Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Grand Lodge

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.

RotR:AE Errata document


So, I'm prepping for the session tomorrow, but I realized something when looking at the errata document that doesn't add up for me.

Bear in mind, my downloaded copy of the document was revised 09-28-18.

It says that in Galenmir's stat-block, his melee attack line didn't factor in Weapon Focus (Heavy Pick) and should be "+25/+20/+15". And there was a reminder that Power Attack had already been factored into the damage; the Tactics block says Power Attack was already factored in, so I can assume that was also the attack modifiers.

However, my math isn't adding up:

BAB: +13
STR of 32: +11 to hit
Weapon Focus: +1
Weapon Enhancement: +3 to hit

Sub-Total: +28 to hit

Power Attack with a BAB of 13: -4 for +8

Total: +24/+19/+14 to hit

Edit (7 minutes later): Nevermind, I'm a freaking idiot! I _always_ overlook the size modifiers!!! :/


But large size is a -1 to hit.


Java Man wrote:

But large size is a -1 to hit.

...That's right. So... what's up with Galenmir's melee full attack, then?

Shouldn't it be +23/+18/+13 because of the above math and him being Large?

------

In any case, my group didn't fight him. I interpreted the description of his attitude as "N, leaning towards LN" and started civilly talking to the party when he found them and Conna in the old shrine. It started with asking the names of the ones who thought to sneak in (along with some advice about how to not cause a fuss when sneaking into an enemy base) and the party managed some impressive Diplomacy into a duel.


Page 336. Mountain Roper

I'm not sure if it's intentional but the roper should have 6 strands attack not only one


Fair Strides wrote:
Java Man wrote:

But large size is a -1 to hit.

...That's right. So... what's up with Galenmir's melee full attack, then?

Shouldn't it be +23/+18/+13 because of the above math and him being Large?

------

In any case, my group didn't fight him. I interpreted the description of his attitude as "N, leaning towards LN" and started civilly talking to the party when he found them and Conna in the old shrine. It started with asking the names of the ones who thought to sneak in (along with some advice about how to not cause a fuss when sneaking into an enemy base) and the party managed some impressive Diplomacy into a duel.

I'm afb at the moment, but have a vague memory of some potions he is assumed to have used, heroism maybe?


A bit of background, I've been running this for my tabletop group and we're just coming up to the last few parts of Book 2. I was looking at Xanesha with an eye to giving her an extra rogue level (which I may or may not do; arguably it's her abundance of gear that pushes her to CR 9, not her solitary rogue level, since rogue is a class she ought to get at a ratio of 2 levels = 1 CR based on her monster role) and as a part of this I was looking at her skill ranks, unfortunately I can't quite get them to add up and I was wondering if someone could point me to where I'm going wrong?

By my reckoning, Xanesha has used her favoured class bonus from her level of rogue to pick up an extra hit point rather than an extra skill rank, so her skill points with her Int modifier of +4 ought to be:
Monstrous humanoid racial HD: 12 * (4 + 4) = 96
Rogue level: 1 * (8+4) = 12
For a total of 108 skill ranks, which she then invests in her skills as follows; note that in every case where she has ranks in a monstrous humanoid class skill, it's also a rogue class skill, so I've not bothered differentiating between the two:

Acrobatics +23 (+7 Dex mod, +3 class skill, +4 racial modifier, +9 ranks)
Bluff +23 (+7 Cha mod, +3 class skill, +4 racial modifier, +9 ranks)
Climb +29 (+5 Str mod, +3 class skill, +8 climb speed, +13 ranks)
Diplomacy +14 (+7 Cha modifier, +3 class skill, +4 ranks)
Knowledge (arcana) +17 (+4 Int modifier, +13 ranks)
Knowledge (local) +20 (+4 Int modifier, +3 class skill, +13 ranks)
Sense motive +18 (+2 Wis modifier, +3 class skill, +13 ranks)
Spellcraft +17 (+4 Int modifier, +13 ranks)
Swim +29 (+5 Str mod, +3 class skill, +8 climb speed, +13 ranks)
Total 100 skill ranks

My best guess is that when Xanesha's stat block was compiled, the +4 racial bonuses, bolded above, to her Acrobatics and Bluff skills that she gets as a lamia matriach were missed - the bonus to Bluff is mentioned on Bestiary 2 p. 175, the bonus to Acrobatics is noted on p. 5 of the 16/07/12 errata document to Bestiary 2.

With the skill ranks invested as they are above, I reckon Xanesha has 8 skill ranks "unspent" which she could invest in other skills - alternatively, if the intention is that she has invested as many ranks as possible in Acrobatics and Bluff, these both should be +27.

Alternatively I've missed something in how Xanesha's skills were calculated, and if I'm doing something wrong I'd very much like to know, so thanks in advance for any corrections that are offered. :)


Java Man wrote:
I'm afb at the moment, but have a vague memory of some potions he is assumed to have used, heroism maybe?

Galenmir does indeed drink a potion of heroism, but it's mentioned in his Before Tactics section, so it should already be included...

Looking back at my earlier math and factoring in Large, it'd be +23/+18/+13 before the potion. So the Errata Document is indeed correct when you add in the potion of Heroism's +2 Morale Bonus.

Grand Lodge

Bri74 wrote:

Page 336. Mountain Roper

I'm not sure if it's intentional but the roper should have 6 strands attack not only one

The fact that its ranged line lists the attack as "strands" tells me it was indeed supposed to have a number there. Given other roper variants (shadow and stone) still have 6 strands, this probably should also. Adding to the master doc.

Grand Lodge

TheOrganGrinder wrote:

A bit of background, I've been running this for my tabletop group and we're just coming up to the last few parts of Book 2. I was looking at Xanesha with an eye to giving her an extra rogue level (which I may or may not do; arguably it's her abundance of gear that pushes her to CR 9, not her solitary rogue level, since rogue is a class she ought to get at a ratio of 2 levels = 1 CR based on her monster role) and as a part of this I was looking at her skill ranks, unfortunately I can't quite get them to add up and I was wondering if someone could point me to where I'm going wrong?

By my reckoning, Xanesha has used her favoured class bonus from her level of rogue to pick up an extra hit point rather than an extra skill rank, so her skill points with her Int modifier of +4 ought to be:
Monstrous humanoid racial HD: 12 * (4 + 4) = 96
Rogue level: 1 * (8+4) = 12
For a total of 108 skill ranks, which she then invests in her skills as follows; note that in every case where she has ranks in a monstrous humanoid class skill, it's also a rogue class skill, so I've not bothered differentiating between the two:

Acrobatics +23 (+7 Dex mod, +3 class skill, +4 racial modifier, +9 ranks)
Bluff +23 (+7 Cha mod, +3 class skill, +4 racial modifier, +9 ranks)
Climb +29 (+5 Str mod, +3 class skill, +8 climb speed, +13 ranks)
Diplomacy +14 (+7 Cha modifier, +3 class skill, +4 ranks)
Knowledge (arcana) +17 (+4 Int modifier, +13 ranks)
Knowledge (local) +20 (+4 Int modifier, +3 class skill, +13 ranks)
Sense motive +18 (+2 Wis modifier, +3 class skill, +13 ranks)
Spellcraft +17 (+4 Int modifier, +13 ranks)
Swim +29 (+5 Str mod, +3 class skill, +8 climb speed, +13 ranks)
Total 100 skill ranks

My best guess is that when Xanesha's stat block was compiled, the +4 racial bonuses, bolded above, to her Acrobatics and Bluff skills that she gets as a lamia matriach were missed - the bonus to Bluff is mentioned on Bestiary 2 p. 175, the bonus to Acrobatics is noted on p. 5 of the 16/07/12 errata document to...

Nope, you're correct. Xanesha suffers from the same error as her sister Lucretia in the next chapter. We fixed her and I'd recommend the same fix for Xanesha: put those 8 unspent points into Use Magic Device. Lamia Matriarchs also have a +4 racial bonus to UMD, but since its trained only, it doesn't do any good without a point. Giving her 8 ranks in UMD results in a total bonus of +22.


UMD does seem like the best way to "sink" those points, investing them in a skill which is consistent with her class skills and racial skill bonuses but which isn't going to affect how the fight plays out since by my reading she's not carrying anything that requires UMD for her to use it.

On the other hand it seems like she'd get more bang for her buck by putting them in Perception and Stealth (since her described tactics involve noticing the PCs' approach and laying invisibly in wait for them) and maybe Knowledge (planes) if she wants her "illusory flying demon" to appear at all convincing.

Grand Lodge

From a min-maxing-that-fight standpoint, that's fair. Even then I might still put 1 point into UMD for her to take advantage of her racial bonus (which would still be a +15 bonus in that skill). I know she's not carrying anything now, but in the event she escaped and met up with her sister, it could be applicable then.


I'm coming back to the thread with a couple of questions about adding class levels to monsters; from the likes of Bruthazmus in the very first module, through Xanesha and Lucrecia, to the giants and lamia-kin in the later modules, there are plenty of monsters with class levels. Some of them, I'm looking to adjust, reinforce, rebuild, or replace, according to what I think my group will find more fun. In doing so I'm finding myself left with questions that might be errata or may just be indications of my own lack of knowledge.

Feats: So, just when do monsters with both racial hit dice and class levels gain (non-bonus, non-class feature) feats?

The first and simplest example that brings this question to mind is Bruthazmus (p. 52-53) who has a single level of ranger and two feats. A regular bugbear (Bestiary p. 38) also has two feats, which it gets from its racial hit dice; Bruthazmus has a different two feats, but they're coming from the same source, his racial hit dice. On the subject of adding abilities gained from class levls, including feats, Betiary p. 297 has this to say: "This functions just like adding class levels to a creature without racial hit dice." However, a 1st-level ranger would normally receive a feat - not because he's a ranger, but simply because he's a 1st-level character of any class (CRB p. 30, Table 3-1: Character Advancement and Level-Dependent Bonuses). Is it correct that Bruthazmus doesn't gain a feat for being a 1st-level character, where a character without racial hit dice would receive this feat?

It may be that the rate/timing of feats gained by a creature with both racial hit dice and class levels is based on total hit dice rather than gained class levels alone, but this isn't what's stated in the Bestiary and I've been unable to find a citation stating this. That said, a search turns up numerous discussions about adding class levels to monsters and it's quite possible that I've missed the relevant citation.

Challenge Rating: I'm aware that calculating challenge rating for monsters with class levels isn't an exact science, however I do want to question the challenge rating of Dorella Kreeg (p. 155-156) and figure out just how this was arrived at.

Dorella is an ogre sorcerer 8 with a listed challenge rating of 10. Ogres are combat role creatures, and sorcerer is not a key class for combat roles creatures (ogres make terrible sorcerers!). Bestiary p. 297 states that non-key classes: "...increase a creature’s CR by 1 for every 2 class levels added until the number of levels added are equal to (or exceed) the creature’s original CR, at which point they are treated as “key” levels (adding 1 to the creature’s CR for each level added)."[/i]

I'd always taken the "equal to (or exceed)" part to refer to creatures with odd-numbered CRs; there are no fractional CRs above 1, so a creature with an odd-numbered CR either gets the odd-numbered level that equals its original CR "for free," (i.e. rounding down the fractional CR, not increasing its challenge rating) or it gets one level that exceeds its original CR at the 2-levels-to-1-CR ratio before any subsequent levels are considered "key." Taking the CR 3 ogre as an example, I had taken this to mean that an ogre with levels in a non-key class (such as the sorcerer here) can gain up to four levels at the 2-levels-to-1-CR ratio; this would suggest that Dorella's first four levels of sorcerer increase her CR from 3 to 5, and her subquent four levels of sorcerer increase her CR from 5 to 9, not 10.

It may be the case that I've been calculating the point at which the non-key class levels become key class levels, and the ratio changes from 2-to-1 to 1-to-1, incorrectly; that I've been reading "until" and "at" to mean after or beyond that point, whereas the intent may be that the class level which equals the CR of a creature with an odd-numbered CR is the first one which counts as key and is gained at the 1-to-1 ratio. By this method, Dorella only gains two levels of sorcerer at the 2-to-1 ratio, increasing her CR from 3 to 4, and that her subsequent six levels of sorcerer increase her CR from 4 to 10, providing the listed result.

(Argument against this latter method: the Ogre Stalker, an ogre rogue 3 presented in the Monster Codex, is a CR 4 monster, having gained only 1 CR from its 3 levels of rogue, i.e. that third level of rogue gets "rounded down" and it would take a fourth level, one that exceeds its original CR, to increase its CR to 5).)

Even if this is the case, I'm not sure I would agree that Dorella, with her listed CR of 10, is a more challenging opponent than Xanesha (p. 124-125) with her listed CR of 9. Xanesha has a higher AC, more hit points, generally better saves, deals more damage, and has higher save DCs for her abilities; even by the "eyeball it" method, comparing Dorella's statistics to Bestiary p. 291, Table 1-1: Monster Statistics by CR, she looks more like a CR 9 monster than a CR 10 one to me.

Thoughts?


How does Barl Breakbones (p. 180 of the revised AP) have so many spells? He has extras that go beyond the rules (at least from my limited understanding). For example, we all know that 0-level spells don't get extra spells for high spellcasting stat. And specializing in a school gets you 1 extra spell per level, but only from 1st level up. So how does a 7th level necromancer (wizard) have 5 cantrips, when the wizard progression table shows he only gets 4?

For that matter, he seems to have too many spells at every level. His intelligence of 16 gets him 1 bonus spell of levels 1-3. His necromancy specialty gets him 1 bonus spell of levels 1-4. So at 7th level:


  • • Base # of spells is: 4, 4, 3, 2, 1 spells (level 0 to 4, in order)
  • • With bonus spells it should be: 4, 6, 5, 4, 2 spells (levels 0-4 in order)

However, Barl has 5, 7, 6, 5, 3 spells total, exactly 1 extra spell at every level. This makes me think that there is a flat +1 to all spell levels that I'm missing, but I cannot think of anything that gives extra 0-levels like that, so I'm stumped. How's he doing it?

EDIT: Never mind, kinda. I found old posts from 2013 that explain how Thassalonian specialists work. Still doesn't explain getting extra cantrips, as far as I can tell, but it explains the other stuff.


Thassilonian specialist wizards are further explained in Appendix 7, p. 417-418; unlike non-Thassilonian specialist wizards, there's no "from 1st level on up" caveat to the extra spells they get. So what I think is happening in Barl's case is that he's getting two extra cantrip slots from his Thassilonian specialization, and is using both to prepare the same necromancy spell, touch of fatigue, as the specialization compels him to do; since cantrips never run out, there's no advantage to having the spell prepared twice and no reason to record it as being prepared twice.

This appears to be an interpretation that extends to the Thassilonian specialist wizards encountered in modules 5 and 6 too, since a random sampling of them (Athroxis, Khalib, Karzoug) finds that they've all got five cantrips prepared too.


Thanks so much! That explains it.

Grand Lodge

TheOrganGrinder wrote:

Thassilonian specialist wizards are further explained in Appendix 7, p. 417-418; unlike non-Thassilonian specialist wizards, there's no "from 1st level on up" caveat to the extra spells they get. So what I think is happening in Barl's case is that he's getting two extra cantrip slots from his Thassilonian specialization, and is using both to prepare the same necromancy spell, touch of fatigue, as the specialization compels him to do; since cantrips never run out, there's no advantage to having the spell prepared twice and no reason to record it as being prepared twice.

This appears to be an interpretation that extends to the Thassilonian specialist wizards encountered in modules 5 and 6 too, since a random sampling of them (Athroxis, Khalib, Karzoug) finds that they've all got five cantrips prepared too.

He's got the right of it, basically thassilonian wizards get an extra cantrip slot for a spell from their chosen school. We went through every thassilonian wizard in the adventure and all but 1 followed this unwritten rule, so we concluded it was actually the thassilonian wizard write-up that was missing the mentioning of that rule, and the errata doc mentions this also.


Page 363. Karzoug

In the Spell prepared section is reported CL 20th. However due to the robes of Xin-shalast his effective caster level should be 21st (for all spells)

Grand Lodge

Bri74 wrote:

Page 363. Karzoug

In the Spell prepared section is reported CL 20th. However due to the robes of Xin-shalast his effective caster level should be 21st (for all spells)

Yeah, that came up earlier in the thread here. We think it was left out intentionally because it's not a flat bonus to caster level, just as it applies to casting spells (and so wouldn't affect any other thing that CL has a hand in calculating, like concentration checks). I have notes written about it in my copy of RotR, but nothing mentioned on the errata doc. I'll add a note there, too.


Page 338, Ghlorofaex

Deflection bonus from his Sihedron ring should be added to CMD. It should be 49 (53 vs trip).

Grand Lodge

Strife2002 wrote:

Pgs. 38 & 39 - Erylium

Erylium's Fly skill seems to be in error. She doesn't have any ranks in it, and that's fine, but it's still not calculated correctly. It should be:

4 (Dex) + 4 (Tiny) + 8 (Perfect maneuverability) = +16 bonus.

Additionally...

HOUSE RULE

Erylium's familiar Orm (a wren) isn't granting her any extra bonus like familiar's are supposed to. A wren doesn't actually appear anywhere on the list of animals that can be familiars, so it's unclear what exactly the bonus it grants should be. I'm sure a popular assumption will be that a wren is most like a raven, and therefore should grant a +3 bonus to Appraise checks*.

Personally I'm inclined to instead treat it as a bat, purely based on the fact that they're both Diminutive in size. This would grant it a +3 to Fly checks, making the aforementioned correction a +19 total (which means that with a roll of 1, Erylium would auto-pass most Fly checks required for special maneuvers).

*One argument, however, for treating Orm like a raven is the fact that raven's get a language to speak, and that would be the only way you could explain how exactly Erylium was able to receive reports from Orm about the outside world (as described on page 33). Since she's not a 5th-level witch yet, her familiar doesn't have the speak with master ability, and with no access to the speak with animals spell, her familiar would need some way to communicate with her.

So I stumbled onto a rando post by James Jacobs in a thread about how to treat Orm's stats, and it makes sense. Instead of bat stats, I concur with James to give her thrush stats from Ultimate Magic. This keeps her size Diminutive, AND allows her to have speech. It means the bonus I recommended go to Fly go to Diplomacy instead. Diplomacy bonus will be +4, and Fly bonus should be +16.


Pgs. 356-357 Khalib

In the DEFENSE section the Spell Resistance 18 (due to the evil robe of the archimagi) is missing


Starfinder Charter Superscriber

Could someone please post a link to the latest version of the errata file? I downloaded one a couple of years ago, but I applaud all the progress you've been making since then.


Jhaeman wrote:
Could someone please post a link to the latest version of the errata file? I downloaded one a couple of years ago, but I applaud all the progress you've been making since then.

Strife2002 resends it at the top of every page.

Grand Lodge

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Adjoint wrote:
Jhaeman wrote:
Could someone please post a link to the latest version of the errata file? I downloaded one a couple of years ago, but I applaud all the progress you've been making since then.
Strife2002 resends it at the top of every page.

What he said! Just scroll to the top of this page and viola.


Starfinder Charter Superscriber

Doh! Thanks!


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

I've been able to find no mention of this, so: page 249 has contradictory information on the the stone heads. The initial description says they originally depicted Emperor Xin and were not given the protective wardings that held off erosion. The Identifying the Stone Heads section says each one depicts a different runelord and they DID receive said protective wardings. I'm inclined to go with the latter, because it helps to cement which head is associated with each school of magic. So the contradictory text should probably be disregarded outright.


1 person marked this as a favorite.

You're confusing one stone head with other stone heads.

A giant face of Xin was carved in the mountain, it's mouth being the entrance to Runeforge; it didn't receive any protection, and eroden throught the millenia, but it is still recognizable enough to give the mountain its name, Rimeskull.

Seven stone heads of runelords, each only 10-feet tall, are positioned in a circle at the base of the mountian. They received magical protection and hide the keys to the runeforge.


Pathfinder Rulebook Subscriber
Adjoint wrote:

You're confusing one stone head with other stone heads.

A giant face of Xin was carved in the mountain, it's mouth being the entrance to Runeforge; it didn't receive any protection, and eroden throught the millenia, but it is still recognizable enough to give the mountain its name, Rimeskull.

Seven stone heads of runelords, each only 10-feet tall, are positioned in a circle at the base of the mountian. They received magical protection and hide the keys to the runeforge.

Ah! Cool. Probably didn't read the narration description thoroughly. I do that sometimes when I'm doing read throughs.


Pg. 349
Viorian Dekanti's stats

Chellan attacks should start from +38 attack bonus (18 BAB + 9 Strength + 5 enhancement + 4 weapon training + 2 feats)

CMB should be +27 (18 BAB + 9 Strength); haste bonus shouldn't be yet included

CMD should be 43 (10 + 18 BAB + 9 Strength + 3 Dex + 3 Sihedron ring); haste bonus shouldn't be yet included

Grand Lodge

Adjoint wrote:

Pg. 349

Viorian Dekanti's stats

Chellan attacks should start from +38 attack bonus (18 BAB + 9 Strength + 5 enhancement + 4 weapon training + 2 feats)

CMB should be +27 (18 BAB + 9 Strength); haste bonus shouldn't be yet included

CMD should be 43 (10 + 18 BAB + 9 Strength + 3 Dex + 3 Sihedron ring); haste bonus shouldn't be yet included

Attack roll looks correct as written. Don't forget to factor in two-weapon fighting penalties for her off-hand weapon being a +5 heavy steel shield (-4 penalty; the attack roll penalty isn't applied to the shield thanks to the Shield Master feat [we corrected that in an earlier post and the shield's attack bonus should be "+35"]).

As for CMB, from what I can tell you're correct and it should be "+27", however mentioning haste is unnecessary since that spell doesn't affect CMB at all. Adding that to the master doc.

You're also right about CMD, and in that case mentioning haste as a possible reason it was listed incorrectly is valid. Adding to the master doc.

Edit: I think I might know why this happened. Look at her +1 composite longbow in her gear. It has a +10 Str rating, so maybe at one point her Str was 30. What's bizarre though is that if you reverse-engineer her ranged attack bonus, that -2 penalty for the Str rating being too high is actually calculated in as if it was done on purpose. Essentially she has a ranged weapon that is literally giving her a penalty to attack with no further bonus other than what it should be granting, seemingly for no reason.

Dark Archive

Strife2002 wrote:

As for CMB, from what I can tell you're correct and it should be "+27", however mentioning haste is unnecessary since that spell doesn't affect CMB at all. Adding that to the master doc.

You're also right about CMD, and in that case mentioning haste as a possible reason it was listed incorrectly is valid. Adding to the master doc.

I believe you are incorrect about haste not adding to CMB. Page 199 of the Pathfinder RPG Core Rulebook says, "When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects."

Grand Lodge

ckdragons wrote:
Strife2002 wrote:

As for CMB, from what I can tell you're correct and it should be "+27", however mentioning haste is unnecessary since that spell doesn't affect CMB at all. Adding that to the master doc.

You're also right about CMD, and in that case mentioning haste as a possible reason it was listed incorrectly is valid. Adding to the master doc.

I believe you are incorrect about haste not adding to CMB. Page 199 of the Pathfinder RPG Core Rulebook says, "When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects."

Doh, not sure how I forgot about that (or missed it when I literally looked up CMB rules to make sure I was right). In any case, both listed CMB and CMD values are incorrect and should be changed as he mentioned. Once the potion of haste is quaffed, then the listed values in the book are correct.


You're right about Two-Weapon Fighting; I just thought that this penalty shouldn't included in the stats, since she doesn't have to use full attack. It seems that one just needs to remember that if she's making a single attack, her attack bonus is actualy higher by 4.

Potion of haste is listed as used during the combat, and as far as I undertand, only spells and effects used before the combat should be incorporated in the stats.

I agree that this is probably a consequence of her having 30 Str at some point in the past. I was even thinking for a moment that her bow having +10 Str rating is a mistake, but the attack bonus for the bow seem to be correct and inlcudes this -2 penalty.

Grand Lodge

Added a note to the master doc regarding Cinderma's referenced stat block on page 199, reminding GMs that the spirit summoning ability has already been factored in to the taiga giant's stats in Bestiary 2, but the spell effect from that ability that gets chosen from a list hasn't been added anywhere. For Cinderma's role as a lookout, see invisibility makes the most sense, in my opinion.

Dark Archive

I'm scratching my head on this...

Just started Rise for a group of new players, and using the errata. How are the goblin warriors calculated at 7 hp? By my math, 1d10 (5 [5.5 rounded down]) + Con 12 (1) = 6. They are not entitled to a FCB as Warrior 1. NPC classes don't get FCB by RAW, unless I misread that section.

Thanks.

Dark Archive

Further, the Goblin Commando should have 13 hit points.

Ranger 1 (10) + Con 15 (2) + FCB (1) = 13 hp

Ranger is a PC class, receives max hit points at 1st level and FCB.

Is this correct? :)

Dark Archive

Further, further, the Goblin Warchanter should have 10 hit points.

Bard 1 (8) + Con 13 (1) + FCB (1) = 10 hp

If I'm wrong, please let me know where. Thanks! :)


I believe NPC classes are indeed eligible for favoured class bonuses; it's noted in the rules text that prestige classes can't be favoured classes, but I don't think there's a similar exception for NPC classes.

Both the goblin commando and the goblin warchanter have spent their favoured class bonus on an additional skill rank instead of an extra hit point; each has six skills listed and each has one level in a class that grants six skill ranks, minus their intelligence modifier of -1.

Grand Lodge

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TheOrganGrinder is correct. All of the 40 classes and 5 NPC classes are eligible for favored class bonuses. PRESTIGE CLASSES are the classes that can't be a FCB'd.

Here's the relevant FAQ entry about this

Many of the creatures in the first Bestiary with NPC classes lack that favored class bonus, and the devs explained that at the time the rules for Pathfinder were still being developed, and they hadn't come to a decision yet regarding NPC classes and whether they could receive FCBs. It's also why all the bestiaries after the first DO have that FCB implemented for NPC classes.

Dark Archive

:) Appreciate the replies. I knew I wasn't thinking this right. There's no way this was missed after so many years. LOL! :)


Am I missing something or just really bad at counting on the Warriors of Wrath statblock? They should have 8 feats + Scribe Scroll (4 from hit dice, 1 bonus from being human, 1 Fighter Bonus, 1 Wizard bonus, and 1 Eldritch Knight Bonus) but I'm counting 7 in the stat block in addition to Scribe Scroll.

Grand Lodge

Ninja in the Rye wrote:

Am I missing something or just really bad at counting on the Warriors of Wrath statblock? They should have 8 feats + Scribe Scroll (4 from hit dice, 1 bonus from being human, 1 Fighter Bonus, 1 Wizard bonus, and 1 Eldritch Knight Bonus) but I'm counting 7 in the stat block in addition to Scribe Scroll.

You're absolutely correct. For those wondering what type of feat it should be based on the warriors' levels, it can be either a general, combat, or wizard bonus feat, depending on how you outline their feat progression.


Wanted to just mention, I'm not sure it's entirely necessary for Erylium to speak common as she has telepathy (touch) and so could have communicated with Nualia using that.

Grand Lodge

DukeStefan wrote:
Wanted to just mention, I'm not sure it's entirely necessary for Erylium to speak common as she has telepathy (touch) and so could have communicated with Nualia using that.

Successful telepathy still requires a shared language. Otherwise the words that enter your head are gibberish to you.

Dark Archive

Telepathy does not require a shared language. It only requires recipient to know a language. Neither the telepathy spell or the universal monster ability telepathy are language-dependent.

You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously.

On the other hand, I would be perfectly find with a house rule stating all telepathy-based effects are language-dependent. But again that would be a house rule.


Strife2002 wrote:
Ninja in the Rye wrote:

Am I missing something or just really bad at counting on the Warriors of Wrath statblock? They should have 8 feats + Scribe Scroll (4 from hit dice, 1 bonus from being human, 1 Fighter Bonus, 1 Wizard bonus, and 1 Eldritch Knight Bonus) but I'm counting 7 in the stat block in addition to Scribe Scroll.

You're absolutely correct. For those wondering what type of feat it should be based on the warriors' levels, it can be either a general, combat, or wizard bonus feat, depending on how you outline their feat progression.

So I wasn't crazy, I'm giving them Arcane Armor Training so I won't have to worry about making spell failure rolls.

Grand Lodge

ckdragons wrote:

Telepathy does not require a shared language. It only requires recipient to know a language. Neither the telepathy spell or the universal monster ability telepathy are language-dependent.

You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously.

On the other hand, I would be perfectly find with a house rule stating all telepathy-based effects are language-dependent. But again that would be a house rule.

I mean, to each their own, do whatever feels right for your game, but I feel RAI is pretty clear based on how telepathy has worked in every bit of pop culture i can think of and to me what seems like common sense. "Has a language" I feel just means "is a creature capable of audible communication" so you're not trying to give mental instructions to an animal. The ability to communicate with mind-words WITHOUT a shared language seems more like an empath rather than a telepath. Telepathy is just "I'm going to say this sentence to you with my mind rather than my vocal cords."

Again, I stress, I could obviously be wrong about what's RAI, but it seems clear to me.

EDIT: I've thrown the question over in the Ask James Jacobs ALL Your Questions Thread to see what he thinks.

Grand Lodge

Strife2002 wrote:
ckdragons wrote:

Telepathy does not require a shared language. It only requires recipient to know a language. Neither the telepathy spell or the universal monster ability telepathy are language-dependent.

You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously.

On the other hand, I would be perfectly find with a house rule stating all telepathy-based effects are language-dependent. But again that would be a house rule.

I mean, to each their own, do whatever feels right for your game, but I feel RAI is pretty clear based on how telepathy has worked in every bit of pop culture i can think of and to me what seems like common sense. "Has a language" I feel just means "is a creature capable of audible communication" so you're not trying to give mental instructions to an animal. The ability to communicate with mind-words WITHOUT a shared language seems more like an empath rather than a telepath. Telepathy is just "I'm going to say this sentence to you with my mind rather than my vocal cords."

Again, I stress, I could obviously be wrong about what's RAI, but it seems clear to me.

EDIT: I've thrown the question over in the Ask James Jacobs ALL Your Questions Thread to see what he thinks.

Consider my mind absolutely blown. James Jacobs agrees with you guys. I stand corrected.

Dark Archive

Running this campaign a 2nd time for a new group of players. Using Hero Lab this time around for the NPCs and monsters. Trying to create Skinsaw Man in Hero Lab. How are his stats generated? Tried creating a Human Aristocrat/Rogue and then adding a ghast template. Also tried starting with ghast as race and adding levels. Also used both NPC heroic and Monster levels. Neither seem to add up to the stats in his stat block. What am I missing? Thanks.

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