Basic Fantasy Field Guide Volume 2

Creating game materials? Monsters, spells, classes, adventures? This is the place!
Seven
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Re: Basic Fantasy Field Guide Volume 2

Post by Seven »

Horsemen, Dread

To truly destroy one you must restraine it and then remove its skull

Should probably be restrain.
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Solomoriah
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Re: Basic Fantasy Field Guide Volume 2

Post by Solomoriah »

Looks like we have a new proofer here... :D Excellent!
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chiisu81
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Re: Basic Fantasy Field Guide Volume 2

Post by chiisu81 »

If you approve all of Seven's corrections I'll apply to the file in Projects.
Seven, please PM me if you'd prefer to be credited by your real/full name; if not I'll just put "Seven".
Seven
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Re: Basic Fantasy Field Guide Volume 2

Post by Seven »

I have no ideas who the authors are.
Ideally, they would have the right answers.
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chiisu81
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Re: Basic Fantasy Field Guide Volume 2

Post by chiisu81 »

There are many contributors (listed in the OGL). Usually with the years that go by while some of these documents are put together they tend to leave and never come back. Ultimately it's up to Solo (first and final). If the original authors and/or others want to chime in and/or verify corrections, that's great too 8-)
Seven
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Re: Basic Fantasy Field Guide Volume 2

Post by Seven »

Infernal, Malebranch
It's really nitpicking, but two-tined pitchfork sounds better here than two-tined fork.

Infernal, Shadow Fiend
XP should be 555, 945, 1390 or 1975 rather than 665.
Seven
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Re: Basic Fantasy Field Guide Volume 2

Post by Seven »

Maggot-Man

Not sure. Maybe being infected instead of "being affected by a special form of rot grub".
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SmootRK
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Re: Basic Fantasy Field Guide Volume 2

Post by SmootRK »

Seven wrote: Mon Aug 03, 2020 5:32 pm Maggot-Man

Not sure. Maybe being infected instead of "being affected by a special form of rot grub".
Yes... sounds worse, which in this case is better. :twisted:
Is it really the end, not some crazy dream?
Seven
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Re: Basic Fantasy Field Guide Volume 2

Post by Seven »

Moonlight Butterfly

The XP is a bit high. In that case, I'd just increase the HD to 2* to make it work.
It would be a bit lame to give it 49XP.
Or maybe it's fine as is as an exception?
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Solomoriah
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Re: Basic Fantasy Field Guide Volume 2

Post by Solomoriah »

Seven wrote: Mon Aug 03, 2020 10:04 amFool’s Idol's coin damage is a bit confusing.
To me anyway.
Is it throwing a single coin for 1d12 points of damage?
Kinda like a bullet from a gun?
But then the range is only 40 feet, so is it really thrown that hard?

Personal experience; throwing small rocks with a tennis racket.
It hurts quite a bit, but maybe not 1d12.
Not sure about this one. I'd say the damage given is probably correct, and revise the text to indicate a "spray of coins" or something like that.
Seven wrote:The Geminate Serpents XP total seem weird.
The Blue one is HD7**, so I'd expect 800, but it's 1700.
The Sea one is HD7**, so also 800, but it's 1500.
The Bone one is HD11**, so 1765, but it's 2000.
The Green one is 10**, so 1480, but it's 1300.
The Pleasant one is 10**, so also 1480, but it's 1800.
The Shadow one is 8**, so 1015, but it's 2200.
The White one is 8**, so also 1015, but it's 1500.
Sounds like a mathematical error. Glad you checked their work. Your numbers look correct to me.
Seven wrote:Golem, Crystal

A chain golem takes full damage from blunt weapons, but only half damage from
cutting or piercing ones.

Maybe it should say crystal instead of chain.
This is correct.
Seven wrote:Golem, Gold

It fights with golden crooks

From the stats, it seems to fight with a single golden crook.
I would assume that if it had 2 (or more) it would use one defensively.
Using a weapon defensively isn't in the core rules. It should probably be changed to 2 attacks, in keeping with most other golems, with an appropriately reduced damage die.
Seven wrote:Golem, Straw

Does it have a normal weapon attack if not on fire?
If so, maybe
No of Attack: 1 hug or 1 weapon
Damage: special or by weapon
Good catch. Straw is itchy and scratchy but not all that damaging; given that golems rarely use weapons, I'm going to say it should be 2 attacks per round, doing 1d4 points of damage per hit.
Seven wrote:Horsemen, Dread

To truly destroy one you must restraine it and then remove its skull

Should probably be restrain.
Correct.
Seven wrote:Infernal, Malebranch
It's really nitpicking, but two-tined pitchfork sounds better here than two-tined fork.
No, leave it. A pitchfork is a farm implement; a trident, a three-tined weapon of war (and fishing tool, in some places). It's a fork, basically, and should stick with that name in lieu of an objectively better one. (Two-tined barbed forks were sometimes called "man catchers" but I'd prefer to avoid that here.)
Seven wrote:Infernal, Shadow Fiend
XP should be 555, 945, 1390 or 1975 rather than 665.
More good math!
Seven wrote:Maggot-Man

Not sure. Maybe being infected instead of "being affected by a special form of rot grub".
"Afflicted" is a better word here. I don't like the, well, it's kind of "passive voice" so I might go back and rewrite the sentence, but for the moment I'd just change the word.
Seven wrote:Moonlight Butterfly

The XP is a bit high. In that case, I'd just increase the HD to 2* to make it work.
It would be a bit lame to give it 49XP.
Or maybe it's fine as is as an exception?
There are no XP exceptions. You should always be able to calculate the correct number from the hit dice and asterisks.
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