Rise of the Runelords Anniversary Edition Errata


Rise of the Runelords

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Liberty's Edge

Pg. 179-180 - Barl Breakbones

His weapon damage for his earth breaker is incorrect. It should be:

  • mwk earth breaker +22/+17/+12 (3d6+13/19-20/x3)


  • I saw it got asked earlier but I could not find an answer, in book 5, the hounds of Lamashtu in the scribblers lair have a stinger with poison, but there is no mention of the kind of poison or the save. Does anyone know what it is supposed to be, or want to share what poison they used?

    Edit: I was think either Shadow Essence, it's DC 17 saves falls right in the middle of it's other save effects, or I was going to just increase the save on Blue whinnis poison to 18 making the save DC Con based, since it causes unconsciousness, and the create description for yeth hounds says they prefer fresh meat, and will drag dying prey for miles to have it fresh in their dens.

    Liberty's Edge

    Mark_Twain007 wrote:

    I saw it got asked earlier but I could not find an answer, in book 5, the hounds of Lamashtu in the scribblers lair have a stinger with poison, but there is no mention of the kind of poison or the save. Does anyone know what it is supposed to be, or want to share what poison they used?

    Edit: I was think either Shadow Essence, it's DC 17 saves falls right in the middle of it's other save effects, or I was going to just increase the save on Blue whinnis poison to 18 making the save DC Con based, since it causes unconsciousness, and the create description for yeth hounds says they prefer fresh meat, and will drag dying prey for miles to have it fresh in their dens.

    James Jacobs answers this a bit up-thread.


    Not sure how I missed that, but thanks.


    My admittedly weak search-fu didn't turn this up, so here goes ...

    Lamashtu's Mark feat (p. 419) gives the save as being DC 10 + character level + Charisma modifier. If applied to Nualia, that would make it DC 19 (10+6+3). However, her entry on p. 61 puts the DC at 16.

    I'm wondering if the feat write-up is in error. Most abilities like that put the DC at 10 + half character level + ability score modifier. Then Nualia's DC would make sense (10+3+3).

    Grand Lodge

    1 person marked this as a favorite.

    Oooh, good catch. Yeah it probably should have been 1/2 character level.

    Grand Lodge

    Pg. 423 - Runechill hatchet

    This weapon says it's normally sized for a Large creature, but that it resizes when wielded by a Medium or Small creature. Medium creatures wield it like a battleaxe and Small creatures wield it like a greataxe. Unfortunately it doesn't mention how Large creatures wield it. The text simply says "a runechill hatchet otherwise functions as a +1 battleaxe" and since it's normally sized for Large creatures, one might infer that it's still a battleaxe in the hands of such a creature. Well, according to the Headless Lord's (pg. 225) feats, damage, and attack values while two-weapon fighting, he's treating them like handaxes (he's got a pair of them).

    An appropriate fix would be to change the first sentence in the weapon's description to the following (also fixing that sentence's weird subject-verb agreement issue):

    "Runechill hatchets are sized for Large creatures as handaxes, but resize so they can be wielded by Medium creatures as battleaxes or Small creatures as greataxes."

    Then, in the third sentence change "as a +1 battleaxe" to "as a +1 weapon".

    Grand Lodge

    Sc8rpi8n_mjd wrote:

    Pg. 225 - headless lord

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

    6 HD undead have a +5 base Will, not +6. Value is correct as written in stat block.

    Grand Lodge

    Pg. 225 - Headless Lord (again)

    Profane bonus from the desecration aura wasn't taken into account for CMB (or size bonus wasn't, but that was applied to CMD). Change CMB to "+22".

    Liberty's Edge

    Strife2002 wrote:

    Pg. 423 - Runechill hatchet

    This weapon says it's normally sized for a Large creature, but that it resizes when wielded by a Medium or Small creature. Medium creatures wield it like a battleaxe and Small creatures wield it like a greataxe. Unfortunately it doesn't mention how Large creatures wield it. The text simply says "a runechill hatchet otherwise functions as a +1 battleaxe" and since it's normally sized for Large creatures, one might infer that it's still a battleaxe in the hands of such a creature. Well, according to the Headless Lord's (pg. 225) feats, damage, and attack values while two-weapon fighting, he's treating them like handaxes (he's got a pair of them).

    An appropriate fix would be to change the first sentence in the weapon's description to the following (also fixing that sentence's weird subject-verb agreement issue):

    "Runechill hatchets are sized for Large creatures as handaxes, but resize so they can be wielded by Medium creatures as battleaxes or Small creatures as greataxes."

    Then, in the third sentence change "as a +1 battleaxe" to "as a +1 weapon".

    Well, FWIW, it is called a "runechill hatchet", afterall.

    Grand Lodge

    HangarFlying wrote:
    Strife2002 wrote:

    Pg. 423 - Runechill hatchet

    This weapon says it's normally sized for a Large creature, but that it resizes when wielded by a Medium or Small creature. Medium creatures wield it like a battleaxe and Small creatures wield it like a greataxe. Unfortunately it doesn't mention how Large creatures wield it. The text simply says "a runechill hatchet otherwise functions as a +1 battleaxe" and since it's normally sized for Large creatures, one might infer that it's still a battleaxe in the hands of such a creature. Well, according to the Headless Lord's (pg. 225) feats, damage, and attack values while two-weapon fighting, he's treating them like handaxes (he's got a pair of them).

    An appropriate fix would be to change the first sentence in the weapon's description to the following (also fixing that sentence's weird subject-verb agreement issue):

    "Runechill hatchets are sized for Large creatures as handaxes, but resize so they can be wielded by Medium creatures as battleaxes or Small creatures as greataxes."

    Then, in the third sentence change "as a +1 battleaxe" to "as a +1 weapon".

    Well, FWIW, it is called a "runechill hatchet", afterall.

    :p


    I don't think it matters a lot, but Karzoug has 1 too many Zero level spells. He should only have 4, and he his 5 listed.

    Grand Lodge

    Mark_Twain007 wrote:
    I don't think it matters a lot, but Karzoug has 1 too many Zero level spells. He should only have 4, and he his 5 listed.

    You're right based on a rules stand-point. I went back and looked and literally every thassilonian specialist wizard in the book has this "problem" making me believe it may have been intentional. Look at the first sentence of the Benefits paragraph for Thassilonian specialists on page 417:

    "A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast."

    It doesn't have that text that normal specialty school rules have in them about not including cantrips. It doesn't even say "instead of one additional spell slot like normal" implying you're not to go from the normal rules of specialty schools as a baseline. It literally says from each spell level you can cast. Naturally, adding 2 of the same spell to your cantrips from this "archetype" would translate to a single extra cantrip since they're cast infinitely from now on. It makes sense too. If you're sacrificing versatility even further in your chosen school, why NOT get that extra cantrip.

    The following stat blocks throughout the book are "wrong" in the sense that they have an extra cantrip, but could be right based on a verbatim reading of the rules of Thassilonian specialists:

    - Caizarlu Zerren (Pg. 82)
    - Barl Breakbones (Pgs. 179 & 180)
    - Mokmurian (Pg. 229)
    - Azaven (Pg. 264)
    - Ordikon, The Mithral Mage (Pg. 270)
    - False Vraxerises (Pg. 280)
    - Jordimandus (Pg. 288)
    - Warriors of Wrath (Pg. 292)
    - Khalib (Pg. 357)
    - Karzoug (Pg. 363)

    EDIT: As a basis of comparison, Lyrie Akenja (Pg. 59) is one of the few non-Thassilonian specialist wizards in the book and she has the correct number of cantrips...

    Grand Lodge

    Pgs. 137 & 138 - Mammy Graul

    ...The other non-Thassilonian specialist wizard in the book, however, isn't correct. She's a standard necromancer but has 5 cantrips when she should only have 4. Remove one.

    Grand Lodge

    Pgs. 179 & 180 - Barl Breakbones

    Change his school information to the following:

    "Thassilonian Specialty Necromancy; Opposition Schools Abjuration, Enchantment"

    Grand Lodge

    Pg. 280 - False Vraxerises

    Two of these creatures' cantrips are mage hand and mending. Unfortunately these are in the transmutation school, and therefore can't be cast by these creatures since they're prohibited.

    Grand Lodge

    Pg. 292 - Warriors of Wrath

    One of these characters' cantrips is acid splash. Unfortunately this spell is in the conjuration school, and therefore can't be cast by these characters since it's prohibited.


    I had not thought about the extra spell from being a thassilonian specialist. I wouldn't think however that CAIZARLU ZERREN would know thassilonian magic, though his spell list matches, and his opposition schools are right. He would simply also need tassilonion specialty added.

    Liberty's Edge

    Mark_Twain007 wrote:
    I had not thought about the extra spell from being a thassilonian specialist. I wouldn't think however that CAIZARLU ZERREN would know thassilonian magic, though his spell list matches, and his opposition schools are right. He would simply also need tassilonion specialty added.

    JJ mentioned up-thread that Caizarlu should have the Thassilonian Specialist note added.

    Paizo Employee Creative Director

    HangarFlying wrote:
    Mark_Twain007 wrote:
    I had not thought about the extra spell from being a thassilonian specialist. I wouldn't think however that CAIZARLU ZERREN would know thassilonian magic, though his spell list matches, and his opposition schools are right. He would simply also need tassilonion specialty added.
    JJ mentioned up-thread that Caizarlu should have the Thassilonian Specialist note added.

    Correct. His role in the adventure is beyond just expanding the asylum out... he's there to give the PCs their first encounter with a Thassilonian spellcaster.

    Horizon Hunters

    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

    The save DC for poison is not 10 + 1/2 HD + Con Mod + racial bonus.

    It is 10 + 1/2 RACIAL HD + Con Mod + Racial bonus

    Therefore, for the standard quasit, it would be:

    10 + 1 (1/2 of the 3 racial HD) + 0 (con modifier) + 2 for racial bonus = 13.

    Elyrium has only THREE Racial HD (like the standard quasit), not six. The DC would then be:
    10 + 1 (1/2 of 3) + 1 (Con Mod) = 12. If you factor in the +2 racial modifier (which is include in the DC of 13 for the standard quasit), it would be DC 14 for Elyrium, and that makes sense as she is slightly more powerful than a regular quasit.

    I'm prepping to start my group's run of RotRL tomorrow, and though I don't think they will get to the catacombs in the first day, I want to be sure I have it prepped, just in case.

    So, I come up with the DC for her poison to be 14.


    Dot

    And thanks everyone for sharing

    Grand Lodge

    Mark Stratton wrote:
    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

    The save DC for poison is not 10 + 1/2 HD + Con Mod + racial bonus.

    It is 10 + 1/2 RACIAL HD + Con Mod + Racial bonus

    Therefore, for the standard quasit, it would be:

    10 + 1 (1/2 of the 3 racial HD) + 0 (con modifier) + 2 for racial bonus = 13.

    Elyrium has only THREE Racial HD (like the standard quasit), not six. The DC would then be:
    10 + 1 (1/2 of 3) + 1 (Con Mod) = 12. If you factor in the +2 racial modifier (which is include in the DC of 13 for the standard quasit), it would be DC 14 for Elyrium, and that makes sense as she is slightly more powerful than a regular quasit.

    I'm prepping to start my group's run of RotRL tomorrow, and though I don't think they will get to the catacombs in the first day, I want to be sure I have it prepped, just in case.

    So, I come up with the DC for her poison to be 14.

    Right, I know. We were speculating if the inclusion of the word "racial" in the poison description was intended or not (like perhaps it was relic text or something) later on in the thread. Either way, I ended up agreeing that the DC should be 14.

    Grand Lodge

    Pg. 17 - Goblin warchanter

    Correct me if I'm wrong, but a bard's inspire courage ability should apply to CMB as well, since it grants an attack bonus. The Goblin warchanter's stats have all the bonuses from her bardic performance already factored in, except the bonus to CMB. Change CMB to "-1". Yes, this could technically matter since her tactics say she tries to trip with her whip when she can.


    Strife2002 wrote:
    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.

    I'm a bit late to the party here, but I kept calculating that her skills were 3 points too many. Then when I saw in this thread that her Stealth was too high, it all made sense. Her Stealth just needs to be reduced to +12 and all will be fine.

    She needs the Skill Focus (Acrobatics) in order to get +12, otherwise that skill will be too high as well. Acrobatics isn't a class skill for her, so the most she could get there would be a +9 otherwise.

    Grand Lodge

    You are absolutely right, and I stand corrected. For some reason I had it in my head that rangers have Acrobatics as a class skill.


    In the central chamber of the runeforge, the map shows the room as being 90 ft across, but the description says it is almost 200 ft across. At first I thought that the grid should have just been 1 square=10 ft, but I got a look at the 3.5 version of Book 5, and the description says the room is almost 100 ft across, and the map is the same.

    I would think the description is wrong, and the room is only 90 ft. I would like some clarification though. I want to know if the map I made is the correct size. The room being twice the size offers other changes, as it would then be bigger than the table we play on.


    Pg. 241 - The Scribbler
    SR is listed as 26 but should be 24? (12 + Caster Level of 12 per Spell Resistance)


    In the compilation document, changing Tsuto's languages known is shown as merely a suggestion due to background. But if he isn't changed to speak Minkaian, then how did he write the note to Ameiko? Personally, I'd rather say that he should spend one less skill point on any skill (disguise, most likely) so that he can afford to spend it on linguistics. Change his starting language due to Intelligence from Goblin to Minkaian and give back Goblin with the skill point.

    Grand Lodge

    The reason it was labeled as "suggestion only" was because ignoring the story effects you mentioned (which we were aware of and mentioned earlier), changing it deviates from rules set by the Pathfinder RPG. Leaving it not highlighted yellow suggests that the change is necessary because the core rules are being broken, which isn't true.

    That said, I do like your suggestion, as it definitely appeals to my OCD-nature to have everything "rule-followingly" perfect.

    Grand Lodge

    So way back on page 6 of this thread, I said I'd go through the book and make a note of whenever it told you to reference a class-based creature's stat block from Bestiary 1 that didn't have the favored class bonus added in correctly. Then I got distracted :p. Not many to look at, thankfully! Some (or, heck, maybe all) of these are going to be repeats already mentioned, but at least it's in one place:

    Pg. 16 - Goblins: HP should be 7 each.
    Pg. 17 - Goblins: HP should be 7 each.
    Pg. 31 - Goblins: HP should be 7 each.
    Pg. 43 - Goblin Refugees: HP should be 7 each (this one was weird because unlike the goblins before it, their hps were randomly listed as 5 each, one less than the others).
    Pg. 46 - Thistletop Goblins (x3!): There are three stat block references all on one page, and they all need changing. Like the goblin refugees above, they inexplicably listed hp at 5 each, but it should be 7 each.
    Pg. 53 - Thistletop Goblins Wives: HP should be 7 each. Again, randomly listed at 5 hp.
    Pg. 79 - Gortus & Gurnak: HP should be 11 each.
    Pg. 79 - Pidget Tergelson: HP should be 22.

    Grand Lodge

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    *Takes a deep breath*

    OK! So while going back and looking for referenced stat blocks with HP issues, I thought maybe it'd be a good idea to also post the other issues in those stat blocks that the fan-base has discovered and commented on in other errata threads. I'll put it in a spoiler tag below since it'll probably be long. Keep in mind I'll be working from the latest printings of each Bestiary, so anything that has already been errata'd I won't mention (as it should match the PRD). These are errors we as a community have discovered, but they haven't made it into any errata, yet.

    Without further ado...:
    Pgs. 16, 17, 18, 31, 43, 46(x3), 53, 404, 405 - Goblin Warrior (Bestiary 156)
    - HP issue mentioned above.
    - Armor check penalty wasn't calculated. Change Ride to +9, Stealth to +9, and Swim to +3.

    Pgs. 18, 43, 46, 47, 404 - Goblin dog (Bestiary 157)
    - CMD should be "14 (18 vs. trip)".

    Pgs. 21, 404 - Boar (Bestiary 36)
    - CMD should be "14 (18 vs. trip)".

    Pgs. 48, 405 - Horse (Bestiary 177)
    - Stay with me here cause this may get confusing. There's no real error printed here, but there's something left rather ambiguous that causes a lot of rules-misinterpretations. The standard horse (or light horse) has an ability called docile that makes its hoof attacks secondary, even though they're its only attacks and therefore would be treated as primary attacks as per the rules for natural attacks. It then goes on to say that a horse that is combat trained loses the docile ability, and the hooves are once again treated as primary attacks. This is all well and good, however an advanced horse like Shadowmist is also known as a heavy horse, and is described below the stat block as receiving a bite attack in addition to the hooves. THIS RESULTS IN A LARGE AMOUNT OF PEOPLE THINKING THAT THE HEAVY HORSE GETS A PRIMARY BITE ATTACK AND PRIMARY HOOF ATTACKS WHEN YOU HAVE A COMBAT-TRAINED HEAVY HORSE. This is not true. All the docile ability does is tell you to ignore how the rules work normally for primary and secondary attacks, and to resume following them as normal if the horse gets combat-trained. Heavy horses have a bite attack, which is always primary, and hoof attacks which are treated as secondary ALWAYS since they have a bite attack, docile ability or not. Some people may be saying, "That's dumb and I'm going to conclude that you're probably wrong because it throws a wrench in my druid-/paladin-/cavalier-/hunter-with-a-horse build. The description says nothing about a heavy horse not gaining the docile ability, so what is it doing there?" First of all, the animal companion stats also say nothing about the animal companion horse gaining the docile ability, either, so that's a moot point (also it has a bite attack as well meaning all animal companion horses are technically heavy horses). Second of all, while it's true the heavy horse description doesn't say that the docile ability is cast aside, and therefore must be doing SOMETHING, consider the following possible rewording of the docile ability:

    Docile edit wrote:
    Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill on page 97 of the Pathfinder RPG Core Rulebook), all of a horse's attacks are treated as secondary attacks.

    It's not a stretch to see this as the intended interpretation of this ability. This means for a heavy horse with the docile ability, the hooves AND the bite would be secondary attacks. Upon becoming combat trained, normal rules begin to apply again, and the bite becomes a primary attack while the hooves remain secondary.

    - Remember when applying the advanced simple template, Int scores of 2 or less don't receive the +4 increase the template normally grants (which means neither does our friend Shadowmist, here). I know I said I wouldn't mention anything that got errata already, but I thought it worth mentioning because the first Bestiary was the only one that got this errata, while Bestiary 2, 3, and 4 were all printed with this error still in place, so if you're using one of those books i could see this happening.

    Pg. 56 - Tentamort (Bestiary 2 261)
    - The tentamort's poison description has some weird wording issues, specifically its frequency and effect lines. As written, it says "frequency 2 rounds; effect 1d4 Con plus nausua." The community came up with these two interpretations as to what this probably meant:
    >>> frequency 1/round for 2 rounds; effect 1d4 Con plus nausua for 1 round.
    *OR*
    >>> frequency 1/round for 2 rounds; effect 1d4 Con plus nausua for as long as the Con damage from this source persists.

    Pg. 64 - Greater barghest (Bestiary 27)
    - In the spell-like abilities, change mass enlarge to mass enlarge person.
    - In the languages, change "Worg" to "Common." (Although if you want to represent just how OLD Malfeshnekor is, you could substitute this for Thassilonian)

    Pg. 79 - Tiefling Rogue (Bestiary 264)
    - HP issue mentioned above.
    - Disable Device should be changed from +6 to +7. Trapfinding wasn't taken into account.
    - Not an error, but the perfect opportunity to implement some of those lovely alternate racial traits introduced in Advanced Race Guide, since they're not using that fiendish sorcery ability. I swapped it for prehensile tail and gave each of them one of Erin Habe's potions of cure light wounds (he's certainly not going to get much use out of them, not like they will). Aside from being able to grab those potions quickly, they can also use it to grab an object off their body quickly to be the target of their darkness spell-like ability, such as their short sword scabbards.

    Pg. 100 - Revenant (Bestiary 2 235)
    - In the reason to hate ability, in the last sentence, it's worth mentioning that "weapon damage rolls" probably also includes the revenants natural weapons.

    Pg. 103 - Skaveling (Bestiary 2 42)
    - Change the Fly skill from "+13" to "+17".

    Pgs. 136, 140, 405 - Ogrekin Fighter 2 (Bestiary 2 204)
    - Minor typo: "Init" instead says "Int" in the initiative entry.
    - The +2 bonus to an ability score that humans get was left out of the Bestiary 2's Ogrekin. Strength makes the most sense, being a fighter. Change the following:
    >>> Melee shortspear +8 (1d6+9), bite +3 (1d4+3) {NOTE: Only Maulgro (pg. 204) gets the bite attack since he has oversize maw.}
    >>> Str 23
    >>> CMB +8; CMD 19
    >>> Skills Climb +11, Swim +11

    Pg. 140 - Tendriculos (Bestiary 2 259)
    - In the swallow whole ability, change its stomach AC from "15" to "16".

    Pg. 141 - Ogre spider (Bestiary 3 254)
    - Climb skill is listed as +29, but it's uncertain whether or not this number was derived by combining the +16 racial modifier with the +8 racial bonus all creatures with climb speeds receive. Racial bonuses don't typically stack, however, so it's unclear if this is an error or not.

    Pgs. 149, 150, 151(x2), 153, 154, 157, 166, 178, 405(x3) - Ogre (Bestiary 220)
    - Using a greatclub but isn't proficient with it. Humanoids without class levels are only proficient with simple weapons. Consider replacing Iron Will with Martial Weapon Proficiency (greatclub).

    Pgs. 152, 405 - Spectre (Bestiary 256)
    - Change CMB to +9. The fact that incorporeal creatures use Dex to modify CMB was forgotten.

    Pgs. 165, 405 - Ettin (Bestiary 130)
    - Using flails but isn't proficient with it. Humanoids without class levels are only proficient with simple weapons. Consider replacing Improved Overrun with Martial Weapon Proficiency (flail).

    Pgs. 172, 405 - Pixie (Bestiary 228)
    - Change the treasure entry to read as follows:
    >>> Treasure standard (short sword, longbow with 20 arrows, other treasure)

    Pgs. 177, 197, 405(x3) - Hill Giant (Bestiary 150)
    - Hill giant has rock throwing, but doesn't follow the rules for rock throwing damage found in the Universal Monster Rules. Turns out, hardly any giants with this ability do, which makes one question which is in error, the stat blocks, or the rules? In any case, if a GM were OCD enough (coughmecough) to want to change the stat block to match what the rules say, then thrown rock damage would be changed to (2d8+10).

    Pgs. 178, 405 - Annis Hag (Bestiary 3 16)
    - Possibly not an error, but it's been discussed that the annis hag's rend damage is exceptionally high for her challenge rating, not to mention it also simply doesn't follow the normal rules of damage rend usually deals. There is some speculation in the community that her rend damage is a copy-paste error from when her stat block was copied from the now-obsolete Bonus Bestiary. If it is an error, then her rend damage would likely be something along the lines of "1d6+10".

    Pgs. 180, 189(x2), 192(x3), 197, 204(x2), 212, 213, 217, 276, 405(x3) - Stone Giant (Bestiary 151)
    - Like the Hill giant above, the stone giant has rock throwing, but doesn't follow the rules for rock throwing damage found in the Universal Monster Rules. Turns out, hardly any giants with this ability do, which makes one question which is in error, the stat blocks, or the rules? In any case, if a GM were OCD enough to want to change the stat block to match what the rules say, then thrown rock damage would be changed to (2d8+12). It should be noted on the previous page, not even Barl follows the rules. Le sigh.

    Pgs. 189, 197 - Dire bear (Bestiary 31)
    - Dire bear's Iron Will feat isn't factored into the stat block. Change Will save to "+6".

    Pgs. 199, 405 - Taiga giant (Bestiary 2 131)
    - Again, the taiga giant has rock throwing but doesn't follow the rules for rock throwing damage found in the UMR. Blah blah blah same as hill and stone giants. If you wanted to make the rock damage match the UMR rules, change it to "2d8+15".

    Pgs. 207, 405(x2) - Frost giant (Bestiary 149)
    - Greataxe damage doesn't mention crit multiplier. Change to "3d6+13/x3".
    - More rock throwing goodness. For those wanting to change the damage to match what the UMR rules say they should be, then it becomes 2d8+13.
    - The frost giant has 6 skill points left unspent. If putting at least 4 into Stealth, be sure to increase it an additional +3 to account for Skill Focus (Stealth).

    Pg. 221 - Young red dragon (Bestiary 98)
    - Change 1st-level spells known from "3/day" to "4/day".
    - After the Languages line, add the following line:
    >>> SQ Smoke vision

    Pgs. 227, 278, 405 - Shining child (Bestiary 2 245)
    - In Spell-Like Abilities, change mirage arcana DC from "20" to "22".
    - In Spell Like Abilities, delete the save DC for scintillating pattern.
    - Blinding light ability, change save DC from "25" to "24".

    Pgs. 245, 295, 405 - Glabrezu demon (Bestiary 61)
    - In at-will spell-like abilities section, add "(DC 19)" to the end of unholy blight.
    - Change Diplomacy from "+22" to "+24".
    - Change Intimidate from "+22" to "+24".

    Pgs. 258, 405 - Wraith (Bestiary 281)
    - Change flat-footed AC from "14" to "15".

    Pg. 261 - Nightwing (Bestiary 2 203)
    - Increase CMB from "+24" to "+26". Keep in mind that if a maneuver uses the nightwing's natural attacks at all, it increases by another +1 thanks to the constant magic fant spell-like ability.

    Pg. 268 - Water Mephit (Bestiary 202, 203)
    - Increase CMD from "15" to "16". It seems the Dodge feat wasn't taken into account.

    Pgs. 285, 289 - Quasit (Bestiary 66)
    - Increase CMB from "+0" to "+3". Tiny creatures use Dex for CMB, not Str.

    Pgs. 320, 346, 356, 360, 405(x2) - Cloud giant (Bestiary 147)
    - Blah blah blah more rock throwing stuff. If you want the damage to match the rules, it'd need to be changed to "(4d6+18)".

    Pg. 325 - Skulk (Bestiary 2 248)
    - Not proficient with the short sword it uses (humanoids without class levels are only proficient with simple weapons). Rather than worry about replacing feats, it'd probably be better just to remove the short sword outright, and let him use the daggers he keeps for throwing for melee. It makes sense, as Morgiv is your typical cowardly skulk, for him to just keep daggers on him (a simple knife has many uses other than just for combat) rather than the more martial short sword.

    Pg. 326 - Auroch (Bestiary 174)
    - Remember when applying the advanced simple template, Int scores of 2 or less don't receive the +4 increase the template normally grants (which means neither do these mountain aurochs, here). I know I said I wouldn't mention anything that got errata already, but I thought it worth mentioning because the first Bestiary was the only one that got this errata, while Bestiary 2, 3, and 4 were all printed with this error still in place, so if you're using one of those books i could see this happening.

    Pg. 327 - Ogre Mage (Bestiary 221)
    - Change Fly skill from "+5" to "+7".
    - Not important, but this page also lists oni traits. Bestiary 3 introduced a new trait not listed here for oni:
    >>> Darkvision 60 ft. and low-light vision

    Pgs. 351, 356, 365, 405 - Rune giant (Bestiary 2 130)
    - Not proficient with the longsword it uses (humanoids without class levels are only proficient with simple weapons.

    Pg. 352 - Astradaemon (Bestiary 2 63)
    - In 1/day spell-like abilities, change save DC of energy drain from "24" to "26".

    Pg. 358 - Shemhazian Demon (Bestiary 2 80)
    - Change Fly skill from "+2" to "+9".

    Pg. 365 - Adult blue dragon (Bestiary 94)
    - Doesn't qualify for the feat Deadly Stroke. Consider replacing with Power Attack.

    Pg. 404 - Mite (Bestiary 207)
    - In spell-like abilities, change "(CL 1st)" to "(CL 1st; concentration +0)".

    Pg. 404 - Will-o'-wisp (Bestiary 277)
    - Change CMD from "24" to "25". Dodge feat wasn't taken into account.

    Pg. 404 - Mosquito swarm (Bestiary 2 193)
    - Decrease reach from "5 ft." to "0 ft."

    Pg. 404 - Bandit (GameMastery Guide 258)
    - Change "CN Medium humanoid" to "CN Medium humanoid (human)".

    Pg. 404 - Goblin snake (Bestiary 3 132)
    - Increase bite attack from "+2" to "+4".
    - Add "Swim +10" to its skills.

    Pg. 405 - Boggard (Bestiary 37)
    - Add "Perception +4" to its skills.

    Pg. 405 - Marsh giant (Bestiary 2 129).
    - Oh my god, rock throwing. Make it stop. What's interesting here, though, is this seems to be the first time where double slam damage dice is used (as per the rules), but 1.5 Str is NOT used. In any case, strict rule-followers should note that as per rock throwing rules, thrown rock damage would be "(2d6+12)".
    - Humanoids without class levels are only proficient with simple weapons. This creature uses a gaff, which doesn't mention if it's a simple, martial, or exotic weapon. It simply says to treat them as flails, which are martial weapons. GMs are left to rule on their own, I guess. I ended up treating them as simple weapons, as they're like flails but two-handed only. This prevents any feats from needing changing.

    Pg. 405 - Giant black widow spider (Bestiary 256)
    - Add "Stealth +2 (+6 in webs)" to its skills.

    Pg. 405 - Lyrakien azata (Bestiary 38)
    - Replace Agile Maneuvers feat with something else. All Tiny creatures and smaller use Dex for CMB automatically.

    Pg. 405 - Firepelt cougar (Bestiary 40)
    - This is the first time we've seen a reference for firepelt cougars that aren't supposed to use animal companion stats. Unfortunately it doesn't say which stat block to use from pg. 40 of the Bestiary, as that page has both cheetah and leopard stats. It probably uses hte leopard stats.

    Pg. 405 - Wanderer (GameMastery Guide 290)
    - Change "N Medium humanoid" to "N Medium humanoid (human)".

    Pg. 405 - Wolf-in-Sheep's-Clothing (Bestiary 3 285)
    - Change CMB from "+12 (+16 grapple)" to "+12 (+18 grapple)".
    - Replace Greater Weapon Focus (tentacle) with something else, as this creature doesn't qualify for it. Don't bother adjusting the attack score, the feat wasn't even factored in, anyway.
    - Change the Knowledge (nature) skill from "+4" to "+7".

    Pg. 405 - Trapper (GameMastery Guide 276)
    - Change "N Medium humanoid" to "N Medium humanoid (human)".

    Pg. 405 - Giant tarantula (Bestiary 2 256)
    - Add "Acrobatics +9" to this creature's skills and "+8 Acrobatics" to its list of skill racial modifiers.

    Pg. 405 - Nereid (Bestiary 2 198)
    - Change melee touch attack bonus from "+10" to "+15".

    Pg. 405 - Venomous snake swarm (Bestiary 3 249)
    - Change CMB and CMD to both "-".

    Pg. 405 - Giant vultures (Bestiary 3 174)
    - Delete the Toughness feat. Don't adjust hp, it's not being taken into account anyway.

    Pg. 405 - Raider (GameMastery Guide 280)
    - Change "CN Medium humanoid" to "CN Medium humanoid (human)".

    Pg. 405 - Incubus demon (Bestiary 3 73)
    - Change Melee line to read as follows:
    >>> Melee mwk scimitar +14/+9 (1d6+7/18-20) or mwk scimitar +14/+9 (1d6+5/18-20), slam +8 (1d4+2) or 2 slams +13 (1d4+5)
    - Change Intimidate skill from "+16" to "+24".
    - Change Perception skill from "+13" to "+21". Also change Perception in the senses line.

    Pg. 405 - Coloxus demon (Bestiary 3 72)
    - This creature has 6 more skill points than it should.

    Pg. 405 - Archaeologist (GameMastery Guide 297)
    - Change "N Medium humanoid" to "N Medium humanoid (human)".

    Pg. 405 - Rusalka (Bestiary 3 232)
    - Change CMB from "+16 (+20 when using tresses)" to "+16 (+23 when using tresses, +27 when using tresses to grapple)".
    - It's possible beckoning call should be a sonic effect.

    Pg. 405 - Denizen of Leng (Bestiary 2 82)
    - In 1/day spell-like abilities, change save DC for plane shift from "20" to "22".
    - Knowledge (any one) has been chosen as one of this outsider's 4 free-to-choose class skills. It should be noted that if one chooses Knowledge (planes), that leaves another skill open to be chosen as a class skill since all outsiders get Knowledge (planes) as a skill. Those still open for choosing include Disable Device, Disguise, Intimidate, and Profession (sailor).


    Thanks (again), Strife!

    Ruyan.

    Liberty's Edge

    Ettins have been rocking with the flail for 5 years, and ogres have been terrorizing with great clubs for at least 14. I'm sure they're proficient with them by now.

    That being said, I'm fairly certain that there is an obscure blurb somewhere that mentions that creatures are proficient with those weapons listed in their stat blocks.

    Grand Lodge

    HangarFlying wrote:

    Ettins have been rocking with the flail for 5 years, and ogres have been terrorizing with great clubs for at least 14. I'm sure they're proficient with them by now.

    That being said, I'm fairly certain that there is an obscure blurb somewhere that mentions that creatures are proficient with those weapons listed in their stat blocks.

    For some types yes, but not humanoids. It's the reason why the fire giant, frost giant, hill giant, and stone giant go out of their way to burn a feat slot for Martial Weapon Proficiency. Also cliff giant, ocean giant, and slag giant from B4. Now for most creatures, this can be fixed with the following house rule to the giant subtype (new part from me in italics):

    New Giant Subtype wrote:
    Giant Subtype: A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants are proficient with simple weapons like other humanoids, as well as any weapon they are described as using in their stat blocks. Giants have low-light vision, and treat Intimidate and Perception as class skills.

    You could then go back to those stat blocks I mentioned above and replace those Martial Weapon Proficiency feats with something else.

    This house rule would fix the:

    B1
    - Ettin
    - Ogre

    B2
    - Marsh giant (assuming a gaff is a martial weapon, i personally feel a flail-dealing-damage two-handed weapon should be a simple weapon)
    - Rune giant
    - Wood giant
    - Ice troll

    B3
    - Great cyclops

    It would NOT fix the derro and dark stalker from B1 or the dark slayer and skulk from B2. Those can be fixed though relatively easy by:

    Derro: Replace Improved Initiative with Exotic Weapon Proficiency (repeating crossbow) and remove the short sword all together and just use the aklys. According to page 8 of Pathfinder Campaign Setting: Classic Horrors Revisited, all derro gain proficiency with the aklys for free.

    Dark stalker: Replace Double Slice with Martial Weapon Proficiency (short sword). He's only missing out on 1 extra damage.

    Dark slayer: Replace Skill Focus (Use Magic Device) with Martial Weapon Proficiency (kukri).

    Skulk: He's got a short sword for melee and daggers for throwing. I say just get rid of the sword and stick to daggers for both options. They're cowardly creatures anyway, I feel like carrying around a sword kind of goes against the nature of the creature.

    Liberty's Edge

    Not entirely sure why you think a blanket statement of "creatures are proficient with weapons listed in stat block" wouldn't fix the derro, skulk, et. al.


    I mentioned this a few weeks ago in another thread but it is probably appropriate to mention it here as well.

    On page 162, Tillia Henkenson is described as NG Expert 2, but on page 394 she is described as LN Expert 4.

    I can't see any details in the original RotRL so no idea which is correct. Her predecessor 'died in mysterious circumstances' so using her page 394 alignment information may make for an interesting side-quest at some point. Credit Mavrickindigo for this suggestion.

    Liberty's Edge

    FWIW, mentioned the humanoid/weapon thingy to Mark Seifter and he felt that humanoids should probably get the "they are proficient with the weapons listed" note. Certainly nothing official, but it's a step in the right direction.

    Grand Lodge

    it would fix it, but it may not be appropriate. From Sean K. Reynolds about this very topic, recently in the Bestiary 2 errata thread:

    "Most creature types have language to that effect, but yes, it would be handy if the default rule was 'monsters are prof in whatever weapons they're given in the stat block.' They don't currently have that as an official rule for each type because that would mean (or some people would think it would mean) PC humanoids would get additional proficiencies based on their creature type (instead of 'none')."

    Edit: Forgot that the cyclops from B1 would also be fixed with that above house rule.

    Liberty's Edge

    Did some updating of the Compiled Errata Document.

    This includes an error I discovered myself rather than just copied from this thread, the mountain roper under Xin-Shalast doesn't have its number of strands listed.

    Liberty's Edge

    Good work!

    Silver Crusade

    I don't think anyone else pointed this one out yet but Highlady Athroxis Pg 295 casts Keen Edge on her ranseur daily. That seems futile to me since she has improved critical [Ranseur]. As she has no other weapons I see no reason for her to even have the spell memorized.


    The errata for Caizarlu says Gear should read “spell component pouch, 4gp, 14 sp”. Why did Caizarlu lose his platinum? Or was that typo?

    Should Caizarlu have a dart in his combat gear, as you need one as a focus for Acid Arrow?

    Liberty's Edge

    Or you could consider that dart as one of the items contained in the spell component pouch.

    Grand Lodge

    Bakaninja wrote:

    The errata for Caizarlu says Gear should read “spell component pouch, 4gp, 14 sp”. Why did Caizarlu lose his platinum? Or was that typo?

    Should Caizarlu have a dart in his combat gear, as you need one as a focus for Acid Arrow?

    Yes, looks like that was a typo. Also since the dart has a specific cost (5 sp), RAW the spell component pouch wouldn't cover it. Sticklers could stick one in there and turn that "14 sp" into "9 sp".


    On the Thistletop map on p.41, the markers for C25 and C26 are in the wrong places - they should be swapped around. The text in C26 refers to the "churning surf leading south", showing it must be the northern entrance.

    Grand Lodge

    Callum wrote:
    On the Thistletop map on p.41, the markers for C25 and C26 are in the wrong places - they should be swapped around. The text in C26 refers to the "churning surf leading south", showing it must be the northern entrance.

    You're right. The bunyip lair description (C27) confirms this.

    EDIT: Also just went back and looked at the map folio from the original release. It DOES have the correct markers in place.


    ZanThrax wrote:
    In the compilation document, changing Tsuto's languages known is shown as merely a suggestion due to background. But if he isn't changed to speak Minkaian, then how did he write the note to Ameiko? Personally, I'd rather say that he should spend one less skill point on any skill (disguise, most likely) so that he can afford to spend it on linguistics. Change his starting language due to Intelligence from Goblin to Minkaian and give back Goblin with the skill point.

    When I ran this, I thought it would be weird that Tsuto could speak Minkaian, since he was not raised in the Kaijutsu household; he was sent away to a boarding school from a very young age. The only way I could think of is if Ameiko taught him Minkaian in secret somehow when they were young.

    So I just had the letter written in common. Made things simpler all around.

    Liberty's Edge

    There was something somewhere that said that Ameiko did just that, though I can't remember where I read it—AE, 3.5, JJ comment, or someone's modification...

    Grand Lodge

    Pg. 208 - The Black Monk

    Needs to account for the change to monks from this blog post.

    In the SQ section, change ki pool to read as: "ki pool (9 points, cold iron, lawful, magic, silver)"

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