Possible Bestiary 2 PDF errata / problems


Product Discussion

701 to 750 of 752 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Locathah should probably have an additional language.


1 person marked this as FAQ candidate.

Should the quickwood have a space of 15 feet?

Grand Lodge

Sir George Anonymous wrote:
Should the quickwood have a space of 15 feet?

Hmm, this one's tough. I see what you mean, it being a Huge creature you'd think it would have Space 15 ft., but I could also see it being intentionally left at Space 5 ft. since it's tall but very, very slender (only taking up the same space as a normal tree in a dense forest).


Sirens should probably have an additional language.


I think the Slithering Tracker's skill points are incorrect. According to my calculations (which include the errata)

Climb +11 = +3 STR + 8 Climb Speed
Perception +7 = + 4 Ranks + 3 Skill Focus
Stealth +20 = + 1 Rank + 4 Skill Focus + 3 DEX + 4 Size + 8 Racial

This is 5 of 8 ranks spent (8 instead of 4 because they are intelligent).

Thoughts?

Cheers,

Sir George Anonymous

Grand Lodge

I think you mean "+3 Skill Focus" in your Stealth equation. But otherwise, correct. I have written in my notes to change Stealth to "+23".


Yes you are correct. It should have been +3 Skill focus & +4 DEX. I switched them.


Unless there is some errata I have missed, the CMD bonus for legs > 2 goes for overrun as well as trip. I can accept the fact that only the trip and overrun is not listed in the creature stat block.

However, this being the case, the Slurk should have an additional +4 to its overrun CMD. +16 CMD + 4 for Hunker + 4 for 4 Legs = +24. Because the +4 for 4 legs is typically overlooked in a stat block, it doesn't appear to be included for the Slurk which indicates a CMD value of +20 for overrun instead of +24.

Am I missing something?

Cheers,

Sir George Anonymous

Grand Lodge

This isn't really applicable since this maneuver was introduced in the APG, but technically having more than 2 legs also gives a bonus to CMD against drag attempts as well, since any bonus to CMD vs. trip also applies to drag.


Hmmm, that's a little ambiguous. The prd says any "racial ability" granting a bonus to bull rush also grants it to drag. I don't know that I would consider having > 2 legs as falling into that category (> 2 legs grants the bonus to trip and overrun, not bull rush anyway). However, the slurk's Hunker ability certainly should grant the bonus. As you pointed out, none of the APG combat maneuvers are listed in stat blocks.

Thanks for that tidbit. I missed adding the Drag bonus to my slurk's stat block.

Cheers,

Sir George Anonymous

Grand Lodge

D'oh! Yes you're right drag CMD bonuses piggy-back with bonuses vs. bull-rush, not trip. Whoops!


The witchwyrd has tongues (italicized) in its list of languages. In the PRD, this is linked to the tongues spell. Should this be listed as a constant spell-like ability?


I've found a major point of confusion with the Grig. It has +2 CMB, despite being tiny with a strength of 5. Its only feat is Dodge. Any explanations?

Grand Lodge

Kobold Cleaver wrote:
I've found a major point of confusion with the Grig. It has +2 CMB, despite being tiny with a strength of 5. Its only feat is Dodge. Any explanations?

All Tiny and smaller creatures are automatically treated as though they had the Agile Maneuvers feat. They always calculate CMB using Dex instead of Str.

CMB +2 = 0 (BAB) + 4 (Dex) - 2 (size)


Oh, alright. That's pretty interesting, thanks for letting me know!


I think the Brownie's short sword should do 1d3-2 damage instead of 1d2-2 damage. A Medium short sword does 1d6 damage, a Small one does 1d4, and a Tiny one should do 1d3. Is there something that I am missing?


If cacodaemons have no legs, shouldn't they be immune to being tripped?


Arbiters also have no legs.


I am calculating the dullahan's death's calling DC as 19. 10 + (HD/2) + CHA = 10 + (10/2) + 4 = 19. The ability lists the DC as 22.


The Herd Animal, Camel entry is missing the Space/Reach entry (most likely 10 ft / 5 ft).

Grand Lodge

Pg. 256 - Spider, Giant Tarantula

This giant spider is missing its +8 to Acrobatics racial bonus that all hunting spiders get (according to page 258 of Bestiary 1, and backed up in other hunting spider stat blocks from other books). In its skills it should have "Acrobatics +9" listed.

Grand Lodge

Pg. 186 - Megafauna, Gylptodon [sic]

This creature's name's spelling should be "glyptodon". All instances of this creature's name on this page are misspelled with the "y" and "l" reversed. The table of contents, Appendix 7, Appendix 8, Appendix 9, Appendix 10, and Appendix 13 all have it spelled correctly, as does its reappearance in Player Companion: Animal Archive.

Grand Lodge

Pg. 175 - Lamia matriarch

The Wisdom drain ability has a sentence in it that says a DC 21 Will save negates the ability. However, it's worth mentioning that this save is ONLY applicable to the single point of Wisdom drain that results from the first strike in a lamia matriarch's full attack with a melee weapon, NOT the melee touch attack that deals 1d4 Wisdom drain. This assumption is based on the fact that this ability is identical to the standard lamia's ability of the same name in Bestiary 1, except the matriarch has the added bit about being able to deal a point with a melee weapon as described above. The standard lamia doesn't even mention a Will save, meaning its sole source of Wisdom drain, the melee touch attack, is automatic when it hits. It stands to reason the matriarch wouldn't have a weakness that the lesser lamia doesn't have, so we can assume the Will save only applies to the drain from using a melee weapon.

Grand Lodge

Pg. 193 - Mosquito swarm

Reach says 5 ft., but should be 0 ft. as per swarm rules.

Grand Lodge

Pg. 204 - Ogrekin

It turns out the ogrekin presented in the stat block is missing his +2 to an ability score for the base creature being a human. Before anyone chimes in, yes, the human-based ogrekin would get this +2 bonus. Here's the proof. Also the ogrekin found in the Rise of the Runelords: Anniversary Edition have the bonus. So pick a score and add +2 to it. As a fighter, he'd likely put it into Str.

EDIT: Also just noticed that this guy could totally wield his shortspear in two hands but isn't. Doing so would increase the damage.

Grand Lodge

Pg. 75 - Dark Slayer

Humanoids that have racial HD and no class levels are only proficient with simple weapons. This guy's using a kukri, a martial weapon. I'd replace Skill Focus (Use Magic Device) with Martial Weapon Prof. (kukri).

Grand Lodge

Pg. 129 - Marsh Giant

This creature's using a gaff, which doesn't mention if it's a simple or martial weapon; we only have the description which says to treat it as a flail. Like the dark slayer above, flails are martial weapons, but humanoids without class levels are only proficient with simple weapons. Unsure if replacing a feat with Martial Weapon Proficiency (gaff) is necessary here or not.

Grand Lodge

Pg. 130 - Rune Giant

Like the others above, this character is using a longsword, but isn't proficient with it. Replace a feat? I'm replacing Improved Bull Rush.

Grand Lodge

Pg. 132 - Wood giant

This guy's using both a longsword and longbow, and is proficient with neither. Two feats would need to be replaced. I don't even know where to begin on that one.

Grand Lodge

Pg. 271 - Ice troll

Again, using a battleaxe but isn't proficient.

Grand Lodge

Pg. 248 - Skulk

This thing's using a short sword, but isn't proficient with it. If you're going to replace a feat with Martial Weapon Proficiency (short sword), I'd lose Skill Focus (Stealth). Their Stealth skill is already incredibly high thanks to their racial modifier, and Improved Initiative is a good feat to have to illustrate their "cowardice" for running from a fight.

EDIT: Another solution could be to simply remove the short sword all together, and have him stick to just using a dagger.


For all those creatures using weapons they're supposedly not proficient too, I think it's just safer and easier to assume that their type or a subtype (Giant, especially) should include the "proficient with any weapon they are listed as using in their stat block".

Sir George Anonymous wrote:

Unless there is some errata I have missed, the CMD bonus for legs > 2 goes for overrun as well as trip. I can accept the fact that only the trip and overrun is not listed in the creature stat block.

However, this being the case, the Slurk should have an additional +4 to its overrun CMD. +16 CMD + 4 for Hunker + 4 for 4 Legs = +24. Because the +4 for 4 legs is typically overlooked in a stat block, it doesn't appear to be included for the Slurk which indicates a CMD value of +20 for overrun instead of +24.

Am I missing something?

Cheers,

Sir George Anonymous

Also, it has Improved Bull Rush and Improved Overrun, adding a further +2 to both CMB and CMD for the respective maneuvers.

Contributor

Astral Wanderer wrote:
For all those creatures using weapons they're supposedly not proficient too, I think it's just safer and easier to assume that their type or a subtype (Giant, especially) should include the "proficient with any weapon they are listed as using in their stat block".

Most creature types have language to that effect, but yes, it would be handy if the default rule was "monsters are prof in whatever weapons they're given in the stat block." They don't currently have that as an official rule for each type because that would mean (or some people would think it would mean) PC humanoids would get additional proficiencies based on their creature type (instead of "none").


Well, that's easily solved by something like: "Any creature with only class levels and no racial hit dice is only proficient with weapons, armors and shield defined by its classes."


By the way, Sean, what about making an "Universal Creatures Compendium" of sort? An errata-like pdf with all those small fixes, the final version of each universal monster rule, creature type and subtype, and such, like the elusive "Dex for Climb and Swim for Tiny creatures" rule, or "Fiendish creatures gain the Evil subtype".
If you guys at Paizo are busy (understandably), I may volunteer to compile it, given the needed time, and maybe with help from other good people here in the boards. I could send the final text with visually emphasized corrections/additions and you'd just have to check out if those things are fine and put it into a pdf like those of erratas. In such format it could also be edited easily in case of future changes/new versions.
(I know such a proposal from a random user doesn't smell too good, but since I know that otherwise you'd probably never put Paizo's time in this...)

Contributor

{Well, that's easily solved by something like: "Any creature with only class levels and no racial hit dice is only proficient with weapons, armors and shield defined by its classes."}

Sure... but now that would require errata'ing the Bestiary, which wasn't my call when I was an employee, and is even less my call now that I'm not. ;)

{By the way, Sean, what about making an "Universal Creatures Compendium" of sort?}

That would be interesting, but... same response from me. :)


Oh... I was wondering why your label was "contibutor", but I didn't know.

Well, if anyone else from the staff is reading, my words still stand.

Grand Lodge

Astral Wanderer wrote:
For all those creatures using weapons they're supposedly not proficient too, I think it's just safer and easier to assume that their type or a subtype (Giant, especially) should include the "proficient with any weapon they are listed as using in their stat block".

Yeah I suggested something to that effect in the Bestiary 1 thread.


Was the giant dragonfly originally intended to be Large? The description and physical stats seem to suggest this, and the bite damage is horrendously out of scale for a Medium creature...

Dark Archive

p. 246 SINSPAWN

the description text says "The above stats represent a wrathspawn" so why doesn't the name say wrathspawn instead of sinspawn?
e.g. "Wrathspawn CR 2" or "Sinspawn, Wrath, CR 2" instead of "sinspawn CR 2"


p. 34 ATTIC WHISPERER

The Attic Whisperer has Weapon Finesse, which applies its Dexterity modifier to natural weapons, light weapons, and a few others. This list includes Touch Attacks.

So why does the Attic Whisperer's melee touch attack appear to use its Strength bonus? (+4 BAB, +1 size, -1 Strength for a total +4)


Nightshades are listed as inhabitants of Plane of Shadow on page 316. But according to their individual entries they typically live in the Negative Energy Plane. Given their background they belong into both planes, at both the list and the individual entries?

Grand Lodge

bigrig107 wrote:

p. 34 ATTIC WHISPERER

The Attic Whisperer has Weapon Finesse, which applies its Dexterity modifier to natural weapons, light weapons, and a few others. This list includes Touch Attacks.

So why does the Attic Whisperer's melee touch attack appear to use its Strength bonus? (+4 BAB, +1 size, -1 Strength for a total +4)

It's possible it's just because it's being treated as a secondary natural attack, since it's being used together with a bite attack (so at a -5 penalty than normal).


The Shield Archon's speed is listed as being:

Speed 40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor

This is incredibly pedantic but there is no fly maneuverability listed for the "with armor" stats. I assume it's also "good" but every other creature in all other bestiaries, (angel, demodand, kami, oni, etc) all list fly maneuverability in armor even if they're the same.


According to the FAQ on determining effective damage dice due to an increase or decrease in size (see here), I think the weapon damage for the spriggan's morningstar attack when it is Large (due to its Size Alteration ability) is incorrect. I think the damage should be 1d10 since the original damage was 1d6, given that it was a Small weapon to be begin with).

Similarly, the damage for its light crossbow is off when it becomes Large (due to its supernatural ability). Once the bolt leaves the crossbow, it becomes Small again since it is no longer in the possession of the spriggan and thus not under the effects of the spriggan's Size Alteration ability, correct? (I am basing this off on how the enlarge spell and similar effects functions) IF so, the light crossbow's damage should remain at 1d6.

CB


Ah my bad. The Size Alteration ability of a spriggan does specifically states that objects revert to their normal size 1 round after they leave the possession of the spriggan, so the bolts from their light crossbow should remain at the increased damage when fired (unless it takes longer than 1 round for the bolt to hit something once released). The damage listed is still incorrect though (unless I am misinterpreting the Damage Dice Progression Chart).

CB

Grand Lodge

Canadian Bakka wrote:

According to the FAQ on determining effective damage dice due to an increase or decrease in size (see here), I think the weapon damage for the spriggan's morningstar attack when it is Large (due to its Size Alteration ability) is incorrect. I think the damage should be 1d10 since the original damage was 1d6, given that it was a Small weapon to be begin with).

Similarly, the damage for its light crossbow is off when it becomes Large (due to its supernatural ability). Once the bolt leaves the crossbow, it becomes Small again since it is no longer in the possession of the spriggan and thus not under the effects of the spriggan's Size Alteration ability, correct? (I am basing this off on how the enlarge spell and similar effects functions) IF so, the light crossbow's damage should remain at 1d6.

CB

2d6 is the correct damage. When the original size is Small, or when the original damage is 1d6 or less (both of which are criteria relevant to the spriggan and his weapons), then the damage dice on that chart you linked increase by 1 step. So Small to Medium they increase by 1 size, going from 1d6 to 1d8.

THEN, since the spriggan becomes Large, we have to determine the move from Medium to Large. According to that same chart, you jump 2 steps forward for such an increase. In other words, the move from Small to Large by that chart would increase a total of 3 steps. 1d6 -> 1d8 -> 1d10 -> 2d6.


Huh, I thought that you start with the damage for Small (which is 1d6) and automatically determine the increase to Large (because it is a single source that is causing an increase in size, not two separate size changes), not calculate from Small to Medium, and then Medium to Large. It is an odd process but alright. The phrasing on it could have been better, like "If the initial size is Small or the initial damage is 1d6 (or less), move along the damage dice progression chart by one more step further than the increase (or decrease) in size would normally warrant."

They should have provided a few examples to avoid misinterpreting the instructions. ;)

CB


1 person marked this as FAQ candidate.

Hey guys, I think the weretiger and werebear hybrid forms have the wrong errata, they are shown as having the same stats as the base animal, but are missing the +2 str and con from being a were animal, can someone help me shed some light on this mistake?


Years after the fact and probably unimportant now that Pathfinder 2e has been out for almost a year, but the Leprechaun (p. 177) is listed has having a +7 on attack (2 BAB + 3 DEX + 1 enhancement + 1 size) with its club.

Unfortunately, the club is not a finesse weapon, and nothing in its stat block changes that. So its melee attack modifier should be +2: 2 BAB - 2 STR + 1 enhancement + 1 size.

Or you could assume that the designers intended to give the Leprechaun a racial ability allowing it to treat clubs as a light weapon. That would make the numbers work.

701 to 750 of 752 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Possible Bestiary 2 PDF errata / problems All Messageboards

Want to post a reply? Sign in.