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- Core PDF Errata
- The rules for Full Moves are a bit all over the place. Here they are in bullet point format
- -A [Full Move] can only be performed with a [Timing: Attack]
- -You can't spend a [Timing: Prep] either before or after making a [Full Move] (so this effectively ends your turn)
- -You can't both [Combat Move] and [Full Move] on the same turn (you only get 1 move action per turn)
- -A [Full Move] can only be in a straight line in one direction
- -After a [Full Move], you lose all remaining [Timing: Attack] even if you had multiple from talents
- -You can't make Ranged or Magical attacks after a [Full Move], and you reduce all rolls by 1 die until your next turn
- -After a full move you automatically become [Not Ready]
- Page 90~147, there's currently a mix-up with the Effect Class of 'Use On Active Check'. Currently there ARE NO TALENTS in the core PDF that should have 'Use On Active Check', and rather, any you see should be 'Use While Active'. This means they are not compatible with Mysteries of Battle. Anything else you see with Use On Accuracy Check/Use On Conjure Check is fine.
- Page 112, Violent Flash says "they may make 1x [Timing: Attack]". This should say [Weapon Attack] instead.
- Page 114, Crystal Transformation does NOT spend your [Start].
- Page 121, Shadow Freerun DOES work on the Combat move given by Shadow Breach.
- Page 122, Dark shadow art should say "If the [Cost] is already [Cost: E], then treat it as though the [Cost] has already been paid." rather than "Treat Talents that already have [Cost: E] as though the [Cost] has already been paid.".
- Page 123, Shadow Wind should have the following effect: Unique Effect. The target gains a +1d6 modifier to {Initiative}. This Talent does not spend [Start]. If used [Out of Combat] on a target performing [Acrobatics], they succeed at the check regardless of the outcome of the [Roll] (treat as [Result: 20].)
- Page 125, Shadow art amplify now works with all healing talents, bar none. Shadow Restore does not overlap with any Attack talents that give healing, such as High cure.
- Page 128, Element Burst should be Element Blast (the Element Burst on page 126 is correctly named)
- Page 130, Geyser, when mixed with +# additional effects like Elder Mage A's [Instant Ritual], can make a maximum of 6 obstacles at once.
- Page 133, Sympathetic wounds is supposed to be [O, 3], Rather than [E, 3] as the core book says.
- Page 136, Obstructing Wall should say "Magical Damage" Rather than just "Damage"
- Page 172, Legendary Quality should increase PD instead of INIT
- Page 183, You can use several disposable fetishes on one damage calculation
- Page 189, Millionaire gives +2 to [Maneuvers], not [Actions]. This is a holdover term I forgot to change.
- Page 243, Range of Attack Actions with No Range, the second "Melee Range" should in fact be Magical Range.
- Page 259, In the damage reduction section, the instances of "Damage calculation" should be Reduction instead.
- Page 301, Concept: False god should say This Talent has no effect if there are NO [Distortions] in the episode. As originally written, the effect wouldn't work at all.
- Page 326, Materials that give a +X to stat should be "+X to stat check". They do not increase derived stats
- Page 340, Demon Hunters "Spell Cleave" ability was errata'd to be 1/round
- Page 359, Necromancers Revive talent should say that it can only be used Once per round
- Page 360, The wights stats are as follows:
- =======
- | ACC | EVA | CNJ | RES | CHK
- {Combat Stats} | 15 | 9 | 6 | 6 | 4
- {Fixed Values} | 22 | 16 | 13 | 13 | 11
- {Initiative} : 18(8)
- {HP} : 83
- Armor : 6
- Barrier : 2
- =======
- Expac 3: Legion A: Focused assault is an attack action that makes two separate weapon rolls. As such, any talents affecting attack actions will apply to both weapon attacks made, as per the rules in Focused assault.
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