chopswil |
Karkinoi p. 173
I get the following for hp:
hp 68 (8d10+24)
Fort: Computed: 5 Stat Block: 6
+0 ClassMod +2 RaceMod +3 AbilityMod
Skill:Swim: Computed: 14 Stat Block: 21
Skills Ranks: 16 = 0 class skills +16 race skills
Total Ranks Used 16
--------------------------------------------
Intimidate +9 = +8 ranks, -2 Cha, +3 class skill
Perception +11 = +8 ranks, +0 Wis, +3 class skill
Swim +14 = +0 ranks, +6 Str +8 swim speed
chopswil |
Lurking Ray, EXECUTIONER’S HOOD p. 186
Skill:Climb: Computed: 9 Stat Block: 8
Dex used for tiny or smaller in skill-Climb
Skills Ranks: 2 = 0 class skills +2 race skills
Total Ranks Used 2
-------------------
Climb +9 = +0 ranks, +1 Dex +8 climb speed
Perception +8 = +1 ranks, +1 Wis, +3 class skill +3 SkillFocus
Stealth +13 = +1 ranks, +1 Dex, +3 class skill +8 Tiny
chopswil |
Lurking Ray, TRAPPER p. 187
Skill Points Unused : 7
Skills Ranks: 78 = 0 class skills +78 race skills
Total Ranks Used 71
------------------
Climb +18 = +0 ranks, +10 Str +8 climb speed
Knowledge (dungeoneering) +15 = +10 ranks, +2 Int, +3 class skill
Perception +25 = +13 ranks, +3 Wis, +3 class skill +3 SkillFocus+3 SkillFocus-Perception 10 ranks
Sense Motive +16 = +13 ranks, +3 Wis
Sleight of Hand +14 = +13 ranks, +1 Dex
Stealth +19 = +13 ranks, +1 Dex, +3 class skill +3 SkillFocus +4 racial mod -8 Huge+3 SkillFocus-Stealth 10 ranks
Survival +15 = +9 ranks, +3 Wis, +3 class skill
chopswil |
Nependis p.
formatting: usually when racial mod applies to only special circumstances it is formatted like this: "+8 Acrobatics when jumping" not this
"Racial Modifiers +8 Acrobatics (when jumping)"
Further, it will already have a bonus of +4 to Acrobatics checks made to jump due to it's high speed. Is it a racial bonus of only +4 to Acrobatics when jumping, or do the racial +8 and the speed +4 combine, meaning that it ought to have an Acrobatics check when jumping of +15?
chopswil |
Nycar p. 207
Dex used for tiny or smaller in skill-Swim
Skill:Swim: Computed: 11 Stat Block: 13
Skill Points Unused : 1
Skills Ranks: 9 = 0 class skills +9 race skills
Total Ranks Used 8
----------------------
Escape Artist +13 = +2 ranks, +3 Dex +8 racial mod
Fly +11 = +1 ranks, +3 Dex, +3 class skill +4 Tiny
Perception +5 = +2 ranks, +0 Wis, +3 class skill
Stealth +20 = +3 ranks, +3 Dex, +3 class skill +3 SkillFocus +8 Tiny
Swim +11 = +0 ranks, +3 Dex +8 swim speed
chopswil |
Pard p. 211
Melee Attack Bonus-Bite: Computed: 11 Stat Block: 12
4 BAB +7 AbilityBonus +0 SizeMod
Melee Attack Bonus-Claw: Computed: 11 Stat Block: 7
4 BAB +7 AbilityBonus +0 SizeMod
Although, I suspect that the claw to-hit is deliberately 5 points below that of the bite because this low-CR creature was designed with only 1 primary attack, and the others (claws) being secondary. The 0.5xStrMod to damage on the claws supports this theory.
Additionally, with a movement of 120 ft, it ought to have a +36 racial bonus to Acrobatics checks made when jumping. I'm not sure where +16 was chosen from. (being a racial bonus, it would overlap with that explicitly listed in a creature's stat block. This answers the question I previously had about the values for the Acrobatics checks made when jumping regarding Nependis. The +8 in the stat block is greater than that for its speed, thus it is the overriding value.)
chopswil |
Pipefox p. 215
flat-footed should remove Dex mod of -3, 17 -3 = 14 not 13
CMD: Computed: 7 Stat Block: 8
10 +3 BAB +-5 StrModUsed +3 DexMod +-4 SizeMod
Dex used for tiny or smaller in skill-Climb
Skill:Climb: Computed: 11 Stat Block: 7
Skill Points Unused : 1
Skills Ranks: 12 = 0 class skills +12 race skills
Total Ranks Used 11
-----------------
Climb +11 = +0 ranks, +3 Dex +8 climb speed
Knowledge (arcana) +5 = +3 ranks, +2 Int
Knowledge (religion) +5 = +3 ranks, +2 Int
Perception +5 = +2 ranks, +0 Wis, +3 class skill
Sense Motive +2 = +2 ranks, +0 Wis
Stealth +19 = +1 ranks, +3 Dex, +3 class skill +12 Diminutive
Strife2002 |
Pg. 20 & 21 - Bodythief and pod-spawned creature.
Maybe it's because I'm tired, but something seems off here to me. The example pod-spawned creature is a pod-spawned guard captain, specifically a human with 9 levels of fighter. A normal human fighter 9 has a CR of 8. The pod-spawned version of this character also seems to have a CR of 8. According to the rules of pod-spawned creatures, their CR remains the same if the base creature has no class levels or only NPC class levels, -1 CR if they have PC class levels, and -2 CR if they had a large amount of spells or spell-like abilities. According to these rules, the pod-spawned guard captain should have had a CR of 7, not 8.
Strife2002 |
Pg. 25 - Broken soul
This is more of a suggestion, but shouldn't the broken soul's torturous touch ability be a pain effect?
EDIT: Also, this template says nothing about changing the type of the creature it's applied to. Lillends are outsiders that have the azata, good, extraplanar, and good subtypes, but this one has had its good subtype swapped for the evil subtype. Even though this creature has had its alignment changed thanks to the template, it would still keep its good subtype:
Good Subtype: This subtype is usually applied to outsiders native to the good-aligned outer planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned (see Damage Reduction, page 299).
Emphasis mine. So it looks like a broken soul'd lillend would be vulnerable to spells and effects that target both good creatures and evil creatures.
chopswil |
Qallupilluk p. 224
Ranged Attack Damage- javelin: Computed: 1d6+5 Stat Block: 1d6+4
+5 Str
Skill Points Unused : 1
Skills Ranks: 40 = 0 class skills +40 race skills
Total Ranks Used 39
-----------------------------------
Knowledge (nature) +9 = +8 ranks, +1 Int
Perception +13 = +8 ranks, +2 Wis, +3 class skill
Stealth +13 = +8 ranks, +2 Dex, +3 class skill +0 Medium
Survival +13 = +8 ranks, +2 Wis, +3 class skill
Swim +23 = +7 ranks, +5 Str, +3 class skill +8 swim speed
chopswil |
Ratling p. 226
Dex used for tiny or smaller in skill-Climb
Dex used for tiny or smaller in skill-Swim
Skill:Climb: Computed: 10 Stat Block: 6
Skill:Swim: Computed: 10 Stat Block: 6
Skills Ranks: 9 = 0 class skills +9 race skills
Total Ranks Used 9
-----------------------------
Climb +10 = +0 ranks, +2 Dex +8 climb speed
Knowledge (planes) +4 = +3 ranks, +1 Int
Perception +6 = +3 ranks, +0 Wis, +3 class skill
Stealth +16 = +3 ranks, +2 Dex, +3 class skill +8 Tiny
Swim +10 = +0 ranks, +2 Dex +8 swim speed
chopswil |
Sea Cat p. 233
Looks like it got a 2 point Strength bump at the last second, and the rest of the SB didn't get the message.
Melee Attack Bonus-Bite: Computed: 9 Stat Block: 8
6 BAB +4 AbilityBonus +-1 SizeMod
Melee Attack Bonus-Claw: Computed: 10 Stat Block: 9
6 BAB +4 AbilityBonus +-1 SizeMod +1 Weapon Focus
CMB: Computed: 11 Stat Block: +10
6 BAB +1 SizeMod +4 AbilityMod
CMD: Computed: 22 Stat Block: 21
10 +6 BAB +4 StrModUsed +1 DexMod +1 SizeMod
Skill Points Unused : 1
Skills Ranks: 6 = 0 class skills +6 race skills
Total Ranks Used 5
----------------------------------
Perception +10 = +3 ranks, +1 Wis, +3 class skill +3 SkillFocus
Swim +17 = +2 ranks, +4 Str, +3 class skill +8 swim speed
chopswil |
Star-Spawn of Cthulhu p. 254
Skill Points Unused : 3
Skills Ranks: 250 = 0 class skills +250 race skills
Total Ranks Used 247
-------------------------------
Fly +25 = +25 ranks, +1 Dex, +3 class skill -4 Huge +0 average
Intimidate +35 = +25 ranks, +7 Cha, +3 class skill
Perception +37 = +25 ranks, +9 Wis, +3 class skill
Sense Motive +34 = +25 ranks, +9 Wis
Spellcraft +34 = +25 ranks, +6 Int, +3 class skill
Swim +52 = +25 ranks, +16 Str, +3 class skill +8 swim speed
Use Magic Device +32 = +25 ranks, +7 Cha
Knowledge (arcana) +31 = +22 ranks, +6 Int, +3 class skill
Knowledge (geography) +31 = +25 ranks, +6 Int
Knowledge (planes) +31 = +25 ranks, +6 Int
chopswil |
Swan Maiden p. 257
ACP -2 = -2 chain shirt
Skill Points Unused : 13
Skills Ranks: 60 = 0 class skills +60 race skills
Total Ranks Used 47
--------------------------------
Acrobatics +11 = +5 ranks, +5 Dex, +3 class skill, -2 Armor Check Penalty
Bluff +10 = +5 ranks, +2 Cha, +3 class skill
Fly +20 = +10 ranks, +5 Dex, +3 class skill, -2 Armor Check Penalty +0
Medium +4 good
Knowledge (nature) +8 = +5 ranks, +0 Int, +3 class skill
Perception +14 = +7 ranks, +1 Wis, +3 class skill +3 SkillFocus
Sense Motive +9 = +5 ranks, +1 Wis, +3 class skill
Stealth +20 = +10 ranks, +5 Dex, +3 class skill, -2 Armor Check Penalty
+4 racial mod +0 Medium
chopswil |
WYVARAN p. 281
gear has spear but melee and Weapon Focus has shortspear
Feat Pre Req: Weapon Focus needs min BAB of 1, but has BAB of 0
Concentration = +CasterLevel+CasterStat
+1+3=+4 calculated
+3 SB
Spell DC-cause fear: Computed: 14 Stat Block: 15
10 +1 spell class level +3 ability bonus
Spell DC-daze: Computed: 13 Stat Block: 14
10 +0 spell class level +3 ability bonus
Skill:Intimidate: Computed: 3 Stat Block: 6
Skill Points Unused : 1
ACP -4 = -4 scale mail
Favored Class Points: 1
Favored Class Points Devoted to HP: 1
Skills Ranks: 4 = 4 class skills
Total Ranks Used 3
------------------------------
Fly -6 = +1 ranks, +2 Dex, +3 class skill, -4 Armor Check Penalty +0 Medium -8 clumsy
Intimidate +3 = +0 ranks, +2 Cha + (1/2 = 0 ) Inquisitor (Level /2)
Knowledge (religion) +2 = +1 ranks, -2 Int, +3 class skill
Perception +7 = +1 ranks, +3 Wis, +3 class skill
chopswil |
Ypotryll p. 285
Fort: Computed: 20 Stat Block: 21
+0 ClassMod +13 RaceMod +5 AbilityMod +2 Great Fortitude
seems to be applying 1.5xStrMod to gore damage.
seems to be applying StrMod to hoof damage.
These violate the standard rules for amounts of multipliers applied to primary and secondary natural attacks when there are multiple natural attacks. While exceptions aren't unprecedented, they're usually called out by some granted ability. There isn't one here.
the space and reach entry is clearly wrong. A huge creature does not have a 10 foot space. If reach is already 15 ft, there is no point to stating that the tail slap has reach of 15 ft. I suspect that the baseline space and reach are inverted, and this is meant to be a "huge(long)" type of creature, based on its description.
Strife2002 |
Pgs. 46-51 - Demon Lords
The three demon lords presented in this book - Dagon, Kostchtchie, and Pazuzu - have information regarding each of their cults listed at the end of their entries with a list of domains and subdomains they grant access to. I wanted to point out that the information presented here differs from what has been published in previous books, namely their subdomains. According to page 43 of Campaign Setting: Book of the Damned, Volume II, 4th paragraph, 3rd sentence:
If you use the subdomains presented in the Pathfinder RPG Advanced Player’s Guide, clerics of demon lords gain access to all subdomain options available to them from their demon lord’s domains, with the exception of the following subdomains (which are never granted by demon lords): Agathion, Archon, Azata, Daemon, Devil, Heroism, Inevitable, Honor, Love, Protean, and Purity.
So for those three as far as Bestiary 4's concerned, Dagon's missing the Ice subdomain, Kostchtchie's missing the Blood and Resolve subdomains (plus has the new addition of the Ice subdomain), and Pazuzu's missing the Thievery subdomain.
James Jacobs Creative Director |
1 person marked this as a favorite. |
Pgs. 46-51 - Demon Lords
The three demon lords presented in this book - Dagon, Kostchtchie, and Pazuzu - have information regarding each of their cults listed at the end of their entries with a list of domains and subdomains they grant access to. I wanted to point out that the information presented here differs from what has been published in previous books, namely their subdomains. According to page 43 of Campaign Setting: Book of the Damned, Volume II, 4th paragraph, 3rd sentence:
BotD,v2 wrote:If you use the subdomains presented in the Pathfinder RPG Advanced Player’s Guide, clerics of demon lords gain access to all subdomain options available to them from their demon lord’s domains, with the exception of the following subdomains (which are never granted by demon lords): Agathion, Archon, Azata, Daemon, Devil, Heroism, Inevitable, Honor, Love, Protean, and Purity.So for those three as far as Bestiary 4's concerned, Dagon's missing the Ice subdomain, Kostchtchie's missing the Blood and Resolve subdomains (plus has the new addition of the Ice subdomain), and Pazuzu's missing the Thievery subdomain.
That's intentionally different. You can consider the info in Bestiary 4 to be errata, I suppose, for Book of the Damned II.
In Book of the Damned, I really REALLY wanted to list each demon lord's subdomian options, but there was simply no room to do so for all 30+ demon lords and nascent demon lords. The solution I came up with for them in Book of the Damned II was something of a kludge, and one I was never really happy with.
In Bestiary 4, we DID have room to specifically spell out the demon lords' domains, and that let us make decisions for each demon lord based on the best choices for that demon lord rather than faking it for all of them. Dagon isn't really involved with ice, after all, so it doesn't make sense that he'd want his cultists to be using the Ice subdomain. And Kostchtchie SHOULD have access to that domain, since he's (among other things) a demon lord of cold.
The upcoming Inner Sea Gods book presents a full list of subdomains for every demon lord and every nascent demon lord, so full details on their choices will be available in a few months time.
Strife2002 |
Pg. 190 - Wereshark
This may not be an error, but aside from the already mentioned issues about the wereshark's hybrid form not having a swim speed, I wanted to point out it also has no way of breathing underwater. The rules of lycanthropy wouldn't grant this naturally, but theme-wise it seems like it should somehow.
Also unless I'm mistaken both the human and hybrid forms' Swim skill bonus are too high. They should each be lowered by 1.
Strife2002 |
Pg. 196 - Mummified Creature
You can create one of these with create greater undead, but because this is a template, it's uncertain what the caster level of the spellcaster needs to be to create one. Since different mummified creatures will have different HDs and CRs, depending on what the base creature was, it isn't clear what the restrictions are caster level-wise (for example, the caster's CL needs to be at least 15 to create shadows, 16-17 to create wraiths, 18-19 to create spectres and totenmaskes [Bestiary 2], and 20+ to create devourers and bodaks [Bestiary 2])
Strife2002 |
Pg. 205 - Nightmare Lords
Nightmare lords are more powerful versions of creatures with the nightmare creature template applied. Nightmare lords have all of the abilities that nightmare creatures have, plus more, but don't mention how the base creature's CR changes. If a normal nightmare creature increases the base creature's CR by +1, a nightmare lord should increase it by +2 or +3, judging by the extra stuff it gets, but it's hard to say for sure.
Strife2002 |
Pg. 252 - Scarlet Spider
I know chop mentioned this in this thread already (twice, actually), but I thought I'd mention that the scarlet spider is supposed to have specifically a 30 ft. climb speed. Its bonus to Climb checks supports this, and this is what it had in its stat block in Ultimate Magic.
Strife2002 |
Pg. 252 - Goliath spider (again)
This creature is missing its +2 racial bonus to the Fort save DC of its poison that all giant spiders get (according to Bestiary 1, pg. 258). It should be increased to DC 25. Also in case anyone notices that the scarlet spider is missing this bonus as well, it's not supposed to get this as the text in B1 says all giant spiders get this bonus. This is confirmed on that same page as the spider swarm doesn't get this bonus.
Strife2002 |
Pg. 273 - Nymph water strider
Last paragraph of description says:
"A nymph water strider isn't suitable as a mount for any Large or smaller creature."
...huh? This creature is a Small vermin, I would HOPE it wouldn't be big enough for a Large creature to ride, or even a Medium or Small creature. Only Tiny creatures could ride it. And the paragraph is bizarre. By the way it's worded, a nymph water strider is just the perfect little mount for Huge or larger creatures. :p
Strife2002 |
Pg. 286 - Zombie Lord
This is more of a question, but if I'm right maybe squeezing some text on this creature's page saying so would be good.
These are to zombies as skeletal champion's are to skeletons. The stat blocks for skeletons in Bestiary 1 have info for variant skeletons (bloody and burning types) that say they can be applied to skeletal champions, as well. Since zombies and zombie lords don't appear in the same book, there's nothing mentioned about zombie lords in the variant zombies section of Bestiary 1. Zombie Lords were first introduced in Campaign Setting: Classic Horrors Revisited, in a section listing variant skeletons and zombies which said these types stack with other variant types for the same creature.
What I'm asking is, could there be fast zombie lords or plague zombie lords? There's nothing conflicting that would prevent it. Fast zombie lords don't have stagger to begin with to lose, but they do have DR 5/slashing they'd lose.