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Michael Hendrick's page
Goblin Squad Member. RPG Superstar 8 Season Star Voter. Organized Play Member. 23 posts (2,772 including aliases). No reviews. No lists. 1 wishlist. 1 Organized Play character. 1 alias.
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bah, nevermind, I was looking at UE not Core Rulebook. "None" it is.
I did, it's omitted for a weapon or armor. I'd love to maintain appearances and leave out "slot" all together, but I'm worried that'd be an immediate DQ because I'm breaking template
Question, what on earth do we do with that slot space? Since round 1 isn't for a wondrous item this time around, the only thing that would technically take up a slot is armors and shields. In the core rulebook the slot entry was omitted for weapons.
Do we simply put "weapon", "staff", "ammunition", etc?

Drakir2010 wrote: chopswil wrote: Dryad p. 116, unused skill points
skill points = 48
used = 42
Climb +9 = +6 ranks, +0 Str, +3 class skill
Craft (sculpture) +8 = +0 ranks, +2 Int, +6 extra mods
Escape Artist +15 = +6 ranks, +4 Dex, +3 class skill, +2 extra mods
Handle Animal +10 = +6 ranks, +4 Cha
Knowledge (nature) +11 = +6 ranks, +2 Int, +3 class skill
Perception +11 = +6 ranks, +2 Wis, +3 class skill
Stealth +15 = +6 ranks, +4 Dex, +3 class skill, +2 extra mods
Survival +8 = +6 ranks, +2 Wis
I agree.
Additionally, Craft (sculpture) in PRD is +11, which cannot be as adding a single rank to this class skill will make it +12. I'm a little confused over both of you guy's math, specifically why you lowered Craft (sculpture) to +8 when it says +11. My math actually came out OK and I'll show you how:
Craft (sculpture) +11 = 6 ranks + 2 Int + 3 class skill
You don't actually add in the +6 racial bonus because that's specifically for wooden objects. If anything, the actual entry should be changed as follows:
Craft (sculpture) +11 (+17 when working with wood)
chopswil wrote: Xill p.283, skill points issue
used more points than available
skill points = 72
used = 74
Acrobatics +16 = +11 ranks, +4 Dex, +3 class skill, -2 Armor Check Penalty
Bluff +12 = +9 ranks, +0 Cha, +3 class skill
Intimidate +12 = +9 ranks, +0 Cha, +3 class skill
Knowledge (arcana) +14 = +9 ranks, +2 Int, +3 class skill
Knowledge (planes) +14 = +9 ranks, +2 Int, +3 class skill
Perception +13 = +9 ranks, +1 Wis, +3 class skill
Sense Motive +13 = +9 ranks, +1 Wis, +3 class skill
Stealth +14 = +9 ranks, +4 Dex, +3 class skill, -2 Armor Check Penalty
Specifically the problem lies in the Acrobatics skill. With 11 ranks, this result is impossible since the creature's only got 9 HD. Either this creature originally was meant to have more Hit Dice or it was supposed to have gotten the Acrobatic feat. In any case, it should probably be just Acrobatics +14.
chopswil wrote: Tarrasque p.262, inconsistent verbiage
one of the two statements has an incorrect bonus for jumping
Skills Acrobatics +3 (+43 when jumping),
Rush (Ex) Once per minute for 1 round, the tarrasque can
move at a speed of 150 feet. This increases its Acrobatics
bonus on checks made to jump to +87.
This one can be explained away using that jump rule in acrobatics.
Acrobatics +3 (+43 when jumping)
The tarrasque has the special quality Powerful Leaper which says a tarrasque uses its Strength modifier for Acrobatics checks involving jumping. The ability also says a tarrasque has a +24 racial bonus on Acrobatics checks made to jump.
+43 = 15 (Str mod) + 24 (racial mod) + 4 (speed 40 feet)
That Rush special ability lets him increase it to +87 ONLY when it's activated.
Skeld wrote: I didn't see it anywhere in the thread, but I noticed the Oread on page 205 has a speed of 20 feet and wondered if it should be 30. The "Oread as a character" doesn't mentioned anything about a base speed reduction. Also, the Oread Fighter in the statblock is wearing leather armor and carrying ~25 lb of gear, so it doesn't look like an encumbrance or armor issue.
-Skeld
That's probably an error, but this is a thread for the Bestiary and the Oread is in Bestiary 2.
chopswil wrote: Lion, Dire p.193, skill point issues
Acrobatics is supposed to be +11, but if I add1 rank then it is also a class skill so +4 for a total of +14 and then there would still be 1 point left.
skill points = 8
used = 6
Acrobatics +10 = +0 ranks, +2 Dex, +8 extra mods
Perception +11 = +4 ranks, +1 Wis, +3 class skill, +3 extra mods
Stealth +7 = +2 ranks, +2 Dex, +3 class skill
Same issue with this one as the one above, my math comes out ok:
Skill points: 8
Acrobatics +11 = 2 ranks + 4 racial mod + 2 Dex + 3 class skill
Perception +11 = 4 ranks + 3 feat + 1 Wis + 3 class skill
Stealth +7 = 2 ranks + 4 racial mod + 2 Dex + 3 class skill - 4 size
chopswil wrote: Lion p.193, unused skill point
everything adds up, 1 point left
skill points = 5
used = 4
Acrobatics +11 = +0 ranks, +3 Dex, +8 extra mods
Perception +9 = +2 ranks, +1 Wis, +3 class skill, +3 extra mods
Stealth +8 = +2 ranks, +3 Dex, +3 class skill
I'm a little confused on your math here, I managed to have it come out ok.
Skill points = 5
Acrobatics +11 = 1 rank + 4 racial mod + 3 Dex + 3 class skill
Perception +9 = 2 ranks + 3 feat + 1 Wis + 3 class skill
Stealth +8 = 2 ranks + 4 racial mod + 3 Dex + 3 class skill - 4 size
chopswil wrote: Leech Swarm p.187, Stealth skill points off
SB says +1
forgot size mod or typo, dropped the "6"
skill points = 0 vermin
Stealth +16 = +0 ranks, +4 Dex, +12 Diminutive
Swim +12 = +0 ranks, 4 Dex, +8 extra mods
This one's weird for me. At first I thought the +12 for being Diminutive was wrong because I thought since swarms take up a 10x10 square like a Large creature, they maybe get treated like a Large creature and have a -4 to Stealth instead, but the AC bonus is for a Diminutive creature, so we're back to where we started :-\
You're very welcome!
Also I have a possible theory as to why the Bestiary's monsters keep leaving out their Dodge feat bonus from their CMDs. We've heard time and time again from the developers that not all of the last minute changes to the core rules made it into the Bestiary. Remember what the Dodge feat did in 3.5? You had to select a target to have the bonus applied against. Since that's situational, I have a feeling it was left out because of that.

chopswil wrote: Drakir2010 wrote: chopswil wrote: Dinosaur, Deinonychus p. 84 Acrobatics skill point issue
Acrobatics +14 = +0 ranks, +2 Dex, +4 run + 8 racial mod
Perception +14 = +2 ranks, +1 Wis, +3 class skill, +8 extra mods
Stealth +15 = +2 ranks, +2 Dex, +3 class skill, +8 extra mods
SB says Acrobatics +10, you forgot run feat mod
I disagree.
The bonus to acrobatics from the Run feat is highly situational. Specifically
PRD wrote: If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. This shouldn't be listed in the general stat block. ok, I'll buy that but then the +22 jump mod seems questionable
Acrobatics +10 (+22 jump) Wow this thread is old so I hope chopswil sees this. Anyway, the Acrobatics skill states:
"Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet."
This creature has a base speed of 60 feet.
60-30=30
30/10=3
3 x 4=12
10+12=22
Looks fine to me!
Also I realize this is probably a lesser known rule about the Acrobatics skill, so I just know there are some dwarf, gnome, and halfling PCs out there who've been jumping paragons of their race ;).
so what would drench do to, say, a fire elemental?
One interesting thing to note is that the Giant Whiptail Scorpion in Bestiary 2 has an incorrect XP value for its CR, which has been mentioned before, I know. What's interesting is that this creature is actually listed in the variant Giant Centipede table in the first Bestiary, where it's listed with a CR of 2. So the question is, what's wrong? the CR or the XP?
An interesting note about your correction regarding the Giant Whiptail Centipede. It's true that its exp value is wrong for a creature of its listed CR. However, this creature was MENTIONED in the variant chart for the Giant Centipede in the first Bestiary, where it was listed as CR 2
Also I'm sure you're well aware of this post's existence but I just noticed that not everything on it was listed in your document so I thought I'd just plug a link to it anyway:
Go here
Several here:
1) Azata, Brijidine (p. 37): Missing the Chaotic and Good subtypes that all Azata have.
2) Dhampir (p. 89): Doesn't take its armor check penalty into account for skills. Thus, Ride should go from +7 to +5.
3) Fetchling (p. 123): a)Has a first level of rogue, so should receive full hp for first Hit Dice. Change to "10 (1d8+2)". b) Incorrect value for stealth skill. Has it listed as +8 but when you do the math it adds up as follows:
1(rank)+3(class skill)+2(racial mod)+3(Dex 17)-2(armor)= +7
(also a minor error where in the Fetchling Characters section under the ability score adjustments description it has the word easily appear twice in the sentence. Just some bad grammar).
4) Grippli (p. 149): This creature is missing its favored class bonus.
chopswil wrote: Grippli p. 149, minor typo- comma in wrong spot
in Skills "Stealth +11, (+15 in forests or marshes)
Survival +7"
it should be "Stealth +11 (+15 in forests or marshes),
Survival +7"
with the comma after the mod
Also note that this creature seems to be missing its favored class bonus skill point or hp.
Fetchling, pg. 123
1) Incorrect hp. The fetchling in the stat block has a level of rogue, and therefore should have full hp for their first Hit Dice. Change to "10 (1d8+2)"
2) Incorrect value for Stealth skill. Currently says +8 but when you add it up, the following results:
1(rank) + 3(class skill) + 2(racial mod) + 3(Dex 17) - 2(armor) = +7
3) Poor grammar in ability score adjustment line for Fletching Characters section. Has the word easily appear twice in a sentence. (minor, I know)
Dhampir p. 89 incorrect Ride skill
SB says +7 but should be +5 once you factor in the armor check penalty of their chain shirt.
chopswil wrote: Azata, Brijidine p. 37 incorrect SLA DC
wall of stone = 10 + 6(Cha) + 5 (sor/wiz level) = 21
SB says 22
fire storm = 10 + 6(Cha) + 8 (cleric level) = 24
SB says 23
Also it seems this creature is missing the Chaotic and Good subtypes that Azata have.
Going through right now actually. Only on page 40 so far but I discovered that the Brijidine Azata seems to be missing the Chaotic and Good subtypes (they are azata, they should get those).
Hairy Dude wrote:
p. 6, Vampire: level 8 sorcerer, Int 14, 32 ranks + 8 from favoured class levels. Here's my attempt at breaking down the skill bonuses. As I understand it, a creature only gets class skills from its type if it has racial HD, so the starred skills below are cross-class.
- Bluff +27 (+8 ranks, +3 trained, +8 Cha, +8 racial)
- Knowledge (arcana) +13 (+8 ranks, +3 trained, +2 Int)
- Knowledge (religion) +10 (+5 ranks, +3 trained, +2 Int)
- Perception* +21 (+8 ranks, +3 Wis, +2 Alertness, +8 racial)
- Sense Motive* +13 (+3 Wis, +2 Alertness, +8 racial)
- Spellcraft +13 (+8 ranks,
... Without going into any of the math, I want to point out you're leaving out the fact that the base creature is a Human, and thus gets a bonus skill point each level. This is probably what your "favored class bonuses" should be, since all the class-based creatures in the Bestiary have their favored class bonuses mysteriously left out.
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