Problems / Errata in Bestiary


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Night Hag, page 215

Given her +4 Int modifier, she is missing one bonus language in the "Languages" entry.

__________________________

Nightmare, Cauchemar, page 216

Same as above, but +3 Int modifier and two languages missing.


Nightmare, Cauchemar, page 216

The CMD entry reports: "(+2 vs. trip)"; but it should rather read "(42 vs. trip)".

On a second note, is it alright that the Cauchemar, a larger version of the Nightmare, has its bite and hooves' damage upgraded to 2d6 when the Nightmare had 1d4 for bite and 1d6 for hooves?
I mean, is it intended or is it an error?


Nymph, page 217

Given her +3 Int modifier, she is missing at least two languages in her "Languages" entry (dunno whether Common is a standard language for her or a bonus one).


Angel, Solar, page 12

CMD entry is 47, but should be 48 (10, + 22 base attack bonus, + 9 Str, +5 Dex, + 1 size, +1 Dodge).


Oni, Ogre Mage, page 221

Skills entry: the listed Fly +5 should instead be Fly +3 (+3 Dex, +4 good maneuverability, -2 size, -2 chain shirt armor penalty).

Dark Archive

Astral Wanderer wrote:

Oni, Ogre Mage, page 221

Skills entry: the listed Fly +5 should instead be Fly +3 (+3 Dex, +4 good maneuverability, -2 size, -2 chain shirt armor penalty).

As I remember, ACP were missed for all skills in the Ogre Mage.


chopswil wrote:


As I remember, ACP were missed for all skills in the Ogre Mage.

There are no Str-based or Dex-based listed in its Skills entry, other than Fly, so...

_____________________________________________

Pegasus, page 225

Sense Motive is not a class skill for magical beasts, so the Pegasus' total Sense Motive bonus is +4, not +7 (doing the math, its ranks are spent in the other listed skills).


- Error; please, delete. -


Phoenix, page 227

Dunno which of the listed languages are base ones and which are bonus ones, but the Phoenix has a +6 Int modifier, so the Languages entry is missing at least three more tongues.

_____________________________________________

Pixie, page 228

1) Similar as for the Phoenix: the Pixie has two listed languages and a +3 Int modifier, so it should speak a minimum of 4 tongues (1 base +3 for Int).

2) Listed damage for the Pixie's longbow says 1d6-2/x3, but that -2 shouldn't be there; the bow is not composite.

3) Minor omission: the Treasure entry is missing "(short sword, long bow with 20 arrows, other treasure)".


2 people marked this as FAQ candidate.

I checked elsewhere in this thread, but I couldn't find this noted anywhere else. It appears that the Adult (and older) Blue Dragon has Deadly Stroke as a feat, but lacks the prerequisite Greater Weapon Focus (presumably for its bite attack). It does seem to have the correct number of feats for its hit dice, though, so this doesn't seem to be a simple omission. In addition, the attack bonus for its bite obviously doesn't include the bonus from Greater Weapon Focus.

On the other hand, Greater Weapon Focus has its own prerequisites (namely 8th-level fighter) that the dragon doesn't qualify for, so just swapping it for another feat isn't exactly kosher either. Thoughts?


Typonymous wrote:

I checked elsewhere in this thread, but I couldn't find this noted anywhere else. It appears that the Adult (and older) Blue Dragon has Deadly Stroke as a feat, but lacks the prerequisite Greater Weapon Focus (presumably for its bite attack). It does seem to have the correct number of feats for its hit dice, though, so this doesn't seem to be a simple omission. In addition, the attack bonus for its bite obviously doesn't include the bonus from Greater Weapon Focus.

On the other hand, Greater Weapon Focus has its own prerequisites (namely 8th-level fighter) that the dragon doesn't qualify for, so just swapping it for another feat isn't exactly kosher either. Thoughts?

I concour. I'd replace it with Power Attack.

And maybe someone would then like to replace also Dazzling Display and Shatter Defenses with Cleave and Great Cleave.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Astral Wanderer wrote:


Pixie, page 228

2) Listed damage for the Pixie's longbow says 1d6-2/x3, but that -2 shouldn't be there; the bow is not composite.

You apply strength penalties with any bow, it doesn't matter if it's composite or not. Only composite bows can get the benefits of a strength bonus though. See p. 147-148 in the core rulebook.


Astral Wanderer wrote:

I concour. I'd replace it with Power Attack.

And maybe someone would then like to replace also Dazzling Display and Shatter Defenses with Cleave and Great Cleave.

Thanks for your input, Astral Wanderer. Power Attack seems like a good idea, seeing as Blues are the only true dragons without it. But I don't mind Dazzling Display and Shatter Defenses so much. First, there aren't any prerequisite problems with them, and second, they add some variety. All the other chromatics (and I think the metallics for that matter) go either the Cleave or Vital Strike route (except the Reds, which try to do both). That was part of the reason I went with Blue in the first place. Thanks again for your help!


Scorpion, Giant, page 242

Minor error in the AC line: +7 armor is reported rather than +7 natural.


Satyr, page 241

The Satyr has the Weapon Finesse feat, but it is quite wasted, since he has the same modifier for Str and Dex.
Perhaps a fitting replacement would be Skill Focus (Perform [wind instruments]).


Skeletal Champion, page 252

The AC entry lists:

AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)

But the correct one is:

AC 21, touch 11*, flat-footed 20**

* +1 Dex and nothing more.

** +6 armor, +2 natural, +2 shield.

Grand Lodge

chopswil wrote:
Drakir2010 wrote:
chopswil wrote:

Dinosaur, Deinonychus p. 84 Acrobatics skill point issue

Acrobatics +14 = +0 ranks, +2 Dex, +4 run + 8 racial mod
Perception +14 = +2 ranks, +1 Wis, +3 class skill, +8 extra mods
Stealth +15 = +2 ranks, +2 Dex, +3 class skill, +8 extra mods

SB says Acrobatics +10, you forgot run feat mod

I disagree.

The bonus to acrobatics from the Run feat is highly situational. Specifically
PRD wrote:
If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check.
This shouldn't be listed in the general stat block.

ok, I'll buy that but then the +22 jump mod seems questionable

Acrobatics +10 (+22 jump)

Wow this thread is old so I hope chopswil sees this. Anyway, the Acrobatics skill states:

"Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet."

This creature has a base speed of 60 feet.

60-30=30
30/10=3
3 x 4=12
10+12=22

Looks fine to me!

Also I realize this is probably a lesser known rule about the Acrobatics skill, so I just know there are some dwarf, gnome, and halfling PCs out there who've been jumping paragons of their race ;).

Dark Archive

Michael Hendrick wrote:

Wow this thread is old so I hope chopswil sees this.
.......
Also I realize this is probably a lesser known rule about the Acrobatics skill,

I did not know this...

I'll have to see about coding this up in my checker program
thanks!!!

Grand Lodge

You're very welcome!

Also I have a possible theory as to why the Bestiary's monsters keep leaving out their Dodge feat bonus from their CMDs. We've heard time and time again from the developers that not all of the last minute changes to the core rules made it into the Bestiary. Remember what the Dodge feat did in 3.5? You had to select a target to have the bonus applied against. Since that's situational, I have a feeling it was left out because of that.

Dark Archive

Michael Hendrick wrote:

Y

Also I have a possible theory as to why the Bestiary's monsters keep leaving out their Dodge feat bonus from their CMDs.

I think it's because they use the short cut CMD calculation, which now escapes me, where they take the CMB add something to it to get CMD instead of using the "long" calculation.

Grand Lodge

chopswil wrote:

Leech Swarm p.187, Stealth skill points off

SB says +1
forgot size mod or typo, dropped the "6"

skill points = 0 vermin

Stealth +16 = +0 ranks, +4 Dex, +12 Diminutive
Swim +12 = +0 ranks, 4 Dex, +8 extra mods

This one's weird for me. At first I thought the +12 for being Diminutive was wrong because I thought since swarms take up a 10x10 square like a Large creature, they maybe get treated like a Large creature and have a -4 to Stealth instead, but the AC bonus is for a Diminutive creature, so we're back to where we started :-\

Grand Lodge

chopswil wrote:

Lion p.193, unused skill point

everything adds up, 1 point left

skill points = 5
used = 4

Acrobatics +11 = +0 ranks, +3 Dex, +8 extra mods
Perception +9 = +2 ranks, +1 Wis, +3 class skill, +3 extra mods
Stealth +8 = +2 ranks, +3 Dex, +3 class skill

I'm a little confused on your math here, I managed to have it come out ok.

Skill points = 5

Acrobatics +11 = 1 rank + 4 racial mod + 3 Dex + 3 class skill
Perception +9 = 2 ranks + 3 feat + 1 Wis + 3 class skill
Stealth +8 = 2 ranks + 4 racial mod + 3 Dex + 3 class skill - 4 size

Grand Lodge

chopswil wrote:

Lion, Dire p.193, skill point issues

Acrobatics is supposed to be +11, but if I add1 rank then it is also a class skill so +4 for a total of +14 and then there would still be 1 point left.

skill points = 8
used = 6

Acrobatics +10 = +0 ranks, +2 Dex, +8 extra mods
Perception +11 = +4 ranks, +1 Wis, +3 class skill, +3 extra mods
Stealth +7 = +2 ranks, +2 Dex, +3 class skill

Same issue with this one as the one above, my math comes out ok:

Skill points: 8

Acrobatics +11 = 2 ranks + 4 racial mod + 2 Dex + 3 class skill
Perception +11 = 4 ranks + 3 feat + 1 Wis + 3 class skill
Stealth +7 = 2 ranks + 4 racial mod + 2 Dex + 3 class skill - 4 size

Grand Lodge

Skeld wrote:

I didn't see it anywhere in the thread, but I noticed the Oread on page 205 has a speed of 20 feet and wondered if it should be 30. The "Oread as a character" doesn't mentioned anything about a base speed reduction. Also, the Oread Fighter in the statblock is wearing leather armor and carrying ~25 lb of gear, so it doesn't look like an encumbrance or armor issue.

-Skeld

That's probably an error, but this is a thread for the Bestiary and the Oread is in Bestiary 2.

Grand Lodge

chopswil wrote:

Tarrasque p.262, inconsistent verbiage

one of the two statements has an incorrect bonus for jumping

Skills Acrobatics +3 (+43 when jumping),

Rush (Ex) Once per minute for 1 round, the tarrasque can
move at a speed of 150 feet. This increases its Acrobatics
bonus on checks made to jump to +87.

This one can be explained away using that jump rule in acrobatics.

Acrobatics +3 (+43 when jumping)

The tarrasque has the special quality Powerful Leaper which says a tarrasque uses its Strength modifier for Acrobatics checks involving jumping. The ability also says a tarrasque has a +24 racial bonus on Acrobatics checks made to jump.

+43 = 15 (Str mod) + 24 (racial mod) + 4 (speed 40 feet)

That Rush special ability lets him increase it to +87 ONLY when it's activated.

Grand Lodge

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
Bluff +12 = +9 ranks, +0 Cha, +3 class skill
Intimidate +12 = +9 ranks, +0 Cha, +3 class skill
Knowledge (arcana) +14 = +9 ranks, +2 Int, +3 class skill
Knowledge (planes) +14 = +9 ranks, +2 Int, +3 class skill
Perception +13 = +9 ranks, +1 Wis, +3 class skill
Sense Motive +13 = +9 ranks, +1 Wis, +3 class skill
Stealth +14 = +9 ranks, +4 Dex, +3 class skill, -2 Armor Check Penalty

Specifically the problem lies in the Acrobatics skill. With 11 ranks, this result is impossible since the creature's only got 9 HD. Either this creature originally was meant to have more Hit Dice or it was supposed to have gotten the Acrobatic feat. In any case, it should probably be just Acrobatics +14.

Grand Lodge

Drakir2010 wrote:
chopswil wrote:

Dryad p. 116, unused skill points

skill points = 48
used = 42

Climb +9 = +6 ranks, +0 Str, +3 class skill
Craft (sculpture) +8 = +0 ranks, +2 Int, +6 extra mods
Escape Artist +15 = +6 ranks, +4 Dex, +3 class skill, +2 extra mods
Handle Animal +10 = +6 ranks, +4 Cha
Knowledge (nature) +11 = +6 ranks, +2 Int, +3 class skill
Perception +11 = +6 ranks, +2 Wis, +3 class skill
Stealth +15 = +6 ranks, +4 Dex, +3 class skill, +2 extra mods
Survival +8 = +6 ranks, +2 Wis

I agree.

Additionally, Craft (sculpture) in PRD is +11, which cannot be as adding a single rank to this class skill will make it +12.

I'm a little confused over both of you guy's math, specifically why you lowered Craft (sculpture) to +8 when it says +11. My math actually came out OK and I'll show you how:

Craft (sculpture) +11 = 6 ranks + 2 Int + 3 class skill

You don't actually add in the +6 racial bonus because that's specifically for wooden objects. If anything, the actual entry should be changed as follows:

Craft (sculpture) +11 (+17 when working with wood)

Dark Archive

Michael Hendrick wrote:

I'm a little confused over both of you guy's math, specifically why you lowered Craft (sculpture) to +8 when it says +11.

my program tries to make the "numbers work" as written, if it can't it stops.

in this case it couldn't make it be +11 legally so it stopped with what it had; which is what you see
i usually try to add some text to explain to situation, which Drakir2010 added in this case.

Grand Lodge

chopswil wrote:
Astral Wanderer wrote:

Osyluth, page 74

Fly skill bonus is +21, but should be +26 (+10 ranks +5 Dex +3 class skill +4 maneuverability -2 size +6 [1/2 caster level for the constant Fly spell-like ability]).

Even if the 1/2 caster level bonus wasn't to be considered (but I don't see why not), it would be +20, not +21.

interesting, creatures that use a fly spell don't get a entry in the speed section for fly even though they have the Fly skill.

A fly speed seems to denote a nature flying ability.
Here there is the constant fly Spell-Like Ability and there is an entry in speed for fly.

The fly spell says, "The subject gains a bonus on Fly skill checks equal to 1/2 your caster level."

So, if a monster that has a natural fly ability and someone casts fly on the creature. Does it get a bonus now from the fly spell on its Fly skill?

I would say no.
but the Bone Devil (Osyluth) seems to say differently.

Edit: The Achaierai and Thulgant from Bestiary 2 have fly as a Spell-Like Ability but no fly in their speed section (it's not constant also).

I've been trying to wrap my head around this issue. While a fly spell grants a bonus, I have to argue whether or not it's considered a "natural" flying ability. Even if its constant via a spell-like ability, is it still "natural?" I ask for two reasons. The first is do creatures with this constant spell-like ability get to treat Fly as a class skill? The second is this part of the Fly skill:

"A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8."

This means that recipients of a fly spell wouldn't get the maneuverability bonus, which makes me wonder if creatures with constant spell-like effects of the fly spell do either.

Let's take a two creatures (other than the bone devil, which we've discussed is wonky) from the Bestiary that have a constant Fly spell-like ability. Each of these creatures seem to use different, conflicting rules:

Gelugon (Ice Devil)
Fly +13= 5(Dex) - 2(size) + 4(maneuverability) + 6(1/2 caster level).

This creature utilizes the bonuses from maneuverability AND caster level.

Neothelid
Fly -4= 4 (maneuverability) - 6(size) - 2 (Dex)

The only way this creature's Fly skill as written works is if you DO NOT add in the bonus from 1/2 caster level (which would add a whopping +10, bringing the total to +6). The equation above leaves this bonus out.

Argh headache.

Grand Lodge

Astral Wanderer wrote:

Young/Adult/Ancient Red Dragon, pages 98-99

All the three stat blocks are missing the "SQ" entry after the "Languages" entry.

Actually it isn't missing it, it's just the red dragon doesn't possess any ability that would go into a Special Quality line.

- Smoke vision goes into the senses line.
- Frightful presence goes in the aura line.
- Fire aura goes in the aura line.
- Manipulate flames goes in the special attack line.
- Melt stone goes in the special attack line.

Grand Lodge

Astral Wanderer wrote:

Drow, page 114

Errata 1.0 said to change the listed +3 attack bonus fo rapier to +2, but +3 is actually correct: +1 base attack bonus, +2 Dex (Weapon Finesse).

Also, the listed Stealth bonus is +2 and should be +3 (1 rank +2 Dex; the other rank spent on Perception adds to the -1 Wis and +2 racial to reach the already listed Perception +2).

Last, can NPC classes be favored classes? If yes, the Drow would have 1 additional skill point.

Drow Noble, page 115

Same as above for the masterwork rapier attack bonus: errata says +4, but the original +6 is correct; +2 base attack bonus, +3 Dex (Weapon Finesse), +1 masterwork weapon.

Incorrect, actually.

The Weapon Finesse feat states:
"If you carry a shield, its armor check penalty applies to your attack rolls."

The Drow's light shield would knock it a point down whereas the Drow Noble's heavy shield would knock 2 off the attack roll, so yes, the Errata is correct.

Also with regards to the NPC favored class question, yes, NPC classes can count for favored class bonuses. It should be mentioned, however, that almost all of the creatures in the Bestiary that should receive a favored class bonus are actually missing one.

Grand Lodge

Astral Wanderer wrote:

Giant Moray Eel, page 119

The moray eel's second bite attack is listed as dealing 1d6+4 points of damage. I suppose it should be +3 (which is half its Str bonus) or maybe +6 (its actual Str bonus).

Because the bite is the eel's only means of attack, it adds 1-1/2 its strength bonus, which is why it's normal attack is at a +9 to damage. The secondary set of jaws probably reads from half this value, which when rounded down, is +4. This doesn't follow the normal rules for primary and secondary attacks because this is kind of a special ability of the moray that isn't used as a normal attack.

My guess anyway.

Grand Lodge

Astral Wanderer wrote:
chopswil wrote:

Snake, Venomous, page 255 incorrect Poison DC

10 + 1 (1/2 HD) + 1 (Con) = 12
SB says 13

It has Con 14 (+2 modifier), so DC 13 is correct.

chopswil wrote:

Svirfneblin, page 255 incorrect SLA DC

the rule: The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier.
It says modifier not bonus so it's -1.

blindness/deafness = 10 + 2 (sor/wir spell level) + -1 (Con) = 11

SB says 12

Dunno about this one; I mean, the only written rule I can find about it is indeed that the DC is equal to 10 + spell level + Charisma modifier, but it is not clear if that rule is missing a part and thus whether:

1) That rule and only that must be applied, in which case, the Svirfneblin's Blindness/Deafness is DC 11.
2) A negative Charisma modifier should not be applied, in which case the listed DC 12 is correct.
3) As for magic items, the minimum DC of a spell-like ability cannot go below 10 + spell level + minimum Charisma score to cast that spell, despite what the real Charisma score of the creature might be, in which case DC would be 13 (minimum Cha to cast a 2nd level spell is 12, thus a +1 modifier).

This would need an official reply.

A couple other explanations as to why this was printed are:

1) They may have mistakenly added the +1 to DC of illusion spells even though this is a necromancy spell.

2) They may have mistakenly used the wrong ability score, forgetting momentarily to use the Cha modifier due to the fact that this creature is a 1st level Ranger and thus uses Wisdom to cast spells (which has a score of 10).


Ghost, page 144

CMB entry says +5, but it's missing the addition of Dex due to being incorporeal, which makes a total BMC of +6.

_____________________________________________

Spectre, page 256

I'm wondering why does the Spectre have ranks in Survival. The only use I can see for it is the weather forecast because IF it benefits from clouds covering Sun, then knowing in advance when weather will be favorable is useful.
In other words, does a Spectre's weakness to sunlight (and other Sun-weak monsters' too) apply only if it struck by solar rays, or could the Spectre get around it if the sky is cloudy and/or it is in the shadow of something (a building, a creature, trees, and so on), which would be a little odd?
Thence, why the Survival skill for an undead and also incorporeal creature?

_____________________________________________

Strife2002 wrote:

The Weapon Finesse feat states:
"If you carry a shield, its armor check penalty applies to your attack rolls."

Right, thanks.

Strife2002 wrote:

This doesn't follow the normal rules for primary and secondary attacks because this is kind of a special ability of the moray that isn't used as a normal attack.

That's why I'm more prone to think it's an error (where, since the base bite damage dice are halved from 2d6 to 1d6, Strength is also treated as per a secondary attack and thus halved or, at best, it is applied entirely, but hardly at 1-1/2 times), rather than an obscure calculation.


About the Svirfneblin matter of Blindness/Deafness:

Apparently, the rule is the rule as written, and a negative Charisma modifier applies to the DC of a spell-like ability anyway.


Spider, Giant, page 258

The Web special attack says the web has 2 hp, but it should have 3, since the Spider has 3 HD.


Svirfneblin, page 261,
Tengu, page 263, and
Tiefling, page 264

All of them are missing their favored class bonus of +1 hp or +1 skill point.

My personal suggestion:
Svirfneblin takes +1 skill point, assigned to Climb (for a total of Climb +5).
Tengu takes +1 skill point, assigned to Sleight of Hand (for a total of Sleight of Hand +7).
Tiefling takes +1 skill point, assigned to Disguise (for a total of Disguise +2).

Also, the Tiefling's Disable Device bonus is lacking the +1 from the Trapfinding class feature, which brings it from the listed +6 to +7.


Troglodyte, page 267

The javelin damage value is missing the +1 bonus from Strength.

Grand Lodge

Astral Wanderer wrote:

Giants from Cloud to Stone, page 147-151

Only Stone Giants have iterative rock attacks listed in their stat block despite the fact that all other giants too have base attack bonuses higher than +6.
I can't find any rule saying that only Stone Giants get iterative attacks for rock throwing (or better, I don't see any rule saiying than other Giants should not get them), so the entries should read as follow:

...

Actually given that the majority of the giants don't have these iterative attacks and that the format example listed for rock throwing doesn't have this example, my guess would be it's the stone giant that's in error. Although after having read that I looked in Bestiary 2 and it seems all the creatures in that book with this ability don't have uniformity. Some have iterative rock throws, others don't.

HOWEVER!

There's actually one other error with these giants regarding this ability.

1) Rock throwing also states:
"Damage from a thrown rock is generally twice the creature's base slam damage plus 1-1/2 its Strength bonus."

All of the creatures in this book with this ability only have their base slam damage factored in at x1 for thrown rocks. They do correctly have 1-1/2 their Strength bonus, just not double their slam damage. This includes the giants you've mentioned here as well as...

Grand Lodge

Treant - p. 266

As mentioned above, this creature doesn't receive the x2 base slam damage for its rock throwing ability, it only receives x1 base slam damage.


Additional bugs for Angel, Solar

Diplomacy, Knoweldge (History), Knowledge (Nature), Knowledge (Religion), and Spellcraft are all treated as class skills. The Solar should only receive four extra class skills. (Either that, or one of these skills has an extra +3 that I am not seeing.)

The Fly skill should receive a -5 Armor Check Penalty.

I am only calculating +30 for the Survival skill, not +31 (22 Ranks +8 for WIS).

Finally, by my calculations, a 20th level cleric with a 27 wisdom should have 4/6/6/6/6/5/5/5/5/4 spells per day. Bestiary+Errata give Solars 4/7/7/7/7/6/5/5/5/4. That's an extra spell at levels 1-5. I don't have any problem putting the spells into higher level slots, but there are none available.

Am I missing something?

Grand Lodge

Astral Wanderer wrote:

Lich, page 188

It is missing three bonus languages. It should have 18 languages (1 Common, +6 Int, +11 Linguistics ranks).

Minor note: under the prepared spells is written "Prohibited Schools", but it should be better "Opposed Schools".

Actually I have a question about the bonus language part of this post. How does acquiring bonus languages work? Obviously ranks in linguistics grants you languages, as does your basic starting languages and your Int score at 1st level, but what about these:

1) When your Int goes up because you put ability points in it at 4th, 8th, 12th level and so on, are you granted a language from a Int bonus increase?
2) Does this lich gain a language from the Int increase provided by his headband of vast intellect +2?
3) Does this lich gain a language from the +2 to Int granted him by his acquired template of lich?


Vampire, page 270

There was a debate about Vampire's skills at page 5 of this thread. In regards of how it "ended", I'd say it's far more reasonable (and also becomes easier) to think these two things (because the second one is an easy thing to forget about, and together with the first, it solves everything):
1) That the Vampire retains its "Skilled" Human racial trait (as it retains all other racial traits) and has a total number of ranks equal to (2 class, +2 Int, +1 Human, +1 favored class) * 8 = 48.
2) That the skill bonuses reported in the stat-block is simply missing the +3 to Knowledge (Religion) due to the Undead Bloodline making of that skill a class skill.

_____________________________________________

Sir George Anonymous wrote:

Additional bugs for Angel, Solar

Diplomacy, Knoweldge (History), Knowledge (Nature), Knowledge (Religion), and Spellcraft are all treated as class skills. The Solar should only receive four extra class skills. (Either that, or one of these skills has an extra +3 that I am not seeing.)

The Fly skill should receive a -5 Armor Check Penalty.

I am only calculating +30 for the Survival skill, not +31 (22 Ranks +8 for WIS).

I concur.

Personally, I think that among the five skills you mentioned initially, Knowledge (nature) is the one a little less theme-appropriate and thus the one not to consider a class skill to make the math go totally alright.

Sir George Anonymous wrote:


Finally, by my calculations, a 20th level cleric with a 27 wisdom should have 4/6/6/6/6/5/5/5/5/4 spells per day. Bestiary+Errata give Solars 4/7/7/7/7/6/5/5/5/4. That's an extra spell at levels 1-5.

As far as I can see, I concur with this too.

Strife2002 wrote:


1) When your Int goes up because you put ability points in it at 4th, 8th, 12th level and so on, are you granted a language from a Int bonus increase?
2) Does this lich gain a language from the Int increase provided by his headband of vast intellect +2?
3) Does this lich gain a language from the +2 to Int granted him by his acquired template of lich?

1) Yes, if your modifier goes up. Of course, if you're a PC in a given campaign you must spend some in-game time to learn it properly.

2) This one could be a good question, but personally I'd say no, as much as it doesn't grant true skill ranks.
3) Yes. Everything that rises Int permanently and unchangeably (virtually speaking), makes a creature gain skill points and learn languages as appropriate.


Angel, Planetar, page 11

Its total spells should be 4/6/6/6/5/5/4/4/3;
As listed, it has:
- one 1st lvl spell in excess
- one 2nd lvl spell in excess
- one 4th lvl spell less
- one 7th lvl spell less
- one 8th lvl spell less

_____________________________________________

Archon, Trumpet, page 21

Its total spells should be 4/6/5/5/5/4/3/2;
As listed, it has:
- one 1st lvl spell in excess
- two 2nd lvl spell in excess
- one 4th lvl spell less

_____________________________________________

Azata, Lillend, page 26
1st level spells per day are 4, not 5 as listed.
Also, as listed it has one 1st lvl spell known less (whomever has an early version of the book: don't forget to add Cure Serious Wounds to 3rd lvl spells known, as reported in the errata).

_____________________________________________

Vampire, page 270

3rd level spells per day are 7 (5 base + 2 for high Cha), not 5 as listed.

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Dragons

Some Dragons also have errors in their spell lists, but I'm not the one who will list them all. I'll leave it to someone else.

Grand Lodge

Skeletal Champion, page 252

This monster's speed is listed as 30 feet, but it should be 20 feet given its wearing breastplate armor.

Cyclops, page 52

This monster's speed is listed as 30 feet, but it's wearing hide armor. Given it's a large creature, and all other large creatures wearing medium or heavy armor (example: Ogre, Hill Giant), 30 feet is likely it's reduced speed, but it's speed entry should probably say "(40 ft. base)"

Drow Noble, page 115

This creature is wearing speed reducing armor but doesn't list it's base speed (it's only speed given is 20 feet). It should be common sense that the drow noble's base speed is 30 feet, but still, it should say so.

Grand Lodge

Lich, page 188

The lich has a mysterious +4 armor bonus to AC, yet there is no listing in its treasure line of a chain shirt, hide armor, or magical armor of a lesser variety. Not to mention such armor would certainly interfere with its spellcasting.


Strife2002 wrote:

Lich, page 188

The lich has a mysterious +4 armor bonus to AC, yet there is no listing in its treasure line of a chain shirt, hide armor, or magical armor of a lesser variety. Not to mention such armor would certainly interfere with its spellcasting.

Perhaps the stats assume that mage armor has been cast?

Grand Lodge

Frost Giant, page 149

The frost giant's attack line is missing the x3 crit multiplier for wielding a greataxe. Change to say "(3d6+13/x3)".

Paizo Employee Creative Director

Distant Scholar wrote:
Strife2002 wrote:

Lich, page 188

The lich has a mysterious +4 armor bonus to AC, yet there is no listing in its treasure line of a chain shirt, hide armor, or magical armor of a lesser variety. Not to mention such armor would certainly interfere with its spellcasting.

Perhaps the stats assume that mage armor has been cast?

Absolutely. Check the lich's 2nd level spells, where it lists extended mage armor as having been cast.

Grand Lodge

Astral Wanderer wrote:


Azata, Lillend, page 26
1st level spells per day are 4, not 5 as listed.
Also, as listed it has one 1st lvl spell known less (whomever has an early version of the book: don't forget to add Cure Serious Wounds to 3rd lvl spells known, as reported in the errata).

With a 19 Charisma, a lillend gets an extra 1st, 2nd, and 3rd level spell per day (and an extra 4th level spell, if it had any).

A 7th level bard with a 19 Charisma gets 5 first level spells per day.

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