Strife2002 |
Strife2002 |
Once again, thank you Strife. These are excellent updates. I'm running this campaign again for a new group of players. Finding your updates invaluable!
P.S. Are you going to include this last note in your document?
Yep! I will later today. I sometimes get scattered about how I update the sheet and if I have a bunch of corrections to do, I'll wait until they pile up and then do them all at once. I thought I had more than just the suggestion from my last post, but evidently I did them already so I'll update the sheet in a bit.
Tinalles |
Khalib's hit points don't work. They're listed as 16d6+127 = 185.
I am making the following assumptions:
1) He got maximum HP at level 1
2) His HP includes the temporary HP from False Life
3) His False Life casting the gets average 5.5 on the d10
4) Separate .5 results from his hit dice and the false life die are rounded down separately before being added together.
That would make his HP:
6 base + (3.5*15) levels + (5*16) CON + 16 toughness + 15 false life
6 + 52 + 80 + 16 + 15 = 169
That leaves him exactly 16 hit points shy of the listed 185.
Now, at this point, you're probably thinking "Favored Class bonus! 16 levels, 16 hit points, 185 total, boom!"
Unfortunately, if you do that it messes up his skill points.
When I was reconstructing his skills, I discovered he was 16 skill points short, even accounting for the bonus skill ranks from his robe's enhancement bonus. If he uses his favored class bonus to reach the 185 hit points, then he has the following skill points
(2 + 1 human + 5 INT) * 16 = 128 skill points
Plus two skills that he gets max ranks in for free thanks to his robe, effectively +32 for a total of 160. He has max ranks in the eleven skills that he's trained in -- but 160/16 = 10. He only has enough for ten skills.
I can only conclude that the writers accidentally gave him both favored class bonuses: +1 hit point per level, and +1 skill point per level.
In this case, his HP look like this:
6 base + (3.5*15) levels + (5*16) CON + 16 toughness + 15 false life
6 + 52 levels + 80 CON + 16 toughness + 16 FCB + 15 false life = 185
I see several ways to fix it.
Option A: he loses a skill. Does he really need Knowledge [Nobility] considering that all the nobles he knew have been dead for millennia?
Option B: he loses 16 hit points, making his new total 169.
Option C: He keeps both his HP and the skill. Altitude Affinity gets marked as a bonus feat, and he uses the freed-up slot on Fast Learner. That grants him both basic favored class bonuses at all levels, in conjunction with Toughness it makes the numbers come out.
I went with option C while statting him up in Hero Lab.
Tinalles |
I've just spent an hour and half analyzing Karzoug's ability scores. In order to make them match the book values, they have to look something like this:
STR 24 = 12 base + 2 racial + 4 inherent + 6 enhance (belt)
DEX 24 = 12 base + 2 racial + 4 inherent + 6 enhance (belt)
CON 28 = 14 base + 2 racial + 2 level bump + 4 inherent + 6 enhance (onyx rhomboids)
INT 36 = 17 base + 2 racial + 3 level bump + 3 age + 5 inherent + 6 enhance (crimson spheres)
WIS 15 = 8 base + 2 racial + 3 age + 4 inherent - 2 (talons of leng)
CHA 22 = 13 base + 2 racial + 3 age + 4 inherent
That would make his base scores before any modifiers:
STR 12
DEX 12
CON 14
INT 17
WIS 8
CHA 13
But that's a 23 point buy, and the book says he's entitled to 25 points. He has 2 points left to spend.
If you want the values to match the published ones, those can be spent in ways that get him no mechanical benefit. For example +1 STR/DEX, or +1 CON would get him nothing because the increase takes it to an odd number and does not increase the associated modifiers.
2 points are not enough to do anything with his INT, the next step would cost 4.
Spending those two on +2 WIS (for 10 base instead of 8) would get him +1 on Will saves, Heal, Perception, Profession, Sense Motive and Survival.
Spending them to bump CHA from 13 to 14 would get him +1 on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform and Use Magic Device.
When statting him up in Hero Lab I opteed for +2 WIS.
glass |
Karzoug knows 14 languages, but his INT modifier is +13 and he does not appear to have any ranks in Linguistics. The easiest fix is to remove a language. I opted for Necril, on the grounds that he doesn't seem to do a whole lot with undead.
14 languages is correct for a bonus of +13, isn't it? His native language (presumably Thassilonian) plus 13 bonus languages?
_
glass.
Strife2002 |
Tinalles wrote:Karzoug knows 14 languages, but his INT modifier is +13 and he does not appear to have any ranks in Linguistics. The easiest fix is to remove a language. I opted for Necril, on the grounds that he doesn't seem to do a whole lot with undead.14 languages is correct for a bonus of +13, isn't it? His native language (presumably Thassilonian) plus 13 bonus languages?
_
glass.
Correct. He should have 14 total.
Strife2002 |
Khalib's hit points don't work. They're listed as 16d6+127 = 185.
I am making the following assumptions:
1) He got maximum HP at level 1
2) His HP includes the temporary HP from False Life
3) His False Life casting the gets average 5.5 on the d10
4) Separate .5 results from his hit dice and the false life die are rounded down separately before being added together.That would make his HP:
6 base + (3.5*15) levels + (5*16) CON + 16 toughness + 15 false life
6 + 52 + 80 + 16 + 15 = 169
That leaves him exactly 16 hit points shy of the listed 185.
Now, at this point, you're probably thinking "Favored Class bonus! 16 levels, 16 hit points, 185 total, boom!"
Unfortunately, if you do that it messes up his skill points.
When I was reconstructing his skills, I discovered he was 16 skill points short, even accounting for the bonus skill ranks from his robe's enhancement bonus. If he uses his favored class bonus to reach the 185 hit points, then he has the following skill points
(2 + 1 human + 5 INT) * 16 = 128 skill points
Plus two skills that he gets max ranks in for free thanks to his robe, effectively +32 for a total of 160. He has max ranks in the eleven skills that he's trained in -- but 160/16 = 10. He only has enough for ten skills.
I can only conclude that the writers accidentally gave him both favored class bonuses: +1 hit point per level, and +1 skill point per level.
In this case, his HP look like this:
6 base + (3.5*15) levels + (5*16) CON + 16 toughness + 15 false life
6 + 52 levels + 80 CON + 16 toughness + 16 FCB + 15 false life = 185
I see several ways to fix it.
Option A: he loses a skill. Does he really need Knowledge [Nobility] considering that all the nobles he knew have been dead for millennia?
Option B: he loses 16 hit points, making his new total 169.
Option C: He keeps both his HP and the skill. Altitude Affinity gets marked as a bonus feat, and he uses the freed-up slot on Fast Learner. That grants him both basic...
From my calculations, his hit points and skill points are correct as written in the book.
Bonus Hit Points
+127 = 80 (5 CON w/ 16 HD) + 16 (Toughness) + 15 (avg. false life) + 16 (favored class bonuses)
Skill Points—asterisk (*) denotes a class skill
TOTAL POINTS: 160 = (2+7[Int]+1[human])x16
*Craft (alchemy) +26 = 7(Int) + 3(class) + 16 ranks
Diplomacy +17 = 1(Cha) + 16 ranks
*Fly +17 = 5(Dex) + 8(half CL from overland flight) + 4(good maneuverability)
*Knowledge (arcana) +26 = 7(Int) + 3(class) + 16 ranks
*Knowledge (engineering) +26 = 7(Int) + 3(class) + 16 ranks
*Knowledge (nobility) +26 = 7(Int) + 3(class) + 16 ranks
*Knowledge (planes) +26 = 7(Int) + 3(class) + 16 ranks
Perception +18 = 2(Wis) + 16 ranks
Sense Motive +18 = 2(Wis) + 16 ranks
*Spellcraft +26 = 7(Int) + 3(class) + 16 ranks
Use Magic Device +17 = 1(Cha) + 16 ranks
TOTAL POINTS SPENT: 160
Strife2002 |
I've just spent an hour and half analyzing Karzoug's ability scores. In order to make them match the book values, they have to look something like this:
STR 24 = 12 base + 2 racial + 4 inherent + 6 enhance (belt)
DEX 24 = 12 base + 2 racial + 4 inherent + 6 enhance (belt)
CON 28 = 14 base + 2 racial + 2 level bump + 4 inherent + 6 enhance (onyx rhomboids)
INT 36 = 17 base + 2 racial + 3 level bump + 3 age + 5 inherent + 6 enhance (crimson spheres)
WIS 15 = 8 base + 2 racial + 3 age + 4 inherent - 2 (talons of leng)
CHA 22 = 13 base + 2 racial + 3 age + 4 inherent
That would make his base scores before any modifiers:
STR 12
DEX 12
CON 14
INT 17
WIS 8
CHA 13But that's a 23 point buy, and the book says he's entitled to 25 points. He has 2 points left to spend.
If you want the values to match the published ones, those can be spent in ways that get him no mechanical benefit. For example +1 STR/DEX, or +1 CON would get him nothing because the increase takes it to an odd number and does not increase the associated modifiers.
2 points are not enough to do anything with his INT, the next step would cost 4.
Spending those two on +2 WIS (for 10 base instead of 8) would get him +1 on Will saves, Heal, Perception, Profession, Sense Motive and Survival.
Spending them to bump CHA from 13 to 14 would get him +1 on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform and Use Magic Device.
When statting him up in Hero Lab I opteed for +2 WIS.
They add up fine for me as written in the book. The key is just where you stick those 5 points he got every 4th level over his 20 levels. Ignoring them at first and working backwards from his written stats we have the following:
STR 24 - 4(wish) - 2(race) - 6(belt) = 12
DEX 24 - 4(wish) - 2(race) - 6(belt) = 12
CON 28 - 4(wish) - 2(race) - 6(ioun stones) = 16
INT 36 - 5(wish) - 2(race) - 6(ioun stones) - 3(age) = 20
WIS 15 - 4(wish) - 2(race) + 2(talons) - 3(age) = 8
CHA 22 - 4(wish) - 2(race) - 3(age) = 13
So I take these "naked stats" without his boosts from items, his age, or his inherent bonuses, and then try to figure out how his 5 points he got over 20 levels were spent; I found the following which results in a 25 point buy:
STR 12 = 12 (COST: 2 points)
DEX 12 = 12 (COST: 2 points)
CON 16 = 16 (COST: 10 points)
INT 20 -3 = 17 (COST: 13 points)
WIS 8 -1 = 7 (COST: -4 points refunded)
CHA 13 -1 = 12 (COST: 2 points)
TOTAL POINTS SPENT IN POINT-BUY: 25
EDIT: obviously there are of course other, more efficient/min-maxing ways of building his stats, such as your layout that granted him with more points to spend, but that would be a GM's call to make. For example, if you calculated that he stuck ALL 5 of his points he earned throughout his levels in Intelligence, you're left with the base stats of:
STR 12 (COST: 2 points)
DEX 12 (COST: 2 points)
CON 16 (COST: 10 points)
INT 15 (COST: 7 points)
WIS 8 (COST: -2 points refunded)
CHA 13 (COST: 3 points)
TOTAL POINTS SPENT IN POINT-BUY: 22
Practically speaking, if you wanted to spend those 3 leftover points in the most efficient method that would result in actual changes to his stats, you have the following options:
OPTION A: Increase Strength to 26
OPTION B: Increase Dexterity to 26
OPTION C: Increase Wisdom to 18
Tinalles |
On Khalib: I stand corrected. Where I went wrong is completely forgetting the Fly bonuses from Overland Flight and the maneuverability bonus it grants.
On languages: eh, I guess that makes sense. It seems Hero Lab automatically assigns both Azlanti and Common as native languages for pureblood Azlanti characters, which accounts for it. I needed to tick the "Replace Common" box.
On Karzoug's stats: that's an interesting approach to figuring them out. When I'm building up a Hero Lab portfolio based on a published stat block, I generally work backwards, but in an additive manner. That is, I leave all the ability scores at 10 and start adding things. First I add any listed magic gear that boosts stats, then I add any listed static bonuses (e.g. from templates, wishes, etc), then I add the racial modifiers. Once everything . Figuring out the level bumps is the very last step.
It's easiest when the character is using the standard 15/14/13/12/10/8 array and a race that uses static modifiers. Figuring out where to put floating racial bonuses and what to do with point-buy based characters has always been a bear. Your method seems to work better for that.
Also, sometimes Hero Lab is just wonky. For example in my copy of Karzoug it insists that he's supposed to have 262 skill points. Per the book he only has 260, and that math seems correct when I checked it: 2 base + 1 human + 10 INT * 20 levels = 260, keeping in mind that three points of his INT are from those ioun stones, and hence come with fixed skills attached rather than spendable skill points.
I have no idea where Hero Lab is getting those two extra skill points from. It's weird. So I eventually just chucked on an adjustment to give him -2 skill points.
Strife2002 |
Yeah I try to avoid using Hero Lab because I've learned to not trust anything other than my own brain. I've seen them make errors in the past, but more often there are times I have to ignore them because PAIZO has made an error, not corrected it over the entire lifetime of the system, and Hero Lab parrots it.
Strife2002 |
Pg. 326 - krak naratha soldiers (kuchrimas)
The tactics mention using the Snatch feat, but they don't have it, and cannot take it (cannot fulfill prerequisites).
So I just noticed that this monster also has a random +4 to CMB rolls made to grapple on its stat block on page 411, which is usually an indicator of having the grab universal monster ability, but alas it's missing it. I have a feeling this was an oversight, however, and its talon damage should actually read as "(1d4+5 plus grab)". Other than the random +4 grapple bonus and the tactics mentioned above on page 326, the biggest indicator that this was the designer's intent and it was an oversight to leave it off is that this creature's 3.5 version had a special ability called improved grab, which worked kind of like rend except rather than dealing extra damage when both talons hit, it granted them a special grapple option and also granted a +4 bonus to grapple attempts similar to how grab does now.
It's also important to remember that grab works on creatures the same size as the creature attempting the grapple. This can be easy to forget or overlook because it was originally written in the first Bestiary that creatures could only grab other creatures at least one size-category smaller than themselves, but this was changed in a later errata to the Bestiary. Depending on where you look, you might get wrong information if it's a first-printing Bestiary or, unfortunately, a copy of Bestiary 4 where the old incorrect version of this ability was copy/pasted in by mistake.
Askar Avari |
Another great catch! I just recently statted these guys up for my party, and I removed all reference to Snatch and removed the grapple bonus entirely, but I think that works better than removing this tactic entirely. Then again, I'm not sure how likely they are to be using their claws rather than their bows, but it's still a nice and appropriate option.
ckdragons |
I'm trying to reverse engineer Xyoddin into Hero Lab. How does he have a Charisma of 30? Tried using both the NPC Heroic stats (15/14/13/12/10/8) and the Monster w/Levels stats (14/14/12/12/10/8). I believe he should be built on the NPC Heroic stats, but I've also tried the 15- and 20-point buy normally reserved for PCs.
Strife2002 |
Does anyone know who Xyoddin's ability scores were calculated? Having trouble attempting to get his 30 Charisma.
Xyoddin is...special, and we may have to treat him that way. We came across a similar issue with the Black Monk back in book 4. The best I can make out is that in the transition from 3.5 original RotR to PFRPG anniversary edition RotR, they artificially pumped up his Cha to make up for the fact that he no longer uses d12s for HD, but if that's the case it's an OBSCENE over correction, considering his hp in that original adventure was only 93 compared to the corrected 252 here.
Unless point-buy is specifically stated to be used, I have to assume the 15/14/13/12/10/8 array was used (we can't use the monsters-with-stats bonuses, since at his core he's just a human with some templates). So taking into account the bonuses and penalties to his stats from his two templates, his bonuses for being Azlanti, and assuming they stuck his +4 Con from the ravenous template into Cha instead (which would technically be a house rule but would make sense arguably in a RAI way), I have these final stats that come the closest to matching what's written in the stat block:
STR 24 (12 + 2[race] + 6[ravenous] + 4[dread zombie])
DEX 18 (14 + 2[race] + 4[ravenous] - 2[dread zombie])
CON -- (8 + 2[race] + it doesn't matter he's undead now)
INT 11 (13 + 2[race] - 4(dread zombie)]
WIS 12 (10 + 2[race])
CHA 20 (15 + 2[race] + 3[lvls 4, 8, 12] + 4[ravenous{?}] - 4[dread])
So Int takes a hit, but obviously CHA is the biggest loser. Even if we try to correct it by saying he drinks a potion of eagle's splendor in his before combat tactics, it doesn't come close to matching what's in the book. I'll try to come up with corrected stats later, but in the meantime it may be prudent to slap a "unique" tag at the top of his stat block next to his sex/race/creature line.
Strife2002 |
It appears that Jordimandus stat block does not include the Runeforge Bonus for being in his wing.
Further, he has too many 0-level spells memorized (has 5, allowed 4). I personally removed prestidigitation as I feel it doesn't fit his character.
You're correct about the runeforge bonuses and I'll get that fixed in the master doc.
As for his cantrips, that's actually the result of a seemingly unwritten rule about Thassilonian spellcasters that we discovered earlier in this thread. It's not mentioned in any published write-up about how Thassilonian wizards work, but literally every single Thassilonian spellcaster in this adventure, including Karzoug, have this extra cantrip. From what we can tell, it's the translation of getting one extra bonus spell slot at all spell levels, and so Jordimandus is getting an extra conjuration cantrip (acid splash).
Strife2002 |
Horror Tree appears to be including Vital Strike in its stat block even though it has 2 slam attacks. A standard huge creature does 2d6 for its slam. Horror Tree is 4d6.
I thought I replied to this but I apparently dreamt it.
I see what you mean, but there are a few things about the Horror Tree that makes me have to rule that this wasn't a mistake, that 4d6 is the BASE damage before vital strike (yikes) and by association for the trample damage, as well.
* It has the unique tag. This usually means I have to ignore any wacky stat math because this creature's about to break all the rules, and if it keeps it up I'm going to have to ask for its gun and badge because the mayor is going to have my ass. Granted this more likely has to do with this creature being an undead version of a treant, but still.
* The standard treant deals 2d6 with its slams, true, which is already one size category higher for a Huge creature (typical Huge creatures deal 1d8 with a slam attack). Notice that the Horror Tree is actually Gargantuan, which makes sense because it has 9 extra HD than a typical treant, and based on the rules of monster advancement made it eligible for a free size-increase to Gargantuan. Now, going by the the natural attack chart, if the slam damage also grew to the next size category (Colossal), it would be just 2d8, not 4d6 (and hell, if we instead look at this FAQ, the damage would be 3d6). Again, however, we have to look at that "unique" tag which is reminding me I'm too old for this $#!+, but damn it if it isn't the best cop on the whole damn force.
You pointing out the Horror Tree did make me notice one thing though...
EDIT: To be fair, the presence of the Vital Strike feat does throw all of this into question, so I'll make a note in the document.
EDIT #2: Now that I think of it, if only this creature had the Improved Natural Attack feat, all of this would be explained away. Based on that feat's description, going to Gargantuan and THEN applying that feat would make it a nice, neat 4d6.
MG0078 |
I noticed an inconsistency that isn't addressed in the Errata and has to deal with the seven sins and virtues. I'm wondering if it has been addressed elsewhere.
On Pg. 75 it says "The...Sihedron Rune...signifies...the seven virtues of rule (generally agreed among scholars to have been wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest)...."
On pages 416-417 it says the seven virtues are:
Charity
Temperance
Generosity
Love
Humility
Zeal
Kindness
Has anyone addressed this?
Ed Reppert |
I noticed an inconsistency that isn't addressed in the Errata and has to deal with the seven sins and virtues. I'm wondering if it has been addressed elsewhere.
…
Has anyone addressed this?
I don't know if anyone has addressed it. I would treat the information on page 75 as modern (as of about 4700AR) speculation, and the information on pages 416-417 as Xin's actual intent.
MG0078 |
ckdragons |
My party just completed their encounter with Azaven and picked up the staff of hungry shadows. After some debate, I'm curious how Azaven was able to use this item without the having magic circle from evil memorized, or even bargaining with the devourer. The written tactics suggests he calls forth the creature as soon as he knows his wing is under attack. Now the player with the staff wants to use it (it fits well with is Dirge Thundercaller Bard).
kadance |
If you have attempted to get to my linked file(s) above and found that you needed to ask permission, you have my apology. I was not regularly checking the e-mail address attached to the account.
I have now removed the google security update from hundreds of my shared files, so hopefully no one will have to ask permission to view them.
Strife2002 |
Long time no update! I'm adding a note to the master doc detailing where you can find stat blocks for the other goblin heroes that Shalelu Andosana mentions in her exposition dump on page 25. Here it is below (though drop a line if you can help fill in the gap of Big Gogmut).
- Big Gogmut (no stats so far that I can see...)
- Koruvus (found on page 36 of this adventure)
- Vorka (found on page 10 of Pathfinder Module: We Be Goblins!)
- Rendwattle Gutwad (found on page 16 of Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy)
- Ripnugget (found on page 49 of this adventure)
- Bruthazmus (found on page 52 of this adventure)
Strife2002 |
Thanks!
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
Elifia |
Thanks!
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
If you want a big goblin, you can just use the "oversized goblin" subrace:
Oversized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, oversized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma.
Elifia |
I have a question about Azaven, p264. It lists his hp as being 179 (14d6+128), but I have no idea how he's supposed to have that much. Between the FCB (+14), Toughness (+14), and his +4 Cha bonus (+56) he should only have a total of +84. If we assume that this also includes false life with the average 15 hp roll, then that's still only +99. Where did the remaining +29 come from?
Elifia |
Some corrections for the alu-demon submissives on page 273:
• Initiative is listed as +3, should be +4 thanks to Mistress Says So (because initiative is an ability check)
• HP is listed as 124 (6d10+5d10+66). The dice and modifiers appear to be correct, but they actually average out to 126.
• CMB is listed as +18 (or as +17 in the errata) but should actually be +19: +11 BAB, +6 from strength, +1 from Mistress Says So, and +1 from the sin bonus.
• Perception should probably be +21, assuming they put the full 11 skill ranks in it. Alu-demons have a +4 racial bonus in perception, and if I leave perception at only +17 then they still have 4 ranks to spare.
Elifia |
Some corrections for Delhavine herself as well:
• HP is listed as 249 (19 HD; 8d10+11d8+158). Like with her daughters, the dice and modifiers appear to be correct, but the average should actually be 251.
• Her agonizing touch ability fails to mention that it can be resisted with a fortitude save (DC 10 + dominant level + cha mod, so DC 28 with her listed stats). Though I suppose this might be a deliberate change, as it's a conversion from an old 3E book. It's only a negligible 1d3 nonlethal damage, not exactly worth the effort of rolling the save at this level.
• Her spell-like abilities don't seem to have taken spell focus and enchantment specialization into account. Increase the following SLA DCs: Suggestion (26->27), Charm Monster (27->28), and Dominate Person (28->30).
• It seems she has 10 unspent skill points. Racial modifiers are definitely included this time, because she can't reach such high bluff and perception without them. It's of course possible they were spent on skills overridden by versatile performance, but surely she would have retrained such skills in the 10000 years she was stuck here?
Strife2002 |
Strife2002 wrote:Thanks!
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
If you want a big goblin, you can just use the "oversized goblin" subrace:
aonprd wrote:Oversized goblins are Medium size, and grow to 4 to 5 feet tall. They tend to be particularly obese, weighing between 225 and 275 pounds. Instead of the normal racial ability score modifiers for goblins, oversized goblins gain a +2 bonus to Strength, a +2 bonus to Dexterity, and a –2 penalty to Charisma.
EXCELLENT POINT! I completely forgot to look in Monster Codex. I'll update the sheet.
Strife2002 |
I have a question about Azaven, p264. It lists his hp as being 179 (14d6+128), but I have no idea how he's supposed to have that much. Between the FCB (+14), Toughness (+14), and his +4 Cha bonus (+56) he should only have a total of +84. If we assume that this also includes false life with the average 15 hp roll, then that's still only +99. Where did the remaining +29 come from?
All of the Ravenous Crypts of Gluttony have a permanent desecrate effect, and judging from all the undead creatures in this area, they were created within it and so they're getting bonus hit points (+14 hp for Azaven). The other bonuses from desecrate stack with the bonuses all Runeforge occupents get for being in their corresponding sin-area.
However, when it comes to hp, Azaven seems to have DOUBLE the hp bonuses from desecrate (+28 hp), indicating that he achieved lichdom while in a desecrate spell's area that had an alter in the vicinity. Without spelling it out, though, this is speculation.
HOWEVER (again), even if we assume this, his total bonus hp would just be +127, so he's still got 1 extra than he should (maybe it came from a better-than-average false life casting? But that would be a first to alter the standard 5+CL[max +10] hp for that spell that we've seen throughout the adventure).
Strife2002 |
Some corrections for the alu-demon submissives on page 273:
• Initiative is listed as +3, should be +4 thanks to Mistress Says So (because initiative is an ability check)
• HP is listed as 124 (6d10+5d10+66). The dice and modifiers appear to be correct, but they actually average out to 126.
• CMB is listed as +18 (or as +17 in the errata) but should actually be +19: +11 BAB, +6 from strength, +1 from Mistress Says So, and +1 from the sin bonus.
• Perception should probably be +21, assuming they put the full 11 skill ranks in it. Alu-demons have a +4 racial bonus in perception, and if I leave perception at only +17 then they still have 4 ranks to spare.
• I learn something new everyday! I had no idea initiative rolls were considered ability checks, but some quick research seems to support this (and the 20th-level ability of the empiricist archetype for the investigator basically confirms it!). I'll get it fixed in the sheet. (now I'm wondering if this revelation changes any other corrections I've made...)
• Yep! Adding to the sheet.• Huh. Looking back at the thread and I'm having a hard time finding WHY we decided CMB should be +17, but you're right. Fixing the sheet.
• Good catch! They 100% forgot about the racial bonus. Adding to the sheet.
Strife2002 |
Some corrections for Delhavine herself as well:
• HP is listed as 249 (19 HD; 8d10+11d8+158). Like with her daughters, the dice and modifiers appear to be correct, but the average should actually be 251.
• Her agonizing touch ability fails to mention that it can be resisted with a fortitude save (DC 10 + dominant level + cha mod, so DC 28 with her listed stats). Though I suppose this might be a deliberate change, as it's a conversion from an old 3E book. It's only a negligible 1d3 nonlethal damage, not exactly worth the effort of rolling the save at this level.
• Her spell-like abilities don't seem to have taken spell focus and enchantment specialization into account. Increase the following SLA DCs: Suggestion (26->27), Charm Monster (27->28), and Dominate Person (28->30).
• It seems she has 10 unspent skill points. Racial modifiers are definitely included this time, because she can't reach such high bluff and perception without them. It's of course possible they were spent on skills overridden by versatile performance, but surely she would have retrained such skills in the 10000 years she was stuck here?
• Just like the submissives. Yep! Adding to the errata.
• Good catch. My guess though is that this was an intentional change between 3.X and PFRPG. As a comparison, the lamia matriarch can deal 1d4 Wisdom drain on a touch (no save) or 1 point of Wisdom drain on a successful melee weapon attack (Will negates). Like you said, 1d3 nonlethal seems like an afterthought at this level, so no save seems to be the way to go here.• So you've touched upon something that in all of PFRPG 1E's lifespan was never weighed in on officially. Do feats and abilities that specifically say they affect spells also affect spell-like abilities? The closest thing we ever got that I could find to a ruling was this post by Mark Seifter, and even then he said his words are just his opinion, not an official ruling from Paizo. Based on his description here, only Delhavine's dominate person SLA would have its DC increased by +1 because that spell is specifically called out in the description of the enchantment specialization ability (similar to summon monster SLAs getting to work with Augment Summoning after they got FAQ'd). I'm hesitant to change the errata sheet since there's no official ruling about this topic, not to mention the fact that whether or not SLAs get to work with Spell Focus seems to change depending on who is writing the stat block at Paizo.
• I have skills coming out accurate as written:
* Acrobatics +36 = N/A (versatile performance)
* Bluff +37-8[racial]-13[CHA]-3[class]-1[sin] = 12 ranks
* Diplomacy +36 = N/A (versatile performance)
* Escape Artist +29-6[DEX]-3[class]-1[sin] = 19 ranks
* Fly +36 = N/A (versatile performance)
* Heal +11-2[WIS]-3[class]-1[sin]= 5 ranks
* Intimidate +36-13[CHA]-3[class]-1[sin] = 19 ranks
* Knowledge (arcana) +20-3[INT]-3[bardic]-3[class]-1[sin] = 10 ranks
* Knowledge (planes) +20-3[INT]-3[bardic]-3[class]-1[sin] = 10 ranks
* Perception +33-8[racial]-2[WIS]-3[class]-1[sin] = 19 ranks
* Perform (dance) +36-13[CHA]-3[class]-1[sin] = 19 ranks
* Perform (oratory) +36-13[CHA]-3[class]-1[sin] = 19 ranks
* Sense Motive +36 = N/A (versatile performance)
* Stealth +29-6[DEX]-3[class]-1[sin] = 19 ranks
TOTAL RANKS SPENT: 151 ranks (72[outsider; 9*8HD] + 54[bard; 9*6 levels] + 25 [dominant; 5*5 levels] = 151)
Elifia |
I have skills coming out accurate as written:
Ah, I see my mistake. I had missed the knowledge planes, likely because they had written it as a single "knowledge (arcana, planes)" and with planes after the linebreak, instead of as 2 separate entries as they usually do (and did do for perform).
Strife2002 |
Strife2002 wrote:I have skills coming out accurate as written:Ah, I see my mistake. I had missed the knowledge planes, likely because they had written it as a single "knowledge (arcana, planes)" and with planes after the linebreak, instead of as 2 separate entries as they usually do (and did do for perform).
I noticed the Perform skills also. Weird stuff.
Also I'm going to go ahead and add the bit about Spell Focus with the SLAs to the errata sheet with a {RULE AMBIGUITY} tag at the beginning.
Elifia |
Found a fun one: Sobloch, the quasit familiar belonging to Jordimandus (p285 and p289) has its hp listed as 95. This is indeed half of Jordimandus' listed hp of 190. However, Jordimandus' listed hp includes false life. His actual hp is only 175, so Sobloch should only have 87 hp. This mistake could easily have been prevented if stat blocks properly separated actual hp and temporary hp, which I have wanted them to do even before this.
Strife2002 |
Found a fun one: Sobloch, the quasit familiar belonging to Jordimandus (p285 and p289) has its hp listed as 95. This is indeed half of Jordimandus' listed hp of 190. However, Jordimandus' listed hp includes false life. His actual hp is only 175, so Sobloch should only have 87 hp. This mistake could easily have been prevented if stat blocks properly separated actual hp and temporary hp, which I have wanted them to do even before this.
Nice, that is a fun one. Added.
Strife2002 |
Thanks!
Quick update to Big Gogmut above, if Pathfinder Adventure Path: Jade Regent #1: The Brinewall Legacy is any indication, Mosswood is a CR 3 area so it may make sense to make Gogmut a 4th-level character.
EDIT: Since he's rumored to be big for a goblin, I like the idea of giving him 4 levels of a goblin-friendly class that has access to the enlarge person spell, like alchemist, bloodrager, or sorcerer. Alternatively and since they get so little love (whether deserved or not) it might be fun to lean in more to the rumor about one of his parents being a boar and make him a 4th-level shifter with the boar aspect.
EDIT #2: Other enlarge person granting options include clerics with the Strength domain, clerics or druids with the Growth subdomain of the Plant domain, and oracles with the Battle mystery.
Can't seem to leave Big Gogmut alone, so I made a stat block for just one possible version of him if anyone wants to use it in their games:
CR 3
800 XP
Male oversized goblin shifter 3/barbarian (feral gnasher) 1
NE Medium humanoid (goblinoid)
************************************************************************
Init +3; Senses darkvision 60 ft.; Perception +9
*************
** DEFENSE **
*************
AC 14, touch 12, flat-footed 11 (+3 Dex, +1 Wis, +2 armor, -2 rage)
hp 47 (4 HD; 1d12+3d10+19)
Fort +9; Ref +7; Will +6
Defensive Abilities defensive instinct
*************
** OFFENSE **
*************
Speed 30 ft.
Melee bite +9 (1d8+5), 2 claws +9 (1d4+5)
Ranged dart +6 (1d4+5)
Special Attacks rage (5 rounds/day), shifter aspect (boar; 6 minutes/day)
*************
** TACTICS **
*************
Base Statistics When not raging, Gogmut's statistics are AC 16, touch 14, flat-footed 13; hp 39; Fort +7; Will +4; Melee bite +7 (1d8+3), 2 claws +7 (1d4+3); Ranged dart +6 (1d4+3); Str 17, Con 12; CMB +7; Skills Climb +3, Swim +3.
****************
** STATISTICS **
****************
Str 21, Dex 16, Con 16, Int 10, Wis 14, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Diehard (boar aspect only), Power Attack, Toughness
Skills Acrobatics +9, Climb +5, Intimidate +5, Linguistics +1, Perception +9, Survival +9 (+10 when tracking), Swim +5
Languages Common, Druidic, Goblin
SQ hard head, big teeth; savage bite; shifter claws (cold iron, magic, silver); track +1; wild empathy +1; woodland stride
Combat Gear necklace of fireballs (type I), potion of barkskin, potions of cure light wounds (3); OTHER GEAR: cloak of resistance +1, ioun torch, masterwork studded leather, dart (4), gold spectacle case filled with loose teeth (worth 70 gp), silver boar figurine (worth 10 gp), 18 gp
NOTE: Since Monster Codex was released after Advanced Race Guide, I had to make a house rule that the increased size of being an oversized goblin would result in the damage dice of the bite attack from hard head, big teeth and the 1st-level ability of the feral gnasher archetype increasing as well. I also assigned NPC gear for him as if his level were 1 higher than it is, as per the rules for NPC gear in adventures using the fast xp method (which Rise of the Runelords uses).
Strife2002 |
Pg. 38 - Erylium
Added a note in the errata about Erylium's pre-fight actions and how they conflict with her Before Combat tactics of becoming invisible. See the errata for full details, but basically GMs will probably want to award Erylium a surprise round so she can cast invisibility on herself like her tactics say without it interfering with the PCs getting to witness her reaction after she creates a sinspawn before the fight starts, as per the paragraph right before her stat block on page 38.
EDIT: and as far as the stat block I posted above in my last post, the only error I've caught (so far) is I should have added a "+2" to the end of that potion of barkskin.