Possible Bestiary 3 Errata / Issues


Product Discussion

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Grand Lodge

Astral Wanderer wrote:

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.)

Maybe the Wing Razor description is taking into account the fact that it's 2 of them, and it just combined them into 2d6?

Also I'd agree with adding Str as it has in the stat block. They're essentially thrown weapons.

Grand Lodge

Astral Wanderer wrote:

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)".

Unless...he's not using his arms to slam...but maybe instead some other feature tanuki are known for...

Kidding of course.

Or is he?


1 person marked this as a favorite.

It would need to have something about that "feature" on the Weaknesses entry.

Grand Lodge

*shudder*


Strife2002 wrote:

Taotieh - Page 260

The construction section doesn't mention the cost of materials needed before construction can begin. Based on the difference of Price and cost, it should be 5,000 gp.

(105,000 - 5,000)/2 = 55,000 - 5,000

Also, Swallow Shole AC is listed as 17, but should be 18, unless it is a fixed value provided by the unusual nature of the Taotieh'Swallow Whole.

Grand Lodge

Astral Wanderer wrote:
Also, Swallow Shole AC is listed as 17, but should be 18, unless it is a fixed value provided by the unusual nature of the Taotieh'Swallow Whole.

I'd bet anything the size penalty was factored in by mistake.


Tatzlwyrm, Page 261

Not technically an error, but since it has come out other times... the Tatzlwyrm has a listed +6 racial bonus for Stealth in dense vegetation, but skills' racial bonuses are usually either +2 or a multiple of +4; maybe this too was meant to be a +4 or a +8?


Terra-Cotta Soldier, Page 262

Another not-technically-error thing...
The Terra-Cotta Archer has Weapon Focus (longbow), so it obviously would use a longbow... but wouldn't it do better to use a composite one to not let the damage ratio drop?

Also, should the SR and natural AC of the Terra-Cotta Horseman raise along with its CR?


Thriae Queen, Page 264

Other than already reported issues...

There is an issue and a half with the Quicken Spell-Like Ability (Regenerate) feat.
Regenerate is a 7th level spell, and by the math of the Quicken Spell-Like Ability feat it would require a 22th CL.

The "one" issue is that since the Thriae Queen has a CL of 20th, the maximum spell level it could quicken is 6th, so it has to eiher replace the whole feat or else the spell-like ability associated to it.

The "half" issue is: assuming the Thriae Queen (or any other creature) had an higher CL, could she assign Quicken Spell-Like Ability to a higher than 6th level spell? Looking at the table under the feat's description, it seems that, whatever the CL, no spell higher than 6th level can be quickened, and no spell higher than 8th level can be empowered. Which, after all, is already more than one can do by empowering or quickening normal spells with the relative feats, since the two things require spell slots respectively two and four levels higher (meaning you can empower only 7th or lower level spells and quicken 5th or lower level ones).


Thriae Seer, Page 266

1) In the Melee entry, the sting attack is listed as used after the manufactured weapon attacks, which makes it a secondary attack (and the attack bonus is in fact correct), but its bonus damage from Str is listed as +3 when it should be +1.

2) The Melee entry lists two "+2 quarterstaff" attacks because the Thriae Seer is using it as a double weapon, upon which she also invested two feats.
That means both ends of the quarterstaff have a +2 enhancement bonus, making the market value of that weapon 16,000 gp.
Now, the problem is... beside the fact that the treasure entry says "+2 quarterstaff" instead of "+2/+2 quarterstaff", the GP value by CR for a CR 11 creature such as a Thriae Seer (which I'll list doubled because she has double treasure) is: 9,300 gp (slow progression), 14,000 gp (medium progression), or 21,000 gp (fast progression).
You see, in two out of three cases, with just one object we've not just filled the full treasure value, but exceeded it.
Perhaps, like for some other creatures, the Thriae Seer should have that sort of ability that grants enhancement bonuses to an otherwise non-magical weapon only while she wields it?


Thriae Soldier, Page 267

The Thriae Soldier lacks the Thriae language that its other two fellows have.


Titan, Hekatonkheires, Page 268

Other than already reported issues...

1) Other than to the attack bonus, the slam attack also has an odd +2 added to damage from Str: Str bonus is +19, damage is listed as +21. Plus, being its only natural attack, the slam should use 1-1/2 times Str, making the bonus to damage a +28.

2) Rock damage bonus from Str lists a +31, but should be +28.
Also, there is a critical range of 18-20 listed. Is that on purpose or an error?
And finally, are the damage dice correct, being the same as the slam attack's, or should they be twice that amount, as the universal monster rule for Rock Throwing says that they are in fact twice ("generally", although we know there are many issues on this matter)?

3) Not properly an error, but other monsters with some constant spell-like ability of the defensive sort usually have it listed under the Defensive Abilities entry (see for example the Norn or the Water Yai), so maybe the Hekatonkheires should too.

4) Not a technical error, but why does the Hekatonkheires have Diplomacy (and Bluff), when their description says that: "Though hekatonkheires are as intelligent as the rest of their titan relatives, they wander with such destructive and seemingly mindless intentions that they spare no time in communicating with other creatures, especially those that would beg for mercy. The hekatonkheires were created to destroy, and so that is all they desire to do; the crushing blows of their fists and the goring slashes of their weapons speak for themselves."


Tojanida, Page 270

Not an error at all, but normally Medium creatures don't have their Space and Reach entries listed, unless they have some unusual feature that makes them differ from the standard 5 ft./5 ft.
The Tojanida, instead, has them listed anyway.


Tophet, Page 271

Other than already reported issues...

The Construction section doesn't report the cost of the base materials, and the Cost and Price entries of the Tophet itself don't seem to include it either.
Supposedly, the base materials should be worth at least 300 gp (based on the table "Trade Goods", where one pound of iron is worth 1 sp).


Troll, Jotund, Page 272

The Cacophonous Roar lists a DC of 19, but it should be 16.
Which, anyway, could be quite low for a CR 15 creature. Changing it to Constitution-based (yes, it's a mind-affecting effect, but being a sound belch... uh, I mean, roar, perhaps Constitution may be not that much a wrong thing) would raise the DC to 27.


Troll, Moss, Page 273

Listed: CMB +8; CMD 22

But they should be: CMB +7; CMD 21

Or did I miss that additional +1 from somewhere?


Tupilaq, Page 275

The Construction section doesn't report the cost of the base materials, and the Cost and Price entries of the Tupilaq itself don't seem to include it either.
I have no real clue about the value of 30 pounds of whale bone, since I haven't put ranks on Appraise, but if I had to make an arbitrary decision I'd assign it the same price as silver (based on the table "Trade Goods"), which would make a total of 150 gp.


Strife2002 wrote:
chopswil wrote:

Tzitzimitl p. 276

...

Skill Points Exceeded : -9
Skills Ranks: 198 = 0 class skills +198 race skills
Total Ranks Used 207

Fly +35 = +20 ranks, +5 Dex, +3 class skill -6 Gargantuan +4 good + 9 fly spell(CL /2)
Knowledge (arcana) +28 = +20 ranks, +5 Int, +3 class skill
Knowledge (nature) +27 = +22 ranks, +5 Int
Knowledge (planes) +25 = +20 ranks, +5 Int
Knowledge (religion) +30 = +22 ranks, +5 Int, +3 class skill
Perception +31 = +22 ranks, +6 Wis, +3 class skill
Sense Motive +31 = +22 ranks, +6 Wis, +3 class skill
Spellcraft +23 = +15 ranks, +5 Int, +3 class skill
Survival +21 = +15 ranks, +6 Wis
Use Magic Device +30 = +20 ranks, +10 Cha

Check your math here real quick by adding up all your ranks again. My calculations are the same as yours and all the ranks here add up to a nice 198.

Mine too.

But I wonder... seeing as the recent Bestiary 2 Errata changed many monster's Fly constant spell-like ability to a Flight special quality (altough "Flight" itself is rarely truly written), could the Tzitzimitl be one of those who should be similarly updated (thus losing the half CL bonus to Fly)?


Vampire, Jiang-Shi, pages 278-279

Other than the reported typo...

1) The text of the Prayer Scroll defensive ability says that the scroll "grants immunity to any effects generated from spell-completion or spell-trigger magic items, such as scrolls and wands. Such magical effects treat the jiang-shi as if it had unbeatable spell resistance."
Does this mean that this ability only protects from spells that allow SR (such as Golems' Immunity to Magic) or that spells who don't normally allow SR are treated as if they did?

2) The sample Jiang-Shi is missing 2 feats.
Aside of its template's bonus feats, the Jiang-Shi has the following feats listed:
Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Finesse.
That makes a total of 6 feats.
Improved Unarmed Strike and Stunning Fist are gained from the Monk class as class features, so 4 listed feat remain, but they should be 6 (for a total of 8 feats other than the ones from the template): 3 for being 5th level, 1 for having been Human, and 2 from the "Bonus Feat" class feature a Monk gets at 1st and 2nd level.
Unless the base creature had two feats that also belong to the list of the template's bonus feats and so were listed as "B".

3) In the Melee entry of the sample Jiang-Shi, bonus damage from Str for the bite is listed as +4, but should be +1, since it is used after the flurry (and it is by no means the Jiang-Shi's one and only natural attack, so it shouldn't use 1-1/2 Str anyway).


Vanara, Page 280

The feats he gets from his Monk class are marked as "Bonus", but in other Monk stat blocks (the Jiang-Shi or the Monks in the Gamemastery Guide's NPC Gallery, for example) they are considered "normal".


Vodyanoi, Page 282

Other than already reported issues...

1) Spell-like abilities, 1/day: Cure Disease has been listed in place of Remove Disease.

2) The shortspear can be thrown, so the stat block should include a "Ranged shortspear +10 (1d6+3)".
Also, in the Melee entry, damage from Str is listed as per wielding one-handed, which is correct per se, but usually, when a creature has its secondary hand free, it uses such weapons two-handed, thus adding 1-1/2 Str.

Grand Lodge

Astral Wanderer wrote:

Terra-Cotta Soldier, Page 262

Another not-technically-error thing...
The Terra-Cotta Archer has Weapon Focus (longbow), so it obviously would use a longbow... but wouldn't it do better to use a composite one to not let the damage ratio drop?

Also, should the SR and natural AC of the Terra-Cotta Horseman raise along with its CR?

It does use a composite longbow. The first sentence of its description says so. Weapon Focus (longbow) would apply to both the composite and non-composite versions.

Grand Lodge

Astral Wanderer wrote:

Thriae Soldier, Page 267

The Thriae Soldier lacks the Thriae language that its other two fellows have.

I'm also noticing that her fellow thriae don't have enough languages for their Intelligence modifier.

Grand Lodge

Astral Wanderer wrote:

Titan, Hekatonkheires, Page 268

Other than already reported issues...

Also not technically an error because it's good ol' flavor text, but the planar leap ability says that when the creature comes crashing down to the planet, it creates "a devastating explosion of thunder and fire." The damage this deals is then described as 20d6 bludgeoning and 20d6 sonic, both understandable, but there's a notable absence of "fire."

Grand Lodge

Astral Wanderer wrote:

Titan, Hekatonkheires, Page 268

Other than already reported issues...

2) Rock damage bonus from Str lists a +31, but should be +28.
Also, there is a critical range of 18-20 listed. Is that on purpose or an error?
And finally, are the damage dice correct, being the same as the slam attack's, or should they be twice that amount, as the universal monster rule for Rock Throwing says that they are in fact twice ("generally", although we know there are many issues on this matter)?

And the fun continues.

The +31...is it possible that these thrown rocks were considered "weapons" for the purpose of this creature's hands of war ability? It would explain the +31 to damage, but it also means the attack bonus would increase from "+19" to "+22".

And I mean only "+22", as my second point is this creature doesn't have the Quick Draw feat, meaning it wouldn't get iterative rock throws. It could be argued, sure, given the nature of the creature that it would be easy to draw multiple rocks at once, but without a written mechanic it's impossible.


chopswil wrote:

Vulture, Giant p. 284

missing bonus feat?
Feat Count: Computed-3 Stat Block-4
5 HD = 3 feats

Since the bonus hp from Toughness weren't added, I suppose that feat is the one to remove.

Grand Lodge

Astral Wanderer wrote:

Troll, Moss, Page 273

Listed: CMB +8; CMD 22

But they should be: CMB +7; CMD 21

Or did I miss that additional +1 from somewhere?

Nope, I come up with +7; 21 too.


Strife2002 wrote:
It does use a composite longbow. The first sentence of its description says so. Weapon Focus (longbow) would apply to both the composite and non-composite versions.

Right. I have this old wrong reminescence that normal and composite bows must be treated separately for feats and such.

Strife2002 wrote:
I'm also noticing that her fellow thriae don't have enough languages for their Intelligence modifier.

This is an "unpleasant" matter. In my time "scanning" the three Bestiaries, I noticed that except A) creatures with class levels, B) True Dragons, C) creatures with ranks in Linguistics (not sure if languages from high Int are listed along with the ones from the skill, tho) and D) some random monster here and there (but I'm not 100% sure about this fourth case), the languages listed for all other creatures are their base languages only, with no addition due to Int. There are many creatures (who don't belong to the above exceptions) who have less listed languages than their mere Int bonus would allow.

In fact, as for myself, I always add a note to monsters' stat blocks with those additional languages.

Strife2002 wrote:
Also not technically an error because it's good ol' flavor text, but the planar leap ability says that when the creature comes crashing down to the planet, it creates "a devastating explosion of thunder and fire." The damage this deals is then described as 20d6 bludgeoning and 20d6 sonic, both understandable, but there's a notable absence of "fire."

I too thought of that, but decided to let it be.

Strife2002 wrote:

The +31...is it possible that these thrown rocks were considered "weapons" for the purpose of this creature's hands of war ability? It would explain the +31 to damage, but it also means the attack bonus would increase from "+19" to "+22".

And I mean only "+22", as my second point is this creature doesn't have the Quick Draw feat, meaning it wouldn't get iterative rock throws. It could be argued, sure, given the nature of the creature that it would be easy to draw multiple rocks at once, but without a written mechanic it's impossible.

These things too, I decided to skip over, but surely if a future errata clarifies them, it'd be welcome.


Wolf-In-Sheep's-Clothing, Page 285

Other than already reported issues...

Either 3 skill points have gone unassigned, or else the Knowledge (nature) skill (most likely) has not been considered a class skill.
Aberration have one Knowledge skill to pick as a class skill, and, well, everything in the creature suggests that it would pick nature.

Grand Lodge

Astral Wanderer wrote:

Vampire, Jiang-Shi, pages 278-279

Other than the reported typo...

3) In the Melee entry of the sample Jiang-Shi, bonus damage from Str for the bite is listed as +4, but should be +1, since it is used after the flurry (and it is by no means the Jiang-Shi's one and only natural attack, so it shouldn't use 1-1/2 Str anyway).

I think the base attack bonus is OK, as Weapon Finesse applies to the bite attack I believe:

3(BAB) + 6(Dex) - 5 (secondary attack) = +4

Unfortunately the bite attack is wrong all together, and needs to be separated by an "or", being changed to "or bite +9 (1d6+3)".

Reason for this, here's the last sentence of the last paragraph of flurry of blows description:

"A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks."

Also, this guy's missing a language for his Int score.


Strife2002 wrote:

I think the base attack bonus is OK, as Weapon Finesse applies to the bite attack I believe:

3(BAB) + 6(Dex) - 5 (secondary attack) = +4

Indeed, it would be alright, I was speaking of the damage bonus.

Anyway...

Strife2002 wrote:

Unfortunately the bite attack is wrong all together, and needs to be separated by an "or", being changed to "or bite +9 (1d6+3)".

Reason for this, here's the last sentence of the last paragraph of flurry of blows description:

"A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks."

Nice catch.

Grand Lodge

Astral Wanderer wrote:
Strife2002 wrote:

I think the base attack bonus is OK, as Weapon Finesse applies to the bite attack I believe:

3(BAB) + 6(Dex) - 5 (secondary attack) = +4

Indeed, it would be alright, I was speaking of the damage bonus.

Anyway...

Doh, so you were.


chopswil wrote:

Yithian p. 286

Skill HD Max:Linguistics: Computed: 17 Hd: 14

Skill Points Exceeded : -3
Skills Ranks: 154 = 0 class skills +154 race skills
Total Ranks Used 157

Climb +14 = +0 ranks, +6 Str +8 climb speed
Diplomacy +18 = +14 ranks, +4 Cha
Heal +18 = +14 ranks, +4 Wis
Knowledge (arcana) +24 = +14 ranks, +7 Int, +3 class skill
Knowledge (engineering) +24 = +17 ranks, +7 Int
Knowledge (geography) +24 = +17 ranks, +7 Int
Knowledge (history) +24 = +17 ranks, +7 Int
Knowledge (planes) +24 = +17 ranks, +7 Int
Linguistics +24 = +17 ranks, +7 Int
Perception +25 = +14 ranks, +4 Wis, +3 class skill +2 Alertness +2 Alertness 10 ranks
Sense Motive +22 = +14 ranks, +4 Wis +2 Alertness +2 Alertness 10 ranks
Use Magic Device +4 = +0 ranks, +4 Cha

Now, with Linguistics back into its limit of 14 ranks, that makes 14 bonus languages. With an Int bonus of +7, the total number of bonus languages comes to 21, while the Languages entry says 20. Unless one among Aklo or Common, which are listed, is that 21st bonus language (probably Common, in that case).

Other than that... maybe the Mind Swap ability should specify that ending this effect can be done yes across any distance, but on the same plane. Or otherwise mention that it does work across planes too.


Zoog, Page 288

Other than already reported issues...

1) The Senses entry doesn't list Detect Magic from its constant spell-like abilities.

2) Skills seem quite screwed.

The Zoog has 2 skill points to spend.

Acrobatics +12 (1 rank, +2 Dex, +3 class, +6 racial)
Climb +12 (+8 racial for climb speed, +6 additional racial, -2 Str)
Perception +5 (1 rank, +1 Wis, +3 class)

You see, other than making that mad calculation, I don't know how Climb could be +12.
If it had one rank assigned, it could be:
Climb +12 (1 rank, +2 Dex, +3 class, +6 racial)
Using Dex in place of Str, which it should, but having that +6 racial to substitute the +8 it should really have. AND, that rank would be detracted from either Acrobatics or Perception.

Plus, as said, the racial bonus to Climb should be +8, not +6, and the +6 to Acrobatics is also uncommon, since skill racial bonuses are usually either +2 or a multiple of +4.

Finally, it might be worth adding to the skill list "Stealth +10", that the Zoog has thanks to size and Dex.

_____________________________________________

And since I didn't find any issue on the Zuvembie, I must say that till someone else has errors to reports, I'm finally finished here.

That's all, folks.

Grand Lodge

Pgs. 290 & 291 - Celestial, Entropic, Fiendish, and Resolute simple creature templates

Shouldn't the rebuild rules for these 4 templates mention that the creature's alignment changes to the corresponding alignment associated with the template?


Shadow Mastiff, page 241

The "Senses" line is missing the "scent" ability.

Shadow Mastiffs had scent in both 3.5, the Bonus Bestiary, and Adventure Path #27. So I'm assuming this is a simple oversight for Bestiary 3.


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

Fly can be +21 = +1 rank, +3 Dex, +6 Diminutive, +3 class skill, +8 perfect

Escape artist would be +7 = +1 rank, +3 class skill, +3 Dex


1 person marked this as FAQ candidate.

Clockwork Leviathan, p55

Bite is missing the Grab special ability.

The Swallow Whole special attack requires grapple with the bite attack. Normally creatures with Swallow Whole special ability have grab on the bite attack.

It does not make sense that the Leviathan has Grab on the slams but not the bite when it has Swallow Whole.

- Gauss

Shadow Lodge

1 person marked this as a favorite.

Desert Drake, p. 105

Dazzling Emergence (Ex): During a surprise round, a desert drake can use Dazzling Display as a standard action.

Since Dazzling Display lets you use Intimidate to demoralize all foes within 30 feet who can see your display, and using Intimidate to demoralize is already a standard action, it seems very likely to me that the Dazzling Emergence ability is meant to be a swift action. Otherwise, it's not really an ability at all; it's just stating a thing you can do normally, and giving it a fancy name.

Grand Lodge

McGravin wrote:

Desert Drake, p. 105

Dazzling Emergence (Ex): During a surprise round, a desert drake can use Dazzling Display as a standard action.

Since Dazzling Display lets you use Intimidate to demoralize all foes within 30 feet who can see your display, and using Intimidate to demoralize is already a standard action, it seems very likely to me that the Dazzling Emergence ability is meant to be a swift action. Otherwise, it's not really an ability at all; it's just stating a thing you can do normally, and giving it a fancy name.

Read the description of Dazzling Display. Using it is a full-round action. Yes, demoralizing using intimidate is a standard action, but you can only demoralize one opponent at a time normally. Dazzling Display lets you demoralize ALL opponents within 30 feet, at the cost of a full-round action instead of a standard action.

No error.

RPG Superstar 2008 Top 32

1 person marked this as FAQ candidate.

A question:

Giant, Cave, p. 127

No languages are listed in this entry. Is this an error or can cave giants simply not talk?

Grand Lodge

CNichols wrote:

A question:

Giant, Cave, p. 127

No languages are listed in this entry. Is this an error or can cave giants simply not talk?

I'd say it's an oversight more than anything. I'd make them like the hill giant, who are just as stupid, and give them only Giant as a language.

Dark Archive

suli p. 258
Treasure should say shortbow instead of "short bow", just like ranged


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

A couple changes on this one:

Escape Artist +7 = +1 rank, +3 Dex, +3 class skill (rank limited by HD)
Fly +21= +1 rank, +3 Dex, +6 Diminutive, +8 perfect, +3 Class skill (using remaining point from Escape Artist)

My 2 yen,

Akiosama


Pathfinder Adventure Path Subscriber

Foo Dog/Lion vs. Foo Creature Template (p. 120-121) The Foo Dog/Foo Lion statblocks give them immunity to disease, paralysis, poison, and sleep. But the Foo Creature template gives the base creature no such immunities. Which is correct?


Astral Wanderer wrote:

Animal Lord, Cat Lord, page 14

2) The damage of the +1 Keen Composite Longbow doesn't include the critical range of 19-20.

More importantly, Keen can only be added to piercing or slashing melee weapons, so this longbow is impossible to begin with. Keen should be removed or replaced with Seeking or something else appropriate.

Grand Lodge

pluvia33 wrote:
Astral Wanderer wrote:

Animal Lord, Cat Lord, page 14

2) The damage of the +1 Keen Composite Longbow doesn't include the critical range of 19-20.

More importantly, Keen can only be added to piercing or slashing melee weapons, so this longbow is impossible to begin with. Keen should be removed or replaced with Seeking or something else appropriate.

Good catch. I agree, I looked over the +1 bonus ranged weapon special abilities and seeking makes the most sense.


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.


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).


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).

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