Athach lists a heavy shield in treasure, but does not include it in the stat block. I guess it could be assumed that he just like carrying one around, but perhaps clarification is in order.
Athach lists a heavy shield in treasure, but does not include it in the stat block. I guess it could be assumed that he just like carrying one around, but perhaps clarification is in order.
Daemon, Derghodaemon p. 66 My calculated ranks for Perception are too high, only 14 HD. I believe that all-around vision gives +6 to Perception but I can find no reference. Can anyone do so if it is true?
skill points = 56
Intimidate +20 = +14 ranks, +3 Cha, +3 class skill
Perception +28 = +22 ranks, +3 Wis, +3 class skill
Sense Motive +20 = +14 ranks, +3 Wis, +3 class skill
Stealth +18 = +14 ranks, +5 Dex, +3 class skill, +-4 extra mods
Daemon, Derghodaemon p. 66 My calculated ranks for Perception are too high, only 14 HD. I believe that all-around vision gives +6 to Perception but I can find no reference. Can anyone do so if it is true?
skill points = 56
Intimidate +20 = +14 ranks, +3 Cha, +3 class skill
Perception +28 = +22 ranks, +3 Wis, +3 class skill
Sense Motive +20 = +14 ranks, +3 Wis, +3 class skill
Stealth +18 = +14 ranks, +5 Dex, +3 class skill, +-4 extra mods
all-around vision does not give any bonus to perception unless explicitly stated in the monster entry.
Daemon, Derghodaemon p. 66 My calculated ranks for Perception are too high, only 14 HD. I believe that all-around vision gives +6 to Perception but I can find no reference. Can anyone do so if it is true?
skill points = 56
Intimidate +20 = +14 ranks, +3 Cha, +3 class skill
Perception +28 = +22 ranks, +3 Wis, +3 class skill
Sense Motive +20 = +14 ranks, +3 Wis, +3 class skill
Stealth +18 = +14 ranks, +5 Dex, +3 class skill, +-4 extra mods
all-around vision does not give any bonus to perception unless explicitly stated in the monster entry.
90 points but only 87 seem to be used, leaving 3 left over
What am I missing?
skill points = 90
Fly +18 = +10 ranks, +7 Dex, +3 class skill, +-2 extra mods
Heal +18 = +10 ranks, +5 Wis, +3 class skill
Intimidate +16 = +10 ranks, +3 Cha, +3 class skill
Knowledge (planes) +16 = +10 ranks, +3 Int, +3 class skill
Perception +22 = +10 ranks, +5 Wis, +3 class skill, +4 extra mods
Sense Motive +22 = +10 ranks, +5 Wis, +3 class skill, +4 extra mods
Stealth +16 = +10 ranks, +7 Dex, +3 class skill, +-4 extra mods
Survival +15 = +7 ranks, +5 Wis, +3 class skill
Use Magic Device +16 = +10 ranks, +3 Cha, +3 class skill
I just assumed that one of his 'theme-appropriate' skills was spent on something he then didn't take ranks in (Did you know all daemons count Craft: Basketweaving as one of their skills? It's true), which meant that Survival wasn't class and he spent a full 10 ranks there, like he did in the other 8.
Daemon, Leukodaemon p. 68, skill point issues expanded
*Fly +18 = +10 ranks, +7 Dex, +3 class skill, +-2 extra mods
Heal +18 = +10 ranks, +5 Wis, +3 class skill
Intimidate +16 = +10 ranks, +3 Cha, +3 class skill
*Knowledge (planes) +16 = +10 ranks, +3 Int, +3 class skill
*Perception +22 = +10 ranks, +5 Wis, +3 class skill, +4 extra mods
*Sense Motive +22 = +10 ranks, +5 Wis, +3 class skill, +4 extra mods
*Stealth +16 = +10 ranks, +7 Dex, +3 class skill, +-4 extra mods
Survival +15 = +7 ranks, +5 Wis, +3 class skill
Use Magic Device +16 = +10 ranks, +3 Cha, +3 class skill
Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth are outsider class skills and Fly because he has a fly speed, marked with * above.
there are also 4 extra class skill for "theme" and there are only 4 left above, so they are all class skills.
Unless the monster designer said, only three are these are class skills, there will be one extra class skill "left over" and I'll have that one class,say Survival, there to use up the 3 skill points remaining?
Doesn't work for me.
Daemon, Leukodaemon p. 68, skill point issues expanded
*Fly +18 = +10 ranks, +7 Dex, +3 class skill, +-2 extra mods
Heal +18 = +10 ranks, +5 Wis, +3 class skill
Intimidate +16 = +10 ranks, +3 Cha, +3 class skill
*Knowledge (planes) +16 = +10 ranks, +3 Int, +3 class skill
*Perception +22 = +10 ranks, +5 Wis, +3 class skill, +4 extra mods
*Sense Motive +22 = +10 ranks, +5 Wis, +3 class skill, +4 extra mods
*Stealth +16 = +10 ranks, +7 Dex, +3 class skill, +-4 extra mods
Survival +15 = +7 ranks, +5 Wis, +3 class skill
Use Magic Device +16 = +10 ranks, +3 Cha, +3 class skill
Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth are outsider class skills and Fly because he has a fly speed, marked with * above.
there are also 4 extra class skill for "theme" and there are only 4 left above, so they are all class skills.
Unless the monster designer said, only three are these are class skills, there will be one extra class skill "left over" and I'll have that one class,say Survival, there to use up the 3 skill points remaining?
Doesn't work for me.
I agree it's ludicrous, but so is spending max ranks in all skills but one. *shrug*
Wierd observation: The Luekodaemon seems to have too few class skills, while the Meladaemon's stats can be fixed if you give him too many. Between the two, there's 8 "theme-appropriate" class skills assigned. Maybe one got moved from one daemon to another?
I agree it's ludicrous, but so is spending max ranks in all skills but one. *shrug*
Wierd observation: The Luekodaemon seems to have too few class skills, while the Meladaemon's stats can be fixed if you give him too many. Between the two, there's 8 "theme-appropriate" class skills assigned. Maybe one got moved from one daemon to another?
this seems likely. Here's a new one...
P. 252
King cobra has listed Acrobatics +10 (+6 jump). Normally a reduction in jump is due to a decreased movement speed, but the snake's speed is listed as 30 ft. Either the speed should be changed or the penalty to jump should be removed.
How come the game developers don't have us do this BEFORE they print? I'm sure it would be easy enough to find volunteers. Get em' all to sign "don't speak of what you learn" contracts and you would end up with a much more workable product.
How come the game developers don't have us do this BEFORE they print? I'm sure it would be easy enough to find volunteers. Get em' all to sign "don't speak of what you learn" contracts and you would end up with a much more workable product.
1. NDAs and the Internet age don't mix.
2. Community-driven errata looks like this:
A: "X is incorrect, it should be +3"
B: "It's fine, you forgot that Y adds +1"
C: "You're both wrong, it should be +2, becuase Z is a cross-class skill"
A+B: "That was changed in Pathfinder"
C: "Oh."
D: "Sorry, but I think that X at +4 is too less for such a monster. Also, it has cleric levels and should be wearing full plate at best"
E: "Clerics in Pathfinder don't have heavy armor proficiency"
D: "WHAT ? HOW ? THIS IS TOTALLY DESTROYING THE CLERIC CLASS"
F: "Hi welcome. A,B,C,D: You obviously fail at math and you are being ignored from now on."
G: "Hi guys, do I get a free PDF when I preorder the book ?"
H: "ook I've seen the document and I'm REALLY unhappy about the lack of Dire Weasels. I mean they are iconic gnome mounts ..."
Negative Energy Affinity (Ex) The creature alive, but
reacts to positive and negative energy as if it were undead—
positive energy harms it, negative energy heals it. Format:
negative energy affinity; Location: Defensive Abilities.
The creature alive
Hmm, I'm thinking that should be 'The creature is alive'. Or, creature's or the creature may be, or some other wording, but as it is, it's not right.
Demon, Omox p. 79, skills ranks exceeded, need more points; missing mod?
I had to give 16 ranks to swim to make it work but that can't be, only 13 HD. If I take a class skill from somewhere else for Swim there is still an issue, I'm 3 point over.
skill points = 104
use 107
Acrobatics +23 = +13 ranks, +7 Dex, +3 class skill
Climb +32 = +13 ranks, +8 Str, +3 class skill, +8 extra mods
Escape Artist +23 = +0 ranks, +7 Dex, +16 extra mods
Knowledge (dungeoneering) +18 = +13 ranks, +2 Int, +3 class skill
Knowledge (planes) +18 = +13 ranks, +2 Int, +3 class skill
Perception +28 = +13 ranks, +4 Wis, +3 class skill, +8 extra mods
Sense Motive +20 = +13 ranks, +4 Wis, +3 class skill
Stealth +23 = +13 ranks, +7 Dex, +3 class skill
Swim +32 = +16 ranks, +8 Str, +8 extra mods
Further: Saving throws are strange. Firstly, it seems that the weak save of daemons is not consistent. Some are standard Outsiders (weak fort), some are weak will (Derghodaemon), and Olethrodaemon appears to be weak reflex. That said...
fort: 20 good Hit Dice(12) + Con Modifier(13) = 25 total
Reflex: 20 poor Hit Dice(6) + Dex modifier(8) = 14 total
Will: 20 good Hit Dice(12) + Wis modifier(8) + Iron Will(2) = 22 total
These are consistently 4 points below the listed value.
Trample DC: 10 + Half Hit Dice (10) + Str modifier(12) = 32 total
I'll be honest, if these are the sort of errors in the book I'm a very happy customer. The skill ratings of monsters cone up so infrequently in game I would never notice.
I do understand the desire to look under the hood though.
fort: 19 poor Hit Dice(6) + Con Modifier(10) = 16 total
Reflex: 19 good Hit Dice(11) + Dex modifier(6) = 17 total
Will: 19 good Hit Dice(11) + Wis modifier(4) = 15 total
It appears these were all calculated with poor save bonusses.
Halberd attack line accounts for the bonus weapon focus feat, but fails to call out the improved critical.
Acrobatics +7 = +3 ranks, +1 Dex, +3 class skill
Bluff +7 = +3 ranks, +1 Cha, +3 extra mods
Climb +16 = +2 ranks, +3 Str, +3 class skill, +8 extra mods
Escape Artist +5 = +1 ranks, +1 Dex, +3 class skill
Intimidate +7 = +3 ranks, +1 Cha, +3 class skill
Perception +11 = +4 ranks, +0 Wis, +3 class skill, +4 extra mods
Spellcraft +6 = +3 ranks, +0 Int, +3 class skill
Stealth +7 = +3 ranks, +1 Dex, +3 class skill
The attack line lists only "tentacles", implying a single attack roll to represent the attack of all 10 tentacles. However the "tentacles" ability listed under SQ says "Tentacles (Ex) A decapus’s tentacles must all strike at a single target, but they do so as a primary attack." This implies that there ought to be more than one tentacle attack available. Clarification is required.
I'll be honest, if these are the sort of errors in the book I'm a very happy customer. The skill ratings of monsters cone up so infrequently in game I would never notice.
I do understand the desire to look under the hood though.
I agree with you 110% deinol. I don't expect a perfect book at all. Since I'm not a creativity guy, I buy the book for the designer's creativity. Since I AM a numbers guy, I get the fun of seeing if I can reverse engineer the numbers.
I'll be honest, if these are the sort of errors in the book I'm a very happy customer. The skill ratings of monsters cone up so infrequently in game I would never notice.
I do understand the desire to look under the hood though.
I agree with you 110% deinol. I don't expect a perfect book at all. Since I'm not a creativity guy, I buy the book for the designer's creativity. Since I AM a numbers guy, I get the fun of seeing if I can reverse engineer the numbers.
For the record: Bestiary 2 rocks!
Ditto.
My point of view is rules were written to give monsters skills, such as Class Skills for creature type, and I like to see if everything adds up.
Also I like to takes monsters and NPCs from modules and APs and advance them, you can't do that without knowing skills ranks.
Demon, Omox p. 79, skills ranks exceeded, need more points; missing mod?
I had to give 16 ranks to swim to make it work but that can't be, only 13 HD. If I take a class skill from somewhere else for Swim there is still an issue, I'm 3 point over.
skill points = 104
use 107
Acrobatics +23 = +13 ranks, +7 Dex, +3 class skill
Climb +32 = +13 ranks, +8 Str, +3 class skill, +8 extra mods
Escape Artist +23 = +0 ranks, +7 Dex, +16 extra mods
Knowledge (dungeoneering) +18 = +13 ranks, +2 Int, +3 class skill
Knowledge (planes) +18 = +13 ranks, +2 Int, +3 class skill
Perception +28 = +13 ranks, +4 Wis, +3 class skill, +8 extra mods
Sense Motive +20 = +13 ranks, +4 Wis, +3 class skill
Stealth +23 = +13 ranks, +7 Dex, +3 class skill
Swim +32 = +16 ranks, +8 Str, +8 extra mods
The 4 'theme-appropriate' skills are Acrobatics, Climb, Knowledge (dungeoneering) and Swim, so no issue there.
The attack line lists only "tentacles", implying a single attack roll to represent the attack of all 10 tentacles. However the "tentacles" ability listed under SQ says "Tentacles (Ex) A decapus’s tentacles must all strike at a single target, but they do so as a primary attack." This implies that there ought to be more than one tentacle attack available. Clarification is required.
Drakir:
In the "Natural Attacks by Size" table in the Bestiary, Hoof/Tentacle/Wing attacks are labelled as secondary attacks. But for the decapus, they're clarifying that it's an exception and it's actually a primary attack in this case.
I'm monitoring the thread and noting things that are or are not in need of correction. Flagging every single post just dumps a lot of junk messages into the FAQ system.
How come the game developers don't have us do this BEFORE they print? I'm sure it would be easy enough to find volunteers. Get em' all to sign "don't speak of what you learn" contracts and you would end up with a much more workable product.
Because doing so would, no joke, delay printing of the book by weeks, if not months.
And because as eager as folks are to sift through these books for errors, no amount of editing will ever catch every error. The extra time and money and effort we could put in to cleaning up the last 1% of errors is in every case better spent getting 99% of other projects done.
And because a fair amount of the "errors" people are finding aren't errors at all, but if we did a program like this we would still have to sift through ALL of the feedback and decide.
And in the end, these threads would still exist, because it's the nature of RPG gaming to want to go into stat blocks and look under the hood and tinker.
How come the game developers don't have us do this BEFORE they print? I'm sure it would be easy enough to find volunteers. Get em' all to sign "don't speak of what you learn" contracts and you would end up with a much more workable product.
Because doing so would, no joke, delay printing of the book by weeks, if not months.
And because as eager as folks are to sift through these books for errors, no amount of editing will ever catch every error. The extra time and money and effort we could put in to cleaning up the last 1% of errors is in every case better spent getting 99% of other projects done.
And because a fair amount of the "errors" people are finding aren't errors at all, but if we did a program like this we would still have to sift through ALL of the feedback and decide.
And in the end, these threads would still exist, because it's the nature of RPG gaming to want to go into stat blocks and look under the hood and tinker.
Except when you're wrong, which means I'm comparing the print version, developed Word file, developed Excel file, and designer's turnover trying to find the "error." :/
How come the game developers don't have us do this BEFORE they print? I'm sure it would be easy enough to find volunteers. Get em' all to sign "don't speak of what you learn" contracts and you would end up with a much more workable product.
Because doing so would, no joke, delay printing of the book by weeks, if not months.
And because as eager as folks are to sift through these books for errors, no amount of editing will ever catch every error. The extra time and money and effort we could put in to cleaning up the last 1% of errors is in every case better spent getting 99% of other projects done.
And because a fair amount of the "errors" people are finding aren't errors at all, but if we did a program like this we would still have to sift through ALL of the feedback and decide.
And in the end, these threads would still exist, because it's the nature of RPG gaming to want to go into stat blocks and look under the hood and tinker.
+1. As a former technical writer, I still have nightmares how long it took relatively simple documents to go through edits even from the most helpful of folks, many of whom still can't figure out how to use "it's" and "its".
Agathion, Draconal seems to be missing the Strong Feminine aspect (most likely blue, but no idea the domains and breath weapon*)
Those five colors are based on traditional Chinese alchemy/elements, and aren't necessarily going to represent every combination for strong/weak and masculine/feminine.
vip00 wrote:
P. 18
The Draconal's spells are listed above his SLAs, which is the reverse of the normal stat block order
Additionally, he does not have a 1st or 5th level domain spell listed
Entries in that part of the stat block are listed alphabetically. Thus, Cleric Spells Prepared is listed before Spell-Like Abilities.
The draconal's 5th-level domain spell is dispel evil, its 1st-level is divine favor.
The akata has a +4 racial modifier not listed in its printed stat block (but it is present in the build spreadsheet), so its skill listing is correct.
vip00 wrote:
P. 27
Monadic Deva lists aquatic subtype... without amphibious that means they can't live out of water o.O I'm assuming this is an error.
It should have "SQ amphibious" (it's in the build spreadsheet).
Athachs have the giant subtype, which gives them Perception as a class skill.
The derghodaemon has a +4 racial modifier not listed in its printed stat block (but it is present in the build spreadsheet), so its skill listing is correct.
Drakir2010 wrote:
Further: Saving throws are strange. Firstly, it seems that the weak save of daemons is not consistent. Some are standard Outsiders (weak fort), some are weak will (Derghodaemon), and Olethrodaemon appears to be weak reflex.
The good and bad saving throws of a class of outsiders does not need to be the same.