
FYI - The 3.5 Frenzied Berserker is back for everyone who hated it.
Yeah i was a bit disgrunted that they brought that pos back, come on paizo, this is a team oriented game, with this archetype you are encouraging friendly fire.

Loren Peterson |

Loren Peterson wrote:I have noticed that the vehicle size seems to be a bit off. The Galley (largest ship listed) is only 20ft wide. Should a ship that long and big only be 20ft wide?you do know that 20ft is quite wide right?
Yes I know 20ft is quite wide, but for a large ship it just felt off somehow.

Fozbek |
Actually, 20 feet is pretty wide for any wooden ship, and galleys are narrow ships. Galleys traditionally have a ratio of breadth to length of 1:5 to 1:10, so 20 feet x 130 feet is in the right range.
For reference, even Nimitz-class aircraft carriers have a breadth:length ratio of 1:4 (actually 4.12...).

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Djinni style reads
... While you are in this style you must use elemental fist to deal electricity damage...
while the rest of the genie/elemental feats read
...while using this style and elemental fist to do [specific energy] damage...
I'm assuming that all of the feats were worded similarly to djinni style in the first draft and were later changed when the possibility of being in more than one style at a time was introduced.

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Battle Dance: seems to differentiate from same ability for Dawnflower Dervish which states it grants double to yourself. Battle Dervish's dance does not state this.
Not an error. The two archetypes were developed independently, and the battle dance abilities wound up being similar by coincidence / parallel design. The dervish dancer has a lot going on with battle dances that make them worth doing without a double bonus.

Stolen seconds |
1 person marked this as FAQ candidate. |

Maybe I'm just reading this wrong, but Boar style allows you to do 2d4 bleed damage if you hit with two unarmed strikes in a round, Boar Shred allows you to do 1d6 bleed damage if you had taken advantage of the 2d4 from before. Bleed damage of the same type (in this case, HP) doesn't stack. You could argue that it gives you a chance to potentially up the bleed damage from your previous roll, but that hardly seems worth a feat. How is this supposed to work? I would assume the 1d6 from Boar Shred is not actual bleed damage, but untyped damage, but that's just a guess.

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2 people marked this as FAQ candidate. |

I don't know if this has been said, but about firearms :
p.138 : Pistol, Dragon is written with a range of "20'" and a critical multiplier of "x4" ; while the description writes 15' cone for scatter effect/10' for bullet range and all other scatter firearms have a x2 multiplier.
Same about blunderbusses. It could be caused by typos, but as written, they don't even compare with the Dragon Pistol in any way and I suspect there could have been a mistake somewhere.

Anburaid |
2 people marked this as FAQ candidate. |

Someone pointed this out in a rogue forum ...
Underhanded rogue talent allows you to deal maximum damage sneak attack damage with a concealed weapon in the surprise round. However, even with quickdraw, taking out a concealed weapon is a move action at the very least, according to Sleight of Hand skill description. This would take the entire surprise round. Is that intended?

lostpike |

lostpike wrote:Battle Dance: seems to differentiate from same ability for Dawnflower Dervish which states it grants double to yourself. Battle Dervish's dance does not state this.Not an error. The two archetypes were developed independently, and the battle dance abilities wound up being similar by coincidence / parallel design. The dervish dancer has a lot going on with battle dances that make them worth doing without a double bonus.
If they are different why name them the same ability? Thats just asking for confusion and trouble.

Fredrik |

Contingent Channeling, p. 93: I cannot find a "true healer class feature" anywhere. My best guess is that it's just the writer's non-judgment-neutral nickname for the "channel positive energy class feature" (cf. Turn Undead, CRB p. 136).
Channeling Scourge: As far as I know, no Inquisitor archetypes give Channel Energy. Unless they can get it from some domain, this feat seems out of place.
I read it as just missing a plural and a comma.
Prerequisites: Inquisitor, channel energy class feature.

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Contingent Channeling, p. 93: I cannot find a "true healer class feature" anywhere. My best guess is that it's just the writer's non-judgment-neutral nickname for the "channel positive energy class feature" (cf. Turn Undead, CRB p. 136).
Cheapy wrote:Channeling Scourge: As far as I know, no Inquisitor archetypes give Channel Energy. Unless they can get it from some domain, this feat seems out of place.I read it as just missing a plural and a comma.
Channeling Scourge maybe should've wrote:Prerequisites: Inquisitor, channel energy class feature.
True Healer is a class feature of the Merciful Healer Cleric archetype.

Ravennus |
5 people marked this as FAQ candidate. 4 people marked this as a favorite. |

(Posted from my other thread)
I believe I might have found a possible errata, or at least something that doesn't make a lot of sense.
Pistol, double-barreled 1d8dmg ×4 20 ft. range 1–2 (5 ft.) misfire
Musket, double-barreled 1d12dmg ×4 10 ft. range 1–3 (5 ft.) misfire
Ok, so simple question... why does the double-barreled pistol keep the same exact range as a normal pistol when the double-barreled musket suddenly loses 30 feet.
This gives it half the range of the pistol (normal or double-barreled).
I thought that the drawback to using a double-barreled weapon was increased misfire chance, which both get.
Plus, they also get -4 to attack if they fire both barrels.
So why the discrepancy?
It doesn't seem to make any logical sense to me that a musket would have less range than a pistol when you added a second barrel.
Typo or is there some actual balance reason for this?
Thanks

Fredrik |

Not an error per say...
Flowing Monk: Redirection & Elusive Target both call for an immediate action, meaning that only one of these can be activated once per round.
So I throw a guy to the ground, but I can't maneuver my body to dodge out of the way of his strike at the same time?This kind of makes Elusive target a waste, because who is going to blow 2 ki points on something he could do better with a 1st level ability...
(Throw him to the ground(-4 attack or -6 if sickened) and/OR push him out of reach(can't even try + sickened)... all this *before* he even hits you)
I think that depends on whether or not you assume that immediate actions are interrupts vs. instants, in MtG-speak. However, the PRB is careful to explicitly say that attacks of opportunity are interrupts (p. 180).
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).
As far as I can tell, it says no such thing about immediate actions.
...<crickets>...
I'd say that in the instant that an attack against you is resolved, you can then either use your next turn's swift action to immediately reposition and/or trip the attacker (eating the damage), or you can use it to spend two ki points to immediately halve, redirect and/or eliminate the damage. Not saying you're wrong, just that's how I see it.

Fredrik |

Fredrik wrote:True Healer is a class feature of the Merciful Healer Cleric archetype.Contingent Channeling, p. 93: I cannot find a "true healer class feature" anywhere. My best guess is that it's just the writer's non-judgment-neutral nickname for the "channel positive energy class feature" (cf. Turn Undead, CRB p. 136).
Cheapy wrote:Channeling Scourge: As far as I know, no Inquisitor archetypes give Channel Energy. Unless they can get it from some domain, this feat seems out of place.I read it as just missing a plural and a comma.
Channeling Scourge maybe should've wrote:Prerequisites: Inquisitor, channel energy class feature.
Grazi, Gorbacz! I spent way too much time looking for that, with flipping through books, web searches on the message board, d20pfsrd and Paizo's prd and everything! I could've sworn that I looked at the cleric archetypes in UC, of course (along with every other resource I have); I guess it just didn't jump out at me.

Ravennus |
1 person marked this as FAQ candidate. |

Another likely Errata....
The Scorpion Whip in UC is almost totally different than the one in two other established Paizo products.
First, let's look at it's writeup in AA and Legacy of Fire:
Whip, Scorpion
One-handed Exotic Melee Weapon
1d4 x2 dmg
This whip has a series of razorsharp blades and fangs inset along its tip.
Description: A scorpion whip deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.
Weapon Feature(s): disarm, reach, trip
Source Adventurer's Armory, Legacy of Fire Player's Guide
Now, it's ALSO in Ultimate Combat as a 'Gladiator' weapon.
Same name and description, except it's listed as a light one-handed melee weapon, gained the 'performance' property but lost the disarm, reach and trip properties.
This has to be a crazy typo, as it has been in two other paizo products with other stats, and passed the recent Adventurer's Armory Errata without being nerfed into uselessness (sadly certain other weapons did not *cough*brass knuckles*cough)

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Another likely Errata....
The Scorpion Whip in UC is almost totally different than the one in two other established Paizo products.
First, let's look at it's writeup in AA and Legacy of Fire:Whip, Scorpion
One-handed Exotic Melee Weapon
1d4 x2 dmgThis whip has a series of razorsharp blades and fangs inset along its tip.
Description: A scorpion whip deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip.
Weapon Feature(s): disarm, reach, trip
Source Adventurer's Armory, Legacy of Fire Player's Guide
Now, it's ALSO in Ultimate Combat as a 'Gladiator' weapon.
Same name and description, except it's listed as a light one-handed melee weapon, gained the 'performance' property but lost the disarm, reach and trip properties.This has to be a crazy typo, as it has been in two other paizo products with other stats, and passed the recent Adventurer's Armory Errata without being nerfed into uselessness (sadly certain other weapons did not *cough*brass knuckles*cough)
Just take my advice and act like Adventurer's Armory never happened. Saves a lot of headache ;)

leo1925 |

Ok since nobody has mentioned this i will.
p.12, Lightning Reload deed, second sentance.
At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Why is this (second) sentance needed?
According to p. 140 an alchemical cartidge reduces reloading time by one step. That means that if you have the rapid reload feat and use an alchemical cartidge you can reload a firearm (that you have taken rapid reload for), that normally requires a standard action to reload, as a free action.
Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable.
Edit: Nevermind i read something wrong, specifically the OR part and focused on the BOTH part.
Anyway another question for that deed, does the "free action each round" means that this free action can be used only once per round (much like 5 foot step)?

Blackvial |

Trophy Hunter pg 67
They do not gain Exotic Weapon Proficiency(Firearms) nor do they gain a firearm until they can buy one or take the Gunsmithing feat and make one unlike all the other gun using archetypes, was that intentional?
I guess I am the only one that sees this as a problem?

leo1925 |

Blackvial wrote:I guess I am the only one that sees this as a problem?Trophy Hunter pg 67
They do not gain Exotic Weapon Proficiency(Firearms) nor do they gain a firearm until they can buy one or take the Gunsmithing feat and make one unlike all the other gun using archetypes, was that intentional?
No i also see this as a problem, but i really think that it's an oversight.

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p. 16 ninja trick Assassinate - is it intentional that this works better than the assassin prestige class death attack, in that the ninja version only needs 1 round of study instead of 3?
Also, should it indicate that it's a death effect, so that it wouldn't work on things like elementals and undead?

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p. 42 Bat Shaman archetype, Totemic Transformation, is the speak with animals ability of this power intended to work for mammals only? The other shaman archetypes only have it work on more specific groups (primates, boars, etc). I would have expected the bat shaman to only be able to talk to bats with it similar to the others.

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p. 52 Iconoclast archetype, negating critical power - is this actually intended to force a target to make 1 save per magic item it carries? I would imagine that the # of items would increase the DC instead, but as written, it's 1 save per item, and if any of those saves fails, then all minor magic items cease to function for 1d4 rounds.
As a follow up, what if the target has many magic items, but none are minor - nothing? If so, then as a 14th level power, that seems on the weak side, since by that point in your career, most foes will have mostly medium or better items.

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p. 52 Spellbreaker archetype, Strong Willed - the text indicates that this helps against magic that attempts to "control, compel, or persuade", but the bonus actually applies to any mind-affecting effect. Should it instead apply to charms and compusions? Otherwise it gives a bonus against things like detect thoughts, which neither controls, compels, or persuades.

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p. 59 Martial Artist archetype, Pain Points - the text indiactes that "advanced knowledge of humanoid anatomy" gives the bonus, but nothing in the description of the bonus limits it to humanoids, much less limits it from working on creatures like constructs or undead, which should not be affected by pain points. Should it only work on humanoids?

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p. 59 Martial Artist archetype, Exploit Weakness - is there a limit to how many times a day this can be used, or as a swift action, can it be used every round, as long as no other swift aftion is used?
Also, it seems odd to me that an Extraordinary ability like this allows the user to overcome Supernatural DR, such as alignment based or silver. It seems fine to work against adamantine or untyped DR though.

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1 person marked this as FAQ candidate. |

p. 60 Sohei archetype, Ki Weapon - does the enhancement bonus granted stack with existing enhancement bonuses that the weapon already has? If so, can this exceed the standard limit of +5 enhancement bonus on a weapon?
Most (if not all) other abilities that lets a PC add an enhancement bonus to a weapon indicate that they do stack, but cannot increase the bonus beyond +5, though they allow adding special abilities to weapons so you don't waste bonuses that would take you above +5. I would think ki focus special weapon ability in particular would be a good one to allow ki weapon to add.

Golden Troll |
2 people marked this as FAQ candidate. |
Monkey Style feat (pg. 110) unfer the noraml section claims that standing from prone is a standard action - come on Paizo, this has ALWAYS been a move action.
Magus Archetype Kensai (pg.56) suggested Magus Arcana include "deadly follow-up" and "precise prowess" only problem is those new Arcana aren't in the book.

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Contingent Channeling, p. 93: I cannot find a "true healer class feature" anywhere. My best guess is that it's just the writer's non-judgment-neutral nickname for the "channel positive energy class feature" (cf. Turn Undead, CRB p. 136).
Cheapy wrote:Channeling Scourge: As far as I know, no Inquisitor archetypes give Channel Energy. Unless they can get it from some domain, this feat seems out of place.I read it as just missing a plural and a comma.
Channeling Scourge maybe should've wrote:Prerequisites: Inquisitor, channel energy class feature.
As Fredrick suggest there was a comma lost somewhere in the process. It was intended to be a multi-class option.