Regarding the recent erratas


Pathfinder First Edition General Discussion


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Lately there's been a little bit of hostility over the recent erratas in some threads. I think it's easy to forget that ultimately this is a game and your main goal is to have fun! This thread exists entirely to make you smile and remind optimists that ultimately, it's not all that bad and remind pessimists that it could always be worse.

Jason Bulmahn stated recently that Paizo actually have a very solid track record on Erratas, which is entirely true - only a few things (monk flurry etc) out of hundreds if not thousands of changes have slipped past the net. This is the place where we visualize what would happen if the Paizo errata/FAQ team weren't quite up to the task. I've typed up some erratas to get us started, feel free to rate, rant, comment, favorite, or add your own!

Feats

Dervish Dance
There's been some concern that the Dervish Dance feat stifles variety since its effect limits weapon selection to scimitars. We agree.
In the sentence "When wielding a scimitar with one hand," replace "scimitar" with Hook Hand.
We've also decided to rename the feat Pirate.
Ninjas can never learn Pirate.

Snake Style
Under requirements, change the sentence to read as follows:
Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks, must be able to turn into a snake.

Magical Crafting
We have noted that very few Pathfinder Society players take magical crafting feats such as Craft Magical Weapon and Armor or Craft Wondrous Items. In an effort to make these feats more desirable, we have decided to change the basic crafting price of an item to 25% of its normal value, and bump the expected WBL of players with a crafting feat to 150% normal. This change is not PFS-specific.

Spells

Mirror Image
It has been drawn to our attention that Mirror Image can be sidestepped by having your character close his eyes and therefore simply have a 50% miss chance instead of the varying miss chance offered by Mirror Image.
Stop it. You look ridiculous.

Paragon Surge
In the first printing of the Advanced Race Guide we accidentally printed Paragon Surge at the wrong level. In the spell description blurb, replace 'Level: alchemist 3, cleric 3, magus 4, paladin 4, sorcerer/wizard 3, witch 3' with 'Level: alchemist 1, cleric 1, magus 1, paladin 1, sorcerer/wizard 1, witch 1'.
We apologize for the delay on this clarification, we just thought it was obvious. Humans get bonus feats at level 1, after all.

Regeneration
We have been notified that Regeneration seems less than useful since there are no mechanics to represent dismemberment or amputations in this game. We agree, and have therefore have decided to introduce fumble mechanics to Pathfinder. Whenever you roll a natural 1 on an attack roll you must make a DC (10+your total attack bonus) reflex save. If you fail that save, roll a 1D4 where each number represents a limb, going clockwise from left to right (left arm, left leg, right leg, right arm). Whichever limb is selected is accidentally severed, crushed, mangled or otherwise made useless.

We believe this change will make people more appreciative of classes with terrible attack bonuses and good reflex saves, like the monk.

Weapons

Slings
One of our fans has mailed us a sling as well as an emphatic plea to look over the sling mechanics in-game. After playing around with the sling in our parking lot for fifteen minutes, we now feel much more qualified to revisit this classic weapon:
Slings now have a natural misfire mechanic akin to firearms. However, whenever a sling misfires, you hit yourself in the face, doing full damage. The sling misfire chance is 1-5.
All slings are treated as Bane weapons when targeting Sean K Reynold's car. (LOL J/K)
Otherwise, the sling is unchanged.

Armor Spikes
I told you to can the spike jokes, and you just wouldn't listen. Armor Spikes have been removed from Pathfinder.

Magical Items

Agile
Some concern have been stated over the Agile enhancement. Therefore, change the second sentence to read as follows: A wielder with the Weapon Finesse feat can choose to apply half her Dexterity modifier to damage rolls in place of her Strength Modifier. Note that this is still reduced as normal if the weapon is used while Two-Weapon fighting.

Guided
The guided enhancement can now be applied to ranged weapons as well as melee weapons. We originally planned to include this enhancement in the Ultimate Equipment guide but we plum forgot. Sorry.
(And you say we never do anything nice for Monks!)

Courageous
This enhancement will only work when the player plays a sufficiently brave character, as decided by the GM. Any show of cowardice while the weapon is carried will make the weapon disintegrate. Typical examples of cowardice include fleeing, being affected by any spell with the Fear descriptor, using the Withdraw action, or choosing not to use the Charge action whenever a chance to use Charge is available in the first round of combat.

Scrolls
Scrolls will no longer be consumed when used to cast a spell. It just didn't make any sense.

Pathfinder Society
An issue of Peter Anspach's The Evil Overlord List has been sent to all PFS adventure writers. Hopefully this should result in villains that will not be foiled by bees.

Classes

Paladins
We've noted a number of threads debating the paladin code recently. In an effort to clarify the paladin code, we will be printing an actual Code that all paladins are required to follow, effective immediately. This 8 000 page tome should clear things up nicely and will be available in your FLGS next week. Unfortunately, it's taking us a while to upload this on to the PRD due to the length, expect it sometime in 2015.

Note that since the paladin code is merely being errataed, not changed, any paladin who has broken the code in the past will fall immediately and should seek out an Atonement spell at the earliest convenience. Hope you've never eaten bacon!

Rogues
A number of complaints have been heard recently that rogues are kind of useless. After extensively revising the class, we agree. Therefore, the rogue has been banned from PFS play and will not supported by later Pathfinder books. See your venture captain for your replacement character sheet, which offers a choice between a bard, a ninja, and a crypt breaker/vivisectionist alchemist.

Lore Warden
There was an accidental omission in the Lore warden archetype. In the scholastic class feature, replace the final sentence with the following:
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, shields, as well as the 1st level, 2nd level, 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, 18th level and 20th fighter bonus feats.

Sorcerer
Efreeti Bloodline
Replace the first level bloodline power (Fire Ray) with the following: Starting at 1st level, you can grant up to three wishes (like the efreet racial ability). This acts like the spell Wish, except you can only use it to grant wishes to non-genies.
We believe this change matches the flavour and concept of a efreet sorcerer much better than the previous bloodline power.


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Point buy
It turns out that most players will dump CHA unless it is used for class abilities. In order to incentivize Charisma and add to the role playing experience, we suggest the GM visually scar any player with a negative CHA modifier at their earliest convenience.

Silver Crusade

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OP has me laughing so hard


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In an effort to make spellcasters less finnicky to play, we've decided to make a slight alteration to how material components work:
In the first sentence of the spell component pouch description, remove "components that have a specific cost".

This is purely an ease of convenience change for spellcasters and should have no impact on actual gameplay.


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Kudaku wrote:

Agile

Some concern have been stated over the Agile enhancement. Therefore, change the second sentence to read as follows: A wielder with the Weapon Finesse feat can choose to apply half her Dexterity modifier to damage rolls in place of her Strength Modifier.

I wish *so* hard... (sigh)

However, in spirit...

Acrobatics
Repeated claims that the DC for tumbling past an enemy (currently their CMD) scales too quickly have been examined carefully. After having Cosmo and Wes try to run around Jason, we have determined that the current skill DCs are too low. Increase the CMD by the Strength and Wisdom modifiers of the target, even if already included in the CMD.


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This thread is wonderful


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Cavalier

It has been brought to our attention that the Cavalier has too few conditional modifiers and is too straightforward in play for a class in the Advanced Players Guide. Therefore, add the following class abilities:

1st level

Growing Resolve The cavalier doubles any morale bonus she receives to Will saves, but only if she has already rolled at least one Will save in the current round; otherwise she uses the normal bonus. The cavalier relies on her own self-confidence, and cannot use the benefits of this ability if she is under the effects of more than one [harmless] or otherwise beneficial spell per class level. Instantaneous spells cast more recently than one round per class level ago also count against this ability.

8th level

Resolute Attack For each attack roll that the cavalier has missed over the course of a combat encounter, she gains a bonus on subsequent attack rolls. If she has missed once, she gains a +1 to subsequent attack and damage rolls; twice, +2, and so on. This bonus resets to +0 if she ever hits with an attack, unless more than half the damage from that attack is prevented by damage reduction or a similar ability (before applying this ability's benefit). If the cavalier ever goes an entire encounter without striking a foe, she becomes dejected but determined to redeem herself, gaining a +2 bonus to attack rolls but suffering a -2 penalty to Will saving throws against [emotion] effects.

20th level

Channel Charge The cavalier learns to channel the power of her charge into her normal melee attacks. As a free action once per minute, the cavalier can choose to channel her charge. She deals 2/3 (66%) damage with her charges for one minute, but 3/2 (150%) damage with her ordinary melee attacks for one round. Apply this benefit to the cavalier's Strength bonuses to damage and other permanent effects, but not to Power Attack bonuses or other temporary or conditional effects (such as a good hope spell).

[Update: Apply the effects of the cavalier's Supreme Charge ability after Channel Charge. This is an exception to the normal guidelines for permanent effects]


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Coriat, those cavalier abilities are perfect! Think you can come up with some similarly underwhelming rogue talents?

Some concern have been noted that barbarians get more skill points than fighters, which seems unfair.

In an effort to balance out these versatile and flexible classes, we've decided to restore an iconic barbarian class feature: illiteracy!
All barbarians are unable to read or write, though a lenient GM might let a barbarian player sign his own name, typically with an X.

A barbarian can use the Retraining rules to learn to read if he so wishes. The retraining will take a period of 12 months divided by his intelligence modifier.

Note that the retraining costs (50gp times class level times day) is still in effect.

Stay in school, kids!


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Feats
In order to balance the overpowered use of running, we have given he Run feat new prerequisites. The new feats are now Left Leg Proficiency and Right Leg Proficiency. Any character without these feats has a speed of 5 feet per round to become more realistic. Monks get these feats free at first level. Incubi get Middle Leg Proficiency as a bonus feat.

Traps
After visiting the local prank shop, we decided to rebalance traps on basis of realism. Traps now do 50% more damage when Sean K. Reynolds steals lunches from the lounge room refrigerator.


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Beast Bonded (Witch Archetype)

Because most players taking an archetype that revolves around the familiar are going to be taking an Improved Familiar anyway, the following change should be made....

Familiar Form (Su): At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can remain in animal form for a number of minutes per day equal to her level. This ability replaces the witch’s 8th-level hex.

(Joke of it aside, I do think that ability needs another look, at the very least how it interacts with Improved Familiars... since mephits, pseudodragons, even a celestial cat is an outsider, not an animal anymore...)


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I've got one!

Free actions

Core Rulebook page 181 says,

"Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM."

Add the following to the end of the paragraph:

"Although there are no specific rules about how many free actions you may take in a round, it is reasonable for a GM to limit you to performing 5 free actions per round if each is a different free action, or perhaps 3 free actions per round if two or more are the same free action. Talking is a free action."


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In before the lock.

I'm laughing out loud right now

"We have noticed that some people is using Blood Money to do cheesy stuff like paying for Simulacrums. To avoid that, we'll remove the cost in the Simulacrum component"


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Weapons

Brass Knuckles: You may deal your unarmed strike damage when using brass knuckles.

Brass Knuckles: Brass Knuckles are a distinct weapon separate from the unarmed strike weapon option. When making use of brass knuckles use the damage listed in the weapons entry.

Combat

Mounted Combat: When making a mounted charge the rider or mount counts as charging for the purposes of feats and effects whichever is most confusing and least beneficial.


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redliska wrote:


Combat

Mounted Combat: When making a mounted charge the rider or mount counts as charging for the purposes of feats and effects whichever is most confusing and least beneficial.

I smiled.

Lore Warden
"We've come to the conclusion that the Lore Warden is too good. Reduce skill point gain back to normal. At 3rd level, the Lore Warden gains a +1 CMB to a maneuver of his choice. You may select another maneuver to gain this bonus at 7th, 11th and 15th level."

Liberty's Edge

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A new Feat

Grounded Firmly in reality

Prequiste.

Must be fine with Wizards breaking the laws of physics. Requires the fighter to just swing and hit with a weapon.

Effect: The feat has no effect on a fighter if all the person wants to do is swing and hit with a weapon. If the player wants to try and do something different. There characters feet are frozen on the ground. If the player thinks of trying to something different. They must take a standard action to break free of the grasp of reality and physics. A save is needed each time a player tries to think outside of the box. This feat has no effect if a player wants to just swing and hit.

A bonus to attack and damage of +2 is added whenever a Wizard cast a spell that breaks the laws of physics and reality. A negative of -2 is added whenever a fighter tries to break the lwas of physics and reality.

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