Possible Bestiary 4 Errata


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Grand Lodge

Astral Wanderer wrote:

Drakainia, pages 76-77

...

13) Favored Spawn mutation is listed as "(Su)". Unless this was done on purpose, thinking of the following situation (but I'd think not), it would better be unlabeled, otherwise it'd mean that inside an antimagic field (such as one cast by the mother Drakainia herself) the creature would lose all its benefits, including the Mythic Rank.

It might not. Sure the ability to CREATE these favored spawn is supernatural, but are their individual characteristics of the spawn? Perhaps in said antimagic field, she only has the normal birth spawn ability.


Not sure about that... the mutation table is a list of special abilities that the spawned creature possesses, not properties of the spawning ability itself. I mean, the creature is spawned with set special abilities, and if she gets Favored Spawn she'd basically have that quality listed in her special abilities section.

Kapre, page 172

1) Slam damage bonus from Str is listed +12, as if from 1-1/2 Str, but should be +8 as per normal Str, since the Kapre has two slams, not just one.

2) Confounding Aura's text is missing "The save DC is Charisma-based."

Grand Lodge

Astral Wanderer wrote:
Not sure about that... the mutation table is a list of special abilities that the spawned creature possesses, not properties of the spawning ability itself. I mean, the creature is spawned with set special abilities, and if she gets Favored Spawn she'd basically have that quality listed in her special abilities section.

Ah, I see what you're saying. Yeah, in that case I agree.


Karkinoi, page 173

Other than already reported issues...

1) It has Improved Critical, but it cannot have it. The Karkinoi has 8 HD, and it gets no feats at 8 HD. He gets them at 7 or 9, but at 7 HD it didn't fulfill the BAB prerequisite, and the 9th HD... it doesn't have it.

2) Claw's bonus damage from Str is listed +9, as if from 1-1/2 Str, but should be +6 as per normal Str, since the Karkinoi has more than one natural attack.

Kasatha, page 174

1) The short opening description says the kasatha has two spiked blades, and the picture reflects that, but the stat block only presents him with a sai.
In case the melee line wants to be changed, I have no idea if any book has stats for spiked blades (doesn't seem to be on the core ones); maybe temple swords can be used to represent them.

2) The Kasatha Characters section lacks the size and speed entries (look at the Kitsune in the following page for reference).

Kitsune, page 175

Other than already reported issues...

Typo in description, second paragraph, first sentence: "...and have garnered a well-deserved reputation and duplicitous tricksters." I suppose that should be "as duplicitous tricksters."

Kyton, Ostiarius, page 176

Other than already reported issues...

1) Spell-Like Abilities: Crushing Despair lists DC 17, but should be 18 (Sor/Wiz spell level is available).

2) Touch attack: the attack bonus is listed as +2, but should be +7.
Also, the damage is "1 plus bleed"; it isn't specified anywhere what causes that 1 damage (for example pain, opening wounds, or whatever), what type of damage it is, and if it is supernatural or not (probably should, since by mere physics a touch causes no harm).

3) Special Attacks: Unnerving Gaze DC is listed as 19, but should be 17.

4) Compel Courage is lacking mention that the Ostiarius can use it up to 16 rounds/day (as a 5th level Bard with +4 Cha).

Kyton, Sacristan, page 177

Other than already reported issues...

1) Reach: it lists "10 ft. with spiked chain", but unless the Sacristan has an unlisted special ability for it, that's some old remnant from 3.5, because in Pathfinder the reach of the spiked chain is 5 ft.

2) Maybe the Sacristan should have the See In Darkness ability, otherwise using Shadow Scream becomes a very poor choice, especially since the area also stays centered on the Kyton as it moves. Or, if not See In Darkness, at least a selective immunity to its own ability.

3) Typos and such: Shadow Scream, third sentence, says "All creatures within the area are deafened for as long as they remain in the area..." repetition; the second one can be changed to simply "there".
Shadow Scream, second to last sentence: "...prevents this ability's use for as long as the spell in effect." Lacks "as long as the spell is in effect."
Description, first sentence: "artiste".

Grand Lodge

Astral Wanderer wrote:

True, alright.

Empyreal Lord, Korada, pages 90-91

...

13) Lay On Hands is sneakily listed among SQ as "15d6, 29/day". Aside from the fact that nowhere is mentioned that Korada can use Lay On Hands as a Paladin of N level, by reversing this ability's rules for number of d6 rolled and times per day, we get that Korada uses Lay On Hands as 30th level Paladin. 30 is neither the usual capstone of class-emulated abilities (since it's 20, as is for Korada's Monk level), nor Korada's number of HD. So, don't know if it was really intended to be based on level 30 or if it should be lowered to 20 or raised to 32 (as per HD).

Agathion's get lay on hands as if they were a paladin of a level equal to their HD. So you're correct at least that something needs fixing, and it seems as though it needs to be treated as a 32nd-level paladin (nevermind there is no such thing), not 30th-level.

EDIT: Also his combat style mastery ability should also probably mention that he gains bonus feats as if he were a 20th-level monk.


True, I forgot to check out Agathion traits. And by checking them now, I see Korada also lacks mention of the +4 bonus to saves against poison.


Ah, I forgot to write this up about the Sacristan Kyton: Acrobatics and Climb lack the +3 bonus from being class skills. And they can be elected as such for the 4 Outsider-varied-nature skills, because there's room for both.


Lampad, page 178

1) Her spell list doesn't account for the bonus spells from high Charisma. She should have 2 more 1st-level spells, and 1 more 2nd and 3rd-level one.

2) Weep's text doesn't specify the duration of the Shaken condition. (My own totally personal suggestion until some dev says anything about it: 1d4 minutes.)

Leaf Ray, page 179

1) Although it's implicit and logic, Seed's text should specify that the target must be a living creature.

2) Even if it has no ranks, the natural Stealth +7 (+3 Dex, +4 size) is worth mentioning in the stat block.

Leanan Sidhe, page 180

Other than already reported issues...

1)

chopswil wrote:

Leanan Sidhe p. 180

it appears that Spell Focus (enchantment) is being applied, but these are Spell-Like Abilities and there seems to be some argument as to whether this applies or not.
If it doesn't apply then the feat is being wasted, if it does apply then Spell Focus should be applied with other monsters.

I always considered it to apply, but what do you mean with "should be applied with other monsters"? Are there monsters with that feat but not getting its benefits?

Anyway, applying it, the DCs of the spell-like abilities are fine as written.

2) Speaking of feats, at 11 HD she should have a total of 6 feats, but she has 7 (personally, I'd go for removing Dodge).

3) Change Shape lacks mention of the duplicated spell (Alter Self).

4) Since draining Constitution is facultative and even requires spending an use of Mythic Power for just 5 measly hp, the Leanan Sidhe must really want to harm her blessed ones to use her Life Drain... and the creature's description (along with the little lore I gather from a quick Google search) seems to say that she actually does that anytime she can. In this light, shouldn't she be Evil, rather than Neutral?


Living Topiary, page 181

Slams' bonus damage from Str is listed +4, as if from 1-1/2 Str, but should be +3 as per normal Str, since the Topiary has two slams, not just one.

Living Wall, page 182

Typo in the short opening description: "This gruesome wall is made stacked corpses mortared together..." lacks "made of stacked corpses".

Lorelei, page 184

Murmur: the save DC is listed as 20, but should be 21.

Lunarma, page 185

1) Format: it has 0 ft. listed as base land speed, but for creatures that don't have a land speed, usually that speed just isn't listed. See for example Shadow, Wraith, or Demilich.

2) Barbed Carapace says at the end: "Using a reach weapon does not endanger the attacker this way." This line is usually added for similar abilities that affect also manufactured weapon users; this specific ability doesn't, so that line should be removed. Unless there are unarmed strikes or natural weapons with reach that I'm unaware of (well, actually there are... the attacks of larger-sized creatures, but they shouldn't be immune to this ability for that reason).
Also, it says that the damage applies to any creature that attacks the Lunarma; it should be changed to any creature who hits it.

3) Typo in Implant Eggs, second sentence: "The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host." Subject is plural, so "deal".

4) As per other creatures with similar abilities, Implant Eggs should specify, at the start of the last sentence: "Immunity to disease doesn't protect from this ability, but..."
Also, Implant Eggs should also probably be limited to once per day at best.

5) Not technically an error, but it really doesn't make sense for the Lunarma to choose Bite for its Weapon Focus, when its claws are better under every possible aspect (primary attack like the bite, greater damage and reach than it, they have the Grab special ability, and they are three while the bite is just one).

6) It is listed as Neutral, but with Int 5 it's intelligent enough to distinguish good and evil at their basic level, and since it doesn't care about the harm it causes to whatever creature it meets, just for satisfying its own needs, shouldn't it be NE?

7) Minor format: in the AC entry, "Dex" is bolded.

Lurking Ray, Executioner's Hood, page 186

Other than already reported issues...

1) Shouldn't it have a racial bonus to Stealth in rocky areas like the older versions? Its description also states that it usually conceals itself by trying to look like some kind of rock. I understand that giving it the same racial bonuses as the adult Rays would give it an exaggerated Stealth bonus for a CR creature, but maybe just a +2 or +4 in rocky areas would do.

2) With Int 3, shouldn't it have a language? Although that would make more odd that an adult male then loses it by losing one point of Int...


Lycanthrope, all

Before anything, I want to remind what was said in the old errata threads (Bestiary, Bestiary 2, Bestiary 3); basically, that hybrid-form Lycanthropes stay the same size of the base creature (based on the fact that no single hybrid-form statted in the books has a different size than that of the humanoid form, and on the advice of James Jacobs of adjusting the rule exactly in that way.

I must also say that adding additional Lycanthropes in each Bestiary seems like a good waste of space... we already have the template rules for creating Lycanthropes from the first Bestiary, why add more and more for every animal possible? I mean, it's not like each new Bestiary as new stat block for Ghosts, Liches and Vampires, so why do Lycanthropes get this unnecessary treatment?

Lycanthrope, Werebat, Human Form, page 188

1) It has Agile Maneuvers, which is a useless feat for him. More so when he changes to another form.
Maybe it wanted to be Defensive Combat Training (which is probably not the best choice anyway, but that's another matter).

2) It should have Thieves' Tools listed in the Treasure entry, or else a penality on disable device.

3) Even assuming that the Thieves' Tools are accounted, Disalble Device is still 1 point lower than it should. That point is given by Trapfinding.

4) SQ entry: Lycanthropic Empathy bonus isn't listed; it's +2.

Lycanthrope, Werebat, Hybrid Form, page 188

1)

Doktor Archeville wrote:

Lycanthropes

Lycanthropes in hybrid form have the Speed of the base creature (that is, the base humanoid).

The wereshark does not have a Swim speed in hybrid form, since the base creature (human) does not have a Swim speed.

But the werebat in hybrid form does have a Fly speed, and the werecrocodile in hybrid form has a Swim speed.

Either werebats and werecrocodiles should lose their Flight and Swim speeds in hybrid form, or the wereshark should gain a Swim speed in hybrid form, and the template changed so that lycanthropes in hybrid form have the speeds of both the base creature and base animal.

The Lycanthrope base rules in the first Bestiary say " In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal."

Beast Shape II (from Polymorph, which is the spell on which lycanthropic Change Shape is based) grants fly and swim (and other) speeds.
So it's the Wereshark who should have the swim speed added.

Also, about the Werebat itself, it has its maneuverability listed as average, but the base animal (Dire Bat) has good, and Beast Shape II grants up to good, so that's what the Werebat too should have. (That also adds a +4 to its Fly skill bonus.)

2) As #2, #3 and #4 above.

3) Given the rules on lycanthropic ability scores and the stats of the Dire Bat, the hybrid-form Werebat should have Str 19, rather than the listed 16, and everything using Str should be adjusted accordingly.

4) For the purpose of knowing wether the Werebat in this form can or can not attack with weapons, it'd be important to know if the hybrid form retains hands (and the ability to use them properly, of course) or if they fully turn into wings as in the picture.
The fact that the stat block lists claw attacks (though erroneously, as reported by Strife2002), seems to vaguely hint anyway at usable hands.
Also, I think it should retain them because otherwise the Wereshark should lose them too by turning them into fins...

5) Natural armor bonus is listed as +2, but should be +5 (+3 from the base Dire Bat, +2 from lycanthropic traits). Thus, AC 19, touch 12, flat-footed 17 (+2 armor, +2 Dex, +5 natural).

Lycanthrope, Werecrocodile, Human Form, page 189

Skills: Stealth is listed as +5, but the maximum it can get is +4. Also, Swim is listed as +11, but I suppose that's because it mistakenly includes a +8 from having a swim speed that the humanoid form of the Werecrocodile doesn't actually have; otherwise, the number of assigned ranks goes far above the total available for the creature; basically, that Swim bonus has to be removed (or lowered and recalculated while another of the listed skills loses its ranks).

Lycanthrope, Werecrocodile, Hybrid Form, page 189

1) Given the rules on lycanthropic ability scores and the stats of the Crocodile, the hybrid-form Werecrocodile should have Str 21 and Con 19, rather than the listed Str 19 and Con 16, and everything using Str or Con should be adjusted accordingly.

2) Skills have some troubles. (I won't go into detail because... see below.)

3) Speed lists Swim 20 ft., but the actual Crocodile has 30 ft., and Beast Shape II (from Polymorph, which is the spell on which lycanthropic Change Shape is based) grants it.

Lycanthrope, Wereshark, Human Form, page 190

1) Skills: Swim is listed as +10, but the maximum it can get is +9.

2) Trident attack bonus is listed as +9, but should be +8.

___________________________________________________________________________ ______

Beware, the following is personal:
Considering that I made many changes to these Lycanthropes (other than applying all the above points), at a certain point I just grew tired of looking for errors and reporting them here without mixing them with personal changes.
So, first: there may well be other errors in the book that I didn't report (of course, I'm no God and can and do miss things even when actively looking for them, but here I just gave up).
And second: in the spoiler down here I'll put my own personal revisions of the three Lycanthropes of this book (as I did in the past for other Lycanthropes) with changes to equipment, feats and skills, in case anyone wants to see or even adopt them.

Spoiler:

Werebat (Human Form) CR 3
XP 800
Human natural werebat rogue 3
NE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8 (+9 to locate traps)

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
hp 23 (3d8+6)
Fort +3, Ref +5, Will +3
Defensive Abilities evasion, trap sense +1

OFFENSE
Speed 30 ft.
Melee mwk rapier +6 (1d6+2/18-20)
Ranged mwk shortbow +5 (1d6/x3)
Special Attacks sneak attack +2d6 plus 2 bleed

STATISTICS
Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6
Base Atk +2; CMB +4; CMD 17
Feats Combat Reflexes, Dodge, Weapon Focus (rapier)
Skills Acrobatics +8, Climb +8, Disable Device +9, Disguise +4, Handle Animal +1, Intimidate +4, Perception +8 (+9 to locate traps), Sense Motive +8, Sleight of Hand +8, Stealth +8
Languages Common
SQ change shape (human, hybrid, and bat; polymorph), lycanthropic empathy (bats and dire bats) +2, rogue talents (bleeding attack), trapfinding +1

ECOLOGY
Environment temperate forests or hills
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (leather armor, masterwork shortbow with 20 arrows, masterwork rapier, thieves' tools, other treasure)

Werebat (Hybrid Form) CR 3
XP 800
Human natural werebat rogue 3
NE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8 (+9 to locate traps)

DEFENSE
AC 20, touch 13, flat-footed 17 (+2 armor, +2 Dex, +1 dodge, +5 natural)
hp 31 (3d8+9)
Fort +4, Ref +5, Will +3
Defensive Abilities evasion, trap sense +1; DR 10/silver

OFFENSE
Speed 30 ft., fly 40 ft. (good)
Melee mwk rapier +8 (1d6+4/18-20), bite +1 (1d6+2 plus curse of lycanthropy) or bite +6 (1d6+6 plus curse of lycanthropy)
Ranged mwk shortbow +5 (1d6/x3)
Special Attacks sneak attack +2d6 plus 2 bleed

STATISTICS
Str 19, Dex 15, Con 17, Int 10, Wis 14, Cha 6
Base Atk +2; CMB +6; CMD 19
Feats Combat Reflexes, Dodge, Weapon Focus (rapier)
Skills Acrobatics +8, Climb +10, Disable Device +9, Disguise +4, Fly +6, Handle Animal +1, Intimidate +4, Perception +8 (+9 to locate traps), Sense Motive +8, Sleight of Hand +8, Stealth +8
Languages Common
SQ change shape (human, hybrid, and bat; polymorph), lycanthropic empathy (bats and dire bats) +2, rogue talents (bleeding attack), trapfinding +1

ECOLOGY
Environment temperate forests or hills
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (leather armor, masterwork shortbow with 20 arrows, masterwork rapier, thieves' tools, other treasure)

Werecrocodile (Human Form) CR 3
XP 800
Human natural werecrocodile fighter 3
NE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4

DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 27 (3d10+6)
Fort +5, Ref +2, Will +2 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE
Speed 30 ft.
Melee mwk battleaxe +8 (1d8+3/x3)

STATISTICS
Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (battleaxe)
Skills Intimidate +4, Perception +4, Stealth -1, Survival +7
Languages Common
SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), lycanthropic empathy (crocodiles and dire crocodiles) +2

ECOLOGY
Environment warm rivers or marshes
Organization solitary, pair, or colony (3–12)
Treasure NPC gear (masterwork breastplate, heavy wooden shield, masterwork battleaxe, other treasure)

Werecrocodile (Hybrid Form) CR 3
XP 800
Human natural werecrocodile fighter 3
NE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4

DEFENSE
AC 25, touch 11, flat-footed 24 (+6 armor, +2 shield, +1 Dex, +6 natural)
hp 33 (3d10+12)
Fort +7, Ref +2, Will +2 (+1 vs. fear)
Defensive Abilities bravery +1; DR 10/silver

OFFENSE
Speed 30 ft., swim 30 ft.; sprint
Melee mwk battleaxe +10 (1d8+5/x3), bite +3 (1d6+2 plus curse of lycanthropy), tail slap +3 (1d8+2) or bite +8 (1d6+5 plus curse of lycanthropy), tail slap +3 (1d8+2)
Special Attacks death roll (1d6+5 plus trip)

STATISTICS
Str 21, Dex 13, Con 19, Int 12, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 19
Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Weapon Focus (battleaxe)
Skills Intimidate +4, Perception +4, Stealth -1, Survival +7, Swim +8
Languages Common
SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), hold breath, lycanthropic empathy (crocodiles and dire crocodiles) +2

ECOLOGY
Environment warm rivers or marshes
Organization solitary, pair, or colony (3–12)
Treasure NPC gear (masterwork breastplate, heavy wooden shield, masterwork battleaxe, other treasure)

SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller, a werecrocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. If successful, the werecrocodile inflicts its bite damage, knocks the creature prone, and maintains its grapple.
Hold Breath (Ex) A werecrocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 60 feet for 1 round.

Wereshark (Human Form) CR 3
XP 800
Human natural wereshark fighter 3
CE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +2

DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 33 (3d10+6)
Fort +5, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE
Speed 30 ft.
Melee mwk trident +8 (1d8+3)
Ranged mwk trident +6 (1d8+3)

STATISTICS
Str 17, Dex 12, Con 14, Int 8, Wis 15, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Cleave, Intimidating Prowess, Power Attack, Weapon Focus (trident)
Skills Intimidate +8, Survival +8, Swim +4
Languages Common
SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks) +3

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3–6)
Treasure NPC gear (masterwork breastplate, heavy wooden shield, masterwork trident, other treasure)

Wereshark (Hybrid Form) CR 3
XP 800
Human natural wereshark fighter 3
CE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, keen scent, scent; Perception +2

DEFENSE
AC 25, touch 11, flat-footed 24 (+6 armor, +2 shield, +1 Dex, +6 natural)
hp 33 (3d10+6)
Fort +5, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1

OFFENSE
Speed 30 ft., swim 60 ft.
Melee mwk trident +9 (1d8+4), bite +2 (1d6+2 plus curse of lycanthropy) or bite +7 (1d6+6 plus curse of lycanthropy)
Ranged mwk trident +6 (1d8+4)

STATISTICS
Str 19, Dex 12, Con 15, Int 8, Wis 15, Cha 8
Base Atk +3; CMB +7; CMD 18
Feats Cleave, Great Cleave, Intimidating Prowess, Power Attack, Weapon Focus (trident)
Skills Intimidate +9, Survival +8, Swim +13
Languages Common
SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks) +3

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3–6)
Treasure NPC gear (masterwork breastplate, heavy wooden shield, masterwork trident, other treasure)

SPECIAL ABILITIES
Keen Scent (Ex) A wereshark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.


Manitou, page 192

1)

chopswil wrote:

Manitou p. 192

where does the +12 deflection ac mod come from? no source in text

I think you meant +3; anyway, as for other creatures, here too I suppose it's just an unnamed/unlisted racial ability it has.

2) It isn't clear if the Positive Energy Aura is intended to be taken as the source of the Manitou's own Fast Healing. If it is, then the suppression of the Aura (wether by using Spirit Stampede, by an antimagic field or whatever) halts the Fast Healing too. Otherwise, Fast Healing is a separated Extraordinary ability (and is unaffected by the use of Spirit Stampede, antimagic fields, etc.).

3) Minor typo in Token of Fortune: "A manitou can imbue an small object..." without the N, of course.

Mindslaver Mold, page 194

Other than already reported issues...

1) Not sure why Avoidance states "When a mindslaver mold is infesting a living or undead creature..." in theory that should work even when infesting Constructs (Undead and Constructs are immune to the domination, but the physical infestation, the attachment, is another matter).

2) Mold Mindlink should apply to creatures under the influence of a Mold's Dominate Person too. If not in full, at least the telepathy, otherwise the Mold has no way to impart orders on dominated creatures, and that's quite ridiculous.

Mummified Creature, pages 196-197

Other than already reported issues...

1) Format: the Languages entry lacks mention of Read Magic (or, at least, the original Gynosphinx had it there, other than among constant spell-like abilities).

2) Even if the template assigns the Augmented subtype and thus states to not recalculate skills, the -2 to Int it imparts does cause a retroactive loss of skill points. So, the Mummified Gynosphinx has a total of 60 skill points (vs. the 72 of the living Gynosphinx).
Add to this that in becoming an Undead she adds all Undead class skills to her list. This, for example, makes Knowledge (religion) a class skill, and thus the minimum total value it can have is 7 (+1 rank, +3 Int, +3 class).
In the end, the listed skills end up having some issues.
The way I rearranged them by assigning the proper class skills and removing 12 ranks where I saw fit (and trying to stay as close as possible to the values in the book), I get the following:

Bluff +12 (+8 ranks, +4 Cha)
Diplomacy +12 (+8 ranks, +4 Cha)
Fly -3 (+3 ranks, +1 Dex, +3 class, -8 maneuverability, -2 size)
Intimidate +12 (+5 ranks, +4 Cha, +3 class)
Knowledge (history) +5 (+2 ranks, +3 Int)
Knowledge (religion) +7 (+1 ranks, +3 Int, +3 class)
Perception +21 (+10 ranks, +4 Wis, +3 class, +4 Alertness)
Sense Motive +21 (+10 ranks, +4 Wis, +3 class, +4 Alertness)
Spellcraft +11 (+5 ranks, +3 Int, +3 class)
Stealth +12 (+8 ranks, +1 Dex, +3 class, +4 racial, -4 size)


Myrmecoleon, page 198

Other than already reported issues...

1) Its CMD, other than being 2 points lower than it should, lists an increased bonus vs. Grapple, but nothing is giving that (Grab's +4 only applies to CMB).

2) Scalding Breath doesn't specify where the noxious cloud is centered (personally and arbitrarily, I'd suggest at half the length of the Breath's cone and at half the width it has there).

Nagaji, page 199

Other than already reported issues...

1) Skills: Hanle Animal lists the +2 racial bonus as if it was a full racial bonus, while it is only circumstantial (only applies with reptiles).

2) The racial traits lack mention of "Reptilian: Nagaji are humanoids with the reptilian subtype." (As in Advanced Race Guide.)

Necrocraft, pages 200-201

JoelF847 wrote:
p. 200 Necrocraft - It seems like a whole table is missing that describes how to create one of these. In addition to the table that tells what their HD, CP CR and number of undead required are, what would it's ability scores be, base attacks (since CPs can be spent to grant extra attacks, I assume it starts with at least one), natural armor, etc.

I suppose the starting stats are given by the sample Necrocraft stat block (except, of course, remove the abilities granted by its spent CP).

Nightgaunt, page 203

Should't it be Evil, rather than (Chaotic) Neutral? Sure the Nightgaunts aren't the most extreme and direct-assault type of evil, but dragging creature to places of sure death just to satisfy their hunger and amusement is quite evil, for a creature that has more than animal-level Intelligence.

Nightmare Creature, pages 204-205

Other than already reported issues...

1) An issue with the DCs of Dream and Nightmare, basically the same as for those creatures with negative Charisma modifier who can use spell-like abilities that impose saves: they don't have the minimum Charisma necessary (10 + spell level), and maybe for them the DCs should be calculated as if they had the minimum ability score (like magic items' DCs). At that point, Dream and Nightmare's DCs should be 17 (10, +5 spell level, +2 from the necessary 15 Cha).

2) For Feign Death it is unclear if an interacting creature must make the Heal check/Will save only when the Nightmare Creature is actively feigning or if also when it is just unconscious.

3) Typo (or sort of) in Fear Aura's text, second sentence: "Whether or not the save is successful, that creature cannot be affected again..." Since the previous subject was "all creatures", the "that" would better be changed with an "a".

4) In SQ entry, Spider Empathy lists a +7 bonus, but that's the normal Ettercap's value; here, thanks to increased Charisma, it's +9.


Ningyo, page 206

1) About Nocturnal Undeath... what happens if the Undead Ningyo is killed (provided it doesn't get dismembered or burnt)? Does it still rise again the following night, or does it finally stay dead with non need of dismembering or burning it?

2) Shouldn't Poison Flesh be Poisonous Flesh?

3) Dunno if intentional, but the Ningyo lacks any kind of ability that would let it attempt grapple checks without provoking attacks of opportunity. Maybe that should be added to Gropu Grappler? Or maybe Improved Grapple should take the place of Step Up (which, personally, I find quite useless), assuming that natural attacks can count as the prerequisite Improved Unarmed Strike.

Nycar, page 207

Other than already reported issues...

1) Minor format: comma used between Defensive Abilities and DR in place of semicolon.

2) Why should it have skill ranks in Fly, with no means of flying?
And other than why, also how, since (from the Fly skill description): "You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability)."

How I'd rearrange skills:
Escape Artist +13 (+2 ranks, +3 Dex, +8 racial)
Perception +6 (+3 ranks, +3 class)
Stealth +20 (+3 ranks, +3 Dex, +3 class, +8 size, +3 Skill Focus)
Swim +15 (+1 rank, +3 Dex, +3 class, +8 racial)

Oceanid, page 208

1)

JoelF847 wrote:
p. 208 Oceanid - For the Waveglide ability - since it can be used on vessels like ships, how to they make the DC 19 Will saving throw? Does the captain make it, the navigator, the person on the ship with the highest will save, or should the captain or navigator make a Profession (sailor) check instead (possibly at a higher DC since skill checks are easier than saving throws).

I'd interpret that a ship just can't avoid that effect. It affects both creatures swimming on their own and objects, and creatures can save but objects are affected with no escape.

Maybe "An unwilling target..." would better be changed to "An unwilling creature..."

2) This sentence in the description: "They can live in lakes, rivers, or oceans, but truly thrive only in salt water." clashes with this other from Water Dependency: "After this limit, she takes 1 point of Constitution damage each hour until immersed in salt water."
If the Oceanid needs salt water, it cannot live in lakes or rivers. Since folklore seems to back up the description, saying that Oceanids can survive in rivers and lakes, maybe the "salt" should be removed from Water Dependency.

3) Water Magic states the Oceanid must be in or close to the ocean; did that truly mean to be "ocean" or should it really be "sea"?

Oma, page 209

Capsize says "For each size category the ship is larger than the oma..."
I understand that is probably a copy/paste where just the creature's name was changed, but the Oma is Colossal, and there aren't larger sizes. Not nominally, at least... as mentioned in previous posts, Cthulhu and the Kaijus (sounds like an experimental rock band name) exceed the normal Colossal limits, as could some objects, such as an enormous ship. But still, there is no nominal larger size.
Also, I wonder why does it have capsize, since it isn't a water creature and would need to go quite out of its way to capsize a ship (I mean, sure it isn't something a space-faring creature does so often as to have an ability for that)...

Pard, page 211

Other than already reported issues...

1) Flat-footed AC is listed as 12, but thanks to Improved Uncanny Dodge it should be 20.

2) For Phasing Attack, the save to avoid the Pard should probably also negate the stun effect, if successful.
Also, it should specify that the Pard can't also stun a target by passing over it multiple times (in the same way as it can't damage it), and it isn't clear if passing through a target multiple times requires a new overrun check each time or if just the first is necessary.


Ghost Armor, page 213

1) In both stat blocks, the Treasure entry should list the armor, shield and weapon.

2) The speed of the Guardian is listed as 30 ft., while the ft. of the Giant is 20; but is that their reduced speed due to armor or their full base speed and it isn't reduced because they're phantoms and aren't impeded?

3) Stealth bonuses don't take into account the armor penalties; error or do they not apply them because they have an unlisted ability (in case, probaly the same that lets them not reduce their speed in heavy armor)?

4) Giant is lacking mention of slam attacks in Melee entry.

Pickled Punk, page 214

1) The Opportune ability says it can extend its limbs for attacks of opportunity, but the Punk has no attacks with its limbs...

2) Irritant's text lacks a comma (I'm putting it between round brackets for visibility): "A creature damaged by a pickled punk's bite(,) that deals damage to pickled punk with a natural weapon or unarmed attack..."

3) Death Throes' text lacks "The save DC is Charisma-based."

Pipefox, page 215

Other than already reported issues...

As for every serpentlike creature, CMD should include "(can't be tripped)".

Pooka, page 216

Other than already reported issues...

Poison's text doesn't specify where the cloud can be created (supposedly in an adjacent space) and how long does it last (I suppose it dissolves immediately after a creature in the affected space has rolled her save, basically an instantaneous effect; if my guesses are correct, it would have been better statted as a breath weapon with poisonous effect, which would automatically mean an instantaneous effect for the attack itself).


Psychopomp, Catrina, page 218

Other than already reported issues...

1) Heal and Use Magic Device lack the +3 bonus from being class skills, since there is room for them to be elected as such (for the usual Outsiders' varied nature four variable class skills).

2) Compel Condemned doesn't specify the duration (or CL, supposedly 6th) of the effect. Also, it can be disrupted by "Any damage taken by the target (other than damage the catrina deals)"; does that refer to any damage the Catrina deals (including slam attacks) or did it want to be just the Kiss of Death damage?

3) Kiss of Death should specify that the damage is painless, as mentioned in the Catrina's description. Also, given the nature of the act and the fact that the text says "a long, passionate kiss", this ability should probably be a full-round action that provokes attacks of opportunity.

Psychopomp, Morrigna, page 219

1) Format: all the Inquisitor spell levels lack the "/day" part after the number of spells per day.

2) In the SQ entry, Change Shape doesn't list the duplicated spell (supposedly Polymorph).

3) Skill issues: the Morrigna has a total of 126 skill points; assuming not a single one of the four Outsiders' varied nature skills were assigned but still sticking to the values in the book, we'd get the following:

Bluff +15 (+9 ranks, +3 Cha, +3 class)
Climb +11 (+6 Str, +8 racial, -3 armor pen.)
Diplomacy +25 (+18 ranks, +3 Cha, +4 Persuasive)
Disguise +15 (+12 ranks, +3 Cha)
Intimidate +17 (+10 ranks, +3 Cha, +4 Persuasive)
Knowledge (planes) +13 (+9 ranks, +1 Int, +3 class)
Perception +28 (+18 ranks, +3 Wis, +3 class, +4 Alertness)
Sense Motive +25 (+15 ranks, +3 Wis, +3 class, +4 Alertness)
Sleight of Hand +10 (+9 ranks, +4 Dex, -3 armor pen.)
Stealth +22 (+18 ranks, +4 Dex, +3 class, -3 armor pen.)
Survival +15 (+12 ranks, +3 Wis)
Swim +6 (+3 ranks, +6 Str, -3 armor pen.)

A total of 133 skill points used, and we still have to elect four class skills (among Diplomacy, Disguise, Intimidate, Sleight of Hand, and Survival), which would give the possibility os spending 12 less skill points to get to the stat block's values. So, 133 used - 12 gotten back = 121 skill points spent, and with a maximum of 126 available we end up with 5 unused skill points.

4) The stat block (supposedly in the Senses entry) lacks mention of Spider Sight.

Psychopomp, Yamaraj, pages 222-223

1) Spell-Like Abilities: Soul Bind is lacking the DC (DC 29).

2) Skills: the bonus/penalty to Acrobatics from high/low base speed isn't usually mentioned among the racial modifiers.
Also, not a single one of the four Outsiders' varied nature class skills has been assigned, so four among the following should be 3 points higher: Acrobatics, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (religion), Spellcraft, Swim.


Rat King, page 225

Other than already reported issues...

1) Plaguebringer should be a Supernatural ability... I find it difficult to imagine a nonmagical ability that strengthens viruses at 100 ft. distance (or even at 5 ft., in all truth).
Also, this ability is basically an aura, it should be in the Aura entry (in any case, more than a Special Attack it should be a SQ).

2) The Bubonic Plague in the stat block is different from the Bubonic Plague in the Core Rulebook; the former has onset 1d3 days and damages Str, the latter onset 1 day and damages Con.
Also, since it is contracted through inhalation, other than injury, should Plaguebringer's area be considered an area where creatures must save each round or contract the disease (in which case it'd make more sense for Plaguebringer to be Ex, since it'd mean a lot of virus spread in the air)?

Rokurokubi, page 227

1) Format: all the Sorcerer spell levels lack the "/day" part after the number of spells per day.

2) Sorcerer spells: 2nd Level lists 4 known spells, but it should have 5.

3) Rokurokubi's Curse: "frequency 1 day" should be "frequency 1/day".

Saguaroi, page 229

1)

JoelF847 wrote:
p. 229 Saguaroi - does Needle hide ability affect creatures that attack with a manufactured weapon? It first says "Any creature attacking with a natural attack or unarmed strike takes 1d4 points of piercing damage" and then in parentheses says "manufactured weapons with the reach special feature do not endanger the user this way". How would reach matter if manufactured weapons don't trigger the damage in the first place. Either they should be listed in what triggers this defense, or the comment about reach not doing so should be removed.

Agreed.

Personally, though, I'd go for the middle between all weapons or none; I'd go for light melee weapons (cactus needles can be long enough to get you if you have a small weapon, but maybe not long enough if you have a bigger one). Dunno if in some book there are or will ever be light weapons with reach, and thus if the reach part should still be retained, in that case.

2) Although quite obvious, the Freeze ability still lacks mention of what it can appear like.

3) Save DC for Needle Cone is listed as 20, but should be 17.

Samsaran, page 230

Other than already reported issues...

1) In the Samsaran Characters section, the accessible languages list lacks Nagaji and Tengu, as in the Samsaran section of the Advanced Race Guide.

2) In the saves line, the racial +2 lists "negative levels", it should be "removing negative levels", otherwise it looks like it can be applied also on saves against acquiring them in the first place.

3) Spells: it has one 1st level spell known in excess (3 known in the stat block, while they should be 2).

4) Spear damage: other than being listed as 1d6 instead of 1d8, as reported by chopswil, it lacks the "/x3" critical info.

5) If, as the descriptive text says, a Samsaran's body fades after death and a new child appears somewhere else, how does this interact with the various Resurrection spells including Breath of Life and even Reincarnation? How come there's no mention of this matter in the Samsaran's racial traits?

___________________________

As a side note, it's funny that this Samsaran Oracle has Thieves' Tools in his Treasure entry while many Rogue NPCs with ranks on Disable Device don't...

Sayona, page 231

1) Her natural weapons inflict Bleed, but the amount isn't written neither after the attacks' damage nor in the Special Attacks entry.
I suppose it should be 1d6 (more would be too much, I think... it's already a Hell of a monster, with Fear, Gaze, Paralysis and whatnot).

2) Being a mind-affecting effect, and like most Gaze attacks, shouldn't the Staggering Gaze have its save against Will, rather than the listed Fortitude?


Scorpion, both, page 232

Being from the same family of Scorpions of the first Bestiary, they should have a racial +2 to their Poison DCs.

Scorpion, Greensting

Despite what its short opening description says, it should still have 2 claw (pincer) attacks with a base 1d2 damage, like the sting.

Sea Cat, page 233

Other than already reported issues...

Typo in description, second paragraph, second sentence: "the most common sea cats, have bright coloration"; that comma should be removed.

Seahorse, both, page 234

Other than already reported issues...

The text about its carrying capacity should have been under a special ability, rather than in the description.
Also, the written values are incorrect; they are listed (non conunting the roundings) as if both Seahorses had a Strength score 2 points higher (for the Killer, it isn't even specified that it is considered a quadruped, but it's supposedly the same as the Giant).

Seahorse, Killer

Minor format in Special Attacks; Bleed's damage should be listed inside round brackets: "bleed (1d6)".

Seaweed Siren, page 235

Other than already reported issues...

1) In the Aura entry, Cacophony has a DC listed, but the ability doesn't mention any save.

2) Neither in the Ranged entry nor in Sonic Beams' description is it mentioned that the beams are ranged touch attacks like I strongly suppose they should be.

Selkie, page 236

1) Melee: bite damage doesn't include the critical info "/19-20" from the bonus Improved Critical feat.

2) Shake: it isn't clear if the -2 penalty applies only on a successful save or in any case (especially because in the first case, it'd be odd to have an effect last 1 round if you fail and its reduced counterpart 2 rounds if you succeed).


Seps, page 237

1) Acid Blood's text says "...unless the weapon's wielder succeeds at a DC 22 Reflex save at the listed DC." That last part is redundant and should be removed.
The gained space could be used to specify (although it should be obvious) that in case of a natural weapon, it's the creature itself that takes the damage, and that any non-acid-proof weapon (not just metal or wooden ones) takes the damage.

2) Liquefaction doesn't specify if the acid remains active forever, for a given duration, or if it becomes inert immediately after that.
Also, shouldn't it be Ex, rather than Su? It's odd that when the Poison kills a creature, it suddenly turns magical.

3) Is it really alright that, for a CR 11 creature, the Poison deals Con drain (other than acid damage) AND lasts 10 rounds AND requires 2 consecutive saves to end?

Seps, Juvenile, page 237

1) Basically same issue than #3 for the Seps, despite the different damage and DC values.

2) Description should be reworded: "Sepses are born live." Meaning they don't hatch from eggs, but then... "A hatchling soon grows..." could be changed with "newborn".

3) Like the damage from Poison and from Acid Blood, shouldn't be the damage from Liquefaction be reduced too? As written now, it uses the same amount as the adult Seps.

4) Not technically an error, but if the adult Seps is the developed version of the Juvenile one, then it should retain the Weapon Finesse feat, though it'd be useless for the adult), or else Weapon Finesse should be changed with something else for the Juvenile.
Also, if the adult develops from the Juvenile, why does it lose 2 Wisdom points?

5) Acid Blood is listed in the Special Attacks entry, but should be in Defensive Abilities as for the adult.

6) Is it intentional that the Juvenile Seps lacks the immunities of the adult? Wouldn't it be damaged from its own Acid Blood?

Shadow Creature, pages 238-239

1) Languages: it has Common listed in place of the normal Roper's Undercommon (which also makes much more sense, for this creature).

2) In the Creating a Shadow Creature section, the Type entry lacks mention that class HD too shouldn't be recalculated.

3) In the Creating a Shadow Lord section, Energy Resistance and Damage Reduction are listed as Su; is it intentional? Usually, they are Ex, and in individual creatures it's usually omitted; in fact the base Shadow Creature omits it, and if those abilities are Ex for the base Shadow Creature, why should they become Su for the Lord?

4) In the Creating a Shadow Lord section, the Armor Class entry is really unnecessary.

5) Incorporeal Step is a bit unclear. As literally worded, this ability is only useful against attacks of opportunity or immediate actions, since, during its own turn, the Shadow Lord begins and ends movement, and the bonuses come and go before a foe gets a turn. Not that it's useless, but was that really the intent, or was this ability meant to function like the Wind Stance feat, granting its effects for 1 whole round?
Also, in the last sentence, it says that when the Shadow Lord stops moving, it loses the Incorporeal subtype and quality, but doesn't mention the deflection bonus to AC. (Yes, it's obvious that it loses that too, but we all know there are some people who scream "RAW" when it's in their interest.

6) The Shadow Lord's melee touch attack says the damage is negated by the save, but touch attacks usually don't require a save in addition to the attack roll, unless their effect is quite powerful or they have some secondary effect attached. This one has a secondary effect, the Con damage on a critical hit; the save should be just against that.
Also, what kind of damage does that touch attack deal? I mean, alright if it's untyped, but if it is, for example, wounds opening on the victim's flesh, Constructs should be immune to it.
Finally, this ability should be listed as Su.

7) Shadow Lord's Special Attacks, second sentence: "Their saving throw DCs for these attacks are equal to..." should be "The saving throw DC for these attacks is equal to..."

8) In the sample Shadow Roper's Skill entry, under Racial Modifiers, it has a skyrocketing "+26 Stealth in icy or stony areas", whereas the base Roper only had +8 and nothing in the Shadow Creature template (or even Shadow Lord) grants that.
(I have an idea of why it might have been listed so through copy/paste mistakes, but it's irrelevant.)

9) This here brings a question about the Augmented subtype: what happens to the class skills a creature has from its original type? Does it retain them and adds to her list the ones from its new type, or does it lose them and gain only the new type's class skills?
In either case, though, the Shadow Roper has its two Knowledge skills not considered class skills while it still has plenty of room for the usual 4 Outsiders' varied nature 4 class skills.

Shark, Bull, page 241

Base damage for bite is listed as 2d8, but should be 1d6.
2d8 is the same as the Great White Shark, which is two size categories larger, and also it's more than the (Large) Shark of the first Bestiary, which has 1d8.

Shobhad, page 242

Attack bonus for the Shobhad Long Rifle is listed as +6, but should be +5.


Shredskin, page 243

1) The Shredskin can't speak, how does it impart orders to a commanded mindless Undead, or talk an intelligent one into acting as a host (being friendly doesn't mean a Ghoul will be happy to be a puppet)?

2) Typo in Control Body, second sentence: "...but cannot use its grab or enshroud abilities which doing so." Should be "while doing so".

3) Although the name of the ability, in theory, makes it quite obvious, Control Body's text should specify that the Shredskin can move the host as if it was its own body, otherwise, as worded, it seems as if it can just wrap around the host and nothing else.
Also, it should specify that if it is controlling a Medium host, it loses the bonus and penalties of the Small size to AC, attacks, CMB and CMD. Its natural attacks should also increase their damage die one step, and its speed should become that of the host, rather than its own fly speed.

Shulsaga, page 245

Other than already reported issues...

Concentration bonus is listed as +1, but should be +4.

Skinstitch, page 246

1) Nest's text says: "A skinstitch's body is a haven for a swarm of snakes, spiders, and wasps. Any swarm that shares a space with a skinstitch gains fast healing equal to the swarm's Hit Dice."
Does it mean any of those swarms (snakes, spiders, and wasps), or just actually any swarm (in which case, why were those specific three mentioned)?

2) Slam's damage bonus from Str is listed as +4, but should be +2, since the attack is a secondary one after the longsword.
Also, the Melee entry should mention "or 2 slams +7 (2d6+4)".

3) For the variant Enhanced Skinstitch, does the +5 to Stealth really have any purpose? Apart from the fact that stealthiness isn't really something Golemlike creatures are into, that +5, together with the -4 from size, brings the Enhanced Skinstitch to just +1 Stealth, which (especially for a CR 6 creature) really leaves me wondering... I'd suggest to raise the bonus to +8, but I don't think that'd change much.
Also, the bonus is untyped, but should supposedly be racial.

4) For the Resilient Skinstitch, the listed DR should be 5/magic and slashing (at CR 6, any PC has at least a +1 weapon, and having just /magic, ironically, would be a downgrade in a game perspective).

5) It isn't specified if both variants can be combined (I'd suppose yes).
Also, I'm not sure that those variants, at least taken singularly, really raise CR by 1, but that may be a personal feeling.


Soulbound Mannequin, page 248

1) Not technically an error, but having Martial Weapon Proficiency and no weapon in the stat block makes it quite a wasted feat; plus, even with a weapon, it wouldn't be that great of a choice, given that it has two 1d8 claws and Weapon Focus on them. It'd be better if the martial weapon is a longbow or some other ranged weapon, but at that point it's Throw Anything that becomes much less useful.

2) In Alignment Variation, about the listed DCs for the spell-like abilities: if we take the total DCs as 10 + spell level + Cha, then Hold Monster should be DC 14, rather than the listed 13; yet, the old issue of creatures with spell-like abilities and low Charisma slips in: if the DCs should be calculated as if the creature had the minimum ability score required to cast the spell, as done for magic items, the DCs should be 17 for Hold Monster and 16 for Confusion and Fear.

Soulbound Shell, page 249

1) Bonus HP are listed as +50, but should be +35 (20 from being a Medium Construct, 15 from Toughness); the HP entry should thus read "117 (15d10+35)".

2) Special Abilities, Spells: "A spellbound shell can cast..." should be a soulbound shell.

3) Unlike the Soulbound Doll and Mannequin, the Shell, in the Construction section, lacks mention of the fact that its creation doesn't prevent the rest of the soul from continuing on to the afterlife or prevent the body from later being revived.

Soulsliver, page 250

1) Skills: the total Disguise bonus when using Change Shape should be +21; the listed +11 lacks the +10 from Change Shape itself.
Also, Racial Modifiers usually don't list the Acrobatics bonus or penalty for jumping due to high/low base speed.

2) Mirror Travel doesn't specify wether the Soulsliver must know beforehand the presence and position of other mirrors within range or if it just senses them (and if it senses them only once inside a mirror or just anytime).
Also, it doesn't specify if a Soulsliver inside a mirror can be seen or if it is automatically hidden behind the normal reflections; or even if it needs a Stealth check to hide from the sight of whoever gazes at the mirror, or Disguise to take his appearence and mirror its movements to mock or trick him.

Spawn of Yog-Sothoth, page 251

Other than already reported issues...

1) Tenuous Natural Invisibility specifies that this ability makes the Spawn subject to effects that outline invisible creatures, but that is unnecessary, since even the normal Natural Invisibility has nothing preventing those effects (just the effects that dispel it).

2) Bite attack has its critical multiplier listed as x3, but no special ability mentioning it (usually, natural attacks with unusual critical range or multiplier are mentioned is some special ability).

3) Devastation leaves much unclear, from what attacks the Spawn uses to do it, what kind of damage it deals, if it must be adjacent or within reach, if it needs attack rolls or not, if the damage is just (as I'd suppose) an arbitrary 4d6 plus double Str, and if it ignores any hardness.

Spider, Goliath, page 252

Other than already reported issues...

1)

Strife2002 wrote:

Pg. 252 - Goliath spider.

The description of this creature says it's a hunting spider, but the fact that it spins a web (a poisoned web, but a web nonetheless) and it's missing its +8 racial bonus to Acrobatics checks implies it's a web spinning type.

The description would need quite a revamp, because it also says: "Camouflaged by their hairs and coloration, they prowl atop the forest canopy, dropping upon unsuspecting creatures." Well, the Goliath would need to dwell in forests with trees the size of towering fortresses to drop down from them on unsuspecting creatures, since it's Colossal, and also "camouflaged" is quite a big word for a creature that in the best conditions has a Stealth bonus of +1...

2) An issue with Climb racial modifiers that also partially spans the previous bestiaries. I'll go in order.
Bestiary: the statted Giant Spider lists a racial +16 that clearly includes the normal +8 from having a climb speed, since, with 11 Str, it has a total Climb skill bonus of +16.
Bestiary 2: both the Widow and Tarantula only list a racial +8, which, math-wise from the final Climb skill bonus, is clearly to be added to the normal +8 from climb speed.
Bestiary 3: both Crab and Ogre go back to listing a racial +16; this time, though, the math says it doesn't already include the base +8, but rather adds to it.
Bestiary 4: for the Goliath, only a +8 racial is listed, and math says that it is just the base +8, with no further addition. For the Scarlet, see below (but it's basically the same).
Basically, each Bestiary used a different combination and application. Almost as funny as it is screwed up. I think the best thing would be to change them all to "+8 Climb (in addition to the +8 from having a climb speed)".

3) Poisoned Web says: "This ability works like the web ability, but affects all creatures in a 10-foot-radius burst." But does that mean it no longer needs an attack roll? Otherwise, why would it need a roll against the first target and not all others in the area? (Or else it could need a roll for every available target, but that wouldn't be mechanically handy.)

Spider, Scarlet, page 252

Other than already reported issues...

It's true that it didn't have a climb speed listed and thus things would get even more screwy, but let's assume that it has a climb speed like it should. Now look at the note above about Spiders' racial modifiers to Climb; like the Goliath, the Scarlet seems to only list the base +8.


Astral Wanderer wrote:


Mindslaver Mold, page 194

2) Mold Mindlink should apply to creatures under the influence of a Mold's Dominate Person too. If not in full, at least the telepathy, otherwise the Mold has no way to impart orders on dominated creatures, and that's quite ridiculous.

Nevermind this, I had totally forgotten the very first line of Dominate Person.

Spring-Heeled Jack, page 253

1) The Acrobatics bonus/penalty to jump due to high/lower speed isn't usually listed among the racial modifiers; here, it is.

2) Frightening Gaze lacks: "This is a mind-affecting fear effect."

Star-Spawn of Cthulhu, pages 254-255

chopswil wrote:

Star-Spawn of Cthulhu p. 254

Skill Points Unused : 3

I suppose that is fundamentally due to listing the Knowledge skills all together and thus not electing it as a class skill (Aberrations can elect one Knowledge as class).

Anyway, other than that...

1) Overwhelming Mind says: "This effect can occur whether the star-spawn of Cthulhu initiates mental contact (such as via a demand, dream, nightmare, or sending spell-like ability, or once per round merely by telepathic communication)"; that "once per round" is unnecessary and potentially misleading, since once a creature is exposed, she becomes immune for 24 hours and thus subsequent rounds are irrelevant.

2) Is it on purpose that the Star-Spawn has no DR?

Svartalfar, page 256

Other than already reported issues...

1) The Acrobatics bonus/penalty to jump due to high/lower speed isn't usually listed among the racial modifiers; here, it is.

2) Bane special ability doesn't specify if the imbued weapon must have at least a +1 enhancement bonus or if it works on non-magical (and non-masterwork) weapons too, basically turnig them into +2 weapons against the target type of the Bane.

Taniniver, page 258

1) Not technically an error, but Combat Reflexes is an almost wasted feat for an 11 Dex creature. Could rather be swapped with a much more appropriate Flyby Attack.

2) Dunno if this is intentional or error... The Taniniver, like many other Dragons has a number of similarities to True Dragons; one of these is in the attacks: it has a bite, two claws and a tail slap. Now, first, it is Huge, but the damage of its natural weapons is the same as that of a Gargantuan True Dragon; second, it lacks wing attacks.

Tiberolith, page 259

Construction cost and price don't get along. Given that the raw materials cost 7,000 gp, subtracting them from the construction cost gives 17,000 gp. Now, doubling that to 34,000 and adding back the 7,000, we get 43,000, not the listed 48,000. (Or we can reverse the process starting from the prize and we get that the cost should be 27,500 instead of 24,000, but looking at other CR 10 constructs, the price seems to lean to the lower of the two options here: cost 24,000, price 43,000.)


Tikbalang, page 260

1) Description (second paragraph, second sentence) says that the Tikbalang "uses its change shape ability to appear as someone familiar to its first victim (such as another member of the group)", but Polymorph spells, and by extension Change Shape, cannot make the caster take on the shape of a specific individual, and the Tikbalang has no ability mentioning an exception to that.

2) Ranged entry: bonus damage from Str for the spines is listed as +8, but should be +7.

Titan, Fomorian, page 261

Other than already reported issues...

1)

chopswil wrote:

Titan, Fomorian p. 261

Melee Attack Bonus-Slam: Computed: 21 Stat Block: 26
18 BAB +16 AbilityBonus +-8 SizeMod +-5 Secondary

Also, the damage clearly uses 1-1/2 Str, rather than just 1/2.

2) SR: from a non-Mythic base of SR 29 (18 from nonmythic CR, + 11 as for most creatures), adding MR to it would make a 37, instead of the listed 33.

3) It has both the Bleed ability and the Wounding property on its weapon. Apart from being redundant, there are a couple of issues.
One is that the Bleed ability is usually associated to a natural attack, and this one isn't; rather, it's attached to weapon attacks despite no special mention about it.
The second is a pratical game issue: the fact that with both Wounding and Bleed, a bleeding creature would need to keep track of the amount of bleeding from the Wounding property (since it's stackable with itself) and still always roll the dice from Bleed to see if it gives higher damage.
I'd suppose the Bleed ability should be removed entirely.

Tooth Fairy, page 262

1) The Acrobatics bonus/penalty to jump due to high/lower speed isn't usually listed among the racial modifiers; here, it is.
Also, the penalty should be -8, rather than +4, since everything goes in loss, rather than in gain.

2) The feats are listed in inversed alphabetic order.

3) The Pliers give it the Greater Dirty Trick feat, jumping straight to it by skipping the Improved one; this causes a number of oddities by itself (starting from the fact that when attempting a dirty trick, especially when using Tricky Thief, it'll suffer an unpleasant attack of opportunity), but in addition, in the CMB entry, the bonus for dirty trick maneuvers should be 2 points higher (-1 normal CMB, +4 racial, +2 feat).

4) Minor typo in description, last sentence: "...the prized teeth serves as trophies of their successful raids." Teeth is plural, so the verb should be "serve".

5) Bite attack bonus is listed as +7, but should be +2, since it's a secondary attack made after the pliers.

6) Paralysis DC is listed as 11, but should be 10.

Tortoise, Giant, page 263

Dunno if error or some unusual english expression I don't know about; description, first paragraph, last sentence: "Despite being poor swimmers, their buoyancy and long necks capable mean they can survive for significant periods at sea."

Trox, page 264

1) Minor format: in the Special Abilities section, colon after the ability's name usually is not used; here it is.

2) Isn't +2 CR too much? The statted Trox is basically a glass cannon; if it hits first, it wrecks the opponent, but it has very low AC, and sure doesn't have a ton of HP, even being a Barbarian. A spell and a couple arrows, and it's down before even getting close.
___________________________

As a personal note, I wish Barbarians were statted in their normal stats, rather than already raging as if istant furious combat is assumed.

Tunche, page 265

The Acrobatics bonus/penalty to jump due to high/lower speed isn't usually listed among the racial modifiers; here, it is.


Tyrant Jelly, page 266

1)

chopswil wrote:

Tyrant Jelly p. 266

forgot 10 AC base?
AC Math: Computed: 33 Stat Block: 23
10 +29 natural +-5 Dex +-1 size

Looking at the table in the Monster Creation section, it's more likely the natural armor bonus was listed 10 points higher than it should be and than what was effectively accounted in the total, so, rather than increasing AC, the natural armor should be lowered.

2) With 5 Int, the Jelly should be able to at least understand one language (maybe Aklo), though probably unable to speak it.
Besides, in the description is mentioned that other creatures could bargain with it telepathically, but telepathy requires understanding at least one language.

3) Create Spawn says that the created Ochre Jellies are under the control of the Tyrant, but how does it actually control them? No languages, no telepathy, no link, no other form of communication (through heat or smell, for example), and the Ochre Jellies are mindless...

4) It's unclear if Vermin Empathy should actually work like Wild Empathy (thus adding the Tyrant Jelly's HD to the check) or if Druids are mentioned just to explain how it affects a target. Other creatures with similar abilities have them written in a different way (see for example Ettercap and Girtablilu).
Anyway, this ability too should rely on some sort of communication while the Tyrant Jelly has none.

5) In the Special Attacks entry, Constrict's effects list "plus Grab", which is sort of redundant.

Udaeus, page 267

JoelF847 wrote:
p. 267 Udaeus - shortspear attack bonus should be +8 (+3 BAB, +3 Str, +1 magic, and +1 weapon focus)

It's Mythic Weapon Focus, so it adds a further +1, for a total of +9 as listed.

1) Speed is listed as 20 ft., but should be "30 ft. (20 ft. in armor)".

2) Despite its Fighter Training ability, the statted Udaeus cannot take Weapon Specialization; that feat requires 4th level Fighter, and the Udaeus has exactly 4 HD which do equate to 4 fighter levels, but the last time it could get a feat was at 3 HD, at which point it didn't qualify for Weapon Specialization. It'll have to wait its next HD to select it; meanwhile, the best choice is probably Power Attack.

3) In the Melee entry, the +1 Spear isn't italicized.

Vampire, Nosferatu, pages 268-269

1) Languages: other than the basic Common for all humans, it has Aklo listed, but with Int 16 it should have two more languages.

2) Given its Spider Climb ability, it should have "climb 20 ft." listed in the Speed entry (this also goes for the normal Vampire in the first Bestiary).
Also, see below...

3) From a total of 117 skill points [(8 base, +3 Int, +1 Human, +1 favored class) x 9 HD], there are either 11 unused skill points or a skill hasn't been considered class skill (probably Knowledge [religion], granted by becoming an Undead) and the racial bonus to Climb due to Spider Climb hasn't been accounted for; the +3 from class skill and the +8 from Climb make a total of exactly 11.
Also, Perception lacks mention of the increased bonus to locate traps due to Trapfinding. (Disable Device has 0 ranks and thus cannot be used, so its bonus doesn't matter, in theory.)

4) Having Improved Uncanny Dodge, its flat-footed AC should be 30, not 23.

Walrus, Emperor, page 271

It has an unusual Melee line, with two natural weapons used not in tandem and both using 1-1/2 Str; is this intentional?

Warsworn, page 272

Other than already reported issues...

1) The CMB and CMD entries don't list the increased bonuses from feats to or vs. bull rush and overrun.

2) The Treasure entry is worded unusually; I think it'd be more usual as "Treasure double (nonmagical armor and weapons only)".

Immortal, page 233

Other than already reported issues...

The last sentence of the description should be moved to the Water Skating ability's text.
Also, the light load is mentioned as 200 pounds, but by normal rules it should be 150 (50 for 13 Str, x3 for being a Large quadruped), unless the fact that it has six legs instead of four gives it even more carrying capacity (which makes sense but there isn't any rule for more than four legs).

Strife2002 wrote:

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

Uh...? I don't understand why you find it odd...

Grand Lodge

I found it odd 'cause the water nymph strider is a Small creature. Therefore, it's a good mount for a Tiny-sized creature. The text says it's not a suitable mount for any Large or smaller creature. By that wording, that means a water nymph strider can't be used as a mount for any Large, Medium, Small, Tiny, Diminutive, or Fine creature, BUT WOULD be an appropriate mount for a Huge, Gargantuan, or Colossal creature.


I know, it was a joke...


You're doing a wonderful job, Astral Wanderer! Thanks!

Anyway, I think that this

Astral Wanderer wrote:


Soulbound Shell, page 249

3) Unlike the Soulbound Doll and Mannequin, the Shell, in the Construction section, lacks mention of the fact that its creation doesn't prevent the rest of the soul from continuing on to the afterlife or prevent the body from later being revived.

was done 100% on purpose.

Astral Wanderer wrote:

Kasatha, page 174

1) The short opening description says the kasatha has two spiked blades, and the picture reflects that, but the stat block only presents him with a sai.
In case the melee line wants to be changed, I have no idea if any book has stats for spiked blades (doesn't seem to be on the core ones); maybe temple swords can be used to represent them.

Pathfinder Player Companion: People of the Stars, page 9.

The Kasatha Spinal Sword is a light one-handed sword covered in bony spines that make it easier to poison opponents. The save DC of a nonmagical injury poison applied to a kasatha spinal sword increases by 2.
50 gp, ld6/x3, Piercing or Slashing. It weighs 3 pounds and has the fragile weapon quality. Kasathas treats its as a martial weapon.


Nice to know, good, thanks.

Weedwhip, page 276

1) Typo in Languid Whips' text: "A weedwhip's tentacles don't threaten any squares, and doesn't make attacks of opportunity." Should be either "it doesn't" or "don't", depending on who is intended to be the subject, the Weedwhip or the tentacles.

2) Given its description and the picture, it should probably have a note or a special ability specifying that its tentacles deal bludgeoning and piercing damage.

Wickerman, page 277

It has hardness, but should have DR instead, like normal Constructs.

Wikkawak, page 278

1) Stealth bonus could reach the listed +16 only if it was considered a class skill, but it isn't.
Though, I must say, I could suppose the Thuggery ability wanted to include Stealth too, looking at the racial skill modifiers.

2) Not an error, but if it's going to use a battleaxe two-handed with no shield, then it might as well be using a greataxe, instead (and have proficiency for it, of course).

Wyrwood, page 280

1) Ref save lists a "(+1 vs. traps)", but the Wyrwood has nothing granting that; Trap Sense is a 3rd-level Rogue ability, while the statted Wyrwood is 1st-level.

2) Disable Device bonus is listed as +9, but should be +10 (I suppose the missing +1 is the one from the Trapfinding ability).

Grand Lodge

Astral Wanderer wrote:
I know, it was a joke...

Oh! Sorry I have a hard time recognizing humor in text format.


Wyvaran, page 281

Other than already reported issues...

1) Not sure about this, since the Wyvaran's tail is already odd enough, being useful only for attacks of opportunity and somehow not for regular ones, but anyway, being its only natural weapon, shouldn't it use 1-1/2 Str, rather than just Str?

2) The +1 bonus from Stern Gaze wasn't applied neither to Intimidate nor Sense Motive (the latter wasn't listed at all).

Xenopterid, page 283

1) Short opening description says "human face", but should be "humanoid face".

2) Reading the description, it would seem that it has not just some, but even a decent amount of Intelligence, rather than being mindless, since it goes as far as mimicking armor and weapons. But apart from that, being able to disguise (and even having a +8 racial bonus to disguise as any thing) does require some sort of intellect. I think its base +8 to Disguise should be removed, and the +16 to pass as a Humanoid should at least specify "only visually and in dim light or darker conditions when taking no actions".

3) Entangling Slime, last sentence, says "The save DC", but that is not a save, it's a Strength check.

4) It has Improved Critical (claw) as a bonus feat, but the claws attacks don't list the critical info.

Yaoguai, page 284

1) It has shorter reach than normal for a creature of its size, for some reason, but even granted that, shouldn't it have longer reach with the tentacle?

2) Maker's Gift, Grab and Constrict: it says "The creature's constrict damage is equal to its slam damage plus its Strength bonus." But it has no slam attack, not even other Maker's Gift abilies grant it. I suppose it wanted to be "equal to its tentacle damage", at which point the damage listed in the Special Attacks entry should also be changed to 1d8+6.

3) Maker's Gift, Pounce and Rake: the attacks are listed as "2 claws +14, 1d8+7"; it should be "2 claws +12, 1d8+6". I understand that +14 may be including the +2 from charging (although the actual bonus is +12 and the +2 is an addition), but the +7 to damage I don't see where it could come from.

4) Maker's Gift, Quills: it lacks mention of dealing damage to grappling or grappled creatures. Also, the damage is listed as 1d8+7; other than the dubious source of the +7 (as in Pounce and Rake), I think the quills shouldn't add bonus damage from Strength, since they aren't forced upon a victim like a weapon does.

Ypotryll, page 285

Other than already reported issues...

1) Skills: the bonus/penalty to Acrobatics from high/low base speed isn't usually mentioned among the racial modifiers. Here, it is.

2) Description, second sentence: it shouldn't mention hate, or it should say something like "apparent hatred", since this is an Int 2 Neutral creature with supposedly no grasp of actual hatred (and if it had, it should be NE).

3) Special Attacks: Trample is missing its DC (32).

Zombie Lord, page 286

1) It should gain the Augmented (Humanoid) subtype.
This also goes for the Skeletal Champion back in the first Bestiary.

2) Special Attacks: Stunning Fist DC is listed as 13, but should be 14.
I know the Stunning Fist feat's RAW say: "DC 10 + 1/2 your character level + your Wis modifier", but RAI it was clearly meant to be "HD". Otherwise creatures with no class levels taking it would have ridiculs DCs no matter how powerful they actually are (same for other feats, like Scorpion Style).

Ypotryll, page 285

Other than already reported issues...

Not technically an error, but creatures with Swallow Whole also have Grab too (commonly with their bite attack). Dunno if it was left out on purpose or as an oversight, here.

Animal Companions section, page 311

1) Giant Weasel Companion lists a climb speed, but the creature statted in the book doesn't have it.

2) The Seahorse statistics should supposedly be Giant Seahorse ones.
Same for (Giant) Tortoise.

_____________________________________________

And with this, I have pretty much finished with this Bestiary, unless something comes out of the blue.

Grand Lodge

Astral Wanderer wrote:

Formian Queen, page 110

Other than already reported issues...

...

2) Apart from CMB and CMD being wrong per se, as already reported by others, the bonus to CMD against trip is a +8, meaning that it takes into consideration four legs in addition to the standard two and the arms, making a total of eight limbs. Other than the fact that ants, whom the Formians are based on, have six total limbs, all other Formians in the book have their bonus vs. trip at +4, meaning only two additional legs and thus the normal total of six limbs.
So, in short, unless the Queen has two more legs on purpose, which would be an odd choice, the bonus vs. trip should be only +4.

Obviously this is just speculation, but it is possible they gave her an additional +4 due to the fact that her body is more than half-giant-abdomen-dragging-the-floor.

Grand Lodge

Astral Wanderer wrote:

Giant, River, page 128

Other than already reported issues...

...

2) Typo in description, second paragraph, fourth sentence: "such as nearly tipping[sic] a raft with passengers"; I think it wanted to be "nearly tripping".

Actually this is correct. When you cause a small boat to capsize, you tip it (as in tip it over).


Should the Trox have the subtype trox? Many other humanoid character races have their racial type as a subtype of humanoid.

Grand Lodge

bstern wrote:
Should the Trox have the subtype trox? Many other humanoid character races have their racial type as a subtype of humanoid.

No, because unlike most creatures made for use as PCs, the Trox isn't a humanoid, but a monstrous humanoid, an entirely separate type that doesn't have creature-specific subtypes like humanoids and some outsiders get.

Grand Lodge

Pg. 159 - Isitoq

In the Creating an Isitoq section, it says to give the isitoq the ability to fly, during the creation process you must cast either air walk, fly, levitate, or wind wall. Something tells me based on the themes of those listed spells, wind wall is a typo and should have been wind walk.

Grand Lodge

Astral Wanderer wrote:

Karkinoi, page 173

Other than already reported issues...

1) It has Improved Critical, but it cannot have it. The Karkinoi has 8 HD, and it gets no feats at 8 HD. He gets them at 7 or 9, but at 7 HD it didn't fulfill the BAB prerequisite, and the 9th HD... it doesn't have it.

I've been wondering about this. The creatures that appear as stat blocks in the bestiaries are considered "default specimens". They may not gain feats the same way PCs do (who gain levels to improve their power). Instead, they may simply select their feats all at once based on their "base forms" which would be their stat blocks. So the 9 HD karkinoi may select all 4 of its feats going by its current 9 HD stats, and not at each odd HD leading up to it like a PC would (but would certainly gain a feat every odd HD from then on should the creature be advanced in any way).

Grand Lodge

Astral Wanderer wrote:

Lunarma, page 185

3) Typo in Implant Eggs, second sentence: "The eggs hatch after 24 hours and each deals 1 point of Con damage per hour as they feed on the host." Subject is plural, so "deal".

Actually in this case the verb "deals" is modifying "each". Singular form is correct as written.

Grand Lodge

Astral Wanderer wrote:

Lycanthrope, Werebat, Hybrid Form, page 188

...

Also, about the Werebat itself, it has its maneuverability listed as average, but the base animal (Dire Bat) has good, and Beast Shape II grants up to good, so that's what the Werebat too should have. (That also adds a +4 to its Fly skill bonus.)

...

3) Given the rules on lycanthropic ability scores and the stats of the Dire Bat, the hybrid-form Werebat should have Str 19, rather than the listed 16, and everything using Str should be adjusted accordingly.

...

5) Natural armor bonus is listed as +2, but should be +5 (+3 from the base Dire Bat, +2 from lycanthropic traits). Thus, AC 19, touch 12, flat-footed 17 (+2 armor, +2 Dex, +5 natural).

Actually it says the base creature is a vampire bat, which for the purposes of stats is simply a bat. The change shape entry also says just "bat" and only the lycanthropic empathy ability mentions dire bats (along with normal bats). Therefore, since the base creature is a bat and not a dire bat, the listed Str score is correct, as well as the AC. The change to maneuverability and Fly skill still applies, however.

Grand Lodge

Pgs. 189 & 190 - Werecrocodile and wereshark

Both of these two in their human forms, as well as the wereshark in its hybrid form, aren't taking advantage of their weapon attacks by using them in two hands. To maximize damage, the werecrocodile's battleaxe and wereshark's trident damage bonuses can both increase to +4. The wereshark's hybrid form trident damage bonus can increase to +6.

Grand Lodge

Astral Wanderer wrote:

Pard, page 211

Other than already reported issues...

1) Flat-footed AC is listed as 12, but thanks to Improved Uncanny Dodge it should be 20.

Uncanny dodge and improved uncanny dodge do not entirely remove the need for listing flat-footed AC. Creatures with it still need it for when a creature feints against them or if they're immobilized, as per the description of uncanny dodge. As an example, just look at all barbarian stat blocks from the NPC Codex.

Grand Lodge

Pg. 213 - Guardian phantom armor and giant phantom armor

The guardian phantom armor specifically says it's using its longsword OR it's two slams, so there's no reason it shouldn't be wielding that longsword in two hands. Change damage bonus from "+2" to "+3".

Paizo Employee Developer

Strife2002 wrote:

Pgs. 189 & 190 - Werecrocodile and wereshark

Both of these two in their human forms, as well as the wereshark in its hybrid form, aren't taking advantage of their weapon attacks by using them in two hands. To maximize damage, the werecrocodile's battleaxe and wereshark's trident damage bonuses can both increase to +4. The wereshark's hybrid form trident damage bonus can increase to +6.

We don't automatically calculate damage from using a one handed weapon in two hands, so this is not an error.

Grand Lodge

Astral Wanderer wrote:

Samsaran, page 230

Other than already reported issues...

...

3) Spells: it has one 1st level spell known in excess (3 known in the stat block, while they should be 2).

It's fine as written. While it's true he should only have picked 2 spells known, he also adds cure light wounds for free. Oracle's get to add all cure or inflict spells to their spells known lists depending on their alignment in addition to their normal allotment.

Grand Lodge

Adam Daigle wrote:
Strife2002 wrote:

Pgs. 189 & 190 - Werecrocodile and wereshark

Both of these two in their human forms, as well as the wereshark in its hybrid form, aren't taking advantage of their weapon attacks by using them in two hands. To maximize damage, the werecrocodile's battleaxe and wereshark's trident damage bonuses can both increase to +4. The wereshark's hybrid form trident damage bonus can increase to +6.

We don't automatically calculate damage from using a one handed weapon in two hands, so this is not an error.

I see, I'll stop mentioning this then. Everyone should disregard my comment about the phantom armors then, as well.

Grand Lodge

Astral Wanderer wrote:

Scorpion, both, page 232

Being from the same family of Scorpions of the first Bestiary, they should have a racial +2 to their Poison DCs.

Nah, the giant scorpions from Bestiaries 2 and 3 don't have this bonus; it seems to be unique to the giant scorpion from B1. It's the giant spiders that have a blanket +2 bonus on their poisons throughout all the bestiaries.

Grand Lodge

Astral Wanderer wrote:

Scorpion, Greensting

Despite what its short opening description says, it should still have 2 claw (pincer) attacks with a base 1d2 damage, like the sting.

I'm not saying you're incorrect, just that if this is true, then it means that the stat block on page 118 of Ultimate Magic, where this first appeared, is wrong, too.

EDIT: Also as a former employee at an exotic pet store, I used to handle scorpions regularly. I can say with certainty that their pincers are pretty much harmless, and really are used for grabbing things and holding them to either eat them or so they can for certain hit with their stinger. They have the same pressure as a clothespin, pretty much. The larger, fantastical versions in Pathfinder (Small-sized ghost scorpions and up) could definitely say their pincers deal real damage just based on the scale of size.

Grand Lodge

Astral Wanderer wrote:

Soulbound Shell, page 249

1) Bonus HP are listed as +50, but should be +35 (20 from being a Medium Construct, 15 from Toughness); the HP entry should thus read "117 (15d10+35)".

The extra +15 hp are coming from false life which says it's already been cast, along with mage armor. Stat blocks that already feature false life having been cast assume an average roll of "5" on the d10, thus for a CL 12 creature is 15.

Grand Lodge

Astral Wanderer wrote:

Udaeus, page 267

...

2) Despite its Fighter Training ability, the statted Udaeus cannot take Weapon Specialization; that feat requires 4th level Fighter, and the Udaeus has exactly 4 HD which do equate to 4 fighter levels, but the last time it could get a feat was at 3 HD, at which point it didn't qualify for Weapon Specialization. It'll have to wait its next HD to select it; meanwhile, the best choice is probably Power Attack.

Again, you might be right, but I'll repeat a theory I had several posts up that would explain this:

Strife2002 wrote:
I've been wondering about this. The creatures that appear as stat blocks in the bestiaries are considered "default specimens". They may not gain feats the same way PCs do (who gain levels to improve their power). Instead, they may simply select their feats all at once based on their "base forms" which would be their stat blocks. So the 9 HD karkinoi may select all 4 of its feats going by its current 9 HD stats, and not at each odd HD leading up to it like a PC would (but would certainly gain a feat every odd HD from then on should the creature be advanced in any way).

Grand Lodge

Astral Wanderer wrote:

Wyvaran, page 281

Other than already reported issues...

1) Not sure about this, since the Wyvaran's tail is already odd enough, being useful only for attacks of opportunity and somehow not for regular ones, but anyway, being its only natural weapon, shouldn't it use 1-1/2 Str, rather than just Str?

Page 234 of Advanced Race Guide is where slapping tail is explained. Basically, it follows its own rules. Small and medium creatures use their Str bonus to damage, while Large, and presumably larger, creatures use 1-1/2 times their Str bonus to damage.

Sovereign Court

Astral Wanderer wrote:

Shredskin, page 243

2) Typo in Control Body, second sentence: "...but cannot use its grab or enshroud abilities which doing so." Should be "while doing so".

This typo still appears in the PRD.


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

This should be here.

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