Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Strife2002 wrote:


So if we now look at the point-buy rules, the points that would have been spent to get these scores are 2, 2,...

Ok - to the designers credit if you lower his starting Wis to 8 (giving him the 15 in the stat block) you could bump his Int to 37 (which wouldn't make any difference to his block) and he could arguably have min maxed lol.

What is bugging me are the extra hps. I come up with 351 (before false life) I'm not sure what I'm missing (and that's using the +1 hp per level up and yes I am counting the ioun stones :)

Grand Lodge

Ckorik wrote:
Strife2002 wrote:


So if we now look at the point-buy rules, the points that would have been spent to get these scores are 2, 2,...

Ok - to the designers credit if you lower his starting Wis to 8 (giving him the 15 in the stat block) you could bump his Int to 37 (which wouldn't make any difference to his block) and he could arguably have min maxed lol.

What is bugging me are the extra hps. I come up with 351 (before false life) I'm not sure what I'm missing (and that's using the +1 hp per level up and yes I am counting the ioun stones :)

I feel this was mentioned earlier but looking back I can't find any post about it. You're right, his HP is too high (although personally as the FINAL BOSS I feel it isn't high enough. In fact, I'm liable to increase his total to max, not average). My result, however, comes to 362 (including false life):

72 (average of 20d6 with first die maxed)
180+ (28 Con at 20 HD)
20 + (favored class bonus)
60 + (12 emerald ellipsoids)
10 + (false life average)
20 + (Toughness)
____
362 hp

EDIT: Unless someone can shed some light on something I'm missing, it looks like either the bonus from Toughness or the favored class bonuses was doubled.

Grand Lodge

Pg. 26 - Shalelu Andosana

1) Her type needs to change to humanoid (elf)

2) Stealth bonus is too high. By my calculation it should be "Stealth +12"


Quote:
OOH! You're correct that their HP is wrong, but it's actually supposed to be 7 hp, not 6. The stats they tell you to go by are those in the Bestiary, but the Bestiary forgot to implement favored class bonuses into their stat blocks. The norm is to put it into HP, so it would actually be 7 hp. Yes, that means the other pages that list it as 6 hp should actually say 7. I'm going to go through the rest of the book and see if anyone else is missing their bonus (and yes I'll check skills to make sure it's not in there) and post their page number in my next post.

I would feel better if someone else checked it, but I believe their favored class bonus has been used to buy another skill rank. They have 3 skills with a skill rank in it, and being warriors they should have 2 + Int (which is 10, so +0).

Quote:

Pg 150 - Ogre Fighter

- Perception (both in Skills line and in Senses line) should be changed from +5 to +8. The fact that giants get Perception as a class skill automatically was overlooked.

I missed that fact, but I believe that Perception bonus was also wrong even without considering the class skill bonus. It seems they have 5 ranks in it but the +1 bonus from their Wisdom of 12 has not been included. Adding both things would increase their Preception to +9.

Grand Lodge

NeoXanthas wrote:
Quote:
OOH! You're correct that their HP is wrong, but it's actually supposed to be 7 hp, not 6. The stats they tell you to go by are those in the Bestiary, but the Bestiary forgot to implement favored class bonuses into their stat blocks. The norm is to put it into HP, so it would actually be 7 hp. Yes, that means the other pages that list it as 6 hp should actually say 7. I'm going to go through the rest of the book and see if anyone else is missing their bonus (and yes I'll check skills to make sure it's not in there) and post their page number in my next post.
I would feel better if someone else checked it, but I believe their favored class bonus has been used to buy another skill rank. They have 3 skills with a skill rank in it, and being warriors they should have 2 + Int (which is 10, so +0).

(I'm still going through these, but I'll divert and address this one now)

FROM THE BESTIARY: (keep in mind that in this stat block, they forgot to implement the armor check penalty to his Str- and Dex-based skills. I'll adjust accordingly)

Goblin Warrior 1
Small humanoid (goblinoid)
1 HD
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
(2 + Int mod) x HD = 2 ranks total

Ride +9 = 4(racial) + 2(Dex) + 3(class) - 1(ACP) + 1 rank
Stealth +9 = 4(racial) + 4(size) + 2(Dex) - 1(ACP) + 0 rank
Swim +3 = 0(Str) + 3(class) - 1(ACP) + 1 rank

So he's actually only spent his normal 2. Goblins are so freakin' stealthy with their size and racial modifier he's hitting +9 right out of the gate with no points in it, even more if he lets go of his shield. This means the favored class bonus is still unspent.

Grand Lodge

I already checked this one, too. I'll show you my calculations:

Ogre Fighter 5
Large humanoid (giant)
9 HD (4 humanoid + 5 fighter)
Str 23, Dex 12, Con 20, Int 6, Wis 12, Cha 5
(2 + Int [min. 1]) x HD = 9 ranks total

Intimidate +11 = -3(Cha) + 6(Intimidating Prowess) + 3(class) + 5 ranks
Perception +8 = 1(Wis) + 3(class) + 4 ranks

EDIT: So he spent 4 ranks in Perception. My guess is maybe you calculated Cha 5 as a -2 modifier instead of -3 for Intimidate?


I forgot to include the +4 to Stealth due to size in my calculations, and I completely messed up with the ogres. Thanks for keeping an eye on these things! (Also, just a minor detail: those ogres' stats appear on page 149, not 150).

I'm trying to find a doc I had made with other errors, because now I think maybe some of them aren't so. Meanwhile, I'm writing them down as I remember them. Here's another:

Mammy Graul (page 137-138) and Hucker Graul (page 139) are stated to be from the human and giant subtypes, but the ogrekin entry in the Bestiary 2 say the creature's subtype changes to giant, so their human subtype should be omitted. The previous Grauls had this already done right.

Grand Lodge

Strife2002 wrote:

Pg. 328 - Abominable Snowmen

I love when people mention an error with a creature. It gives me an excuse to look further at the stat block in case there's other stuff wrong:

1) Rage rounds per day is wrong in Special Attacks line. Should be "rage (13 rounds/day)".

Whoops! Looks like I was wrong about this. I included the bonus to Con he gets from raging in the calculation, but you're not supposed to do that. 11 rounds/day is correct, as it is written in the stat block.

Grand Lodge

NeoXanthas wrote:

I forgot to include the +4 to Stealth due to size in my calculations, and I completely messed up with the ogres. Thanks for keeping an eye on these things! (Also, just a minor detail: those ogres' stats appear on page 149, not 150).

I'm trying to find a doc I had made with other errors, because now I think maybe some of them aren't so. Meanwhile, I'm writing them down as I remember them. Here's another:

Mammy Graul (page 137-138) and Hucker Graul (page 139) are stated to be from the human and giant subtypes, but the ogrekin entry in the Bestiary 2 say the creature's subtype changes to giant, so their human subtype should be omitted. The previous Grauls had this already done right.

You are correct about the page number. Not sure where I was looking back then.

Yes, their subtype should only say giant, not human as well. One thing worth mentioning though is that all of the Graul family should have the word "human" before ogrekin in the description, simply to denote what the base creature was pre-template. It explains why they have a bonus feat, bonus skill point, and +2 to random ability score.

Grand Lodge

Pg. 135 - Crowfood

1) Missing a feat.
- Fighter bonus feats: Cleave, Power Attack
- Rogue combat trick: Weapon Focus (ogre hook)
- 7 HD feats: Dodge, Iron Will, Mobility, Spring Attack
- Human bonus feat: ?????

2) Handle Animal needs to be changed from "+8" to "+4". The deformity wasn't taken into account.

Grand Lodge

Pg. 145 - Kaven Windstrike

May seem silly but in Kaven's gear, change "composite longbow" to "composite longbow [+0 Str]". So the only benefit this bow gets over non-composite bows is a little extra range.

Grand Lodge

Pg. 179 - Barl Breakbones

Barl has that ol' classic issue of having false life added into his stat block when it says he gains the effects in the first round of combat. His hp line should instead say "142 (19 HD; 12d8+7d6+64)"

Grand Lodge

Pg. 18 - Goblin Commando

The horsechopper has a x3 crit multiplier and the stat block should reflect that (like the shortbow does). Change horsechopper damage to "(1d8+1/x3)".

EDIT: Also, and I'm going by the stat blocks in the NPC Codex as a comparison, he should probably have this line after his Ranged line:

"Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)"

Grand Lodge

Pg. 20 - Ven Vinder

Because it breaks the norm, it's worth mentioning that Ven's stats are including Power Attack in them.

Grand Lodge

Pg. 24 - Gresgurt

Gresgurt is using a "dagger" and as such his damage with it should list its crit range, being changed to "(1d3+1/19-20)". There could be an argument, though, that because this dagger is simply a splintered shard of his broken horsechopper, it's more of an improvised weapon and doesn't have the normal crit range. If this were true, though, he'd be taking a -4 to attack with it.

Grand Lodge

Pg. 26 - Shalelu Andosana

Shalelu has a +1 composite longbow, but is only getting a +1 to damage. This means that the composite longbow either has a +0 Str rating, and therefore isn't taking advantage of Shalelu's Str of 12, or it has a +1 Str rating and isn't calculated correctly. If the latter is correct, and I'm guessing it should be, then her ranged attack damage should be changed to "(1d8+2/x3)".

Grand Lodge

Strife2002 wrote:

Pg. 26 - Shalelu Andosana

1) Her type needs to change to humanoid (elf)

2) Stealth bonus is too high. By my calculation it should be "Stealth +12"

One more thing about her skills. While it's true, the most her Stealth can be is 12, she still has 3 skill points left unspent. Rather than spending them elsewhere, it's possible to make one simple change, which will make all of her listed skills correct, including the Stealth at +15.

Simply change her Skill Focus (Acrobatics) feat to Skill Focus (Stealth). The leftover 3 points are put into Acrobatics, making the listed +12 true, and the bonus from Skill Focus brings it to a +15 bonus, as written.. By the look of things, it's almost as if that's what it was supposed to have been.

Grand Lodge

Pg. 39 - Erylium

A couple of things that need addressing:

1) We've mentioned in the past that the stats for the poison in her claws should be put in here since it's combat relevant. What we FORGOT to do though was recalculate the save DC. Standard quasit poison is DC 13:

10 + 1 (half 3 HD) + 0 (11 Con) + 2 (racial bonus) = 13

Erylium, though, has more HD and Con. Her DC is calculated:

10 + 3 (half 6 HD) + 1 (13 Con) + 2 (racial bonus) = 16

2) Erylium is missing a point in her ability scores! Here's the standard quasit:

Str 8
Dex 14
Con 11
Int 11
Wis 12
Cha 11

Now if we apply the stats for taking class levels (+4, +4, +2, +2, +0, -2), we get:

Str 8 + 0 = 8
Dex 14 + 4 = 18
Con 11 + 2 = 13
Int 11 + 4 = 15
Wis 12 - 2 = 10
Cha 11 + 2 = 13

These are Erylium's stats! But she's missing her extra point for having hit the 4 HD mark. The only stats it would affect is Con, Int, or Cha. Since she's a witch, Int makes the most sense, but to each their own.

- If increasing Con, increase hp by +6, Fort by +1, and the aforementioned poison by +1.

- If increasing Int, increase DC of slumber hex by +1, the concentration bonus for witch spells by +1, the DC of all witch spells by +1, add a language, and increase Knowledge (arcana, planes) and Spellcraft by +1.

- If increasing Cha, increase the concentration bonus for spell-like abilities by +1, the DC of the cause fear spell-like ability by +1, and Bluff and Intimidate by +1.


I feel like I've started something lol - I think in general this book has more flaws like this because of the conversion from 3.5 to PF - I can't imagine the monstrous task it was to recompile it into a single volume updated with the new rules (feats, and books etc.)

Grand Lodge

Ckorik wrote:
I feel like I've started something lol - I think in general this book has more flaws like this because of the conversion from 3.5 to PF - I can't imagine the monstrous task it was to recompile it into a single volume updated with the new rules (feats, and books etc.)

It's more like I just decided to sit down and go through each stat block because I'm both bored and find myself with enough free time.

EDIT: What I especially hope it doesn't come off as is me trying to rub something in someone's face or whatever. Honestly I derive a kind of odd enjoyment out of this.

Grand Lodge

Pg. 53 - Bruthazmus

Like Erylium, Bruthazmus is missing his ability score point for having hit 4 HD. Dex, Con, or Cha are the ones that will matter. Since his tactics have him pulling out the melee, putting it in Con seems like it'd have the most use.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I have a question about monsters with class levels. If a monster's special attack is based on HD (e.g., Erylium's poison), do class-based HD count for increasing the special attack's DC?

The reason why I'm asking is that the Half-Dragon template specifically states that its breath weapon DC does _not_ improve with class levels (racial HD only), and I thought that that rule applied across the board. Or was it added that that template just to prevent the creation of a host of half-dragon characters as happened in late 3.5?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Another (probably noob-ish) question about monsters with class levels. Do they get favoured class (FC) bonuses for both their racial HD levels and for levels in one character class? In other words, are they in effect like half-elves when it come to FC bonuses?


Bellona wrote:

I have a question about monsters with class levels. If a monster's special attack is based on HD (e.g., Erylium's poison), do class-based HD count for increasing the special attack's DC?

The reason why I'm asking is that the Half-Dragon template specifically states that its breath weapon DC does _not_ improve with class levels (racial HD only), and I thought that that rule applied across the board. Or was it added that that template just to prevent the creation of a host of half-dragon characters as happened in late 3.5?

Most abilities don't specify "racial only", so they should count for all HD. The Half-Dragon template specified "racial only" also in 3.5, by the way.

Bellona wrote:
Another (probably noob-ish) question about monsters with class levels. Do they get favoured class (FC) bonuses for both their racial HD levels and for levels in one character class? In other words, are they in effect like half-elves when it come to FC bonuses?

Creatures don't get favored class bonuses for racial HD. They're not classes, after all :)

Grand Lodge

What Are said, although I have to say that first question is an excellent one. The Half-Dragon specifically says you get a breath weapon that does a d6 per racial hit die. The fact that it says racial may just be relic text, like Are said, but if it's not, it plays for some weird ruling cases. What about class-based creatures, like humans? They have no racial hit die, so a half-dragon human would have a breath weapon that literally deals 0d6 damage, since there's no text that says "minimum 1d6". What threw me off before Are posted a comment was the Poison entry in the Universal Monster Rules. It also says "racial HD" when describing the poison DC. Hmmmm...


Hm. The "1d6 damage per racial HD" part is pure PF, since the 3.5 version had a flat amount of damage. I was answering in terms of the save DC, as I forgot that PF changed the damage part :)

I believe one of the Paizo developers stated once that creatures with no racial HD would indeed get no breath weapon from the template, but I couldn't find the quote when I searched.

Grand Lodge

DUN DUN DUNNNNNNNNN.

Well crap you guys, looks like I need to call take backsies on a few specific things.

Particularly, those times where I mentioned that Erylium, Bruthazmus, and those yetis had an issue because they didn't have enough ability points for their HD. Consider me WRONG.

I thought it was weird that this "error" kept happening over and over again, and then I checked other APs and sure enough, they also have this reoccurring issue. Well guess what, it isn't an issue. Take a look at this quote from the monster advancement rules in the Bestiary:

Monster Advancement wrote:
Once you have determined the number of additional Hit Dice possessed by the creature, use this number to modify its other statistics. Start with ability scores. For every 4 additional Hit Dice gained by the monster, add 1 to one of its ability scores. In addition, make any modifications to its ability scores based on an increase in size, as noted on Table: Size Changes.

Notice the bold part? Those rules are what all those creatures from the AP are following, VERBATIM. They're only adding an ability point when the number of new HD being added is divisible by 4, NOT when the TOTAL is divisible by 4. I thought this was crazy, then I asked James Jacobs. Turns out, yeah, that's how it's done in Pathfinder.

Here's the official proof.

So! Ignore what I posted about those three creatures! They have exactly the correct amount of ability points!

Grand Lodge

Hey Jester David, was looking over the updated compiled list. I noticed for pg. 319: Svevenka you listed the missing domain powers, but included the cold resistance. The Ice subdomain replaced that.


Good catch, though, Strife2002. Thanks.

Grand Lodge

Pg. 229-230 - Mokmurian

2 things:

1) Mokmurian's ability scores seem to be a bit off, specifically the elite array hasn't been assigned properly. I know Sc8rpi8n_mjd mentioned this earlier, but I have a slight alteration to what they said. Anyway, here's the original stone giant scores:

Str 27
Dex 15
Con 19
Int 10
Wis 12
Cha 10

If we account for his robe of runes (+4 Int), his casting from his wand of bear's endurance (+4 Con), his two bonus ability score points for receiving at least 8 levels in a class (which are both put into Int), and the elite array (arranged -2, +2, +4, +4, +2, +0), we get Mokmurian's stats as they appear in the stat block.

TL;DR version: change his Charisma score to 10.

2) Mokmurian's an 11th-level transmuter, and therefore has his physical enhancement ability. He gets to put a +3 enhancement bonus into either Str, Dex, or Con for the day. This bonus hasn't been specified as to what score it's modifying, and therefore hasn't been applied to his stats (unless it's Con). Putting it into Con is pointless, since his wand of bear's endurance also grants an enhancement bonus and they wouldn't stack (and would yield the same modifier). That leaves putting it into either Str or Dex, both of which will yield a +2 increase in stats derived from those scores.

I guess a GM would have to decide if they want a more offensive Mokmurian (Str) or defensive Mokmurian (Dex).


Adventure Path Charter Subscriber

Jester David, I've been using your excellent Compiled Errata document - thanks very much for putting it together! I have a couple of corrections - one of Erylium's missing languages should likely be Common (she already has Thassilonian listed); and Tangletooth's stat block "omits" evasion, presumably.


... Erylium has spent ten thousand years trapped in a subterranean vault; I don’t know that she’s ever had the chance to learn Common/Taldane. :S

Grand Lodge

Trace Coburn wrote:
... Erylium has spent ten thousand years trapped in a subterranean vault; I don’t know that she’s ever had the chance to learn Common/Taldane. :S

She does send her wren to the surface from time to time. Wren's can speak a language, so she could learn it from the Wren. More likely she learned while tutoring Nualia.

Grand Lodge

Jester David just FYI I made a few comments in your doc about some corrections.

Liberty's Edge

Strife2002 wrote:
Jester David just FYI I made a few comments in your doc about some corrections.

Yes, been busy. Going through this thread and making some updates is high on my to-do list.


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 .

Actually, it lists quickened Shield of Faith under his 4th-level spells (pg.241). That easily accounts for his +4 deflection bonus (due to his 12th level caster level) and would last for 12 minutes, or 120 rounds. And he has Protection from Good for +2 deflection, as back up if the Shield is dispelled or expires. And Greater Magical Vestment makes his breastplate +3 for the day, so there's the +9 armor.

The more immediate problem that I see, (and surprised that no else here mentioned it, so maybe I'm missing something) is that his attack and damage block don't take into consideration the spells he is capable of and which the adventure describes him as casting before combat. I'm assuming that per the stat block, he has bear's endurance and bull's strength on him, to account for his 18 Str and 19 Con, respectively. This means that without those spells, his Str is only 14 and his Con only 15.

His basic melee attack is Fanged Falchion +19/+14/+9 (2d4+9 dmg/15-20). Without any further spells cast, this is close to accurate: +11 BAB, +4 Str, +3 enhancement (extended Greater Magic Weapon), +1 weapon focus = +19 attack. But the damage is missing +2d6 damage for the Fanged Falchion's unholy property, which adds an additional +2d6 non-typed damage to attacks against good-aligned targets. I would argue that most PC's would be good, and even if not, this should have been noted in the stat block somewhere.

Also, being a Cleric, he has tons of buff spells and abilities that are not accounted for in the stat block, requiring the DM to do a lot of extra calculations. +2 more Str from Strength Surge can be discounted as it only lasts 1 round, overlaps with Bull's Strength and requires a round to cast (relatively useless power in combat), but he also has Righteous Might (+4 size bonus to Str & Con, grants reach) for 12 rounds, and quickened Divine Favor (+4 luck bonus to attack and weapon damage) for 1 minute. And when the 10 rounds of Divine Favor run out, he has Divine Power (+4 luck bonus to attack & weapon damage, +12 temp Hit Points and an extra attack at highest bonus) for 12 rounds. This would give him, based on the tactics listed, 22 Str and 23 Con for most of the combat, as well as reach and an extra attack.

So his melee attack would be fanged falchion +25/+25/+20/+15 (2d4+16 dmg. plus 2d6 vs. Good-aligned/15-20). And if he Power Attacks (and he probably will), it becomes +22/+22/+17/+12 (2d4+25 dmg. plus 2d6 against Good-aligned targets/15-20 crit). Ouch!!!


Maveric - you are correct - however what you find is that they only include buffs in a statblock (or they are supposed to only include buffs) if they are listed as being cast in the 'before combat' tactics section. - I believe the unholy damage isn't listed because it's specific against only good creatures.

The rest of it is up to the GM to figure out.

One thing I've found is that as the levels go up the 'x per day' and spell abilities matrix for each monster gets very large - and it doesn't matter if it's caster or non caster.

As you indicate if you play up the Scribbler he is a pretty nasty beast with his falchion (and if you check the magic item area you'll also note that nasty on crit functions of that weapon) - if you miss even 1-2 of the things he can do from his statblock he's not near as much of a beast.

One thing though - from what I read of the strength surge ability - it doesn't actually help with attacks - it's just for skill or strength checks - I could be mistaken.

Back on topic you will find the above similar for all the monsters

Liberty's Edge

Strife2002 wrote:

Pg. 39 - Erylium

A couple of things that need addressing:

1) We've mentioned in the past that the stats for the poison in her claws should be put in here since it's combat relevant. What we FORGOT to do though was recalculate the save DC. Standard quasit poison is DC 13:

10 + 1 (half 3 HD) + 0 (11 Con) + 2 (racial bonus) = 13

Erylium, though, has more HD and Con. Her DC is calculated:

10 + 3 (half 6 HD) + 1 (13 Con) + 2 (racial bonus) = 16

Bellona wrote:
I have a question about monsters with class levels. If a monster's special attack is based on HD (e.g., Erylium's poison), do class-based HD count for increasing the special attack's DC?

Funny thing, the entry for poison in the Bestiary states:

The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 poisoning creature’s racial HD + creature’s Con modifier
Emphasis added.

Erylium's DC only increases from her Con, not her witch levels.

Liberty's Edge

Strife2002 wrote:

Pg. 26 - Shalelu Andosana

Shalelu has a +1 composite longbow, but is only getting a +1 to damage. This means that the composite longbow either has a +0 Str rating, and therefore isn't taking advantage of Shalelu's Str of 12, or it has a +1 Str rating and isn't calculated correctly. If the latter is correct, and I'm guessing it should be, then her ranged attack damage should be changed to "(1d8+2/x3)".

That would depend on the value of her gear. She should only have 4,650gp of treasure but she has a lot of stuff. She has 82gp of coinage left but making her bow mighty costs 100gp.

Grand Lodge

Regarding the Racial HD thing, while it's true it says that, there's some schools of thought that believe the use of the word "racial" is relic text from 3.x. I honestly don't know what to think.

Grand Lodge

Jester David wrote:
Strife2002 wrote:

Pg. 26 - Shalelu Andosana

Shalelu has a +1 composite longbow, but is only getting a +1 to damage. This means that the composite longbow either has a +0 Str rating, and therefore isn't taking advantage of Shalelu's Str of 12, or it has a +1 Str rating and isn't calculated correctly. If the latter is correct, and I'm guessing it should be, then her ranged attack damage should be changed to "(1d8+2/x3)".

That would depend on the value of her gear. She should only have 4,650gp of treasure but she has a lot of stuff. She has 82gp of coinage left but making her bow mighty costs 100gp.

Actually, according to the rules, she should have 16,000 gp worth of gear. I know you got the total 4,650 gp from the Heroic NPC column of the NPC gear table, but look at her SQ entry. She has PC gear, not NPC gear. 6th level PCs should have 16,000 gp worth of gear. That's what leaves me to believe that her weapon should be a +1 composite longbow, like it says, but also have a +1 Str rating, increasing damage to (1d8+2/x3).

Liberty's Edge

Strife2002 wrote:
Regarding the Racial HD thing, while it's true it says that, there's some schools of thought that believe the use of the word "racial" is relic text from 3.x. I honestly don't know what to think.

Quite possibly. But I don't want the errata document becoming a series of personal calls on rules. Offering recommendations on omissions or replacements is one thing, but tweaking the rules is another.

Strife2002 wrote:
That's what leaves me to believe that her weapon should be a +1 composite longbow, like it says, but also have a +1 Str rating, increasing damage to (1d8+2/x3).

Which gets into optimization. It's one thing to correct errors, it's another to critique. She probably does need a magic bow, but it's harder to call it an error.

Grand Lodge

Right, I was more basing my belief that that's what it should have been based on other creatures with composite bows in their gear. Normally (well, until recently with newer products they've published) Paizo hasn't labeled what Str rating a composite bow has when it shows up in a creature's gear. Instead they rely on you to look at the damage and see for yourself. 9/10 times the bow is correctly rated to take advantage of whatever their Str bonus is. With a Str of 12, Shalelu would probably have a bow with a +1 Str rating. I used this to hypothesize that they forgot to add an additional 1 for the enhancement bonus.

It's not a big deal obviously, I just wanted to point it out and make it known that I wasn't trying to optimize her for the sake of it. You're entirely correct though that it's possible it isn't an error.

Liberty's Edge

Strife2002 wrote:

Pg. 135 - Crowfood

1) Missing a feat.
- Fighter bonus feats: Cleave, Power Attack
- Rogue combat trick: Weapon Focus (ogre hook)
- 7 HD feats: Dodge, Iron Will, Mobility, Spring Attack
- Human bonus feat: ?????

FWIW, I chose Great Cleave for the Rogue Combat Trick.

Liberty's Edge

Not a RotRL AE errata per se, but something to be aware of. According to JJ, the template is added after the base creature statblock is completed.

Considering the assumption is that ogrekin are base human creatures, they should all receive the +2 ability modifier for the human element. From what I can tell, the Ogrekin statblock in the Bestiary 2 does not include that +2 modifier (important for those Graul's who use the basic Bestiary 2 statblock). All of the Graul statblocks given in the AE DO appear to include that modifier.

Liberty's Edge

Pg. 149 - Ogre Fighter

The ogre fighter's speed should be 30 ft. (for wearing hide armor).

The ogre fighter's weapon training should be in pole arms, not axes. According to Ultimate Equipment, ogre hooks are classified as pole arms (and, FWIW, Hero Labs recognizes them under pole arms).

Liberty's Edge

HangarFlying wrote:

Pg. 149 - Ogre Fighter

The ogre fighter's speed should be 30 ft. (for wearing hide armor).

The ogre fighter's weapon training should be in pole arms, not axes. According to Ultimate Equipment, ogre hooks are classified as pole arms (and, FWIW, Hero Labs recognizes them under pole arms).

Correction: the speed should be 35 ft.


HangarFlying wrote:
The ogre fighter's weapon training should be in pole arms, not axes. According to Ultimate Equipment, ogre hooks are classified as pole arms (and, FWIW, Hero Labs recognizes them under pole arms).

It's pretty weird that this is the case because an Ogre Hook is basically an oversized sickle. Also it's listed as a two-handed weapon even though every illustration showing them has them being wielded one-handed.

Peet

Liberty's Edge

HangarFlying wrote:
HangarFlying wrote:

Pg. 149 - Ogre Fighter

The ogre fighter's speed should be 30 ft. (for wearing hide armor).

The ogre fighter's weapon training should be in pole arms, not axes. According to Ultimate Equipment, ogre hooks are classified as pole arms (and, FWIW, Hero Labs recognizes them under pole arms).

Correction: the speed should be 35 ft.

Man, I completely boned this one up. I think I was thinking of something else. Anyways, the Ogre Fighter's speed is correct as printed in the AE. Due to his armor training, he can move at his full speed while wearing medium armor.

Liberty's Edge

Pg. 178-179 - Lamatar Bayden

Regarding his Ability Scores, one could justify using the Scores as printed by claiming that they were built by using a 15 point-buy: 5 pts. to Str, 5 pts. to Dex, -1 pt. to Int, 1 pt. to Wis, and 3 pts. to Cha. The remaining 2 pts. were "dumped" into Con. In this case, his hp and Fort would remain as printed.

Regarding his AC, I have trouble figuring out how he's getting 28 (assuming he could even cast barkskin on himself).
+5 armor, +4 Dex, +1 dodge, +4 natural (wight). Without barkskin I can only get him to AC 24. Since he's only a CL 5th, he would only get a +2 from barkskin bringing him to AC 26. Where is the extra +2 natural armor coming from?

He is short a 2nd Level spell. He should get a 1st & 2nd due to level, plus an additional 1st & 2nd due to his Wis score. Considering he can't cast barkskin, I recommend the following spells: 1st - gravity bow, longstrider; 2nd - aspect of the bear, protection from energy (fire).

He seems to be short 4 skill points. I put 2 into Knowledge (geography), and 2 into Knowledge (nature), giving him a +11 for each.

Skill Point Breakdown:

I calculate that he should have 64 skill points available to distribute; (6 ranger x 8) + (4 wight x 4) = 64.

Climb +11 = 6 [ranks] + 3 [class skill] + 3 [Str] -1 [ACP]
Handle Animal +19 = 12 [ranks] + 3 [class skill] + 4 [Cha]
Knowledge (geography) +9 = 6 [ranks] + 3 [class skill]
Knowledge (nature) +9 = 6 [ranks] + 3 [class skill]
Perception +17 = 12 [ranks] + 3 [class skill] + 2 [Wis]
Stealth +20 = 6 [ranks] + 3 [class skill] + 4 [Dex] - 1 [ACP] + 8 [racial bonus]
Survival +21 = 12 [ranks] + 3 [class skill] + 2 [Wis] + 4 [favored terrain]
Ranks Spent = 60

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