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Possible Bestiary 2 PDF errata / problems


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Grindylow, page 148

1) The spear is not among the weapons to which Weapon Finesse can be applied, so the bonus for the spear melee attack should be +2.

2) The Grindylow has 6 leg-tentacles, so, if two of them are considered standard legs and the other four are additional legs, then the bonus against trip is 2 x 4 = +8. The CMD entry should then read CMD 12 (20 vs. trip).


Grippli, page 149

1) The favored class bonus hp or skill point has not been applied.
Personal suggestion: skill point applied to Swim, for a total of Swim +5.

2) SQ: sometimes Wild Empathy is listed together with its bonus (+0, for the Grippli). Here was not, as for some other cases (I'm including Bestiary 1). My personal thought is it would be best to always list it.


Hangman Tree, page 152

Special Attacks, Swallow Whole:
A) The listed hp are 7, but should be 8.
B) The damage is listed as acid, but that's rather suspect; beside the fact that fluff-wise it would seem a little odd that a tree-like creature has acid in its belly (unless the creature is itself really odd), the damage is 2d6+7... a +7 that really seems like the +7 from the 25 Str score. I suppose it was intended to be bludgeoning damage.


Hellcat, page 153

Not properly an error, but the claw attacks have a listed critical range of 19-20; usually, when a creature doesn't have Improved Critical but still has some unusual feature on a natural weapon (increased critical ranges, higher critical multipliers, different Str-addition, and so on), the thing is stated in a special quality.


Hippogriff, page 156

Other than this...

Flat-footed AC is listed as 13, but should be 11 (+2 natural, -1 size).


Hippopotamus , page 157

Other than this...

1) HP entry: the bonus hp from Con are listed as +35, but should be +21 (+3 x 7).

2) Base attack bonus is listed as +6, but should be +5. CMB, CMD and the bite attack bonus are one point too high as well.

3) One unused skill point.

Total skill points = 7

Perception +8 (+4 ranks, +1 Wis, +3 class)
Stealth +0 (+1 rank, +3 class, -4 size)
Swim +8 (+1 rank, +4 Str, +3 class)

Points used = 6.

4) Personal thought: shouldn't the hippo have a swim speed, since he has the Capsize special attack? Can it charge without a swim speed?
Same for the Behemoth Hippopotamus.


Howler, page 159

What's the purpose of writing up the Abyssal Strike special ability (side note: it isn't listed anywhere in the stat-block)?
Creatures with alignment subtypes, as the Howler is, automatically treat natural/artificial weapons as aligned with their own subtypes in regards of overcoming DR.


Ifrit, page 160

Other than the already reported issues...

1) HP are listed as "8 (1d6+2)", but the Ifrit has Con 12, so it should be "7 (1d6+1)".

2) Concentration bonuses on Sorcerer Spell-Like Abilities and Sorcerer Spells Known entries are listed as +5, but should be +4.

3) Scimitar damage is missing the critical range of 18-20.


Inevitable, Kolyarut, page 163

Other than the already reported issues...

Incorrect hp.
The bonus hp from Con are +6 x 12 HD = +72.
Since Inevitables gain additional hp as if they were Constructs of their size, the Kolyarut gains another +20, for a total of +92.
Average hp for 12d10 HD are 66; total is 66 + 92 = 158.


Inevitable, Lhaksharut, page 164

Other than the already reported issues...

1) CMD is listed as 45, but should be 54 (10, +22 BAB, +2 size, +10 Str, +1 Dex, +5 Wis/insight, +4 deflection).

2) The spear damage lists a critical range of "19-20", but it should be only "x3", instead.

3) The Perfect Prediction special ability is mentioned both in SQ and in Special Attacks.


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Inevitable, ALL, page 162-167

Is it a precise decision the one to not give them any language to speak?
I mean, yes, they can speak anything via Truespeech, but without actually knowing any language they also can not read anything.
I can figure a Kolyarut wandering about a town;
Kolyarut: "Greetings, good peasant, I am looking for the Thundering Yawn inn, can you direct me to it?"
Peasant: "Can't you read, stranger? You're standing just before its sign."
Not to mention the flavor of crafted automatons purposedly programmed since their creation with knowledge of useful languages (including the most common ones used by enemy, like Abyssal and Protean).


Inevitable, Marut, page 166

Other than this...

Knowledge (religion) is a class skill (or at least it can be without problems, thanks to the four "slots" for Outsiders' varied nature), so it should be +20 rather than the listed +17.

Grand Lodge

Astral Wanderer wrote:

Hippopotamus

3) One unused skill point.

Total skill points = 7

Perception +8 (+4 ranks, +1 Wis, +3 class)
Stealth +0 (+1 rank, +3 class, -4 size)
Swim +8 (+1 rank, +4 Str, +3 class)

Points used = 6.

Actually he has 4 unused skill points. You missed his Skill Focus (Perception) feat.

Also, I don't think you need a swim speed to charge. All it says about charging is you must move 10 feet, which on a successful swim check even a gnome, halfling or dwarf can do as a full round action when swimming. All the swim speed would do is the +8 Swim to perform a special action, which I'm sure this would count as (although now that I think about it it's kind of vague on what exactly qualifies as a special action, much less what the DCs for such would be).

Also let me say thanks for posting all these mistakes. It's clear you're going page by page and picking through each monster with a fine-tooth comb, which is wonderful and makes my OCD very happy. If it hasn't already been done, did you plan on doing it with the first Bestiary as well?

Grand Lodge

Astral Wanderer wrote:

Ifrit, page 160

Other than the already reported issues...

1) HP are listed as "8 (1d6+2)", but the Ifrit has Con 12, so it should be "7 (1d6+1)".

2) Concentration bonuses on Sorcerer Spell-Like Abilities and Sorcerer Spells Known entries are listed as +5, but should be +4.

1) Extra +1 hp is from their favored class bonus.

2) It's possible the extra +1 to concentration comes from their Elemental Affinity ability. Although it says to treat it as 2 higher for all spells and class abilities (which concentration, technically, is neither) so maybe not.


Strife2002 wrote:
Also let me say thanks for posting all these mistakes. It's clear you're going page by page and picking through each monster with a fine-tooth comb, which is wonderful and makes my OCD very happy. If it hasn't already been done, did you plan on doing it with the first Bestiary as well?

Did already, although I jumped over (not totally, but mainly) some things, such as Dragon spells. Since in doing that I learned or re-learned many "subtle" rules, the more you go back in time, the easier it is to find a mistake in an errata report (other than, of course, mere disattention errors such as the Hippopotamus' Skill Focus and the Ifrit hp above).


Jabberwock, page 168

Other than this...

1) As per the Fort save, Con modifier has been considered 1 point too high in the HP entry, which is listed as "hp 481 (26d12+312)", but should be "455 (26d12+286)".

2) Immunities enty lists a "dragon traits"; for all other Dragon-type creatures, as far as I can see, it was listed as immunity to "paralysis, sleep".

3) Not an error "per se" (unless it was unintended), but the Jabberwock's tail slap adds 1-1/2 Str to damage, as true Dragons do, and its base critical range for the bite, unmodified by the Improved Critical feat, is 19-20/x3.
Usually, when there are such differencies in natural weapons, it is stated as a special ability, but no such mention is made for the Jabberwock.


chopswil wrote:

Jellyfish Swarm p. 170, skill points issue

If I add a rank to Swim it is also a class skill so +4 and Swim becomes +7, SB says Swim +4

Swim +3 = +0 ranks, -5 Str, +8 extra mods
Stealth +29 = +0 ranks, +1 Dex, +28 extra mods

Actually, the Jellyfish has no skill points to spend, and the bonuses should be (note also that Swim has been listed before Stealth, in counter-alphabetical order):

Stealth +25 (+1 Dex, +8 size, +16 racial)
Swim +9 (+1 Dex [tiny size], +8 racial)


Jyoti, page 171

1) Not properly an error, but usually when a creature grants a special ability to the weapons it wields, its weapons attack are listed as having that ability (like for a Purrodaemon or Lhaksharut). The Jyoti's spear is not listed as Ghost Touch.

2) Again not properly an error, but why is there a Ranged (attacks) entry for the ray spells (actually, only Searing Light)? Other creatures with ray spells/sla don't have such entry.
Actually, maybe a ranged spear attack should be listed (and here I note that creatures wielding a spear often don't have a spear ranged attack listed).

Grand Lodge

Astral Wanderer wrote:

Jabberwock, page 168

3) Not an error "per se" (unless it was unintended), but the Jabberwock's tail slap adds 1-1/2 Str to damage, as true Dragons do, and its base critical range for the bite, unmodified by the Improved Critical feat, is 19-20/x3.
Usually, when there are such differencies in natural weapons, it is stated as a special ability, but no such mention is made for the Jabberwock.

It also looks like the bite's damage is wrong. Bite damage applies 1-1/2 Str bonus, but here it's only applied 1x

Grand Lodge

Astral Wanderer wrote:
chopswil wrote:

Jellyfish Swarm p. 170, skill points issue

If I add a rank to Swim it is also a class skill so +4 and Swim becomes +7, SB says Swim +4

Swim +3 = +0 ranks, -5 Str, +8 extra mods
Stealth +29 = +0 ranks, +1 Dex, +28 extra mods

Actually, the Jellyfish has no skill points to spend, and the bonuses should be (note also that Swim has been listed before Stealth, in counter-alphabetical order):

Stealth +25 (+1 Dex, +8 size, +16 racial)
Swim +9 (+1 Dex [tiny size], +8 racial)

I really wish that that little blurb in the first Bestiary about how small animals use Dex to modify Climb and Swim (the blurb at the top of the Familiars page specifically) were located somewhere else, like in the core rulebook or something. That blurb, however, specifically says "small animals." Would it apply to all tiny creatures, or just those of the animal type? Also their use of lower-case small was annoying. If it was intended to be that way for all creatures of these sizes it should say Tiny or smaller.

Also even if small vermin get to apply Dex to Swim checks would the swarm get to do that since swarms take up a Large space?


Strife2002 wrote:
I really wish that that little blurb in the first Bestiary about how small animals use Dex to modify Climb and Swim (the blurb at the top of the Familiars page specifically) were located somewhere else, like in the core rulebook or something. That blurb, however, specifically says "small animals." Would it apply to all tiny creatures, or just those of the animal type? Also their use of lower-case small was annoying. If it was intended to be that way for all creatures of these sizes it should say Tiny or smaller.

Those words were not an actual rule-statement, just an explanation, and there's plenty of Tiny creatures that, while not being Familiars nor Animals, use Dex for Climb and Swim, so the mere observation suggests that, yes, all Tiny (and smaller) creature use that rule (and personally I think they indeed should). Thus, yes, it would be good if they clearly state it somewhere appropriate, preferably in the "Special" entry of Climb and Swim descriptions.

Strife2002 wrote:
Also even if small vermin get to apply Dex to Swim checks would the swarm get to do that since swarms take up a Large space?

Swarms occupy a Large space, but are considered of the single creature's size for all other purposes (AC, Fly and Stealth bonuses, and so on), so yes.


Lamia Matriarch, page 175

Other than this...

Skills: there are either 4 assigned skill points in excess or an unmentioned +4 racial modifier other than those to Bluff and Use Magic Items. I'd think it's a +4 racial on Acrobatics, since otherwise Acrobatics would be the only skill with only 4 assigned ranks.


Lamia Matriarch again.

Sorcerer spells: listed 2nd level spells per day are 6, but should be 7 (5 base, +2 for 21 Cha).


Leng Spider, page 176

Special Attacks entry: Web DC and hp are listed respectively as 15 and 5, but they should be 25 (10, +7 for 1/2 HD, +8 Con) and 15 (15 HD).


chopswil wrote:

Lurker in Light p. 180 incorrect Poison DC

10 + 4 (1/2 HD) + 2(Con) = 16

SB says 17

DC 17 is correct, since that poison isn't produced by the Lurker.

Shadow Essence poison is detailed here.

Yet, there is an error in the fact that the Lurker in Light's Poison entry says "secondary effect 1d3 Str damage", while the Core Rulebook says "1d2 Str damage".


Alright, this one is not a normal errata post.

Lycanthropes are so screwed up that I rewrote their stat blocks anew.
Should anyone want them, here they are in spoiler.
Note that:
1) I made some personal changes in equipment and other things.
2) All favourite class bonuses have been changed to skill ranks.
3) I used the "errata" suggested by James Jacobs that hybrid forms are the same size as the base creature, instead of picking the larger size between animal and base creature.
4) For the Werebear, I used statistics of the Black Bear ("Young" variant of the Grizzly Bear).
5) And most important, the Wereboar's stat blocks do not assume it is raging.

Spoiler:

Werebear (Humanoid Form) CR 4
XP 1,200
Human natural werebear ranger 4
CG Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (4d10+4)
Fort +5, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+3/×3), mwk handaxe +6 (1d6+1/x3)
Ranged throwing axe +6 (1d6+3)
Special Attacks favored enemy (humanoids [orcs] +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—detect poison
STATISTICS
Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Endurance, Power Attack, Run, Two-Weapon Fighting, Weapon Focus (battleaxe)
Skills Climb +8, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Spellcraft +8, Stealth +7, Survival +8 (+10 to follow or identify tracks), Swim +8
Languages Common, Sylvan
SQ change shape (human, hybrid, and bear; polymorph), combat style (two-weapon combat), favored terrain (forest +2), hunter's bond (companions), lycanthropic empathy (bears and dire bears) +3, track +2, wild empathy +3
ECOLOGY
Environment any forests
Organization solitary or pair
Treasure NPC gear (chain shirt, masterwork battleaxe, masterwork handaxe, 2 throwing axes, other treasure)

Werebear (Hybrid Form) CR 4
XP 1,200
Human natural werebear ranger 4
CG Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +8
DR 10/silver
DEFENSE
AC 23, touch 13, flat-footed 20 (+4 armor, +3 Dex, +6 natural)
hp 38 (4d10+12)
Fort +7, Ref +7, Will +2
OFFENSE
Speed 30 ft.
Melee mwk battleaxe +8 (1d8+4/×3), mwk handaxe +7 (1d6+2/x3), bite +3 (1d4+2 plus curse of lycanthropy)
Ranged throwing axe +7 (1d6+4)
Special Attacks favored enemy (humanoids [orcs] +2)
Ranger Spells Prepared (CL 1st; concentration +2)
1st—detect poison
STATISTICS
Str 19, Dex 17, Con 17, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8 (+12 grapple); CMD 21
Feats Endurance, Power Attack, Run, Two-Weapon Fighting, Weapon Focus (battleaxe)
Skills Climb +9, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +8, Survival +8 (+10 to follow or identify tracks), Swim +9
Languages Common, Sylvan
SQ change shape (human, hybrid, and bear; polymorph), combat style (two-weapon combat), favored terrain (forest +2), hunter's bond (companions), lycanthropic empathy (bears and dire bears) +3, track +2, wild empathy +3
ECOLOGY
Environment any forests
Organization solitary or pair
Treasure NPC gear (chain shirt, masterwork battleaxe, masterwork handaxe, 2 throwing axes, other treasure)

Wereboar (Humanoid Form) CR 2
XP 600
Human natural wereboar barbarian 2
CN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 25 (2d12+7)
Fort +5, Ref +1, Will +2
Defensive Abilities uncanny dodge
OFFENSE
Speed 40 ft.
Melee falchion +4 (2d4+3/18-20)
Ranged longbow +3 (1d8/x3)
Special Attacks rage (8 rounds/day), rage powers (intimidating glare)
STATISTICS
Str 15, Dex 13, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 15
Feats Power Attack, Toughness
Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4, Survival +7
Languages Common
SQ change shape (human, hybrid, and boar; polymorph), fast movement, lycanthropic empathy (boars and dire boars) +3
ECOLOGY
Environment any forests or plains
Organization solitary, pair, brood (3–8), or troupe (3–8 plus 1–4 boars)
Treasure NPC gear (studded leather armor, falchion, longbow with 20 arrows, other treasure)

Wereboar (Hybrid Form) CR 2
XP 600
Human natural wereboar barbarian 2
CN Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
AC 20, touch 11, flat-footed 19 (+3 armor, +1 Dex, +6 natural)
hp 29 (2d12+11)
Fort +7, Ref +1, Will +2
Defensive Abilities ferocity, uncanny dodge
DR 10/silver
OFFENSE
Speed 50 ft.
Melee falchion +6 (2d4+6/18-20), gore +1 (1d8+2 plus curse of lycanthropy), or gore +6 (1d8+6 plus curse of lycanthropy)
Ranged longbow +3 (1d8/x3)
Special Attacks rage (8 rounds/day), rage powers (intimidating glare)
STATISTICS
Str 19, Dex 13, Con 19, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Power Attack, Toughness
Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4, Survival +7
Languages Common
SQ change shape (human, hybrid, and boar; polymorph), fast movement, lycanthropic empathy (boars and dire boars) +3
ECOLOGY
Environment any forests or plains
Organization solitary, pair, brood (3–8), or troupe (3–8 plus 1–4 boars)
Treasure NPC gear (studded leather armor, falchion, longbow with 20 arrows, other treasure)

Weretiger (Humanoid Form) CR 4
XP 1,200
Human natural weretiger rogue 4
NE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +10 (+12 to locate traps)
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 25 (4d8+4)
Fort +2, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee mwk rapier +5 (1d6+1/18-20)
Ranged mwk light crossbow +6 (1d8/19-20)
Special Attacks sneak attack +2d6
STATISTICS
Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +9, Climb +7, Handle Animal +3, Intimidate +6, Perception +10 (+12 to locate traps), Sense Motive +10, Stealth +12, Survival +7, Swim +7, Use Magic Device +6
Languages Common
SQ change shape (human, hybrid, and tiger; polymorph), lycanthropic empathy (tigers and dire tigers) +3, rogue talents (bleeding attack +2, fast stealth), trapfinding +2
ECOLOGY
Environment any plains or swamps
Organization solitary or pair
Treasure NPC gear (studded leather, masterwork rapier, masterwork light crossbow with 10 bolts, other treasure)

Weretiger (Hybrid Form) CR 4
XP 1,200
Human natural weretiger rogue 4
NE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +10 (+12 to locate traps)
DEFENSE
AC 21, touch 13, flat-footed 18 (+3 armor, +3 Dex, +5 natural)
hp 45 (4d8+16)
Fort +5, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1, uncanny dodge
DR 10/silver
OFFENSE
Speed 30 ft.
Melee mwk rapier +11 (1d6+7/18-20), claw +5 (1d6+3 plus grab), bite +5 (1d8+3 plus grab plus curse of lycanthropy), or 2 claws +10 (1d6+7 plus grab), bite +10 (1d8+7 plus grab plus curse of lycanthropy)
Ranged mwk light crossbow +6 (1d8/19-20)
Special Attacks sneak attack +2d6
STATISTICS
Str 25, Dex 16, Con 19, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +10 (+14 grapple); CMD 23
Feats Improved Initiative, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +9, Climb +13, Handle Animal +3, Intimidate +6, Perception +10 (+12 to locate traps), Sense Motive +10, Stealth +12, Survival +7, Swim +13, Use Magic Device +6
Languages Common
SQ change shape (human, hybrid, and tiger; polymorph), lycanthropic empathy (tigers and dire tigers) +3, rogue talents (bleeding attack +2, fast stealth), trapfinding +2
ECOLOGY
Environment any plains or swamps
Organization solitary or pair
Treasure NPC gear (studded leather, masterwork rapier, masterwork light crossbow with 10 bolts, other treasure)


Magma Ooze, page 184

1) The Split defensive ability says "cold and slashing"; I think it should read "cold or slashing". Attacks that deal cold and slashing damage at the same time are quite rare.

2) The slam attack and the Constrict special attack both list additional 2d6 fire damage plus burn (which is another 2d6 fire); I suppose that 2d6 fire is an error of redundance. Or was it really intended to be 2d6 base plus other 2d6 of burn that keep burning? Quite unusual.

3) The Lava Body special quality says the save to avoid fire damage on the weapon is Fort; shouldn't it be Ref?


Magma Ooze (Brimstone Variant), page 184

Acquiring the Fiendish template grants resistance cold 10 and fire 10; while the fire resistance is overlapped by the Magma Ooze's immunity, what about the cold? The Magma Ooze is weak to cold, so shoul it retain this weakness (because, after all, it is still made of magma) or should it swap with the resistance 10?


Megafauna, Arsinoitherium, page 186

Listed damage for Powerful Charge is 4d8+24. Where is the +24 from? It is not Str x2 (it would be 18), nor 1-1/2 Str x2 (it would be 26, and a quite odd calculation), nor Str x3 (it would be 27) or any other combination I can think of.


Megafauna, Megaloceros, page 187

AC is listed as "AC 16, touch 10, flat-footed 16 (+2 Dex, +5 natural, -1 size)", but it should be "AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)".

Grand Lodge

Astral Wanderer wrote:

Lamia Matriarch again.

Sorcerer spells: listed 2nd level spells per day are 6, but should be 7 (5 base, +2 for 21 Cha).

hmm, but a 21 Cha only grants 1 bonus spell, not 2.


Strife2002 wrote:
hmm, but a 21 Cha only grants 1 bonus spell, not 2.

True, my bad.

Merrow, Saltwater, page 189

Skills: Swim bonus is listed as +13, but should be +15 (+7 Str, +8 racial).


Mihstu, page 190

Is it on purpose that it doesn't have the Evil subtype, or an error?

Contributor

Astral Wanderer wrote:

Magma Ooze, page 184

1) The Split defensive ability says "cold and slashing"; I think it should read "cold or slashing". Attacks that deal cold and slashing damage at the same time are quite rare.

Look at how the UMR listing is formatted.


Oh, alright, didn't notice that it was formatted differently than damage reduction, with "and" standing not for "both simultaneously" (but wouldn't an "or" have been better?).

Contributor

I agree, but B2 is not the place to introduce changes for B1.


Uhm, in Bestiary 1 it was a property of Black Pudding and Ochre Jelly only, and for both it was described extendedly, making it more clear, I think, that the "and" was intended as a list-separator. While standardizing the format brought the thing on the level of other already established rule-formatting, such as DR is.
I do understand such a thing is extremely minor and orbiting far from your concerns-core, but just saying.

Anyway, in looking at that, I noticed a different matter; for Black Pudding and Ochre Jelly it is specified that the split-causing attack types do not inflict damage, but only cause the splitting. In the Split universal rule of Bestiary 2 there's no mention to the fact that split-causing damage does not afflict hp.
Should it be universal that the damage is not taken or is it just that B.P. and O.J. do not take it but all others (except when specified) do? Or should everyone take it, including those two?


Mosquito Swarm, page 193

Fly bonus is listed as +5, but should be +11 (+1 Dex, +4 maneuverability, +6 size).


Neh-Thalggu, page 197

1) Skills: doing the maths suggests me that four skills have unrightfully been considered class skills.

Skill points total = 80 ([4 base, +4 Int] * 10 HD)

Fly +15 (3 ranks, +3 Dex, +3 class, +8 maneuverability, -2 size)
Knowledge (arcana) +23 (9 ranks, +4 Int, +3 class, +7 insight)
Knowledge (dungeoneering) +23 (9 ranks, +4 Int, +3 ???*, +7 insight)
Knowledge (planes) +23 (9 ranks, +4 Int, +3 ???*, +7 insight)
Perception +17 (10 ranks, +4 Wis, +3 class)
Sense Motive +17 (10 ranks, +4 Wis, +3 ???**)
Spellcraft +17 (10 ranks, +4 Wis, +3 class)
Stealth +12 (10 ranks, +3 Dex, +3 class, -4 size)
Use Magic Device +16(10 ranks, +3 Cha, +3 ???**)

* Aberrations have only one Knowledge skill to pick as a class skill. Here I assume it's arcana.

** This is not a class skill for Aberrations.

2) This one is a personal consideration (and I know no future errata will bring a change to this, but take it more as a feedback, maybe): shouldn't the Neh-Thalggu have a weakness of some sort involving its opponents being able to target and destroy its stored brains, or that a brain rots after a given time, or instead a special ability that consumes brains?
Yes, I do see all the possibilities of having a lower level group of PCs fighting a weaker Neh-Thalggu, of a Neh-Thalggu serial killer in town who is building-up strength and so on, but as it is now, it can have an easy time filling its collection with commoners' brains and then remain full-power for indefinite time, and thus its Brain Collection ability loses much flavour and game-usefulness, I think.

Also, given that a superior form of Neh-Thalggu is hinted in the description, wouldn't had it been better to make it as improving-when-collectin-brains (similar to how a Nabasu Demon evolves) rather than weakening-when-not-having-brains (but yet mechanically unable to lose them once collected)?


Nereid, page 198

Other than the already reported things...

1) The Nereid's melee touch bonus is listed as +10, but should be +15 (+6 BAB, +9 Dex [Weapon Finesse]).

2) Beguiling Aura DC is listed as 25, but should be 21 (10, +6 for half HD, +5 Cha).

On a side note, dunno if the Ability Focus was intended to be for the Beguiling Aura, in which case the DC for Poison is correct as listed, but the Beguiling Aura is DC 23.

3) Poison DC is listed as 23, but should be 25 (10, +6 for half HD, +7 Con, +2 Ability Focus feat).
Also, it's not absolutely clear if the blindness inflicted by the poison is permanent or is in effect only in rounds when a save is failed over the course of the poison's 6 rounds of effect.
The Neh-Thalggu has a similar poison that inflicts staggering in place of blindness, and since I don't recall anything else inflicting permanent staggering, I assume it's only inflicted for 1 round when a save is failed against the poison; yet, for the Nereid I mention the issue because blindness is often inflicted permanently and I don't know which one was the real purpose of the writer.


Nightshades, pages 200-203

1) The Nightshade subtype grants low-light vision (odd, for light-hating monstrosities, to have a form of vision that enhances light's benefits, but whatever); yet, of the four Nightshades presented, only the Nightwave has it in its stat block.

2) Unless this has been omitted on purpose, the Nightshade subtype's Summon ability should specify that in addidion to being unable to create spawn, the summoned Undead cannot use a Summon ability either; otherwise a Nightwave may summon a Nightwing, which in turn will summon its own Greater Shadows.

3) Personal thought: shouldn't the Nightshades be NE, rather than CE? I say this because A) Nightshades are born from fiends of unspecified kind, and thus supposedly from fiends of any alignment in the law-chaos axis, which, making a crude statistic is +1 (law) + 0 (neutral) + -1 (chaos) = 0 (neutral again); B) they have the same hunger for utter annihilation than NE Daemons; C) they're pure darkness and evil, and "pure evil" is usually (and rightfully, I think) defined as NE (in the Core Rulebook too).


I never bothered to check if the requirements for the Empower/Quicken Spell-Like Ability feats were met, but from now I start.

Axiomite, page 36

The Empower Spell-Like Ability feat cannot be applied to Order's Wrath (4th level spell requires CL 12th to be empowered; the Axiomite has CL 9th).

Inevitable, Kolyarut, page 163

The Quicken Spell-Like Ability feat cannot be applied to Suggestion (3rd level spell requires CL 14th to be quickened; the Kolyarut has CL 12th).


Nightshade, Nightcrawler, page 200

I'm missing where a +2 comes from in the additional damage on bite and sting attacks; they both have a +20 to damage, but I can only come up to +18 (+15 Str, +2 Desecrating Aura, +1 Magic Fang).


Nightshade, Nightwalker, page 201

Greater Vital Strike requires base attack bonus +16. Guess how much, sadly, does the Nightwalker have.

But changing it to Improved Natural Attack (claws) could do wonders (actually nightmares for PCs).

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

Astral Wanderer wrote:

Nightshades, pages 200-203

2) Unless this has been omitted on purpose, the Nightshade subtype's Summon ability should specify that in addidion to being unable to create spawn, the summoned Undead cannot use a Summon ability either; otherwise a Nightwave may summon a Nightwing, which in turn will summon its own Greater Shadows.

The Universal Monster Rules for summon state that a creature summoned cannot use its summon ability for 1 hour, so there's no need to mention it in an individual creature's stat block. It might be worth addressing spawn from summoned creatures, since that's not typically a power that summoned creatures get.


Nightshade, Nightwave, page 202

1) Fly bonus is listed as +37, but should be +41 (29 ranks, +3 Dex, +3 class, +4 maneuverability, -8 size, +10 for half CL from the Fly spell-like ability).

Swim bonus is listed as +56, but should be +59 (29 ranks, +19 Str, +3 class [Aquatic subtype], +8 racial).

2) Nightwave's Energy Drain's description mentions it working on swallowed foes; yet, in the stat-block, the Energy Drain is mentioned both in the Swallow Whole special attack and in the Bite melee attack.
Should it then be removed from the bite, or should the description of Drain Energy mention that the bite also inflicts it?
(I understand it may have been written like that only to make clear that Swallow Whole inflicts the drain each round and not just once, but better check everything than not, I think.)


JoelF847 wrote:
The Universal Monster Rules for summon state that a creature summoned cannot use its summon ability for 1 hour, so there's no need to mention it in an individual creature's stat block. It might be worth addressing spawn from summoned creatures, since that's not typically a power that summoned creatures get.

Not in the individual creature, but in the Nightshade subtype traits, where their own Summon rules are described. As it is, it could be interpreted as a variant of the standard Summon that doesn't deny a summoned creature to summon another (and in fact it is a variant in various aspects: no percentage to roll, no random number of summoned creatures, and so on). There are many GMs who would take it literally (even more, if it helps hardening the life of their players) and thus wouldn't deny a summon by a summoned Nightshade, if they notice this matter, regardless of the standard Summon rules.


Ogrekin, page 204

Skills are listed as: Climb +7, Swim +7, but...

Total skill points = (2 class, -1 Int, +1 Human racial trait) x 2 HD = 4

Climb: 2 ranks, +5 Str, +3 class [Fighter] = +10
Swim: 2 ranks, +5 Str, +3 class [Fighter] = +10


Oread, page 205

1) Will save bonus is listed as +2, but should be +4 (+2 Wis, +2 Iron Will).

2) The favored class bonus of 1 hp or 1 skill point has not been assigned.

3) The Oread's composite longbow is not listed as granting a +2 Str bonus (and if it was, it'd be well over the money a 1st level character gets); yet, there is a +2 listed in the bow's damage.


Pech, page 206

1) Base attack bonus is listed as +2, but should be +3 (6d6 HD).
CMB and CMD are 1 point too low as well. The attack bonus for its melee weapon, instead, seems correct, unless I'm missing a +1 from another source.

2) Despite the Stone Knowledge special ability, in the Skills entry Knowledge (dungeoneering), Knowledge (engineering) and Profession (miner) seem to have not been considered class skills, thus lacking the due +3 bonus.

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