Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Liberty's Edge

I treated it as an immediate thing: if you fail the save, you suffer the effects.

Paizo Employee Creative Director

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Matt Filla wrote:
The Hounds of Lamashtu in the Scribbler's lair in the Sins of the Saviors chapter (page 246) have poison stingers in their tails, but I don't see any information on what the poison actually is.

Yeah, their stings got lost along the way. The poison should be something like:

Sting—injury: save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.

Paizo Employee Creative Director

Stiletto wrote:
I don't see any stats anywhere for the onset time of a Goblin Dog's rash from a bite or grapple. It is listed as a disease effect requiring a Constitution based save. Every disease I look up has an onset time. For my group, I went ahead and made the onset at 1d4 rounds.

There is no onset (this is standard—if an affliction doesn't have an onset time, no onset time is even mentioned). Its effects take place immediately upon being bitten and failing the saving throw.

It's listed as a disease effect so that you know how to cure it early (via something that cures disease) or so you know who's immune (such as a high-enough level paladin).

And when it says "The save DC is Constitution-based" that means that the DC you need to roll on your fort save (in the case of a goblin dog, DC 12) is modified by the goblin dog's Constitution. If the goblin dog's Constitution changes, the save DC against its allergic reaction changes.


Viorian Dekanti's tactics say that she uses Power Attack and Vital Strike when not making a full attack, but she doesn't have Power Attack. Also, her attack and damage for her shield bash seem to be missing the +3 for being in the close weapon group, which she has weapon training in. Lastly, she is listed as using a Composite Longbow with a +10 Str mod, but doesn't have a 10 Str mod, even while wearing the belt of physical might, nor is she taking an attack penalty for doing so.

Grand Lodge

Made its own post but now that I see a true errata thread I'll just put it here.

Lyrie Akenja's tactics (page 59) say she uses ray of enfeeblement on PCs wearing heavier armor, presumably to get them into heavy load territory so they start taking more penalties. Unfortunately this won't actually work because ray of enfeeblement only deals a Strength penalty, and the Core Rulebook's glossary says that Strength damage and penalties only affect Strength-based checks, melee attack rolls, weapon damage rolls, and weapon damage rolls, as well as CMB (if you're Small or larger) and CMD. It does NOT affect carrying capacity.

Since ability drain affects ALL stats related to the ability, the only way for this tactic to work is for her to use an ability that does Strength drain.

Liberty's Edge

Strife2002 wrote:

Made its own post but now that I see a true errata thread I'll just put it here.

Lyrie Akenja's tactics (page 59) say she uses ray of enfeeblement on PCs wearing heavier armor, presumably to get them into heavy load territory so they start taking more penalties. Unfortunately this won't actually work because ray of enfeeblement only deals a Strength penalty, and the Core Rulebook's glossary says that Strength damage and penalties only affect Strength-based checks, melee attack rolls, weapon damage rolls, and weapon damage rolls, as well as CMB (if you're Small or larger) and CMD. It does NOT affect carrying capacity.

Since ability drain affects ALL stats related to the ability, the only way for this tactic to work is for her to use an ability that does Strength drain.

I wouldn't say her reasoning for casting ray of enfeeblement is wrong: usually the big fighter types wear heavy armor, so I imagine she's doing it to make sure it doesn't hurt as much when they hit her.

Grand Lodge

It's just the text specifically says why she casts it:

Tactics wrote:
Lyrie knows she's outclassed in most fights, and prefers to avoid combat when alone if possible. If forced into combat, she first casts mirror image, then focuses most of her spells on heavily armored characters, casting shatter on a weapon and ray of enfeeblement in an attempt to get them to suffer for wearing such heavy armor. She relies heavily on her wand of magic missile in combat.

Grand Lodge

Also I'd like to point out something about Nualia from the beginning of this thread. When you add fury of the abyss into her attacks, she'll get the full bonus from it when using her claw, but only +1 to the various things with her +1 bastard sword. Remember, both are enhancement bonuses, and only the higher takes effect, meaning a net gain of +1.

EDIT: Also her base statistics without buffs should include "Init -1".

EDIT EDIT: Also it doesn't much matter but if a GM wanted to have her escape and encountered at a later time where she took some more cleric levels, it'd be good to know which domain the Demon Subdomain is modifying. Demon alters either the Chaos or Evil domains, which Lamashtu grants both of. If she gained enough levels, it'd be good to know if at 8th level she gains either chaos blade or scythe of evil, not to mention what her domain spells would be at 4th spell level and beyond (since Demon replaces the 3rd level domain slot)

Grand Lodge

Pg. 18 - Goblin Commando

His Will save is +2, but I calculate only +1: 0 (1st-lvl Ranger) + 1 (Wis 12)

Grand Lodge

On Pg. 371 it says

Quote:

Additional specific magic items for sale in Sandpoint are detailed in the pages that follow. Every month, roll 3d4 to

see how many new minor items are for sale, and 1d6 to see
how many new medium items are for sale.

But I don't see any charts or anything for magic items?

Grand Lodge

HangarFlying wrote:
Warchief Ripnugget (page 49): if I set his skills to match what is listed, he has 3 skill points remaining. If assigned to Stealth, his stealth skill becomes +16.

Skills come out fine. Remember that Stealth is not a class skill for a fighter.

Grand Lodge

HangarFlying wrote:
Lyrie Akenja (page 59): her Stealth skill should be +10 (assuming her listed skills take the max amount of points, otherwise she has 3 skill points remaining); additionally, her "Alertness" feat should be listed as a (B) bonus feat.

As before, Stealth is not a class skill for a wizard.

Grand Lodge

HangarFlying wrote:
Nualia (page 61-62): First, as previously discussed, she does not have Cat's Grace on her spell list, and therefore cannot memorize it (though this is overcome by giving her a potion).

I'd replace it with desecrate. The description of the chapel in Thistletop says on days she conducts services she prepares desecrate instead of cat's grace anyway.

Grand Lodge

HangarFlying wrote:

Justice Ironbriar (page 117): he does not have cat's grace on his spell list; giving him a potion will do.

Also, since the text mentions that he dons the reaper's mask prior to combat, his CHA should therefore be 12, and he will be unable to use his Selective Channeling feat while wearing it.

As far as the mask, there is no issue, because ability damage and penalties don't affect the actual ability score, but rather the modifier, and only on even numbered amounts of damage. This guy won't actually take a -1 to any of his Charisma-based stats until he takes ANOTHER point of Charisma damage (2 damage total). And even if he did, it still won't affect the Selective Channel feat, as damage and penalties don't affect the actual SCORE. Now if this were Charisma DRAIN, however, it'd be a different story.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 121 - scarecrow

Since it is a sentient golem, he should have "Weaknesses: open mind" in his statblock. You can see this trait on classic horrors revisited.

Pg. 190 - longtooth

All the natural attacks names should be in italics, since they are showing the enhancement bonus from the amulet of mighty fists. In my opinion the "+1" from each natural attack entry should be deleted since this isn't the standard way of printing natural attacks enhanced by magic items or spells.

Pg. 203 harpy monks

The melee attack line should have an "or" after the flurry of blows damage, since they cannot make the 2 talon attacks in addition to their flurry of blows attacks. I suppose this is a holdover from the 3.5 edition, where this was possible.

Pg. 218 lokansir

The statblock is missing the two slam attacks he can make if not using the greatclub. It should read "or 2 slams +19 (2d6+11)"

For this particular monster I recommend using the statblock at PFSRD20.com, wich has the right amount of Hit Dice, feats, etc...

Grand Lodge

Also the scarecrow's Martial Weapon Proficiency feat should be changed to Martial Weapon Proficiency (scythe)

Grand Lodge

HangarFlying wrote:

Mammy Graul (page 137-138): it appears as though the DCs for her necromancy spells do not include her spell focus and greater spell focus feats.

I calculate her hp to be 88 (including 10 hp from false life and 3 hp from her familiar); I'm not sure where the other 3 hp are coming from.

Depending on if the skills are calculated with Blub-Blug in arms reach or not, she has either 6 or 2 extra skill points to be spent.

Her hit points are fine:

8d6 = 30 (Necromancer at 1st level)
30 + 32(Con 18) + 3(Toad) + 8(Toughness) + 8(favored class) + 13 (Avg. roll for false life plus 8 for CL 8th) = 94

Her skills are messed up but in a different way:

Total ranks: 48 (40 from 2 + Int mod[+3] for 8 levels + 8 base human race's skilled racial trait)

Fly +8 = -3(Dex) + 4(good maneuverability) + 4(half CL from fly spell) + 3 (class skill) + ???? ranks (has to have at least 1)
Intimidate +8 = 3(giant subtype class skill) + 5 ranks
Knowledge (arcana) +14 = 3(Int) + 3(class skill) + 8 ranks
Knowledge (religion) +14 = 3(Int) + 3(class skill) + 8 ranks
Perception +10 = 2(Alertness) + 3(giant subtype class skill) + 5 ranks
Sense Motive +2 = 2(Alertness)
Spellcraft +14 = 3(Int) + 3(class skill) + 8 ranks

So it we may be able to assume that Intimidate and Perception were not treated as class skills, so we could add 3 ranks to each of these, bringing them to +11 and +13 respectively. This leaves us with 8 skill points left, and if we put those into fly, fly's bonus changes to +16.

Grand Lodge

HangarFlying wrote:

Vale Temros (page 143): he has 4 unspent skill points. He does not qualify for the Double Strike feat.

Regarding his melee attack, I wonder if there is a better way to display those entries for characters doing two-weapon fighting. As it currently is displayed, the -2 has been applied, but it makes it look like he gets four attacks as opposed to three. Additionally, there is no off-hand damage penalty. I realize that it's impossible to put every single attack combination in the stat block, but I think it would be more beneficial to put in the most likely combination that the character would use.

So, in this case maybe his melee entry would look like:
+1 battleaxe +10/+5 (1d8+7/x3), +1 handaxe +10 (1d6+3/x3)

This way, if the character were to only make a single attack in a round, the GM can look at his melee line and see that the battleaxe is most likely the character's choice for a single attack (being the first). The only mental math the GM would only have to add a +2 for the single attack. My .02 CP.

Skill points come out correctly:

26 ranks (8 [Fighter 4] + 12 [Ranger 2] + 6 [Human])
No favored class bonus (all 4 points from fighter went into HP)

Climb +9 = 4(Str) - 4(acp) + 3(class skill) + 6 ranks
Craft (stonemasonry) +7 = 0(Int) + 3(class skill) + 4 ranks
Knowledge (engineering) +5 = 0(Int) + 3(class skill) + 2 ranks
Perception +10 = 1(Wis) + 3(class skill) + 6 ranks
Profession (siege engineer) +6 = 1(Wis) + 3(class skill) + 2 ranks
Survival +10 = 1(Wis) + 3(class skill) + 6 ranks

EDIT: Oh and two other things: 1) I agree with your assessment of the melee line formatting, but I think that's really what they meant for it to say all along. I think they made the mistake of listing the iterative attack with the handaxe as if this guy had Improved Two-Weapon Fighting. Otherwise if they intended to list what the stats are if he were single-wielding these weapons, they'd have calculated the battleaxe as if being held in two hands.

Also 2) I replaced Double Slice with Two-Weapon Defense.

Grand Lodge

HangarFlying wrote:

Jaagrath Kreeg (page 154-155): he should only have DR 1/-.

He doesn't have any javelins listed in his equipment (he has a javelin ranged attack).

His CON (when raging) is 23 - he doesn't have enough class levels to qualify for a second +1 to abilities. Consequently, his hp is 147 (when raging), his FORT save is +15, and he can only rage for 20 rounds.

His renewed vigor rage power should be 1d8+6 hp.

When building his ability scores and adding in the +4, +4, +2, +2, 0, -2, the '-2' modifier wasn't added in. (I think applying this to CHA is probably the best, as it will only change his Intimidate skill to +18).

His reduced speed (due to wearing Hide Armor) should be 35 ft.

Regarding his ability scores, let's break it down:

Standard ogre:
Str 21
Dex 8
Con 15
Int 6
Wis 10
Cha 7

Now somewhere mixed in there is a +1 added to an ability for this guy being 4 HD, so that's already considered.

Now we add 7 levels of a class, resulting in those +4, +4, +2, +2, +0, -2 modifiers. He also has at least 4 more HD from these levels, adding another +1 to mix. He also has a belt of giant strength +2. Adding these in along with the rage, we get:

Str 21+2+4+4 = 31
Dex 8+2 = 10
Con 15+4+4+1 = 24
Int 6+0 = 6
Wis 10+2 = 12
Cha 7-2 = 5

So you're correct about one stat needing to be reduced, and I agree with Charisma, but it looks like Con is fine at 24.


As a 4 HD Animal Companion, Tangletooth should have Evasion.

Grand Lodge

leo1925 wrote:
Shouldn't the wardens of runes have +3 to all their saves because of the sihedron ring?

I looks good to me.

Standard storm giant = Fort +17, Ref +8, Will +13

Advanced simple template adds +4 to all scores, increasing bonus by +2

New total = Fort +19, Ref +10, Will +15

Sihedron ring grants that +3 bonus to all saves so:

Final total = Fort +22, Ref +13, Will +18

Which is what's written in the statblock.


MattCaulder wrote:
On Pg. 371 it says
Quote:

Additional specific magic items for sale in Sandpoint are detailed in the pages that follow. Every month, roll 3d4 to

see how many new minor items are for sale, and 1d6 to see
how many new medium items are for sale.
But I don't see any charts or anything for magic items?

I think it's referring to the one or two items that are listed in the text in the pages that follow, such as that darkwood crossbow. The rolls it mentions would be used like you would do for rolling up magic items in general.

Also, I'll take this opportunity to promote my settlement item generator (custom base values coming soon!).


Strife2002 wrote:
leo1925 wrote:
Shouldn't the wardens of runes have +3 to all their saves because of the sihedron ring?

I looks good to me.

Standard storm giant = Fort +17, Ref +8, Will +13

Advanced simple template adds +4 to all scores, increasing bonus by +2

New total = Fort +19, Ref +10, Will +15

Sihedron ring grants that +3 bonus to all saves so:

Final total = Fort +22, Ref +13, Will +18

Which is what's written in the statblock.

Well, it's a weird question, since he asked about the wardens of runes. They don't have full stat blocks in the AP, you pretty much have to look up the entry in Bestiary 2 and apply the template, ring, and the +5 armor yourself.

Grand Lodge

Stazamos wrote:
MattCaulder wrote:
On Pg. 371 it says
Quote:

Additional specific magic items for sale in Sandpoint are detailed in the pages that follow. Every month, roll 3d4 to

see how many new minor items are for sale, and 1d6 to see
how many new medium items are for sale.
But I don't see any charts or anything for magic items?

I think it's referring to the one or two items that are listed in the text in the pages that follow, such as that darkwood crossbow. The rolls it mentions would be used like you would do for rolling up magic items in general.

Also, I'll take this opportunity to promote my settlement item generator (custom base values coming soon!).

Very Awesome, sir! Thank you for sharing!


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 179, 180 - Barl Breakbones

He cannot make ranged iterative attacks with rocks, he doesn't have the Quick Draw feat. I suppose this is an error made while adding wizard levels to the standard stone giant statblock, wich has it.

Pg. 203, 204 - harpy monks

In the special attacks line, the captivating song DC is missing. It should be 17.

Pg. 208, 209 - The black monk

He is missing a lot of things from the Dread Mummy template, and some have been changed from his original writeup. I think Paizo should have added the "variant" keyword at the beginning of the statblock.

- The description of his magical flight ability is missing. It was in the 3.5 version.

- He should have resistant to blows on his defensive abilities line. This is very important since it makes him tougher in combat.

- His cold immunity should be changed to cold resistance 10.

- He should have gained a natural attack (slam) from the template. In the melee line, add: slam +18 (1d6+15 plus mummy rot)

- Mummy rot can only be inflicted using the slam attack, so the "plus mummy rot" in the flurry of blows line is an error.

- Command undead and create spawn should be added to the special attacks line.

- Aura of despair should be gaze of despair. See the dread mummy template for details.

Pg. 212 - Galenmir

It seems the heroism spell hasn't been applied to the heavy pick attacks. It is correctly added to his saving throws.

Pg. 220 - lamia clerics of Lamashtu
Their Strength score should be 22 (base 18 + 4 bull's strength). The spell is correctly applied to the attacks.

Pg. 221 - troll fighters

Rend should be 1d6+12, to account for their higher Strength.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 212 - Galenmir

It seems the heroism spell hasn't been applied to the heavy pick attacks. It is correctly added to his saving throws.

Actually, doesn't his pick attack seem off anyway, even without the heroism spell?

13(BAB) + 11(Str) + 1(Wpn Focus) + 3(magic weapon) - 1(size) = +27, and heroism would make it +29, yeah?

The two slams as well. Take away Weapon Focus and the enhancement bonus from the calculation above and you have the slam's values, which would come out to +23, and with heroism would be +25.

Is there a penalty I'm not seeing here?

EDIT also his damage is WAY off it seems.

Heavy pick = 11(Str) + 2(Wpn Specialization) + 3(magic weapon) = +16 damage. Remember he can't use it two-handed because of his light steel shield. It's almost like they calculated +16, then found the two-handed damage by adding half of THAT amount.

Slam = 11(Str) = +11 damage. Not sure what happened here. The only thing I can think of is they erroneously added 1-1/2 times strength damage, then added Weapon Specialization when he doesn't have it for slams.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Galenmir's tactics (combat) section says that he uses Power Attack, and its effects are already included in his statblock. That is a -4 penalty.

I really hate Paizo including this kind of things on the statblocks (spells, feats, etc). You have to double check the base statistics plus any conditional bonuses while reading the tactics, not to mention if the buffs get dispelled, and you have to recalculate everything.

I prefer clean statblocks. You tell me the tactics and I'll aply all effects as necessary.

Grand Lodge

Sc8rpi8n_mjd wrote:

Galenmir's tactics (combat) section says that he uses Power Attack, and its effects are already included in his statblock. That is a -4 penalty.

I really hate Paizo including this kind of things on the statblocks (spells, feats, etc). You have to double check the base statistics plus any conditional bonuses while reading the tactics, not to mention if the buffs get dispelled, and you have to recalculate everything.

I prefer clean statblocks. You tell me the tactics and I'll aply all effects as necessary.

ah, so it does. yeah they usually don't include power attack as having been accounted for in most stat blocks.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 221 - troll fighters

Rend should be 1d6+12, to account for their higher Strength.

Also his ranseur damage seems off:

8(Str) + 4(half Str) + 2(magic wpn) + 2(Wpn Specialization) = +16 damage


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 178, 179 - Lamatar Bayden

His CR is not right. Frost Wight CR (4) + associated class levels (ranger 8) = 12

Pg. 158 - Lucrecia

She has 3 off-hand attacks, but should have only one at +18 due to the Two-Weapon Fighting feat.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 158 - Lucrecia

She has 3 off-hand attacks, but should have only one at +18 due to the Two-Weapon Fighting feat.

Additionally, her AC's wrong as it hasn't taken into account Two-Weapon Defense feat. It should read:

AC 27, touch 14, flat-footed 22 (+4 armor, +5 Dex, +8 natural, +1 shield, -1 size)


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 82 - Caizarlu zerren

According to James Jacobs, he is a thassilonian specialist. Add thassilonian specialization necromancy under the spells section

Pg. 158 - Lucrecia

Her speed line is wrong. It should be 40 ft., climb 40 ft., swim 40 ft.

Pg. 225 - headless lord

- He should have only one off-hand attack, due to the Two-Weapon Fighting feat.

- His caster level for spell-like abilities should be 12th (total hit dice according to the undead lord template)

- The zombie slam attack and quick strikes special attack are missing from the melee attack line. Add the following: 2 slams +20 (1d8+16).

- The Headless Lord seems to be incorrectly built from a rules standpoint. According to the adventure text, in life he was an ogre Fighter. When you apply the zombie template to a creature, it loses all hit dice from class levels, so he shouldn't have those. Paizo should have added the unique or variant keyword so he could retain memories of his past fighting skill before becoming a zombie. By the book, you end up with CR 6-7 monster (after getting rid of the class dice) depending on how you interpret the CR and Hit Dice entries on the undead lord template (it's confusing).

- His Will save should be +11 (+2 fighter, +6 undead hit dice, +1 desecrate, +2 wisdom).

Pg. 226 - hill giant zombies

They should have a +8 armor bonus to AC from masterwork half plate: AC 18, touch 7, flat-footed 18 (-2 Dex, +8 armor, +3 natural, -1 size)

Pg. 229, 230 - Mokmurian

- He doesn't have the Quick Draw feat, so he can only make one ranged attack with rocks.

- His Constitution should be 26 and Charisma should be 10 according to my calculations, after applying all the modifiers. For those who want to double check, I think it breaks down like this:

Elite array for adding class levels
str -2, dex +2, con +4, int +4, sab +2, cha +0

The transmuter enhancement (+3) went to Constitution.
The robe gives a +4 to intelligence.
The 2 points from ability score increases (HD 16 and 20) went to Intelligence.

So you end with:
Str 25 Dex 17 Con 26 Int 20 Wis 14 Cha 10

- Damage bonus for the club attack should be higher, since he can use the weapon two handed. It doesn't affect his spellcasting because it is a free action to remove your hand and free again to re-grab the weapon with both hands. See CRB faq. Correct damage value is 1d8+12

- The shield spell should not have been added to the stats, since it is used during combat and not before. Correct AC: 28, touch 13, flat-footed 24 (+4 armor, +3 Dex, +1 dodge, +11 natural, -1 size)

Pg. 238 - The text calls xaliasa a thaumaturge, now he is a cleric. This is a holdover from the 3.5 edition, where he used the thaumaturge class from the book of fiends.

Pg. 239 tells the DM to look the catacombs of Wrath map on page 219. It should say page 35.

Pg. 351, 356, 365 - Warden of runes

The modified saves due to wearing a sihedron ring are missing. They should be Fort +18 Ref +9 Will +23

Grand Lodge

Karzoug the Claimer - pg. 364

In Karzoug's special qualities section of his stats, he has "physical enhancement +5 Con" listed as per his ability from the Transmutation school. Well, Karzoug is a 20th-level transmuter, which means he gets to apply that physical enhancement bonus to 2 physical ability scores, either Strength or Dexterity.

Someone more capable than I would have to backwards-build his stats to see if that bonus has already been accounted for, and it's just his special qualities that needs to be updated to say so.


@Strife2002
His physical enhancement boosts don't matter, because his ioun stones already cover his enhancement to CON, and his belt already covers his enhancement to STR and DEX. However, he should apply those bonuses to STR and DEX, even though the belt supersedes them, as a backup if his belt gets disjoined. He doesn't need that safety net to CON, since the ioun stones granting him CON are minor artifacts, and as such, are not susceptible to the area version of mage's disjunction.

Grand Lodge

Great point! I forgot they were enhancement bonuses.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 221- Hurek and Durek, troll fighters

- The Reach entry should indicate their reach when using the ranseur. Add "(20 ft. with ranseur)".

Pg. 241, 242 - The scribbler

- He has a +4 deflection bonus to AC, but nothing in his statblock grants it (no ring of protection or shield of faith spell). His AC should be 23 touch 14 flat-footed 19 .

Pg. 250 - Arkrhyst

- The ancient white dragon in the bestiary lacks the Snatch feat and bull's strength spell, both of them are mentioned in the tactics section.

Pg. 257 - fiendish mustard jelly

- Aura DC should be 27.

- It is missing the 19-20 on its slam attacks due to Improved Critical Feat.

- Its SR value should be 19 (14+5 from fiendish template).

Pg. 260 - Armored clay golem

- the full plate provides a +9 armor bonus: AC 31, touch 8 flat-footed 31

Pg. 262 - Xyoddin Xerriock

- His alignment should be NE because of Dread Zombie template.

- His bite attack should be secondary, with the following bonus: "bite +13 (1d4+4)"

- He cannot throw more than one dagger because he doesn't have the Quick Draw feat.

- The brain consumption kills if the victim fails the saving throw.

Pg. 263 The creatures section is missing a line break.

Pg. 263 - Thassilonian mummies tactics are incorrect. It is not possible to aid another if you cannot make make a melee attack on the enemy, so mummies without a target cannot follow the suggested tactic.

Pg. 264 - Azaven

His fear aura DC should be 21 (10+7+4)

Pg. 269 - Ordikon

- CR should be 17 (mithral-clad template adds +5).

- He is missing the DR from stoneskin.

- The medium fortification property changed from 3.5, now it is 50%

- He cannot cast a quickened mirror image because it is an illusion spell (one of his prohibited schools).

Pg. 273, 274 alu-demons

- Evasion in Defensive Abilities seems to be an error from when they had rogue levels.

- Ranseur attack is missing +1 attack from masterwork quality. It should be +20/+15/+10.

- Their CMB/CMD values seem off. CMB +17 CMD 31.

Pg. 293 - Sinspawn axemen

- The "during combat" section is wrong, -2 power attack with 2-handed weapon is a +6 bonus to damage (not +4).

Pg. 320 - bjormundal

- He cannot make iterative attacks with rocks, he doesn't have quick draw feat.

- His CON score should be 23.

Pg. 326 - krak naratha soldiers (kuchrimas)

The tactics mention using the Snatch feat, but they don't have it, and cannot take it (cannot fulfill prerequisites).

Pg. 330 - The hidden beast

- The shield bonus to AC should be removed because it is used during combat, not before. Correct values: AC 29, touch 18, flat-footed 23 .

Pg 331, 332 - Vampire skulks

- They have a +1 shield bonus and +1 armor bonus to AC, but nothing in their statblocks gives that. In 3.5 they had +1 bucklers and +1 padded armor, so I assume this is another holdover.

- Also they have uncanny dodge, so they don't lose Dex to AC when flat-footed.

Correct values are AC 24 touch 18 flatfooted 24 (+1 deflection, +6 Dex, +1 dodge, +6 natural)

- The altitude affinity feat should be marked with an asterisk, including the book where it was printed (Inner Sea World Guide).

Pg.338 - Ghlorofaex

- The altitude affinity feat should be marked with an asterisk, including the book where it was printed (Inner Sea World Guide).

Pg. 349, 350 - Viorian Dekanti

- The altitude affinity feat should be marked with an asterisk, including the book where it was printed (Inner Sea World Guide).

- The shield bash attack should be higher, since she doesn't suffer two-weapon fighting penalties (shield master feat, see CRB FAQ). Correct bonus is +35.

- She has two SR entries. I think the conditional higher value should be indicated like this: "SR 20 (32 vs. transmutation effects)"

Pg. 351 - Lamia priestesses

- Changes due to equipment (sihedron ring) should be indicated: AC 28 touch 17 flat-footed 23 (+4 armor, +3 deflection, +4 Dex, +1 dodge, +7 natural, -1 size). Fort +16 Ref +17 Will +24

Pg. 351 - Hungerers

The entry is missing the AC and saves line modified by sihedron rings:

AC 34 touch 13 flat-footed 32 (+3 deflection, +1 Dex, +1 dodge, +21 natural, -2 size). Fort +15 Ref +18 Will +21

Pg. 355 - The thing from beyond time

- Ripping gaze DC is missing the ability focus feat bonus. Correct DC is 26.

- This may not be errata, but the ripping gaze damage appears to scale with the racial hit dice for this particular monster. The standard hound of tindalos (10 HD) does 5d6 damage. The 3.5 version of TTFBT did 14d6 (28 HD). If going by that formula, the Pathfinder version should do 9d6 (19 HD).

Pg. 359 - Most high ceoptra

- Flame strike spell doesn't have a DC, should be 22.

- In the spell-like abilities entry, it should say quickened suggestion, since she has taken the quicken spell-like ability feat.

- In the special attacks line, the "1d8" should be deleted. The lamia ability is only called "wisdom drain". The specific change to drain is explained in the harridan template.

Pg. 405 - Xin-shalast encounters

- 92-95 result shows a group of 1d3 rune giants with an average CR score of 16. This is an error, since a rune giant in Pathfinder is CR 17. This is a holdover from the 3.5 edition were rune giants were CR 14 monsters.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 191 - Teraktinus

He is missing his slam attacks: 2 slams +20 (1d8+10)

Pg. 211 - Conna the wise

She is missing her slam attacks: 2 slams +18 (1d8+7)

Pg. 320 - Bjormundal

He is missing his slam attacks: 2 slams +24 (1d8+11)

Pg. 346, 356, 360 - Wardens of Wind

It seems the stablock doesn't take the advanced template into account when calculating the AC, natural armor should be 2 points higher:

AC 37, touch 12, flat-footed 36 (+11 armor, +3 deflection, +1 Dex, +14 natural, -2 size)

Pg. 350, 365 - Wardens of thunder

It seems the stablock doesn't take the advanced template into account when calculating the AC, natural armor should be 2 points higher:

AC 39, touch 12, flat-footed 38 (+13 armor, +3 deflection, +1 Dex, +14 natural, -2 size)


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Pg. 43 - Tangletooth

He is missing the ability score increase animal companions get at 4HD. I recommend raising Str to 18.

Grand Lodge

Pg. 82 - Caizarlu Zerren

This caster has 5 0-level spells available for casting, when the max he should have is 4. Delete one.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 158 - Lucrecia

Her speed line is wrong. It should be 40 ft., climb 40 ft., swim 40 ft.

Because of this, her Swim skill is wrong. It should be Swim +25. Likewise, she should have a Climb skill modifier listed at Climb +15

Additionally, her hp is wrong and has already had false life factored in. Her base hp before the 1st round of combat should be 131 (14 HD; 12d10+2d6+58). Activating her sihedron rune's false life ability brings it up to what's written in the stat block.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 225 - headless lord

- His caster level for spell-like abilities should be 12th (total hit dice according to the undead lord template)

Meaning his concentration bonus should also be changed to +16.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 241, 242 - The scribbler

- He has a +4 deflection bonus to AC, but nothing in his statblock grants it (no ring of protection or shield of faith spell). His AC should be 23 touch 14 flat-footed 19 .

Meaning his CMD should also be reduced to 29.

Grand Lodge

Sc8rpi8n_mjd wrote:
- He cannot throw more than one dagger because he doesn't have the Quick Draw feat.

Actually he can if he had one in each hand to begin with. The problem REALLY is that he doesn't have 2 masterwork daggers to throw, just 1 and then his awesome magical one, which I'm guessing he isn't likely to part with so unceremoniously. If you wanted to play out him throwing a couple daggers in a round, give him an extra masterwork dagger.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Good point on the daggers issue Strife2002, although as you say I don't think he wants to throw his best weapon at the characters.

Pg. 135 - Crowfood

He has uncanny dodge, so he doesn't lose Dex to AC when flat-footed: AC 20, touch 14, flat-footed 20 (+2 armor, +1 deflection, +2 Dex, +1 dodge, +4 natural)

Pg. 139 - Hucker graul

He has uncanny dodge, so he doesn't lose Dex to AC when flat-footed: AC 20, touch 11, flat-footed 20 (+5 armor, +3 Dex, +4 natural, -2 rage)

Pg. 154 - Jaagrath kreeg

- He cannot make iterative attacks with javelins, he doesn't have the Quick Draw feat.

Pg. 155,156 - Dorella kreeg

- She cannot make iterative attacks with javelins, she doesn't have the Quick Draw feat.

- Javelins not listed in the Gear section.

Pg. 178, 179 - Lamatar bayden

- He should deal 1d6 points of damage with his slam attack, due to the Improved Natural Attack feat. Correct damage: (1d6+4 plus 1d6 cold plus energy drain)

Grand Lodge

About the vampire skulks, Crowfood, and Hucker Graul. I just looked through the NPC codex and none of the barbarians or rogues in that book adjust the stat blocks' listed flat-footed AC due to uncanny dodge there either. I think it's because there are circumstances where a character could still be denied their Dex bonus, like if their immobile or if someone successfully feints against them.

Grand Lodge

Sc8rpi8n_mjd wrote:

Pg. 154 - Jaagrath kreeg

- He cannot make iterative attacks with javelins, he doesn't have the Quick Draw feat.

Pg. 155,156 - Dorella kreeg

- She cannot make iterative attacks with javelins, she doesn't have the Quick Draw feat.

Like with the dagger example above, this is technically doable if they had a javelin in each hand.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The problem is both Jaagrath and Dorella don't have javelins listed in their equipment, so how are they going to throw them?

About the flat-footed AC: It seems you are right, Paizo doesn't modify the AC based on the uncanny dodge/improved uncanny dodge abilities, they are only listed in the defensive abilities section.

Paizo Employee Creative Director

HangarFlying wrote:

Justice Ironbriar (page 117): he does not have cat's grace on his spell list; giving him a potion will do.

Also, since the text mentions that he dons the reaper's mask prior to combat, his CHA should therefore be 12, and he will be unable to use his Selective Channeling feat while wearing it.

Giving him a potion of cat's grace is a good call; replace his prepared cat's grace spell with a second hold person.

And donning a skinsaw mask does 1 point of Charisma damage, not drain. Damage does not actually reduce an ability score, and therefore should not be recorded in their stats as an ability score reduction, nor does it thus render a feat like Selective Channeling unusable.

Paizo Employee Creative Director

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HangarFlying wrote:
Scarecrow (page 121-122): his melee attack bonus with the +1 sythe should be +15/+10. The listed bonus appears to not take into account weapon focus or the +1 enhancement.

There's actually a different error here... the scarecrow should be wielding a Medium scythe, and thus is suffering a –2 penalty on his attack rolls with it. I wanted to slightly lower the monster's attacks and damage, and giving him a Medium magic scythe did just that AND leaves behind treasure the PCs can have.

That DOES mean the damage is in error, alas... should be 2d4+8.

Grand Lodge

Sc8rpi8n_mjd wrote:
The problem is both Jaagrath and Dorella don't have javelins listed in their equipment, so how are they going to throw them?

This is true and was brought up earlier in the thread (at least it was for Jaagrath), and so I had already written "add Large javelins" to his notes. Hadn't done so for Dorelia, though.

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