Possible NPC Codex errors


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Grand Lodge

Pg. 238 - Black Ice

Missing save DC for ghost sound spell-like ability. Like before, not sure if the gnome's +1 racial bonus to save DC of illusion spells applies to spell-like abilities as well.

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Pg. 265 - Master Entertainer

Missing save DC for ghost sound spell-like ability. Like before, not sure if the gnome's +1 racial bonus to save DC of illusion spells applies to spell-like abilities as well.

Grand Lodge

Various Gnomes

Now that I've assaulted the board with a slew of what is essentially the same "error," I'll mention that while looking, I came across 6 gnomes that DID include the save DC to their ghost sound spell-like ability. Unfortunately half of them factored in the racial bonus to save DC of illusion spells, and the other half didn't.

The half that DID are on pages 161, 165, and all three stat blocks for Lini the iconic druid on pages 283 and 284.

The half that DID NOT are on pages 19, 83, and 94.

Grand Lodge

Pg. 38 - Lion Tamer (again)

2 things.

First, doesn't have the bonus from obsessive racial trait factored in. Profession (showman) should be changed to +6.

Second, missing bonus language for having a high Int score.

Grand Lodge

Pg. 26 - Tavern Singer

Missing bonus language for having a high Int.

Grand Lodge

Pg. 27 - Taunting Comedian

Missing bonus language for having a high Int.

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Pg. 29 - Con Artist

Missing bonus language for having a high Int.

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Pg. 30 - Gambler

Missing bonus language for having a high Int.

Grand Lodge

chopswil wrote:

SPELLSWORD p. 39

Weapon Proficiency Missing: Curve blade, elven needs Martial

Yeah, nice catch. As such he doesn't qualify for the feats Improved Critical (elven curve blade) or Weapon Focus (elven curve blade). Easiest course of action would be to replace it with one of his other feats.

Grand Lodge

Pg. 39 - Spellsword

After calculating skills, it looks like I have 2 skill ranks still left unused. It's possible the designer forgot about the elf's keen senses racial trait and Perception should actually be +17.

For anybody who agrees and likes to update their books, don't forget to also adjust Perception in the Senses line.

Grand Lodge

Pg. 41 - Rival Explorer

There's a random +4 to Acrobatics checks when jumping that seemingly comes from no where.

Additionally skill point math doesn't seem to add up for me:

Total ranks to spend: 144

Acrobatics +12 = 6(Dex) + 3(class) - 1(ACP) + 4 ranks
Bluff +10 = 5(Cha) + 3(class) + 2 ranks
Climb +10 = 3(Str) + 3(class) - 1(ACP) + 5 ranks
Diplomacy +10 = 5(Cha) + 3(class) + 2 ranks
Disable Device +20 = 6(Dex) + 3(class) + 2(mstwk tools) - 1(ACP) + 10 ranks
Escape Artist +18 = 6(Dex) + 3(class) - 1(ACP) + 10 ranks
Intimidate +7 = 5(Cha) + 2(race mod)
Knowledge (arcana) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (dungeoneering) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (geography) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (history) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (local) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (nature) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (planes) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Knowledge (religion) +14 = 1(Int) + 9(bard) + 3(class) + 1 rank
Perception +20 = -1(Wis) + 3(class) + 18 ranks
Perform (dance) +20 = 5(Cha) + 3(class) + 12 ranks
Perform (oratory) +13 = 5(Cha) + 3(class) + 5 ranks
Perform (sing) +18 = 5(Cha) + 3(class) + 10 ranks
Perform (string) +25 = 5(Cha) + 3(class) + 2(mstwk instrument) + 15 ranks
Spellcraft +15 = 1(Int) + 3(class) + 11 ranks
Stealth +22 = 6(Dex) + 3(class) - 1(ACP) + 14 ranks
Use Magic Device +20 = 5(Cha) + 3(class) + 12 ranks

TOTAL RANKS SPENT: 138

Grand Lodge

Pg. 42 - Master Spy

First, since he's already cast misdirection once today, his 2nd-level spells should be reduced to 6/day remaining.

Second, without thieves' tools he'd take a -2 penalty to his Disable Device skill. I calculated skill points IGNORING THE NEED FOR THIEVES' TOOLS and came out to 183 skill points spent when only 181 are available. This tells me that it's possible masterwork thieves' tools were factored into skills, but not included in his gear.

Grand Lodge

Pg. 43 - Doomsayer

Bonus from boots of striding and springing weren't taken into account:

* Speed should be increased to 40 ft.
* Skills should include "Acrobatics +1 (+10 when jumping)". For those confused at the math that's +5 from the boots and another +4 for the new speed of 40 ft.

Also Martial Weapon Proficiency should be changed to Martial Weapon Proficiency (scythe).

Grand Lodge

Pg. 44 - Mercenary Healer

This guy's carrying 61 lbs. of equipment with a Strength of 8. That's a heavy load, but nothing on this guy's stat block needs to be adjusted for it. If you plan on having this character run, though, be sure to note that he can only run triple his speed, not quadruple, even though he's only wearing medium armor.

Grand Lodge

Pg. 45 - Shoreline Cleric

This cleric is carrying about 39 lbs. of equipment, and with a Strength of 8, that's a medium load.

Speed should be reduced to 20 ft.
Stealth should be reduced to +5.

Grand Lodge

Pg. 45 - Shoreline Cleric (again)

Domain spells entangle and barkskin are missing their superscript of "D" telling us they're domain spells.

Also since this cleric has cast barkskin prior to combat, that spell should be noted as such.

Grand Lodge

chopswil wrote:

Master Spy p. 42

his daggers list iterative attacks, but without quick draw, he cannot do that.

Actually it seems as though the stat block assumes he has both daggers out - one in each hand.

If both daggers are already drawn, he doesn't need Quick Draw. After all, only two iterative attacks are even listed (even though his maximum attacks in a full attack action is 3), nevermind he's only got 2 daggers anyway.

Dark Archive

Strife2002 wrote:
chopswil wrote:

Master Spy p. 42

his daggers list iterative attacks, but without quick draw, he cannot do that.

Actually it seems as though the stat block assumes he has both daggers out - one in each hand.

If both daggers are already drawn, he doesn't need Quick Draw. After all, only two iterative attacks are even listed (even though his maximum attacks in a full attack action is 3), nevermind he's only got 2 daggers anyway.

I was thinking along the lines of iterative meant two attacks with the same weapon.

for ranged attacks it would be the same hand or bow that would draw new ammo and fire/throw again

Designer, RPG Superstar Judge

chopswil wrote:
I was thinking along the lines of iterative meant two attacks with the same weapon.

No.

Grand Lodge

Pg. 47 - Carousing Champion

"Acrobatics +0" should be changed to "Acrobatics +0 (-4 when jumping)".

Grand Lodge

Strife2002 wrote:
chopswil wrote:

STREET PERFORMER p. 26

...skill stuff...

There's another issue here. Notice the HP. It says "2d8+1" but he has Con 13. At 2nd level, that'd be 2d8+2 at least. Unless you decide to put a favored class bonus into hp, that'd be hp 15 (2d8+2) and 14 total skill points to throw around.

Another issue is that this character is carrying about 43 lbs. of gear with a Strength of 10. That's a medium load.

Speed would drop to 20 ft.
Acrobatics, Sleight of Hand, and Stealth would drop to +3, +4, and +3 respectively. This is after taking into account that Sleight of Hand seemed to be calculated incorrectly to begin with.

Grand Lodge

Pg. 42 - Master Spy

If I remove 100 gp from his gear to pay for the masterwork thieves' tools he needs to keep his Disable Device skill where it's at (and even if I didn't, since 100 gp weighs the same as the thieves' tools), that leaves him with about 37.5 lbs. of gear. At Strength 10, that's a medium load.

Speed would drop to 20 ft.
Disable Device, Escape Artist, and Stealth would drop to +22, +13, and +22, respectively.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Skeld wrote:

Looking at this thread, you would think this is the buggiest gaming book in the history of ever.

-Skeld

Go figure, but the "let's find every error and post it here because it's SUPER HELPFUL (especially if we end up finding errors in errors of each other's errors)" folks likely disagree.


Gorbacz wrote:
Skeld wrote:

Looking at this thread, you would think this is the buggiest gaming book in the history of ever.

-Skeld

Go figure, but the "let's find every error and post it here because it's SUPER HELPFUL (especially if we end up finding errors in errors of each other's errors)" folks likely disagree.

So, your preference would be that people not post potential errata issues they find when reading the book?

Silver Crusade

Pathfinder Adventure Path Subscriber

Mail them to sean.k.reynolds@paizo.com. I'm sure SKR can handle filtering his inbox to keep e-mails from Strife and chopswil in a separate folder so they don't interrupt his regular correspondence, the proposed errors will reach the right place, and everyone will be happy.

Grand Lodge

Pg. 50 - Death Priest

Hit points say "89 (9d8+27)" when it should say "89 (9d8+45)". 27 is how many hit points are added with the base Con of 14 (with favored class bonus added in), when bear's endurance isn't in effect.

Grand Lodge

Pg. 53 - Trickster Priest

Hit points say "105 (12d8+24)" but it should say "105 (12d8+48)". 24 is the hp bonus for the base Con of 12 (with favored class bonus added in), when bear's endurance isn't in effect.

Grand Lodge

Pg. 54 - Profane General

Missing bonus language for having high Int.

Grand Lodge

chopswil wrote:

SACRED GUARDIAN p. 55

...

craft is a class skill, if you add 1 rank then it's +4 which would make it +5 and then you would use more ranks than you have
Skill:Craft [armor]: Computed: 1 Stat block: 3

Skills Ranks: 49 = 42 class skills +7 Favored class
Total Ranks Used 49

Craft (armor) +1 = +0 ranks, +1 Int
Craft (jewelry) +6 = +2 ranks, +1 Int, +3 class skill
Diplomacy +9 = +6 ranks, +0 Cha, +3 class skill
Heal +15 = +6 ranks, +6 Wis, +3 class skill
Knowledge (arcana) +6 = +2 ranks, +1 Int, +3 class skill
Knowledge (history) +6 = +2 ranks, +1 Int, +3 class skill
Knowledge (nobility) +6 = +2 ranks, +1 Int, +3 class skill
Knowledge (local) +3 = +2 ranks, +1 Int
Knowledge (religion) +10 = +6 ranks, +1 Int, +3 class skill
Perception +22 = +14 ranks, +6 Wis +2 Race Mod
Sense Motive +12 = +3 ranks, +6 Wis, +3 class skill
Spellcraft +8 = +4 ranks, +1 Int, +3 class skill

Skill points work out fine. Craft (armor) has the +2 bonus from the gnome's obsessive racial trait.

Also this character is missing a language for having a high Int score.

Dark Archive

TUNNEL RAT p. 130

with Rapid Reload feat crossbow should iterate

Dark Archive

ORC SLAYER p. 131

with Wis of 12 there is no 2nd level spell bonus
Spell Count-Ranger Level: 2: Computed: 1 Stat Block: 2

Grand Lodge

Pg. 57 - Elemental Priest

It looks like the designer of this character took the reduction to armor check penalty from both mithral and masterwork quality and stacked them. Mithral includes the reduction from the masterwork quality already, so the following skills should actually read:

* Acrobatics +0 (-4 when jumping)
* Climb -1
* Stealth +4
* Swim +2

HOWEVER. This halfling is also carrying about 47 lbs. of gear and coins. With a Strength of 8, that's a heavy load for a Small character. This would increase the check penalty even further, resulting in:

* Acrobatics -4 (-8 when jumping)
* Climb -5
* Stealth +0
* Swim -2

Also speed would drop to 15 ft.

Dark Archive

GIANT-KILLER p. 134

has mwk longspear in Melee section but is not listed in gear

Dark Archive

for all the rangers above 2nd level, I'm not seeing where in the stat block which combat style has been chosen.
Since this book is for core only you only have two choices: archery or two-weapon combat.

Dark Archive

STEADFAST DEFENDER p. 100

"CMD 30 (36 vs. bull rush or trip)"
Improved Bull Rush and Improved Trip only provide a +2 to CMD, where is the other +4 coming from to make it 36 vs. bull rush or trip?

Dark Archive

INFERNAL CHAMPION p. 95

Init Mod: Computed: 7 Stat Block: +8
+ 3Dex Mod +4 Improved Initiative

CMB: Computed: 31 Stat Block: +30
20 BAB +0 SizeMod +8 StrMod +2 heroism +1 ioun stone

Missing Skill: Stealth could be 5
Stealth +5 = +0 ranks, +3 Dex, -1 Armor Check Penalty +0 Medium +2 Heroism- Skill Mod Pale Green Prism Ioun Stone Skill Mod

Skill:Fly: Computed: 9 Stat Block: 8

Skill Points Unused : 1

ACP -1 = -6 full plate +1 masterwork (full plate) +4 armor training
Skills Ranks: 41 = 20 class skills +20 race mod +1 Favored class
Total Ranks Used 40

Acrobatics +25 = +20 ranks, +3 Dex, -1 Armor Check Penalty +2 Heroism- Skill Mod Pale Green Prism Ioun Stone Skill Mod
Fly +9 = +0 ranks, +3 Dex, -1 Armor Check Penalty +0 Medium +4 good +2 Heroism- Skill Mod Pale Green Prism Ioun Stone Skill Mod
Intimidate +26 = +20 ranks, +0 Cha, +3 class skill +2 Heroism- Skill Mod Pale Green Prism Ioun Stone Skill Mod
Linguistics +2 = +0 ranks, -1 Int +2 Heroism- Skill Mod Pale Green Prism Ioun Stone Skill Mod
Perception +4 = +0 ranks, +1 Wis +2 Heroism- Skill Mod Pale Green Prism Ioun Stone Skill Mod

Grand Lodge

For the sake of everyone's tempers (and I guess my own perceived sanity), from this point on I'm going to refrain from posting about stat blocks whose characters are in medium or heavy load territory as a result of holding too many coins (which is practically all the high level characters). We can assume that these characters maybe are keeping them somewhere else other than on their person. I'll still report situations where a medium or heavy load is reached as a result of actual worn and used gear, as that makes more sense.

Grand Lodge

Pg. 61 - Fire Diabolist

Delay poison in the 2nd-level spells needs a save DC. With Spell Focus (conjuration) it will be DC 18.

Designer, RPG Superstar Judge

Strife2002 wrote:

Pg. 61 - Fire Diabolist

Delay poison in the 2nd-level spells needs a save DC. With Spell Focus (conjuration) it will be DC 18.

We generally don't list the DCs for harmless spells because it's a waste of text on the page.

And we usually don't account for encumbrance for equipment other than armor.

Grand Lodge

Sean K Reynolds wrote:
Strife2002 wrote:

Pg. 61 - Fire Diabolist

Delay poison in the 2nd-level spells needs a save DC. With Spell Focus (conjuration) it will be DC 18.

We generally don't list the DCs for harmless spells because it's a waste of text on the page.

And we usually don't account for encumbrance for equipment other than armor.

Noted and noted. I figured as much for that particular example regarding the save DC, as any more text would make everything drop down one line.

In any case, I'll stop reporting these all together then and just make notes in my copy.

Grand Lodge

Pg. 63 - Sylvan Protector

Humorously missing "sylvan" as a language. All gnomes start with sylvan as a language.

Grand Lodge

chopswil wrote:

various druid stat blocks forgetting to implement healer's kit

I think technically, since the healer's kit has limited uses before being exhausted, they don't include them in the stat block because the character would have to make the choice of using it or not (unlike a climber's kit, where there's no reason whatsoever not to use it when climbing).

After all, they wouldn't add 30 ft. to a character's land speed simply because she has a scroll of expeditious retreat in her gear.

Grand Lodge

Pg. 67 - Sea Captain

Has Goblin as a language, but with no ranks in Linguistics and an Int of 10, this character shouldn't have any languages other than Common, Halfling, and Druidic.

Grand Lodge

Pg. 68 - Mud Shaman

Missing Druidic as a language.

Dark Archive

Strife2002 wrote:
chopswil wrote:

various druid stat blocks forgetting to implement healer's kit

I think technically, since the healer's kit has limited uses before being exhausted, they don't include them in the stat block because the character would have to make the choice of using it or not (unlike a climber's kit, where there's no reason whatsoever not to use it when climbing).

After all, they wouldn't add 30 ft. to a character's land speed simply because she has a scroll of expeditious retreat in her gear.

they've been included in the past with GMG stat blocks

if this is the new way of the world, then there should be a note somewhere so people know they need to add in that bonus

Grand Lodge

Pg. 69 - Water merchant

Seems to be missing a language.

Gnome = Common, Gnome, Sylvan
Druid = Druidic
15 Int = 2 languages (Draconic and Elf [change to Elven])
Linguistics (2 ranks) = 2 languages (Abyssal and ????)

Grand Lodge

Pg. 71 - Castaway

This character is missing his Languages entry. He'd have 6: Common, Orc, Druidic, and 3 others.

Grand Lodge

Pg. 73 - Fury of Flame

Missing "Druidic" from languages.

Grand Lodge

Pg. 74 - Creeping Death

This elf has Abyssal as a bonus language for having a high Int. Unfortunately Abyssal is not on the list of bonus languages for elves.

Grand Lodge

Pg. 75 - Taiga Stalker

Missing Druidic as a language.

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