
vip00 |
5 people marked this as FAQ candidate. |

After much discussion in another thread, here is something that I hope will be useful to both the community and the developers.
Here is a spreadsheet that I have compiled of all the errata I could find. *NOTE* This list does not include formatting errata, as I was interested in errata for the site when I was compiling it and we do our own formatting.
This includes ones that our editing staff over at d20pfsrd has found and ones posted on these boards (A big thank you to everyone for posting!). I have attempted to confirm each one of them and filtered out ones that I could not reproduce or could find explanations for.
I implore everyone who has an interest in this to please look through these and post new ones that are not present here. I will be checking back frequently to attempt to integrate as many as I can into this spreadsheet.

vip00 |

One comment about dragon spells. They cast spells as a sorcerer of a given level. The spells that changed could have been switched out at an appropriate level of spellcaster (e.g. 4th), thus causing the changes in the dragon spell lists.
I guess I agree with the reasoning. There's no rule that says that all of an older dragon's spells have to correspond to a lower level dragon's. It has been convention to do so in the past, however!

vip00 |

Another Crystal dragon bit: The text says they gain tremorsense at Juvenile, but the chart and stat block show it gaining this at Young. I suspect Young is correct, otherwise that is sort of a dead level for it.
Added to the spreadsheet. This note was already on the site but I must have overlooked it when compiling the spreadsheet. Thank you for your suggestion.

jreyst |

Ice Titan |

One thing we discovered last night is that Hydrodaemons have a constant water walking effect, and a swim speed.
Water walking, if cast underwater, rises you at a rate of 60ft per round until you're on the surface of the water.
As a constant effect, they cannot suppress it and can never use their swim speed.

vip00 |

One thing we discovered last night is that Hydrodaemons have a constant water walking effect, and a swim speed.
Water walking, if cast underwater, rises you at a rate of 60ft per round until you're on the surface of the water.
As a constant effect, they cannot suppress it and can never use their swim speed.
From what I understand, constant spell-like abilities still function like a spell (except that their duration becomes infinity). Therefore, if the spell is dismissable (which water walk is), the spell-like ability can be dismissed as well. At that point, it is a swift action for the creature to reactivate it as stated in the spell-like abilities description

vip00 |

In the entry for the Magma dragon, they have a burrow speed at Young but not any other mention of it in the other entries. Should it have it all the time or not at all?
He should not have it at all. It is not mentioned in the base stats and is not in the special abilities received, so it is an error in the stat block. Added to errata and corrected on our end.

vip00 |

Under Crystal Dragon the alignment is listed as LN. Under the advanced ages of young and up it is CG. It is likely chaotic good given the fluff.
All of the other Elemental dragons from B2 are neutral, so it is likely LN by our guess. There is a note on our end, I will double check to make sure it's in the spreadsheet.

Seeker of skybreak |

Seeker of skybreak wrote:Under Crystal Dragon the alignment is listed as LN. Under the advanced ages of young and up it is CG. It is likely chaotic good given the fluff.All of the other Elemental dragons from B2 are neutral, so it is likely LN by our guess. There is a note on our end, I will double check to make sure it's in the spreadsheet.
The Umbral Dragon is chaotic evil. LN, N, and CN are taken by the 3 other dragons. The description says they are good. CG seems logical to me. Just my 2cp.

vip00 |

The Umbral Dragon is chaotic evil. LN, N, and CN are taken by the 3 other dragons. The description says they are good. CG seems logical to me. Just my 2cp.
I mentioned the elemental dragons... the umbral dragon is associated with the negative energy plane, which is not an elemental plane.
This breakdown needs to be done by looking at the plane that the dragon is associated with. The elemental planes are all neutral aligned, the positive energy plane is good aligned, and the negative energy plane is evil aligned.
You will notice that the elementals in the B2 are all "borderline" between elemental planes. Mud spans earth and water, magma spans earth and fire, lightning spans air and fire, and ice spans air and water. The 4 elemental dragons are presented in the same way, Brine representing earth and water, Magma representing earth and fire, Crystal representing air and fire, and Cloud representing air and water.
All of the new dragons are listed as extraplanar, so unless you can make an argument for the crystal dragon being from a good-aligned plane, this reasoning seems most logical to me.

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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.

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A couple of corrections to your table:
You have the Axiomite increasing its CMD to 29 and claim that part of the equation uses a +3 from Dex. This creature actually has a +4 to Dex, so it would be 30 for its CMD.
Lastly, the Denizen of Leng's correction regarding its skill points is false. I see you were going by what chopswil reported on a different thread, and on that same thread I recently showed the error of his math. Here's a paste of it:
100 skill points
Bluff +22 = 10(ranks) + 5(Cha) + 4(feat) + 3(class skill)
Diplomacy +7 = 0(ranks) + 5(Cha) + 2(feat)
Disable Device +14 = 10(ranks) + 4(Dex)
Disguise +12 = 5(ranks) + 5(Cha) + 2(feat)
Intimidate +12 = 5(ranks) + 5(Cha) + 2(feat)
Knowledge (any one) +17 = 10(ranks) + 4(Int) + 3(class skill)
Perception +16 = 10(ranks) + 3(Wis) + 3(class skill)
Profession (sailor) +8 = 5(ranks) + 3(Wis)
Sense Motive +16 = 10(ranks) + 3(Wis) + 3(class skill)
Sleight of Hand +17 = 10(ranks) + 4(Dex) + 3(class skill)
Spellcraft +12 = 5(ranks) + 4(Int) + 3(class skill)
Stealth +17 = 10(ranks) + 4(Dex) + 3(class skill)
Use Magic Device +18 = 10(ranks) + 5(Cha) + 3(class skill)
You use all points this way too. So not an error.
Also just a side note, but if one were to choose Knowledge (planes) as the Knowledge (any one) skill, you could pick a new skill to be a class skill since that's an automatic class skill for all outsiders.

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Your correction about the ogrekin's skill points is wrong. While it is indeed wrong in the stat block, you're forgetting to add the extra skill point per level for the base creature being a human. It actually comes out to:
2 ranks + 5 Str + 3 class skill = Climb +10
2 ranks + 5 Str + 3 class skill = Swim +10

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Your correction about the Scylla's fly skill is wrong on two accounts.
First, you forgot to apply the size penalty for it being a Huge creature.
Second, creatures with a constant fly spell like ability don't handle the Fly skill the same way as "natural" flyers do. Proof of this is in the break down of the Nightwave's Fly skill. Because it uses the fly spell, it uses that spell to determine bonuses. For one, they don't get a maneuverability bonus. Two, they instead get a bonus equal to half the caster level of the caster.
It should be:
20 (ranks) - 4 (size) + 11 (Dex) + 8 (1/2 CL) + 3 (class skill) = 38
So same result, but the equation is different.
Also we're fortunate here because aberrations get Fly as a class skill, but what's uncertain is if creatures that use a constant fly spell like ability are eligible to receive Fly as a class skill. I plan on looking into this further.

GM Nitemare |

urdefhan
Melee rhoka sword +8 (1d8+6/18–20)...
I cannot find any reason for the damage bonus to be listed as +6 on the Rhoka sword as this is an exotic one handed melee weapon, should be 1d8+4. Is this an error, STR is 19, I don't see how the dmg bonus is +6. Anyone disagree with me?

GM Nitemare |

GM Nitemare wrote:Since it isn't using a shield, it likely will place its free hand on the sword. This allows it to apply 1.5x it's strength modifier to damageDoes anyone know, is this a publishing error or am I missing something on the damage bonus?
Thanks in advance.
Rhoka sword is a one handed melee weapon, so that's not an option.

GM Nitemare |

Drakir2010 wrote:Rhoka sword is a one handed melee weapon, so that's not an option.GM Nitemare wrote:Since it isn't using a shield, it likely will place its free hand on the sword. This allows it to apply 1.5x it's strength modifier to damageDoes anyone know, is this a publishing error or am I missing something on the damage bonus?
Thanks in advance.
I just checked the rules and OMG, you are right. I had no idea you can wield a one handed weapon two handed, and thus garnering 1.5xstr to dmg.
Thanks for that Drakir.
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Hello! I'm not sure what your copy says, but my first printing Bestiary 2 (with updates to match the second printing) has the gar's attack bonus at +3.
Also the more commonly used Bestiary 2 errata thread is here :)