chopswil |
Matrena Goldthorpe p. 37
AC incorrect missing dodge bonus +1, flatfooted ac: same thing
CMD incorrect =CMD = 10 + BAB + StrModUsed + DexMod + DodgeBonus
20 = 10 + 4 +2 +3 +1
SB says 19 , missing dodge?
missing darkvision under Senses, dwarf
it has mwk longsword under melee( and stat add up for this) but gear has normal longsword--- should be mwk under Gear
longsword damage SB says +2 but I say +1, two weapon fighting so Str bonus /2 = +1 (maybe should be an "or" between dagger and long sword?)
Dagger damage off too, same thing?
chopswil |
Marnay Zyrvana p. 36
missing darkvision under Senses, dwarf
Ranks 9 = 6 class + 3 favored
used = 8
with only 1 point left I can't get Heal to be +7
Diplomacy +5 = +1 ranks, +1 Cha, +3 class skill
Heal +4 = +0 ranks, +3 Wis, +2 healer's kit
Knowledge (history) +4 = +1 ranks, +0 Int, +3 class skill
Knowledge (religion) +4 = +1 ranks, +0 Int, +3 class skill
Perception +5 = +2 ranks, +3 Wis
Profession (gambler) +7 = +1 ranks, +3 Wis, +3 class skill
Sense Motive +7 = +1 ranks, +3 Wis, +3 class skill
Spellcraft +4 = +1 ranks, +0 Int, +3 class skill
chopswil |
You get full SB with your Primary weapon in TWF.Weapons are commonly written to have primary hand damage.
Wielding a Weapon Two-Handed
When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus (Strength penalties are not multiplied). You don't get this higher Strength bonus, however, when using a light weapon with two hands.
DM Wellard |
That isn't two weapon fighting thats using a weapon in both hands..if you are going to argue about a rule at least quote the correct rule.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.
Sniggevert |
Sniggevert wrote:what about the healer's kit bonus?For Marnay, Heal is a class skill, so 1 pt into heal gives her a total of 7. (1 rank, 3 class skill, 3 WIS)
Also, she is wearing banded armor w/out heavy armor proficiency.
I don't know as equipment skill bonuses usually get added to the skill stat blocks. I haven't done as extensive reviewing of stat blocks as you do, so I could be off on that, but that'd be my assumption.
chopswil |
Phethean Klexius p. 38
Ac off says +4 armor in mods, I think it assumes mage armor has be cast but the is no "* Already Cast" by the spell.
He ought to have only 4 0-level spells. Dancing Lights (an evocation spell), ought to take up two of those slots.
He ought to have 5 1-level spells. He only shows 4 prepared spells. This might be due to the mage armor already cast?
ranks = 28 = 24 class +4 race
used = 29
used more than i have and spellcraft still not +13
plus I had to give Knowledge (arcana) 6 ranks to get to +13 but he has only 4 HD
Appraise +8 = +1 ranks, +4 Int, +3 class skill
Craft (alchemy) +8 = +1 ranks, +4 Int, +3 class skill
Intimidate +4 = +4 ranks, +0 Cha
Knowledge (arcana) +13 = +6 ranks, +4 Int, +3 class skill
Knowledge (dungeoneering) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (engineering) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (geography) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (history) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (local) +11 = +4 ranks, +4 Int, +3 class skill
Knowledge (nature) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (nobility) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (planes) +8 = +1 ranks, +4 Int, +3 class skill
Knowledge (religion) +8 = +1 ranks, +4 Int, +3 class skill
Linguistics +8 = +1 ranks, +4 Int, +3 class skill
Perception +5 = +4 ranks, +1 Wis
Spellcraft +4 = +0 ranks, +4 Int
Set |
It is *so* far past time for this to be said, but, gosh, I can't stand the 'standard format' for skills in the Monster Manuals / Bestiaries and NPC write ups for 3.X and PF.
Craft (alchemy) 3 (+7) or Heal 5 (+10) would be *vastly* easier to check / update / modify than just an arbitary +X that doesn't indicate how many ranks were spent getting that score.
I can look upwards to see the Attribute modifiers that should apply. I can check the end of the skill's listing for a Racial Modifier. I can check the Feats to see if they have Alertness or Skill Focus (craft - underwater basketweaving). Having no idea how many ranks were spent in a skill is just a pain in the butt if I want to scale it up (or down) for a party that isn't of the perfect CR that encounter was designed for.
A consistent place for any Favored Class skill bonus might also be handy.
The formatting should make a GM's job easier, and the number one time-sink in porting over an NPC or skill-heavy beastie seems to be reverse-engineering where they spent their skill points. (Granted, the removal of synergy bonuses has taken some of the sting out of that...)
chopswil |
Craft (alchemy) 3 (+7) or Heal 5 (+10) would be *vastly* easier to check / update / modify than just an arbitary +X that doesn't indicate how many ranks were spent getting that score....
A consistent place for any Favored Class skill bonus might also be handy.
The formatting should make a GM's job easier,..
Preaching to the choir, my friend...
Trying to figure out which class is the "Favored" one, it not always the highest level BTW, by looking at hp mods and skills points is a pain.
I always thought an asterisk by the favored class would be good way of doing it.
chopswil |
Thortona Fjortoft p. 39
missing race, she's a dwarf, it just says female
missing darkvision from Senses, she's a dwarf
formatting: class archetype goes before class level SB says "fighter 3 (two-handed fighter)" should be "fighter (two-handed fighter) 3"
formatting: like hit dice should be combined, the d10s should be added together. SB says "3d10+1d10" should be "4d10"
Anguish |
It is *so* far past time for this to be said, but, gosh, I can't stand the 'standard format' for skills in the Monster Manuals / Bestiaries and NPC write ups for 3.X and PF.
Craft (alchemy) 3 (+7) or Heal 5 (+10) would be *vastly* easier to check / update / modify than just an arbitary +X that doesn't indicate how many ranks were spent getting that score.
What I and a few I know have been doing is using super and subscripts for markup purposes. I regularly superscript my Feats line to indicate where/when a feat comes from. So I might have a line for a 3rd level human wizard like:
Feats ToughnessH, Scribe ScrollB, Iron Will1, Lightning Reflexes3
Where the H, B, 1, and 3 are all superscripts.
We use subscripts for the Skills line.
Skills Diplomacy3 +5, Spellcraft3 +7, Use Magic Device0 +3
Where the 3, 3, and 0 are subscripts. In this case, the implication is a +2 Cha modifier, a +4 Int modifier, and a +1 trait bonus to UMD.
Physically this doesn't take up much room and is really easy to use to figure out where numbers come from. Basically, the discrepancy between the Skill subscript and the modifier must come from ability score, racial, trait, feat, item, and other bonuses, few of which generally need fiddling with.
James Jacobs Creative Director |
1 person marked this as a favorite. |
Set wrote:
Craft (alchemy) 3 (+7) or Heal 5 (+10) would be *vastly* easier to check / update / modify than just an arbitary +X that doesn't indicate how many ranks were spent getting that score....
A consistent place for any Favored Class skill bonus might also be handy.
The formatting should make a GM's job easier,..
Preaching to the choir, my friend...
Trying to figure out which class is the "Favored" one, it not always the highest level BTW, by looking at hp mods and skills points is a pain.
I always thought an asterisk by the favored class would be good way of doing it.
The line between making a statblock take up less space and letting it be easier to read and be used in play AND making a statblock fully disclosed with all its parts on display so that it's easy for GMs to analyze them and take them apart and rebuild them is a fine one. The reason we don't include favored race options and raw skill ranks is 100% because those would be, in my opinion, proverbial straws to break the back.
Remember that the first and foremost job of a stat block is to do the work for the GM and NOT force him to rebuild it. It's supposed to be complete and done and ready to go out of the book.
I do understand that some GMs like to tinker with the stat blocks, and that's why we actually include things like armor bonus breakdowns and HD breakdowns and all that, but I kind of think even that's going a little too far and sort of wish we could get away without showing that stuff to make the stat block even cleaner looking.
Tangible Delusions |
I do understand that some GMs like to tinker with the stat blocks, and that's why we actually include things like armor bonus breakdowns and HD breakdowns and all that, but I kind of think even that's going a little too far and sort of wish we could get away without showing that stuff to make the stat block even cleaner looking.
I hope you decide to keep them in. I have run some of the dungeon APs and really miss that information (at least the AC part)
Anguish |
I do understand that some GMs like to tinker with the stat blocks, and that's why we actually include things like armor bonus breakdowns and HD breakdowns and all that, but I kind of think even that's going a little too far and sort of wish we could get away without showing that stuff to make the stat block even cleaner looking.
Hugely, immensely appreciated, James. WotC toyed with removing both of those in a couple monster manuals and I found it really, really annoying. It's not exactly a daily occurrence that I need to fiddle with those bits, but when I do it's agonizing (at mid and high levels) to reverse engineer something at the gaming table.
It seems there's been a bit more vocal complaint recently, and I feel it's important to speak up when things are done right (as I see it). So as always, thanks James.
chopswil |
Ish Torovan p. 55
minor formatting- missing some commas between skills: Perception and Sense Motive also Stealth and Survival
SB "Perception +11 Sense Motive +2, Stealth +12 Survival +11"
Gear mentions throwing axes but melee has info for hand axe, they are not the same
Feat Count is off
Endurance as a bonus feat at 3rd level.
combat style feat at 2nd
5th level so 3 feats, human +1 = total 6, SB says 5
init mod not completely correct: Dex 18 so +4 mod, SB says +6. however Urban ranger gets +2 to init in his "favored community." Maybe it should say "Init +4 (+6 favored community)"?
chopswil |
Areen Mardessen p .54
Fort incorrect
ClassMod + RaceMod + AbilityMod
4 = 2 + 0 +2, SB says +2
Will incorrect
ClassMod + RaceMod + WisMod
2 = 2 + 0 + 0, SB says +4
In Senses Perception +9 but in skills it says "Perception +19" I'd say the +9 is correct.
Craft skill: I suspect that they have added the Poisoner archetype's bonus (1/2 level to Craft:Alchemy when working with poison) as a constant bonus instead of the situational bonus it reads as.
chopswil |
Aliciette Cardoso p. 24
bard spell counts
5 1st level spells computed, SB has 8
3 2nd level spells computed, SB has 5
skill points = 61 = 49 class + 7 human + 5 favored class
used = 57
everything adds up but I've got 4 points left over
Acrobatics +12 = +7 ranks, +2 Dex, +3 class skill
Appraise +5 = +1 ranks, +1 Int, +3 class skill
Knowledge (arcana) +8 = +1 ranks, +1 Int, +3 class skill, +3 extra mods
Knowledge (dungeoneering) +8 = +1 ranks, +1 Int, +3 class skill, +3
extra mods
Knowledge (engineering) +8 = +1 ranks, +1 Int, +3 class skill, +3 extra mods
Knowledge (geography) +8 = +1 ranks, +1 Int, +3 class skill, +3 extra mods
Knowledge (history) +8 = +1 ranks, +1 Int, +3 class skill, +3 extra mods
Knowledge (local) +10 = +3 ranks, +1 Int, +3 class skill, +3 extra mods
Knowledge (nobility) +10 = +3 ranks, +1 Int, +3 class skill, +3 extra mods
Linguistics +6 = +2 ranks, +1 Int, +3 class skill
Perception +10 = +7 ranks, +0 Wis, +3 class skill
Perform (act) +15 = +7 ranks, +5 Cha, +3 class skill
Perform (oratory) +15 = +7 ranks, +5 Cha, +3 class skill
Sleight of Hand +6 = +1 ranks, +2 Dex, +3 class skill
Spellcraft +5 = +1 ranks, +1 Int, +3 class skill
Stealth +11 = +6 ranks, +2 Dex, +3 class skill
Use Magic Device +15 = +7 ranks, +5 Cha, +3 class skill
chopswil |
Azygos Qurashi p. 25
skill points = 40 = 32 class + 8 human
used = 42
I've used more than I have and Swim isn't +7
Climb +7 = +1 ranks, +3 Str, +3 class skill
Fly +6 = +1 ranks, +2 Dex, +3 class skill
Handle Animal +9 = +8 ranks, -2 Cha, +3 class skill
Heal +8 = +1 ranks, +4 Wis, +3 class skill
Knowledge (dungeoneering) +4 = +4 ranks, +0 Int
Knowledge (geography) +4 = +1 ranks, +0 Int, +3 class skill
Knowledge (nature) +6 = +1 ranks, +0 Int, +3 class skill, +2 extra mods
Perception +15 = +8 ranks, +4 Wis, +3 class skill
Ride +6 = +1 ranks, +2 Dex, +3 class skill
Spellcraft +11 = +8 ranks, +0 Int, +3 class skill
Survival +17 = +8 ranks, +4 Wis, +3 class skill, +2 extra mods
Swim +3 = +0 ranks, +3 Str
chopswil |
Isai Odighuzua p. 26
spell counts don't add up. I know Expanded Arcana gives some (I'm a little confused by the text on this) but getting 6 extra 3rd level spells???
2nd level computed 4, SB says 9
3rd level computed 3, SB says 9
4th level computed 2 SB says 3
AC base & flat-footed say +4 armor-- I believe it assumes mag armor has
been cast
chopswil |
Isai Odighuzua p. 26
skill points 45 = 27 class + 9 human + 9 favored
use = 39
6 unused skill points
Bluff +10 = +2 ranks, +5 Cha, +3 class skill
Craft (alchemy) +10 = +6 ranks, +1 Int, +3 class skill
Fly +10 = +1 ranks, +2 Dex, +3 class skill, +4 extra mods
Handle Animal +9 = +4 ranks, +5 Cha
Intimidate +9 = +1 ranks, +5 Cha, +3 class skill
Knowledge (arcana) +5 = +1 ranks, +1 Int, +3 class skill
Knowledge (nature) +10 = +6 ranks, +1 Int, +3 class skill
Profession (gardener) +4 = +1 ranks, +0 Wis, +3 class skill
Profession (herbalist) +4 = +1 ranks, +0 Wis, +3 class skill
Spellcraft +13 = +9 ranks, +1 Int, +3 class skill
Use Magic Device +15 = +7 ranks, +5 Cha, +3 class skill
chopswil |
Chomper (Intelligent Bag of Devouring) p. 41
no price and cost
other intelligent, non-artifact, magic items have had both price and cost.
Anvengen's Edge AP 26 and Eroeme AP 42
This is the 1st intelligent, non-artifact, non-weapon Paizo has done for Pathfinder that I know of, is this the way it is supposed to be?
chopswil |
Lerwynn Skathos p. 61
Init Mod incorrect: with Dex 14 it should be +2, SB says +1
ACs incorrect: with Dex 14 the mod for Dex should be +2, Sb says +1
Has Racial Modifiers listed, not usually done for a non-Bestiary Stat Block
has class level out of order, SB says "bard 13 (detective)" should be "bard (detective) 13"
incorrect HD: 13th level bard should have 13 HD, SB says "12d8"
incorrect hp too???
Purple Dragon Knight |
great job on attempting to find the mistakes... with that said, I'm way too lazy to do this or even read your posts about it. Unless the mistake is a huge cause for concern (like something that would result in an in-game CR difference of at least 3 for that NPC), well, I just don't care. I borrowed this book from one of my Friday game players and wow: overall I love this book and the art is amazing!!!!
Edit: with that said, James, can you let us know if a second printing could happen at some point? if so I'll definitely buy the PDF and give back the hardcopy to the player who loaned it to me... (I know he's hurting from me having it... LOL!)
chopswil |
great job on attempting to find the mistakes... with that said, I'm way too lazy to do this or even read your posts about it. Unless the mistake is a huge cause for concern (like something that would result in an in-game CR difference of at least 3 for that NPC), well, I just don't care.
I think it's a great product too.
For the record most of the stuff I find is minor and not a game changer.I do it to test my "Stat Block Checker" program and not to discredit anyone at Paizo.
I post with the hope that someone can show that I'm wrong (which does happen quite a bit).
Also, I've learned at lot more about the rules then when I started.
I've come to realize that skills are a big pain to do correctly and I seriously doubt that anyone's character has correct numbers unless you are using some kind of program to track it.
James Jacobs Creative Director |
Edit: with that said, James, can you let us know if a second printing could happen at some point? if so I'll definitely buy the PDF and give back the hardcopy to the player who loaned it to me... (I know he's hurting from me having it... LOL!)
We're pretty good at ordering as many copies as we need of these 64 page books—as far as I know, we're in no danger of selling out of Rival Guide anytime soon. Chances of a second printing are minimal, at best.
Todd Stewart Contributor |
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
Purple Dragon Knight wrote:great job on attempting to find the mistakes... with that said, I'm way too lazy to do this or even read your posts about it. Unless the mistake is a huge cause for concern (like something that would result in an in-game CR difference of at least 3 for that NPC), well, I just don't care.I think it's a great product too.
For the record most of the stuff I find is minor and not a game changer.
I do it to test my "Stat Block Checker" program and not to discredit anyone at Paizo.
I post with the hope that someone can show that I'm wrong (which does happen quite a bit).Also, I've learned at lot more about the rules then when I started.
I've come to realize that skills are a big pain to do correctly and I seriously doubt that anyone's character has correct numbers unless you are using some kind of program to track it.
They're all done using a program to track them; specifically, an Excel spreadsheet.
However, there are often oddball bonuses like alternate racial traits giving unexpected bonuses, or use of favored class to get things other than hit points or skill points (in particular, giving extra spells to limited-list casters like bards and sorcerers), which would be hard for a stat block checker to catch because of their very irregularity.
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
Jason Nelson wrote:got an example?
... use of favored class to get things other than hit points or skill points (in particular, giving extra spells to limited-list casters like bards and sorcerers), which would be hard for a stat block checker to catch because of their very irregularity.
Two.
The bard and sorcerer in the Hands of Slaughter group.
chopswil |
chopswil wrote:Jason Nelson wrote:got an example?
... use of favored class to get things other than hit points or skill points (in particular, giving extra spells to limited-list casters like bards and sorcerers), which would be hard for a stat block checker to catch because of their very irregularity.
Two.
The bard and sorcerer in the Hands of Slaughter group.
and the rule(s) that let them use favored class points for things other than skill and hp?
chopswil |
Time to eat some crow:
I didn't know about Favored Class Options and how you could spend favored class points on other things besides hp or skills.
That being so, some of my "error" assessments in above posts are wrong.
I've thought of a way to code for it, so I'll be working on that his weekend and re-evaluate these Stat Blocks.
You learn something new everyday...
Gorbacz |
Time to eat some crow:
I didn't know about Favored Class Options and how you could spend favored class points on other things besides hp or skills.That being so, some of my "error" assessments in above posts are wrong.
I've thought of a way to code for it, so I'll be working on that his weekend and re-evaluate these Stat Blocks.You learn something new everyday...
Considering that APG is now commonly used in building Paizo statblocks, it might be a good idea to have it around while checking for errors. :)
chopswil |
Yrure’tugala p. 27
all saves seem to be off by 1
for exmple
WillMod = ClassMod + RaceMod + WisMod + cha mod Unholy Resilience
12 = 4 + 1 + 3 +4, SB says 13
base Atk incorrect
5 + 4 (BAB medium so HD -2, 6-2) = 9, SB says 11
CMD incorrect, since BAB incorrect
skill points = 60 = 25 class + 30 race + 5 favored
used = 63
spent more than I have and Swim still isn't +7
Acrobatics +10 = +11 ranks, +1 Dex, +3 class skill, -5 Armor Check Penalty
Climb +15 = +1 ranks, +8 Str, +3 class skill, +8 extra mods, -5 Armor Check Penalty
Craft (armor) +7 = +1 ranks, +3 Int, +3 class skill
Craft (weapons) +7 = +1 ranks, +3 Int, +3 class skill
Diplomacy +8 = +4 ranks, +4 Cha
Disguise +10 = +3 ranks, +4 Cha, +3 class skill
Handle Animal +8 = +1 ranks, +4 Cha, +3 class skill
Intimidate +26 = +11 ranks, +4 Cha, +3 class skill, +8 extra mods
Knowledge (nobility) +7 = +4 ranks, +3 Int
Knowledge (religion) +7 = +1 ranks, +3 Int, +3 class skill
Perception +16 = +10 ranks, +3 Wis, +3 class skill
Profession (gladiator) +7 = +1 ranks, +3 Wis, +3 class skill
Profession (torturer) +7 = +1 ranks, +3 Wis, +3 class skill
Sense Motive +10 = +4 ranks, +3 Wis, +3 class skill
Stealth +6 = +11 ranks, +1 Dex, +3 class skill, -4 extra mods, -5 Armor Check Penalty
Swim +3 = +0 ranks, +8 Str, -5 Armor Check Penalty
chopswil |
Azrikalis p. 42
incorrect fort
FortMod = ClassMod + RaceMod + AbilityMod
4 = 2 + 1 + 1, Sb says 6
incorrect ref
RefMod = ClassMod + RaceMod + DexMod
12 = 5 + 3 + 4, SB says 10
Melee damage changed from Bestiay values
SB says bite +13 (1d3–1), 2 claws +13 (1d2–1 plus poison)
Bestiary SB says 2 claws +7 (1d3–1 plus poison), bite +7 (1d4–1)
skill points = 77 = 54 class + 21 race + 2 favored
used = 72
5 points unused
Acrobatics +9 = +2 ranks, +4 Dex, +3 class skill
Bluff +12 = +7 ranks, +2 Cha, +3 class skill
Disable Device +16 = +4 ranks, +4 Dex, +3 class skill, +5 extra mods
Fly +28 = +9 ranks, +4 Dex, +3 class skill, +12 extra mods
Knowledge (engineering) +6 = +2 ranks, +1 Int, +3 class skill
Knowledge (local) +6 = +2 ranks, +1 Int, +3 class skill
Knowledge (planes) +7 = +3 ranks, +1 Int, +3 class skill
Perception +12 = +9 ranks, +0 Wis, +3 class skill
Sense Motive +8 = +5 ranks, +0 Wis, +3 class skill
Sleight of Hand +16 = +9 ranks, +4 Dex, +3 class skill
Spellcraft +6 = +2 ranks, +1 Int, +3 class skill
Stealth +24 = +9 ranks, +4 Dex, +3 class skill, +8 extra mods
Use Magic Device +14 = +9 ranks, +2 Cha, +3 class skill