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Problems / Errata in Bestiary


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Lamia damage with the dagger is listed as 1d4+5. Eratta changes this to 1d4+4, but I think 1d4+5 is correct. STR 18 grants +4, and the dagger is a +1 weapon.

Cheers,

Sir George Anonymous


chopswil wrote:

Xill p.283, skill points issue

used more points than available

skill points = 72
used = 74

Acrobatics +16 = +11 ranks, +4 Dex, +3 class skill, -2 Armor Check Penalty

Xill have 9 HD, so can only have 9 ranks in Acrobatics, this brings the skill points back to the correct number, but the Acrobatics skill should only be +14.

Also, the description of outsiders says that they are proficient in armor if it is listed, and proficient with shields if they are proficient with armor. Xill have no armor listed, but do have shields listed. By the text in the outsider type, they should have -2 to all attack rolls. Better would be to clarify that if shields are listed, outsiders are proficient with shields.

Cheers,

Sir George Anonymous


Astral Wanderer wrote:

Glabrezu again (why isn't edit time a little longer?)

Skill issue about Diplomacy and Intimidate: the listed bonus for both is +22, while the math tells me +12 ranks +5 Cha +4 feat = +21 total.
Possibility 1: Diplomacy and Intimidate haven't been considered class skills, yet 1 point in excess is listed.
Possibility 2: Diplomacy and Intimidate have been considered class skills, but in this case the above +21 becomes +24.

My guess here is that #2 is correct. Whoever created the stat block probably didn't take into account that the Persuasive feat adds +4 when the number of ranks >= 10. If you just add +2 for the feat, then the numbers match.

Cheers,

Sir George Anonymous


I think the ghaele (azata) CMD should be 36, not 31. 10+BAB+STR+DEX = 31. However, shouldn't dodge and deflection bonuses included? They should have a +1 dodge bonus from the dodge feat, and a +4 deflection bonus from the holy aura.

Cheers,

Sir George Anonymous

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Sir George Anonymous wrote:

I think the ghaele (azata) CMD should be 36, not 31. 10+BAB+STR+DEX = 31. However, shouldn't dodge and deflection bonuses included? They should have a +1 dodge bonus from the dodge feat, and a +4 deflection bonus from the holy aura.

Cheers,

Sir George Anonymous

I agree

CMD: Computed: 36 Stat Block: 31
10 + BAB + StrModUsed + DexMod + SizeMod+ DodgeBonus+ ACBonus
10 + 13 + 7 + 1 + 0 + 1 + 4


With a to-hit of +14, the ice devil's bite attack appears to be an off-hand attack. This is the same to-hit value they receive for their tail attack. That by itself is fine because their primary attack is the spear. However, that being the case, shouldn't the damage for the bite attack be 2d6+3 instead of 2d6+6?

Cheers,

Sir George Anonymous

Grand Lodge

Sir George Anonymous wrote:

With a to-hit of +14, the ice devil's bite attack appears to be an off-hand attack. This is the same to-hit value they receive for their tail attack. That by itself is fine because their primary attack is the spear. However, that being the case, shouldn't the damage for the bite attack be 2d6+3 instead of 2d6+6?

Cheers,

Sir George Anonymous

Agreed. Using the +1 frost spear makes this creature's natural attacks all secondary, and his bite attack would only get 1/2 his Strength bonus to damage, not the full amount.


Sea Serpent, page 244

In the Elusive special ability, it is stated that "As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.)", but the run speed would be 240 ft. (60 ft. x 4).


Appendix 8 (monsters by type), p. 317: The "incorporeal" section is missing "shadow demon". (This relates to the 1st printing with latest errata applied.)

Grand Lodge

You know I just realized something. The rules say that creatures with more than two legs receive a +2 to their CMD against trip for each leg they have beyond the second, and many monster stat blocks make note of this. We've often called them out as errors when they haven't.

Well it applies to overrun attempts, as well. Just thought I'd mention it. This applies to all three bestiaries obviously.


Drakir2010 wrote:
Kor - Orc Scrollkeeper wrote:

Although the errata addressed the Raven's fly skill, it's perception skill (+6) is calculated incorrectly:

Skills:
Fly +6 (+4 size, +2 Dex);
Perception +9 (1 rank, +3 class skill, +3 focus, +2 Wis);

Disclaimer: I'm working from the PRD as it is found on Paizo's website, as my bestiary is first printing and I do not own the PDF. As such, I'm only reviewing from the date the second printing went live onwards.

The Raven has been modified since this post was put in, but it looks like one error was fixed and others introduced. The raven no longer has the Skill Focus (Perception) feat, dropping its skill to:

Perception +6 (1 rank, +3 class skill, +2 Wis);

However, the listed value is different in the two places it appears. In the stat block preamble, it is correctly listed as +6. However in the Statistics section it is listed as +3.

I have the 1st printing to which I've applied all the errata in pencil. The raven still has Skill Focus (Perception), but Fly +6 (after errata) and Perception +6 (senses section agrees). I think the inclusion of "Skill Focus (perception)" in the Feats line is the only error in my copy - it has indeed been fixed in the PRD but it's not made it into the errata.

Grand Lodge

Pg. 294 - Celestial and Fiendish simple creature templates

Shouldn't the rebuild rules for these two templates mention that the creature's alignment changes to the corresponding alignment associated with the template?


I'm pretty sure celestial and fiendish creatures are neutral. They're still animals, after all.


By my calculations, the hybrid form of the werewolf should do bite damage of 1d6+2 (plus extras). The book shows 1d6+1 (plus extras). It is a secondary attack with STR = 19.

Cheers,

Sir George Anonymous

Grand Lodge

Lycanthropes

Astral Wanderer and myself have thrown up some issues we perceived regarding Lycanthropes and their mechanical problems earlier in this thread. I just wanted to point out one thing I erroneously complained about.

One of the things mentioned was that based on the Lycanthropy rules, a creature changing to hybrid form takes on the size of either the base creature or the animal it's based off of, whichever is bigger. This rule actually isn't even followed, as Bestiary 2's werebear and weretiger all remain Medium sized in the hybrid forms' stat blocks. Regardless, the complaint was that IF THEY DID increase in size, their gear wouldn't grow in size and they'd take penalties for using weapons too small for them, and their armor would logically break under the strain of being too small for their form.

Well, I was wrong to think that. Since their shape change ability is based off of polymorph, which is, obviously, a spell from the polymorph subschool, it follows rules for polymorph spells:

Page 212 of Core Rulebook, 5th paragraph, last sentence wrote:
If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

My bad. (throwing this up in the B2 errata thread, too)

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In the one file per chapter pdf, when you click the merfolk link in the table of contents it takes you to the medusa page

Grand Lodge

Pg. 131 - Bat

Yes, I'm well aware that this is dumb, but an error's an error. Strength is 1, which means bite damage should be changed from "(1d3-4)" to "(1d3-5)".

Grand Lodge

Pg. 135 - Poison frog

Like the bat above, this thing's bite damage simply says "(1 plus poison)". It should technically be 1 nonlethal plus poison, since it has a Strength of 2, resulting in it actually being "(1-4 plus poison)". I know it's another one of those "who cares" moments, but I found this out when writing up some summon monster I flash cards for a conjurer player in my group, which this monster appears on.

Grand Lodge

Pg. 133 - Viper

Bite damage says (1d2-2 plus poison). But at a Strength of 4, it'd be (1d2-3 plus poison). I know its bite is its only natural attack, and therefore gets 1.5 times its Strength bonus to damage, but it doesn't apply here. Again, found this while writing up summon monster I flash cards. With Augment Summons feat, this guy could actually deal lethal damage 50% of the time.

Grand Lodge

Pg. 157 - Goblin dog

CMD should be changed to "14 (18 vs. trip)" to account for the fact that it's a quadruped.

Grand Lodge

Pgs. 120 & 121 - Air elementals

Air elementals all have the whirlwind ability listed on page 306 of the Bestiary, but their stat blocks leave out how many times per day they can do it, as per the ability's format description. It's possible that it's meant to be used infinite times, but the rules of the ability say creatures can maintain whirlwind form for 1 round per 2 HD they possess. If it's infinite times they can use it, that would mean a Small air elemental (2 HD) would activate it 1 round, and then be done by his next round. Could he then activate it again? Since the ability description leaves out what kind of action it takes to activate it, it could be assumed it's a free action to whirlwind, in which case the number of rounds to maintain the ability is pointless, as an air elemental could simply "never turn it off."


Isn't the default a standard action?

Grand Lodge

Hairy Dude wrote:
Isn't the default a standard action?

Well whirlwind doesn't mention what it's action is to activate it, unless you're saying that all abilities, if not mentioned, have by default a standard action to activate them. If that's the case, I've never heard that rule.


Strife:

CRB p186 wrote:
Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

Whirlwind is a supernatural ability and since it does not state otherwise it is a standard action.

- Gauss

Grand Lodge

Yikes, thanks guys.

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chopswil wrote:
It seems more and more that Tiny and smaller creatures use Dex instead of Str on Climb but I can't find that rule any where.

thank you for the new FAQ ruling and upcoming Universal Monster Rule on this :)

Grand Lodge

I accidentally posted this in the Core Rulebook errata thread originally:

Strife2002 wrote:

Ghost

I don't have my book in front of me [so no page numbers for you], just noticed this on the PRD. The ghost template description is a little vague on this, but it appears the sample ghost, a formerly alive human aristocrat 7, is missing its human bonus skill points. The template says skills don't change, and so if an elf ghost keeps his skill bonus from keen senses, I don't see why a human ghost wouldn't keep her bonus skill points.

Or do ghosts lose their racial traits?

Grand Lodge

Pg. 27 - Greater Barghest

Has a spell like ability called mass enlarge, but there's no such spell. It was probably meant to be mass enlarge person, which I guess the barghest only gets use out of when it has humanoid allies (namely, goblins).


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p52 - Cyclops

- There is no reason why it should be proficient with greataxe
- Heavy crossbow critical modifier is wrong (was already mentioned in a previous page by someone else)
- I count 17 skill points instead of 20, except if Profession is not a class skill anymore for giants.
Intimidate : 7 (rk) + 3 (giants class skill) - 1 (Cha) = 9
Perception : 0 (rk) + 8 (racial) + 2 (alertness) + 1 (Wis) = 11
Profession (soothsayer) : 6 (rk) + 3 (humanoids class skill) + 1 (Wis) = 10
Sense Motive : 2 (rk) + 2 (alertness) + 1 (Wis) = 5
Survival : 2 (rk) + 3 (humanoids class skill) + 1 (Wis) = 6

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Bredwyr wrote:

p52 - Cyclops

- There is no reason why it should be proficient with greataxe

monsters are automatically proficient with any stated weapon, armor or shield


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chopswil wrote:
monsters are automatically proficient with any stated weapon, armor or shield

Humanoid: "Proficient with all simple weapons, or by character class"

Fey: "Proficient with all simple weapons and any weapons mentioned in its entry"

Grand Lodge

Yeah, all of those issues were brought up earlier in the thread. My solution to the greataxe problem was making a House rule that all humanoids that have racial HD were also proficient with any weapons or armor their stat block listed them as using, in addition to any they may have via class levels.

Another issue brought up includes his greataxe not having any iterative attacks listed.


Strife2002 wrote:
Another issue brought up includes his greataxe not having any iterative attacks listed.

This has already been corrected in the update 1.2 (maybe even 1.1)

Quote:
In the Cyclops stat block, in the Melee line, change the greataxe attack bonus to "+11/+6".

Grand Lodge

Bredwyr wrote:
Strife2002 wrote:
Another issue brought up includes his greataxe not having any iterative attacks listed.

This has already been corrected in the update 1.2 (maybe even 1.1)

Quote:
In the Cyclops stat block, in the Melee line, change the greataxe attack bonus to "+11/+6".

wow, thanks, not sure how I missed that


Having a closer look to the creatures from the summon monster list I came up with several potential errors. I can be wrong but here is the list (sorry if it has already been mentioned):
- Xill: armor penalty not taken into account for Acrobatics
- Lillend: Only 3 additional class skills when it can have 4?
- Osyluth: Fly modifier doesn't take into account the bonus from fly spell (even without it should be +20 and not +21)
- Hezrou: Only 3 additional class skills when it can have 4?
- Trompet Archon: Sense Motive +22 (not +24), 5 additional class skill instead of 4.
- Gelugon: bite damage isn't calculated as if it was a secondary attack (1x instead of 0.5x).
- Ghaele: Gaze attack DC should be 19? CMD is missing dodge bonus from Dodge and deflection bonus from holy aura.
- Glabrezu: Diplomacy and Intimidate should have +24 and not +22
- Nalfeshnee: 5 additional class skill instead of 4.

Grand Lodge

Bredwyr wrote:

Having a closer look to the creatures from the summon monster list I came up with several potential errors. I can be wrong but here is the list (sorry if it has already been mentioned):

- Xill: armor penalty not taken into account for Acrobatics
- Lillend: Only 3 additional class skills when it can have 4?
- Osyluth: Fly modifier doesn't take into account the bonus from fly spell (even without it should be +20 and not +21)
- Hezrou: Only 3 additional class skills when it can have 4?
- Trompet Archon: Sense Motive +22 (not +24), 5 additional class skill instead of 4.
- Gelugon: bite damage isn't calculated as if it was a secondary attack (1x instead of 0.5x).
- Ghaele: Gaze attack DC should be 19? CMD is missing dodge bonus from Dodge and deflection bonus from holy aura.
- Glabrezu: Diplomacy and Intimidate should have +24 and not +22
- Nalfeshnee: 5 additional class skill instead of 4.

Gonna cross-check these with you:

* Xill: Correct, the errata fixed Stealth but not Acrobatics. It should be +14
* Lillend: Actually only 2 additional class skills have been chosen. Bluff, Perception, and Sense Motive are automatic, Fly is granted due to it having a fly speed, and Diplomacy and Perform (stringed instruments) have been selected. Knowledge (nature) and Survival are left in the cold, when they could be selected. Many of us that are nit-picky just go ahead and add +3 to each of these skills. I should mention, that MANY outsiders throughout all the Bestiaries have this issue, where they don't give them their full amount of free class skills.
* Osyluth: Yeah the bone devil's Fly skill launched what was for some of us a bit of a debate. Namely, do creatures with a constant fly spell get a maneuverability bonus or not and should it be treated as a class skill? RAW per the Fly skill they should, in addition to the bonus to the check they get as per the spell, but the fact that it wasn't mentioned in the spell text made people wonder.
Assuming they do, the skill should actually be at +26. If you tally up every other skill, saving Fly for last, you end up with a full 10 ranks to put in it:
10 ranks + 5 Dex + 4 good maneuverability + 6 half CL + 3 class skill - 2 size = Fly +26
Other monsters in future bestiaries have confirmed this formula.
* Hezrou: See last sentence for Lillend above. Looks like Escape Artist or Intimidate can be boosted (I'd choose the latter).
* Trumpet Archon: Yes to the Sense Motive issue, as that was reported earlier, but class skill selection seems fine. Diplomacy, Handle Animal, Knowledge (religion), and Perform (wind instruments) were selected. Remember, Fly becomes a class skill automatically when you have a fly speed.
* Gelugon: Correct. This was mentioned earlier, too.
* Ghaele: Correct. This was mentioned earlier, too.
* Glabrezu: Correct. This was mentioned earlier, too.
* Nalfeshnee: Like Trumpet archon above, fly speed grants Fly as a class skill.

Just in case you're jotting down notes for yourself when summoned monsters are used, I'll go ahead and list the other unfixed errors from these creatures you didn't mention in a spoiler tag below, as well as the other summon creatures on the lists. If I don't mention them, then there's no additional errors (reported anyway):

Other summon monster errors:
- Xill: Ranged iterative attacks aren't listed. Because this creature has 4 arms, he's using both his longbows at the same time. Ranged attack should be changed to "+13/+13/+8". Multiweapon mastery prevents this from taking a penalty.
- Trumpet Archon: Spell levels 1st and 4th have an extra spell in them. Choose one to remove in each. Spell level 2nd has two extra spells in it that need to be removed. Because this creature has the Persuasive feat, it's worth mentioning "Intimidate +5" in its skills. The DC of the trumpet ability should be changed to "20".
- Gelugon: Like the bone devil before it, this guy's Fly skill is contested. It's likely it should be changed to "+16".
- Ghaele: DC of holy aura should be listed as "(DC 21)" in aura line.
- Glabrezu: Unholy blight should have its DC listed in this creature's at will spell-like abilities. It's DC 19.
- Astral deva: has 3 class skills picked instead of 4. What's interesting is that before the errata, Knowledge (religion) was the 4th, but was changed in the errata.
- Dire Shark: There is speculation as to whether or not it's Reach is correct. Listed at 20 ft., this is impressive for a non-bipedal Gargantuan creature. Usually reach would only be 15 ft. Additionally, it has the shark's keen scent ability. It's unknown if this was supposed to function like normal scent, granting a +8 bonus to smell-based Perception checks.
- Triceratops: Improved Critical wasn't factored in to the gore damage, which should instead say "(2d10+12/19-20)". Improved Critical should be changed to "Improved Critical (gore)". Not that it matters, but the animal companion stats are missing low-light vision and scent, and powerful charge should be changed to "powerful charge (2d6)".
- Dire tiger: Grab not listed in special attacks (but is listed in individual attacks).
- Dire bear: Iron Will feat not factored in. Will should be "+6".
- Dire lion: Acrobatics should mention it's +15 when jumping.
- Ankylosaurus: It's stun special ability doesn't mention what kind of save is needed to save against it. It's likely Fortitude.
- Pteranodon: Dodge bonus not factored in to CMD. Should be 22.
- Mephit (any): Dodge bonus not factored in to CMD. Should be 16.
>>> Steam mephit's boiling rain ability missing a range.
- Lion: See dire lion above.
- Hound archon: Melee damage for natural attacks are in error. Bite should be "(1d8+2)" and slam should be "(1d4+2)". When used with a greatsword, bite should be "(1d8+1)".
- Giant scorpion: not important, but in AC line, +7 armor should be changed to "+7 natural".
- Shark: Like the dire shark above, it's unknown if the keen scent ability was supposed to function like scent, granting a +8 bonus to smell-based Perception checks.
- Giant spider: AC line should say "+1 natural" instead of +1 armor. Because this creature has 3 HD, it's web ability in its special attacks should say "hp 3" instead of hp 2. In its racial skill modifiers, +16 Climb should be reduced to "+8 Climb". The bonus to Climb checks for having a climb speed isn't supposed to be mentioned in this part.
- Giant centipede: Still using Dex for Climb instead of Str like it's smaller counterparts. Because it's not Tiny or smaller, it uses Str. Change Climb to "+7".
- Goblin dog: CMD should say "14 (18 vs. trip)".
- Viper: bite damage is wrong. Should be "(1d2-3 plus poison)".
- Poisonous frog: bite damage is wrong. Should be "(1 nonlethal plus poison).
- Dolphin and Orca: This isn't really an error, but an observation. The hold breath ability results in a ridiculously long time these animals can hold their breath, something like more than 10x the normal for their real-world counterparts. If realism is desired, consider changing "minutes" to "rounds" and the multiplier to "8" instead of "6".

Also for good measure here's the summon nature's ally version of the list above. Any creature that appeared on the list above that's also on this spell's list I won't repeat.

Summon nature's ally errors:
- Pixie: this creature may be eligible for additional languages, depending on if creatures obtain languages the same as classed characters.
- Storm Giant: same as pixie above.
- Cloud giant: According to the rules for rock throwing, the damage of these rocks SHOULD be "(4d6+18)". Rock damage values tend to be all over the place and not follow the rules, though, so who knows if this is true. Also this creature has the same language issue as the storm giant and pixie.
- Frost giant: Like the cloud giant above, this giant's rock throwing damage doesn't follow the rules. If it did, it'd be "(2d8+13)". Also, greataxe damage doesn't have crit multiplier listed and should be "x3". Lastly, this guy has 6 skill points left unspent. Remember that if you put 4 more into Stealth, you'll need to raise that skill by another +3 due to Skill Focus (Stealth).
- Fire giant: like the other giants, this guy's rock throwing doesn't follow the rules. If it did, it'd be "(2d8+15 plus 1d6 fire)".
- Stone giant: like the other giants, this guy's rock throwing doesn't follow the rules. If it did, it'd be "(2d8+12)".
- Hill giant: Like the other giants, this guy's rock throwing doesn't follow the rules. If it did, it'd be "(2d8+10)". Additionally, his languages line poses a question. All other giants get Common, but he doesn't. He is very stupid, however.
- Cyclops: you already mentioned all the off stuff up above.
- Satyr: Has the Weapon Finesse feat, but it's wasted since the creature's Dex and Str are the same.


Strife2002 wrote:
10 ranks + 5 Dex + 4 good maneuverability + 6 half CL + 3 class skill - 2 size = Fly +26

I totally agree, but if you don't take into account the spell it should be +20 and not +21 as it is for the moment. That's the only thing I meant.

Strife2002 wrote:
fly speed grants Fly as a class skill

I didn't know that: thanks! I guess this should only be true for creatures able to fly without a magical mean, otherwise Fly would always be a class skill when needed.

Strife2002 wrote:
Gelugon: Like the bone devil before it, this guy's Fly skill is contested. It's likely it should be changed to "+16".

With the same formula: 0 ranks + 5 Dex + 4 good maneuverability + 6 half CL + 0 class skill - 2 size = Fly +13

What's the issue?

Thanks for the summary of the other potential errors.

Grand Lodge

Bredwyr wrote:


I totally agree, but if you don't take into account the spell it should be +20 and not +21 as it is for the moment. That's the only thing I meant.

Ah, I see. Well, yes then.

Bredwyr wrote:


I didn't know that: thanks! I guess this should only be true for creatures able to fly without a magical mean, otherwise Fly would always be a class skill when needed.

WAY back when on James Jacobs' ask him anything thread, I asked him about the nature of flight. His answer wasn't as straight as I'd like, but basically we have the following guidelines:

- Extraordinary flight: Does the creature have wings in its picture?
- Supernatural flight: Does the creature have either the flight universal monster ability or does he have a fly speed but no wings and no spell-like fly ability?
- Spell-like flight: Does the creature have a fly speed and a constant fly spell-like ability?

If the monster has any one of the three above, then it's considered to have it always and therefore has a "natural" fly speed (ignoring the definition of natural ATM :p ) for the purposes of treating it like a class skill. If he simply has fly in its spell list, then it doesn't count (although you'll notice that classes who get access to fly already get it as a class skill).

Bredwyr wrote:

With the same formula: 0 ranks + 5 Dex + 4 good maneuverability + 6 half CL + 0 class skill - 2 size = Fly +13

What's the issue?

As mentioned above, the fact that it's a constant spell-like ability grants it as a class skill. I didn't agree with it at first either, but it's the formula later bestiaries follow as well. I started to see the reasoning before long. Basically if it's constant, requiring no effort to maintain, then it's just a natural part of the creature, and is basically supernatural in nature with the exception with how it interacts with various abjuration effects.


Strife2002 wrote:
Bredwyr wrote:

With the same formula: 0 ranks + 5 Dex + 4 good maneuverability + 6 half CL + 0 class skill - 2 size = Fly +13

What's the issue?
As mentioned above, the fact that it's a constant spell-like ability grants it as a class skill. I didn't agree with it at first either, but it's the formula later bestiaries follow as well. I started to see the reasoning before long. Basically if it's constant, requiring no effort to maintain, then it's just a natural part of the creature, and is basically supernatural in nature with the exception with how it interacts with various abjuration effects.

It has no rank in fly so there is no "+3".

But once again thanks for the precisions regarding flying.

Grand Lodge

ugh, god, thank you. Epic brain fart.

EDIT: Went back over the math and found that the gelugon has one more skill it can select as a class skill, with choices remaining being Intimidate, any of the three Knowledge skills that aren't Knowledge (planes), or Spellcraft.

Also "Acrobatics +22" should be changed to "Acrobatics +22 (+26 when jumping)".

Grand Lodge

Pg. 283 - Xill

The Xill's melee line presents two different options for attack:

1) 2 short swords, 1 claw, and one bite OR...
2) 4 claws and 1 bite.

The Xill has 4 arms it can make claw or weapon attacks with. In option number 1 above, however, he's only using three of his arms. That's because the 4th arm is holding a heavy steel shield. Attack option number 2, however, mentions 4 claws, ignoring the fact that he's wearing a shield in one of them. Option 2's 4 claws should probably be changed to 3 claws.

Designer, RPG Superstar Judge

I'm pretty sure the unarmed xill option is presented if you want to have an encounter with a 100% unarmed (no shield) xill, and therefore it would have 4 claws and a bite.

Grand Lodge

Oh, right I see what you're saying. Obviously the "claw-only option" is available without its weaponry, but in my head I was still thinking he'd have his shield for whatever reason. Imaging what that would look like seems silly to me now.


The Mohrg's Perception is incorrect in the PRD. It PRD shows +20 under senses and +23 under skills. My calculations (and the errata) indicate that the +23 is correct.

14 Ranks + 6 Skill Focus (>= 10 ranks) + 3 Class Skill


Astral Wanderer wrote:

Mohrg, page 208

The stat block is missing the "Languages" entry.
Is this purposeful, and thus the Mohrg doesn't understand nor speak any language, or was it a lapse indeed?

Shadows and Greater Shadows also have this "defect." I seem to remember seeing a rule that said creatures with INT >= 3 speak (or can at least understand) at least 1 language. I am not finding that now, so it's possible that was the rule in 3.5e.


Update: I found said rule in the 3.5 SRD, but all I see in PF is a statement that a creature must have INT >=3 if it has a language, not that it must have a language if it has INT >= 3.

Grand Lodge

Pg. 36 - Boar & Dire Boar

Both of these guys should mention in their CMD entries that they have a bonus vs. trip attacks for being quadrupeds.

Boar should be "CMD 14 (18 vs. trip)"

Dire Boar should be "CMD 20 (24 vs. trip)"

Grand Lodge

Pg. 51 - Crocodile and Dire Crocodile

These creatures have an ability called death roll that has a couple of issues:

Bestiary wrote:
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

The text I emphasized above specifically says the damage of the ability is equal to the damage of the creature's bite attack. This means that for the crocodile, its death roll ability should deal 1d8+4. However, what's listed is 1d8+6, which is adding 1.5x the Str bonus instead of 1x. The ability description makes no special mention of using 1.5x Str bonus to damage. If the bite had been the croc's only attack, then this would be fine (although the bite damage would have to be raised to 1d8+6), but it's got a tail slap as well.

Second, the ability description says that when the grapple check is made for the death roll ability, "the crocodile inflicts its bite damage and knocks the creature prone." This implies that causing the prone condition is automatic once the grapple check is confirmed, however the stat block says "(1d8+6 plus trip)" which instead suggests a separate CMB roll to trip needs to be made.

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Wood Golem p. 164

minor formatting: missing comma between Con and Int "Con — Int —"


Kor - Orc Scrollkeeper wrote:

Typo/Calculation Error on Page 133:

Although the errata addressed the Raven's fly skill, it's perception skill (+6) is calculated incorrectly:

Skills:
Fly +6 (+4 size, +2 Dex);
Perception +9 (1 rank, +3 class skill, +3 focus, +2 Wis);

Additional, it does seem odd that this animal has 2 feats, and I suspect it accidentally got the toad's Skill focus feat added to it. The raven also has no Racial Modifier, so I suspect that 1 of 2 things happened(...)

Additionally, the skill modifier for Perception reads +6 in the Senses line, but only +3 in the Skills section.

Not sure why this hasn't been fixed yet (at least what Kor mentioned), surely Bestiary 1 has been reprinted since July 2010?

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