Ezekieru |
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It's up in the air right now, since we don't know the rest of the new/revised cantrips' damage and scaling, but Ignition and Divine Lance's starting dice are supposed to be 2d4. Yet, Needle Darts is the only Remastered cantrip we know so far that is 3d4. Not sure if it's due to Needle Dart's bleed damage not scaling well, or if the 3d4 is a mistake.
Figured it'd be best to state it just in case.
YuriP |
Yep its looks like they forgot to add these impulses ranges. As GM I probably will assuming 60ft once they are lvl 6 impulses and this the the range of Wall of Thorns a rank 3 physical wall spell.
But this needs to be errated.
Spidermonkeya |
Yep its looks like they forgot to add these impulses ranges. As GM I probably will assuming 60ft once they are lvl 6 impulses and this the the range of Wall of Thorns a rank 3 physical wall spell.
But this needs to be errated.
I was thinking 120 ft based on most of the wall spells I looked at and the range of Jagged Berms, but good point on the precedence from Wall of Thorns
Squiggit |
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Normally considered bad form to use the errata thread to discuss numbers issues rather just typographical errors, but I feel like it's worth pointing out that chain infusion's math seems genuinely broken.
As written, the feat has an extraordinarily high chance to fail or do nothing at all, and it's nearly impossible even in extreme cases to land all five blasts.
I'm not talking about the feat merely seeming a little underpowered, I mean single digit percentile chances for the feat to provide any benefit at all, even against enemies with relatively low AC. The feat doesn't become somewhat reliable until you start fighting enemies with extremely low AC or enemies so low level they no longer give XP.
It genuinely feels like there was an error somewhere in the printing of the feat because of how extreme this is.
Calliope5431 |
Normally considered bad form to use the errata thread to discuss numbers issues rather just typographical errors, but I feel like it's worth pointing out that chain infusion's math seems genuinely broken.
As written, the feat has an extraordinarily high chance to fail or do nothing at all, and it's nearly impossible even in extreme cases to land all five blasts.
I'm not talking about the feat merely seeming a little underpowered, I mean single digit percentile chances for the feat to provide any benefit at all, even against enemies with relatively low AC. The feat doesn't become somewhat reliable until you start fighting enemies with extremely low AC or enemies so low level they no longer give XP.
It genuinely feels like there was an error somewhere in the printing of the feat because of how extreme this is.
It's legitimately appalling yeah. Most other feats at least provide a small numbers boost. Getting attacks at -8/10 multiple attack penalty is extremely bad, and something the designers have said before they don't want to encourage.
PossibleCabbage |
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Some text to clarify what is intended to happen when a player forks the gate after taking a feat with the "prerequisite: exactly one kinetic element" (e.g. Elemental Overlap and Elemental Transformation) would be appreciated.
Since opinions on this on the forum range from "totally legit" to "absolutely not, your feat stops functioning."
It is possible these feats might benefit from changing the prerequisites to "at least two junctions with a single element" and "at least three junctions with a single element" since that's synonymous with "single element" at the levels these feats become available, and isn't something that could change without retraining. Or alternatively add text like "if you later fork the gate, immediately retrain this feat to a composite of your two elements."
Shaunymon |
- Page 238, from the wood trait:
- "Effects with the metal trait conjure or manipulate wood."
- The first sentence says metal when it should say wood.
- Also page 145, from the Shielded Arm spell:
- "Casting or coming under the effects of this spell also counts as using a metallic item with regards to anathema."
- Since the metal anathema has been removed from the druid class for this book, was this sentence supposed to be kept in?
Laclale♪ |
- Also page 145, from the Shielded Arm spell:
- "Casting or coming under the effects of this spell also counts as using a metallic item with regards to anathema."
- Since the metal anathema has been removed from the druid class for this book, was this sentence supposed to be kept in?
Maybe there is deity with metal anathema, not whole druids.
Feragore |
Elemental Artillery makes it possible for a familiar (Manual Dexterity, Independent Action) to actually be useful in combat for once. An errata is clearly necessary.
On the topic of that impulse, it also doesn't have any statistics (Defenses, hardness, BT/HP, immunities) for the ballista. If it just copies the existing Large ballista from Guns & Gears, then it's still missing scaling for those stats as well as referencing another source book.
shroudb |
Lightning Rod is missing an apology.
on a more serious note, there has been debates about the lighning damage:
some claim the "hit" refers to the impulse hitting some others say that it refers to being hit by lightning, and some others say that it refers to generally being hit by whatever (until you remove the rod at least).
basically, there's a debate if it's just something that happens once when you get hit from the impulse or if it's reccuring damage.
(although imo most of those debates stem from the fact that it such a garbage ability that people are clinging to find justifications of why)
Feragore |
I think it’s medium as its only stat. This is a pro with a few other creation impulses as well. I assume none can be damaged.
If that's the case, then there's cheese potential as sustaining it for up to 10 minutes gives it an effective range of a mile and change. If it can't be destroyed, how do you stop a Kineticist's remote-controlled siege weapon - assuming they get line of sight with a telescope or some form of scrying?
Dubious Scholar |
Xenocrat wrote:Lightning Rod is missing an apology.on a more serious note, there has been debates about the lighning damage:
some claim the "hit" refers to the impulse hitting some others say that it refers to being hit by lightning, and some others say that it refers to generally being hit by whatever (until you remove the rod at least).
basically, there's a debate if it's just something that happens once when you get hit from the impulse or if it's reccuring damage.
(although imo most of those debates stem from the fact that it such a garbage ability that people are clinging to find justifications of why)
I think... it's pretty clearly intended to be, effectively, adding two actions to the melee blast to add a couple riders - 1d12 electric damage and a save penalty - to the hit. I agree it's bad. If it was 2 actions I'd actually be fine with it though, as it would basically just be a fancy Power Attack then. But 3 actions is too many for what it offers. (And even at 2 it would be kind of iffy I think, it just wouldn't be awful. A 1-action overflow would actually be really interesting design space, but would need to probably give up some of the bonus damage)
shroudb |
shroudb wrote:I think... it's pretty clearly intended to be, effectively, adding two actions to the melee blast to add a couple riders - 1d12 electric damage and a save penalty - to the hit. I agree it's bad. If it was 2 actions I'd actually be fine with it though, as it would basically just be a fancy Power Attack then.Xenocrat wrote:Lightning Rod is missing an apology.on a more serious note, there has been debates about the lighning damage:
some claim the "hit" refers to the impulse hitting some others say that it refers to being hit by lightning, and some others say that it refers to generally being hit by whatever (until you remove the rod at least).
basically, there's a debate if it's just something that happens once when you get hit from the impulse or if it's reccuring damage.
(although imo most of those debates stem from the fact that it such a garbage ability that people are clinging to find justifications of why)
i also agree with that, but due to the question being risen up in some threads (mostly on reddit) i think they could at least clarify it a bit if they do an errata pass. hence why i mentioned it here.
Shaunymon |
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- Pages 140 and 141: The Cleric Spells section for Ferrumnestra and Laudinmio both list Detect Metal as a 1st rank spell, but that spell is a cantrip and it is already on the divine spell list.
- Also page 170: The Cleric Spells section for Kelizandri lists Fear as the 1st rank spell, but that spell is already on the divine spell list. This is also the case with his entry in Lost Omens: Gods & Magic (page 126).
Xenocrat |
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Conductive sphere's damage doesn't scale. I suspect the heightened entry is just missing.
No, it’s the Metal equivalent of the air/fire auras that boost allies with a weapon rune. The damage is just a minor thing they added, I wouldn’t expect it to be there at all let alone scale. The point is the shock rune and resistance.
Ed Reppert |
Page 202: The greater splintering spear is described as "a plus 3 high-grade duskwood superior striking spear". Is "superior striking" a new or renamed fundamental rune, a typo, or have I missed something?
Ectar |
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Hedge Maze could use some clarification.
It makes, ostensibly, a 30ftx30ft square of 1ft thick hedges, 15ft high.
You can then place up to 4 internal walls, 10ft wide, 15ft high, and of unspecified length.
Now, what the devs might have intended, was for the walls to be 10ft long, 1ft wide, and 15ft high.
But this seems SUPER weak for a level 12 feat, if the maze doesn't block any form of movement.
In any case, it'd be nice if Wall of Shrubs specified if they blocked striding or not and how many hit points the sections of the wall have and stuff.
Especially for the heightened versions; it'd be hard as hell to walk through 5ft of shrubs, but it doesn't produce difficult terrain or anything.
Ravingdork |
What happens when an impulse adds a rune to your allies' weapons, but some of their weapons are already maxed out on runes? Do they not benefit? Do they swap one out temporarily? Is it added on past the max?
Clarifying errata could be nice.
StarlingSweeter |
What happens when an impulse adds a rune to your allies' weapons, but some of their weapons are already maxed out on runes? Do they not benefit? Do they swap one out temporarily? Is it added on past the max?
Clarifying errata could be nice.
Rage of Elements just got sanctioned and it has a small note on this. At least specifically for the Ghosts in the Cloud impulse. It is not clarified for any others.
Add the following text to the Ghosts in the Storm impulse (page 25) for Pathfinder Society play: “If the Strike is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain shock.”
Ravingdork |
The area for heightened cleanse air far outstrips the spell's range. It's range should probably increase along with its area so that it still functions as intended at rank 6 and 9.
Shaunymon |
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Pages 26, 30, and 34: The armor impulse feats (Armor in Earth, Metal Carapace, and Hardwood Armor) list a strength ability score rather than a strength attribute modifier in the statistics. Since this book is meant to be compatible with the remaster, it seems like this was missed.
Gaulin |
This is more of a faq than errata but I keep thinking about rebirth in living stone. The more I think about it the more I feel like it doesn't go away on an overflow impulse.
Reasons it might not go away on overflow; channel elements says that you can continue to sustain impulses even when you have no aura. Rebirth in living stone also does not affect your aura. It is also pretty counterintuitive to a lot of what earth has to offer (a lot of 3 action impulses and/or overflow) including working against the other level 18 earth feat. Also you can only gain the temp hp once every 10 minutes, so if that goes away as soon as you overflow it really feels like you're cut off from a ton of your impulses or gain very little from using the stance.
Of course there's also the very plain text in channel elements that says stances are linked to your aura and end when you lost your aura, but I dunno. I doubt we'll ever get an answer either way so I'll be ruling it as it does end on overflow (probably not using the impulse at all honestly) but I would love an answer if we ever get a rules clarification section for the book.
Ectar |
The consumable item Frost Breath (page 75) does not include a duration of any kind.
My assumption is they meant it work like Blight Breath (page 74), where the resistance lasts as long as you can hold your breath, or you can release it in a blast of cold air, with the effects as listed.
Though Frost Breath isn't written as nicely as Blight Breath, they both have the "Bottled Breath" trait, so their passive effects last as long as you hold your breath with the possibility of an active effect when you intentionally expel the gas.
JiCi |
I feel like a LOT of feats and abilities should be errata'd to add Metal and Wood. Here are some examples:
- The Sorcerer's Elemental Bloodline
- Elemental Form (spell)
- Elemental Toss (spell)
- Elemental Motion (spell)
- Elemental Blast (spell)
- The Oracle's Battle mystery, with Metal
- The Druid's Leaf order, with Wood
- Are Sulis now combined with both Metal and Wood Genies as well?