Occult Adventures Potential Error


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7 people marked this as FAQ candidate.

The Emotional Conduit Feat Devotion spell list has Cure light wounds as a Third level spell. I assume this is meant to be Cure Serious Instead.


7 people marked this as FAQ candidate. 1 person marked this as a favorite.

Page 118, Sensate archetype for Fighters says they lose weapon training 2, 3 and 4, but it doesn't mention weapon training 1.


7 people marked this as FAQ candidate.

Page 123 - False Medium Rogue Archetype. False Sensitivity reads:

"False Sensitivity (Ex): At 2nd Level a charlatan can..."

I'm assuming that the False Medium was called the "Charlatan" pre-edit, and that's just an missed edit.


10 people marked this as FAQ candidate.

First asked in the Ask Mark thread:

graystone wrote:

Howdy Mark. Three occult questions on the ectoplasmatist.

#1 The ectoplasmatist's lash's. If you want a light lash, you manifest two. Is it possible to only manifest 1? Or if not, can you use "Dismissing any or all manifested lashes is a free action" to dismiss one leaving only one active?

#2 ectoplasmatist and fractured mind alter different things so the archetypes seem compatible but it doesn't have a "phantom’s emotional focus." for Emotional Power. How does this work. Does the emotional focus picked at 12th count?

#3 What does Bonded Senses do for the ectoplasmatist? The archetype doesn't lose it but it doesn't seem to do anything for them.


23 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

Page 51

Quote:
Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Occultist has no Conjuration spells that are measured in rounds per level.


PEOPLE: please FAQ this concerns.


Bestow Curse is listed as a 3rd and 4th level spiritualist spell.


3 people marked this as FAQ candidate.

the Overwhelming Soul archetype retains Omnikinesis, however there inability to accept burn means that it does nothing.

Designer

graystone wrote:
the Overwhelming Soul archetype retains Omnikinesis, however there inability to accept burn means that it does nothing.

The other ones are on my (short) list, and you guys have much of what is on my list so far in the thread (so thanks!), but overwhelming soul can still use omnikinesis to access other kinds of blasts with gather power, just not lots of uses of the swap out ability (they can still swap out with their auto-refill internal buffer).


graystone wrote:
the Overwhelming Soul archetype retains Omnikinesis, however there inability to accept burn means that it does nothing.

Not nothing- they have a few uses of "I-can't-believe-it's-not-burn!" per day.


Mark Seifter wrote:
graystone wrote:
the Overwhelming Soul archetype retains Omnikinesis, however there inability to accept burn means that it does nothing.
The other ones are on my (short) list, and you guys have much of what is on my list so far in the thread (so thanks!), but overwhelming soul can still use omnikinesis to access other kinds of blasts with gather power, just not lots of uses of the swap out ability (they can still swap out with their auto-refill internal buffer).

A++


QuidEst wrote:
graystone wrote:
the Overwhelming Soul archetype retains Omnikinesis, however there inability to accept burn means that it does nothing.
Not nothing- they have a few uses of "I-can't-believe-it's-not-burn!" per day.

Yes, they can mitigate burn but can't accept any.

Mark Seifter wrote:
graystone wrote:
the Overwhelming Soul archetype retains Omnikinesis, however there inability to accept burn means that it does nothing.
The other ones are on my (short) list, and you guys have much of what is on my list so far in the thread (so thanks!), but overwhelming soul can still use omnikinesis to access other kinds of blasts with gather power, just not lots of uses of the swap out ability (they can still swap out with their auto-refill internal buffer).

So the omnikinesis 1 burn for blast access is added to the blasts burn and not it's own cost? I read it that it cost one burn to get the blast and then you paid the blast cost. (two actions) If it's all combined and it can be reduced as normal by blast mitigating abilities then everything is cool.

And I take the end comment of your that the same thing happens with the non-blast abilities (1 point burn added to wild talent cost). If so, then that solves that too.

PS: Thanks for the explanation Mark. :)


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Minor wording error:
Under Spiritualist Spells it says,
"Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score."
instead of
"Unlike her number of spells per day, the number of spells a spiritualist knows is not affected by her Wisdom score."

also mentioned elsewhere (just so it's all in the same thread)
Under the Spiritualist Phantom class feature:
"Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms."

But under the actual Phantoms' armor bonus section:
"An ectoplasmic or incorporeal manifested phantom can’t wear armor of any kind, as the armor interferes with the spiritualist’s connection with the phantom"


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Secret Wizard wrote:
Page 118, Sensate archetype for Fighters says they lose weapon training 2, 3 and 4, but it doesn't mention weapon training 1.

I don't see that as error. So you get weapon training and centered senses. Nice but nothing great really. Weapon Training is better as you don't need to wait till 15th level to use as swift action. As well it's easy to counter centered senses. How often does fighter fail a will save, even with up to +4 from center senses.


1 person marked this as FAQ candidate.
voska66 wrote:
Secret Wizard wrote:
Page 118, Sensate archetype for Fighters says they lose weapon training 2, 3 and 4, but it doesn't mention weapon training 1.
I don't see that as error. So you get weapon training and centered senses. Nice but nothing great really. Weapon Training is better as you don't need to wait till 15th level to use as swift action. As well it's easy to counter centered senses. How often does fighter fail a will save, even with up to +4 from center senses.

It's an error, bro. If you got both, Centered would have been given at 9th level. You can save yourself the money on gloves of dueling.

TALKING OF WHICH, ANOTHER FAQ:

SENSATE FIGHTER: No duration is listed on the Centered effect. Are we to assume it lasts until deactivated?


2 people marked this as FAQ candidate.

Another one:

Page 123, Escapologist Rogue Archetype

Unfettered Mind is gained at 3rd level, but it replaces Uncanny Dodge, which is gained at 4th level.


Secret Wizard wrote:

Another one:

Page 123, Escapologist Rogue Archetype

Unfettered Mind is gained at 3rd level, but it replaces Uncanny Dodge, which is gained at 4th level.

I've seen that with other classes, but for the life of me I can't remember any specifics.

That may not have been in error.


Secret Wizard wrote:

Another one:

Page 123, Escapologist Rogue Archetype

Unfettered Mind is gained at 3rd level, but it replaces Uncanny Dodge, which is gained at 4th level.

Honesltly, that may not be an error.

There have been multiple instances of replacement abilities that appear either before or after the level of the replaced ability.


haremlord wrote:
Secret Wizard wrote:

Another one:

Page 123, Escapologist Rogue Archetype

Unfettered Mind is gained at 3rd level, but it replaces Uncanny Dodge, which is gained at 4th level.

I've seen that with other classes, but for the life of me I can't remember any specifics.

That may not have been in error.

Skirmisher Ranger is the most glaring one.

You lose Spellcasting at lv4 and gain Tricks at lv5 as a replacement.


Skirmisher works that way because a level 4 Ranger has 0 spells per day (unless he has a high Wisdom score).

This is clearly supposed to have replaced Trap/Danger Sense and changed to Uncanny Dodge, and they forgot to switch the level.


An Eldritch Scion gives up Spell Recall (4th) to get a bloodline at 1st.

Trapper rangers give up their spellcasting at 4th to get traps at 5th (does that count?)


haremlord wrote:

An Eldritch Scion gives up Spell Recall (4th) to get a bloodline at 1st.

Trapper rangers give up their spellcasting at 4th to get traps at 5th (does that count?)

Trapper rangers follow the same logic as Skirmishers.

Eldritch Scion gives up something else at level 1. The ability to Spell Combat freely - they can only do it while using Eldritch Pool.


Mesmericist has Agonizing Rebuke listed as both a Level 2 and Level 3 spell.


Is the Physical Push power of the Self Perfection Psychic Discipline intended to be a guaranteed way to recharge your Phrenic Pool with easily accomplished physical checks (usually done free of any [serious] danger)? Should there have been a minimum DC included?

ie. Could you use a log as a balance beam, juggle, or simply go for a swim?

Dark Archive

voska66 wrote:
Secret Wizard wrote:
Page 118, Sensate archetype for Fighters says they lose weapon training 2, 3 and 4, but it doesn't mention weapon training 1.
I don't see that as error. So you get weapon training and centered senses. Nice but nothing great really. Weapon Training is better as you don't need to wait till 15th level to use as swift action. As well it's easy to counter centered senses. How often does fighter fail a will save, even with up to +4 from center senses.

It is probably important to note that they specifically say armor worn would fall to the ground and have to be picked up. so making this section not just a forgot the "not".


Archaeik wrote:

Is the Physical Push power of the Self Perfection Psychic Discipline intended to be a guaranteed way to recharge your Phrenic Pool with easily accomplished physical checks (usually done free of any [serious] danger)? Should there have been a minimum DC included?

ie. Could you use a log as a balance beam, juggle, or simply go for a swim?

The only limit appears to be that it can only be used a number of times equal to your Wisdom Modifier and you must pass the check. They seem to notice how powerful it is limiting it to WIS mod while most per day abilities a 3 + modifier. I agree there should be a minimum DC maybe something that scales with level or how many points you have in your pool.


1 person marked this as a favorite.

Both the Ectoplasmist Spiritualist archetype and the Mindblade Magus archetype are characters that are clearly intended to cast psychic spells on the front line due to their class features (Spiritual Combat and Spell Combat, respectively).

However, the Thought Component of many psychic spells mean that they can't really perform those roles, since Thought Components increase Concentration DCs by 10, unless the psychic caster uses a move action to remove that increase. However, using a move action like that means that the Ectoplasmist or Mindblade cannot use their Spiritual/Spell Combat feature, since those features are a full-round action.


4 people marked this as FAQ candidate.

The Pain Discipline uses Charisma as its Phrenic Pool Ability, but the Power from Pain ability uses WIS. Seeing as none of the other disciplines require all 3 mental stats, this is likely an error.


Ventnor wrote:

Both the Ectoplasmist Spiritualist archetype and the Mindblade Magus archetype are characters that are clearly intended to cast psychic spells on the front line due to their class features (Spiritual Combat and Spell Combat, respectively).

However, the Thought Component of many psychic spells mean that they can't really perform those roles, since Thought Components increase Concentration DCs by 10, unless the psychic caster uses a move action to remove that increase. However, using a move action like that means that the Ectoplasmist or Mindblade cannot use their Spiritual/Spell Combat feature, since those features are a full-round action.

Well, both are remedied by taking Combat Casting and Uncanny Concentration.

Magi already have this issue and generally need to take both CC and UC, even WITH Spell Combat allowing them to gain a bonus to Concentration by taking a penalty to attack up to their INT bonus.

Psychic spells, however, just happen to carry with them the extra +10 which makes them VERY unwieldy in front-line combat without those feats.

I think it's a bit of a trade-off that CC and UC become even MORE necessary than they normally are due to the increased issue with casting spells which don't have verbal or somatic components.

Liberty's Edge

6 people marked this as FAQ candidate. 1 person marked this as a favorite.

In the Spiritualist entry, under the Phantom's skill description it states:

Occult Adventures p.78 wrote:

Skills: This lists the phantom’s total skill ranks. A phantom can assign skill ranks to any skills, but it must

possess the appropriate appendage to use some skills. Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.

A phantom's base intelligence is 7. If you use an ability score increase to raise it's intelligence to 8, it then gets 2+ int mod(-1) skills per hit dice, or 1 skill point per hits dice, which is less than the base (less intelligent) phantom. I'm assuming this is an error. The question I have is;

Is the number of skill ranks a phantom with above base intelligence supposed to be 4 + its Intelligence modifier per Hit Dice?

Liberty's Edge

6 people marked this as FAQ candidate. 1 person marked this as a favorite.

Also, while I'm at it. On page 73, in the Phantom ability of the Spiritualist, it says in the fourth paragraph;

Occult Adventures p.73 wrote:
Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms.

Yet in the phantom's Armor Bonus entry it says;

Occult Adventures p.78 wrote:
Armor Bonus: The number noted here is the increase to the phantom’s natural armor bonus when it manifests as an ectoplasmic creature, and its deflection bonus when it manifests as an incorporeal creature. An ectoplasmic or incorporeal manifested phantom can’t wear armor of any kind, as the armor interferes with the spiritualist’s connection with the phantom; a phantom may seem to be wearing armor, but this appearance is just an illusory part of its appearance.

So it appears that the phantom both can and can't wear armor depending on which section you read. So the question is;

Is a phantom able to wear armor?

I'm guessing no, because it never mentions proficiency with armor, but this should be clarified.


Mark responded that he found out the answer was No he can't wear armor


1 person marked this as FAQ candidate.

I just found another error (but I don't know if it's mentioned elsewhere).

The Medium has Use Magic Device (Wis) as a class skill.


Potential error.

On page 121 containing the mindblade magus archetype, the mindblade is specifically prevented from manifesting a double weapon at level 1. However, at level 7 the "dual weapons" ability only says that the mindblade can "maintain" two psychic weapons at a time or a psychic double weapon, and doesn't give any language suggesting that you're no longer prevented from manifesting a psychic double weapon.


Here's a possible error:

The Emotional Conduit feat (page 132) gives additional spells known to the spritualist depending on the emotional focus of the phantom. The Devotion phantom gives cure light wounds as a third level spell, which seems a bit weak (fear gives the fear spell, hatred gives bestow curse, zeal gives heroism, as examples of other 3rd level spells given).


Fighting Chicken wrote:

Here's a possible error:

The Emotional Conduit feat (page 132) gives additional spells known to the spritualist depending on the emotional focus of the phantom. The Devotion phantom gives cure light wounds as a third level spell, which seems a bit weak (fear gives the fear spell, hatred gives bestow curse, zeal gives heroism, as examples of other 3rd level spells given).

it's fixed: http://paizo.com/products/btpy9egu/faq?Pathfinder-Roleplaying-Game-Occult-A dventures#v5748eaic9tpi


Well, since we are on the subject of possible errors for the spiritualist, here is something I caught for the 'Haunted Spiritualist' archetype...

Pathfinder SRD wrote:
Ferocious Phantom: At 18th level, when using usurp manifestation the phantom gains DR 10/slashing and spell resistance equal to 11 + the haunted's spiritualist level (this spell resistance doesn't apply to spells originating from the spiritualist or from the usurp spell ability).

It seems a little silly that the phantom gains DR 10/slashing at 18th level when you automatically gain the following...

Pathfinder SRD wrote:
Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

At best, you gain DR 15/magic and DR 10/Slashing at level 18, but it seems a bit strange that not only is the DR you gain less then the amount that the phantom already has, it pretty much becomes obsolete once you hit 20th level.


Rules wrote:
Bloodline Arcana: Incorporeal creatures take 75% of the normal amount of damage from your damaging spells, and when incorporeal creatures attempt saving throws against your non-damaging spells, they roll twice and must take the lower result.

Wait, this means that, as an ectoplasm bloodline sorcerer, my magic missile does less damage than almost literally any other sorcerer. Isn't this bloodline supposed to make me better at hurting ghosts?


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chbgraphicarts wrote:


Well, both are remedied by taking Combat Casting and Uncanny Concentration.

Not really. This honestly seems like an oversight. Mindblade also loses Improved and Greater Spell combat.

A 10th level Mindblade has to hit a DC 33 concentration check to cast a 4th level spell on the defensive. With 16 Int and both feats he's going to have a +19 concentration check giving him a 35% chance to get the spell off, or a mere 50% chance by taking an additional -3 to hit (which is in reality -5 with your 3/4 BAB class since you are using Spell Combat; assuming Spell Combat and TWC penalties don't stack).

It's only a 10% chance increase for each lower spell level you can cast, which is still terrible. The playstyle would be spamming spell slots into the nether hoping something goes off. The class can no longer tactically use it's spells via Spell Combat. They become like procs. You swing and swing and something extra is added into the attack routine every once in a while.

By comparison a 10th level Magus has to hit a DC 23 and with neither feat will have +15 concentration check, giving him a 60% chance of getting the same spell off defensively, and a 75% chance by taking that -3 to hit. With both feats that's a 90% chance to get off your 4th level spell, and a 100% chance for everything lower with no additional penalty to hit.

A level 20 magus with 20 Int can auto-succeed at casting 6th level spells defensively with neither feat and no additional penalty to hit. A 20 mindblade with both feats cannot auto-succeed at casting 4th level spells defensively. The mindblade is not an effective gish, and being able to TWC/2h with Spell Combat is frankly irrelevant if you can't actually choose to cast spells when you want to with any reasonable chance of success. The regular Magus can already TWC/2h and not Spell Combat, and has other advantages such as a potential wider repetoire of spells than the Mindblade.

It's hard to imagine that this was playtested or the disparity in playstyles between the base class and the archetype was intended. It neither gains nor loses features that fundamentally alter the way the class plays. It's a mere mathematical quirk that makes the class's primary, defining class feature not really work.


One thing to remember is that the mindblade can choose to 5ft step at any time during his full-round action.

So if you start next to the enemy, you can spell combat, make all your attacks, 5ft step away, and cast a spell. Say, maybe "shield" without needing to defensively cast. If you start 5ft away from the enemy, you can spell combat, cast without needing to defensively cast, take the 5ft step and then make all your attacks.

It doesn't mean the magus won't be getting his spells off, it just means he has to work his spell selections with this tactical consideration in mind.

EDIT: Also consider the spell "warding weapon", which is an easy consideration instead of having to take all those concentration feats.


graystone wrote:
Fighting Chicken wrote:
it's fixed: http://paizo.com/products/btpy9egu/faq?Pathfinder-Roleplaying-Game-Occult-A dventures#v5748eaic9tpi

Thanks, graystone! Glad to see they're hopping on the errata train so quick.

Bummer to see they did in fact rule on phantoms not being able to wear armor though. That's a pretty bad deal for the Anger Phantom.


Deighton Thrane wrote:

In the Spiritualist entry, under the Phantom's skill description it states:

Occult Adventures p.78 wrote:

Skills: This lists the phantom’s total skill ranks. A phantom can assign skill ranks to any skills, but it must

possess the appropriate appendage to use some skills. Phantoms with Intelligence scores above the base value modify these totals as normal (a phantom gains a number of skill ranks equal to 2 + its Intelligence modifier per Hit Die). A phantom can’t have more ranks in a skill than it has Hit Dice. Phantom skill ranks are set once chosen.

A phantom's base intelligence is 7. If you use an ability score increase to raise it's intelligence to 8, it then gets 2+ int mod(-1) skills per hit dice, or 1 skill point per hits dice, which is less than the base (less intelligent) phantom. I'm assuming this is an error. The question I have is;

Is the number of skill ranks a phantom with above base intelligence supposed to be 4 + its Intelligence modifier per Hit Dice?

Very likely, because phantom as an outsider should get 6+Int modifier per HD, two of which are dedicated to emotional focus skills.


Ok, not nessisarily an error, but I noticed the Medium’s Kit is severely lacking in basic adventuring equipment. All the other kits have the basics, but the medium's kit does not. Is this intentional or just an oversight?


haremlord wrote:
Secret Wizard wrote:

Another one:

Page 123, Escapologist Rogue Archetype

Unfettered Mind is gained at 3rd level, but it replaces Uncanny Dodge, which is gained at 4th level.

I've seen that with other classes, but for the life of me I can't remember any specifics.

That may not have been in error.

I know this is old, but I just found one. The Brawler archetype for Fighter.

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/fighter.h tml wrote:

Brawler (Archetype)

Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.

Close Combatant (Ex): At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.

At 2nd level, they lose Armor Training (which comes at 3rd). At 3rd level they lose Weapon Training (which comes at 5th).

Dark Archive

p. 253 FURIOUS METAMAGIC ROD, Greater
24,500 GP price but cost says 22,250 GP

Dark Archive

p. 254 SCARRING METAMAGIC ROD, Greater
24,500 GP price but cost says 22,250 GP
should be half

Dark Archive

p. 254 WITCHING ROD

grouped with Rods but has CONSTRUCTION REQUIREMENT of Craft Wondrous Item not Craft Rod

Dark Archive

p. 263 SPIRIT REVIVIFICATION INCENSE

naming convention, why not INCENSE Of SPIRIT REVIVIFICATION?

Dark Archive

p. 263 TALISMAN, GREATER

is the CL for GREATER TALISMAN the same as the Lesser?

e.g. Lesser Talisman of Arrow Protection is CL 3rd, is Greater Talisman of Arrow Protection also CL 3rd?

if not, how how can you tell what it's supposed to be?

RPG Superstar 2014 Top 32

Spiritualist lists Phantom Steed as both 2nd and 3rd level spell,
Which is it?

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