Community

 
Jump Menu:
Post Reply
Page 8 of 11  •  Prev 1 ... 6 7 8 9 10 11 Next
Switch to Forum Live View Drow of the Underdark Errata
6 years ago  ::  Nov 17, 2007 - 11:49AM #71
Essex
Date Joined: Oct 31, 2004
Posts: 221
pg. 111 - Overseer -
The creature's Initiative modifier should be +3.
The creature's AC should be reduced to 22.
The creature's touch AC should be increased to 12.
The creature's flat-footed AC should be increased to 22.
The creature's AC entry should note the trap sense bonus.
The creature is 8 hp short. The writer seems to have used the hp for the base creature (which only received average hp at 1st level), rounded every single Barbarian dice downwards, and adjusted for the new Constitution score.
The creature's Will saving throw (and situational save versus enchantments) is 1 point too high (+5 racial, +1 class, +0 Wisdom, +2 rage).
The creature's Saving Throw entry should note the trap sense bonus.
The creature's rage should only last 10 rounds.
One of the creature's attributes should be increased by 1 to account for the level 8 increase (Strength was increased at 4th level).
The creature's nonraging AC should be reduced to 24.
The creature's nonraging touch AC should be increased to 14.
The creature's flat-footed AC should be increased to 24.
The creature is 8 nonraging hp short.
The creature's nonraging Will saving throw is 1 point too high.
The creature's nonraging Will saving throw should list the racial bonus versus enchantments.
The creature's Concentration skill modifier is based on the raging Ability modifier. Reduce the Concentration modifier by 2 (to +14).
The creature's Listen modifier is 3 points higher than is possible for a 9 HD being. Since the character has too many skill points anyway, you should reduce the modifier by 6 (to +9) and make the same adjustment in both raging and nonraging stat blocks and on the Senses line.
Spot is a cross-class skill for Barbarians. Since the character has too many skill points anyway, you should delete the 3 cross-class ranks (new modifier +9) and make the same adjustment in both raging and nonraging stat blocks and on the Senses line.
The creature's skill modifiers only add up correctly if you make the previous three corrections (but do account for a size penalty to Hide checks, armor check penalties, and a speed bonus to Jump checks).

pg. 112 - Sample Encounters - The last entry in the section indicates that a CR 14 favored one and four CR 9 drow priestesses combine for an EL of 14. They'd actually have an EL of 15 or 16.

pg. 112 - Ecology - The second paragraph indicates that Draegloths do not require food or water. This is incorrect. Outsiders of the (Native) subtype require food.
Quick Reply
Cancel
6 years ago  ::  Nov 17, 2007 - 7:55PM #72
Essex
Date Joined: Oct 31, 2004
Posts: 221
I'm starting the Dragon entry. The dragon by age tables only seem to have 4 errors (although one of them involves a dragon that is short 100 hp).


pg. 115 - Deep Dragons by Age -
The Adult entry incorrectly lists the dragon's hp as 120 instead of 220.
The Great Wyrm entry incorrectly lists the dragon's Fortitude save as +30 instead of +29.
The Great Wyrm entry incorrectly lists the dragon's Reflex save as +22 instead of +21.
The Great Wyrm entry incorrectly lists the dragon's Will save as +28 instead of +27.
Quick Reply
Cancel
6 years ago  ::  Nov 17, 2007 - 10:11PM #73
Zherog
Date Joined: Aug 16, 2001
Posts: 5,722
I'll preface this by saying you're highly efficient at cranking at this errata stuff, and I have complete confidence in your skill at it. I'll also add that I don't have the product.

Essex wrote:

The Great Wyrm entry incorrectly lists the dragon's Fortitude save as +30 instead of +29.
The Great Wyrm entry incorrectly lists the dragon's Reflex save as +22 instead of +21.
The Great Wyrm entry incorrectly lists the dragon's Will save as +28 instead of +27.


I'm curious if there's some item or something buried in the creature's stat block that gives it a +1 to saves. It's sort of odd that all three are one point too high.

John Ling
Freelance Writer/Editor
PM for availability

VCL for General Gaming and play-by-post groups
Quick Reply
Cancel
6 years ago  ::  Nov 18, 2007 - 8:05AM #74
Essex
Date Joined: Oct 31, 2004
Posts: 221

Zherog wrote:

I'll preface this by saying you're highly efficient at cranking at this errata stuff, and I have complete confidence in your skill at it. I'll also add that I don't have the product.


Thanks for the vote of confidence. While I'll admit that I occasionally make mistakes, I've found as I've gone along that I'm making fewer while catching more subtle errors.

Zherog wrote:

I'm curious if there's some item or something buried in the creature's stat block that gives it a +1 to saves. It's sort of odd that all three are one point too high.


There can't be. The errors aren't from a stat block. Dragon entries simply provide a pair of tables with relevant information for all of the age categories and essentially tell you to make your own damn stat block using that and the Monster Manual entry on True Dragon. The only thing that the table does is provide you with the base saves modified by their Ability scores. There are no other modifiers.

Quick Reply
Cancel
6 years ago  ::  Nov 18, 2007 - 8:18AM #75
Essex
Date Joined: Oct 31, 2004
Posts: 221
pg. 117 - Phazeuroth -
The creature has 100 hp too few (the writer simply took the incorrect entry from the table and copied it).
The creature's Melee attacks are all 10 points too low. Either increase them from +16, +15, and +14 to +26, +25, and +24, or assume that it is using Power Attack for 10 points and increase the damage from each attack by 10 points.
The creature's Knowledge (nature) skill modifier should note that it can only be used to make DC 10 checks since it has no ranks in the skill.
The creature should not possess a Spellcraft skill entry since Spellcraft can only be used by those with ranks in the skill and the creature has no ranks (only a synergy and Ability score bonus).
The creature's +8 racial bonus to Swim checks technically only applies to special actions and avoiding hazards. The entry should probably change from Swim +14 to Swim +6 (+14 involving special actions and avoiding hazards).
Because the creature has the Recover Breath feat, the Breath Weapon entry should indicate that it may be used "once every 1d4-1 (minimum 1) rounds."
The creature's Change Shape ability should note the altered movement rates for its serpentine form.



About a week or two ago, somebody from WotC wrote in the errata metathread a response to my observation that the official errata documents haven't included corrected stat blocks. He indicated that corrections to stat blocks were unnecessary because they didn't affect the game. Check the above bit of errata and ask yourself whether running into a CR 15 monster with 100 hp too few and a half dozen attacks at a -10 penalty will matter to your game. I cetainly hope that this creature isn't the big boss that your campaign has been leading up to, because your party will be quite disappointed when they defeat their archnemesis in half a round and without taking a single hit in return.
Quick Reply
Cancel
6 years ago  ::  Nov 18, 2007 - 9:03AM #76
Zherog
Date Joined: Aug 16, 2001
Posts: 5,722

Essex wrote:

Thanks for the vote of confidence. While I'll admit that I occasionally make mistakes, I've found as I've gone along that I'm making fewer while catching more subtle errors.


Indeed. I do a lot of "stat block checking" for the freelance writers group I belong to. And you're exactly right - you get better at it as you do it, both by making fewer mistakes and by finding little things that might've slipped past previously.

There can't be. The errors aren't from a stat block. Dragon entries simply provide a pair of tables with relevant information for all of the age categories and essentially tell you to make your own damn stat block using that and the Monster Manual entry on True Dragon. The only thing that the table does is provide you with the base saves modified by their Ability scores. There are no other modifiers.


Interesting. It's odd that they're all wrong, and they're all wrong in the same way.

John Ling
Freelance Writer/Editor
PM for availability

VCL for General Gaming and play-by-post groups
Quick Reply
Cancel
6 years ago  ::  Nov 18, 2007 - 10:09AM #77
Essex
Date Joined: Oct 31, 2004
Posts: 221

Zherog wrote:

Interesting. It's odd that they're all wrong, and they're all wrong in the same way.


Not too odd. Since Dragons get three good saves, all of the saves are the same before ability score modifiers. Either the Great Wyrm was 40 HD and got changed to 39 HD somewhere during the design process or somebody simply counted up in his head and wound up off by one (counting 2, 3, 3, 4, 4, etcetera through 39 HD is a bit tough).

Quick Reply
Cancel
6 years ago  ::  Nov 21, 2007 - 9:11AM #78
Essex
Date Joined: Oct 31, 2004
Posts: 221
pg. 119 - Szarkai Provocateur -
The creature has 1 hp too many (the writer rounded up).
The creature's detect thoughts and suggestion spells should have a save DC of 16.
The creature's shadow illusion spell-like ability should probably list the save DC in case somebody interacts with the illusion.
One of the creature's ability scores should be increased by 1 because of her 12th HD ability score increase (her 4th and 8th level increases went into Wisdom and Charisma).
The creature's SQ should indicate her ability to sense hidden doors when passing within 5 feet.
The creature has 1 rank too few in the Move Silently skill to qualify for the Shadowdancer prestige class. Shift one rank from Balance to Move Silently.
The creature has 7 skill points too many. It may be easiest to remove 5 ranks from Bluff and 2 ranks from Diplomacy.
Quick Reply
Cancel
5 years ago  ::  Nov 26, 2007 - 9:17AM #79
Essex
Date Joined: Oct 31, 2004
Posts: 221
I've now gotten the Goblinoid entries out ofthe way.


pg. 121 - Bugbear Overseer -
The creature has scent listed on the senses line. While the example Bugbear on page 29 of the Monster Manual has the scent ability, the Bugbears as Characters section on the same page does not mention gaining scent. Since this was never errataed, I have no idea if Bugbears are supposed to have scent.
The creature's language entry indicates that it speaks Drow. The Drow do not have their own language, they speak a combination of Elven and Undercommon. Since Bugbears receive Elven as a bonus language, this should replace the Drow entry.
The creature's Combat Expertise feat should be listed on the AC line.
The creature has 1 hp too many.
The creature's melee touch attack for the touch of fatigue spell should change from +8 to +10 (+6 base, + 4 strength).
The creature should have the familiar SQ.
The creature is short 1 skill point. Increase Climb, Hide, Listen, Move Silently, Search, or Spot by 1.

pg. 121 Bugbear Stonejack -
I believe that the creature should be CR 4 instead of CR 5 (CR 2 Base, +1 CR non-associated expert levels, +1 CR non-associated warrior levels).
The creature has scent listed on the senses line. While the example Bugbear on page 29 of the Monster Manual has the scent ability, the Bugbears as Characters section on the same page does not mention gaining scent. Since this was never errataed, I have no idea if Bugbears are supposed to have scent.
The creature's AC and flat-footed AC should increase by 1 point.
The creature's armor bonus to AC should increase from +3 to +4.
The chreature's attack roll with the morningstar should be +10 instead of +9 (+5 base, +3 Strength, +1 mwk, +1 Weapon Focus).
The creature's damage entries for the morningstar and heavy pick seem to imply that it is using them with two hands even though they are one-handed weapons.
The creature is missing the skill ranks for 2 levels in Warrior. Give it 4 more ranks in Climb.

pg. 122 - Goblin Flesh-Herder -
The creature's speed should be 20 instead of 15 (30 base reduced to 20 by armor).
The creature's sling should only inflict 1d3 damage.
The creature should be able to command 2d6+7 levels worth of undead rather than 2d4+7.
The creature lacks the material components necessary to cast the desecrate spell.

pg. 126 - Vril as Characters - Are Vril unusually strong for their size? It looks like they've got the carrying capacity of medium creatures instead of the standard 3/4 carrying capacity that is normal for small creatures.
Quick Reply
Cancel
5 years ago  ::  Nov 27, 2007 - 7:42AM #80
Essex
Date Joined: Oct 31, 2004
Posts: 221
I've finished with the Husk Vermin. Only the first had an error, and that was a minor one. Of course, I do find it odd that being changed into ambulatory corpses somehow grants these former vermin the ability to use simple weapons.:D


pg. 127 - Huge Husk Scorpion -
The creature's Hide modifier should change from -1 to -5 (-8 size, -1 Dexterity, +4 racial bonus).
Quick Reply
Cancel
Page 8 of 11  •  Prev 1 ... 6 7 8 9 10 11 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing