Classic Horrors Revisited Errata / GM Reference


Lost Omens Products


From the product thread:

Sean K Reynolds wrote:
Paul Watson wrote:
Where are the Derro Magic and Derro Magister feats in the Example Derro detailed? I can't find them in the book itself, or in the Bestiary. It's fairly clear what Derro Magic does, but I'm at a loss for Magister.

Argh, we had to cut them for space, and I thought we caught all the references, including the changes to her stat block... but we left the feat names in her listing. :/

Here's what they're supposed to do:

DERRO MAGIC
You have developed additional spell-like abilities from your unusual reaction to brain mold.
Prerequisite: Derro Magister, derro, Cha 20.
Benefit: Your caster level for all your derro spell-like abilities is equal to your total HD. You gain the following spell-like abilities.
At will—levitate.
1/day—deeper slumber, modify memory.

DERRO MAGISTER
You are particularly affected by the consumption of brain mold, granting enhanced resistance to magic and an intuitive understanding of vivisection.
Prerequisite: Derro, Cha 20.
Benefit: Your spell resistance increases by 5. You gain a +4 racial bonus on all Heal checks.

(This is the information asked about in the *Derro Magister* thread on this forum, too.)


P. 54

Pathfinder Chronicles, Campaign Setting, Absalom wrote:
...The Starstone itself rests in a massive cathedral perched atop a pillar of rock surrounded by a seemingly bottomless pit. Three bridges cross this expanse, one for each of the Ascendant's faithful. A fourth bridge, corresponding to Aroden and maintained by his aging clergy, crumbled when an earthquake rocked the city a decade ago and has not been repaired...
P. 76
Pathfinder Chronicles, Campaign Setting, Geb wrote:
...In 3890, Geb took as his Harlot Queen the former warrior-goddess Arazni, Herald of Aroden, who was slain by the Whispering Tyrant Tar-Baphon during the Shining Crusade. Geb stole her corpse from the Knights of Ozem in Lastwall, reanimated her as a lich, and enthroned her in Mechitar, where she has reigned alongside Geb for the last 8 centuries...
P. 77
Pathfinder Chronicles, Campaign Setting, Geb wrote:
...The ghost of the immortal necromancer Geb rules the undead dictatorship that bears his name. He rarely manifests before his people these days, trusting the governance of his kingdom to the debased lich Arazni, the Harlot Queen of Geb...
P. 43-44
Classic Horrors Revisited, Mummy wrote:
...The Harlot Queen: This creature is the only known mummy created from the remains of a goddess. In life she was Arazni, warrior-herald of Aroden, who ascended when she passed the test of the Starstone. The Whispering Tyrant killed her during the Shining Crusade, and though her allies the Knights of Ozem buried her with full honors, the necromancer-ghost Geb stole her remains and animated her as a mummy, believing her the only creature worthy to rule beside him...

Help! First, Classic Horrors Revisited asserts that Arazni had taken the test of the Starstone (and isn't it usual Paizo practice to give 'test' in this context a capital letter for 'Test'?) when all the references which I can find in the Campaign Setting and Guide to Absalom indicate that Aroden, Norgorber, Cayden Cailean, and Iomedae are the only ones who have achieved divinity by this route (and the number of bridges in Ascendant Court to the Cathedral seems to back this up); second, Classic Horrors revisited asserts that Arazni was animated as a mummy, when again the Campaign Setting (and indeed the Arazni entry on P. 53 of Gods and Magic) seem to indicate that she was animated as a lich.

What's going on here, please? As far as I know the Campaign Setting is supposed to trump other products.
(I will copy and paste this post to the Campaign Setting thread and copy any official response there back to this thread.)

Paizo Employee Creative Director

As I mentioned int he other thread, there's some unfortunate errors going on in here.

Arazni is a lich, and never took the test of the Starstone.


Thanks for clarifying. :)


I have a quick question -- is there any official information anywhere on the 'alternate' spell lists given for hag covens from page 37? Should we just use the listed spells inm place of the normal listing given in the Bestiary?

And thanks for the info on the Derro feats.

Paizo Employee Creative Director

Eric Hinkle wrote:
I have a quick question -- is there any official information anywhere on the 'alternate' spell lists given for hag covens from page 37? Should we just use the listed spells inm place of the normal listing given in the Bestiary?

The alternate spell-like ability lists are intended to be suggestions for GMs who want to add or change the standard spells granted by a coven. Pick and choose as you wish.


James Jacobs wrote:
Eric Hinkle wrote:
I have a quick question -- is there any official information anywhere on the 'alternate' spell lists given for hag covens from page 37? Should we just use the listed spells inm place of the normal listing given in the Bestiary?
The alternate spell-like ability lists are intended to be suggestions for GMs who want to add or change the standard spells granted by a coven. Pick and choose as you wish.

Okay, thanks. I do kinda wish there'd been more about hags (the two "Ecology of" articles from DRAGON by F. Wesley Schneider were among my favorites), but this was still an exceedingly good book.

Dark Archive

Heh, I really love this book... I've already used several zombie and skeleton variants in my game! :)

More templates/variant abilities, please!

Grand Lodge

<Raise thread>

Quick question. I noticed that the skeleton variant Acid Skeleton appears to follow the burning skeleton variant in terms of flavor and function, it simply is acid-themed instead of fire-themed. The text further mentions electric skeletons and frost skeletons in the same style, filling out all the energy-types (besides sonic, of course).

The text, however, mentions nothing about the fire skeleton's fiery aura or fiery death abilities being re-flavored and used with these variant skeletons, and I was wondering if it was intended to or not. Was the acid skeleton supposed to have caustic aura and caustic death abilities that were cut to save word-space? The CR increases between the two variants is the same.

Sovereign Court Developer

Strife2002 wrote:

<Raise thread>

Quick question. I noticed that the skeleton variant Acid Skeleton appears to follow the burning skeleton variant in terms of flavor and function, it simply is acid-themed instead of fire-themed. The text further mentions electric skeletons and frost skeletons in the same style, filling out all the energy-types (besides sonic, of course).

The text, however, mentions nothing about the fire skeleton's fiery aura or fiery death abilities being re-flavored and used with these variant skeletons, and I was wondering if it was intended to or not. Was the acid skeleton supposed to have caustic aura and caustic death abilities that were cut to save word-space? The CR increases between the two variants is the same.

Yeah, acid (and electric and frost) skeletons should get thematic equivalents of the burning skeleton's abilities. Likely the full explanation was cut due to space, but we've since published versions of these skeletons with those same thematic abilities (most recently in Pathfinder #67).

Grand Lodge

Good to know. I don't have #67 in front of me so I'm uncertain, but do acid and electric skeletons have some sort of energy vulnerability? Burning, and I assume frost, gain vulnerability to their opposed energy, but I'm not sure how that would translate to acid and electric. Do they simply have their energy immunity changed and that's it?

Sovereign Court Developer

1 person marked this as a favorite.

Correct. There is no "opposite" energy to acid and electricity, so acid and electric skeletons have no energy vulnerabilities.


What is the impact on HD of the skeleton/zombie when applying multiple variant types?

There have been various threads on this topic, but can't see any devs commenting on it.

My thoughts were that it would run like this:

At Cleric level 10, Morte the Undead Lord can create a 10 HD companion, or a 5 HD companion with 1 template/variant.

Ex. No template = 10HD max

1 template = 5HD max

2 templates = 3HD max

etc


Still not sure how a burning skeleton is listed as CR 1/2 in #67...well, the colder cousin at least.

Contributor

Noh Masuku wrote:
Still not sure how a burning skeleton is listed as CR 1/2 in #67...well, the colder cousin at least.

The most basic skeleton, one with only 1 HD, is CR 1/3. A burning/corroding/freezing/shocking skeleton is +1 CR. This moves the CR up one step from 1/3 to 1/2.


HA! Well thanks for explaining the logic there, but in this instance considering how much more deadly that makes the creature in actuality it seems almost meaningless, don't you think?

Grand Lodge

<Raise thread> again

Pg. 44 - Variant mummy rot diseases

Not calling out an error, just pointing out an update that these variant mummy rot diseases received in Mummy's Mask: Shifting Sands, in case others like myself find this thread via Google or the search function, trying to update their books with current information.

The 4 listed diseases are explained here, but only swamp crumble mentioned mechanical changes. As of Shifting Sands, however, these diseases do the following:

Corpse Chills: In addition to the normal mummy rot damage, this disease also bestows vulnerability to cold, but also grants fire resist 10. Immunity to cold prevents and suppresses corpse chills, but doesn't cure the disease if it has already been contracted.

Grave Ichor: This disease deals 1d4 points of Dex, Con, and Cha damage. The looser skin caused by this disease grants the victim a +4 bonus to CMD against grappling.

Phantom Infestation: In addition to the normal mummy rot damage, this disease also imposes a -2 penalty on all ability and skill checks.

Swamp Crumble: Just like Classic Horrors Revisted says, this disease causes 1d3 Dex, Con, and Cha damage, but it also causes bludgeoning weapons and effects to deal 1 additional point of damage per die against those afflicted with it.

Grand Lodge

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.

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