Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Grand Lodge

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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

Grand Lodge

(Hooray! I don't have to do any weird updating to the OGL section at the end of the errata doc :p )

Grand Lodge

Pg. 48 - Shadowmist

Shadowmist's stats say he's an advanced horse, which according to the first Bestiary means he's a heavy horse, gaining a bite attack and increasing the damage dice for his hooves. The partial stat block should probably indicate this in case it's not obvious to everyone.

Another thing worth bringing up is the horse's docile trait, which I see a lot of players and GMs misinterpret the rules for. To summarize:

* Hooves are normally secondary attacks.
* If a creature ONLY has a secondary attack, it's treated as a primary attack instead.
* Light horses with the docile trait ignore the second point above, meaning their hooves are still treated as secondary attacks UNTIL they become combat trained, at which point they lose the docile trait and their hooves then start following the normal rules, getting treated as primary attacks.

The bolded part above is important when you consider heavy horses with the docile trait (like Shadowmist). Heavy horses have a bite attack, which are normally a primary attack. As long as a creature has at least one primary natural attack, any other secondary natural attacks remain as such unless they have an ability that says otherwise. This means that no matter what, heavy horses like Shadowmist will have hooves that are ALWAYS secondary attacks, even if they become combat trained.

I see a lot of GMs and players think that a heavy combat-trained horse has a bite and two hooves, all primary, when only the bite should be primary. The docile ability doesn't grant a benefit, it bestows a penalty, which is an important distinction to make when you realize that removing it via combat-training just means the horse's attacks go back to following the rules.

So what does docile do then in the case of a heavy horse? It would make the bite attack secondary. Once it's combat-trained, the bite becomes a primary attack and the hooves remain secondary attacks.

Grand Lodge

(This is a repost of an earlier post because I found an error in my stats, so I'm adding this post so I can change the link in the errata doc.)

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 (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)

----- 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 (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)

----- 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 (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)

----- 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 (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)

----- 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.

Grand Lodge

Pg. 55 - Orik Vancaskerkin stat block

Change Orik's speed to "20 ft. (30 ft. without armor)". As a fighter, Orik can't move at full speed in heavy armor until 7th level.

Grand Lodge

Pg. 174 - Myriana stat block

In Myriana's 2nd-level druid spells, reduce the DC for chill metal from "DC 17" to "DC 15". As a transmutation spell, it isn't boosted by her Spell Focus (evocation) or Greater Spell Focus (evocation) feats.

Grand Lodge

Pg. 320 - Svevenka stat block

In addition to the other languages we've added, Aquan (and Auran if you're implementing the changes from the PFRPG1e edition of the Advanced Bestiary), add "Druidic", as well.

Dark Archive

Thank you, Strife! For continuing to update the RotRL errata. I'd like to buy you a coffee if we ever run into each other RL.

Grand Lodge

Thanks! Though I warn you I'm probaby about as interesting as anyone who has (checks notes) spent the last 10+ years obsessing over errata from a single adventure path could be expected to be.

Dark Archive

Strife2002 wrote:
Thanks! Though I warn you I'm probaby about as interesting as anyone who has (checks notes) spent the last 10+ years obsessing over errata from a single adventure path could be expected to be.

Can't wait for you to start the next one! LOL

Only 23 more to go!

Grand Lodge

Strife2002 wrote:
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.

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:

** spoiler omitted **...

So I was going through some of my old Pathfinder Comics issues, and issue # 5 of the original series has a stat block for a 6th-level goblin cleric of Lamashtu named Big Chief Wortus. Here is his opening description:

"Big Chief Wortus isn't the most notorious or powerful of the Mosswood chieftains (that honor goes to Big Gugmut)..."

So going by this, not only have I finally noticed I've been mispelling Gugmut's name, but there's an argument to be made that Gugmut could be at least 7th level instead. Here's a version of him at 7th level if anyone would like it:

Big Chief Gugmut LVL 7:

Big Gugmut
CR 6
2,400 XP
Male oversized goblin shifter 4/barbarian (feral gnasher) 3
NE Medium humanoid (goblinoid)
************************************************************************
Init +3; Senses darkvision 60 ft.; Perception +12

*************
** DEFENSE **
*************
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor, +1 Wis, +1 defensive instinct, -2 rage)
hp 79 (7 HD; 3d12+4d10+32)
Fort +11; Ref +9; Will +7
Defensive Abilities defensive instinct (+1), uncanny dodge

*************
** OFFENSE **
*************
Speed 30 ft.
Melee bite +13 (1d8+6 plus grab), 2 claws +14 (1d4+6)
Ranged dart +10 (1d4+6)
Special Attacks lockjaw, rage (9 rounds/day), shifter aspect (boar; 7 minutes/day), wild shape (dire boar; 6 hours/day)

*************
** TACTICS **
*************
Base Statistics When not raging, Gugmut's statistics are AC 18, touch 15, flat-footed 15; hp 65; Fort +9; Will +5; Melee bite +11 (1d8+4 plus grab), 2 claws +12 (1d4+4); Ranged dart +10 (1d4+4); Str 18, Con 12; CMB +11 (+12 grapple, +16 grapple with bite); Skills Climb +4, Swim +4.

****************
** STATISTICS **
****************
Str 22, Dex 16, Con 16, Int 10, Wis 14, Cha 6
Base Atk +7; CMB +13 (+14 grapple, +18 grapple with bite); CMD 26 (27 vs. grapple)
Feats Diehard (boar aspect only), Power Attack, Reckless Rage, Throw Anything, Toughness, Weapon Focus (claws)
Skills Acrobatics +12, Climb +6, Intimidate +8, Linguistics +1, Perception +12, Survival +12 (+14 when tracking), Swim +6
Languages Common, Druidic, Goblin
SQ hard head, big teeth; impromptu armament; savage bite; shifter claws (cold iron, magic, silver); track +2; wild empathy +2; woodland stride

Combat Gear necklace of fireballs (type II), potion of barkskin, potion of cure moderate wounds; Other Gear +1 studded leather, armbands of the brawler, cloak of resistance +1, darts (4)

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).

NOTE #2: While writing this stat block up, I noticed an error in my stats for Gugmut at level 4. Increase his ranged attack bonus for his darts from "+6" to "+7".


Page 337, the description of the House of Divine Consumption says the following:
"Many of Xin-Shalast's lamias - harridans, hungerers, matriarchs, and normal lamias alike - dwell in this building or in the surrounding ruins"

However, on page 343 while describing the Harridans' Compound it claims the following:
"only one harridan dwells in Xin-Shalast - the dangerous and deadly oracle known as Most High Ceoptra"

So what is it? Are there harridans in the House of Divine Consumption, or is Ceoptra the only harridan?

I'm also somewhat confused by the description of the place itself. On the map of the city it's just a big rectangle with a square tower in each corner and a circular dome in the middle. But the description talks about rows of corrugated towers with fluted prominences and onion-shaped domes looking out over an inner compound which is dominated by the temple, which itself is topped by 2 hollow pagodas. Is the big rectangle supposed to be the compound, with the temple somehow being inside of that, like a building inside of a bigger building? Of course like many of the places in Xin-Shalast, there's no official map of this place.


So question about the Black Monk. How does the despair aura work? It doesn’t state that creature’s are immune to it if they pass. Do they constantly make that save or do they only save once and if they leave then re enter the aura do they need to make a save again?


While listed as an aura, it is described as, and has the stats for, a gaze attack. I would probably run it as such:

Gaze Rules:

Gaze (Su)
A gaze special attack takes effect when foes look at the attacking creature’s eyes. The attack can have any sort of effect; petrification, death, and charm are common. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability.

Grand Lodge

Jayman91 wrote:
So question about the Black Monk. How does the despair aura work? It doesn’t state that creature’s are immune to it if they pass. Do they constantly make that save or do they only save once and if they leave then re enter the aura do they need to make a save again?

Funny enough, in the original Advanced Bestiary, it WAS a gaze attack.

Anyway, going by the ability description, "This functions as a typical mummy's despair..." and then lists some differences. That first part tells you all you need to know:

Bestiary pg. 210, Mummy wrote:
Despair (Su)...Whether or not the save is successful, [a] creature cannot be affected again by the same mummy's despair ability for 24 hours.

So once a save is made, whether it's successful or not, the creature is immune to the ability for a day.


Hey GMs, I have a question about the encounter on page 162 of the Anniversary edition.

Spoiler:
Saving the School children. The encounter text says the ferry with the kids in it is pinned against the general store, but the general store is not in the flood zone. According to the Turtleback Ferry map on page 394, the store (location 5) is across the square from the extent of the flood. What am I missing?


I think in the GM thread for that chapter of the AP there's a lot of posts discussing the problem and suggestions on how to handle it.

Grand Lodge

Updated the Errata doc with notes about Turtleback Ferry's stat block (specifically how its population makes it too big to be a village), corrections to Shalelu's XP reward on her stat block in Chapter 3, and notes about the issue slimz76 mentioned above regarding the map of Turtleback Ferry not matching with the description of the Saving the Schoolchildren section.

Grand Lodge

Pg. 158 - Lucrecia stat block

Minor error. Ghost sound missing its save DC of 17. Added to errata doc.

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