Advanced Race Guide (Potential Errors)


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Strife2002 wrote:

Pg. 17 - Dwarven boulder helmet

Description says it can be used as a melee attack. Because it doesn't take up a hand, it leaves room for questions about if it can be used with hand attacks. So...

1) Can it be used with a held weapon for two-weapon fighting? Even a two-handed weapon?

2) What about if wielding two weapons and using this helmet?

My guess is it would work like attack from armor spikes - can be used as a primary attack or as an off-hand attack with Two-Weapon Fighting rules, possibly with two-handed weapon as primary.

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Pg. 48 - Forgetful slumber spell

Minor typo, but the line break is missing between the Target entry and the Duration entry.

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Pg. 48 - Paragon surge spell

Spell is missing its Target/Area/Effect entry. Based on the fact it's a personal spell and is missing a saving throw and spell resistance entry, it should be "Target you". In this case, as long as "you" is a half-elf.

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Pg. 49 - Urban grace spell

Same as paragon surge above, minus the stipulation about being a half-elf.

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Pg. 56 - Half-orc disguise kit

This disguise kit should probably have a certain amount of uses before it's exhausted like normal disguise kits are. Normal disguise kits are exhausted after 10 uses.

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Pg. 65 - Billow cape

Should the billow cape take up the shoulders slot on a body? I know it's nonmagical, but other mundane equipment has done so in the past.


I'm not sure if these are errors.

1: Elves can swap Elven Magic (3 pts) for Desert Runner (2 pts). Is that correct or is one of those wrong?

2: Large creatures have a reach of 5, the same as medium creatures. I'm good with this, however I thought that by the normal rules, Large (Tall) creaures had a reach of 10.

I've look for a bit and didn't see anything on these. If it's a double post, It wasn't due to lack of trying.


2: No error. Large quadrupeds (such as lions and centaurs) typically have a 5' reach. For 1 RP, 10' reach is available separately as an advanced offense trait on pg. 235 (Large size prereq).


Fredrik wrote:
2: No error. Large quadrupeds (such as lions and centaurs) typically have a 5' reach. For 1 RP, 10' reach is available separately as an advanced offense trait on pg. 235 (Large size prereq).

Lions and Centaurs are Large (Long). They don't have the 10' Reach. According to the Core Rule Book on page 195, table 8-4, Large (Tall) creatures have a natural 10' reach. On Page 218 of the Advance Race Guide it says they have a 5' reach.

After looking at the Ogre example, it could be understood that either to play a Large (Tall) creature, it would cost an extra RP point or, the rules for player races are slightly different. I'm inclined to believe that the latter. I hope so at least, makes a Half-Giant for Dark Sun a lot easier.


Sorry, hadn't really paid attention to that table, so didn't realize that you were using a precise game term. What I'm saying is that it costs 1 RP extra to create a race that is Large (tall) instead of just Large (long).

However, I don't understand what you're saying about hoping that the rules for player races are different. The race builder is a GM tool, that players might even be able to use with GM oversight (pg. 214). And if you're the GM, then you can make whatever rulings you want.

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Pg. 23 - Whispering lore spell

This spell has an unusual casting time. "1 full-round action" is not typically a valid casting time. It may have meant to say "1 round", which means a caster begins casting the spell as their entire action one round, and then the spell goes off at the beginning of their next turn.

The only time a spell in the past could have a full-round-action casting time is if it were a standard-action-casting-time spell and a sorcerer, bard, or other spontaneous caster applied a metamagic feat to it, increasing the casting time. In these cases, these spells truly do take just a full-round action, and they go off before the caster's turn is over.

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Pg. 120 - Hobgoblin Names

For those of you with print editions of the ARG, the following change was made to the PDF. I'm not sure if this change was made to reflect what the print edition already says or not, but if not, here you go.

The list of sample hobgoblin names should be changed as follows:

Male Names: Aronok, Bankanir, Dorduken, Fentanas, Grur, Hagors, Kalmant, Malgroar, Slatark, Talogan.
Female Names: Arinet, Eloqi, Eskani, Horinnia, Korumun, Moranassa, Moritla, Nimanisi, Noranillim, Vortiga.


Dhampirs "take no penalties from energy drain effects" and "after 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw". The first part suggests this ability only applies to energy drain (e.g. from a vampire), but the way the second part is worded, it sounds like negative levels from being resurrected also go away after 24 hours, which seems wrong. It should probably refer specifically to temporary negative levels.


What is the save DC for the ifrit's burning hands spell-like ability? I guess it's 11 + some ability modifier, but which ability? (If I were to guess, I'd say Charisma.)

(Also, the oread's magic stone spell-like ability technically allows a save (even if it's object, harmless), so it should be listed too.)


Spoiler:
Tieflings get a bonus to sorcery with abyssal and infernal bloodlines. I'd expect aasimar to get the same bonus with the celestial bloodline, but they don't. What gives?

Edit: never mind, I remembered why - it's a compensation for their -2 Cha.


Undines are given a swim speed, which according to the CRB means this:

Core Rulebook, p. 108 wrote:
Special: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

The Advanced Race Guide makes special mention of the fact that they "can move in water without making Swim checks", but not the other features of a swim speed, which suggests that somehow they don't apply.

On a related note, I see that a fly speed supposedly lets you treat Fly as a class skill, but a swim speed doesn't let you treat Swim as a class skill.


The kitsune's change shape ability "functions as alter self" which implies it lasts 1 min/level, with no CL specified. Presumably it's supposed to be using the change shape universal monster rule on p. 298 of the Bestiary, which was errata'd to say that the creature can stay in the changed shape indefinitely.

Also, dancing lights has a range that depends on level, so CL should be specified.


How does armour affect a merfolk's speed?

Since their land speed is only 5 feet, it should be mentioned that they can't take a 5 foot step.


p. 204: Svirfneblin don't have a speed specified. Following the breakdown in the race builder on p. 245, it should be 20 ft.

On the same page, "dwarven subtype" should be "dwarf subtype".

Spell-like abilities: blindness/deafness should specify a save DC, and blur should probably be self only.

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Hairy Dude wrote:

What is the save DC for the ifrit's burning hands spell-like ability? I guess it's 11 + some ability modifier, but which ability? (If I were to guess, I'd say Charisma.)

(Also, the oread's magic stone spell-like ability technically allows a save (even if it's object, harmless), so it should be listed too.)

It is Charisma, as evident by the ifrit's bestiary 2 entry.

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Hairy Dude wrote:


On a related note, I see that a fly speed supposedly lets you treat Fly as a class skill, but a swim speed doesn't let you treat Swim as a class skill.

Correct. Nor does having a Climb speed let you treat Climb as a class skill.

Many creatures with natural swim speeds have the aquatic subtype, which automatically grants Swim as a class skill.

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Hairy Dude wrote:

Undines are given a swim speed, which according to the CRB means this:

Core Rulebook, p. 108 wrote:
Special: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
The Advanced Race Guide makes special mention of the fact that they "can move in water without making Swim checks", but not the other features of a swim speed, which suggests that somehow they don't apply.

All the same rules apply. Space constraints and logic dictate that it's not efficient to rewrite rules that already exist in the core rulebook each time a splat book comes out. Unless it specifically says "This is different from..." then the CRB rules still apply.

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Hairy Dude wrote:
Since [a merfolk's] land speed is only 5 feet, it should be mentioned that they can't take a 5 foot step.

See above.

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Hairy Dude wrote:

p. 204: Svirfneblin don't have a speed specified. Following the breakdown in the race builder on p. 245, it should be 20 ft.

On the same page, "dwarven subtype" should be "dwarf subtype".

Spell-like abilities: blindness/deafness should specify a save DC, and blur should probably be self only.

You are right; 20 ft. is what is listed for the sample svirfneblin ranger in the Bestiary.

As for the spell-like abilities, again it wouldn't be efficient to rewrite rules that already exist in the CRB and Bestiary. In this case blindness/deafness goes by the same rules for all creatures with spell-like abilities, where save DC = 10 + level of the spell + Cha modifier.

Nothing about blur says it has to be self only. The Bestiary 1 svirfneblin doesn't have it listed that way.


Strife2002 wrote:
As for the spell-like abilities, again it wouldn't be efficient to rewrite rules that already exist in the CRB and Bestiary. In this case blindness/deafness goes by the same rules for all creatures with spell-like abilities, where save DC = 10 + level of the spell + Cha modifier.

Oh, is that in the Bestiary? Fredrik looks for himself. Aha! There it is, on pg. 304. I've been looking for something like that, and couldn't find it; I was just looking in the wrong books. Might be a good idea to have that in the CRB on pg. 221, saying something about "unless otherwise specified".

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Fredrik wrote:
Strife2002 wrote:
As for the spell-like abilities, again it wouldn't be efficient to rewrite rules that already exist in the CRB and Bestiary. In this case blindness/deafness goes by the same rules for all creatures with spell-like abilities, where save DC = 10 + level of the spell + Cha modifier.
Oh, is that in the Bestiary? Fredrik looks for himself. Aha! There it is, on pg. 304. I've been looking for something like that, and couldn't find it; I was just looking in the wrong books. Might be a good idea to have that in the CRB on pg. 221, saying something about "unless otherwise specified".

Not to mention Tiny creatures using Dex for Climb and Swim should be noted in the CRB instead of just mentioned casually in the introduction of the Familiars section of the bestiary.


Strife2002 wrote:
All the same rules apply. Space constraints and logic dictate that it's not efficient to rewrite rules that already exist in the core rulebook each time a splat book comes out. Unless it specifically says "This is different from..." then the CRB rules still apply.

True, but the entries for gnome and wayang give DCs for their spell-like abilities. And these rules aren't exactly prominent, or in a place where a player (as opposed to the GM) is likely to look.

Liberty's Edge

With Tieflings, they can get vestigial wings, but not true wings the way the Aasimar can. It would be nice to have a feat to grow them to full, given what you have to sacrifice to get the vestigial version.

Also, was the Fiendish Sprinting specifically intended to be only for charges, running, and withdrawing? And it is a flat +10 to the movement (i.e. a charge allows a double move so an unencumbered Tiefling can double move - 60 ft - + 10 = 70 ft total) or is a +10 to base speed (ex. Base speed = 30, so on a charge it's effectively 40 * 2 = 80 ft) or was it meant to be a flat +10 increase to base speed?


Hairy Dude wrote:
Edit: never mind, I remembered why - it's a compensation for their -2 Cha.

Although oddly enough ifrit get the same "compensating" bonus even though they're a race with a Charisma bonus.

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Psion deXanthus, Inquistor wrote:

With Tieflings, they can get vestigial wings, but not true wings the way the Aasimar can. It would be nice to have a feat to grow them to full, given what you have to sacrifice to get the vestigial version.

Also, was the Fiendish Sprinting specifically intended to be only for charges, running, and withdrawing? And it is a flat +10 to the movement (i.e. a charge allows a double move so an unencumbered Tiefling can double move - 60 ft - + 10 = 70 ft total) or is a +10 to base speed (ex. Base speed = 30, so on a charge it's effectively 40 * 2 = 80 ft) or was it meant to be a flat +10 increase to base speed?

I believe, anyway, that it's the former, that the bonus is added to the final speed, not the base speed. Catfolk have an identical ability simply called Sprinter.

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Pg. 66 - Lucky Healer feat

Prerequisites mention an adaptive luck racial trait, which doesn't exist. It probably meant adaptable luck.

EDIT: The first sentence of the benefit paragraph mentions it also. Same treatment.

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Pg. 67 - Lucky Strike feat

Exactly like Lucky Healer mentioned above.

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Pg. 68 - Blessing of luck and resolve and blessing of luck and resolve, mass

The first of these two spells, and by association the mass-version of it, are missing their saving throw and spell resistance lines. They're obviously harmless, but still.

If it's like blessing of courage and life from the APG, it'd be "Saving Throw Will negates (harmless)" and "SR Yes (harmless)".

If it's like blessing of the mole from UM, it'd be "Saving Throw None (harmless)" and "SR Yes (harmless)".

If it's like either blessing of fervor or blessing of the salamander, both from the APG, it'd be "Saving Throw Fortitude negates (harmless)" and "SR Yes (harmless)"

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Pg. 76 - Training whip

Says this is identical to a normal whip with some key, listed differences. Does this mean it still takes Exotic Weapon Proficiency (whip) to use, or would it take Exotic Weapon Proficiency (training whip)?

EDIT: And I guess it also works with Weapon Finesse, too, no?

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Pg. 76 - Critical Versatility feat

Was this supposed to be a critical feat in addition to a combat feat?


Benly wrote:
Hairy Dude wrote:
Edit: never mind, I remembered why - it's a compensation for their -2 Cha.
Although oddly enough ifrit get the same "compensating" bonus even though they're a race with a Charisma bonus.

All the elemental races get this bonus, but it does mean that ifrit are rather better sorcerers than the others, especially oreads.

Speaking of ifrit... I really don't like the name. It's essentially the same as "efreet" which is just a different transliteration of the same Arabic word. Translation is going to be a nightmare.


Strife2002 wrote:

Pg. 68 - Blessing of luck and resolve and blessing of luck and resolve, mass

The first of these two spells, and by association the mass-version of it, are missing their saving throw and spell resistance lines. They're obviously harmless, but still.

I saw the earlier version without the bolding of the "Saving Throw" and "SR", and I think that it was actually easier to read.

Hairy Dude wrote:
Benly wrote:
Hairy Dude wrote:
Edit: never mind, I remembered why - it's a compensation for their -2 Cha.
Although oddly enough ifrit get the same "compensating" bonus even though they're a race with a Charisma bonus.
All the elemental races get this bonus, but it does mean that ifrit are rather better sorcerers than the others, especially oreads.

Basically what it comes down to is that aasimar have enough advantages as it is. We don't need any more.


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is the lv 10 prerequisite correct on the assimar feat angel wings. Sylphs again a basicaly identical feat wings of air at lv 9.


The "Minor Phantom Object" and "Major Phantom Object" spells are illusions (figment), yet their description mentions they create phantasms that are "semi-real", suggesting they're really shadow illusions. James Jacobs suggested this needs rectifying.


Pg. 164 - Shigenjo (Oracle) racial archetype

Typo in Final Revelation: "becomes" should be "become". I'm guessing that it was originally written in the third person, and then was changed to second person to match the other mysteries.

Typo in Ki Pool: The "ki" in the name of the class feature should be italicized. Depending on your style, it's possible that "ki" should be un-italicized in the sub-feature headings for ki magic, ki curse, and ki insight.

Style issue with Ki Pool and Quivering Palm: To be consistent with the style taken for oracle archetypes in Ultimate Magic, it looks to me like these two class features probably should've been written up as revelations that a shigenjo must take at the listed levels. (And converted into second person.) After all, what is a class feature that an oracle gains in place of a revelation, if not a revelation?

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VRMH wrote:
The "Minor Phantom Object" and "Major Phantom Object" spells are illusions (figment), yet their description mentions they create phantasms that are "semi-real", suggesting they're really shadow illusions. James Jacobs suggested this needs rectifying.

I'm sure this goes without saying but if we were to change these to illusion (shadow) spells, they would likely get the [shadow] descriptor introduced in Ultimate Magic, as well.

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Pg. 79 - Bestow insight

Like blessing of luck and resolve and its mass version mentioned further up, this spell is missing its saving throw and spell resistance entries. Whatever they may be, they likely both possess the (harmless) quality, given that this spell is purely beneficial to the recipient.

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Pg. 87 - Celestial lamp

The aasimar item, the celestial lamp, says in the item table that it has a Craft DC of 25. Exactly what Craft skill is this referring to? It doesn't seem like it'd be Craft (alchemy), which is the norm for when a craft DC is mentioned in the item lists.

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Pg. 89 - Halo of menace

Minor formatting error. In the construction section, order's wrath should be italicized.

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Pgs. 105 & 106 - Shadow Caster feat

The feat says that spells you cast with either the shadow subschool or darkness descriptor are cast as if you were two levels higher when calculating their duration.

Shouldn't this also include spells with the shadow descriptor? Almost all spells that have the shadow descriptor are also of the shadow subschool, but haunting mists from Ultimate Magic is one of those spells that break the norm - an illusion (figment) spell with the fear and shadow descriptors.

Also for anyone who cares, I made a post back on the Ultimate Combat errata thread a while back where I suggested that a few spells in that book deserve some of the new descriptors introduced in UM but because of the relatively close release dates those rules didn't make it in UC. One of the spells I suggested was shadow bomb admixture from that book, and would apply in this case as well, but that it's arguable depending on what the "shadowy substance" exactly is that's mentioned in the spell description.

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Pg. 106 - Spider Step feat

There is already a feat with this name. It is on page 170 of the Advanced Player's Guide.

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Pg. 106 - Spider Summoner feat

The 4th paragraph of the benefit section of this feat says that the creatures listed in the previous paragraphs that were marked with an asterisk (*) are summoned with the celestial template if you are good, and the fiendish template if you are evil. It should have also probably included the resolute template if you are lawful or the entropic template if you are chaotic (picking one if you are a combination of any two alignments). As of Bestiary 2, these new templates have text in them saying they can be used with summon monster and planar ally spells the same way casters use the celestial and fiendish templates to modify these spells.

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Strife2002 wrote:

Pgs. 105 & 106 - Shadow Caster feat

The feat says that spells you cast with either the shadow subschool or darkness descriptor are cast as if you were two levels higher when calculating their duration.

Shouldn't this also include spells with the shadow descriptor? Almost all spells that have the shadow descriptor are also of the shadow subschool, but haunting mists from Ultimate Magic is one of those spells that break the norm - an illusion (figment) spell with the fear and shadow descriptors.

Also for anyone who cares, I made a post back on the Ultimate Combat errata thread a while back where I suggested that a few spells in that book deserve some of the new descriptors introduced in UM but because of the relatively close release dates those rules didn't make it in UC. One of the spells I suggested was shadow bomb admixture from that book, and would apply in this case as well, but that it's arguable depending on what the "shadowy substance" exactly is that's mentioned in the spell description.

Add the gloomblind bolts spell on page 113 to this list of rare spells with the shadow descriptor but not part of the shadow subschool (and thus should probably still work with this feat). This typically fetchling spell is a conjuration (creation) spell with the shadow descriptor.

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Pg. 118 - Tangle Feet feat

This feat has both "goblin" and "Small size or smaller" in its prerequisites. Unless this means the goblin can't have an enlarge person spell cast on them when using this feat, this seems superfluous.

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Pg. 124 - New weapon special abilities

Under Hobgoblin Magic Items, the two new special abilities, cruel and deadly, simply say they are weapon special abilities, and don't mention if they're eligible for melee and/or ranged weapons. It doesn't say one way or the other, so one could take that to mean they can be applied to both, but usually it either says in the description or, like in previous books, we've had handy tables categorizing them.

The cruel weapon property mentions at the end that a wielder of such a weapon gains 5 temporary hp when they knock unconscious or kill a creature. Flavor-wise it's easy to picture this as a melee weapon situation, but it's still not impossible to picture a crossbow or something doing this.

The deadly weapon property goes out of its way to mention whips and saps in its examples of nonlethal weapons that this property is only applied to; both melee weapons. A bola, however, is also a nonlethal weapon and also happens to be a ranged weapon, so RAW this property could be applied to a bola.

Technically there's no true error here, only a need for clarification.

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