Problems / Errata in Bestiary


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Incidentally the Toad that Kor mentioned also has a skill problem:
As far as I can tell, either it's Stealth should be 3 higher and it's Perception should be 3 lower (if 1 rank goes to Stealth),
or Stealth should be 1 lower and Perception 1 higher (if 1 rank goes to Perception, which I believe to be the intention).

Grand Lodge

Quandary wrote:
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?

I had to go back and look at my copy (dead-tree version of first printing with errata on sticky notes to match the 3rd printing) and it has a +6 to Perception in senses and in skills. I do see that I wrote down on a note to delete "Skill Focus (Perception)" as it was one too many feats for the creature's HD, and was probably a mistake. This would make its skills correct at +6. I'd also like to point out that the errata never said to reduce Perception down to +3. Not sure where that came from.

Grand Lodge

Quandary wrote:

Incidentally the Toad that Kor mentioned also has a skill problem:

As far as I can tell, either it's Stealth should be 3 higher and it's Perception should be 3 lower (if 1 rank goes to Stealth),
or Stealth should be 1 lower and Perception 1 higher (if 1 rank goes to Perception, which I believe to be the intention).

The toad's skills look fine to me:

Toad
Total skill ranks: 1

Perception +5 = 2 (Wis) + 3 (Skill Focus)
Stealth +21 = 1 (rank) + 3 (class) + 12 (size) + 4 (racial) + 1 (Dex)

Grand Lodge

Pg. 235 - Rhinoceros animal companions

Its 7th-Level Advancement information says it gains powerful charge, but doesn't say by how much it increases by like other animal companions who get this ability do. If we're to go by the stat block, it'd probably be "powerful charge (2d6)" meaning an extra 2d6 is added. What happens with the Strength bonus to damage is anyone's guess (as this ability isn't consistent from creature to creature with how damage is calculated), but by the stat block it would be Str x2.

Dark Archive

Duergar p. 117

"Racial Modifiers +2 Perception relating to stonework, +4 Stealth"

Holy 3.5, batman!!!!

According to the "Duergar Characters" entry of the bestiary and according to the Duergar entry in ARG, they do not get any kind of racial skill modifiers. However the actual stat block in the bestiary lists them as having the +2 to notice unusual stonework (I believe this is cut-and-paste from the dwarves' stonecunning ability) and +4 stealth (which I have no idea what source it is from).
Ok, deeper insight: In the 3.5 SRD, Duergar were treated like a template: "Duergar use the racial stats for dwarves except...[]" This was changed in Pathfinder so that they were a self-contained entry. However, it appears that the bestiary stat block remains built using the rules for a modified dwarf. One of the modifications included a +4 bonus to Move Silently checks (rolled into Stealth now).

Dark Archive

Sphinx

name formatting is not consistent with other bestiary sphinxes

This sphinx just has "Sphinx" at the top and then "Sphinx (Gynosphinx)" as the name
other sphinxes have their name formatted like so "Sphinx, Androsphinx" and then "Androsphinx"

Dark Archive

wererat (Human Form)

"Human natural wererat rogue 2 (augmented humanoid)"

has "(augmented humanoid)"
no other Lycanthrope has this and the Lycanthrope template makes no mention of this.

it should be removed

Grand Lodge

chopswil wrote:

wererat (Human Form)

"Human natural wererat rogue 2 (augmented humanoid)"

has "(augmented humanoid)"
no other Lycanthrope has this and the Lycanthrope template makes no mention of this.

it should be removed

Yep, and instead changed to "(human, shapechanger)".

Dark Archive

Strife2002 wrote:
chopswil wrote:

wererat (Human Form)

"Human natural wererat rogue 2 (augmented humanoid)"

has "(augmented humanoid)"
no other Lycanthrope has this and the Lycanthrope template makes no mention of this.

it should be removed

Yep, and instead changed to "(human, shapechanger)".

it already has that "LE Medium humanoid (human, shapechanger)"

Grand Lodge

Do'h, sure enough. Just delete it.

Grand Lodge

Pg. 197 - Wererat

I'm pretty sure this was brought up earlier, but my search-fu at the moment seems to be sucking. It was mentioned that the wererat in hybrid form should have the damage dice of its bite attack increased from a d4 to a d6. The d4 came directly from the dire rat's stats, but because this is a Medium creature, it maybe should be increased to reflect that. Well, the Bestiary 4's werebat seems to support this idea, as the damage dice of the bite was increased to match a Medium creature as opposed to the Diminutive creature it's based from.

Grand Lodge

Pg. 207 - Mite

In the Spell-Like Abilities section, change "(CL 1st)" to instead say "(CL 1st, concentration +0)".

Grand Lodge

Pgs. 146, 208, & 283 - Ghoul, Mohrg, and Xill

These creatures all have a paralysis effect tied in with their physical attacks. The glossary entry for paralysis says that it can either be extraordinary (Ex) or supernatural (Su) but these creatures make no mention of which type their paralysis effect is. The gelatinous cube, for example, says its paralysis is supernatural. As it stands now there's no way of telling if these three creatures' paralysis effects still function in an antimagic field.


Pathfinder Rulebook Subscriber
Strife2002 wrote:

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.

That just moves the problem to the Hill Giant statblock.

Grand Lodge

RJGrady wrote:
Strife2002 wrote:

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.

That just moves the problem to the Hill Giant statblock.

Good point. I replaced Alertness with Martial Weapon Proficiency (greataxe) for the cyclops.

Grand Lodge

Pg. 130 - Ettin

Decided to see if anyone else is guilty of this. This guy is (these guys are?) using flails, but don't have proficiency with them. It's hard to choose a feat to replace with Martial Weapon Prof. (flail), since thematically I feel like all of its feats fit very well (combat feats obviously, Iron Will and Improved Initiative for having two heads).

EDIT: corrected page number.

Grand Lodge

Pg. 220 - Ogre

This guy's wielding a greatclub, but technically isn't proficient with it. Maybe replace Iron Will with Martial Weapon Prof. (greatclub)?

Grand Lodge

Pg. 54 - Dark stalker

This guy's wielding short swords, but isn't proficient with them. Not many feats to choose from to replace with Martial Weapon Proficiency (short sword). Looks like best option is to replace Double Slice, since he'd only be missing out on +1 extra damage.

Grand Lodge

Pg. 70 - Derro

Oh boy. This guy brings up several red flags. First, as a humanoid with no class levels he should only be proficient in simple weapons. However, he's wielding a short sword (martial weapon) and a repeating light crossbow (exotic weapon). He's also wielding an aklys, another exotic weapon, but this gets a pass. According to page 8 of Pathfinder Campaign Setting: Classic Horrors Revisited, all derro gain proficiency with the aklys, crystal chakram, fauchard, and injection spear for free.

Also, my obligatory rant about the aklys. The aklys wielded by this derro is sized for a Small creature, as is appropriate, and is dealing 1d6 damage (meaning a Medium-sized aklys would deal 1d8). However, this weapon has appeared in different products, with its stats differing, too. In Ultimate Combat and Ultimate Equipment, the aklys has damage values matching what we see here. Adventurer's Armory and Classic Horrors Revisited, however, have these values at 1d4 for Small versions and 1d6 for Medium versions. I'm inclined to believe the lesser values are the correct ones for the following reasons.

1) This is a light weapon, and NO light weapon deals 1d6(S) / 1d8(M).
2) It's described as a short, throwing club. The club itself is a one-handed weapon (meaning it's bigger), and doesn't deal this much damage.
3) It can be argued that really only Ultimate Combat is the only product that makes a claim that this weapon deals this higher damage, since much of Ultimate Equipment is simply a direct copy-paste of other books.

EDIT: It can also be hypothesized that even Ultimate Combat suffered a copy-paste error. If this particular derro stat block was referenced by the designer to determine the damage values of the aklys when printing that book, that could be a source of the higher value. It's not a stretch, since in the Bestiary's first printing the repeating light crossbow used by this creature also had listed the Medium damage value. If the same went for the aklys, that could explain it.

Anyway, as far as a solution to the proficiency issue with the other weapons, I'm inclined to replace Improved Initiative with Exotic Weapon Proficiency (repeating light crossbow) and get rid of the short sword all together, letting this guy ride on his free proficiency with the aklys.

Grand Lodge

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After looking at this book and the other Bestiaries, I feel like I've found all the racial-HD-having humanoids in all 4 books. I've posted similar error posts like the ones above in both the Bestiary 2 errata thread and the Bestiary 3 errata thread (Bestiary 4, however, is immaculate with regards to this issue). Some of these humanoids really suffer, I feel, from the designer forgetting to account for this lack of proficiencies (the wood giant, in particular, from Bestiary 2 comes to mind). I'm debating that for my games, I'm going to implement a House rule that changes the giant subtype to the following (since many of the creatures that suffer from this oversight are giants; new part in italics):

New Giant Subtype wrote:
Giant Subtype: A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants are proficient with simple weapons like other humanoids, as well as any weapon they are described as using in their stat blocks. Giants have low-light vision, and treat Intimidate and Perception as class skills.

Feel free to borrow it. By limiting it only to what is in their stat blocks, it doesn't negate the usefulness of certain giants' special abilities that give them expanded weapon proficiencies (for example the storm giant [B1], cave giant, desert giant, and jungle giant [all B3] all have abilities that give them additional proficiencies as well some other benefits).

Now obviously this doesn't help everyone, only those with the giant subtype. The dark stalker and derro from this book and the dark slayer and skulk from B2 would still need fixing, but that's it and those are easy fixes.

Another benefit of this house rule is if you used it, you could then go to those giant stat blocks that DID follow the rules and swap their Martial Weapon Proficiency feat with a brand new feat! Specifically from Bestiary 1 you have the fire giant, frost giant, hill giant, and stone giant (pgs. 148-151). From Bestiary 4 you have the cliff giant (pg. 126), ocean giant (pg. 127), and slag giant (pg. 130)*.

* The river giant from B4 unnecessarily has Martial Weapon Proficiency (spear), but as mentioned in that errata thread, this is wrong because a spear is a simple weapon and thus wouldn't require a feat. The proper correction there would be to replace it with Power Attack, since the river giant has feats that require that feat as a prereq, but it's MIA.


Strife2002 wrote:

Pg. 157 - Goblin dog

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

This has been corrected in the Bestiary but not in the PRD.


Strife2002 wrote:

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?

Nope, she should indeed have 7 more skill points, since templates are to be applied after we have the base creature already statted out.

Strife2002 wrote:


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.

Uhm? I get all four bonus class skills assigned for this one: Acrobatics, Diplomacy, Spellcraft and Survival.

Grand Lodge

Astral Wanderer wrote:

Strife2002 wrote:


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.
Uhm? I get all four bonus class skills assigned for this one: Acrobatics, Diplomacy, Spellcraft and Survival.

Just redid my math, I don't see how Spellcraft is a class skill. Here's my breakdown:

Ice Devil (Gelugon)
Large outsider (devil, evil, extraplanar, lawful)
14 HD
Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
182 skill points: (6 + 7 Int)*14 HD

> Acrobatics +22 = 14 ranks + 5(Dex) + 3(!class)
> Bluff +22 = 14 ranks + 5(Cha) + 3(class)
> Diplomacy +22 = 14 ranks + 5(Cha) + 3(!class)
> Fly +13 = 0 ranks + 5(Dex) - 2(size) + 4(good) + 6(half CL)
> Intimidate +19 = 14 ranks + 5(Cha)
> Knowledge (planes) +24 = 14 ranks + 7(Int) + 3(class)
> Knowledge (??????) +21 = 14 ranks + 7(Int)
> Knowledge (??????) +21 = 14 ranks + 7(Int)
> Knowledge (??????) +21 = 14 ranks + 7(Int)
> Perception +27 = 14 ranks + 6(Wis) + 4(feat)+ 3(class)
> Sense Motive +27 = 14 ranks + 6(Wis) + 4(feat)+ 3(class)
> Spellcraft +21 = 14 ranks + 7(Int)
> Stealth +18 = 14 ranks + 5(Dex) - 4(size) + 3(class)
> Survival +23 = 14 ranks + 6(Wis) + 3(!class)

NOTE: As a sidenote, buried DEEP in this thread I mentioned that Fly skill needed changing. I must have miscalculated and somehow inserted the class skill bonus even though there's no ranks in it. +13 is correct.


Pardon, when I wrote that I looked at the software I have it stored in, not the book, thinking that if such skill issues hadn't popped out earlier I would have inputted it as it is in the book. Turns out that I inserted it with the modification, so I already had the "errata-ed" version without knowing (or better, without remembering).


Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Drakir2010 wrote:
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.

The stat blocks come out as follows for these skills:

+10 ranks +5 Cha +4 feat +3 class skill = +22 total

The tradeoff for doing things this way is that you will now have spent only 104 skill points out of an available 108.

I think the issue here was forgetting that Persuasive grants +4 bonus instead of +2 if the skills have 10 or more ranks. If Diplomacy and Intimidate are class skills (which makes sense for a glabrezu) we have

+12 ranks + 5 Cha + 2 feat + 3 class skill = +22 total

but it should be

+12 ranks + 5 Cha + 4 feat + 3 class skill = +24 total


I discovered today that the amount of regeneration for Pazuzu Demon Lords isn't listed. I found this via the PRD but apparently it's not listed in the books either. The other demon lords on the PRD page have a regeneration of 30.

Dark Archive

p. 185 Kyton

newer bestiaries have different sub-types of the monster group called "kyton" such as B3 "Kyton, Augur"
this one should be rename in the same way to match
such as "Kyton, Evangelist (Chain Devil)"

Grand Lodge

Pg. 84 - Pleisosaurus [sic]

Brought this up in the Bestiary 5 thread, but it's relevant here. The elasmosaurus has instructions for creating a plesiosaurus in its description, you just apply the young simple template to the elasmosaurus, resulting in a dinosaur at CR 6. As of Bestiary 5, however, this creature has its own stats and is at CR 2.

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pg 271 the Vampire Spawn

with the vampire spawn in the Monster Codex, which is a template, how does this change this version of the vampire spawn?

you named them the same thing which is a little confusing.
so is this still some kind of wight?

Grand Lodge

pg. 43 - Centipede swarm

Found by Meager Rolmug in a different thread, the centipede swarm says it has a +2 bonus to its save DC for its poison, but the listed DC doesn't reflect this.

Change "DC 13" to "DC 15" in the poison entry.


The Multiweapon Mastery description says that the creature never takes penalties on attack rolls. It doesn't mention damage rolls. Should a Xill wielding two short swords have +13/+8 (1d6+3/19-20) with the first and +13 (1d6+1/19-20) with the second?


Sir George Anonymous wrote:
The Multiweapon Mastery description says that the creature never takes penalties on attack rolls. It doesn't mention damage rolls. Should a Xill wielding two short swords have +13/+8 (1d6+3/19-20) with the first and +13 (1d6+1/19-20) with the second?

You don't take a penalty to damage for using more than one weapon, only a penalty to hit.

You do, however, only apply half Strength bonus to your damage for off hand weapons.


Correct. 1d6+1 damage would be half strength.


Sir George Anonymous wrote:
Correct. 1d6+1 damage would be half strength.

Then unless it has the Double Slice feat that's correct.


Page 27 - Barghest

Stat block lists CMD as 22 (24 vs. trip). Since the barghest is a quadruped, shouldn't that be 22 (26 vs. trip)?


Pages 102-103 Metallic Dragon, Adult Brass

Number of languages should be 18:

(1 Base) + (3 IntMod) + (14 Linguistics ranks) = 18 total.

Stat block has "Common, Draconic, plus any 14 others" which is only 16 languages. Probably missing 2 from high Intelligence.

-----------------

Likewise:

Page 103 Metallic Dragon, Ancient Brass

Number of languages should be 28:

(1 Base) + (5 IntMod) + (22 Linguistics ranks) = 28 total.

Stat block has "Common, Draconic, plus any 22 others" which is only 24 languages. Again, probably missing 4 from high Intelligence.


Page 269 - Unicorn

"Weapon Focus (horn)" should be "Weapon Focus (gore)" to match the gore attack found on the melee line.

Grand Lodge

Pg. 33 - Various giant beetles

Below stat block of the giant stag beetle lists 2 other types of giant beetle. One of these is the goliath beetle. It's worth mentioning that the goliath beetle got its own stat block as of Bestiary 2, called the goliath stag beetle, however that version has 11 HD rather than the 12 HD mentioned here.

Grand Lodge

Strife2002 wrote:

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.

Just noticed that the mummified crocodile in Mummy's Mask: Shifting Sands (pg. 84) retains death roll as per the template but doesn't list any special damage unique to the ability. I can therefore conclude that the higher death roll damage in the first Bestiary for both the crocodile and dire crocodile is probably a mistake, likely a left over back when the creature was designed with a single bite attack as its only natural attack. Likewise, replacing "plus trip" with "and target is knocked prone" is probably better phrasing since trip suggests a separate CMB roll needs to be made (and implies the target can trip right back if it fails).

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