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Dragon78 |
![Sonthonax](http://cdn.paizo.com/image/avatar/PZO9258-BronzeDragon_500.jpeg)
The Psychopomps do not have DR/adamantine plus two of them are mising some of there racial immunities granted by the Psychopomp subtype.
The Spellscar Fex does not say if glass weapons bypass it's DR.
There is nothing in the robot's entry that says if electricity bybasses there hardness wich it should.
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Cthulhudrew |
![Fiendish Marsh Giant](http://cdn.paizo.com/image/avatar/PZO9259-FiendishMarshGiant_500.jpeg)
There is no RP cost for the Lashunta's knowledgeable racial trait.
That's just Skill Bonus (2 RP; +2 bonus to any single skill- in this case a choice of a Knowledge skill). That makes their breakdown:
Humanoid (0 RP)
Medium (0 RP)
Normal Speed (0 RP)
Standard Array (0 RP)
Linguist (1 RP- they can choose from any language they want as bonuses)
Lashunta Magic (5 RP)
Knowledgeable/Skill Bonus (2 RP)
Limited Telepathy (3 RP)
Total: 11 RP
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![Dwarf](http://cdn.paizo.com/image/avatar/A05_Necrophidious-Fight1.jpg)
Fungus Queen, P. 12
The Create Spawn ability say:
"Fungoid creatures are under the control of the fungus creature that created them, and remain enslaved until their mistress is destroyed or until they are cured of the infestation (see the facing page)."
but the facing page has no information on how the infestation can be cured.
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Dragon78 |
![Sonthonax](http://cdn.paizo.com/image/avatar/PZO9258-BronzeDragon_500.jpeg)
The syrinx is incorrectly listed as monstrous humaniod in the monster by type list.
Yeah but you would think that the ability to choose wich knowledge to get a +2 bonus too would be a little higher on the RP cost.
Also a +2 to one stat and -2 to one was never listed in APG as an option yet two races have these kinda of modifiers, the Strix(+2Dex -2Cha and Syrinx(+2Wis -Dex).
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![James Jacobs](http://cdn.paizo.com/image/avatar/private/JamesJacobs.jpg)
Fungus Queen, P. 12
The Create Spawn ability say:
"Fungoid creatures are under the control of the fungus creature that created them, and remain enslaved until their mistress is destroyed or until they are cured of the infestation (see the facing page)."
but the facing page has no information on how the infestation can be cured.
Huh. Wonder if that information got cut for space...
In any event, curing someone who has been turned into a fungoid creature can be done with a wish or a miracle, but also by simply killing them before bringing them back to life. The template can also be removed by heal.
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Cthulhudrew |
![Fiendish Marsh Giant](http://cdn.paizo.com/image/avatar/PZO9259-FiendishMarshGiant_500.jpeg)
Yeah but you would think that the ability to choose wich knowledge to get a +2 bonus too would be a little higher on the RP cost.
Why would it be? The Skill Bonus trait assigns a +2 bonus to a single skill, generally chosen by the GM when the race is created, but whether it is pre-selected or selected by the option of the PC, the end result is still the same; a +2 bonus to a single skill.
Arguably, given that it's a Knowledge skill, it might even be considered less useful than being able to select from any skill, period.
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![Hairdar the Accursed / Hairdar Yunan](http://cdn.paizo.com/image/avatar/PF19-14.jpg)
The monkey goblin has a speed of 30 and fast movement in its stat block, but it has a speed of 20 and slow movement in the Monkey Goblin Character part.
Zelishkar has Resist cold 30 AND Vulnerable to cold... which is just strange! And its natural weapons are considered lawful, and worshippers of Zelishkar car have the Law Domain, which is strange once again for a NE creature... I'm starting to think that this creature has some kind of chaotic nature xD
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Lord Fyre RPG Superstar 2009 Top 32 |
![Harsk](http://cdn.paizo.com/image/avatar/PZO9081-Harsk_90.jpeg)
How are the Monkey Goblin's attributes modifiers purchased?
It has a stat modifier of +4 Dex, -2 Wis, & -2 Chr
This is neither Greater Paragon (Members of this race gain a +4 bonus to one ability score, a –2 penalty to one physical ability score, and a –2 penalty to one mental ability score.) nor Paragon (Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa.) as defined on page 219 of the Advanced Race Guide.
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![James Jacobs](http://cdn.paizo.com/image/avatar/private/JamesJacobs.jpg)
How are the Monkey Goblin's attributes modifiers purchased?
It has a stat modifier of +4 Dex, -2 Wis, & -2 Chr
This is neither Greater Paragon (Members of this race gain a +4 bonus to one ability score, a –2 penalty to one physical ability score, and a –2 penalty to one mental ability score.) nor Paragon (Members of this race gain a +4 bonus to a single ability score, and a –2 penalty to either all physical or all mental ability scores. If the bonus is to a single physical ability score, the penalties apply to all mental ability scores, and vice versa.) as defined on page 219 of the Advanced Race Guide.
They were built with a baseline of 15, 14, 13, 12, 10, 8, then modified by +4 to the 14 and –2 to the 12 and the 8.
That's standard for building a creature with PC class levels, and does not utilize the rules from Advanced Race Guide at all—the stats are for a monster, not a PC, after all.
OH! WAIT! You meant how were the MODIFIERS purchased using the race builder guide. They did not follow the "Greater Paragon" or "Paragon" patterns—now and then we build a race with unusual stat modifiers like this, when those choices are simply "right" for the monster's flavor. It's a case of bending the rules, essentially—building new monsters is, after all, as much of an art as it is a science.
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Lord Fyre RPG Superstar 2009 Top 32 |
![Harsk](http://cdn.paizo.com/image/avatar/PZO9081-Harsk_90.jpeg)
OH! WAIT! You meant how were the MODIFIERS purchased using the race builder guide. They did not follow the "Greater Paragon" or "Paragon" patterns—now and then we build a race with unusual stat modifiers like this, when those choices are simply "right" for the monster's flavor. It's a case of bending the rules, essentially—building new monsters is, after all, as much of an art as it is a science.
That leads to the next problem. Page 16 of the Inner Sea Bestiary gives their "RP" total as 10. However ...
Type: Humanoid (Goblin) - +0 RP
Size: Small - +0 RP
Base Speed: Slow - -1 RP
Ability Score Modifier: Unusual - ?? RP
Language: Xenophobic - +0 RP
Defensive: Fearless - +1 RP
Skill and Feat: +2 Acrobatics & +2 Stealth - +4 RP Stealth skill on the example character does not make sense. Should be +14 (3+1+4+2+4).
Movement: Climb - +2 RP Note that the +8 racial is not properly factored into the example character's climb skill of +14. Should be +16 (3+1+4+8).
Senses: Low Light Vision - +1 RP
Other: Prehensile Tail - +2 RP
That would mean that the Monkey Goblin's Ability Modifiers were purchased as Paragon for one point. Thus it may be getting a better deal then Greater Paragon. Of course, buying the attribute modifiers as a Greater Paragon equivalent and changing its RP cost to "11", with is the same as a Dwarf, doesn't have a huge impact
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GM Hands of Fate |
![Gibbering Mouther](http://cdn.paizo.com/image/avatar/3EyeballQuicksand.jpg)
Zelishkar of the Bitter Flame stats do not reflect Unholy Aura/
AC (in print) 39 (+11 armor, +3 dex, +1 dodge, +15 Natural, -1 size)
should be
AC 43 (+11 armor, +4 deflection, +3 dex, +1 dodge, +15 Natural, -1 size)
Saves should be 4 higher...
Fort (assuming bad save) +8 (24 HD Outsider), +11 Con, +4 aura = 23
Ref (assuming good save) +14 (24 HD Outsider), +5 Dex, +4 aura = 23
Will (assuming good save) +14 (24 HD Outsider), +6 Wis, +4 Aura = 24
Electricity resistance of Daemonic Harbingers is missing.
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andriod
Skill Over HD Max:Disable Device: Computed: 2 HD: 1
ACP 0 = 0 leather
Favored Class Points Devoted to HP: 1
Skills Ranks: 10 = 10 class skills
Total Ranks Used 10
Acrobatics +7 = +1 ranks, +3 Dex, +3 class skill
Climb +5 = +1 ranks, +1 Str, +3 class skill
Disable Device +7 = +2 ranks, +3 Dex, +3 class skill -2 no thieves' tools + (1/2= 0 ) Rogue Disable Device (Level /2)
Escape Artist +7 = +1 ranks, +3 Dex, +3 class skill
Knowledge (engineering) +3 = +1 ranks, +2 Int
Knowledge (local) +6 = +1 ranks, +2 Int, +3 class skill
Perception +6 = +1 ranks, +0 Wis, +3 class skill +2 Race Mod
Sense Motive +0 = +1 ranks, +0 Wis, +3 class skill -4 Race Mod
Sleight of Hand +7 = +1 ranks, +3 Dex, +3 class skill
Stealth +3 = +0 ranks, +3 Dex +0 Medium
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![Samurai](http://cdn.paizo.com/image/avatar/PZO9421-Samurai_90.jpeg)
Trapfinding offers a minimum of +1 even at first level; pretty sure they didn't bother penalizing the statblock for the lack of thieves' tools (which would be folded into the "other treasure" part of her NPC gear anyway). Also, the android rogue as a Stealth bonus of +7, which is where the other skill point went.
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![James Jacobs](http://cdn.paizo.com/image/avatar/private/JamesJacobs.jpg)
Trapfinding offers a minimum of +1 even at first level; pretty sure they didn't bother penalizing the statblock for the lack of thieves' tools (which would be folded into the "other treasure" part of her NPC gear anyway). Also, the android rogue as a Stealth bonus of +7, which is where the other skill point went.
Correct.
When we stat up a NPC, and that NPC generally needs specific tools to do its job (be it a holy symbol or a spell book or, in this case, thieves' tools), we generally don't list those assumed items of equipment and instead lump them all together under the "other treasure" category in order to prevent the treasure line from being 2 or more lines long.
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![Scarecrow](http://cdn.paizo.com/image/avatar/PZO9032-Scarecrow.jpg)
Zelishkar has Resist cold 30 AND Vulnerable to cold... which is just strange! And its natural weapons are considered lawful, and worshippers of Zelishkar car have the Law Domain, which is strange once again for a NE creature... I'm starting to think that this creature has some kind of chaotic nature xD
Sorry for the necro, but I found this thread by searching for it to update my copy of the book, and figured I may not be the only one who stumbles across it. This was explained in the product thread for this book. Zelishkar's daemonic harbinger stats had some copy-paste errors from Lorthact, the infernal duke in this book. His natural weapons should only be considered evil, not also lawful. He also should grant access to the Animal, Evil, Fire, and War domains, and his favored weapon is actually a ranseur. These corrected bits are also found in Inner Sea Gods.
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![Scarecrow](http://cdn.paizo.com/image/avatar/PZO9032-Scarecrow.jpg)
Pg. 53 - Umbral Shepherd
This creature is also missing its outsider subtype (incorporeal doesn't count*). For one, it should have the extraplanar subtype probably (which also doesn't count* when it comes to outsider subtypes), and possibly the evil subtype.
*When I say "counts" I'm referring to the subtype it would require that would allow rangers to select it as a favored enemy, like "outsider (evil)".
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![Scarecrow](http://cdn.paizo.com/image/avatar/PZO9032-Scarecrow.jpg)
Pg. 6 - Blighted fey satyr stat block
The original satyr stat block from the first Bestiary had an issue we brought up in that errata thread where the Weapon Finesse feat was wasted on them, considering their Strength and Dexterity bonuses were equal to one another. Now more than ever, with the blighted fey template increasing the Strength score, Weapon Finesse is more useless than before for this stat block here.
This template and example creature made their core debut as of Bestiary 6, and this issue has been mentioned in that book's errata/FAQ thread.