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Possible Bestiary 2 PDF errata / problems


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451 to 500 of 738 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

Dinosaur, Allosaurus, page 90

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.


Dinosaur, Compsognathus, page 90

If the rule of Tiny creatures using Dex for Climb and Swim checks is applied, then its Swim bonus becomes +10.

Also, albeit it has no ranks and no racial or other bonuses, it has a +10 to Stealth (+2 Dex, +8 size), which may be worth noting in the stat block.


Dinosaur, Parasaurolophus, page 91

chopswil wrote:

Dinosaur, Parasaurolophus p. 91, CMB & CMD incorrect

CMB = BAB + Str mod +Size
12 = 4 + 6 +2

Stat block says CMB +14

CMD incorrect because CMB incorrect

Also, AC is incorrect. Listed size penalty is -1, but should be -2, bringing AC to 17, touch 10, flat-footed 15.


Dinosaur, Tylosaurus, page 91

chopswil wrote:

Dinosaur, Tylosaurus p. 91, CMD incorrect

CMD = 10 + BAB + StrMod + DexMod + SizeMod + DodgeBonus
35 = 10 + 7 +12 + 1 + 4 + 1

SB says CMD 34
missing dodge?

Also:

1) Will save bonus is listed as +8, but should be +4 (+3 base, +1 Wis).

2) Swim bonus is listed as +16, but should be +20 (+12 Str, +8 racial).


Young Brine Dragon, page 94

Listed flat-footed AC is 9, but should be 19.


Brine Dragon, page 94

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."


Adult Brine Dragon, page 94

1) The Ray of Enfeeblement spell is missing its dc (DC 14).

2) Perception and Sense Motive are both listed as +22, but they should be +20 (14 ranks, +3 Wis, +3 class skills).


Ancient Brine Dragon, page 95

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.


Cloud Dragon, page 96

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?


Ancient Cloud Dragon, page 97

1) Feats: it has Stunning Critical, but lacks the prerequisite Staggering Critical.

2) Minor: in the 4th level spells, Elemental Body lacks the "I".

Grand Lodge

Astral Wanderer wrote:

Cloud Dragon, page 96

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."

Grand Lodge

Page 230

Red Wyrm Ravener

Creature has Stunning Critical feat without the Staggering Critical prerequisite feat.


Crystal Dragon, page 98

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.


Crystal Dragon, page 98

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.


Crystal Dragon, page 98

Spell-like Abilities: CL and concentration bonus are listed as CL 4th; concentration +8; they should be (CL 7th; concentration +11).


Astral Wanderer wrote:

Crystal Dragon, page 98

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).


Adult Crystal Dragon, page 98

1) Level 1 spells per day are listed as 4, but should be 5 (3, +2 for high Cha).

2) Fortitude save bonus is listed as +13, but should be +15 (+8 base, + 5 Con, +2 Great Fortitude).


Ancient Crystal Dragon, page 99

1) Spell-like abilities: "CL 13th; concentration +21" should be "CL 21st; concentration +29".

2) Fortitude save bonus is listed as +19, but should be +21 (+12 base, + 7 Con, +2 Great Fortitude).


Young Magma Dragon, page 100

1) Strength score is listed as 27, but should be 21 (13 base, +8 for Young
age category).

Attack/damage bonuses and CMB/CMD are wrong thereof, and should read as follows:

Melee bite +14 (1d8+7 plus 3 fire), 2 claws +14 (1d6+5), 2 wings +9 (1d4+2)

CMB +14; CMD 26 (30 vs. trip)

On the other hand, Climb and Swim bonuses are oddly correct.

2) Speed: there is a listed burrow speed that shouldn't be there.


All Primal Dragons (except Umbral), page 94-101

Just noticed that all the sample Dragon stat blocks are missing the Extraplanar subtype.


Adult and Ancient Magma Dragons, page 100-101

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.


Astral Wanderer wrote:

Adult and Ancient Magma Dragons, page 100-101

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.

_____________________________________________

For the Adult one, AC lists the Dex bonus as +2, but it is +1, so the AC line should read:

AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, -1 size)


Young, Adult and Ancient Umbral Dragons, page 102-103

Immunities: instead of Energy Drain, they all have Negative Energy.

Adult Umbral Dragon, page 102

It is missing a maxed out skill (or 17 ranks, if you prefer).

Grand Lodge

Astral Wanderer wrote:

Young, Adult and Ancient Umbral Dragons, page 102-103

Immunities: instead of Energy Drain, they all have Negative Energy.

That's a good catch. Especially since their Umbral Scion ability makes them anything BUT immune to negative energy, and instead are healed by it.

Grand Lodge

Astral Wanderer wrote:


Adult Umbral Dragon, page 102

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.


Adult Umbral Dragon, page 102

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).


Draugr, page 110

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.

Grand Lodge

Astral Wanderer wrote:

Adult Umbral Dragon, page 102

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.


Strife2002 wrote:


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.

Grand Lodge

Astral Wanderer wrote:
Strife2002 wrote:


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.

I'll be damned!


1 person marked this as FAQ candidate.

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?


Greater Magma Elemental, page 119

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 person marked this as FAQ candidate.

Mud Elemental, page 120

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?


Fetchling, page 123

1) Flat-footed AC is listed as 13, but should be 14 (+4 armor).

2) Spell-like abilities: concentration bonus is listed as -3, but should be +3 (+1 caster level, +2 Cha).


Fungal Crawler, page 127

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.


Gar, page 128

1) Touch AC is listed as 11, but should be 12 (+2 Dex).

2) Not an error per se, but the Space/Reach entry is usually omitted, when it is 5 ft./5 ft. Despite that, the Gar has it.

Giant Gar, page 128

The bite attack bonus is listed as +14, but should be +13 (+5 BAB, +10 Str, -2 size).


Marsh Giant, page 129

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).


Strife2002 wrote:

- 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).


Wood Giant, page 132

Other than the already reported Composite Longbow issue:

Total skill points: 36 [(2 + 2) x 9]; used: 33

Acrobatics +8 (+3 ranks, +5 Dex)
Climb +14 (+6 ranks, +5 Str, +3 class)
Knowledge (nature) +8 (+6 ranks, +2 Int)
Perception +11 (+6 ranks, +2 Wis, +3 class)
Profession (farmer) +8 (+3 ranks, +2 Wis, +3 class)
Stealth +7 (+6 ranks, +5 Dex, -4 size)
Survival +8 (+3 ranks, +2 Wis, +3 class)

Perhaps one of the class skills hadn't been counted as class and its +3 was filled with skill points.
Anyway 3 skill points remain unused.


chopswil wrote:

Gloomwing p. 133, multiple issues

Fort computed 4 (good) + 2 = +6
SB says Fort +2

Actually, there is an error in the stat block, yes, but Fort is its bad save, so it's +1 (base) +2 (Con), which makes a total of +3.

Grand Lodge

Astral Wanderer wrote:

Fetchling, page 123

1) Flat-footed AC is listed as 13, but should be 14 (+4 armor).

2) Spell-like abilities: concentration bonus is listed as -3, but should be +3 (+1 caster level, +2 Cha).

Not to mention the previously noted wrong hp (doesn't have full hp at 1st level for having a PC class.

Grand Lodge

Astral Wanderer wrote:

Fungal Crawler, page 127

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.

Grand Lodge

Astral Wanderer wrote:
Strife2002 wrote:

- 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.

Yeah, I made this discovery in the Bestiary 1 thread with the giants in that book, but didn't clarify it in this thread.


Glass Golem, page 138

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.


Mithral Golem, page 139

AC and CMD both miss the bonus from the Dodge feat.

They should be:

AC 32, touch 16, flat-footed 24 (+7 Dex, +16 natural, +1 dodge, -2 size)

CMD 55


Gremlin, Jinkin, page 142

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.


Gremlin, Nuglub, page 143

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.


Gremlin, Vexgit, page 145

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.


Grig, page 147

Skills: Acrobatics lists a "(+12 jump)", but the Grig's base speed is only 30 ft. and the stat-block reports no racial modifiers.

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