Advanced Class Guide Potential Errors


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Grand Lodge

Pg. 216 - Table 5-6: Specific Weapons

This table lists two weapons as Greater Medium Specific Weapons. Going by the price categories from Ultimate Equipment, however, the rapier of battlefield movement is actually a Lesser Major Specific Weapon and the duelist's comate is a Greater Major Specific Weapon.

Liberty's Edge

Strife2002 wrote:

Pg. 69 - Elves, arcanist favored class ability grants a full point to their the arcane reservoir ability every level it's taken. Meanwhile, gnome arcanists only gain 1/6th of a point every level. This discrepancy is unprecedented.

Pg. 70 - As described above, gnome arcanists only gain a 1/6th of a new arcane reservoir point every level they take this bonus, while elves on the previous page gain a full point every level.

Actually, you should re-read, the two don't do the same thing at all. The Elf version improves your maximum amount of Arcane Reservoir at any one time without giving you any way to fill it. The Gnome version grants actual extra points every day.

So a 6th level Arcanist without FC bonuses has 6 points in their Reservoir at the start of the day and a maximum of 9 at any one time.

A 6th level Gnome Arcanist with 6 levels of Favored Class bonuses starts every day with 7, but still has a max of 9 at any one time.

A 6th level Elf Arcanist with 6 levels of Favored Class bonuses starts every day with 6 points, but can hold up to 15 at once.

Given how gaining points in Arcane Reservoir works, a larger maximum number of points at any one time is of very limited utility compared to actual extra points per day, so this difference is pretty reasonable.

Grand Lodge

Deadmanwalking wrote:
Strife2002 wrote:

Pg. 69 - Elves, arcanist favored class ability grants a full point to their the arcane reservoir ability every level it's taken. Meanwhile, gnome arcanists only gain 1/6th of a point every level. This discrepancy is unprecedented.

Pg. 70 - As described above, gnome arcanists only gain a 1/6th of a new arcane reservoir point every level they take this bonus, while elves on the previous page gain a full point every level.

Actually, you should re-read, the two don't do the same thing at all. The Elf version improves your maximum amount of Arcane Reservoir at any one time without giving you any way to fill it. The Gnome version grants actual extra points every day.

So a 6th level Arcanist without FC bonuses has 6 points in their Reservoir at the start of the day and a maximum of 9 at any one time.

A 6th level Gnome Arcanist with 6 levels of Favored Class bonuses starts every day with 7, but still has a max of 9 at any one time.

A 6th level Elf Arcanist with 6 levels of Favored Class bonuses starts every day with 6 points, but can hold up to 15 at once.

Given how gaining points in Arcane Reservoir works, a larger maximum number of points at any one time is of very limited utility compared to actual extra points per day, so this difference is pretty reasonable.

You are absolutely correct, thank you.

Liberty's Edge

Strife2002 wrote:
You are absolutely correct, thank you.

You're quite welcome. I'm always happy to be of assistance.


Deadmanwalking wrote:
Given how gaining points in Arcane Reservoir works, a larger maximum number of points at any one time is of very limited utility compared to actual extra points per day, so this difference is pretty reasonable.

This wasn't the case before the consuming options got over-nerfed. Back in the day, you could consume lots of lower level spells out of combat to get an extra large pool while adventuring.

Liberty's Edge

Melkiador wrote:
Deadmanwalking wrote:
Given how gaining points in Arcane Reservoir works, a larger maximum number of points at any one time is of very limited utility compared to actual extra points per day, so this difference is pretty reasonable.
This wasn't the case before the consuming options got over-nerfed. Back in the day, you could consume lots of lower level spells out of combat to get an extra large pool while adventuring.

Sure...but even then, there's little incentive to have more than 9-10 Reservoir per fight (and you get that much and more by even mid levels), so you could just burn it all each fight then refresh via spell-eating rather than loading up at the start of the day.


Deadmanwalking wrote:
Sure...but even then, there's little incentive to have more than 9-10 Reservoir per fight (and you get that much and more by even mid levels), so you could just burn it all each fight then refresh via spell-eating rather than loading up at the start of the day.

That depends on your build. The occultist archetype is the one that needs it the most, but other builds can blow through the pool too.

Liberty's Edge

Melkiador wrote:
Deadmanwalking wrote:
Sure...but even then, there's little incentive to have more than 9-10 Reservoir per fight (and you get that much and more by even mid levels), so you could just burn it all each fight then refresh via spell-eating rather than loading up at the start of the day.
That depends on your build. The occultist archetype is the one that needs it the most, but other builds can blow through the pool too.

Even if you're doing it almost every round, Consume Spells is only a Move Action. Saving yourself two to four move actions per combat as an Full Arcane Spellcaster isn't exactly a bad Class Feature, but it's not super necessary either.


It's pretty important for metamagic use though! You need a full-round action to apply it.


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About the Spirit Link ability for the Spirit Whisperer:

Quote:
Spirit Link (Su): At 1st level, a spirit whisperer forms a mystical bond with a spirit. The spirit whisperer picks a spirit from the shaman’s list of spirits (see page 37). At 1st level, he gains the spirit ability granted by that spirit. At 8th level, he gains the greater spirit ability granted by that spirit. At 20th level, the spirit whisperer gains the manifestation ability granted by that spirit. He uses his wizard level as his shaman level for determining the effects and the DCs of abilities granted by the spirit. In addition, he uses his Intelligence modifier in place of his Wisdom modifier for these abilities. He does not gain hexes, spirit magic spells, or the true spirit ability typically granted to a shaman by these spirits. This ability replaces arcane school and the bonus feat gained at 20th level.

Currently none of the spirit abilities actually use the Wisdom modifier. The spirit abilities that use do an ability modifier are based on Charisma as far as I can tell.

Grand Lodge

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Pg. 185 - Invisibility alarm

This is a 1st-level extract for alchemists and investigators, however according to the rules for extracts on page 27 of the APG, extracts can never be made from spells that have a focus component.

Grand Lodge

Mythic Spells and Advanced Class Guide Classes

If using either the arcanist, investigator, skald, or warpriest with mythic rules, determining their list of mythic spells is easy (just use the sorcerer/wizard, alchemist, bard, or cleric/oracle [up to 6th-level spells] lists, respectively). For the bloodrager, hunter, and shaman, however, their lists are for the most part unique (the hunter copies two spell lists and takes the lower level for spells found on each, so it can be annoying when making a comprehensive list of mythic spells). Below are the mythic spell lists for these three classes.

Bloodrager Mythic Spells:
1st-Level Bloodrager Spells: break, burning hands, color spray, ear-piercing scream, endure elements, enlarge person, expeditious retreat, feather fall, hydraulic push, mage armor, magic missile, protection from chaos/evil/good/law, reduce person, shadow weapon, shocking grasp, true strike.
2nd-Level Bloodrager Spells: ablative barrier, animal aspect, blindness/deafness, boiling blood, burning gaze, disfiguring touch, dust of twilight, false life, gust of wind, mirror image, protection from arrows, resist energy, scorching ray, shatter, spider climb, unshakable chill.
3rd-Level Bloodrager Spells: beast shape I, burrow, draconic reservoir, fireball, firestream, fly, force punch, haste, heroism, hydraulic torrent, lightning bolt, magic weapon (greater), monstrous physique I, phantom steed, slow, stinking cloud, vampiric touch.
4th-Level Bloodrager Spells: beast shape II, black tentacles, confusion, contagion, dragon's breath, elemental body I, enervation, fire shield, ice storm, monstrous physique II, phantasmal killer, shout, stoneskin, wall of fire, wall of ice.

Hunter Mythic Spells:
1st-Level Hunter Spells: anticipate peril, call animal, cure light wounds, endure elements, entangle, faerie fire, goodberry, hydraulic push, know the enemy, magic fang, mighty fist of the earth, obscuring mist, resist energy, sun metal.
2nd-Level Hunter Spells: animal aspect, barkskin, burning gaze, chill metal, feast of ashes, flame blade, fog cloud, gust of wind, heat metal, pernicious poison, pox pustules, ricochet shot, spider climb, summon swarm, unshakable chill.
3rd-Level Hunter Spells: battle trance, burrow, call lightning, companion mind link, contagion, cup of dust, cure moderate wounds, daylight, hydraulic torrent, magic fang (greater), named bullet, share glory, stone shape.
4th-Level Hunter Spells: arboreal hammer, cape of wasps, cure serious wounds, dispel magic, flame strike, giant vermin, ice storm, spike stones, true form.
5th-Level Hunter Spells: baleful polymorph, cure critical wounds, fire snake, lend path, stoneskin, wall of fire, wall of thorns.
6th-Level Hunter Spells: fire seeds, move earth, repel wood, terraform, wall of stone.

Shaman Mythic Spells:
1st-Level Shaman Spells: bane, bless, burning hands, cure light wounds, endure elements, entangle, goodberry, hex ward, hydraulic push, inflict light wounds, obscuring mist, protection from chaos/evil/good/law, sleep.
2nd-Level Shaman Spells: barkskin, burning gaze, cure moderate wounds, darkness, false life, flame blade, fog cloud, inflict moderate wounds, levitate, resist energy, spiritual weapon, summon swarm.
3rd-Level Shaman Spells: animate dead, blindness/deafness, call lightning, cure serious wounds, daylight, deep slumber, dispel magic, fly, inflict serious wounds, magic vestment, stinking cloud, stone shape.
4th-Level Shaman Spells: cure critical wounds, detect scrying, giant vermin, ice storm, inflict critical wounds, magic weapon (greater), sands of time, sending, solid fog, spike stones.
5th-Level Shaman Spells: baleful polymorph, break enchantment, breath of life, dominate person, flame strike, stoneskin, wall of fire, wall of thorns.
6th-Level Shaman Spells: cone of cold, fire seeds, flesh to stone, wall of stone.
7th-Level Shaman Spells: animate plants, control weather, harm, heal, plane shift, regenerate, sunbeam.
8th-Level Shaman Spells: earthquake, fire storm, irresistible dance, whirlwind.
9th-Level Shaman Spells: foresight, storm of vengeance, tsunami.

EDIT: Had to repost after realizing I had missed several and time was running out to edit.

Dark Archive

p. 146 Evolved Summoned Monster

typo- has prereg feat of "Augmented Summoning" should be "Augment Summoning"

Sovereign Court

P110 Animist Archetype 6th level spell does not exist (speak with stone). I think its supposed to be Stone Tell, did not find this error mentioned before so thought I would.

Dark Archive

p. 64 5th-Level Summoner Spells

missing comma between spells "dispel magic (greater) ethereal jaunt"

Grand Lodge

Strife2002 wrote:

Pg. 185 - Invisibility alarm

This is a 1st-level extract for alchemists and investigators, however according to the rules for extracts on page 27 of the APG, extracts can never be made from spells that have a focus component.

For what it's worth, James Jacobs in 2012 had a different idea of how this was supposed to work to explain alchemist extracts that have focus components.

From the Pathfinder Society Field Guide product thread.

Note that shortly after this someone points out to him what the actual text in the alchemist write-up says, to which his response is a short growl.

Grand Lodge

Pg. 108 - Wild Hunter ranger archetype

This archetype replaces all instances of the ranger's favored enemy class feature, but doesn't replace the capstone ability at 20th level, Master Hunter, which requires favored enemy to function properly.

Grand Lodge

Pg. 45 - Waves spirit

The shaman spirits in this book have the same names as the oracle mysteries from Advanced Player's Guide, and for every single spirit their spirit magic spells are identical to the mystery spells of the same name.

All, except for the Waves' first spell. The waves mystery's first spell is touch of the sea, but the waves spirit's first spell is hydraulic push. Obviously this might just be intentional, but I thought it was weird that this is the ONLY difference in bonus spells granted between pairs of mysteries and spirits. It made me think what if it were possible that a later printing of the APG quietly errata'd the waves mystery to have a different first spell, and it was one of those hidden changes (and they do happen) where it wasn't mentioned in the official errata document.

Grand Lodge

Pg. 47 - Shaman, Wind Spirit, Elemental Form true spirit ability

The shaman's Wind spirit's true spirit ability, elemental form, allows the shaman to take the form of a Huge lightning elemental (Bestiary 2), as per elemental body VI. The various elemental body spells, however, only have detailed statistics for taking the form of air, earth, fire, and water elementals. Therefore, what exactly a lightning elemental version of elemental body bestows on the character would be up to the GM's discretion, but would probably include gaining the metal mastery and/or spark leap abilities. It might even grant the extra electricity damage on its melee attacks that the elemental has.

Grand Lodge

Pg. 114 - Ultimate clarity rage power

This rage power doesn't list the action needed to activate it:

- Standard action?: No. Despite supernatural abilities defaulting to a standard, it can't be since its listed as an option for skalds and they can't take rage powers that require standard actions to activate.
- Move action?: Maybe, but weird.
- Full-round action?: Unlikely, but possibly (and kind of lame). Also it's weird that skalds can't take standard-action-activated powers, but RAW full-round action powers (like lesser hurling and feast of blood) are still technically valid.
- Swift action/immediate action?: Unlikely. The text says you don't HAVE to be using moment of clarity at the same time as this, which takes a swift action, which implies you can certainly choose to be. Since both only last 1 round, that means having both active would require ultimate clarity to use a different action than swift or immediate.
- Free action?: Maybe.

Honestly I'm tempted to just make it a free action since it only lasts one round and can only be used once per rage.

Grand Lodge

Pg. 65 - Acid strike ability from Earth blessing

In the last sentence of the acid strike ability for the Earth blessing, it should mention its additional damage also doesn't stack with the corrosive burst weapon special ability, like Fire, Water, and Weather blessings mention for their associated "strike" abilities.

Note that the Earth Blessing is missing its header (it blends into the very end of the Destruction blessing), as has already been mentioned in this thread.

Grand Lodge

Pg. 63 - Battle companion ability from Animal blessing

Animals stop being available after summon nature's ally VII, and since you can only summon one animal with this ability (and not multiple animals when summoning creatures from a lower-level list as per the spell), this ability is basically "capped" once you reach 14th level.

Grand Lodge

Pg. 66 - Battle companion ability from Good blessing

Not as bad as the issue with the Animal blessing listed above, but it's worth mentioning that, assuming the warpriest's restrictions on casting spells of opposing alignments to their deity applies to blessing abilities, any warpriest of a good deity with this blessing will have a "dead level" at 18th level in regards to this ability, as no animal or good outsider is on the summon monster VIII list. All will be well again once they hit 20th level, however.

EDIT: one ray of hope, however, is if your GM allows alternate summon lists introduced in other books. Assuming that GM is also kind enough to ignore the specific word "animal" in this ability's description and replace it with "any creature marked with an asterisk" (in other words, those creatures you apply the celestial, entropic, fiendish, or resolute templates to), then a celestial young cloud giant would be available.

Grand Lodge

Pg. 67 - Battle companion ability from Plant blessing

Just like the Animal blessing above, animals stop showing up on the summon nature's ally lists after summon nature's ally VII, effectively "capping" this ability at 16th level (2 levels after Animal blessing since this list starts at summon nature's ally IV instead of V).

Grand Lodge

Pg. 85 - Steelblood bloodrager archetype

The first ability for the steelblood archetype grants the bloodrager heavy armor proficiency. The last sentence of that ability says:

"This replaces the bloodrager's armor proficiency."

Two things here make me wonder if "replaces" was supposed to be "alters" (or in other words, adds to the existing armor proficiencies). First, as written the ability grants heavy armor proficiency but removes proficiency with light and medium armor, something that seems weird when you think about it and also I don't think I've ever heard of that happening to any other archetype (but I could be wrong). What's more, the 2nd-level ability armored swiftness mentions medium armor still.

Second, I'm unclear if the bloodrager's proficiency with shields gets lumped in with armor here, because if so then the word "replaces" would also mean the steelblood loses access to shields. Given what the archetype's theme here is, I'm not sure if further lowering the potential AC here was intended. My guess is "replaces" should be changed to "alters".


Seven years after printing, still finding errors. :-)

First and second printing.

Page 27, Hunter Animal Focus ability. The line "The companion’s aspect can be the same aspect the ranger has taken on or a different
one." should read "The companion’s aspect can be the same aspect the hunter has taken on or a different one."

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