Errata / Typos


Ultimate Intrigue Playtest General Discussion

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I didn't see a thread yet for things that clearly just need rewording, so I figured I'd start one.

Here's the first one I saw:

Caster's Defense p10 wrote:
When he successfully casts defensively, he gains DR/magic equal to 1/2 his vigilante level for 1 round. He gains this benefit only if he is threatened by a creature that could have made an attack of opportunity against him had he failed the check.

Failing the check to cast defensively doesn't provoke an Attack of Opportunity, it should probably read something like:

"He gains this benefit only if he is threatened by a creature that could have made an attack of opportunity against him had he not attempted the check."


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For the Warlock, under class skills, it lists Spellcraft as "Spellcraft(Cha)" instead of "Spellcraft(Int)"


In the intro, Jason is channeling some funky town...

"It has two entirely separate roles at the table, one of which
is focused around social encounters, while the other is
great for adventuring, taking on one of many different
funcitons in the group...."

[Emphasis mine]

Cue disco ball and combat flares, ehrm...agile hiphugger bellbottoms and power 'fro...my social identity is Fiphtee Fore, and my vigilante identity is The Mothership Connector.


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Another thing, the Warlock doesn't specifically specify that the spells cast are arcane. Most classes that cast spells have wording like "<CLASS> casts Arcane/Divine/Psychic spells drawn from the <CLASS> spell list".

Grand Lodge

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Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Maybe I'm reading it wrong (or missed someone else posting it already), but the zealot Divine Training I (EX) seems to have a few errors:

Amount of spells known at first level has a discrepancy between the table and the text for 1st level.
Table:
1st level 4 0-level spells, 2 1st-level spells know.
Text:
A zealot vigilante begins play knowing four 0-level spells and three 1st-level spells

There is also a clash in how he casts/prepares:
In the first bit of the text:
He can cast any spell he knowst at any time without preparing it ahead of time.
Then in the second column:
Unlike the number of spells he can cast per day, the number of spells a zealot vigilante can prepare each day isn't affected by his Charisma score.
Shouldn't that read:
Unlike the number of spells he can cast per day, the number of spells known isn't affected by his Charisma score?

Grand Lodge

Class skill typos:

Avenger Class Skills Knowledge (dungeoneering) is missing the (Int) ability descriptor.

Stalker Class Skills: The text for the Stalker reads "avenger vigilante also gains..." (copy/paste error). Also, Knowledge (engineering) is missing the (Int) ability descriptor.

Zealot Class Skills: Knowledge (nature) and Knowledge (planes) are both missing the (Int) ability descriptor. (Although Knowledge (religion) has it.)


Table 1-2: Warlock Vigilante Spells Prepared has the header 'Spells Known.' It should be 'Spells Prepared.'

Arcanists have the same casting mechanic so it is useful to compare it to Table 1-2: Arcanist Spells Prepared from the ACG. That does have the wording 'Spells Prepared.'


Zealot Vigilante Talents:

Quote:

Empower Symbol (Su): As a standard action, the zealot

vigilante can empower his holy symbol. If the zealot is of
good alignment, this works as if the holy symbol was the
center of a consecration emanation. If the zealot is evil, it
words as if the holy symbol was the center of a desecration
emanation. If the zealot is neutral, he can choose whether
this ability acts as per consecration or desecration, but once
the choice is made, it cannot be changed. At 10th level,
the zealot vigilante treats his holy symbol as a permanent
fixture for the purpose of determining the concentration or
desecration effects. A zealot vigilante must be at least 4th level
to select this talent.

Should be consecration or desecration. I would love a concentration aura, but I have no idea what that is mechanically.


The class wealth is missing the each character begins play with an outfit worth 10 gp, ut I noticed on the SRD classes in the core and advanced players guide are missing class wealth entirely so that could be covered somewhere else in the books.

Grand Lodge

in the Channel Energy Talent it dose not state how many times per day the Zealot can Channel. is it 3+charisma modifier like a cleric or different?


James Gibbons wrote:
The class wealth is missing the each character begins play with an outfit worth 10 gp, ut I noticed on the SRD classes in the core and advanced players guide are missing class wealth entirely so that could be covered somewhere else in the books.

The beginning play with an outfit is in the equipment section iirc, and applies to all characters so mentioning it in every class would be highly redundant.

Shadow Lodge

I recall the warlock's bomb talent not saying whether it is Int based like the alchemist class feature, or cha based like the PDF says the default for talents is (although perhaps I am misreading it).


EvilPaladin wrote:
I recall the warlock's bomb talent not saying whether it is Int based like the alchemist class feature, or cha based like the PDF says the default for talents is (although perhaps I am misreading it).

The warlock's bomb talent says it gets the class feature, not just bombs that use a similar mechanic. It's word for word but replace alchemist with vigilante

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