Ultimate Equipment Errata


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Grand Lodge

Vince Frost wrote:

Not sure if mentioned yet.

But Tepoztopilli and Rhomphaia weapons are not part of any weapon group.

The Flails weapon group looks incomplete; like it was poorly cut and paste. Look like this...

Good catch on the flails - it's weird, in the PDF copy you can highlight the invisible text, and if you copy and paste it into a notepad it results in the text you've provided.

The tepoztopilli and rhomphaia were part of the polearm weapon group in Ultimate Combat, so it looks like they were left out of here by mistake. Add them to the polearm group.

Grand Lodge

Vince Frost wrote:

On page 18, Klar listed as one-handed martial weapon, should be listed as light martial weapon.

Description of klar on page 12 and 31 states:

The traditional form of this tribal
weapon is a short blade bound to
the skull of a large horned lizard, but
a skilled smith can craft one entirely
out of metal. A traditional klar counts
as a light wooden shield with armor
spikes; a metal klar counts as a light
steel shield with armor spikes.

Light shields are treated as light weapon. Ergo, Klars are light martial weapons and are not one-handed martial weapons.

Klar FAQ

** spoiler omitted **

The FAQ you quoted is what specifically calls out that even though this is treated as a light shield when using it as a shield, it's treated as a one-handed weapon (as if it were a heavy shield) when using it as a weapon. Basically, the klar is a light spiked shield that does the damage of a heavy spiked shield and is treated as a one-handed weapon. Its "treated-as-a-light-shield" status means spellcasters like clerics can wear it and still make somatic components with that hand, while its one-handed-weapon status makes it a poor choice as an off-hand weapon in a two-weapon fighting set-up.


Okay. Good point.


I wonder if the Errata will ever make it into the PRD... it has been out of date for some time now.

Grand Lodge

Pg. 197 - Staff of hungry shadows

The cost and price of this staff was calculated as if the staff itself were caster level 11th rather than 13th. Interestingly, the minimum caster level one could craft this staff at would be CL 11th, so it seems more likely the CL is incorrect rather than the price. The CL should be changed from "13th" to "11th".

(If someone wanted to keep this at CL 13th, then the price and cost would need to be changed to "81,900 gp" and "40,950 gp", respectively)

Grand Lodge

Strife2002 wrote:

Pg. 197 - Staff of hungry shadows

The cost and price of this staff was calculated as if the staff itself were caster level 11th rather than 13th. Interestingly, the minimum caster level one could craft this staff at would be CL 11th, so it seems more likely the CL is incorrect rather than the price. The CL should be changed from "13th" to "11th".

(If someone wanted to keep this at CL 13th, then the price and cost would need to be changed to "81,900 gp" and "40,950 gp", respectively)

One more thing with this staff. The last ability, call devourer, wouldn't necessarily work RAW. It functions as planar binding, which calls an outsider with no more than 12 HD, and devourers have 14 HD.

Grand Lodge

Strife2002 wrote:
Strife2002 wrote:

Pgs. 56 & 58 - Astrolabe table entry and description

Is there any reason why the astrolabe went from being a 100 gp item in APG to a 1,000 gp item in UE?

Just noticed that the astrolabe is also listed with a 100 gp price tag in Player Companion: Pirates of the Inner Sea.

Add Jade Regent: The Hungry Storm as one of those books that listed the astrolabe with a 100 gp price tag.

EDIT: I just noticed that this item's mechanical benefit changed completely in Ultimate Equipment from what it did in every previous source mentioned so far. Now it allows making Survival checks with your Int modifier instead of Wis to avoid becoming lost. Originally it granted a +2 circumstance bonus on Knowledge (geography) and Survival checks to navigate in the wilderness (and on Profession [sailor] checks to navigate at sea).

Since the new method could result in a bonus MUCH higher than a +2 bonus if you're smart enough, the 1,000 gp price tag may have not been a mistake.

Grand Lodge

Pg. 230 - Daredevil boots

Found this buried in the product discussion thread for UE. This item's original incarnation as the daredevil softpaws from Advanced Race Guide listed a +2 bonus on attack rolls against enemies whose space the wearer moves through without provoking an attack of opportunity, whereas the reprinting here is only a +1 bonus. This probably either means it was a typo, it was an update and it should now be a +1 bonus, or the +2 bonus is specific to the catfolk-only version of the item.

Grand Lodge

Pg. 198 - Staff of mithral might

Like headbands of vast intelligence and similar Intelligence-enhancing worn magic items, this item should have an associated skill with it that grants its owner full ranks to that skill once they possess the staff for at least 24 hours.

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