Errata questions


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I would like to use this topic to gather errata questions:

On page 13 it is stated that the key ability scores for Ranger are "Dexterity or Strength". On page 113 the class key ability is listed as "Dexterity".

On page 73 the might domains lists "Enduring Strength", the spell descriptions lists only "Enduring Might" on page 221.


Please feel free to add other questions that need clarification.


Align Armament (8th level cleric feat) has no duration, so a cleric can stick this on as many weapons as they want forever?


alchemist errata:

debilitating bombs requires you to make elixirs and not bombs

you can never craft mutagens using your features (or any other uncommon recipe for that matter). putting stuff in your formula book doesn't magically make them common

need a rewrite on advanced alchemy to make clear they gain 8 recipes on lvl1 and not 4

empower bombs feature lists alchemist fire as d6s while it's d8

efficient alchemy mentions you craft double batch size but then proceeds to use half batch size in example (2*2 instead of 2*4)

enduring elixir mentions you make alchemical tools with quick alchemy, which quick alchemy doesnt say you do

feral mutagen works on feral mutagen. no such things exist, instead it should say bestial mutagen

double mutagen requires you to drink a mutagen you've made with the mutagen crafting ability, when mutagen craftin ability just allows you to add mutagens in your formula book

craft philosopher's stone class feat adds it into your formula book, but (like mutagen ability above) does nothing for it's rarity rating, thus you still can't craft it using your abilities


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Do back packs and belt pouches increase the amount of bulk you can carry or are they just a convenient way to store it?


technarken wrote:
Align Armament (8th level cleric feat) has no duration, so a cleric can stick this on as many weapons as they want forever?

It has a frequency of once per round, which would imply that's how long it lasts.

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shroudb wrote:

alchemist errata:

you can never craft mutagens using your features (or any other uncommon recipe for that matter). putting stuff in your formula book doesn't magically make them common

double mutagen requires you to drink a mutagen you've made with the mutagen crafting ability, when mutagen craftin ability just allows you to add mutagens in your formula book

craft philosopher's stone class feat adds it into your formula book, but (like mutagen ability above) does nothing for it's rarity rating, thus you still can't craft it using your abilities

I don’t think I understand this. If it’s in your formula book, you have it. Mutagen Crafting even says pick an Uncommon alchemical item with the Mutagen trait.


Rysky wrote:
shroudb wrote:

alchemist errata:

you can never craft mutagens using your features (or any other uncommon recipe for that matter). putting stuff in your formula book doesn't magically make them common

double mutagen requires you to drink a mutagen you've made with the mutagen crafting ability, when mutagen craftin ability just allows you to add mutagens in your formula book

craft philosopher's stone class feat adds it into your formula book, but (like mutagen ability above) does nothing for it's rarity rating, thus you still can't craft it using your abilities

I don’t think I understand this. If it’s in your formula book, you have it. Mutagen Crafting even says pick an Uncommon alchemical item with the Mutagen trait.

both Advanced and Quick alchemy features read:

you make a COMMON item that's in your formula book.

you have stuff to put uncommon items in your formula book (the aforementioned abilities/feats) but they're still uncommon

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shroudb wrote:
Rysky wrote:
shroudb wrote:

alchemist errata:

you can never craft mutagens using your features (or any other uncommon recipe for that matter). putting stuff in your formula book doesn't magically make them common

double mutagen requires you to drink a mutagen you've made with the mutagen crafting ability, when mutagen craftin ability just allows you to add mutagens in your formula book

craft philosopher's stone class feat adds it into your formula book, but (like mutagen ability above) does nothing for it's rarity rating, thus you still can't craft it using your abilities

I don’t think I understand this. If it’s in your formula book, you have it. Mutagen Crafting even says pick an Uncommon alchemical item with the Mutagen trait.

both Advanced and Quick alchemy features read:

you make a COMMON item that's in your formula book.

you have stuff to put uncommon items in your formula book (the aforementioned abilities/feats) but they're still uncommon

Advanced Alchemy gives you access to all of the Common items. Mutagen and Philosopher's Stone give you access to those specific Uncommon+ items.


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Rysky wrote:
shroudb wrote:
Rysky wrote:
shroudb wrote:

alchemist errata:

you can never craft mutagens using your features (or any other uncommon recipe for that matter). putting stuff in your formula book doesn't magically make them common

double mutagen requires you to drink a mutagen you've made with the mutagen crafting ability, when mutagen craftin ability just allows you to add mutagens in your formula book

craft philosopher's stone class feat adds it into your formula book, but (like mutagen ability above) does nothing for it's rarity rating, thus you still can't craft it using your abilities

I don’t think I understand this. If it’s in your formula book, you have it. Mutagen Crafting even says pick an Uncommon alchemical item with the Mutagen trait.

both Advanced and Quick alchemy features read:

you make a COMMON item that's in your formula book.

you have stuff to put uncommon items in your formula book (the aforementioned abilities/feats) but they're still uncommon

Advanced Alchemy gives you access to all of the Common items. Mutagen and Philosopher's Stone give you access to those specific Uncommon+ items.

copypasta from the book:

Advanced alchemy:

"You gain the Alchemical Crafting feat (see page 162), even if you don’t meet
that feat’s prerequisites, and you gain the four additional common 1st-level
alchemical formulas that feat grants. The list of alchemical items begins on
page 360. You can use this feat to create common alchemical items as long as
you have their formulas in your formula book,
though their power is fleeting.
You can create these items in two different ways, as described below. An
alchemical item you create this way has the infused trait."

Quick Alchemy:
"You create a single common alchemical item that is of your
level or lower without having to spend the normal monetary cost
in alchemical reagents or needing to attempt a Crafting check.
This item has the infused trait, but it remains potent only until
the start of your next turn."

(emphasis mine)

obviously the RAI is that the UNcommon recipes you add later with class features can be used, but by RAW, adding uncommon recipes does nothing for Advance and Quick alchemy features.

hence i posted it in errata

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Quick Alchemy is deserving of a FAQ on whether you can use it on Uncommon Formula I agree, but it’s not needed for Advanced Alchemy. It gives you access to all Common Formula, it doesn’t say you can never make Uncommon Formulas. It’s worded that way to prevent people from trying to create Uncommon Formulas only before they have access to them, not forever.


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Rysky wrote:
Quick Alchemy is deserving of a FAQ on whether you can use it on Uncommon Formula I agree, but it’s not needed for Advanced Alchemy. It gives you access to all Common Formula, it doesn’t say you can never make Uncommon Formulas. It’s worded that way to prevent people from trying to create Uncommon Formulas only before they have access to them, not forever.

where do you infer this from (RAW)?

because RAW clearly states that ONLY COMMON items from your formula books can be crafted.

again:

Quote:

You can use this feat to create common alchemical items as long as

you have their formulas in your formula book,

nothing in there says anything about you being able to later use it on uncommon items.


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Playtest Rulebook page 274 wrote:
Backlash: Some rituals have a backlash: a negative side effect that affects all casters, both primary and secondary, regardless of whether the ritual succeeds or fails.

None of the rituals in the rulebook have a Backlash entry. Maybe the quoted text is obsolete?


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I'm not sure if this qualifies as errata, or if it's already been discussed somewhere else, but why is the hand crossbow 1 hand, and not 1+ hand like the bows and the sling? so your other hand can be completely occupied, and you can just reload it... How?

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shroudb wrote:
Rysky wrote:
Quick Alchemy is deserving of a FAQ on whether you can use it on Uncommon Formula I agree, but it’s not needed for Advanced Alchemy. It gives you access to all Common Formula, it doesn’t say you can never make Uncommon Formulas. It’s worded that way to prevent people from trying to create Uncommon Formulas only before they have access to them, not forever.

where do you infer this from (RAW)?

because RAW clearly states that ONLY COMMON items from your formula books can be crafted.

again:

Quote:

You can use this feat to create common alchemical items as long as

you have their formulas in your formula book,
nothing in there says anything about you being able to later use it on uncommon items.

You're misreading what Advanced Alchemy is saying. At no point does it say you can only make Common items and can never make Uncommon items. The later abilities in question give you the formula, you can craft them.

Mutagen Crafting 5th wrote:
You learn the secret of mutagens. When you gain a new level and add new formulas to your book, you can select formulas for uncommon alchemical items with the mutagen trait.
Craft Philosopher's Stone 20 wrote:
You gain the formula for the philosopher’s stone (see page 367) and can add it to your formula book.


The rapier is listed on p180 as dealing 1d6 P (Deadly 1d8) damage, yet the description for the Deadly trait on p182 says that a master-quality rapier deals 2d6 extra damage (not 2d8).

The table on p188 lists various costs of living, but the text section on p189 doesn't mention at all what you actually get for any of these costs. The text beneath the table mentions "Subsist in the Streets" (rather than on).

Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Masterful Hunter on p114 gives you an additional bonus if you're a Master in Perception, yet you automatically became a Master at 7th and legendary at 15th!

Swift Tracker on p116 requires Experienced Tracker. I don't know what that is or where it's mentioned.

Trapfinder on p121 gives you a chance to find traps, even if you're not searching, if you're Trained in Stealth. Why is this?


Rysky wrote:
shroudb wrote:
Rysky wrote:
Quick Alchemy is deserving of a FAQ on whether you can use it on Uncommon Formula I agree, but it’s not needed for Advanced Alchemy. It gives you access to all Common Formula, it doesn’t say you can never make Uncommon Formulas. It’s worded that way to prevent people from trying to create Uncommon Formulas only before they have access to them, not forever.

where do you infer this from (RAW)?

because RAW clearly states that ONLY COMMON items from your formula books can be crafted.

again:

Quote:

You can use this feat to create common alchemical items as long as

you have their formulas in your formula book,
nothing in there says anything about you being able to later use it on uncommon items.

You're misreading what Advanced Alchemy is saying. At no point does it say you can only make Common items and can never make Uncommon items. The later abilities in question give you the formula, you can craft them.

Mutagen Crafting 5th wrote:
You learn the secret of mutagens. When you gain a new level and add new formulas to your book, you can select formulas for uncommon alchemical items with the mutagen trait.
Craft Philosopher's Stone 20 wrote:
You gain the formula for the philosopher’s stone (see page 367) and can add it to your formula book.

i just quoted the part where it directly says that you can ONLY craft COMMON items.

what you quoted is the part where you put uncommon formulas into your formula book, it still does NOTHING about them being uncommon.

i mean, how much more clear can you get than

Quote:

You can use this feat to create common alchemical items as long as

you have their formulas in your formula book,

you still haven't quoted ANYTHING that says the words "craft" and "uncommon" even remotely in the same paragraph.

just think of this exact same example:
"Hypothetical Free feat ability: You can use any combat feat that is level 5 or lower that you know as a free action"
Later you gain: "Add 2 level 7 feats in your combat feats known"

Would you be able to do them for free? Ofc not. The limitation of "5lvl or lower" was NEVER REMOVED


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The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.


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Unicore wrote:
The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.

herolab is wrong.

a touch attack is an unarmed attack targetting touch ac.

unarmed is defined as a finesse weapon.

so you can use either dex or strength, but it doesn't change the fact that it's an attack.

so prof bonusl+dex/str+misc att odifiers vs touch


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shroudb wrote:
Unicore wrote:
The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.

herolab is wrong.

a touch attack is an unarmed attack targetting touch ac.

unarmed is defined as a finesse weapon.

so you can use either dex or strength, but it doesn't change the fact that it's an attack.

so prof bonusl+dex/str+misc att odifiers vs touch

I don't think people are going to take your word or mine over Herolab until something offical gets stated. The wording on page 192 is not explicit and if Herolab can get it wrong, then a lot of other folks will too.


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The barkskin spell is missing the "joke" tag.

Grand Lodge

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Telekinetic Projectial Cantrip: page 263
The Heightened (3rd) damage is 1d8 + caster modifier where all the other damage dice for this Cantrip are 1d10. Make me think the 1d8 is a typo.

Produce Flame Cantrip: page 247-248
Damage starts at 1d4, but all Heightened versions use d6s. I suspect the first 1d4 is a typo and should be a 1d6.


Arakhor wrote:
Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Acute Vision on p57 does this too. I still don't see why you would ever need both.

Arakhor wrote:
Swift Tracker on p116 requires Experienced Tracker. I don't know what that is or where it's mentioned.

I realised afterwards that this one is a skill feat (p165).


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Arakhor wrote:
Arakhor wrote:
Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Acute Vision on p57 does this too. I still don't see why you would ever need both.

I suppose having both lets you see colors perfectly fine in low light conditions? Since darkvision is explicitly black and white.


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Your vision in darkness with darkvision is black and white - it says nothing about being so in dim light. Still, even if it did, there is no such proviso for low-light vision.


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Genuinely unsure if this is intentional or not and I’d love to hear from the devs. The pretty well-known “sorcerer skill-monkey” phrase on page 129:

“Bloodline Signature Skills: You are trained in the listed skills and add them to your signature skills.”

Considering the name, I’d assume this is supposed to just add them as a signature skill only, and not be trained.


Right know I remember these inconsistencies I found.

- The spell level of powers: if I recall correctly, for non-spellcasters it's half your level rounded up, except Paladins who round down. Is it intended?
- Weapon dice increase: some add +2 damage when the base is already 1d12, others just stop there (deity favored weapon, and maybe another case). Maybe it makes sense for balance reasons, but it's confusing: is it really how it works?
- Shield damage when blocking, but we have other threads explicitly for that topic.

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Apophenia wrote:
Arakhor wrote:
Arakhor wrote:
Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Acute Vision on p57 does this too. I still don't see why you would ever need both.

I suppose having both lets you see colors perfectly fine in low light conditions? Since darkvision is explicitly black and white.

Unless they changed something Darkvision has a distance emanating from you whereas Lowlight has a distance emanating from light sources, so you can use both at the same time.

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shroudb wrote:
Rysky wrote:
shroudb wrote:
Rysky wrote:
Quick Alchemy is deserving of a FAQ on whether you can use it on Uncommon Formula I agree, but it’s not needed for Advanced Alchemy. It gives you access to all Common Formula, it doesn’t say you can never make Uncommon Formulas. It’s worded that way to prevent people from trying to create Uncommon Formulas only before they have access to them, not forever.

where do you infer this from (RAW)?

because RAW clearly states that ONLY COMMON items from your formula books can be crafted.

again:

Quote:

You can use this feat to create common alchemical items as long as

you have their formulas in your formula book,
nothing in there says anything about you being able to later use it on uncommon items.

You're misreading what Advanced Alchemy is saying. At no point does it say you can only make Common items and can never make Uncommon items. The later abilities in question give you the formula, you can craft them.

Mutagen Crafting 5th wrote:
You learn the secret of mutagens. When you gain a new level and add new formulas to your book, you can select formulas for uncommon alchemical items with the mutagen trait.
Craft Philosopher's Stone 20 wrote:
You gain the formula for the philosopher’s stone (see page 367) and can add it to your formula book.

i just quoted the part where it directly says that you can ONLY craft COMMON items.

what you quoted is the part where you put uncommon formulas into your formula book, it still does NOTHING about them being uncommon.

i mean, how much more clear can you get than

Quote:

You can use this feat to create common alchemical items as long as

you have their formulas in your formula book,

you still haven't quoted ANYTHING that says the words "craft" and "uncommon" even remotely in the same paragraph.

just think of this exact same example:
"Hypothetical Free feat ability: You can use any combat feat that is...

The analogy doesn’t work as Advanced Alchemy does not have a limitation of “Common only”.

*shrugs*

We’re just going in circles at this point. You have your observation of these rules and I have mine, good night.


So is arcane spell failure still a thing or did Mr. Fishy miss it? Also does everyone but the monk take a -2 penalty to AC is they are unarmored? RAW that appears to be the case.

Also question about fighters, their weapon proficiency increases quickly but their armor progression is slower and seems to skip over light and med armor. Is that a design choice or a typo?

Paladin gains armor increases at 7th, 13th, and 17th; ending in legendary.

Fighters gain armor increases at 11, 17th level. Heavy armor proficiency caps at master and medium armor caps at expert, at 17 level.

Seems like the paladin has a suite of equipment abilities and class feature buffs.

While fighter gets a +1 bonus on weapons at first level.


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Mr.Fishy wrote:

So is arcane spell failure still a thing or did Mr. Fishy miss it? Also does everyone but the monk take a -2 penalty to AC is they are unarmored? RAW that appears to be the case.

...

Apparently that is an oversight. Everyone should be trained in unarmored.

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Mr.Fishy wrote:
So is arcane spell failure still a thing or did Mr. Fishy miss it? Also does everyone but the monk take a -2 penalty to AC is they are unarmored? RAW that appears to be the case.

ASF does not exist at this point in time.

The Devs admitted that was an accidental omission, all characters are Trained in Unarmored.


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Rysky wrote:
Apophenia wrote:
Arakhor wrote:
Arakhor wrote:
Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Acute Vision on p57 does this too. I still don't see why you would ever need both.

I suppose having both lets you see colors perfectly fine in low light conditions? Since darkvision is explicitly black and white.
Unless they changed something Darkvision has a distance emanating from you whereas Lowlight has a distance emanating from light sources, so you can use both at the same time.

Darkvision is infinite range now.


Unicore wrote:
shroudb wrote:
Unicore wrote:
The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.

herolab is wrong.

a touch attack is an unarmed attack targetting touch ac.

unarmed is defined as a finesse weapon.

so you can use either dex or strength, but it doesn't change the fact that it's an attack.

so prof bonusl+dex/str+misc att odifiers vs touch

I don't think people are going to take your word or mine over Herolab until something offical gets stated. The wording on page 192 is not explicit and if Herolab can get it wrong, then a lot of other folks will too.

You are probably right that people are not going to listen to us. But it is definitely a finesse strike, so Str or Dex. I took me about 20 minutes to work it out, but it is spelled out in the rules over about 3 sections.

Also this is what the iconic cleric had on their sheet +2 (1 lvl, 1 dex) for their fire power.


Malthraz wrote:
Unicore wrote:
shroudb wrote:
Unicore wrote:
The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.

herolab is wrong.

a touch attack is an unarmed attack targetting touch ac.

unarmed is defined as a finesse weapon.

so you can use either dex or strength, but it doesn't change the fact that it's an attack.

so prof bonusl+dex/str+misc att odifiers vs touch

I don't think people are going to take your word or mine over Herolab until something offical gets stated. The wording on page 192 is not explicit and if Herolab can get it wrong, then a lot of other folks will too.

You are probably right that people are not going to listen to us. But it is definitely a finesse strike, so Str or Dex. I took me about 20 minutes to work it out, but it is spelled out in the rules over about 3 sections.

Also this is what the iconic cleric had on their sheet +2 (1 lvl, 1 dex) for their fire power.

Mark explicitly spelled it out previously in a pre-release thread about the pre-gens, but as far as being clearly stated in the book, its just not their in a way that lets you point to one thing and say "this is how it is supposed to work," which should be there for something like attacking with spells.


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Summon monster list has Dire rat as one of the level 0 summons, but it should be listed as Giant Rat.

K-Ray


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Wizard Weapon proficiency lists "light crossbow", which doesn't exist in the table of simple ranged weapons. There's a "crossbow", "hand crossbow", and "heavy crossbow", but no "light" crossbow.

Given the damage and Bulk values, I'm inclined to think that either the light crossbow or the hand crossbow is miss labeled.


Kobold Warriors (Bestiary p83) have no listed bonus to attack, both for melee and ranged. Given that their CR and DEX bonus are both one lower than the Kobold Scout (+7), I'm guessing that these are supposed to be +5 to hit? Not sure about this, as their base skill modifier of -1 is 3 lower than the Scout, which could drop their attack bonus to +2?


i hope this trhead survives until the devs are back from gencon, so they can read and think on this thread!

to contribute:
paladins' Warded Touch feat should clarify that it removes the free hand requirement from lay on hands, as currently all removing the Manipulate tag does is makes you no longer provoke attacks of opportunity while using LoH, and doesn't make you drown as fast.

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Xenocrat wrote:
Rysky wrote:
Apophenia wrote:
Arakhor wrote:
Arakhor wrote:
Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Acute Vision on p57 does this too. I still don't see why you would ever need both.

I suppose having both lets you see colors perfectly fine in low light conditions? Since darkvision is explicitly black and white.
Unless they changed something Darkvision has a distance emanating from you whereas Lowlight has a distance emanating from light sources, so you can use both at the same time.
Darkvision is infinite range now.

*nods* Probably a carryover from 1st then, reading the descriptions for both types of visions in the Perception section Darkvision automatically lets you see in Dim Lighting just fine.


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Unicore wrote:
Malthraz wrote:
Unicore wrote:
shroudb wrote:
Unicore wrote:
The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.

herolab is wrong.

a touch attack is an unarmed attack targetting touch ac.

unarmed is defined as a finesse weapon.

so you can use either dex or strength, but it doesn't change the fact that it's an attack.

so prof bonusl+dex/str+misc att odifiers vs touch

I don't think people are going to take your word or mine over Herolab until something offical gets stated. The wording on page 192 is not explicit and if Herolab can get it wrong, then a lot of other folks will too.

You are probably right that people are not going to listen to us. But it is definitely a finesse strike, so Str or Dex. I took me about 20 minutes to work it out, but it is spelled out in the rules over about 3 sections.

Also this is what the iconic cleric had on their sheet +2 (1 lvl, 1 dex) for their fire power.

Mark explicitly spelled it out previously in a pre-release thread about the pre-gens, but as far as being clearly stated in the book, its just not their in a way that lets you point to one thing and say "this is how it is supposed to work," which should be there for something like attacking with spells.

But it is.

It's an attack.

An attack has defined traits and benefits from defined modifiers.

There is no notion in the rules at all that it might somehow be using caster check, that's just arbitrary.

As an example, there's no mention that fire damage ISN'T always persistent.

But you can't say "fireball does persistent damage because it doesn't say it doesn't"


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Power attack already scales badly, bus as worded right now, it doesn't even scales at 10 if you pick it up with the Fighter Dedication Archetype.


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shroudb wrote:
Unicore wrote:
Malthraz wrote:
Unicore wrote:
shroudb wrote:
Unicore wrote:
The rulebook never clearly states what attributes you use when making touch attack rolls with spells. Herolab online seems to think it is your spell roll modifier. The pregens use their dex and str. THe rules in the book are all over the place, but never lay out a specific formula for calculating it.

herolab is wrong.

a touch attack is an unarmed attack targetting touch ac.

unarmed is defined as a finesse weapon.

so you can use either dex or strength, but it doesn't change the fact that it's an attack.

so prof bonusl+dex/str+misc att odifiers vs touch

I don't think people are going to take your word or mine over Herolab until something offical gets stated. The wording on page 192 is not explicit and if Herolab can get it wrong, then a lot of other folks will too.

You are probably right that people are not going to listen to us. But it is definitely a finesse strike, so Str or Dex. I took me about 20 minutes to work it out, but it is spelled out in the rules over about 3 sections.

Also this is what the iconic cleric had on their sheet +2 (1 lvl, 1 dex) for their fire power.

Mark explicitly spelled it out previously in a pre-release thread about the pre-gens, but as far as being clearly stated in the book, its just not their in a way that lets you point to one thing and say "this is how it is supposed to work," which should be there for something like attacking with spells.

But it is.

It's an attack.

An attack has defined traits and benefits from defined modifiers.

There is no notion in the rules at all that it might somehow be using caster check, that's just arbitrary.

As an example, there's no mention that fire damage ISN'T always persistent.

But you can't say "fireball does persistent damage because it doesn't say it doesn't"

I agree, my play group didn't. On page 197, it lists spell attack and never specifies what attribute you use for each kind of spell attack. The only reference to any specific kind of roll was the spell roll proficiency, which gets this big special place on the character sheet while there is no listing of your ranged and melee touch attack. Having an example here would make this very clear.


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My wife, who is playing a paladin, wishes to report the following error:

The paladin's Code of Conduct on page 105 said, "Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM will determine whether other acts count as anathema."

The dieties' entries in the Cleric section, TABLE 3–9: DEITIES on pages 72-73, do not list acts that are considered anathema. A few examples of acts of anathema for a few dieties are given in the Anathema text on pages 70-71.


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Mathmuse wrote:

My wife, who is playing a paladin, wishes to report the following error:

The paladin's Code of Conduct on page 105 said, "Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity’s entry. You and your GM will determine whether other acts count as anathema."

The dieties' entries in the Cleric section, TABLE 3–9: DEITIES on pages 72-73, do not list acts that are considered anathema. A few examples of acts of anathema for a few dieties are given in the Anathema text on pages 70-71.

They mean the entries on pages 288-289. That they didn't say so is still an error, of course, but this may help in the meantime.

Silver Crusade

On page 128 in "Sorcerer Spellcasting" there is a hint that Sorcerer should have Eschew Materials feat: "Because you’re a sorcerer, you can usually replace Material Casting actions with Somatic Casting actions, so you usually don’t need spell components."


vuvko wrote:

On page 128 in "Sorcerer Spellcasting" there is a hint that Sorcerer should have Eschew Materials feat: "Because you’re a sorcerer, you can usually replace Material Casting actions with Somatic Casting actions, so you usually don’t need spell components."

Most likely it refers to the following text presented on page 196, under the "Special" section of the "Material Casting" action

"If you’re a sorcerer Casting a Spell from the spell list that
matches your bloodline, you can draw on the magic within
your blood to replace any Material Casting actions that require
material components with Somatic Casting actions. You can’t
replace a Material Casting action that requires a spell focus"


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Dekalinder wrote:
vuvko wrote:

On page 128 in "Sorcerer Spellcasting" there is a hint that Sorcerer should have Eschew Materials feat: "Because you’re a sorcerer, you can usually replace Material Casting actions with Somatic Casting actions, so you usually don’t need spell components."

Most likely it refers to the following text presented on page 196, under the "Special" section of the "Material Casting" action

"If you’re a sorcerer Casting a Spell from the spell list that
matches your bloodline, you can draw on the magic within
your blood to replace any Material Casting actions that require
material components with Somatic Casting actions. You can’t
replace a Material Casting action that requires a spell focus"

Based on prerelease developer discussion that same section seems to be missing a similar rule for Wizards to substitute their arcane focus for basic material components. Every other caster has such a substitution option and we were told Wizards would have that one.


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The power 'Counter Performance" by RAW is impossible to use since it costs two reactions to cast, but you only get one each round


Dante Doom wrote:
The power 'Counter Performance" by RAW is impossible to use since it costs two reactions to cast, but you only get one each round

This is true of counterspell but not of counter performance, which has a trigger of making a save, not identifying a spell as it is cast.

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