Advanced Race Guide (Potential Errors)


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Grand Lodge

Pg. 125 - Agonizing rebuke spell

It sounds like this spell should have had the pain descriptor.

Grand Lodge

Strife2002 wrote:

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.

The igniting weapon property on page 130 would be the same way, if it weren't for the fact that it mentions functioning like the flaming property, which both melee and ranged weapons qualify for.

Grand Lodge

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Pg. 137 - Draconic Paragon feat

There is no benefit to possessing the gliding wings racial trait AND the Draconic Glide feat once you take Draconic Paragon. Draconic Glide had a special note saying if you possessed this racial trait, your glide speed increased. Draconic Paragon, if you possess the Draconic Glide feat, just flat out gives you a fly speed, but nothing is mentioned about the racial trait that does the same thing as Draconic Glide.

There's a good chance it should either be mentioned in the prerequisites that you can have either the Draconic Glide feat OR the gliding wings racial trait, or it should have a special note about what happens if you possess both the Draconic Glide feat and the gliding wings racial trait when taking this feat. Such a combination could increase your fly speed to 30 feet or something (still average maneuverability though, probably).

Grand Lodge

Pg. 149 - Stone shield spell

The oread's section adds some new tricks to the qinggong monk archetype's repertoire in the form of two new spells that mention they can be taken by the monk archetype as ki powers at 4th level. Mighty fist of the earth says it can be selected by a qinggong monk as a 4th-level ki power and costs 1 ki point to activate.

Stone shield, another spell, gives the same story, but fails to mention how many ki points it costs to activate it. Its omission may mean that it costs 0 points, but currently only two spell-based ki powers cost 0 points: ki leech (which is understandable), and share memory.


1 person marked this as FAQ candidate.

Is the Ifrit Burning Hands SLA some sort of exeption from the SLA racial ability that statses the Spell chosen cannot do damage or is that an error?

Grand Lodge

Gilfalas wrote:
Is the Ifrit Burning Hands SLA some sort of exeption from the SLA racial ability that statses the Spell chosen cannot do damage or is that an error?

I wasn't sure what on earth you were talking about until I did some digging. Sure enough on page 230 I see the Spell-like ability, lesser ability specifically says the spell chosen cannot attack or damage other creatures. What's more, the example races say the ifrit does indeed have this specific ability. What makes this funnier is that in the PRD, in the Universal Monster Rules page, the example text for the spell-like abilities entry uses burning hands.

I get the feeling that either the dev team forgot about the ifrit or that this text is relic text from the ARG playtest and was meant to be changed but didn't.

Also keep in mind that even James Jacobs has said he doesn't understand/agree with some of the new mechanics that were developed for this book...

Grand Lodge

Pg. 167 - Theft ward spell

This spell is missing its saving throw and spell resistance entries. Since this spell provides a beneficial service to an item, both of these entries would likely have both the "harmless" and "object" tags.

Grand Lodge

Pg. 173 - Fiend Sight feat

Aside from being an awesome feat, the Fiend Sight feat seems to have a superfluous prerequisite in the form of darkvision 60 ft.. Currently there is no alternate racial trait for the tiefling that would take away their darkvision, so unless there's something in another book that would do that to them (I believe the Cheliax companion had a trait for tieflings that made them "lesser tieflings"), this prerequisite just takes up space.

Alternatively they could have just had the foresight to look to the future in case something comes around later to strip them of darkvision.

Grand Lodge

1 person marked this as FAQ candidate.

Pg. 179 - Nereid's grace

This spell's range should probably be "personal" instead of "touch".

Grand Lodge

Pg. 179 - Undine's curse spell

This may not be an error, as based on the description and the duration I could see why not, but should this spell have the curse descriptor?

Grand Lodge

Pg. 201 - Snag net

Page 201 presents the snag net, a weapon used by strix characters. The description says its based off of the net, an exotic ranged weapon. The table info for it at the bottom of the page, however, lists it as a two-handed melee weapon.

Was this an error? Most of us that followed the core rulebook and ultimate combat errata threads know about how the Net Adept feat from UC surprised all of us by announcing that the net has always been a two-handed thrown weapon, even though the description of it never said any such thing, so it's possible that that may have been where the two-handed part came from.

But a melee weapon? At first I thought maybe the trip feature of the snag net could only be done in melee, but the description says that trip combat maneuvers are performed after a creature has been entangled, which involves throwing the thing first.

Grand Lodge

Pg. 211 - Shadow stencils

Does using a shadow stencil to augment a spell destroy it? It doesn't mention anything about it consuming the stencil, as if it were a material component of some kind, but the fact that it specifically mentions that it comes with 10 stencils is like another way of saying it has 10 uses before becoming exhausted, like most adventuring gear is described as.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Sorry for the delay in asking, but on page 75 the imperious bloodline has a spell at level 13 Pure Strain that is not explained. If it is replaced with something else, then what is it? However I take it to be like Half-Blood Extraction on page 59 except it turns any race that is half human or human related into a human, could this be correct?

Again sorry for the delay in asking.


p. 25, spellbinder class variant (emphasis added):

Advanced Race Guide wrote:
In effect, the spellbinder loses the link with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell.

Wizards don't have "spells known". They have spellbooks. The highlighted phase should be something like "it is still in his spellbook".


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Pg. 162 - Shigenjo (Oracle)

Advanced Race Guide wrote:
Class Skills: A shigenjo adds Knowledge (nature), Knowledge (religion), Knowledge (planes), and Survival to her list of class skills. These replace the additional class skills from her mystery.

Both Knowledge(planes) and Knowledge(religion) are already class skills for all Oracles.

Advanced Player's Guide wrote:

Class skills

The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.


1 person marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber

The favored class bonus Dhampir sorcerers (pg. 89) doesn't make much sense; there's only one spell on their entire list that deals negative energy damage. Was this favored class bonus meant for the Oracle instead?


Um..
Page 98. Dhampire's Inquisitor Archetype the Kinslayer.

Slayer’s Brand (Su): When using this judgment, the
kinslayer gains the ability to brand undead creatures with
positive energy. To do so, she must make a successful melee
touch attack against the undead creature. This attack
deals an amount of positive energy damage equal to 1d6
+ the kinslayer’s Charisma score, and burns her personal
symbol into the undead creature’s flesh, bone, or even its
incorporeal form.

I'm sure that they're supposed to add the charisma score mod, not the entire score. Right?

Grand Lodge

Pg. 209 - Corset of the vishkanya

This item also appears in Ultimate Equipment as a body slot item instead of a chest slot item, as it's presented in this book. With such close release dates between the two books, one of these is likely in error as opposed to an official change being made on the item.


Set wrote:

Damnation stride (p. 173) functions like dimension door but has a Duration of 1 minute / level.

It should probably;

A) have a duration of Instantaneous, like dimension door,

B) allow you to invoke it's effect once during the duration, which would be cool, but should specify what sort of action is used to activate the effect, and / or,

C) have a higher level version that lasts 1 minute / level and lets you damnation stride up to once per round (or once / caster level?) throughout the duration, 'cause that would be cool...

damnation stride also has a goofy saving throw. In the stat block it says 'Reflex half, see text', but in the description, it says, 'Reflex negates'. Which is it?

Also, for some reason damnation stride is called damnation strike on d20pfsrd.com.


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Strife2002 wrote:

Pg. 137 - Draconic Paragon feat

There is no benefit to possessing the gliding wings racial trait AND the Draconic Glide feat once you take Draconic Paragon. Draconic Glide had a special note saying if you possessed this racial trait, your glide speed increased. Draconic Paragon, if you possess the Draconic Glide feat, just flat out gives you a fly speed, but nothing is mentioned about the racial trait that does the same thing as Draconic Glide.

There's a good chance it should either be mentioned in the prerequisites that you can have either the Draconic Glide feat OR the gliding wings racial trait, or it should have a special note about what happens if you possess both the Draconic Glide feat and the gliding wings racial trait when taking this feat. Such a combination could increase your fly speed to 30 feet or something (still average maneuverability though, probably).

I agree that there should be a corresponding increase to the wings for having both Gliding Wings and Draconic Glide, especially since Draconic Paragon's granting of a Fly speed cancels them both out completely.

Also, the prereqs for Draconic Paragon say you must choose either Draconic Glide or Draconic Breath, but in the description it says "Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 20 feet (average maneuverability)."

The way the prereqs are worded, your character could have neither the Draconic Glide feat, nor the Gliding Wings alternate racial trait, and thus not have any wings for Draconic Paragon to strengthen, though the description assumes you have wings, and specifically assumes they are from Draconic Glide. Do the prereqs mean to say "Draconic Aspect, Draconic Breath, either Gliding Wings or Draconic Glide, character level 10th, kobold."? (I find it hard to imagine a draconic paragon without a breath weapon or wings, which is why I don't think the presence of Draconic Breath was an accident, only its placement.) Or does Draconic Paragon also grant you wings if you have neither Draconic Glide or Gliding Wings? (That would be quite the drastic set of physical changes in one feat.)

Grand Lodge

Anyone figure out why being a Fey costs 2 RP when you only gain low-light vision, which is 1 RP? The only thing listed is that they get breathe, eat, and sleep, which is exactly what humans do for 0 RP.


Being a fey, like being an outsider (native) means you are not a humanoid, and therefore are immune to many spells and effects that target humanoids. Daze, charm person, and hold person come to mind.

Grand Lodge

Pg. 119 - Mudball spell

All conjuration spells have a subschool. This one's probably creation.


First of all I would have to say that this is my favourite sourcebook.

I did notice an error though under the Strix Airborne Ambusher archetype:

"Class Skills: An airborne ambusher adds Fly to his list of class skills and removes Climb from his list of class skills."

You have to be a Strix to play this archetype, and since a Strix has a fly speed he or she automatically has Fly as a class skill. So this should just say "Class Skills: An airborne ambusher removes Climb from his list of class skills."


Fredrik wrote:
2goth4U wrote:

The kobold build in the race builder section left out the perception racial bonus (so they should be 7 RP not 5 RP), but putting it there would technically make them an advanced race (4 abilities)

perhaps the racial bonus for perception can be optionally slotted under the senses section?

Incidentally, the Kobold Racial Traits refer to both Craft (trapmaking) and Craft (traps), while their Race Builder entry uses "Craft (trapmaking)" twice. Looking at the Craft skill in the CRB, I would change them all to Craft (traps). But that's just a fiddly little detail that even I don't really care about.

Having Adobe Reader search for "trapmaking" in the PDF... yep, those are the only three instances in the book.

ETA: "Craft (traps)" is also found twice in the description of the kobolds' trapmaker's sack. So, they're neck-and-neck with three each.

It's amusing that the Kobold racial traits make craft (traps) always class skills for kobolds, since craft is a class skill for every class except the NPC Expert class, which gets to choose class skills instead and could make it a class skill if they want.

Scarab Sages

1 person marked this as FAQ candidate.

Pg. 229 Ogre entry doesn't come close to the bestiary entry for Ogre.

Bestiary Ogre has +10 Str, -2 Dex, +4 Con, -4 Int, -4 Cha, +5 Natural Armor, and 40' base speed.

ARG ogre has +6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha, +2 Natural Armor, and 30' base speed.

(Note: the above stats are already adjusted for being large size.)


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What about aasimar and tiefling aging? In Blood of Fiends (and I would imagine Blood of Angels too, though I don't own it) it says that teiflings age same as humans. A major NPC in Rise of the Runelords history is written based on a human lifespan. So, which is accurate... the "new" ARG or the previously written sources?

Grand Lodge

That was brought up in another thread already. The devs said the ARG age values for those races are in error and will be corrected in the next printing.


Strife2002 wrote:
That was brought up in another thread already. The devs said the ARG age values for those races are in error and will be corrected in the next printing.

Ah okay, thanks I looked for it but didn't find it. Yay me for just buying the PDF, so that when the new printing comes I get the free update and can be sure to get the updated book if I actually purchase the hardcover. :)

Grand Lodge

Pg. 110 - Shadow creature side bar

In this template's rebuild rules, the senses section says the creature "gains darkvision and low-light vision 60 ft." Low-light vision doesn't have a range, darkvision does. It should be reworded "darkvision 60 ft. and low-light vision."

Bestiary 4 also features this template and handles this correctly. It also makes some slight changes. In Bestiary 4, SR is equal to CR + 6 instead of CR + 5, type is changed to outsider with the augmented subtype, and the template specifically mentions that it can only be placed on living creatures only (while the ARG version neglects to mention any caveats about who's eligible for it).


I mentioned this in a different thread but I see it should really be here:

Skilled costs 4RP

Vestigial Wings costs 2RP

Thus making Tieflings (and any other made-up race with similar base) 11RP if (for fluff reasons) you want V.W.

Also a nerf considering Aasimar have a chance to gain wings with feats.

If you were trying to build something like an Erinyes using ARG, would it be possible to open something like the Stretched Wings feat the Strix get, to races with "half-wings"?

Is there an argument for a "custom build" to get the equivalent points "Wyvaran" wings instead?

Or possibly the wings replacing either one of the skill bonuses, or one of the other racial traits?

Liberty's Edge

Doki-Chan wrote:

I mentioned this in a different thread but I see it should really be here:

Skilled costs 4RP

Vestigial Wings costs 2RP

Thus making Tieflings (and any other made-up race with similar base) 11RP if (for fluff reasons) you want V.W.

Also a nerf considering Aasimar have a chance to gain wings with feats.

If you were trying to build something like an Erinyes using ARG, would it be possible to open something like the Stretched Wings feat the Strix get, to races with "half-wings"?

Is there an argument for a "custom build" to get the equivalent points "Wyvaran" wings instead?

Or possibly the wings replacing either one of the skill bonuses, or one of the other racial traits?

Movement Traits >> Advanced Traits

Flight (4 RP): Prerequisites: None; Benefit: Members
of this race have a fly speed of 30 feet with clumsy
maneuverability. Special: This trait can be taken more
than once. For each additional 2 RP spent, the race’s fly
speed increases by +10 feet, and the maneuverability
improves by one step.

Does not have any specifications of how said creature flies, whether by having wings or by magic/ability.

Lantern Lodge

Kobold Ambusher (Combat)
You are adept at moving fast and staying hidden.
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty on the check to do so.
Normal: When moving greater than half speed up to your full speed, you take a –5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a –20 penalty on the Stealth check.

Bolding mine

No rules exist for running or charging while using the stealth skill, even when taking a -20 penalty to the check. (Raises some questions about the intent of ability here as well. Could be interpreted as charge, then staying stealthed after the attack is resolved [in a situation where stealth would still be usable, such as concealment or cover]).


Wanderer monk

Gets longsrider as a ki ability - provide an enhancement bonus to movement.

Does not overlap with the monk movement bonus (also enhancement.)


Found this odd choice of wording for the Lambent Window, which I posted in the Ultimate Equipment Errata thread because I couldn't find this one.

Grand Lodge

Again, it's not really an odd choice of wording. I've heard the word sensual used many times outside of a physical-intimacy context. Again, I post the 5th entry from its definition over at dictionary.com:

5) of or pertaining to the senses or physical sensation; sensory.

Liberty's Edge

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p.114 and 115 all references made to the goblin racial trait "Skilled" should instead be the "Sneaky Rider" racial trait as indicated on p.243.

Liberty's Edge

Additionally, does anyone know if the Bite racial trait on p.232 is correct. It states:

"Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding
manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category."

p.302 of the Bestiary indicates that small creatures have a bite attack that deals 1d4 and medium creatures 1d6. Just confused as taking the feat racial trait twice would never get the creatures bite attack damage to those levels.

Liberty's Edge

Gilliby Ban wrote:

Additionally, does anyone know if the Bite racial trait on p.232 is correct. It states:

"Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding
manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category."

p.302 of the Bestiary indicates that small creatures have a bite attack that deals 1d4 and medium creatures 1d6. Just confused as taking the feat racial trait twice would never get the creatures bite attack damage to those levels.

Sorry, I obviously can't read. The answer is in the quoted text. ("...dealing damage equivalent to that of a creature two size categories lower than normal for their size...") Apparently I need to double check things before I post.

Grand Lodge

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The ARG got an errata update and we are super grateful as always! As is tradition with these new printings, I like to go back and review the "errors" we've posted about in this thread and pick out ones that may have been skipped over. As usual, i won't mention basic typos unless they could cause some confusion with the rules. For those of you with PDF copies who simply updated their copies, if I mention an error that you notice to be already fixed, then we've stumbled on one of those fixes that was made but not mentioned in the errata document:

Possibly overlooked errata:

Pg. 9: Add "foehammer (fighter)" to the list of dwarven archetypes.

Pg. 12: In the wyrmscourged alternate race trait, in the first sentence, change "exceptional" to "extraordinary".

Pg. 18: The flavor text for the Cleave Through feat appears to be a straight copy-paste of that of the Goblin Cleaver feat.

Pg. 29: {POSSIBLY NOT AN ERROR} The whispering lore spell has an odd casting time that is unique to it. Typically spells will have casting times of "1 round" to indicate that a spellcaster begins casting the spell, continues casting after their turn is over, and then the spell goes off right before their next turn. Usually the only way a spell is "1 full-round action", as whispering lore" has it as, is when a spontaneous caster applies a metamagic feat to a spell that is typically 1 standard action to cast.

Pg. 33: (This may not be an error in case it's the APG that's erroneous.) The gnome favored class bonus for the rogue says it gains a +1/2 bonus whereas the original printing of this option in Advanced Players Guide lists it as a +1 bonus.

Pgs. 36-37: {POSSIBLY NOT AN ERROR} In the last sentence for the hound's blood item, "circumstance" should probably be changed to "alchemical".

Pgs. 37-38: In the amazing tools of manufacture item description, first paragraph, last sentence, change "(determined randomly)" to "(determined randomly when found as treasure)". A creator of this item probably has full control over what skill it enhances.

Pg. 47: In the Multitalented Mastery feat, in the benefit paragraph, in the second sentence, change "You gain either +1 hit point or +1 skill point" to "You may select a favored class bonus". This allows a half-elf with this feat to select race-specific favored class bonuses for their other classes (unless this wasn't the intent, which is unlikely).

Pgs. 66-67: In the Lucky Healer and Lucky Strike feats, change all instances of "adaptive luck trait" to "adaptable luck racial trait".

Pg. 79: (This actually hasn't been mentioned in this thread yet, but it's something I noticed when updating my printing with the official errata) In the bestow insight spell, add the mind-affecting descriptor to the School line. All enchantment spells are mind-affecting.

Pg. 92: In the cat burglar archetype, in the Rogue Talents paragraph, the talents "convincing fakes" and "dodge trap" don't seem to exist.

Pg. 106: In the Spider Summoner feat, in the second-to-last paragraph, it mentions that creatures marked with an asterisk are summoned with either the celestial or fiendish template, depending on the morality alignment of the caster, just like many of the creatures on the normal summon lists. However, as of Bestiary 2, casters can also choose to instead apply the entropic or resolute templates to their eligble summoned creatures depending on their alignment on the ethical spectrum.

Pgs. 110-111: In the shadow summoning class feature, In the Summon Monster VIII paragraph, change "(Bestiary 3 66)" to "(Bestiary 2 66)".

Pg. 116: In the Goblin Discoveries sidebar, in the Rocket Bomb discovery, it fails to mention how this discovery interacts with the explosive bomb, strafe bomb, and siege bomb discoveries.

Pg. 116: In the Goblin Discoveries sidebar, in the Scrap Bomb discovery, this discovery should probably have an asterisk, indicating it can't be combined with other bomb-enhancing discoveries with asterisks.

Pg. 124: Both new weapon special abilities mentioned on this page (cruel and deadly) should mention what weapon types they can be applied to, whether it's melee weapons, ranged weapons, ammunition, some combination therein, or all of the above.

Pg. 130: The igniting weapon special ability should mention if it applies to melee weapons, ranged weapons, ammunition, a combination therein, or all of the above. Since it functions like flaming weapons, it's likely it shares its list of compatible weapon types.

Pg. 153: In the ratfolk discoveries sidebar, add an asterisk to the greater plague bomb discovery, indicating it can't be combined with other bomb-enhancing discoveries.

Pg. 156: In the Breeze-Kissed racial trait, in the 4th sentence, it says the sylph uses a gust of wind to make a single bull rush or trip maneuver against a creature within 30 feet. The problem brought up in this thread is that the sylph isn't using any physical stat to perform these maneuvers as per the norm. The designer of this ability, Benjamin Bruck, admitted he forgot about this detail, and says he'd have the maneuvers based on Charisma rather than Strength, but that this would be an unofficial fix until errata mentions something otherwise.

Pg. 219: In the Slow Speed racial trait (1st paragraph on the page), it says if the race is Medium, its members' speed isn't modified by armor or encumbrance (essentially it becomes the slow and steady trait dwarves have). This isn't accurate, as Oreads don't get this benefit.

There were a handful of other errors in the race-builder section, but that part's a bit of a mess, it's hard to determine what's an error and what isn't.

The Exchange

The Kitsune Trickster archetype of rogue is heavily intelligence based.

The Charm Person spell-like ability is not listed as having a DC based off of Intelligence, but all other rogue spell-like abilities are (even the Kintargo Rebel's Misdirection).


Has this question been answered yet? It's an obvious oversight, so I can't believe only four people have flagged this for a FAQ. I think Exalted Resistance should be the least expensive of the three, followed by Lesser Spell Resistance, then Greater Spell Resistance. And the point level should be examined. Lesser Spell resistance for only 2 RP, the same as Darkvision 60 ft, whereas the extra human first level feat costs 4 RP? Sounds imbalanced to me.

DragonBringerX wrote:

race builder - pg 223

exalted resistance is listed as a 3 RP cost with prerequisites and offers a 6 + character level of spell resistance only against evil spells or spells from evil outsiders yet...

spell resistance is listed as only a 2 RP cost with no prerequisites and offers spell resistance 6 + character level...and greater for the same cost as above (3 RP) for 11 + character level.

WHY WOULD ANYONE EVER TAKE EXALTED RESISTANCE. I realize this book only just came out, and there is a ton of material in here, and that this is a section of rules never before attempted. I'm just curious if this is simply a rules over-site, or if this is intentional for some reason I cannot understand. Is exalted resistance supposed to be 1 RP, or should regular spell resistance be 4 RP and greater 6 RP?


Dotting because I have to read the whole topic so I can see if anybody asked about the race point costs of elves, dwarves, halflings, and gnomes.


I've been going over the Race builder section and noticed this

This is horribly incorrect RP cost for the trait.

Size Trait: Large (7RP)
Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

No Freaking way is this 7 RP as is, I'll do a summing of it's impacts:

  • Physical Damage: 1.25 times better (best upgrade: 2d6->3d6)
  • Stat change sum: 0
  • Armour Class: -2
  • Melee attacks: 0
  • Ranged Attacks: -2
  • CMB: +2 // Hardly ever used
  • CMD: +1
  • Stealth -4
  • magic damage and Range: unchanged.

  • No Reach for size
  • No Speed bonus for size

    over all this sum total of data alone would put it at say 2 or 3 RP

    -----------------------------------------------------

    Now for rules people forgot that large size impacts

    Skills and combat

  • Intimidate: (+4 better then a medium creature trying it)
  • The Need to Squeeze in the 5ft wide halls: which are also likely less then 8ft tall (your greater then 8ft tall) (-4 AC, -4 Attack)
    Most races are medium sized, so to enter a medium sized creature's home will mean squeezing, constantly.
  • Flanking: Can flank and flank with more allies, but can also be flanked easier.

    Carry Capacity and Costs

  • Requires TWICE as much Food (2 times the price of a medium)
  • Equipment COSTS TWICE as much

  • Equipment WEIGHS TWICE as much
  • Large has TWO times the carry Capacity
  • You Oddly have 8x a medium creature's weight, yet can only lift 2x more.......

    Environmental Hazards:

  • Strong Winds: Larger is better
  • Walking on ice: larger is worse
  • Walking on weaken surfaces: larger is worse

    -----------------------------------------------------

    Now after adding this sum to the previous sum, drops some more like 1 or 2 RP more.

    Making this trait between 0 RP to 2 RP, a Quarter of the RP cost that is listed at.

    If this trait HAD built in; Reach, Speed bonus, Natural Armour(+2), No DEX penalty, and a +2 CON bonus. Then yes, I would say it is worth about 7 RP


  • Larger weapons do more damage. Still, 2 RP.

    If it was a leveled mutation where they get bigger at higher levels, and can suppress the mutation as long as they concentrate, then 4.

    If they have the gift of the spriggan, where they can super enlarge like the barbarian rages, then 3 more RPs for the built in feat. The gift of the spriggan makes the creatures normal form 1 size category less. Usually small.

    Leveled mutations and Gift of the Spriggan are my homebrew, so availability is strictly by GM.


    Goth Guru wrote:
    Dotting because I have to read the whole topic so I can see if anybody asked about the race point costs of elves, dwarves, halflings, and gnomes.

    Still looking for an answer on this. Are an elve's long life, bow ability, and magical aptitude free? If so, should race points be likewise ignored?


    What gives you that idea? Straight out of the book, Elven Magic is 3 RP and Weapon Familiarity is 2 RP. Lifespan is almost irrelevant.


    Arakhor wrote:
    What gives you that idea? Straight out of the book, Elven Magic is 3 RP and Weapon Familiarity is 2 RP. Lifespan is almost irrelevant.

    Thanks.

    When I can GM again, I plan to use RPs for other character construction. That way, humans can use more points for ability points and such.

    Grand Lodge

    Ultimate Equipment errata's effect on the ARG

    Ultimate Equipment got an errata recently, and some of the changes in that book apply to a few things in the ARG where they were sourced from.

    * Pg. 28 - Gauntlets of skill at arms got an update in UE that turned them into an entirely new item, the high elven bracers. Because this item was previously corrected to maintain its status as a hand-slot item in the last ARG errata, I'm inclined to believe that the high elven bracers aren't actually a transformation of this item, but a brand new item. Basically, there's no reason you couldn't use UE's high elven bracers AND have gauntlets of skill at arms from ARG in your game world together, as they present two different methods of achieving the same outcome, giving you options if you want to free up the other's slot.
    * Pg. 58 - Ring of ferocious action, change the 2nd and 3rd sentences to “Once per day, when the wearer gains the staggered condition from an enemy’s attack, she can ignore that condition for up to 5 rounds. This does not prevent her from gaining the staggered condition again, and it doesn’t protect her if she gained the staggered condition multiple times.”
    * Pg. 142 - Bonebreaker gauntlets were changed to bonebreaker bracers in UE, keeping them as wrist-slot items in that book. You could choose to do the same thing I mentioned above with the gauntlets of skill at arms and have both the gauntlets and bracers existing in your game. If not, however, you'll want to change the name, then change the slot to "wrists" and change all mention of "gauntlets" in its description to "bracers".

    Grand Lodge

    Pg. 146 - Student of Stone archetype, Stone self ability

    The stone self ability is gained at 20th level for Student of Stone monks, but it doesn't mention whether the ability replaces perfect self or not. Logic would suggest it does, or SHOULD, but it should say so.

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