Typos / Mistakes / Etc in 2E Books Collection


Pathfinder Second Edition General Discussion

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3Doubloons wrote:
graystone wrote:

Page 572: bag of holding. "Usage held in 2 hands" and "You can Interact with the bag of holding to put items in or remove them just like a mundane sack" contradict each other: how can you put something in or take something out if you MUST hold the bag in two hands to use it...

I question why it needs hands at all: if you tie it to your belt, why then must you hold it to interact to open/use it? AT the very least it needs to be dropped to held in one hand so it's actually usable.

You need one hand to hold the bag open and another to rummage through. "Held" in this context means it needs to be wielded to use it as opposed to being worn like magic armour. So "held in 2 hands" in this case doesn't mean you need to hold the bag in two hands and shove your head in to pull an item out with your teeth, but that you need both hands free when going in

In that case it should have the 1+ entry line a longbow: "To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free." The text of the bag instead lists "Usage held in 2 hands" and "These items need to be held to use them."

If it works like you said, look at BOTTLED AIR: "Usage held in 1 hand" and "You must uncork the bottle with an Interact action before you can activate it." If it was like you said, bottled air should also be held in 2 hands.

PS: Traveler's any-tool seems odd too at "Usage held in 2 hands". It's a rod [1 hand needed] and you can transform it into a tool that needs 1 hand [imagine it and it transforms itself] so... wouldn't it be 1 or 2 hands?


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p.255: Automatic Knowledge's Benefits are summarized as "Recall Knowledge as a free action once per day"; should be once per round


p.170, p.182: What in the world does improved evasion do? "Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against a damaging effect, you take half damage." So does this mean I take half damage after upgrading a fumble to a failure, or do I treat a critical failure as an unmodified failure?


Vlorax wrote:
Anguish wrote:

Page 26, Character Sheet callout at the bottom "Likewise, record your character's [b]their[b] armor proficiencies in the Armor Class section..."

Bold "their" should not be present in this sentence.

Page 35, Call on Ancient Blood "You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn."

I can't parse this to make any sense. It's a reaction to a magic effect you haven't rolled your save for yet. So... yeah, you get a +1 bonus to the save. As far as I can tell "and until the end of this turn" all superfluous text. Once the save is rolled, I don't know what you might potentially be getting a bonus to until the end of the round. So I suspect all of that text should just be removed.

I think it's in case you get more than one save effect cast on you you get the bonus still. Say a 1 action spell and then another, 2 action spell in the same turn you get the bonus the whole turn instead of only on the one that triggered the reaction

I hear you, but then wouldn't it just say "you gain a +1 circumstance bonus to saving throws until the end of this turn"? 'Cuz it literally parses "you get <benefit to a specific action> and <duration>". It doesn't say "and <benefit to similar actions for duration>". I don't think I'm being pedantic; I'm pretty sure the language here doesn't scan intelligibly despite agreeing what the intent probably was.

Liberty's Edge

Maybe because you do not get the bonus to all saving throws but only one type : Reflex or Fortitude or Will


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Syri wrote:
p.170, p.182: What in the world does improved evasion do? "Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against a damaging effect, you take half damage." So does this mean I take half damage after upgrading a fumble to a failure, or do I treat a critical failure as an unmodified failure?

Ope, add * p.85, 99, and 157: Mark Seifter has clarified that greater juggernaut, greater resolve, third path to perfection, and improved evasion's crit failures are not double-upgraded to deal only half damage; they have the normal failure effect.


Core Rulebook
*p.201: The last sentence of the 20th-level sorcerer feat Metamagic Master has an extra period: "single actions as free actions.."
*p.298: The last sentence of the Disbelieving Illusions sidebar has an extra period: "those on the other side concealed.."

KitsuneWarlock also mentions "a few times "requirement:" was used when there were multiple requirements, and "requirements:" was used when there was only one requirement."

Bestiary
*p.174: The storm giant has "Sense Motive" listed as one of his skills.


Syri wrote:

* pg.73 "lesser antidote, lesser antiplague, or lesser elixir of life" should probably be minor elixir of life. A 1st-level alchemist isn't high enough to create a lesser elixir of life. This was spotted by u/HereWeGoTeddy on reddit!

The elixir of life listed on page 292 in the equipment chapter is also called a "lesser elixir of life", but it has the stats of a minor elixir.


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Pathfinder Adventure, Adventure Path Subscriber

Oof, look at all the stuff y'all found since I went down with the sickness earlier this week. This is gonna be one heckin' update. Here we go, I did my best to get them all in here:

Core Rulebook

* p.17: The Single Actions heading is very washed out.
* p.20 under Ability Score Overview; Ancestry: "If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24)". This should be page 26.
* p.22: Champion key ability score is listed as Strength. Should be Dexterity or Strength like the Fighter and Ranger on page 23. Sidenote: I notice on the more detailed class pages, (p.105, 141, and 167), the key ability is listed the other way around as "Strength and Dexterity". Not exactly an issue, but wondering if it's worth being consistent between the two areas.
* p.26 in Step 7: "Likewise, record your character's their armor proficiences in the...". Word should be deleted.
* p.34 in Society: "Today's dwarves today retain". Remove one of the "today"s.
* p.41 in Universal Longevity: "changing the skills you selected with Elven Longevity and Expert Longevity". Is this meant to be referencing Ancestral Longevity?

* p.62 in "Field Medic" description: "You gain the Battle Medic skill feat." The feat as listed on p.258 is named Battle Medicine.
* p.73 in Chirurgeon research field: "lesser antidote, less antiplague, or lesser elixir of life". This should be minor elixer of life, right? Found by /u/HereWeGoTeddy on Reddit.
* p.86 in Table 3-3 Animal Insticts: The deer has the trait Charge. Looks like this isn't a valid trait.
* p.91 in Thrash: "plus your ferocious specialization damage". What is that? Is that meant to be weapon specialization? (Credit to /u/boomstik101 on Reddit.)
* p.93 in Dragon Transformation: "your breath weapon DC increases to 30". Isn't this leftover from the playtest? Shouldn't this instead be something like being able to use the barbarian's Class DC?

* p.103 in Effortless Concentration: This version for the bard has a requirement of having not acted on your turn yet. Is it on purpose that this is different from the version that Druids (p.138), Sorcerers (p.201), and Wizards (p.213) have, which only have a trigger of their turn beginning?
* p.139 in the Primal Wellspring feat: "Prerequisites: Wild Focus". Should be "Prerequisites: Primal Focus".
* p.139 in Monstrosity Shape: "add the phoenix form listed in aerial form to your wild shape list". Phoenix form is actually listed in monstrosity form.

* p.157-158: Does it say anywhere that monk spells start on page 401? Worth considering adding?
* p.162 Ki Monk question: Is this sidebar saying that Wisdom is supposed to be the key ability for a monk's ki/spell attacks?
* p.176 in Stealthy Companion: Doesn't list Animal Companion as a prerequisite.
* p.184 in Minor Magic: Sweet, the Rogue gets spells. What ability do I use for the spell DC? There's also no trained proficiency in Spell DC or Spell Attack Roll.
* p.194: Are Sorcerers supposed to get Resolve at level 17? It's on the character specific sheet, and they're the only spellcaster to not get it, creating a strange gap between level 15 and 19. (Credit to Elfteiroh.)
* p.199: Is Bespell Weapon a level four feat like the main entry says, or level six like the sidebar says?

* p.201 in Greater Mental Evolution: Missing the "Occult" trait.
* p.201 in Greater Vital Evolution: Missing the "Primal" trait.
* p.201 in Metamagic Mastery: Last sentence has an extra period.
* p.206 in Sample Spellbook: study aura is listed as a cantrip. This cantrip doesn't exist.
* p.209 in Familiar: "You make a pact with creature". Should be "You make a pact with a creature".
* p.212 in Clever Counterspell: "Prerequisities: Counterspell, Quick Recognize". What is Quick Recognize? Is this meant to be the Quick Identification skill feat?
* p.214 in Animal Companions: "An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it". Should be Command an Animal.
* p.216: Is the Support benefit of the horse really meant to result in the same damage regardless of whether you use a Jousting weapon or not?

* p.255 in Table 5-2 General Skill Feats: Automatic Knowledge: "Recall Knowledge as a free action once per day". Full description on p.258 says once perround.
* p.273 in Broken: "An object is broken when damage has reduced its Hit Points below its Broken Threshold". This feels inconsitent with page 272 where it says "when its Hit Points are equal to or lower than". Which is it?
* p.274 in Bulk: "This entry gives the armor’s Bulk, assuming you’re wearing the armor and distributing its weight across your body. A suit of armor that’s carried or worn usually has 1 more Bulk than what’s listed here". This should just be carried, right? Since the previous sentence deals with when it's worn.
* p.275 in Padded Armor entry: There's a strength value of 10, but no check or speed penalty. Is this on purpose?
* p.275 in Chain shirt entry: "Flexible, Noisy". Lowercasing to noisy makes it consistent with both the rest of this table column, and the "Weapon Traits" column in the weapons tables.
* p.278 in Critical Hits: "When you make an attack and roll a natural 20... or if the result of your attack exceeds the target's AC by 10, you achieve a critical success." A nat 20 does not guarantee a critical success.
* p.288: Mark Seifter mentioned in the Know Direction podcast that the item "Adventurer's pack" should have a Bulk of 1 instead of 2.
* p.293 vs p.563: Is a Minor Healing Potion 3 or 4 gp?
* p.295 in Table 6-18 Barding: If you can get animal armor with Heavy Barding that grants an AC bonus of +3, why does p.214 say that animal companions are limited to gaining a +2 AC item bonus?
* p.298 in Disbelieving Illusions: Last sentence has an extra period.

* p.312 Table 3-11: Based on the text for primal spellcasting on page 130, should the Druid have 5 cantrips at all levels instead of the currently listed 4?
* p.334 in Eclipse Burst: Critical Failure isn't bolded.
* p.343 in Harm spell: "You disperse positive energy in a 30-foot emanation". Should be negative energy.
* p.368 in Shadow Siphon: "instead take only half as much damage. but...". The period should be a comma.
* p.370 in Sound Burst: Critical Failure says stunned 1 for 1 minute. This sounds like an oddly long time.
* p.397 in Splash of Art: "Sluggish 1 for 1 round". What's the Sluggish condition? Is this meant to be the Clumsy condition?
* p.398 and p.405: Touch of Undeath is the name of two different spells for the Cleric and Sorcerer. Seems worth renaming one of them.

* p.409 in Atone spell: "Heightened (5th)". Based on the rest of the spell, is this meant to be +1?
* p.441 in Whispering Way: No follower alignments.
* p.441 in Domains table: Ambition domain is listed before the Air domain. Should be the other way around.

* p.454: "Paralyzed: You body is frozen in place." You should be Your.
* p.454: "Stupefied: Your can't access your full mental faculties,...". Your should be You.
* p.455: If I look up "Reach" in the index, it won't take me here. It only refers to the reach weapon trait.
* p.456: Many of the red dots for the lines are off-center.
* p.477 in Cover: "The line between the centers of their spaces doesn't pass through any block terrain, but does passes through Valero's space." Change to "pass".
* p.479 in Exploration Activities: "...If you to do nothing more than make steady progress toward your goal,...". Word should be deleted.
* p.489 in Planning a Session Part 2: "Plan a time for everybody will arrive,...". Missed a word? Change for to when?
* p.491 in Adjudicating the Rules, second bullet: "(page XXX)" More placeholder text.
* p.491: "If you don't find one, make up an undefined action (page XXX)." Looks like leftover placeholder text.

* p.552 in Giant Wasp Venom: "Stage 3 4d6 poison and clumsy". Missing the word "damage" after "poison".
* p.556 in Armor Alternatives: Per a quote from Mark Seifter (thanks, PF Discord!), looks like the intention was that Bracers of Armor are supposed to have their listed dex cap of +5 from page 607.
* p.572 in Bag of Holding: How is it held in two hands if you're able to put and remove items from it like a mundane sack?
* p.586 in Mithral Shield: Standard-grade has a bulk of L. Looks like it should be 1.
* p.594 in Staff of Necromancy: The Greater Staff of Necromancy adds the spell Enervation. This spell appears to not exist in this book.

* p.680 in Hidden: "when targeting you with an attack, spell, or other effect or it fails affect you". Replace with "fails to affect".

Bestiary

* p.157: The Faerie Dragon has a +16 Perception. This is high to a statistically significant extent for a level 2 creature. See my note at the bottom of this post.
* p.174 in Storm Giant: Sense Motive is listed as one of its skills.
* p.208 in sidebar: "the crafting of a soulbound doll (page 306)". Should be 304.
* p.351: "Skum" on page 12 are not included in the index by level.

Age of Ashes: Hellknight Hill

* p.26: "they find an owlbear claw (Pathfinder Core Rulebook 570)". The owlbear claw is listed on page 569.

Other Notes

* Ok. So. The Faerie Dragon. Deadmanwalking pointed out that +16 seemed like a high perception for a level 2 creature. Now, I'm a data nerd. I wasn't going to include that without statistically proving that. So.....I went through the bestiary and tracked what all of their perception bonuses are. And sure enough, here we have it. That data point of 16 is anomylously high compared to all the other perception values for level 2 creatures. Is this on purpose or ok? I'll leave that up to Paizo folks. Either way, wow I commit to these rabbit holes, lol.

* Fowlj mentioned oddities with the "gold left over" sections for each class' kits. I fully admit I am out of brain power to look into all of those. Worth double checking the math on how much gold each class kit actually costs though.

* Pramxnim mentions that on page 377, the spell Telekinetic Projectile has you make a ranged attack, rather than a spell attack roll, and that this is inconsistent. I would actually say that I can see how a ranged attack could make sense. Since you're essentially throwing an improvised weapon. It just happens that you're throwing it with telekinetic force rather than your actual physical hand.

* Making note of confusion around Improved Evasion on p.170 and p.182, Mark Seifter clarified. Similar confusion on p.85, 99, and 157.

And with that, I require sleep, lol.

EDIT: NOOOOO! Staffan! What is this new post?! I was so close to being done! Lol.

I will look at it in the morning. Night, all.


Not sure if this is the place to put this, but I noticed p.75 of the Core Rules makes reference to a bullheaded mutagen that does not appear in the Alchemical Elixirs section. It should be on p.547 between Bravo's Brew and Cat's Eye Elixir. As far as I can tell the stats for this Mutagen aren't in the book at all.


VestOfHolding wrote:
Here we go, I did my best to get them all in here:

Friendly reminder... you appear to have missed mine.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
VestOfHolding wrote:
* Ok. So. The Faerie Dragon. Deadmanwalking pointed out that +16 seemed like a high perception for a level 2 creature. Now, I'm a data nerd. I wasn't going to include that without statistically proving that. So.....I went through the bestiary and tracked what all of their perception bonuses are. And sure enough, here we have it. That data point of 16 is anomylously high compared to all the other perception values for level 2 creatures. Is this on purpose or ok? I'll leave that up to Paizo folks. Either way, wow I commit to these rabbit holes, lol.

In a similar vein: the air mephit (elemental) has an anomalously high Reflex save (+19). As with the faerie dragon and Perception, it's not out of meme for the creature to have a high score in the stat, but it's similarly *so* high that it's probably a typo of some sort.

(For the data nerds: the spread on Reflex saves is +0-8 for L-1, +4-8 for L0, +1-11 for L1 (excluding the air mephit's +19), and +3-12 for L2. That's all I've analysed so far!)


P 458. In the Affliction Example text box, about 3/4 down

"Succeeding at your second save would reduce the stage t by 1 to stage 1..."


Barbarians sudden leap level 8 feat doesn't have actions listed.


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Pathfinder Roleplaying Game Superscriber

Another FAQ/errata possible entry...

Core, page 468, "Step 1: Start your turn"

The text lists several steps that can be taken at the beginning of your turn, amongst them:
You can use 1 free action or reaction with a trigger of "Your turn begins" or something similar.

Then a few lines further, on page 469:
The last step of starting your turn is always the same: Regain your 3 actions and 1 reaction.

That seems to mean that you could use a reaction at the very beginning of your turn, then regain 3 actions and 1 reaction and thus use that new reaction at some point during your turn. You would thus be able to use 2 reactions during that turn.

It would also mean that:
- The "Your turn begins" reaction should be the reaction from your previous turn?
- But that contradicts "You cannot save actions or reactions from one turn to another."
- And that would also mean that you can't use a "Your turn begins" reaction during your first turn (right after rolling initiative)?

Currently, with only the options given in the Core, there is no "Your turn begins" reaction (that I could find), only "Your turn begins" free actions.

But, in order to be future-proof, if the intent is to reset the number of the actions and reactions at the very beginning of your turn (which might make things a lot simpler), perhaps the text should be amended?

(@VestOfHolding: You missed the last two points of my previous message (on page #1 of this thread) in your recap post - or maybe you thought they were not valid, which is fine by me. Nevertheless, thank you for setting up this thread!)


Nitpick:

pg63, Laborer. "You gain the Hefty Hauler skill feat in Athletics." That feat doesn't do different things for different skills. Like the rest of the backgrounds it should just say "You gain the Hefty Hauler skill feat."

Wayfinders

In the PDF version of the CRB, the bookmark for the Sunburst spell (pg. 376) says "Sunbirst".

Dark Archive

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Pathfinder Roleplaying Game Superscriber
graystone wrote:

In that case it should have the 1+ entry line a longbow: "To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free." The text of the bag instead lists "Usage held in 2 hands" and "These items need to be held to use them."

If it works like you said, look at BOTTLED AIR: "Usage held in 1 hand" and "You must uncork the bottle with an Interact action before you can activate it." If it was like you said, bottled air should also be held in 2 hands.

PS: Traveler's any-tool seems odd too at "Usage held in 2 hands". It's a rod [1 hand needed] and you can transform it into a tool that needs 1 hand [imagine it and it transforms itself] so... wouldn't it be 1 or 2 hands?

The rules for weapons need to take into account that you're going to keep holding the weapon even when not actively using it. 1+ hands for a longbow means that you don't need to do the grip jiggle if you drink a potion like you would with a properly 2-handed weapon like a great axe. On the other hand, to use a Bag of Holding, you need to have both hands free all the time you're rummaging in. Once you're done, you can let it drop back to your hip where you fastened it.

For the bottled air, you can uncork it using the tip of your fingers in your weapon hand or, say your other hand is very busy holding on to the edge of a cliff, yank the cork out with your teeth, heck, depending on what exactly the bottle looks like, it might even be possible to hold its neck and use your thumb to uncork it. Or perhaps, you might even rule that you need two free hands to uncork the bottle; the "Usage" tag only needs apply to the Interact activity. You only need the one hand to hold the bottle to your lips to breathe.

My point is, the "Held in 2 hands" tag doesn't mean that you need to firmly grip the item in both hands and hope the desired result happens; by that logic, none of the "held in 2 hands" items work (Maestro's instrument is held in 2 hands, but if I do that, how can I strum?). All it says is that it's a Held item (as opposed to an affixed talisman or a worn item) that needs two free hands to be activated


pg 88, Raging Intimidation. "Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging."

There is no "Intimidation" skill feat. Contextually, the "Scare to Death" action turns out to be an attribute of the "Scare to Death" feat. I believe the sentence above should read "Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and the Scare to Death skill feat, respectively) gain the rage trait, allowing you to use them while raging."


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Anguish wrote:

pg 88, Raging Intimidation. "Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging."

There is no "Intimidation" skill feat.

It says "from the intimidation skill and an Intimidation skill feat, respectively"

It is correct in wording as Scare to Death is an Intimidation skill feat. There can be an argument for clarity, but in a grammatical sense it is 100% correct.
(personally I parse it fine)


Bestiary pg 195, Grikkitog lists "Resistances 10 (except adamantine)." More detail on the type of resistance is missing. It should either be "physical" or "all damage," probably physical.


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Core Rulebook

* p.129: Druid is the only full caster that has a class DC. Is this intentional; do they ever use it? I think it stays at trained and never increases to expert or master, which would make it very hard to be useful. Note, the druid's sheet in the Character Sheet Pack also has a trained "class DC" where other casters instead have a spell DC.

Character Sheet Pack
* Many of the fighter's odd-level class features were misprinted in his even-level class feat boxes, making those boxes unusable to write the feats in.


The Gleeful Grognard wrote:
Anguish wrote:

pg 88, Raging Intimidation. "Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging."

There is no "Intimidation" skill feat.

It says "from the intimidation skill and an Intimidation skill feat, respectively"

It is correct in wording as Scare to Death is an Intimidation skill feat. There can be an argument for clarity, but in a grammatical sense it is 100% correct.
(personally I parse it fine)

Fair enough but...

I'm going to invoke "this is supposed to be friendly to new players" clause and suggest the wording should not be left as-is. At best it leaves the question what Intimidation skill feat, leading to guessing (though it's not a difficult guess).

But, if you want to get down to precision, there's (apparently) no such thing as "an Intimidation skill feat". Sure, there are skill feats, and sure, there are skill feats that require training in Intimidation, but unless I'm mistaken (and - again - I'm not nearly done reading this book) there doesn't seem to be common usage this way. Scare To Death does not have an "Intimidation" trait so while there's argument for it being a "death feat", or an "emotion feat", I don't see anything codifying legitimately calling it an "Intimidation skill feat".


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Bonus: the only place I can find the length of 5sp of rope is by assuming it's the same as the lengths within adventurer's packs and climbing kits (50 feet). This feels like it should be spelled out instead of making players hunt for the answer.


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VestOfHolding wrote:
Oof, look at all the stuff y'all found since I went down with the sickness earlier this week. This is gonna be one heckin' update. Here we go, I did my best to get them all in here:

Wow! Thank you for alll your hard work VestOfHolding! This kind of effort & attention to detail is super helpful. Paizo should put you on the payroll.


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Not a typo, but in need of clarification:

The rules for damage starting from page 450 do not specify how to handle damage rolls with penalties that would reduce the damage to 0 or less.

Resistance is mentioned to having a minimum of 0, but a penalty to damage rolls is not the same as resistance.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

p322 (typo): At the end of the Cataclysm spell it says "Each creature attempts one basic save that applies to all six types of damage", and then lists seven sources of damage of five types (1 acid, 3 bludgeoning, 1 cold, 1 electricity, 1 fire).

I don't know whether they were trying to refer to sources of damage or types of damage, but either way the number shouldn't be six.


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Pathfinder Adventure, Adventure Path Subscriber

Ok, I haven't really added any of the newer posts since my last update, but after that last update from me, it seemed clear to me that this was starting to get a little out of hand for just making a new post in this thread with the complete list each time, lol.

To that end I've created a Git repository where this list will live in a more consistent link, and hopefully also with more readable formatting, taking full advantage of the markdown capabilities available to me there.

This way, other people can also contribute to the list instead of waiting for me to get around to it, and I just have to click a button to approve the change.

If you're not really sure about using that Github site to make suggested additions to the list, or course keep posting and discussing in this thread, and I'll continue updating the list with what people post here.

I will also continue periodically at least making a post in this thread when I've added a bunch submitted issues.


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VestOfHolding wrote:
I will also continue periodically at least making a post in this thread when I've added a bunch submitted issues.

All of your work is very, very appreciated. It's great to see someone spearheading an effort to ensure any second printing is as accurate as it deserves.

Thank you.


Pathfinder Rulebook Subscriber

Page 170 in the alphabetical list of ranger feats, both "To the Ends of the Earth" and "Triple Threat" have the same background color, instead of the alternating back-and-forth coloration.

My guess is a feat got removed/added/renamed and got missed.

Really appreciate the work VestOfHolding :)


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Porridge wrote:

p322 (typo): At the end of the Cataclysm spell it says "Each creature attempts one basic save that applies to all six types of damage", and then lists seven sources of damage of five types (1 acid, 3 bludgeoning, 1 cold, 1 electricity, 1 fire).

I don't know whether they were trying to refer to sources of damage or types of damage, but either way the number shouldn't be six.

Each target should be taking 6 sources of damage. If you'er on the ground you don't take the wind damage, if you're flying you don't take the earthquake damage, and if you're swimming you take double water damage and neither wind nor earthquake damage. I imagine that's what they were trying to say, even though none of the wind/earth/water are different "types" of damage, and if you're swimming you only take it from five "sources" (one doubled).


p.156 in Mystic Strikes states that you need an item "such as Handwraps of mighty fists." Should be Handwraps of Mighty Blows.


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Pathfinder Adventure, Adventure Path Subscriber

Alright, looks like we're slowing down on how many of these are coming in, awesome.

My Github page has been updated with what I've seen today, and hopefully we've found the vast, vast majority of the simple typos/mistakes.

I'm wary about letting the scope of this creep too much towards FAQ territory, though I admit I've listed quite a few of those. I intended for this to be more the simple typos and other similar mistakes, and leaning fully into "also let's list all of the ambiguous rules" bit makes this even bigger than it already is, lol.

I keep going back and forth. On one hand, I'm trying not to creep the scope too much for my own sanity. On the other hand, I get that having a central place where people know the questions about ambiguity are known and have been asked is also really useful, potentially both to players and devs. So that's where we get the weird middle zone I've clearly lived in so far. I'm curious what other people think.

And of course, I appreciate all the people saying they appreciate this work. That's always great to hear. :)


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Not so much an error as a quibble: The section labeled "Hit points, healing, and dying" on page 459 has a bit of information on hit points, and rather a lot on dying, but very little on healing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Xenocrat wrote:
Porridge wrote:

p322 (typo): At the end of the Cataclysm spell it says "Each creature attempts one basic save that applies to all six types of damage", and then lists seven sources of damage of five types (1 acid, 3 bludgeoning, 1 cold, 1 electricity, 1 fire).

I don't know whether they were trying to refer to sources of damage or types of damage, but either way the number shouldn't be six.

Each target should be taking 6 sources of damage. If you'er on the ground you don't take the wind damage, if you're flying you don't take the earthquake damage, and if you're swimming you take double water damage and neither wind nor earthquake damage. I imagine that's what they were trying to say, even though none of the wind/earth/water are different "types" of damage, and if you're swimming you only take it from five "sources" (one doubled).

Ah, good. So it seems it should have read something like “Each creature attempts one basic save that applies to all sources of damage.”


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After comparing several parts of the core rulebook on the subject, I am convinced that the proficiency in unarmed attacks granted by the Monk class and the Monk Dedication feat are in error. Since every class is at least trained in unarmed strikes already, the Monk Dedication feat literally does nothing in that regard.

The Fighter class (not the Monk class) is the only class that starts with expert proficiency in unarmed strikes, with the result that the Monk trades accuracy for damage relative to the Fighter -- and its proficiency in unarmed strikes would have to be upgraded if we upgrade the proficiency granted by the Monk Dedication feat to actually do something.


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Another thing that annoys me a bit: the waterskin is listed as Light on the equipment table, and if you look at its description you'll see that it is says that it has 1 bulk when full. I believe it would be more appropriate to list it as 1 bulk and then say that it only has light bulk when empty. Other items list the common use case (e.g. backpack and armor being worn, not carried) in the tables for easy reference, and most PCs carrying around a waterskin probably do so because it's full of water.


Torch(10) is listed as having L bulk. But if an adventurer's kit is to be believed they should be 1 bulk for 10, L per torch. (otherwise an adventurer's kit comes up as 6 L, or 1B 5L with a full waterskin, or 1B 9L with a full waterskin and sensible torches)

Staffan Johansson wrote:
Another thing that annoys me a bit: the waterskin is listed as Light on the equipment table, and if you look at its description you'll see that it is says that it has 1 bulk when full.

What a great catch, I missed that entirely.


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Pathfinder Rulebook Subscriber

p. 284 Bastard Sword description: "[...]it can be held in one hand or used with two hands to provide extra piercing or slashing power."

Bastard Swords cannot deal piercing damage.

Contributor

*p.91: What benefit does the 8th level barbarian feat Animal Rage provide?

Animal Rage states "You gain the effects of the 3rd-level animal form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form."
However, almost everything animal form provides seems like it would fall under those three categories.

Animal form spell text, page 317-318:

ANIMAL FORM SPELL 2
POLYMORPH TRANSMUTATION
Traditions primal
Cast [two-actions] somatic, verbal
Duration 1 minute
You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own modifier is higher.

You also gain specific abilities based on the type of animal you choose:
Ape Speed 25 feet, climb Speed 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim Speed 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim Speed 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.

Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.


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Andrew Mullen wrote:

*p.91: What benefit does the 8th level barbarian feat Animal Rage provide?

I believe it gives the +5 damage bonus (a bonus not a statistic) and features attached to the creature (hence the feat mentioning how if you choose frog you take on the frog's tongue)

What we need confirmed is what statistics mean in this situation :)

Grand Lodge

VestOfHolding: thanks so much for maintaining this list!

This may or may not be an issue: on page 73 under the Mutagenist research field for alchemists, it states, "You can gain the benefit of any mutagen, even if it wasn't specifically brewed for you." I don't see anything that states that mutagens only affect specific individuals (or only the alchemist that created them); did I miss that? If not, then what is the point of this sentence? Is it a mistake, or future-proofing?

I also noticed that on page 544, under "Splash Trait", the example damage for the lesser acid flask doesn't include the 1 point of acid damage that isn't splash or persistent damage (see the main entry under "Acid Flask").


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The Ancient Red Dragon's size is only listed as "Huge" - Both the Playtest and 1E had it listed as gargantuan which, if we are being honest, seems a lot more reasonable. The only gargantuan chromatic dragon is Green and don't tell me that is on purpose!

Liberty's Edge

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The Gleeful Grognard wrote:
Torch(10) is listed as having L bulk. But if an adventurer's kit is to be believed they should be 1 bulk for 10, L per torch. (otherwise an adventurer's kit comes up as 6 L, or 1B 5L with a full waterskin, or 1B 9L with a full waterskin and sensible torches)

The Adventurer's Pack has been specified as only 1 Bulk by Mark Seifter, if that helps.

I think that means the torch's Bulk is likely correct, with the error being in the Adventurer's Pack.


Deadmanwalking wrote:
The Gleeful Grognard wrote:
Torch(10) is listed as having L bulk. But if an adventurer's kit is to be believed they should be 1 bulk for 10, L per torch. (otherwise an adventurer's kit comes up as 6 L, or 1B 5L with a full waterskin, or 1B 9L with a full waterskin and sensible torches)

The Adventurer's Pack has been specified as only 1 Bulk by Mark Seifter, if that helps.

I think that means the torch's Bulk is likely correct, with the error being in the Adventurer's Pack.

I if 10 torches are L then that makes the adventurers pack 6L, if individual torches are 1L that makes the pack 1B.

I am saying that as written it states torches(10), bulk L, cost 1cp... suggesting that 10 torches are L and thus making the adventurers pack 6L not 1B


Pathfinder Rulebook Subscriber

The adventurer gear table on p288 lists the weight of torch as L

So Bedroll + Rope + 2 Rations + Waterskin(Empty) + 5 Torches = 1 bulk.

That checks out.

p.167 Ranger downtime entry mentions crafting snares for future adventures as a suggestion.
This isn't exactly an error, because you can craft snares during downtime, but you can't carry snares with you once they're crafted so the suggestion seems a little odd.


Squiggit wrote:

The adventurer gear table on p288 lists the weight of torch as L

So Bedroll + Rope + 2 Rations + Waterskin(Empty) + 5 Torches = 1 bulk.

That checks out.

p.167 Ranger downtime entry mentions crafting snares for future adventures as a suggestion.
This isn't exactly an error, because you can craft snares during downtime, but you can't carry snares with you once they're crafted so the suggestion seems a little odd.

Ah, not sure how i managed that but I was looking at the playtest pdf O.o.


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Pathfinder Roleplaying Game Superscriber

Core Rulebook p275, the "noisy" trait has no precise definition that I could find in the book.

In the Playtest, it was described as "This armor's check penalty increases by 1 on Stealth checks."


Pathfinder Adventure, Adventure Path Subscriber
Dalvyn wrote:

Core Rulebook p275, the "noisy" trait has no precise definition that I could find in the book.

In the Playtest, it was described as "This armor's check penalty increases by 1 on Stealth checks."

"Noisy" is defined on p.275, under "Comfort" and "Flexible".

Github document has been updated with the latest finds.

Not gonna lie, maybe it's because I'm tired, but that bulk conversation threw me for a loop, lol. Glad that got resolved.


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VestOfHolding wrote:


"Noisy" is defined on p.275, under "Comfort" and "Flexible".

Noisy pg.275

Noisy isn't defined with any mechanical penalty, it mentions Avoid Notice in the description but nothing relating to noisy is mentioned there either. It could be that their Perception DCs get a bonus, but it isn't stated anywhere in the CRB.

Wounded Rage pg.90
Wounded rage has the rage trait, and thus isn't able to be used outside of a rage. But it's only function is to trigger a rage when you take damage. (mistake)

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