Added a note to the errata doc about Ripnugget's warchanter having a feat that's useless to him since he's using a short sword instead of a dogslicer. You could switch it with whatever you want, but I recommended switching it out for Improved Initiative to give Ripnugget a better chance of getting buffed with inspire courage before he has his first turn. The warchanter's Initiative bonus would increase to "+8".
Change the bonus from trap sense from "+3" to "+2". I also added non-raging stats for him on the errata doc.
Hello! I've a question about Hucker's hit points. As written in the book, he has 94 HP (7 HD; 1d12 + 6d8 + 55) while raging. Your note in the errata says he has 92 HP when he's not raging, but shouldn't his base be 80 HP (94 - 2*7HD)? Or am I missing something?
Thanks for all your hard work on this, btw!
You are 100% correct! I think my brain was switched off, I saw he had a single level of barbarian, and so I reduced hit points as if he was a 1st level character instead of a 7th level character. Updating now!
* Unchained PROS:
~ Stat changes from raging are easier to calculate on the fly.
~ Temporary hit points from raging are lost first so there's no danger of dying when ending the rage.
~ If you spend more than 5 rounds raging, you're fatigued for a shorter amount of time than the standard barbarian.
~ Barbarians with Weapon Finesse are now viable.
~ Less rule-ambiguity when it comes to undead barbarians and if their bonus to Con translates to a bonus to Cha instead (which in turn prevents their other Cha-based abilities from increasing).
~ Many rage powers are not more powerful than before.
OOPS! That should say NOW more powerful. Proofread your posts people!
NOTE: I'm going to be adding an update to the master errata doc for any GMs that wish to upgrade the various barbarians, monks, and rogues throughout the adventure into their unchained versions from Pathfinder Unchained (there aren't any summoners, but I'll include a note about them just to make this complete). I'm making this post so I can add a link to the document for any GM wishing to upgrade those NPCs into their unchained versions, and they'd like one comprehensive post that details all of the differences between each version.
For those GMs that came here from the master errata doc, below is a comprehensive list of the various differences between the original versions of the following classes and their unchained versions, in case it helps you decide whether you want to make the switch to the unchained version of the class(es) for those NPCs.
Unchained Barbarian: An ease-of-use upgrade...:
* Unchained PROS:
~ Stat changes from raging are easier to calculate on the fly.
~ Temporary hit points from raging are lost first so there's no danger of dying when ending the rage.
~ If you spend more than 5 rounds raging, you're fatigued for a shorter amount of time than the standard barbarian.
~ Barbarians with Weapon Finesse are now viable.
~ Less rule-ambiguity when it comes to undead barbarians and if their bonus to Con translates to a bonus to Cha instead (which in turn prevents their other Cha-based abilities from increasing).
~ Many rage powers are not more powerful than before.
* Unchained CONS:
~ If using a two-handed weapon, standard barbarian raging is slightly more favorable due to 1 extra point of damage from Str-and-a-half.
~ No increase to Fortitude saves while raging.
~ No increase to CMD while raging.
~ Raging doesn't increase carrying capacity.
~ If you spend less than 5 rounds raging, you're fatigued longer than the standard barbarian.
~ No increase to Climb and Swim checks while raging.
Differences:
- RAGE: > Standard: Rage increases Str and Con. Fatigued for double amount of rage rounds when ended.
> Unchained: Rage increases melee attack, melee damage, and thrown damage. Grants 2 temporary hp per HD (these are lost first). Fatigued for 1 minute when ended.
- RAGE POWER CHANGES:
> Animal Fury (CRB): No change. Just clarifying text about primary attacks that was always part of it but left out of the original version's description to save space and not confuse new players by making them look in the Bestiary for how primary attacks work when used with weapon attacks.
> Auspicious Mark (UCom): Usable once per day vs. once per rage. Doesn't require spending rounds of rage to use. Increases to a higher bonus at later levels.
> Beast Totem (standard, lesser, and greater) (APG): No change.
> Bleeding Blow (UCom): Usable once per round while in the powerful stance vs. once per rage. Deals bleed damage equal to 1/2 powerful stance damage vs. equal to total powerful blow damage.
> Boasting Taunt (APG): No change.
> Body Bludgeon (UCom): No change.
> Brawler (standard and greater) (APG): No change.
> Chaos Totem (standard, lesser, and greater) (APG): No change.
> Clear Mind (CRB): Make second Will save 1 round later vs. immediately and can do so more than once in a rage.
> Crippling Blow (UCom): No longer dependent on powerful blow (or it's reincarnation powerful stance) and is now a stand-alone ability. Usable once per day vs. once per rage via powerful blow. Allows damage to be applied along with its effects. No longer allows a save to halve its damage.
> Deadly Accuracy (UCom): Unlimited use as long as they maintain their accurate stance vs. usable if the surprise accuracy power happens to crit.
> Disruptive (APG): No change.
> Dragon Totem (UCom): No change.
> Dragon Totem Resilience (UCom): No change.
> Eater of Magic (UCom): Unlimited use vs. once per rage. Is triggered immediately each time they successfully save vs. being allowed a second save to trigger it. Grants temporary hp equal to spell level or 1/2 CR vs. caster level or total CR.
> Energy Absorption (APG): Usable once per day vs. once per rage. Gain additional temporary hp equal to 1/2 damage attack would have inflicted (not applying energy resistance) vs. 1 hp per 3 damage attack would have inflicted. Also adds the effects of energy eruption at the appropriate level.
> Energy Resistance (APG): No change other than combining the effects of greater energy resistance at the appropriate level, but they absorb 2 energy damage per level (resistance applied first) vs. half energy damage taken (resistance applied after).
> Fearless Rage (CRB): No change. Just clarifies that panicked is not a condition protected by this power.
> Ferocious Mount (standard and greater) (APG): No change.
> Ferocious Trample (standard and greater) (APG): No change.
> Fiend Totem (standard, lesser, and greater) (APG): No change.
> Flesh Wound (APG): Usable once per day vs. once per rage. Armor check penalty no longer applies to the Fortitude save needed (which makes up for the fact that the barbarian no longer has an increased Fort save from their Con increasing during rage). Success means barbarian takes no damage while failure takes only half vs. success taking half damage and failure taking full damage.
> Ghost Rager (UCom): No change.
> Good for What Ails You (APG): No change.
> Ground Breaker (APG): Usable as many times in a rage as a full-round action vs. once per rage as a standard action.
> Ground Breaker, Greater (UCom): No change.
> Guarded Life (APG): No change.
> Guarded Life, Greater (UCom): No change.
> Guarded Stance (CRB): Includes effects of rolling dodge, granting a +1 AC to all attacks, not just melee, and lasts the whole rage, not just for rounds based on Con mod. Increases more frequently (every 4 lvls vs. every 6).
> Hive Totem (UCom): No change.
> Hive Totem Resilience (UCom): No change.
> Hive Totem Toxicity (UCom): No change.
> Hurling (standard, lesser, and greater) (APG): No change.
> Hurling Charge (APG): No change.
> Increased Damage Reduction (CRB): Larger increase to DR (2/- vs. 1/-).
> Inspire Ferocity (APG): Is used with reckless stance and is a permanent effect while in that stance vs. a move action to activate it. Lasts for as long as they maintain the stance vs. rounds based on Charisma mod.
> Internal Fortitude (CRB): No change.
> Intimidating Glare (CRB): Use Str instead of Cha for Intimidate modifier. Shaken condition potentially lasts longer (entire rage vs. 1d4 rounds + 1 per 5 above DC).
> Knockback (CRB): Allows full CMB to be used, regardless of what attack it replaces (example: BAB is +15/+10/+5, barbarian could attack with +15/+10/+CMB to make a bull rush at the end).
> Lethal Accuracy (UCom): Unlimited use as long as they maintain their accurate stance vs. usable if the surprise accuracy power happens to crit.
> Liquid Courage (APG): No change.
> Low-Light Vision (CRB): No change.
> Mighty Swing (CRB): Can only be used once per day instead of once per rage.
> Night Vision (CRB): Increases range if darkvision is already possessed. Adds darkvision to list of prerequisite options.
> No Escape (CRB): No change. Clarifies that bonuses to base speed apply.
> Overbearing Advance (APG): No change.
> Overbearing Onslaught (APG): No change.
> Perfect Clarity (UCom): Unlimited use as long as they maintain the calm stance vs. usable only during moment of clarity power use.
> Primal Scent (UCom): No change.
> Quick Reflexes (CRB): No change.
> Raging Climber (CRB): Gains a climb speed vs. a bonus to Climb checks equal to their level (but only on surfaces that have a Climb DC of 20 or lower). This in turn grants the normal +8 bonus to Climb checks (but as an enhancement bonus).
> Raging Leaper (CRB): Gains a flat +8 bonus to Acrobatics checks made to jump vs. a bonus equal to their level. Also gains the ability to halve the total distance fallen for purposes of determining falling damage.
> Raging Swimmer (CRB): Gains a swim speed vs. a bonus to Swim checks equal to their level. This in turn grants the normal +8 bonus to Swim checks (but as an enhancement bonus).
> Reflexive Dodge (UCom): Unlimited use while maintaining guarded stance vs. usable only during rolling dodge power use.
> Renewed Vigor (CRB): No change (although standard barbarians will probably have a higher Con modifier to boost this).
> Renewed Vitality (UCom): No longer dependent on having Renewed Vigor. Has the effects of Renewed Life added to it, allowing her to ignore negative level effects applied to her. Loses the once-per-day ability to remove an ongoing effect when the rage ends.
> Roaring Drunk (APG): No change.
> Roused Anger (CRB): Loses fatigued condition vs. becoming immune to it. Does not gain temporary hp from the rage. When done raging, becomes exhausted for a flat 10 minutes vs. 10 minutes per round spent raging.
> Scent (CRB): No change.
> Smasher (APG): Unlimited use vs. once per rage. Ignores 1 point of hardness per level vs. ignores hardness entirely. No uses means not having to decide to use it before the attack roll.
> Spirit Steed (APG): No change.
> Spirit Totem (standard, lesser, and greater) (APG): No change.
> Sprint (UCom): Unlimited use vs. once per rage. Adds 1/2 speed to distance she can move when running or charging vs. 6x speed run and 3x speed charge.
> Staggering Drunk (APG): No change.
> Sunder Enchantment (UCom): No change. Note that this rage power normally has a prerequisite of needing to have the spell sunder rage power before you can take it. The unchained barbarian no longer gets spell sunder as an option since it was removed and its benefits were folded into the witch hunter rage power. It's recommended GMs add a House rule that the prerequisite rage power needed to take this be changed to witch hunter.
> Superstition (CRB): Removed supernatural abilities from the list of abilities this power affects.
> Swift Foot (CRB): Larger increase to speed (10 ft. vs. 5 ft.).
> Terrifying Howl (CRB): Affects only enemies shaken by the barbarian vs. shaken from any source. Adds intimidating glare rage power as a prerequisite.
> Unexpected Strike (CRB): Can only be used if there are no other enemies in a square the barbarian threatens. Unlimited usage vs. once per rage.
> Witch Hunter (APG): If you confirm a critical hit against a creature benefiting from an ongoing spell effect, that effect is suppressed for 1 round (determined randomly if more than one effect).
> World Serpent Totem (UCom): No change.
> World Serpent Spirit (UCom): No change.
> World Serpent Totem Unity (UCom): No change.
REMOVED AND FOLDED INTO OTHER POWERS:
> Rolling Dodge (CRB): Folded into Guarded Stance.
> Lesser Elemental Rage (APG): Folded into Elemental Stance.
> Greater Elemental Rage (APG): Folded into Elemental Stance.
> Energy Eruption (APG): Folded into Energy Absorption.
> Greater Energy Resistance (APG): Folded into Energy Resistance.
> Bestial Climber (UCom): Folded into Raging Climber.
> Bestial Swimmer (UCom): Folded into Raging Swimmer.
> Renewed Life (UCom): Folded into Renewed Vitality.
> Spell Sunder (UCom): Folded into Witch Hunter.
REPLACED BY NEW RAGE POWERS:
> Moment of Clarity (CRB) -> Calm Stance: Becomes a stance rage power. Lasts as long as the barbarian wishes it to vs. 1 round once per rage. Allows barbarian to retain their temporary hit points gained from raging. Requires no action (aside from the move action to enter the stance) vs. a swift action.
> Powerful Blow (CRB) -> Powerful Stance: Becomes a stance rage power. Applies to melee or thrown damage rolls vs. all damage rolls. Applies to all attacks and lasts as long as the barbarian keeps the stance vs. one attack once per rage. Requires no action (aside from the move action to enter the stance) vs. a swift action that needs to be made before knowing if the attack hit.
> Strength Surge (CRB) -> Strength Stance: Becomes a stance rage power. Lasts as long as stance is maintained vs. once per rage as an immediate action. Grants a flat +8 bonus to Strength for determining checks to lift, push, bend, or break objects vs. +1 per level. Grants a +1 bonus to CMB and CMD that increases by +1 every 4 levels vs. just +1 per level.
> Surprise Accuracy (CRB) -> Accurate Stance: Becomes a stance rage power. Applies to melee or thrown attack rolls vs. all attack rolls. Applies to all attacks and lasts as long as the barbarian keeps the stance vs. one attack once per rage. Requires no action (aside from the move action to enter the stance) vs. a swift action that needs to be made before rolling the attack. Grants a competence bonus vs. a morale bonus.
> Elemental Rage (APG) -> Elemental Stance: Combines all three elemental rage powers (standard, lesser, and greater) into one stance rage power. Can be used as long as the stance persists vs. one round. Early on, only deals 1 additional energy damage per attack vs. 1d4.
> Knockdown (APG) -> Knockdown Stance: Becomes a stance rage power. Usable once per round while maintaining stance vs. once per rage. Deals no damage vs. damage equal to Str.
> Reckless Abandon (APG) -> Reckless Stance: Becomes a stance rage power. Becomes a gateway rage power to a number of new rage powers that are usable while in this stance.
> Regenerative Vigor (UCom) -> Regenerative Stance: Becomes a stance rage power. Gains a number of temporary hit points back each round based on her level up to her max she gains from raging each round (vs. fast healing 1-3). No longer dependent on having Renewed Vigor.
> Come and Get Me (APG) -> Taunting Stance: Becomes a stance rage power. Allows continuous use allowing barbarian to attack in addition to getting this benefit.
NOT MENTIONED BUT SEEMINGLY NO REASON FOR THESE TO BE UNAVAILABLE TO THE UNCHAINED BARBARIAN:
> Bestial Leaper (UCom): Unlike bestial climber and bestial swimmer mentioned above did with their counterparts, this rage power didn't have its effects folded into raging leaper. Unclear if this was intentional or not.
> Dragon Totem Wings (UCom): Odd considering the other dragon totem rage powers were mentioned as being available to the unchained barbarian but not this one.
> Spellbreaker (APG): Since this just grants the benefits of a feat while raging, it seems like an oversight for not being included.
NEW RAGE POWERS INTRODUCED FOR THE UNCHAINED BARBARIAN:
> Protect Vitals
> Sharpened Accuracy
> Shove Aside
> Shove Aside, Greater
- DANGER SENSE VS. TRAP SENSE
> Bonus to saves and AC against trap attacks and Perception checks to avoid being surprised vs. just the bonus to saves and AC against trap attacks.
- OTHER CLASS ABILITY CHANGES
> Uncanny Dodge (2nd level): Bizarrely, the unchained barbarian's uncanny dodge ability received an update to it that has a lot of people scratching their heads. For one, it now allows the barbarian to keep her Dex bonus to AC while immobilized, but completely removes the part about keeping her Dex bonus to AC if her attacker is invisible. To make matters more confusing, the unchained rogue later in the book also has uncanny dodge, but its description is identical to that of the original version. It's almost as if the part in the original ability that says "the attacker is invisible. She still loses her Dexterity bonus to AC if" was deleted by mistake. GMs may wish to treat that as the case and use the original version of the ability since allowing it to be used vs. invisible attackers is helpful and keeping your Dexterity bonus when you can't move is nonsensical.
> Tireless Rage (17th level): Adds the stipulation that beginning a rage less than 1 minute from when a previous rage ended does not grant temporary hit points
Unchained Monk: An upgrade other than losing some archetype options...:
Differences:
- HD: d10 (instead of d8)
- Base attack bonus: Full (instead of 3/4s HD)
- Saves: Will is REDUCED to a bad save
- Weapon and Armor Proficiency: "Monk" weapons added to list of weapon proficiencies.
- Flurry of blows: Big changes. Instead of getting treated as having Two-Weapon Fighting at various levels, they instead just get an extra attack at their highest BAB (and then another at 11th level). This means they also don't take a penalty to attack for using "two different weapons". In fact if they used a two-handed weapon they'd get 1.5 Str on each hit. Combined with their new full BAB, the new flurry hits more reliably than it did previously. Near the end, the original monk does technically get one more attack in their flurry chain, but it's at an incredible penalty and doesn't match up compared to the extra unchained attacks that are at full BAB.
- Maneuver training: Removed entirely since they get full BAB anyway.
- Still mind: Gained at 4th level instead of 3rd level. Note that monk vows can still be taken by the unchained monk, but losing access to still mind hurts more now that their Will saves are poor.
- Ki Pool: Gained earlier at 3rd level instead of 4th level. Removes the ability to spend ki points to increase speed by 20 feet in one round and to gain a +4 dodge bonus to AC (the speed bonus is instead granted by the sudden speed ki power, which also increases the speed bonus from 20 ft. to 30 ft. The dodge bonus is instead granted by the furious defense ki power).
- Ki powers: many former abilities have been converted into ki powers. A number of abilities unique to monk archetypes have been added here as well to make up for the fact that the unchained monk loses access to the monk's list of archetype options. Below are those ki powers that have been changed in one way or another compared to their original versions.
-> Abundant Step: Taken as a ki power, the monk can gain this at level 8 instead of 12.
-> Diamond Body: Taken as a ki power, can be gained earlier at level 8 instead of 11. Doesn't grant total immunity to poisons however, just the ability to spend a ki point to remove one poison affecting them as if they were using neutralize poison.
-> Diamond Soul: Taken as a ki power, can be gained earlier at level 12 instead of level 13. However, it's activated by spending 2 ki points as a swift action instead of being always on. This is sort of a benefit, since it helps avoid rule ambiguity as to whether or not friendly spells should be blocked by it.
-> Empty Body: Taken as a ki power, can be gained earlier at 18th level instead of 19th. Note that this level requirement was left out of Pathfinder Unchained by mistake (and was printed with NO level requirement mentioned at all), and was clarified by one of the devs later on the forums. The only "official" correction to this is in the form of an update added to the Additional Resources and Campaign Clarifications documents for Pathfinder Society.
-> High Jump: Now a ki power. No change otherwise.
-> Quivering Palm: As a ki power, can be taken as early as 16th level instead of earlier at 15th level. However, the attack can be used as many times in a day as they have points to spend to use it (4 ki points) rather than once per day.
-> Slow Fall: As a ki power, must spend a ki point to activate, however there is no limit to the fall damage that can be negated due to the distance fallen (provided they're adjacent to a wall), and as soon as they take it they're essentially treated as having feather fall, just like a standard 20th-level monk would be.
-> Wholeness of Body: As a ki power, can be taken as early as 4th level instead of 7th level. Also can heal 1d8 + level instead of just level.
- Style Strike (NEW ABILITY): At 5th level, monk gains the ability to apply a specific effect to 1 unarmed strike made during a flurry of blows, learning more at later levels and even the ability to use more than one during a flurry.
- Tongue of the Sun and Moon: Gained MUCH earlier at 13th level instead of 17th.
- Flawless Mind (NEW ABILITY): At 19th level, monk is able to roll twice and take the better result whenever rolling a Will save (which makes up for the fact that they have bad will saves now [though shame it's gained so late]).
- Perfect Self: Adds the ability for the monk to enter a calm state to regain 1 ki point per 10 minutes spent in the state (up to his max).
Unchained Rogue: A total upgrade, period...:
Differences:
- Finesse training (NEW CLASS FEATURE)
- Sneak attack can attack concealed enemies now (but not total concealment)
- Many updates to rogue talents to make them stronger
- Danger sense replaces trap sense
- Debilitating injury (NEW CLASS FEATURE)
- Rogue's edge (NEW CLASS FEATURE)
ROGUE TALENT CHANGES * Basic
> Assault Leader (APG): No change.
> Black Market Connections (UC): No change.
> Bleeding Attack (CRB): No change.
> Camouflage (APG): Removes once per day limitation.
> Canny Observer (APG): No change.
> Coax Information (APG): Adds an effect that says when the duration of the attitude shift ends, the target goes back to its original attitude level, not one step down.
> Combat Swipe (APG): Adds an effect that at 6th level the rogue is treated as having the prerequisites to qualify for the Greater Steal feat (but they must still take the feat as normal).
> Combat Trick (CRB): No change.
> Cunning Trigger (APG): No change.
> Deft Palm (UC): No change.
> Distracting Attack (APG): No change.
> Esoteric Scholar (UC): Removes once per day limitation. Note that since any character can make Knowledge skill checks untrained, this ability likely meant to say that a rogue can attempt untrained Knowledge checks even on topics with a DC higher than 10.
> Expert Leaper (APG): Adds rogue's level to Acrobatics check and allows greater distances of falling height to be ignored if they beat the DC by enough.
> Fast Getaway (APG): No change.
> Fast Stealth (CRB): No change.
> Firearm Training (UC): No change.
> Follow Clues (APG): No change.
> Getaway Artist (UC): No change.
> Grit (UC): No change.
> Hold Breath (UC): Doubles the amount of time they can hold their breath instead of adding 2 rounds to the limit. Removes the part about being able to be taken multiple times.
> Iron Guts (UC): No change.
> Lasting Poison (APG): Increases rounds a poison can be used, from 2 to Dexterity modifier (minimum 2).
> Ledge Walker (CRB): In addition to narrow surfaces, adds uneven and slippery surfaces.
> Major Magic (CRB): Increases the number of times it can be used from 2/day to 1 per 2 levels per day.
> Minor Magic (CRB): Increases the number of times it can be used from 3/day to at will.
> Nimble Climber (APG): Make a Reflex save instead of a Climb check at the same DC as the Climb check (instead of base DC + 10).
> Ninja Trick (UC): No change.
> Positioning Attack (APG): No change.
> Powerful Sneak (APG): Allows reroll of natural 1s instead of treating them as a result of 2.
> Quick Disable (CRB): Adds ability to open locks as a standard action if they would normally take a full-round action.
> Quick Disguise (APG): No change.
> Quick Trapsmith (APG): No change.
> Resiliency (CRB): Doubles the amount of temporary hp gained.
> Rogue Crawl (CRB): Also reduces attack roll and AC penalties for being prone by 2.
> Rope Master (UC): No change.
> Slow Reactions (CRB): No change.
> Stand Up (CRB): Adds ability to instead stand up as a swift action that DOESN'T provoke attacks of opportunity.
> Strong Impression (APG): No change.
> Strong Stroke (UC): No change.
> Surprise Attack (CRB): Adds ability to add 1/2 rogue level to sneak attack damage rolls made during the surprise round.
> Survivalist (APG): No change.
> Swift Poison (APG): No change.
> Terrain Mastery (UC): No change (just clarifying text).
> Trap Spotter (CRB): No change.
> Underhanded (UC): No change. Note there's an unresolved issue with this talent still. Even with the Quick Draw feat, drawing a concealed weapon is a move action, and thus can't be performed in a surprise round along with an attack. If this was intentional, then the rogue would probably need some other ability to use this properly, such as the ambush class feature from the bandit archetype.
> Wall Scramble (UC): No change.
> Weapon Training (CRB): No change.
* Advanced
> Another Day (APG): No change.
> Confounding Blades (UC): No change.
> Crippling Strike (CRB): No change.
> Deadly Cocktail (APG): No change.
> Deadly Sneak (APG): Allows a reroll of 1s and 2s instead of treating them as a result of 3.
> Defensive Roll (CRB): Goes from 1/day to unlimited use.
> Dispelling Attack (CRB): No change.
> Familiar (UC): No change.
> Fast Tumble (APG): No change.
> Feat (CRB): No change.
> Frugal Trapsmith (APG): No change.
> Getaway Master (UC): No change.
> Hide in Plain Sight (UC): No change.
> Hunter's Surprise (APG): No change.
> Improved Evasion (CRB): No change.
> Knock-Out Blow (APG): No change.
> Master of Disguise (CRB): Allows disguise to be donned as standard action. Adds stipulation that rogues must have the quick disguise talent first.
> Opportunist (CRB): Removes restriction for Combat Reflexes.
> Redirect Attack (APG): No change.
> Rumormonger (UC): No change.
> Skill Mastery (CRB): Reduces skills to be chosen from 3 + Int mod to just Int mod, but also automatically includes all skills chosen for rogue's edge class feature.
> Slippery Mind (CRB): No change.
> Stealthy Sniper (APG): No change.
> Unwitting Ally (UC): No change.
> Weapon Snatcher (UC): No change.
NEW ROGUE TALENTS INTRODUCED FOR UNCHAINED ROGUE * Basic
> Certainty
> Multitalented
REMOVED ROGUE TALENTS * Basic
> Finesse Rogue (CRB): Redundant now that all unchained rogues start with Weapon Finesse.
> Befuddling Strike (APG): effects are now a part of the disoriented debilitating injury class feature.
> Charmer (APG): Removed as it is now part of the Certainty talent.
> Fast Fingers (APG): Removed as it is now part of the Certainty talent.
> Fast Picks (APG): Removed and folded into the Quick Disable talent.
> Hard to Fool (APG): Removed as it is now part of the Certainty talent.
> Honeyed Words (APG): Removed as it is now part of the Certainty talent.
> Peerless Maneuver (APG): Removed as it is now part of the Certainty talent.
> Snap Shot (APG): Removed as it now has a simplified version in the new Quick Shot talent, but is now an advanced talent as it has become a swift action.
> Sniper's Eye (APG): Removed as it is now something all unchained rogues get for free with the update to sneak attack.
* Advanced
> Entanglement of Blades (APG): Removed as it is now part of the hampered debilitating injury class feature.
> Thoughtful Reexamining (APG): Removed as it is now part of the Certainty talent.
NOT MENTIONED BUT SEEMINGLY NO REASON FOR THESE TO BE UNAVAILABLE TO THE UNCHAINED ROGUE: * Basic
> Guileful Polyglot (APG): Additional languages seems harmless.
> Offensive Defense (APG): Possibly removed since this talent needed an official FAQ update to it to prevent players from abusing it. As long as you're aware of the FAQ (AC bonus only applies against the creature the ability was used against and dodge bonus doesn't stack with itself in case the rogue uses it multiple times in a round) then there's no reason this shouldn't be an option for the unchained rogue.
> Convincing Lie (UC): Harmless roleplaying talent.
> Ki Pool (UC): Seems like an oversight considering unchained rogues still have access to the ninja trick talent.
* Advanced
> Hard Minded (UC): This was left out due to a technicality. Originally this talent was called hard to fool, but there was already a talent with that name from the Advanced Player's Guide and this one did something different. A later errata to Ultimate Combat changed the talent to hard minded, but by that point Pathfinder Unchained had already been published.
> Master Tricks (UC): This talent was left out of the original printing of Ultimate Combat by mistake, but was later added back in with an official errata. Unfortunately for the unchained rogue, however, the errata was released after Pathfinder Unchained was published.
Unchained Summoner: A much-needed rebalancing...:
Differences:
- Spell list overhaul. (Note: It is highly recommended to start using the unchained summoner's spell list even if you prefer to stick with the vanilla summoner for your games. This new spell list isn't so much an update as it is a correction, as evidently the original summoner was mistakenly printed with an earlier draft version of its spell list and not the one it was supposed to have. The list it ended up with caused a number of metagaming issues like players trying to seek out summoners to craft things like boots of speed since they gain haste, as well as many other spells, at a much lower spell level than they should.)
- Major eidolon changes including:
> Their weapon attacks are now counted against the max attack value.
> Their evolution pool has been reduced, gaining fewer points to spend as they level up.
> They can now disobey the orders of their summoner if they're commanded to do something against their ethos. They will also refuse to be summoned if their summoner's alignment changes more than 1 step away from their alignment.
> Eidolon's now have subtypes tied to one of the outsider subtypes (and a few non-outsider types in later books). This subtype determines the eidolon's alignment, their base form, the evolutions they can choose, and some extra specific evolutions they gain automatically.
- Evolutions now list additional requirements before they can be taken, including which subtypes are allowed access to them.
> UPDATE: Only one evolution seems to have been updated between versions. The pounce evolution went from a 1-point evolution to a 3-point evolution.
THINGS THAT WENT MISSING BETWEEN VERSIONS Note: Everything introduced in Ultimate Magic was ignored, which seems bizarre considering it was released a couple years prior. - Base Forms
> Aquatic (UM): This seems like a HUGE oversight considering aquatic campaigns exist and there are a number of outsider types that have fishy-looking things in them.
> Avian (CoC): Normally I wouldn't mention non-core books, but this one feels like it deserves special mention since the book it comes from, Cohorts and Companions, was being edited and published around the same time as Pathfinder Unchained.
> Tauric (CoC): See avian above.
- Evolutions
> 1-Point:
~ Basic Magic (UM): A number of subtypes now grant spell-like abilities, which was probably why this was omitted, but Horror Realms did introduce the line of psychic magic evolutions which are very similar to this (albeit usually only available to the aberrant subtype). One thing worth noting is the azata subtype has a 20th-level ability that allows it to become incorporeal, but says it can still activate any spell-like ability evolutions it possesses. The azata subtype does not naturally gain any spell-like abilities and there are, in fact, NO spell-like ability evolutions since this line of evolutions was omitted from the unchained summoner write-up.
~ Hooves (UM): Like claws but only for the feet. Omitting this seems odd considering they're technically worse than the claw evolution since they're secondary attacks.
~ Low-Light Vision (UM): Subtypes now describe what vision abilities the eidolon gains beyond the darkvision they all have. Interestingly only the plant subtype from Ultimate Wilderness gets low-light vision.
~ Unnatural Aura (UM): Seems like this would have been a no-brainer evolution for the aberrant subtype from Horror Realms to gain automatically.
> 2-Point:
~ Channel Resistance (UM): This one's tied to the undead appearance evolution (see below).
~ Head (UM): There's plenty of outsiders out there with multiple heads, and again another no-brainer (or extra-brainer?) for the aberrant subtype.
~ Keen Scent (UM): This one was more tied in to the left-out aquatic base form.
~ Minor Magic (UM): See basic magic in the 1-point evolutions above.
~ Shadow Blend (ARG): Some parts of this evolution were folded into the 4th-level ability gained by eidolons with the shadow subtype. It's not a complete recreation, however.
~ Shadow Form (ARG): See shadow blend above. Also the ghost touch effect from this evolution is also a feature of the 4th-level abilities of the radiant and void subtypes.
~ Undead Appearance (UM): This would have been a great evolution to base a nightshade subtype off of, but alas we never got that in 1st Edition's lifespan. The shadow blend and shadow form evolutions above would have also been great additions to this subtype.
> 3-Point:
~ Major Magic (UM): See basic magic in the 1-point evolutions above.
~ See in Darkness (UM): Many subtypes now grant the see in darkness universal monster ability at a certain level.
> 4-Point:
~ Dimension Door (UM): No comment.
~ Incorporeal Form (UM): Only the azata subtype via its 20th-level ability has the power to naturally become incorporeal now.
~ Lifesense (UM): This evolution was tied in with the undead appearance evolution mentioned above. It's worth noting that void subtypes gain this ability at 12th level and aberrant subtypes eventually gain blindsight (a broader version of this ability).
~ No Breath (UM): No comment.
~ Ultimate Magic (UM): See basic magic in the 1-point evolutions above.
Given that anybody can attempt Knowledge skill checks untrained, this ability likely intended to say that the rogue can attempt untrained Knowledge checks on topics with a DC higher than 10.
For Nualia's statblock, I think the DC for Lamashtu's Mark isn't correct. The wording of the feat in all sources I can find online is NOT halving the character level/HD, so it should be a much more respectable DC 19.
And given Nualia's artwork and description, it seems the Intimidate and Diplomacy effects of Lamashtu's Mark aren't factored in. If you do, Diplomacy is at +3 and Intimidate at +14, but if you balance out the two skill ranks between them, you get Diplomacy +8 due to class bonus (Nualia is charismatic to gather followers like she has) and Intimidate works out to the +12 in the statblock.
Thoughts?
A couple of things here.
Lamashtu's Mark: I couldn't remember the source of the Lamashtu's Mark update. I could have sworn we had a dev weigh in on it and admit it was a mistake, but looking back it looks like we didn't know for sure and we decided it was half character level because Nualia's stat block said one thing, the feat description said another, and we chose the correct one based on precedent (1/2 level is the most common so we went with that). However, I just did a search in the Ask James Jacobs thread and found THIS. So it looks like I'll need to correct the correction and say it's correct as written in the feat description, and it's actually Nualia's stat block that needs to be updated as you suggested.
Skills: You're absolutely correct and good catch. Technically this could be explained away by saying her gear is covering her belly, since whether her abdominal scars are visible or not determines if she gets those bonuses and penalties, but you can clearly see by her artwork that her armor leaves room to expose them. I'd say that's good enough. Diplomacy should be at a +3 bonus and Intimidate should be +14. Specifically, Nualia has spent her 12 ranks the following way: 6 points in Intimidate, 5 points in Knowledge (religion), and 1 point in Linguistics.
Not an error per se, but GMs may want to consider adding the psychic class's phrenic pool to the list of class features this power can block by spending 2 ki points. That class feature is in the same family as the various point-based class features mentioned in the 4th sentence of this ki power, but was probably overlooked as both Pathfinder Unchained and Occult Adventures were being designed at the same time and Pathfinder Unchained was ultimately published first.
So weird situation I noticed when going through these creatures' stats. All of the skills listed are being treated as class skills and 2 of them bring up an interesting question about racial class skills when creature types are changed. Sense Motive, which is a class skill for undead; and Survival, which is a class skill for humanoids with racial HD like the skulk. Both of these skills fall outside of the rogue's class skills. What this stat block is saying is that the skulk got to keep Survival as a class skill despite being turned into an undead creature via the vampire template.
This isn't game-breaking and certainly an argument could be made that becoming a vampire doesn't "unlearn" the talents it had in life, but you could also counter that argument by bringing up the class retraining rules from Ultimate Campaign.
Corrections to my corrections. My favorite. I'm not sure where the original errors originated, but the following reverses some of the changes that were made earlier in this thread:
* Xyoddin's listed hit points are correct.
* Xyoddin's skills are evenly spent. An earlier correction said he was missing 1 skill point but that was incorrect.
As for the updates to his stats for anyone wanting to implement the updated Advanced Bestiary stats:
* Change his hp to:
hp 243 (15 HD; 9d8+4d8+2d8+180); fast healing 10"
* Change the Acrobatics skill bonus from +28 to +24. You can then spend the additional 12 skill points he should have for having 2 additional HD.
Found some more errors on the black monk I missed. I'm a little out of practice so if anyone spots an error in my corrections here, please let me know.
CMD seems like it should only be 39:
10 + 8(BAB) + 10(Str) + 4(Dex) + 4(Wis) + 2(monk) + 1(Dodge)
Additionally, if you're also implementing the changes from Green Ronin's updated Advanced Bestiary, then also change CMB to "+22" and change CMD instead to "42".
Second, I discovered in the first Bestiary that the energy drain description for the vampire template says it applies to all of the creature's natural attacks if it has any, not just the newly gained slam attack. This means that the bite attack, tentacles attack, and constrict attack should all say "plus energy drain" next to their damage values.
I've updated the errata document with these changes.
El oh el, was just brought to my attention that the energy drain ability can only be applied once per round, so nevermind on this one? I guess if the slam attack misses, you can always try with the other attacks in the same round.
Earlier in this thread we made some corrections to the Hidden Beast, and while helping someone work through some of the stat-math on how he was built I discovered one thing not mentioned and another error that wasn't an error at all.
First, we originally said to increase Dex from 21 to 22, but this change was made during a time before we knew how Pathfinder handles additional ability score points for HD advancement. After James Jacobs shed some light on that, we realized it's handled differently than it was handled in the days of D&D 3.5, but we never went back and fixed the Hidden Beast. Therefore, Dex 21 is the correct Dex score as written in the adventure. This also means that the Initiative bonus, touch AC, Reflex bonus, and Stealth check bonus are correct as written in the adventure. AC and CMD are still messed up from other errors, but it means AC becomes 31 and CMD becomes 47.
Second, I discovered in the first Bestiary that the energy drain description for the vampire template says it applies to all of the creature's natural attacks if it has any, not just the newly gained slam attack. This means that the bite attack, tentacles attack, and constrict attack should all say "plus energy drain" next to their damage values.
I've updated the errata document with these changes.
Since any creature can attempt a Knowledge skill check untrained, this ability likely intended to say that the rogue could attempt them without the normal DC 10 restriction.
In the Creating Young Characters section, the 4th paragraph details the available classes for young characters, saying:
"A young character does not have access to the same classes as adult characters."
This rule seems to have been ignored in later books, with a number of archetypes introduced that either seemed themed around young characters or, in the case of magical child, say outright "no matter their age." These include:
- Feral child for the druid class.
- Magical child for the vigilante class.
- Wild child for the brawler class.
Possibly more. Also, in case the counter argument here is that this is just flavor text and such characters should still be at least adult age, I'll point out that Yoon, the iconic kineticist, also has young stats.
Updated the Errata doc with notes about Turtleback Ferry's stat block (specifically how its population makes it too big to be a village), corrections to Shalelu's XP reward on her stat block in Chapter 3, and notes about the issue slimz76 mentioned above regarding the map of Turtleback Ferry not matching with the description of the Saving the Schoolchildren section.
So question about the Black Monk. How does the despair aura work? It doesn’t state that creature’s are immune to it if they pass. Do they constantly make that save or do they only save once and if they leave then re enter the aura do they need to make a save again?
Funny enough, in the original Advanced Bestiary, it WAS a gaze attack.
Anyway, going by the ability description, "This functions as a typical mummy's despair..." and then lists some differences. That first part tells you all you need to know:
Bestiary pg. 210, Mummy wrote:
Despair (Su)...Whether or not the save is successful, [a] creature cannot be affected again by the same mummy's despair ability for 24 hours.
So once a save is made, whether it's successful or not, the creature is immune to the ability for a day.
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
Can't seem to leave Big Gogmut alone, so I made a stat block for just one possible version of him if anyone wants to use it in their games:
** spoiler omitted **...
So I was going through some of my old Pathfinder Comics issues, and issue # 5 of the original series has a stat block for a 6th-level goblin cleric of Lamashtu named Big Chief Wortus. Here is his opening description:
"Big Chief Wortus isn't the most notorious or powerful of the Mosswood chieftains (that honor goes to Big Gugmut)..."
So going by this, not only have I finally noticed I've been mispelling Gugmut's name, but there's an argument to be made that Gugmut could be at least 7th level instead. Here's a version of him at 7th level if anyone would like it:
Big Chief Gugmut LVL 7:
Big Gugmut
CR 6
2,400 XP
Male oversized goblin shifter 4/barbarian (feral gnasher) 3
NE Medium humanoid (goblinoid)
************************************************************************
Init +3; Senses darkvision 60 ft.; Perception +12
*************
** DEFENSE **
*************
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor, +1 Wis, +1 defensive instinct, -2 rage)
hp 79 (7 HD; 3d12+4d10+32)
Fort +11; Ref +9; Will +7
Defensive Abilities defensive instinct (+1), uncanny dodge
*************
** TACTICS **
*************
Base Statistics When not raging, Gugmut's statistics are AC 18, touch 15, flat-footed 15; hp 65; Fort +9; Will +5; Melee bite +11 (1d8+4 plus grab), 2 claws +12 (1d4+4); Ranged dart +10 (1d4+4); Str 18, Con 12; CMB +11 (+12 grapple, +16 grapple with bite); Skills Climb +4, Swim +4.
****************
** STATISTICS **
****************
Str 22, Dex 16, Con 16, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +13 (+14 grapple, +18 grapple with bite); CMD 26 (27 vs. grapple)
Feats Diehard (boar aspect only), Power Attack, Reckless Rage, Throw Anything, Toughness, Weapon Focus (claws)
Skills Acrobatics +12, Climb +6, Intimidate +8, Linguistics +1, Perception +12, Survival +12 (+14 when tracking), Swim +6
Languages Common, Druidic, Goblin
SQ hard head, big teeth; impromptu armament; savage bite; shifter claws (cold iron, magic, silver); track +2; wild empathy +2; woodland stride
Combat Gearnecklace of fireballs (type II), potion of barkskin, potion of cure moderate wounds; Other Gear+1 studded leather, armbands of the brawler, cloak of resistance +1, darts (4)
NOTE: Since Monster Codex was released after Advanced Race Guide, I had to make a house rule that the increased size of being an oversized goblin would result in the damage dice of the bite attack from hard head, big teeth and the 1st-level ability of the feral gnasher archetype increasing as well. I also assigned NPC gear for him as if his level were 1 higher than it is, as per the rules for NPC gear in adventures using the fast xp method (which Rise of the Runelords uses).
NOTE #2: While writing this stat block up, I noticed an error in my stats for Gugmut at level 4. Increase his ranged attack bonus for his darts from "+6" to "+7".
Thanks! Though I warn you I'm probaby about as interesting as anyone who has (checks notes) spent the last 10+ years obsessing over errata from a single adventure path could be expected to be.
In addition to the other languages we've added, Aquan (and Auran if you're implementing the changes from the PFRPG1e edition of the Advanced Bestiary), add "Druidic", as well.
In Myriana's 2nd-level druid spells, reduce the DC for chill metal from "DC 17" to "DC 15". As a transmutation spell, it isn't boosted by her Spell Focus (evocation) or Greater Spell Focus (evocation) feats.
(This is a repost of an earlier post because I found an error in my stats, so I'm adding this post so I can change the link in the errata doc.)
Pg. 289 - Variant Ochre Jellies
This partial stat block really isn't doing justice to the full extent of the changes made to these 4 oozes. In addition to the few alterations they mention here to keep in mind when referencing the ochre jelly stats in the first Bestiary, page 287 of this book also mentions additional features that are removed and added. For easy reference, here are the full stats for these creatures with brand new names to better reflect what they are.
Humoral Ooze, Sanguine (northwest pipe):
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense ----- AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities blood; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense ----- Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus blood and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus blood)
----- Statistics ----- Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology ----- Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities ----- Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Blood (Su) A sanguine humoral ooze is composed of alchemical blood, which fills those who touch it with overwhelming joy and mirth. Any creature it hits with its slam attack or that it constricts must make a DC 15 Will save or be affected by hideous laughter for 1d4 rounds. Similarly, any creature that attempts to grapple a sanguine humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save. This is a mind-affecting effect.
Humoral Ooze, Phlegmatic (northeast pipe):
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense ----- AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities phlegm; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense ----- Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus phlegm and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus phlegm)
----- Statistics ----- Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology ----- Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities ----- Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Phlegm (Su) A phlegmatic humoral ooze is composed of alchemical phlegm, which drives those who touch it momentarily insane. Any creature it hits with its slam attack or that it constricts must make a DC 15 Will save or be affected by the confused condition for 1d4 rounds. Similarly, any creature that attempts to grapple a phlegmatic humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save. This is a mind-affecting effect.
Humoral Ooze, Choleric (southwest pipe):
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense ----- AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities choler; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense ----- Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus choler and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus choler)
----- Statistics ----- Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology ----- Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities ----- Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Choler (Ex) A choleric humoral ooze is composed of alchemical yellow bile, which dissolves flesh at an alarming rate. Any creature it hits with its slam attack or that it constricts must make a DC 15 Reflex save or take 6d6 points of acid damage (half on a successful save). This damage is on top of the acid damage from the choleric ooze's acid ability, and follows the same criteria of damaging only flesh. Similarly, any creature that attempts to grapple a choleric humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save.
Humoral Ooze, Melancholic (southeast pipe):
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense ----- AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities melancholy; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense ----- Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus melancholy and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus melancholy)
----- Statistics ----- Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology ----- Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities ----- Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Melancholy (Su) A melancholic humoral ooze is composed of alchemical black bile, which overwhelms those who touch it with paralyzing remorse. Any creature it hits with its slam attack or that it constricts must make a DC 15 Will save or be paralyzed for 1d4 rounds. Similarly, any creature that attempts to grapple a melancholic humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save. This is a mind-affecting effect.
Shadowmist's stats say he's an advanced horse, which according to the first Bestiary means he's a heavy horse, gaining a bite attack and increasing the damage dice for his hooves. The partial stat block should probably indicate this in case it's not obvious to everyone.
Another thing worth bringing up is the horse's docile trait, which I see a lot of players and GMs misinterpret the rules for. To summarize:
* Hooves are normally secondary attacks.
* If a creature ONLY has a secondary attack, it's treated as a primary attack instead.
* Light horses with the docile trait ignore the second point above, meaning their hooves are still treated as secondary attacks UNTIL they become combat trained, at which point they lose the docile trait and their hooves then start following the normal rules, getting treated as primary attacks.
The bolded part above is important when you consider heavy horses with the docile trait (like Shadowmist). Heavy horses have a bite attack, which are normally a primary attack. As long as a creature has at least one primary natural attack, any other secondary natural attacks remain as such unless they have an ability that says otherwise. This means that no matter what, heavy horses like Shadowmist will have hooves that are ALWAYS secondary attacks, even if they become combat trained.
I see a lot of GMs and players think that a heavy combat-trained horse has a bite and two hooves, all primary, when only the bite should be primary. The docile ability doesn't grant a benefit, it bestows a penalty, which is an important distinction to make when you realize that removing it via combat-training just means the horse's attacks go back to following the rules.
So what does docile do then in the case of a heavy horse? It would make the bite attack secondary. Once it's combat-trained, the bite becomes a primary attack and the hooves remain secondary attacks.
We're at a new page to this thread, so for any overwhelmed newcomers checking out this thread that skipped to the last page, here's a link to the master-errata doc for the Anniversary Edition of Rise of the Runelords.
Added a note in the errata about Erylium's pre-fight actions and how they conflict with her Before Combat tactics of becoming invisible. See the errata for full details, but basically GMs will probably want to award Erylium a surprise round so she can cast invisibility on herself like her tactics say without it interfering with the PCs getting to witness her reaction after she creates a sinspawn before the fight starts, as per the paragraph right before her stat block on page 38.
EDIT: and as far as the stat block I posted above in my last post, the only error I've caught (so far) is I should have added a "+2" to the end of that potion of barkskin.
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
Can't seem to leave Big Gogmut alone, so I made a stat block for just one possible version of him if anyone wants to use it in their games:
Big Gogmut:
Big Gogmut
CR 3
800 XP
Male oversized goblin shifter 3/barbarian (feral gnasher) 1
NE Medium humanoid (goblinoid)
************************************************************************
Init +3; Senses darkvision 60 ft.; Perception +9
*************
** DEFENSE **
*************
AC 14, touch 12, flat-footed 11 (+3 Dex, +1 Wis, +2 armor, -2 rage)
hp 47 (4 HD; 1d12+3d10+19)
Fort +9; Ref +7; Will +6
Defensive Abilities defensive instinct
*************
** TACTICS **
*************
Base Statistics When not raging, Gogmut's statistics are AC 16, touch 14, flat-footed 13; hp 39; Fort +7; Will +4; Melee bite +7 (1d8+3), 2 claws +7 (1d4+3); Ranged dart +6 (1d4+3); Str 17, Con 12; CMB +7; Skills Climb +3, Swim +3.
****************
** STATISTICS **
****************
Str 21, Dex 16, Con 16, Int 10, Wis 14, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Diehard (boar aspect only), Power Attack, Toughness
Skills Acrobatics +9, Climb +5, Intimidate +5, Linguistics +1, Perception +9, Survival +9 (+10 when tracking), Swim +5
Languages Common, Druidic, Goblin
SQ hard head, big teeth; savage bite; shifter claws (cold iron, magic, silver); track +1; wild empathy +1; woodland stride
Combat Gearnecklace of fireballs (type I), potion of barkskin, potions of cure light wounds (3); OTHER GEAR: cloak of resistance +1, ioun torch, masterwork studded leather, dart (4), gold spectacle case filled with loose teeth (worth 70 gp), silver boar figurine (worth 10 gp), 18 gp
NOTE: Since Monster Codex was released after Advanced Race Guide, I had to make a house rule that the increased size of being an oversized goblin would result in the damage dice of the bite attack from hard head, big teeth and the 1st-level ability of the feral gnasher archetype increasing as well. I also assigned NPC gear for him as if his level were 1 higher than it is, as per the rules for NPC gear in adventures using the fast xp method (which Rise of the Runelords uses).
Found a fun one: Sobloch, the quasit familiar belonging to Jordimandus (p285 and p289) has its hp listed as 95. This is indeed half of Jordimandus' listed hp of 190. However, Jordimandus' listed hp includes false life. His actual hp is only 175, so Sobloch should only have 87 hp. This mistake could easily have been prevented if stat blocks properly separated actual hp and temporary hp, which I have wanted them to do even before this.
Ah, I see my mistake. I had missed the knowledge planes, likely because they had written it as a single "knowledge (arcana, planes)" and with planes after the linebreak, instead of as 2 separate entries as they usually do (and did do for perform).
I noticed the Perform skills also. Weird stuff.
Also I'm going to go ahead and add the bit about Spell Focus with the SLAs to the errata sheet with a {RULE AMBIGUITY} tag at the beginning.
• HP is listed as 249 (19 HD; 8d10+11d8+158). Like with her daughters, the dice and modifiers appear to be correct, but the average should actually be 251.
• Her agonizing touch ability fails to mention that it can be resisted with a fortitude save (DC 10 + dominant level + cha mod, so DC 28 with her listed stats). Though I suppose this might be a deliberate change, as it's a conversion from an old 3E book. It's only a negligible 1d3 nonlethal damage, not exactly worth the effort of rolling the save at this level.
• Her spell-like abilities don't seem to have taken spell focus and enchantment specialization into account. Increase the following SLA DCs: Suggestion (26->27), Charm Monster (27->28), and Dominate Person (28->30).
• It seems she has 10 unspent skill points. Racial modifiers are definitely included this time, because she can't reach such high bluff and perception without them. It's of course possible they were spent on skills overridden by versatile performance, but surely she would have retrained such skills in the 10000 years she was stuck here?
• Just like the submissives. Yep! Adding to the errata.
• Good catch. My guess though is that this was an intentional change between 3.X and PFRPG. As a comparison, the lamia matriarch can deal 1d4 Wisdom drain on a touch (no save) or 1 point of Wisdom drain on a successful melee weapon attack (Will negates). Like you said, 1d3 nonlethal seems like an afterthought at this level, so no save seems to be the way to go here.
• So you've touched upon something that in all of PFRPG 1E's lifespan was never weighed in on officially. Do feats and abilities that specifically say they affect spells also affect spell-like abilities? The closest thing we ever got that I could find to a ruling was this post by Mark Seifter, and even then he said his words are just his opinion, not an official ruling from Paizo. Based on his description here, only Delhavine's dominate person SLA would have its DC increased by +1 because that spell is specifically called out in the description of the enchantment specialization ability (similar to summon monster SLAs getting to work with Augment Summoning after they got FAQ'd). I'm hesitant to change the errata sheet since there's no official ruling about this topic, not to mention the fact that whether or not SLAs get to work with Spell Focus seems to change depending on who is writing the stat block at Paizo.
• I have skills coming out accurate as written:
* Acrobatics +36 = N/A (versatile performance)
* Bluff +37-8[racial]-13[CHA]-3[class]-1[sin] = 12 ranks
* Diplomacy +36 = N/A (versatile performance)
* Escape Artist +29-6[DEX]-3[class]-1[sin] = 19 ranks
* Fly +36 = N/A (versatile performance)
* Heal +11-2[WIS]-3[class]-1[sin]= 5 ranks
* Intimidate +36-13[CHA]-3[class]-1[sin] = 19 ranks
* Knowledge (arcana) +20-3[INT]-3[bardic]-3[class]-1[sin] = 10 ranks
* Knowledge (planes) +20-3[INT]-3[bardic]-3[class]-1[sin] = 10 ranks
* Perception +33-8[racial]-2[WIS]-3[class]-1[sin] = 19 ranks
* Perform (dance) +36-13[CHA]-3[class]-1[sin] = 19 ranks
* Perform (oratory) +36-13[CHA]-3[class]-1[sin] = 19 ranks
* Sense Motive +36 = N/A (versatile performance)
* Stealth +29-6[DEX]-3[class]-1[sin] = 19 ranks
Some corrections for the alu-demon submissives on page 273:
• Initiative is listed as +3, should be +4 thanks to Mistress Says So (because initiative is an ability check)
• HP is listed as 124 (6d10+5d10+66). The dice and modifiers appear to be correct, but they actually average out to 126.
• CMB is listed as +18 (or as +17 in the errata) but should actually be +19: +11 BAB, +6 from strength, +1 from Mistress Says So, and +1 from the sin bonus.
• Perception should probably be +21, assuming they put the full 11 skill ranks in it. Alu-demons have a +4 racial bonus in perception, and if I leave perception at only +17 then they still have 4 ranks to spare.
• I learn something new everyday! I had no idea initiative rolls were considered ability checks, but some quick research seems to support this (and the 20th-level ability of the empiricist archetype for the investigator basically confirms it!). I'll get it fixed in the sheet. (now I'm wondering if this revelation changes any other corrections I've made...)
• Yep! Adding to the sheet.
• Huh. Looking back at the thread and I'm having a hard time finding WHY we decided CMB should be +17, but you're right. Fixing the sheet.
• Good catch! They 100% forgot about the racial bonus. Adding to the sheet.
I have a question about Azaven, p264. It lists his hp as being 179 (14d6+128), but I have no idea how he's supposed to have that much. Between the FCB (+14), Toughness (+14), and his +4 Cha bonus (+56) he should only have a total of +84. If we assume that this also includes false life with the average 15 hp roll, then that's still only +99. Where did the remaining +29 come from?
All of the Ravenous Crypts of Gluttony have a permanent desecrate effect, and judging from all the undead creatures in this area, they were created within it and so they're getting bonus hit points (+14 hp for Azaven). The other bonuses from desecrate stack with the bonuses all Runeforge occupents get for being in their corresponding sin-area.
However, when it comes to hp, Azaven seems to have DOUBLE the hp bonuses from desecrate (+28 hp), indicating that he achieved lichdom while in a desecrate spell's area that had an alter in the vicinity. Without spelling it out, though, this is speculation.
HOWEVER (again), even if we assume this, his total bonus hp would just be +127, so he's still got 1 extra than he should (maybe it came from a better-than-average false life casting? But that would be a first to alter the standard 5+CL[max +10] hp for that spell that we've seen throughout the adventure).
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
If you want a big goblin, you can just use the "oversized goblin" subrace:
aonprd wrote:
Oversized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, oversized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma.
EXCELLENT POINT! I completely forgot to look in Monster Codex. I'll update the sheet.
Naturally. I was trying to find ways of doing it without applying a template since I liked the idea that his reputation was being exaggerated because of something he can do to himself and then lying about it.
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
Long time no update! I'm adding a note to the master doc detailing where you can find stat blocks for the other goblin heroes that Shalelu Andosana mentions in her exposition dump on page 25. Here it is below (though drop a line if you can help fill in the gap of Big Gogmut).
- Big Gogmut (no stats so far that I can see...)
- Koruvus (found on page 36 of this adventure)
- Vorka (found on page 10 of Pathfinder Module: We Be Goblins!)
- Rendwattle Gutwad (found on page 16 of Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy)
- Ripnugget (found on page 49 of this adventure)
- Bruthazmus (found on page 52 of this adventure)
The Horror Tree's fungus ability is an extraordinary ability (so no magical shenanigans to say it doesn't follow common sense), AND specifically mentions the effect as being "virulent". This leads me to believe this ability should have mentioned it's a disease effect.
Horror Tree appears to be including Vital Strike in its stat block even though it has 2 slam attacks. A standard huge creature does 2d6 for its slam. Horror Tree is 4d6.
I thought I replied to this but I apparently dreamt it.
I see what you mean, but there are a few things about the Horror Tree that makes me have to rule that this wasn't a mistake, that 4d6 is the BASE damage before vital strike (yikes) and by association for the trample damage, as well.
* It has the unique tag. This usually means I have to ignore any wacky stat math because this creature's about to break all the rules, and if it keeps it up I'm going to have to ask for its gun and badge because the mayor is going to have my ass. Granted this more likely has to do with this creature being an undead version of a treant, but still.
* The standard treant deals 2d6 with its slams, true, which is already one size category higher for a Huge creature (typical Huge creatures deal 1d8 with a slam attack). Notice that the Horror Tree is actually Gargantuan, which makes sense because it has 9 extra HD than a typical treant, and based on the rules of monster advancement made it eligible for a free size-increase to Gargantuan. Now, going by the the natural attack chart, if the slam damage also grew to the next size category (Colossal), it would be just 2d8, not 4d6 (and hell, if we instead look at this FAQ, the damage would be 3d6). Again, however, we have to look at that "unique" tag which is reminding me I'm too old for this $#!+, but damn it if it isn't the best cop on the whole damn force.
You pointing out the Horror Tree did make me notice one thing though...
EDIT: To be fair, the presence of the Vital Strike feat does throw all of this into question, so I'll make a note in the document.
EDIT #2: Now that I think of it, if only this creature had the Improved Natural Attack feat, all of this would be explained away. Based on that feat's description, going to Gargantuan and THEN applying that feat would make it a nice, neat 4d6.
It appears that Jordimandus stat block does not include the Runeforge Bonus for being in his wing.
Further, he has too many 0-level spells memorized (has 5, allowed 4). I personally removed prestidigitation as I feel it doesn't fit his character.
You're correct about the runeforge bonuses and I'll get that fixed in the master doc.
As for his cantrips, that's actually the result of a seemingly unwritten rule about Thassilonian spellcasters that we discovered earlier in this thread. It's not mentioned in any published write-up about how Thassilonian wizards work, but literally every single Thassilonian spellcaster in this adventure, including Karzoug, have this extra cantrip. From what we can tell, it's the translation of getting one extra bonus spell slot at all spell levels, and so Jordimandus is getting an extra conjuration cantrip (acid splash).
Does anyone know who Xyoddin's ability scores were calculated? Having trouble attempting to get his 30 Charisma.
Xyoddin is...special, and we may have to treat him that way. We came across a similar issue with the Black Monk back in book 4. The best I can make out is that in the transition from 3.5 original RotR to PFRPG anniversary edition RotR, they artificially pumped up his Cha to make up for the fact that he no longer uses d12s for HD, but if that's the case it's an OBSCENE over correction, considering his hp in that original adventure was only 93 compared to the corrected 252 here.
Unless point-buy is specifically stated to be used, I have to assume the 15/14/13/12/10/8 array was used (we can't use the monsters-with-stats bonuses, since at his core he's just a human with some templates). So taking into account the bonuses and penalties to his stats from his two templates, his bonuses for being Azlanti, and assuming they stuck his +4 Con from the ravenous template into Cha instead (which would technically be a house rule but would make sense arguably in a RAI way), I have these final stats that come the closest to matching what's written in the stat block:
So Int takes a hit, but obviously CHA is the biggest loser. Even if we try to correct it by saying he drinks a potion of eagle's splendor in his before combat tactics, it doesn't come close to matching what's in the book. I'll try to come up with corrected stats later, but in the meantime it may be prudent to slap a "unique" tag at the top of his stat block next to his sex/race/creature line.
I'm a Thassilonian necromancer, so I get an extra raise thread for that spell level if I want.
Pg. 39 - Ulla Jarnrygg stat block
Annis hags are a creature that originally appeared in the now-obsolete Bonus Bestiary, a book made during a time when Pathfinder 1E's rules weren't fully finalized. The rend damage didn't follow the rules for rend as we know them now, and that issue has shown up from time to time whenever an annis hag gets printed.
Ulla's rend damage should be "1d6+12".
As an example, the annis hag was one of the example creatures used for the boreal template on page 56 of Campaign Setting: Irrisen, Land of Eternal Winter, and the rend damage was calculated correctly there.
The tactics mention using the Snatch feat, but they don't have it, and cannot take it (cannot fulfill prerequisites).
So I just noticed that this monster also has a random +4 to CMB rolls made to grapple on its stat block on page 411, which is usually an indicator of having the grab universal monster ability, but alas it's missing it. I have a feeling this was an oversight, however, and its talon damage should actually read as "(1d4+5 plus grab)". Other than the random +4 grapple bonus and the tactics mentioned above on page 326, the biggest indicator that this was the designer's intent and it was an oversight to leave it off is that this creature's 3.5 version had a special ability called improved grab, which worked kind of like rend except rather than dealing extra damage when both talons hit, it granted them a special grapple option and also granted a +4 bonus to grapple attempts similar to how grab does now.
It's also important to remember that grab works on creatures the same size as the creature attempting the grapple. This can be easy to forget or overlook because it was originally written in the first Bestiary that creatures could only grab other creatures at least one size-category smaller than themselves, but this was changed in a later errata to the Bestiary. Depending on where you look, you might get wrong information if it's a first-printing Bestiary or, unfortunately, a copy of Bestiary 4 where the old incorrect version of this ability was copy/pasted in by mistake.
Per the rules for drag combat maneuvers introduced in the Advanced Player's Guide, the warmonger devil's stability ability should mention it also grants its +4 bonus to CMD vs. drag attempts, also.
The covetous aura spell received an update via a reprinting in Rise of the Runelords: Anniversary Edition. In addition to removing bards and skalds from those able to cast it and adding witches as having access to it, it also updated the mechanics to say it no longer ends once it "steals" a spell. Instead, the duration simply is reduced by a number of rounds equal to the spell level of the spell that was taken.
This makes the last sentence of the first paragraph in the description of the mythic version of the spell obsolete, which says it can gain the effects of two separate spells before the aura ends. A GM would either need to ignore this last sentence all together, or replace it with a mechanic that still allows the mythic version to do something in the spirit of this effect, such as a rule that says the mythic covetous aura spell's duration extends for 1 additional round beyond when it would otherwise have ended, to at least allow an opportunity to gain one new spell effect.
Assuming you are referring to the 1E book Fey Revisited which was published in 2013. Combine its age with the focus on 2E and you are not going to see any errata incorporated in this book. It is highly unlikely it will be reprinted whenever the existing stock is exhausted. In fact, they have cut the price by 50% presumably because they have so many laying around and they want to clear it out.
Now that the Campaign Setting product line has been replaced with the Lost Omens product line, commentary regarding the 1E products can look very odd. At first glace it appeared your comments were relating to recent material published in a Lost Omens book. When I originally skimmed over your post, I was going to correct your assertion that druids must be neutral, but that is a 2E thing so I had to rewrite this commentary.
Good luck
I'm aware. This isn't to get the attention of any developer to make corrections or release another printing of a 1e book, I create these FAQ/Errata threads specifically for people like me who want to update their old books and would benefit with having one place to look for all potential corrections that they'll need to add in themselves.