1) The claw attacks are missing their attack bonus (+14).
2) Not properly an error, but since a creature like a dinosaur has almost no use for Sense Motive, more than Alertness it would better have Skill Focus (Perception). Which, in case, would bring its Perception bonus to +30.
The text about the Water Breathing special quality is missing.
Copying it from the Bronze Dragon in the first Bestiary:
"Water Breathing (Ex) A brine dragon breathes water and can use its breath weapon, spells, and abilities underwater."
1) Touch AC is listed as ), but should be 7 (-1 Dex, -2 size).
2) Breath weapon DC is listed as 26, but should be 27 (10, +11 for 1/2 HD, +6 Con).
3) Spells known: missing DC for Detect Thoughts (DC 17).
4) Minor format error: in the Attacks entry, tail slap is listed before the wings, rather than after as usual.
In truth, this happens for all the stat blocks of Primal Dragons large enough to have a tail slap attack.
The "base" stat block says that the breath weapon is cone, but the three sample Cloud Dragons all have the breath listed as being a line.
Which one is correct, cone or line?
The "base" stat block says that the breath weapon is cone, but the three sample Cloud Dragons all have the breath listed as being a line.
Which one is correct, cone or line?
This was brought up earlier in the thread and I believe the general consensus was that it should be cone for them all, mainly because of the breath weapon's special properties detailed in the base description. Thus, Young gets changed to a "40-ft. cone," adult to a "50-ft. cone," and ancient to a "60-ft. cone."
The base alignment is LN, but the three sample dragons have CG alignment.
The correct one is supposedly the LN, since the other three "elemental" dragons (Brine, Cloud, Magma) are also neutral in the good-evil axis.
Creatures with the Earth subtype and a burrow speed, as stated in the Earth subtype description, have tremorsense, so the Crystal Dragon should have it since birth, rather than at the third age category, perhaps at a rate of 3 ft. per age category.
Of course this can be an exception, but reporting surely doesn't harm.
Creatures with the Earth subtype and a burrow speed, as stated in the Earth subtype description, have tremorsense, so the Crystal Dragon should have it since birth, rather than at the third age category, perhaps at a rate of 3 ft. per age category.
Of course this can be an exception, but reporting surely doesn't harm.
Error in the Tremorsense special ability of the Crystal Dragon.
The text says: "A juvenile Crystal Dragon gains tremorsense", but the table lists Tremorsense at Young age (and the sample Young Crystal Dragon has it).
2nd level spells: there is Scorching Ray listed, but it really is pointless, since they already have it as a spell-like ability at will at higher caster level.
Flaming Sphere also doesn't really seem a good choice, although that is a different matter.
2nd level spells: there is Scorching Ray listed, but it really is pointless, since they already have it as a spell-like ability at will at higher caster level.
For the Ancient one add that the same applies to Wall Of Fire (and partially* to Fire Shield).
* I could say totally, since the only benefit from a Chill Shield version of the spell that the Dragon doesn't have access to is the possibility of dealing cold damage rather than fire.
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For the Adult one, AC lists the Dex bonus as +2, but it is +1, so the AC line should read:
It is missing a maxed out skill (or 17 ranks, if you prefer).
Going by the ancient's stats, we get to choose from Appraise, Knowledge (religion), and Survival. I'd lean more towards Survival, and only because it appears in the extra, incorrect skills entry of the adult's stat block, making me think it was intended at one point.
As for myself, beyond the errors themselves, I changed a number of things in each Dragon. For example I gave them all Use Magic Device and Spellcraft (when they didn't have them already) in place of other skills, because I see them more appropriate to such creatures: all Dragons cast spells, and not having a single rank on Spellcraft is quite... odd; as well, all Dragons have magic items in their hoards, and Use Magic Device should thus be a "must".
But these are personal ideas, of course.
I was also tempted to split their skill points on more skill, instead of maxing all out (and same goes for many Outsiders and some other creatures here and there), but I just didn't want to spend time on that.
Other than Climb missing the +3 from class, it is not fully clear if the Draugr Captain's ability to bestow negative levels in place of Nausea grants a Fort save like Nausea (of, for short, if it's a normal Energy Drain special ability) or not.
Also, shouldn't captains be able to speak or have telepathy (with Draugr only)? Otherwise it's pretty hard to form and handle a pirate crew.
Spells per day from 1st to 3rd level are listed as 7/7/5, but they should be 8/7/5 (6/6/4 base plus 2/1/1 Cha).
Ancient Umbral Dragon, page 103
Spells per day from 1st to 7th level are listed as 7/7/7/7/7/7/4, but they should be 8/8/8/7/7/7/5 (6/6/6/6/6/6/4 base plus 2/2/2/1/1/1/1 Cha).
Not to mention the spells destruction, harm, slay living, unhallow, inflict critical wounds, unholy blight, inflict serious wounds, and inflict light wounds appear on their spell lists, there should be some mention in their special abilities that say they get to choose cleric spells in addition to sorcerer spells.
Not to mention the spells destruction, harm, slay living, unhallow, inflict critical wounds, unholy blight, inflict serious wounds, and inflict light wounds appear on their spell lists, there should be some mention in their special abilities that say they get to choose cleric spells in addition to sorcerer spells.
In the PRD it's missing, but in the book it is below the table of Age Category/Special Abilities/Caster Level.
Not to mention the spells destruction, harm, slay living, unhallow, inflict critical wounds, unholy blight, inflict serious wounds, and inflict light wounds appear on their spell lists, there should be some mention in their special abilities that say they get to choose cleric spells in addition to sorcerer spells.
In the PRD it's missing, but in the book it is below the table of Age Category/Special Abilities/Caster Level.
Just minor format issues:
For the Ice Elementals, Ice Glide has been listed in the SQ entries, but not in the Speed entries (instead, there is "burrow (ice and snow only) 20 ft.".
For the Magma and Mud Elementals, instead, Earth Glide was never listed in SQ (except for Small Magma Elemental), and was always listed in the Speed entry.
Other than that, it looks odd that the Small Magma Elemental's slam damage is 1d3, while the Medium one's jumps to 1d6.
Shouldn't the Small's be 1d4?
Flat-footed AC is listed as 19, but should be 23 (-1 Dex, +16 natural, -2 size).
Elder Magma Elemental, page 119
Ref and Will saves' base bonuses have been swapped (since Ref is the bad one and Will the good one, while for all other Magma Elementals it was the opposite).
They should be Ref +9, Will +5.
1) Is it right that the slam of the Small and Medium ones deal respectively 1d6 and 1d8 damage, and then the Large one remains at 1d8?
Shouldn't they be 1d4, 1d6, 1d8?
2) The Grater Mud Elemental's Entrap ability lists the hardness as 10, while for all other Mud Elementals' stat blocks is listed as 5.
So, should it be 5 for all or rather be 10 for both the Greater and the Elder?
1) It has 6 limbs. Granted that 2 are exclusively for attack (call them arms), the creature is obviously not bipedal, so, even if it uses 2 additional limbs for attacking when it leaps, these 2 are used as legs in any other time; so, shouldn't it have at least +4 vs. trip in its CMD?
2) Its racial modifiers for jumping are rather obscure.
Acrobatis is listed as +10 (+14 jumping), and the racial modifiers say it has +14 on Acrobatics checks made to jump. But if you add +14 to the normal +10, it clearly doesn't become +14.
Also, does the +14 racial modifier take into account the -4 due to a land speed of 20 ft.?
My personal guess until a clarification is received: the racial modifier was intended to be +8 (as is far more common than +14 for a racial modifier).
Not including the -4 from speed. So, from the base +10 of Acrobatics, we would have 10 + 8 - 4 = +14 to jump.
Other than the already reported Str damage bonus on the rock attack, the DC for Confusion, at the end of the descriptive text, is listed as 14, but should be 15 (10, +4 for Sorcerer level, +1 Cha).
- Marsh Giant - pg. 129
* No iterative rock throws
- Taiga Giant - pg. 131
* Has no iterative rock throws
Because they don't have the Quick Draw feat.
The Thanatothic Titan, on the other hand, has iterative attacks listed, but shouldn't, since it lacks the feat too.
Other than that...
Taiga Giant, page 131
It has its deflection bonus to AC and his immunities from the Spirit Summoning ability, but what isn't listed is whatever spell effect it chose from that same ability.
chopswil wrote:
Survival +20 = +12 ranks, +3 Wis, +3 class skill, +2 extra mods
No skill points issue. Actually, it is 10 ranks, +3 Wis, +3 class, +4 feat (at 10 ranks, the +2 becomes +4).
2) Its racial modifiers for jumping are rather obscure.
Acrobatis is listed as +10 (+14 jumping), and the racial modifiers say it has +14 on Acrobatics checks made to jump. But if you add +14 to the normal +10, it clearly doesn't become +14.
Also, does the +14 racial modifier take into account the -4 due to a land speed of 20 ft.?
My personal guess until a clarification is received: the racial modifier was intended to be +8 (as is far more common than +14 for a racial modifier).
Not including the -4 from speed. So, from the base +10 of Acrobatics, we would have 10 + 8 - 4 = +14 to jump.
Yes. I believe this is what we concluded earlier in the thread.
1) The Dazzling Brightness special ability gives no duration for the dazzled condition on a failed save. Is this to be interpreted that a creature remains dazzled for as long as it stays within 30 ft. (and that it must save again if leaves the area and re-enters, until it makes the save)?
2) Not properly an error, but a personal consideration about the Stained Glass Golem variant.
The text says: "Thin and agile, these colorful beings often act as spies,
wielding powers of stealth that their larger counterparts do not possess."
The Stained Glass Golem is smaller than the standard one? Nothing is mentioned, rule-wise, about size difference.
Beside that, if size is the same, a +8 racial bonus to Stealth is quite worthless; adding to it the -1 Dex and the -4 size, the Golem jets a miserable total of +3. Really, everyone could use better spies than 39400-gp-costing Large Golems with a mere +3 to Stealth (not to mention that, lacking intellect, they would need other magical tools to be guided at distance and to transmit informations, be they visual or of different nature). Yes, the Golem can also fight well to fill its worth, but a good spy is a spy that doesn't need to fight, not one that is easily caught.
Not that if the Golem was Medium it would be much better... +7 is still pretty low for a CR 8 creature who's supposed to be a spy. A level 1 PC/NPC can have +7 and maybe exceed it.
The fluff text says that Jinkins sometimes tinker "at a distance", but how can they? No distance is given for the Tinker ability and, assuming it's based on Bestow Curse, the range would be touch.
1) Heat Metal spell-like ability is missing the DC (13).
2) Personal thought: wouldn't the cute Nuglub prefer to take Weapon Finesse, instead of a mere Weapon Focus (claws)? Its to hit bonuses would rise to bite +6, 2 claws +6, quite better than the actual bite +3, 2 claws +4.
1) Skills: Climb bonus is listed as +10, but since the creature is Tiny (uses Dex for Climb and Swim in place of Str), it should be +13 (+1 rank, +1 Dex, +3 class, +8 racial).
2) A sad and relatively troublesome issue: the Weapon Finesse feat cannot be used with a warhammer, unless a dedicated special quality is given to the Vexgit, so it should be changed with an uglier light hammer (discordant the picture) or else the attack bonus for it drops to +0.