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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.

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(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.
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.
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.
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.
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.

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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 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".

Elifia |

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.

kadance |

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 (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.

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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:
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.

slimz76 |
Hey GMs, I have a question about the encounter on page 162 of the Anniversary edition.

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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.

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Pgs. 330 & 331 - The Hidden Beast
Earlier in this thread we made some corrections to the Hidden Beast, and while helping someone work through some of the stat-math on how he was built I discovered one thing not mentioned and another error that wasn't an error at all.
First, we originally said to increase Dex from 21 to 22, but this change was made during a time before we knew how Pathfinder handles additional ability score points for HD advancement. After James Jacobs shed some light on that, we realized it's handled differently than it was handled in the days of D&D 3.5, but we never went back and fixed the Hidden Beast. Therefore, Dex 21 is the correct Dex score as written in the adventure. This also means that the Initiative bonus, touch AC, Reflex bonus, and Stealth check bonus are correct as written in the adventure. AC and CMD are still messed up from other errors, but it means AC becomes 31 and CMD becomes 47.
Second, I discovered in the first Bestiary that the energy drain description for the vampire template says it applies to all of the creature's natural attacks if it has any, not just the newly gained slam attack. This means that the bite attack, tentacles attack, and constrict attack should all say "plus energy drain" next to their damage values.
I've updated the errata document with these changes.

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Pgs. 330 & 331 - The Hidden Beast
...
Second, I discovered in the first Bestiary that the energy drain description for the vampire template says it applies to all of the creature's natural attacks if it has any, not just the newly gained slam attack. This means that the bite attack, tentacles attack, and constrict attack should all say "plus energy drain" next to their damage values.
I've updated the errata document with these changes.
El oh el, was just brought to my attention that the energy drain ability can only be applied once per round, so nevermind on this one? I guess if the slam attack misses, you can always try with the other attacks in the same round.

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Pg. 208 - The Black Monk
Found some more errors on the black monk I missed. I'm a little out of practice so if anyone spots an error in my corrections here, please let me know.
CMD seems like it should only be 39:
10 + 8(BAB) + 10(Str) + 4(Dex) + 4(Wis) + 2(monk) + 1(Dodge)
Additionally, if you're also implementing the changes from Green Ronin's updated Advanced Bestiary, then also change CMB to "+22" and change CMD instead to "42".

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Pg. 262 - Xyoddin Xerriock
Corrections to my corrections. My favorite. I'm not sure where the original errors originated, but the following reverses some of the changes that were made earlier in this thread:
* Xyoddin's listed hit points are correct.
* Xyoddin's skills are evenly spent. An earlier correction said he was missing 1 skill point but that was incorrect.
As for the updates to his stats for anyone wanting to implement the updated Advanced Bestiary stats:
* Change his hp to:
hp 243 (15 HD; 9d8+4d8+2d8+180); fast healing 10"
* Change the Acrobatics skill bonus from +28 to +24. You can then spend the additional 12 skill points he should have for having 2 additional HD.

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Pg. 331 - Vampire Skulks
So weird situation I noticed when going through these creatures' stats. All of the skills listed are being treated as class skills and 2 of them bring up an interesting question about racial class skills when creature types are changed. Sense Motive, which is a class skill for undead; and Survival, which is a class skill for humanoids with racial HD like the skulk. Both of these skills fall outside of the rogue's class skills. What this stat block is saying is that the skulk got to keep Survival as a class skill despite being turned into an undead creature via the vampire template.
This isn't game-breaking and certainly an argument could be made that becoming a vampire doesn't "unlearn" the talents it had in life, but you could also counter that argument by bringing up the class retraining rules from Ultimate Campaign.

Fair Strides |

For Nualia's statblock, I think the DC for Lamashtu's Mark isn't correct. The wording of the feat in all sources I can find online is NOT halving the character level/HD, so it should be a much more respectable DC 19.
And given Nualia's artwork and description, it seems the Intimidate and Diplomacy effects of Lamashtu's Mark aren't factored in. If you do, Diplomacy is at +3 and Intimidate at +14, but if you balance out the two skill ranks between them, you get Diplomacy +8 due to class bonus (Nualia is charismatic to gather followers like she has) and Intimidate works out to the +12 in the statblock.
Thoughts?

Fair Strides |

El oh el, was just brought to my attention that the energy drain ability can only be applied once per round, so nevermind on this one? I guess if the slam attack misses, you can always try with the other attacks in the same round.
What is the source on this? The ability in the bestiaries just says it's automatic when the listed attacks hit, and that multiple successful attacks stack...

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Strife2002 wrote:El oh el, was just brought to my attention that the energy drain ability can only be applied once per round, so nevermind on this one? I guess if the slam attack misses, you can always try with the other attacks in the same round.What is the source on this? The ability in the bestiaries just says it's automatic when the listed attacks hit, and that multiple successful attacks stack...
This is listed in the vampire description.
Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
I couldn't find it mentioned in other sections listing energy drain for universal abilities. So, this may be a vampire-specific limitation.
As a GM, I'm good with using the once/round limit for all creatures as it's can turn so deadly against the PCs.

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For Nualia's statblock, I think the DC for Lamashtu's Mark isn't correct. The wording of the feat in all sources I can find online is NOT halving the character level/HD, so it should be a much more respectable DC 19.
And given Nualia's artwork and description, it seems the Intimidate and Diplomacy effects of Lamashtu's Mark aren't factored in. If you do, Diplomacy is at +3 and Intimidate at +14, but if you balance out the two skill ranks between them, you get Diplomacy +8 due to class bonus (Nualia is charismatic to gather followers like she has) and Intimidate works out to the +12 in the statblock.
Thoughts?
A couple of things here.
Lamashtu's Mark: I couldn't remember the source of the Lamashtu's Mark update. I could have sworn we had a dev weigh in on it and admit it was a mistake, but looking back it looks like we didn't know for sure and we decided it was half character level because Nualia's stat block said one thing, the feat description said another, and we chose the correct one based on precedent (1/2 level is the most common so we went with that). However, I just did a search in the Ask James Jacobs thread and found THIS. So it looks like I'll need to correct the correction and say it's correct as written in the feat description, and it's actually Nualia's stat block that needs to be updated as you suggested.
Skills: You're absolutely correct and good catch. Technically this could be explained away by saying her gear is covering her belly, since whether her abdominal scars are visible or not determines if she gets those bonuses and penalties, but you can clearly see by her artwork that her armor leaves room to expose them. I'd say that's good enough. Diplomacy should be at a +3 bonus and Intimidate should be +14. Specifically, Nualia has spent her 12 ranks the following way: 6 points in Intimidate, 5 points in Knowledge (religion), and 1 point in Linguistics.

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Unchained Update
NOTE: I'm going to be adding an update to the master errata doc for any GMs that wish to upgrade the various barbarians, monks, and rogues throughout the adventure into their unchained versions from Pathfinder Unchained (there aren't any summoners, but I'll include a note about them just to make this complete). I'm making this post so I can add a link to the document for any GM wishing to upgrade those NPCs into their unchained versions, and they'd like one comprehensive post that details all of the differences between each version.
For those GMs that came here from the master errata doc, below is a comprehensive list of the various differences between the original versions of the following classes and their unchained versions, in case it helps you decide whether you want to make the switch to the unchained version of the class(es) for those NPCs.
~ Stat changes from raging are easier to calculate on the fly.
~ Temporary hit points from raging are lost first so there's no danger of dying when ending the rage.
~ If you spend more than 5 rounds raging, you're fatigued for a shorter amount of time than the standard barbarian.
~ Barbarians with Weapon Finesse are now viable.
~ Less rule-ambiguity when it comes to undead barbarians and if their bonus to Con translates to a bonus to Cha instead (which in turn prevents their other Cha-based abilities from increasing).
~ Many rage powers are not more powerful than before.
* Unchained CONS:
~ If using a two-handed weapon, standard barbarian raging is slightly more favorable due to 1 extra point of damage from Str-and-a-half.
~ No increase to Fortitude saves while raging.
~ No increase to CMD while raging.
~ Raging doesn't increase carrying capacity.
~ If you spend less than 5 rounds raging, you're fatigued longer than the standard barbarian.
~ No increase to Climb and Swim checks while raging.
Differences:
- RAGE:
> Standard: Rage increases Str and Con. Fatigued for double amount of rage rounds when ended.
> Unchained: Rage increases melee attack, melee damage, and thrown damage. Grants 2 temporary hp per HD (these are lost first). Fatigued for 1 minute when ended.
- RAGE POWER CHANGES:
> Animal Fury (CRB): No change. Just clarifying text about primary attacks that was always part of it but left out of the original version's description to save space and not confuse new players by making them look in the Bestiary for how primary attacks work when used with weapon attacks.
> Auspicious Mark (UCom): Usable once per day vs. once per rage. Doesn't require spending rounds of rage to use. Increases to a higher bonus at later levels.
> Beast Totem (standard, lesser, and greater) (APG): No change.
> Bleeding Blow (UCom): Usable once per round while in the powerful stance vs. once per rage. Deals bleed damage equal to 1/2 powerful stance damage vs. equal to total powerful blow damage.
> Boasting Taunt (APG): No change.
> Body Bludgeon (UCom): No change.
> Brawler (standard and greater) (APG): No change.
> Chaos Totem (standard, lesser, and greater) (APG): No change.
> Clear Mind (CRB): Make second Will save 1 round later vs. immediately and can do so more than once in a rage.
> Crippling Blow (UCom): No longer dependent on powerful blow (or it's reincarnation powerful stance) and is now a stand-alone ability. Usable once per day vs. once per rage via powerful blow. Allows damage to be applied along with its effects. No longer allows a save to halve its damage.
> Deadly Accuracy (UCom): Unlimited use as long as they maintain their accurate stance vs. usable if the surprise accuracy power happens to crit.
> Disruptive (APG): No change.
> Dragon Totem (UCom): No change.
> Dragon Totem Resilience (UCom): No change.
> Eater of Magic (UCom): Unlimited use vs. once per rage. Is triggered immediately each time they successfully save vs. being allowed a second save to trigger it. Grants temporary hp equal to spell level or 1/2 CR vs. caster level or total CR.
> Energy Absorption (APG): Usable once per day vs. once per rage. Gain additional temporary hp equal to 1/2 damage attack would have inflicted (not applying energy resistance) vs. 1 hp per 3 damage attack would have inflicted. Also adds the effects of energy eruption at the appropriate level.
> Energy Resistance (APG): No change other than combining the effects of greater energy resistance at the appropriate level, but they absorb 2 energy damage per level (resistance applied first) vs. half energy damage taken (resistance applied after).
> Fearless Rage (CRB): No change. Just clarifies that panicked is not a condition protected by this power.
> Ferocious Mount (standard and greater) (APG): No change.
> Ferocious Trample (standard and greater) (APG): No change.
> Fiend Totem (standard, lesser, and greater) (APG): No change.
> Flesh Wound (APG): Usable once per day vs. once per rage. Armor check penalty no longer applies to the Fortitude save needed (which makes up for the fact that the barbarian no longer has an increased Fort save from their Con increasing during rage). Success means barbarian takes no damage while failure takes only half vs. success taking half damage and failure taking full damage.
> Ghost Rager (UCom): No change.
> Good for What Ails You (APG): No change.
> Ground Breaker (APG): Usable as many times in a rage as a full-round action vs. once per rage as a standard action.
> Ground Breaker, Greater (UCom): No change.
> Guarded Life (APG): No change.
> Guarded Life, Greater (UCom): No change.
> Guarded Stance (CRB): Includes effects of rolling dodge, granting a +1 AC to all attacks, not just melee, and lasts the whole rage, not just for rounds based on Con mod. Increases more frequently (every 4 lvls vs. every 6).
> Hive Totem (UCom): No change.
> Hive Totem Resilience (UCom): No change.
> Hive Totem Toxicity (UCom): No change.
> Hurling (standard, lesser, and greater) (APG): No change.
> Hurling Charge (APG): No change.
> Increased Damage Reduction (CRB): Larger increase to DR (2/- vs. 1/-).
> Inspire Ferocity (APG): Is used with reckless stance and is a permanent effect while in that stance vs. a move action to activate it. Lasts for as long as they maintain the stance vs. rounds based on Charisma mod.
> Internal Fortitude (CRB): No change.
> Intimidating Glare (CRB): Use Str instead of Cha for Intimidate modifier. Shaken condition potentially lasts longer (entire rage vs. 1d4 rounds + 1 per 5 above DC).
> Knockback (CRB): Allows full CMB to be used, regardless of what attack it replaces (example: BAB is +15/+10/+5, barbarian could attack with +15/+10/+CMB to make a bull rush at the end).
> Lethal Accuracy (UCom): Unlimited use as long as they maintain their accurate stance vs. usable if the surprise accuracy power happens to crit.
> Liquid Courage (APG): No change.
> Low-Light Vision (CRB): No change.
> Mighty Swing (CRB): Can only be used once per day instead of once per rage.
> Night Vision (CRB): Increases range if darkvision is already possessed. Adds darkvision to list of prerequisite options.
> No Escape (CRB): No change. Clarifies that bonuses to base speed apply.
> Overbearing Advance (APG): No change.
> Overbearing Onslaught (APG): No change.
> Perfect Clarity (UCom): Unlimited use as long as they maintain the calm stance vs. usable only during moment of clarity power use.
> Primal Scent (UCom): No change.
> Quick Reflexes (CRB): No change.
> Raging Climber (CRB): Gains a climb speed vs. a bonus to Climb checks equal to their level (but only on surfaces that have a Climb DC of 20 or lower). This in turn grants the normal +8 bonus to Climb checks (but as an enhancement bonus).
> Raging Leaper (CRB): Gains a flat +8 bonus to Acrobatics checks made to jump vs. a bonus equal to their level. Also gains the ability to halve the total distance fallen for purposes of determining falling damage.
> Raging Swimmer (CRB): Gains a swim speed vs. a bonus to Swim checks equal to their level. This in turn grants the normal +8 bonus to Swim checks (but as an enhancement bonus).
> Reflexive Dodge (UCom): Unlimited use while maintaining guarded stance vs. usable only during rolling dodge power use.
> Renewed Vigor (CRB): No change (although standard barbarians will probably have a higher Con modifier to boost this).
> Renewed Vitality (UCom): No longer dependent on having Renewed Vigor. Has the effects of Renewed Life added to it, allowing her to ignore negative level effects applied to her. Loses the once-per-day ability to remove an ongoing effect when the rage ends.
> Roaring Drunk (APG): No change.
> Roused Anger (CRB): Loses fatigued condition vs. becoming immune to it. Does not gain temporary hp from the rage. When done raging, becomes exhausted for a flat 10 minutes vs. 10 minutes per round spent raging.
> Scent (CRB): No change.
> Smasher (APG): Unlimited use vs. once per rage. Ignores 1 point of hardness per level vs. ignores hardness entirely. No uses means not having to decide to use it before the attack roll.
> Spirit Steed (APG): No change.
> Spirit Totem (standard, lesser, and greater) (APG): No change.
> Sprint (UCom): Unlimited use vs. once per rage. Adds 1/2 speed to distance she can move when running or charging vs. 6x speed run and 3x speed charge.
> Staggering Drunk (APG): No change.
> Sunder Enchantment (UCom): No change. Note that this rage power normally has a prerequisite of needing to have the spell sunder rage power before you can take it. The unchained barbarian no longer gets spell sunder as an option since it was removed and its benefits were folded into the witch hunter rage power. It's recommended GMs add a House rule that the prerequisite rage power needed to take this be changed to witch hunter.
> Superstition (CRB): Removed supernatural abilities from the list of abilities this power affects.
> Swift Foot (CRB): Larger increase to speed (10 ft. vs. 5 ft.).
> Terrifying Howl (CRB): Affects only enemies shaken by the barbarian vs. shaken from any source. Adds intimidating glare rage power as a prerequisite.
> Unexpected Strike (CRB): Can only be used if there are no other enemies in a square the barbarian threatens. Unlimited usage vs. once per rage.
> Witch Hunter (APG): If you confirm a critical hit against a creature benefiting from an ongoing spell effect, that effect is suppressed for 1 round (determined randomly if more than one effect).
> World Serpent Totem (UCom): No change.
> World Serpent Spirit (UCom): No change.
> World Serpent Totem Unity (UCom): No change.
REMOVED AND FOLDED INTO OTHER POWERS:
> Rolling Dodge (CRB): Folded into Guarded Stance.
> Lesser Elemental Rage (APG): Folded into Elemental Stance.
> Greater Elemental Rage (APG): Folded into Elemental Stance.
> Energy Eruption (APG): Folded into Energy Absorption.
> Greater Energy Resistance (APG): Folded into Energy Resistance.
> Bestial Climber (UCom): Folded into Raging Climber.
> Bestial Swimmer (UCom): Folded into Raging Swimmer.
> Renewed Life (UCom): Folded into Renewed Vitality.
> Spell Sunder (UCom): Folded into Witch Hunter.
REPLACED BY NEW RAGE POWERS:
> Moment of Clarity (CRB) -> Calm Stance: Becomes a stance rage power. Lasts as long as the barbarian wishes it to vs. 1 round once per rage. Allows barbarian to retain their temporary hit points gained from raging. Requires no action (aside from the move action to enter the stance) vs. a swift action.
> Powerful Blow (CRB) -> Powerful Stance: Becomes a stance rage power. Applies to melee or thrown damage rolls vs. all damage rolls. Applies to all attacks and lasts as long as the barbarian keeps the stance vs. one attack once per rage. Requires no action (aside from the move action to enter the stance) vs. a swift action that needs to be made before knowing if the attack hit.
> Strength Surge (CRB) -> Strength Stance: Becomes a stance rage power. Lasts as long as stance is maintained vs. once per rage as an immediate action. Grants a flat +8 bonus to Strength for determining checks to lift, push, bend, or break objects vs. +1 per level. Grants a +1 bonus to CMB and CMD that increases by +1 every 4 levels vs. just +1 per level.
> Surprise Accuracy (CRB) -> Accurate Stance: Becomes a stance rage power. Applies to melee or thrown attack rolls vs. all attack rolls. Applies to all attacks and lasts as long as the barbarian keeps the stance vs. one attack once per rage. Requires no action (aside from the move action to enter the stance) vs. a swift action that needs to be made before rolling the attack. Grants a competence bonus vs. a morale bonus.
> Elemental Rage (APG) -> Elemental Stance: Combines all three elemental rage powers (standard, lesser, and greater) into one stance rage power. Can be used as long as the stance persists vs. one round. Early on, only deals 1 additional energy damage per attack vs. 1d4.
> Knockdown (APG) -> Knockdown Stance: Becomes a stance rage power. Usable once per round while maintaining stance vs. once per rage. Deals no damage vs. damage equal to Str.
> Reckless Abandon (APG) -> Reckless Stance: Becomes a stance rage power. Becomes a gateway rage power to a number of new rage powers that are usable while in this stance.
> Regenerative Vigor (UCom) -> Regenerative Stance: Becomes a stance rage power. Gains a number of temporary hit points back each round based on her level up to her max she gains from raging each round (vs. fast healing 1-3). No longer dependent on having Renewed Vigor.
> Come and Get Me (APG) -> Taunting Stance: Becomes a stance rage power. Allows continuous use allowing barbarian to attack in addition to getting this benefit.
NOT MENTIONED BUT SEEMINGLY NO REASON FOR THESE TO BE UNAVAILABLE TO THE UNCHAINED BARBARIAN:
> Bestial Leaper (UCom): Unlike bestial climber and bestial swimmer mentioned above did with their counterparts, this rage power didn't have its effects folded into raging leaper. Unclear if this was intentional or not.
> Dragon Totem Wings (UCom): Odd considering the other dragon totem rage powers were mentioned as being available to the unchained barbarian but not this one.
> Spellbreaker (APG): Since this just grants the benefits of a feat while raging, it seems like an oversight for not being included.
NEW RAGE POWERS INTRODUCED FOR THE UNCHAINED BARBARIAN:
> Protect Vitals
> Sharpened Accuracy
> Shove Aside
> Shove Aside, Greater
- DANGER SENSE VS. TRAP SENSE
> Bonus to saves and AC against trap attacks and Perception checks to avoid being surprised vs. just the bonus to saves and AC against trap attacks.
- OTHER CLASS ABILITY CHANGES
> Uncanny Dodge (2nd level): Bizarrely, the unchained barbarian's uncanny dodge ability received an update to it that has a lot of people scratching their heads. For one, it now allows the barbarian to keep her Dex bonus to AC while immobilized, but completely removes the part about keeping her Dex bonus to AC if her attacker is invisible. To make matters more confusing, the unchained rogue later in the book also has uncanny dodge, but its description is identical to that of the original version. It's almost as if the part in the original ability that says "the attacker is invisible. She still loses her Dexterity bonus to AC if" was deleted by mistake. GMs may wish to treat that as the case and use the original version of the ability since allowing it to be used vs. invisible attackers is helpful and keeping your Dexterity bonus when you can't move is nonsensical.
> Tireless Rage (17th level): Adds the stipulation that beginning a rage less than 1 minute from when a previous rage ended does not grant temporary hit points
- HD: d10 (instead of d8)
- Base attack bonus: Full (instead of 3/4s HD)
- Saves: Will is REDUCED to a bad save
- Weapon and Armor Proficiency: "Monk" weapons added to list of weapon proficiencies.
- Flurry of blows: Big changes. Instead of getting treated as having Two-Weapon Fighting at various levels, they instead just get an extra attack at their highest BAB (and then another at 11th level). This means they also don't take a penalty to attack for using "two different weapons". In fact if they used a two-handed weapon they'd get 1.5 Str on each hit. Combined with their new full BAB, the new flurry hits more reliably than it did previously. Near the end, the original monk does technically get one more attack in their flurry chain, but it's at an incredible penalty and doesn't match up compared to the extra unchained attacks that are at full BAB.
- Maneuver training: Removed entirely since they get full BAB anyway.
- Still mind: Gained at 4th level instead of 3rd level. Note that monk vows can still be taken by the unchained monk, but losing access to still mind hurts more now that their Will saves are poor.
- Ki Pool: Gained earlier at 3rd level instead of 4th level. Removes the ability to spend ki points to increase speed by 20 feet in one round and to gain a +4 dodge bonus to AC (the speed bonus is instead granted by the sudden speed ki power, which also increases the speed bonus from 20 ft. to 30 ft. The dodge bonus is instead granted by the furious defense ki power).
- Ki powers: many former abilities have been converted into ki powers. A number of abilities unique to monk archetypes have been added here as well to make up for the fact that the unchained monk loses access to the monk's list of archetype options. Below are those ki powers that have been changed in one way or another compared to their original versions.
-> Abundant Step: Taken as a ki power, the monk can gain this at level 8 instead of 12.
-> Diamond Body: Taken as a ki power, can be gained earlier at level 8 instead of 11. Doesn't grant total immunity to poisons however, just the ability to spend a ki point to remove one poison affecting them as if they were using neutralize poison.
-> Diamond Soul: Taken as a ki power, can be gained earlier at level 12 instead of level 13. However, it's activated by spending 2 ki points as a swift action instead of being always on. This is sort of a benefit, since it helps avoid rule ambiguity as to whether or not friendly spells should be blocked by it.
-> Empty Body: Taken as a ki power, can be gained earlier at 18th level instead of 19th. Note that this level requirement was left out of Pathfinder Unchained by mistake (and was printed with NO level requirement mentioned at all), and was clarified by one of the devs later on the forums. The only "official" correction to this is in the form of an update added to the Additional Resources and Campaign Clarifications documents for Pathfinder Society.
-> High Jump: Now a ki power. No change otherwise.
-> Quivering Palm: As a ki power, can be taken as early as 16th level instead of earlier at 15th level. However, the attack can be used as many times in a day as they have points to spend to use it (4 ki points) rather than once per day.
-> Slow Fall: As a ki power, must spend a ki point to activate, however there is no limit to the fall damage that can be negated due to the distance fallen (provided they're adjacent to a wall), and as soon as they take it they're essentially treated as having feather fall, just like a standard 20th-level monk would be.
-> Wholeness of Body: As a ki power, can be taken as early as 4th level instead of 7th level. Also can heal 1d8 + level instead of just level.
- Style Strike (NEW ABILITY): At 5th level, monk gains the ability to apply a specific effect to 1 unarmed strike made during a flurry of blows, learning more at later levels and even the ability to use more than one during a flurry.
- Tongue of the Sun and Moon: Gained MUCH earlier at 13th level instead of 17th.
- Flawless Mind (NEW ABILITY): At 19th level, monk is able to roll twice and take the better result whenever rolling a Will save (which makes up for the fact that they have bad will saves now [though shame it's gained so late]).
- Perfect Self: Adds the ability for the monk to enter a calm state to regain 1 ki point per 10 minutes spent in the state (up to his max).
- Finesse training (NEW CLASS FEATURE)
- Sneak attack can attack concealed enemies now (but not total concealment)
- Many updates to rogue talents to make them stronger
- Danger sense replaces trap sense
- Debilitating injury (NEW CLASS FEATURE)
- Rogue's edge (NEW CLASS FEATURE)
ROGUE TALENT CHANGES
* Basic
> Assault Leader (APG): No change.
> Black Market Connections (UC): No change.
> Bleeding Attack (CRB): No change.
> Camouflage (APG): Removes once per day limitation.
> Canny Observer (APG): No change.
> Coax Information (APG): Adds an effect that says when the duration of the attitude shift ends, the target goes back to its original attitude level, not one step down.
> Combat Swipe (APG): Adds an effect that at 6th level the rogue is treated as having the prerequisites to qualify for the Greater Steal feat (but they must still take the feat as normal).
> Combat Trick (CRB): No change.
> Cunning Trigger (APG): No change.
> Deft Palm (UC): No change.
> Distracting Attack (APG): No change.
> Esoteric Scholar (UC): Removes once per day limitation. Note that since any character can make Knowledge skill checks untrained, this ability likely meant to say that a rogue can attempt untrained Knowledge checks even on topics with a DC higher than 10.
> Expert Leaper (APG): Adds rogue's level to Acrobatics check and allows greater distances of falling height to be ignored if they beat the DC by enough.
> Fast Getaway (APG): No change.
> Fast Stealth (CRB): No change.
> Firearm Training (UC): No change.
> Follow Clues (APG): No change.
> Getaway Artist (UC): No change.
> Grit (UC): No change.
> Hold Breath (UC): Doubles the amount of time they can hold their breath instead of adding 2 rounds to the limit. Removes the part about being able to be taken multiple times.
> Iron Guts (UC): No change.
> Lasting Poison (APG): Increases rounds a poison can be used, from 2 to Dexterity modifier (minimum 2).
> Ledge Walker (CRB): In addition to narrow surfaces, adds uneven and slippery surfaces.
> Major Magic (CRB): Increases the number of times it can be used from 2/day to 1 per 2 levels per day.
> Minor Magic (CRB): Increases the number of times it can be used from 3/day to at will.
> Nimble Climber (APG): Make a Reflex save instead of a Climb check at the same DC as the Climb check (instead of base DC + 10).
> Ninja Trick (UC): No change.
> Positioning Attack (APG): No change.
> Powerful Sneak (APG): Allows reroll of natural 1s instead of treating them as a result of 2.
> Quick Disable (CRB): Adds ability to open locks as a standard action if they would normally take a full-round action.
> Quick Disguise (APG): No change.
> Quick Trapsmith (APG): No change.
> Resiliency (CRB): Doubles the amount of temporary hp gained.
> Rogue Crawl (CRB): Also reduces attack roll and AC penalties for being prone by 2.
> Rope Master (UC): No change.
> Slow Reactions (CRB): No change.
> Stand Up (CRB): Adds ability to instead stand up as a swift action that DOESN'T provoke attacks of opportunity.
> Strong Impression (APG): No change.
> Strong Stroke (UC): No change.
> Surprise Attack (CRB): Adds ability to add 1/2 rogue level to sneak attack damage rolls made during the surprise round.
> Survivalist (APG): No change.
> Swift Poison (APG): No change.
> Terrain Mastery (UC): No change (just clarifying text).
> Trap Spotter (CRB): No change.
> Underhanded (UC): No change. Note there's an unresolved issue with this talent still. Even with the Quick Draw feat, drawing a concealed weapon is a move action, and thus can't be performed in a surprise round along with an attack. If this was intentional, then the rogue would probably need some other ability to use this properly, such as the ambush class feature from the bandit archetype.
> Wall Scramble (UC): No change.
> Weapon Training (CRB): No change.
* Advanced
> Another Day (APG): No change.
> Confounding Blades (UC): No change.
> Crippling Strike (CRB): No change.
> Deadly Cocktail (APG): No change.
> Deadly Sneak (APG): Allows a reroll of 1s and 2s instead of treating them as a result of 3.
> Defensive Roll (CRB): Goes from 1/day to unlimited use.
> Dispelling Attack (CRB): No change.
> Familiar (UC): No change.
> Fast Tumble (APG): No change.
> Feat (CRB): No change.
> Frugal Trapsmith (APG): No change.
> Getaway Master (UC): No change.
> Hide in Plain Sight (UC): No change.
> Hunter's Surprise (APG): No change.
> Improved Evasion (CRB): No change.
> Knock-Out Blow (APG): No change.
> Master of Disguise (CRB): Allows disguise to be donned as standard action. Adds stipulation that rogues must have the quick disguise talent first.
> Opportunist (CRB): Removes restriction for Combat Reflexes.
> Redirect Attack (APG): No change.
> Rumormonger (UC): No change.
> Skill Mastery (CRB): Reduces skills to be chosen from 3 + Int mod to just Int mod, but also automatically includes all skills chosen for rogue's edge class feature.
> Slippery Mind (CRB): No change.
> Stealthy Sniper (APG): No change.
> Unwitting Ally (UC): No change.
> Weapon Snatcher (UC): No change.
NEW ROGUE TALENTS INTRODUCED FOR UNCHAINED ROGUE
* Basic
> Certainty
> Multitalented
* Advanced
> Cutting Edge
> Double Debilitation
> Light Walker
> Multitalented, Greater
> Quick Shot
> Terrain Mastery, Greater
REMOVED ROGUE TALENTS
* Basic
> Finesse Rogue (CRB): Redundant now that all unchained rogues start with Weapon Finesse.
> Befuddling Strike (APG): effects are now a part of the disoriented debilitating injury class feature.
> Charmer (APG): Removed as it is now part of the Certainty talent.
> Fast Fingers (APG): Removed as it is now part of the Certainty talent.
> Fast Picks (APG): Removed and folded into the Quick Disable talent.
> Hard to Fool (APG): Removed as it is now part of the Certainty talent.
> Honeyed Words (APG): Removed as it is now part of the Certainty talent.
> Peerless Maneuver (APG): Removed as it is now part of the Certainty talent.
> Snap Shot (APG): Removed as it now has a simplified version in the new Quick Shot talent, but is now an advanced talent as it has become a swift action.
> Sniper's Eye (APG): Removed as it is now something all unchained rogues get for free with the update to sneak attack.
* Advanced
> Entanglement of Blades (APG): Removed as it is now part of the hampered debilitating injury class feature.
> Thoughtful Reexamining (APG): Removed as it is now part of the Certainty talent.
NOT MENTIONED BUT SEEMINGLY NO REASON FOR THESE TO BE UNAVAILABLE TO THE UNCHAINED ROGUE:
* Basic
> Guileful Polyglot (APG): Additional languages seems harmless.
> Offensive Defense (APG): Possibly removed since this talent needed an official FAQ update to it to prevent players from abusing it. As long as you're aware of the FAQ (AC bonus only applies against the creature the ability was used against and dodge bonus doesn't stack with itself in case the rogue uses it multiple times in a round) then there's no reason this shouldn't be an option for the unchained rogue.
> Convincing Lie (UC): Harmless roleplaying talent.
> Ki Pool (UC): Seems like an oversight considering unchained rogues still have access to the ninja trick talent.
* Advanced
> Hard Minded (UC): This was left out due to a technicality. Originally this talent was called hard to fool, but there was already a talent with that name from the Advanced Player's Guide and this one did something different. A later errata to Ultimate Combat changed the talent to hard minded, but by that point Pathfinder Unchained had already been published.
> Master Tricks (UC): This talent was left out of the original printing of Ultimate Combat by mistake, but was later added back in with an official errata. Unfortunately for the unchained rogue, however, the errata was released after Pathfinder Unchained was published.
- Spell list overhaul. (Note: It is highly recommended to start using the unchained summoner's spell list even if you prefer to stick with the vanilla summoner for your games. This new spell list isn't so much an update as it is a correction, as evidently the original summoner was mistakenly printed with an earlier draft version of its spell list and not the one it was supposed to have. The list it ended up with caused a number of metagaming issues like players trying to seek out summoners to craft things like boots of speed since they gain haste, as well as many other spells, at a much lower spell level than they should.)
- Major eidolon changes including:
> Their weapon attacks are now counted against the max attack value.
> Their evolution pool has been reduced, gaining fewer points to spend as they level up.
> They can now disobey the orders of their summoner if they're commanded to do something against their ethos. They will also refuse to be summoned if their summoner's alignment changes more than 1 step away from their alignment.
> Eidolon's now have subtypes tied to one of the outsider subtypes (and a few non-outsider types in later books). This subtype determines the eidolon's alignment, their base form, the evolutions they can choose, and some extra specific evolutions they gain automatically.
- Evolutions now list additional requirements before they can be taken, including which subtypes are allowed access to them.
> UPDATE: Only one evolution seems to have been updated between versions. The pounce evolution went from a 1-point evolution to a 3-point evolution.
THINGS THAT WENT MISSING BETWEEN VERSIONS
Note: Everything introduced in Ultimate Magic was ignored, which seems bizarre considering it was released a couple years prior.
- Base Forms
> Aquatic (UM): This seems like a HUGE oversight considering aquatic campaigns exist and there are a number of outsider types that have fishy-looking things in them.
> Avian (CoC): Normally I wouldn't mention non-core books, but this one feels like it deserves special mention since the book it comes from, Cohorts and Companions, was being edited and published around the same time as Pathfinder Unchained.
> Tauric (CoC): See avian above.
- Evolutions
> 1-Point:
~ Basic Magic (UM): A number of subtypes now grant spell-like abilities, which was probably why this was omitted, but Horror Realms did introduce the line of psychic magic evolutions which are very similar to this (albeit usually only available to the aberrant subtype). One thing worth noting is the azata subtype has a 20th-level ability that allows it to become incorporeal, but says it can still activate any spell-like ability evolutions it possesses. The azata subtype does not naturally gain any spell-like abilities and there are, in fact, NO spell-like ability evolutions since this line of evolutions was omitted from the unchained summoner write-up.
~ Hooves (UM): Like claws but only for the feet. Omitting this seems odd considering they're technically worse than the claw evolution since they're secondary attacks.
~ Low-Light Vision (UM): Subtypes now describe what vision abilities the eidolon gains beyond the darkvision they all have. Interestingly only the plant subtype from Ultimate Wilderness gets low-light vision.
~ Unnatural Aura (UM): Seems like this would have been a no-brainer evolution for the aberrant subtype from Horror Realms to gain automatically.
> 2-Point:
~ Channel Resistance (UM): This one's tied to the undead appearance evolution (see below).
~ Head (UM): There's plenty of outsiders out there with multiple heads, and again another no-brainer (or extra-brainer?) for the aberrant subtype.
~ Keen Scent (UM): This one was more tied in to the left-out aquatic base form.
~ Minor Magic (UM): See basic magic in the 1-point evolutions above.
~ Shadow Blend (ARG): Some parts of this evolution were folded into the 4th-level ability gained by eidolons with the shadow subtype. It's not a complete recreation, however.
~ Shadow Form (ARG): See shadow blend above. Also the ghost touch effect from this evolution is also a feature of the 4th-level abilities of the radiant and void subtypes.
~ Undead Appearance (UM): This would have been a great evolution to base a nightshade subtype off of, but alas we never got that in 1st Edition's lifespan. The shadow blend and shadow form evolutions above would have also been great additions to this subtype.
> 3-Point:
~ Major Magic (UM): See basic magic in the 1-point evolutions above.
~ See in Darkness (UM): Many subtypes now grant the see in darkness universal monster ability at a certain level.
> 4-Point:
~ Dimension Door (UM): No comment.
~ Incorporeal Form (UM): Only the azata subtype via its 20th-level ability has the power to naturally become incorporeal now.
~ Lifesense (UM): This evolution was tied in with the undead appearance evolution mentioned above. It's worth noting that void subtypes gain this ability at 12th level and aberrant subtypes eventually gain blindsight (a broader version of this ability).
~ No Breath (UM): No comment.
~ Ultimate Magic (UM): See basic magic in the 1-point evolutions above.

Bellona |
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Unchained Update
NOTE: I'm going to be adding an update to the master errata doc for any GMs that wish to upgrade the various barbarians, monks, and rogues throughout the adventure into their unchained versions from Pathfinder Unchained (there aren't any summoners, but I'll include a note about them just to make this complete). I'm making this post so I can add a link to the document for any GM wishing to upgrade those NPCs into their unchained versions, and they'd like one comprehensive post that details all of the differences between each version.
For those GMs that came here from the master errata doc, below is a comprehensive list of the various differences between the original versions of the following classes and their unchained versions, in case it helps you decide whether you want to make the switch to the unchained version of the class(es) for those NPCs.
** spoiler omitted **...
Posting this analysis/comparison is truly a good deed! :)

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Unchained Update
...Unchained Barbarian...
* Unchained PROS:
~ Stat changes from raging are easier to calculate on the fly.
~ Temporary hit points from raging are lost first so there's no danger of dying when ending the rage.
~ If you spend more than 5 rounds raging, you're fatigued for a shorter amount of time than the standard barbarian.
~ Barbarians with Weapon Finesse are now viable.
~ Less rule-ambiguity when it comes to undead barbarians and if their bonus to Con translates to a bonus to Cha instead (which in turn prevents their other Cha-based abilities from increasing).
~ Many rage powers are not more powerful than before.
OOPS! That should say NOW more powerful. Proofread your posts people!

inviktus4 |
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Pg. 139 - Hucker Graul
Change the bonus from trap sense from "+3" to "+2". I also added non-raging stats for him on the errata doc.
Hello! I've a question about Hucker's hit points. As written in the book, he has 94 HP (7 HD; 1d12 + 6d8 + 55) while raging. Your note in the errata says he has 92 HP when he's not raging, but shouldn't his base be 80 HP (94 - 2*7HD)? Or am I missing something?
Thanks for all your hard work on this, btw!

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Strife2002 wrote:Pg. 139 - Hucker Graul
Change the bonus from trap sense from "+3" to "+2". I also added non-raging stats for him on the errata doc.
Hello! I've a question about Hucker's hit points. As written in the book, he has 94 HP (7 HD; 1d12 + 6d8 + 55) while raging. Your note in the errata says he has 92 HP when he's not raging, but shouldn't his base be 80 HP (94 - 2*7HD)? Or am I missing something?
Thanks for all your hard work on this, btw!
You are 100% correct! I think my brain was switched off, I saw he had a single level of barbarian, and so I reduced hit points as if he was a 1st level character instead of a 7th level character. Updating now!

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Pg. 49 - Warchanter stat block
Added a note to the errata doc about Ripnugget's warchanter having a feat that's useless to him since he's using a short sword instead of a dogslicer. You could switch it with whatever you want, but I recommended switching it out for Improved Initiative to give Ripnugget a better chance of getting buffed with inspire courage before he has his first turn. The warchanter's Initiative bonus would increase to "+8".

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Pg. 139 - Chuckles and Drooler stat block
These animals are labeled as donkey rats and specified as variant dire rats. Donkey rats already have official stats on page 117 of Ultimate Magic, which has them listed at CR 1/4. The donkey rats here should therefore become a new animal, perhaps giant donkey rats.

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Pg. 139 - Chuckles and Drooler stat block
These animals are labeled as donkey rats and specified as variant dire rats. Donkey rats already have official stats on page 117 of Ultimate Magic, which has them listed at CR 1/4. The donkey rats here should therefore become a new animal, perhaps giant donkey rats.
It is absolutely amazing that you continue to provide updates to this AP. A huge thank you for keeping this project alive. I haven't ran this in years, but there seems to always be a lurking inkling of running this again soon (tm).
Again... THANK YOU!!!

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Strife2002 wrote:Pg. 139 - Chuckles and Drooler stat block
These animals are labeled as donkey rats and specified as variant dire rats. Donkey rats already have official stats on page 117 of Ultimate Magic, which has them listed at CR 1/4. The donkey rats here should therefore become a new animal, perhaps giant donkey rats.
It is absolutely amazing that you continue to provide updates to this AP. A huge thank you for keeping this project alive. I haven't ran this in years, but there seems to always be a lurking inkling of running this again soon (tm).
Again... THANK YOU!!!
You're welcome! At this point it's become an obsession. I'm still getting caught up on getting my 1E library completed and adding updates and corrections and every once in awhile I'll spot another for this product.

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Pg. 229 - Zombie Hill Giants stat block
In addition to the errors we've already discussed in this threat and notated in the errata document, it was pointed out that these creatures aren't technically proficient in heavy armor per RAW. Therefore, make the following additional changes:
- Change initiative to "-6". (an earlier correction said to change this to "+0", but with the armor check penalty this results in a net penalty of "-6")
- Change the attack bonus to the slam attacks to "+10". Keep in mind this (as well as damage) goes up by another +1 if the zombie is within 20 feet of the Headless Lord. (note that in the errata doc, I discussed how it isn't certain whether the rules for zombies [and fast zombies] would mean a hill giant zombie should stick with 2 slams or get 3 slams [plus an extra one for the fast zombie's quick strikes ability]. Since we're reducing their attack bonuses by a whopping -6 here, I'm inclined to interpret the rules to give them more strikes.)
- Change the CMB from "+18" to "+12". Remember this increases by +1 if the zombie is within 20 feet of the Headless Lord.