Possible Bestiary 3 Errata / Issues


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Grand Lodge

Astral Wanderer wrote:

Nuckelavee, page 203

2) Trample damage is listed as 1d6+7, but it should either be +6 (Str mod) or +9 (1-1/2 times Str mod).

The UMR just says it adds 1-1/2 times Str mod to damage. The only part of trample that uses only the base Str mod is the save DC against it.


Strife2002 wrote:


(5 x 3) + (8 x 7) = 71

True, sorry.

_____________________________________________

Oni, Fire Yai, page 206

1) Slam damage is listed as 1d10+15, but since the Fire Yai has two slam attacks, it should be 1d10+10.

2) The Fire Yai has 11 skill ranks yet to assign; 125 used over a total of (6 + 2) * 17 = 136.

Skills as listed in the book:

Bluff +22 (17 ranks, +2 Cha, +3 class)
Craft (weapons) +12 (7 ranks, +2 Int, +3 class)
Craft (armor) +12 (7 ranks, +2 Int, +3 class)
Diplomacy +11 (6 ranks, +2 Cha, +3 class)
Disguise +11 (6 ranks, +2 Cha, +3 class)
Fly +14 (4 ranks, +3 Dex, +3 class, +4 maneuverability, -2 size, -5 armor penalty, +7 half CL)
Intimidate +22 (17 ranks, +2 Cha, +3 class)
Knowledge (arcana) +14 (9 ranks, +2 Int, +3 class)
Perception +23 (17 ranks, +3 Wis, +3 class)
Sense Motive +23 (17 ranks, +3 Wis, +3 class)
Spellcraft +11 (9 ranks, +2 Int)
Use Magic Device +14 (9 ranks, +2 Cha, +3 class)

Note the +7 to Fly due to half caster level from the constant Fly spell-like ability.


Oni, Ice Yai, page 207

1) The DC for the Staggering Strikes special ability is listed as 28, but should be 27 (10, +8 for half HD, +9 Str).

2) Other than already reported issues...

The Ice Yai has 12 skill ranks yet to assign; 100 used over a total of (6, +1 Int) * 16 = 112.

Skills as listed in the book (except that I lowered Perception to +21, since to be +22 it should have 17 ranks assigned):

Bluff +23 (16 ranks, +4 Cha, +3 class)
Disguise +13 (6 ranks, +4 Cha, +3 class)
Fly +20 (4 ranks, +2 Dex, +3 class, +4 maneuverability, -2 size, +9 half CL)
Intimidate +23 (16 ranks, +4 Cha, +3 class)
Knowledge (arcana) +11 (7 ranks, +1 Int, +3 class)
Perception +21 (16 ranks, +2 Wis, +3 class)
Sense Motive +13 (8 ranks, +2 Wis, +3 class)
Spellcraft +8 (4 ranks, +1 Int, +3 class)
Stealth +17 (16 ranks, +2 Dex, +3 class, -4 size)
Use Magic Device +14 (7 ranks, +4 Cha, +3 class)

As per the Fire Yai above, note the +9 to Fly due to half caster level from the constant Fly spell-like ability.


Oni, Kuwa, page 208

1) Claw damage is listed as 1d6+6, but since the Kuwa has two claw attacks, it should be 1d6+4.

2) Spellcraft hasn't been considered a class skill (while it could) and has 2 ranks assigned to it, but they're in excess of the maximum total. 37 ranks assigned over the (6, +1 Int) x 5 = 35 total.


Oni, Spirit, page 209

1) The text says that it can be taken as a familiar by a LE spellcaster, but the Spirit Oni itself is NE... which of the two should be changed to match the other?
(Note also that all creatures in Bestiary 2 and 3 whose text says they can be taken as familiar state what alignment the spellcaster should be, but the Improved Familiar feat itself says that caster's alignment can be one step away from that of the creature.)

2) Well, it's tiring to make another full list of the skills, so I'll just say this: they're quite screwed up.


JoelF847 wrote:

p. 210 Void Yai Oni:

1) The greater teleport power is limited to self plus 50 pounds, but huge full plate alone weighs 200 lbs, so it could never teleport with its armor. Its greatclub alone weighs 32 pounds.

This is true for the Akvan Div too: 400 lbs. half plate.

Oni, Void Yai, page 210-211

Other than already reported issues...

1) The Martial Arts Voidlord's text says that it is treated as a 20th level Monk for determining damage of its unarmed strikes. But does it mean that it deals 2d10 damage or should the base 2d10 be increased due to Huge size? And what would they become? The "Tiny and Large Weapon Damage" table in the Equipment section says that Medium 2d10 becomes Large 4d8; what would that become at Huge size? 6d8?

2) Again, it's tiring to make the full Skill list, but to quickly report: 214 skill ranks have been used out of the 230 available.
Note #1: I considered the half CL bonus to Fly as if it was conunted in the book.
Note #2: No single skill has received more than 20 ranks, which make me think whoever wrote the Void Yai had in mind that it only has 20 HD.
Note #3: Of the notorious "Outsider's varied nature" four class skills, I considered class: Acrobatics, Knowledge (arcana), Spellcraft, Use Magic Device. Of all others, only Knowledge (history) and Knowledge (nobility) aren't racial class skills.
Note #4: Beyond rank-assigning errors, Acrobatics is listed as +17 (+25 when jumping), as if the jump bonus was +8, but the Void Yai's base speed is 60 ft., which makes that bonus a +12.
Note #5: (just for the sake of it) remember the -5 armor penalty.

3) Slam damage is listed as 2d6+25, but since the Void Yai has two slam attacks, it should be 2d6+17.
Also, their attack bonus is listed as +23, but should be +38 (+23 BAB, +17 Str, -2 size).

4) Shouldn't Void Trap have a daily limit and/or be restricted to only one active at a given time? Because, you know... Greater Teleport + Void Trap (40d6) -> repeat... and the battlefield becomes a hell.


Oni, Water Yai, page 212

Other than already reported issues...

1) The CMB and CMD entries do not usually list the bonuses from Improved/Greater [maneuver] feats.

2) Skills are screwed up in this one too. I won't even bother saying things, except:
- Remember the half CL bonus to Fly.
- No single skill has received more than 18 ranks, which makes me think whoever wrote the Void Yai had in mind that it only has 18 HD.
- Of the notorious "Outsider's varied nature" four class skills, it seems not all of them has been assigned.


Owl, Giant, page 213

JoelF847 wrote:
p. 213 Giant Owl - CMB and CMD don't include the +2 from the Improved Disarm feat. These should have (+15 disarm) and (27 vs disarm).

Usually, the bonuses from maneuver feats are omitted in CMB and CMD entries.

Beside that, skills are totally screwed up; Sense Motive being considered a class skill when it isn't, and a lot of skill ranks assigned, as if in defiance of the 24 maximum.


Pale Stranger, page 214

1) Constitution score is listed as 10, but should be "-".

2) CMD should include the +3 bonus from Stranger's Luck, but doesn't.

3) It has 9 feats listed, but with 15 HD it should have only 8. Maybe one of them was supposed to be a bonus feat?

4) Skills: 3 points have been spent in excess, or else one of the skills has been mistakenly considered class.

5) The attack bonuses for the pistols are listed as "+15/+15/+10/+10/+5/+5", but since the Pale Stranger doesn't have the Greater Two-Weapon Fighting feat, the last +5 has to be removed.


Parasite, Rot Grub Swarm, page 215

Might be worth noting that it has a +18 Stealth bonus.


Penanggalen, page 216-217

1) Prepared spells are (spell level - number prepared):
3 - 1
2 - 3
1 - 4
0 - 5

But they should be:
3 - 2 (+1 for 17 Int already included)
2 - 3 (+1 for 17 Int already included)
1 - 4 (+1 for 17 Int already included)
0 - 4

Seems like whoever wrote the Penanggalen started adding the additional spells at level 0.

2) Seems like the Penanggalen is missing one feat. She was once Human, after all.

3) The Hexes special ability says: "A penanggalen witch can use one of her hexes at will".
That "one of" could be confusing, since it could lead someone to think that for some obscure reason the Penanggalen can only use one of the listed hexes and not the other two. I think the text works better without the "one of".

4) The Speed entry lists only the fly speed, but maybe it should be something like "30 ft. when not separated, or fly 60 ft. (good) when separated".

5) Personal thought: shouldn't the Separate special ability include that the head (and viscera) of a separated penanggalen are one size smaller than the whole creature(even if natural weapons' damage stays for the full body size)?

6)

chopswil wrote:

Penanggalen p. 216

witch's centipede familiar give +3 to stealth but skills add up so it's
not included

Skill Points Unused : 4
Skills Ranks: 30 = 25 class skills +5 Favored class
Total Ranks Used 26

Bluff +11 = +0 ranks, +3 Cha +8 racial mod
Fly +16 = +0 ranks, +4 Dex +8 racial mod +0 Medium +4 good
Knowledge (arcana) +19 = +5 ranks, +3 Int, +3 class skill +8 racial mod
Knowledge (nature) +7 = +1 ranks, +3 Int, +3 class skill
Perception +16 = +2 ranks, +3 Wis, +3 class skill +8 racial mod
Sense Motive +11 = +0 ranks, +3 Wis +8 racial mod
Spellcraft +11 = +5 ranks, +3 Int, +3 class skill
Stealth +17 = +2 ranks, +4 Dex, +3 class skill +8 racial mod +0 Medium
Use Magic Device +11 = +5 ranks, +3 Cha, +3 class skill

Add 5 more points to the available total; she was Human.

Grand Lodge

Astral Wanderer wrote:

Oni, Spirit, page 209

2) Well, it's tiring to make another full list of the skills, so I'll just say this: they're quite screwed up.

My calculations for skills came out fine:

7 ranks * 3 HD = 21 skill points total

Acrobatics +7 = 4(Dex) + 3 ranks
Bluff +8 = 2(Cha) + 3(class) + 3 ranks
Fly +16 = 4(Dex) + 4(maneuverability) + 4(Tiny) + 3(class) + 1 rank
Knowledge (arcana) +7 = 1(Int) + 3(class) + 3 ranks
Perception +7 = 1(Wis) + 3(class) + 3 ranks
Sense Motive +7 = 1(Wis) + 3(class) + 3 ranks
Spellcraft +4 = 1(Int) + 3 ranks
Stealth +17 = 4(Dex) + 8(Tiny) + 3(class) + 2 ranks

Total ranks used: 21 ranks

After 3 bestiaries, I'm beginning to learn that the mindset regarding Pathfinder outsiders is that the "varied outsider nature" class skill thing really means they can select up to 4 class skills, and therefore isn't technically an error (although it's a little unnecessary to cheat them out of extra skill points). In this case the only skill that must be made into a class skill in order for it to work is Knowledge (arcana), and Acrobatics and Spellcraft left alone makes it work fine. I, personally, would choose to assign all 4 of these class skills to something if I can, and whenever I'm about to use an outsider I always make it a point to reverse engineer its skills to determine if they have any unassigned "free" class skills. Annoying, sure, but we aren't likely to see these missing class skills treated as errors any time soon, I predict.


Strife2002 wrote:
After 3 bestiaries, I'm beginning to learn that the mindset regarding Pathfinder outsiders is that the "varied outsider nature" class skill thing really means they can select up to 4 class skills, and therefore isn't technically an error (although it's a little unnecessary to cheat them out of extra skill points).

I too realized that. To the "up to 4" I'll add that, if I remember correctly, someone of the staff (maybe Sean?) said about this matter that all Outsiders have all the 4 additional class skills; just, for some of them, not all the ones they choose/have as class skills are those listed in the book to which they assigned ranks.

But if I think of being an average specimen of those Outsiders (role play time) I think: why don't I have as class skill something that reflects my nature and where I put ranks while instead I have as class skill something else that I ignore completely?
I mean, let's say that the Cornugon had this issue (I don't remember and won't go to check, it's just a made-up example). Why shouldn't it have Intimidate as a class skill (if it still has one free "slot") and have something else which it ignored completely and/or isn't in theme with the creature (like Ride, Appraise or whatever)? If the average creature of one kind doesn't follow its basic nature, who does?
So, it starts to sound somewhat like an error.

But knowing the mindset is mostly the one described, I post that skill issue more for readers who want their Outsiders "full", like you and me, than for the hope of seeing them corrected in future reprints.
And to tell the truth, the same goes for most other things I report, since I have doubts on how much these threads are followed by developers and taken in consideration; for example, I've seen that in the previous errata for the first Bestiary, a number of reported errors were corrected, but an equal (or perhaps larger) number was ignored, despite having been reported earlier and despite being hardly arguable errors (I mean, this thing of Outsiders' class skills may be arguable; but a listed +5 where math says it should be a +9 and no strange rule is involved... is not). And despite being things the correction of which wouldn't threaten text overflow/book layout.
(I understand that compiling an errata is a boring work that steals time to the many other things Paizo staff has to do. Just, I don't understend the criteria by which they chose to correct some things and not some others.)

Beyond all this and back to the Oni Spirit, yes, it's a matter of adding class skills (Acrobatics and Spellcraft, which are the only two not-inherently-class remaining).


Peri, page 218

JoelF847 wrote:
p.218 Peri - CMB and CMD don't include the +2 from the Improved Disarm feat. They should have (+27 disarm) and (45 vs disarm).

Usually, the bonuses from maneuver feats are omitted in CMB and CMD entries.

Beyond that, not an error per se, but most often a creature wielding a one-handed weapon uses it two-handed, unless it has some other option (which the Peri doesn't seem to have) to better use its other hand.
In that case, the full damage for the Peri would be 1d6+11/18-20.


Plasma Ooze, page 220

Other than the already reported Fly issue...

Not properly an error, but the descriptive text of the Plasma Ooze says that it can "attract and repel metallic substances", but it has no repelling power listed.
Perhaps it was supposed to have Repel Metal or Stone as a spell-like ability or its Magnetic Pulse was intended to work in the opposite direction too?

Also, the text says Plasma Oozes have been sighted living in the Plane of Fire and on the Sun. As such, it's quite ironic that they don't even have a single point of fire resistance (the immunity to which, text aside, seems also quite fitting, given the creature's attacks and nature). Maybe the listed immunity to acid was meant to be fire (and the resistance to cold was meant to be acid), or anyway fire slipped away in the final version of the book?


Porcupine, page 222

Climb bonus is listed as +4, but since tiny creatures use Dex in place of Str for Vlimb and Swim, it should be +5 (1 rank, +1 Dex, +3 class).

_____________________________________________

Porcupine, Giant, page 222

1) It has Agile Maneuvers, but what's the purpose of a nerfing feat?

2) And in fact, CMB is listed as +3 when it should be +5.

3) Damage for the tail slap attack is listed as 2d6+3, but should be 2d6+4, since that is the Giant Porcupine's only natural attack.


Strife2002 wrote:

Pukwudgie - pg. 223

Should the ranged quill damage have the +2 Str mod added to it, as if it were a thrown weapon?? Sure it's fired from its body, but is that the same thing as throwing something? Do other creatures with body projectiles do this?

Skipping the question of body projectiles, if you think that the Pukwudgie manually detatatches a quill and throws it ("can fire", although not encuraging it, doesn't necessarily exclude such an interpretation), then the issue is gone.

Or (different version), it does add Str anyway because quills are fired through muscular power. A porcupine erects its quills by muscular contraction; if you think of this in a fantasy fashion (where the false common belief that porcupines can fire their quill to attack would be somehow true for Pukwudgies), it may make sense.


Rakshasa, Dandasuka, page 225

1) The Dandasuka has "7/day" listed for its 1st level spells, but a 2nd level Sorcerer with 15 Cha, as it is, only has 5/day.

2) Of the four "Outsider's varied nature" class skills, only one has been picked (Disguise).
Also, not that this is an error, but it's quite an odd choice to put 1 single rank to Climb (and not even pick it as a class skill) and subtract it from the maxing out of Perception (especially for a roguelike creature as the Dandasuka).


Rakshasa, Maharaja, page 226-227

Other than already reported issues...

1) Spells Known:
5th level spells: 3 are listed, but a 18th level Sorcerer should have 4.

2) Missing the fourth "Outsider's varied ature" class skill.

Dark Archive

Astral Wanderer wrote:


Porcupine, Giant, page 222

2) And in fact, CMB is listed as +3 when it should be +5.

How did you get +5?

I get
BAB + SizeMod + AbilityMod
2 + 0 + 1


Rakshasa, Marai, page 228

Of the four "Outsider's varied nature" class skills, only one has been picked (Disguise).


chopswil wrote:
Astral Wanderer wrote:


Porcupine, Giant, page 222

2) And in fact, CMB is listed as +3 when it should be +5.

How did you get +5?

I removed that crazy Agile Maneuvers feat.


Rakshasa, Raktavarna, page 229

Being a tiny creature, it should use Dex in place of Str for Climb and Swim.
Plus, of the four "Outsider's varied nature" class skills, only one has been picked (Disguise; the only eligible other is Climb, since Swim doesn't have ranks).


Rakshasa, Tataka, page 231

Of the four "Outsider's varied nature" class skills, only two have been picked (or maybe one or three, I don't remember right now, but surely not all four).


Ratfolk, page 231

Other than already reported issues...

1) Well, not such a great error, but the "Ratfolk Characters" section omits that their speed is 20 ft.

2) To say my two cents upon the skills' issue (assuming the Ratfolk does have its own set of Thieves' Tools) by making it simple:
First, Use Magic Device is listed as +11, but could be no more than +5 (1 rank, -1 Cha, +3 class, +2 racial).
Second, that Ratfolk has 9 skill points spent, but he only gets 8 (6 base, +2 Int; no bonus for favored class: based on what came out in the previous Bestiaries, only PC classes can be favorite classes).


Rusalka, page 232

Other than already reported issues...

The Beckoning Call special ability should indicate that it is a sonic effect.


Sabosan, page 233

Acrobatics is listed as +14, but should be +11 (7 ranks, +4 Dex). It's not a class skill.


Sagari, page 234

Well, this isn't an error (actually, it is more an omission on all other monsters), but I catch the opportunity to say the thing:

Flight is a universal monster rule; but a widely unused one. The Sagari has it listed. Of all the remaining flying monsters, only few (of which I don't remember any single one, in truth) have Flight listed in their stat block.
Actually, there are creatures with Fly as a constant spell-like ability, and in that case the flight is of "Sp" nature and doesn't fit in the Flight universal monster rule. Then, there are the winged ones, for whom Flight, while not listed, is clearly "Ex", and then all the other wingless-but-yet-flying creatures for whom Flight may be either of "Ex" or "Su" nature. It's certainly true that in many cases one could tell it himself, but in other cases, with Flight not mentioned in their stat block or description, we are left wondering if a given case does or doesn't work inside the party caster's Anti-Magic Field (to say).


Sargassum Fiend, page 235

Maybe it should be specified that the Mirage Aura is a scent effect (and perhaps creatures with the Scent ability take some penalty to the save?).

Grand Lodge

Astral Wanderer wrote:

Ratfolk, page 231

Other than already reported issues...

2) To say my two cents upon the skills' issue (assuming the Ratfolk does have its own set of Thieves' Tools) by making it simple:
First, Use Magic Device is listed as +11, but could be no more than +5 (1 rank, -1 Cha, +3 class, +2 racial).
Second, that Ratfolk has 9 skill points spent, but he only gets 8 (6 base, +2 Int; no bonus for favored class: based on what came out in the previous Bestiaries, only PC classes can be favorite classes).

This would be a lot better if I could remember where I saw this, but someone that matters (I believe it was Jason B) said that only prestige classes can't be chosen as favored classes. NPC classes are eligible (and practically all of the class-carrying humanoids from B1 didn't get their bonuses, NPC and PC alike).

Grand Lodge

Astral Wanderer wrote:

Sagari, page 234

Well, this isn't an error (actually, it is more an omission on all other monsters), but I catch the opportunity to say the thing:

Flight is a universal monster rule; but a widely unused one. The Sagari has it listed. Of all the remaining flying monsters, only few (of which I don't remember any single one, in truth) have Flight listed in their stat block.
Actually, there are creatures with Fly as a constant spell-like ability, and in that case the flight is of "Sp" nature and doesn't fit in the Flight universal monster rule. Then, there are the winged ones, for whom Flight, while not listed, is clearly "Ex", and then all the other wingless-but-yet-flying creatures for whom Flight may be either of "Ex" or "Su" nature. It's certainly true that in many cases one could tell it himself, but in other cases, with Flight not mentioned in their stat block or description, we are left wondering if a given case does or doesn't work inside the party caster's Anti-Magic Field (to say).

You're preaching to the choir, and I believe this issue was the very first thing I noticed when I began fine-tooth-combing over Pathfinder books. The only creature, I believe, with the flight ability from the first bestiary was the Ogre Mage. Way back when I asked James Jacobs on his "Ask him anything" thread, I asked, "How do I know if a creature's flight is extraordinary or supernatural? It matters in an antimagic field! Is the answer 'Look at the picture, does it have wings?'"

His paraphrased response was "Pretty much, yeah. In theory we really should mention such a thing, but space constraints" and blah blah blah. Awesome. That also leaves room for questions like "What about the bone devil (Bestiary 1) and red wyrm ravener (Bestiary 2), and any other creature whose wings are skeletal?"


Strife2002 wrote:

"How do I know if a creature's flight is extraordinary or supernatural? It matters in an antimagic field! Is the answer 'Look at the picture, does it have wings?'"

His paraphrased response was "Pretty much, yeah.

Well, I think we can deal with it (although I too would love the maximum possible precision). It's just that some monsters, while not winged, may still fly by fully nonmagical means. Flumphs, for example, fly by making air flow in a certain way through their body, and this is stated in the descriptive text, but who knows if there are other monster who would be supposed to fly winglessly but naturally for which nothing has been said.

(Yeah, I know we're being silly, since these things will maybe be relevant less often than once in a lifetime, but you know...)

That also leaves room for questions like "What about the bone devil (Bestiary 1) and red wyrm ravener (Bestiary 2), and any other creature whose wings are skeletal?"

For the Bone Devil it is said in the description that "Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger". It can fly "only" as long as its Fly constant spell-like ability isn't suppressed.

For the Ravener, I take it we'll have to assume that it has Flight (Su) with the same speed and maneuverability as a normal Dragon of its age category. Besides, if we look at realistic physics, a creature like a Dragon couldn't fly at all without the aid of some inherent magic, but we can suspend disbelief, since it could look real anyway. But to see that something flies with skeletal wings without magic, that would be too much.

Grand Lodge

Yeah I've stopped stressing about this issue (which for me is really saying something).

And I know what you mean about floating fliers. Everybody's favorite non-OGL cycloptic sphere with ocular dreadlocks, the beholder, was an extraordinary flier. The More You Know.


Sea Anemone, Giant, page 238

Special Attacks entry: swallow whole's hp are listed as 5, but should be 3.


Sea Bonze, page 239

Other than already reported issues...

1) Swim skill: the Swim bonus itself is listed as +44, but should be +43 (22 ranks, +10 Str, +3 class, +8 racial).
Plus, the Sea Bonze has a +4 racial bonus listed for Swim, but in truth, having a swim speed, it would be a +8 and that +8 from the swim speed is never listed under the racial bonuses. (And in addition, that unclear +4 would screw the Swim bonus even more, be it either added to the +8 or used in place of it.)

2) Melee entry: the slam's Strength bonus damage is listed as +15 (as per 1-1/2 Str, as if the Sea Bonze had only one natural attack), but should be +10 (normal Str bonus for having 2 slams).


JoelF847 wrote:
p. 240 Deep Sea Serpent - The Elusive special ability functions as both the nondetection and pass without trace spells, but it's an (Ex) ability. While I can see passing without trace being non-magical, I don't see how nondetection could be non-magical. Should this be a (Su) ability instead?

If there was no reference at all and I wanted to justify that Ex, I'd say that maybe the Deep Sea Serpent has such a tough hide that, except when doing certain movements it only makes in combat, it functions as a layer of lead or those other things that block the common alignment-detection effects.

But... there's the reference of the first Bestiary's Sea Serpent, where the exact same ability is Supernatural, so...

Side note: bite and tail slap damage are 6d10 and 6d8 (for a Gargantuan creature)... are they truly on purpose?
Just had to ask.


Shadow Mastiff, page 241

1) The bonus damage from Strength for bite and tail slap is respectively listed as +6 and +3, but with two natural weapons and 18 Str, they should be +4 and +2.

2) Bay special attack's DC is listed as 16, but should be 14 (10, +3 for half HD, +1 Cha). Unless it includes a (non-mentioned) +2 racial bonus (which personally I'd assign, because otherwise I'm unsure if the Shadow Mastiff really qualifies for CR 5).
Also, the text repeats two times that it is a mind-affecting fear effect; the second time it misses "sonic", while the first says it.

3) The Shadow Blend special ability says "a shadow mastiff disappears into the shadows, giving it concealment"; maybe it should be "a shadow mastiff disappears into the shadows, gaining concealment".


Shedu, page 243

Other than already reported issues...

Concentration bonus is listed as +18, but should be +16.


Shinigami, page 244

The Destroy Soul ability says that "The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell."
But it's unclear wether it means that the creature whose soul was destroyed comes back to physical life or if the soul is reformed but the creature is still physically dead.
In the first case, how could it be so direct, if the soul was destroyed?
Maybe it was meant to be "The soul destroyed in the process of using this ability can only be restored by means of a miracle or wish spell."

Also, this is a fluff matter, but (as discussed elsewhere) isn't the act of destroying a soul the worst act in the multiverse? Doesn't this place Shinigamis at the hatred-level of Daemons, despite them not being utterly evil?


Simurgh, page 245

Other than already reported issues...

The Glaring Ray lacks mention of being a touch attack, like all other rays.


Siyokoy, page 246

Other than already reported issues...

The Stunning Shock special ability misses mention of the save DC being Constitution-based.

Grand Lodge

Astral Wanderer wrote:

Shadow Mastiff, page 241

2) Bay special attack's DC is listed as 16, but should be 14 (10, +3 for half HD, +1 Cha). Unless it includes a (non-mentioned) +2 racial bonus (which personally I'd assign, because otherwise I'm unsure if the Shadow Mastiff really qualifies for CR 5).
Also, the text repeats two times that it is a mind-affecting fear effect; the second time it misses "sonic", while the first says it.

You're on to something here. The shadow mastiff was one of the critters that appeared in the Bonus Bestiary. The save DC for the bay ability was still DC 16, but the last sentence instead said:

"The save DC is Charisma-based and includes a +2 racial bonus."


Sleipnir, page 248

1) Has Flyby Attack, but not the required fly speed.

2) The Powerful Charge special attack says "hooves"; shouldn't it be "hoof"? Or does it mean that a charging Sleipnir can attack with all four hooves?
Also, it's quite unusual that a creature has Powerful Charge associated to a secondary natural attack, so should the hoof be considered primary, when charging?


Sphinx, page 250

First paragraph, sixth sentence: "the most commonly encountered are the ram-headed criosphinxes and the savage, falcon-headed criosphinxes"; that second "criosphinxes" should be "hieracosphinxes".


Sphinx, Hieracosphinx, page 253

The Shriek special ability says "Once a creature successfully saves against this effect, it is immune to the hieracosphinx's shriek for 24 hours."
But it's unclear if immunity is to the same Hieracosphinx's Shriek (as usual) or to all.


Spider, Giant Crab, page 254

JoelF847 wrote:

p. 254 Giant Crab Spider - SQ camoflage isn't described in the state block, isn't in the universal monster rules, and isn't listed in the ability index (appendix 12).

Is it supposed to work like the ranger class ability?

And if it is, is the Spider's favored terrain warm or temperate forests (as per its Environment entry)?

Plus, a series of issues about skills' racial modifiers:

1) Climb is listed as +24; math suggests that the listed racial +16 to Climb stacks with the normal +8 for just having a climb speed, but since racial bonuses do not stack, only the +16 should be used, making the total for Climb +16.

2) Stealth racial bonus is listed as "+4 (+15 when stationary)":
2A) Usually, when a skill racial bonus includes an increase under certain conditions, the listed increase (in the Racial Modifiers subentry) overrides the normal racial bonus, not stack with it; yet, the Stealth bonus is listed as "+10 (+25 when stationary)". It should be "+10 (+21 when stationary)".
2B) Skill racial bonuses greater than +2 are usually a multiple of 4, so maybe that was supposed to be a "+16 when stationary".
2C) Does stationary mean that the Spider must remain completely motionless or that it mustn't make move actions (the former being more logic, I'd say)?

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Spider, Ogre, page 254

Same issue as #1 above, except different total values, obviously.


Spider Eater, page 255

Other than already reported issues...

Minor typo: Implant special ability's text begins with "A spider eaters grows its eggs..."


chopswil wrote:

Sprite p. 256

Skill:
Escape Artist: Computed: 8 Stat Block: 15

Skills Ranks: 4 = 0 class skills +4 race skills
Total Ranks Used 4

Escape Artist +8 = +2 ranks, +3 Dex, +3 class skill
Fly +17 = +0 ranks, +3 Dex +6 Diminutive +8 perfect
Perception +6 = +1 ranks, +0 Wis +3 class skill +2 Alertness
Sense Motive +2 = +0 ranks, +0 Wis +2 Alertness
Stealth +19 = +1 ranks, +3 Dex +3 class skill +12 Diminutive

Can't have more than 1 rank per skill, so Escape Artist should be +7.

That other rank would go to Fly, making it +21 as in the book (1 rank, +3 Dex, +3 class, +8 maneuverability, +6 size).

Other than that, the bow's damage is missing the critical multiplier "/x3".


Stymphalidies, page 257

The Wing Razors special ability says that the razor-plumes deal 2d6 points of damage (and by the way, although obvious, maybe it should be specified as slashing damage), with no mention of adding the Str bonus; but in the Ranged entry their damage is 1d6+6...
Which is correct, 1d6 or 2d6? And with or without Str?
(Personally, I'd go with the 1d6+Str.)


Tanuki, page 259

In the Melee entry, the slam attack has been listed as a secondary attack after the quarterstaff, but since the Tanuki already uses the quarterstaff as a double weapon, that slam should be listed as "or slam +7 (1d6+3)".

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