Strife2002 |
Strife2002 |
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.
Strife2002 |
(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.
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.
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.
Strife2002 |
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.
Strife2002 |
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.
Strife2002 |
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.
Strife2002 |
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.
Strife2002 |
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".
Strife2002 |
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.
Strife2002 |
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.