NathanE |
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I have been waiting for this for quite a while, having played it through last year (and being the only PC to survive!). Picked it up a couple of days ago and looks great! I really like the layout.
Koruvus (p36) He has three arms and three weapons, but only using two-handed fighting as a feat instead of multiweapon fighting. So he gets only two attacks per round instead of all three? At any rate, his attacks should be longsword +4 (+2 BAB, +3 STR, +1 magic weapon, -2 multi), silver dagger +3 (+2 BAB, +3 STR, -2 multi), handaxe +4 (+2 BAB, +3STR, +1 masterwork, -2 multi). His stat block shows an attack modifier of +3 for the handaxe.
Gogmurt (p44) The spell flame blade creates a scimitar of fire that does fixed amount of damage. The attack bonus is correct (+3 BAB, -1 STR, +1 size), but the damage should read "1d8+2 OF fire", not "plus fire".
Warchief Ripnugget (p49) His short sword attack bonus is normally +9 (+5 BAB, +1 STR, +1 size, +1 magic weapon, +1 weapon focus) not +10 as stated, with damage of 1d4+4 (+1 STR, +1 magic weapon, +2 weapon spec) not 1d4+5 as stated. Of course Inspire Courage would account for the extra +1 to attack and damage, but this is not indicated as already being included in the stat block. This is not an errata per se, but the During Combat section could at least mention that her bardic perfomance enhancements were already included in Ripnugget's stat block.
Bruthazmus (p52) His gear shows a normal masterwork comp longbow, but his offense stats state he does 1d8+4 damage with his bow. His gear should indicate that his is a bow built for strength +4.
Nualia (pp61-62) The during combat section states that Fury of the Abyss, Divine Favour, Cat's Grace, Bull's Strength, and Shield of Faith bonuses are all included in her stat block. I disagree.
Her bastard sword when used two-handed has an attack bonus of +11 (+5 BAB, +3 STR, +1 magic weapon, +1 luck divine favour, +1 weapon focus). Her stat block states +10.
Her bastard sword when used two-handed does 1d10+8 damage (+4 STR-2H, +1 luck divine favour, +2 fury of abyss, +1 magic weapon). Her stat block states 1d10+4. Also, there should be another +2 damage with ferocious strike.
I would love to know if there is something I am missing! I am by no means a professional player or gamemaster and I am positive that the good folk at Paizo and here on the forums know more than I do about the rules.
HangarFlying |
As far as Koruvus is concerned, I do believe the multi-weapon fighting feat would/should replace two-weapon fighting because he now has three arms; so, yes three attacks are correct. I do agree with you that his mwk handle should have an attack of +4.
As far as Nualia is concerned, the stats only include the stuff prepped "before combat", it doesn't include anything in the "during combat" section. Also, the stats have her wielding the bastard sword one handed and she makes a second attack with her free claw-hand, though I do believe her damage with the bastard sword should be 1d10+6 (+3 STR, +1 magic sword, +2 Fury of the Abyss); the +2 for the Ferocious strike is not included.
Good finds! I've been debating how to make the stat blocks convenient and I'm leaning towards writing them out on index cards. I'll have to include this info!
BobROE RPG Superstar 2013 Top 32 |
Page 125, refers to the list of “Sihedron Sacrifices”, I can't find that listed in any characters gear or treasure, but I assume X has it.
Page 254, the description of the Runeforge room and the map don't match up. The description text makes the room twice as large.
Page 259, the Ravenous Crypt map doesn't have the same style effects applied to it as all the other maps in the book, and doesn't have the sin symbol on it, unlike the other maps in the chapter.
NathanE |
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As far as Nualia is concerned, the stats only include the stuff prepped "before combat", it doesn't include anything in the "during combat" section. Also, the stats have her wielding the bastard sword one handed and she makes a second attack with her free claw-hand, though I do believe her damage with the bastard sword should be 1d10+6 (+3 STR, +1 magic sword, +2 Fury of the Abyss); the +2 for the Ferocious strike is not included.
I have never been able to figure out how natural weapons + metal weapons work in combination so I tend to shy away from using them. Nualia's before combat buff also includes a Divine Favour, which adds another +1 to attack and damage.
Index cards work. Combat-related on the front, other things on the back. Write out different feat effects on attack/damage rolls as separate lines for E-Z Reference.
So far I have only read through the first chapter. Still a few chapters to go, and the characters in them are only going to get more complex stat-wise.
HangarFlying |
HangarFlying wrote:As far as Nualia is concerned, the stats only include the stuff prepped "before combat", it doesn't include anything in the "during combat" section. Also, the stats have her wielding the bastard sword one handed and she makes a second attack with her free claw-hand, though I do believe her damage with the bastard sword should be 1d10+6 (+3 STR, +1 magic sword, +2 Fury of the Abyss); the +2 for the Ferocious strike is not included.I have never been able to figure out how natural weapons + metal weapons work in combination so I tend to shy away from using them. Nualia's before combat buff also includes a Divine Favour, which adds another +1 to attack and damage.
Index cards work. Combat-related on the front, other things on the back. Write out different feat effects on attack/damage rolls as separate lines for E-Z Reference.
So far I have only read through the first chapter. Still a few chapters to go, and the characters in them are only going to get more complex stat-wise.
Regarding Devine Favor, it is not a before combat buff, it is a during combat buff that the DM has to add in IF the PCs give her a chance to add it in. The During Combat section is her script if "things go according to plan", but Paizo doesn't assume that the PCs are going to follow Nualia's plan. ;-)
Regarding the claw, if a creature makes an attack with a natural weapon in the same round as a manufactured weapon, the natural weapon has a "-5" penalty added to the attack bonus for that natural weapon (and the damage only adds half-strength). Refer to page 301-302 in the Bestiary for more information. Now, if you want her to fight with the bastard sword two-handed, add in the extra "+1" to Atack and Damage. That might be cool actually: one round she's going all cray-cray with her sword and claw, the the next round she grabs her sword with both hands to deliver a devastating blow!
Thanks for the heads up on the cards!
NathanE |
Nualia is unable to cast Cat's Grace, as it is not a spell on her spell list. This can be easily rectified by giving her a Potion of Cat's Grace, but now there is a 2nd Level Spell slot open that needs to be filled.
Nor Fox's Cunning, apparently. I had never noticed that about clerics before!
Derek Vande Brake |
The Skinsaw cultists have a feat they neither qualify for nor can make use of if they did (Selective Channeling).
Maybe they had a higher Charisma when they took the feat, and then had it drained? :D
I think I found one, glancing through: page 314. I could be wrong, I don't deal with ghosts much, but the listing for the ghost seems to include armor that is on the corpse. The armor isn't ghost touch, and even if it were the ghost itself isn't wearing it, so should it be getting the armor bonus from it?
Ninjaiguana |
I think I found one, glancing through: page 314. I could be wrong, I don't deal with ghosts much, but the listing for the ghost seems to include armor that is on the corpse. The armor isn't ghost touch, and even if it were the ghost itself isn't wearing it, so should it be getting the armor bonus from it?
Ghosts can use gear on their corpse when they died as quoted below.
However, it should need the armour to be ghost touch, so it fails for that reason.When a ghost is created, it retains incorporeal “copies” of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality.
The original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use).
HangarFlying |
Tsuto Kaijitsu (page 31): I'm having trouble getting his skills into Hero Lab. Specifically the Disable Device skill (and to some extent the perform (wind) skill.
To start, as a half-elf, he is allowed two favored classes (rogue and monk); in order to make his hp work out, only two of his levels are +1 hit points, the other two levels are +1 skill points.
Accordingly, he should have 30 skill points available to spend. All of his skills except Disable Device and Perform (wind) are good with 4 ranks in each. Regarding the Perform skill, it works if I only put in 2 ranks and do not have the mwk flute selected (if I do, it becomes a +6). I can make the Disable Device work IF I only put in one rank and DO NOT select the mwk thieves tools (if I do it becomes a +13). But this leaves me with 3 skill points left over.
HangarFlying |
Koruvus (page 36): Koruvus has been briefly discussed, but there are a few things to add to the conversation.
I calculate his attacks to be:
+1 longsword +4 (1d8+4/19-20), mwk handaxe +4 (1d6+1/x3), silver dagger +3 (1d4/19-20)
He has 3 feat slots available (1 standard, 2 fighter). His current feat selection has 2 standard feats and only 1 fighter feat.
HangarFlying |
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Warchief Ripnugget (p49) His short sword attack bonus is normally +9 (+5 BAB, +1 STR, +1 size, +1 magic weapon, +1 weapon focus) not +10 as stated, with damage of 1d4+4 (+1 STR, +1 magic weapon, +2 weapon spec) not 1d4+5 as stated. Of course Inspire Courage would account for the extra +1 to attack and damage, but this is not indicated as already being included in the stat block. This is not an errata per se, but the During Combat section could at least mention that her bardic perfomance enhancements were already included in Ripnugget's stat block.
Having put Ripnugget into Hero Lab, his attack bonus and damage listed in the book are correct. You forgot to include the +1 weapons training for light blades in your calculations.
James Jacobs Creative Director |
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Derek Vande Brake wrote:I think I found one, glancing through: page 314. I could be wrong, I don't deal with ghosts much, but the listing for the ghost seems to include armor that is on the corpse. The armor isn't ghost touch, and even if it were the ghost itself isn't wearing it, so should it be getting the armor bonus from it?Ghosts can use gear on their corpse when they died as quoted below.
However, it should need the armour to be ghost touch, so it fails for that reason.When a ghost is created, it retains incorporeal “copies” of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality.
The original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use).
That's a bit confusing...
If a ghost dies with its armor and/or weapons, it can still use those as a ghost as long as the remains stick with the corpse. A ghost can use other weapons, shields, or armor it finds AFTER it becomes a ghost only if they have the ghost touch quality.
Either that, or just go ahead and give that suit of armor the ghost touch quality. Both solutions work.
James Jacobs Creative Director |
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Caizarlu Zerren (page 82): he is listed with too many spells memorized: those that are listed as (2) should only be memorized once (or, dump another spell so they can be memorized twice). In his treasure, he has listed "4 gp, 14 gp". I think it is supposed to be "4 gp, 14 sp".
Caizarlu is actually a Thassilonian specialist, and as such gets extra necromancy spells. We weren't nearly as clear about that as we should have been, though, in his stat block.
And yeah... should be 14 sp at the end of his stat block.
HangarFlying |
The Skinsaw Man (page 107): in deconstructing The Skinsaw Man to get stats for Aldern Foxglove, I have a question about his base stats.
Being a ghast added a +7 to STR, +9 to DEX, +7 to INT, +8 to WIS, and +8 to CHA. He was built with the Heroic Array: STR 12, DEX 13, CON 14, INT 8, WIS 10, CHA 15. His +2 bonus for being human was apparently put in INT, and his +1 bonus for HD was put into CHA. According to all these modifiers, he should have an INT of 17, not 18. Where did the extra bonus come from?
Also, since he's using the heroic array, theoretically that would mean that his first level would be Rogue, which would mean that his hp is 94 instead of 90.
EDIT: buuuuuuuut, considering he's "unique", I suppose we can chalk all these differences to that and just roll with it!
Kvantum |
James Jacobs wrote:AH HA! That makes sense! Thanks!Caizarlu is actually a Thassilonian specialist, and as such gets extra necromancy spells. We weren't nearly as clear about that as we should have been, though, in his stat block.
And yeah... should be 14 sp at the end of his stat block.
Keep that in mind for just about every Thassilonian mage throughout the adventure. It's not clearly called out in most (any?) stat blocks that I've seen thusfar.
HangarFlying |
Mammy Graul (page 137-138): it appears as though the DCs for her necromancy spells do not include her spell focus and greater spell focus feats.
I calculate her hp to be 88 (including 10 hp from false life and 3 hp from her familiar); I'm not sure where the other 3 hp are coming from.
Depending on if the skills are calculated with Blub-Blug in arms reach or not, she has either 6 or 2 extra skill points to be spent.
HangarFlying |
Chuckles & Drooler (page 139): CON should be 19 instead of 20 (according to pg 296 of the Bestiary, when adding racial HD, a creature does not add 1 to one of its ability scores until it is increased by 4 HD above what it started with. Since only 3 HD are added, it should not have the +1 added to CON). Coincidentally, the hp should now be 34, and the FORT save should be +8.
It does not qualify for the Improved Natural Attack (Bite) feat, so it should be noted that it is a bonus feat.
Assuming the these creatures were created by adding the advanced template and increasing the size to medium (and assuming there weren't any other factors going into the creation process), the AC should be 17 due to +2 natural armor.
HangarFlying |
Vale Temros (page 143): he has 4 unspent skill points. He does not qualify for the Double Strike feat.
Regarding his melee attack, I wonder if there is a better way to display those entries for characters doing two-weapon fighting. As it currently is displayed, the -2 has been applied, but it makes it look like he gets four attacks as opposed to three. Additionally, there is no off-hand damage penalty. I realize that it's impossible to put every single attack combination in the stat block, but I think it would be more beneficial to put in the most likely combination that the character would use.
So, in this case maybe his melee entry would look like:
+1 battleaxe +10/+5 (1d8+7/x3), +1 handaxe +10 (1d6+3/x3)
This way, if the character were to only make a single attack in a round, the GM can look at his melee line and see that the battleaxe is most likely the character's choice for a single attack (being the first). The only mental math the GM would only have to add a +2 for the single attack. My .02 CP.
HangarFlying |
Jaagrath Kreeg (page 154-155): he should only have DR 1/-.
He doesn't have any javelins listed in his equipment (he has a javelin ranged attack).
His CON (when raging) is 23 - he doesn't have enough class levels to qualify for a second +1 to abilities. Consequently, his hp is 147 (when raging), his FORT save is +15, and he can only rage for 20 rounds.
His renewed vigor rage power should be 1d8+6 hp.
When building his ability scores and adding in the +4, +4, +2, +2, 0, -2, the '-2' modifier wasn't added in. (I think applying this to CHA is probably the best, as it will only change his Intimidate skill to +18).
His reduced speed (due to wearing Hide Armor) should be 35 ft.
HangarFlying |
Thanks, Twigs. It was sometime after I posted Dorella that Paizo's site went down. I kept on working and got stumped working on a template for The Black Monk (which I think I might just have to skip - or at least, fudge). I'll post the differences I noticed between Dorella and TBM hopefully in a few days when I get some time.
EDIT: Suffice it to say, I'd say about 90% of the errors I'm getting have to do with skill points (usually there are 3 or 4 left over). For the most part, the errors I'm finding won't affect play in any way (especially if the skill points are thrown into throw-away skills that won't affect anything). There are a handful though, that could have an effect: usually it has to do with HD and the adding of an ability point it's not supposed to get, and not having it affects every other part of it's build. In the grand scheme of life, it probably doesn't matter (because they're supposed to DIE anyways!) but what else am I supposed to do when I'm sitting in a hotel room for five days?
Ninjaiguana |
Justice Ironbriar (page 117):
Also, since the text mentions that he dons the reaper's mask prior to combat, his CHA should therefore be 12, and he will be unable to use his Selective Channeling feat while wearing it.
This is incorrect. Ability damage does not lower the affected ability score; instead, every 2 points of ability damage applies a -1 penalty to all calculations regarding that ability score (and -lvl hp for Con). As such, no amount of ability damage can cause a character to lose access to their feats (assuming they qualify for them prior to the ability damage). Ability drain, on the other hand, actually reduces the ability score and can cause a character to lose access to feats that require an ability score above a certain figure.
In essence, the skinsaw masks apply no penalty by themselves; at least 1 more point of ability damage must be done from another source before any penalty is applied.
'For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.'
'Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy.'
'Ability Drain: Ability drain actually reduces the relevant ability score.[...]'
Dom C |
Lokansir - template doesn't seem to have been applied by the book, and I'm not super strong in doing this kind of troubleshooting so I'd appreciate some critique here. Here's what I think is going on...
Assuming it's an error:
- 4HD instead of +10HD from template
- BAB should be +13
- Rock Throwing should be 150ft with 2d8 dmg per rock, not 120ft / 2d6 (increases existing from base Hill Giant).
- Not proficient with Greatclub; cannot take Weapon Focus/Imp. Crit. with non-proficient weapon
If it's a conversion:
- Staggering Critical pre-req is 13 BAB - not eligible
- Rock Throwing should be 150ft with 2d8 dmg per rock, not 120ft / 2d6 (increases existing from base Hill Giant).
- Not proficient with Greatclub; cannot take Weapon Focus/Imp. Crit. with non-proficient weapon
- Too many feats (should have 7 if only +4 HD, not 10)
I am also pretty sure the available skill ranks would be 20 (10 for the giant, 10 for the template), which would allow for Climb to be +21 and Perception to be +19 after skill focus...
Thoughts?
Blayde MacRonan |
Lokansir - template doesn't seem to have been applied by the book, and I'm not super strong in doing this kind of troubleshooting so I'd appreciate some critique here. Here's what I think is going on...
Assuming it's an error:
- 4HD instead of +10HD from template
- BAB should be +13
- Rock Throwing should be 150ft with 2d8 dmg per rock, not 120ft / 2d6 (increases existing from base Hill Giant).
- Not proficient with Greatclub; cannot take Weapon Focus/Imp. Crit. with non-proficient weaponIf it's a conversion:
- Staggering Critical pre-req is 13 BAB - not eligible
- Rock Throwing should be 150ft with 2d8 dmg per rock, not 120ft / 2d6 (increases existing from base Hill Giant).
- Not proficient with Greatclub; cannot take Weapon Focus/Imp. Crit. with non-proficient weapon
- Too many feats (should have 7 if only +4 HD, not 10)I am also pretty sure the available skill ranks would be 20 (10 for the giant, 10 for the template), which would allow for Climb to be +21 and Perception to be +19 after skill focus...
Thoughts?
Actually as far as the greatclub is concerned, all hill giants have the martial weapon proficiency. It's just not listed amongst Lokansir's feats. A Pathfinder hill giant has 10 HD (compared to the 3.5 hill giant's 12), not 4. Jotunblood template adds another 10 HD. So his HD total should be 20, not 14. This would make his BAB +15 (CMB +28 [+30 to bull rush], CMD 36 [38 vs. bull rush]), his Melee +27/+22/+17 (3d8+19/19-20), his saves should be Fort +18, Ref +4, and Will +8 (+6 base, +0 Wis, +2 Iron Will). Based on this, he's missing 63 hit points (27 due to him missing 6 HD and 36 due to his Con modifier), 3 feats, 6 skill points (2+Int mod [minimum of 1], his spell resistance should only be 19 (8+CR), his natural armor should be +16 and has another 2 points to add to his stats. And he's still technically CR 11. Since the original was 22 HD and looks to have the full template thrown on, I'm thinking this version has been altered to make him a little more bearable for weakened parties to deal with. Not necessarily a bad thing, but frustrating to deal with (and figure out) when crunching the numbers.
DracoDruid |
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Am I the only one who thinks that goblins should be automatically proficient with the dogslicer?
Or at least treat it like a shortsword, since it basically is?
This would mean that the Warchanter would have a free feat for "Weapon Finesse" or "Agile Maneuvers" for example.
At least, that's what I am gonna do...
John Mangrum |
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It's a tiny little blip related to the timeline rather than rules, but on page 27, it says that Tsuto struck Ameiko in 4705 AR (an event which resulted in Tsuto leaving Sandpoint and Ameiko running away for a year). Elsewhere in the book (and also in Jade Regent, I believe), it's made clear that this event took place in 4702 AR, shortly before the Late Unpleasantness.
Yes, yes, I know--it's quite the earth-shattering revelation.