Shifting Sands(errata)


Mummy's Mask


So with hopes that I have the mistakes ironed out this time around - onto the new adventure (which I have to start out saying... IS AWESOME!)

Page 17 - Khabekh-Shu

He has guidance as a level 0 spell - it's not in his bloodline list - it's a cleric/druid spell - not sure where it came from unless I'm missing something fairly glaring.

Page 18 - Cultists

These guys also have guidance on their spell list - at this point I feel like I'm missing something - but it's not on their bloodline spell list either - if someone knows where they gain access to the spell from - let me know because it seems odd.

Paizo Employee Senior Developer

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Yeah, I'm not sure how those got in there. For Khabekh-shu, replace guidance with bleed. For the cultists, replace it with message.


*edit* found my mistake on the gnoll skill points - and so removed that :)

Page 39 - Hyena Animal Companion

They have Improved natural attack - but they only have a BAB of +1 (prereq's for INA is a +4 BAB) I gave them weapon finesse which gives them the following stats:
bite +5 (1d4 plus trip)


Page 90 - the Melee attack line for Sting is missing "plus poison" - the poison is noted as a special attack and is listed under special abilities just not on the attack line.


Page 43 - Xerippe
unsure if this falls into error or not - as I'm not quite sure of the normal rules for when this type of thing would make 'print or not' - but using the advanced template on a Thriae soldier also increases the poison save DC to 17 - which would be handy to note in a short statblock like that. Figured I'd mention it here for anyone running the adventure in case they want to make a note of that.


Page 47 - Tetisurah...

I can't figure a way the heroic array was applied - and it seems like the stat point for the 4 levels of druid are also missing.

Base stats are
Str 22 Dex 13 Con 16 Int 18 Wis 19 Cha 19

Heroic array:
15, 14, 13, 12, 10, 8
+5, +4, +3, +2, 0, -2

Final output

Str 20(-2) Dex 18(+5) Con 16(0) Int 20(+2) Wis 22(+3) Cha 21(+2)

So it seems that we are off by +2 in one stat - and that doesn't account for the ability point for four levels of druid. Her CR is 10 instead of 11 so that could account for slightly weaker stats - or it could account for the circumstances of the situation (no spoilers here just pondering).


Page 50 - Jamirah - bungle should be DC 18.

Spoiler:

On a side note... I'm excited to play this one - I don't know what it is about the designers at Paizo - but when they build a Lamia Matriarch boy do they make a mean monster.

Paizo Employee Senior Developer

Ckorik wrote:

Page 47 - Tetisurah...

I can't figure a way the heroic array was applied - and it seems like the stat point for the 4 levels of druid are also missing.

Base stats are
Str 22 Dex 13 Con 16 Int 18 Wis 19 Cha 19

Heroic array:
15, 14, 13, 12, 10, 8
+5, +4, +3, +2, 0, -2

Final output

Str 20(-2) Dex 18(+5) Con 16(0) Int 20(+2) Wis 22(+3) Cha 21(+2)

So it seems that we are off by +2 in one stat - and that doesn't account for the ability point for four levels of druid. Her CR is 10 instead of 11 so that could account for slightly weaker stats - or it could account for the circumstances of the situation (no spoilers here just pondering).

Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).


Rob McCreary wrote:


Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).

Thank you - I think I was missing a step without realizing it - this helps quite a bit.

CR's still baffle me more than they should - but I think I'm getting the rest of it licked :)

BTW (I mentioned this in the RoTRL thread but have no idea if you've read that) doing the deconstructs has helped me understand quite a bit more about the game and monsters than when I started. I really do appreciate your willingness to explain.


Rob McCreary wrote:


Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).

What? The rules don't say anything about that for giving monsters class levels:

Quote:

Step 2: Add Class Levels

Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.

They don't actually get heroic array, they just get these numbers


Pathfinder Adventure Path Subscriber
CWheezy wrote:
Rob McCreary wrote:


Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).

What? The rules don't say anything about that for giving monsters class levels:

Quote:

Step 2: Add Class Levels

Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.
They don't actually get heroic array, they just get these numbers

Almost identical effect, actually. Comparing flat 10s/11s to the heroic, you get +4/5, +3/4, +2/3, +1/2, 0/-1, and -1/-2 (the variance being caused by whether or not you get an even or odd number). If you alternate the low and high results, you get +4, +4, +2, +2, +0, -2

But yeah, for consistency, I would think they would just do the method suggested in the book :/


CWheezy wrote:
Rob McCreary wrote:


Tetisurah's stats are correct. Her ability scores are reduced to either 10 or 11 to get her racial ability bonuses (which are always even numbers). This gives her Str +12, Dex +2, Con +6, Int +8, Wis +8, Cha +8.

Those 10/11 base scores are then replaced with the elite array, with the ability score modifiers applied.

So you end up with Str 20 (8+12), Dex 18 (15+2+1 ability score increase for 4 levels), Con 16 (10+6), Int 20 (12+8), Wis 22 (14+8), Cha 21 (13+8).

Her CR is 10 because druid levels are non-key levels for a gynosphinx, meaning +1 CR for every 2 druid levels (8+2=CR 10).

What? The rules don't say anything about that for giving monsters class levels:

Quote:

Step 2: Add Class Levels

Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.
They don't actually get heroic array, they just get these numbers

Yeah it's confusing (to be sure) - but you'll notice for the monsters with class levels they all have the elite array. Oddly in many cases this can be applied without all the hoops - but for reference (after the explanation I looked this up - and then applied this to a few test NPCs and... what do you know... it is how they do it)...

PRD used for the quote...

Quote:
Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.

Important sections in bold. Once I saw the explanation and the above paragraph it all 'clicked' for me.

This is also how a monster advancement works in Hero Lab *if* you create the monster as an NPC - and you click 'customize' next to the race (which only shows up for NPC's) - this is also how you can delete 'stock' feats and rebuild the monster as you want.

I honestly don't know why they have two conflicting sections on class levels - I think it's an oversight - which honestly doesn't surprise me because the monster creation rules are ... not really intuitive. One of the reasons why I really appreciated Rob offering up explanations in this thread and the empty graves thread.

*edit*

Another oversight - would be the line in both cases, the creature's ability score modifiers are listed at the end of its description - *cough* the process would be easier if they did this - but I'm guessing due to word count they don't as apparently only a very few of us are interested in this stuff - although I find it full of inspiration in terms of custom encounter design.

Scarab Sages

Page 49/50 - Jamirah
How does she end up with a BAB +18 for a CR12 critter? Also, she has 4 attacks, wouldn't that put her far above where she's supposed to be as a viable villain for a group's level?


Lamia Matriarch bestiary 2 p175

BAB +12

Add 8 rogue levels

Rogue 8 = BAB +6

12+6 = 18

That's the math part.

Don't forget she casts haste on the first round of combat - that puts her at 5 attacks on a full attack.

As to her actual statblock:

CR 12:
160 hps avg - 159 hps for her.
27 AC avg - 27 AC for her.
+21/+15 high/low attack - hers is +23 so very high for CR 12
55/41 high/low damage - hers is 42 - so at the low end
21/15 primary secondary DC avg - hers is a 28 DC stunning assault so that is very high
DC 23 wisdom drain - again high
+15/+11 good/poor fort save - hers is +11
+20 Ref so very very good
+15 will so very good.

She is *tough*. But not outside the realm of reasonable. The party should be 9th level so this is a CR+3 encounter for them - balanced I think on the borderline CR+4 side as the end boss.

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