Ultimate Intrigue Errata


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The highest level of spells they offer as a favor explicitly come from the leader of the guild. He's the highest ranking, the only other "key" member is level 7.

Liberty's Edge

Slithery D wrote:
The highest level of spells they offer as a favor explicitly come from the leader of the guild. He's the highest ranking, the only other "key" member is level 7.

So? I didn't say there were higher level people in the Guild. Why would someone who just happened to live in the same city be offering spell casting as part of people owing the Guild?


Slithery, I think what Deadman means is that you are assuming that the highest level arcane caster in the city is also in the guild, and that isn't necessarily the case. The guild may only have access to 5th level spell casting, but there could be other people in the settlement that have higher levels available, but aren't affiliated with the guild.

Actually, given the nature of the guild and the way they run their library, probably several arcane spell casters in the city, including some good aligned ones, probably told them to take a long walk off a short pier. If I was a player presented with this guild in game, I'd wonder about the guild leader's motives, and what game she was playing at.

Liberty's Edge

On a completely separate note DrSwordopolis has noted that the Phantom Thief Archetype (p. 46) currently has a very limited number of Vigilante Social Talents it can get since its 'Broad Study' Class Feature doesn't say your Rogue level counts as your Vigilante level for prerequisite purposes.

This limits them to effectively only ever having access to Renown, Gossip Collector, and Safe House. If that's intentional, it's obviously fine. If it's not, errata seems necessary to make it function as intended.

Liberty's Edge

Deadmanwalking wrote:

On a completely separate note DrSwordopolis has noted that the Phantom Thief Archetype (p. 46) currently has a very limited number of Vigilante Social Talents it can get since its 'Broad Study' Class Feature doesn't say your Rogue level counts as your Vigilante level for prerequisite purposes.

This limits them to effectively only ever having access to Renown, Gossip Collector, and Safe House. If that's intentional, it's obviously fine. If it's not, errata seems necessary to make it function as intended.

Just noticed this thread and was about to link to my thread. Thanks!

(Note that Safe House has no function unless you have a vigilante level, so really, you're restricted to Gossip Collector and Renown. Woo.)

Grand Lodge

I had a quick question about the Velvet Blade archetype for the Slayer:

Treacherous Blade wrote:
At 7th level, a velvet blade can capitalize on how others underestimate her and allow her close to them, assuming she is harmless. She gains the Betrayer feat as a bonus feat, whether or not she meets the prerequisites. Additionally, when making her first attack against a studied target that believes her to be harmless or to be an ally, the attack counts as a sneak attack, even if the target isn't flanked or denied its Dexterity bonus to AC, and the velvet blade gains +2d6 sneak attack damage, increasing by 1d6 at 10th level and every 5 levels thereafter.

So my question is this: would this +2d6 sneak attack damage be in addition to 2d6 sneak attack damage the Velvet Blade would already have at 7th level? As far as I can tell, this archetype alters Studied Target, but Sneak Attack is otherwise unchanged.

Liberty's Edge

2 people marked this as FAQ candidate.

On a lighter note, what happens when you have an Unseen Amulet of Mighty Fists?

Unseen:

UNSEEN PRICE +2 bonus
SLOT none CL 7th WEIGHT —
AURA moderate illusion
This special ability can be placed only on a melee weapon.
Upon command, an unseen weapon can be made invisible,
including any scabbard, sheath, or similar accessory used to
hold the weapon. A careful search will still reveal its presence,
but purely visual examination will not. While invisible, an
unseen weapon causes its wielder to take a –1 penalty on
attack rolls unless she has the Blind-Fight feat or is able to
see invisible objects. On the first attack made with an unseen
weapon during a combat, the defender is denied its Dexterity
bonus to Armor Class unless it has the Blind-Fight feat, is able
to see invisible objects, or is specifically aware that the wielder
is using an unseen weapon. An unseen weapon is considered
to have total concealment for attacks or effects directed at it,
such as combat maneuver checks made to disarm, steal, or
sunder it and disintegrate or rusting grasp.


DrSwordopolis wrote:

On a lighter note, what happens when you have an Unseen Amulet of Mighty Fists?

** spoiler omitted **

Well it obviously makes you invisible and your cloths, since you can say they are your scabbard/sheath.

Liberty's Edge

5 people marked this as a favorite.
Chess Pwn wrote:
DrSwordopolis wrote:

On a lighter note, what happens when you have an Unseen Amulet of Mighty Fists?

** spoiler omitted **

Well it obviously makes you invisible and your cloths, since you can say they are your scabbard/sheath.

I prefer the image of your "fists, knees, elbows, and forehead" disappearing. Although that'd probably come with a free intimidate check. "THEY CALL ME TORSO BOY!"

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Also, does the first attack with an unseen weapon make it visible? It doesn't explicitly say so, and the glossary entry for invisibility doesn't include attacking breaking invisibility. That's only a feature of the invisibility spell as far as I can tell.


Phantom Limb!

Silver Crusade

DrSwordopolis wrote:
I prefer the image of your "fists, knees, elbows, and forehead" disappearing. Although that'd probably come with a free intimidate check. "THEY CALL ME TORSO BOY!"

Sounds like a villain to me...

EDIT: Literally ninja'd by 9 seconds.

Liberty's Edge

Pathfinder Lost Omens, Rulebook Subscriber

So one I had from Herolab.

Mystic Bolts for the Warlock Archtype. As they are considered weapons (for Melee attacks?), would the damage go a step down for Small characters? (Step up for large characters?)

Herolab seems to think they do.

Liberty's Edge

DrSwordopolis wrote:

On a lighter note, what happens when you have an Unseen Amulet of Mighty Fists?

** spoiler omitted **

I would say that Unseen cannot be applied to unarmed attacks. Thus no Unseen AoMF ;-)


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
The Raven Black wrote:
DrSwordopolis wrote:

On a lighter note, what happens when you have an Unseen Amulet of Mighty Fists?

** spoiler omitted **

I would say that Unseen cannot be applied to unarmed attacks. Thus no Unseen AoMF ;-)

Or can you just not see it?

Liberty's Edge

Deadmanwalking wrote:

On a completely separate note DrSwordopolis has noted that the Phantom Thief Archetype (p. 46) currently has a very limited number of Vigilante Social Talents it can get since its 'Broad Study' Class Feature doesn't say your Rogue level counts as your Vigilante level for prerequisite purposes.

This limits them to effectively only ever having access to Renown, Gossip Collector, and Safe House. If that's intentional, it's obviously fine. If it's not, errata seems necessary to make it function as intended.

Case the Joint should also be available.

Though, it seems clear to me that the intent was for Rogue level to act as Vigilante level for these talents.

Liberty's Edge

CBDunkerson wrote:
Though, it seems clear to me that the intent was for Rogue level to act as Vigilante level for these talents.

Certainly, and in my home games it's not an issue. Unfortunately, I'm also a PFS GM and we need official clarification for those things. >_<

Designer

DrSwordopolis wrote:
CBDunkerson wrote:
Though, it seems clear to me that the intent was for Rogue level to act as Vigilante level for these talents.
Certainly, and in my home games it's not an issue. Unfortunately, I'm also a PFS GM and we need official clarification for those things. >_<

Yep. Stay tuned, good doctor. It shouldn't be long now...

Paizo Employee Official Rules Response

3 people marked this as a favorite.

A FAQ page now exists for Ultimate Intrigue, and like with Occult Adventures, we launched it with several entries, including suggestions from this thread. Thanks guys!

Designer

1 person marked this as a favorite.

And indeed, it wasn't long! ^_^

Liberty's Edge

Nice!

Super FAQ Friday.


If mystic bolts aren't manufactured weapons, then does that mean Haste does not work for the warlock? haste states "may make one extra attack with one natural or manufactured weapon.", and mystic bolts are definitely not natural weapons.

Or does the "and feats and abilities that apply to weapon attacks (unless they’re excluded from that feat, such as with Power Attack)." clause allow haste to work? Similarly, what about similar abilities, such as sense vitals, which specifically calls out manufactured weapons, but is generally seen as working with things like scorching ray?

Liberty's Edge

I guess not. Ah, well, Rapid Shot + TWF still give you plenty of attacks.


Pathfinder Design Team wrote:
A FAQ page now exists for Ultimate Intrigue, and like with Occult Adventures, we launched it with several entries, including suggestions from this thread. Thanks guys!

The wording of several abilities that mess with penalties and bonuses use the wording "modifier". The last FAQ question, however, reads "Warlock mystic bolts aren’t manufactured weapons; they’re magical effects (similar to scorching rays or the flames from produce flame), and you don’t add your Strength bonus on damage rolls."

Is this meant to say that you don't add the strength modifier period, or does a low-strength warlock apply the strength penalty to the mystic bolts?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

That is a nice set of FAQ/errata.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
QuidEst wrote:

Shamefully Overdressed:

Range close (25 ft. + 5 ft./2 levels)
Target creature touched

… so which is it?

Probably both. Once the spell is delivered, the caster has to stay within the spell's range of the target for the duration.

"Stick around and enjoy the show..." Although the target can still use their standard actions to attack (i.e, the caster), cast their own spells, etc.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

i think that the warlocks damage dice for the mystic bolts needs to go up with the leveling, at least a little bit, even if that means lowering what die it is like a d4 or something


serithal wrote:
i think that the warlocks damage dice for the mystic bolts needs to go up with the leveling, at least a little bit, even if that means lowering what die it is like a d4 or something

That's a suggestion, not an errata.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 205 Break, Greater - The saving throw entry says "none", but the description, says objects need to make a Fortitude save or be destroyed. I assume the stat block entry should say Fort (object).

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 250 Quick-change mask - Is this underpriced? It seems to do exactly what a hat of disguise does, but using only a move action instead of a standard action, and also allows vigilantes to change identities faster than normal, and when doing so can combine with the same action to cause a distraction. Yet the mask costs 650, and the hat of disguise costs 1800. I would expect the mask to cost more due to the additional abilities.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 251 Raucous Canard - Shouldn't this cost more? Using an oil of magic mouth as a comparison, that would cost 300 gp, while this item costs only 100 gp, even though it has a minor additional effect of animating the parchment as well and having it fly around.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

p. 251 Vestments of False Faith - not quite an errata, but certainly worthy of being in an FAQ. Can this item work selecting a false deity, such as Razmir? It seems custom designed for a follower of Razmir, but technically won't work for them as written.

Designer

JoelF847 wrote:
p. 250 Quick-change mask - Is this underpriced? It seems to do exactly what a hat of disguise does, but using only a move action instead of a standard action, and also allows vigilantes to change identities faster than normal, and when doing so can combine with the same action to cause a distraction. Yet the mask costs 650, and the hat of disguise costs 1800. I would expect the mask to cost more due to the additional abilities.

It's a one-use item.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

JoelF847 wrote:
p. 251 Vestments of False Faith - not quite an errata, but certainly worthy of being in an FAQ. Can this item work selecting a false deity, such as Razmir? It seems custom designed for a follower of Razmir, but technically won't work for them as written.

As a follow up to this question, if it doesn't work for a false deity, then doesn't that make it too easy to determine that it's not a real deity? It seems that it would make the whole Razmir con short-lived.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Mark Seifter wrote:
JoelF847 wrote:
p. 250 Quick-change mask - Is this underpriced? It seems to do exactly what a hat of disguise does, but using only a move action instead of a standard action, and also allows vigilantes to change identities faster than normal, and when doing so can combine with the same action to cause a distraction. Yet the mask costs 650, and the hat of disguise costs 1800. I would expect the mask to cost more due to the additional abilities.
It's a one-use item.

Whoops, missed the last sentence.


How does spell trigger and spell completion magic item use interact with Greater Detect Magic? If someone casts a spell from a scroll or a wand, is the magical signature that comes into play that of the item's user or its maker? (I would assume the item's maker, but official word would be nice.) Does using a scroll or wand affect the user's detectable last spell cast?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Nikki Johnson wrote:
How does spell trigger and spell completion magic item use interact with Greater Detect Magic? If someone casts a spell from a scroll or a wand, is the magical signature that comes into play that of the item's user or its maker? (I would assume the item's maker, but official word would be nice.) Does using a scroll or wand affect the user's detectable last spell cast?

This is not errata. Best bet is to post in Rules Questions.

Silver Crusade

1 person marked this as FAQ candidate.

From Page 35: Majordomo Archetype: Delegate

Ultimate intrigue wrote:

In order to perform all the necessary tasks of her household, a majordomo quickly learns how to delegate. At 1st level and every 3 investigator levels thereafter, a majordomo gains a bonus teamwork feat. As a standard action, she can grant all allies within 30 feet who can see or hear her one of these teamwork feats (even if they don't meet the prerequisites) for a number of rounds equal to 3 + her investigator level. She can use this ability once per day at 1st level, plus an additional time at 4th level and every 3 levels thereafter.

At 4th level, a majordomo can use her delegate ability and designate a single noncombat task that could make use of the teamwork feat (for instance, designating the Cooperative Crafting feat and a session of crafting).

Cooperative Crafting is not a Teamwork Feat. Looking over the Teamwork feats, most of them were meant for combat. So for clarity:

Can the staff provide an actual example of a Teamwork Feat that is used to complete a single noncombat task?

Will the staff release noncombat Teamwork Feats that will make this archetype more viable?

Or was the ability meant to be understood as something else altogether?

As an example, "this ability uses noncombat feats, like Cooperative Crafting, to complete noncombat activities as if they were teamwork feats to allies."


As i see Teisatsu Vigilante can bring unchained monk Ki power,
In Unchained monk i found Qinggong Power (Su).
So can a Teisatsu Vigilante get Qinggong Power (Su) like Scorching ray?


Slithery D wrote:
Given the great improvement in post-ACG products after that one was roundly mocked, I think there's a strong case to be made that delivering a certain measure of embarrassment and shame over their mistakes is doing them a favor.

Two things: first, when is the Errata "product" going to come out? Soon, I hope, though I saw one of the answered FAQs was from October 2016, so I'll not hold my breath too long. ;)

Also: I, and everyone else in our group, adored the ACG, and thought most of the classes in the APG sucked, given our own playtesting experience of them. We tried the Alchemist, the Oracle (Hearing Voices was the only reasonable Curse), the Summoner, and the Witch, and didn't even bother with the Cavalier, largely because it's entirely too specific: useful only for battlefields, unless used with a later product archetype that eliminates the mount (or you play a Small size Cavalier, with a mount that will fit everywhere else). Nor did we try the Inquisitor, because frankly, our group members are all students of history, and that just smacks of "Evil NPC class" and appealed to exactly none of us (actually, a lot of these might do okay as NPC classes, but...). The Alchemist and the Oracle/Witch are only useful for their rules sets for the Investigator and the Shaman, IOHO (In Our Humble Opinions), and even the Unchained Summoner was still too game-breakingly powerful; they didn't need to nerf the eidolons, they needed to nerf the Summoner.

(In all fairness, I have to admit that I liked the APG for just about everything else, except the new classes.)

Given all that, yeah, I can appreciate the fixes the Errata will do for the UI book, broadening the sort of roles and concepts for the archetypes there. :)

LB


The Intrigue Oracle Mystery needs to have the Perform Skill in it's list of Class Skills.


Lady Bluehawk wrote:
Two things: first, when is the Errata "product" going to come out? Soon, I hope, though I saw one of the answered FAQs was from October 2016, so I'll not hold my breath too long. ;)

I might be wrong on this but I think they actually implement Errata in the books when they sell out and have to reprint them.


Pathfinder Roleplaying Game Superscriber

From page 70: Velvet Blade

Treacherous Blade class ability should probably replace Stalker class ability, as the Velvet Blade's Studied Socialite ability makes the Stalker ability redundant.

Grand Lodge

Squiggit wrote:

Might be intended, but Arcane Striker doesn't include Corrosive or Corrosive Burst.

Seems like an oversight because Mystic Bolts can deal acid damage and get the elemental damage enhancements for every other damage type they can have.

This is made even further confusing when you look at the elemental armor talent right after it, and it ALSO leaves off acid from its list of options.

It makes me wonder if "acid" should have actually been left off of the original mystic bolts ability.

Grand Lodge

Taskmaster78 wrote:

From Page 35: Majordomo Archetype: Delegate

Ultimate intrigue wrote:

In order to perform all the necessary tasks of her household, a majordomo quickly learns how to delegate. At 1st level and every 3 investigator levels thereafter, a majordomo gains a bonus teamwork feat. As a standard action, she can grant all allies within 30 feet who can see or hear her one of these teamwork feats (even if they don't meet the prerequisites) for a number of rounds equal to 3 + her investigator level. She can use this ability once per day at 1st level, plus an additional time at 4th level and every 3 levels thereafter.

At 4th level, a majordomo can use her delegate ability and designate a single noncombat task that could make use of the teamwork feat (for instance, designating the Cooperative Crafting feat and a session of crafting).

Cooperative Crafting is not a Teamwork Feat. Looking over the Teamwork feats, most of them were meant for combat. So for clarity:

Can the staff provide an actual example of a Teamwork Feat that is used to complete a single noncombat task?

Will the staff release noncombat Teamwork Feats that will make this archetype more viable?

Or was the ability meant to be understood as something else altogether?

As an example, "this ability uses noncombat feats, like Cooperative Crafting, to complete noncombat activities as if they were teamwork feats to allies."

Just came across this and yeah, it's an issue. The only non-combat teamwork feat I was able to find was Collective Recollection.

Grand Lodge

Yondu Volche wrote:

As i see Teisatsu Vigilante can bring unchained monk Ki power,

In Unchained monk i found Qinggong Power (Su).
So can a Teisatsu Vigilante get Qinggong Power (Su) like Scorching ray?

This belongs in a separate thread, specifically in the Player Companion forums under an errata thread for the Spymaster's Handbook. In any case, I don't see why it couldn't get one of these. Nothing indicates they shouldn't receive a spell-like ability if a qinggong monk power grants it.

Grand Lodge

Berselius wrote:
The Intrigue Oracle Mystery needs to have the Perform Skill in it's list of Class Skills.

Why?

I don't mean to be rude I'm genuinely asking. I can't find any revelation that would require Perform be used.


Strife2002 wrote:
Just came across this and yeah, it's an issue. The only non-combat teamwork feat I was able to find was Collective Recollection.

Stealth Synergy is pretty cool. Maybe you want your staff to move quietly about the manor while cleaning it.

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