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Thanks, I do have the T20 rulebook. I actually pulled it out of the basement today and blew a layer of dust off of it. ;)

Maybe that's the route I'll go. My players do like the Pathfinder rules, which is why I was thinking of Starfinder. They may not notice much of a difference between the d20 rulesets because the setting is different.

I'll definitely check out your tables as part of my setup.

Cheers,

Ovka


I ask this question with only a basic idea of Starfinder and a solid grounding in the Traveller OTU. Would it be possible to port The Traveller OTU over for use with the Starfinder rules (e.g. substituting psionics for magic, the various Traveller races for Starfinder's fantasy races, etc.)? Would that involve too much work?

I ask because I like the Pathfinder rules for my fantasy game, and dislike the 5th edition Traveller (T5) rules. I am trying to warm up to the Mongoose Traveller rules, but if Starfinder is similar enough to Pathfinder, that will help my players to transition from one to the other.

Cheers,

Ovka


Correct. 1d6+1 damage would be half strength.


The Multiweapon Mastery description says that the creature never takes penalties on attack rolls. It doesn't mention damage rolls. Should a Xill wielding two short swords have +13/+8 (1d6+3/19-20) with the first and +13 (1d6+1/19-20) with the second?


The Giant Vulture is missing its 5 bonus hp from the Toughness feat.


Strife2002 wrote:
Sir George Anonymous wrote:
When building the Cave Giant from the ground up, it does not qualify for any feats to go along with its first hit die.

This was explained by either James Jacobs or SKR at an earlier time (and sorry, I don't have the reference link), but for creatures with racial HD (ie: most creatures), their "base form" is what's presented in the stat block. In other words, they aren't constructed 1 HD at a time, they have all their HD right out of the gate, and select their feats and other features based on their total HD.

EDIT: And that's only for their racial HD. If the stat block also presents them with one or more levels in a class, those are added after the fact and their feats and whatnot are selected incrementally for those levels.

Thanks for that. I know that wasn't the case in 3.5e.


When building the Cave Giant from the ground up, it does not qualify for any feats to go along with its first hit die.


The Archelon (Megafauna) does not qualify for the Lunge feat.


Astral Wanderer wrote:

Herd Animal, Antelope, page 147

Other than already reported issues...

It might be worth noting in the stat block, that it has Acrobatics +3 (+15 when jumping).

_____________________________________________

Herd Animal, Elk, page 147

It might be worth noting in the stat block, that it has Acrobatics +3 (+11 when jumping).

I believe that should be Acrobatics +3/+19 when jumping for the Antelope and +3/+15 when jumping for the Elk. +4 pts for each additional 10 ft of speed (+12 for the antelope and +8 for the elk) and an additional +4 pts for the Run feat. Of course, this assumes the animal is making a running jump ...


The Ecorche (p. 109) Seize Skin ability should have DC 26 instead of DC 25 (10 + HD/2 + DEXMOD = 10 + 22/2 + 5 = 26)


It seems that several of the traits listed in Ultimate Campaign (most coming from APG) are not listed anywhere in the background generator. Going strictly with traits granted access by the background generator, it is not possible to take the following traits:

Anatomist (Combat)
Armor Expert (Combat)
Deft Dodger (Combat)
Fencer (Combat)
Caretaker (Faith)
History of Heresy (Faith)
*Air-Touched (Magic)
Classically Trained (Magic)
Bully (Social)
Warrior of Old (Race/Elf)
*Almost Human (Race/Half-Orc)
Freedom Fighter (Race/Halfling)
Scholar of Ruins (Race/Human)

There are also some story feats that aren't in the background generator, though those appear to be tied to various rules sub-systems later in the book.

Have I missed something? Is there some errata that I haven't found? It seems to me that it wouldn't be too difficult to fit these into various parts of the background generator, especially the two that are new to Ultimate Campaign (marked with an asterisk).

Cheers,

Sir George Anonymous


1 person marked this as FAQ candidate.

Dimetrodon animal companions appear to have incorrect stats. Dimetrodons appear on page 78, and dimetrodon animal companions are on pages 311-312.

Their bite attack is listed as 1d8, 2d8 after increasing from size Medium to Large. Normal dimetrodons are size Large and bite for 1d8 points of damage. I believe animal companion dimetrodons should start with 1d6 and increase to 1d8 at size Large.

Also, they are listed as having a +2 Natural Armor bonus which increases by +1 when they become size Large. Typically, a creature increasing from size Medium to size Large gains a +2 bonus to Natural Armor. I think animal companion dimetrodons should start with +1 Natural Armor bonus which increases by +2 at size Large.


The Deathtrap Ooze should have blindsight (plus a distance) listed under Senses.


Other errors for the Great Cyclops:

-Speed should be 50 ft (35 ft in armor)

-According to the rock throwing ability, creatures gain a +1 racial bonus on attack rolls; this produces an attack roll of +12 instead of +11

-Doesn't qualify for the Staggering Critical feat


Strife2002 wrote:

Great Cyclops - pg. 61

Not technically an error, since powerful charge doesn't have an exact formula to go by when calculating how much damage it deals, but every monster in the first bestiary with this ability, however, totals it the same way: double damage dice + x2 Str mod. If the Great Cyclops followed this rule, his powerful charge would be 2d8+26

Some creatures have 2 x Str Mod, and others have 1 1/2 x STR Mod. However, +24 doesn't match either.


Gorbacz wrote:
chopswil wrote:

Cyclops, Great p. 61

secondary gore attack bonus incorrect. since primary is +23 a secondary is -5 which would be +18 not +17 as the SB says

Gore is a primary attack, slams are primary attacks, statblock is correct.

Actually, you are both correct. Gore is typically a primary attack, and the second part of the melee attack entry indicates that.

What chopswil is pointing out is that when attacking with both the mwk greatclub and the gore attack, the statblock indicates that gore is a secondary attack. As a secondary attack, the attack modifier should be +18 instead of the +17 that is in the statblock.


chopswil wrote:

Ceratioidi p. 50

if i add 1 rank then i also get +3 due to class skill
Skill:Swim: Computed: 11 Stat Block: 10

Skill Points Unused : 4
Skills Ranks: 24 = 0 class skills +24 race skills
Total Ranks Used 20

Bluff +5 = +4 ranks, +1 Cha
Intimidate +8 = +4 ranks, +1 Cha, +3 class skill
Perception +9 = +4 ranks, +2 Wis, +3 class skill
Sense Motive +6 = +4 ranks, +2 Wis
Stealth +7 = +4 ranks, +0 Dex, +3 class skill
Swim +11 = +0 ranks, +3 Str, +8 extra mods

As with the Cecaelia , I think the issue here is that the 4 ranks go into Swim, and the +8 for having a swim speed was not applied in the stat block. Swim should be +18.


chopswil wrote:

Cecaelia p. 49

Skills Ranks: 18 = 0 class skills +18 race skills
Total Ranks Used 12
Skill Points Unused : 6

Stealth +13 = +6 ranks, +4 Dex, +3 class skill
Survival +10 = +6 ranks, +1 Wis, +3 class skill
Swim +11 = +0 ranks, +3 Str, +8 extra mods

I think the issue here is that the 6 ranks go into Swim, and the +8 for having a swim speed was not applied in the stat block. Swim should be +20.


Skills are incorrect for the brain ooze. An intelligent ooze should have 2 + INT mod skill ranks per HD which for the brain ooze is (2 + 2) * 10 = 40 total ranks available.

Bluff +10 = +4 Cha + 6 Ranks
Diplomacy +5 = +4 Cha + 1 Rank
Fly +23 = +4 Dex + 8 Ranks + 4 Size + 3 Class Skill + 4 Good Maneuverability
Perception +11 = +1 Wis + 10 Ranks
Sense Motive +11 = +1 Wis + 10 Ranks
Stealth +15 = +4 Dex + 3 Ranks + 8 Size

This is 38 total ranks spent.


The Baykok does not qualify for the Shot on the Run feat.


I believe the Berbalang's spirit form flat-footed AC should be 14 instead of the 10 indicated in the description of the Projection ability (+4 Deflection).


The Giant Ant Lion's Sand Trap ability lists three different DC's. I can accept DC 15 Perception and DC 20 Climb at face value. However, the Reflex DC 14 to avoid getting caught in the trap appears like it should have some ability as it's base. 10 + HD/2 = 14. The Giant Ant Lion has Dexterity, Wisdom, and Charisma of 10-11, any of which could serve as this basis. Or perhaps, since Craft (Traps) is based off of Intelligence, there is no ability score bonus related to the Sand Trap ability (or use Intelligence in the case of a Giant Ant Lion that is somehow awakened and gains an Intelligence score).


Should the adherer have +19 to grapple combat maneuvers (+7 CMB, +4 for Grab, +8 Racial for the adhesive ability)? It appears that either the +4 for Grab was left off, or the designers assumed that these two bonuses stack (though I don't believe Racial bonuses stack).

Also, the description of the adherer seems to indicate that the creature should be an outsider, though the stat block lists it as a monstrous humanoid. In 3.5e I believe adherers were aberrations.


Strife2002 wrote:
I just spent some time trudging through the boards looking at similar threads about this issue. 3d6, to me, seems like a ton of bleed damage (or at least makes this feat chain too much of a "must have" for damage-starved monks). Because of the last sentence of Boar Style, where it says "When you do, you deal 2d6 bleed damage with the attack", I'm going to interpret that bolded part as meaning it happens immediately, which is different from normal bleed damage that waits until the creature's turn. Therefore, I'm going to house rule that the 2d6 is more like rend damage, however I'm going to make a note that creatures that are normally immune to bleed effects are immune to this extra damage, as well.

Your interpretation does seem more balanced. I wish we had something more on what the designer's intended here.

Cheers,

Sir George Anonymous


Cheapy wrote:

The Boar style as a whole is a tad wonky. The first feat in the chain gives 2d6 bleed.

The second feat lets you intimidate as a free action when you tear flesh.

The third feat lets you intimidate as a move action normally, and does 1d6 bleed damage.

Boar Style's table text doesn't mention and bleed damage, just the changing damage types. Perhaps Boar Style is meant to give +2d6 damage, not 2d6 bleed damage.

The "tear flesh" reference in Boar Ferocity and Boar Shred feats is flavor text for dealing bleed damage using Boar Style. The intimidate check in Boar Shred doesn't require a hit, it is a separate action.

Boar Shred is missing a "Normal:" entry describing intimidate checks to demoralize as taking a standard action.

In the absense of errata or an FAQ entry, I am house ruling that Boar Style gives 2d6 bleed damage and Boar Shred increases this to 3d6. Eliminating the bleed damage from Boar Style and changing Boar Shred to 1d6 would also make sense, but it changes the meaning of tear flesh to just "hit twice in the same round with an unarmed strike."


The Order of the Warrior has the ability way of the samurai. It's use costs one use of the samurai's resolve ability. The first sentence under Samurai Orders states that the orders can be chosen by cavaliers as well. Cavaliers do not have the resolve ability, they instead have the tactician ability.

Should a Cavalier be able to take the Order of the Warrior? If so, should they be allowed the Way of the Samurai ability? If so, should it cost one use of their Tactician ability?


The spell lists for Inquisitor (L4) and Sorcerer/Wizard (L6) both have the desctiption for the Battlemend Link spell as "You and an ally gain attack and AC bonuses." I don't see any mention of AC bonuses, but if both characters cast spells, there is a DC bonus.


Vermin Shape I and Vermin Shape II - should they include (D) in the duration for dismissable?


The ghostly disguise spell dies not have any Saving Throw or Spell Resistance information. By reading the text of the spell, I think it should read "Will disbelief (if interacted with)," or at least "See text."


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


It looks like the Donkey Rat (p. 117) was given bonuses to attack, CMB, and skills as if it were Tiny instead of Small. By my calculations, it should be:

Melee Bite -1 (1d3-2)
CMB -3
CMD 10 (14 vs trip)
Stealth +11
Swim +6


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.


Arbiters also have no legs.


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


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?


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?


Update: I found said rule in the 3.5 SRD, but all I see in PF is a statement that a creature must have INT >=3 if it has a language, not that it must have a language if it has INT >= 3.


Astral Wanderer wrote:

Mohrg, page 208

The stat block is missing the "Languages" entry.
Is this purposeful, and thus the Mohrg doesn't understand nor speak any language, or was it a lapse indeed?

Shadows and Greater Shadows also have this "defect." I seem to remember seeing a rule that said creatures with INT >= 3 speak (or can at least understand) at least 1 language. I am not finding that now, so it's possible that was the rule in 3.5e.


The Mohrg's Perception is incorrect in the PRD. It PRD shows +20 under senses and +23 under skills. My calculations (and the errata) indicate that the +23 is correct.

14 Ranks + 6 Skill Focus (>= 10 ranks) + 3 Class Skill


The following abilities which appear in Undead Anatomy II are missing from Undead Anatomy III and Undead Anatomy IV:

Freeze, Mimicry, Shadowless, Sound Mimicry

The following abilities which appear in Undead Anatomy III are missing from Undead Anatomy IV:

All-Around Vision, Disease, Fear Aura, Natural Cunning, Overwhelming, Unnatural Aura


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


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


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


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


Sirens should probably have an additional language.


1 person marked this as FAQ candidate.

Should the quickwood have a space of 15 feet?


Locathah should probably have an additional language.


Should the hippogriff have CMD 19 (23 vs trip)? It doesn't seem to be getting a trip bonus for having 4 legs.

Cheers,

Sir George Anonymous


I believe the Fly, Giant (p.124) should have CMD 15 (23 vs. trip) instead of 21 vs trip.

Cheers,

Sir George Anonymous


Another issue I see with the Tylosaurus is that it is a Gargantuan creature but has Space and Reach of 15 ft.

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