Drow of the Underdark Errata

Post/Author/DateTimePost
#1

Razz

May 02, 2007 10:24:25
Ok, I got my book, skimmed through it, and already found a huge error.

In the Monsters section, there's no statistics for the Vril goblinoid. I can't find it anywhere.

If anyone else finds something wrong, let's post it here.

1) Vril statistics block is missing

2) The Paralyzing Fists feat says the opponent must make another Fortitude save if you strike it with more than one Stunning Fist attack in the same round. You cannot make more than one Stunning Fist attack in a round unless you have the feat Rapid Stunning from Complete Warrior.
#2

Razz

May 02, 2007 10:54:38
Found another one, I added it onto the list above
#3

zombiegleemax

May 02, 2007 11:32:57
Completely off topic, but were you planning on getting Complete Champion?
#4

Razz

May 02, 2007 13:21:15
Completely off topic, but were you planning on getting Complete Champion?

Yes, I have it on pre-order.

It just didn't ship yet. For some reason, Drow of the Underdark is being released 1-2 weeks earlier than Complete Champion. My order ended up being a partial order. I hope to get Complete Champion sometime next week.
#5

zombiegleemax

May 02, 2007 21:39:09
I am supposed to get my copy on the 10th of May. Perhaps earlier now?
#6

Razz

May 02, 2007 22:56:24
I am supposed to get my copy on the 10th of May. Perhaps earlier now?

Is this in the US or outside? Non-US nations like Germany and Japan get their D&D books ealier than US, that I am positive on.

But if you're US then that sounds about right. I might get mine on that date too.
#7

Razz

May 02, 2007 22:57:25
Ok, it's official. There's absolutely no statistics block for the Vril. What gives?
#8

runestar

May 02, 2007 22:59:39
One question: is the demonbinder really supposed not to improve your eldritch blast?
#9

chaotix42

May 02, 2007 23:06:02
The sample character has a 4d6 eldritch blast... of course NPC stat blocks are notorious for their errors. Plus there is this text from the class:

Invocations Known: At each level above 1st, you gain new invocations as if you had also gained a level in the warlock class. You do not gain any other benefits a warlock would have otherwise gained.
#10

feceman

May 02, 2007 23:27:05
Somebody pointed out that she had a chausable of fell power, which would explain the extra damage. Kind of odd for the PrC, though...I would have at least given +1d6 blast damage.
#11

theanthrodm

May 02, 2007 23:36:00
Eldritch Blast is considered an Invocation and improves with any invocation improving class feature. This is common knowledge.
#12

theanthrodm

May 02, 2007 23:37:04
1) Is it a fact that Vril are a seprate race from other goblins?

2) I don't have the book, I'd assume you should simply add Rapid Stunning as a Pre-requirement, or assume that you can stun two times in one round by taking that feat.
#13

runestar

May 03, 2007 0:35:17
Eldritch Blast is considered an Invocation and improves with any invocation improving class feature. This is common knowledge.

Where does it say that EB is an invocation. I was never aware of this technicality...

And as pointed out, even the sample NPC's EB damage was not improved.
#14

nihzlet

May 03, 2007 1:38:25
Posted by Razz:
The Paralyzing Fists feat says the opponent must make another Fortitude save if you strike it with more than one Stunning Fist attack in the same round. You cannot make more than one Stunning Fist attack in a round unless you have the feat Rapid Stunning from Complete Warrior.

sooo... how is this an error? seems to me its just an added caveat for those who have Rapid Stunning. i dont have the book, so maybe the exact wording is different from what you posted?
#15

feceman

May 03, 2007 1:53:15
Eldritch Blast is considered an Invocation and improves with any invocation improving class feature. This is common knowledge.

It says invocations known.
#16

Razz

May 03, 2007 7:08:35
sooo... how is this an error? seems to me its just an added caveat for those who have Rapid Stunning. i dont have the book, so maybe the exact wording is different from what you posted?

It's an error because you can't make two Stunning Attacks in one round, only once per round. The only way you can is by taking Rapid Stunning feat. Which is not a prerequisite nor is it even in the book as one (it's in Complete Warrior, to be exact).
#17

Razz

May 03, 2007 7:09:46
1) Is it a fact that Vril are a seprate race from other goblins?

2) I don't have the book, I'd assume you should simply add Rapid Stunning as a Pre-requirement, or assume that you can stun two times in one round by taking that feat.

The vril is a new goblinoid creature, they even gave it 5 unique racial feats for it and statistics to make it a playable race, but there's no statistics block for it as a monster and, therefore, no where that explains its shifting and shriek ability.

And yeah, that's what I did to the feat for my games. I added Rapid Stunning as a prerequisite, which needs Combat Reflexes too.
#18

azazyll

May 03, 2007 10:11:06
Where does it say that EB is an invocation. I was never aware of this technicality...

And as pointed out, even the sample NPC's EB damage was not improved.

It's page 18 of complete arcane. Any class that grants +1 level of existing (arcane) spellcasting class gives him increased caster level and stacks with warlock class for eldritch blast damage. technically, according to the precise wording, it does not grant him new invocations, but examining the example for the acolyte of the skin shows that they are intended to recieve new invocations.

However, if this only does invocations known, rather than +1 level of spellcasting or invocation using class, then it could be something different. we'll have to ask the sage if we want an official ruling.

I'm ticked about the mistake on the new goblins. I love new goblins! curse you sub par editors!
#19

vegetalss4

May 03, 2007 14:17:28
i has a questtion (i know i spelled that wrong)
what is a vril?
as you said it it sounded like a kind gobling
so why should its statistiks be in a book about drow?
#20

christopher_perkins

May 03, 2007 18:02:52
Ok, I got my book, skimmed through it, and already found a huge error. In the Monsters section, there's no statistics for the Vril goblinoid. I can't find it anywhere.

We noticed the error immediately after the book went to press (of course). The error happened during typesetting as stuff was getting pushed around to make the chapter fit. We'll be posting the relevant text on the website shortly.

If it makes you feel *any* better, we're still waiting for our office copies to show up so that we can share in your displeasure.
#21

runestar

May 03, 2007 21:53:16
However, if this only does invocations known, rather than +1 level of spellcasting or invocation using class, then it could be something different. we'll have to ask the sage if we want an official ruling.

Well, I was checking only because as mentioned, the sample NPC seems to have confirmed my worst fears.:P

Will wait to see what the designers have to say about this.
#22

Razz

May 04, 2007 7:04:58
We noticed the error immediately after the book went to press (of course). The error happened during typesetting as stuff was getting pushed around to make the chapter fit. We'll be posting the relevant text on the website shortly.

If it makes you feel *any* better, we're still waiting for our office copies to show up so that we can share in your displeasure.

Cool.

And what about a fix to Paralyzing Fists?

I've explained it's errors above. I am assuming we should either just add Rapid Stunning as a prerequisite or should the wording of the benefit be altered? Your call when it comes down to it, but for now I've simply threw Rapid Stunning in there as a prerequisite.
#23

Syltorian

May 04, 2007 14:11:28
I must say, I am really, deeply impressed with the rapidity of the reaction this day.

The Vrill has already been errata'ed... : http://www.wizards.com/default.asp?x=dnd/dnd/20070504a
#24

chaotix42

May 04, 2007 14:34:03
^^^^ Quite amazing, and much appreciated!
#25

wako

May 04, 2007 15:48:41
Is just me or that +1 against drow and spiderkind poison in Fort should be -1 for the Vulnerability to Poison...
C´mon Guys! Errata in an arreta? It toke me 2 minutes to see that!
#26

Razz

May 04, 2007 16:47:35
Is just me or that +1 against drow and spiderkind poison in Fort should be -1 for the Vulnerability to Poison...
C´mon Guys! Errata in an arreta? It toke me 2 minutes to see that!

It has Fortitude +5, but +1 against drow poison and spiderkind poison.

Which means vril receive a -4 penalty to their saves against those poisons. Looks right to me.
#27

deamhan

May 04, 2007 23:18:08
Okay I dont have the book but... the stat block confuses me. It says its a small goblinoid. But it's using a medium pick. It has the size bonus to AC and the penalty to grapples, but its hide check is only +2 with a 13 dex and being small?
#28

zombiegleemax

May 05, 2007 22:10:25
We noticed the error immediately after the book went to press (of course). The error happened during typesetting as stuff was getting pushed around to make the chapter fit. We'll be posting the relevant text on the website shortly.

Congrats. Now go errata the errata.
#29

sals

May 06, 2007 6:47:11
Here another errata for the errata

"The shriek’s damage increases by 1d6 at 3rd level and every three levels thereafter (2d6 at 6th, 3d6 at 9th, and so on) up to a maximum of 4d6 points"

This both contradicts the stat block where the 3rd level warrior has a 2d6 shriek and also implies that a Vril doesn't get a shriek until 3rd level.

Probably should be (3d6 at 6th, 4d6 at 9th, and so on) up to a maximum of 5d6 points
#30

kinem

May 06, 2007 21:30:46
It's 1d6 to begin with, so there's no contradiction: it improves to 2d6 at 3rd level.

The LA is missing. What should it be?
#31

jlaurhughes_dup

May 06, 2007 22:27:56
The vril is a new goblinoid creature, they even gave it 5 unique racial feats for it and statistics to make it a playable race, but there's no statistics block for it as a monster and, therefore, no where that explains its shifting and shriek ability.

These abilities are actually mentioned in the errata right after the stats block. Which you can find at the link in the next quote.
I must say, I am really, deeply impressed with the rapidity of the reaction this day.

The Vrill has already been errata'ed... : http://www.wizards.com/default.asp?x=dnd/dnd/20070504a

i has a questtion (i know i spelled that wrong)
what is a vril?
as you said it it sounded like a kind gobling
so why should its statistiks be in a book about drow?

Because in its descriptive text it states that the drow bred these creatures. "Vril are the product of dark elf wizards' experiments over many generations."
Okay I dont have the book but... the stat block confuses me. It says its a small goblinoid. But it's using a medium pick. It has the size bonus to AC and the penalty to grapples, but its hide check is only +2 with a 13 dex and being small?

It probably has powerful build or that should be an appropriately sized weapon. I think it's Skills are a little messed up, As a warrior class it gets 1 rank per level(2+(-1))*6 for three levels=6 skill points.
#32

The_White_Sorcerer

May 07, 2007 3:53:01
These abilities are actually mentioned in the errata right after the stats block. Which you can find at the link in the next quote.

You should note that Razz was talking about the book, and the errata was posted after he started this thread.
#33

zombiegleemax

May 07, 2007 9:51:46
Anyone know if the entire drow pantheon is discussed..or just Lolth?
#34

jlaurhughes_dup

May 07, 2007 10:41:44
I would guess that the entire Drow Pantheon is discussed, they do have at least three gods/goddesses if not more.
#35

frugal

May 07, 2007 11:36:29
It's an error because you can't make two Stunning Attacks in one round, only once per round. The only way you can is by taking Rapid Stunning feat. Which is not a prerequisite nor is it even in the book as one (it's in Complete Warrior, to be exact).

Again, how is this an error? They wrote a feat, they were even forward thinking enough to consider what would happen if you somehow got more than one stunning fist attack in the same round, this is good open design. There doesn't even need to be rapid stunning for this to be a good idea, it's thinking that the possibility of more than one stunning fist in a round isn't out of the realm of possibility (and in this case, there is a way to do it) so they should cover what happens. I also see no reason to make rapid stunning a prerequisite for the feat as it sounds like it has absolutely nothing to do with hitting someone with a stunning fist more than once, but that the feat was written well enough to clearly cover what happens if you did use that feat.

For that matter, without seeing the rules, is it just as possible for it to be another opponent delivering a stunning fist (with the same feat)?
#36

zombiegleemax

May 07, 2007 11:59:29
Anyone know if the entire drow pantheon is discussed..or just Lolth?

Just Lolth. In fact there is something to the effect of "other deities in the drow pantheon don't count. Only Lolth."



As for another goof, the drow blackguard (inquisitor?) doesn't have Power Attack or other prereqs for the PrC.


All mistakes aside though, I liked this book. Good stuff.
#37

Zherog

May 07, 2007 12:47:00
I agree with Frugal. I don't see why the stunning thing is "errata" as opposed to just "covering all the bases."
#38

frugal

May 07, 2007 13:16:25
I agree with Frugal. I don't see why the stunning thing is "errata" as opposed to just "covering all the bases."

I look at it this way, if they hadn't said how it works with multiple stunning fists in the same round then we'd have a pile of people on here complaining about how they use rapid stunning and it doesn't say how it works.
#39

sarlock_vincentos

May 07, 2007 14:22:52
Does anyone know if Future printings of "Drow of the Underdark" will be errated to include the Goblin stat block?
#40

The_White_Sorcerer

May 08, 2007 10:20:13
Does anyone know if Future printings of "Drow of the Underdark" will be errated to include the Goblin stat block?

Propably, if they have to print more.
#41

Razz

May 08, 2007 13:37:08
Again, how is this an error? They wrote a feat, they were even forward thinking enough to consider what would happen if you somehow got more than one stunning fist attack in the same round, this is good open design. There doesn't even need to be rapid stunning for this to be a good idea, it's thinking that the possibility of more than one stunning fist in a round isn't out of the realm of possibility (and in this case, there is a way to do it) so they should cover what happens. I also see no reason to make rapid stunning a prerequisite for the feat as it sounds like it has absolutely nothing to do with hitting someone with a stunning fist more than once, but that the feat was written well enough to clearly cover what happens if you did use that feat.

For that matter, without seeing the rules, is it just as possible for it to be another opponent delivering a stunning fist (with the same feat)?

Apparently, you don't understand the meaning of "error".

The feat, without Rapid Stunning provided, is a MAJOR error. Go open up the PHB I'm sure you own, open up to Stunning Fist, and read the darn feat again. You can only make ONE

see it?

ONE stun attack per round.

I have Drow of the Underdark in my hands. I've had it for over a week now. According to Paralyzing Fists, if you hit an opponent in the SAME round with 2 successful stunning fists, the opponent has to make an additional Fortitude save or find himself paralyzed for 1d2 rounds instead. The DC is (10 + 1/2 character level + Wisdom modifier + 1 per successful stun in the same round).

This is completely contradictory to the statement on Stunning Fist in PHB. You simply CANNOT make more than one stunning attack in a round. Nor does Paralyzing Fists state that you can or allow it as an additional feat benefit. It's a simple fix, really, they need to simple re-word it or add Rapid Stunning as a prerequisite, a feat that GRANTS you the ability to make more than one stun attack in a round.

We have to assume not everyone owns Complete Warrior and knows about Rapid Stunning. Therefore, to those people, the feat is an ERROR. It needs to either be fixed, reworded, or they need to slap on Rapid Stunning as a prerequisite.

Now do you get it?!

I'll repeat it again: the owners of this book who do not own Complete Warrior will furrow their brows and say "Huh?" because these are the same people who've probably read the PHB inside and out and know you can't make more than one stun attack per round since the group most likely would've had about a dozen monk players in their games. To these folks, it is an error. It's still an error to those who own Complete Warrior, such as myself, because no matter what, the fact remains that you CANNOT make more than one stun attack per round UNLESS you have an ability to do so.

And, according to my knowledge and thanks to the 80+ 3E WotC books I own, there's only ONE place you can ignore that restriction, and that's from Rapid Stunning. There's no prestige class, spell, or feat that allows you to do so otherwise.
#42

frugal

May 08, 2007 13:54:03
Apparently, you don't understand the meaning of "error".

The feat, without Rapid Stunning provided, is a MAJOR error. Go open up the PHB I'm sure you own, open up to Stunning Fist, and read the darn feat again. You can only make ONE

see it?

No, apparently you don't understand. Yes, according to the PHB you can only make 1 stunning fist attempt per round. However, is there a method which allows you to make more than one stunning fist? Why yes there is. Does paralysing fists work if you only make 1 stunning fist attempt in a round? I don't have the book but from what I've heard yes it does. Does this mean it must be prevented from having a greater effect if you are somehow able to make more than one stunning fist attempt? No. As I mentioned before, even if there was no current method for gaining more than one stunning fist attempt it's still good design to indicate what would happen if you could because in the future there might be a method, this is called making your material forward compatible. There is no assumption of you having CW or any other feat that allows more than one stunning fist attempt in a round, the feat works without that material, it is simply enhanced if you have that material (and take advantage of it). The only way I could see it being an error would be if it required that you make more than 1 stunning fist hit in the round to gain the effect in which case it should have rapid stunning as a prerequisite.

And again, you also haven't answered my question on if 2 drow with the feat could each deliver a single paralysing fist in the same round (I don't have the book)?

This is completely contradictory to the statement on Stunning Fist in PHB. You simply CANNOT make more than one stunning attack in a round. Nor does Paralyzing Fists state that you can or allow it as an additional feat benefit. It's a simple fix, really, they need to simple re-word it or add Rapid Stunning as a prerequisite, a feat that GRANTS you the ability to make more than one stun attack in a round.

No it isn't, the feat works, and has a specified effect, if you hit once. It has an additional effect if you do have the ability to make more than one stunning fist attempt, which does exist through at leas 1 method in the game, and there are quite possibly more, or the possibility of more in the future. Again, this is good design as it leaves the feat open to work with other material that might not even be created yet.

We have to assume not everyone owns Complete Warrior and knows about Rapid Stunning. Therefore, to those people, the feat is an ERROR. It needs to either be fixed, reworded, or they need to slap on Rapid Stunning as a prerequisite.

Now do you get it?!

Again, the feat assumes nothing about CW, the feat works without it. There's no requirement of hitting more than once (just an increased effect) so rapid stunning should not be a prerequisite (which would then assume ownership of CW for that matter).
#43

Zherog

May 08, 2007 14:05:33
No it isn't, the feat works, and has a specified effect, if you hit once. It has an additional effect if you do have the ability to make more than one stunning fist attempt, which does exist through at leas 1 method in the game, and there are quite possibly more, or the possibility of more in the future. Again, this is good design as it leaves the feat open to work with other material that might not even be created yet.

Exactly. It's good design to take into account things that might exist elsewhere. Rapid Stunning is just one example. This isn't an error.
#44

Jhaelen

May 08, 2007 14:45:28
Apparently, you don't understand the meaning of "error".

Ditto; unless the feat provides absolutely no benefit if you don't hit someone more often than once per round with 'Stunning Fist'. Which of course nobody on these boards can tell, unless they own the book, as well.
#45

frugal

May 08, 2007 15:01:56
Ditto; unless the feat provides absolutely no benefit if you don't hit someone more often than once per round with 'Stunning Fist'. Which of course nobody on these boards can tell, unless they own the book, as well.

As far as I can tell from what Razz has said it provides 1 effect from a single hit and if you hit more than once with a stunning fist in the same round it's another save vs. a greater effect. Without knowing the exact wording of the feat I can't say if it would work with a team up situation or has to be the same attacker delivering the stunning fists.

Edit: at worst this is simply something that's not as clear as it could be, it's certainly not an error if it works the way Razz has described it.
#46

Razz

May 08, 2007 15:57:52
No, apparently you don't understand. Yes, according to the PHB you can only make 1 stunning fist attempt per round. However, is there a method which allows you to make more than one stunning fist? Why yes there is. Does paralysing fists work if you only make 1 stunning fist attempt in a round? I don't have the book but from what I've heard yes it does. Does this mean it must be prevented from having a greater effect if you are somehow able to make more than one stunning fist attempt? No. As I mentioned before, even if there was no current method for gaining more than one stunning fist attempt it's still good design to indicate what would happen if you could because in the future there might be a method, this is called making your material forward compatible. There is no assumption of you having CW or any other feat that allows more than one stunning fist attempt in a round, the feat works without that material, it is simply enhanced if you have that material (and take advantage of it). The only way I could see it being an error would be if it required that you make more than 1 stunning fist hit in the round to gain the effect in which case it should have rapid stunning as a prerequisite.

And again, you also haven't answered my question on if 2 drow with the feat could each deliver a single paralysing fist in the same round (I don't have the book)?

No it isn't, the feat works, and has a specified effect, if you hit once. It has an additional effect if you do have the ability to make more than one stunning fist attempt, which does exist through at leas 1 method in the game, and there are quite possibly more, or the possibility of more in the future. Again, this is good design as it leaves the feat open to work with other material that might not even be created yet.

Again, the feat assumes nothing about CW, the feat works without it. There's no requirement of hitting more than once (just an increased effect) so rapid stunning should not be a prerequisite (which would then assume ownership of CW for that matter).

So you're telling me that the authors wrote the feat thinking,"Well, let's throw this one feat in here just in case someone has Complete Warrior."

Are you kidding me? WotC does not, and has not, produced material that required you to have material from a non-core book unless they specifically tell you and if it's obvious. Good example is throwing in 4 psionic powers in a book, you obviously need the psionics handbook.

I don't see "Please have access to Complete Warrior to use this feat" or "We may come out with future material allowing you to use this feat. Until then, just stare at the feat until such an ability comes along in your game."

And you're presumptious on the feat's wording. You have to strike the opponent with two stunning fists in the same round. It doesn't say if the opponent is strike twice from different stunning attacks. Maybe it's implied, but when I get home in about half an hour I will write out verbatim the whole feat for everyone to see and we'll continue from there.
#47

Razz

May 08, 2007 16:23:02
Here it is, what we've all been waiting for:

Page 51, Drow of the Underdark

PARALYZING FISTS
You can make multiple unarmed attacks to paralyze an opponent in a single round.
Prerequisite: Wis 15, Improved Unarmed Strike, Stunning Fist
Benefit: When two or more of your Stunning Fist attacks succeed in stunning a single foe in the same round, that creature must make another Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom modifier +1 for each successful Stunning Fist attack). On a failure, that creature is paralyzed for 1d2 rounds instead of being stunned for 1 round. Creatures that are not subject to extra damage from critical hits and creatures that are immune to stunning cannot be paralyzed in this manner.
Special: A fighter can select Paralyzing Fists as a fighter bonus feat.

Boo yah! Take that! :P
#48

Zherog

May 08, 2007 16:29:56
I concede. ;)

However, I will point out that your first post doesn't say you have to strike twice in one round; it says if you strike twice in one round it has more severe consequences.

And, that said, I still don't think the errata should add Rapid Stunning as a pre-req, because then this feat sucks badly for somebody who gains a similar effect - through a prestige class, for example. Instead, the errata should (in my opinion), reprint Rapid Stunning and say it was intended to be included but left out by accident.
#49

Razz

May 08, 2007 16:52:59
I concede. ;)

However, I will point out that your first post doesn't say you have to strike twice in one round; it says if you strike twice in one round it has more severe consequences.

And, that said, I still don't think the errata should add Rapid Stunning as a pre-req, because then this feat sucks badly for somebody who gains a similar effect - through a prestige class, for example. Instead, the errata should (in my opinion), reprint Rapid Stunning and say it was intended to be included but left out by accident.

I agree.

Also, this feat would've made sense if there were a PrC in the book that had such an ability. But there isn't.
#50

Zherog

May 08, 2007 17:21:58
Also, this feat would've made sense if there were a PrC in the book that had such an ability.

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.
#51

frugal

May 08, 2007 19:03:57
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.
#52

frugal

May 08, 2007 19:07:05
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.
#53

Razz

May 08, 2007 19:11:40
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.
#54

zanan

Aug 18, 2007 11:11:00
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.
#55

essex

Oct 27, 2007 14:45:06
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.
#56

essex

Oct 30, 2007 23:17:53
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.
#57

essex

Nov 04, 2007 9:36:23
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.
#58

essex

Nov 04, 2007 9:42:56
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.
#59

essex

Nov 05, 2007 10:41:28
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.
#60

essex

Nov 06, 2007 13:50:17
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.
#61

essex

Nov 10, 2007 22:30:35
pg. 84 - Claws of Influence - This class feature should probably indicate that it is a mind-affecting ability.

pg. 84 - Swift Enchantment - This class feature allows you to take an immediate action to cast a spell as a swift action, but taking an immediate action takes the place of your swift action for the next round. The class feature should probably state that you can release somebody from the effects of your claws of influence class feature as a free action in order to cast an enchantment as a swift action. The class feature should also probably note that the enchantment spell must be cast before the end of your round.

pg. 84 - Irresistable Charm - There are several things wrong with this class feature. The first is that it provides no duration during which the effect must be used; a character could release a subject from their claws of influence upon awakening in the morning and use the benefit hours later. The second problem is that it requires a swift action to release a subject when it should probably only require a free action. The final problem is that the benefit is horrifyingly unbalanced. Being able to boost save DC's by your Charisma modifier when Charisma is likely to be your primary spellcasting attribute is absurd. A Sorcerer PC with an ECL of 17 could have an effective Charisma score of 35 (18 base + 2 racial bonus + 4 ability boosts + 5 inherent + 6 enhancement). Add Spell Focus (enchantment) and Greater Spell Focus (enchantment) and the character will be able to cast 6th level enchantment (charm) spells with a DC of 42.

pg. 85 - Irresistable Compulsion - There are several things wrong with this class feature. The first is that it provides no duration during which the effect must be used; a character could release a subject from their claws of influence upon awakening in the morning and use the benefit hours later. The second problem is that it requires a swift action to release a subject when it should probably only require a free action. The final problem is that the benefit is horrifyingly unbalanced. Being able to boost save DC's by your Charisma modifier when Charisma is likely to be your primary spellcasting attribute is absurd. A Sorcerer PC with an ECL of 20 could have an effective Charisma score of 35 (18 base + 2 racial bonus + 4 ability boosts + 5 inherent + 6 enhancement). Add Spell Focus (enchantment) and Greater Spell Focus (enchantment) and the character will be able to cast 7th level enchantment (compulsion) spells with a DC of 43.

pg. 86 - Belgos Xarann -
The character is short 2 hp. The writer gave the character average hp at first level.
The character's Melee attack and damage entries are one point too low.
The character's diminish senses Special Action should be renamed manipulate senses and should have the save DC deleted.
I have no idea where the character's metamagic specialist Special Action came from.
The character is short one 1st, 2nd, and 3rd level spell slot.
The character knows one too many 1st level spells.
The ranged touch attacks for the character's sting ray and acid slpash spells sshould be made at +12 instead of +13.
The acid storm spell should be indicated as coming from the Spell Compendium.
The character's SQ should indicate his ability to sense hidden doors when passing within 5 feet.
The character has 3 skill points too many (assuming that the writer put the minimum possible number of points into cross-class skills).
#62

essex

Nov 11, 2007 10:28:43
Here is the errata for the last NPC from Chapter 3.


pg. 87 - Entry Requirements - A character using the Unearthed Arcana rules for Flaws could theoretically enter this prestige class after taking only three class levels. Was this intentional? Looking over the class abilities I cannot find anything that is too overpowered for a character to take two levels early.

pg. 90 - Dak Falshae -
The character's Initiative modifier should include a (+13) to account for his Surge of Hate ability.
The character's flat-footed AC should be +21 because of his uncanny dodge class feature.
The character is short 4 hp.
The character's Diehard feat should be noted with his hp entry.
The character's Saving Throw entry should note his Endurance feat modifier to certain Fortitude saves.
The character's SR entry should note his deny elf magic class feature.
The character's rage Attack Option should indicate a duration.
The character's smite elves Attack Option should list the bonus granted by the ability for ease of reference.
I have no idea where the character gained the burning faerie fire Special Action.
The character's Abilities section should indicate the benefit that his Endurance feat has for certain Constitution checks.
The SA entry beneath the character's Abilities entry is not necessary and can be deleted.
The character's trapfinding SQ should be moved to his unenraged section since he probably cannot use this ability while enraged. His trackless step and wild empathy SQ may have the same limitation.
The character's SQ should indicate his ability to sense hidden doors when passing within 5 feet.
One of the character's ability scores should be increased by 1 point due his 12th level ability increase.
The character should not receive a bonus to Survival checks to follow tracks because he does not have enough ranks in Search for the synergy bonus.
The character's Skill block should denote which skills receive the benefit of his favored enemy bonus versus elves.
The character's Skill block should provide a Swim modifier and a notation to indicate that his Endurance feat provides a situational bonus.
The character is either short 4 skill points or he put some points into one or more cross-class skills. Assume that he purchased 4 of his ranks in Bluff as a cross-class skill.
The character's Bluff, Diplomacy, Disguise, Hide, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Move Silently, Search, and Tumble skills should be moved to his unenraged section since he cannot use any of these skills while enraged.
The character's unenraged touch AC should be increased to +17.
The character's unenraged flat-footed AC should be +23.
#63

Zherog

Nov 11, 2007 10:31:48
A Sorcerer PC with an ECL of 17 could have an effective Charisma modifier of 35 (18 base + 2 racial bonus + 4 ability boosts + 5 inherent + 6 enhancement). Add Spell Focus (enchantment) and Greater Spell Focus (enchantment) and the character will be able to cast 6th level enchantment (charm) spells with a DC of 42.

Errata to the errata. Your example sorcerer has a Charisma of 35, but a Charisma bonus of 12. In the end, your math for the DC is correct; I'm just picking nits over "Charisma modifier of 35" phrase. The same phrasing appears in Irresistible Compulsion.
#64

essex

Nov 12, 2007 9:17:24
I've started looking for errata in the next chapter.


pg. 93 - Spelunker's Oil - There is no duration provided for the effect of the item.

pg. 94 - Table 4-3: Psychotropic Rot - The secondary damage is listed as 3d18 hp. I do not own any 18 sided dice and do not know where to buy any.

pg. 94 - Table 4-3: Underdark Blight - Does this poison only affect innate spell resistance or will it affect spell resistance granted by spells or items (I assume that it only works on innate spell resistance)?

pg. 94 - The Calling - The wording suggests that a spider swarm is only created if both saving throws fail.

pg. 94 - Table 4-4: Creeping Nullsurge - Does this poison only affect innate spell resistance or will it affect spell resistance granted by spells or items (I assume that it only works on innate spell resistance)?
#65

essex

Nov 12, 2007 9:19:10
Errata to the errata. Your example sorcerer has a Charisma of 35, but a Charisma bonus of 12. In the end, your math for the DC is correct; I'm just picking nits over "Charisma modifier of 35" phrase. The same phrasing appears in Irresistible Compulsion.

So you're saying that I should have listed the actual bonus rather than just skipping ahead to the final calculation?

I suppose that I should have followed my middle school math teacher's advice to "show your work." :D
#66

Zherog

Nov 12, 2007 14:41:40
I'm saying the hypothetical character's Charisma modifier is +12, and perhaps you could make it slightly more clear by applying labels and such in a more consistent manner. That's all.
#67

essex

Nov 12, 2007 15:11:37
I'm saying the hypothetical character's Charisma modifier is +12, and perhaps you could make it slightly more clear by applying labels and such in a more consistent manner. That's all.

I see the problem now and have edited the original post. Thanks.
#68

essex

Nov 12, 2007 15:12:43
Magic Item Errata:


pg. 96 - Spiderkissed - The school of magic should change from transmutation to conjuration.

pg. 96 - Toxic - The school of magic should change from transmutation to necromancy.

pg. 97 - Fearsome - Given that the aura is listed as necromancy, the Prerequisite entry should probably include the cause fear spell.

pg. 97 - Spider Boon - Either the Caster Level should increase to 10th or 11th or the DC should decrease to 19.

pg. 97 - Spider Boon - The Activation should change from Swift (command) to --**- and Swift (command); see text.

pg. 97 - Spider Boon - The school of magic should change from transmutation to abjuration.

pg. 98 - Bracers of Murder - Change the Cost to Create from 200 xp to 320 xp.

pg. 99 - Drow House Insignia (Spell) - Change the Cost to Create the 3rd level spell from 382 xp to 328 xp.

pg. 99 - Excruciating Ring - Change the Cost to Create from 160 xp to 320 xp.

pg. 100 - Gloom Mask - Does the Widen Spell effect also require a Standard (command) action to use or should the Activation entry be changed to Standard (command) and ---?

pg. 100 - Gloom Mask - The Prerequisite feat should probably be changed from Craft Magic Arms and Armor to Craft Wondrous Item.

pg. 100 Ring of Anticipation - The school of magic should change from divination to transmutation.

pg. 102 - Flaying Rod - Either the Caster Level should decrease to 4th or 5th or the DC should increase to 18.

pg. 102 - Flaying Rod - The school of magic should change from necromancy, transmutation to necromancy.

pg. 103 - Rod of the Matriarch - The Price of the item should increase by 305 gp to account for the cost of the masterwork light mace. This price increase may increase the item's level from 14th to 15th, depending on how you're calculating the item level.

pg. 103 - Rod of the Matriarch - The Cost to Create indicates that the masterwork light mace costs 312 gp. This is actually the cost of a masterwork heavy mace. A masterwork light mace actually costs 305 gp.

pg. 103 - Rod of the Matriarch - The school of magic should change from abjuration, divination to divination.

pg. 103 - Cloak of the Consort - Does the penalty to saving throws made against the spells and spell-like effects of female drow simply negate the resistance bonus that the cloak grants?
#69

essex

Nov 13, 2007 10:55:03
I'm now starting errata on the monsters.


pg. 106 - Adamantine Spider -
The construct should be noted as possessing low-light vision.
The construct's Wisdom attribute should probably change from 1 to 10 as its Will save, Listen, and Spot modifiers all seem to assume a Wisdom of 10.
The construct's Reactive Web ability should note that the save DC is apparently Dexterity based.
#70

essex

Nov 15, 2007 22:25:35
Here is the next batch. The Chwidencha is fine (yay, first correct stat block in the book!).


pg. 110 - Draegloth -
While the creature's stat block checks out perfectly, I wonder why the writer dropped the Elven language and cut the energy resistances in half from the racial class entry in Champions of Ruin.

pg. 110 - Strategy and Tactics - Why would the creature cast Owl's Wisdom on itself when it already wears a Periapt of Wisdom +4.

pg. 111 - Favored One -
The creature's Initiative modifier should be +1.
The creature's touch AC should be decreased to 13.
The creature's +4 to saves versus spiderkind poison is unnecessary as it is already immune to poison.
The creature's first Melee entry should change the attack bonus on the flaying rod from +19/+12/+7/+2 to +20/+20/+15/+10 to account for the increased Strength (see below), the -2 penalty from an innapropriately sized weapon, the lack of a 4th iterative attack, and the addition of a bonus attack from the Speed quality of the weapon.
The creature's first Melee entry should change the damage bonus on the flaying rod from +12 to +17 to account for the increased Strength (see below) and the weapon's enhancement bonus.
The creature's first Melee entry should change the attack bonus on the bite from +16 to +19 to account for the increased Strength (see below).
The creature's first Melee entry should change the damage bonus on the bite from +4 to +5 to account for the increased Strength (see below).
The creature's second Melee entry should increase the attack bonus for the claw and bite attacks by 3 to account for the increased Strength (see below).
The creature's second Melee entry should change the damage bonus on the claw attacks from +8 to +11 to account for the increased Strength (see below).
The creature's second Melee entry should change the damage bonus on the bite from +4 to +5 to account for the increased Strength (see below).
The creature's Grapple modifier should be increased by 3 due to the increase to Strength (see below).
The touch attacks for the creature's bestow curse and contagion spells should be increased from +18 to +21 due to the increase to Strength (see below).
The creature is missing a 0-level spell.
The DC for the creature's cause fear and doom spells should be reduced from 17 to 16.
The cause fear and doom spells are not [Evil] spells and thus should not have their caster levels increased.
The creature's Strength attribute should be increased to 32 (14 base, +12 racial, +6 Lolth-touched template).
One of the creature's attributes should be increased by 1 to account for the level 12 increase (Wisdom and Charisma were increased at 4th & 8th levels).
The creature's Jump modifier should be increased by 3 to account for the increase to Strength (see above).
Assuming that the list of Draegloth racial skills from Champions of Ruin is correct and that every skill that the creature possesses is a racial skill, the creature is short 15 skill points. Either increase the creature's Knowledge (arcana) modifier by 6, Hide and Move Silently modifiers by 4, and Concentration modifier by 1, or increase the creature's Knowledge (arcana) modifier by 6 and grant it 9 ranks (total modifier +11) in Knowledge (the planes) since it is a Native Outsider Cleric and could probably use the skill.
#71

essex

Nov 17, 2007 13:49:26
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.
#72

essex

Nov 17, 2007 21:55:35
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.
#73

Zherog

Nov 18, 2007 0:11:42
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.

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.
#74

essex

Nov 18, 2007 10:05:57
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.

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.
#75

essex

Nov 18, 2007 10:18:04
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.
#76

Zherog

Nov 18, 2007 11:03:33
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.

#77

essex

Nov 18, 2007 12:09:14
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).
#78

essex

Nov 21, 2007 11:11:39
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.
#79

essex

Nov 26, 2007 11:17:00
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.
#80

essex

Nov 27, 2007 9:42:18
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).
#81

essex

Nov 27, 2007 17:06:48
Next up, Kuo-toa:


pg. 131 - Whip -
The creature's Initiative modifier should be changed from +1 to +2.
The creature's swim speed is listed as 30, with a base swim speed of 40, whereas the Monster Manual entry provides a base swim speed of 50, which would result in an armored swim speed of 35. Could somebody with the Monster Manual V look up the various advanced Kuo-Toa and let me know if they're using a swim speed of 40 or 50?
The creature's smite nonaquatic creatures ability should be +5 to hit instead of +4 (based upon the Wisdom score of 20).
The rebuke water creatures Special Action should be listed as turn fire creatures/rebuke water creatures.
The rebuke water creatures Special Action should probably have a bonus of +2 instead of +4 since the synergy bonus from the Knowledge (religion) skill doesn't technically apply (although you could houserule that it applies for a Cleric of an aquatic diety).
The creature is short 1 first level spell (1 Domain, 4 regular, 2 bonus).
The creature's Charisma score should be changed from 14 to 12 (14 base, -2 racial).
The creature's Concentration skill modifier should note the situational bonus from Combat Casting.
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 +6 to Swim -2 (+6 involving special actions and avoiding hazards).

pg. 132 - Monitor -
The creature's Paralyzing Fists feat is useless, as noted earlier in the errata.
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 +10 to Swim +2 (+10 involving special actions and avoiding hazards).
Shouldn't the creature's Pincer Staff also inflict 1d6 cold damage each round that a grapple is maintained?
#82

essex

Nov 28, 2007 9:54:36
I've now finished the Lizards.


pg. 134 - Footpad Lizard -
The creature is large (long), but has reach as if it were large (tall).

pg. 134 - Quicksilver Lizard -
The creature is large (tall), but has reach as if it were large (long).

pg. 135 - Subterranean Lizard -
The creature has 2 hp too few.
The creature is large (long), but has reach as if it were large (tall).
The creature's bite attack receives double the Strength bonus in extra damage (as if it were the only natural attack), despite having a tongue attack as well.
The creature's Climb skill modifier of +12 should be listed.
#83

pitiless_interfector

Nov 28, 2007 15:43:47
pg. 84 - Claws of Influence - This class feature should probably indicate that it is a mind-affecting ability.

pg. 84 - Swift Enchantment - This class feature allows you to take an immediate action to cast a spell as a swift action, but taking an immediate action takes the place of your swift action for the next round. The class feature should probably state that you can release somebody from the effects of your claws of influence class feature as a free action in order to cast an enchantment as a swift action. The class feature should also probably note that the enchantment spell must be cast before the end of your round.

pg. 84 - Irresistible Charm - There are several things wrong with this class feature. The first is that it provides no duration during which the effect must be used; a character could release a subject from their claws of influence upon awakening in the morning and use the benefit hours later. The second problem is that it requires a swift action to release a subject when it should probably only require a free action. The final problem is that the benefit is horrifyingly unbalanced. Being able to boost save DC's by your Charisma modifier when Charisma is likely to be your primary spellcasting attribute is absurd. A Sorcerer PC with an ECL of 17 could have an effective Charisma score of 35 (18 base + 2 racial bonus + 4 ability boosts + 5 inherent + 6 enhancement). Add Spell Focus (enchantment) and Greater Spell Focus (enchantment) and the character will be able to cast 6th level enchantment (charm) spells with a DC of 42.

pg. 85 - Irresistible Compulsion - There are several things wrong with this class feature. The first is that it provides no duration during which the effect must be used; a character could release a subject from their claws of influence upon awakening in the morning and use the benefit hours later. The second problem is that it requires a swift action to release a subject when it should probably only require a free action. The final problem is that the benefit is horrifyingly unbalanced. Being able to boost save DC's by your Charisma modifier when Charisma is likely to be your primary spellcasting attribute is absurd. A Sorcerer PC with an ECL of 20 could have an effective Charisma score of 35 (18 base + 2 racial bonus + 4 ability boosts + 5 inherent + 6 enhancement). Add Spell Focus (enchantment) and Greater Spell Focus (enchantment) and the character will be able to cast 7th level enchantment (compulsion) spells with a DC of 43.

You forget that the PrC sucks BALLS. No one in his right mind would even consider giving up 5 caster levels. Your theoretical ECL 20 character would not be able to cast 7th level spells, as his effective sorcerer caster level is 13. (He lost 5 from the PrC and 2 from drow level adjustment). A wizard, on the other hand, would be able to cast such spells-but definitely not at DC 43.
#84

essex

Nov 28, 2007 17:42:59
You forget that the PrC sucks BALLS. No one in his right mind would even consider giving up 5 caster levels. Your theoretical ECL 20 character would not be able to cast 7th level spells, as his effective sorcerer caster level is 13. (He lost 5 from the PrC and 2 from drow level adjustment). A wizard, on the other hand, would be able to cast such spells-but definitely not at DC 43.

True. I accidentally counted spell progression as a Wizard instead of a Sorcerer. The Drow in question would need to be level 21 before gaining the DC 43 7th level spell. That doesn't change the fact that the character is casting spells with an absurd DC. If I had a character who took 3 levels as a specialist Wizard, two levels as a Master Specialist, and then two levels each of 8 different prestige classes with strong Will saves, and then gave this 21st level character a Cloak of Resistance +5, the Iron Will feat, and an effective Wisdom score of 18, then he'd still have a chance at failing his saving throw against the hypothetical Insidious Corruptor, since he'd only have an effective Will save bonus of +41. The vast majority of characters would be incapable of making such a saving throw with anything less than a natural 20. For the chance at casting mind control spells that nobody short of a god or a Will save munchkin will be able to save against with anything less than a natural 20, I'd be willing to forego 5 caster levels. After all, who needs high level spells when your Charm Person has a DC of 37.
#85

essex

Nov 29, 2007 11:20:52
I've just finished the Quaggoths. The base creature was okay, but the advanced versions had some problems.


pg. 136 - Greater Quaggoth - In order to get the ability scores listed in this section to more fully match the example character on page 138, switch the Strength and Wisdom entries so that the Strength is 13 and the Wisdom is 12.

pg. 136 - Quaggoth War Leader - In order to get the ability scores listed in this section to more fully match the example character on page 138, switch the Strength and Wisdom entries so that the Strength is 13 and the Wisdom is 12.

pg. 138 - Greater Quaggoth -
The creature's trap sense bonus should be noted on its AC line.
The creature has, while raging, 3 hp too many.
The creature's trap sense bonus should be listed on its saving throw line.
The creature's SQ entry should include illiteracy.
Reduce the creature's Wisdom from 15 to 14. This will not change anything involving the Wisdom score, but will correct a problem with the Strength score.
The creature has, while non-raging, 3 hp too many.
The creature's non-raging Skill block should list his Knowledge (nature) modifier of +2 because of his Survival synergy, and should also note that the creature can only make DC 10 Knowledge (nature) checks.
The creature has 4 skill points too many.

pg. 138 - Quaggoth War Leader -
The creature's trap sense bonus should be noted on its AC line.
The creature should have 11 HD instead of 10.
The creature has, while raging, 6 hp too few.
The creature's trap sense bonus should be listed on its saving throw line.
The creature's SQ entry should include illiteracy.
Reduce the creature's Wisdom from 15 to 14. This will not change anything involving the Wisdom score, but will correct a problem with the Constitution score.
The creature should have 11 non-raging HD instead of 10.
The creature has, while non-raging, 4 hp too few.
The creature's non-raging Skill block should list his Knowledge (nature) modifier of +2 because of his Survival synergy, and should also note that the creature can only make DC 10 Knowledge (nature) checks.
The creature has 2 skill points too many.
#86

essex

Nov 29, 2007 16:00:52
I've finished the Shunned and the Spiders. None have any outright errors, but two have things that should be probably be changed.


pg. 141 - Shunned -
There should be some sort of limit to how many spider swarms a Shunned can have active at a time and possibly on how long the swarms can remain active. Without these limits, a Shunned can create an average of 240 spider swarms every hour. If you assume that it spends 16 hours spitting out spider swarms, then that is an average of 3,840 spider swarms per day (every one under the complete control of a chaotic evil being that seeks to bring suffering to all creatures).

pg. 142 - Tangle Terror -
The creature's Maddening Webs attack should probably require a Fortitude save instead of a Will save and should likely note that creatures immune to poison are immune to the effect.
#87

essex

Nov 30, 2007 11:35:11
I've finished the monster chapter. Now I'll go on to the chapter full of dozens of drow NPC's.


pg. 146 - Filth-Eater -
The creature has darkvision 90 ft. While the Troll entry in the Monster Manual agrees with this, the Trolls as Characters entry in the same book lists the range as 60 feet.
The creature's trap sense bonus should be noted on its AC line.
The creature has 7 raging hp too few.
The creature's trap sense bonus should be listed on its saving throw line.
The creature is missing an ability score increase. Any score other than Intelligence can be raised by 1 without changing anything else. Raising Intelligence grants 1, 5, or 6 extra skill points (depending upon which level was used for the increase).
The creature's SQ entry should include illiteracy.
The creature has 7 non-raging hp too few.
The creature's non-raging grapple bonus should be +23 instead of +21.
The creature seems to have an immunity to normal disease, a +4 racial bonus to Fortitude saving throws, and a disease attack (which strangely becomes more virulent when it gets angry), yet receives no increase to CR from these abilities.

pg. 146 - Tunnel Thug -
I think that the creature's CR is 1 higher than it should be (unless the use of the elite array of ability scores has increased the CR by 1, in which case the Filth-Eater's CR should be increased as well).
Studded leather armor allows a maximum Dexterity bonus to AC of +5. Reduce the creature's AC, touch AC, and flat-footed AC by 2.
The creature's trap sense bonus should be noted on its AC line.
The creature has 2 hp too many.
The creature's Will save is 1 point too low (+2 race, +1 Rogue, +1 Assassin, +1 Wisdom, +2 feat = +7).
The creature's trap sense bonus should be listed on its saving throw line.
The creature is missing an ability score increase. Raising Intelligence by 1 will allow it to cast 2 Assassin spells each day.
The creature's Knowledge (nature) modifier should note that the creature can only make DC 10 Knowledge (nature) checks because the entire modifier is from its Survival skill synergy.
The creature's skill block should note Speak Language (Undercommon).
The creature lacks sufficient ranks in Hide and Move Silently to enter the Assassin prestige class. As the creature is also 3 skill points too short, Add 4 ranks to Hide and 3 ranks to Move Silently while subtracting 4 ranks from Climb.

pg. 148 - Venom Ooze -
Why does a blind cerature have a Spot modifier?
The creature's Corrupt Water ability requires it to remain submerged for at least an hour. Since the creature is not listed as being aquatic (amphibeous), wouldn't it drown well before an hour of submersion?
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 +16 to Swim +8 (+16 involving special actions and avoiding hazards).
#88

essex

Dec 12, 2007 22:27:27
I'm back with some more errata. I've been very busy at a temp job with a very long commute. I may be very slow with my updates for awhile.


pg, 160 - Anybys Velifane -
The NPC does not meet a prerequisite for her Archmage prestige class. Since she is missing a feat, give her Spell Focus in any school other than evocation, illusion, or necromancy and adjust her spell DCs appropriately.
The NPC should know three bonus languages rather than one.
The NPC's deflection bonus to AC should be +2 instead of +4 (+2 ring of protection).
The NPC's armor bonus to AC should be +8 instead of +6 (greater mage armor spell + force armor SQ).
The NPC has 1 hp too few.
The NPC's melee weapon should possibly have a seperate entry for when the elf bane property is applied (in the same manner as the entry for the Quaggoth War Leader).
Empower Spell should not be listed as an attack option.
The NPC's CL should be 19 instead of 20 (10 Evoker + 4 Argent Savant + 4 Archmage +1 spell power SQ).
The NPC's roll to overcome SR should be 1d20+21 instead of 1d20+22.
The NPC has one 9th-level spell slot too many (she has 9th-level spell slots as is she were a 19th level Wizard, but she is only effectively an 18th level Wizard because her first level of Argent Savant does not increase spellcasting).
The NPC has one 7th-level spell slot too many (she looses one slot to gain her mastery of counterspelling class feature).
The NPC has one 6th-level spell slot too many (she looses one slot to gain her mastery of shaping class feature).
The 5th-level stilled orb of force spell should include a ranged touch bonus of +14 (12 + force specialization class feature).
The NPC has one 4th-level spell slot too many (she looses one slot to apply her spell-like ability class feature to the force missles spell).
The 2nd-level blast of force spell should include a ranged touch bonus of +14 (12 + force specialization class feature).
I am unsure if the NPC's spell power class feature applies to the CL of her spell-like abilites. If not, then lower their CL by one.
The NPC's ability scores are higher than the elite array. Reduce either her Strength score (decreasing dagger attack/damage and grapple checks by 1) or her Charisma score (reducing Bluff, Diplomacy, and Use Magic Device skill checks by 1) from 10 to 8.
The high arcana SQ should be replaced by spell power.
The NPC's SQ should indicate her ability to sense hidden doors when passing within 5 feet.
Eschew Materials and Spell Penetration do not qualify as Wizard bonus feats. Remove the bonus annotation from both and add bonus annotations to the Empower Spell and Still Spell feats.
The NPC's Spellcraft skill modifier should note her situational bonus to learning evocation spells.
The NPC's skills entry should list Survival due to the +2 tracking synergy that she receives from Search.
The NPC has no actual ranks in Use Magic Device. Since the skill can only be used trained, delete the entry despite the bonus from the Magical Aptitude feat.
The NPC's skill block seems to assume that she has had a 20 Intelligence score since 1st level and that she took her ranks in Search cross-class (rather than as Archmage class skills). Assuming a starting Intelligence of 17 (15 from elite array +2 racial), ability increases at 4th, 8th, and 12th HD, and that Search was taken as a class skill, then the NPC has 14 skill points too many.


As an aside, how the $@!% is anybody supposed to make sense of this stat block without opening up a half dozen books for explanations as to how things work? To make full use of this NPC, I'd need to open this book, the Book of Vile Darkness, Complete Arcane, Dungeon Master's Guide, Planar Handbook, and Spell Compendium. WotC sources assured the public that the new, easier to use stat blocks would provide the information needed to run an encounter without flipping through a bunch of books, but the only character trait that gets an actual explanation is Light Blindness. What do the esoteric class features of the Argent Savant and Archmage actually do? WotC apparently feels no need to inform the reader.
#89

essex

Dec 13, 2007 13:45:38
pg. 161 - Keveras Lorakythe -
The NPC's initiative modifier should be +4 instead of +6. I assume that an early version of the ring of anticipation gave a +2 bonus to initiative rather than letting you roll initiative twice.
The NPC's trap sense bonus should be listed as an AC modifier.
The NPC was only given average hp at first level. Increase hp to 44.
The NPC's trap sense bonus should be listed as a saving throw modifier.
The NPC's melee damage bonus is wrong. The NPC should get 1.5 times his Strength modifier added to damage for using a two handed weapon (3 damage) and inflicts additional damage, equal to his Intelligence modifier (2 damage), to foes susceptible to critical hits.
The NPC's SQ should indicate his ability to sense hidden doors when passing within 5 feet.
The NPC should not have a Slight of Hand modifier listed as he has no ranks in the skill, and Sleight of Hand cannot be used untrained.
The NPC's Listen and Spot modifiers should actually be 10.5 instead of 11. Lower one to 10 and keep the other at 11 (or lower both to 10 and keep Slight of Hand while raising its modifier to +8).
#90

rbodine

Dec 13, 2007 14:34:21
As an aside, how the $@!% is anybody supposed to make sense of this stat block without opening up a half dozen books for explanations as to how things work?

Check out the latest Dragon article. Same deal.
#91

essex

Dec 14, 2007 10:28:00
pg. 162 - Lady Thandysha -
The NPC has 17 hp too few (the writer forgot her Constitution bonus and rounded up instead of down).
The NPC should be noted as possessing resistance to fire 5 because of her greater piwafwi.
The NPC's Reflex save entry should be +8 instead of +10.
The NPC's saving throw line should list her True Believer feat as a potential modifier.
The NPC's main melee attack includes the drowcraft bonus into the attack roll but not into the damage roll. Increase the damage bonus to +4.
The wall of evil and wrack spells are [Evil] and should therefore be CL 19.
The spell-like ability granted by the queen's scourge should be CL 12.
The NPC seems to be based on a 29 point ability buy rather than a 25 point ability buy.
The NPC's SQ should indicate her ability to sense hidden doors when passing within 5 feet.
The NPC should not have a Slight of Hand modifier listed as she has no ranks in the skill, and Sleight of Hand cannot be used untrained.
The NPC should not have a Use Magic Device modifier listed as she has no ranks in the skill, and Use Magic Device cannot be used untrained.
The NPC is short 9 skill points.
The NPC's possessions entry notes that information on both the greater piwafwi and the drow house insignia can be found in the Lords of Darkness supplement. Why give these references when the drow house insignia is covered on page 99 of this book while a notation on page 97 indicates that the greater piwafwi can be found in the Magic Item Compendium?

Despite the errors, I have to say that I am impressed that, for once, they gave a Cleric an aligned aura as a SQ. I've pretty much stopped bothering to note such things as errata since I never see it done correctly.
#92

essex

Dec 15, 2007 11:12:25
pg. 163 - Mindshard -
The NPC's touch AC should be the same as his normal AC (touch AC only ignores armor, shields, and natural armor).
The NPC is 3 hp short (he was given average hp at first level).
The NPC's Will save should be +7 (+9) instead of +8 (+10).
The NPC's Quick Recovery feat should be listed either with his saving throw entry or with his resist entry.
The NPC should take a -4 penalty to saves versus mind-affecting abilities thanks to his rending claw graft.
The NPC's rending claw melee attack is a natural attack and thus should not receive an iterative attack progression.
I am unsure if Combat Casting actually counts as an attack option.
The NPC's hellrime blast should have a DC of 19.
The NPC's ability score array only adds up to the equivalent of a 25 point elite array if you assume that a base Intelligence score of 7 gives back 2 points.
The NPC's SQ should indicate his ability to sense hidden doors when passing within 5 feet.
The NPC's Concentration modifier should change from +6 to +6 (+10 to cast defensively or while grappled/pinned).
The NPC's skills entry should indicate that he spent 2 points to learn Drow Sign Language. Remove two ranks from Bluff and add Speak Language (Drow Sign Language).
#93

essex

Dec 16, 2007 10:38:30
pg. 164 - Xil'etha Dhuvaryl -
The NPC should have the psionic subtype because she has levels in a psionic class.
The NPC 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 NPC did not take the change into account.
The NPC has 3 hp too many.
The NPC's speed entry should probably note her Psionic Charge feat.
The NPC's attack entries do not account for the burst aspect of the psychokinetic burst weapon.
The NPC's ranged attack option should note that she can throw a mind blade in the shape of a longsword or a bastard sword.
The stat block should note somewhere that the NPC's Wild Talent feat grants her 2 power points.
The NPC is 1 attribute point short of being a 25 point character. Increase her Constitution score to 14, raise her hp to 79, increase her Fort save to +5, and raise her Concentration modifier to +6.
The NPC's SQ should indicate her ability to sense hidden doors when passing within 5 feet.
The NPC's Jump modifier should note that her modifier increases to +16 while her Speed of Thought feat is active.
#94

essex

Dec 17, 2007 9:37:51
pg. 165 - Drow Assassin -
The NPC is short 3 hp.
The NPC's ranged weapon should possibly have a seperate entry for when the human bane property is applied (in the same manner as the entry for the Quaggoth War Leader).
The NPC cannot cast 3rd level assassin spells because his/her Intelligence score is only 12.
Even if the NPC could cast 3rd level spells, the bonus on the melee touch attack would be +14 instead of +13.
The NPC's ability scores only adds up to an elite array if you lower his/her Strength, Dexterity, or Constitution score by one point (while making appropriate adjustments elsewere to accomodate the change).
The NPC's SQ should indicate his/her ability to sense hidden doors when passing within 5 feet.
The NPC should have poison use as an SQ.
#95

essex

Dec 19, 2007 12:15:31
pg. 166 - Drow Inquisitor -
The NPC meets none of the feat requirements to enter the Blackguard prestige class.
Why does the NPC have an evil aura listed (presumably from her Cleric and Blackguard levels) on the aura line when the character on page 162 had her Clerical aura of evil listed on her SQ line?
The NPC's light fortification should be listed on her hp line.
The NPC has 3 hp too few if her first level was Rogue, 4 hp too few if her first level was Cleric, and 5 hp too few if her first level was Fighter. Assume that Rogue was her first level for the extra skill points.
I am unsure where the NPC gained a 1/day blur effect.
The NPC's melee entry notes that her weapon functions as a +1 good outsider bane morningstar. The Entry for the weapon on page 102 indicates that it functions as a +1 morningstar. Either modify the item entry or modify the stat block. Furthermore, if the weapon is indeed supposed to be a good ousider bane weapon, then simply adding 2d6 damage against good outsiders is insufficient, the weapon would also gain a +2 to attack and damage rolls against good outsiders.
The NPC's melee entry seems to assume that she will wield her weapon in two hands (despite needing to keep a hand free for spellcasting).
Delete the second melee entry. It appears to be a failed attempt at applying the good outsider bane property to the weapon.
I believe that the NPC's special actions entry should indicate spontaneouus casting (inflict spells).
I believe that the NPC's Evil domain increases the CL of all Evil spells (not just Cleric spells) that she casts. If that is so, then increase to 7 the CL of the spells summon monster III, demonhide, and summon monster I.
I believe that, unless a character has the Weapon Finesse feat, they resolve melee touch attacks using their Strength modifier. If that is so, then change the attack roll for the inflict light wounds spell from +16 to +14.
Although the NPC's ability scores add up to a 25 point character, they would still add up to a 25 point character if you raised her Strength to 15. This would affect nothing but her carrying capacity.
The NPC's SQ should indicate her ability to sense hidden doors when passing within 5 feet.
The NPC should have poison use as an SQ.
The NPC cannot have both the Sickening Strike and the Terrifying Strike feats, as she would not have qualified for either until 12th level and is currently 14th level.
Replace the feats Sadistic Reward, Sickening Strike, and Terrifying Strike (and remove reference to them in the attack options entry) with Cleave, Improved Sunder, and Power Attack, so that the NPC meets the Blackguard prerequisites.
The NPC is either short 4 skill points, assuming that her first level was either Cleric or Fighter, or 21 skill points, assuming that her first level was Rogue. Since it is more beneficial to assume that her first level was Rogue, give her 1 additional rank in Jump (+8 modifier), and 5 ranks in Balance (+10 modifier), Gather Information (+12 modifier), Knowledge (local) (+6 modifier), and Tumble (+10 modifier).
The NPC's Fiendish Servant should have an (augmented animal, extraplanar) notation.
The NPC's Fiendish Servant should have a natural armor bonus of +4.
The NPC's Fiendish Servant should have an AC of 18.
The NPC's Fiendish Servant should have a flat-footed AC of 15.
The NPC's Fiendish Servant has 1 hp too many (the writer rounded up).
The NPC's Fiendish Servant should have DR 5/magic.
The NPC's Fiendish Servant should have SR 10.
The NPC's Fiendish Servant should have magic strike listed as an attack option.
Should the NPC's Fiendish Servant receive an ability score increase for its 4th HD?
The NPC's Fiendish Servant should have a Climb skill modifier listed (+11) since it has a Climb speed and a resultant racial bonus to Climb checks.
#96

essex

Dec 20, 2007 9:36:46
pg. 167 - Drow Priestess -
The NPC has 1 hp too many (the writer rounded up).
The NPC's melee touch attacks for her spells should be made at +7 instead of +8.
The NPC's inflict light wounds spell should provide a saving throw DC (DC 15).
The NPC should have an SQ entry to indicate her ability to sense hidden doors when passing within 5 feet.
Given that two previous NPC's have had entries noting their evil auras (although each noted the aura in a different place), this NPC should also have an evil aura noted.
The NPC cannot have the Augment Summoning feat because she does not have the Spell Focus (conjuration) feat. Replace either Combat Casting or Spell Penetration with Spell Focus (conjuration).
If you haven't removed the NPC's Combat Casting feat, then modify her Concentration entry to +12 (+16 to cast defensively or while grappled/pinned).
#97

Zherog

Dec 20, 2007 10:01:57
Dude, if I ever find myself in need of a proofreader I'll be dropping you a note.
#98

essex

Dec 30, 2007 22:04:23
pg. 168 - Drow Slaver -
The NPC's Initiative bonus should be +6 (+5 Dex +1 battle fortitude class feature).
The NPC's flat-footed AC should be the same as his normal AC because of uncanny dodge.
The NPC's Chosen Foe feat should be listed on the AC line next to skirmish and uncanny dodge.
The NPC has 4 hp too few.
The NPC's tenacious persuit class feature should be +20 ft.
The NPC's crippling strike attack option does not require a sneak attack.
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
The Chosen Foe feat should indicate that it is from this book.
The benefits of the Endurance feat should be listed on the NPC's saving throw and ability score lines.
The NPC's skill block should note his Knowledge (nature) modifier of +3 (+1 Int +2 synergy) and that he can only use the skill to make DC 10 checks.
The NPC's skill block should note the situational modifiers to certain skills from his favored enemy class feature.
The NPC's Jump modifier does not include his speed bonus to Jump checks. Increase the Jump modifier to +14.
The NPC's skill block assumes that his first level was Ranger. Since the only difference between taking Ranger and Scout at first level is 6 skill points, you can choose to add 6 skill points to Scout skills (splitting them between Hide and Move Silently may be a good idea).

pg. 169 - Drow Warrior-
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
The NPC is short 4 skill points. Add the points to either Climb or Jump (for a total modifier of +2 after accounting for the Strength bonus and AC penalty to the skill).
#99

essex

Jan 14, 2008 17:55:49
Sorry for the two week delay. There was a family crisis.

pg. 169 - Favored Consort -
The NPC's dodge bonus to AC should not be part of his normal bonuses to AC. The dodge bonus granted by the Dodge feat only applies to one opponent while the Shadowborn Warrior feat only grants a dodge bonus under certain conditions. Lower the NPC's AC, touch AC, and flat-footed AC by 1 point.
The NPC is 2 hp short. The writer gave him average hp for first level.
The NPC's saving throw entries imply that the cloak of the consort only penalizes his Will saves. The wording of the cloak's entry implies that it affects to all three saves.
The NPC should not have light blindness indicated as a weakness as it is negated by his cloak of the consort.
The spider boon quality applies to armor rather than weapons and thus cannot apply to the NPC's hand crossbow.
The NPC cannot have the enervation spell prepared because it is from one of his prohibited schools.
The NPC should be able to use his darkness spell-like ability twice each day due to his Instinctive Darkness feat.
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
The NPC is short one bonus feat (likely from his Eldritch Knight prestige class).
The NPC's skills block only adds up if you ignore the fact that Bluff, Diplomacy, Listen, and Spot are cross-class skills for all of the NPC's levels. Remove a total of 12 ranks from among the NPC's skills (note that Search is already being used at default).
The NPC does not need cloudkill listed in his spellbook as it is already listed under his list of prepared spells.
#100

essex

Jan 15, 2008 17:37:28
pg. 170 - House Captain -
The NPC is short 4 hp. The writer gave him average hp for first level.
The NPC's saving throw line should list the Sadistic Reward feat as a potential modifier.
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
While the NPC's skill block adds up correctly, I'd lower his Knowledge (the planes) modifier by 1 while increasing his Knowledge (nobility) modifier by 1 so that he gains an additional synergy to Diplomacy checks (increasing the modifier from +18 to +20).
#101

essex

Jan 16, 2008 18:55:11
pg. 171 - House Wizard -
The NPC is short one language known.
The NPC is 3 hp short.
The NPC has not gained any bonus spells from a high Charisma attribute. Give him one additional spell per day of levels one through four.
The NPC's phantasmal killer and shout spells should have a DC of 18 instead of 22.
The NPC has one too many Advanced Learning spells. Delete either explosive cascade (3rd level) or battering ram (2nd level).
The attack bonus for the ice knife spell should be +15 ranged rather than +11 ranged touch.
The attack bonus for the chill touch spell should be +3 touch rather than +2 touch.
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
I have no idea from where the NPC gained the fiendish servant SQ. Delete the entry.
The NPC's Sudden Empower feat shoud be listed as a bonus feat.
#102

chaotix42

Jan 17, 2008 11:30:57
I was gonna use some NPCs from this book a few weeks ago for a massive hack-n-slash dungeon I'm running on the side - good thing I passed on that. Guess I'll just stick to writing up my own NPCs like usual. Even though the PCs would be unlikely to notice any of these mistakes in the heat of combat, the truth is too sour for my taste.

Essex, you continue to rock my socks. Please tell me you've been hired to work on 4e? Who needs a resume when you have all these threads you've made? : )
#103

rbodine

Jan 17, 2008 12:09:28
Considering he works for minis (which, last I heard, he never received), I'd say they'd get their money's worth if they hired him.
#104

essex

Jan 20, 2008 11:37:35
Sadly, I never received the minis that I was promised for providing errata for the Magic Item Compendium. On the other hand, since my personal situation has changed since last summer, I am now capable of relocating if the prospective job pays enough to live on (and given my lack of vices other than RPG's and comic books, I can live relatively cheaply). [If anybody at WotC is interested, I have college degrees in Communications and English and spent a decade as a proofreader for a subsidiary of a national media organization].

Here is the last of the errata for the sample drow. I'll be reading through the Drow Adventures next, and providing errata for the few stat blocks in the section.

pg. 172 - Spider Sentinel -
The NPC is short 4 hp. The writer gave him average hp for first level.
The NPC's Speed entry should probably indicate his woodland stride class feature.
The NPC's Manyshot ranged attack entry should change from +9/+9/+9 (1d6+2/x3 + poison) to +11 (1d6+2/x3 + poison & 1d6+2 [no threat range] + poison).
The NPC's Rapid Shot ranged attack entry should change from +13/+10/+13 to +13/+13/+8.
One of the NPC's attributes should be raised by 1 point to account for his 8th level ability increase. I'd put it into Wisdom so that he can use his 1st level spell slot.
The NPC's wild empathy SQ should be +13 (+9 magical beasts) due to the bonus from his Handle Animal skill synergy.
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
The NPC's skill block should note his Knowledge (nature) modifier of +2 (+0 Int +2 synergy) and that he can only use the skill to make DC 10 checks.
The NPC's skill block should probably note that some skills are modified by his favored enemy class feature.
The NPC's vermin companion is too powerful. A 9th level Ranger has an animal companion as if he were a 4th level Druid. Since choosing a large monstrous spider as a companion decreases your effective level by 3, the NPC should be considered the equivalent of a 1st level Druid. Replace the vermin companion with the one from page 289 of the Monster Manual, and grant it the link and share spells SQ.
#105

essex

Feb 17, 2008 10:20:20
Sorry for the month long wait for more errata, but my current temp job is nearly two hours away. Spending twenty hours a day traveling to work, working, traveling from work, or sleeping leaves very little time to provide errata; especially when I'm also writing articles as a freelance reporter for the local newspaper during my limited free time. What little time I have left is eaten up by recreational reading and participation in Steve Jackson Games' open beta test of the online UltraCorps game (my little empire currently consists of seven worlds, and will likely add an eighth in two rounds).

Here is a bit of errata, expect more to come slowly:

pg. 174 - Gaelimor Zyrshaen -
The NPC is two hp short.

pg. 174 - Keveras Lorakythe -
The NPC is three hp short.

pg. 174 - 2 Drow Arcane Guards -
The entry indicates that the NPC's are CR 5 and have 19 hp. The entry that the text refers to indicates that they are CR 8 and have 35 hp.

pg. 174 - 3 Greater Quaggoths -
The creatures have 10 hp too many.
#106

essex

Mar 01, 2008 12:19:44
pg. 175 - The stated Encounter Level of 11 or 12 is too low. I believe that the encounter should actually be EL 12 or 13.

pg. 176 - 2 Bugbear Overseers -
The creatures has 1 hp too many.

pg. 178 - 5 Violet Fungi -
The damage entry should change from 1d16+2 to 1d6+2.

pg. 178 - How does an encounter consisting of a CR 15 creature and 5 CR 3 creatures gain an EL of 14?

pg. 178 - Phazeuroth -
The creature is 100 hp short.

pg. 178 - The last sentence on the page indicates that if the sounds of battle are MAGICALLY SILENCED, a Druid will come to investigate the noise?

pg. 179 - 3 Szarkai Fighters -
The NPCs are 4 hp short because they were only given average hp at first level.
Spell-like abilities do not suffer from arcane spell failure due to armor.
The NPCs have ability score adjustments that add up to at least a 29 point build. This is 4 points above the elite array.
The NPCs should have an SQ entry to indicate their ability to sense hidden doors when passing within 5 feet.
The NPCs should have Climb modifiers of -3 instead of -5 (0 ranks +4 Strength bonus - 5 masterwork armor penalty - 2 heave steel shield penalty).
The NPCs should have Jump modifiers of -9 instead of -5 (0 ranks +4 Strength bonus - 5 masterwork armor penalty - 2 heave steel shield penalty - 6 speed penalty).

pg. 180 - Szarkai Druid -
The NPC has Terran as a bonus language. Neither Drow nor Druids gain Terran as a bonus language.
The NPC is 8 hp short.
A wounding weapon inflicts one point of Constitution damage rather than two.
The NPC has ability scores that add up to well beyond even a high-powered campaign point buy while his Charisma is so low that it isn't even on the point buy chart.
The NPC should have an animal companion with him, as the companion is an integral part of the CR of a Druid encounter.
The NPCs should have an SQ entry to indicate their ability to sense hidden doors when passing within 5 feet.
The Combat Casting feat should provide a situational modifier to be listed after the Concentration skill.
The skill block should account for the +2 synergy to default Appraise checks made to appraise alchemical items.
The skill block should account for the +2 synergy to Survival checks made in underground and aboveground environments.
The skill block does not add up properly. Reducing the NPC's Hide and Listen modifiers by 1 point each corrects the problem.
The NPC does not have the material component for a Stoneskin spell among his possessions.

pg. 180 - 3 Violet Fungi -
Several sections of text preceding this entry indicate that there are two violet fungi, but the entry indicates that there are three.
#107

essex

Mar 02, 2008 11:43:23
pg. 180 - The EL of the Chapel of Lolth should be 13 instead of 14 according to page 49 of the DMG.

pg. 181 - 2 Dread Fangs of Lolth -
The NPCs should have a CR of 11 instead of 13; their EL would be 13.
The NPCs are 3 hp short.

pg. 182 - The EL of the Main Entrance should likely by 12 instead of 11.

pg. 182 - Troll Filth-Eather -
The creature's hp are wrong whether it is raging or non-raging.

pg. 183 - Troll Tunnel Thug -
The creature has 45 hp too few.

pg. 183 - Drow Assassin -
The NPC is short 3 hp.

pg. 183 - I believe that the EL of the Guard Tower should be 11 instead of 10.

pg. 184 - 3 Bugbear Stonejacks -
The NPC's are all short 7 hp.

pg. 184 - 2 Arcane Guards -
The NPC ability scores are too high for the Elite Array. In order to meet the Elite Array, lower their Strength from 13 to 12.
The NPCs should have familiar listed as an SQ.
The NPCs should have an SQ entry to indicate their ability to sense hidden doors when passing within 5 feet.
The NPCs are two skill points short. Give them each 2 ranks in Knowledge (arcana) for a total modifier of +5.
I wonder why the writer didn't bother to use the Drow Fighter alternative class feature from this book. The arcane guards are never going to use heavy armor or tower shields anyway, so they may as well gain a free +2 to initiative and a bonus to certain damage rolls.
#108

essex

Mar 11, 2008 11:31:50
Almost to the end (finally). Here are some more pieces of errata and some comments.


pg. 188 - The Blood of the Spider Queen site indicates that it can grant its abilities to male clerics of Lolth, but Lolth only accepts female clerics.

pg. 198 - The high priestess at the Temple of Nerull is indicated as being both a half-fiend drow and the daughter of a human and a demon. Since I doubt that the drow would tolerate a drow cleric openly serving a non-drow diety, I'd change the initial entry to half-fiend human.

pg. 198 - While not an actual error, the Temple of Vecna entry indicates that it is full of subterranean passages. This is a redundant statement as the entire city is subterranean.

pg. 202 - While not an actual error, the Poisons and Potions entry indicates that the shop is filled with swarms of adamantine spiders. The owner seems to be one level short of being able to create adamantine spiders. Either he buys them from others or he has a feat that increases his caster level high enough to create the constructs.

pg. 209 - Because the CR of two of the NPCs are a point too low, I believe that the ECL of the Slaver Attack should be increased from 8 to either 9 or 10 (probably 9 since they are penalized by trying to capture the PC's alive).

pg. 210 - Valma Phar'aen -
The CR of the NPC is one point too low.
The NPC's AC entry should include a reference to his trap sense class feature.
The NPC is short 2 hp (they gave him average hp at first level).
The NPC's saving throw entry should include a reference to his trap sense class feature.
The NPC's +2 rapier should inflict 1d6+4 damage instead of 1d6+2.
The NPC's mwk dagger should inflict 1d4+2 damage instead of 1d4.
The NPC should have an SQ entry to indicate his ability to sense hidden doors when passing within 5 feet.
Two of the NPC's feats should be listed as bonus feats from his fighter levels.
The NPC has 5 skill points too many. As the NPC's Hide skill is 2 points higher than is possible for a character of his level, I assume that he originally had a drow version of the cloak of elvenkind. Either lower his Hide modifier by 5 or give him back the cloak.

pg. 210 - Jhael'min Phar'aen -
The CR of the NPC is one point too low.
The NPC's AC entry should include a reference to her trap sense class feature.
The NPC is short 3 hp (they gave her average hp at first level).
The NPC should have a resist entry of evasion.
The NPC's saving throw entry should include a reference to her trap sense class feature.
The NPC's mwk dagger should have a melee attack roll of +4 instead of +3.
The NPC's mwk dagger should inflict 1d4-1 damage instead of 1d4+1 in both the melee and ranged entry.
The NPC's attack options should include sneak attack+2d6.
The CL of the NPC's spell-like abilities should be 5 instead of 6.
The NPC's ability scores add up to 28 instead of being equivalent to the 25 point elite array that is standard to NPCs.
The NPC should have an SQ entry to indicate her trapfinding class feature.
The NPC should have an SQ entry to indicate her trap sense class feature.
The NPC should have an SQ entry to indicate her familiar class feature.
The NPC should have an SQ entry to indicate her ability to sense hidden doors when passing within 5 feet.
The NPC is 6 skill points short. Give her 6 ranks of tumble (total modifier +8) and apply a +2 bonus to Balance (total modifier +8) and Jump (total modifier +1) because of the new Tumble synergy.
The NPC's Concentration skill should include a situational modifier because of her Combat Casting feat.

pg. 211 - 6 Bugbears -
The melee attack entry should be +4 instead of +5. It should then be reduced by another 4 (to +0) if they wish to do nonlethal damage so as to capture the characters.
The ranged attack entry should be +3 instead of +5 and should be a ranged touch attack.
The creatures are three skill points short. Raise their Climb, Hide, and Move Silently modifiers by 1 point each to account for the fact that, unlike the Bugbears from the Monster Manual, they are not suffering from armor check penalities from using shields.

Note - If you want the encounter to be optimized for a slaver attack that actually has a reasonable chance of capturing somebody, then make the following changes:
1). Change the first Bugbear feat from Alertness to Martial Weapon Proficiency (sap). Lower their Listen and Spot modifiers by 2 and replace their clubs with saps.
2). Change the male Drow's +2 rapier into a +2 sap.
3). Change the female Drow's melee entry for a mwk dagger into an entry for a mwk sap.
4). Change the female Drow's first level spell from Magic Missle to Ray of Enfeeblement.
#109

essex

Mar 15, 2008 11:41:48
WOOT! I have finally, after owning the book for nearly a year, finished with the errata and sarcastic comments. Here is the last batch:

pg. 211 - Necropolis Square -
The EL should be 8+ instead of 6+ if you assume a minimum of 12 ghouls.

pg. 211 - 12+ Ghouls -
The Ghouls should have Charisma scores of 12 instead of 1.
The Ghoul fever and paralysis entries should indicate that the saving throws are Charisma based.

pg. 220 - The last sentence before the heading RACIAL CLASS FEATURES states "For more details on drow, see MM 103." Let me get this straight, a book entitled Drow of the Underdark refers you to a half page entry in the Monster Manual for information on drow? Why not have the text "For more details on drow, see the previous 219 pages of this book"?

pg. 221 - Drow Base Traits -
Drow made using this system seem to lack the typical drow proficiency with hand crossbow, rapier, and short sword. Add proficiency in these weapons.
Kuo-Toan is listed as a bonus 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 this section did not take the change into account.