Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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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

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ckdragons wrote:
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.

I usually have to ignore stat-math for any creature's stats when they have the "unique" tag in their creature type entry since that can mean they're about to follow their own rules.


I think I've found (another) problem with Nualia's stats. The errata correctly identifies her composite longbow as being a masterwork composite longbow [+3]. (It seems odd to me she has a +3 when her base strength modifier is +1, but hey). This means that in her Base Statistics (page 62), her attack bonus for the composite longbow is incorrect. The description for the composite longbow includes this line:

PFRPG Core Rulebook wrote:
If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it.

Since her base strength modifier is +1, she should take a -2 penalty to attack rolls with her composite longbow [+3].

The base statistics show her attack bonus with it as being +5: [BAB]5 + [Dex]-1 + [mwk]1 = 5. However, there should be a -2 penalty in there due to her not having the required strength to wield it properly. So the attack bonus should instead be +3: [BAB]5 + [Dex]-1 + [mwk]1 + [insufficient strength]-2 = 3.

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Skater901 wrote:
I think I've found (another) problem with Nualia's stats. The errata correctly identifies her composite longbow as being a masterwork composite longbow [+3]. (It seems odd to me she has a +3 when her base strength modifier is +1, but hey). This means that in her Base Statistics (page 62), her attack bonus for the composite longbow is incorrect. The description for the composite longbow includes this line:
PFRPG Core Rulebook wrote:
If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a –2 penalty on attacks with it.

Since her base strength modifier is +1, she should take a -2 penalty to attack rolls with her composite longbow [+3].

The base statistics show her attack bonus with it as being +5: [BAB]5 + [Dex]-1 + [mwk]1 = 5. However, there should be a -2 penalty in there due to her not having the required strength to wield it properly. So the attack bonus should instead be +3: [BAB]5 + [Dex]-1 + [mwk]1 + [insufficient strength]-2 = 3.

Yep, added to the doc.


Thanks to all parties for the work that went into this, and thanks Strife for compiling it all.

Apologies if I seem ungrateful, but is there a way to download this as a PDF by any chance? I'd like to throw it onto my iPad and use it offline, etc.
I'm beginning a herculean version of RotR Anniversary in a couple of weeks, over an extended weekend getaway.

Herculean Version:
Basically it's mashed up with part 5 of Shattered Star and part 4 of Giantslayer, as well as some modules like Dragon's Demand and Tomb of the Iron Medusa, etc. We began with Crypt of the Everflame as a prelude as a test run awhile back.


Here you go


I'm not sure if I ever said thank you either, and I really should! I used the errata extensively through all six parts of GMing the AP, and really appreciate all the hard work that went into it.


kadance wrote:
Here you go

Says URL not found. :/


That's disappointing. I'll try again.


Thanks so much, that worked :)

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You're all welcome. I've got one of those ADHD brains that half-ignores everything in my life except for one thing I choose to become laser-focused on. Fortunately it's RPG errata.

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Strife2002 wrote:

Pgs. 178, 405 - Annis Hag (Bestiary 3 16)

- Possibly not an error, but it's been discussed that the annis hag's rend damage is exceptionally high for her challenge rating, not to mention it also simply doesn't follow the normal rules of damage rend usually deals. There is some speculation in the community that her rend damage is a copy-paste error from when her stat block was copied from the now-obsolete Bonus Bestiary. If it is an error, then her rend damage would likely be something along the lines of "1d6+10".

Found some evidence that the rend damage is incorrect and is a relic of the time before Pathfinder's rules were finalized. 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 in that book the rend damage is 1d6 instead of 2d6, as is normal per the rules.


On page 117, Ironbriar's footlocker is mentioned under 'treasure' but not in the description of the room or anywhere else. I assume most GMs let the footlocker sit under the desk but it should be added to the description of area D7.

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Lawrencelot wrote:
On page 117, Ironbriar's footlocker is mentioned under 'treasure' but not in the description of the room or anywhere else. I assume most GMs let the footlocker sit under the desk but it should be added to the description of area D7.

For my games I added the following sentence to the end of the description of D7:

"In the northeast corner sits a footlocker with surprisingly little dust, covered with a plain table runner and various bric-a-brac as if it were a low table."

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Pg. 203 - A5 Longtooth's Cave (CR 11) treasure

In area A5's treasure description, the last few sentences mention a set of silver idols sitting on a ledge worth 600 gp each. They are:

- A wyvern and its human rider
- A human warrior trampling a demon underfoot
- A centaur dressed in plate mail armor
- A leaping fish with a wide mouth filled with teeth

The last two sentences then says:

Last two sentences say wrote:
A sixth idol is in fact made of platinum. It depicts Runelord Karzoug, and is worth 5,000 gp.

Based on the count here it seems that should say "fifth idol". The only other thing I could think of would be the wyvern and its human rider were supposed to be two separate idols, but I would think that's strange - they're idols, not action figures.


In Sins of the Saviors area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap.

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Callum wrote:
In Sins of the Saviors area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap.

Personally, I would actually rule that language doesn't matter in this case. Because the suggestion trap was placed as part of the guards and wards spell placed on the whole area, the suggestion is delivered mentally. Because of this, I would treat the suggestion similar to how telepathic creatures communicate. Telepathy doesn't require a shared language (something I learned recently myself), so in this case I would say the suggestion is telepathically communicated and enters the mind of whatever the creature's primary language or means of communication is.


Pg. 307 - B1 The tailings (CR 14) treasure

The +2 crossbow bolts of distance shouldn't have the "distance" special ability because it's exclusive to ranged weapons. I suggest to replace them with +2 crossbow bolts of seeking.

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AsterITA wrote:

Pg. 307 - B1 The tailings (CR 14) treasure

The +2 crossbow bolts of distance shouldn't have the "distance" special ability because it's exclusive to ranged weapons. I suggest to replace them with +2 crossbow bolts of seeking.

Nice, I agree. Of the special qualities available to ammunition, seeking seems the most appropriate replacement. Added to master doc.

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Pg. 230 - Mokmurian (cont.)

Just noticed that Mokmurian is missing his conditional racial bonus to Stealth checks. Change "Stealth +22" to "Stealth +22 (+30 in rocky terrain)" and add the following after his skills entry:
"Racial Modifiers +8 Stealth in rocky terrain"


I appreciate the work you do on this, Strife2002--I made extensive use of this errata thread when running RotRL.

Have you ever turned your attention to the CotCT hardcover? I'm not sure if you take requests, but I'm going to be running that soon and could use an eagle eye on it :)


Agreed. Thank you, Strife.

Grand Lodge

I would LOVE to, and have plans to, but unfortunately I don't have the book yet and one of the reasons I'm so laser-focused on this particular AP is because I'm currently running 2 separate games of it.

However, I've never gotten a request like that before, so maybe that's the push I need to maybe just do it anyway? I have a tabletop store connection I get most of my materials from, so maybe I'll see if they have a store-copy of this they'd let me borrow.


Mammy Graul's room is reported as being a CR11 encounter but even with the three CR1/2 zombies, it is actually just a CR8 encounter.

A possible solution is to let a CR6 swarm erupt from the zombies when they are killed, this makes the encounter CR11 again. Possible CR6 swarms:

https://www.d20pfsrd.com/bestiary/monster-listings/vermin/swarm-termite/

https://www.d20pfsrd.com/bestiary/monster-listings/vermin/mosquito-swarm/mo squito-swarm-bloodhaze/

https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/skate-spid er-swarm/

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Yep, and it looks like the next room is also improperly labeled. Area A9 says its a CR 3 encounter but all it is is a CR 5 trap. The original RotR it was a CR 3 trap, so I think this is a copy-paste error.

Liberty's Edge

Regarding Mokmurian: Doesn't the item he is wearing for his eyes slot impose a -4 penalty to Perception? It appears his Fly of +10 if his Fly spell is active.

His Perception seems a bit off anyway. If I put 23 ranks in it, that puts him at +28 Perception before the lenses.

This of course also presumes that his robe is providing 23 ranks of Knowledge (Geography) and Knowledge (Engineering), similar to a headband of vast intellect +4.

So for his skills, I get something like:
Climb +33, Fly +10 (with Fly spell active), Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (geography) +31, Perception +24 (28 total, -4 from lenses), Spellcraft +31, and Stealth +22.

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Terminsel wrote:

Regarding Mokmurian: Doesn't the item he is wearing for his eyes slot impose a -4 penalty to Perception? It appears his Fly of +10 if his Fly spell is active.

His Perception seems a bit off anyway. If I put 23 ranks in it, that puts him at +28 Perception before the lenses.

This of course also presumes that his robe is providing 23 ranks of Knowledge (Geography) and Knowledge (Engineering), similar to a headband of vast intellect +4.

So for his skills, I get something like:
Climb +33, Fly +10 (with Fly spell active), Knowledge (arcana) +31, Knowledge (engineering) +31, Knowledge (geography) +31, Perception +24 (28 total, -4 from lenses), Spellcraft +31, and Stealth +22.

You are right on all accounts. I also missed the -4 Perception from the goggles, and working backwards I can confirm that it looks like they forgot to account for the +3 bonus he gets for Perception being a class skill since he's of the giant subtype.

Your post also reminded me that Paizo hasn't always been policing themselves well when it comes to items that grant Int bonuses and adding that text that headbands of vast intelligence and similar headbands have that specify which skills get those bonus skill points. They should and I absolutely will houserule them as such. Eye of the cyclops is another item that does this.

Anyway, the only thing I would change would be to either increase Climb to +35, or Fly to +12 and Stealth to +24, respectively. This is due to another error we discovered earlier, his +3 enhancement bonus for being an 11th-level transmuter isn't applied to any of his physical stats. Con wouldn't make sense since it wouldn't stack with his casting of bear's endurance from his wand in his before-combat text, so applying it to either Strength or Dexterity would be in order. I chose Strength, personally.


In Sins of the Saviors, D. The Runeforge, there is a discrepancy between the map scale and various parts of the text. The boxed text says that the "chamber is nearly two hundred feet across" and that each statue has "its back approximately ten feet from a partially concealed arched opening in the wall directly behind it." This text would need a map scale of 1 square = 10 feet, but the one shown on the map states 1 square = 5 feet. I believe it's the scale that is incorrect - a larger scale matches not only with the text, but also with the Huge construct in the encounter in Part Ten, A Runelord Enraged, and with the width of the corridor on the Halls of Wrath map.

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Callum wrote:
In Sins of the Saviors, D. The Runeforge, there is a discrepancy between the map scale and various parts of the text. The boxed text says that the "chamber is nearly two hundred feet across" and that each statue has "its back approximately ten feet from a partially concealed arched opening in the wall directly behind it." This text would need a map scale of 1 square = 10 feet, but the one shown on the map states 1 square = 5 feet. I believe it's the scale that is incorrect - a larger scale matches not only with the text, but also with the Huge construct in the encounter in Part Ten, A Runelord Enraged, and with the width of the corridor on the Halls of Wrath map.

Runeforge's scale is a mess and has been brought up a couple of times in this thread. Originally we determined the description should say it's just 100 feet across (the original RotR book this was first seen in had it at 100 with the same scale). However, you make an excellent point regarding the size of the statue of Karzoug plus the distance each statue is from their nearby entryway.

The Halls of Wrath is and has always been the one thorn in the side of anyone trying to decipher the actual size of this area. Take a look at every other branching chamber - their entry halls support the idea that the scale on the central chamber is actually correct as written (that 1 square = 5 ft.), and therefore it's the Halls of Wrath that exist as the odd man out. If that were the case, we could simply correct the Halls of Wrath as having the wrong scale (that 1 square should = 5 ft.) which would also fix the issue with the teleportation circles in that area being described as 10 ft. in diameter, but actually being 20' if we're to believe the scale. The one thing that prevents us from doing this worry-free however is area K3 which describes each of the living-quarter chambers as being 20'x20', which supports the 10 ft./square scale.

Looking over this again, I feel like the central chamber's scale is correct as written (and that its description should change to say it's 100 ft. across as we determined earlier) but it should actually be the Halls of Wrath that gets the fix of having its scale reduced to 5 ft./square and the description in K3 should say they're 10' rooms. As drawn, the halls of wrath are HUGE, and would be more so if you blow them up in a map program like Roll20. This also fixes the discrepancy with the teleportation circles' listed sizes. As for the size of Karzoug's statue, it's a little awkward but that statue could still represent a 15'x15' space if you suspend your disbelief a bit and take into consideration that as a bipedal creature that's Huge (ie: tall but thin when standing upright as far as volume is concerned), they would fill out their space a bit more when they're posing in a battle stance.

Edit: Having said all that, I still think you have a good point about the distance from the entryway and the size of the statues still urks me regardless of how we can trick ourselves into accepting it. I'll mull it over before changing anything in the errata doc, or I may try to create larger statue base tokens to hide the original statues on the map to make them look like a proper Huge creature/object.


You make some excellent points - it definitely is a mess!

The trouble with the other branching corridors is that, on the Runeforge map, they mostly look to be one-and-a-half squares wide (7-1/2 feet or 15 feet, depending on the scale). The maps for all the other wings show entry corridors that are clearly ten feet wide, which means they either have to narrow down or broaden out along the way! (Interestingly, in the original book these maps show the corridors as being wider towards the central chamber - but this was deliberately obscured in the Anniversary Edition.)

I recently ran this part of the adventure using Fantasy Grounds, and the central chamber didn't feel large enough with a scale of 1 square = 5 feet - particularly the corridors branching out of it. I'm definitely going to be making it bigger the next time I run it.

Grand Lodge

Callum wrote:

You make some excellent points - it definitely is a mess!

The trouble with the other branching corridors is that, on the Runeforge map, they mostly look to be one-and-a-half squares wide (7-1/2 feet or 15 feet, depending on the scale). The maps for all the other wings show entry corridors that are clearly ten feet wide, which means they either have to narrow down or broaden out along the way! (Interestingly, in the original book these maps show the corridors as being wider towards the central chamber - but this was deliberately obscured in the Anniversary Edition.)

I recently ran this part of the adventure using Fantasy Grounds, and the central chamber didn't feel large enough with a scale of 1 square = 5 feet - particularly the corridors branching out of it. I'm definitely going to be making it bigger the next time I run it.

Good point, and I don't know if I was sleepy the first time I was looking at the maps after reading your original post because I remembered those branching pathways being wider, but that's not the case. I'll add an update to the errata doc with a disclaimer for that section that a good part of the scaling may need GM-fiat

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Karzoug the Claimer's hp

Over the years(!) in this thread, and then again in the community errata doc, Karzoug's hp has gotten "corrected" a lot, and then corrected again when we discover something we missed or did wrong. I've just updated it again, and this time I believe it's for the final time. Here is the math-breakdown of his hp, but also an alternate version of his stats that actually make his original hit points from the stat block correct and not needing to be changed.

1) Correction 1a: Basic fixes
Based on how Paizo formats their stat blocks and how anything listed in a creature's Before Combat line is reflected in their written stat block, Karzoug's hp line should read as follows:
"hp 367 (20d6+295)"

Here's how that "295" comes about:
* 180 for having a Con bonus of +9 and being 20 HD (9x20=180)
* 20 for having the Toughness feat and being 20 HD
* 60 for having 12 emerald ellipsoid ioun stones (12x5=60)
* 20 for for choosing +1 hp for all 20 of his favored class bonuses
* 15 for having cast false life at the start of the day. Whenever a creature is noted as having cast false life beforehand, the stat block always assumes an average roll of "5" on the d10. At Karzoug's caster level, this becomes "15" (5+10=15).

Now, combine this with his average-roll hp that creatures are written with by default (with max hp at 1st level):
6+(3.5x19) = 72.5 or 72 rounding down
...and you have the final total I've written above.

2) Correction 1b: Basic fixes with maxed hp
If you're like me and want Karzoug to truly be the big bad he is, the easiest thing you can do is simply max out his hp rolls (and honestly, given his wealth, he'd easily be able to shell out the funds to retrain his hp using the rules from Ultimate Campaign). We could also assume a max die roll for false life (maybe he just got lucky). This would result in his hp line looking like:
"hp 420 (20d6+300)"

3) Correction 2a: Making his written hp correct
While working backwards to calculate what his HP should be, I stumbled on something that led me to theorize that Karzoug was supposed to cast a different spell altogether at the start of the day instead of false life. We'd have to swap out a 4th-level spell for it (like scrying or something), but based on the numbers it looks like he was meant to cast GREATER FALSE LIFE from Ultimate Magic. Again, using all the math from #1 above but swapping out false life for its greater version, and assuming an average roll on both d10s ("5" each) for that spell, we get:
"hp 382 (20d6+310)"
...exactly as written in the book. You could then swap out false life for a different 2nd-level spell of your choice, or not if you want it as a back-up.

4) Correction 2b: Maxed out rolls with greater false life
This version assumes you had him cast greater false life instead like in #3 above, but also max out his hp rolls and his roll from that spell like in #2 above that. We're left with:
"hp 440 (20d6+320)"

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Pg. 281 - False Vraxerises stat block (cont.)

These simulacra's skill points are calculated as if they were 10 HD instead of 9 HD. Change the skills line to the following:

"Skills Diplomacy +12, Knowledge (arcana, nobility, religion) +16, Perception +10, Sense Motive +10, Spellcraft +16"

Additionally, in their gear, their headbands of vast intelligence +2 need to specify which skill they grant full ranks to when worn for more than 24 hours. Any of the false Vraxerises' listed skills are eligible for this, as all 7 listed skills are at full ranks, so it's the GM's call.

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Pg. 282 - Area I3: Meditation Room (cont.)

In the final paragraph of this section (the second paragraph for the Treasure subsection), the last sentence mentions a headband of vast intelligence +6. A GM will need to assign 3 skills that this headband grants full skill ranks to when worn for over 24 hours.

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Pg. 295 - Highlady Athroxis

Athroxis's skills are all messed up. From what I can gather, they were calculated as if she were 1 HD higher, her -1 armor check penalty wasn't factored in, and the writer forgot that Sense Motive became a class skill thanks to the eldritch knight prestige class (EDIT: also her Fly skill bonus from her fly spell cast beforehand was calculated using half her HD instead of half her CL). Her skills should be as follows:

"Skills Acrobatics +18, Climb +22, Craft (weapons) +24, Fly +13, Intimidate +20, Knowledge (arcana) +24, Perception +16, Sense Motive +19, Spellcraft +24"

Additionally, in her gear, her headband of vast intelligence +2 needs to indicate which skill it's granting full ranks to when worn for over 24 hours. Based on her stats, any of her listed skills except for Fly is an eligible candidate for this item.

Grand Lodge

Strife2002 wrote:

Pg. 281 - False Vraxerises stat block (cont.)

These simulacra's skill points are calculated as if they were 10 HD instead of 9 HD. Change the skills line to the following:

"Skills Diplomacy +12, Knowledge (arcana, nobility, religion) +16, Perception +10, Sense Motive +10, Spellcraft +16"

Additionally, in their gear, their headbands of vast intelligence +2 need to specify which skill they grant full ranks to when worn for more than 24 hours. Any of the false Vraxerises' listed skills are eligible for this, as all 7 listed skills are at full ranks, so it's the GM's call.

OOPS! TOTALLY forgot about how Runeforge grants bonuses to sinners in an appropriate area, including a +1 to skill checks! False Vraxerises' written skills are correct, after all. The correction to the headband of vast intelligence +2 however is still warranted.

Grand Lodge

Strife2002 wrote:

Pg. 295 - Highlady Athroxis

Athroxis's skills are all messed up. From what I can gather, they were calculated as if she were 1 HD higher, her -1 armor check penalty wasn't factored in, and the writer forgot that Sense Motive became a class skill thanks to the eldritch knight prestige class (EDIT: also her Fly skill bonus from her fly spell cast beforehand was calculated using half her HD instead of half her CL). Her skills should be as follows:

"Skills Acrobatics +18, Climb +22, Craft (weapons) +24, Fly +13, Intimidate +20, Knowledge (arcana) +24, Perception +16, Sense Motive +19, Spellcraft +24"

Additionally, in her gear, her headband of vast intelligence +2 needs to indicate which skill it's granting full ranks to when worn for over 24 hours. Based on her stats, any of her listed skills except for Fly is an eligible candidate for this item.

Same with Highlady Athroxis...to a degree. Again, her headband of vast intelligence +2 issue still remains, but the corrections I made to her skills need to be adjusted. In this case, only her Fly skill being calculated incorrectly, her armor check penalty being ignored, and Sense Motive not being treated as a class skill are the only things still needing to be considered. Her skills should read:

"Skills Acrobatics +19, Climb +23, Craft (weapons) +25, Fly +14, Intimidate +21, Knowledge (arcana) +25, Perception +17, Sense Motive +20, Spellcraft +25"

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Pg. 364 - Karzoug the Claimer stat block (cont.)

Minor change, in Karzoug's feats, change "Martial Weapon Proficiency" to "Martial Weapon Proficiency (glaive)".

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Pgs. 253-295 - Runeforge bonuses and partial stat-block creatures

The different parts of Runeforge grant bonuses to creatures within whose most notable sin matches that particular section's (+1 to skills, attack rolls, and saving throws), or penalties if their primary sin opposes that area (-2 to those same things instead). The creatures in these pages with full stat blocks already have these bonuses applied, thankfully. Some other creatures, however, don't have a full stat block because we're told to reference another source book for their full stat block, and so a GM would need to manually add these bonuses in. This isn't very difficult, but it might be worth looking at the relevant creatures here because it turns out not all of them may necessarily qualify for these bonuses:

The Abjurant Halls of Envy
No creatures with partial stat blocks are within this area.

The Ravenous Crypts of Gluttony
* Wraiths (pg. 258): The wraiths should probably receive the Runeforge bonuses, but don't forget they also need to have the desecrate spell applied to their stats because of the area-wide effect within the walls (but not the bonus hit points, as they're not described as being created within a desecrate effect and their stat header lists them at normal hit points).
* Armored Clay Golem (pg. 260): Does NOT receive Runeforge bonuses, as per the Runeforge description of excluding mindless creatures from its bonuses.
* Nightwing (pg. 261): The nightwing should probably receive the bonuses from Runeforge. Remember to not add the effects of desecrate, however, as the trigger to make the nightwing appear is the same thing that "turns off" the area-wide desecrate effect in the first place, not to mention the nightwing already generates a desecrate aura all its own.

The Vault of Greed
* Water mephits (pg. 268): It is arguable whether or not these mephits should receive Runeforge's bonuses. Water mephits in general aren't described as being particularly greedy to begin with, but also these particular mephits are described as being unwanted intruders within Runeforge.
* Stone golems (pg. 268): Like the Armored Clay Golem in the Ravenous Crypts, this creature shouldn't receive any bonuses from Runeforge for being mindless.
* Zuvuzeg (pg. 271): Zuvuzeg does NOT want to be here, but he should absolutely receive Runeforge's bonuses since Nalfeshnees are called greed demons for a reason.

The Iron Cages of Lust
* Enslaved stone giants (pg. 276): Whether or not these stone giants were insatiable before being dominated, it can be safe to assume they certainly are by now given how long they've been dominated (and given what their mistress is described as doing in her free time with her thralls). They should receive Runeforge's bonuses.
* Shining children (pg. 278): I never imagined shining children to be particularly lustful, at least by our terrestrial standards, and according to the description of their purpose within Runeforge, that assumption seems to be accurate so far. The text itself says they serve Delvahine not out of lust, but as creatures who look upon her as a sort of mother figure. I recommend NOT giving them Runeforge's bonuses.

The Festering Maze of Sloth
* Sobloch (pgs. 285 & 289): Without question, as the familiar of the Festering Maze's overlord, this quasit should receive Runeforge's bonuses.
* Omox demons (pg. 286): Absolutely "sloth demons" should receive Runeforge's bonuses in the sloth area.
* Elder water elemental (pg. 286): I would argue that this elemental should NOT receive Runeforge's bonuses: he's not a permanent resident (he comes from the Plane of Water), he aggressively attacks the omox demons in the room, and honestly he seems like a real go-getter—his fastidiousness with cleaning the Festering Maze borders on zealotry. There's actually a real case to argue that the elemental should actually be getting the PENALTY for being in this area.
* Chernobues (pg. 287): These creatures probably should NOT receive bonuses, nor should they receive penalties. For one, they're not permanent residents, and in fact they've only been here a few weeks. Also, chernobues, as far as qlippoths are concerned, are probably associated more with lust than any other sin. This would make them neutral within the Festering Maze. GMs may actually want to consider giving them Runeforge's bonuses if they somehow find themselves within the Iron Cages of Lust, or its penalties should they be led to either the Ravenous Crypts or the Vault of Greed.
* Variant ochre jellies (pg. 289): Like the golems in other parts of Runeforge so far, these oozes should NOT receive runeforge's bonuses since they're mindless.

The Halls of Wrath
* Glabrezu demon (pg. 295): Whether or not a glabrezu, also known as a treachery demon, could be considered wrathful is debatable (are betrayal, treachery, or treason particularly wrathful? They could certainly elicit that emotion from others). Regardless, I'm inclined to recommend allowing it to receive Runeforge's bonuses given its association with Highlady Athroxis alone. In any case, the vrocks it tries to summon in the first round of combat should DEFINITELY receive Runeforge's bonuses for being wrathful, based on their descriptions in the Bestiary alone.

Grand Lodge

Thank you so much for these Runeforge erratas! My party is headed there in a few weeks, and none of my homebrew stat blocks account for the Runeforge bonuses/penalties.

Grand Lodge

You're welcome!

Pg. 269 - Ordikon, the Mithral Mage

In the original version of the Advanced Bestiary, the metal-clad template had an error where it listed two contradicting challenge rating adjustments. For mithral-clad creatures specifically, the CR became either base+1 or base+5 depending on which line you decided to go with. In the Pathfinder-specific updated version of the Advanced Bestiary, Green Ronin settled on the latter of these two, and on paper this would adjust Ordikon's CR to 17 which is obviously considerably higher, and would greatly increase his XP reward to 102,400. A GM would need to consider whether to go with what's written here, or adjust it to this higher CR and XP reward.

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Other items that grant Int bonuses

Like the headbands of vast intelligence I mentioned so far throughout this, there are a number of other items that grant Intelligence bonuses that should also have specific skills designated to receive full ranks when worn for at least 24 hours, chosen by the creator at the time of crafting. They are:

Pgs. 230 & 422: Mokmurian's robe of runes should grant full ranks to 2 skills. All of his listed skills are eligible except for Fly.

Pgs. 270 & 427: Ordikon's staff of mithral might should grant full ranks to 1 skill. All of his listed skills are eligible except for Fly and Swim.

Pg. 358: Khalib's variant evil robe of the archmagi should grant full ranks to 2 skills. All of his listed skills are eligible except for Fly.

Pgs. 364 & 422: Karzoug's three crimson sphere ioun stones should grant full ranks to 1 skill EACH. All of his listed skills are eligible.

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Pg. 231 - Mokmurian's treasure section (cont.)

On the first sentence of this page (the one that started on the previous page), change "Hellfire Flume" to "Hellstorm Flume".

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Pg. 233 - Karzoug research results

In the information for a DC 50 Knowledge (history) result for Karzoug, change "Hellfire Flume" to "Hellstorm Flume".

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Pg. 256 - Abjurant Halls description (cont.)

On the second paragraph for the Abjurant Halls section, in the last sentence, delete "or bardic knowledge". This is a holdover from 3.X D&D when bardic knowledge was its own separate check and not just an ability that adds a bonus to all other Knowledge checks.

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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:
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)
Skills Climb +12

----- 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:
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)
Skills Climb +12

----- 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:
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)
Skills Climb +12

----- 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:
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)
Skills Climb +12

----- 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.


I'm building up Viorian Dekanti in Hero Lab, and having a hard time getting her ability scores to line up. She has wish-based inherent bonuses to STR, CON and WIS (+5, +4 and +4 respectively), a +6 Belt of Physical Might (STR, CON), and a +6 Headband of Inspired Wisdom, four increases from leveling, and +2 to one ability score for being a human.

I'm proceeding on the assumption that she started with the standard heroic NPC stat array (15/14/13/12/10/8, arranged to suit the NPC) because nothing in her stat block says otherwise.

When I try to make the numbers add up I get something like this:

STR = 15 base + 2 racial + 5 inherent + 6 enhancement = 28

DEX = 13 base + 2 level = 15

CON = 14 base + 2 level + 4 inherent + 6 enhancement = 26

INT = 10 base

WIS = 12 base + 4 inherent + 6 enhancement = 22

CHA = 8 base

But according to the printed stat block, she's got STR 29, DEX 17, CON 26, INT 10, WIS 24 and Cha 8. She's supposed to be getting +1 STR, +2 DEX and +2 WIS from someplace, and I don't know where.

Is she supposed to be built on 25 point buy? Because the numbers work out if I give her 25 point buy and spend that on base scores of 16/15/14/10/14/8.

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Tinalles wrote:

I'm building up Viorian Dekanti in Hero Lab, and having a hard time getting her ability scores to line up. She has wish-based inherent bonuses to STR, CON and WIS (+5, +4 and +4 respectively), a +6 Belt of Physical Might (STR, CON), and a +6 Headband of Inspired Wisdom, four increases from leveling, and +2 to one ability score for being a human.

I'm proceeding on the assumption that she started with the standard heroic NPC stat array (15/14/13/12/10/8, arranged to suit the NPC) because nothing in her stat block says otherwise.

When I try to make the numbers add up I get something like this:

STR = 15 base + 2 racial + 5 inherent + 6 enhancement = 28

DEX = 13 base + 2 level = 15

CON = 14 base + 2 level + 4 inherent + 6 enhancement = 26

INT = 10 base

WIS = 12 base + 4 inherent + 6 enhancement = 22

CHA = 8 base

But according to the printed stat block, she's got STR 29, DEX 17, CON 26, INT 10, WIS 24 and Cha 8. She's supposed to be getting +1 STR, +2 DEX and +2 WIS from someplace, and I don't know where.

Is she supposed to be built on 25 point buy? Because the numbers work out if I give her 25 point buy and spend that on base scores of 16/15/14/10/14/8.

Looks like you missed one of her inherent bonuses. Those wish spells are also giving her a +5 to Dexterity. If you consider her +2 race bonus went into Strength, and then for her 4 points she got for being high level (going into Str, Str, Con, and Wis), you get:

STR: 14(base) + 2(race) + 1(4th lvl) + 1(8th lvl) + 5(wish) + 6(item) = 29
DEX: 12(base) + 5(wish) = 17
CON: 15(base) + 1(12th lvl) + 4(wish) + 6(item) = 26
INT: 10(base) = 10
WIS: 13(base) + 1(16th lvl) + 4(wish) + 6(item) = 24
CHA: 8(base) = 8


Ah ha! That would account for it -- my eye skipped over the word "Dexterity" in the list of inherent bonuses in her stat block.

Okay, that sorts it out. Thanks.

I'm looking forward to the fight with Viorian. For most of Book 4 we only had 3 PCs, so I introduced a lower-level version of Viorian as a mercenary Magnimar hired to help the party out. I worked her into the PCs' stories -- she revealed to one the existence of a daughter he didn't know anything about resulting from a dalliance in his backstory, and helped another settle some scores with an old foe, and so on. Now they have a reason to try and save her.

I think that'll be better story. Because let's face it, as written the party has no idea who she is, where she came from, or that she might be redeemable. They probably never even learn her name. She's a speed bump. The party walks in, goes "Oh look, another villain!" and stabs her to death.

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Pg. 363 - Karzoug the Claimer

Since this AP was published, a new book in the Player Companion line, Chronicle of Legends, came out that introduced alternate capstones for every class released, as well as some other alternate capstones that could be selected by multiple classes if they met the criteria. Clerics and wizards, however, essentially get a free new ability they could take at 20th level since they don't actually HAVE a capstone to trade out (the book even points this out). As a 20th-level transmuter, this means Karzoug could potentially be given one of these new abilities if GMs would like things to get even tougher than they already are. Here are the ones he qualifies for:

Well-Prepared (Su): +2 cantrips per day, +6 1st- and 2nd-level spell slots, +4 3rd- and 4th-level spell slots, +2 5th-level spell slots, and +1 6th-level spell slot. This is the wizard-specific new capstone, and is a pretty good, run-of-the-mill option in terms of giving Karzoug some more low- to mid-level spell options in case he needs it. It's also worth mentioning that increasing Karzoug's number of 4th-level spell slots opens up an easy way to give him greater false life that I mentioned in an earlier correction above.

Perfect Body, Flawless Mind (Ex): Increase the character's ability scores by a collective total of 8 (for example, increase one score by 8, or one by 5 and another by 3, or four scores by 2, etc.). This has the potential to be absolutely DEVASTATING in the hands of someone already as powerful as Karzoug. Putting all 8 points into Intelligence alone would not only increase the save DCs of his spells by +4(!), but would also give him a bonus spell slot for all spell levels 1-9 (and thus would be another way of gaining a new 4th-level spell slot for the aforementioned greater false life). Save this for those parties that are practically steam-rolling everything already.

Also, there are other alternate capstones he technically qualifies for, but probably shouldn't take:
The Boss (Ex): Become a leader of some kind appropriate to your character, gaining the Leadership feat and an increased capacity of followers granted by the feat. This is really more a capstone for PCs, plus there's the fact that Karzoug is already a leader in his own right.

Walking Library: Add 100 spell levels' worth of spells to your spellbook, and gain a +4 insight bonus on all Knowledge skills. Since Karzoug already has a Sihedron tome, this capstone is basically useless to him.

With This Sword: Item belonging to you becomes a minor artifact and gains powers. Karzoug essentially already has this, as he's in possession of his burning glaive.

Won't Stay Dead: Once per week, if the character is killed, petrified, or otherwise removed from play, they somehow manage to survive anyway and come back at the end of combat or the scene. This is more for PCs. Giving this to the big bad of a campaign severely cheapens the players' victory over Karzoug, not to mention it contradicts the events that unfold that are directly triggered by his death.

OPTION 0—Don't give him anything new: Or, you could decide to give him NONE of these. You might argue that he's plenty strong enough, or that his various inherent bonuses, his extreme wealth, and his exceptional stats are like a bonus capstone all in their own right. You could argue that his possession of his burning glaive and the fact that he's a Runelord are like two capstones (The Boss and With This Sword) rolled into one.

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