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6 years ago ::
May 08, 2007 - 5:03PM
#51
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Wow, Razz I completely concede that you were right about this feat but if you had have taken the time really listen to what I, and others who disagreed with you (who freely admitted to not having access to the book) were saying we could've avoided all this as it was a simple misunderstanding regarding the way you'd paraphrased the feat.
All of my discussion (and presumably Zherog's) was on the assumption that there was an effect from the feat and then a greater effect if you hit more than once. Read back on my comments, it was all talking about it being good open design because the feat scales if you hit more than once. The fact that the feat has no effect if you don't hit more than once was not clear in your initial post and that's what caused the confusion.
I'd agree that there should be the prerequisite of rapid stunning or at least some note that normally you can only deliver 1 stunning fist attack per round or something that indicates how you're expected to use this feat at all.
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6 years ago ::
May 08, 2007 - 5:07PM
#52
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I had that thought, actually - that would make some sense, too.
Anyway, leaving it open ended but reprinting Rapid Stunning keeps the feat more flexible. My other thought was maybe it's intended to allow you to make a follow-up stunning fist attempt if you succeed with the first, it's totally not worded that way but maybe that's how they meant it to work. As is it's pretty bizarre.
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6 years ago ::
May 08, 2007 - 5:11PM
#53
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Date Joined:
Mar 25, 2001
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Wow, Razz I completely concede that you were right about this feat but if you had have taken the time really listen to what I, and others who disagreed with you (who freely admitted to not having access to the book) were saying we could've avoided all this as it was a simple misunderstanding regarding the way you'd paraphrased the feat.
All of my discussion (and presumably Zherog's) was on the assumption that there was an effect from the feat and then a greater effect if you hit more than once. Read back on my comments, it was all talking about it being good open design because the feat scales if you hit more than once. The fact that the feat has no effect if you don't hit more than once was not clear in your initial post and that's what caused the confusion.
I'd agree that there should be the prerequisite of rapid stunning or at least some note that normally you can only deliver 1 stunning fist attack per round or something that indicates how you're expected to use this feat at all. I apologize for my posts getting more sarcastic and tense, then, because you're right. It was a big misunderstanding because I thought you were, in some strange way, defending WotC's infamous error-laden text in yet another WotC product of theirs LOL
So yeah, now that you guys know what I meant (and now that I know what you meant) sorry if things got out of hand and now we can see why WotC needs to be more careful with what they create. You'd figure the authors possessed encyclopedic knowledge on their D&D books, I know I do.
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6 years ago ::
Aug 18, 2007 - 9:11AM
#54
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- Deliciously dark'n'deadly dollybird
Date Joined:
Apr 21, 2001
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While doing the revision for the German DnD-Gate, I noted a few things, mostly with the sample NPCs for the PrC.
Cavestalker requires 8 ranks in Survival, so the Gaelimor, the sample ranger 4/x cannot manage that.
Regarding the eldritch blast, it seems unusual that they do not increase the blast scores, as the description of the warlock in CArc essentially says that CL-increase in warlock-PrC also increase the eldritch blast power. Wouldn't have changed that. BTW, the PrC looks a bit alike the Demonolist in Plot & Poison.
Eye of Lolth-NPC ... is only barely, as in: BARELY, possible to reach the requirements skillwise.
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6 years ago ::
Oct 27, 2007 - 12:45PM
#55
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Date Joined:
Oct 31, 2004
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After owning the book for about five months I'm finally getting around to reading (and correcting) the thing. Here is the errata I've found so far. Some of it likely duplicates things that others have already found.
pg. 47 - Blend into Shadows - Does this feat count as a spell-like ability since it requires you to expend a use of a spell-like ability to activate? If so, what is the effective spell-level?
pg. 50 - Fade into Darkness - Does this feat count as a spell-like ability since it requires you to expend a use of a spell-like ability to activate? If so, what is the effective spell-level?
pg. 50 - Gift of the Spider Queen - The Blinding Vanish option does not provide a level for the spell-like ability. If the save DC is correct then it is the equivalent of a 4th-level spell.
pg. 51 - Master of Poisons - I seem to recall a designer interview in which it was claimed that feats should not duplicate racial or class abilities. The Master of Poisons feat grants the benefit of the Poison Use class feature (used by Ninja and others) and does so with no prerequisites whatsoever.
pg. 51 - Paralyzing Fists - It is normally not possible to use Stunning Fist more than once per round. (I've noted that this has already been covered extensively).
pg. 51 - Radiant Flicker - Does this feat count as a spell-like ability since it requires you to expend a use of a spell-like ability to activate? If so, what is the effective spell-level?
pg. 52 - Spider Companion - The feat indicates that the creature gains "all the benefits normally granted to animal companions." The Animal Companion sidebar on page 36 of the Player's Handbook indicates that animal companions gain bonus tricks; does this apply to vermin despite the fact that they are normally incapable of learning tricks? The PHB also indicates that animal companions can be pushed as a move action; does this apply to vermin despite the fact that page 46 of this book indicates that they cannot be pushed? The PHB also indicates that the animal companions of sufficiently advanced Druids gain a +4 morale bonus to Will saves versus enchantment spells and effects; aren't vermin already immune to such effects because they are mindless?
pg. 52 - Umbral Spell - The feat indicates that it applies to burst-, emanation-, and spread-shaped spells before giving Lightning Bolt as an example. The Lightning Bolt spell is not listed as being a burst, emanation, or spread.
pg. 53 - Verminfriend - Although not actually an error, the feat is constructed in such a way that only one vermin can be effected each round. It would have worked better if the feat required a saving throw by the vermin instead of a Charisma check by the character.
pg. 54 - Gloom Strike - Since the feat creates an "aura of magical darkness" is it considered to be a spell-like ability or a supernatural ability? If it is a spell-like ability then what is the effective spell-level?
pg. 55 - Vow of the Spider Queen - Shouldn't the benefit involving an alternate use for rebuke undead attempts be labeled as a supernatural ability?
pg. 56 - Aleval School - Shouldn't this be listed as both a [STYLE] feat and an [AMBUSH] feat?
pg. 57 - Tormtor School - Since the ranged javelin attack is made as a swift action would it provoke Attacks of Opportunity? The description of swift actions states that spells and powers requiring swift actions do not provoke Attacks of Opportunity but doesn't mention other abilities.
pg. 61 - Bebilith Blessing - The spell grants the recipient two claw atacks in addition to any claw attacks that it already has. The spell also allows you to sunder objects with your claw attacks as if you had the Improved Sunder feat. Does this effect extend to any claws that you already have or does it only appply to the claws granted by the spell?
pg. 61 - Dominate Vermin - I find it odd that a 'Dominate' spell is a Transmutation rather than an Enchantment but understand that since vermin are immune to mind-affecting abilities that this makes sense. Unfortunately, the wording of the spell leads to many questions that are unanswered. The text indicates that "you invest your psyche into a single vermin" and grant it "your intelligence." Does this indicate that while affected by the spell the vermin becomes vulnerable to mind-affecting abilities? The text also indicates that "you can direct it with simple commands." If it has your intellect then why is it limited to simple commands? Unless you have an IQ of 3 something that has your intelligence should be capable of actions as intricate as those that you yourself are capable of performing. Finally, the text indicates that "if the vermin is slain, your mind is forced out of the creature violently." If your mind is inside the creature during the duration of the spell then is your physical body cabable of actions while the spell is active? Can you see through the vermin's eyes? I think that the spell would work better if it were renamed "Control Vermin" and if the text indicated that the transmutation simply forces it to move and act at your whim as if it were some sort of remote control puppet.
pg. 63 - Spider Form - Is the spell only supposed to grant the same 5 temporary hit points as Spider Form, Lesser?
pg. 63 - Spider Form, Greater - Is the spell only supposed to grant the same 5 temporary hit points as Spider Form, Lesser?
pg. 63 - Yochlol Blessing - While not an error I do have a question. This spell temporarily grants the shapechanger subtype. If you cast it on a party member who has been transformed into a harmless creature via Baleful Polymorph and they use it to resume their natural form, what happens when the duration of Yochlol Blessing ends? Will the character change back into an animal or will he retain his normal form? Similarly, will resuming his natural form end Yochlol Blessing since his natural form does not have the tentacles granted by the Yochlol Blessing?
pg. 63 - Spider-Shape - Are the fiendish abilities of the spider based upon your HD or those of the spider?
pg. 63 - Sudden Swarm - Isn't adding your Warlock level to the poison DC of the swarm a bit extreme? That would start the DC at 17 and it would hit 31 at 20th level.
pg. 65 - Spellcasting - The fourth line of the entry indicates that you gain levels in a "spellcasting class" while the seventh line indicates that it is an "arcane spellcasting class." Table 3-2 on the next page indicates "existing spellcasting class". Since two of the three entries don't specify arcane spellcasting I assume that divine casters can benefit from the spellcasting progression.
pg. 65 - Handle Spiders - This class feature is useless unless that character takes the Vermin Trainer feat (which is not a requirement to enter the prestige class) or has taken levels in the Vermin Keeper prestige class from Underdark.
pg. 65 - Spider Domain - The entry's handling of Domain spells for those without levels of Cleric differs from the rules for handling such things presented on page 20 of Complete Divine. Do these rules supercede those from Complete Divine?
pg. 68 - Derzen Vrinn - The character's tremorsense entry should note that it requires a swift action to activate, can be used 5/day and lasts for 5 rounds. The character has Kuo-Toan as a starting language despite the fact that it is not listed as a bonus language on page 36. Since it was listed as a bonus language in the Monster Manual you can either assume that it was accidentally left off of page 36 or that it was purposefully removed but that the example character did not take the change into account. The character's number of starting languages assumes that he began at 1st level with an 18 Intelligence. Indications are that the character's Intelligence did not reach 18 until 8th level. Remove one language (preferrably Kuo-Toan). The character is short 2 hp. The writer seems to have given the NPC average hp at 1st level, calculated hp totals for both the base class and the prestige class seperately, and then rounded both totals down before combining them. The character's saving throw line should list a conditional +3 modifier for saving throws versus spiderkind poison due to the Spider Box in the character's Combat Gear (only 3 of the 4 points count sincethe bonus is of the same type as that granted by the cloak of resistance). Although the character's ranks in Knowledge (Religion) don't technically provide a +2 synergy to his ability to rebuke vermin you may wish to add the bonus anyway as it fits thematically for a worshiper of Lolth. Reduce the character's caster level from 9th to 8th. Why does the character know the Polymorph spell? Isn't WotC avoiding the spell in NPCs because of the polymorph errata? The character cannot cast Dispel Magic because Abjuration is one of his prohibited schools. The character's ability scores start out beyond the 25 point Elite Array no matter how you assign the 4th and 8th level stat increases. The character's SQ should indicate his ability to sense hidden doors when passing within 5 feet. The character's Spellcraft entry should note the +2 bonus to learn Transmutation spells. The character's skill block only adds up if you assume both that his Intelligence score was increased to 18 at 8th level and that a few skill points were wastefully used cross-class. If you want the skills to be used more effectively then eliminate Intimidate and reduce Listen by 1 point so that you can increase Knowledge (Nature) by 7 points (Which results in a +2 synergy to Survival checks made in aboveground natural environments). I recommend this because it seems absurd that a character whose prestige class is all about an obsession with spiders has only the minimum ranks in the appropriate knowledge skill necessary to enter the prestige class.
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6 years ago ::
Oct 30, 2007 - 9:17PM
#56
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Date Joined:
Oct 31, 2004
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I've got some more errata. It seems to me that somebody at WotC went absolutely nuts with commas while working on this book. I have never before seen so many extraneous commas in a published book.
pg. 69 - Advanced Spelunker - Although not an outright error, the class feature grants a bonus to Escape Artist skill checks but Escape Artist is not a class skill for a Cavestalker. Since Escape Artist is a useful skill for squeezing through tight areas I suggest that the skill be added to the list of class skills.
pg. 69 - Hide of Stone - The wording of this class feature is different from the wording of similar natural armor granting class features from other prestige classes. This version does not indicate that it can improve upon an existing natural armor bonus. This implies that if you already have natural armor from a different source the two will not stack.
pg. 69 - Exotic Combat Style - The last line of the entry implies that wearing medium or heavy armor causes you to temporarily forget how to use a spiked chain or hand crossbow. While I suppose that the character may simply be unfamiliar with wielding them while so encumbered I still find the restriction to be a bit odd.
pg. 70 - Improved Exotic Combat Style - How exactly do you use the Manyshot feat to fire several bolts from a crossbow at the same time?
pg. 70 - Void in Space - The first sentence of the entry indicates that it affects your scent. Does this mean that the class feature prevents creatures with the Scent special quality from locating which space you occupy?
pg. 70 - Master Spelunker - This supernatural class feature allows you to use a Meld Into Stone ability. What is the duration of the effect?
pg. 71 - Gaelimor Zyrshaen - As a 4th level Ranger the character cannot meet the Survival skill prerequisite for the prestige class. The character's Initiative bonus should be +8. The character's touch AC is 2 points too high because it includes his natural armor bonus. The character's AC should include a breakdown of where his AC bonuses come from (+4 Dex, +7 armor, +2 natural). The character's AC line should possibly note that his normal and flat-footed AC is 2 points lower in areas in which the drowcraft property of his armor does not function. The character's AC line should probably note that his expert spelunker prestige class ability can affect his AC. The character is short 2 hp. The character's speed entry should likely note his Expert Spelunker class feature. The character's spiked chain melee attacks are all 2 points too low (+11 base, +4 Dex, +3 weapon properties, -2 two-weapon fighting). The character's attack options entry doesn't note the effects of the poison that is on his crossbow. The character's SQ should indicate his ability to sense hidden doors when passing within 5 feet. The character's wild empathy SQ should note that it applies to vermin due to the underdark affinity SQ. The character's monstrous spider animal companion is not detailed. The character should not actually have the Exotic Weapon Proficiency (hand crossbow) bonus feat. He has the ability to use the hand crossbow due to his race rather than an actual feat. The character's Vermin Trainer bonus feat should be replaced with the Track bonus feat (especially since the Track feat is a prerequisite for the character's prestige class and that the character has no ranks in the Handle Animal skill which would be necessary as a Vermin Trainer). The character's skills should note which ones receive his circumstance bonus from his elf favored enemy. The character's +2 circumstance bonus to balance, climb, escape artist, hide, and jump checks should note that they operate in natural underground environments rather than simply underground environments. The character's Knowledge (Nature) skill should note that it is a default and thus cannot be used to learn anything with a DC higher than 10. The character has 4 skill points too many if you count Escape Artist as a cross-class skill. Add Escape Artist to the list of skills for his prestige class and consider his skills to be otherwise okay.
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6 years ago ::
Nov 04, 2007 - 7:36AM
#57
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Date Joined:
Oct 31, 2004
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One question: is the demonbinder really supposed not to improve your eldritch blast? Sadly, it does seem as if the Demonbinder does not get an increase to eldritch blasts.
Page 18 of Complete Arcane specifically indicates that classes that grant "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class" grant an increase to eldritch blast. The Demonbinder instead has an Invocations Known entry that states "+1 level of existing class". Since this entry does not match either of the two examples the Prestige Class does not grant an increase to eldritch blast.
This is further supported by the last paragraph of the Advancement entry on page 74. It states outright that Demonbinders do not improve their eldritch blast.
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6 years ago ::
Nov 04, 2007 - 7:42AM
#58
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Date Joined:
Oct 31, 2004
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Here is the errata for the Demonbinder. Aside from the outright errors I have to say that the lack of direct limits on the character's Demonbind class feature is potentially unbalancing. It is theoretically possible for a character with only one level in the class to channel a Marilith or Balor.
pg. 73 - The first sentence on the page indicates that being targeted by certain spells while under the effects of the Demonbind class feature ends the Demonbind but does not indicate whether this effect replaces the standard effect of the spell or if it is in addition to the standard effect. Furthermore, the listed spells can normally only be targeted upon extraplanar creatures. Does the Demonbind effect allow the character to be targeted as if he were an extraplanar creature or does this effect only matter when the user is on another plane of existance and thus a valid target for the spells.
pg. 73 - Succubus Demonbind - Why does the Demonbind grant the benefit of a tongues spell when all demonbinds already grant telepathy?
pg. 75 - Olarae Quavein - The character has Kuo-Toan as a starting language despite the fact that it is not listed as a bonus language on page 36. Since it was listed as a bonus language in the Monster Manual you can either assume that it was accidentally left off of page 36 or that it was purposefully removed but that the example character did not take the change into account. The character's AC line lists her armor bonus as +4. The number should be +5. Her calculated AC is correct. The character is short 3 hp. The writer gave her average hp at first level instead of maximum hp. The character's Immune entry should indicate that she is immune to webs due to her 24 hour duration spiderwalk invocation. The character's speed entry should indicate her ability to scale walls due to her 24 hour duration spiderwalk invocation. The character should probably have a ranged attack entry for her eldritch blast. The character's frightful blast and sickening blast invocations should have their saving throw DC's increased by two points because of her Ability Focus (eldritch blast) feat. The character's detect magic spell-like ability should only have a caster level of 5th. The character's SQ should indicate her ability to sense hidden doors when passing within 5 feet. The character's Spellcasting skill should be renamed Spellcraft. The character's chasuble of fell power should indicate that it is a lesser chasuble.
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6 years ago ::
Nov 05, 2007 - 8:41AM
#59
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Date Joined:
Oct 31, 2004
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A short bit of errata for the Dark Sniper. I was impressed that they managed to account for the character's speed bonus to Jump checks and that they remembered his racial ability to notice hidden doors.
pg. 75 - Dark Sniper - The character's AC entry should note his conditional Skirmish bonus. The character is not proficient with the longbow. Change his weapon to a shortbow. The character's SQ should not indicate poison use (unless he is substituting poison use for trapfinding in the manner of a Drow Rogue using the Rogue Alternate Class Feature, in which case he should not have the trapfinding ability). The character's Skill list should include Survival due to his conditional synergy from the Search skill.
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6 years ago ::
Nov 06, 2007 - 11:50AM
#60
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Date Joined:
Oct 31, 2004
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pg. 77 - Team Maneuverability - Does the character with this class feature also benefit from the +2 competence bonus that he grants to nearby allies? If not, it seems odd that up until 4th level the character grants a larger bonus to Climb and Jump checks then he receives.
pg. 78 - Shalzad Raelnan - The character would have been more effective had he been given the Hit-and-Run Tactics alternative class feature from page 58. The character's uncanny dodge class feature should be listed on his AC line. The character's trapsense bonus should be listed on both his AC and Saving Throw lines. The character is short 3 hp. The writer seems to have given the NPC average hp at 1st level, calculated hp totals for both core classes seperately, and then rounded both totals down before combining them with the prestige class hp total. The character's Melee and Ranged attacks are 2 points too high while their damage bonuses are 2 points too low. It seems that the writer added the benefit from the Lolth's Whispers class feature in the wrong place. The 'plus entangle' note for the Ranged attack makes it seem as if the entangle effect applies to every attack rather than only to critical hits. The character's Base Atk and Grapple numbers are each 1 point too high. The character's SQ should indicate his ability to sense hidden doors when passing within 5 feet. The character has one too many bonus feats. I'd delete Shadowborn Warrior from both the feat and Atk Options sections (since the benefits haven't been factored into his initiative or AC) and remove the bonus designation from Clever Opportunist. The character's skill points only add up if you assume that he either does get a +2 competence bonus on Climb and Jump checks from his Team Maneuverability class feature or that he gained through the same class feature an insight bonus to those skills equal to his total levels in the prestige class rather than half his levels in the prestige class.
pg. 78 - Lolth's Sting - The character's AC is wrong. Ninja do not gain proficinecy with any armor. Furthermore, a ninja who wears armor looses their Wisdom bonus to AC. Replace the character's +1 leather armor with the similarly priced Bracers of Defense +1, lower her armor bonus to AC from +3 to +1, and lower both her normal and her flat-footed AC by 2 points. The character has 1 hp too many. The writer rounded up instead of down. The Special Actions entry can be deleted as there are no such actions listed. The character's SQ should indicate her ability to sense hidden doors when passing within 5 feet. The character's Balance modifier (+5) should be listed because of her synergy from Tumble. Although the character's Skills add up correctly, I'd increase her Jump modifier by 2 points due to a house rule of mine. I always found it to be odd that speed modifiers to Jump checks occur in 10 foot increments while speed is measured in 5 foot increments. I just halve the appropriate modifier and apply it in 5 foot incremements. The character's Ki Power entry should not mention ki dodge as she is not of high enough level to gain that class feature.
pg. 81 - Aura of Truth - Is this class feature always on or does it have to be activated? If it needs to be activated then what sort of action is required to activate it? If it is always on then what prevents people who are walking by a hidden Eye of Lolth from noticing that they are suddenly unable to lie and thus realizing that something odd is happening?
pg. 83 - Xune Argith - The character's Initiative modifier should probably note that she rolls initiative twice because of her ring of anticipation. The character's AC line should list Cautious Attack next to Dodge. The character's AC line should list her trap sense bonus. The character's Saving Throw line should list her trap sense bonus. The character's blindsense should be limited to 20 feet. The character has 1 hp too many. The writer rounded up. The character's melee touch attack for her darkfire spell is listed as +7. Do touch attacks benefit from the Weapon Finesse feat? If so then the attack should be made at +13. The character's SQ should indicate her ability to sense hidden doors when passing within 5 feet. I believe that the teamwork observation class feature should probably be listed as an attack option rather than a SQ. I assume that the character's Hide modifier is so high because the 3/day +10 bonus from her Assassin's Cloak has been added to her total modifier rather than listed as a conditional modifier. The character's Skills block should list Survival because of her conditional Search synergy. The character's Listen and Spot modifiers are 2 points beyond the maximum number of ranks for a 12th level character. Reduce each of them by 2. Even after accounting for the problems with the Hide, Listen, and Spot skills, the character still has 5 skill points too many. I'd lower her Intimidate skill by 5. The character's possessions do not include the 50 gp worth of diamond dust necessary to cast her nondetection spell.
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