Possible NPC Codex errors


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Grand Lodge

Pg. 77 - Dark nature priest

Can't have iterative ranged attacks with a sling. The only way to do that is with the Juggle Load feat from Halflings of Golarion.

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Pg. 78 - Rage flame

Can't have iterative ranged attacks with a sling. The only way to do that is with the Juggle Load feat from Halflings of Golarion.

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Pg. 173 - Natural arcanist

Can't have iterative ranged attacks with a sling. The only way to do that is with the Juggle Load feat from Halflings of Golarion.

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Pg. 239 - Darkstar

Can't have iterative ranged attacks with a sling. The only way to do that is with the Juggle Load feat from Halflings of Golarion.

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Pg. 279 - Lem, Level 12

Can't have iterative ranged attacks with a sling. The only way to do that is with the Juggle Load feat from Halflings of Golarion.

Grand Lodge

Pg. 283 - Lini, Level 12

Can't have iterative ranged attacks with a sling. The only way to do that is with the Juggle Load feat from Halflings of Golarion.

Grand Lodge

chopswil wrote:

FURY OF FLAME p. 73

Ranged Iterative Attacks: No Quick Draw, so can't have Iterative Attacks

Skill Points Unused : 2
Skills Ranks: 72 = 56 class skills +14 race mod +2 Favored class
Total Ranks Used 70

forgot healer's kit ?
Climb +8 = +3 ranks, +5 Str, +3 class skill, -3 Armor Check Penalty
Fly +5 = +4 ranks, +1 Dex, +3 class skill, -3 Armor Check Penalty +0 Medium
Handle Animal +6 = +4 ranks, -1 Cha, +3 class skill
Heal +12 = +3 ranks, +4 Wis, +3 class skill +2 healer's kit
Knowledge (geography) +7 = +4 ranks, +0 Int, +3 class skill
Knowledge (nature) +11 = +6 ranks, +0 Int, +3 class skill +2 Druid
Perception +15 = +8 ranks, +4 Wis, +3 class skill
Perform (oratory) +5 = +6 ranks, -1 Cha
Ride +7 = +6 ranks, +1 Dex, +3 class skill, -3 Armor Check Penalty
Spellcraft +11 = +8 ranks, +0 Int, +3 class skill
Survival +23 = +14 ranks, +4 Wis, +3 class skill +2 Druid
Swim +9 = +4 ranks, +5 Str, +3 class skill, -3 Armor Check Penalty

As said before, if holding one in each hand to start, it's fine. The bigger issue though is that this character doesn't have more than 1 masterwork shortspear to throw, anyway.

Also healer's kits aren't counting.

Grand Lodge

chopswil wrote:

CREEPING DEATH p. 74

Calls Wood Fist a Spell-Like Ability. It is Supernatural, and has previously appeared as a special attack.

forgot haste?
Fort: Computed: 13 Stat Block: 12
+9 ClassMod +0 RaceMod +1 AbilityMod +1 OnGoingMods( +1 Haste- Save Mod) + 2Cloak of Resistance Save Mod

Firstly, haste not properly applied. Second, barkskin and amulet of natural armour not stacking to give a +6 armour bonus. the base statistics block suggests they overlap, but I seem to recall it being definitively decided that they stack.

AC Value: Computed: 33 (+7 armor, +2 deflection, +3 Dex, +2 dodge, +6 natural, +3 shield) Stat Block: 31
AC = 10 +7 Armor +3 Shield +3 DexUsed +10 OtherBonuses +0 Rage
OtherBonuses = +2 Deflection +6 Natural +2 Dodge +0 SizeMod

haste not properly applied
Melee Attack Bonus-+1 scythe: Computed: 14 Stat Block: 13
11 BAB +1 AbilityBonus +0 SizeMod +1 Enchantment Bonus +1 Haste- Attack Mod

haste not properly applied
CMB: Computed: 13 Stat Block: +12
11BAB +0 SizeMod +1 AbilityMod +1 OnGoingAttackMod

1) Alright, your issue with wood fist being a supernatural ability is valid. However...

2) Haste increases Reflex saves, not Fort saves. Saves are incorrect, but it's Reflex that needs to be increased by 1.

3) Natural armor bonuses come in 3 different varieties: natural armor bonuses (like an animal's hide), increases to natural armor bonuses (like the natural AC increases of the Dragon Disciple), and enhancement bonuses to natural armor (like from barkskin and amulet of natural armor). Increases to natural armor always stack, but the former and latter don't, ever. Therefore, natural AC can be calculated as:
Natural AC = Highest natural AC bonus + total increases to natural AC + Highest enhancement bonus to natural AC

Because barkskin and amulet of natural armor are both enhancement bonuses to natural armor, they don't stack, and barkskin will override the AoNA for its duration. AC should be:
AC 32, touch 17, flat-footed 27 (+7 armor, +2 deflection, +3 Dex, +2 dodge, +5 natural, +3 shield)

4) You're right about the melee attack being too low, but you forgot to mention that it needs an extra attack in its full-attack due to haste. Melee should read:
Melee +1 cold iron scythe +14/+14/+9/+4 (2d4+2/x4)

5) You're right about CMB, but CMD also needs to be increased as the dodge bonus from haste hasn't been applied. CMD should be 29.

6) Lastly, there's one error you missed. Due to haste, speed should actually be 50 ft. (60 ft. normally, -10 from armor). After 5 rounds pass, the potion of haste will wear off and then the longstrider spell she cast will take over, since the two effects are enhancement bonuses and don't stack. When that happens, then her speed will be 30 feet as it is written in the stat block.

Grand Lodge

chopswil wrote:

TAIGA STALKER p. 75

Skill Points Unused : 2
Skills Ranks: 84 = 64 class skills +16 race mod +4 Favored class
Total Ranks Used 82

forgot healer's kit?

Don't think they're counting healer's kits anymore.

Designer, RPG Superstar Judge

Healer's kits have charges, so we don't list the bonus for them (you have to opt-in to get the +2 and use a charge to do so).

Grand Lodge

chopswil wrote:

TAIGA STALKER p. 75

Skill Points Unused : 2
Skills Ranks: 84 = 64 class skills +16 race mod +4 Favored class
Total Ranks Used 82

forgot healer's kit?
Craft (woodworking) +11 = +8 ranks, +0 Int, +3 class skill
Fly +8 = +8 ranks, +2 Dex, +3 class skill, -5 Armor Check Penalty +0 Medium
Handle Animal +9 = +7 ranks, -1 Cha, +3 class skill
Heal +14 = +3 ranks, +6 Wis, +3 class skill +2 healer's kit
Knowledge (geography) +9 = +6 ranks, +0 Int, +3 class skill
Knowledge (nature) +15 = +10 ranks, +0 Int, +3 class skill +2 Druid
Perception +21 = +12 ranks, +6 Wis, +3 class skill
Ride +3 = +3 ranks, +2 Dex, +3 class skill, -5 Armor Check Penalty
Spellcraft +17 = +14 ranks, +0 Int, +3 class skill
Survival +22 = +11 ranks, +6 Wis, +3 class skill +2 Druid

Again, don't think they're counting healer's kits, due to the charges. However the masterwork woodcarving tools should be applied to Craft (woodworking), granting it a +2 bonus, since they don't have charges.

Additionally the saving throw line should include "+5 vs. exposure to cold weather" due to the cold weather outfit (I'm pretty sure clothing items are worn underneath armor, yah?)

Designer, RPG Superstar Judge

We don't generally include clothing benefits to stat blocks.

Grand Lodge

chopswil wrote:

HATEFUL SCOURGE p. 76

Ranged Iterative Attacks: No Quick Draw, so can't have Iterative Attacks for Shortspear

Again, two hands, but you're partially right in that 3 iterative attacks are listed. It should drop to two. At least this time she brought enough shortspears to do it.

Grand Lodge

Sean K Reynolds wrote:
We don't generally include clothing benefits to stat blocks.

Good to know, wasn't sure since she's the only person in the book wearing one, so i couldn't compare.

Grand Lodge

chopswil wrote:
Ajaxis wrote:

Fury of Flame, p. 73

5th level - empowered fireball listed in two non-domain slots, domain spells not on a spell list can't be used except in domain slots

I think this is because the are "empowered"

He's saying that there are two empowered fireballs in his 5th-level spell information. This would be fine if he only had one and it was in a domain spell slot, but his 5th-level domain slot is being taken up by fire shield. Since fireball isn't a druid spell, he can't have those prepared. They both need to be replaced by something else.

Dark Archive

Sean K Reynolds wrote:
Healer's kits have charges, so we don't list the bonus for them (you have to opt-in to get the +2 and use a charge to do so).

That's fine, when you put out a new printing of GMG all those stat blocks that have healer's kits need to be looked at again.

I added in the +2 for the kits to make these balance.
I realize rules change but change makes older stuff not correct anymore.

I'll change my code.

Liberty's Edge

The sorcerer turned eldritch knight Esmerelda Darkshadow gains her bloodline spell for level 4 spells when her sorcerer levels would only give her level 3 bloodline spells.

Sorry I don't have a page number I've just got it off the prd.

Liberty's Edge

Eldritch knight adds spells known with each new caster-boosting level, which would include bloodline spells by default (since they are spells known added as you gain levels).

Liberty's Edge

1 person marked this as FAQ candidate.
Shisumo wrote:
Eldritch knight adds spells known with each new caster-boosting level, which would include bloodline spells by default (since they are spells known added as you gain levels).

That is a hotly contested point and this thread isn't the place for such.

However, if you are correct then every other sorcerer to eldritch knight, mystic theurge, or arcane trickster character in the book is wrong. I don't have the page numbers or names for them.

Grand Lodge

Strife2002 wrote:

Pg. 206 - Vaultbreaker

In this lady's Other Gear, she's got a lens of detection. This item's from the Core Rulebook, but Ultimate Equipment updated this item into lenses of detection, which made it an eyes slot item instead of slotless. The illustration supports this.

Additionally, from the prestige classes, the following are missing their pouch:

Pg. 207: God Stealer
Pg. 208: Sacred Killer
Pg. 210: Murderous Scythe
Pg. 214: Dragon Chieftain
Pg. 223: Mithral Wizard
Pg. 224: Divine Loremaster
Pg. 225: Nature Scholar
Pg. 226: Master Historian
Pg. 227: Demonologist
Pg. 229: Sound Warrior
Pg. 230: Death Master
Pg. 231: Holy Battle Mage
Pg. 232: Aloof Scholar
Pg. 233: Mad Prophet
Pg. 235: Battle Skald
Pg. 237: Midnight Dancer
Pg. 238: Black Ice

Lastly, from the NPC classes:

Pg. 246: Guru
Pg. 249: Cultist

Grand Lodge

Pg. 205 - Arcanothief

This character has a spell component pouch but doesn't need one thanks to Eschew Materials. It'll be up to GMs whether they want to add 5 gp back into her coin purse or not.

Grand Lodge

Pg. 56 - Master of Undeath

In addition to chopswil's report that this character is missing a 2nd, 3rd, 6th, and 7th level spell, it looks like two spells have been listed as domain spells in his 6th level spell info. Since both create undead and harm are 6th-level cleric spells anyway, it's a simple matter of just deleting the superscript of "D" from one of them.

Grand Lodge

Strife2002 wrote:
chopswil wrote:

SCARRED WANDERER p. 25

Skill HD Max:Acrobatics: Computed: 21 HD: 20
Skill:Survival: Computed: 2 Stat Block: 6

Favored Class: Barbarian
Favored Class Points: 20
Favored Class Points Devoted to HP: 20

Skill Points Exceeded : -1
Skills Ranks: 80 = 80 class skills
Total Ranks Used 81

Acrobatics +22 = +21 ranks, +2 Dex, +3 class skill, -4 Armor Check Penalty
Climb +20 = +15 ranks, +6 Str, +3 class skill, -4 Armor Check Penalty
Intimidate +20 = +19 ranks, -2 Cha, +3 class skill
Linguistics +3 = +3 ranks, +0 Int
Perception +25 = +20 ranks, +2 Wis, +3 class skill
Profession (miner) +5 = +3 ranks, +2 Wis
Survival +2 = +0 ranks, +2 Wis

Skill points come out fine. Remember that the armor check penalty's only -3, since it's magic breastplate and gets the masterwork benefit.

I'm sorry chop I was wrong on this one. I forgot to add the armor check penalty from the shield. Acrobatics is indeed wrong, but there's actually 2 skill points overspent total. Your program, if I understand how it works, didn't give Survival its full amount of ranks because it ran out of ranks to give out. Survival, listed at a +6 bonus in the book, has 1 rank.

TL;DR: Because this all originated from a miscalculated ACP, decrease Acrobatics and Climb each by 1.

Grand Lodge

Strife2002 wrote:

Pgs. 26, 32, 33, 36, 38, 39, 43 - Various bards

The bards on these pages are missing their musical instruments in their other gear (although the cruel instructor and seance medium on 32 and 33 respectively would be hard pressed to carry a piano around). On page 26, only the street performer is sans instrument, the tavern singer's fine.

On a related note, the courtesan on page 35 has a mstwk harm for Perform (string) but nothing for her Perform (wind) skill.

Additionally, these prestige classes are missing their instruments:

Pg. 214: Dragon Chieftain
Pg. 226: Master Historian
Pg. 232: Aloof Scholar (although it'd be difficult to carry around a piano)

Grand Lodge

Strife2002 wrote:
chopswil wrote:

STREET PERFORMER p. 26

...
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.

Slight correction here, it's actually 14 (2d8+2)

8+4+2 (originally I did 8+5+2)

Shadow Lodge

I'll add my 2 coppers worth. I like this product, minor error and all.

My list of minor error...

The Dwarf NPC characters on pages 10, 13, 17, 25, 30, 37, 62, 79, 83, 87, 91, 100, 106, 114, 119, 124, 131, and 184 are all missing the Darkvision info the senses block.

Not sure if this has been posted before didnt feel like looking through 400+ posts.

Grand Lodge

Jacob Saltband wrote:

I'll add my 2 coppers worth. I like this product, minor error and all.

My list of minor error...

The Dwarf NPC characters on pages 10, 13, 17, 25, 30, 37, 62, 79, 83, 87, 91, 100, 106, 114, 119, 124, 131, and 184 are all missing the Darkvision info the senses block.

Not sure if this has been posted before didnt feel like looking through 400+ posts.

When in doubt, you can go to the top of the page when you're in a thread and you should see a "Search this thread" box. You could type darkvision in here and it would pop up every instance where darkvision was mentioned in the entire thread.

Grand Lodge

chopswil wrote:

HALFLING SLINGER p. 84

weapon to-hits (all)
They're all 2 points low. I think that Heroism has been improperly applied.
example
Melee Attack Bonus- short sword: Computed: 16 Stat Block: 14
9 BAB +3 AbilityBonus +1 SizeMod +1 weapon training +2 Heroism- Attack Mod

Yes on this, but I'm reading that the ranged entry is actually correct, unless I'm missing something:

9(BAB) + 5(Dex) + 1(size) + 1(ench) + 1(Wpn Fcs) + 1(Gr. Wpn Fcs) + 2(heroism) + 2(wpn training) = 22

EDIT: What's more, the Base Statistics line without bull's strength or heroism is correct for the short sword and ranged use of the +1 halfling sling staff, but it's melee entry is still 2 points too low.

Dark Archive

Strife2002 wrote:
chopswil wrote:

HALFLING SLINGER p. 84

weapon to-hits (all)
They're all 2 points low. I think that Heroism has been improperly applied.
example
Melee Attack Bonus- short sword: Computed: 16 Stat Block: 14
9 BAB +3 AbilityBonus +1 SizeMod +1 weapon training +2 Heroism- Attack Mod

Yes on this, but I'm reading that the ranged entry is actually correct, unless I'm missing something:

9(BAB) + 5(Dex) + 1(size) + 1(ench) + 1(Wpn Fcs) + 1(Gr. Wpn Fcs) + 2(heroism) + 2(wpn training) = 22

EDIT: What's more, the Base Statistics line without bull's strength or heroism is correct for the short sword and ranged use of the +1 halfling sling staff, but it's melee entry is still 2 points too low.

you are correct, melee is off but ranged is correct by your math

Grand Lodge

chopswil wrote:

SPRY AMBUSHER p. 97

forgot race mod to perception?
Skill Points Unused : 2
Skills Ranks: 20 = 20 class skills
Favored Class Points Devoted to HP: 4
Total Ranks Used 18

Acrobatics +8 = +4 ranks, +1 Dex, +3 class skill
Bluff +5 = +4 ranks, +1 Cha
Climb +6 = +2 ranks, +1 Str, +3 class skill
Perception +12 = +4 ranks, +3 Wis, +3 class skill +2 Race Mod
Stealth +12 = +4 ranks, +1 Dex, +3 class skill +4 Small

I say put 'em into Climb since it's not full yet. This monk's also missing the bonus from the gnome's obsessive racial trait. They should either have a specific Craft skill at +3 or a specific Profession skill at +5.

Grand Lodge

Pg. 178 - Street magician

Missing Sylvan in languages.


chopswil wrote:

SHOPKEEPER p. 257

Missing Armor Proficiency: studded leather needs Light

Since mwk studded leather has an armor check penalty of -0, you can use it just fine without a feat.


The Battle Mage on page 179 seems to be getting 2 extra skill points.

Abilities: Str 12, Dex 15, Con 12, Int 17, Wis 10, Cha 8

Skills
Acrobatics: 2 ranks + 2 Dex = +4
Climb: 1 rank + 1 Str = +2
Knowledge (Arcana) 3 ranks + 3 Int + 3 favored class bonus = +9
Knowledge (History) 3 ranks + 3 Int + 3 favored class bonus = +9
Perception 3 ranks + 2 racial = +5
Spellcraft 3 ranks + 3 Int + 3 favored class bonus = +9
Stealth 2 ranks + 2 Dex = +4

Total: 17 Skill ranks. Should only have 15.

I guess you could drop 2 hit points if you really wanted both acrobatics and stealth.

Liberty's Edge

MindLord wrote:

The Battle Mage on page 179 seems to be getting 2 extra skill points.

Knowledge (History) 3 ranks + 3 Int + 3 favored class bonus = +9

Total: 17 Skill ranks. Should only have 15.

The Battle Mage only has a total +7 modifier on K: History, so the skills are right.


chopswil wrote:

MASTER DUELIST p. 219

Feat Pre Req: Deflect Arrows is missing prereq feat Improved Unarmed Strike

He gets this feat from the PrC (level 9). I guess the sentence "you can use this feat even if you do not have the normal prerequisites" is missing.

Moreover, I think he should have Quick Draw if he wants to be able to throw so many daggers!


DEMONOLOGIST p. 227

Prismatic Wall is level 8 and not level 9


DARKSTAR p. 239

He misses 1 rogue talent. He should have 5 from his rogue levels (level 2, 4, 6, 8 and 10, last one being advanced) and 3 from his shadowdancer levels (level 3, 6 and 9) -> 8 talents + defensive roll (Shadowdancer 5) + slippery mind (Shadowdancer 7) = 10. He has only 9. Moreover, slippery mind isn't noted into the rogue talents parenthesis.

Having achieved level 10 Shadowdancer, his shadow call ability allows him to use Shadow Conjuration, Greater so I guess the corresponding DC should be 17 and not 14 (calculted as if it was Shadow Conjuration).


God Stealer p . 207

level 0 spells - two of his list are from opposition schools so they should cost twice to be learned, and he still has four spells
level 4 spells - he misses one, as chopswil mentioned earlier
level 6 spells - disintegrate is from one opposition school so he has one extra spell he should not.

Note: he carries a medium load with his bag of holding on.


Holy Battle Mage p 231

He misses one second level cleric spell


I'm a bit confused by the Novice Scout's starting equipment (pg. 128). I may well have missed a very remedial rule about starting wealth, so please point me in the right direction if I have. 1. The max starting gold for a 1st level ranger is 300 gp? The Novice Scout has almost 400 gp worth of gear. Is my math incorrect? 2. She has 3 masterwork arrows but I thought you normally had to buy them as a bundle, so is this just using simple division to arrive at a lower price or is there a specific place this rule is mentioned. Thank you for any assistance.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

1st level NPCs with PC classes get 390 gp of wealth.

Also, you can always buy ammunition in single shots, and the rules on masterwork weapons explicitly state that buying a single unit of masterwork ammunition adds 6 gp to the price.


Chemlak wrote:

1st level NPCs with PC classes get 390 gp of wealth.

Also, you can always buy ammunition in single shots, and the rules on masterwork weapons explicitly state that buying a single unit of masterwork ammunition adds 6 gp to the price.

Brilliant, thank you. See? I told you, remedial. :)


Has anyone else noticed that the local celebrity doesn't seem to have his human +2 attribute bonus? it looks like they spent 15pt then didn't apply the bonus.


Shadow Cleric (Soufara Ebonwind) p. 59

Immune: Shouldn't there be "poison" as she casts delay poison?

Class Abilities: master's illusion should be DC 25 (10 + 18/2 + 6). She can use it 18 rd/day and it is listed as "at will" SLA as well. It might be the way it is intended to be written but it is a little bit confusing.

Spells: poison is level 4 and not level 3.

Skills: hp are 18d8+(2*18+9 (favored class)) so she has (2+1)*18+(18-9)=63.
Bluff - 9 (Rk) - 1 (Cha) + 3 (class skill from trickery domain) = 11
Diplomacy - 9 (Rk) - 1 (Cha) + 3 (class skill) = 11
Disguise - 9 (Rk) - 1 (Cha) + 3 (class skill from trickery domain) = 11
Knowledge (Religion) - 9 (Rk) + 1 (Int) + 3 (class skill) = 13
Perception - 0 (Rk) + 6 (Wis) + 0 (class skill) + 2 (keen senses) = 8
Sense Motive - 9 (Rk) + 6 (Wis) + 3 (class skill) = 18
Stealth - 13 (Rk) + 3 (Dex) + 3 (class skill from trickery domain) + 5 (shadow armor) = 24
Total Rk = 9+9+9+9+0+9+13 = 58
My guess is that the shadow armor competence bonus wasn't taken into account so Stealth Rk is 18.

Grand Lodge

chopswil wrote:

MERISIEL Level 1 p. 292

Skill:Disable Device: Computed: 4 Stat Block: 7

Skill Points Unused : 1
--------------------------------------
ACP -1 = -1 studded leather
Skills Ranks: 8 = 8 class skills
Total Ranks Used 7

Acrobatics +7 = +1 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty
Bluff +5 = +1 ranks, +1 Cha, +3 class skill
Climb +5 = +1 ranks, +2 Str, +3 class skill, -1 Armor Check Penalty
Disable Device +4 = +0 ranks, +4 Dex, -1 Armor Check Penalty +0 thieves' tools + (1/2= 0 ) Rogue Disable Device (Level /2)
Knowledge (local) +4 = +1 ranks, +0 Int, +3 class skill
Perception +6 = +1 ranks, +0 Wis, +3 class skill +2 Race Mod
Sleight of Hand +7 = +1 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty
Stealth +7 = +1 ranks, +4 Dex, +3 class skill, -1 Armor Check Penalty +0 Medium

You calculated Disable Device incorrectly. Remember, it's minimum +1 for trapfinding. It is incorrect, however, because the stat block doesn't take into account this bonus anyway (treating it like the Perception bonus which only applies to traps, while the Disable Device bonus is universal and should be noted). It should look more like this:

Disable Device +8 = 1 rank + 4(Dex) + 1(trapfinding) - 1(ACP) + 3(class)

Grand Lodge

Pg. 286 - Sajan

Sajan's temple sword attack should list its increased critical threat range.


Page 148 - Deadly Spy

Gear only lists one dagger but the Ranged line has 2 attacks with it. Probably should only have the +10 attack since it's tough (read: impossible) to throw the same dagger twice is one round.

Grand Lodge

DM_Cyclone wrote:

Page 148 - Deadly Spy

Gear only lists one dagger but the Ranged line has 2 attacks with it. Probably should only have the +10 attack since it's tough (read: impossible) to throw the same dagger twice is one round.

I'd say change his gear to say he has two daggers. After all, even his artwork shows him holding a pair of daggers.


Strife2002 wrote:
DM_Cyclone wrote:

Page 148 - Deadly Spy

Gear only lists one dagger but the Ranged line has 2 attacks with it. Probably should only have the +10 attack since it's tough (read: impossible) to throw the same dagger twice is one round.

I'd say change his gear to say he has two daggers. After all, even his artwork shows him holding a pair of daggers.

That could work. Though, without Quick Draw, he'd incur TWF penalties unless I'm missing something.

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