Burnt Offerings Clarifications (GM Reference)


Rise of the Runelords

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James Jacobs wrote:
GreenGrunt wrote:

On page 66 of PF#1 in the Sandpoint section under #18- Cracktooth's Tavern..

Jesk "Cracktooth" Berinni is described as being a NG human male, half-orc expert... (Turns head almost 360 degrees).. Which one is it? Human or half-orc?

human

funny, I read it as a human, half orc expert 3. I wondered why he'd be an expert on half orcs.


Q: Does the runewell have a magical aura?


j.l.atreides wrote:
One, only a +8? What kind of ladies man is he? The Bard in my campaign (25 point buy, core only) has a +11 at level 1, by the time he's at the same level as whats-his-face, he'll have at least a +21.

I could see 1st level with a Half-elf (+2), Max Skills (4), with Negotiator (+2) and a 16 CHA (+3). I'm missing how you could have a +21 (Synergy Bonuses and +2 for level = 8) without Skill Focus (Diplomacy) (+3) at 3rd level.

I don't have my DMG handy for the 25 point buy. Besides, he's a Rogue/Monk.

Grand Lodge

CourtFool wrote:
Michael F wrote:
So you wind up with a PC who has a Chaotic Evil girlfriend. And let's face it, in real life, we've all seen that before, right?
They come in other flavors?

Of course . . . Chaotic Perfect . . . Just ask my wife . . . :-)


First,

I'd like to thank those that have organized this thread, and those that have put up a summation recap. This is very handy.

A few questions of my own. (pardon spelling errors of names in advance, I am at work)

1.) The note that Tsuto leaves for his sister, that is written in elvish? That's my assumption, from the comment about "prying eyes" but I wanted to be sure. So Ameiko can read and write elvish if that is the case..? Edit: On the other hand, the family originates from another country from far away, albeit from a few generations back. Assuming it's elvish might be wrong. Yet the halfling assistant can read it... Maybe the exact question of what is meant by 'native language' is not so dumb after all

2.) I haven't had a chance to thoroughly read everything yet, but the 'Brotherhood' that Tsuto is raised by.. is that detailed somewhere?

3.) A little harder question here- does Mr. Jacobs have any recommendations on the DC's for knowing information about ancient Thassilion? I read another thread where he said another GM was probably okay with what he had already revealed.. but since I haven't run it yet and I have the benefit of foresight, could he give me some insight on how much info he would dole out for certain DC checks?

4.) One thing I'd like to see in future books, is more definitive data on where the ancient rulelords used to have their cities. There is discussion of that, but I'd like to sort of be able to pinpoint it a little more on the current map of Varisia. That isn't exactly a question, but I'd welcome any elaboration.

Thank you!


Recap Post wrote:

Q: How can we tell if they are Chelaxian, Varisian or Shoanti? What's the overall ethnic mix in the town, percentage-wise?

A: JJ: Most of Shoanti is Chelaxian. If someone's Varisian or Shoanti, we mention it. I'd hazard a guess that the ethnicity breaks down something like 65% Chelaxian, 30% Varisian, and 5% Shoanti, though

Stupid question.. but was this reply supposed to read, Most of Sandpoint is Chelaxian?

That would make sense to me, because I wondered if the Varisian's are a culture of nomadic, gypsy-like people, why do they have an established town with so many permanent citizens with businesses and farms..


Watcher wrote:
3.) A little harder question here- does Mr. Jacobs have any recommendations on the DC's for knowing information about ancient Thassilion? I read another thread where he said another GM was probably okay with what he had already revealed.. but since I haven't run it yet and I have the benefit of foresight, could he give me some insight on how much info he would dole out for certain DC checks

I seem to have lost the ability to edit this post. huh.

Anyway, I found an answer to this in another thread. Out of support for the effort to consolidate answers in one spot.. the thread is ** here **.

The thread is good, but here is the actual answer:

James Jacobs wrote:

A PC can indeed speak Thassilonian, althoguh since very few living creatures alive today have ever heard it spoken aloud, it'll sound weird to a native speaker like Erylium.

As for how much to reveal to the PCs who make knowledge check type things... not much. In Burnt Offerings, in fact, I wouldn't reveal anything but what the adventure says to reveal. Simply describe the ancient Thassilonian stuff, confirm it's ancient, and say that there's really not much to know.

In Pathfinder 2, the PCs learn a bit more about the Sihedron Rune. It's a DC 30 Knowledge (arcana or history) check to recognize the Sihedron Rune as a symbol for ancient Thassilonian magic, and that's more or less the baseline to roll to learn anything about the ancient empire. Which means that until PCs are 4th level or so, it's gonna be nearly impossible for them to make the skill check anyway.


Please excuse this question, I assume that it has already been answered, but is the man on the cover of the special PF #1 given out at Gen Con Runelord Karzoug?


Watcher wrote:


1.) The note that Tsuto leaves for his sister, that is written in elvish? That's my assumption, from the comment about "prying eyes" but I wanted to be sure. So Ameiko can read and write elvish if that is the case..? Edit: On the other hand, the family originates from another country from far away, albeit from a few generations back. Assuming it's elvish might be wrong. Yet the halfling assistant can read it... Maybe the exact question of what is meant by 'native language' is not so dumb after all

2.) I haven't had a chance to thoroughly read everything yet, but the 'Brotherhood' that Tsuto is raised by.. is that detailed somewhere?

Thank you!

The lanquage is absolutely NOT elvish. No one in the Kaijitsu family is Elven, they are all human. Tsuto is the half-evlven "love child" of Ameiko's Mom (who was evenutally murdered by her husband) and an elf. The language on the note is Minkai, basically Japanese for this world. You can see other posts in this thread for the explantion for that. The Halfling was taught Minkai by Ameiko.

Tsuto wasn't raised by a brotherhood, he was raised in the orphanage at the Turandarok Academy (see page 19-20). Turandarok Academy is area 27 in Sandpoint . Ameiko used to sneak over there to visit him. So that is probably where he learned Minkai. But how did he learn elvish if he presumably never met his elven parent? Who knows, you just have to make somehting up to account for it, because the rules say he gets it as an automatic language.


Watcher wrote:
Recap Post wrote:

Q: How can we tell if they are Chelaxian, Varisian or Shoanti? What's the overall ethnic mix in the town, percentage-wise?

A: JJ: Most of Shoanti is Chelaxian. If someone's Varisian or Shoanti, we mention it. I'd hazard a guess that the ethnicity breaks down something like 65% Chelaxian, 30% Varisian, and 5% Shoanti, though

Stupid question.. but was this reply supposed to read, Most of Sandpoint is Chelaxian?

That would make sense to me, because I wondered if the Varisian's are a culture of nomadic, gypsy-like people, why do they have an established town with so many permanent citizens with businesses and farms..

I think you're right, is should read "sandpoint".

I think the reason there are so many "nomadic" Varisians in Sandpoint (30%) is because of the history of the founding. Although they're nomads, the Varisians like to have nice places to camp. When the Chelaxians first tried to found Sandpoint, they found Varisians camped out, which sort of threw a wrench in their plan. There was some fighting, but then a deal was worked out so that the Chelaxians could found the town while still giving the Varisians some rights. I think there will always be some Varisians in town for three reasons:

1. Varisians who tire of traveling due to age, infirmity or temperment will tend to settle here. See area 28, Madame Mvashti's house.

2. There will always be some Varisians who stick around purely for the purposes of "showing the flag" so that the Varisians don't lose their rights in the area. That way they can insure that the town will always be friendly to wandering Varisians who want to stop by for a visit.

3. The Varisian mob outfit called the Scsarni has a presence in Sandpoint. See area 42, Fatman's Feedbag. It's probably easiest for them to fleece the Chelaxians when living in the same town.

Paizo Employee Creative Director

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Watcher wrote:
1.) The note that Tsuto leaves for his sister, that is written in elvish?

The note is written in Minkai, who's closest real-world approximation is Japanese. We forgot to add this to Tsuto's languages, alas.

Watcher wrote:
2.) I haven't had a chance to thoroughly read everything yet, but the 'Brotherhood' that Tsuto is raised by.. is that detailed somewhere?

Tsuto was raised in Turandarok Academy as an orphan. Turandarok Academy is detailed on page 67 of Pathfinder 1.

Watcher wrote:
3.) A little harder question here- does Mr. Jacobs have any recommendations on the DC's for knowing information about ancient Thassilion? I read another thread where he said another GM was probably okay with what he had already revealed.. but since I haven't run it yet and I have the benefit of foresight, could he give me some insight on how much info he would dole out for certain DC checks?

It's a base DC 30 to know simple information about Thassilon, using bardic knowledge or Knowledge (history). There'll be some advice given in Pathfinder 2, but keep in mind that the vast majority of the information givein in Pathfinder 1's section on Thassilon is currently "forgotten." The PCs will have a chance to learn a lot of this information near the end of the fourth adventure. For now, don't give up too much information. The PCs can certainly learn wiht a DC 30 check that the seven-pointed star is known as the Sihedron Rune, and that it symbolizes the seven schools of magic of Thassilon. But much more beyond this should remain secret until adventure 4.

Watcher wrote:
4.) One thing I'd like to see in future books, is more definitive data on where the ancient rulelords used to have their cities. There is discussion of that, but I'd like to sort of be able to pinpoint it a little more on the current map of Varisia. That isn't exactly a question, but I'd welcome any elaboration.

That information will be revealed for sure in Pathfinder 6. We may do some revelations in Pathfinder 4 and 5, though. So far, though... the city of lust was where Korvosa is now, the city of wrath was where Hollow Mountain is now, and the city of greed is way up high in the Kodar mountains. We haven't really placed the other four yet.

Paizo Employee Creative Director

Watcher wrote:
Recap Post wrote:

Q: How can we tell if they are Chelaxian, Varisian or Shoanti? What's the overall ethnic mix in the town, percentage-wise?

A: JJ: Most of Shoanti is Chelaxian. If someone's Varisian or Shoanti, we mention it. I'd hazard a guess that the ethnicity breaks down something like 65% Chelaxian, 30% Varisian, and 5% Shoanti, though

Stupid question.. but was this reply supposed to read, Most of Sandpoint is Chelaxian?

That would make sense to me, because I wondered if the Varisian's are a culture of nomadic, gypsy-like people, why do they have an established town with so many permanent citizens with businesses and farms..

Yes. Most of Sandpoint is Chelaxian blood, but few of its citizens have been there. Perhaps none of them.

Paizo Employee Creative Director

Sly Devil wrote:
Please excuse this question, I assume that it has already been answered, but is the man on the cover of the special PF #1 given out at Gen Con Runelord Karzoug?

Yup; that's Karzoug.


I apologize if this has already been brought up, but is there an error in the stat block for the Sinspawn? (RoRL #1, pg 90)

Spoiler:
The Sinspawn has a listed initiative of +0, but has a dex of 12 as well as the improved initiative feat. I assume the Sinspawn should have a Init score of +5, but given the favored class Barbarian and (relativey) high Hide and Move Silently scores, I wanted to make sure there weren't any other factors that might increase the Initiative score.


Thank you for all the replies! Much appreciated!

Paizo Employee Creative Director

F33b wrote:

I apologize if this has already been brought up, but is there an error in the stat block for the Sinspawn? (RoRL #1, pg 90)

** spoiler omitted **

It's an error. They should be +5.


I was wondering about the two inns in town. I started running the adventure yesterday and it has been quite a while since I've been behind the DM screen. So, with getting access to the adventure last week and having to pack up all my stuff and move over the weekend, I've been unable to check up on some of the finer points in the rules.
More to the point, inn prices.
From the description of the Rusty Dragon and the White Deer, they are both what one would consider Good Inns, thus a price tag of 2 gp per night is the price given for such establishments. Yet my players choked on those prices and they do seem high, especially given the description of the White Deer that Garridan try to keep his prices low to match those of the Rusty Dragon...
Any suggestions? Things I've overlooked?


GentleGiant wrote:
a price tag of 2 gp per night is the price given for such establishments. Yet my players choked on those prices and they do seem high

The prices seem about right to me. I usually think of a gold piece as being the equivalent of 25 to 30 modern american dollars, and a price tag of $50 to $60 per night seems pretty reasonable for a modern hotel room.

There should be cheaper places in town to live than an inn, however. If your PCs are from Sandpoint, they probably already have a place to live. If not, they might want to find one. When they first arrive, people might be shy about renting to them, but after they prove themselves the new heroes of Sandpoint, they should be able to get a good deal (as DM, I would think about 40 gp per month for a house big enough for the whole group).


Paul Richmond wrote:
There should be cheaper places in town to live than an inn, however...

Indeed, which is why I put a third Inn in town, a waterfront tavern of somewhat questionable repute, called the Drow's Quarrel (are Drow OGL? I honestly don't know. I hope so...) that caters to sailors, and rents out a bit of floor space in the back for cheap. Not the best of places, and not terribly clean, but affordable, presuming you can hold onto your purse during the night.

Liberty's Edge

Paul Richmond wrote:
The prices seem about right to me. I usually think of a gold piece as being the equivalent of 25 to 30 modern american dollars, and a price tag of $50 to $60 per night seems pretty reasonable for a modern hotel room.

Warning: Contains overanalyzed silliness.

Current US minimum wage is $5.85 per hour (roughly $234 a week, $12,168 yearly). The average pay (assuming an average skill check or by taking 10) for a commoner with an average Wis (10-11) and 1 rank in Profession is 5.5 gp per week (286 gp yearly)*. If we equate the two (I know, bear with me), then $1 equals 42.5 gp.

So, that’s $85 per night at these inns—that’s roughly twice what you’d pay for a room at Motel 6.

* It could be worse, untrained laborers make 7 sp ($29.75) weekly or 36.4 gp ($1,547) yearly.


Azzy wrote:


So, that’s $85 per night at these inns—that’s roughly twice what you’d pay for a room at Motel 6.

Motel 6 is not what I'd call a "good" inn. Despite the fact that Motel 6 offers accommodations infinitely better than any medieval inn could have, in our time Motel 6 would probably be equated to a "common" inn, which is 5 sp per night.


Dances With Worgs wrote:
(are Drow OGL? I honestly don't know. I hope so...)

Yes.

Paizo Employee Creative Director

Dances With Worgs wrote:
Paul Richmond wrote:
There should be cheaper places in town to live than an inn, however...
Indeed, which is why I put a third Inn in town, a waterfront tavern of somewhat questionable repute, called the Drow's Quarrel (are Drow OGL? I honestly don't know. I hope so...) that caters to sailors, and rents out a bit of floor space in the back for cheap. Not the best of places, and not terribly clean, but affordable, presuming you can hold onto your purse during the night.

Drow are OGL, but we haven't done anything with them in Pathfinder yet.

Liberty's Edge

Paul Richmond wrote:
Motel 6 is not what I'd call a "good" inn.

Not claiming otherwise (I've, unfortunately, stayed in one)--I threw that in as a common price reference. If anything, Motel 6 would be a "common" inn (5 sp/$21.25 per night).


I usually see a "free" meal (Common) and a light breakfast/snack (Poor) with most Inns. Throwing this in may reduce the "sting".

Also keep in mind that the Dragon offers a discount for a "good story".


tdewitt274 wrote:

I usually see a "free" meal (Common) and a light breakfast/snack (Poor) with most Inns. Throwing this in may reduce the "sting".

Also keep in mind that the Dragon offers a discount for a "good story".

I did include a full pension (i.e. 3 meals a day) in the price. Also, after the goblin attack the PCs are heroes and the price will certainly drop (especially since they're staying at the Rusty Dragon).

Dark Archive Bella Sara Charter Superscriber

Which NPCs are most relevant in the later adventures? My list is something like (sorry, I'm bad remembering names):

The Mayor
The Sheriff
Foxglove
Elf Ranger
Town Priest
Ameiko

Am I missing any? Do the thieves guild or Scarnetti family play a significant role in the adventures to come?


Sebastian wrote:

Which NPCs are most relevant in the later adventures? My list is something like (sorry, I'm bad remembering names):

The Mayor
The Sheriff
Foxglove
Elf Ranger
Town Priest
Ameiko

Am I missing any? Do the thieves guild or Scarnetti family play a significant role in the adventures to come?

Yes:

Quote from James Jacobs

James Jacobs wrote:
Pathfinder Addict wrote:

Is the plot line with the Scarnetti Mill and the burning of all the other mills in the area going to be explored any time soon?

If not, it sounds like an excellent side-quest I can develop.

It has elements that are further explored in Pathfinder 2. It may or may not have more elements in Pathfinder 4.

Dark Archive Bella Sara Charter Superscriber

DarkArt wrote:


James Jacobs wrote:
Pathfinder Addict wrote:

Is the plot line with the Scarnetti Mill and the burning of all the other mills in the area going to be explored any time soon?

If not, it sounds like an excellent side-quest I can develop.

It has elements that are further explored in Pathfinder 2. It may or may not have more elements in Pathfinder 4.

Thanks!


I believe Aureus' question about the runewell having a magical aura was never answered.

Errata spotted thus far:

1) Hide shirts are considered light armor.

2) Bruthazmus the Bugbear Ranger should have an 18 strength.

3) Jesk "Cracktooth" Berinni is a human, not a human/half-orc.

4) Sinspawn initiative bonus should be +5.

Am I missing any?

Liberty's Edge

Why is the Chieftan's Harem (area D2) listed as a CR 2 encounter? A

Spoiler:
CR 3 bugbear ranger and 4 CR 1/3 goblin warriors
don't seem to add up to a total of CR 2 to me...

The Exchange

tdewitt274 wrote:

Q: On page 44 to 45 (area D2) Bruthazmus the Bugbear is listed as having a 17 Str (which is a +3 bonus). But the rest of his stats seem to be written with +4 bonus, and he has a +4 Strength Bow.

A: tbug: just change it to 18, in case you haven't read the other threads

This does have effects on his other stats, which aren't all written for 18 Str:

1) Attack bonus for heavy flail becomes +7 (+3 BAB +4 Str).
2) Attack bonus for mwk. composite longbow becomes +8 (+3 BAB +3 Dex +1 Wpn. Focus +1 mwk.).
3) Grapple bonus becomes +7.

Alternatively, you could leave his Strength at 17, and make the following changes:

1) Damage for heavy flail becomes 1d10+4.
2) Damage for mwk. composite longbow becomes 1d8+3.

Lastly, his favored enemy bonus should be +2.


Am I right in presuming that Scarnetti Mill has been struck by the spellchecker, or does it really grind bouquets as well as grain? ;)


Shisumo wrote:
Why is the Chieftan's Harem (area D2) listed as a CR 2 encounter? A ** spoiler omitted ** don't seem to add up to a total of CR 2 to me...

According the DMG/pg. 49, it would be a CR 4 encounter.. Although, if the bugbear is fooling around with the harem at the time of PCs entry, he would be at a distinct disadvantage.


Occam wrote:
tdewitt274 wrote:

Q: On page 44 to 45 (area D2) Bruthazmus the Bugbear is listed as having a 17 Str (which is a +3 bonus). But the rest of his stats seem to be written with +4 bonus, and he has a +4 Strength Bow.

A: tbug: just change it to 18, in case you haven't read the other threads

This does have effects on his other stats, which aren't all written for 18 Str:

1) Attack bonus for heavy flail becomes +7 (+3 BAB +4 Str).
2) Attack bonus for mwk. composite longbow becomes +8 (+3 BAB +3 Dex +1 Wpn. Focus +1 mwk.).
3) Grapple bonus becomes +7.

Alternatively, you could leave his Strength at 17, and make the following changes:

1) Damage for heavy flail becomes 1d10+4.
2) Damage for mwk. composite longbow becomes 1d8+3.

Lastly, his favored enemy bonus should be +2.

Thanks for the stats update.


Azzy wrote:
So, that’s $85 per night at these inns—that’s roughly twice what you’d pay for a room at Motel 6.

Well, that depends on where the Motel 6 is located, too. In North Hills, Los Angeles there's one which costs $75 per night, so.


On page 13, I think the to-hit bonus and damage listed for the goblin commando are incorrect. His bonus to hit in melee should be (+1 BAB, +2 Str, +1 masterwork, +1 size) = +5, and the damage bonus for his 2-handed weapon should be (+2 * 1.5) = +3. This would make his attack:
Melee: mwk horsechopper +5 (1d8+3/x3)
and after rage wears off:
Melee: mwk horsechopper +4 (1d8+1/x3)

Also, mounted archers only take a -4 penalty if their mount does a double move.


Michael F wrote:
So you wind up with a PC who has a Chaotic Evil girlfriend. And let's face it, in real life, we've all seen that before, right?

"Classic" -- Tony Kornheiser


The Str of the bugbear should be 17.

Original stats:
Str 13, Dex 14, Con 15, Int 8, Wis 12, Cha 10

After racial modifications:
Str 17, Dex 16, Con 17, Int 8, Wis 12, Cha 8

After Ability adjustment at 4 HD:
Str 17, Dex 16, Con 18, Int 8, Wis 12, Cha 8

tdewitt274, instead of posting an update in the middle somewhere it would probably be wiser to just edit the first post so that answers could easily be found.


pres man wrote:

The Str of the bugbear should be 17.

Original stats:
Str 13, Dex 14, Con 15, Int 8, Wis 12, Cha 10

After racial modifications:
Str 17, Dex 16, Con 17, Int 8, Wis 12, Cha 8

After Ability adjustment at 4 HD:
Str 17, Dex 16, Con 18, Int 8, Wis 12, Cha 8

tdewitt274, instead of posting an update in the middle somewhere it would probably be wiser to just edit the first post so that answers could easily be found.

I've noticed that I can't edit my own posts after "a while", so I'm not sure that editing the first post is possible.


Michael F wrote:
I've noticed that I can't edit my own posts after "a while", so I'm not sure that editing the first post is possible.

Ah, I see, well never mind then.


Occam wrote:
tdewitt274 wrote:

Q: On page 44 to 45 (area D2) Bruthazmus the Bugbear is listed as having a 17 Str (which is a +3 bonus). But the rest of his stats seem to be written with +4 bonus, and he has a +4 Strength Bow.

A: tbug: just change it to 18, in case you haven't read the other threads

This does have effects on his other stats, which aren't all written for 18 Str:

1) Attack bonus for heavy flail becomes +7 (+3 BAB +4 Str).
2) Attack bonus for mwk. composite longbow becomes +8 (+3 BAB +3 Dex +1 Wpn. Focus +1 mwk.).
3) Grapple bonus becomes +7.

Alternatively, you could leave his Strength at 17, and make the following changes:

1) Damage for heavy flail becomes 1d10+4.
2) Damage for mwk. composite longbow becomes 1d8+3.

Lastly, his favored enemy bonus should be +2.

I assume if you leave his Strength at 17, you should assume he has a +3 Strength Bow. Otherwise he gets a -2 attack penalty. I remember I saw some guy who built a barbarian archer who could only effectively pull his bow if he was raging. But man, those arrows packed a punch.

Dark Archive Bella Sara Charter Superscriber

pres man wrote:
Michael F wrote:
I've noticed that I can't edit my own posts after "a while", so I'm not sure that editing the first post is possible.
Ah, I see, well never mind then.

You can only edit the post within an hour of making it.


Cat Daemon wrote:
Am I right in presuming that Scarnetti Mill has been struck by the spellchecker, or does it really grind bouquets as well as grain? ;)

Hmm...capers are little flower buds, but you don't grind them. I don't think you grind the Hops in beer either. Must be some other kind of Varisian Flower-based food source. Description to be forthcoming in a soon-to-be released Paizo product. Couldn't be a typo, nah. ;)


Sebastian wrote:
pres man wrote:
Michael F wrote:
I've noticed that I can't edit my own posts after "a while", so I'm not sure that editing the first post is possible.
Ah, I see, well never mind then.
You can only edit the post within an hour of making it.

Thanks, good to know. I wondered what the limit was, but I wasn't quite curious enough to ask or figure it out on my own.

So, sixty minutes to catch yourself and avoid embarrassment from spelling errors, faulty logic or triggering flame wars.


The eternal candles found as treasure on p. 56 say they are worth 25 gp. How do you make them (what spell, item creation feat, etc)?

Just an aside, candles don't give any bright illumination. I have always ruled that within the wielder's square they give bright illumination and 5' around they give dim illumination. This means that in my games a person with low-light would get 5' of bright illumination with a candle and 10' of dim, thus candles still have value. I just never saw why you couldn't see clearly if you had a candle on a desk that you were working at.

The Concordance RPG Superstar 2008 Top 32

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I've been following the items mentioned on this list and so far here is a complete listing (that I have) of all items that have been cited. Did I miss any?

Q: On page 27, entry B6: Ancient Prison, it says "If the alarm is raised".
A: JJ: The "alarm" in question is generic. There's no specific area in the dungeon with an alarm spell or an alarm trap, but the monsters can still certainly roar and gibber and skitter down tunnels to warn their friends if they want.

Q: On page 44 to 45 (area D2) Bruthazmus the Bugbear is listed as having a 17 Str (which is a +3 bonus). But the rest of his stats seem to be written with +4 bonus, and he has a +4 Strength Bow.

A: The Str of the bugbear should be 17.

Original stats:
Str 13, Dex 14, Con 15, Int 8, Wis 12, Cha 10

After racial modifications:
Str 17, Dex 16, Con 17, Int 8, Wis 12, Cha 8

After Ability adjustment at 4 HD:
Str 17, Dex 16, Con 18, Int 8, Wis 12, Cha 8

1) Damage for heavy flail becomes 1d10+4.
2) Damage for mwk. composite longbow becomes 1d8+3.

Lastly, his favored enemy bonus should be +2.

Q: Specifically looking for areas C25 (Submerged Sea Cave) and C26 (Sea Cave).
A: JJ: C25 is west, C26 is north.

Q: On page 72 of Pathfinder #1 is that Xin-Shalast on the picture?
A: JJ: It isn't. That's a picture of Runelord Alaznist's palace over the city of Xin-Bakrakhan, the city of wrath, at the height of the fall of Thassilon. Much of this city sunk under the waves, and the ruins that remain above water are known today as Hollow Mountain?no one really knows that there's an ancient sunken city in the Varisian Gulf.

Q: Is there a map of the encouters for Initial Assault (EL1) page 11?
A: JJ: There's not a map; unless you count the map of Sandpoint, of course. Otherwise, the city square flipmat is a great choice for this battle.[/b]
JJ: There's the main map of Sandpoint in the Sandpoint article... My hope was that map would suffice, would give GMs a place to start when preparing their own maps. It's not a perfect solution.

Q: The runelord of greed is the main enemy of the campaign, correct? However, most of the villians in the adventure are affiliated with the runelord of wrath. Should the focus be on the runelords generally as opposed to the specific runelord being fought?
A: Actually... while a few of the villians in Burnt Offerings are associated with wrath, the entire dungeon in Thistletop is associated with Greed and Karzoug. Nualia and her henchmen aren't really associated with any of them, though. The way the campaign's built, the seven-pointed star (the Sihedron Rune) is the only "face" to the bad guys for a bit. It's a slow reveal for the PCs who and what is exactly going on, and the focus on Runelords doesn't really start till late in adventure #3.

Q: With which sin will the skinsaw men be affiliated?
A: Michael F: Page 10. JJ: The skinsaw men are actually cultists of Nogorber who are being taken advantage of by a lamia who's working for Karzoug; this is the same lamia who's grooming Nualia for greater glories (that is, until the PCs put her down).

Q: On page 66 of PF#1 in the Sandpoint section under #18- Cracktooth's Tavern. Jesk "Cracktooth" Berinni is described as being a NG human male, half-orc expert. Which one is it? Human or half-orc?
A: JJ: Human

Q: How can we tell if they are Chelaxian, Varisian or Shoanti? What's the overall ethnic mix in the town, percentage-wise?
A: JJ: Most of Sandpoint is Chelaxian. If someone's Varisian or Shoanti, we mention it. I'd hazard a guess that the ethnicity breaks down something like 65% Chelaxian, 30% Varisian, and 5% Shoanti, though.

Q: Hide Shirt. In the description it says that it is light armor, but on the chart, it's listed as medium.
A: JJ: Hide shirts are light armor.

Q: Goblin Warchanter on pg12, listed with Exotic Weapon Proficiency:Whip feat. With a BAB of 0, how does it have this? Plus it also has Combat Reflexes feat as well, and as far as I can tell, it should only have one feat, not two.
A: tbug: It's a class ability. Every member of that class has this.

Q: I'm unclear on why the sinspawn would have left blood on the rim of the pool in area B4. Any guidance?
A: JJ: Erylium's been doing that to create sinspawn, actually. The blood spatters are left over from her last batch she cooked up.

Q: Where is the Kaijitsu family from? I gathered that they're not Chelaxian, given their Japanese-style names, and the mention of their "native tongue" on page 19; but I haven't seen anything about their background. Did I just miss this?
A: JJ: When I was working on Burnt Offerings, it was my understanding that Tian Xia is the name of the continent over there, and that Minkai was an empire. So Tian Xia would be Asia, while Minkai would be Japan. That of course may change, but in any event it doesn't change the fact that the Kaijitsus fled/were exiled from there, fled over the north pole, ended up in Varisia, changed their names, and are now local nobles.

Q: The Shopkeep's Daughter- pg. 15. Is the DC check of 30 plus correct for a PC to get out of the situation with Shayliss w/o causing unnecessary complications for the party?
A: JJ: It is. If things go that far, the best bet for a low-level party is to run, really.

Q: Two sourcebooks are mentioned that I've never heard of, The Book of Fiends and the Tome of Horrors; what are these books?
A: Green Ronin's The Book of Fiends (and PDF). Necromancer Games' Tome of Horrors.

Q: What is a Thaumaturge? I thought that was some type of prestige class? I was a bit confused to see that the Quasit was a "Thaumaturge."
A: JJ: Erylium, though... she's got levels in the thaumaturge class from Green Ronin's Book of Fiends. This version of the thaumaturge is a sort of variant cleric who worships and draws power from a demon lord; in this case, Lamashtu. All the relavent rules for the thaumaturge class are reprinted in Erylium's stat block.

Q: C24 in Thistletop is not marked on the map.
A: Kelvar Silvermace: But I think C24 is the small room with the just south of the stairwell in the Northwestern corner of the structure.

Q: Had a question referencing the Goblin Warchanter on pg12. When looking at the combat stats, I notice that her shortbow damage does not add up to what I expect. In the book, it shows 1d4+1, but I add it to be 1d4 (my figures: 1d4base for small shortbow, -1 for STR, +1 for Inspire Courage effect.)
A: JJ: Yeah... you do indeed apply Strength penalties to bow damage. Whcih also means that the warchanters should be doing only 1d4 points with their shortbows.

Q: Just to clarify things. The only way the PCs can dissipate the runewell's power is if they slit their wrists, which would mean that they would have to create approximately 4 sinspawn?
A: tdewitt274: Or, deal with 7 "enraged" PCs (3 pts a piece).
JJ: Yup. Other methods might work as well. Dispel evil would probably safely disperse some points. And a rod of cancellation would do a number on the runewell. Morden... ahem.... mage's disjunction would absolutely destroy the runewell. BUT: These alternatives are out of reach of a low level party.
Note: Erylium uses 6 points in the encounter.

Q: In Malfeshnekor's prison K10, it says "Each rack in the northern corners contains 30 erernal candles..." So is that 30 candles in all or 30 per rack, and if that is so how many racks are there?
A: tdewitt274: The picture shows two objects in the Northern corners. Based on the text ("Each of the racks in the northern corners contains 30 eternal candles"), I'd say 2 racks of 30 totalling 60 candles.
JJ: Correct; there's 60 in all.

Q: Does killing a sinspawn give the runewell another point?
A: JJ: Nope.

Q: I noticed that Areas B13A and B13B are not described.
A: JJ: My gut tells me that areas B13A and B probably didn't need map tags if there's nothing there.

Q: Erylium is a flying opponent, and her Tactics section says that she flies above the party and uses ranged attacks against them. But I can't find a description of the room's height anywhere. Does anyone know how high up she can fly?
A: JJ: Erylium's room is about 20 feet high.

Q: Who is the older sibling of the Kajitsus? Page 19 first claims he's the older brother, and then that she's the older sister.
A: Ameiko's the older sibling.

The stat block for the Sinspawn in RoRL #1, pg 90, is incorrect. It should be +5 (+1 for a Dex 12 and the Improved Initiative feat for an additional +4).

Q: The note that Tsuto leaves for his sister, that is written in elvish?
A: The note is written in Minkai, who's closest real-world approximation is Japanese. We forgot to add this to Tsuto's languages, alas.

Q: I haven't had a chance to thoroughly read everything yet, but the 'Brotherhood' that Tsuto is raised by.. is that detailed somewhere?
A: Tsuto was raised in Turandarok Academy as an orphan. Turandarok Academy is detailed on page 67 of Pathfinder 1.

Q: A little harder question here- does Mr. Jacobs have any recommendations on the DC's for knowing information about ancient Thassilion? I read another thread where he said another GM was probably okay with what he had already revealed.. but since I haven't run it yet and I have the benefit of foresight, could he give me some insight on how much info he would dole out for certain DC checks?
A: It's a base DC 30 to know simple information about Thassilon, using bardic knowledge or Knowledge (history). There'll be some advice given in Pathfinder 2, but keep in mind that the vast majority of the information givein in Pathfinder 1's section on Thassilon is currently "forgotten." The PCs will have a chance to learn a lot of this information near the end of the fourth adventure. For now, don't give up too much information. The PCs can certainly learn with a DC 30 check that the seven-pointed star is known as the Sihedron Rune, and that it symbolizes the seven schools of magic of Thassilon. But much more beyond this should remain secret until adventure 4.

Q: One thing I'd like to see in future books, is more definitive data on where the ancient rulelords used to have their cities. There is discussion of that, but I'd like to sort of be able to pinpoint it a little more on the current map of Varisia. That isn't exactly a question, but I'd welcome any elaboration.
A: That information will be revealed for sure in Pathfinder 6. We may do some revelations in Pathfinder 4 and 5, though. So far, though... the city of lust was where Korvosa is now, the city of wrath was where Hollow Mountain is now, and the city of greed is way up high in the Kodar mountains. We haven't really placed the other four yet.

Q:The Varisan names for magic schools were missing from the feat Varisan Tattoo. What are they?

A:The spell-like ability (and their Varisian names) gained are:

Abjuration (Avidais): Resistance.
Conjuration (Idolis): Acid splash.
Enchantment (Carnasia): Daze.
Evocation (Ragario): Dancing lights.
Illusion (Vangloris): Ghost sound.
Necromancy (Voratalo): Touch of fatigue.
Transmutation (Avaria): Mage hand.

The Exchange

Michael F wrote:
Occam wrote:

Alternatively, you could leave his Strength at 17, and make the following changes:

1) Damage for heavy flail becomes 1d10+4.
2) Damage for mwk. composite longbow becomes 1d8+3.

Lastly, his favored enemy bonus should be +2.

I assume if you leave his Strength at 17, you should assume he has a +3 Strength Bow. Otherwise he gets a -2 attack penalty.

In the numbers above, I was assuming that the stat block was correct in assigning Bruthazmus a 17 Str, and that he also had a +4-Strength composite longbow for some reason. (Maybe he found it somewhere. Maybe he used to have an 18 Str, but his precious bodily fluids have been sapped by the lovely :-P goblin ladies of the harem. Maybe using an 18-Str bow makes him feel stronger than he is. Who knows, he's a dumb bugbear.)

But yeah, if he's more reasonable and uses a +3-Strength bow, then his attack bonus with the bow improves to +8, while his damage remains 1d8 +3.


In the Bestiary, The Sandpoint Devil is listed as a NE Large outsider (native) but under the Ecology it's quoted as:

Despite tales of its hell-spawned origins, the Sandpoint devilis not an actual devil, but rather a creature of flesh and blood—though one possessed of a cruel cunning and innate maliciousness.

Should it be considered an outsider or an aberration?

Paizo Employee Creative Director

Chadmeister wrote:

In the Bestiary, The Sandpoint Devil is listed as a NE Large outsider (native) but under the Ecology it's quoted as:

Despite tales of its hell-spawned origins, the Sandpoint devilis not an actual devil, but rather a creature of flesh and blood—though one possessed of a cruel cunning and innate maliciousness.

Should it be considered an outsider or an aberration?

It's an outsider. A native outsider, like a tiefling or rakshasa, both of which are creatures of flesh and blood as well.

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