Empty Graves (Errata)


Mummy's Mask


Page 19
"Old Eye-Taker" Sotenre

CR should be 4 - Base level 4 aristocrat is CR 2 - Dread Skeleton adds 1 - bloody skeleton adds 1 - XP should be 1,200

Senses should loose darkvision - neither dread skeleton or bloody skeleton gives darkvision (oddly enough).

HP should be 38 (4d12+12) Based on the skill points he has he used +1 hit point on all of his aristocrat levels and undead use CHA for bonus hit points (his is 14 so +2) giving him a total of 37. The dread skeleton template replaces all HD with d12.

The CR for the entire encounter is slightly higher than a CR 5 - (due to the CR increase of the judge) - instead of 1,600 exp it is 2,000 exp - I don't really think it matters in the long run but if you want to run by the book remove 2 bailiffs or the bloody template from the judge to hit CR 5, or leave it alone sans hp changes and add variant to the judge... :)


Page 21 - Silver Chain Smuggler

Stats are off for a 15 point buy - from what I can tell - it looks like they have an extra 2 build points - however if you assume Str should be 14 (making it a 15 point buy) the rest of the statblock doesn't change.

Skills are off slightly, climb includes a bonus from the climbers kit (which given the circumstances I don't think they are wearing) so it should be +8. Disable Device should be +12 due to the mwk Thieves tools

Silver Crusade

Old Eye-taker's HP is correct, as well as him having Darkvision. Undead have d8 hit dice in pathfinder, and undead automatically have darkvision.

You are correct about the CR and the Silver Chain's point buy and skills.


Alex McGuire wrote:

Old Eye-taker's HP is correct, as well as him having Darkvision. Undead have d8 hit dice in pathfinder, and undead automatically have darkvision.

You are correct about the CR and the Silver Chain's point buy and skills.

Can you point me to that - I checked undead traits (no darkvision) and all other undead templates specify the HD that the undead gain and darkvision - as advanced bestiary is a 3.5 module I wasn't able to find anything that backed that up. The CR change also should just 'disappear' from the template I'm thinking. I'm happy to be wrong just (apparently) lost in the reams of separate sources that change the rules.


Page 60 - Ptemenib

Has spent 6 more skill points than he should have (including bonuses for his thieves tools - otherwise it would be more).

Offense should list:

Melee mwk silver dagger +6/+1 (1d4-2/19-20)

Silvered weapons take a -1, and his strength is low enough to add a second -1 to the damage (he's not a fighter).

His speed should be 30/20 (with all his gear he is at Med encumbrance)

His AC and CMD include the Shield of Faith spell deflection bonus - they are base AC 13 and CMD 15

Domain Spell-Like Abilities should also list Ward against death 8/rounds day and Gentle Rest 7/day

Special attacks should add Turn Undead (DC 18)


Page 25

Ekram Iffek

Missing his bonus point in stats for being level 4 - Make his Str 17 it doesn't change his statblock otherwise.

Missing his ranger bond - considering he has no animal companion I'm assuming it should be the Hunters Companion bond (which would let him give a +1 to attack and damage to the cultists).

Page 26
Forgotten Pharoh Cultists

These guys have too many feats - Human (+1), Level 1 (+1) - level 3 (+1) = 3 feats not four. Considering arcane strike is used in their tactics and weapon finesse is required for them to hit at this stage of the game that leaves Iron Will or Deceitful - I got rid of Deceitful (reducing Bluff and Disguise to +6 each). The SQ lists Rogue Talent (finesse rogue) so I'm guessing at one point they had 2 levels of rogue - which would give them the extra feat. Paired down someone forgot that level 1 rogues don't get a rogue talent :). They should have scribe scroll listed as a feat as it's an irreplaceable wizard bonus feat at level 1.

Their AC includes the bonus to mage armor.

As above they have rogue talent listed under special qualities but don't qualify for a rogue talent. They also have arcane discovery listed but do not have the feat. Interestingly there is a sidebar on the arcane discovery so it makes me think further these guys may have been Rogue 2/Wiz 3 at some point giving them another feat (and thus the arcane discovery). Technically they shouldn't be able to use the mask as an arcane bond without the feat and new discovery as bonded objects are not allowed to be masks.

They carry Thieves tools but don't have disable device trained - it's a trained skill only so it's an odd equipment choice for them, based on the missing levels I'm also guessing they had points in disable device at one point.


Alex McGuire wrote:

Old Eye-taker's HP is correct, as well as him having Darkvision. Undead have d8 hit dice in pathfinder, and undead automatically have darkvision.

You are correct about the CR and the Silver Chain's point buy and skills.

As an aside - I figured it out - oddly - that's a section that I've never really had to look at prior. Curse you confusing monster building rules.


Page 35 - Unwrapped Harmony

Under Melee it says "+1 short sword"

Except it's not - it's a mwk short sword with magic weapon cast on it - I could be very wrong but I've never seen a weapon enhanced by magic weapon listed 'as magical' in the statblock.


Pathfinder Adventure Path Subscriber

They were included all during WotR. Most of a creatures special abilities listed in the tactics block are assumed to already been cast. It is very common to see casters with spells in place.


Seannoss wrote:
They were included all during WotR. Most of a creatures special abilities listed in the tactics block are assumed to already been cast. It is very common to see casters with spells in place.

Sure - I just got going through the entire RotRL ap though and I can't remember a single instance of magic weapon cast making the actual weapon listing show +1 'weapon' - instead it would just say 'dagger' and have the bonuses thrown in - I'm not sure which way I like better - this way doesn't leave me scratching my head wondering where the bonuses came from until I break down the critter - on the other hand it would be easy to mistake her gear on a quick glance as well.

/shrug - 5 cents one way... a nickle the other...

Silver Crusade

Ckorik wrote:

Page 25

Ekram Iffek

Missing his bonus point in stats for being level 4 - Make his Str 17 it doesn't change his statblock otherwise.

NPC stats tend to use the "Elite Array": 15, 14, 13, 12, 10, 8. So Ekram's stats were:

15 str (16 after stat point)
14 dex
12 con (this may have been a 10 originally, with a +2 from race)
13 int
10 wis (this may have been a 10 originally, with a +2 from race)
8 cha

So his stats are correct. Most of the rest of what you said seems to be correct, though Ptemenib's skills are very wonky. He has class features and no less than three items applying to them. I came up with him being only 1 skill point shy, assuming his favored class is used for skills. I think maybe you missed the cloak of elvenkind or eyes of the eagle.

Bluff +6 (4ranks)
Diplomacy +11 (6)
Disable Device +4 (2)
Heal +11 (4)
Knowledge (local) +13 (8)
Knowledge (religion) +13 (8)
Perception +13 (2)
Sense Motive +15 (6)
Spellcraft +9 (5)
Stealth +9 (4)

RPG Superstar 2013 Top 32

I think the skill points work out, needs only 4 ranks for a +9 in Spellcraft.

To make it work out, ignore encumbrance, generally they seem to in the adventures they publish.


Alex McGuire wrote:
Ckorik wrote:

Page 25

Ekram Iffek

Missing his bonus point in stats for being level 4 - Make his Str 17 it doesn't change his statblock otherwise.

NPC stats tend to use the "Elite Array": 15, 14, 13, 12, 10, 8. So Ekram's stats were:

15 str (16 after stat point)
14 dex
12 con (this may have been a 10 originally, with a +2 from race)
13 int
10 wis (this may have been a 10 originally, with a +2 from race)
8 cha

So his stats are correct. Most of the rest of what you said seems to be correct, though Ptemenib's skills are very wonky. He has class features and no less than three items applying to them. I came up with him being only 1 skill point shy, assuming his favored class is used for skills. I think maybe you missed the cloak of elvenkind or eyes of the eagle.

Bluff +6 (4ranks)
Diplomacy +11 (6)
Disable Device +4 (2)
Heal +11 (4)
Knowledge (local) +13 (8)
Knowledge (religion) +13 (8)
Perception +13 (2)
Sense Motive +15 (6)
Spellcraft +9 (5)
Stealth +9 (4)

Hrmmm as I was able to get most of the rest of the NPCs to match up outside of him - I just figured he was odd.

For stealth for instance my calc is:

7 (ranks) -3 (weight carried) +5 (competence bonus)(from cloak).

Disable device should also take a -3 penalty for weight.

If you just toss encumbrance - he comes out fine. Just noticed your followup BobROE as I was posting this - I'll add that to my ignore list - thank you.


Page 38-39 Gaunt Cadaver

Should also be listed as a variant - he has skill focus (use magic device) swapped for Combat Expertise - as he changes the base statblock for dark slayer - he's a variant. :)


And thank you to the other posters - every time I learn something new about how they figure these monsters up it's a good day :)

Silver Crusade

Not a problem!


Page 40 - Shardizhad

Should be listed as variant - Feats from the base stat block swapped are Deceitful for Iron Will


Page 43 Bheg - under defensive abilities he should have 25% fortification listed (due to his alchemist discovery).

His skill points are 6 overspent, unless he is also a variant and the skills ghouls take (and thus ghasts) are spent differently.

He has no prepared mutagen on him - it can be assumed it was already used I suppose.


Page 49, Neferekhu

As a unique undead I can't comment on anything outside of her spells.

They all are 1 DC too high - For example - inflict serious wounds (spell level 3) + spell focus (necromancy) (+1) + Cha 17 (+3) = 10+3+1+3 = 17 - yet it's listed as 18. All her non necromancy spells are also 1 DC higher - I'm thinking her Charisma was 18 instead of 17 at one time and it got lowered - raising her charisma would bump all her special ability DC's so at least at my table she gets a +1 to all spell DCs as part of her unique undeadness.

Based on the encounter I don't expect her to get many casts off anyway (being 'flailed' around literally).

Honestly as horrific as she is - I really expect this encounter to be a moment of mirth, and so plan to play it up that way... I'm thinking she'll have the same personality as Maude from the goonies.


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Page 52 - Naghut
Should be listed as variant - swaps weapon finesse from base ghoul(ghast) for one of the 4 feats listed.

HPs are too large by 1 (both raged and unraged) -

5d12 (32) + 2d8 (9) + Cha 22 (6*7 42 HD) + 5 (from levels) = 88 not 89. Ghast takes up the first 2 hit dice - so the barb levels (starting at HD 3) should be 3*6 + 2*7 not the other way around (I think).

Skills do not include armor check penalty for the mwk breastplate. Adjusted (when raging) Acrobatics +9, Climb +11, Stealth +9, Swim +9

Paizo Employee Senior Developer

Ckorik wrote:

Page 19

"Old Eye-Taker" Sotenre

CR should be 4 - Base level 4 aristocrat is CR 2 - Dread Skeleton adds 1 - bloody skeleton adds 1 - XP should be 1,200

Senses should loose darkvision - neither dread skeleton or bloody skeleton gives darkvision (oddly enough).

HP should be 38 (4d12+12) Based on the skill points he has he used +1 hit point on all of his aristocrat levels and undead use CHA for bonus hit points (his is 14 so +2) giving him a total of 37. The dread skeleton template replaces all HD with d12.

The CR for the entire encounter is slightly higher than a CR 5 - (due to the CR increase of the judge) - instead of 1,600 exp it is 2,000 exp - I don't really think it matters in the long run but if you want to run by the book remove 2 bailiffs or the bloody template from the judge to hit CR 5, or leave it alone sans hp changes and add variant to the judge... :)

Old Eye-Taker's CR is 3, because his stats are more equivalent to a CR 3 monster, as detailed on table 1-1 in the Bestiary. This is an example of making an exception to the CR rules, which don't always work out the way they're supposed to. :)

As others have said, undead in Pathfinder have d8 HD and darkvision.

Paizo Employee Senior Developer

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Ckorik wrote:

Page 21 - Silver Chain Smuggler

Stats are off for a 15 point buy - from what I can tell - it looks like they have an extra 2 build points - however if you assume Str should be 14 (making it a 15 point buy) the rest of the statblock doesn't change.

Skills are off slightly, climb includes a bonus from the climbers kit (which given the circumstances I don't think they are wearing) so it should be +8. Disable Device should be +12 due to the mwk Thieves tools

As mentioned elsewhere in this thread, NPCs use the "elite array" of 15, 14, 13, 12, 10, 8, rather than point-buy. However, it does appear that the Silver Chain Smuggler got two racial bonuses to its ability scores. Intelligence should be 8, reducing its skill points to 27. The easiest fix would be to remove its ranks in Intimidate, and its Knowledge (local) drops to +5. Climb does include the bonus from the climbing kit (why wouldn't they use it if they have it?) and Disable Device does include the bonus from masterwork thieves' tools.

Paizo Employee Senior Developer

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Ckorik wrote:

Page 60 - Ptemenib

Has spent 6 more skill points than he should have (including bonuses for his thieves tools - otherwise it would be more).

Offense should list:

Melee mwk silver dagger +6/+1 (1d4-2/19-20)

Silvered weapons take a -1, and his strength is low enough to add a second -1 to the damage (he's not a fighter).

His speed should be 30/20 (with all his gear he is at Med encumbrance)

His AC and CMD include the Shield of Faith spell deflection bonus - they are base AC 13 and CMD 15

Domain Spell-Like Abilities should also list Ward against death 8/rounds day and Gentle Rest 7/day

Special attacks should add Turn Undead (DC 18)

Ptemenib's skill points are correct, and include the bonuses from his masterwork thieves' tools, eyes of the eagle, and cloak of elvenkind.

You're correct, the damage for the silver dagger should be reduced.

We never incorporate encumbrance for NPCs - it doesn't really add to the game, and involves a lot of extra bookkeeping. If you use full encumbrance rules in your game, then you'll need to adjust stat blocks accordingly.

Any spell effects listed in the "Before Combat" section are incorporated into the spell block - as they are assumed to be cast before combat. This is to cut down on bookkeeping for the GM and allow monsters and NPCs to be played as easily as possible.

He should have gentle rest as an SLA, but the ward against death ability is replaced by the speak with dead ability of the Ancestors subdomain.

Turn Undead is not listed in Special Attacks because it's already listed in Feats, and works off channel energy.

Paizo Employee Senior Developer

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Ckorik wrote:

Page 25

Ekram Iffek

Missing his bonus point in stats for being level 4 - Make his Str 17 it doesn't change his statblock otherwise.

Missing his ranger bond - considering he has no animal companion I'm assuming it should be the Hunters Companion bond (which would let him give a +1 to attack and damage to the cultists).

Using the elite array, Ekram Iffek's stats are correct, and include the 4th-level ability score bonus.

He should have hunter's bond (companions).

Ckorik wrote:

Page 26

Forgotten Pharoh Cultists

These guys have too many feats - Human (+1), Level 1 (+1) - level 3 (+1) = 3 feats not four. Considering arcane strike is used in their tactics and weapon finesse is required for them to hit at this stage of the game that leaves Iron Will or Deceitful - I got rid of Deceitful (reducing Bluff and Disguise to +6 each). The SQ lists Rogue Talent (finesse rogue) so I'm guessing at one point they had 2 levels of rogue - which would give them the extra feat. Paired down someone forgot that level 1 rogues don't get a rogue talent :). They should have scribe scroll listed as a feat as it's an irreplaceable wizard bonus feat at level 1.

Their AC includes the bonus to mage armor.

As above they have rogue talent listed under special qualities but don't qualify for a rogue talent. They also have arcane discovery listed but do not have the feat. Interestingly there is a sidebar on the arcane discovery so it makes me think further these guys may have been Rogue 2/Wiz 3 at some point giving them another feat (and thus the arcane discovery). Technically they shouldn't be able to use the mask as an arcane bond without the feat and new discovery as bonded objects are not allowed to be masks.

They carry Thieves tools but don't have disable device trained - it's a trained skill only so it's an odd equipment choice for them, based on the missing levels I'm also guessing they had points in disable device at one point.

You're correct about the number of feats and the rogue talent - removing either Deceitful or Arcane Strike would fix this. The bonded mask arcane discovery replaces the 1st-level wizard bonus feat (Scribe Scroll).

As for Disable Device, either take a rank from Disguise (giving them Disable Device +6 and Disguse +7) or just remove the thieves' tools (since they're more about infiltration than actual thievery).

Paizo Employee Senior Developer

Ckorik wrote:

Page 35 - Unwrapped Harmony

Under Melee it says "+1 short sword"

Except it's not - it's a mwk short sword with magic weapon cast on it - I could be very wrong but I've never seen a weapon enhanced by magic weapon listed 'as magical' in the statblock.

As stated this is due to magic weapon being cast Before Combat. It's listed this way (magic in the melee line, normal in the gear section) so that all of the bonuses are included, and so it's clear at a glance that the weapon is magical for the purposes of overcoming DR and the like. Obviously, it's listed as normal in the gear section, because outside of combat, the weapon is normal.

Paizo Employee Senior Developer

Ckorik wrote:

Page 38-39 Gaunt Cadaver

Should also be listed as a variant - he has skill focus (use magic device) swapped for Combat Expertise - as he changes the base statblock for dark slayer - he's a variant. :)

He's a character with class levels - any character, monster or otherwise, gets to pick their own feats and skills. The fact that they have class levels takes them away from the baseline, but his race is still dark slayer, and is not a variant.

Paizo Employee Senior Developer

Ckorik wrote:

Page 40 - Shardizhad

Should be listed as variant - Feats from the base stat block swapped are Deceitful for Iron Will

Monsters usually get the variant "tag" is they deviate significantly from their published stat blocks. A juvenile crystal dragon does not have a published stat block, so there is nothing to be a "variant" of. Also, for named individuals (not just generic monsters in a Bestiary), we sometimes adjust skills or feats or spells without calling it out as a variant, because that character is serving the needs of the adventure, not a generic monster entry.

Paizo Employee Senior Developer

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Ckorik wrote:

Page 43 Bheg - under defensive abilities he should have 25% fortification listed (due to his alchemist discovery).

His skill points are 6 overspent, unless he is also a variant and the skills ghouls take (and thus ghasts) are spent differently.

He has no prepared mutagen on him - it can be assumed it was already used I suppose.

Normally, when a human (or similar race) becomes a ghast or ghoul, he does not get to keep his class levels and abilities. Bheg's flavor text specifically called out the unique nature of his transformation that allowed him to do so. As such, his skills are those he had as a human alchemist, and have nothing to do with baseline ghouls.

Since his mutagen is not listed in his stat block, the assumption is that he has not prepared one (primarily because it would bump up his stats higher than his CR would represent).


Rob McCreary wrote:
Ckorik wrote:

Page 43 Bheg - under defensive abilities he should have 25% fortification listed (due to his alchemist discovery).

His skill points are 6 overspent, unless he is also a variant and the skills ghouls take (and thus ghasts) are spent differently.

He has no prepared mutagen on him - it can be assumed it was already used I suppose.

Normally, when a human (or similar race) becomes a ghast or ghoul, he does not get to keep his class levels and abilities. Bheg's flavor text specifically called out the unique nature of his transformation that allowed him to do so. As such, his skills are those he had as a human alchemist, and have nothing to do with baseline ghouls.

Since his mutagen is not listed in his stat block, the assumption is that he has not prepared one (primarily because it would bump up his stats higher than his CR would represent).

OOk I didn't expect to see you around here ;)

Some of these have already been corrected by others posters (as you noticed) - the mutagen as I noted was missing but easy assumption to make (as to why he didn't have it).

As to the variant - that's interesting information - I thought any time you advanced a monster and changed the statblock from the base it would be a variant - I actually don't have any issues with any of the changes made just noted them and moved on. One I needed to look at again was the Dark Creeper JuJu zombie - I was told that racial climb bonuses stack and IIRC (don't have everything with me atm) they were a bit low if that's true.

This

Quote:
He's a character with class levels - any character, monster or otherwise, gets to pick their own feats and skills. The fact that they have class levels takes them away from the baseline, but his race is still dark slayer, and is not a variant.

Is new to me though - I thought if a monster took class levels they just built off the base - that changes quite a bit about how I consider critter building.

Quote:

Old Eye-Taker's CR is 3, because his stats are more equivalent to a CR 3 monster, as detailed on table 1-1 in the Bestiary. This is an example of making an exception to the CR rules, which don't always work out the way they're supposed to. :)

As others have said, undead in Pathfinder have d8 HD and darkvision.

Like many things - more of an art than a science eh? I can accept that. :) I noted I was corrected on the undead part - and it lead me to a section of the bestiary that I had overlooked so it was a win/win for me. The fact that all (as near as I can tell) the templates call out adding darkvision and the HD change blinded me to need this info - and so it's just one of those things I had to learn - (if I haven't said it enough already I do appreciate everyone who stepped in to correct me - it helps immensely when trying to get my head around these critters).

The elite array info (as another poster mentioned) help resolve alot of the issues I was noticing. Again - can't edit old posts so I just figured the corrections would be noted. Thank you though for taking time out of your day to address my posts :)

Quote:

You're correct about the number of feats and the rogue talent - removing either Deceitful or Arcane Strike would fix this. The bonded mask arcane discovery replaces the 1st-level wizard bonus feat (Scribe Scroll).

As for Disable Device, either take a rank from Disguise (giving them Disable Device +6 and Disguse +7) or just remove the thieves' tools (since they're more about infiltration than actual thievery).

I didn't take away the masks when I transposed them (I use DMs Familiar for my game to keep record keeping - that's where I ended up starting down this silly path) they are too important to the story - just thought it odd (and good to know they are supposed to swap scribe scroll for it). I did just that for the Disable Device - not that it will really make much of a difference in the manner these guys are used in the adventure - er... on a personal note was I right about the levels originally being higher? I'm considering making a 2/3 version for the later encounter(s) to spice it up for my group - they would be a bit er... too much I think in that first encounter though.

Quote:
. Climb does include the bonus from the climbing kit (why wouldn't they use it if they have it?) and Disable Device does include the bonus from masterwork thieves' tools.

Well I figured they weren't walking around with crampons on. That's a personal one for me - I don't necessarily have an issue with the kit bonus just figure if they went to scale a wall (considering the circumstances that they in particular might need to) they wouldn't have time to make use of the kit. I'll have to double check the disable device skill when I have a chance.


Page 52 & 53 - Naghut's stats

Undead Barbarian? :(

Apologies if I'm coming across as overly critical, but undead are immune to all morale effects and have no CON score. How does the Rage Barbarian ability work if she's immune to morale effects and has no CON?

Assuming that this is hand-waved somehow by her being a unique undead or variant undead that only gets the beneficial morale effects and none of the negative effects, where does the 16 rounds come from? She has a 22 CHA, so if the Rage is driven from that, wouldn't it be 10 (4 base +6 CHA at 1st L), +8 (2x each of 4 additional levels) for 18 rounds? If it's not driven from

-TimD


Tim:

Undead get the following as part of their creature type:

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

So rage is based off of Charisma. Her (non raged) Cha is 18 - so she gets 16 rounds of rage per day (Cha 18 (4) + 4 (base) + 8 (levels 2-5 barb) = 16).

Check this link as it was a section I had overlooked in the past and it helps a ton when figuring out monsters.

http://paizo.com/prd/monsters/creaturetypes.html


So her CHA raises when Raging? Now THAT is odd. Huh.
Still not sure HOW, given it's a morale bonus, but ok, I can follow that math, thanks.

-TimD


Yeah based off of just reading through it - I don't know that I would have applied the rage con bonus to Charisma - but once I saw they did I just went with it - I can't think of another undead barbarian that I've ever seen so I have nothing else to compare it to - it does make sense once you think about it a bit and makes the entire idea of undead barbarians kind of nifty :)

Grand Lodge

Sorry to necromancer this thread, but I'm only now running this AP for my group, and I have a question regarding the graven guardian. I see the bleed damage so I know that it's got the Death Domain abilities, but what is its second domain? I was thinking Earth or Protection, but the AC and saves aren't mentioned. I guess it could be law, but again the +1d6 vs. chaotic isn't listed either.

Or did you just leave the default Death and Repose domains?

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